Warning: This build is obsolete and needs to be redesigned around new game version and new psi system.
Build is here
https://underrail.info/build/?HgMHBwMQAwcAWsKgAADCoMKgQUEAS01kMjAAAAAANy4AQjknJjAiAsKAOExLaivChzEoJMK1wqTCncKtwp7Cn2wabeKhpAXip74K378Gameplay is here
https://youtu.be/N2lt3QGyuSgBe sure to enable Extra options, enable crafting bonuses, choose food - underpie and +2 int to see real skill levels. Also check jackknife, trapper belt, huxkey and lemurian engineer suit to see lockpicking and hacking skills thresholds
About atributes:
7 dexterity for quick tinkering - it was nerfed, but it is still very useful
7 intelligence - for bowyer and our crafting skills
7 agility - because bonus to stealth and evasion is useful, and we still have some spare points. If you don't want sprint, you can set it to 3 and raise int or con. Also we will be able to lear improved naval combat with 7 agility if we join pirates - i strongly reccomend doing it
Max perception is obvious
Skills selection
They are standard. You can lower lockpicking and hacking - but if you want to join pirates, remember what you need to have 100 effective lockpicking skill to hotwire an Aegis Patroller
Also you can lower stealth - i just had free points and dumped all of them in stealth
Throwing is high - i like when my molotovs are flying in right places. Also it useful for flares, because they have a shorter ligh range
I avoided Tailoring - i used Rathound regalia and then Phantom Dancer armor with ninja tabi boots
Chemistry and biology - we will be able to craft all we need with these levels, we need 75 effective chemistry to craft corrosive acid bolts. We don't need any more
Mechanics - for q160 cyclone crossbow we will need 128 effective skill
Electronis - for cool dual low freq high effective shield
Traps - you will need only 50 for deadly snares, but i decided to go for 75 to be able to disarm and snatch all mines in a game
Persuade - for rathound king and Jacksilver quest in Foundry
Mercantile - for oculus shop and katya shop in a pirate camp - corrosive acid before deep caverns
Feat selection
Pack Rathound - is very useful for 3 str builds. Also we will use traps, and we need to deal with they weight somehow. I recommend to carry only bear traps, but sometimes you can disarm enemy mine and use it for your advantage. Just don't try to carry many of them at once.
Sprint - very useful for moving around, like running away after stealth. But can be skipped, because temporal manipulation is much better.
Opportunist - it will proc a lot
Quick Tinkering - very useful for setting up traps near enemies before combat
Marksman - we will use special bolts all the time. Also it has nice spec bonus
Ambush - why we need ambush if we have deadly snares? because in some cases it will help us a lot, especially when enemies will be immune to our bear traps (shock spiders and spiders from expedition are nasty). Just use molotovs, incendiary bolts and flares to illuminate enemies
Bowyer - extra crit damage is so good, our build is about criticals
Special tactics - one extra attack in a first round is useful. But can be skipped - we will attack 5 times with TM, and only one more attack in only first round is not so useful
Deadly snares - no comments
Critical power - Core feat in our build. Put all spec points here. You can pick it up before deadly snare for this reason
Elemental bolts - Main reason to not use aimed shot and snipe - because elemental bolts will crit too
Psycho-Temporal Acceleration - We will get 70 actions point with it, and we will be able to shoot 5 times for 3 turns.
Increased Perception is useful
Scrutinous is too
So we still have 3 more feats to choose. They are not so important, you can pick what you like. I decided to pick what i picked, but grenadier, power managment, strafe, blindsiding - they are all good. Even skinner is usefull - if you would like to level up tailoring and make your leather armor.
Gear:
Head - Night vision seeker googles, balaclava for extra stealth, and aegis helmet/gas mask when you need it
Body - Rathound Regalia and then Phantom dancer armor. Chemical assault armor for switch. In expedition, also carry cave hopper boots and armor, cave hopper stake - for agility checks and easy path to Nexus
Secondary weapon - Jackknife
Main weapon - Anatomically-aware pneumatic cyclone crossbow
Belt - Arrow Quiver. Trapper belt for switch
Shield - Dual low freq high effective shield (150+ quality)
Boots - Ninja tabi boots 40+ sneak. Biohazard boots for switch
Combat Utilities:
Molotovs
Cloaking device (75 and more bonus to sneak)
Shock bolt MK3
Incendiary Bolt MK3
Acid bolts, later corrosive bolts
EMP grenades and mines MK3
Flares
Bear traps
Caltrops - the cralwer poisoned are the best ones
Combat stimulators - jumping bean, focus, irongut, bullhead, adrenaline
For jetskies in expedition - use combo with aegis helmet, chemical assault unit amor and biohazard boots to be nearly immune to annoyng snakes attacks
Gameplay - main strategy in video. Set traps in chokepoint, throw molotovs and ambush enemies. Crossbows have a nice range of 14, use it for you advantage