Caster dip for a kitsune rogue?


Advice


My latest character idea for PFS is a kitsune (unchained) rogue. I've never actually played a rogue, but judging by what I've read online, a major weakness of the class is its lack of access to magic. So I thought, "Hey, kitsune get a bonus to charisma, so why not add in some magic?" My first thought was to take some levels in sorcerer for some fun enchantments or buffs, but would it even be worth it to set back my rogue class features and BAB? I've heard that multiclassing isn't as good in Pathfinder as it was in 3.5, but I've been wanting to try it.

Dark Archive

Well you're in luck with the Rogue class. The Minor Magic talent gives you a Wizard Cantrip of your choice, castable as a Spell-Like Ability as often as you'd like. Major Magic, its followup, gives you a 1st level spell that you can cast several times per day. Naturally, you're going to want something that provides utility that doesn't rely on a save DC that will be quickly outstripped by scaling enemy saves. Vanish is a classic, and Magic Missile works in a pinch against ghosts.

Multiclassing isn't recommended for you. For Sorcerer, that's a level of a class that grants limited spells that don't scale with caster level and won't be rocking some respectable save DCs past the first couple of levels. Never mind the lower BAB on a character who presumably needs to hit stuff.

If you really want that Magic feel, look into the Realistic Likness feat. Now you have an unlimited shapeshifting power that lets you play like Mystique from the X Men that complements the rogue class.

Side Note: Classic trick to get Archer Rogues working: One level dip in Oracle with the Waves mystery. Pick up Obscuring Mist and the power that lets you see through water and mists. As long as you don't much with the party's vision, you have a means of continually sneak attacking.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I wouldn't recommend multi-classing like that. As Rosc said, you can take Minor Magic (acid splash for easy ranged sneak attacks is good) and Major Magic (vanish is probably your best bet).

There's also the Magical Tail feat for kitsune. Those will give you some decent spell-like abilities for that magical feel.


A one level dip as a wizard of the divination (foresight) school is pretty sweet:

- +2 to your will save.
- Always act in the surprise round.
- 3 + INT times per day you get to pre-roll a d20 at the beginning of your turn and decide to use it at any point before the beginning of your next turn.
- A +1 bonus to your initiative.
- A familiar, which can give you a direct boost, gives you Alertness when near, and can provide you with a flanking buddy (Valet Familiars even pick up all your teamwork feats).
- True strike as a school spell with no chance of failure since there's no somatic component.
- Your choice of cantrips and other first level spells. With darkleaf studded leather armor you can get spell failure chance down to 5%.

So say you pick up a dodo familiar and somebody tries to ambush you. First, you get to act in the surprise round no matter what. Second, you get to roll initiative with a +5 bonus on top of everything else you have going for you. Third, if you've picked up the Lookout feat and your dodo makes his perception check, you even get to take a full round action. Even if he doesn't, you'll most likely get to acid splash against your flat-footed opponent and do sneak attack damage.

You do lose a level in Rogue progression and often wind up behind in BAB. A dip in snakebite striker gets you back on track in sneak attack dice and shores up BAB a bit, but leaves you two levels behind in your class features. Up to you if you think it's worth it.

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