The Tinkerer | Artificer Modded Build | Baldur's Gate 3

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I'm so excited to be building an artificer in bg3 so let's dive in welcome to the second modded build on the channel and today we are looking at the tinkerer build following the narrative from the sh I did several weeks ago linked Above This build makes use of the artificer class so let's dive straight into the disclaimers and then take a look at the mods for this build so as always this is a concept first optimized second style build building around a concept rather than the best possible damage this build looks like a tri H fun to play though and I hope you enjoy it additionally of course this is a modded build so with modded builds at present they work best when you start a fresh playthrough otherwise there can be issues that pop up in the way that story and Quest triggers compile secondly once you save a campaign with mods added those saves cannot be reverted to be played without mods the game will simply crash I'm happy to help however I can but I am a terrible technical support if you are running into issues or struggling to set up Mods in your games your best bet for help with that is the mod page itself so the mods we are using in this video are pretty simple firstly we have the artificier class and all sub classes mod by these lovely people on screen now this mod is amazing adding my favorite D andd class into the game and I've been hanging out to create an artificial build since I discovered this mod this mod is a bit different from the DND D class just to fit the mechanics of bg3 and I've had a heap to do testing for all the different abilities and mechanics so sorry in advance if anything I say is slightly incorrect secondly we have the 5e Spells mod by De 91891 this mod adds a bunch of missing spells from D and D into the game and gives you a massive and refreshing variety of Spell choices to use for crafting new and interesting builds with I've linked both of these mods in the description make sure to do your due diligence though when installing they are both dependent on a couple of other mods to get working improve proved UI release ready bg3 mod fixer and bg3 script extender awesome so with that out of the way let's get into the build you were born several decades ago as the second son in your family the tradition of second sons being Smiths amongst your clan was strong especially in your Outpost in the Giants run mountains southeast of Boulder's Gate ogres goblins and worst surrounded you on all sides and your clan had dug in deep enough that even the under dark was a threat you learned the craft of course how could you not it was simple enough if labor intensive but you always had more of an interest in machines building weapons or armor that defied expectations you pleaded time and time again for your skills to be recognized but this challenged all custom the all father demands this of us the all father wills it we need Smith's boy do your duty is all they would ever say so you learned but you continued to Tinker again and again you were caught until your Defiance reached the Tipping Point you were given a choice do your duty or be cast out by your family and exiled from your home of course this was yet another empty threat they needed you but in the Brash and recklessness that youth brings you threw it back in their faces you tired of the cultural pressures and traditions you you left your clan that day you left and though you regretted you never once looked back okay so character creation let's do this today we are playing as a dwarf and in specific a gold dwarf now gold dwarfs are an interesting race while they are morally good they do tend to place themselves above other races and especially look down on the Monstrous races of the underdog expanding that enity even to those associated with them elves and half ORS received especially poor treatment due to their similarities with Dr and Orcs respectively they also preferred to Simply enchant their arms and armor as opposed to experimenting with the skills of talented artificers due to the fact that they cling desperately to the conservative Traditions that they have uphold for Generations so while the outposts like yours in the Giants R mountains are less strict with the Traditions you are still an incredibly odd gold dwarf taking the path of an artificer so as an artificer we get Constitution and intelligence saving throw proficiency up to medium armor and several weapon proficiencies aligning with the weapons and armor added in by the mod four cantrips we get three just for being an artificer in light minor illusion and mending mending is an interesting one perfectly aligning with the class it allows us to repair inanimate objects healing them for 1d8 plus our intelligence modifier this could be doors chests or even our mechanical minions next we are taking the incredible lightning lash this is Thorn whip lightning edition it deals 1d8 lightning damage and if the target fails a strength saving throw they are pulled 3 m towards you strength is an okay Target for this saving throw since you will only really be using this to get a ranged enemy down from an elevation lastly we have guidance you know it you love it boosting all your ability checks and all round making your gameplay easier for our background we are taking the guild artisan you are skilled in the craft of blacksmithing and in tinkering with magical and mundane objects so I think this fits pretty well giving us insight and persuasion proficiency for abilities we are doing something a little strange here but it will all make sense soon enough we are going 10 in strength 13 in dexterity 15 + 1 in Constitution 15 + 2 in intelligence eight in wisdom and 10 in Charisma for proficiencies we automatically get Proficiency in slight of hand just from being an artificer so let's take Arana of course and perception to negate the negative role there for spells we don't get many appealing offensive options for this build type and we don't really need them so let's go with a few utility and defensive options instead I really like picking up spells and then rping them like gadgets the adjustment to your boots to make you jump further and run faster in Long Strider and enhance leap then may be magic woven through the leather in your armor to absorb elements finally a magical projection that alters your appearance in Disguise self you never expected to find yourself aboard an actual mindflayer vessel so take your time to explore every nook and cranny you are endlessly curious about the workings of these craft and they are marvels of magic that make little sense beyond the fact that they are actual live creatures after you have done your due diligence as a master artificer fight your way off the ship and on to level two waking up on the shores of the river you have never seen this area you do not know where you are though you quickly find the first Survivor she is carrying with her a mysterious artifact that you want to inspect tentative At first she is willing to accept your lead and find a Healer with you mainly due to your seniority you surmise you need to find a cure for this infection quickly these damn iths interrupted your work years in the making perfected automatrons your life work and your schematics just lying on your table for anyone to find you are so close to becoming one of the most powerful men in Boulder's Gate okay level two and our genius begins to show as we get our first four infusions these are one of the main artificial class features giving you access to a variety of effects to enhance your equipment you get two infusions per day increasing to three on level six and four on level 10 I won't cover all of them here but take your time to go over them all and test them out our first infusion is repeating shot and this one is wild letting us Infuse a crossbow or firearm giving it plus one to attack and damage rolls it also changes the damage type to force since it loads magic ammunition which is rarely resisted damage type it also lets you make a second attack with your bonus action I want to highlight this because it's really strong for comparison a rapia is a d8 weapon you need two weapon fighting style and the Dual wielder feet along with two rapers just to get this same damage and that's at least level eight a light crossbow is a d8 weapon and repeating shot makes this equivalent plus a great damage type plus one hit and damage this is an awesome way to start the build and you feel like a powerful combatant from level two for our other two important infusions we are going to grab enhanced defense letting us boost our AC by one and enhanced weapon boosting our attack and damage Rolls by one feel free to use either of them and yes before you ask repeating shot and enhanced weapon do stack during your travels you have been taking the time to gather resources old scrap unused plate mail screws Nails anything you can find and of an evening you have been working away recalling from memory your work on the steel watches worrying endlessly that someone else has your blueprints finally after 3 days you ratchet the last bolts Infuse some magic into your creation and are rewarded with the woring of gears and its eyes snap open so level three and we choose our subclass we are taking the battlesmith getting firstly the battle ready feature whenever we use a magical weapon we are able to use our intelligence instead of strength and dexterity for attack and damage roles this is incredibly useful and means that we can go either ranged or mall with little regard to those other stats second we get our main class feature in the steel Defender a more primitive version of your ultimate creation but hey you work with the resources you have it has a decent pull of Health at 24 and will level as you do jumping to level 5 9 and 12 as you reach each threshold it has a malet attack dealing 1 d8 plus its strength plus your proficiency bonus so four at the moment it also has pack tactics so as long as another Ally is within 3 m it also gains advantage on attack rols we also gain three other spells on this level heroism and the shield spell we get just for being a battlesmith then we get right tool for the job which is an artificial feature letting us summon our choice of a thieves tools trapped to summon kit a shovel or a hammer once per short rest the hammer can be used to upgrade your starting armor if you choose to keep it and combine it with various rare medals level four and you have begun to amass some gold from your exploits you start looking looking for components to make yourself a new weapon and these components need to be perfect no cutting Corners here your life is on the line we get our first feat here and we are taking the feat included in the mod Gunner giving us plus one to our dexterity score rounding that out to a nice even 14 secondly it gives us ignore disadvantage with Firearms if we are at close range now Firearms has been showing up a bit here and there and you might be wondering about that yes this mod adds magical pistols and rifles to the game they're insanely expensive and available in act one then again in act three weapon crafted automaton ready you make your way into the underd dark if any of the teachings of your people stuck with you it's that you utterly revile the Monstrous races of the world you have grown accustomed to the other races during your time living in Boulder's Gate your less than Savory relatives the DGA somehow managed to tolerate it but you never could just like the goblin camp you encountered above there is no mercy in you when it comes to this filth you don't look for a fight however you are not here to solve other people's problems you have heard Whispers of a remarkable Forge somewhere in this region and surely if a way up to moonrise Towers is anywhere it will likely be there so level five and we have level two spells finally and this is a hard level to pick just a few heat metal is a fantastic thematic option Vortex warp is an amazing skill for controlling the battlefield blur could help you get out of a bad situation invisibility enlarge reduce magic weapon even Darkness for reasons we'll discuss shortly that's not all though you automatically get branding Smite and warding bond for being a battlesmith finally topping everything off you unlock Extra attack so I haven't mentioned this yet in the build but we're not actually a ranged build after unlocking Gunner we can be right up in The Fray and on my playthrough I made use of a Warhammer in two hands and a pistol the Fantastic thing about repeating shot is that it counts as a weapon attack so we can run in and smack an enemy with our Hammer then turn around and shoot his friend point blank with repeating shot I love the concept of this weapons of every kind Malay range or spell it doesn't matter you can do it all level six and we found the incredible Forge we were looking for it's utterly mindblowing the incredible Machinery used to put this together and the coloss construct the guards the forge you thought you were good efficient maybe but this this is a masterpiece it is such a shame it was instantly hostile you would have loved to return to study it you take its head and hope that it will suffice for the meantime the methil here was incredibly pure and you use it to forge a new set of armor to survive the coming storm so we get a few neat features on this level firstly we get expertise in slight of hand boost in it to a plus eight next we get two more infusions and another infusion slot letting us use three per long rest firstly we get boots of the winding path letting us Infuse a pair of boots increasing our Movement by 3 m and letting us avoid opportunity attacks perfect for us since we are switching between malet and ranged second we are taking create spell slot giving us a fifth first level spell slot for use for our various utility skills okay halim and we have a bit to go over firstly we have to go over all the plus one stacking that is possible for crazy Shenanigans so I mentioned that all the infusion stack so with enhanced weapon repeating shot and the magic weapon spell you could hypothetically get any weapon to plus three or higher if the weapon has existing bonuses this is great if you are focusing on just one aspect of the character for this build I split it doing repeating shot on my pistol and enhanced weapon on my Warhammer I opted for magic weapon more in a few levels since it's set and forget but more often at level five or six I was concentrating on fairy fire following that since it affects our damage and hit chance I'm assuming that you take The Hags deal boosting your intelligence to8 you don't have to and it might be slightly out of character but it's the only way to get there given that all the feat choices that we'll be taking just for those wondering about the firearms and other items in this mod the firearms and the monol I'll put on screen in a sec are available in rare variants in the druid's Grove then in the very rare variant from the dragon born blacksmith in Rivington along with a legendary Warhammer So speaking of gear let's get into it for act one we have the diagem of Arcane Synergy granting us Arcane acurity alternatively we could opt for the monacle and use our concentration for the darkness devil site combo for a firearm I opted for the pistol pistol however the rifle is also an option the rifle is slightly better however I much prefer the idea of spinning around in combat quick drawing a pistol and I'm willing to sacrifice the potential plus two damage for it next we have the Doom hammer and I love this hammer for the name alone and I've been wanting to use it in a build for ages it has the added benefit of using the same model as your endgame Warhammer so I like the I like to continue the theme of tinkering with your gear to make it better over the course of a play through alternatively faithbreaker is a good option with a great weapon ability adding an additional D6 to your swing strange conduit ring and Boots of striding are also great pickups for any build concentrating on a spell and we likely will be finally adamantine scale male is the best medium armor you will find till the start of act three act two and this one is much quicker giving us spell Crux amulet to restore our very limited spell slots vious cloak since we we will be in malet range most of the time killer sweetheart is a great ring and after you kill an enemy it lets you choose when to use your guaranteed critical head finally risky ring might be a good pickup less now and more in a few levels finally act three and the good stuff here is super easy to find but incredibly expensive as mentioned the plus one flint lock pistol armor of battle inventions and draconic deconstructor are all available at the start of act three in the blacksmith opposite the Open Hand Temple in Rivington let's break these items down so the armor of battle inventions reduces our damage taken by two and gives us bonus lightning damage or healing to the Arcane jol feature we haven't seen this yet we'll get to it in a few levels we also get access to the steel steel Defender overdrive spell and this sends our companion into overdrive granting it an extra attack plus 1d6 extra lightning damage on all attacks and two new spells goting raw taunting all enemies near by to attack them for two turns and Misty step letting them move more freely around the battlefield next we have the draconic deconstructor a monster of a Warhammer dealing 2d6 bludging damage plus 1d6 lightning damage on attacks then dealing an additional 4 d8 damage to construct type enemies and 1 D4 of Thunder damage to enemies when we jump into combat it has its thrown weapon property and access to a limited version of Cara's favor spell allowing us to use bolts of Doom or bone shaking Thunder I definitely recommend saving up for these items and not spending too much in the earlier axe as these items are build defining also on act three though we have the cloak of displacement for a free blur spell hell dust gloves for the bonus 1d6 attacks and the powerful Ray of fire spell or Legacy of the Masters as an alternative as a final note before we get back into the build don't forget to use your mending canant trip to top up your defender in between combat encounters and it also might be tempting to use the warding bond spell on your companion but I don't think this is working as intended at the moment and you'll end up taking double damage causing you to die incredibly quickly okay that's enough rambling let's get back to the build you are still coming to terms with everything you witnessed in the underd dark the great Forge a Marvel out of time a magical Tower powered by an incredible source of energy and automatrons everywhere you have a moment where everything seems to come into clear Focus like a madman seeing prophetic Visions it was all so clear you have not had a moment like this in many years not since you started your journey to make the steel watches to defend Boulders gate moonrise Towers Must Fall and you must learn of the absolutes plan there is much more at stake here than it seems so level seven and we get another level two spell slot and the Flash of Genius cantrip this cantrip can be used whenever an ally rolls an ability check or saving throat adding our proficiency bonus to the roll so plus three now and going up to a plus4 on level 9 okay level eight and as you close in on moonrise Towers after rallying others to your cause you begin to feel an unsettling dread wash over you there is something here something terrible and you can sense it so this level we only get a feat and we are taking the great weapon Master feat this is a fantastic one reducing our chance to hit by five but boosting our damage by+ 10 definitely make sure at this point to be giving your Mal weapon a plus one to hit at least and I would also consider concentrating on Magic Weapon now easily canceling out the negative chance to hit from great weapon Master with moonrise now behind you you have exited Victorious with a potent Relic in your hands you still have not removed this wretched parasite and it appears Your Guardian was not as forthcoming as they seemed unsurprisingly however you have never felt more powerful and you return to Boulder's Gate now and new new man ready to finish your work perfecting the steel Watchers and defend against the coming threat that Marches On The Gates so level 9 and after two Ls in the progress this is a big one for us firstly we get the feature mentioned in the halftime break Arcane jolt this skill triggers after we hit an enemy for the first time in a turn and we can choose to hit that enemy again for 2d6 Force damage or heal an ally for 2d6 we can do this eight times per long rest and the arm piece mentioned earlier adds an additional d8 to the damage or healing of this skill not only that but our construct has just increased to level 9 also gaining four charges of the skill per long rest that's not all though since we also get level three spells on this level and there are some bangers we get one of my favorites in con barrage hitting all enemies in a cone in front of you with your full malet or range damage including modifiers just for being a battlesmith we also get elemental weapon becoming a replacement for your magic weapon haste of course which would be better on your Wizard or sorcerer but if you don't have one definitely pick it up here there are other great options here fire arrows counter spell and Glyph of warding be sure to test out all the spells from the 5e Spells mod level 10 and we arrive home to Boulder's Gate to a terrible site along the walls in front of the gates walking with patrols you see a design you know intimately your steel watches are everywhere your worst fear has come to pass your house was looted and your blueprint stolen you have to get to the bottom of this and discover how this happened and who has claimed credit for your creation so on this level before we get into the new features do you remember those infusions you got all the way back on level two well those have upgraded now enhanced defense and enhanced weapon now give you a plus two instead of a plus one and repeating shot is still plus one but it no longer costs a bonus action to use giving you more resources at your disposal per turn for our features on this level first we get another infusion slot boosting that up to four available at once next we get the magic item aded feature giving us plus one to damage while we're wielding a magical weapon then two new infusions and I think some great picks here are returning weapon since our draconic deconstructor is a thrown weapon we might as well let it return to us afterwards and replicate magic item giving you access to several powerful items giving you the ability to fly or boosting your constit Constitution or strength or giving you access to powerful spells and advantage on saving throws for our cantry pick your favorite here and the new feature alchemical Adept combines with Salvage elements allowing us to extract useful components from items in the environment and use those components to combine into useful items like smoke powder statel acid arrows or Alchemist fire just to name a few gach that's the name of the damn for fool who stole your destiny and now has the nerve to Garner an agreement with you hoping for your Aid against some other villain you're going to smash his pretty little head in so level 11 and we only get one feature here spell storing item letting us scribe up to four spells into Scrolls this is a ritual cast giving you or your allies four casts of these spells for free each day and finally level 12 and we close out the build with a final feat and we are taking Sharpshooter really emphasizing the play style so far giving your you a bonus damage on your range attacks and letting you destroy the Enemy No Matter your choice of weapon I adore this build being my favorite D and D class and a great subass to boot I cannot recommend this mod highly enough and if you can mod the game it's definitely worth throwing in there as an option along with the 5e Spells mod I've left links to both of them in the video description no optimization section this week but I will say that if you do grab the mod definitely spend some time with the other sub classes they are implemented really well and they each have their own endgame armor to complement them I will also mention that if you are Keen to get your hands on the steel Watcher endgame skin for your companion from today's build it doesn't boost its stats at all but it does look great it's available from the child Merchant sticky Dondo in the underground Guild Hall in act 3 lower City but that's it for me for this week I hope you enjoyed the build next week is another live stream week if you're Keen to tune in for that and if you want to support the channel you can now join as a member but either way a like And subscribe goes a long way until next time though see [Music] you
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Channel: MrSoulbound
Views: 3,141
Rating: undefined out of 5
Keywords: baldurs gate 3, bg3, baldurs gate 3 gameplay, character creation, official release, balders gate 3, baulders gate 3, boulders gate 3, rpg, rpg 2023, upcoming rpg baldurs gate 3, crpg, larian studios, mrsoulbound, soulbound, ideas, fun build, excited, hype, characters, world, guide, modded, mods, mod, artificer, mechanical, tinker, spellsword, battlesmith, battle smith, minion, mechanic, gun
Id: 6LHvwiNoXMI
Channel Id: undefined
Length: 25min 43sec (1543 seconds)
Published: Thu Nov 09 2023
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