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Old 04-30-2009, 05:04 PM   #1
Coldin
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Default Swashbuckler

This is a build I've sorta played with ever since Drow were released. It's gone through many iterations, from sword and board to Two Weapon Fighting.

The intent with this build is to be a versatile character. Evasion, Skills, UMD, middling to high AC, and some good DPS to top it all off. He will of course focus on Rapiers as his main weapon of choice, and potentially dabble in shortswords depending on how the enhancements pan out.

As enhancements go, I didn't feel like planning those out, mostly because Kensai currently isn't in the CharGen, but basically one would take the enhancements required for Kensai, and the Drow Weapon enhancements as desired. Dex Enhancements are a good choice as well, and between being drow and the rogue levels, one's dex should be fairly high. Strategy Trip is also good to boost up the DC higher.

Future plan with this build is to go straight rogue from here on out, and branch out into Thief-Acrobat. At level 8 rogue, the character will receive Imp. Uncanny Dodge, and with the extra 2 uses per day granted by Thief-Acrobat, it should be a fairly usable boost for AC and Reflex Saves. Not to mention you can spend these levels furthering broadening out the Swashbuckler's skill set.

Anyway, take a look below.

Code:
Character Plan by DDO Character Planner Version 3.00
DDO Character Planner Home Page

Swashbuckler V.2
Level 16 Chaotic Good Drow Male
(12 Fighter \ 4 Rogue) 
Hit Points: 198
Spell Points: 0 
BAB: 15\15\20\25\25
Fortitude: 10
Reflex: 14
Will: 5

                  Starting            Ending          
                 Base Stats         Base Stats        
Abilities        (Level 1)          (Level 16)        
Strength             14                 14            
Dexterity            18                 22            
Constitution         12                 12            
Intelligence         14                 14            
Wisdom               10                 10            
Charisma             10                 10            

                  Starting            Ending          
                 Base Skills        Base Skills       
Skills           (Level 1)          (Level 16)        
Balance               8                 12            
Bluff                 4                  5            
Concentration         1                  1            
Diplomacy             0                  0            
Disable Device        6                 12            
Haggle                4                  4            
Heal                  0                  0            
Hide                  4                  6            
Intimidate            0                  0            
Jump                  6                 21            
Listen                0                  0            
Move Silently         4                  6            
Open Lock             8                 11            
Perform               n/a               n/a           
Repair                2                  2            
Search                6                 12            
Spot                  4                 12            
Swim                  2                  2            
Tumble                8                 16            
Use Magic Device      4                 18.5          

Level 1 (Rogue)
Skill: Balance (+4)
Skill: Bluff (+4)
Skill: Disable Device (+4)
Skill: Haggle (+4)
Skill: Jump (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Tumble (+4)
Skill: Use Magic Device (+4)
Feat: (Selected) Dodge


Level 2 (Fighter)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Weapon Finesse


Level 3 (Fighter)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Combat Expertise
Feat: (Selected) Two Weapon Fighting


Level 4 (Fighter)
Ability Raise: DEX
Skill: Jump (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+1)


Level 5 (Rogue)
Skill: Balance (+1)
Skill: Bluff (+1)
Skill: Disable Device (+2)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Search (+3)
Skill: Use Magic Device (+1)


Level 6 (Fighter)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+1)
Feat: (Selected) Weapon Focus: Piercing Weapons
Feat: (Fighter Bonus) Weapon Specialization: Piercing Weapons


Level 7 (Fighter)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+1)


Level 8 (Fighter)
Ability Raise: DEX
Skill: Jump (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Improved Two Weapon Fighting


Level 9 (Fighter)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+1)
Feat: (Selected) Improved Critical: Piercing Weapons


Level 10 (Rogue)
Skill: Disable Device (+2)
Skill: Jump (+1)
Skill: Search (+1)
Skill: Spot (+5)
Skill: Use Magic Device (+1)


Level 11 (Fighter)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Improved Trip


Level 12 (Fighter)
Ability Raise: DEX
Skill: Jump (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+1)
Feat: (Selected) Toughness


Level 13 (Fighter)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Greater Two Weapon Fighting


Level 14 (Fighter)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+1)


Level 15 (Rogue)
Skill: Balance (+1)
Skill: Disable Device (+2)
Skill: Jump (+1)
Skill: Search (+2)
Skill: Spot (+3)
Skill: Use Magic Device (+1)
Feat: (Selected) Slicing Blow


Level 16 (Fighter)
Ability Raise: DEX
Skill: Jump (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Greater Weapon Specialization: Piercing Weapons
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Old 05-02-2009, 03:50 PM   #2
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I was just thinking that the world needed more Kensai II/Thief-Acrobat I builds.

Looks very cool - at level 18 it will have some very cool stuff going on.

So Kensai is in rapier.. do you get enough out of Thief-Acrobat without using staves?
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Old 05-02-2009, 04:26 PM   #3
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Quote:
Originally Posted by moorewr View Post
I was just thinking that the world needed more Kensai II/Thief-Acrobat I builds.

Looks very cool - at level 18 it will have some very cool stuff going on.

So Kensai is in rapier.. do you get enough out of Thief-Acrobat without using staves?
Well, Thief-Acrobat gives you 2 Extra Uncanny Dodge uses per day, plus the showtime ability. I'm mostly considering it worth it for the extra Uncanny Dodges to go on top Improved Uncanny Dodge.

In my opinion it's enough. Plus you get the benefit of extra sneak attack damage.

Though, thinking on it, a Kensai/Thief-Acrobat specializing in quarterstaves might be pretty cool too.
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Old 05-02-2009, 04:56 PM   #4
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Quote:
Originally Posted by Coldin View Post
Well, Thief-Acrobat gives you 2 Extra Uncanny Dodge uses per day, plus the showtime ability. I'm mostly considering it worth it for the extra Uncanny Dodges to go on top Improved Uncanny Dodge.

In my opinion it's enough. Plus you get the benefit of extra sneak attack damage.
Will the 2 shots at AC and an increased run speed be worth the added dps of assassin 1 though? +2 to damage on crits before the multiplier on rapiers is a pretty consistant +4 to damage.
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Old 05-02-2009, 05:04 PM   #5
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Looks good Coldin.

Will the umd be enough to use heal/rez scrolls or just heal wands?

Jules
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Old 05-02-2009, 07:31 PM   #6
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Originally Posted by Shyver View Post
+2 to damage on crits before the multiplier on rapiers is a pretty consistant +4 to damage.
Only when you crit succesfully. So only in about 30% of swings.

--> effective bonus damage is only 1.2


Still nice, but not double as effective as Weapon Spec for example.
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Old 05-02-2009, 07:35 PM   #7
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Originally Posted by Noctus View Post
Only when you crit succesfully. So only in about 30% of swings.

--> effective bonus damage is only 1.2


Still nice, but not double as effective as Weapon Spec for example.
True, but the argument was between acrobat 1 and assassin 1. I think the added AC of uncanny dodge is rather situational, but nice none the less. However, I think overall, assassin 1 might be a better fit.
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Old 05-02-2009, 07:48 PM   #8
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Originally Posted by Shyver View Post
Will the 2 shots at AC and an increased run speed be worth the added dps of assassin 1 though? +2 to damage on crits before the multiplier on rapiers is a pretty consistant +4 to damage.
Didn't consider that actually. The extra damage might be a nice complement to Kensai's extra damage (assuming they stacked). I don't know if it exactly fits with the spirit of the build though. Might have to call him a Dualist instead.

But on the bright side, it's merely a simple enhancement change to switch from one to the other. So it'd be easiest enough to experiment and play with it to suit one's playstyle.

Quote:
Originally Posted by Jules921 View Post
Looks good Coldin.

Will the umd be enough to use heal/rez scrolls or just heal wands?

Jules
The build will have a maxed UMD. Charisma is admittedly on the low side for extensive wand/scroll usage, but with items like the Golden Cartouche, a decent cha item, and a luck item like the Voice of the Master, and one shouldn't have too many problems using some raise dead scrolls and the like. You could also pick up the Rogue Skill boost, for that little extra guarantee to nail the spell.
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Old 05-02-2009, 08:03 PM   #9
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Quote:
Originally Posted by Coldin View Post
The build will have a maxed UMD. Charisma is admittedly on the low side for extensive wand/scroll usage, but with items like the Golden Cartouche, a decent cha item, and a luck item like the Voice of the Master, and one shouldn't have too many problems using some raise dead scrolls and the like. You could also pick up the Rogue Skill boost, for that little extra guarantee to nail the spell.
Don't forget you can craft a +6 cha skills greensteel item also.
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