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Old 01-11-2005, 09:39 PM   #11
shamrock_uk
Dracolich
 

Join Date: January 24, 2004
Location: UK
Age: 40
Posts: 3,092
Ah, thank-you both [img]smile.gif[/img]

What a wonderful resource that is TDC!

It looks like 30 should cover me for most things, and 50 for the most expensive items in Undermountain (don't remember seeing anything above 2.5m GP)

I believe I'll have 14 intelligence, so I should have a fair amount of bonus skillpoints - I'll aim for 30 and see how it goes [img]smile.gif[/img]

Look out for him in the next few days, if all goes well and I can find the right items in Undermountain he'll have a perform value of 100

[ 01-11-2005, 09:47 PM: Message edited by: shamrock_uk ]
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Old 01-12-2005, 01:39 AM   #12
T-D-C
Ironworks Moderator
 

Join Date: October 26, 2003
Location: Sydney, Australia
Age: 43
Posts: 4,415
Here is that build if you want it for later use.

Class: Rogue 17/Wizard 1/Arcane Archer 22

Race: Elf

Beginning Stats: Str 10, Dex 20, Con 12, Int 14, Wis 8, Chr 8

Skills: 30 levels in Tumble and Hide are needed to pull this build off. Other than that, you are free to spend skill points as you choose. I suggest that you keep the following skills maxed: tumble, hide, move silently, umd, open locks, disable traps and search. Max out Spellcraft when you take the wizard level and then increase it when you can at later levels. You can get 20 spellcraft points this way which will give you a +4 save against spells.

The Build:

1. Rogue: Point Blank Shot
2. Rogue
3. Rogue: Weapon Focus Longbow
4. Rogue: Dex (21)
5. Rogue
6. Rogue: Rapid Shot
7. Rogue
8. Rogue: Dex (22)
9. Wizard: Dodge
10. AA
11. AA
12. AA: Dex (23), Imp Crit Longbow
13. AA
14. AA
15. Rogue: Toughness
16. AA: Dex (24)
17. AA
18. Rogue: Mobility, Improved Evasion
19. AA
20. Rogue: Dex (25)
21. Rogue: Great Dex (26)
22. AA
23. AA
24. AA: Dex (27), Great Dex (28)
25. Rogue: Defensive Roll
26. AA
27. AA: Epic Dodge
28. AA: Dex (29), Great Dex (30)
29. AA
30. Rogue: Self Concealment I
31. AA
32. AA: Dex (31)
33. AA: SC II, Epic Weapon Focus Longbow
34. AA
35. Rogue
36. AA: Dex (32), SC III
37. AA
38. Rogue: SC IV
39. AA: SC V, Great Dex (33)
40. Rogue: Dex (34)


With rapid shot enabled and a mundane longbow and mundane arrows equipped, the Ethereal Archer has 5 attacks at +50, +50, +45, +40, +35. A haste item will add a 6th attack. True Strike can be cast twice a day adding +20 to each atack roll for a short period of time.

Each attack is capeable of doing 1d8 +11 damage. When condtions allow for sneak attacks, the Ethereal Archer can add 9d6 damage to each attack.

Saves: Fort 20, Reflex 35, Will 16

This build has a naked AC of 30 if Tumble is maxed. This high AC along with SC V makes the Ethereal Archer very hard to hit. Epic Dodge will then negate any melee damage done the first time each round an opponent actually makes contact.

Improved Evasion along with the build's high reflex save (35) will shrug off a lot of spell damage. The Ethereal Archer can also use scrolls like Greater Spell Mantle and Protection from Spells to protect himself from casters.

The Ethereal Archer's main weakness is its low will save. A mind spell immunity item is a must have.

This build is a lot of fun to play. I hope you enjoy it also.

-Aquion

PS: At lvl 18 you can take Weapon Finess instead of Mobility if you are so inclined.
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Old 01-12-2005, 03:29 AM   #13
Legolas
Jack Burton
 

Join Date: March 31, 2001
Location: The zephyr lands beneath the brine.
Age: 39
Posts: 5,459
The Use Magic Device skill is not the same as Use Any Item, you still need proficiencies to equip weapons, shields and armor.
What it does, is allow your character to act as though he met an item's restrictions (Gender, alignment, race, class).

Whether or not it succeeds depends on the total cost of the item, and the amount and type of restrictions in place. If it's just a class restriction, you will not need as much UMD as you would when it's a Class + Alignment limitation.

Having around 15 UMD is enough to read all of the scrolls, even 9th level ones. 10 UMD still lets you use most.
How much you need depends entirely on the module you play. In one with nothing more than Fighter Only shortswords +2, you don't need nearly as much as you do in Z's EfU, where you might not even be able to equip the most heavily enchanted items with a maxed-out score.
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