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Thread: Hong Kong Pewy

  1. #1
    Community Member Thrudh's Avatar
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    Default Hong Kong Pewy

    Build notes for myself as I am TRing him next week.

    Still not 100% sure if I should go 2 fighter for the feats or 2 artificer for the UMD, traps, and bonus to heal scrolls.

    Triple TR 12/6/2 half-elf monk/ranger/fighter AA/Ninja Spy

    36-point build

    Past Lives:
    • Ranger - +2 to ranged damage, +2 exceptional resist to all elements
    • Paladin - 5% healing amp
    • Monk - +1 damage


    Stats:
    • STR 14 (+4 tome +7 item +3 Insight +2 Ram's Might) = 30
    • DEX 15 (+4 tome +7 item +2 Insight +1 exceptional +1 enhancements) = 30
    • CON 14 (+4 tome +7 item +2 Insight +1 exceptional) = 28
    • INT 11 (+3 tome) = 14
    • WIS 17 (+6 level-ups +4 tome +8 item +3 Insight +1 enhancement +3 enhancements) = 42
    • CHA 8 (+3 tome) = 11


    +4 Dex tome required for Improved Precise Shot

    Level ups into WIS (for Stunning Fist and Ten Thousand Stars)

    Feats (Granted):
    • Bow Strength
    • TWF
    • ITWF
    • Rapid Shot
    • Many Shot


    Feats(Taken):
    • 1 - Ranger - Weapon Focus: Ranged
    • 2 - Monk - Toughness
    • 3 - Monk - Stunning Fist , Past-Life Paladin
    • 4 - Ranger
    • 5 - Ranger
    • 6 - Ranger - Zen Archery
    • 7 - Ranger
    • 8 - Ranger
    • 9 - Fighter - Mental Toughness, Point Blank Shot
    • 10 - Monk
    • 11 - Fighter - Improved Critical: Ranged
    • 12 - Monk - GTWF
    • 13 - Monk
    • 14 - Monk - Dodge
    • 15 - Monk - Extend
    • 16 - Monk
    • 17 - Monk
    • 18 - Monk - Improved Precise Shot
    • 19 - Monk
    • 20 - Monk
    • 21 - Epic - Improved Critical: Bludgeoning (or Great Wisdom)
    • 24 - Epic - Vorpal Strikes (or Great Wisdom)


    • Arcane Archer with all the important ranged feats
    • Zen Archery to remain centered when using bows
    • Ten Thousand Stars for more ranged goodness
    • 12 levels of monk with Abundant Step, Earth Stance III, strong Stunning Fist
    • Paladin Past Life for +3 to hit/damage (works when ranging too)
    • Some sneak attack damage
    • Improved Evasion
    • Decent-to-High AC with the right equipment.
    • Strong at sneaking


    Slayer arrows with manyshot, Ten Thousand Stars, switching to handwraps and Stunning Fist the rest of the time...

    Probably 70/30 ranged/melee... Multiple EDs work with this build. Capable of a strong EIN since Wisdom-based

    Skills (assuming +2 INT tome at 7th level)
    • 1 - Ranger - 4x Hide, Move Silently, Spot, Concentration, Jump, Swim
    • 2 - Monk - 2x Balance, 1x Concentration, Tumble
    • 3 - Monk - 2x Balance, 1x Concentration, Jump
    • 4 - Ranger - 2x Hide, Move Silently, Spot
    • 5 - Ranger - 2x Hide, Move Silently, Spot
    • 6 - Ranger - 1x Hide, Move Silently, Spot, 3x Concentration
    • 7 - Ranger - 1x Hide, Move Silently, Spot, Concentration, Jump, Swim
    • 8 - Ranger - 1x Hide, Move Silently, Spot, Concentration, Jump, 2x Swim
    • 9 - Fighter - 3x Jump
    • 10 - Monk - 1x Hide, Move Silently, Spot, 2x Concentration
    • 11 - Fighter - 3x Swim
    • 12 - Monk - 1x Hide, Move Silently, Spot, 2x Concentration
    • 13 - Monk - 1x Concentration, 4x Balance
    • 14 - Monk - 1x Concentration, 4x Balance
    • 15 - Monk - 1x Concentration, 4x Balance
    • 16 - Monk - 1x Concentration, 3x Balance, 1x Jump
    • 17 - Monk - 1x Concentration, Hide, Move Silently, Spot, Balance
    • 18 - Monk - 1x Concentration, Hide, Move Silently, Spot, Balance
    • 19 - Monk - 1x Concentration, Hide, Move Silently, Spot, Balance
    • 20 - Monk - 1x Concentration, Hide, Move Silently, Spot, Balance



    Gear at 20:

    • Head: Blue Dragon Helm EH - +8 wis, Green slot (+35 hps), Colorless slot(+7 DEX)
    • Necklace: Gilvaenor's Necklace - +6 CON, +2 attack bonus. 10% ranged speed
    • Trinket: Planar Focus of Prowess - +3 Insight STR, +4 to hit/damage, 15 PRR
    • Goggles: Dream Visor EH - +4 to hit/damage, +20 Spot, Colorless slot (+1 exceptional CON)
    • Armor: Spider-spun caparison - +9 armor, +1 Ki, Re-inforced Fists, +6 resistance, +15 concentration, +3 insight WIS, Toughness
    • Cloak: Min II 45 hp cloak - Heavy Fort, +5 Protection
    • Bracers: 20% Healing Amp of Superior Parrying (+4 AC/saves)
    • Boots: Spiked Boots EH - +20 Balance, Immunity to Slippery Surfaces, Yellow slot (30% Striding), Colorless slot (+2 Insight DEX)
    • Belt: Epic Spare Hand - +5 Tactics, UMD +3, Doublestrike 3%, Blue slot (PRR +14), Colorless slot (+7 CON)
    • Ring 1: Epic Ring of the Stalker, +3 exc Sneak, +6 seeker, Manslayer, Ghostly, Yellow slot (Deathblock), Colorless slot (+1 exc WIS)
    • Ring 2: Gilvaenor - +6 Dex, +1 exc Dex, Holy burst
    • Gauntlets: PDK Gloves, +7 STR, +2 Insight CON, 30% healing amp


    +8 WIS, +3 insight WIS, +1 exceptional WIS
    +7 STR, +3 insight STR
    +7 CON, +2 insight CON, +1 exceptional CON
    +7 DEX, +2 insight DEX, +1 exceptional DEX
    30% and 20% healing amp
    Heavy Fort
    Protection +5
    Resistance +6
    +35 hps
    +6 seeker
    Toughness
    +15 Concentration
    +20 Balance
    45 GS hps
    Superior Parrying
    +3 exceptional sneak attack
    Ghostly

    Missing +5 sneak attack, exceptional seeker, no dodge items and no DR. Really wish I could fit in more dodge items... But with 25% incorporeal from Ninja Spy, his defense is still pretty good.

    Possibility of swapping out GS Min II cloak with Mabar Cloak (I have the level 24 one with 3% dodge and 10 DR/Good), but then I lose 45 hps (middling hps on this build as it is, so that will hurt), and I gotta slot heavy fort somewhere... probably Black Dragon Helm, but then that costs me another 35 hps... I think 80 hps on a 600 hp build is worth more than the 3% dodge and 10 DR (can always use stoneskin clickables instead).

    The other big choice is possibly going 2 artificer instead of 2 fighter... Only lose 1 feat because I can skip mental toughness... Gain full UMD, 25% bonus to heal scrolls, open locks, maybe even fit in traps (maybe). Lose a weak Haste Boost and 1 feat...



    Artificer variant

    Triple TR 12/6/2 half-elf monk/ranger/artificer AA/Ninja Spy

    36-point build

    Past Lives:
    • Ranger - +2 to ranged damage, +2 exceptional resist to all elements
    • Paladin - 5% healing amp
    • Monk - +1 damage


    Stats:
    • STR 14 (+4 tome +7 item +3 Insight +2 Ram's Might) = 30
    • DEX 15 (+4 tome +6 item +2 Insight +1 exceptional +2 enhancements) = 30
    • CON 14 (+4 tome +7 item +2 Insight +1 enhancement) = 28
    • INT 14 (+4 tome) = 18
    • WIS 16 (+6 level-ups +4 tome +8 item +3 Insight +1 exceptional +4 enhancements) = 42
    • CHA 8 (+3 tome + 7 item) = 18


    +4 Dex tome required for Improved Precise Shot

    Level ups into WIS (for Stunning Fist and Ten Thousand Stars)

    Feats (Granted):
    • Bow Strength
    • TWF
    • ITWF
    • Rapid Shot
    • Many Shot


    Feats(Taken):
    • 1 - Artificer - Point Blank Shot
    • 2 - Monk - Toughness
    • 3 - Monk - Stunning Fist , Past-Life Paladin
    • 4 - Ranger
    • 5 - Ranger
    • 6 - Ranger - Zen Archery
    • 7 - Ranger
    • 8 - Ranger
    • 9 - Ranger - Weapon Focus: Ranged
    • 10 - Monk
    • 11 - Monk
    • 12 - Artificer - GTWF
    • 13 - Monk
    • 14 - Monk - Dodge
    • 15 - Monk - Improved Critical: Ranged
    • 16 - Monk
    • 17 - Monk
    • 18 - Monk - Improved Precise Shot
    • 19 - Monk
    • 20 - Monk
    • 21 - Epic - Extend
    • 24 - Epic - Improved Critical: Bludgeoning (or Great Wisdom)


    • Arcane Archer with all the important ranged feats
    • Zen Archery to remain centered when using bows
    • Ten Thousand Stars for more ranged goodness
    • 12 levels of monk with Abundant Step, Earth Stance III, strong Stunning Fist
    • Paladin Past Life for +3 to hit/damage (works when ranging too)
    • Some sneak attack damage
    • Improved Evasion
    • Decent-to-High AC with the right equipment.
    • Full UMD, decent lock and trap skills.
    • 30% bonus to heal scrolls


    Slayer arrows with manyshot, Ten Thousand Stars, switching to handwraps and Stunning Fist the rest of the time...

    Probably 70/30 ranged/melee... Multiple EDs work with this build. Capable of a strong EIN since Wisdom-based

    Skills (assuming +2 INT at 7th and +4 at 15th level due to +4 tome)
    • 1 - Artificer - 4x UMD, Spot, Search, Disable, Open Lock, Concentration
    • 2 - Monk - 1x Concentration, 1x UMD, 2x Balance, 1x Tumble
    • 3 - Monk - 1x Concentration, 1x UMD, 2x Balance, 1x Diplomacy
    • 4 - Ranger - 3x Spot, 3x Search, 1x UMD
    • 5 - Ranger - 1x Spot, 1x Search, 1x UMD, 2x Disable 8
    • 6 - Ranger - 1x Spot, 1x Search, 1x UMD, 2x Disable
    • 7 - Ranger - 1x Spot, 1x Search, 1x UMD, 2x Disable, 1x Concentration
    • 8 - Ranger - 1x Spot, 1x Search, 1x UMD, 1x Disable, 3x Concentration
    • 9 - Ranger - 1x Spot, 1x Search, 1x UMD, 1x Disable, 2x Concentration, 1x Jump 12
    • 10 - Monk - 1x Spot, 1x UMD, 1x Concentration, 2x Balance, 1x Diplomacy
    • 11 - Monk - 1x Spot, 1x UMD, 1x Concentration, 2x Balance, 1x Diplomacy
    • 12 - Artificer - 1x UMD, 3x Search, 3x Disable 15
    • 13 - Monk - 2x Concentration, 1x UMD, 2x Balance, 1x Diplomacy
    • 14 - Monk - 1x Concentration, 1x UMD, 1x Disable, 1x Search
    • 15 - Monk - 1x Concentration, 1x UMD, 1x Disable, 1x Search
    • 16 - Monk - 1x Concentration, 1x UMD, 1x Disable, 1x Search, 1x Diplomacy
    • 17 - Monk - 1x Concentration, 1x UMD, 1x Disable, 1x Search, 1x Diplomacy
    • 18 - Monk - 1x Concentration, 1x UMD, 1x Disable, 1x Search, 1x Diplomacy
    • 19 - Monk - 1x Concentration, 1x UMD, 1x Disable, 1x Search, 1x Diplomacy
    • 20 - Monk - 1x Concentration, 1x UMD, 2x Diplomacy, 2x Balance



    Gear at 20:

    • Head: Blue Dragon Helm EH - +8 wis, Green slot (+35 hps), Colorless slot(+7 CHA)
    • Necklace: Gilvaenor's Necklace - +6 CON, +2 attack bonus. 10% ranged speed or GS necklace - 45 hps, Earthgrab
    • Trinket: Planar Focus of Prowess - +3 Insight STR, +4 to hit/damage, 15 PRR
    • Goggles: Dream Visor EH - +4 to hit/damage, +20 Spot, Colorless slot (+1 exceptional CON)
    • Armor: Spider-spun caparison - +9 armor, +1 Ki, Re-inforced Fists, +6 resistance, +15 concentration, +3 insight WIS, Toughness
    • Cloak: Mabar cloak - 3% Dodge, Invisiblity Guard, Deathblock, 10/Good DR
    • Bracers: 20% Healing Amp of Superior Parrying (+4 AC/saves)
    • Boots: Sure-footed Boots EE - +20 Balance, Mobility (2% dodge) 30% Striding), Green slot (Good Luck +2)
    • Belt: Epic Spare Hand - +5 Tactics, UMD +3, Doublestrike 3%, Blue slot (Heavy Fort), Colorless slot (+7 CON)
    • Ring 1: Epic Ring of the Stalker, +3 exc Sneak, +6 seeker, Manslayer, Ghostly, Yellow slot (+2 Insight DEX), Colorless slot (+1 exc WIS)
    • Ring 2: Gilvaenor - +6 Dex, +1 exc Dex, Holy burst
    • Gauntlets: PDK Gloves, +7 STR, +2 Insight CON, 30% healing amp


    +8 WIS, +3 insight WIS, +1 exceptional WIS
    +7 STR, +3 insight STR
    +7 CON, +2 insight CON, +1 exceptional CON
    +6 DEX, +2 insight DEX, +1 exceptional DEX
    +7 CHA
    30% and 20% healing amp
    Heavy Fort
    Protection +5
    Resistance +6
    +35 hps
    +6 seeker
    Toughness
    +15 Concentration
    +20 Balance
    45 GS hps
    Superior Parrying
    +3 exceptional sneak attack
    Ghostly
    Maxed out UMD, Concentration, - two short of max on Disable and Search, 12 Spot, 4 Open Locks, 10 Balance, 12 Diplomacy (Audience with the Queen is a 40 DC check - 17 Diplo (with epic levels) + 4 GH + 4 CHA + 15 item = 40)
    Last edited by Thrudh; 04-17-2013 at 12:12 AM.
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  2. #2
    Scholar Of Adventure & Hero Missing_Minds's Avatar
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    Gilvaenor's set bonus. Is it really worth that much? Other wise you have a free neck slot.

    The only use of the ring is holy burst and dex+1 (which has been dam flaky right now. I have to take off my ring and put it back on to make the holy burst start applying again.)

    And the dex+1 could be rendered useless if you get yourself a globe. (I'd think you'd have a better chance at such than I do.)

  3. #3
    Community Member Thrudh's Avatar
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    The 10% supposedly stacks with everything, and that's pretty big...

    What causes the holy burst on the ring to bug out?

    I'd love to free up a ring and the neck, but 10% is pretty big.
    Quote Originally Posted by Teh_Troll View Post
    We are no more d000m'd then we were a week ago.
    Quote Originally Posted by Eth View Post
    When you stop caring about xp/min this game becomes really fun. Trust me.
    Quote Originally Posted by Gary_Gygax
    No single character has all the skills and resources needed to guarantee success in all endeavors; favorable results can usually only be achieved through group effort. No single player character wins, in the sense that he or she defeats all other player characters; the goal of the forces of good can only be attained through cooperation, so that victory is a group achievement rather than an individual one.

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    Scholar Of Adventure & Hero Missing_Minds's Avatar
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    Quote Originally Posted by Thrudh View Post
    The 10% supposedly stacks with everything, and that's pretty big...

    What causes the holy burst on the ring to bug out?

    I'd love to free up a ring and the neck, but 10% is pretty big.
    10% and ranged, not really. You do not get 10 more shots per minute. You may get... 2 to 4? 10% melee alacrity you can visibly see a difference. 10% range translates to maybe 2% actual, honestly.

    I honestly have no clue what the frack causes it to bug out. I've got both the henshin mystic and shintao and both bug equally. Now I'm not wearing the set but that shouldn't matter either. For a time I thought it was something in Fatesinger, but I left it and it still happens. It is like when they started to try to fix the overwritting that was happening, it got borked. You have to watch your damage to see if it got removed or not. If it did, you have to take off the ring and put it back on.

    I've had it stop working just swapping handwraps, honestly.

  5. #5

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    If I recall correctly, 10% Ranged Alacrity only applies to actual animation of shooting the arrow, and not the loading of the bow. So as Missing quite rightly says, its less than 10% - I would put the figure at half that, 5%.

    And thus, I'd bin the necklace like yesterday's old knickers.

    The Ring with Holy Burst I'd definitely keep. I've not noticed any significant bugs with my Holy Burst rings myself, but then my Ranger's are getting a helluva lot of play at the moment instead

    The only other comment I had at this point was to say - can you really not fit in Overwhelming Critical and Earth Stance 3? Or would such a discussion be pointless as you'll TR again at 20 straight away?
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    Community Member Thrudh's Avatar
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    Quote Originally Posted by Arlathen View Post
    The only other comment I had at this point was to say - can you really not fit in Overwhelming Critical and Earth Stance 3? Or would such a discussion be pointless as you'll TR again at 20 straight away?
    I do have Earth Stance III... Another varient of this build is 12 ranger/6 monk instead of 12 monk/6 ranger... I played the ranger version my last life, and you do get some nice self-healing (and two extra feats), but I really think I like 12 monk with Abundant step and Earth Stance more.

    Overwhelming Critical requires 3 pre-req feats (all of which are completely worthless to an archer), plus a high STR score.

    This guy is wisdom based for Zen Archery, a strong Stunning Fist, and a strong EIN (when I'm in that ED).
    Quote Originally Posted by Teh_Troll View Post
    We are no more d000m'd then we were a week ago.
    Quote Originally Posted by Eth View Post
    When you stop caring about xp/min this game becomes really fun. Trust me.
    Quote Originally Posted by Gary_Gygax
    No single character has all the skills and resources needed to guarantee success in all endeavors; favorable results can usually only be achieved through group effort. No single player character wins, in the sense that he or she defeats all other player characters; the goal of the forces of good can only be attained through cooperation, so that victory is a group achievement rather than an individual one.

  7. #7
    Community Member Thrudh's Avatar
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    Quote Originally Posted by Arlathen View Post
    If I recall correctly, 10% Ranged Alacrity only applies to actual animation of shooting the arrow, and not the loading of the bow. So as Missing quite rightly says, its less than 10% - I would put the figure at half that, 5%.

    And thus, I'd bin the necklace like yesterday's old knickers.
    I still see a lot of powergamers with that set though... I wonder why the vets are still using it?
    Quote Originally Posted by Teh_Troll View Post
    We are no more d000m'd then we were a week ago.
    Quote Originally Posted by Eth View Post
    When you stop caring about xp/min this game becomes really fun. Trust me.
    Quote Originally Posted by Gary_Gygax
    No single character has all the skills and resources needed to guarantee success in all endeavors; favorable results can usually only be achieved through group effort. No single player character wins, in the sense that he or she defeats all other player characters; the goal of the forces of good can only be attained through cooperation, so that victory is a group achievement rather than an individual one.

  8. #8
    Scholar Of Adventure & Hero Missing_Minds's Avatar
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    Quote Originally Posted by Thrudh View Post
    I still see a lot of powergamers with that set though... I wonder why the vets are still using it?
    If you are kicking rear easily, does it really matter? Why go through the hastle of trying to redo gear? (some find it fun, some don't.)
    But some are also of the point if it gives me one more point of damage, I want it.

    Me... I'd find somethign else, honestly. But the ring is great for melee.

  9. #9
    Community Member fco-karatekid's Avatar
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    I'd recommend 2 druid.

    But since you and I don't get along, I wouldn't trust me in the slightest.

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    Community Member SealedInSong's Avatar
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    Default Looks fun, +1

    I personally feel the most worthwhile artificer multiclass is the crossclassing deep enough to afford Fusillade, but that flavor may not be everyone's cup of tea.

    As far as bugging out ToD holy burst, I was under the impression that it for some reason simply did not stack with Cannith-crafted Holy wraps (which it should) but if someone has citation for it completely stopping working/bugging out then I'd like to see that too.

    Nice work.
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  11. #11
    Community Member Thrudh's Avatar
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    Quote Originally Posted by fco-karatekid View Post
    I'd recommend 2 druid.
    Really? How come? What does that give the build?

    But since you and I don't get along, I wouldn't trust me in the slightest.
    Heh...
    Quote Originally Posted by Teh_Troll View Post
    We are no more d000m'd then we were a week ago.
    Quote Originally Posted by Eth View Post
    When you stop caring about xp/min this game becomes really fun. Trust me.
    Quote Originally Posted by Gary_Gygax
    No single character has all the skills and resources needed to guarantee success in all endeavors; favorable results can usually only be achieved through group effort. No single player character wins, in the sense that he or she defeats all other player characters; the goal of the forces of good can only be attained through cooperation, so that victory is a group achievement rather than an individual one.

  12. #12
    Community Member Arahan's Avatar
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    Default Dilli?

    So what dilli did you take? Seems like it would be an important part of build. Did you go for cleric for no fail scrolls, rogue for extra SA damage, maybe other?

  13. #13
    Scholar Of Adventure & Hero Missing_Minds's Avatar
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    Quote Originally Posted by SealedInSong View Post
    As far as bugging out ToD holy burst, I was under the impression that it for some reason simply did not stack with Cannith-crafted Holy wraps (which it should) but if someone has citation for it completely stopping working/bugging out then I'd like to see that too.
    I have no citation other than my own observations with the ship dummy and NPCs before they vanish from being pumled.

  14. #14
    Community Member Thrudh's Avatar
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    Updated with Artificer variant... Had to give up a point of Wisdom to get my INT 1 point higher in order to get the trap skills... Put the other 2 build points into 1 more point of CON. Maybe I'll push INT even higher instead of CON, in order to get Open Locks a little higher and maybe even squeeze in some Balance and Jump.

    Lost Vorpal Strikes with this varient, but gained a little better self-healing, full UMD, and nearly full trap skills.

    Still not sure if the Arcane Archer Tod Set is worth it... It would be nice to free up the slots... Changed boots to Sure-footed boots for Mobility instead of Immunity to slipperly surfaces...

    Artificer variant

    Triple TR 12/6/2 half-elf monk/ranger/artificer AA/Ninja Spy

    36-point build

    Past Lives:
    • Ranger - +2 to ranged damage, +2 exceptional resist to all elements
    • Paladin - 5% healing amp
    • Monk - +1 damage


    Stats:
    • STR 14 (+4 tome +7 item +3 Insight +2 Ram's Might) = 30
    • DEX 15 (+4 tome +7 item +2 Insight +1 exceptional +1 enhancements) = 30
    • CON 15 (+4 tome +7 item +2 Insight +1 exceptional +1 enhancement) = 30
    • INT 12 (+4 tome) = 16
    • WIS 16 (+6 level-ups +4 tome +8 item +3 Insight +1 exceptional +4 enhancements) = 42
    • CHA 8 (+3 tome) = 11


    +4 Dex tome required for Improved Precise Shot

    Level ups into WIS (for Stunning Fist and Ten Thousand Stars)

    Feats (Granted):
    • Bow Strength
    • TWF
    • ITWF
    • Rapid Shot
    • Many Shot


    Feats(Taken):
    • 1 - Artificer - Weapon Focus: Ranged
    • 2 - Monk - Toughness
    • 3 - Monk - Stunning Fist , Past-Life Paladin
    • 4 - Ranger
    • 5 - Ranger
    • 6 - Ranger - Zen Archery
    • 7 - Ranger
    • 8 - Ranger
    • 9 - Ranger - Point Blank Shot
    • 10 - Monk
    • 11 - Monk
    • 12 - Artificer - GTWF
    • 13 - Monk
    • 14 - Monk - Dodge
    • 15 - Monk - Improved Critical: Ranged
    • 16 - Monk
    • 17 - Monk
    • 18 - Monk - Improved Precise Shot
    • 19 - Monk
    • 20 - Monk
    • 21 - Epic - Extend
    • 24 - Epic - Improved Critical: Bludgeoning (or Great Wisdom)


    • Arcane Archer with all the important ranged feats
    • Zen Archery to remain centered when using bows
    • Ten Thousand Stars for more ranged goodness
    • 12 levels of monk with Abundant Step, Earth Stance III, strong Stunning Fist
    • Paladin Past Life for +3 to hit/damage (works when ranging too)
    • Some sneak attack damage
    • Improved Evasion
    • Decent-to-High AC with the right equipment.
    • Full UMD, decent lock and trap skills.
    • 30% bonus to heal scrolls


    Slayer arrows with manyshot, Ten Thousand Stars, switching to handwraps and Stunning Fist the rest of the time...

    Probably 70/30 ranged/melee... Multiple EDs work with this build. Capable of a strong EIN since Wisdom-based

    Skills (assuming +2 INT at 7th and +4 at 15th level due to +4 tome)
    • 1 - Artificer - 4x UMD, Spot, Search, Disable, Open Lock
    • 2 - Monk - 2x Concentration, 1x Tumble, 1x UMD
    • 3 - Monk - 2x Concentration, 1x Spot, 1x UMD
    • 4 - Ranger - 2x Spot, 3x Search, 1x UMD
    • 5 - Ranger - 1x Spot, 1x Search, 1x UMD, 1.5x Disable 8
    • 6 - Ranger - 1x Spot, 1x Search, 1x UMD, 1.5x Disable
    • 7 - Ranger - 1x Spot, 1x Search, 1x UMD, 1.5x Disable
    • 8 - Ranger - 1x Spot, 1x Search, 1x UMD, 1.5x Disable, 1x Concentration
    • 9 - Ranger - 1x Spot, 1x Search, 1x UMD, 1x Disable, 1x Concentration 12
    • 10 - Monk - 4x Concentration, 1x UMD
    • 11 - Monk- 4x Concentration, 1x UMD
    • 12 - Artificer - 1x UMD, 3x Search, 2x Disable 15
    • 13 - Monk - 2x Concentration, 1x UMD 1x Disable
    • 14 - Monk - 1x Concentration, 1x UMD, 1x Disable, 0.5x Search
    • 15 - Monk - 1x Concentration, 1x UMD, 1x Disable, 0.5x Search
    • 16 - Monk - 1x Concentration, 1x UMD, 1x Disable, 1x Search
    • 17 - Monk - 1x Concentration, 1x UMD, 1x Disable, 1x Search
    • 18 - Monk - 1x Concentration, 1x UMD, 1x Disable, 1x Search
    • 19 - Monk - 1x Concentration, 1x UMD, 1x Disable, 1x Search
    • 20 - Monk - 1x Concentration, 1x UMD, 1x Disable, 1x Search



    Gear at 20:

    • Head: Blue Dragon Helm EH - +8 wis, Green slot (+14 PRR), Colorless slot(+7 CHA)
    • Necklace: Gilvaenor's Necklace - +6 CON, +2 attack bonus. 10% ranged speed
    • Trinket: Planar Focus of Prowess - +3 Insight CON, +4 to hit/damage, 15 PRR
    • Goggles: Epic Goggles of Time-sensing - +20 Spot, +20 Search, Yellow Slot(+7 DEX), Colorless slot (+2 Insight DEX)
    • Armor: Spider-spun caparison - +9 armor, +1 Ki, Re-inforced Fists, +6 resistance, +15 concentration, +3 insight WIS, Toughness
    • Cloak: Mabar Cloak - Dodge 3%, 10 DR/Good, Deathblock
    • Bracers: 20% Healing Amp of Superior Parrying (+4 AC/saves)
    • Boots: Sure-footed Boots EE - +20 Balance, Mobility (2% dodge), 30% Striding, Green slot(35 hps)
    • Belt: Epic Spare Hand - +5 Tactics, UMD +3, Doublestrike 3%, Blue slot (Heavy Fort), Colorless slot (+7 CON)
    • Ring 1: Epic Ring of the Stalker, +3 exc Sneak, +6 seeker, Manslayer, Ghostly, Yellow slot (+2 Insight STR), Colorless slot (+1 exc WIS)
    • Ring 2: Gilvaenor - +6 Dex, +1 exc Dex, Holy burst
    • Gauntlets: PDK Gloves, +7 STR, +2 Insight CON, 30% healing amp


    +8 WIS, +3 insight WIS, +1 exceptional WIS
    +7 STR, +2 insight STR
    +7 CON, +3 insight CON,
    +7 DEX, +2 insight DEX, +1 exceptional DEX
    30% and 20% healing amp
    Heavy Fort
    Protection +5
    Resistance +6
    +35 hps
    +6 seeker
    Toughness
    +15 Concentration
    +20 Balance
    45 GS hps
    Superior Parrying
    +3 exceptional sneak attack
    Ghostly
    Last edited by Thrudh; 06-17-2013 at 12:37 AM.
    Quote Originally Posted by Teh_Troll View Post
    We are no more d000m'd then we were a week ago.
    Quote Originally Posted by Eth View Post
    When you stop caring about xp/min this game becomes really fun. Trust me.
    Quote Originally Posted by Gary_Gygax
    No single character has all the skills and resources needed to guarantee success in all endeavors; favorable results can usually only be achieved through group effort. No single player character wins, in the sense that he or she defeats all other player characters; the goal of the forces of good can only be attained through cooperation, so that victory is a group achievement rather than an individual one.

  15. #15
    Community Member
    Join Date
    Oct 2007
    Posts
    31

    Default

    Quote Originally Posted by Thrudh View Post
    I am running the 12monk/6ranger/2fighter variant and it is pretty nice. Used a modified version of what you posted previously. The artificer levels would be nice for traps, but I prefer the extra BAB from fighter levels to get manyshot bonuses & feats earlier. Also first life so I picked up IPS & GTWF at level 12 rather than doing past life feats. Did not take extend as I only have one spell that would benefit from it. Currently level 17 and fun to play.

    My pure Arti still uses the Tinker set at level 23 as the +5 to hit +8 to damage for sneak attack is hard to give up, and the base stat/trap stuff is not terrible. getting attack bonus from the steady handed armbands. PDK would be nice, but I don't find it necessary on a ranged human arti, would be a bit better for the melee monk side of things. I am using the EN backstabber gloves (plus guile bonuses) on my 18/2 Halfling FvS/Mnk along with the sun soul set.

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