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laarry
11-22-2011, 07:28 AM
This is my concept build for 3th TR

2 past life ranger (mayby 3 if this build will have no crushing opinions)

it should works quite good

- of course this is Xbow build with maxed INT
- 2-3 past life Ranger for xbow damage
- Artificer Battle Engineer and Rogue Mechanic for better xbow usage
- very good skils (DD, serch, open, jump ett)
- evasion
- good elemental resistances 4-6 from ranger past life +2 from monk enchantment
- arti spells with maxed (for 12 lev electrical and repair)
- WF selfhealing
- improvwed precise shot
- power attack with WF enchantment
- zerg module (dodge, mobility, shot on the run) - mayby change this to 3xtoughnes :D

questions

- is monk feat (deflect arrows) worth of taking - i can change someting if it is really good
- zerg module - mayby change this for toughnesx3 but then power attack enchantment could be bad idea
- mayby some enchantment changes (can takie WF contition I,II ett)

now i play arti/rouge/ranger halfling (TR build for next ranger past) there is stealth attack module with halfling guile and cunning - it works perfect especialy with bluff :D but this wont work on WF :(

pls. give me some advice for this build

Level 20 Lawful Good Warforged Male
(2 Monk / 6 Rogue / 12 Artificer)
Hit Points: 298
Spell Points: 674

BAB: 14/14/19/24
Fortitude: 13
Reflex: 16
Will: 12

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(36 Point) (Level 1) (Level 20)
Strength 12 14
Dexterity 16 19
Constitution 16 18
Intelligence 18 28
Wisdom 6 8
Charisma 6 8

Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7
+3 Tome of Dexterity used at level 13

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 7 22
Bluff 2 15
Concentration 3 27
Disable Device 8 36
Haggle 2 21
Hide 7 22
Jump 5 20
Move Silently 7 22
Open Lock 7 31
Repair 4 14
Search 8 34
Spot 2 24
Swim 1 2
Tumble 7 8
Use Magic Device 2 22


Level 1 (Rogue)
Feat: (Past Life) Past Life: Ranger
Feat: (Past Life) Past Life: Ranger
Feat: (Selected) Point Blank Shot
Level 2 (Artificer)
Level 3 (Artificer)
Feat: (Selected) Rapid Shot
Level 4 (Rogue)
Level 5 (Artificer)
Level 6 (Artificer)
Feat: (Selected) Precise Shot
Feat: (Artificer Bonus) Weapon Focus: Rangged Weapons
Level 7 (Artificer)
Level 8 (Artificer)
Level 9 (Rogue)
Feat: (Selected) Toughness
Level 10 (Rogue)
Level 11 (Rogue)
Level 12 (Rogue)
Feat: (Selected) Improved Critical: Ranged Weapons
Level 13 (Artificer)
Level 14 (Monk)
Feat: (Monk Bonus) Dodge
Level 15 (Monk)
Feat: (Monk Bonus) Mobility
Feat: (Selected) Toughness
Level 16 (Artificer)
Feat: (Artificer Bonus) Improved Precise Shot
Level 17 (Artificer)
Level 18 (Artificer)
Feat: (Selected) Power Attack
Level 19 (Artificer)
Level 20 (Artificer)
Feat: (Artificer Bonus) Shot on the Run


Enhancement: Artificer Damage Boost I
Enhancement: Rogue Skill Boost I
Enhancement: Artificer Crossbow Damage I
Enhancement: Artificer Improved Rune Arm Use I
Enhancement: Improved Disable Device I
Enhancement: Improved Open Lock I
Enhancement: Charged Spellcasting I
Enhancement: Storm Manipulation I
Enhancement: Artificer Intelligence I
Enhancement: Rogue Improved Trap Sense I
Enhancement: Artificer Damage Boost II
Enhancement: Artificer Crossbow Attack I
Enhancement: Artificer Improved Rune Arm Use II
Enhancement: Artificer Battle Engineer I
Enhancement: Artificer Rune Arm Overcharge I
Enhancement: Rogue Acid Trap Lore I
Enhancement: Improved Disable Device II
Enhancement: Improved Open Lock II
Enhancement: Deadly Shocks I
Enhancement: Artificer Intelligence II
Enhancement: Rogue Skill Boost II
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Rogue Mechanic I
Enhancement: Rogue Sneak Attack Training I
Enhancement: Rogue Sneak Attack Training II
Enhancement: Storm Manipulation II
Enhancement: Storm Manipulation III
Enhancement: Repair Manipulation I
Enhancement: Repair Manipulation II
Enhancement: Artificer Crossbow Attack II
Enhancement: Artificer Crossbow Damage II
Enhancement: Artificer Improved Rune Arm Use III
Enhancement: Way of the Clever Monkey I
Enhancement: Charged Spellcasting II
Enhancement: Reconstructive Spellcasting I
Enhancement: Reconstructive Spellcasting II
Enhancement: Deadly Shocks II
Enhancement: Deadly Shocks III
Enhancement: Mighty Reconstruction I
Enhancement: Storm Manipulation IV
Enhancement: Storm Manipulation V
Enhancement: Storm Manipulation VI
Enhancement: Repair Manipulation III
Enhancement: Repair Manipulation IV
Enhancement: Repair Manipulation V
Enhancement: Repair Manipulation VI
Enhancement: Artificer Intelligence III
Enhancement: Warforged Healer's Friend I
Enhancement: Warforged Power Attack I
Enhancement: Warforged Power Attack II

Ruhbdahbudah
11-22-2011, 10:19 AM
I may have missed something in there, but it seems like you only want the 2 Monk for the 2 elemental resists and the bonus feats. As you already get evasion as a Rogue, why not go Fighter? Same number of feats, but a larger pool to chose from. You could drop Dodge and Mobility and grab Shot on the Run and Improved Precise Shot several levels earlier and get 2 meta-magics with the Arty bonus feats, or just take any other 2 feats.
Also, from my experience running Monks, Deflect Arrows barely works, and when it does, it isn't that helpful.

laarry
11-24-2011, 04:49 AM
. You could drop Dodge and Mobility and grab Shot on the Run

how i can take Shot on the Runs with fighter 2 level without prereq dodge and mobility ???

mayby i miss some fighter posibilities ?

wax_on_wax_off
11-24-2011, 05:04 AM
6 rogue gives:
Intelligence modifier to attack (effectively). However, with 19 dex required for IPS this only equates to roughly +4 AB most of the time.
3d6+6 sneak attack damage. However, you can get +3d6 from being half-elf and taking rogue dilettante.

Overall, the damage on this crossbow specialist build is significantly better than what a pure artificer gives but misses out on the massive versatility that artificer otherwise offers.

I threw around ideas of a crossbow specialist build. My impression at the moment is that it would be best to wait until U13 when Deepwood Sniper II is released "next update" (TM) and go 12 ranger / 7 artificer / 1 monk or fighter, half elf with rogue dilettante.