Darksolar
05-28-2010, 09:38 PM
I am trying to decide between a few builds and would like some feedback.
Both builds are Thief-Acrobats and both are high Improved Recovery
30% Human
10% Monk
10% Rune
20% Rune
25% Fire Stance
235%
can add 30% greensteel for 306%
Healing Ki:
10d4 = 25 average.
+20% Devotion 2 = 30
+75% Superior Ardor 1 potion = 52.5
multiplied by 2.35 = 123
multiplied by 3.06 = 160
Build 1
Human 13 Rogue 4 Ranger 3 Monk
Str:18 (+5lvl,+1human,+2fire,+6item,+2rams)
Dex:13 (+3rogue,+6item)
Con:13 (+1human,+6item)
Int:14 (+6item when doing trap stuff)
Wis:08
Cha:08
Offers Ram's Might for +2 str and +2 dmg, has better trap skills due to 6 higher int, also has 1d6 extra sneak attack and one more rogue special ability
Build 2
Human 12 Rogue 5 Paladin 3 Monk
Str:18 (+5lvl,+1human,+2fire,+6item)
Dex:13 (+3rogue,+6item)
Con:13 (+1human,+6item)
Int:08 (+6item when doing trap stuff)
Wis:08
Cha:14 (+6item)
Offers 5d6 divine sacrifice, more Hp(32ish), higher saves, higher UMD, divine might +2dmg, smite evils, 2 loh
Build 3
Human 13 Rogue 6 Paladin 1 Monk
Str:18 (+5lvl,+1human,+2fire,+6item)
Dex:13 (+3rogue,+6item)
Con:13 (+1human,+6item)
Int:08 (+6item when doing trap stuff)
Wis:08
Cha:14 (+6item)
This build gives up the monk healing ability and goes HoD 1 retaining that 10% improved recovery (good for pots wands scrolls getting healed) has 2min +2 divine favors and everything build 2 gives as well the extra 1d6 sneak attack except the hp
build 4
Warforged 13 Rogue 6 Paladin 1 Monk
Str:17 (+5lvl,+2fire,+6item)
Dex:13 (+3rogue,+6item)
Con:16 (+2wf,+6item)
Int:10 (+6item when doing trap stuff)
Wis:06
Cha:12 (+6item)
as build 3 but warforged but how would warforged healers friend and base healing work with HoD the runes the 25% fire stance do these increase healing from repair pots/wands or would they make regular healing pots/wands be more usefull then repair if it doesnt work?
Both builds are Thief-Acrobats and both are high Improved Recovery
30% Human
10% Monk
10% Rune
20% Rune
25% Fire Stance
235%
can add 30% greensteel for 306%
Healing Ki:
10d4 = 25 average.
+20% Devotion 2 = 30
+75% Superior Ardor 1 potion = 52.5
multiplied by 2.35 = 123
multiplied by 3.06 = 160
Build 1
Human 13 Rogue 4 Ranger 3 Monk
Str:18 (+5lvl,+1human,+2fire,+6item,+2rams)
Dex:13 (+3rogue,+6item)
Con:13 (+1human,+6item)
Int:14 (+6item when doing trap stuff)
Wis:08
Cha:08
Offers Ram's Might for +2 str and +2 dmg, has better trap skills due to 6 higher int, also has 1d6 extra sneak attack and one more rogue special ability
Build 2
Human 12 Rogue 5 Paladin 3 Monk
Str:18 (+5lvl,+1human,+2fire,+6item)
Dex:13 (+3rogue,+6item)
Con:13 (+1human,+6item)
Int:08 (+6item when doing trap stuff)
Wis:08
Cha:14 (+6item)
Offers 5d6 divine sacrifice, more Hp(32ish), higher saves, higher UMD, divine might +2dmg, smite evils, 2 loh
Build 3
Human 13 Rogue 6 Paladin 1 Monk
Str:18 (+5lvl,+1human,+2fire,+6item)
Dex:13 (+3rogue,+6item)
Con:13 (+1human,+6item)
Int:08 (+6item when doing trap stuff)
Wis:08
Cha:14 (+6item)
This build gives up the monk healing ability and goes HoD 1 retaining that 10% improved recovery (good for pots wands scrolls getting healed) has 2min +2 divine favors and everything build 2 gives as well the extra 1d6 sneak attack except the hp
build 4
Warforged 13 Rogue 6 Paladin 1 Monk
Str:17 (+5lvl,+2fire,+6item)
Dex:13 (+3rogue,+6item)
Con:16 (+2wf,+6item)
Int:10 (+6item when doing trap stuff)
Wis:06
Cha:12 (+6item)
as build 3 but warforged but how would warforged healers friend and base healing work with HoD the runes the 25% fire stance do these increase healing from repair pots/wands or would they make regular healing pots/wands be more usefull then repair if it doesnt work?