Leveling Dilema


3.5/d20/OGL

Vigilant Seal

So, Here's the deal. I"ve just started a new character for a new campaign, and I've also just started actually seriously reading the Player's Handbook as opposed to asking the guy next to me, "What's that rule again?" My character is a Level one Gnome rogue, and the original plan was to eventually multicalss into Illusionist and go for arcane trikster. the problem that arises is two-fold: One, I was an idiot and picked the wrong feat at first level (it's still in the right feat tree, but it's practically the last one I was supposed to take,) and two, all my weapon options for melee pretty much suck ass. Now the first revised plan was to multiclass into fighter at second and fourth level, gaining me a serious leg up on the feat tree and access to martial weapons, but a few party members were less than enthused at the idea, as it will apparently "halve my effectiveness." I don't entirely buy that, but they've got a point. So, at this juncture, I'm thinking either straight Rogue/illusionist and just bite the bullet on the feat progression and weapons, Rogue/Fighter/Illusionist, and not starting Arcane Trickster until 11th level, (2 levels late) or just forgeting magic and going plain Rogue or Rogue/Fighter. Suggestions? Advice? OpinionS? Believe me, I'm all ears.


When I play as a player (I usually DM), I usually don't even think two levels ahead. I play what I have before me and actually think about it when I level up. I usually put my feats and skills (and levels) into areas I had trouble with during the last level. So, in essence, my adventures determine what my character look like in ten levels, not some pre-determined idea. And isn't that what experience is?

Ultradan


I would keep the rogue for its skill points and sneak attack damage.

Here's some alternate prestige class ideas:
Invisible Blade (Complete Warrior): Invisible blades are deadly fighters who prefer to use daggers and related weapons in combat.

Luckstealer (Races of the Wild): As a luckstealer, you're part spellcaster, part professional gambler -- and 100% mischief-maker

I do think that your Rogue/Illusionist combo is a great idea, as many illusionist spells would enhance a rogue's abilities (invisibility, color spray, displacement). I think the thing to remember is that a rogue will shine when you're given the ability to either flank an opponent or disguising yourself and your allies. If you've got weaker attack bonuses, I would try acquiring spells or items that increase your attack bonus (true strike, bull's strength or cat's grace). That should give you enough of a boost to let your rogue abilities come into play, like sneak attacks and the opportunist/crippling strike rogue special abilities. In the long run, I would avoid multi-classing in three core classes and keep with your original rogue/illusionist/arcane trickster idea. The fighter's BAB is only really significant, IMHO, if you plan on being the front-line fighter.

Edit: Don't forget that starting at 10th lvl and every three levels thereafter the rogue gets a special ability, or, if you choose, a bonus feat. You could easily pick up your Martial Weapon Proficiency feat there, if you hadn't done it already.

Other possible tactics you could use (I'm going off the assumption that the new campaign is using the base races with no major alterations) is use your gnome's racial abilities of ghost sound or dancing lights to set up a distraction, enabling you to make a sneak attack from behind. Hypnotic pattern, prestidigitation, silent image and mirror image are all decent low-level spells, and Spell Focus & Greater Spell Focus could be used to give your illusion spells that extra *pow* to make it useful far beyond low levels.

Dark Archive Bella Sara Charter Superscriber

In terms of optimization, the rest of your group is correct - diluting your caster levels and rogue levels with fighter levels doesn't make any sense. The arcane trickster is a good class and does a good job of making a multi-classed caster worthwhile.

You will also be happier once you abandon any thoughts of being good at melee. Halfings are size small and per se not good at melee. Focus on being good at ranged weapons. You will not want to be in melee once you become an arcane trickster.

As for feats - the class doesn't require feats to enter, so I'm not sure what the issue is. Did you take precise shot when you meant to take something else?

Final point, not directed at you - wtf? Why do you have to be nonlawful to be an arcane trickster. You don't have to be nonlawful to be a rogue because that's a dumb (and unnecessary) alignment restriction. Am I missing something?


I'm thinkin' it's the "trickster" part, which I agree is dumb. A trickster may be chaotic and flighty towards their enemies/targets, but not towards their allies...yes, indeed, wtf?

Sebastian wrote:
Final point, not directed at you - wtf? Why do you have to be nonlawful to be an arcane trickster. You don't have to be nonlawful to be a rogue because that's a dumb (and unnecessary) alignment restriction. Am I missing something?

Scarab Sages

Ultradan wrote:

When I play as a player (I usually DM), I usually don't even think two levels ahead. I play what I have before me and actually think about it when I level up. I usually put my feats and skills (and levels) into areas I had trouble with during the last level. So, in essence, my adventures determine what my character look like in ten levels, not some pre-determined idea. And isn't that what experience is?

Ultradan

I really agree with Ultradan here ... (Who doesn't?)

My experience is that if you have any desire to play any kind of spellcaster, taking classes in ANYTHING else greatly takes away from your potential abilities. Even the few levels of rogue that you need to take to get the Arcane Trickster really limits your spellcasting abilities -- but still worth it in my oppinion.

Here is my suggestion --

If you see your character as a rogue that can cast spells, take the level of fighter. It will help you with your hand to hand, increase your fort save, increase your BAB and give you the weapon and armor feats.
If you see your character as an illusionist that has some rogue abilities, I would suggest not to take any other levels than the minimum to get the prestige class.

I really like that prestige class and it has a lot of potential. It just really depends on what you want to do with it.


Im the opposite of Ultradan. I believe in creating a character concept and building around that.

To some people multiclassing weakens your character. He/She will not be able to achieve the ultimate abilities of that class. However, I believe in creating and playing my character how I see fit. If you dont mind not having the highest level spells available then, by all means, take the fighter for a few levels.


Ultradan wrote:

When I play as a player (I usually DM), I usually don't even think two levels ahead. I play what I have before me and actually think about it when I level up. I usually put my feats and skills (and levels) into areas I had trouble with during the last level. So, in essence, my adventures determine what my character look like in ten levels, not some pre-determined idea. And isn't that what experience is?

Ultradan

I'll second this as well, and add a thought or two. It's good for you to have a goal for your character, e.g. a prestige class. But if you character isn't any fun to play until you get there, then what's the point? You may find, over the course of the next few levels, a style of combat and/or play that you really enjoy. Then what? Now you've invested in a character concept that you're loathe to abandon, but you're having more fun on a deviant path. Sounds like misery in the making. Anyway, as far as mechanics go, don't take any fighter levels. Your PC doesn't need proficiency with all martial weapons; rogues already have proficiency in all the ones your Small character is likely to need. If you're teeny, then Weapon Finesse and a Small rapier are your best bet for melee combat. Ranged combat will keep you alive longer, though. :-)

Dark Archive

Mistakes during character generation or leveling are part of who your character is. Unless you are totally miserable playing this character, stay the course and follow what you initially wanted to create. You might have a tough time of it now, but you will probably like the character more in the long run.

Just my 2 coppers.


This might seem weird, but did you ask your dm if you could remake your char? I mean, he might say yes if you explain what the problem is.

Vigilant Seal

Thanks for the input. I'm NOT misrable with the character, I just wanted to try to put together all these great ideas floating around in my head. The Feat tree I'm trying to put together (and will), goes Combat Expertise, Improved Fient, Sneak Attack of Oppurtunity, and Combat Reflexes, so yeah the emphasis is on melee combat, which isn't the best Idea for rogues, but is kind of my play style. I was always more interested in the quick knife to the back and devestating damage than hanging on the outskirts taking potshots. Unfortunately, I got ahead of myself, (I saw the Combat Reflexes/Sneak Attack of Oppurtunity combo first.) and Started the sequence backwards! Totally my fault, and not a real reason to either ditch the character or whine to the DM. As for the Martial Weapon proficiency, I was looking to snag a Gnome Hook Hammer as my weapon, purely for the asthetic value. (Neville's a Gnome, in case you're wondering. Thus the fighter levels will get me there much quicker, snag me a proficiency slot and provide a HP buffer when I don't manage to dodge in time. On the other hand, i really do dig the Arcane Trickster package, and it also works really well with the character background. Plus Magic Rope and shit like that is just so cool. Hmmph. The real problem is, I want to have my cake and eat it too.

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