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  1. #1
    Community Member giftie's Avatar
    Join Date
    Jan 2010

    Default Need feedback on staff build for U19

    Edited for a bit more coherency.

    This is a purely theoretical build. My aims are to make a battle healer without the clerics' onus of being healbots (regardless of actual combat prowess). If possible, offensive casting ability for soloing EH, while retaining decent melee and healing for groups in EE. Weapon of choice is staff.

    Design choices based on announded Update 19 changes:

    One level Rogue instead of a third level Monk or eighteenth Druid. This is mostly due to the Thief Acrobat tier 1 ability Acrobatic, which gives +15% attack speed with staves. Also permits trapskills, or UMD should you want it.

    Dump-stat DEX, and put all remaining points (after getting desired levels of STR, CON and WIS) into INT. With the addition of Spellcraft, INT is now an important attribute for any caster and you will want to slot it. Get Inspired Reflexes instead for a bit less attribute dependency.

    Basic layout without enhancements:

    Level 20 Lawful Neutral Human Female
    (2 Monk \ 1 Rogue \ 17 Druid) 
    Hit Points: 280
    Spell Points: 1182 
    BAB: 13\13\18\23
    Fortitude: 17
    Reflex: 14
    Will: 20
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 20)
    Strength             16                    19
    Dexterity             8                    11
    Constitution         16                    19
    Intelligence         14                    18
    Wisdom               16                    24
    Charisma              8                    11
    Tomes Used
    +1 Tome of Intelligence used at level 3
    +2 Tome of Intelligence used at level 7
    +3 Tome of Strength used at level 11
    +3 Tome of Dexterity used at level 11
    +3 Tome of Constitution used at level 11
    +3 Tome of Wisdom used at level 11
    +3 Tome of Charisma used at level 11
    +4 Tome of Intelligence used at level 15
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                    20
    Bluff                -1                     0
    Concentration         5                    27
    Diplomacy            -1                     0
    Disable Device        6                    27
    Haggle               -1                     0
    Heal                  5                    29
    Hide                 -1                     0
    Intimidate            1                    20
    Jump                  7                     8
    Listen                3                     7
    Move Silently        -1                     0
    Open Lock             3                     4
    Perform              n/a                    n/a
    Repair                2                     4
    Search                6                    27
    Spot                  7                    11
    Swim                  3                     4
    Tumble                3                     4
    Use Magic Device      3                     4
    Level 1 (Rogue)
    Feat: (Human Bonus) Insightful Reflexes
    Feat: (Past Life) Past Life: Cleric
    Feat: (Past Life) Past Life: Monk
    Feat: (Selected) Power Attack
    Level 2 (Druid)
    Level 3 (Druid)
    Feat: (Selected) Empower Healing Spell
    Level 4 (Druid)
    Level 5 (Druid)
    Level 6 (Druid)
    Feat: (Selected) Quicken Spell
    Level 7 (Druid)
    Level 8 (Druid)
    Level 9 (Monk)
    Feat: (Selected) Cleave
    Feat: (Monk Bonus) Toughness
    Level 10 (Druid)
    Level 11 (Druid)
    Level 12 (Druid)
    Feat: (Selected) Great Cleave
    Level 13 (Druid)
    Level 14 (Druid)
    Level 15 (Druid)
    Feat: (Selected) Maximize Spell
    Level 16 (Druid)
    Level 17 (Monk)
    Feat: (Monk Bonus) Two Handed Fighting
    Level 18 (Druid)
    Feat: (Selected) Spell Focus: Evocation
    Level 19 (Druid)
    Level 20 (Druid)
    Levelling order is to get the most skill points out of the build, not the most efficient feat-wise or levelling wise. If traps skills are not a priority (or you'd rather take UMD, Bluff or Intimidate for the Nature's Warrior Enhancements) I'd take Monk and Power Attack at level one, dropping Toughness for something else.

    Intimidate is a placeholder for Spellcraft.

    Two Handed Fighting is a pre-req for Human Fighting Style, which needs to be taken at some point to unlock tier 4 Human abilities (although the USP enhancement is a fun alternative) but it, or Toughness, can be changed for Precision.

    Spell Focus: Evocation is a prereq for the Magister +DC twist.

    Epic feat choices: iTHF and gTHF or the remaining two SF:E feats, and most likely IC: Bludgeon (not needed with Stout Oak Walking Staff, but definitely a want with Sireth). But putting at least some level-ups into STR and/or CON instead of WIS, you can qualify for Overwhelming Critical and/or Epic Toughness.

    Epic Destiny is Legendary Dreadnought with Dance of Flowers twist. Either Precise Casting: Evocation and Evocation Specialist (for EH) or Lithe and Unearthly Reflexes (for EE).
    Last edited by giftie; 08-01-2013 at 09:14 AM.

  2. #2
    Community Member giftie's Avatar
    Join Date
    Jan 2010


    Rough enhancement layout:

    Human (22 AP)

    Human Versatility/Adaptability IV (6 AP) (+STR, +WIS, and either Skills and Saves boosts with trap skills or Damage and USP without)
    Fighting Style III (6 AP) (THF or +USP)
    Improved Recovery III (6 AP)
    Greater Heroism SLA (4 AP)

    Monk (10 AP)

    Bastion of Purity (1 AP)
    Riddle of Fire I (1 AP)
    Elemental Words II (4 AP) (Fire and Cold vulnerability)
    Staff Training II (2 AP)
    Animal Forms I (2 AP) (Patient Tortoise)

    Rogue (6 AP)

    Acrobat I (1 AP)
    Staff Training I (2 AP)
    Acrobatic III (3 AP)

    Druid (42 AP)

    Seasoned IV (4 AP)
    Seasons Greetings III (3 AP)
    Beguile III (3 AP)
    SLAs at rank I (7 AP)
    Wisdom II (4 AP)
    Wax and Wane IV (8 AP)
    Time & Tide (4 AP)
    Crown of Summer (2 AP)
    Spring's Resurgence I (1 AP)
    Efficient Maximize III (6 AP)

    The points in Henshin can be put into Ninja Spy and Assassin for +2D6 sneak attack instead.
    Last edited by giftie; 08-01-2013 at 09:53 AM.

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