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  1. #1
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    Sep 2009
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    Default arti 12 / rouge 6 / monk 2 - Xbow build

    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

    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 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

  2. #2
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    Oct 2010
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    Default

    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.

  3. #3
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    Default

    Quote Originally Posted by Ruhbdahbudah View Post
    . 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 ?

  4. #4
    Community Member wax_on_wax_off's Avatar
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    Feb 2010
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    6,512

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    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.

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