Wow, that's really good to know. I didn't know they don't trigger conc checks. And I've been using SLAs such as coccoon forever... Weird I haven't noticed.
I have settled on a different but similar build and I just need to figure out the cheapest way to LR my failure uncentered version into it. Bladeforged, 12 fighter 6 monk 2 favored soul. Drop ranged feats (obviously, this doesn't need to be done - paladin gives 0 extra feats just like fvs - it is just my preference, it could be built the same way a paladin version is). This is about the version that drops ranged, since I will use that one.
Feats:
PA, Cleave, GCleave, Stunning Blow, THF, ITHF, GTHF, Master of Forms, IC:Slash, WF/GWF: Slash, WS/GWS: Slash, Overwhelming Critical, PTHF, PTWF
This leaves 4 non-epic and 2 epic feat slots. I am leaning towards: Epic Reflexes, Epic Fortitude, Quicken, Mental toughness, Improved Sunder and Dodge.
Enhancements:
11 Ninja (incorp), 33 Kensei (centered), 3 Warpriest (DM2), 17 Bladeforged (power of the forge and weapon attachment) are basically non-negotiable. I also want 11 Stalwart for the stance. So this leaves just 5 points to play around with:
- 5 for 2 to all saves from Aov, used below
- 2 for BF tactics III, 2 for BF power attack I, 1 for DM3
- something else...
Ditching Stalwart stance would open up 11 points. 8 points in BF tactics III, and BF PA I-III for max offense. With the last 3 points - 2 in AoV for +1 to all saves, 1 for last tier of ninja spy reflex (or DMIII). 10% move speed, 1 DC and 6 damage per hit vs 2 fort, 2 will, 1 reflex, 25 PRR. I will have to see which version I like more.
Saves:
4 epic
4 fighter (ignoring 4 fort for now)
5 monk
3 fvs
2 fvs enhancement (can't afford the AP for the third one)
10 resistance
4 insight bracers
2 luck augment
1 alchemical
4 gh
3 stalwart stance
= 42 baseline in all 3
Fort: 42 + 4 fighter + 15 con + 2 epic feat = 63
Refl: 42 + 10 dex + 2 ninja + 2 epic feat + 2 kensei = 58
Will: 42 + 6 wis = 48
With short buffs (tenser, fire finisher, power of the forge): 71/66/54, not failing reflex or fort on a 1. 66 is no fail in EE tor blue dragon room. Maybe not enough everywhere, but it is pretty good. There is always the option of temporarily going into ocean stance. Most importantly, we have two free twist slots (don't need brace for impact, don't need turn undead)! When I want saves, I can twist in 6 reflex+3 dodge and 6 fort, or whatever, or of course use brace for impact. When I don't, I can twist something else for more DPS. Or even +10% SP for the 30 SP echoes of power that can power a quickened reconstruct.
Spell points:
Should be well over 800 at 28 with mental toughness and a shroud SP smoke belt. Smoke belt seems pretty useful, I have 25 incorp so won't be needing the ring of shadows - if I am forgetting a better alternative, or using a bad slot, please tell me before I craft the belt
I haven't planned out the gear completely. I know EE ring of shadows has 25% blur but I don't have one and this character is not the first in line to get one.
PRR:
16 augment
12 earth stance
25 stalwart stance
15 planar set (Cleaver)
68... Seems low, maybe I'm forgetting something (no AP for the +15 PRR in earth stance in Shintao). My paladin has 155 in a robe and uncentered... Not sure. Situational +10 from power of the forge, and some more from the BF "DO NOT USE" slashing proc.
I am too lazy to do a HP and STR breakdown. Should have similar HP and STR to the paladin version. A few less STR than human due to human STR and action boost STR/CHA enhancements. However it has +2 bladeforged tactics (possibly +3) the human doesn't get and can easily afford Improved Sunder.
Nice things:
- More than double SP (with all the SP items, without items the 2 pally obviously has 0 or 80 with magical training - human doesn't need the SP though)
- There are 2 disposable twist slots (the only needed one is dance of flowers) from not needing turn undead and fortification (BF get +50%) - sense weakness, primal scream, +6 to a save or two...
- Greater Weapon Specialization
- Flexible feat choices
- Doesn't rely on divine grace for its saves in case the 2 pally splash gets nerfed
What a ranged version would lose: 2 fort and no-fail on 1, 2 reflex and no-fail on 1, quicken, mental toughness, imp sunder, dodge, GWS: Slash. The only unfortunate circumstance is that the ranged version needs a +3 heart to LR into, as the last monk level needs to be backloaded for +5 tome Zen Archery. I intend to frontload the last monk level to avoid using an epic feat on Master of Forms. Either way, the ranged version doesn't lose all that much, even though it may end up in "always run with +6 fort and +6 reflex twists in EE" territory. But I want to try the pure melee version first.
Anyone see a reason not to go for this, before I burn 2 lesser hearts?