Is it useful to start in Rogue, maybe take a few more levels? I want to play a Halfling Battle Smith, and I thought getting more proficient skills and expertise would be nice and sneak attack would almost make up for that I can't use a heavy crossbow (also my steel defender can help with sneak attack). How many levels should I go, just stick with 1 or go to 3 for Arcane Trickster?
Is it useful to start in Rogue, maybe take a few more levels? I want to play a Halfling Battle Smith, and I thought getting more proficient skills and expertise would be nice and sneak attack would almost make up for that I can't use a heavy crossbow (also my steel defender can help with sneak attack). How many levels should I go, just stick with 1 or go to 3 for Arcane Trickster?
Stout is pretty spot-on. Differences in terms of start:
Start in Artificer, gain Rogue: Weapons: Firearms if applicable Tools: +1 Artisan's Saving Throws: Constitution
Start in Rogue, gain Artificer: Weapons: hand crossbows, longswords, rapiers, shortswords - this line disappears if you become a Battlesmith, because you gain all these proficiencies and more. Saving Throws: Dexterity Skills: +1
To make the comparison perhaps easier, I can pick proficiencies, weapons, etc for you, which may make it easier to compare than numbers, I don't know. I'll assume Battlesmith as well, for less cruft.
Start in Artificer, gain Rogue:
Weapons: Assuming you take the repeating shot infusion and your setting has firearms, you can upgrade from a hand crossbow to a pistol (1d6 damage -> 1d10 and 30/120 -> 30/90)
Tools: Cook's (+1 to hit die rolls spent to short rest heal, applied to 6 party members which must include you)
Saving Throws: Constitution (+Intelligence)
Start in Rogue, gain Artificer:
Saving Throws: Dexterity (+Intelligence)
Skills: Assuming your base 5 proficiencies (2 background, 3 class regardless of order) are Perception, Investigation, Arcana, Athletics/Acrobatics, and Stealth, your 6th proficiency is probably Persuasion
But if you're riding your Steel Defender, I should add another option.
Start in Fighter, gain Artificer:
HP: +2
Armor: Heavy, and you don't need any Strength for it, since your Defender is carrying you anyway.
Saving Throws: Constitution (+Strength)
Skills: -1, so the new spread is Perception, Investigation, Arcana, Athletics/Acrobatics if you want me to pick for you to make the comparison possibly easier.
In terms of Fighter vs Rogue with only 1 level of dip, you trade 2 expertises and Sneak Attack +1d6 for a fighting style (probably Archery) and Second Wind for another 6.5 hp per short rest, on average.
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Is it useful to start in Rogue, maybe take a few more levels? I want to play a Halfling Battle Smith, and I thought getting more proficient skills and expertise would be nice and sneak attack would almost make up for that I can't use a heavy crossbow (also my steel defender can help with sneak attack). How many levels should I go, just stick with 1 or go to 3 for Arcane Trickster?
Stout is pretty spot-on. Differences in terms of start:
Start in Artificer, gain Rogue:
Weapons: Firearms if applicable
Tools: +1 Artisan's
Saving Throws: Constitution
Start in Rogue, gain Artificer:
Weapons: hand crossbows, longswords, rapiers, shortswords - this line disappears if you become a Battlesmith, because you gain all these proficiencies and more.
Saving Throws: Dexterity
Skills: +1
To make the comparison perhaps easier, I can pick proficiencies, weapons, etc for you, which may make it easier to compare than numbers, I don't know. I'll assume Battlesmith as well, for less cruft.
Start in Artificer, gain Rogue:
Start in Rogue, gain Artificer:
But if you're riding your Steel Defender, I should add another option.
Start in Fighter, gain Artificer:
In terms of Fighter vs Rogue with only 1 level of dip, you trade 2 expertises and Sneak Attack +1d6 for a fighting style (probably Archery) and Second Wind for another 6.5 hp per short rest, on average.