
Sky.dk |

I looooove my Arcane Trickster and he isn't even an AT yet. Apparently he is at his weakest levels (3 wizard/2 rogue) and still he has managed to do better than every single other character in my group. For one he has survived. Our DM throws quite a varied bunch of challenges at us, making versatility quite the life saver.
How have I made him work?
Elf, 18 point buy, transmuter
11 STR
17 DEX
12 CON
17 INT
10 WIS
8 CHA
Notice this is not min/maxed. I hate playing low wisdom characters since no self-insight easily leads to being in way too dangerous situations. The charisma minus got slightly off-set by fast-talker (my character lies a lot) and magical knack has been a blessing.
ALSO for some reason my DM plays with retroactive gaining of skills points when INT levels (which is utterly ridiculous, but I won't complain about the extra 4 points gained at level 4)
I started with the Rogue level, and hence my transmuter bonus went into dex. Once I start having more magical items I'll let it slip into strength and let gear carry me through on the dex side.
My party has used me as both rogue and wizard (actually being prime caster for a while), whereas I've insisted on filling the sneaky role. Since my character has 18 INT now he can think of, and execute, plans far more complex than his lesser endowed rogue counter part. Scorching ray will later on allow him to have about as many sneak attacks pr. round as a rogue TWF'ing, just on touch AC instead.
I plan on going 4 levels AA in the end, loosing that one level of caster for the possibility of the antimagic field arrow. I really want to make an arrow with a sticky head and plant such an arrow at the back of a dragon's ear.
For now my soon-to-be AT is keeping up with the others in his group through him providing tons more of loot and NEVER being without an option (also pick-pocketing fellow mages at the wizard school did grant him a couple of very nifty rods).
Spider Climb/Invis/Exp. retreat/Alter Self all makes him a better rogue than most rogues. Hence he has so far provided the party with more than 50 % of it's loot (including the very important bag of holding). His diversity has allowed him not only to wipe out a thieves guild, but also run it better than the former leader and combine it with a legal business (a front) for a constant cash machine in one of the better harbour cities.
My point is; if you play an AT accept that sometimes you don't shine in combat. Your work while not killing stuff is AT least as important. Exploit that high INT score for some devious scheming.
At later levels you benefit from any shape changing and magic jar WAY more than ordinary wizards do. But all in all you're way more likely to be a very fun rogue sub than a wiz sub (in fact I sincerely disliked being the wiz sub). Oh: bonded object is quite a thrill as well: that one spontaneous spell pr. day is very nifty and fits into your Swiss army knife feel and being a rogue the chance of you loosing that bonded object is quite a lot smaller than for a wizard.
PS. I'd love the rogue BAB... But on the other hand: full casting progression, full SA progression, nice class abilities AND ok BAB seems too much.