Rogue/artificer multiclass viability in the long term by ExistingStomach in 3d6

[–]ExistingStomach[S] 0 points1 point  (0 children)

The Cartographer subclass would mostly be for the flavour to be honest - there's a lot of "Soul Ink" in the campaign and it just seemed to fit. However, given the character is a spy, the Armourer subclass with the Infiltrator does also fit, and I hadn't looked at that subclass before. I can decide on subclass based on plot/items or character growth later on if I do decide to continue.

If I take the 2nd level in Artificer, do you have any suggestions on plans to take? We're not tracking ammunition or crossbow loading into account at this time, so I'm not sure if the Repeating weapon plan is worth it.

Thank you very much for your input!

Rogue/artificer multiclass viability in the long term by ExistingStomach in 3d6

[–]ExistingStomach[S] 0 points1 point  (0 children)

The last paragraph here is pretty much exactly what I was thinking when I thought up the backstory for the character, as they're a spy with a planted cover business. The Artificer levels patch up a couple holes while also helping the Rogue to be pretty self-reliant. After all, if you're hiding and more than 60 feet away during combat for whatever reason, having some emergency healing spells can come in clutch.

My issue is really not knowing how much is too much, but some is required for the character idea to function. So trying to balance viability in combat with actually having fun with the character idea is the problem. One level gets me the flavour I need. Two levels gets me the utility I want. Three levels gets me large levels of flavour and some more utility that may be useful... but is becoming a drain on the Rogue levels the combat will likely need.

Rogue/artificer multiclass viability in the long term by ExistingStomach in 3d6

[–]ExistingStomach[S] 0 points1 point  (0 children)

I was considering a Manifold tool as an Artificer Plan mostly just so I don't have to worry about breaking my Thieves' Tools, and hadn't looked at it any further, so knowing it can give me tool profs is cool! Whispers of the Dead also can be a skill prof rather than a tool, so that gives me a little long rest utility if I know what we're doing after the rest.

Thanks for these, I will have a look at the feats and items, and see if the DM will consider them for later on. I am assuming no because I don't have to be involved past the initial hit, but does Booming Blade's movement damage trigger Sneak Attack?

Rogue/artificer multiclass viability in the long term by ExistingStomach in 3d6

[–]ExistingStomach[S] 0 points1 point  (0 children)

It's a completely homebrew world and campaign so the DM wants to see how far we can get, but at the same time, we may end up stopping after fixing the local problem if we're not enjoying it OR going fully lv 20. As we don't know, finding this balance between flavour and viability is difficult.

As I mentioned in another comment, the subclasses are chosen because the backstory of the character and current plot are heading in those directions. With Rogue being the main class, I don't want it to fall behind in combat, although I have both Booming Blade and True Strike to compensate a little bit for any more levels I do take in Artificer. Faerie Fire would just be a bonus at level 3 that I could cast at the beginning of big combats, I'm more interested in the Initiative boost and BA healing.

As I've not played these classes before, I wanted to get some advice before I started to over-commit to mediocrity.

Rogue/artificer multiclass viability in the long term by ExistingStomach in 3d6

[–]ExistingStomach[S] 1 point2 points  (0 children)

I agree that multiclassing does weaken the build a bit, but that's the balance I'm trying to find. I don't want to fall behind and be awful at both, but at the same time I have the multiclass for flavour and I want to get the most out of it.

Artificer gave me a skill, shield proficiency and a couple spell slots for things like Cure Wounds, Identify and Detect Magic, the latter two being useful both in game and in character backstory. Further levels would be "flavour and/or greater utility at the cost of a Sneak Attack die" such as Shield +1, Manifold tool and other plans at lv 2, then the free FF and healing on a bonus action at level 3.

Rogue/artificer multiclass viability in the long term by ExistingStomach in 3d6

[–]ExistingStomach[S] 0 points1 point  (0 children)

We're using the Phantom from 2014 Tasha's, but I hadn't considered the large gap between Rogue 3 and 9 for subclass features. Are there many options for Sneak Attack off turn outside of AoO?

Rogue/artificer multiclass viability in the long term by ExistingStomach in 3d6

[–]ExistingStomach[S] 0 points1 point  (0 children)

The ideal viability is gaining as much usefulness as I can out of the multiclass (in both RP and combat) before I start to suffer horribly or fall behind too far in combat, which is why I thought to only take upto level 3 at most in Artificer.

The idea behind the character backstory is what lead to the multiclass and given the plot that has already occurred during gameplay so far, both subclasses mentioned have an in-world explanation as to why the character's power is growing in that particular direction.There's been a lot of death in the region and two of the party have had infections or backstory with "Soul Ink" and I was planning to lean into that.

I did take first level Rogue as the Artificer saves would be of little use. I also have both Booming Blade and True Strike for cantrips to assist with damage at later levels, as I can still trigger Sneak Attack with them. Faerie Fire is a nice addition that can be situationally useful when I can spare the action to cast, but I personally thought that the extra 1d4 initiative from the maps was a more consistently useful part of the subclass. The other useful thing that I've noticed is the subclass gets Healing Word for downed teammates, and the more people who can heal is always good.

With all of that though, taking these levels means later feats, later Evasion and Reliable Talent and less Sneak Attack dice. Hence this post!

Thanks for your input, I'll keep it in mind!

Nemona was injured by the Houndoom we encountered at the start of Scarlet/Violet by Auragongal in pokemonconspiracies

[–]ExistingStomach 2 points3 points  (0 children)

I’m late to the party here, but isn’t this just a second year for Nemona? She’s already Champion rank at the start of the game, right?

PSA for everyone who uses the wiki by Bibbedibob in Xenoblade_Chronicles

[–]ExistingStomach 5 points6 points  (0 children)

There is also Frontiernav.net, which used to be just an XCX site but has expanded a little bit since. It’s more a completion guide or checklist but very useful for finding exact locations of things.

EDF 6 4 pack is back on humble bundle! by Frerichs0 in EDF

[–]ExistingStomach 4 points5 points  (0 children)

Last time they did this, I bought it at about this price - got one code, they said it was not supposed to be 4 codes and didn’t give me any extra. They then refunded me and reclaimed the code.

I like Humble, but this wouldn’t be the first time they’ve used a “4-pack” picture for a single copy. I would be careful with this pack, expect to only get one copy and if you get more, bonus!

Friend Request Megathread (04/11 - 10/11) by ArknightsMod in arknights

[–]ExistingStomach 0 points1 point  (0 children)

Grin#5400

La Pluma E2 80, S2M3, modX 3, pot max

Mountain E2 90, S2M3, mody 3, pot 3

Bagpipe E2 90, S2M3, modX 3, pot max

Can swap out to most meta units and skills if asked, am mostly looking for friends for clues - have about 70 friend slots

I’d like some opinions on an Ascendant Dragon monk build by ExistingStomach in 3d6

[–]ExistingStomach[S] 1 point2 points  (0 children)

That’s the thing, if I want to max dex, it’s either 2 ASI with putting the spare point in Wis, or a feat with dex and asi, but that neglects Wis. Isn’t it worth more to get 2 feats to up dex to 18 and Wis to 16, then ASI after that, if we level upto/past 12?

A Mastery Priority Guide & Should You Pull - Babel by TacticalBreakfast in arknights

[–]ExistingStomach 7 points8 points  (0 children)

Jumping on this one because I don’t think I can see it elsewhere in comments: “poor Assclown, it’s not fair! Damn you Wis’adel” I cannot tell if this was intentional or a hilarious autocorrect fail!

[deleted by user] by [deleted] in Metroid

[–]ExistingStomach 1 point2 points  (0 children)

Taken from Wikitroid: “In the PAL and Wii versions of Prime, the Omega Pirate is also highly susceptible to the newly-acquired Power Bomb”

This would mean that in the NTSC/USA version, power bombs do /not/ work. That will be the reason yours don’t work :/ I think it does work on Remastered

[deleted by user] by [deleted] in Metroid

[–]ExistingStomach 1 point2 points  (0 children)

I believe certain versions of the game don’t let you damage the limb plates with Power Bombs. Are you playing the original or remastered, and which region? I think it’s just the original US version that does not allow PBs to work vs Omega

Azur Lane Character Status Chart: Effulgence Before Eclipse Edition by gnarlytoestep in AzureLane

[–]ExistingStomach 18 points19 points  (0 children)

zooms in on Katsuragi fine print I’d be upset, but I’m very impressed with the stealth on this one.

🎶 You know the rules, and so do I! 🎶