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  1. #1
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    Default Drow Arti suggestions

    What does everyone think of this build? Its my first Artificer and I have zero experience on caster class builds.

    Any constructive criticism will be appreciated.

    Edit: Made some changes and completed to cap with feats

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Level 20 Neutral Good Drow Male
    (20 Artificer) 
    Hit Points: 202
    Spell Points: 1099 
    BAB: 15\15\20\25\25
    Fortitude: 8
    Reflex: 10
    Will: 11
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (28 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength              8                  8                    8
    Dexterity            16                 19                   19
    Constitution         14                 14                   14
    Intelligence         18                 22                   22
    Wisdom                8                  8                    8
    Charisma             12                 12                   12
    
    Tomes Used
    +1 Tome of Dexterity used at level 3
    +2 Tome of Dexterity used at level 7
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               4.5               14                   15
    Bluff                 1                  1                    2
    Concentration         6                 25                   26
    Diplomacy             1                  1                    2
    Disable Device        8                 29                   30
    Haggle                1                 24                   25
    Heal                 -1                 -1                    0
    Hide                  3                  4                    5
    Intimidate            1                  1                    2
    Jump                  0.5                9                   10
    Listen               -1                 -1                    2
    Move Silently         3                  4                    5
    Open Lock             7                 27                   28
    Perform               n/a               n/a                   n/a
    Repair                4                  6                    7
    Search                8                 29                   32
    Spot                  3                 14                   17
    Swim                 -1                 -1                    0
    Tumble                4                  5                    6
    Use Magic Device      5                 23                   24
    
    Level 1 (Artificer)
    Skill: Balance (+1.5)
    Skill: Concentration (+4)
    Skill: Disable Device (+4)
    Skill: Jump (+1.5)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Augment Summoning
    Feat: (Automatic) Artificer Construct Mastery
    Feat: (Automatic) Artificer Knowledge: Scrolls
    Feat: (Automatic) Attack
    Feat: (Automatic) Drow Spell Resistance
    Feat: (Automatic) Elven Keen Senses
    Feat: (Automatic) Enchantment Save Bonus
    Feat: (Automatic) Exotic Weapon Proficiency: Great Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Heavy Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Light Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Immunity to Sleep
    Feat: (Automatic) Inscribe Artificer Scroll
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Martial Weapon Proficiency: Rapier
    Feat: (Automatic) Martial Weapon Proficiency: Shortsword
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Rapid Reload
    Feat: (Automatic) Revive Iron Defender
    Feat: (Automatic) Shuriken Expertise
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Spell Save Bonus
    Feat: (Automatic) Trapfinding
    Feat: (Automatic) Unleash Iron Defender
    
    
    Level 2 (Artificer)
    Skill: Disable Device (+1)
    Skill: Haggle (+5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Feat: (Automatic) Artificer Knowledge: Potions
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Rune Arm Use
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    Level 3 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Artificer Knowledge: Wands
    
    
    Level 4 (Artificer)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Point Blank Shot
    Feat: (Automatic) Trapmaking
    
    
    Level 5 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Artificer Knowledge: Arms and Armor
    Feat: (Automatic) Retain Essence
    
    
    Level 6 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Rapid Shot
    
    
    Level 7 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Artificer Knowledge (ALL)
    
    
    Level 8 (Artificer)
    Ability Raise: DEX
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Precise Shot
    
    
    Level 9 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Toughness
    
    
    Level 10 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 11 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 12 (Artificer)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Extend Spell
    Feat: (Artificer Bonus) Improved Critical: Ranged Weapons
    
    
    Level 13 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Skill Mastery
    
    
    Level 14 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 15 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Precise Shot
    
    
    Level 16 (Artificer)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Empower Spell
    
    
    Level 17 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 18 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    
    
    Level 19 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 20 (Artificer)
    Ability Raise: INT
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+3)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Heighten Spell
    Last edited by chickengod; 01-22-2012 at 09:08 AM.

  2. #2
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    if you will want improved pierce shot it require 19 dex , so +1dex from lvl & +2tome or +3 tome
    don't know why high cha - if just for umd - it's overkill

  3. #3
    The Hatchery karl_k0ch's Avatar
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    I have also only a limited experience in playing artificers, but I went for my Drow Arty with the following:

    12 Str/17 Dex/14 Con/16 Int/8 Wis/10 Cha, all level ups in Int; requiring a +2 Tome for IPS.

    True Neutral since your UMD will be good enough to wear any alignment-restricted gear, and LG characters tend to get more Evil damage.

    I plan for the following feats (listed in no particular order):
    Toughness
    Maximize
    Empower
    Augment Summon
    IC: Ranged
    Point Blank Shot
    Precise Shot
    Improved Precise Shot
    and three other feats I haven't decided on yet.
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  4. #4
    Community Member AMDarkwolf's Avatar
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    reroll :P


    But really, even though drow give dex, int, is the loss of con really worth it, and do u really need cha(with the bonuses arti get to umd)

    Personally if its not a flavor choice, i'd go with WF or human. Even Helf seems like an interesting choice (Plenty of dil's they can take to make it fun and interesting to play.)

  5. #5
    The Hatchery karl_k0ch's Avatar
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    Quote Originally Posted by AMDarkwolf View Post
    reroll :P


    But really, even though drow give dex, int, is the loss of con really worth it, and do u really need cha(with the bonuses arti get to umd)

    Personally if its not a flavor choice, i'd go with WF or human. Even Helf seems like an interesting choice (Plenty of dil's they can take to make it fun and interesting to play.)
    If you have 32 points, WF is probably the best idea for an Arty, but until then, Drow actually offers a very good Stat choice which seems to be made for Arties which will want to invest in Int, and have a decent Dex as well. Even with the cost associated with getting 14 con on a Drow, going with 12/17/14/16/8/10 is hard to be matched by a different race. If you have access to a +3 tome, the less steeper Dex requirement will open up more options for sure. But even with that, the best what a Int based 32pt WF can come up with is 12/16/17/16/8/6. That's always assuming that Str isn't dumped - if you do that, the Drow will actually be able to pick up 1-2 more Int points.
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  6. #6
    Community Member djsonar919's Avatar
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    Quote Originally Posted by AMDarkwolf View Post

    reroll :P

    Don't go drow. Your lack of HP is the main reason. There are other reasons but this should be a big enough reason not to be a drow.
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  7. #7
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    Quote Originally Posted by djsonar919 View Post
    Don't go drow. Your lack of HP is the main reason. There are other reasons but this should be a big enough reason not to be a drow.
    I understand the lack of HP but I only plan on being ranged attacker and let the dog do the grunt work.

  8. #8
    Community Member djsonar919's Avatar
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    Quote Originally Posted by chickengod View Post
    I understand the lack of HP but I only plan on being ranged attacker and let the dog do the grunt work.
    Plan to die a lot then. Make sure you give your cleric some plat/pots for their trouble. When you get to the point of the game where mobs teleport around, phase in and out, and can't be killed with a one or two volley bursts, you will be a stone in no time. Also, relying on your dog to do the grunt work is like relying on Coyle to tank the Lord of Blades. Your dog bugs out constantly, stops attacking occassionally just to stare at the mob, and rarely will pull aggro from you when you start doing damage to mobs.
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  9. #9
    Founder Lifespawn's Avatar
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    Quote Originally Posted by chickengod View Post
    I understand the lack of HP but I only plan on being ranged attacker and let the dog do the grunt work.
    14 con is fine i have 2 capped arties that play at endgame all the time you can reach over 400 hp it's plenty.

    Between displacment stoneskin tacitcal det and prismatic strike you can stop a lot of aggro porting or not.

    Helf is the best dps because it gets hv and a dillie human would be second with hv and wf would be my personal third choice for the self healing but drow i would place 3rd or 4th depending on playstyle.

    Drow gets easier ips and higher int for possible +1 perm damage.


    Dogs can do a lot of the grunt work you just have to equip them correctly mine has tanked the end boss in eda while the tank recovered and rebuffed i don't normally put him on active in raids but i have him out just in case he has evasion 78 ac and 800 hp plenty of tank.
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  10. #10
    Community Member ristretto93's Avatar
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    Quote Originally Posted by djsonar919 View Post
    Don't go drow. Your lack of HP is the main reason. There are other reasons but this should be a big enough reason not to be a drow.
    There is no 'lack of HP' if the build points are invested to bring the CON up to 14.

    Maybe the HP aren't as good as a WF, Human, horc or Dwarf because of enhancements, but I just don't understand when people say not to play a Drow just because the starting con requires more points to raise it. In exchange it is cheaper to buy INT and DEX.

    Sure, a lot of people (newbs) make the mistake of keeping the CON low when making their Drow. They tend to be squishy because of the lack of foresight and experience of the person making the character. It is very easy to put points to bump CON up.

    It's like saying not to make a halfling rogue because their starting STR is 6 and rogues are a STR based class (imo should be anyway). They make perfectly awesome rogues.

    Allocate the points and a drow isn't really gonna be squishy. Almost every race starts in the hole with some stat, often a stat that is helpful to the particular class (doesn't a WF sorc start with a 6 CHA?).

    Now, there are PLENTY of other reasons to NOT make a Drow - lets be real about it and look at those

    Seriously - drow are the cheese. I don't see how anyone can run around with one of those things. I hate Drizzt. HATE HIM. I even loved those books back in the day (you know, the late 80's early 90's). Then somehow people decided that he was the end-all-be-all of heroes, and like all good things it (he) became over-done to a nauseating degree. I guess I suffer from Dark Elf burnout going literally decades back. Get an imagination nerds!
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  11. #11
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    Lol, I'm not sure 2 build points in CHA counts as overkill. This looks very similar to my drow arti, except I dropped CON to 12 and added 4 to STR. I really like to be able to carry stuff. So far so good, although I just started him a few days ago....

  12. #12
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    Quote Originally Posted by BDog77 View Post
    Lol, I'm not sure 2 build points in CHA counts as overkill. This looks very similar to my drow arti, except I dropped CON to 12 and added 4 to STR. I really like to be able to carry stuff. So far so good, although I just started him a few days ago....
    Also, I hope I can get enough CHA to raise dead or cast Crit Cure if I have to. I am a bit new on making my own builds so I am not sure how everything is computed exactly.

    I do have access to Golden Cartouche which is +3 to UMD and probably get more with Voice and Heroism.

  13. #13
    Community Member AMDarkwolf's Avatar
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    Quote Originally Posted by chickengod View Post
    Also, I hope I can get enough CHA to raise dead or cast Crit Cure if I have to. I am a bit new on making my own builds so I am not sure how everything is computed exactly.

    I do have access to Golden Cartouche which is +3 to UMD and probably get more with Voice and Heroism.
    UMD is next to useless and hard to see 'value' for at lower levels, but is invaluable and can double, or triple a toon's effectivness at endgame.

    Just keep it capped each level, even if you do on blind faith, at endgame you will have plenty to use any scroll.

    23 ranks + 4 GH + 3 cha(Item, +6) + 3(or 5 if u got 7finger) enchant, +3 big top, + any additional cha over 10 (12 = +1, 14 = +2, so on) + any boosts + good luck(Head of good fortune, voice of the master, etc) + skill items(Greensteel adds +6) and so on. As you can see, a high UMD is NOT out of reach. For a first life no gear toon, its still (with 23 base ranks) quite easy (at 20) to no fail cast heal scrolls.

  14. #14
    Community Member djsonar919's Avatar
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    Quote Originally Posted by AMDarkwolf View Post
    UMD is next to useless and hard to see 'value' for at lower levels...
    I totally disagree. You don't know how many times I have used that healing wand from Catacombs to pick up an incapped melee when they tried to tank a named Ogre in Water Works.
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  15. #15
    Community Member AMDarkwolf's Avatar
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    Quote Originally Posted by djsonar919 View Post
    I totally disagree. You don't know how many times I have used that healing wand from Catacombs to pick up an incapped melee when they tried to tank a named Ogre in Water Works.
    U can reliable use that wand without a single build point in UMD u know :P my monk does with base 8 cha

  16. #16
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    So I made some changes on the build but I am not sure on feats (except for qualifying for IPS) and the distribution of skills.

    Thoughts?

  17. #17
    Build Constructionist unbongwah's Avatar
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    Drow aren't ideal, but their gimpiness is a bit...overstated, IMHO.

    Here's my drow arty build, intended for someone with modest resources (e.g., unlocked drow with Favor, bought Arty, can afford a +2 DEX tome). The enhs & feat order probably need some tweaking, but you get the gist of it, I think:
    Code:
    Character Plan by DDO Character Planner Version 03.11.02
    DDO Character Planner Home Page
    
    Level 20 True Neutral Drow Female
    (20 Artificer) 
    Hit Points: 232
    Spell Points: 1157 
    BAB: 15\15\20\25\25
    Fortitude: 8
    Reflex: 11
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength              8                     8
    Dexterity            17                    20
    Constitution         14                    14
    Intelligence         18                    26
    Wisdom                8                     8
    Charisma             10                    10
    
    Tomes Used
    +2 Tome of Dexterity used at level 14
    
    Level 1 (Artificer)
    Feat: (Selected) Toughness
    
    
    Level 2 (Artificer)
    
    
    Level 3 (Artificer)
    Feat: (Selected) Construct Essence
    
    
    Level 4 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Point Blank Shot
    
    
    Level 5 (Artificer)
    
    
    Level 6 (Artificer)
    Feat: (Selected) Augment Summoning
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Damage Boost II
    Enhancement: Artificer Crossbow Attack I
    Enhancement: Artificer Crossbow Damage I
    Enhancement: Artificer Improved Rune Arm Use I
    Enhancement: Artificer Battle Engineer I
    Enhancement: Artificer Rune Arm Overcharge I
    Enhancement: Elven Dexterity I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Storm Manipulation I
    Enhancement: Repair Manipulation I
    Enhancement: Artificer Intelligence I
    Enhancement: Artificer Wand and Scroll Mastery I
    
    
    Level 7 (Artificer)
    
    
    Level 8 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Rapid Shot
    
    
    Level 9 (Artificer)
    Feat: (Selected) Empower Spell
    
    
    Level 10 (Artificer)
    
    
    Level 11 (Artificer)
    
    
    Level 12 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Improved Critical: Ranged Weapons
    Feat: (Selected) Precise Shot
    Enhancement: Artificer Crossbow Damage II
    Enhancement: Artificer Improved Rune Arm Use II
    Enhancement: Improved Use Magic Device I
    Enhancement: Improved Use Magic Device II
    Enhancement: Charged Spellcasting I
    Enhancement: Combustive Spellcasting I
    Enhancement: Kinetic Spellcasting I
    Enhancement: Reconstructive Spellcasting I
    Enhancement: Flame Manipulation I
    Enhancement: Force Manipulation I
    Enhancement: Artificer Intelligence II
    Enhancement: Artificer Intelligence III
    Enhancement: Artificer Wand and Scroll Mastery II
    
    
    Level 13 (Artificer)
    
    
    Level 14 (Artificer)
    
    
    Level 15 (Artificer)
    Feat: (Selected) Improved Precise Shot
    
    
    Level 16 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Quicken Spell
    
    
    Level 17 (Artificer)
    
    
    Level 18 (Artificer)
    Feat: (Selected) Maximize Spell
    
    
    Level 19 (Artificer)
    
    
    Level 20 (Artificer)
    Ability Raise: INT
    Feat: (Artificer Bonus) Spell Focus: Evocation (or Heighten Spell)
    Enhancement: Artificer Improved Rune Arm Use III
    Enhancement: Artificer Improved Rune Arm Use IV
    Enhancement: Artificer Rune Arm Overcharge II
    Enhancement: Arcane Empowerment
    Enhancement: Improved Use Magic Device III
    Enhancement: Improved Use Magic Device IV
    Enhancement: Deadly Shocks I
    Enhancement: Deadly Flame I
    Enhancement: Deadly Kinetics I
    Enhancement: Mighty Reconstruction I
    Enhancement: Storm Manipulation II
    Enhancement: Storm Manipulation III
    Enhancement: Flame Manipulation II
    Enhancement: Flame Manipulation III
    Enhancement: Force Manipulation II
    Enhancement: Force Manipulation III
    Enhancement: Artificer Wand and Scroll Mastery III
    Enhancement: Artificer Wand and Scroll Mastery IV
    Note: once your UMD is high enough to use Cure wands and/or Heal scrolls reliably, you may want to swap Construct Essence for something else. Likewise you might want to drop Augment Summoning when your metal pooch becomes useless. Also, one option would be to take SF Evocation earlier so you can take GSF Evo by lvl 18 (since it can't be taken as an arty bonus feat).
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  18. #18
    Community Member Jaid314's Avatar
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    oh good grief. drow is not going to kill you because of low HP. not investing in con will be a problem, but drow? seriously? it's a difference of like 20 points vs most human artis (if you think you've got the AP for a second human versatility and a third racial toughness, it's probably because you're missing a lot of other really amazing stuff from your build), and only 40 less than most WF.

    some drow are squishy. this does not mean that all drow are squishy. a well-built drow will have hit points pretty close to what similar characters of other races will have, and will easily be able to get enough HP to handle most raids. would it be nice if your drow character had *more* HP? sure. it would be nice if your WF barbarian tank had more HP too. that doesn't mean your WF barbarian tank character is dying constantly due to lack of HP, it just means that more HP is never a bad thing (and for those who are going to talk about high HP no-amp WF barbarians that are a major pain to heal from low HP up to their max, that's a problem of heal amp and either being fixated on getting them to their absolute max when not needed, or letting them get to lower HP than you really should have in the event that they actually need their HP at max. they're still better than the same character with fewer hit points, and will survive in situations where the same character with fewer hit points would die)

  19. #19
    The Hatchery karl_k0ch's Avatar
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    Quote Originally Posted by Jaid314 View Post
    oh good grief. drow is not going to kill you because of low HP. not investing in con will be a problem, but drow? seriously? it's a difference of like 20 points vs most human artis (if you think you've got the AP for a second human versatility and a third racial toughness, it's probably because you're missing a lot of other really amazing stuff from your build), and only 40 less than most WF.
    This. Even with 14 starting con, and a hit die of d6, you can get 400+ HP at cap.
    Toons on Orien: Meinir // Flodur // Twiddler // Thorkar // Impetor // Juliacantor // Minor all Soko Irrlicht
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  20. #20
    Build Constructionist unbongwah's Avatar
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    Haven't you heard? "If it isn't minmaxed, IT'S $#!&!"

    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

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