Post by Yojimbo on Oct 6, 2022 15:52:13 GMT
Gnomish Tinkerer
20 Rogue/20 Wizard
This is a Gnomish Inventor quasi class build which gains its real power after achieving quasiclass status. The downside is that you won't achieve it until level 28 fortunately this build and class uses ranged weapon and rogue levels putting you in a better standing than most quasi class options prior to achiving the qualifications. Taking rogue first does 2 things for this build first it is a stronger class for early levels and secondly with a split of 20 and 20 your first class will determine which class your levels come from in legendary levels.
Requirements
- To qualify for Gnomish Inventor the character must be a Gnome, have 16 levels of Rogue and 10 levels of Wizard, and know Spell Focus: Enchantment, Spell Focus: Transmutation, Skill Focus: Concentration, Skill Focus: Craft Armor, Skill Focus: Craft Weapon, and Weapon Focus: Heavy Crossbow, before level 31.
Ammunition
- Any crossbow wielded by a GI gives CL/10 Shield AC
- Inventors can attach four different kinds of damage adders to their bolts, using chat commands to toggle between them. Each adds 1 die of of selected damage type for every 4 GI levels (rogue+wizard+LL+PL), stacking with innate bolt damage.
!gi bolt 1 - piercing
!gi bolt 2 - electrical
!gi bolt 3 - sonic
!gi bolt 4 - magic
The Inventor can also use the !gi bolt command to toggle between the types instead of specifying a type. All four bolt types are available to all Inventors.
- Inventors can attach a variety of different canisters to their bolts. Canisters, unlike bolts, are one-hit - they must be reapplied each time they are fired. They can only be applied once per round. Canisters require the inventor to be using one of the above bolt types in order to function - they cannot attach to normal untinkered bolts. The types of canisters available depend on the Inventor's levels (not counting legendary levels). Canisters completely ignore spell resistance. They also receive +1 DC per 5 legendary and paragon levels (up to +8).
!gi canister 1 - Acidotic Eruptor (no requirement)
!gi canister 2 - Viscid Trammel (req. 20 rogue levels)
!gi canister 3 - Quikrete Propagator (req. 22 wizard levels)
!gi canister 4 - Fetcher (no requirement)
The Inventor can also use the !gi canister command to toggle between the types.
- Acidotic Eruptors inflict an armor class penalty equal to (GI level/12). This penalty does not stack with bardsong.
- Viscid Trammels inflict a Slow effect on the target (decreased movement, -1 to AB).
- Quikrete Propagators petrify the target unless it makes a Fortitude saving throw at a DC equal to the Inventor's Dexterity modifier plus (GI Level/3).
- Fetchers attach to the target and haul it back to the Inventor if it fails a Reflex saving throw at a DC equal to the Inventor's Dex mod plus (GI Level/2). They can only 'fetch' Small targets and smaller, unless the Inventor has 26 rogue levels (not counting LL), in which case they can 'fetch' targets of size Medium and smaller.
Armor -Inventors can select a variety of armor bonuses, which appear as temporary item properties on the armor. These can be toggled between by means of the following commands. Once a type of armor contraption is selected, the Inventor activates it by casting the Mage Armor Spell. The types of armor modifiers available depend on the Inventor's levels (not including Legendary Levels).
!gi armor 1 - Ceramic-Plated Vest (no requirement)
!gi armor 2 - Insulated Vest (no requirement)
!gi armor 3 - Coiled Vest (no requirement)
!gi armor 4 - Flame-Retardant Vest (no requirement)
!gi armor 5 - Inventor's Vest (no requirement)
!gi armor 6 - Stealth Weave Plating (no requirement)
!gi armor 7 - Mechanized Suit (req. 20 rogue & 20 wizard)
The Inventor can also use the !gi armor command to toggle between the types, instead of selecting a specific type.
- The first 4 types provide 5/- damage resistance per 6 GI levels (rogue+wizard+LL) to acid, cold, fire, and electrical damage, respectively.
- The Inventor's Vest provides 5/- damage resistance to piercing damage per 10 GI levels.
- The Stealth Weave Plating provides a +5 bonus to the Hide skill per 12 GI levels, the bonus feat Hide in Plain Sight and gives GI Level conceal +5% for Wizard CC.
- The Mechanized Suit adds +1 to Strength, Dexterity, and Constitution per 5 GI levels, and feat-level Immunity to Knockdown.
Force Field Generator
- There is an 8th kind of armor modification, the Force Field Generator, available to Inventors with 24 wizard levels (not including Legendary Levels). It cannot be toggled to by command; instead, Inventors with enough levels receive the Epic Mage Armor feat, which will activate this field. They get 1 use per rest for every 20 GI levels. The field strips any other Inventor armor modifications when activated, and is itself stripped if the Inventor activates a different Inventor armor modification.
- The Force Field provides Soak equal to 30 plus 1 per Legendary Level (capping at Soak of 50 at level 60), and can absorb 2000 hit points damage, plus another hundred per Legendary Level, capping at a total absorption of 4000 at level 60.
- While the field is active, the inventor also gets 1% elemental damage immunity per Legendary Level, and 1% exotic damage immunity per every 2 Legendary levels, to a maximum of 20% elemental and 10% exotic immunity at level 60.
Emitters
- Inventors are able to deploy emitters - small, antenna-like devices which can be configured to acheive different effects. The available effects depend on the Inventor's levels (not including Legendary Levels). The various types can be toggled between with the following commands.
!gi emitter 1 - Paramagic Resonator (no requirements)
!gi emitter 2 - Kineto-Inertial Stabilizer (no requirements)
!gi emitter 3 - Gravimetric Reconfigurator (req. 12 wizard)
The Inventor can also use the !gi emitter command to toggle between the various types instead of selecting a specific one.
Once an emitter type is selected, the Inventor can deploy an emitter of that type with the !gi emitter deploy command.
- The Paramagic Resonator drops Spell Resistance on enemies near it by 1 point per 6 GI Levels (rogue+wizard+LL).
- The Kineto-Inertial Stabilizer makes allies near it slower - but it also provides them with feat-level Knockdown Immunity.
- The Gravimetric Reconfigurator grants a levitation-like effect to all creatures in the area.
Gloves
- Inventors are able to apply a number of effects to the handgear, just as they do their armor, by casting the Cat's Grace spell. Unlike with armor, however, they do not need to toggle between choices - all the properties available to them based on their levels (not including Legendary Levels) will be applied when they cast the spell. The available properties are as follows:
- Haste (no requirement, always applied).
- Improved Critical: Heavy Crossbow (requires 20 rogue levels).
- Power Critical: Heavy Crossbow (requires 22 rogue levels).
- Superior Critical: Heavy Crossbow (requires 24 rogue levels).
- Greater Weapon Focus: Heavy Crossbow (requires 20 wizard levels).
- Epic Weapon Focus: Heavy Crossbow (requires 22 wizard levels).
- Legendary Weapon Focus: Heavy Crossbow (requires 24 wizard levels).
- Inventors with 20 rogue levels AND 20 wizard levels will get Overwhelming Critical and Devastating Critical Heavy Crossbow feats, in addition to the normal IC and GWF.
- Inventors with at least 20 rogue levels will get a +5 bonus to Pick Locks per 12 GI levels (rogue+wizard+LL).
Handbombs
- Inventors receive a Handbomb Assembly Kit when they attain their Quasiclass. The Kit is heavy, weighing just over 50 pounds, but it contains all the critical tools of the Inventor's trade.
- When the Inventor rests, their Kit will automatically fill with all the handbombs the Inventor is able to use. The selection of bombs can be managed with the !gi bomb command.
- Handbomb Spell Penetration is equal to GI level (rogue+wizard+LL), plus 6 points per Spell Penetration feat.
- Handbomb Difficulty Check is equal to 22 plus Dexterity modifier plus 1 per 5 legendary and paragon levels (up to +8). Inventors of Control Class Wizard get an additional +1 DC per 10 Legendary Levels (max of +2 at level 60).
- Handbomb damage can be boosted by the Craft Trap skill, similar to Lore for spellcasters.
- The number and type of handbombs available depends on the Inventor's levels (not including Legendary Levels). The different types are as follow:
Cussers Saving throw penalty equal to bard song of GI level, using 5/6 of Craft Trap skill instead of Perform (no requirements, 1 use per 2 GI levels).
Easers Armor class and saving throw bonus equal to bard song of GI level, using 5/6 of Craft Trap skill instead of Perform (no requirements, 1 use per 2 GI levels).
Blowers Gust of Wind (req. 14 wizard, 1 use per 2 GI levels).
Stickers Stonehold (req. 16 wizard, 1 use per 4 GI levels).
Greasers Grease (req. 18 rogue, 1 use per 4 GI levels).
Teasers Tasha's Hideous Laughter AoE (req. 18 rogue, 1 use per 4 GI levels).
Melters Acid Fog (req. 18 wizard, 1 use per 4 GI levels).
Rumblers Earthquake with additional Reflex save vs. Knockdown (req. 18 wizard, 1 use per 3 GI levels).
Netters Web (req. 20 rogue, 1 use per 4 GI levels).
Crackers Soundburst with additional Will save vs. Stun (req 20 rogue, 1 use per 4 GI levels).
Shockers Scintillating Sphere with double damage (req. 20 wizard, 1 use per 3 GI levels).
Suckers A vacuum effect draws in foes and crushes them together (req. 20 wizard, 1 use per 5 GI levels).
Clappers Great Thunderclap (req. 22 wizard, 1 use per 3 GI levels).
Smokers Fog AoE conceals those within 40% melee 85% ranged (req. 22 rogue, 1 use per 6 GI levels).
Crunchers Implosion (req. 22 wizard, 1 use per 3 GI levels).
Fumers Fumes in massive area kill vermin at 5 DC above normal GI DC (req. 24 rogue, 1 use per 6 GI levels).
Warpers Small AoE Time Stop-like effect (req.24 wizard, 1 user per 10 GI levels).
Headgear -Inventors can select a variety of fittings to incorporate into their helms, which appear as temporary item properties on the helm. These can be toggled between by means of the following commands. Once a type of helm fitting is selected, the Inventor activates it by casting the Clairaudience/Clairvoyance spell. The types of helm modifiers available depend on the Inventor's levels (not including Legendary Levels).
!gi helm 1 - Etherscanning Goggles (no requirement)
!gi helm 2 - Amplified Earpiece (no requirement)
!gi helm 3 - Telescoping Goggles (req. 18 rogue levels)
!gi helm 4 - Sheilded Goggles (req. 18 rogue levels)
!gi helm 5 - Anomaly-Scanning Goggles (req. 18 rogue levels)
!gi helm 6 - Shielded Earpiece (req. 20 rogue levels)
!gi helm 7 - X-Ray Goggles (req. 20 wizard levels)
!gi helm 8 - Rebreather (req. 22 wizard levels)
!gi helm 9 - Electronscanning Goggles (req. 24 wizard levels)
!gi helm 10 - Stethescopic Earpiece (no requirement)
The Inventor can also use the !gi helm command to toggle between the helms, instead of selecting a specific helm setting.
- Etherscanning Goggles add True Sight.
- The Amplified Earpiece adds a +5 bonus to Listen per 12 GI levels (rogue+wizard+LL), along with 25% sonic damage vulnerability.
- Telescoping Goggles add a +5 bonus to Spot per 12 GI levels.
- Shielded Goggles provide Immunity to Blindness, and a -10 penalty to Spot.
- Anomaly-Scanning Goggles add +5 bonuses to Search and Disable Traps per 12 GI levels.
- The Shielded Earpiece provides Immunity to Deafness, and a -10 penalty to Listen.
- X-Ray Goggles create an unlimited Amplify spell on the helm that casts Know Vulnerabilities.
- The Rebreather grants the Waterbreathing ability.
- Electronscanning Goggles create an unlimited Darkvision spell on the helm that allows the wearer to see the walls of Limbo.
- The Stethescopic Earpiece grants the Epic Skill Focus: Listen feat.
Portable Cannon
- Inventors with 24 wizard levels receive the Hellball feat for free, which is used to call up the Hyper-attenuated-recoil Pyrometallurgical Explosive Ejecter - H.a.r.P.E.E. for short.
- They get one use of the spell per rest for every 20 GI levels (rogue+wizard+LL).
- The H.a.r.P.E.E. is too complicated to assemble during combat - it must be deployed beforehand.
- The H.a.r.P.E.E. is immobile once deployed, but can turn to face its targets. Its legs are used purely for recoil absorption.
- The H.a.r.P.E.E. will blast targets with fiery and concussive explosives, unless fire or sonic-healing creatures are present, in which case it switches to shrapnel shells which inflict bludgeoning and piercing damage. It fires one shot per round, which explodes in a huge radius, dealing 1d10 points of the appropriate damage type for GI level.
Sub-race choice:
Tinker Gnome
The Tinker Gnome subrace provides a bonus to 1 of the two major stats for this build with no negative cost to the build overall. Gnomes also recieve a few additional benifits beyond the standard in HG and the default Favord Class includes Wizard eliminating any experience penalty.
Class choices:
-Rogue (Rog): You primary class and one of the required classes which has lots of utility and is the better of the 2 for attack progression.
-Wizard (Wiz): Part of the requirement and the class which offers your enhancements you will need to make sure you learn all the GI specific spells it is reccomended you learn spells from scrolls where possible to maximize what spells you know. Despite a lower caster level there are many spells which don't need caster level or retain utility without any caster levels.
The tables below will guide you through the leveling process notes on it can be found at the end of each section. Items which have a note at the end of their section will be marked with a *. Before we start I will highlight a few of the benefits this build takes advantage of.
Please note that Tumble uses base ranks only.
Starting Stats:
Sub-race Edits:
Pre-Epic:
Pre Epic Notes:
You do not need to specialize in the level up screen you will do so by visiting the spell pedestal on the Docks map. You will be required to bar 2 schools which means you will not be able to cast spells from those schools the 2 selected will not impact any spells needed as a Gnomish Inventor. Specialization grants an additional level of spell focus as if you had 1 more spell focus feat. Abjuration works well with out caster levels and will enable some buffs and some debuffs which will be powered more by focus than by caster level.
Epic:
Legendary:
Legendary Notes:
You can read a tome at level 41+ to gain an additional Epic Spell Focus I suggest Abjuration if you did the specialization for improved buff with Mage Armor.
Tumble will reach maximum effective ranks with 60 at level 57.
Final Stats:
AB, AC, & Saves are given with +12 stat boosts & +50 Skill bonus.
HGE User Notes:
The HGE Hak adds new spells which can be handy for added buffs.
Final Notes:
If you can find or acquire a vial of a specific dragon's blood you can gain the Combat Casting, Dodge, or Alertness feat for free which help prevent casting from being interrupted. None are crucial but might be handy you can ask around in game for more information or the blood.
Paragon Feats:
PL feats listed or best guess suggestions currently. The PL skills I would max Craft Armor & Discipline and the remainder can be dumped into Appraise or Set Trap which ever you would prefer. Appraise will reduce some purchase costs in game and allow identification of gems while Set Trap will empower traps you may wish to set and use. The last 2 suggested feats will make Hell, Abyss, and Limbo easier should such a toon ever go that far.
20 Rogue/20 Wizard
This is a Gnomish Inventor quasi class build which gains its real power after achieving quasiclass status. The downside is that you won't achieve it until level 28 fortunately this build and class uses ranged weapon and rogue levels putting you in a better standing than most quasi class options prior to achiving the qualifications. Taking rogue first does 2 things for this build first it is a stronger class for early levels and secondly with a split of 20 and 20 your first class will determine which class your levels come from in legendary levels.
Requirements
- To qualify for Gnomish Inventor the character must be a Gnome, have 16 levels of Rogue and 10 levels of Wizard, and know Spell Focus: Enchantment, Spell Focus: Transmutation, Skill Focus: Concentration, Skill Focus: Craft Armor, Skill Focus: Craft Weapon, and Weapon Focus: Heavy Crossbow, before level 31.
Ammunition
- Any crossbow wielded by a GI gives CL/10 Shield AC
- Inventors can attach four different kinds of damage adders to their bolts, using chat commands to toggle between them. Each adds 1 die of of selected damage type for every 4 GI levels (rogue+wizard+LL+PL), stacking with innate bolt damage.
!gi bolt 1 - piercing
!gi bolt 2 - electrical
!gi bolt 3 - sonic
!gi bolt 4 - magic
The Inventor can also use the !gi bolt command to toggle between the types instead of specifying a type. All four bolt types are available to all Inventors.
- Inventors can attach a variety of different canisters to their bolts. Canisters, unlike bolts, are one-hit - they must be reapplied each time they are fired. They can only be applied once per round. Canisters require the inventor to be using one of the above bolt types in order to function - they cannot attach to normal untinkered bolts. The types of canisters available depend on the Inventor's levels (not counting legendary levels). Canisters completely ignore spell resistance. They also receive +1 DC per 5 legendary and paragon levels (up to +8).
!gi canister 1 - Acidotic Eruptor (no requirement)
!gi canister 2 - Viscid Trammel (req. 20 rogue levels)
!gi canister 3 - Quikrete Propagator (req. 22 wizard levels)
!gi canister 4 - Fetcher (no requirement)
The Inventor can also use the !gi canister command to toggle between the types.
- Acidotic Eruptors inflict an armor class penalty equal to (GI level/12). This penalty does not stack with bardsong.
- Viscid Trammels inflict a Slow effect on the target (decreased movement, -1 to AB).
- Quikrete Propagators petrify the target unless it makes a Fortitude saving throw at a DC equal to the Inventor's Dexterity modifier plus (GI Level/3).
- Fetchers attach to the target and haul it back to the Inventor if it fails a Reflex saving throw at a DC equal to the Inventor's Dex mod plus (GI Level/2). They can only 'fetch' Small targets and smaller, unless the Inventor has 26 rogue levels (not counting LL), in which case they can 'fetch' targets of size Medium and smaller.
Armor -Inventors can select a variety of armor bonuses, which appear as temporary item properties on the armor. These can be toggled between by means of the following commands. Once a type of armor contraption is selected, the Inventor activates it by casting the Mage Armor Spell. The types of armor modifiers available depend on the Inventor's levels (not including Legendary Levels).
!gi armor 1 - Ceramic-Plated Vest (no requirement)
!gi armor 2 - Insulated Vest (no requirement)
!gi armor 3 - Coiled Vest (no requirement)
!gi armor 4 - Flame-Retardant Vest (no requirement)
!gi armor 5 - Inventor's Vest (no requirement)
!gi armor 6 - Stealth Weave Plating (no requirement)
!gi armor 7 - Mechanized Suit (req. 20 rogue & 20 wizard)
The Inventor can also use the !gi armor command to toggle between the types, instead of selecting a specific type.
- The first 4 types provide 5/- damage resistance per 6 GI levels (rogue+wizard+LL) to acid, cold, fire, and electrical damage, respectively.
- The Inventor's Vest provides 5/- damage resistance to piercing damage per 10 GI levels.
- The Stealth Weave Plating provides a +5 bonus to the Hide skill per 12 GI levels, the bonus feat Hide in Plain Sight and gives GI Level conceal +5% for Wizard CC.
- The Mechanized Suit adds +1 to Strength, Dexterity, and Constitution per 5 GI levels, and feat-level Immunity to Knockdown.
Force Field Generator
- There is an 8th kind of armor modification, the Force Field Generator, available to Inventors with 24 wizard levels (not including Legendary Levels). It cannot be toggled to by command; instead, Inventors with enough levels receive the Epic Mage Armor feat, which will activate this field. They get 1 use per rest for every 20 GI levels. The field strips any other Inventor armor modifications when activated, and is itself stripped if the Inventor activates a different Inventor armor modification.
- The Force Field provides Soak equal to 30 plus 1 per Legendary Level (capping at Soak of 50 at level 60), and can absorb 2000 hit points damage, plus another hundred per Legendary Level, capping at a total absorption of 4000 at level 60.
- While the field is active, the inventor also gets 1% elemental damage immunity per Legendary Level, and 1% exotic damage immunity per every 2 Legendary levels, to a maximum of 20% elemental and 10% exotic immunity at level 60.
Emitters
- Inventors are able to deploy emitters - small, antenna-like devices which can be configured to acheive different effects. The available effects depend on the Inventor's levels (not including Legendary Levels). The various types can be toggled between with the following commands.
!gi emitter 1 - Paramagic Resonator (no requirements)
!gi emitter 2 - Kineto-Inertial Stabilizer (no requirements)
!gi emitter 3 - Gravimetric Reconfigurator (req. 12 wizard)
The Inventor can also use the !gi emitter command to toggle between the various types instead of selecting a specific one.
Once an emitter type is selected, the Inventor can deploy an emitter of that type with the !gi emitter deploy command.
- The Paramagic Resonator drops Spell Resistance on enemies near it by 1 point per 6 GI Levels (rogue+wizard+LL).
- The Kineto-Inertial Stabilizer makes allies near it slower - but it also provides them with feat-level Knockdown Immunity.
- The Gravimetric Reconfigurator grants a levitation-like effect to all creatures in the area.
Gloves
- Inventors are able to apply a number of effects to the handgear, just as they do their armor, by casting the Cat's Grace spell. Unlike with armor, however, they do not need to toggle between choices - all the properties available to them based on their levels (not including Legendary Levels) will be applied when they cast the spell. The available properties are as follows:
- Haste (no requirement, always applied).
- Improved Critical: Heavy Crossbow (requires 20 rogue levels).
- Power Critical: Heavy Crossbow (requires 22 rogue levels).
- Superior Critical: Heavy Crossbow (requires 24 rogue levels).
- Greater Weapon Focus: Heavy Crossbow (requires 20 wizard levels).
- Epic Weapon Focus: Heavy Crossbow (requires 22 wizard levels).
- Legendary Weapon Focus: Heavy Crossbow (requires 24 wizard levels).
- Inventors with 20 rogue levels AND 20 wizard levels will get Overwhelming Critical and Devastating Critical Heavy Crossbow feats, in addition to the normal IC and GWF.
- Inventors with at least 20 rogue levels will get a +5 bonus to Pick Locks per 12 GI levels (rogue+wizard+LL).
Handbombs
- Inventors receive a Handbomb Assembly Kit when they attain their Quasiclass. The Kit is heavy, weighing just over 50 pounds, but it contains all the critical tools of the Inventor's trade.
- When the Inventor rests, their Kit will automatically fill with all the handbombs the Inventor is able to use. The selection of bombs can be managed with the !gi bomb command.
- Handbomb Spell Penetration is equal to GI level (rogue+wizard+LL), plus 6 points per Spell Penetration feat.
- Handbomb Difficulty Check is equal to 22 plus Dexterity modifier plus 1 per 5 legendary and paragon levels (up to +8). Inventors of Control Class Wizard get an additional +1 DC per 10 Legendary Levels (max of +2 at level 60).
- Handbomb damage can be boosted by the Craft Trap skill, similar to Lore for spellcasters.
- The number and type of handbombs available depends on the Inventor's levels (not including Legendary Levels). The different types are as follow:
Cussers Saving throw penalty equal to bard song of GI level, using 5/6 of Craft Trap skill instead of Perform (no requirements, 1 use per 2 GI levels).
Easers Armor class and saving throw bonus equal to bard song of GI level, using 5/6 of Craft Trap skill instead of Perform (no requirements, 1 use per 2 GI levels).
Blowers Gust of Wind (req. 14 wizard, 1 use per 2 GI levels).
Stickers Stonehold (req. 16 wizard, 1 use per 4 GI levels).
Greasers Grease (req. 18 rogue, 1 use per 4 GI levels).
Teasers Tasha's Hideous Laughter AoE (req. 18 rogue, 1 use per 4 GI levels).
Melters Acid Fog (req. 18 wizard, 1 use per 4 GI levels).
Rumblers Earthquake with additional Reflex save vs. Knockdown (req. 18 wizard, 1 use per 3 GI levels).
Netters Web (req. 20 rogue, 1 use per 4 GI levels).
Crackers Soundburst with additional Will save vs. Stun (req 20 rogue, 1 use per 4 GI levels).
Shockers Scintillating Sphere with double damage (req. 20 wizard, 1 use per 3 GI levels).
Suckers A vacuum effect draws in foes and crushes them together (req. 20 wizard, 1 use per 5 GI levels).
Clappers Great Thunderclap (req. 22 wizard, 1 use per 3 GI levels).
Smokers Fog AoE conceals those within 40% melee 85% ranged (req. 22 rogue, 1 use per 6 GI levels).
Crunchers Implosion (req. 22 wizard, 1 use per 3 GI levels).
Fumers Fumes in massive area kill vermin at 5 DC above normal GI DC (req. 24 rogue, 1 use per 6 GI levels).
Warpers Small AoE Time Stop-like effect (req.24 wizard, 1 user per 10 GI levels).
Headgear -Inventors can select a variety of fittings to incorporate into their helms, which appear as temporary item properties on the helm. These can be toggled between by means of the following commands. Once a type of helm fitting is selected, the Inventor activates it by casting the Clairaudience/Clairvoyance spell. The types of helm modifiers available depend on the Inventor's levels (not including Legendary Levels).
!gi helm 1 - Etherscanning Goggles (no requirement)
!gi helm 2 - Amplified Earpiece (no requirement)
!gi helm 3 - Telescoping Goggles (req. 18 rogue levels)
!gi helm 4 - Sheilded Goggles (req. 18 rogue levels)
!gi helm 5 - Anomaly-Scanning Goggles (req. 18 rogue levels)
!gi helm 6 - Shielded Earpiece (req. 20 rogue levels)
!gi helm 7 - X-Ray Goggles (req. 20 wizard levels)
!gi helm 8 - Rebreather (req. 22 wizard levels)
!gi helm 9 - Electronscanning Goggles (req. 24 wizard levels)
!gi helm 10 - Stethescopic Earpiece (no requirement)
The Inventor can also use the !gi helm command to toggle between the helms, instead of selecting a specific helm setting.
- Etherscanning Goggles add True Sight.
- The Amplified Earpiece adds a +5 bonus to Listen per 12 GI levels (rogue+wizard+LL), along with 25% sonic damage vulnerability.
- Telescoping Goggles add a +5 bonus to Spot per 12 GI levels.
- Shielded Goggles provide Immunity to Blindness, and a -10 penalty to Spot.
- Anomaly-Scanning Goggles add +5 bonuses to Search and Disable Traps per 12 GI levels.
- The Shielded Earpiece provides Immunity to Deafness, and a -10 penalty to Listen.
- X-Ray Goggles create an unlimited Amplify spell on the helm that casts Know Vulnerabilities.
- The Rebreather grants the Waterbreathing ability.
- Electronscanning Goggles create an unlimited Darkvision spell on the helm that allows the wearer to see the walls of Limbo.
- The Stethescopic Earpiece grants the Epic Skill Focus: Listen feat.
Portable Cannon
- Inventors with 24 wizard levels receive the Hellball feat for free, which is used to call up the Hyper-attenuated-recoil Pyrometallurgical Explosive Ejecter - H.a.r.P.E.E. for short.
- They get one use of the spell per rest for every 20 GI levels (rogue+wizard+LL).
- The H.a.r.P.E.E. is too complicated to assemble during combat - it must be deployed beforehand.
- The H.a.r.P.E.E. is immobile once deployed, but can turn to face its targets. Its legs are used purely for recoil absorption.
- The H.a.r.P.E.E. will blast targets with fiery and concussive explosives, unless fire or sonic-healing creatures are present, in which case it switches to shrapnel shells which inflict bludgeoning and piercing damage. It fires one shot per round, which explodes in a huge radius, dealing 1d10 points of the appropriate damage type for GI level.
Sub-race choice:
Tinker Gnome
"Tinker Gnome" - reqiures Gnome base INT +2. WIS -2, +6 lore
The Tinker Gnome subrace provides a bonus to 1 of the two major stats for this build with no negative cost to the build overall. Gnomes also recieve a few additional benifits beyond the standard in HG and the default Favord Class includes Wizard eliminating any experience penalty.
Gnomes (can speak Gnomish) - All gnomes receive 2 additional skill points per level. Skill points for levels prior to 41 will be granted upon taking level 41
Class choices:
-Rogue (Rog): You primary class and one of the required classes which has lots of utility and is the better of the 2 for attack progression.
-Wizard (Wiz): Part of the requirement and the class which offers your enhancements you will need to make sure you learn all the GI specific spells it is reccomended you learn spells from scrolls where possible to maximize what spells you know. Despite a lower caster level there are many spells which don't need caster level or retain utility without any caster levels.
The tables below will guide you through the leveling process notes on it can be found at the end of each section. Items which have a note at the end of their section will be marked with a *. Before we start I will highlight a few of the benefits this build takes advantage of.
Tumble
- AC bonus is now capped at 12 - (PM + RDD AC bonuses), with a minimum cap of 6.
- If you have 5 points of AC from RDD levels, for example, the most AC you can get from Tumble ranks is 7.
- The 2 base AC from level 1 of Pale Master do not count in this calculation.
- Tumble can lower the duration of some knockdown attacks. If there is a chance of this, you will see a Tumble check when you are being knocked down.
Legendary Spell Feats
- Legendary Spell Focus feats require the respective Epic Focus and add an additional 2 to the chosen school's spell DCs.
- Legendary Spell Penetration requires Epic Spell Penetration and adds 2 to the check to beat a creature's SR.
Autocaster
- There is an autocaster available that stores and queues casting of buffs automatically.
- It can be acquired from a pedestal in the Item Shop in town.
Feat Books
- There are several series of books in the game which can add feats to characters.
- A character may only use one book from each series ever, and once read, the chosen book cannot be changed.
- The books have level prerequisites to use, but characters do not need prerequisite feats or abilities to gain the feats granted by the books.
- Tomes of Ancient Lore add Epic Spell Focus in a single school, or Epic Spell Penetration.
- Pandects of Darkest Secrets add other feats.
- Epodes give Legendary Form Focus 3 to a shifter who already has the base shape feat of that type.
- AC bonus is now capped at 12 - (PM + RDD AC bonuses), with a minimum cap of 6.
- If you have 5 points of AC from RDD levels, for example, the most AC you can get from Tumble ranks is 7.
- The 2 base AC from level 1 of Pale Master do not count in this calculation.
- Tumble can lower the duration of some knockdown attacks. If there is a chance of this, you will see a Tumble check when you are being knocked down.
Legendary Spell Feats
- Legendary Spell Focus feats require the respective Epic Focus and add an additional 2 to the chosen school's spell DCs.
- Legendary Spell Penetration requires Epic Spell Penetration and adds 2 to the check to beat a creature's SR.
Autocaster
- There is an autocaster available that stores and queues casting of buffs automatically.
- It can be acquired from a pedestal in the Item Shop in town.
Feat Books
- There are several series of books in the game which can add feats to characters.
- A character may only use one book from each series ever, and once read, the chosen book cannot be changed.
- The books have level prerequisites to use, but characters do not need prerequisite feats or abilities to gain the feats granted by the books.
- Tomes of Ancient Lore add Epic Spell Focus in a single school, or Epic Spell Penetration.
- Pandects of Darkest Secrets add other feats.
- Epodes give Legendary Form Focus 3 to a shifter who already has the base shape feat of that type.
Please note that Tumble uses base ranks only.
Starting Stats:
Level 1 | Rog (1) | STR: 10 DEX: 16 CON: 12 WIS: 12 INT: 16 CHA: 8 | Strong Soul | Craft Armor(CA): 1 Craft Trap(CT): 1 Craft Weapon(CW): 1 Disable Trap(DT): 4 Hide: 4 Listen: 4 Open Lock(OL): 4 Parry: 4 Pick Pocket(PP): 4 Search: 4 Set Trap(ST): 4 Tumble: 4 |
Sub-race Edits:
WIS: 10 INT: 18 | Lore: 6 |
Pre-Epic:
Level 2 | Rog (2) | DT +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 ST +1 Tumble +1 | ||
Level 3 | Rog (3) | Weapon Focus(Heavy Crossbow) | DT +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 Tumble +1 | |
Level 4 | Rog (4) | DEX +1 (17) | DT +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 Tumble +1 | |
Level 5 | Rog (5) | DT +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 Tumble +1 | ||
Level 6 | Rog (6) | Skill Focus(Concentration) | DT +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 Tumble +1 | |
Level 7 | Rog (7) | DT +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 Tumble +1 | ||
Level 8 | Rog (8) | DEX +1 (18) | DT +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 Tumble +1 | |
Level 9 | Rog (9) | Skill Focus(Craft Armor) | DT +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 Tumble +1 | |
Level 10 | Rog (10) | Improved Evasion | DT +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 Tumble +1 | |
Level 11 | Rog (11) | DT +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 Tumble +1 | ||
Level 12 | Rog (12) | DEX +1 (19) | Skill Focus(Craft Weapon) | DT +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 Tumble +1 |
Level 13 | Rog (13) | Defensive Roll | DT +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 Tumble +1 | |
Level 14 | Rog (14) | DT +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 Tumble +1 | ||
Level 15 | Rog (15) | Rapid Reload | DT +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 Tumble +1 | |
Level 16 | Rog (16) | DEX +1 (20) | Skill Mastery | DT +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 Tumble +1 |
Level 17 | Rog (17) | DT +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 Tumble +1 | ||
Level 18 | Rog (18) | Skill Focus(Search) | DT +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 Tumble +1 | |
Level 19 | Wiz (1) | Specialization(Abjuration)* Barred Schools(Enchantment & Necromancy)* | Concentration +1 | |
Level 20 | Wiz (2) | DEX +1 (21) | Concentration +1 |
Pre Epic Notes:
You do not need to specialize in the level up screen you will do so by visiting the spell pedestal on the Docks map. You will be required to bar 2 schools which means you will not be able to cast spells from those schools the 2 selected will not impact any spells needed as a Gnomish Inventor. Specialization grants an additional level of spell focus as if you had 1 more spell focus feat. Abjuration works well with out caster levels and will enable some buffs and some debuffs which will be powered more by focus than by caster level.
Epic:
Level 21 | Wiz (3) | Epic Weapon Focus(Heavy Crossbow) | Concentration +1 | |
Level 22 | Wiz (4) | Concentration +1 | ||
Level 23 | Wiz (5) | Spell Focus(Enchantment) | Concentration +1 | |
Level 24 | Wiz (6) | DEX +1 (22) | Epic Prowess | Concentration +1 |
Level 25 | Wiz (7) | Concentration +1 | ||
Level 26 | Wiz (8) | Concentration +1 | ||
Level 27 | Wiz (9) | Armor Skin | Concentration +1 | |
Level 28 | Wiz (10) | DEX +1 (23) | Spell Focus(Transmutation) | Concentration +1 |
Level 29 | Wiz (11) | Concentration +1 | ||
Level 30 | Wiz (12) | Great Dexterity I (24) | Concentration +1 | |
Level 31 | Wiz (13) | Concentration +1 | ||
Level 32 | Wiz (14) | DEX +1 (25) | Concentration +1 | |
Level 33 | Wiz (15) | Great Dexterity II (26) Spell Penetration | Concentration +1 | |
Level 34 | Wiz (16) | Concentration +1 | ||
Level 35 | Wiz (17) | Concentration +1 | ||
Level 36 | Wiz (18) | DEX +1 (27) | Great Dexterity III (28) | Concentration +1 |
Level 37 | Wiz (19) | Concentration +1 | ||
Level 38 | Wiz (20) | Greater Spell Penetration | Concentration +1 | |
Level 39 | Rog (19) | Great Great Dexterity IV (29) Epic Dodge | DT +21 Hide +21 Listen +21 OL +21 Parry +21 PP +16 Search +21 Tumble +21 | |
Level 40 | Rog (20) | DEX +1 (30) | DT +1 Hide +1 Listen +1 OL +1 Parry +1 PP +5 Search +1 Tumble +1 |
Legendary:
Level 41 | Rog (21) | CT +43 DT +1 Discipline +22 Hide +1 Listen +1 OL +1 Parry +1 PP +2 Search +1 Tumble +1 | ||
Level 42 | Rog (22) | DEX +1 (31) | Legendary Weapon Focus(Heavy Crossbow) | CT +1 CW +7 DT +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 Tumble +1 |
Level 43 | Rog (23) | CT +1 CW +5 DT +1 Discipline +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 Tumble +1 | ||
Level 44 | Rog (24) | DEX +1 (32) | CT +1 CW +7 DT +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 Tumble +1 | |
Level 45 | Rog (25) | Legendary Hardened Soul | CT +1 CW +5 DT +1 Discipline +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 Tumble +1 | |
Level 46 | Rog (26) | DEX +1 (34) | CT +1 CW +7 DT +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 Tumble +1 | |
Level 47 | Rog (27) | CT +1 CW +5 DT +1 Discipline +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 Tumble +1 | ||
Level 48 | Rog (28) | DEX +1 (35) | Epic Spell Penetration | CT +1 CW +7 DT +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 Tumble +1 |
Level 49 | Rog (29) | CA +5 CT +1 DT +1 Discipline +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 Tumble +1 | ||
Level 50 | Rog (30) | DEX +1 (37) | CA +7 CT +1 DT +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 Tumble +1 | |
Level 51 | Rog (31) | Great Dexterity V (38) | CA +5 CT +1 DT +1 Discipline +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 Tumble +1 | |
Level 52 | Rog (32) | DEX +1 (39) | CA +7 CT +1 DT +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 Tumble +1 | |
Level 53 | Rog (33) | CA +5 CT +1 DT +1 Discipline +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 Tumble +1 | ||
Level 54 | Rog (34) | DEX +1 (40) | Great Dexterity VI (41) | CA +7 CT +1 DT +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 Tumble +1 |
Level 55 | Rog (35) | CA +5 CT +1 DT +1 Discipline +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 Tumble +1 | ||
Level 56 | Rog (36) | DEX +1 (43) | CT +1 CW +7 DT +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 Tumble +1 | |
Level 57 | Rog (37) | Great Dexterity VII (44) | CT +1 CW +5 DT +1 Discipline +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 Tumble +1* | |
Level 58 | Rog (38) | DEX +1 (45) | CA +3 CT +1 CW +5 DT +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 | |
Level 59 | Rog (39) | CA +5 CT +1 CW +1 DT +1 Discipline +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 | ||
Level 60 | Rog (40) | DEX +1 (47) | Great Dexterity VIII (48) | CA +7 CT +1 CW +1 DT +1 Hide +1 Listen +1 OL +1 Parry +1 PP +1 Search +1 |
Legendary Notes:
You can read a tome at level 41+ to gain an additional Epic Spell Focus I suggest Abjuration if you did the specialization for improved buff with Mage Armor.
Tumble will reach maximum effective ranks with 60 at level 57.
Final Stats:
Rogue 40 Wizard 20 | STR: 10 DEX: 48 CON: 12 WIS: 10 INT: 18 CHA: 8 | Concentration: 41 Craft Armor: 57 Crat Trap: 63 Craft Weapon: 63 Disable Trap: 63 Discipline: 31 Hide: 63 Listen: 63 Open Lock: 63 Parry: 63 Pick Pocket: 63 Search: 63 Set Trap: 5 Tumble: 60 | AC: 127 | AB: 92 | Fortitude: 59 Reflex: 66 Will: 56 |
AB, AC, & Saves are given with +12 stat boosts & +50 Skill bonus.
HGE User Notes:
The HGE Hak adds new spells which can be handy for added buffs.
Final Notes:
If you can find or acquire a vial of a specific dragon's blood you can gain the Combat Casting, Dodge, or Alertness feat for free which help prevent casting from being interrupted. None are crucial but might be handy you can ask around in game for more information or the blood.
Paragon Feats:
Level 63 | Paragon Weapon Focus(Heavy Crossbow) |
Level 66 | Great Dexterity IX |
Level 69 | Great Dexterity X |
Level 72 | Legendary Spell Penetration |
Level 75 | Environmental Adaptivity I |
Level 78 | Environmental Adaptivity II |
PL feats listed or best guess suggestions currently. The PL skills I would max Craft Armor & Discipline and the remainder can be dumped into Appraise or Set Trap which ever you would prefer. Appraise will reduce some purchase costs in game and allow identification of gems while Set Trap will empower traps you may wish to set and use. The last 2 suggested feats will make Hell, Abyss, and Limbo easier should such a toon ever go that far.