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I'm making a rogue who gets many spells per day and makes touch attacks with Deliquescent Gloves. Unfortunately I'm having trouble getting Sneak Attacks in.
Options below (best to worst):
- Stunning Barrier or Dazzling Blade; I want to use different spells but I'll use these if I absolutely need to
- Feint; a move action so I can use that then cast a touch spell and Feint only applies to the first attack (Perfect!). Also Combat Expertise is an amazing prerequisite
- Acrobatics to gain Flanking; This is nice because I might be provoking to cast sometimes anyway
- Gang Up feat to gain flanking; I need two melee allies threatening him. Again, Combat Expertise is great. I could use Summon Minor Monster to do it, but then I'm not casting touch spells :(
- Dip Maneuver Master monk and Dirty Trick all over their faces; bad because it's a full-round action. Also I'm against multiclassing.
Get ready to throw half your knowledge of how to build good martials out the window to give me my advice lol.
If you want to know more about the build, I'm a Half-Elf Unchained Rogue (Kitsune Trickster) who uses Minor/Major Magic talents with the Elf FCB to get more uses per day, and Bookish Rogue. I've managed to get infinite spells per day by level 5, with heavy penalties (basically a 21-minute rest to regain some spells, instead of 9 hours to regain all)

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concealment tricks
Great idea! The only way I can think of off the top of my head is Flyby or Spring Attack with the Blurred Movement spell, but I'll look in to it.
Of course, that's taking into account that I don't want to be a b%@!* and cast Obscuring Mist every combat.

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I can use the Blend spell to Tumble in to position and make a Stealth check simultaneously. Unfortunately the spell's effects drop when you make an attack. is sad :(
Range personal
Target you
Duration 10 minutes/levelYou draw upon your elven link to the wilderness to change the coloration of yourself and your equipment to match that of your surroundings. This grants you a +4 circumstance bonus on Stealth checks and allows you to make Stealth checks without cover or concealment, but only while you move no more than half your base speed or less. If you move more than half your base speed on your turn, you gain no benefit from this spell until the start of your next turn. If you make an attack, this spell ends (as invisibility).

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I could also use the Expeditious Excavation spell to make them fall in a pit then stand above them and beat faces in. (+2 Moonlight Stalker, +1 high ground, feint to lose Dex bonus to AC )
You can excavate and move earth, dust, and sand up to the size of a 5-foot cube. If you are buried, you may open a 5-foot cube around yourself, but the spell cannot be used for tunneling.
Besides its mundane applications, you can open a 5-foot-deep pit at a creature's feet. A Medium or smaller creature falls prone in the pit unless it succeeds on a Reflex save. With a successful save, it can choose to land harmlessly on its feet in the pit or hop to an adjacent square; this movement does not provoke attacks of opportunity. A creature can escape a 5-foot-deep pit with a DC 5 Climb check. Larger creatures may ignore pits smaller than their size.
The earth excavated by this spell is ordinarily distributed harmlessly across the spell's range, but you may choose to throw up a burst of grit and debris when you dig a pit. This cloud of debris provides concealment to any creatures in the square affected and all adjacent squares for 1 round. Expeditious excavation has no effect on solid rock or earth creatures.

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Wand of Chameleon Stride would work too
You fade into the background, and while you are not truly invisible, you are hard to pinpoint due to your translucent state. While under the effects of this spell, you gain a +4 bonus on Stealth checks and have concealment from creatures more than 5 feet away (attacks have a 20% miss chance).