Build Name: Yoga Flame
Author: Sigfried Trent
Requester: TehBeWop
Last Updated: 05/01/2011

Key Words [Fire Savant, Ninja, Drow]

Objectives
The requester wanted something like my Superdrow build, which is a finesse Wiz/Fighter/Rogue skirmisher. ( http://forums.ddo.com/showthread.php...76#post1324076 ) Essentially he wanted to have a gish kind of build that could melee with TWF and cast damage spells and strongly prefered drow. Traps would be a bonus but not required. He didn’t have vavored soul or monk on tap, nor half elf or half orc.

I deviated from the request a bit and included monk, but I also went and updated the Super Drow since I couldn’t come up with a better non-monk fit for his request and that bould was about a year out of date.

Design
Looking at the case for a damage caster/melee drow and with the savant builds around, I strongly gravitated to sorcerer and the fire savant for spamming area a damage. Drow stats favor charisma and its nice for UMD. It also suggests a paladin splash for extra durability. Monk pops up as a nice way th get more feats in the build and also has some advantages for durability with evasion and way of the tortise, not to mention some nice DPS advantages with unarmed. Ninja spy dovetails nicely into the drow weapon advantages for short sword. It was too good to pass up so I deviated from the request a bit. (and did another build that matched it more closely)

While I’m not a fan of finesse, drow skirmishers gravitate to it. Limited stat points and a natural boost to dex just make it very attractive. Thowing in entough STR for power attack and the racial bonuses help compensate for the lower strength in the damage area. This isn’t a real DPS build, but if you add its spell damage to its melee damage the sum total is respectable.

At low and mid levels AC is a decent defense here and moving beyond that you are mostly focused on miss chances and great saves to stay healthy. Self healing is limited to wands or UMD but at least it has some options in that area. HP are limited. Your looking scraping into 400 so this is a build that has to watch its back side.

A big part of DPS on this build is using the right gear. Armed you want good accuracy weapons, seeker bonuses, elemental effects and so on. Unarmed you want proc damage effects, TOD rings, equilibrium robes and so on. I recommend DP clickies and Tensers scrolls to help with BAB issues on high AC targets. At lower levels air stance is nice, at higher levels and unarmed, fire stance is likely better. You are also really good with shurukin... not that its worth much but hey, its a gimic to play with.

Spell wise, this guy can spam fire spells quite nicely and can buff well (though it must refresh buffs often). Its not the full fury of a 20 sorc, but its nothing to sneaze at. Its quite nice for dealing with swarms when playing solo or small group and you have some nice single target DOTs you can throw to supplement melee damage.

Code:
Character Plan by DDO Character Planner Version 3.9.1
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Level 20 Lawful Good Drow Male
(2 Paladin \ 6 Monk \ 12 Sorcerer) 
Hit Points: 218
Spell Points: 1003 
BAB: 12\12\17\22
Fortitude: 17
Reflex: 19
Will: 16

                  Starting          Feat/Enhancement
Abilities        Base Stats          Modified Stats
(28 Point)       (Level 1)             (Level 20)
Strength             14                    15
Dexterity            17                    23
Constitution         13                    13
Intelligence         10                    10
Wisdom                8                     9
Charisma             16                    17

                  Starting          Feat/Enhancement
                 Base Skills         Modified Skills
Skills           (Level 1)            (Level 20)
Balance               7                    16
Bluff                 3                     3
Concentration         5                    29
Diplomacy             3                     3
Disable Device        n/a                   n/a
Haggle                3                     3
Heal                 -1                    -1
Hide                  3                     8
Intimidate            3                     7
Jump                  5                    14
Listen               -1                     1
Move Silently         3                     6
Open Lock             n/a                   n/a
Perform               n/a                   n/a
Repair                0                     0
Search                0                     2
Spot                 -1                     1
Swim                  2                     2
Tumble                4                     9
Use Magic Device      5                    14

Level 1 (Monk)
Skill: Balance (+4)
Skill: Concentration (+4)
Skill: Jump (+3)
Skill: Tumble (+1)
Skill: Use Magic Device (+2)
Feat: (Monk Bonus) Toughness
Feat: (Selected) Two Weapon Fighting
Enhancement: Drow Weapon Damage I


Level 2 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (1): Shield
Spell (1): Jump
Enhancement: Flame Manipulation I
Enhancement: Sorcerer Energy of the Dragonblooded I


Level 3 (Paladin)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Empower Spell
Enhancement: Elven Dexterity I
Enhancement: Paladin Focus of Good I
Enhancement: Paladin Extra Smite Evil I
Enhancement: Racial Toughness I
Enhancement: Paladin Toughness I


Level 4 (Monk)
Ability Raise: DEX
Skill: Balance (+2)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Monk Bonus) Weapon Finesse
Enhancement: Drow Weapon Attack I
Enhancement: Way of the Patient Tortoise I
Enhancement: Monk Wisdom I


Level 5 (Paladin)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Follower of Vulkoor
Enhancement: Paladin Charisma I


Level 6 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Spell Focus: Evocation
Spell (1): Magic Missle
Enhancement: Racial Toughness II
Enhancement: Combustive Spellcasting I
Enhancement: Force Manipulation I
Enhancement: Sorcerer Wand and Scroll Mastery I


Level 7 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (1): Burning Hands
Enhancement: Kinetic Spellcasting I
Enhancement: Deadly Flame I
Enhancement: Flame Manipulation II


Level 8 (Sorcerer)
Ability Raise: DEX
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (2): Scorch
Enhancement: Drow Weapon Damage II
Enhancement: Deadly Kinetics I


Level 9 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Power Attack
Spell (2): Blur
Enhancement: Combustive Spellcasting II
Enhancement: Flame Manipulation III
Enhancement: Sorcerer Energy of the Dragonblooded II


Level 10 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (3): Haste
Enhancement: Sorcerer Fire Savant I


Level 11 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (2): Scorching Ray
Spell (3): Displacement
Enhancement: Deadly Flame II
Enhancement: Flame Manipulation IV


Level 12 (Sorcerer)
Ability Raise: DEX
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Two Weapon Fighting
Spell (4): Wall of Fire
Enhancement: Drow Weapon Attack II
Enhancement: Combustive Spellcasting III


Level 13 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (4): Fire Shield
Spell (3): Rage
Spell (2): Resist Energy
Enhancement: Deadly Flame III
Enhancement: Flame Manipulation V


Level 14 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (5): Eladar's Eletric Surge
Enhancement: Elven Dexterity II
Enhancement: Sorcerer Improved Empowering I


Level 15 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Maximize Spell
Spell (3): Fireball
Spell (4): Burning Blood
Spell (5): Protection From Elements
Enhancement: Combustive Spellcasting IV
Enhancement: Flame Manipulation VI


Level 16 (Sorcerer)
Ability Raise: DEX
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (6): Greater Heroism
Enhancement: Sorcerer Improved Maximizing I
Enhancement: Sorcerer Fire Savant II
Enhancement: Deadly Flame IV


Level 17 (Monk)
Skill: Balance (+2)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
Enhancement: Improved Jump I
Enhancement: Improved Tumble I


Level 18 (Monk)
Skill: Concentration (+1)
Skill: Jump (+2)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Greater Two Weapon Fighting
Enhancement: Improved Jump II
Enhancement: Improved Tumble II


Level 19 (Monk)
Skill: Concentration (+1)
Skill: Jump (+2)
Skill: Use Magic Device (+0.5)
Enhancement: Way of the Patient Tortoise II


Level 20 (Monk)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Jump (+3)
Feat: (Monk Bonus) Dodge
Enhancement: Elven Enchantment Resistance I
Enhancement: Static Charge
Enhancement: Ten Thousand Stars
Enhancement: Monk Ninja Spy I
Enhancement: Adept of Wind
Enhancement: Adept of Flame
Play
As a bit of a glass cannon, its a tricky build to play but I think it could be a lot of fun and its going to be fairly unique. You may face some doubters when you go pugging as such builds are not well understood and in the hands of a bad player, they are kind of pain. But a good player can make this shine and have fun with it.

Variations
You can go for different savants without much change and most of them will work well. Fire seemed to be best for area damage which was part of how the requester described the play they wanted. The other build elements are kind of hard to change around without something falling off the thing so I don’t suggest too much fiddling. A TR version of this could be somewhat stronger backed by past life feats and more build points, you might even be able to go STR based instead of finesse, but then other races start to look far superior to drow.