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  1. #1
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    Default Halfling Wizard 18/Rogue 2 EK+Inquisitive+Mechanic

    Was fairly new and now having to restart and relearn after several months off due to health problems.

    Early this year (before break) I was looking through Inquisitive builds since I had gotten Sharn late last year on sale. I ran across several comments about making a Wizard 18/Rogue 2 EK+Inquisitive+Mechanic with Halfling Dragonmarks for healing (vs Pale Master). I didn't find any builds, but thought I could make something work and made a few short notes.

    Now that I'm getting back into things, I can't figure out what, if anything, to do with this idea. I'm mostly F2P, but I also have Harper Agent (for INT to hit?).

    Does anyone have something like this for a first life? Or is it a bad idea?

    Thanks.

  2. #2
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by bookmarked View Post
    I ran across several comments about making a Wizard 18/Rogue 2 EK+Inquisitive+Mechanic with Halfling Dragonmarks for healing (vs Pale Master).
    It's technically doable but I don't see the advantage vs Pale Master. AP investment is roughly the same - it costs 12 APs for Greater DM of Healing vs 11 APs into PM for third core - plus it eats a feat. [EDIT: also Dragonmarks are limited-use per rest while spells last as long as your SPs hold out.] One big advantage of PM is Death Aura spells are DoTs so you cast them and you're un-healing every time they tick. So you can focus on pew-pew or spellcasting, only using Negative Energy Burst when you need an emergency heal.

    SSG just overhauled how Imbues work. For Inquisitives, this means they can boost their Law on Your Side damage with bonus dice from other trees including Assassin and Eldritch Knight. Or conversely, if you decide to use a different imbue (e.g., EK's Spellsword), the bonus dice from the Inquisitive tree will apply to it.

    If you're already got Harper and Inquisitive, then you should have all you need to make this work. For wizard 18 / rogue 2, you're looking at:
    • 41 APs Inquisitive for capstone + tier-5s
    • 12 APs Harper for INT to damage plus Know the Angles
    • 11 APs Assassin for +3 Imbue Dice and Ranged Power Boost
    • 6 APs Pale Master for undead form
    • 6 APs Eldritch Knight to unlock bonus Imbue dice (+5 at wizard 18)


    With 4 APs left over on a first-lifer plus any racial / Universal AP tomes you've taken.
    Last edited by unbongwah; 12-12-2022 at 01:14 PM.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  3. #3
    Community Member archest's Avatar
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    I did a arcane archer ek wiz and it was relatively weak because of the archery ap point allotments.
    it could survive in a group without taking argo .
    and shoot stuff and cast spells and even melee a bit in a defensive retreat with a shield.
    in the end it wasn't a solo toon.

  4. #4
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    Quote Originally Posted by unbongwah View Post
    It's technically doable but I don't see the advantage vs Pale Master. AP investment is roughly the same - it costs 12 APs for Greater DM of Healing vs 11 APs into PM for third core - plus it eats a feat. [EDIT: also Dragonmarks are limited-use per rest while spells last as long as your SPs hold out.] One big advantage of PM is Death Aura spells are DoTs so you cast them and you're un-healing every time they tick. So you can focus on pew-pew or spellcasting, only using Negative Energy Burst when you need an emergency heal.

    SSG just overhauled how Imbues work. For Inquisitives, this means they can boost their Law on Your Side damage with bonus dice from other trees including Assassin and Eldritch Knight. Or conversely, if you decide to use a different imbue (e.g., EK's Spellsword), the bonus dice from the Inquisitive tree will apply to it.

    If you're already got Harper and Inquisitive, then you should have all you need to make this work. For wizard 18 / rogue 2, you're looking at:
    • 41 APs Inquisitive for capstone + tier-5s
    • 12 APs Harper for INT to damage plus Know the Angles
    • 11 APs Assassin for +3 Imbue Dice and Ranged Power Boost
    • 6 APs Pale Master for undead form
    • 6 APs Eldritch Knight to unlock bonus Imbue dice (+5 at wizard 18)


    With 4 APs left over on a first-lifer plus any racial / Universal AP tomes you've taken.
    Okay, I see where they were going now. Somehow I was thinking that a wizard 18 was going to stay more focused on casting, but going all in on Inquisitive makes more sense. I'll have to give it a try.

    Thank you.

  5. #5
    Build Constructionist unbongwah's Avatar
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    You can also use Alchemist instead of wizard. You lose the survivability benefits of undead forms (i.e., passive healing via Death Aura, extra fortification, etc.). But Vile Chemist has obvious synergies with crossbows; and Alchemist is a medium BAB class so you don't have to delay your ranged feats as much as wizard / Eldritch Knight does. Rogue 2 instead of Artificer 2 gives up Runearms but gains access to Assassin enhancements (+3 Imbue dice and Ranged Power Boost).
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  6. #6
    Community Member MagicalDad's Avatar
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    Quote Originally Posted by unbongwah View Post
    You can also use Alchemist instead of wizard. You lose the survivability benefits of undead forms (i.e., passive healing via Death Aura, extra fortification, etc.). But Vile Chemist has obvious synergies with crossbows; and Alchemist is a medium BAB class so you don't have to delay your ranged feats as much as wizard / Eldritch Knight does. Rogue 2 instead of Artificer 2 gives up Runearms but gains access to Assassin enhancements (+3 Imbue dice and Ranged Power Boost).
    I am running a Alch X/Arti 2 (lvl 14 atm), and it feels very strong. Alchemists can get all boosts as potions, so having the Ranged Power Boost is not a lot of extra value. The tradeoff between 3 imbue dice vs rune arms and free Rapid Reload is a personal preference. You don't get evasion until lvl 14 w/o rogue, but that's a minor issue. Once you get Curative Admixture: Heal, self-healing is as good as NEB.
    Khyber, Dragon Order of Arcanix (Elsir - Heroic Completionist running Racial TRs, Veryunique, Skullcrshr, TheMadness - fun builds for duo play w/ my wife)

  7. #7
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    I don't have Alchemist or Artificer yet, but I'll keep that in mind for when I do.

    Thanks!

  8. #8
    Community Member jfgddo's Avatar
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    Quote Originally Posted by bookmarked View Post
    Was fairly new and now having to restart and relearn after several months off due to health problems.

    Early this year (before break) I was looking through Inquisitive builds since I had gotten Sharn late last year on sale. I ran across several comments about making a Wizard 18/Rogue 2 EK+Inquisitive+Mechanic with Halfling Dragonmarks for healing (vs Pale Master). I didn't find any builds, but thought I could make something work and made a few short notes.

    Now that I'm getting back into things, I can't figure out what, if anything, to do with this idea. I'm mostly F2P, but I also have Harper Agent (for INT to hit?).

    Does anyone have something like this for a first life? Or is it a bad idea?

    Thanks.
    You have 2 options melee or range / AND can cast spells. It really depends on your playstyle. Do you like melee or ranged combat? More info. is more helpful!

  9. #9
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    Quote Originally Posted by jfgddo View Post
    You have 2 options melee or range / AND can cast spells. It really depends on your playstyle. Do you like melee or ranged combat? More info. is more helpful!
    Well, as I said, I saw the suggestion "Wizard 18/Rogue 2 EK+Inquisitive+Mechanic with Halfling Dragonmarks for healing (vs Pale Master)" in several posts but there weren't any more details.

    Some notes I copy-pasted from the forum:
    "Eldritch Knight Inquisitive or Spellsword Inquisitive
    maybe Wizard 18/Rogue 2 EK+Inquisitive+Mechanic
    Wiz 18 / rog 2 for Evasion
    You can go Halfling and get some healing via Dragon marks (probably want to have some UMD for heal scrolls as well though) "
    I imagined a wizard who could self-heal with EK & Evasion for survivability, and either cast spells or shoot as needed, with possibly a little Disable Device for traps.

    Unbongwah's post made me realize that I was probably imagining too much crammed into one character - not the first time that has happened and probably not the last. That's okay, I'm still learning.

    It would be cool if it was possible to design such a character, but we play the game we have rather than the one we dream of.

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