grarrrg
2012-02-02, 12:56 PM
This is a Thought Experiment (that and I am fairly bored right now....)
Evasion is fun.
"Made my Ref Save! No damage!"
Wouldn't Evasion be more fun if it worked for Fort and/or Will?
Only 2 classes get what we're looking for:
Gunslinger (Gun Tank) gets the Fort version at level 15 (ouch!)
Inquisitors get Fort AND Will at level 11.
Now how do we abuse/maximize this?
First, we need 11 levels of Inquisitor.
Granted, that is a lot of levels to commit so early in our build, but its a LOT better than it seems at first.
Inquisitors have goof Fort and Will saves to begin with.
As a Judgement ability, Inquisitors can gain a Sacred bonus to saves equal to 1 +-1 for every 5 Inquisitor levels. We're up to a +3 Sacred bonus.
AND Inquisitors can treat allies as if they had the Inquisitors Teamwork feats. The "Shake it Off" Teamwork feat gives you a +1 per adjacent ally (max of +4)
AND AND they also get to choose a Domain. In this case we want the Protection Domain, as it provides a Resistance bonus of 1 + 1-for every 5 Inquisitor levels. Again, we're up to a +3 bonus.
*NOTE: I am using Fractional saves. Characters only get the "1st level +2" once per save. Otherwise this would quickly devolve to a 1-level-Dipping fest*
We've only done one class, and we're already up to Fort/Will +13.5 (+17 w/4 allies) and Ref +9.67 (+13 w/4 allies).
We now need Evasion, and better Ref. Our two choices are Monk, or Rogue. Both get Evasion at level 2, we'll go with Monk because ALL the saving throws are good. 2 levels of Monk gives us our +2 Ref bonus, and +1 all otherwise.
Total Saves using Fractions (leaving out the Shake if Off bonus):
Fort/Will: 14.5, Ref: 12.67
Next up, and you knew this was coming, Paladin > Divine Grace.
2 levels to get Cha to all our saves. Paladin also has good Fort/Will saves.
Totals Inquisitor 11/Monk 2/Paladin 2 (we'll assume a Cha of 16):
Fort/Will: 18.5, Ref: 16.33
There are 5 levels left to work with, 4 more levels of Inquisitor will give another +1 from Judgement, and +1 from Protection Domain. The final 1 level doesn't much matter, so we'll just say 5 more levels of Inquisitor.
Final Class totals for Inquisitor 16/Monk 2/Paladin 2:
Fort/Will: +23, Ref: +20
For race we can either take Halfling for +1 Racial all saves, or Half-Orc taking the Sacred Tattoo option for a +1 Luck all saves.
Halfling is better, as Racial bonuses are hard to come by, and it gets +2 to TWO relevant stats (Dex/Cha), while the Half-Orc only gets a single +2 (which would go into Cha of course).
So Halfling gives Fort/Will: +2, Ref: +3, while the Half-Orc would only get +2 All saves.
While they are normally poor options, the 3 Save Boosting feats are must haves, +2 All saves.
After Class/Race/Feats we have (remember, we assumed a Cha of 16):
Fort/Will: +27, Ref: +25
Most spells only provide Resistance bonuses, the only notable exception is Heroism (3rd level Inquisitor spell), which provides a +2 Morale Bonus for 10min./level
Final values ultimately depend on exact stats. Halfling has a -2 to Str, so Ranged attacks look like the best option (and higher Dex will shore up our "weak" save), or grab Weapon Finesse, you won't do much damage, but you'll hit things.
Dex/Con/Wis will be our "business" stats. Cha, while boosting all of our saves, provides few other benefits.
Int is our Dump Stat, thankfully, Inquisitors have 6 skills/level, so we'll be fine.
Did I miss anything?
Evasion is fun.
"Made my Ref Save! No damage!"
Wouldn't Evasion be more fun if it worked for Fort and/or Will?
Only 2 classes get what we're looking for:
Gunslinger (Gun Tank) gets the Fort version at level 15 (ouch!)
Inquisitors get Fort AND Will at level 11.
Now how do we abuse/maximize this?
First, we need 11 levels of Inquisitor.
Granted, that is a lot of levels to commit so early in our build, but its a LOT better than it seems at first.
Inquisitors have goof Fort and Will saves to begin with.
As a Judgement ability, Inquisitors can gain a Sacred bonus to saves equal to 1 +-1 for every 5 Inquisitor levels. We're up to a +3 Sacred bonus.
AND Inquisitors can treat allies as if they had the Inquisitors Teamwork feats. The "Shake it Off" Teamwork feat gives you a +1 per adjacent ally (max of +4)
AND AND they also get to choose a Domain. In this case we want the Protection Domain, as it provides a Resistance bonus of 1 + 1-for every 5 Inquisitor levels. Again, we're up to a +3 bonus.
*NOTE: I am using Fractional saves. Characters only get the "1st level +2" once per save. Otherwise this would quickly devolve to a 1-level-Dipping fest*
We've only done one class, and we're already up to Fort/Will +13.5 (+17 w/4 allies) and Ref +9.67 (+13 w/4 allies).
We now need Evasion, and better Ref. Our two choices are Monk, or Rogue. Both get Evasion at level 2, we'll go with Monk because ALL the saving throws are good. 2 levels of Monk gives us our +2 Ref bonus, and +1 all otherwise.
Total Saves using Fractions (leaving out the Shake if Off bonus):
Fort/Will: 14.5, Ref: 12.67
Next up, and you knew this was coming, Paladin > Divine Grace.
2 levels to get Cha to all our saves. Paladin also has good Fort/Will saves.
Totals Inquisitor 11/Monk 2/Paladin 2 (we'll assume a Cha of 16):
Fort/Will: 18.5, Ref: 16.33
There are 5 levels left to work with, 4 more levels of Inquisitor will give another +1 from Judgement, and +1 from Protection Domain. The final 1 level doesn't much matter, so we'll just say 5 more levels of Inquisitor.
Final Class totals for Inquisitor 16/Monk 2/Paladin 2:
Fort/Will: +23, Ref: +20
For race we can either take Halfling for +1 Racial all saves, or Half-Orc taking the Sacred Tattoo option for a +1 Luck all saves.
Halfling is better, as Racial bonuses are hard to come by, and it gets +2 to TWO relevant stats (Dex/Cha), while the Half-Orc only gets a single +2 (which would go into Cha of course).
So Halfling gives Fort/Will: +2, Ref: +3, while the Half-Orc would only get +2 All saves.
While they are normally poor options, the 3 Save Boosting feats are must haves, +2 All saves.
After Class/Race/Feats we have (remember, we assumed a Cha of 16):
Fort/Will: +27, Ref: +25
Most spells only provide Resistance bonuses, the only notable exception is Heroism (3rd level Inquisitor spell), which provides a +2 Morale Bonus for 10min./level
Final values ultimately depend on exact stats. Halfling has a -2 to Str, so Ranged attacks look like the best option (and higher Dex will shore up our "weak" save), or grab Weapon Finesse, you won't do much damage, but you'll hit things.
Dex/Con/Wis will be our "business" stats. Cha, while boosting all of our saves, provides few other benefits.
Int is our Dump Stat, thankfully, Inquisitors have 6 skills/level, so we'll be fine.
Did I miss anything?