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  1. #1

    Default Thor the Sort of Mighty (An RP build requested by Thunderson)

    Build Name: Thor the Sort of Mighty
    Author: Sigfried Trent
    Requester: Thunderson-n-NC
    Last Updated: 08/10/10

    Key Words [Wizard, Fighter, Role Playing]

    Thunderson suggested I make a build based on Thor the Norse god and marvel superhero. If you don’t know, Thor is a big strong fellow who fights with a powerful magic hammer that shoots lightning bolts. He wears a belt and gloves that give him the strength to whip the hammer around or throw it at his foes. Its also the original returning throwing hammer.

    So what we need is a human with good strength and con who can use a hammer well and shoot lightning bolts around. Thor may or may not have worn much armor. In the comic he does, in the legends its not mentioned much.

    The requester also mentioned wanting UMD which sounds like a good idea.

    I need an arcane class for the lightning bolts and I’d like them to be as beefy as I can muster. Wizard looked good for the metamagic feats I’d want to amp up the bolts. Fighter similarly lets me use hammers well and offers the feats to make that work not to mention strength and hit points. I could simply cross class UMD but it takes fooooreeeeveeeer to be useful. Instead I took a bard level to make it a class skill and also take a heal spell to see me through low levels on the cheap. Its worth a bit of SP and what not as well. This is Thor’s poetic side shining through.

    So on the wizard side I’m taking all the lightning boosts I can find and doing what I can for Int so the DC values are only fairly bad instead of absolutely horrible. Combat buffs are also on tap along with extend. Quicken helps keep the casting from getting in the way of hammer time.

    On the fighter side I focused on the maul. Its not really what Thor’s hammer was like, his is a warhammer, but I wanted to at least be a little bit efficient with this. You can always use a warhammer if you really must or for walking around. Hammer of the leaden clouds is one of my favorites for looks. I also went for throwing hammer use with brutal throw, IC Thrown and Quick draw. Its not great but it comes in handy and its essential to the concept. Stunning blow also makes an appearance and is very handy depending on your foes.

    All said and done... its a playable, perhaps fun, but kind of weak build. It’s decent for solo since it has a range of damage options, pretty decent DPS and self healing both early and late game. Hit points are pretty good for a fighting arcane, about in the range of a pure ranger or rogue. Your AC is bad, and saves are moderate to poor so you have to watch yourself and pick and choose what you agro.

    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    Level 20 Neutral Good Human Male
    (8 Fighter \ 11 Wizard \ 1 Bard) 
    Hit Points: 292
    Spell Points: 685 
    BAB: 13\13\18\23
    Fortitude: 13
    Reflex: 7
    Will: 11
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    26
    Dexterity             8                    10
    Constitution         16                    18
    Intelligence         16                    22
    Wisdom                8                    10
    Charisma             10                    12
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                    10
    Bluff                 0                     2
    Concentration         7                    28
    Diplomacy             0                     2
    Disable Device        n/a                   n/a
    Haggle                4                     5
    Heal                 -1                     0
    Hide                 -1                     0
    Intimidate            2                    25
    Jump                  7                    18
    Listen               -1                     0
    Move Silently        -1                     0
    Open Lock            n/a                    n/a
    Perform               4                     5
    Repair                3                     6
    Search                3                     6
    Spot                  1                     6
    Swim                  7                    12
    Tumble                3                     4
    Use Magic Device      4                    24
    Level 1 (Bard)
    Feat: (Human Bonus) Stunning Blow
    Feat: (Selected) Toughness
    Spell (1): Cure Light Wounds
    Enhancement: Bard Song Magic I
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Brutal Throw
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Strategy (Stunning Blow) I
    Enhancement: Human Improved Recovery I
    Enhancement: Fighter Toughness I
    Enhancement: Bard Wand Mastery I
    Level 3 (Fighter)
    Feat: (Selected) Power Attack
    Feat: (Fighter Bonus) Weapon Focus: Bludgeoning Weapons
    Enhancement: Racial Toughness I
    Enhancement: Fighter Strength I
    Level 4 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    Spell (1): Shield
    Spell (1): Mage Armor
    Spell (1): Shocking Grasp
    Spell (1): Ray of Enfeeblement
    Spell (1): Nightshield
    Spell (1): Expeditious Retreat
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Wizard Energy Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    Level 5 (Wizard)
    Spell (1): Soundburst
    Spell (1): Feather Fall
    Enhancement: Human Adaptability Strength I
    Enhancement: Wizard Intelligence I
    Level 6 (Wizard)
    Feat: (Selected) Two Handed Fighting
    Spell (2): Electric Loop
    Spell (2): Blur
    Enhancement: Racial Toughness II
    Enhancement: Wizard Lineage of Energy I
    Level 7 (Wizard)
    Spell (2): Resist Energy
    Spell (2): Invisibility
    Enhancement: Wizard Energy Manipulation II
    Level 8 (Wizard)
    Feat: (Wizard Bonus) Empower Spell
    Spell (3): Rage
    Spell (3): Lightning Bolt
    Enhancement: Human Improved Recovery II
    Enhancement: Wizard Improved Empowering I
    Enhancement: Wizard Lineage of Deadly Energy I
    Level 9 (Wizard)
    Feat: (Selected) Maximize Spell
    Spell (3): Haste
    Spell (3): Displacement
    Enhancement: Wizard Intelligence II
    Level 10 (Fighter)
    Enhancement: Wizard Improved Maximizing I
    Level 11 (Fighter)
    Feat: (Fighter Bonus) Weapon Specialization: Bludgeoning Weapons
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Strategy (Stunning Blow) II
    Enhancement: Fighter Toughness II
    Level 12 (Fighter)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Level 13 (Fighter)
    Enhancement: Kensei Maul Mastery I
    Enhancement: Fighter Kensei I
    Level 14 (Wizard)
    Spell (4): Fire Shield
    Spell (4): Stoneskin
    Enhancement: Wizard Energy Manipulation III
    Enhancement: Fighter Strength II
    Level 15 (Wizard)
    Feat: (Selected) Improved Two Handed Fighting
    Spell (4): Shout
    Spell (4): Wall of Fire
    Enhancement: Fighter Haste Boost II
    Enhancement: Wizard Lineage of Energy II
    Level 16 (Wizard)
    Spell (5): Ball Lightning
    Spell (5): Protection From Elements
    Enhancement: Wizard Lineage of Deadly Energy II
    Level 17 (Wizard)
    Feat: (Wizard Bonus) Quicken Spell
    Spell (5): Teleport
    Spell (5): Summon Monster V
    Enhancement: Wizard Intelligence III
    Level 18 (Wizard)
    Feat: (Selected) Greater Two Handed Fighting
    Spell (6): Chain Lightning
    Spell (6): Greater Heroism
    Enhancement: Wizard Energy Manipulation IV
    Level 19 (Fighter)
    Enhancement: Human Greater Adaptability Intelligence I
    Level 20 (Fighter)
    Feat: (Fighter Bonus) Quick Draw
    Enhancement: Fighter Strategy (Stunning Blow) III
    Enhancement: Fighter Maul Specialization I

    To get the full effect, I recommend wearing armor. Not because you need the AC boost, but because it makes you look more like what folks imagine Thor would look like. Thor in a dress or a pair of monk garb just isn’t right.

    My first pick would be the insulated armor from the Titan Raid. It is half plate, looks all armor like and only has 10% ASF which you can negate with the seven fingered Gloves which are also from the same raid. Mithral chain can also work well and the Kunderak Delving suit is fairly groovy looking and a bit nordic.

    Well, if it helps with the theme, whatever you can think of. There are many ways to make the build better but most would make it less “Thor.” 28pts are doable but the build can use all the bumps it can get to keep it playable.
    Happy Host of DDOcast The Dungeons and Dragons Online Podcast
    Member of the Umber Hulks and The Madborn of Thelanis
    You can see my many builds listed in this thread.

  2. #2
    Community Member
    Join Date
    Apr 2010

    Default Thor Build

    Thorodinson is alive and well on Sarlona server. I have created a character theme based guild on the server so if you have a toon and just want to relax, have fun and create your own theme based toon to join please do We have Thundaarr the Barbarian already so he is taken. Space Ghost is doable. Don't you see how much fun this is.......
    Thank you Sir
    Last edited by Thunderson-n-NC; 08-20-2010 at 05:32 PM.

  3. #3
    Community Member
    Join Date
    Jun 2010


    Just a suggestion couldn't you use paladin and sorc instead of fighter and wiz for same effect?

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