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  1. #1
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    Dec 2009
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    Red face Drow Arti - Advice Needed Please

    A lot of what I wrote in my Elf Arti (28-point) build thread also applies to this build. As I'm currently limited to 28-point builds, Drow seems my best option for an Arti that could survive Epics reasonably well. Drow benefit from boosts to DEX, INT and CHA (all of which are useful to Artificers) which make them almost equivalent to a 32-point build.

    I'm ready to start a Drow Arti on another server (already unlocked) and I plan to use the Levelling 1thru7 inside a day guide (inside the DDO folder) to get something ready for a Stone of Experience. This is my build plan:

    Code:
    Character Plan by DDO Character Planner Version 03.14.01
    DDO Character Planner Home Page
    
    Level 20 True Neutral Drow Female
    (20 Artificer) 
    Hit Points: 252
    Spell Points: 1157 
    BAB: 15\15\20\25\25
    Fortitude: 9
    Reflex: 11
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength              8                    10
    Dexterity            17                    20
    Constitution         14                    16
    Intelligence         18                    27
    Wisdom                8                     8
    Charisma             10                    12
    
    Tomes Used
    +1 Tome of Intelligence used at level 3
    +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 Charisma used at level 12
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               4                    16
    Bluff                 0                    13
    Concentration         6                    27
    Diplomacy             0                     2
    Disable Device        8                    32
    Haggle                2                    25
    Heal                 -1                     0
    Hide                  3                     6
    Intimidate            0                     2
    Jump                  0                     8
    Listen               -1                     2
    Move Silently         3                     6
    Open Lock             7                    29
    Perform               n/a                   n/a
    Repair                4                     9
    Search                8                    34
    Spot                  3                    25
    Swim                 -1                     1
    Tumble                4                     7
    Use Magic Device      4                    28
    
    Level 1 (Artificer)
    Skill: Balance (+1)
    Skill: Concentration (+4)
    Skill: Disable Device (+4)
    Skill: Haggle (+2)
    Skill: Jump (+1)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Augment Summoning
    Spell (1): Conjure Bolts
    Spell (1): Enchant Armor
    Spell (1): Ablative Armor
    Spell (1): Enchant Weapons
    Spell (1): Repair Light Damage
    Spell (1): Curative Admixture: Cure Light Wounds
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Skill Boost I
    Enhancement: Artificer Crossbow Damage I
    
    
    Level 2 (Artificer)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (1): Resist Energy
    Enhancement: Artificer Energy Resistance Boost I
    Enhancement: Repair Manipulation I
    Enhancement: Artificer Intelligence I
    
    
    Level 3 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+2)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Toughness
    Spell (2): Elemental Weapons
    Enhancement: Elven Dexterity I
    Enhancement: Racial Toughness I
    Enhancement: Storm Manipulation I
    
    
    Level 4 (Artificer)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+3)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Point Blank Shot
    Spell (2): Fire Trap
    Enhancement: Artificer Damage Boost II
    Enhancement: Artificer Crossbow Attack I
    
    
    Level 5 (Artificer)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (2): Curative Admixture: Cure Moderate Wounds
    
    
    Level 6 (Artificer)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Rapid Shot
    Spell (3): Flame Turret
    Enhancement: Artificer Battle Engineer I
    Enhancement: Racial Toughness II
    
    
    Level 7 (Artificer)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (3): Curative Admixture: Cure Serious Wounds
    Enhancement: Artificer Crossbow Damage II
    Enhancement: Artificer Intelligence II
    
    
    Level 8 (Artificer)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Precise Shot
    Spell (3): Curative Admixture: Remove Disease
    Enhancement: Improved Use Magic Device I
    Enhancement: Improved Use Magic Device II
    Enhancement: Artificer Wand and Scroll Mastery I
    
    
    Level 9 (Artificer)
    Skill: Balance (+0.5)
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Precision
    Spell (4): Armor of Speed
    Enhancement: Artificer Wand and Scroll Mastery II
    Enhancement: Artificer Wand and Scroll Mastery III
    
    
    Level 10 (Artificer)
    Skill: Balance (+0.5)
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (4): Cold Iron Weapons
    Enhancement: Artificer Crossbow Attack II
    
    
    Level 11 (Artificer)
    Skill: Balance (+0.5)
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (4): Thundering Armor
    Enhancement: Improved Use Magic Device III
    Enhancement: Flame Manipulation I
    Enhancement: Force Manipulation I
    Enhancement: Force Manipulation II
    
    
    Level 12 (Artificer)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Improved Critical: Ranged Weapons
    Feat: (Selected) Spell Focus: Evocation
    Spell (5): Planar Weapons
    Enhancement: Artificer Wand and Scroll Mastery IV
    
    
    Level 13 (Artificer)
    Skill: Balance (+0.5)
    Skill: Bluff (+1.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (5): Silver Weapons
    Enhancement: Force Manipulation III
    Enhancement: Force Manipulation IV
    Enhancement: Force Manipulation V
    Enhancement: Force Manipulation VI
    
    
    Level 14 (Artificer)
    Skill: Balance (+0.5)
    Skill: Bluff (+1.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (5): Curative Admixture: Remove Curse
    Enhancement: Artificer Improved Rune Arm Use I
    Enhancement: Artificer Improved Rune Arm Use II
    Enhancement: Force Manipulation VII
    
    
    Level 15 (Artificer)
    Skill: Balance (+0.5)
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Precise Shot
    Spell (6): Blade Barrier
    Enhancement: Artificer Rune Arm Overcharge I
    Enhancement: Kinetic Spellcasting I
    Enhancement: Deadly Kinetics I
    
    
    Level 16 (Artificer)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Bluff (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+3)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Maximize Spell
    Spell (6): Tactical Detonation
    Enhancement: Artificer Improved Rune Arm Use III
    Enhancement: Kinetic Spellcasting II
    
    
    Level 17 (Artificer)
    Skill: Balance (+0.5)
    Skill: Bluff (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (6): Deadly Weapons
    Enhancement: Artificer Improved Rune Arm Use IV
    
    
    Level 18 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+2)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Spell Focus: Evocation
    Spell (5): Radiant Forcefield
    Enhancement: Artificer Rune Arm Overcharge II
    
    
    Level 19 (Artificer)
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (6): Deconstruct
    Enhancement: Kinetic Spellcasting III
    Enhancement: Kinetic Spellcasting IV
    Enhancement: Deadly Kinetics II
    Enhancement: Deadly Kinetics III
    
    
    Level 20 (Artificer)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+2)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Quicken Spell
    Spell (6): Mass Repair Critical Damage
    Enhancement: Arcane Empowerment
    Enhancement: Kinetic Spellcasting V
    Enhancement: Kinetic Spellcasting VI
    Note: The spell selections are mostly to obtain rare Arti spells (can not be purchased from vendors) and do not reflect what I consider most important.

    This is similar to my Elf Arti (only better). The higher base INT (18 instead of 16) grants an extra spell at level 1 and at least one extra skill point per level (it gives 4 extra skill points at level 1). Also, a higher INT bonus grants more SP and benefits INT-based skills such as Disable Device and Search, both very important to most Arti players.

    At level 20 this build will have at least 27 INT, with an INT bonus of +8. Also, before level 20 I plan to respec the Improved UMD and other enhancements in order to purchase Artificer Intelligence III, bringing the total to 28 and an INT bonus of +9. The higher INT makes it worth getting the Insightful Reflexes feat. (Compare that +9 with the +5 from 20 DEX.) This gives a Reflex Save of +15, which is significantly better than the +11 on my Elf Arti (28-point).

    I considered a base 20 INT at level 1. But even with Drow, each point above 18 costs three ability points. This was recommended by at least one build thread I read, but this seems too wasteful to me.

    Alternative Stat Plans I Considered:

    There are a couple things that concern me with the stats on the build above. Having a STR of 8 is scary for me as I'm afraid of getting overburdened with carrying around heavy loot (such as weapons and suits of armor) or getting hit with the Enfeeblement spell that Shamans and other casters sometimes use. I've had my STR 10 Arti hit with Enfeeblement before and it stops her dead in her tracks, unable to do anything. I guess I'll just have to wear an Ogre Power +2 item until I can afford a +2 STR Tome. That may be a challenge for me as I already have good gear for a low to mid level STR 10 Arti.

    STR: 10 +0
    DEX: 17 +3
    CON: 12 +1
    INT: 18 +4
    WIS: 8 -1
    CHA: 12 +1

    This is a more point-efficient build as it costs two ability points for every point of CON above 12. This allows for higher STR and CHA bonuses without having to invest in very expensive +2 Tomes. But as CON is incredibly important, it may be worth the inefficiency to get a 14 CON.

    Most Arti builds I've seen still use both WIS and CHA as a dump stats, which confuses me. Granted, a lot of these builds are WF and those have a major penalty to CHA. But I've seen this on other builds, too. I don't understand this because CHA is very important to having a decent UMD score, which means a low CHA makes it difficult to use wands and scrolls without failing most of the time. Then again, a lot of these builds invest heavily in Improved UMD enhancements, which are not needed as much with a CHA of 10 or 12.

    STR: 9 -1
    DEX: 17 +3
    CON: 13 +1
    INT: 18 +4
    WIS: 8 -1
    CHA: 11 +0

    This sacrifices a point of CON to gain points of CHA and STR. This almost seems worth it, especially if I could afford or find a +3 CON Tome. But I can't and so I won't. And it seems a bit weird/foolish to leave four different stats an uneven number as it's less likely to be beneficial. One could use a +1 Tome for STR and CHA, but still...

    EDIT: I just realized how expensive Artificer Intelligence III is (six AP). The benefits of using enhancements to gain an INT of 28 are not that impressive (as compared with base/inherent INT). INT gained through enhancements do not grant more skill points. At level 20 it would provide 29 more SP and an additional +1 bonus to Disable Device, Search, and Reflex Saves.

    Still, I'm tempted to use the above stat distribution (with a CON of 13) and spend one of my Ability Increases on CON instead of INT. That would give a CON of 14 and - with two cheap +1 Tomes - a STR of 10 and CHA of 12. And it would save a lot of AP for additional levels of Deadly Kinetics and other enhancements. All for a reduced INT of 26 instead of 27.

    Feats:

    As mentioned, Insightful Reflexes is definitely worthwhile on this build. Since my Elf Arti build did not have that, I sacrificed Empower to make room for it and rearranged the order in which several feats were purchased.

    Tomes Used:

    I'm going to use +2 Tomes for INT, DEX, and CON on this toon. I bought them on AH (sniping bids at the last minute, instead of buyout) and it very nearly wiped out my entire savings on all my toons on the server, but I consider it an investment.

    Having at least a +2 Tome for DEX is essential as it's impossible to get IPS (Improved Precise Shot) without either that or sacrificing two Ability Increases (which should be saved for INT).

    Having a +2 Tome for INT is very important, for the reasons mentioned above and I realize it should be applied at the earliest (level 7). In fact, this build also assumes a +1 INT Tome (which I have yet to obtain) at level 3, just to maximize SP and skill point gains.

    Considering the low CON score of Drow builds, having at least a +2 CON Tome is also important for this build. I've read that 12 is often considered the bare minimum for base CON for any class. In fact, many players refuse to invite toons with 12 or less base CON into their parties because they just die too quickly on Elite and especially Epic.

    Getting a +2 STR Tome is important to me to make up for a low base STR. But I can't afford that right now. I also plan to add a +2 CHA Tome some day, but I do not consider it essential. I'll get that at my leisure, when I earn some more cash.

    Questions:

    Given the above and my limited resources, would I be better off with my alternative stat distributions with either 12 or 13 CON? (All that money for yet another +2 Tome...) Or, should I just face the music and pinch my pennies for now? One of my biggest fears with my Elf Build was being a Trapmonkey on Epics without Evasion and with the low CON and low Reflexes. On the other hand, a base 14 CON merely gives an extra 20 HP by level 20 (253 HP vs. 232 with 12 CON). Is the 20 extra HP worth it? Is having a 28 INT worth 6 AP?

    Also, as with my Elf Arti, I still have questions about skills. Would I find Move Silently, Bluff, and/or Diplomacy useful enough to sacrifice my Haggle skill? Is +5 about right for Jump and by what level should I reach that?

    EDIT: Build plan has been updated. See below for details.
    Last edited by ThunderCraft; 08-13-2012 at 05:35 AM.

  2. #2
    Community Member
    Join Date
    Dec 2009
    Posts
    44

    Default

    With the feedback provided in my Elf Arti (28-point) build thread and a lot of pondering, I updated both builds. This build is very similar (identical enhancements, feats, and nearly identical spells), only with better stats and more skill points.

    I replaced the bit of Diplomacy from before with Bluff. With a total Bluff of 13 (maxed out) at 20, combined with a good +Bluff item, I hope it will be useful. I even had a bit left over to put some in Jump.

    As with my Elf build, I replaced Empower with Precision (at level 9) and have to rely on Maximize and items (such as Lucid Dreams) to supercharge BB and TD. And, again, the Quicken Spell at lvl 20 is a placeholder as it must be a Bonus Feat. But in this case I'll swap it for Insightful Reflexes at the earliest opportunity. (I had hoped to get Insightful Reflexes earlier, but I don't see how... I don't want to replace any of the other feats.)

    Oh, and here's the old build, in case anyone is interested:

    Code:
    Character Plan by DDO Character Planner Version 03.14.01
    DDO Character Planner Home Page
    
    Level 20 True Neutral Drow Female
    (20 Artificer) 
    Hit Points: 252
    Spell Points: 1157 
    BAB: 15\15\20\25\25
    Fortitude: 9
    Reflex: 14
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength              8                     8
    Dexterity            17                    20
    Constitution         14                    16
    Intelligence         18                    27
    Wisdom                8                     8
    Charisma             10                    12
    
    Tomes Used
    +1 Tome of Intelligence used at level 3
    +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 Charisma used at level 16
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               4                    16
    Bluff                 0                     2
    Concentration         6                    27
    Diplomacy             0                    10
    Disable Device        8                    32
    Haggle                2                    25
    Heal                 -1                     0
    Hide                  3                     6
    Intimidate            0                     2
    Jump                  0                     8
    Listen               -1                     2
    Move Silently         3                     6
    Open Lock             7                    29
    Perform               n/a                   n/a
    Repair                4                     9
    Search                8                    34
    Spot                  3                    25
    Swim                 -1                     0
    Tumble                4                     7
    Use Magic Device      4                    28
    
    Level 1 (Artificer)
    Skill: Balance (+1)
    Skill: Concentration (+4)
    Skill: Disable Device (+4)
    Skill: Haggle (+2)
    Skill: Jump (+1)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Augment Summoning
    Spell (1): Conjure Bolts
    Spell (1): Enchant Armor
    Spell (1): Ablative Armor
    Spell (1): Enchant Weapons
    Spell (1): Repair Light Damage
    Spell (1): Curative Admixture: Cure Light Wounds
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Skill Boost I
    Enhancement: Artificer Crossbow Damage I
    
    
    Level 2 (Artificer)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (1): Resistance
    Enhancement: Artificer Energy Resistance Boost I
    Enhancement: Repair Manipulation I
    Enhancement: Artificer Intelligence I
    
    
    Level 3 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+2)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Toughness
    Spell (2): Elemental Weapons
    Enhancement: Elven Dexterity I
    Enhancement: Racial Toughness I
    Enhancement: Artificer Wand and Scroll Mastery I
    
    
    Level 4 (Artificer)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+3)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Point Blank Shot
    Spell (2): Fire Trap
    Enhancement: Artificer Damage Boost II
    Enhancement: Artificer Crossbow Attack I
    
    
    Level 5 (Artificer)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (2): Curative Admixture: Cure Moderate Wounds
    
    
    Level 6 (Artificer)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Rapid Shot
    Spell (3): Flame Turret
    Enhancement: Artificer Battle Engineer I
    Enhancement: Racial Toughness II
    
    
    Level 7 (Artificer)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (3): Curative Admixture: Cure Serious Wounds
    Enhancement: Artificer Crossbow Damage II
    Enhancement: Artificer Intelligence II
    
    
    Level 8 (Artificer)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Maximize Spell
    Spell (3): Curative Admixture: Remove Disease
    Enhancement: Improved Use Magic Device I
    Enhancement: Improved Use Magic Device II
    Enhancement: Artificer Wand and Scroll Mastery II
    
    
    Level 9 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Insightful Reflexes
    Spell (4): Armor of Speed
    Enhancement: Force Manipulation I
    Enhancement: Artificer Wand and Scroll Mastery III
    
    
    Level 10 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (4): Cold Iron Weapons
    Enhancement: Artificer Crossbow Attack II
    
    
    Level 11 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (4): Thundering Armor
    Enhancement: Uncaring Master
    Enhancement: Improved Use Magic Device III
    Enhancement: Force Manipulation II
    
    
    Level 12 (Artificer)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Improved Critical: Ranged Weapons
    Feat: (Selected) Precise Shot
    Spell (5): Planar Weapons
    Enhancement: Artificer Wand and Scroll Mastery IV
    
    
    Level 13 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (5): Silver Weapons
    Enhancement: Force Manipulation III
    Enhancement: Force Manipulation IV
    Enhancement: Force Manipulation V
    Enhancement: Force Manipulation VI
    
    
    Level 14 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (5): Curative Admixture: Remove Curse
    Enhancement: Artificer Improved Rune Arm Use I
    Enhancement: Kinetic Spellcasting I
    Enhancement: Deadly Kinetics I
    Enhancement: Force Manipulation VII
    
    
    Level 15 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Spell Focus: Evocation
    Spell (6): Blade Barrier
    Enhancement: Artificer Improved Rune Arm Use II
    Enhancement: Artificer Rune Arm Overcharge I
    
    
    Level 16 (Artificer)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Improved Precise Shot
    Spell (6): Tactical Detonation
    Enhancement: Artificer Improved Rune Arm Use III
    Enhancement: Kinetic Spellcasting II
    
    
    Level 17 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (6): Deadly Weapons
    Enhancement: Artificer Improved Rune Arm Use IV
    
    
    Level 18 (Artificer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Spell Focus: Evocation
    Spell (5): Radiant Forcefield
    Enhancement: Artificer Rune Arm Overcharge II
    
    
    Level 19 (Artificer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1.5)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Spell (6): Deconstruct
    Enhancement: Kinetic Spellcasting III
    Enhancement: Kinetic Spellcasting IV
    Enhancement: Deadly Kinetics II
    Enhancement: Deadly Kinetics III
    
    
    Level 20 (Artificer)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Haggle (+1)
    Skill: Jump (+2)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Quicken Spell
    Spell (6): Mass Repair Critical Damage
    Enhancement: Arcane Empowerment
    Enhancement: Kinetic Spellcasting V
    Enhancement: Deadly Kinetics IV

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