Making an Arcane Trickster, need optimization help, please


Advice


So, I'm trying to make a blaster caster that keeps full caster levels, but tacks on some sneak attack.

Character Stats:

Half-Elf (Blended Veiw)
CN

2 Ninja
8 Sorcerer (Crossblooded)(FCB: +1 Spell Known)
10 Arcane Trickster (Prestige)

Progression:
1 Sorcerer, 2 Ninja, 3 Sorcerer, 10 Arcane Trickster, 5 Sorcerer

ATTRIBUTES

STR 7
DEX 12
CON 14
INT 14
WIS 7
CHA 18 +2 Racial, +5 Level

STR 7 -2
DEX 12 +1
CON 16 +3 (22 +6)
INT 14 +2
WIS 7 -2
CHA 25 +7 (31 +10)

TRAITS
Magical Knack (Sorcerer)
Wayang Spell Hunter (?)
Outlander Lore Seeker (?, ?, ?)

DRAWBACK
Meticulous

FEATS
1 Spell Focus (Evocation or Conjuration)
1* Skill Focus (Stealth)
3 Accomplished Sneak Attacker
5 Intensify Spell
7 Spell Specialization (?)
9 Dampen Presence
11 Elemental Spell (?)
13 Maximize Spell
15 Spell Perfection (?)
17 Varisian Tattoo (Evocation or Conjuration)
19 Bloodmage Initiate (Evocation)

BLOODLINES (Orc/? Draconic)
1 Bloodline Familiar
3 Fearless
9 Strength of the Beast

BLOODLINE FEATS
7 Blood Havoc

BLOODLINE SPELLS
4 Burning Hands
6 Resist Energy

Sneak Attack +7d6+14

Ki Points (11 points)
Vanishing Trick - 1 ki point, swift action, "Invisibility" for 2 rounds

EQUIPMENT

Greater Sniper Goggles (50k gp)
Headband of CHA +6
Belt of CON +6
Robe of Arcane Heritage (Orc)

Orange Prism Ioun Stone (30k gp)
Pale Green Prism Ioun Stone (30k gp)
Flawed Pale Green Prism Ioun Stone (28k gp)
etc.

He buys an Umbral Metamagic Gem (2k gp), and uses it with Sentry Skull. He sticks the head on a pole, and straps it to his back, so that it's raised slightly behind and above his own head. This permanently decreases the light level by one. He has a Darklight Lantern (held, but preferably attached to his belt, or something, if allowed) that, when lit, lowers the light level one more. Later, he can trade the normal lantern for a Voidlight Lantern, which does the same thing, but is permanent (don't have to use a standard action for one minute of use). This means he is always in Dim Light or Darkness, giving him concealment, allowing him to stealth (unless the target can see in the dark, which a lot will be able to. But, this is minimal investment for 20% chance and basically Hide in Plain Sight against some enemies).

11 times a day, he can swift invis right before he casts a spell, so that he can get sneak attack (unless the target can see invis, which some can. More enemies can later, too, at higher levels).

His normal stealth can't be auto-detected by Blindsight or Blindsense. He can always just try to stealth normally against enemies that can see invis and see in the dark.

BUT, the main gig is that at level 20, he still has a 20 Caster Level. Plus 7d6+14 sneak attack (with an additional +21 if it's off a damaging spell that has the elemental descriptor of the Draconic Bloodline, and is of the school from Blood Havoc.

He has Paragon Surge, so once a day, he can gain one spell known (so he doesn't have to use slots for things like Animate Dead, Permanency, Wish, whatever).

I just can't find a comprehensive guide (or database) of spells to know which element and school has the best ranged touch attack spells (up to level 6. Once he gains level 7 spells, he'll be able to Sneak Attack off any spell).

In theory, at level 20, he could cast a level 6 spell (with Spell Specialization and Spell Perfection) that has a free Maximize (Spell Perfection), free empower (metamagic rod), at Caster Level 29, with 7d6+35.

But, looking at the spells, it's hard to find (or make, with Intensify Spells) make use of such a high caster level.

I'm thinking about just changing some things around, and focusing on Battering Blast. Wayang Spell Hunter gives it Intensify for free, so each orb will do 7d6+14 damage, and with a CL of 29, he can shoot out fives orbs. He can Empower it (I'd have to switch out Elemental Spell, if I went this route), bringing the Spell Level to 5, Maximize it for free (Spell Perfection), and use a Dazing Metamagic Rod. So, five orbs, each dealing 56 + (on average) 19 points of damage, one orb possibly dealing SA, and all of them can push the enemies away, knock them prone, and daze them. If used on just one enemy, it averages 375 points of force damage.

I have no idea what I'm doing. This is all a mess. Can someone help me straighten it all out?

Either way, the flavor is nice. A floating, shadowy sorcerer in black and red robes, blasting enemies. Looks almost middle-eastern. In love with a High Elven Princess, and she loves him, but they can never be together, as he is neither fully elf, nor royalty. (He never talks about her, but wears a Sanctified Ring that still isn't broke. He often stares into the distance, and touches the ring, but won't say who is wearing it's pair). Has a tattoo on his left breast, red script from a holy book, talking about how through the Will, one can craft and shape their own fate. Name is Khairne. He comes from a desert tribe who has the tradition of making your own surname once you come of age, so he picked his to be Bloodletter. He's trying to gain so much power that he's no longer limited by normal mortal law (or gain noble status through deeds), so that he can be with his love.

I'm so rambly.


(Side note: A moving ball of darkness isn't terribly stealthy. Moderately intelligent opponents would probably also notice, and know to aim for the middle of the blob. Not sure you'd be able to pull stealth much at all.)

Have you considered using ray type spells? Rays can be counted as a weapon type for Weapon Focus and also work with Point Blank Shot. Your BAB is going to be horrendous, so every little bit helps. They're touch attacks, but your BAB will be low enough that high level monsters will dodge you all the time. PBS also gives you extra damage and functions at a lower level, when Ray of Frost is still bread-and-butter. Scorching Ray is also a quality spell, if you focus on rays. It'll give you lots of SAs.

Not sure, honestly, why you'd need all of the stealth shenanigans, anyway. Grease is a really easy way to make people flat-footed for sneak attacks, and wands are cheap. That and the Ninja invisibility should carry you through the day. Extra Ki is an option, if absolutely necessary. The metamagic that raises CL would still be hard-capped by individual spells, so Spell Perfection + Spell Specialization should suffice. Maybe add the CL trait, just in case. No need to walk around looking a bit ridiculous with a fence post in your back.

Make sure to grab Sense Vitals as a spell known. It's, ultimately, a free +5d6 on all of your spells. You could also use Craft Wondrous Item and make yourself a Page of Spell Knowledge (Sense Vitals) if you can't spend the Known slot.

PS: Please avoid using Paragon Surge shenanigans. It's not a feature, it's a bug. Plus, it's a waste of feats for someone who needs them desperately.


If going with lots of ranks in stealth, plus the feat: skill focus stealth. You might want to pick up the feat Hellcat Stealth. It'll allow you to stealth without carry all those items around.


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If you can afford the feats, you could qualify with Variant Multiclass (Rogue) at level 7 of whatever casting class, take Accomplished Sneak Attacker as your level 7 feat, and start taking Arcane Trickster at level 8. No loss of casting progression, and while your sneak attack is delayed, you do end up with the full 10d6 at level 19 (including from the feat). And you get Trapfinding, Evasion, Uncanny Dodge, and Improved Uncanny Dodge for what it's worth.

You might be better off with Blood Arcanist rather than Sorcerer for this.


Levels 1-5 you only have first level spells; snowball works.

For 2nd scorching ray would be your likely default choice.

At the 3rd spell level battering blast becomes available. This will probably be the spell you specialise in from this point. It's force damage, it scales particularly well with level and it can knock enemies away from you/prone which may stop them closing and tearing up your arcane trickster. About the only reason to use another would be to use your lowest level slots (for which see above) or getting past a globe of invulnerability or similar.

Edit: You've noticed battering blast, OK. You probably will still be using it at character level 20 - there's no reason to change to another spell for your sneak attack after that if it's available. Pick up disintegrate for anti-globe of invulnerability use and property destruction, then spend your other spells known on area effects, buffs, debuffs and utility spells rather than on more ranged touch attacks.


darkerthought7 wrote:
(Side note: A moving ball of darkness isn't terribly stealthy. Moderately intelligent opponents would probably also notice, and know to aim for the middle of the blob. Not sure you'd be able to pull stealth much at all.)

This is definitely how "I attack the darkness" started.


Athaleon wrote:

If you can afford the feats, you could qualify with Variant Multiclass (Rogue) at level 7 of whatever casting class, take Accomplished Sneak Attacker as your level 7 feat, and start taking Arcane Trickster at level 8. No loss of casting progression, and while your sneak attack is delayed, you do end up with the full 10d6 at level 19 (including from the feat). And you get Trapfinding, Evasion, Uncanny Dodge, and Improved Uncanny Dodge for what it's worth.

You might be better off with Blood Arcanist rather than Sorcerer for this.

Forgot that VMC replaces your level 7 feat. So you would have to take Accomplished Sneak Attacker at level 9 instead.


Would Sense Vitals work with spells?

Quote:


...this allows you to use any manufactured weapon to make sneak attacks...

Dunno if they would count as manufactured weapons, but if so, nice catch.

darkerthought7 said wrote:


(Side note: A moving ball of darkness isn't terribly stealthy. Moderately intelligent opponents would probably also notice, and know to aim for the middle of the blob. Not sure you'd be able to pull stealth much at all.)

Oh, they would definitely know something is there. But as far as they could tell (unless they can see in the dark), it's just darkness. It would be dark enough to allow me to hide complete in the shadow, giving me sneak attacks, and concealment. I'd even be fine if they knew which square to attack (the center of the darkness), but I'd still get my free 50 percent miss chance, cause they can't actually see me. If I'm in bright light (which means my shadow blob is dim light, not darkness), I'd get 20 percent miss chance, and it would be harder to make out my whole form, so I could still stealth behind shadow...they still wouldn't see the rays being conjured up til it was too late.

And rays would be my go-to, until I pick up level 7 spells. At that point, I could retrain feats and stuff, and focus on any spells, because any would then be eligible for Sneak Attack.

@Matt2VK, I was thinking about Hellcat Stealth, and it'd probably be better anyway. I like the shadows idea either way, but Hellcat Stealth works against peeps who could see in the dark, which is muchos good.

@Athaleon, I was considering VMCing Rogue, but +3d6 sneak attack (which is really all I'd want from it) would come with too heavy a cost. I want even more feats, not less, if I can help it. And Vanishing Trick is sweet anyway, so no reason to not go the route I'm going, I think.

Also, I need to recheck the official ruling on how sneak attack works with spells. Cause I honestly don't remember. My memory is muddled up with 3.5 rulings, and changes, and blah blah blah. I think I only get Sneak Attack damage once per spell, but maybe not.

But also, not only is the floating ball of shadow fun, having a Sentry Skull always on hand has it's own perks anyway. If I become blinded, or something. But more than that, I like wisps of magical darkness surrounding my floating form, electricty and flame flying out, whatever.

Oh, almost forgot to reply to this:

Quote:


PS: Please avoid using Paragon Surge shenanigans. It's not a feature, it's a bug. Plus, it's a waste of feats for someone who needs them desperately.

I am avoiding the shenanigans. I'm not using up any feats for it, just using the spell to gain one feat a day if I need it. According to the devs (I believe), once you pick a feat that you gain, you're stuck with that feat all day, even if you recast the spell later that day.

So, once a day, I can sometimes gain access to a spell known (permanency, say), or a metamagic feat that I find myself needing.

Nothing too broken.


Oh man, apparently, the rules on SA with spells is still confusing. I guess.

I may nerf myself to all spells only getting SA once per casting, except with Surprise Spells (from the arcane trickster) and multiple targets (area attack spells).

Cause some "simultaneously" interpretation mess is just too confusing.

Or, talk to the DM and see if I can just get away with SA on each attack roll, ignoring the FAQ.

I mean, cause honestly, I don't think the damage would out-perform a good archer. And while I have more utility, I also have a limited resource pool, so. Yeah.

EDIT: And I just realized, if I did go the "simultaneous" ruling route....I would break invis or stealth after the first attack, so either way, only one SA per casting. Unless I was in a total darkness blob (starting out in anything but bright light) and the enemy couldn't see in the dark, or I cast Greater Invis first (which would be worth it).

Well, either way.

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