I loved my barb lives so to celebrate life 25 I'm making another one, but this time more self sufficient. I calculated that in exchange for 11 raged strength I can actually make myself self healing and even be a trapper. the stats below seem to be the best solution.
starting skill pts is 5, 6 is needed, gap can be filled by using second rogue level at level 7 (at which point I get 6 pts per level due to tome kicking in).
Neglecting AC in trade for concealment.
8 wis (completely dump, going to try protection from evil scrolls, if it doesn't work I'll use force of personality for +7 will saves at lvl 12)
12 int (6 skill points from the start to invest in UMD, search, disable each level, thx to tomes I can max jump and balance as well from level 7+)
16 cha (need it for UMD mostly, might need for force of personality or social skills)
since biggest issue is getting the UMD for Heal scrolls I'm starting with that.
UMD income at level 13:
base cha 16 = +3 umd
+6 cha item = +3 umd
Greater Heroism = +4 umd
head of good fortune = +2 umd
skill levels on level up = +16 umd
completionist feat = +3 umd
= 31 = no fail cure serious wound scrolls/raise dead, 70% chance on heal scrolls at level 13, 85% chance at lvl 16, can be temp. raised to over 100% in time of need, so i'm happy with that.
heal amp: 25% to 55% depending on my race, 75% better heals from rog/mec enhancement line for 200hp+ from heal scrolls.
passive miss chance: 7% chance, 20% blur, 10% ghostly = 33.04% chance to dodge all incoming attacks. Active miss chance 58.15% chance to dodge all incoming attacks
Race: Not sure yet
Human: I get the extra feat, Ddoor, 20%/30% healing amp on top of my passive 15% and 10% from guild ship. enough int to have enough skill points and DC to trap/disable all regular traps.
Half orc: full 20 starting strength, but 10 int. +2 str passive, +4str while below 60% hp (not taking the last tier), 20% more hate, +4 to hit and +6 damage, +3 power attack dmg, 20% more damage to helpless enemies
Perhaps the best option would be half orc with 12 int.
+1 feat early on
+1 to trip/stunning blow dc
+1 action boost
+2 to greataxe attack and +3 damage
+1 core ability
+3 disable device + 3 more reflex against traps
+75% healing from scrolls
frenzied berserker: 11AP
Die hard feat (enhancement)
+30hp temp. when below 1hp
+50% sprint boost
+100hp temp at the cost of 1 constitution
occult slayer: 10AP
+1 to all saves
Ear Smash - ACTIVE, makes casters unable to cast 6 seconds
2d6 extra damage per second
mass-Crushing despair on vorpal
60% chance for enemy to lose 10AC
chance on 150 temp. hp if hit
-2 to all enemy ability stats
10W damage (bugged?)
20% chance to deal 6d8 damage to enemy
Half orc: 8
+4 strength when hp less then 60%
+1 to hit and damage with thf
Current amount of AP necesary:
76/76 at rank 95
two handed fighting
- not taken yet, reserved for either past life feat or force of personality to add to will.
Useful permanent equipment buffs (l16 gear):
Phantasmalkiller on proc both when hit and when rolling a 20
stone prison guard
relentless fury guard (5% more damage for 30 seconds)armor-piercing (10% less fort on hit enemies)
Greater Heroism (+4 to all skills and saves)
protection from evil
summon xoriat monster
pale lavender ioun stone
reflex gear (+10 robe, +2 parrying wrists, +2 good luck, +4 greater heroism, +1 haste = 19 extra reflex when needed)
diplo, intimidate, bluff