Eldritch Trickster viable in shorter APs?


Advice


Like the label on the tin says, I'm wondering about Eldritch Tricksters. I've seen a lot of people kinda talk up the other rackets as being better at being the same just taking longer. (Usually Scoundrel + Sorc or Mastermind + Wizard, with occasional other CHA/INT casters taking the place of either Sorc or Wizard)

What I'm wondering is this: I get the arguments, and on paper they're quite convincing for longer campaigns, but what about shorter ones like Gatewalkers or Alkenstar?

I'm about to give Gatewalkers a go after playing in Alkenstar for a few levels - a couple of players can't make it anymore and the DM said they can run Gatewalkers okay instead.

I had a concept I want to run for Gatewalkers that is a partial caster with lots of combat tricks, and Eldritch Trickster seemed like a good fit. I then did some research and I'm honestly torn now. Any advice would be really, really, really appreciated. Oh, and just to be clear, the other PCs are currently a Fighter with Martial Artist archetype for maximum tankiness/interference, a Psychic healer using the Empathy conscious mind, and a striker (we're pulling double-duty and I haven't sorted the striker yet, but probably a Thaumaturge)

Thanks in advance!

Shadow Lodge

For a level 1-10 campaign, you are looking at getting:

  • Spells: Two cantrips at level 1, a single 1st level spell slot at level 4 (with the appropriate feat), a single 2nd level spell slot at level 6, and a single 3rd level spell slot at level 8 (possibly a second 1st level spell slot with the right Level 8 feat)
  • With your second level class feat, you could potentially gain sneak attack with your spells, but pulling this off tends to be awkward at best (not certain how this might have changed in the Remaster, but Legacy RAW didn't allow stealth for spells)
What sort of 'combat tricks' are you expecting to pull off with this level of spell power?

Silver Crusade

I'd say its viable. Probably not quite optimal but definitely viable.

You've got two options. Plan on being a fully (or nearly fully) ranged attacker. This is viable, especially if you get help from your group (eg, somebody who loves to grapple targets). But its a harder play style in general than the melee rogue. But if you go this route you're on a par with the other rogue rackets at level 5 (when your dex and casting stat will both be +4) and you get to do spell sneak attacks from level 2 and spam electric arc from level 1.

But you'll be competing with other ranged builds. Its pretty hard to compete with a stalit span magus for a ranged build. You should be competitive with monk/ranger/fighter builds and will have all the skill goodness of a rogue. And there is way less pressure on your feats (gang up and opportune backstab don't work for a ranged build).

Or you can go into melee anyway and be something of a switch hitter. You'll have to invest in some Dex or get medium armor Asap but thats viable. You'll be behind in Str at level 1-4 and 10+ but only by 1. Most of the time you're a melee rogue but you have the option of switching to sniper. Like all switch hitters not quite as good in either role but you make up for that with flexibility.

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