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  1. #1
    Community Member TheJusticar's Avatar
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    Default 2Mk/6Pal/12Ftr Evasion of Good

    Been fiddling with this build.

    Elf: 16/15/14/11/12/8

    Lvl (1-2) Mk
    Lvl (3-14) fighter
    Lvl (15-20) Pally

    Dual Scimis. Kensai II (Dunno if it would also be possible to get KoC from pally).

    Set of +2 tomes @ lvl7.
    All power-ups in STR.

    Input/Comments always welcome.

    Godspeed.
    Last edited by TheJusticar; 10-25-2009 at 07:50 PM.

  2. #2
    Community Member lord_of_rage's Avatar
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    That could be a fun build. I think Id go go slightly different in the way you set the lvls but thats a personal pref. Id prob take the 2 pally lvls off the bat because wands are cheaper and loh is good then slide the monk lvls in maybe at 4/8 but thats me. Let me know how it turns out.
    Toons are in a constant state of flux. Khyber server.

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  3. #3
    Community Member TheJusticar's Avatar
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    Quote Originally Posted by lord_of_rage View Post
    That could be a fun build. I think Id go go slightly different in the way you set the lvls but thats a personal pref. Id prob take the 2 pally lvls off the bat because wands are cheaper and loh is good then slide the monk lvls in maybe at 4/8 but thats me. Let me know how it turns out.
    Wow, excellent point. I like being self reliant and wands and LoH definitely are life savers.

    Godspeed.

  4. #4
    Community Member Vengenance's Avatar
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    Why pally instead of ranger? Going 6 levels of ranger gets you Tempest, TWF, and ITWF, use of heal wands, Bow Strength, and a couple of spells including Rams Might. What will 6 level of Pally get you except 1-2 weak LOH, a couple of smites, maybe divine sacrifice (have to check).
    Charater Names: Mostly Jeryle for the dudes and Merreth for the ladies
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  5. #5
    Community Member TheJusticar's Avatar
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    Quote Originally Posted by Vengenance View Post
    Why pally instead of ranger? Going 6 levels of ranger gets you Tempest, TWF, and ITWF, use of heal wands, Bow Strength, and a couple of spells including Rams Might. What will 6 level of Pally get you except 1-2 weak LOH, a couple of smites, maybe divine sacrifice (have to check).
    Vengeance I'm already leveling a 2rge/6Rng/12Ftr as a matter of fact This build would be just for flavor. Though, putting those few precious points on CHA will probably hurt me. The only thing I'd get from pally are fear immunity, divine grace and +1 to +3 on saves (depending on CHA), +1 AC, and possibly 1d6 extra against evil outsiders.

    Again ... just fiddling with the possibility. I usually don't roll a toon unless I'm really willing to spend the resources on it.

    Godspeed.

  6. #6
    Community Member Dylvish's Avatar
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    Looking at things on the builder, I kind of like the paladin splash idea myself for my next char, namely for surviveability, and he may offer a little more to group as well when he is grouped. While you do give up some DPS admittedly, I found on my fighter/ranger (lower level admittedly, only 8) that I get smacked with a lot of spells like holds, etc. Looking at 6 paladin I'm seeing the following...

    .....Immune to Fear / Disease (+3 fear saves to party members)
    .....+CHA bonus to all saves (adds up nicely later with +6 items on)
    .....+2 (3?) AC to paladin AND party members.
    .....+3 concentration bonus to pally / party members (yeah, not much of a big thing for the char himself, but helps group)
    .....+1 (2?) to all saves for pally and party members (i love this one)
    .....Divine Sacrifice I - +5d6 damage and increases crit multiplier by 1. Nice bit of fun there =)
    .....Exalted Smite I - again, just a nice little burst bonus.
    .....Smite evil - same
    .....Lay Hands - Weak healing as you said, but its instant and dont have to swap to a wand to use them. =) Very .....handy oh **** buttons.
    .....Remove Disease - more helpful to others in group, but handy nonetheless.
    .....KoTC I = yet more fear resist for group, + hit and +1d6 damage vs Outsiders, +2 all saves vs them (kind of like an improved favored enemy vs outsiders)
    .....Divine Might (+2 damage clicky) - not a lot but its sacred.
    .....Divine Light I - if you want to spend the point, 6d6 aoe light damage vs undead.
    .....Unyielding Sovereignty - Clicky Heal ALL damage / remove all effects from ally. This does not work on self, but is incredibly helpful as an oh **** button for the party.
    .....For spells they get the basic cleric bevy, with Divine Favor coming to mind for extra hit/damage.


    Ranger gives

    .....TWF / ITWF - not much to say here. Saves 2 feat slots, gotta love that.
    .....Tempest I - +10% melee haste, +2 AC to self when dual wielding. Similar or 1 pt lower than pally aura, but self only.
    .....Granted Ranged skills - just putting it in here, can come in handy at times i guess =P
    .....Favored enemy X2 - again, more damage vs 2 chosen types (and enhancements to add +2 more damage/hit/defense vs. them).
    .....Dexterity Enhancement - This can be nice if Dex starved or taking armor feats for a high dex build.
    .....Ram's Might spell - +2 str buff. Handy



    From what I'm seeing its the same basic argument we alway encounter, more dps, or more surviveability / adaptability. The ftr/rngr is a dps beast but very focused on just that, while the ftr/pally is more surviveable and offers bonuses (defensive) to the party if grouped. I love the idea of both and think both will be very strong myself. Now I just need to decide if im going to make my monk/pally/ftr a dorf(insane saves), human(yay more feats and adapt), or drow(more of a finesse build and resists) =)


    Come to think of it, I may go rogue/pally/ftr human. Use rogue to boost the dex +2, and Human for a con or 2 (or wisdom), while enjoying the start off bevy of rogue skills and the slight add of sneak attack bonus damage. Im told that monks wisdom bonus to AC does not work in armor in game, So other than the evasion I am assuming it was namely for the wisdom class stat you were going monk?
    Last edited by Dylvish; 10-30-2009 at 12:51 PM.

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