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Kujikid
09-16-2013, 04:45 PM
I've always loved the idea of sword in one hand and spell in the other.
With the new enhancement pass I decided to try it.
The idea is to use a bastard sword and rune arm while being able to be proficient in spells.
Honestly, this is more of a solo flavor build, and I would love to have input on it to make it viable for endgame.

This is a Melee(ONLY) and spellcasting build for those people who want it :D If you want an Xbow you can find your build somewhere else.
This build focuses on using insightful damage to keep melee damage high without losing so much on spellcasting and using rune arms to
augment bastard swords. It is currently a WF build but can easily be changed to Dwarf, Human, or Drow(Best Candidates) by changing your
Body Feat to Construct Essence and weapon proficiency if necessary.

This build is now a pure Articifer. It's not hurting for feats at all so the two monk levels weren't really necessary.
I'm now also adding an Epic Destiny to the list in the form of Shadowdancer to make up for the loss of monk evasion.

the only tome necessary will sadly have to be a +6 str tome for overwhelming critical

32 Point Build

Str 17
Dex 8
Con 16
Int 17
Wis 6
Chr 6

36 Point Build
Str 17
Dex 8
Con 16
Int 18
Wis 6
Chr 7




Feats(Ignore Feat Selection Below)
1 Power Attack
3 Cleave
4 (Arti)Proficiency: Bastard Sword/Body Feat of your choice
6 Great Cleave
8 (Arti)Proficiency: Bastard Sword/Body Feat of your choice
9 Two Handed Fighting
12 IC: Slashing Weapons(Insightful Reflexes if using keen weapons)/(Arti)Maximize Spell
15 Improved Two Handed Fighting
16 (Arti)Empower Spell
18 Greater Two Handed Fighting
20 (Arti)Quicken Spell
21 Insightful Reflexes(if not taken at 12, otherwise free feat slot)
24 Overwhelming Critical(Requires +6 Str Tome)
27 Blinding Speed(unless someone sways me otherwise)

The body feat choice depends on whether you want no fail arcane scrolls with on inscribed body wf enh or more prr and 20-25% arcane scroll failure. Ill personally go with admantine since i only really scroll divine spells.

Sorry for the sloppy OP it's all I can do for now. Would love some help on the ED and twist choices for this :)

Skill Points
Max all articifer class skills with leftover points dumped into balance
(wouldn't want to fall in our own grease puddles while trolling would we?)

Oh and this is my first build :D so help would be great!

edit: I'm using an outdated build creator so the balance was what i put the leftover skill points in. they should probably go to spellcraft/open lock

Desero
09-17-2013, 05:21 AM
Now I have been away for awhile so this is just info I have gathered over the past few days. So it might be a bit off? But atm aren't the THF feats largely considered to be junk? At least from what I can find it seams weaving cleave/greatcleave into your attacks gets you a lot more umph with fewer feats used.

I am working on a similar idea (at work atm so don;t have the time for the full build.) but going 2 lvls fighter rather then monk. This gains the kensai tree that should help keep my to-hit up even though I will be going max int (I hope to hit well enough to be able to use insightful damage rather then strikes.) and gain heavy armor for more AC/DR.

Now I will be missing evasion and that does concern me a bit. Though Arty does have spells to protect for pretty much any kind of damage. Still am considering 16/2/2.

-edit- I am also thinking dumping power attack might be a good idea. Since bastard swords get 1for1 and not 2for1. I personally think not taking the attack lose in favor of being able to run insightful strikes might be a better option. Unless of course it is possible to have a good hit rate with both power attack and insightful damage. Seems unlikely to me but I haven't crunched numbers on it.

Kujikid
09-17-2013, 08:19 AM
Hmmm i might try dropping the thf feats in favor of more fun things :P also considering human with construct essence and house cannith mark for tasty sla's with maximize :D

Also dont forget each monk level is considered a full bab point for attack purposes even if they arent for level

And i also dont see what kensei brings since ive always used it for 3 ap haste and battle engineer offers 2ap haste once you get down the tree :)

Oh and id love some ideas for 2hf line replacements :D

Failedlegend
09-17-2013, 10:24 AM
I'm sure you already know but the rune arm will cause you to be uncentered

unbongwah
09-17-2013, 10:45 AM
Also dont forget each monk level is considered a full bab point for attack purposes even if they arent for level
Only if you're centered, which you won't be w/RA+Mithril Body.

You might as well dump DEX for more CON; you're obviously not an AC build, you're not going for Dodge, and Mithril Body caps your MDB anyway.

Kujikid
09-17-2013, 10:57 AM
Only if you're centered, which you won't be w/RA+Mithril Body.

You might as well dump DEX for more CON; you're obviously not an AC build, you're not going for Dodge, and Mithril Body caps your MDB anyway.

yah.... i realized that this morning. I changed the base stats to 14 8 18 18 6 8
taking out improved and greater two handed fighting for empower*** and a free feat of choice.

honestly, I'm still kinda new to the game >.< still learning and all that

Failedlegend
09-17-2013, 11:03 AM
ugggghh I hate that we cant have custom avvy's and sigs I keep thinking Kujikid is Phidius since I've mentally connected that avvy to him.

Sorry for the random off-topic complaining :P

Kujikid
09-17-2013, 11:09 AM
XD I'm fine with the off topicness i guess. Any advice though? not sure what to do with the free feat or if i should go the dodge route with more dex >.<

Failedlegend
09-17-2013, 11:19 AM
Honestly my advice is don't multiclass Artificer itself is already a hybrid class and if you really want evasion you better off picking it up in shadowdancer

Also are you set on the Sword and Spell idea because Xbow Arties are far more powerful than B-Sword arties and the THF line really isn't worth it unless you don't have anything better to take

If your set on the sword and spell idea I'll switch to advising that way pretending the xbow option doesn't exist.

Kujikid
09-17-2013, 11:25 AM
Yes, honestly I am set on the sword and spell idea. if i wanted full powerhouse i would have simply gone juggernaut or if i wanted an xbow artie i would have found a million things for that XD I really do like this idea and find it fun even if it's not the best to play :P

QuantumFX
09-18-2013, 12:19 AM
OP: This is a variation on the direction I was thinking of taking a character. (Mine will be a 36pt build with better tomes.)

The power of a Bastard Sword with a Rune arm is in the Glancing Blow damage (http://ddowiki.com/page/Glancing_blow). So, All 3 Two Handed Fighting feats and Great Cleave are a must.

I went with Adamantine Body because between Battle Engineer and the Warforged enhancements I could get some decent PRR (http://ddowiki.com/page/Physical_Resistance_Rating) going with no ASF (http://ddowiki.com/page/Arcane_Spell_Failure).

From what I’ve read, the Firing pattern from Arcing Sky (http://ddowiki.com/page/Item:Arcing_Sky) is pretty good for melee Artificers. It supposedly covers an area around you as well as whatever’s in front of you.

I would fully invest in Battle Engineer and drop APs into racial lines (Fortification, THF, PRR, ASF.) and then the rest into Arcanotech for Spell crits and the SLAs. (I really hope Ron get's the new character generator out tomorrow!)

I would consider the Epic Blademark Docent for you and your dog. Maybe even an Epic Spare Hand. Between these, and the Draconic Spell Augmentation and Magister Evocation Augmentation you could have a lot of fun making mobs sit down and take their beating.


Character Plan by DDO Character Planner Version 03.16.01
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 21 True Neutral Warforged Male
(20 Artificer)
Hit Points: 234
Spell Points: 1135
BAB: 15\15\20\25\25
Fortitude: 10
Reflex: 6
Will: 11

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 21) (Level 21)
Strength 16 18 18
Dexterity 8 10 10
Constitution 16 18 18
Intelligence 18 25 25
Wisdom 6 8 8
Charisma 6 8 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

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 21) (Level 21)
Balance -1 11 8
Bluff -2 -1 1
Concentration 7 27 29
Diplomacy -2 -1 1
Disable Device 8 30 32
Spellcraft 2 22 24
Heal -2 -1 1
Hide -1 0 -3
Intimidate -2 -1 1
Jump 3 4 1
Listen -2 -1 1
Move Silently -1 0 -3
Open Lock 3 23 25
Perform n/a -1 1
Repair 8 30 32
Search 8 30 32
Spot 2 22 24
Swim 3 4 -4
Tumble n/a 4 1
Use Magic Device 2 22 24

Level 1 (Artificer)
Skill: Concentration (+4)
Skill: Disable Device (+4)
Skill: Spellcraft (+4)
Skill: Open Lock (+4)
Skill: Repair (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Use Magic Device (+4)
Feat: (Selected) Power Attack
Feat: (Automatic) Artificer Construct Mastery
Feat: (Automatic) Artificer Knowledge: Scrolls
Feat: (Automatic) Attack
Feat: (Automatic) Composite Plating
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) Heroic Durability
Feat: (Automatic) Inscribe Artificer Scroll
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Light Fortification
Feat: (Automatic) Magical Training
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Rapid Reload
Feat: (Automatic) Revive Iron Defender
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak
Feat: (Automatic) Trapfinding
Feat: (Automatic) Unleash Iron Defender
Feat: (Automatic) Warforged Traits


Level 2 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Spellcraft (+1)
Skill: Open Lock (+1)
Skill: Repair (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Automatic) Artificer Craft Mastery
Feat: (Automatic) Artificer Knowledge: Potions
Feat: (Automatic) Artificer Rune Arm Use
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Sunder
Feat: (Automatic) Trip


Level 3 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Spellcraft (+1)
Skill: Open Lock (+1)
Skill: Repair (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Cleave
Feat: (Automatic) Artificer Knowledge: Wands


Level 4 (Artificer)
Ability Raise: INT
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Spellcraft (+1)
Skill: Open Lock (+1)
Skill: Repair (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Artificer Bonus) Adamantine Body
Feat: (Automatic) Trapmaking


Level 5 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Spellcraft (+1)
Skill: Open Lock (+1)
Skill: Repair (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Automatic) Artificer Knowledge: Arms and Armor
Feat: (Automatic) Retain Essence


Level 6 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Spellcraft (+1)
Skill: Open Lock (+1)
Skill: Repair (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Great Cleave


Level 7 (Artificer)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Spellcraft (+1)
Skill: Open Lock (+1)
Skill: Repair (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Automatic) Artificer Knowledge (ALL)


Level 8 (Artificer)
Ability Raise: INT
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Spellcraft (+1)
Skill: Open Lock (+1)
Skill: Repair (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: Exotic Weapon: Bastard Sword


Level 9 (Artificer)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Spellcraft (+1)
Skill: Open Lock (+1)
Skill: Repair (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Two Handed Fighting


Level 10 (Artificer)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Spellcraft (+1)
Skill: Open Lock (+1)
Skill: Repair (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)


Level 11 (Artificer)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Spellcraft (+1)
Skill: Open Lock (+1)
Skill: Repair (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)


Level 12 (Artificer)
Ability Raise: INT
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Spellcraft (+1)
Skill: Open Lock (+1)
Skill: Repair (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Improved Critical: Slashing Weapons
Feat: (Artificer Bonus) Maximize Spell


Level 13 (Artificer)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Spellcraft (+1)
Skill: Open Lock (+1)
Skill: Repair (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Automatic) Skill Mastery


Level 14 (Artificer)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Spellcraft (+1)
Skill: Open Lock (+1)
Skill: Repair (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)


Level 15 (Artificer)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Spellcraft (+1)
Skill: Open Lock (+1)
Skill: Repair (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Improved Two Handed Fighting


Level 16 (Artificer)
Ability Raise: INT
Skill: Balance (+1.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Spellcraft (+1)
Skill: Open Lock (+1)
Skill: Repair (+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: Spellcraft (+1)
Skill: Open Lock (+1)
Skill: Repair (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Tumble (+1)
Skill: Use Magic Device (+1)


Level 18 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Spellcraft (+1)
Skill: Open Lock (+1)
Skill: Repair (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Tumble (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Greater Two Handed Fighting


Level 19 (Artificer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Spellcraft (+1)
Skill: Open Lock (+1)
Skill: Repair (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Tumble (+1)
Skill: Use Magic Device (+1)


Level 20 (Artificer)
Ability Raise: INT
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Spellcraft (+1)
Skill: Open Lock (+1)
Skill: Repair (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Tumble (+1)
Skill: Use Magic Device (+1)

Valakai
09-18-2013, 03:52 AM
Would recommend getting some more STR to fit in overwhelming critical if you can. Its min lvl21 feat that requires STR23+ so it might be difficult to fit. Maybe with a tome from upcoming Mabar might be feasible though. That thing adds quite a lot of oomph.

Starting STR of 16+6tome+1 level up. Would get you there though...or starting int and str at 17...

Also recommend cleaves and full chain of THF feats. Glancing blow damage with WF racials is sweet.

Otherwise looks solid.

Kujikid
09-18-2013, 08:56 AM
Well looking at quantum's build, all i can wonder is losing insightful reflexes worth it especially with 8 dex. otherwise i love where it's going :D I don't know what to take from the WF tree though! It's filled with so much yummy goodness :) also I'm personally not worried about post 20 but it is a good idea to plan for it for other people :P I'll probably sit down after my classes and edit the OP to reflect a few important changes.

QuantumFX
09-19-2013, 06:57 PM
Would recommend getting some more STR to fit in overwhelming critical if you can. Its min lvl21 feat that requires STR23+ so it might be difficult to fit. Maybe with a tome from upcoming Mabar might be feasible though. That thing adds quite a lot of oomph.

Starting STR of 16+6tome+1 level up. Would get you there though...or starting int and str at 17...

Also recommend cleaves and full chain of THF feats. Glancing blow damage with WF racials is sweet.

Otherwise looks solid.

That was me toning it down for the OP. The character I have in mind will be a 36pt build with +5's. Though he'll probably be sporting Dwarven Axes until level 20. (Long story.)