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Thread: Trapwalker

  1. #1
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    Default Trapwalker/Chest Blesser

    Hello there! This'll be my first thread and subsequently the first build idea I've ever posted. I'm by no means a stranger to creating/trying to come up with builds and I tend to overdo it slightly - usually resulting in having a few too many choices of what to TR into.

    This one's something that's been on my mind for a couple of months - something that I'm itching to TR into, and I'd love some help with optimizing it further as I've still got a minimum of three ranger lives to run through until I feel my character is worthy of becoming one. I could do it straight away though, but having that +6 past life ranged damage (I have 3 monk past lives already for +3, and soon a fighter one for +1 to hit) would make the build feel far more finalized.

    My goal with this build, granted it's purely theoretical at this point, is to be able to just walk through any trap without being worried about failing the save - even on a 1. Impress all your friends by piking on a trap they need to get past! Also, I want the build to be able to buff chests, deal decent ranged damage, be immune to slippery surfaces and to be immune to knockdown effects.

    I must stress that I've intentionally avoided mentioning equipment as much as possible as I'm by no means certain of what I want to go for. (Maybe you could offer up suggestions ^^)

    The main epic destiny will be Grandmaster of Flowers.



    Summary of primary build goals:

    -Immunity to reflex-based traps/spells
    -Immunity to slippery surfaces
    -Immunity to knockdown
    -Ability to disable/find any trap
    -Ability to open any lock
    -Ability to stealth well and use bluff to lure certain targets
    -Being able to bless chests for those shiny new +5 tomes
    -Being able to deal decent/good ranged damage
    -Being able to use scrolls perfectly fine
    -Built-in True Sight/Ghost Touch
    -Sizeable Fortification Bypass



    Anyway, without further ado - here's my "Trapwalker" build. Feel free to make suggestions or to point out glaring mistakes that I may have made.


    36 Point Build
    Race: Human
    Gender: Male
    Alignment: Lawful Good


    Class Distribution: 12 Rogue/6 Artificer/2 Paladin


    Stats

    Strength: 8+2(tome)
    Dexterity: 16+3(tome)+3(levels)+1(enhancements)+5(epic destiny)
    Constitution: 16+2(tome)
    Intelligence: 16+3(tome)+3(levels)+2(enhancements)
    Wisdom: 8+2(tome)
    Charisma: 14+2(tome)+2(enhancements)


    Stats Total (Before items, which I won't cover)

    Strength: 10
    Dexterity: 28
    Constitution: 18
    Intelligence: 24
    Wisdom: 10
    Charisma: 18


    Tomes:

    Level 3: +1 to Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma
    Level 7: +2(Upgrade) to Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma
    Level 11: +3(Upgrade) to Dexterity, Intelligence


    Hit Points

    238 Heroic Levels
    50 Epic Levels
    30 Greater False Life
    20 Toughness (Item)
    10 Draconic Vitality
    45 Green Steel

    Total: 393 (Before constitution on equipment)
    Optional goal(?): Chimera's Crown as I have 3 dragonmarks.



    Reflex Save (Breakdown)

    11 Heroic levels
    2 Epic levels
    7 Resistance
    4 Insightful
    2 Good Luck
    9 (Base) Dexterity
    4 (Base) Charisma
    6 Perfection of Soul (Grandmaster of Flowers, also removes the automatic fail on a 1 - essential to the build idea)
    6 Lithe (Tier 2 Twist)
    6 Unearthly Reactions (Tier 1 Twist)
    6 Draconic Perception (Tier 1 Twist)
    +6 (8+3+1 Item Dexterity)
    +4 (6+2 Item Charisma)
    1 (The roll that you usually don't want)

    Total: 74

    +8 Trap Sense IV
    +4 Rogue Mechanic II

    Trap Total: 86

    Question: Is this enough reflex to never fail a save on EE? I ask this because I want to exchange Improved Evasion for something like Defensive Roll or Opportunist (If the fort bypass works with repeaters).

    I still haven't included any buffs or potential rogue PL's - I may also have missed something, aside from rogue Past Life x3.


    Levels/feat Breakdown

    1 Rogue Feat: (Human Bonus) Point Blank Shot, Feat: (Selected) Rapid Shot
    2 Artificer Feat: (Granted) Rapid Reload
    3 Artificer Feat: Least Dragonmark of Finding
    4 Artificer Ability Raise: Intelligence
    5 Artificer Feat(Artificer Bonus): Precise Shot
    6 Artificer Feat: Precision
    7 Artificer
    8 Rogue Ability Raise: Intelligence
    9 Paladin Feat: Least Dragonmark of Finding
    10 Paladin
    11 Rogue
    12 Rogue Feat: Improved Critical: Ranged Weapons, Ability Raise: Intelligence
    13 Rogue
    14 Rogue
    15 Rogue Feat: Lesser Dragonmark of Finding
    16 Rogue Ability Raise: Dexterity
    17 Rogue
    18 Rogue Feat: Greater Dragonmark of Finding, Feat(Rogue Bonus): Improved Evasion*
    19 Rogue
    20 Rogue Ability Raise: Dexterity
    21 Epic Feat: Combat Archery
    22 Epic
    23 Epic
    24 Epic Feat: Improved Sneak Attack, Ability Raise: Dexterity
    25 Epic

    *Exchanged when high enough reflex save has been achieved


    Skills at 25 (No Equipment)

    Balance: 34
    Bluff: 32
    Concentration: 9
    Diplomacy: 32
    Disable Device: 43
    Haggle: 12
    Heal: 5
    Hide: 34
    Intimidate: 9
    Jump: 28
    Listen: 5
    Move Silently: 34
    Open Lock: 42
    Repair: 16
    Search: 39
    Spot: 32
    Swim: 5
    Tumble: 15
    Use Magic Device: 32


    Enhancements (Open for suggestions, some are negotiable - already considering dropping rank 3 and 4 of Skill Boost as my potential disable skill could end up in the region of 70+ prior to buffs):

    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Damage Boost II
    Enhancement: Rogue Skill Boost I
    Enhancement: Rogue Skill Boost II
    Enhancement: Rogue Skill Boost III
    Enhancement: Rogue Skill Boost IV
    Enhancement: Artificer Crossbow Attack I
    Enhancement: Artificer Crossbow Damage I
    Enhancement: Artificer Battle Engineer I
    Enhancement: Rogue Acid Trap Lore I
    Enhancement: Extra Dragonmark Use I
    Enhancement: Extra Dragonmark Use II
    Enhancement: Extra Dragonmark Use III
    Enhancement: Extra Dragonmark Use IV
    Enhancement: Human Adaptability Charisma I
    Enhancement: Rogue Mechanic I
    Enhancement: Rogue Mechanic II
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Sneak Attack Training II
    Enhancement: Rogue Sneak Attack Training III
    Enhancement: Rogue Sneak Attack Training IV
    Enhancement: Improved Disable Device I
    Enhancement: Improved Disable Device II
    Enhancement: Improved Disable Device III
    Enhancement: Improved Disable Device IV
    Enhancement: Improved Open Lock I
    Enhancement: Improved Open Lock II
    Enhancement: Improved Open Lock III
    Enhancement: Improved Open Lock IV
    Enhancement: Improved Use Magic Device I
    Enhancement: Paladin Charisma I
    Enhancement: Rogue Dexterity I
    Enhancement: Artificer Intelligence I
    Enhancement: Artificer Intelligence II
    Enhancement: Rogue Improved Trap Sense I
    Enhancement: Rogue Improved Trap Sense II
    Enhancement: Rogue Improved Trap Sense III
    Enhancement: Rogue Improved Trap Sense IV
    Enhancement: Rogue Wand and Scroll Mastery I


    For chest blessing I would make sure to have a set of Cha gear to bump it up to 30 unbuffed, 32 ship buffed - this seems to be a good number according to the many discussions I've seen regarding chest blessing success rates.

    Anyway, that wraps it up for now. I'll make changes if I get useful critique/information or if someone corrects an error.
    Last edited by Saurec; 11-20-2012 at 12:26 PM.

  2. #2
    Community Member Kinerd's Avatar
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    Saves automatically fail on a 1.

  3. #3
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    Quote Originally Posted by Kinerd View Post
    Saves automatically fail on a 1.
    Perfection of Soul: Passive Bonus: +[2/4/6] to Reflex saves, and gain +[1/2/3] to Bluff, Diplomacy, Haggle and Intimidate. At rank 3, do not automatically fail a Reflex save on a 1.

    I mentioned this in the reflex save breakdown. This is the reason that Grandmaster of Flowers is my destiny of choice, I'm well aware that saves usually fail on a 1, but that doesn't apply to this build as long as my reflex save overwhelms the trap DC.
    Last edited by Saurec; 11-21-2012 at 05:26 PM.

  4. #4
    The Hatchery Dielzen's Avatar
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    Quote Originally Posted by Saurec View Post
    6 Perfection of Soul (Grandmaster of Flowers, also removes the automatic fail on a 1 - essential to the build idea)
    Quote Originally Posted by Kinerd View Post
    Saves automatically fail on a 1.
    Reading is FUNdamental


    As to the build itself, there are many ways to achieve it.

    I'm working on something similar with the +6 from Rog PLs, going 13rog/6mnk/1ftr -- bonus feat, another Rog perk at 13, and no need to invest in my Charisma score, as my UMD will be more than sufficient. (Not sure how much CHA plays a roll in the chess blessing)

  5. #5
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    Quote Originally Posted by Dielzen View Post
    As to the build itself, there are many ways to achieve it.

    I'm working on something similar with the +6 from Rog PLs, going 13rog/6mnk/1ftr -- bonus feat, another Rog perk at 13, and no need to invest in my Charisma score, as my UMD will be more than sufficient. (Not sure how much CHA plays a roll in the chess blessing)
    From what I've read it really makes quite a difference once you reach 30+, the added benefit of extra saves is what first made me use it as a dump stat though - the chest blessing aspect came as a slight afterthought when I realized that I had two feats to spare - which also led to me dropping toughness in the end.

    I never actually considered any melee builds - I love repeaters too much ^^ - but I suppose the concept of being immune to traps could be applied to many types of builds as it only requires the basic evasion and Perfection of Soul to work.

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