| Wyrmfoe |
Gang,
I'm considering the following healing engine for my Dwarf Untouchable Destined Bloodrager and wanted to know if the mechanics sound correct.
The core is built for high AC and high saves, rocking Fate's Fortuned and Glory of Old for traits, the Destined bloodline for luck bonuses, both the Steel Soul and Ironhide feats (benefiting mechanics and style), and appropriate stat gear. With the Untouchable's spell resistance to compliment the high saves and AC, I feel pretty good about the core.
The potential problem I foresee is battle healing, given the above.
So, rather than have him be a potion junkie, I'm considering swapping out my first preference of Steelblood (for even more AC), in favor of Spelleater. Looking over potential complimentary feats, I'm curious if I'm right about the following:
* The Spelleater archetype allows the following:
"Blood of Life (Su)
A spelleater's blood empowers him to slowly recover from his wounds. At 2nd level, while bloodraging a spelleater gains fast healing 1. At 7th level and every 3 levels thereafter, this increases by 1 (to a maximum of fast healing 6 at 19th level). If the spelleater gains an increase to damage reduction from a bloodline, feat, or other ability, he is considered to have an effective damage reduction of 0, and the increase is instead added to this effective damage reduction.
This ability replaces uncanny dodge and damage reduction."
Please note that is a supernatural effect, as that is crucial to my concern later.
* I'm intrigued by the possibility of combining this effect with the damage reduction provided by teaming Combat Expertise, Stalwart, and Improved Stalwart, which I understand would turn the latter two feats into buffs for my fast healing:
"Stalwart
You adopt a defensive stance that allows you to absorb and redirect hits.
Prerequisite: Diehard, Endurance, base attack bonus +4.
Benefit: While using the total defense action, fighting defensively action, or Combat Expertise, you can forgo the dodge bonus to AC you would normally gain to instead gain an equivalent amount of DR, to a maximum of DR 5/—, until the start of your next turn. This damage reduction stacks with DR you gain from class features, such as the barbarian's, but not with DR from any other source. If you are denied your Dexterity bonus to AC, you are also denied this DR."
"Improved Stalwart
You can roll with the punches while simultaneously striking back at your attackers.
Prerequisite: Diehard, Endurance, Stalwart, base attack bonus +11.
Benefit: Double the DR you gain from Stalwart, to a maximum of DR 10/"
* This would further be complimented by the Fast Healer feat, as the supernatural effect of the archetype's "Blood of Life" should presumably trigger this feat's bonus to healing:
"Fast Healer
You benefit greatly from your healing, be it from spells or natural healing.
Prerequisites: Con 13, Diehard, Endurance.
Benefit: When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1)."
With the following stats, feats, and gear, by 15th level this character has the following capabilities when raging:
* +30 to hit w/ main weapon (dwarven waraxe), reduced to +26 after Combat Expertise
* +24/29 Fortitude save constant/v. spells and poison
* +18/23 Reflex save constant/v. spells and poison
* +19/24 Will save constant/v. spells and poison, w/ additional +4 v. enchantment
* 43 Armor Class
* 26 Spell Resistance
* 15 Fast Healing
This last item is the one with which I'm especially concerned. I've read the threads on "Fast Healer" and understand there remains debate regarding its applicability to fast healing. Given that "Blood of Life" is a supernatural ability, I and mine are interpreting it such to be magical healing, so the feat's benefit applies. As such, am I right that this build provides an already powerful "brick"-type PC a very strong healing engine?
I'm presuming Diehard and high Will saves preclude the need for Raging Vitality. Not that I don't appreciate its benefits, but I'm presently presuming that Diehard will keep me up, should I somehow get low on hit points, while the saves will reduce the likelihood of one-shot "save or die" unconsciousness.
Stat-wise, I'm thinking that at 15th level, AC 43 is pretty solid for most adventure paths. Likewise, against casters with same level and no additional spell penetration feats, spells outright fail 50% of the time, before I roll with very high saves. Should anything get through all this, I'm then healing 15 hit points a round.
Of course, everything has its proverbial, "Achilles' heel," but am I right to think this is pretty solid?
I don't stat-dump, so no attribute is below 10. Not certain if I'll use any alternate racial traits, yet. Skills are pending.
So, given these constraints, here's the 20pt build I'm considering, through 15th level:
Stats
Strength 16
Dexterity 14
Constitution 16
Charisma 10
Intelligence 13
Wisdom 14
Traits
Fate's Fortuned
Glory of Old
Feats
1st Steel Soul
3rd Ironhide
5th Shield Focus
6th Endurance (Destined bloodline feat)
7th Combat Expertise
9th Stalwart & Diehard (Destined bloodline feat)
11th Improved Stalwart
12th Lightning Reflexes (Destined bloodline feat)
13th Fast Healer
15th Dodge & Weapon Focus (Destined bloodline feat)
Gear
Weapon: +5 Dwarven Waraxe
Armor: +5 Breastplate
Shield: +5 Heavy Steel Shield
Ring: Ring of Evasion
Ring: +4 Ring of Protection
Belt: +6 Belt of Giant Strength
Neck: +4 Amulet of Natural Armor
Shoulders: +5 Cloak of Resistance
So, given all the above, what do you think? Sound solid? Is it interesting and potentially fun, especially for an avenging honorable dwarf reclaiming the homeland type?