Arcane trickster


Homebrew and House Rules


I am debating on making an Arcane trickster in a pathfinder game, it will bee 100% pathfinder with just one addition. The Street Mage feet from the arcane trickster undefeatable.
So at 20 I would be rogue 1/wiz 5/AT 10, wiz 4. I would still be caster lvl 20 at 20 and only gain spells 1 level behind? Am i still giving up to much, this is a telepotation sub spec Conjuartion wizard BTW.


PRD Acane Trckster prerequisites wrote:
Special: Sneak attack +2d6.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
Sphynx wrote:
PRD Acane Trckster prerequisites wrote:
Special: Sneak attack +2d6.

Just in case you need translation, that means minimum 3rd level rogue.


LazarX wrote:
Sphynx wrote:
PRD Acane Trckster prerequisites wrote:
Special: Sneak attack +2d6.
Just in case you need translation, that means minimum 3rd level rogue.

Perhaps he took a feat increasing his sneak attack damage? Or is that an epic feat.?


Karuth wrote:
LazarX wrote:
Sphynx wrote:
PRD Acane Trckster prerequisites wrote:
Special: Sneak attack +2d6.
Just in case you need translation, that means minimum 3rd level rogue.
Perhaps he took a feat increasing his sneak attack damage? Or is that an epic feat.?

No, sounds like a 4e feat maybe, no such feat in Pathfinder though.


The 3rd party feat the OP mentions allows him to have 2d6 @ 6th.

It's a strong feat, and significantly changes the nature of the PrC, so be glad your GM allowed it. Some wouldn't.

Whether or not you're giving up too much depends on your role in the party, and what you want to be. The trickster is a much better sneaky, scouty, striker type than a typical wizard, but if that's not what your party needs, you might be better off going full caster. There's no arguing with the power of a Wiz 20.

I talk about PC roles a bit in my Arcane Trickster guide.

Do you have a sneaky rogue type already? If so, let her do the sneaking and scouting. Use your magic to make her invisible and whatnot, and just be "the wizard."

If your party's lacking skilled characters, a trickster might be pretty good for them. A level of rogue gives you some nice toys, and practically all skills become class skills. That's nice for a high-int character.

I'm just starting an AT in a Skull and Shackles game. I was just going to play a straight wizard, but changed my mind after doing so miserably at all the sailor skills. LOL!

The GM let me take the Street Mage feat, so I'll still be playing mostly a wizard, but with a much more agile character for all those pirate-y aquatic challenges. My particular group needs a strong arcane caster but could also use a trapfinder guy, so my character will focus on being good at more than one thing.

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