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DaSawks
03-06-2014, 07:24 PM
I am looking at making a new build that is not "Flavor of the month".
I wanted to dream up something that would work, yet fly in the face of convention.
Now I know that this build is not Min/Max nor is it “optimal” at the moment.
I also have no illusions of grandeur in thinking I will be soloing EE Storm Horns.
This is just a different look as a Flavor (not elitist) build.

The main focus is to use Charisma to the fullest potential.
18 base

+1 Charisma Human Enhancement
+2 Sacred Defender
+2 Knight of the Chalice
+2 Sorc (Insert) Elemental
+2 Sorc EK

Tomes-as you choose. No lofty expectations here. As I can afford.

Gear- as you choose. No, what I meant to say was "as the loot gods bless me."


Base Stats
Max Charisma 18
Constitution 14-16,
STR 13 for Power Attack,
INT enough to Max Spellcraft, Concentration, and UMD.
Dump skill points into Balance, Jump +10, Tumble +1.


Feats= with 8 possible Heroic feats (7 level ups, 1 PDK)
Maximize, Empower, Quicken, Extend
.
Force Of Personality= *This Feat allows Player Character to use Charisma modifier for Will saves, instead of Wisdom.* Saves are very important and often over looked in Epic quests.

Power attack, Cleave, Great Cleave. Grab the best Greatsword you can find and swing away when casting spells gets boring.


Level 1- PDK fighter.
What PDK offers.
Cormyrean Knight Training:: You now use Charisma or Strength, whichever is higher,
for attack and damage with shortswords, longswords, bastard swords, and greatswords.
In addition, as long as your Charisma remains higher than your Strength and you are wielding one of the above weapons,
you receive a bonus to the DCs of your Tactical Feats equal to 1/3 your Charisma modifier.

Spell Power Boost: Activate to gain a +20 Action Boost to Universal Spell Power for 20 seconds.

Action Surge:While under the effect of any Action Boost, you gain a +1/+2/+3 Action Boost bonus to Charisma

For Cormyr!: Once per rest, you can heal to full.
If you are below 50% health when this ability is used,
you and all nearby allies gain a Morale bonus to weapon damage equal to your Charisma modifier for two minutes.

Heal Amp +30


Level 2-4 Sorc (need to take the second Paladin level when BAB = 4+ to take Great Cleave).


Divine Grace= At 2nd level, a Paladin gains a bonus equal to his or her Charisma modifier (if not negative) on all saving throws.

Lay on Hands heals a friendly target for ( 10 + Paladin level ) x Charisma modifier amount of hit points,
or deals that much damage to an undead target.

Extra Lay on Hands: +1/+2/+3 Lay on Hands use per rest. From the Sacred Defender tree.


With a Paladin level of 2 + 10 times Charisma Modifier you can Lay on Hands for 240 hit points with a Charisma of 50, four times per rest. UMD allows Heal scroll for just enough self healing.

Level 5+
All remaining levels Sorc.
Take whichever Sorcerer Enhancement tree suits your needs. I prefer Fire for Leveling with free SLA
Burning hands, Scorch, and Fireball. Air gives Shocking Grasp, Electric Loop and Lightning Bolt as well as Immunity to most knockdown effects and WINGS!

Eldritch Knight-
Wand and Scroll Mastery +25%/+50%/+75% effectiveness from your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DC of your offensive wands.

With PDK gloves, Human Heal amp and W&SM Healing should not be a problem.

Key Spells.
Six pack of
Haste
Rage
Displacement
Stone Skin
Blur

Along with DOT's(no save), Wof, Polar Ray(no save). Spells are also a personal taste.



Character Plan by DDO Character Planner Version 04.20.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Sorty
Level 28 Lawful Good Purple Dragon Knight Male
(1 Fighter \ 2 Paladin \ 17 Sorcerer \ 8 Epic)
Hit Points: 302
Spell Points: 2070
BAB: 11\11\16\21
Fortitude: 24
Reflex: 16
Will: 31

Starting Ending
Abilities Base Stats Base Stats
(32 Point) (Level 1) (Level 28)
Strength 13 15
Dexterity 8 10
Constitution 14 17
Intelligence 13 16
Wisdom 8 10
Charisma 18 30

Tomes Used
+1 Tome of Strength used at level 3
+1 Tome of Intelligence used at level 3
+2 Tome of Strength used at level 5
+2 Tome of Dexterity used at level 5
+2 Tome of Constitution used at level 5
+2 Tome of Intelligence used at level 5
+2 Tome of Wisdom used at level 5
+2 Tome of Charisma used at level 5
+3 Tome of Constitution used at level 11
+3 Tome of Intelligence used at level 11
+3 Tome of Charisma used at level 11

Starting Ending
Base Skills Base Skills
Skills (Level 1) (Level 28)
Balance -1 11
Bluff 4 10
Concentration 3 26
Diplomacy 4 10
Disable Device n/a n/a
Haggle 4 10
Heal -1 0
Hide -1 0
Intimidate 4 10
Jump 5 15
Listen -1 0
Move Silently -1 0
Open Lock n/a n/a
Perform n/a n/a
Repair 1 3
Search 1 3
Spellcraft 3 26
Spot -1 0
Swim 1 2
Tumble 0 1
Use Magic Device 6 21

Level 1 (Fighter)
Skill: Concentration (+1)
Skill: Jump (+4)
Skill: Spellcraft (+2)
Skill: Tumble (+1)
Skill: Use Magic Device (+2)
Feat: (Selected) Cleave
Feat: (Human Bonus) Force of Personality
Feat: (Fighter Bonus) Power Attack


Level 2 (Paladin)
Skill: Concentration (+2)
Skill: Spellcraft (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Deity) Favored by Amaunator


Level 3 (Sorcerer)
Skill: Concentration (+2)
Skill: Spellcraft (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Maximize Spell


Level 4 (Sorcerer)
Ability Raise: CHA
Skill: Concentration (+1)
Skill: Spellcraft (+3)
Skill: Use Magic Device (+0.5)


Level 5 (Paladin)
Skill: Concentration (+2)
Skill: Jump (+0.5)
Skill: Spellcraft (+0.5)
Skill: Use Magic Device (+0.5)


Level 6 (Sorcerer)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Skill: Spellcraft (+2)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Empower Spell


Level 7 (Sorcerer)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spellcraft (+1)
Skill: Use Magic Device (+0.5)


Level 8 (Sorcerer)
Ability Raise: CHA
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spellcraft (+1)
Skill: Use Magic Device (+0.5)


Level 9 (Sorcerer)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spellcraft (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Great Cleave


Level 10 (Sorcerer)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spellcraft (+1)
Skill: Use Magic Device (+0.5)


Level 11 (Sorcerer)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spellcraft (+1)
Skill: Use Magic Device (+0.5)


Level 12 (Sorcerer)
Ability Raise: CHA
Skill: Balance (+1.5)
Skill: Concentration (+1)
Skill: Spellcraft (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Quicken Spell


Level 13 (Sorcerer)
Skill: Balance (+1.5)
Skill: Concentration (+1)
Skill: Spellcraft (+1)
Skill: Use Magic Device (+0.5)


Level 14 (Sorcerer)
Skill: Balance (+1.5)
Skill: Concentration (+1)
Skill: Spellcraft (+1)
Skill: Use Magic Device (+0.5)


Level 15 (Sorcerer)
Skill: Balance (+1.5)
Skill: Concentration (+1)
Skill: Spellcraft (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Extend Spell


Level 16 (Sorcerer)
Ability Raise: CHA
Skill: Balance (+1.5)
Skill: Concentration (+1)
Skill: Spellcraft (+1)
Skill: Use Magic Device (+0.5)


Level 17 (Sorcerer)
Skill: Balance (+1.5)
Skill: Concentration (+1)
Skill: Spellcraft (+1)
Skill: Use Magic Device (+0.5)


Level 18 (Sorcerer)
Skill: Balance (+1.5)
Skill: Concentration (+1)
Skill: Spellcraft (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Two Handed Fighting


Level 19 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spellcraft (+1)
Skill: Use Magic Device (+0.5)


Level 20 (Sorcerer)
Ability Raise: CHA
Skill: Concentration (+1)
Skill: Jump (+2)
Skill: Spellcraft (+1)


Level 21 (Epic)
Feat: (Selected) Epic: Great Charisma


Level 22 (Epic)


Level 23 (Epic)


Level 24 (Epic)
Feat: (Selected) Epic: Great Charisma


Level 25 (Epic)


Level 26 (Epic)
Feat: (Epic Destiny) Epic Destiny: Perfect Two Weapon Fighting


Level 27 (Epic)
Feat: (Selected) Epic: Great Charisma


Level 28 (Epic)
Ability Raise: CHA
Feat: (Epic Destiny) Epic Destiny: Perfect Two Handed Fighting

jeromekwah
03-07-2014, 05:36 PM
You can't take the pally charisma enhancements unless you are at least pally lvl 3. And because they are a higher tier, you won't have enough ap to get more than a few if them.

DaSawks
03-09-2014, 05:45 PM
You can't take the pally charisma enhancements unless you are at least pally lvl 3. And because they are a higher tier, you won't have enough ap to get more than a few if them.

Yup, Never noticed the level requirement. I would have to take 4 levels of Paladin to get all 4 Charisma points.

unbongwah
03-11-2014, 04:41 PM
INT enough to Max Spellcraft, Concentration, and UMD.
Dump skill points into Balance, Jump +10, Tumble +1.
You may want to consider dumping some pts into Heal with the expectation of acquiring Rejuv Cocoon someday. Even w/out Emp Heal, you should get some decent oomph outta it between heal amp + decent Devotion item.

Feats= with 8 possible Heroic feats (7 level ups, 1 PDK)
9 feats: you forgot your ftr bonus. Also, unless you really need that 2nd lvl 8 spell slot, I would consider sorc 16 / pal 2 / ftr 2 for the extra feat.

Maximize, Empower, Quicken, Extend
I would recommend adding Heighten + SF:Evocation (to unlock DC Twists) somewhere; your DCs should only be a little behind a pure sorc (-1 for no lvl 9 spells, -1 for no capstone), no sense not investing in them.

digital_terror1
03-12-2014, 04:47 AM
With this style build, you're really not building a caster, you're building a melee combatant that can perform a full suite of arcane buffs as well as having some utility spells. Ditch the empower, maximize, and quicken in favor of at least some of the 2 hand line if you're set on using a greatsword. I would also recommend doing an LR+1 to ditch the fighter level, and just go 18 sorc/2 paladin in order to get your single level 9 spell. PW Kill. That and PW Stun are very useful for tagging an annoying spellcaster or mob that is constantly running away (chasing a kiter, hit by fear or blind, etc).

Dark_Uncle72
08-31-2014, 11:39 PM
With the upcoming changes to the Paladin feats on the next update.. isn't Divine Grace going to change to "saves=Cha. mod+Paladin Lvl?




*sorry to "necro"

unbongwah
09-01-2014, 09:47 AM
With the upcoming changes to the Paladin feats on the next update.. isn't Divine Grace going to change to "saves=Cha. mod+Paladin Lvl?
I don't see it in the Lama release notes (https://www.ddo.com/forums/showthread.php/438926-Lamannia-Release-Notes-%28Last-Updated-8-28-14%29), but in one of the "Armor Up" threads, the proposed formula is that Div Grace bonus would cap out at "2 + (pal lvl * 3)," so a pal 2 splash maxes at +8 to saves (CHA 26), a pal 4 splash maxes at +14 (CHA 38).

Dark_Uncle72
09-01-2014, 11:07 AM
I don't see it in the Lama release notes (https://www.ddo.com/forums/showthread.php/438926-Lamannia-Release-Notes-%28Last-Updated-8-28-14%29), but in one of the "Armor Up" threads, the proposed formula is that Div Grace bonus would cap out at "2 + (pal lvl * 3)," so a pal 2 splash maxes at +8 to saves (CHA 26), a pal 4 splash maxes at +14 (CHA 38).


I think I read it here... though I might have misread it: https://www.ddo.com/forums/showthread.php/443355