Thankyou to Supa and the rest of you that worked hard to make these builds work.
As before- I take no credit for these and this is going to be one huge post that I would LOVE to see stickied.
further- you will have to edit the Dragon builds to comply with the 1.69 update so that they have 18 levels of druid.
Start builds-
Human Bard20/rdd10/pm10 Chaotic/Neutral
My example Pazuzu
Ability scores start/final
Str 17 36
Dex 8
Con 14 16
Wis 8
Int 14 16
Cha 13 16
Bard Toughness, Armor Pro Heavy
Bard
Bard Weapon Pro of choice
Bard Cha
Bard
Bard Weapon Focus of choice
Bard
Bard Str
Bard Curse Song
Bard
Bard
Bard Str Imp Crit of choice, Lore to 8
RDD
RDD
RDD - Still Spell
RDD - Str
RDD
RDD - Blind Fight
RDD
RDD Str
RDD - Epic Weapon Focus of choice
RDD
PM
PM Str Great Str 1
PM
PM
Bard Great Str 2
PM Str
PM
PM - Armor Skin
PM
PM Str
Bard Epic Skill Focus Taunt
Bard
Bard
Bard Str Epic Prowess
Bard
Bard
Bard - Lasting Inspiration
PM - Str
Skills
Conc 15ish
Disc 42
Heal 43
Perform 42
Tumble 40
Taunt 42
UMD 27
Final buffed stats with +5 weapon and standard +7 defensive gear and Hasted
Attack Schedule 57/52/47/57
Add in a Divine Power scroll for 62/57/52/62/57
Armor Class 82
Add in +8 armor, shield, ring, +4 dex and AC jumps to 87
Hitpoints Max rolls at 40/Max total with +12 con and Song
433/701
My reasoning for things you might find strange
PM lvl 10 at lvl 40 With such high ac I found it better to get the RDD levels and the ability bonuses that come with them first. Needed to take Bard 20 on a feat level for Lasting Inspiration.
Bard to lvl 12 and RDD to lvl 20 You can take the 8 pre-epic RDD levels earlier but going over 8 will lose total ab for the build. So Bard to 5, RDD to 13, then Bard to 20 would be fine. Having spell use early was nice however.
Other Misc BS info
Curse Song and final buffed Taunt of 69 is huge, use it
No Evasion, but Fire Immunity and a + saves item helps
Combat buffs such as Warcry, Haste, and Wounding Whispers only last 20 rounds
Use Magic Device, use it
Bard Song adds 2ab, 5ac, +2 fort/reflex saves, +3 will saves, and +8 to skills for party
Other Viable Options
Dont bother unless you want to trade Toughness for Knockdown.
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Human Cleric20/Druid14/Monk6 Lawful/Neutral
My example Tiamat
XP Penalty starting at lvl 34
Ability scores start/final
Str 13
Dex 8
Con 8
Wis 17-30
Int 14
Cha 14-15
Travel/Trickery domains
Cleric Extend Spell, Toughness
Cleric
Cleric Power Attack
Cleric Wis
Cleric
Cleric Divine Might
Cleric
Cleric Wis
Cleric Blind Fight
Cleric
Cleric
Cleric Wis Improved Crit Unarmed
Cleric
Cleric
Cleric Expertise
Cleric Wis
Cleric
Cleric Imp Expertise
Cleric
Cleric Wis
Druid Great Wis 1
Druid
Druid
Druid Wis Great Wis 2
Druid
Druid
Druid Great Wis 3
Druid Wis
Druid
Druid Great Wis 4
Druid
Druid Wis
Druid Armor Skin
Monk
Monk
Druid Wis Dragon Shape
Monk
Monk
Monk Epic Prowess
Monk Cha
Skills
Concentration 43
Discipline 43
Open Lock 21
Search 21
Spellcraft 38
Tumble 40
Combat stats fully buffed
Attack Schedule 69/66/63/60/57/69/66 Add 2 if outdoors from Druid Nature Sense
Max ab lasts minimum of 20 rounds and includes +6 from str bonus, aid, bless, prayer, battletide, divine power, divine favor, and a +5 weapon equipped before shifted.
Armor Class 89 add 10 with Imp Expertise
My reasoning for things you might find strange
Divine Might Costs 2 feats and starting ability score issue. But when all said and done it gives you another +8 IRRESISTABLE damage per hit. Couple that with the +7 total from Btide and Favor you get 15 damage per hit that NOTHING can resist. Drop 7 attacks per round at high ab on top of that and you can see where it helps. Alot of things in the mod have uber DR, this is how you get around it.
Final Charisma of 15 Had a single ability point out of place at lvl 40. Divine Might is cha based and I rely on buffs for my cha bonus so an extra 1 towards max cha was more important to me than getting 2 more points of Wisdom at the cost of Armor Skin. Just my preference.
Improved Expertise - Dragons cant heal while shifted unless you have Heal or Cure Crit Wounds potions so occasionally you will run into situations where you need the extra 10 ac while waiting for the cavalry to come. Also keep in mind that with imp expertise activated you still have 59ab. The other reason for it is to kill Drow Temple Guardians. Buff up, cast Darkness near them, shift, then activate Imp Expertise and go spank them. Also very useful for bashing gates in faction cities.
20cleric/6monk vs 25 cleric/1monk At Monk lvl 6 you get the Knockdown feats for free, +1 ac bonus, and a 20% increase in movement rate. I chose those over more caster levels and the ridiculous mummy summon spell. Again, just my preference. While PVPing a mage having KD is a must. Also 6 uses of Stunning Fist per day.
Open Lock/Search as Cross Skills Starting with 14 intelligence for Imp Expertise leaves you with a lot of leftover skill points at lvl 40 after you take care of Conc, Disc, Spellcraft, and Tumble. Dumping the remaining points into these 2 does 2 things that help immensely. It allows you to have enough Search to find portals/doors without having to equip specific items to get a skill increase, and it allows you to unlock gates/doors that you would otherwise have to either bash or just leave them alone if they cant be bashed
..such as the door to Voleurs Valuables. The Trickery Domain power gives you a +10 bonus to these skills when used.
Other Misc BS info
Can solo EVERY Issendor Boss/Area except Niko
Dont go Flatfooted, you lose about 38 ac
In PvP vs a mage spam IKD
Gets about 1150 hp with max Constitution at lvl 40 while shifted
+6 soak 40 damage reduction from dragon shape
Evasion with uber saves
Dc 46 Stunning Fist rocks
Get a IGMS immune amulet
Dragons already have the max of +20 Dodge Ac, use constitution boots instead
Cleric/Druid levels give you tons of heals to help a party before you get dragon shape
Only highest ac item merges while shifted, so a +8 ring trumps +6 armor, tho the other properties on the armor still merge.
Other Viable Options
Same build with 25cleric/1monk for the aforementioned uber lame mummy tank.
War Domain instead of Trickery as the domain power would give you max ab again for 13 rounds when Divine Favor runs out so you dont need to unshift and rebuff right away
Trade Divine Might for Improved Disarm or IKD on the 25cleric/1Monk version
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Dwarf Barbarian28/Bard2/RDD10 Any Non Lawful alignment
My example Never Built but I think Terrorble may have started one
XP penalty starts at lvl 21
Ability scores start/final
Str 15-34
Dex 8
Con 20-22
Wis 8
Int 14-16
Cha 6-8
Barbarian Armor Pro Heavy
Barbarian
Barbarian Weapon Focus of Choice
Barbarian str
Barbarian
Barbarian Toughness
Barbarian
Barbarian str
Barbarian Imp Crit of Choice
Barbarian
Barbarian
Barbarian str Knockdown
Barbarian
Barbarian
Barbarian Improved Knockdown
Barbarian str
Barbarian
Barbarian Blind Fight
Barbarian
Barbarian str
Bard Epic Weapon Focus of Choice
RDD
RDD
RDD str Great str 1
RDD
RDD
Barbarian Terrifying Rage
RDD str
RDD
RDD Epic DR 1
RDD
RDD str
Barbarian Epic DR 2
Barbarian
Barbarian Mighty Rage*
Barbarian str Epic DR 3
Bard
Barbarian
Barbarian Armor Skin
Barbarian str Epic Prowess*
* denotes Epic Bonus Feat
Skills
Discipline 43
Heal 43
Intimidate 43
Perform 5
Lore 8
Spellcraft 38
Tumble 40
UMD 31
Combat stats with +12 strength and a +5 weapon for ab /+7 gear and +4 boots for ac
Attack Schedule 57/52/47/42
Armor Class 66
Combat stats with all the above plus both Rages/Bard Song/Haste
Attack Schedule 66/61/56/51/66
Armor Class 68
AC with +8 Armor, Shield, Ring, and +4 dex is 73 while Raging
Hitpoints Max rolls at 40/Max total with +12 con
712/952 - So 792 with Boots of Hardiness +4 and 952 with Mighty Rage
My reasoning for things you might find strange
Mighty Rage Mighty Rage has been scripted at GvM to add +5 ab instead of the usual str/con bonuses, and it stacks with the +3 ab you get from the regular rage at level 15 for a total ab bump of 8.
Epic Damage Reduction Feats At first glance it looks like you would almost be better off starting with lower Constitution, higher Strength, and getting Gr Str feats instead of the Epic Dr feats. However you need 21 str/con for Mighty Rage and the +5 ab gained from it is better than higher base str and just the regular rage.
Final Spellcraft at 38 For every five ranks in this skill after modifications you receive +1 to saves versus spells. Stopping at 38 and adding the +2 from int bonus gives you 40 total for +8 saves vs spells.
Other Misc BS info
UMD is a good thing
Not a solo toon but a very strong asset to a party
9 Epic DR stacks with 6 DR from Barbarian lvls for 15 total physical DR before items
Uncanny Dodge
Terrifying Rage dc is 42 naked
Other Viable Options
Trade Intimidate skill and Terrifying Rage for Taunt skill and Epic Focus Taunt
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Elf Bard20/Palemaster20 Any Non Lawful alignment
My example Never Built you be the first
Ability scores start/final
Str 8
Dex 18-30
Con 10
Wis 8
Int 14
Cha 16
Bard Curse Song
Bard -
Bard Weapon Finesse
Bard - Dex
Bard -
Bard Weapon Focus Rapier
Bard -
Bard - Dex
Bard Extend Spell
Bard -
Bard -
Bard Dex Imp Crit Rapier
PM
PM
PM - Expertise
PM - Dex
Bard -
Bard Imp Expertise
Bard -
Bard - Dex
PM Epic Weapon Focus Rapier
PM -
PM -
PM Dex Gr Dex 1
PM -
PM -
PM Gr Dex 2
PM - Dex
PM Epic Energy Resist of Choice
PM Epic BS Mummy
PM -
PM Dex Epic Mage Armor
PM Armor Skin
PM -
PM Epic Warding
Bard Dex Epic Prowess
Bard -
Bard -
Bard Lasting Inspiration
PM - Dex
* denotes Epic Bonus Feat
Skills
Concentration29
Heal 43
Perform 42
Spellcraft 43
UMD 22
Tumble 40
Combat stats with +12 dexterity/+5 weapon for ab and +7 gear/+4 boots for ac
Attack Schedule 49/44/39
Armor Class 87
Combat stats with all the above plus Song, Warcry, Haste, Epic Mage Armor
Attack Schedule 53/48/43/53 with Divine Power scroll 59/54/49/59/54
Armor Class 101 with Improved Expertise 111
Ac with above and +8 armor, shield, and ring is 114
Hitpoints Max rolls at 40/Max total with +12 con and Song
298/566
My reasoning for things you might find strange
No Blind Fight Feat starved, no room and not overly necessary anyways, this is obviously an AC tank. Get a Vorpal Rapier and hope to score some lucky crits while tanking. That is your job.
Other Misc BS info
UMD yet again
Can get 116 ac with someone to cast Undeaths on you
No evasion, bad PVP build
Poor ab, bad PVP build
Uber AC plus super lame mummy for double tanking
Bard Song adds 2ab, 5ac, +2 fort/reflex saves, +3 will saves, and +8 to skills for party
Have to unequip shield to cast spells but they are extended
No Uncanny dodge so if you are flatfooted or caught by a sneaker your ac drops by 16 all the way down to 71 if you arent buffed. So yeah, who cares.
Other Viable Options
Build for DR instead of AC
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Human Bard25/druid5/shifter10 Chaotic/Neutral
My example never personally built but thoroughly tested. There are a few versions of this currently on the server but none are exactly like this and I am certain this is the best of them all. No offense to anyone.
Ability scores start/final
Str 8
Dex 8
Con 18-21
Wis 8
Int 14
Cha 15-22
Bard Curse Song, Toughness
Bard
Bard Weapon Pro Exotic
Bard Con
Bard
Bard Weapon Focus Scythe
Bard
Bard Con
Bard Armor Pro Heavy
Bard
Bard
Bard Con Extend Spell
Druid
Druid -
Druid - Imp Crit Scythe
Druid Cha
Bard
Bard Blind Fight
Bard
Bard Cha
Druid Epic DR 1
Shifter
Shifter -
Shifter Cha Epic DR 2
Shifter -
Shifter -
Shifter Epic DR 3
Shifter - Cha
Shifter -
Shifter Epic Weapon Focus Scythe
Bard
Bard Cha
Shifter Undead Shape
Bard
Bard
Bard Cha Lasting Inspiration
Bard
Bard Epic focus Perform*
Bard Epic Focus Taunt
Bard Cha
* denotes Epic Bonus Feat
Skills
Concentration 25
Discipline 43
Open Lock 20
Perform 43
Search 20
Spellcraft 43
Taunt 43
UMD 22
Combat stats with +12 strength /+5 weapon for ab
Attack Schedule Shifted 49/44/39
Armor Class 35-40
Combat stats with everything above plus Bard Song, Warcry, Haste
Attack Schedule 53/48/43/53
Armor Class same crap, less than 40
Hitpoints Max rolls at 40/Max total with +12 con and Song while in Risen Lord shape
470/748
My reasoning for things you might find strange
No Tumble This is a pure DR build. The lack of tumble allows you to run circles around people/npcs and
incur attacks of opportunity from them. With Wounding Whispers up they will take 26-31 points of sonic
damage each time they hit you.
AB is only 53 buffed, no Epic Prowess Sure the extra 1ab would be very useful but it would come at the
expense of epic bard feats, so no.
Final strength score of 8 Yeah it sucks, you cant carry much of anything. But with a final Charisma
of 22 that buffs to 34 and a +12 bonus to your perform at 53 making it 65 is good. Perform like most other
skills works in multiples of 5. Even with 65 perform you still need a +10 perform item to get the 75
necessary for lvl 25 bard song. Look at it like this, roleplay, you are a pathetically weak individual
who dies and owns
yaaaaay for stories
Other Misc BS info
Good UMD for loading up other item slots with elemental dr items
Boots of striding yet again
No Evasion/AC so anyone with Divine Favor/Might/Heal/Mass Heal/ Lay on Hands, Sunburst/ Sun Beam is going
to put some serious damage on you
Risen shape is crit/sneak immune and has base 50% immunity to slashing/piercing damage. Put on some Mithral Gothic Plate, a Magnetic Shield, and a Warg Amulet to get 95% slashing immunity, 70% piercing immunity, and 20% bludgeoning immunity. Throw on a Rubber Cloak and a pair of KevlR Gloves to get 15 pierce/bludge resist and 10 slashing resist. You already get 9 DR from epic feats.
Level 25 Bard Song is dope. +2ab, +6ac, +2 Fort/Reflex saves, +3 Will saves, +14 to all skills. Curse song does reverse to enemies
Buffed Taunt (max cha/song) is 79, curse your target first to drop their conc skill by 14
In this version of the build you need an item with Alertness on it to take Shifter levels. Otherwise trade Toughness
Need to resist a total of 60 physical damage to avoid slay from the bigger bosses. So 75% slash immune and 15 resist or 60% immune and 24 resist.
Other Viable Options
Build for AC instead of DR
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Human Cleric38/Monk1/Rogue1 Any Non Lawful alignment
My example Never Built But I think AngsanaMans Thalia Sue from back in the day is the same
Ability scores start/final
Str 8
Dex 14
Con 12
Wis 18-36
Int 12
Cha 8
Travel/War domains
Cleric Spell Focus Evocation, Gr Focus Evocation
Cleric -
Cleric Extend Spell
Cleric - Wis
Cleric -
Cleric Empower Spell
Cleric -
Cleric - Wis
Cleric Maximize Spell
Cleric -
Cleric -
Cleric Wis Toughness
Cleric -
Cleric -
Cleric Scribe Scroll
Cleric - Wis
Cleric -
Cleric Combat Casting
Cleric -
Cleric - Wis
Cleric Epic Spell Mummy Dust
Cleric -
Cleric Epic Spell Focus Evocation*
Cleric Wis Improved Combat Casting
Cleric -
Cleric Gr Wis 1*
Cleric Gr Wis 2
Rogue Wis
Cleric -
Cleric Gr Wis 3*, Epic Spell Greater Ruin
Cleric -
Cleric - Wis
Cleric Gr Wis 4, Armor Skin*
Cleric -
Cleric -
Cleric Wis Gr Wis 5 + 6*
Monk -
Cleric -
Cleric Gr Wis 7
Cleric Wis Gr Wis 8*
* denotes Epic Bonus Feat
Skills
Concentration 43
Spellcraft 43
UMD 31
Tumble 40
26 skill points left over
Combat stats with +12 strength /+5 weapon for ab
Attack Schedule 35/32/29/26/23 with a kama or unarmed
with all cleric combat buffs add 15 to those
Armor Class with +7 robes/gear 60
Armor Class with all above plus Haste, Max Dex/Wis, +8 robe/ring is 78
Can jump it to 90 with 3 castings of Undeaths Eternal Foe
Popular Spell DCs
Hammer of the Gods 39
Flame Strike 40
Blade Barrier 41
Fire Storm 43
Implosion 47
Greater Ruin 40ish
Hitpoints Max rolls at 40/Max total with +12 con
398/638
My reasoning for things you might find strange
Improved Combat Casting ICC prevents Attacks Of Opportunity against you due to casting spells close to enemies. Ideally this build will be under Greater Sanctuary healing the party but creatures with True Seeing will still get AOOs against you if you are too close. Chances are if you run in to cast a Heal for a party member its because he/she is about to die, and this prevents disruption.
Evocation Foci Almost all good cleric spells are evocation based. Even the couple that arent still have great DCs due to high Wisdom.
War domain vs Trickery War domain allows you to cast both Cats Grace and Aura of Vitality. Keeping in line with the party buffer/healer role Aura of Vitality gives everyone +4 to str/dex/con and lasts 76 rounds when Extended. Trickery gives you Improved Invisibility but that can be had with items or wands with UMD.
No Attack Bonus This build is for party buffing/healing. Use the Uber Lame Mummy God for melee.
Discipline and other skills 26 points left over so if u want to max discipline you wil have to take some from another skill. Kind of pointless however considering it will still be so low.
Other Misc BS info
With Bless, Aid, and Prayer you can raise the ab of everyone in the party by 3 and give then +1 to their skills.
Spell Resistance spell gives you 50 sr with 38 caster levels, which is enough to resist just about everything.
Aura of Vitality gives the party +4 str/dex/con.
Undeaths Eternal Foe gives +4 dodge ac each time you cast it and lasts 38 rounds.
Gets about 15 various heals with enough slots leftover to keep some offensive spells memd.
UMD/Lame Mummy. Use them.
Put this build into a party with a high lvl Bard and a couple decent melees to rip things up.
Other Viable Options
Drop Monk lvl in favor of another Rogue lvl. This will lose 7ac for the build when buffed but will allow you to keep evasion and then equip armor/shield which could give good enough discipline bonus to make it worthwhile. Dex bonus is still figured into your reflex saves when wearing armor.
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Human Paladin23/CoT15/Rogue2 Lawful/Good
My example scrapped- though same lvling scheme used by Charlie on his Pally I think
Ability scores start/final
Str 13-16
Dex 8
Con 10
Wis 13-14
Int 10
Cha 18-26
Paladin Weapon Focus, Power Attack
Paladin -
Paladin Divine Might
Paladin - Cha
Paladin -
Paladin Divine Shield
Paladin -
Paladin - Cha
Paladin Improved Critical
Paladin -
Paladin -
Paladin Cha Blind Fight
Paladin -
Paladin -
Paladin Extend Spell
Paladin - Cha
Paladin -
Paladin Extra Smiting
Paladin -
Paladin - Cha
Paladin Gr Cha 1
Paladin -
Paladin Epic Weapon Focus*
CoT Cha Gr Wis 1
Rogue
CoT Great Smiting 1*
CoT Great Smiting 2
CoT Cha Great Smiting 3*
CoT
CoT Great Smiting 4-5*
CoT
CoT Str Great Smiting 6*
CoT Great Smiting 7
CoT Great Smiting 8*
CoT
CoT Str Great Smiting 9
Rogue
CoT
CoT Epic Prowess, Great Smiting 10*
CoT Str
* denotes Epic Bonus Feat
Skills
Discipline 43
Heal 39
Tumble 40
UMD 20
Combat stats with +12 strength /+5 weapon for ab, +7 gear/+4 boots for ac
Attack Schedule 48/43/38/33
Armor Class 60
With Bless, Aid, Prayer, Divine Favor, Divine Wrath for ab, +8 armor/ring/shield/Haste/Divine Shield for ac
Attack Schedule 63/58/53/48/63
Add 14 to those on Smite Evil with Max Charisma
Armor Class 79
Hitpoints Max rolls at 40/Max total with +12 con
392/632
Saves at lvl 40 with max Charisma and no other buffs
Fortitude 43
Reflex 36
Will 39
My reasoning for things you might find strange
23Paladin/15CoT On Paladin lvl 23 you get a bonus feat, which in the case of this build turns out to be Epic Weap focus. Also a +5 weapon, Bless(1), Aid(1), Prayer(1), Favor(5), and Divine Wrath(7) total the 20 needed to max ab at 63. 56 ab without Divine Wrath is still respectable.
No Armor Skin - Feat starved. Could probably be worked in somehow.
No Spellcraft for Saves vs spells Who cares, look at the saves.
Why all of the Great Smite feats? Read below. If you dont want smite feats then make a Paladin/Sorc/Rdd.
Other Misc BS info
A Smite Evil hit does 418 points of physical damage by itself without weapon bonus, str, or any magical properties figured in. With Max Str/Cha, a +5 long sword, and all of the combat buffs up you can Smite for up to 475, and crit for twice as much.
With Divine Favor/Might/Wrath you do 26 points of damage per hit that cannot be resisted by any means.
Has Evasion with uber saves
UMD
Lay on hands heals for 532. Use it against Undead and do that much damage to them.
Can cast Holy Sword on any weapon, including other people
Other Viable Options
To make a non-smiting Paladin I would go Paladin29/sorc1/Rdd10. It can get about 68 ab.
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Human: Paladin 15/Sorcerer 24/Rogue 1Lawful Good
My example Never Built to my knowledge
XP penalty starts at lvl 37
Starting Stats [Final Stats]:
STR 15 [22]
DEX 8
CON 10
INT 12
WIS 14
CHA 16 [19]
(Starts with Paladin)
1- Pwr Attk, Weapon Focus (Martial Weapon)
3- Divine Might
4- STR +1
6 - Knockdown
8 - CHA +1
9 - Blindfight
(Start Sorcerer level 10)
12 - CHA +1, Combat Casting
15 - Extend Spell
16 - CHA +1
(Stop Sorcerer, {should be 6 Sorcerer} Continue with Paladin)
18 - Improved Critical (Martial Weapon)
(Should be 14 paladin, 6 sorcerer. Continue with sorcerer)
20 - STR +1
21 - Epic Weapon Focus (Martial Weapon)
24 - STR +1, Epic Prowess
27 - Still Spell
28 - STR +1
30 - Armor Skin
32 - STR +1
33 - AutoStillSpell I
36 - STR +1, AutoStillSpell II
(Level 37 Rogue: Max tumble to 40, Continue with Sorcerer)
38 - [Bonus feat:] AutoStillSpell III
39 - Epic Spell: Epic Mage Armor
(Finish with Paladin for maximized Discipline)
40 - STR +1
Skills:
Spellcraft only to 27 (minimum) or 30
Concentration should be high (40+)
Discipline should be maxed (43)
Sacrifice Heal Skill for UMD? I couldn't find a balance; suggestions?
Tumble maxed at 40
Combat stats with +12 strength and a +5 weapon for ab
Attack Schedule: 48/43/38/33
Combat stats with all the above plus Haste/Aid/Bless/Prayer/Tenser's Transformation (+12)/Divine Favour
Attack Schedule: 66/61/56/51/66
With a decent15-20x2 Crit range on a longsword, 12-20x2 with a scimitar or rapier with keen.
Unbuffed with +5 AC Gear:
Armor Class 53
Some buffs: Haste/Epic Mage Armor/+4 Dexterity and +5 AC Gear
Armor Class 62
Please Keep in mind that's only +5 gear, you can bump up the AC easily with +7 Fullplate, a +7 Tower Shield, Amulet of Natural Armor +7, Rings with +6 Deflection AC, etc.
Unbuffed Hit Points/[+12 CON]: 252/[492]
I believe there's also some bonus HP from Tenser's
Reasonings, Substitutes and Dis/Advantages:
I went with rogue to get UMD, plain and simple. But since the build is already starved for skillpoints; it might be a better idea to switch the rogue level with 1 monk, this way those high saves are combined with Evasion, and you could take level 15 paladin earlier and maximize discipline with the monk level instead. In hindsight, I would likely go the 1 monk route if I built this.
I'm not sure how effective this toon could be in PvM; though I imagine it would fair quite well against high AC and DR toons. The principle behind this build is more PvP oriented versus those pesky Palemaster/Damage Reduction mages. You can cast multiple mords disjunctions per day and have access to Holy Sword (1 to 2 times per day depending on your wisdom bonus.) The way I imagine this would be played is by firing in with Mords Disjunction, while they're replenishing their essential buffs cast HolySword and Tenser's Transformation; then sprint after the mage and dispelling him onhit, while having a guaranteed +13 Irresistible damage from Divine Might and Divine Favour. You may also consider firing off a few bigbies before engaging Tenser's.
The main problem I can see with this strategy however is that it takes a large number of buffs to reach the full potential and some of them are short duration (10-15 rounds). You also can be dispelled and the trouble with Tenser's and casting is that once you cast it, you're locked in for 24 rounds(or 48 if extended) without the ability to cast due to 100% spell failure. If you're fighting a mage and they retaliate with dispell however, you might get Tenser's dispelled; at which point you can return to your arcane arsenal.
The AC and HP are not superb... this is definitely not a defensive toon. I would suggest seeking out either AC gear or Damage reduction gear to assist with the obvious flaw in low AC/HP
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Elf Bard 9 / Shadowdancer 2 / Arcane Archer 29Alignment Any Non-Lawful
Str- 10
Dex- 19-38
Con- 10
Wis- 8
Int- 14
Cha- 13
1) B- Point Blank Shot
2) B
3) B- Dodge
4) B- Dex +1
5) B
6) B- Mobility
7) B
S- Dex +1
9) S- Weapon Focus Longbow
10) A
11) A
12) A- Dex +1, Improved Critical Longbow
13) A
14) A
15) A- Rapid Shot
16) A- Dex +1
17) A
18) A- Blind-Fight
19) A
20) B- Dex+1
21) A- Epic Weapon Focus Longbow
22) A
23) A
24) A- Dex +1, Epic Prowess, Great Dex I
25) A
26) A
27) A- Great Dex II
28) A- Dex +1, Great Dex III
29) A
30) A- Great Dex IV
31) A
32) A- Dex +1, Great Dex V
33) A- Great Dex VI
34) A
35) A
36) A- Dex +1, Great Dex VII, Great Dex VIII
37) A
38) A
39) A- Great Dex IX
40) B- Dex +1
Discipline 35
Heal 18
Hide 40
Move Silently 40
Perform 15
Spellcraft 43
Tumble 40
Use Magical Devices 31
Naked Unbuffed w/ Mundane Longbow
Hit Points- 302
AC- 32
Attacks- +59/+54/+49/+44
EDIT: Fixed a major oversight in reworking the build. Had written down 1-8 Bard, 9-10 SD, 11-20 AA when it should have been as above with Bard level 8 coming in at 20th level to maximize skills like UMD pre-40.
I realized this error a split second after leveling my new archer to 8th. Doh! Found out though that the seal of mordor won't de-level you nor will dying. I had to kill a friendly faction member to lose my level. Learn something new every day.
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Elf Wizard20/ArcaneArcher18/ShadowDancer2 Any Alignment
Ability scores start/final
Str 8
Dex 19-36
Con 10
Wis 8
Int 17-19
Cha 8
Wizard Point Blank Shot
Wizard -
Wizard Weapon Focus Longbow
Wizard - dex
Wizard Extend Spell*
Wizard Blind Fight
Wizard -
Wizard - dex
Wizard - Toughness
Wizard Empower Spell*
Wizard -
Wizard dex Dodge
Arcane Archer
Arcane Archer -
Arcane Archer Improved Critical Longbow
Arcane Archer - dex
Arcane Archer -
Arcane Archer - Mobility
Arcane Archer -
Arcane Archer - dex
Arcane Archer Epic Weapon Focus Longbow Hide10/Move Silently8/Tumble5
Shadow Dancer Max Hide/MS/Tumble
Wizard
Wizard dex Great Dex 1
Wizard Great Int 1
Wizard
Wizard Great Dex 2
Arcane Archer dex
Arcane Archer
Arcane Archer Great Dex 3
Arcane Archer
Arcane Archer dex Epic Prowess*
Arcane Archer Great Dex 4
Arcane Archer
Arcane Archer
Arcane Archer dex Great Dex 5, Great Dex 6
Wizard
Wizard
Wizard Great Dex 7, Great Int 2
Shadow Dancer dex
*Denotes Bonus Feat
Skills
Concentration 42
Heal 43
Hide 43
Move Silently 43
PickPocket 17
Tumble 40
Spellcraft 41
Combat stats with +5 bow and +12 dex and haste
60/55/50/60
Combat stats fully buffed with above and Tensers
70/65/60/55/70
Armor Class with +8 robe/ring. +7 amulet, +4 boots/haste 68
Hitpoints Max rolls at 40/Max total with +12 con
280/520
Saves at lvl 40 with no buffs or items (against spells with Protection From Spells up)
Fort 20 (37)
Reflex 33 (50)
Will 19 (36)
My reasoning for things you might find strange
Wizard lvl 17 at total lvl 27 - !7 Wizard levels allows you to use a sequencer, which you can cast the lame mummy into.
Cant always use spells due to low intelligence at first Yes, at first. But this allows you to maximize your Dex score for more ab. At level 39 you can cast lvl 9 wiz spells, but you will have to learn them from scrolls. So make some yourself or commission them from another player.
Find something else strange? I dont care J
Other Misc BS info
Cant cast spells while under tensers, 60ab without, and 75 with true strike.
68 Armor Class is weak, use HIPS/mummy to avoid attacks.
Low spell dc so use ones with no saves
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Human Druid14/Cleric24/SD2 Any neutral alignment
Ability scores start/final
Str 9-11
Dex 13
Con 10
Wis 18-30
Int 14
Cha 8
War/Travel domains
Druid Dodge, Mobility
Druid -
Druid Skill Focus Discipline
Druid - wis
Cleric
Cleric Extend Spell
Cleric -
Cleric - wis
Cleric Blind Fight
Cleric -
Cleric -
Cleric wis Imp Crit Unarmed
Cleric -
Cleric -
Cleric - Knockdown
Cleric - wis
Cleric -
Cleric Weapon Pro Exotic
Cleric -
Cleric wis
Cleric Great Wis 1 hide10/ms8/tumble5
SD Max hide/ms/tumble
Cleric -
Cleric wis Great Wis 2
Cleric
Druid -
Druid Great Wis 3
Druid - wis
Druid -
Druid Epic Prowess
Druid -
Druid - wis
Cleric Epic Spell Mummy Dust
Druid
Druid -
Druid wis Dragon Shape
SD
Cleric -
Cleric - Armor Skin*, Epic Skill Focus Discipline
Cleric - str
* denotes Epic Bonus Feat
Skills
Concentration 29
Discipline 21
Hide 40
Move Silently 40
Tumble 40
Spellcraft 43
Combat stats fully buffed
Attack Schedule 69/64/59/69/64
Armor Class 72
Hitpoints Max rolls at 40/Max total with +12 con
360/600
In Dragon Shape fully buffed with +12 con
1200
Saves at lvl 40 in shape with no buffs or items
Fort 35
Reflex 29
Will 34
Add 14 to those if maxed ability scores and +9 spellcraft mod added in
Ok..soooooo
No monk lvls so it only gets 5 attacks fully buffed and max Ac is only 72 I think. But you have HIPS so its not really a big deal. Buff up, sick the mummy on whatever you are attacking and then use your 69ab and HIPS to ABUSE
.and I mean ABUSE
Discipline is low, only 46 with max str. But a bull belt, brute force gloves, and a duergar shield from Orthanc take it up to 71 which is actually still better than average for a melee I think. You could also get Epic Focus if you drop one of the following Armor Skin, Epic Prowess, or the Mummy. You could also wait until lvl 36 for dragon shape and use the lvl 30 feat slot of AS, EP, or MD so you can take Epic Focus at 39.
Tons of items that cast shadow shield and improved invis for a shadow dancer so I went with War domain over Trickery. Aura of Vitality rocks and you need max dex for ac. Aura of Vitality also pimps out your mummy pretty good. With Bless/Aid/Prayer/AoV and a bulls str you can likely get the mummy ab into the mid 50s.
Equipment I would recommend would be
Weapon Acu or Mage Breaker
Armor Maynards robes - +7 with 10% immunity to all physical
Shield Fury for fire resist or a +disc shield
Helmet if you can find a + disc helm I would use it
Belt Bull Belt
Gloves Brute Force or +dex item
Cloak I would go Ice Age for mage protection. Otherwise Inf cloak for hide/ms bonuses
Boots Short Guys
Ring 1 Ele resist
Ring 2 whatever, maybe a 5/- magic resist like Force Ring if you wear Warg Ammy
Amulet Warg or Missle Deflection
The IGMS protection is kinda questionable. You have HIPs so he has to take the time to cast TS before he casts IGMS. By that time you should be all over him beating his ass anyways.
Only took regular Knockdown. IKD just gives you an extra size category bonus, but I think the Dragon size is already the largest tho I am not sure. All I know is that 69ab with the attack bonuses you get from HIPS is nasty, very nasty. Basically they will need 90+ disc to always resist your kd, maybe even higher than that.
The lvling scheme could be flipped around a bit. I just took the 4 preepic druid lvls right away, might wanna take druid at lvl 1 (more starting skill points) and then go for the 16 cleric and then the 3 druid till 20. That would give you better spells earlier to lvl with.
24 cleric lvls means you wont be auto stripped by a disjunction scroll, it will get some stuff but not everything.
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