User:Deathbunny/SandBox

=Building the Better Rogue Mechanic=

This article is a basic how-to guide to building one (or several) forms of a Rogue specialized into the Rogue Mechanic subtype. While not exhaustive, this basic build strategy creates--with moderately decent gear--a multifunctional character with the base type being available to free-to-play characters and trap-competence with level-appropriate gear. Some of the suggested gear will require additional adventure packs and/or Cannith crafting levels for the idealized sets.

Rogues are unusual because they are one of two classes in the game to have trapping skills, one of 3 classes to be granted evasion against traps, and the class with the highest base skill points in the game. With the Rogue Mechanic focus for rogues, a Rogue Mechanic becomes one of two classes granted repeating crossbow and great crossbow proficiencies as well as a means to add an attribute modifier (Intelligence) to ranged damage. When combined with the fact it's a free class best played on a free race (halfling), it becomes an excellent platform for free-to-play players to get engaged in the game, level to cap, and true reincarnate while acquiring the Turbine Points through favor to purchase more adventure packs, character slots, and character classes as well as unlocking other favor-based rewards like Drow, Favored Soul, and 32-point builds.

Initial Build
For an initial build, select a halfling. As a halfling, you start with a +2 to Dexterity and a base size bonus of +1 to hit. Although it gets less critical later, this helps offset--with a decent Dexterity--the rogue's slower development of base attack bonus. It should be rare to see "Miss" come up with this basic build.

The initial level for any character--especially multi-class characters--should be rogue. This maximizes the number of skill points a character has to spend overall because a rogue starts with the greatest number of skill points for class and that number of points is multiplied by 4 for starting levels.

I will argue for the choice of true neutral as an alignment as well. True neutral allows the use of Stability items as well as avoiding negative levels on alignment specific gear. Additionally, once past the first few levels, the rogue mechanic should have a high enough Use Magical Device skill level to use any alignment restrictive gear in the game. Additionally, most enemies or weapons doing alignment damage generally do less damage to neutral characters.

Attributes
Strength - Raise to 8. You're not going to be a melee. The primary use for your STR is to avoid encumbrance and manage the weight of loot and ammunition.

Dexterity - Raise to 17 on a 28 pt. build. The Epic feat Combat Archery requires 21 DEX, but on a first life, 28 pt. build, it's hard to get and you'll lose more damage from a lower INT than you'll gain over the characters' life.

Constitution - Raise to 13 on a 28 pt. build. For a 32 pt. build, use the spare point to raise to 14.

Intelligence - Raise to 17 on a 28 pt. build and put all of your level-ups into INT for your first life. For a 32 pt. build, max INT to 18. INT is damage and skill points.

Wisdom - Leave it at base. Add tomes, when you get them.

Charisma - Leave it at base. Add tomes, when you get them, and have gear you can flip in for use with Use Magical Device and Bluff, otherwise, spend skill points and not build points.

For a second or later life, raise your DEX to 18 or 19 so--in combination with tomes--you can reach 21 DEX at level 21 with one or two level raise points. Otherwise, INT is your critical attribute because it adds damage on each shot.

Skills
Max your trapper skills:


 * Search
 * Disable Device
 * Spot
 * Open Lock

While the general guidance is Spot may or may not be useful, depending on your experience for traps, it influences your ability to detect enemies at range. I also like to add Listen given the number of skill points available on this build to ensure I see the enemy before they see me.

Max your sneaky and movement skills:


 * Move Silently
 * Hide
 * Jump

Again, while you're not an assassin, being able to use stealth to get into position or select which combat you want to be in and when is powerful, nonetheless. Again, the general guidance suggests cutting Jump once you can make 40 with gear. I disagree because sneaking reduces your Jump skill by 20. If you want to be able to use your full Jump stealthed, the level and gear should hit 60.

I also suggest maxing the following "social" skills:


 * Use Magical Device
 * Listen
 * Bluff

UMD is simply powerful. With the right gear, you can self heal, raise the dead, and use most scrolls. Listen I've already discussed. Bluff is a key skill simply for battle management. While you can use it to dump aggro, the key reason is to selectively move enemies where you want them.