Arcane Trickster from scratch


Advice


My group and I are revisiting the Age of Worms campaign and are converting it to Pathfinder. When we left off, I was playing a Changeling Rogue/Fighter/Warshaper. She was basically a spy and master of diplomacy and bluff. Really a fun character to play, but had a hard time keeping her healthy in combat. She got killed once and that was really a bummer.

So, we are doing a reboot since we left the campaign three years ago and we are converting to Pathfinder. We have to remain core with the exception of being a Changeling since the Changeling's racial feature of alter self is the main theme behind the character. Our DM is allowing an additional +2 to any attribute. Here is the starting stats array:

18, 16, 14, 13, 12, 10. This is before any racial or level modifiers.

We are starting at 11th level and this is where you guys come in. Creating an 11th level character isn't easy. After contemplation. I settled on Rog 3/Wiz 3/AT 5. Yes, this is rather different from the fighterish build she was before, but I like the non-combat roleplayiing I did with her. I liken it to a flash sideways (for you LOST fans out there). She is going to really focus on the core characteristics she originally had - the face of the party and spy. Use stealth skills and knowledge skills to gather info is also on the list of responsibilities.

I am struggling primarily with what feats to take, what school to specialize in, and what magic items to get. I am thinking that for combat, she will be a controller and an occasional sneak attacker. The party already has a Cleric and a Paladin, so we have lots covered with those two. We also have an Artifcer as a leftover from the previous campaign.

We have 102,500 gp to work with (additional gp because of the Artificer), and other than a few staple wands and a Rod of Metamagic, Lesser Quicken, I don't know what to get. Sure, some stat boost items will make sense, such as Headband of Intellect or Mithral Buckler. Handy haversack too. What other items are staple?

Shall I focus on illusions? Haven't done so before and it feels right with the AT class. What are some of the better illusion spells for both in combat and out? What is the staple blasty spell? Scorching Ray seems to fit the bill.

How about feats? I like improved initiative and point blank shot. Think spell penetration will be useful for this campaign as well. I am already having her with the Magical Knack trait as well as the Reactionary trait, so she will still be pretty good with some spell DCs and will go first often in combat. What other feats?

So for the rambling post. As aforementioned, creating an 11th character isn't the easiest thing to do. I've always started at level one and progressed, so this has been quite the challenge.

Thanks in advance!


Feat suggestions:

Point blank shot, Precise shot, weapon finesse, nimble moves, combat casting, improved initiative, quicken spell

1,3,5,7,9,11, Rogue combat bonus feat (for the talent)

I would recommend the monkey familiar also if not ditching improved initiative for improved familiar to get a faerie dragon for a familiar.

Divination specialization is not a bad choice at all.

For equipment I suggest:
Lesser metamagic rod of quicken spell
Headband of Int + 4
Wand of Acid Arrow
Mithral buckler + "x"
Belt of physical perfection + 2
Pearls of Power 3x 1st, 3 x 2nd, 2 x 3rd

If you can find it in your check book then a blessed book as well.

I would do the following for stats:

10 Str 16 Dex 14 Con 22 Int 13 Wis 12 Cha

EDIT:
IF your DM does mind an evil player then you can use an dip in assassin to get into arcane trickster with less caster level loss:

Wizard 4/ Rogue 1/ Assassin 1/ Arcane Trickster 5...

Honestly even if he does you only have to met the prerequisites to take the level -- so you could be a reformed assassin that doesn't use death attack any more. -- This will cost you in the BAB though.


I'm jealous; I'm playing an Arcane Trickster, but I'm not allowed to take anything useful or use any abilities... to get to start just when you're becoming awesome? Lucky you!

Still, there's a bunch of advice in the thread I started.

At 11th level, Scorching Ray is your go-to blast. The only downside is it's so good for you that you'll be sad if you fight too many fire guys and have to use something else. (If you've already played much of the campaign, you'll know if this is an issue.) If your DM allows anything from 3.5, I'd consider taking Elemental Substitution. (If you were going to be a Sorcerer, I'd say you should take the Elemental bloodline; you'd also have the Charisma for some of the special feint feats discussed in the other thread, that can make ranged foes flatfooted to you. Though, that's less important now that you have a reliable source of improved invisibility, and while it won't lower your BAB, it delays further your already slightly delayed sneak attack progression.)

Next level, look at Telekinesis. The "Violent Thrust" option requires attack rolls for each object thrown. With Magical Knack, that's 11 attacks. Sneak attacks at 5d6, if you're invisible. Maybe this is the time for Flame Arrow? That's an average 23 damage per hit, average 253 damage if they all hit, plus whatever damage your daggers/shortswords/arrows do. (These aren't touch attacks, so they won't all hit, but still, fun to roll. And the Fire Arrow's not much, so if your enemies have SR or fire resistance, you don't really care.)

Illusions' usefulness is entirely dependent on your DM. When they're good, they're very very good... when they're bad, they're horrid. I wouldn't base a character around them until I'd already seen that DM allowing Illusions to remain effective at least over half a year of playing. Except for Mirror Image, of course, which is a staple and delightfully tricksy.

For a Wizard, a bonded object is beyond wonderful. The only reason not to take it is if you think your DM will repeatedly steal it and not give you time to refocus one. Otherwise, that's one extra! spontaneous! spell per day. (Makes it funny that I know two sorcerers with bonded objects.) Being able to enchant it without spending the feat is just gravy.

But what object? At 11th level, you can start enchanting a staff, but that's not all that exciting if your DM doesn't allow custom staffs, pretty nifty if they do. (No set staffs have Scorching Ray, Telekinesis, or Greater Invis.) Charming might be fun for an AT, but other than that, the list seems a little sparse. You'd only get one scorching ray out of a wand. Heh. Heh. It would be hilarious and amusing to have a wand, and have your party cleric provide the cure spells to enchant it. You'd also want to find out if your DM requires a free hand for casting spells, or else you'll end up fighting with your staff. But I'm afraid to say you might do just as well with a weapon (since you can actually use it), or an amulet or somesuch.

As far as schools go, obviously you want to pick one besides Universalist. Even if you play to 20th character level, your higher level school power doesn't matter. You want each and every bonus spell you acquire from your school to be something you'll use as often as possible, which is a shame, because otherwise Divination would be perfect for an AT. The extended Illusions might be cool if you can do something very fun in that one extra round you'd get. The Abjuration power is perhaps useful but kind of dull.

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