Arcane trickster build


Advice


Ok, suggestions/tips needed to make an arcane trickster, rogue/wizard build that is also a trapsmith. (I am not interested in bombs from Alchy) I just need some thoughts or suggestions on how to make this work. Level 12 or 13 is the character level.


Dedlin wrote:
Ok, suggestions/tips needed to make an arcane trickster, rogue/wizard build that is also a trapsmith. (I am not interested in bombs from Alchy) I just need some thoughts or suggestions on how to make this work. Level 12 or 13 is the character level.

Sounds like you have a good handle on this one. It really comes down to whether or not you want to pursue magic or roguery. I'd recommend taking the scout archetype to ease your ability to get sneak attack.

Edit: just read up on the scout, and it's a poor choice. It doesn't gain the ability until 8th level. Consider a simple split of rogue 3 & arcane 3, adding 9-10 arcane trickster. Wizard and Witch are your best choices. Wizard leaves you a standard AT, while witch renders you the ultimate jack of all trades. You'll need to pursue the evocation patron to get any blasts of worth, but it's hardly a sacrifice.

Scarab Sages

Dedlin wrote:
Ok, suggestions/tips needed to make an arcane trickster, rogue/wizard build that is also a trapsmith. (I am not interested in bombs from Alchy) I just need some thoughts or suggestions on how to make this work. Level 12 or 13 is the character level.

Well you already know you want to go with rogue (trapsmith)/wizard. In order to be distinguished as a trapsmith at all (apart from any other rogue), you need to replace at least “uncanny dodge” with “careful disarm,” and that doesn’t occur until level 4 of rogue.

So take four levels of rogue, replace uncanny dodge with careful disarm, make sure to put your 4 skill points each in Disable Device and Escape Artist—and at least one in Knowledge [arcana]. By 3rd level your Sneak Attack is 2d6. You’re only sticking around in rogue until 4th because you want to be a trapsmith.

Take your three levels of wizard. This will get you to be able to cast 2nd level spells. Make sure you get mage hand in your spell book, and that you get your Knowledge [arcana] up to 4 ranks.

At CL 12/13 you’d have a 5th/6th level Arcane Trickster, able to cast spells as a 8th/9th level wizard, with a +4d6/+5d6 sneak attack.


Sean FitzSimon wrote:
You'll need to pursue the evocation patron to get any blasts of worth, but it's hardly a sacrifice.

What do you mean here? I took evocation but it is worthless going to arcane trickster. Did you mean take fire specialization?

and JTOkay and Sean, thx, that is the way I am leaning. I am jus trying to decide feats other than craft wonderous item. And also any suggestions on weapons or should I forgo it, dont seem I may be all that effective.

Without being a min/maxer Elf seems out, storyline doesnt fit. thinking gnome for flavor or human for versatility. half-orc has some interesting racial swap, scavenger and +1 all saves, but not sure it fits the build. Also thinking halfling, with a kender flare to it. Mischievous, which works for gnome too.

Thoughts please I appreciate your input


Pathfinder Roleplaying Game Superscriber
Sean FitzSimon wrote:
Edit: just read up on the scout, and it's a poor choice. It doesn't gain the ability until 8th level. Consider a simple split of rogue 3 & arcane 3, adding 9-10 arcane trickster. Wizard and Witch are your best choices. Wizard leaves you a standard AT, while witch renders you the ultimate jack of all trades. You'll need to pursue the evocation patron to get any blasts of worth, but it's hardly a sacrifice.

Unfortunately, while a Witch Arcane Trickster would be ~awesome~, it's also impossible. >.< Mage Hand is not on the Witch spell list.


Dedlin wrote:
Sean FitzSimon wrote:
You'll need to pursue the evocation patron to get any blasts of worth, but it's hardly a sacrifice.

What do you mean here? I took evocation but it is worthless going to arcane trickster. Did you mean take fire specialization?

and JTOkay and Sean, thx, that is the way I am leaning. I am jus trying to decide feats other than craft wonderous item. And also any suggestions on weapons or should I forgo it, dont seem I may be all that effective.

Without being a min/maxer Elf seems out, storyline doesnt fit. thinking gnome for flavor or human for versatility. half-orc has some interesting racial swap, scavenger and +1 all saves, but not sure it fits the build. Also thinking halfling, with a kender flare to it. Mischievous, which works for gnome too.

Thoughts please I appreciate your input

Sorry, I meant that if you chose Witch you'd need to grab the patron with evocation spells to really make use of your sneak attacks.

As far as good choices go, I can offer a few suggestions. If your only opinion on "Trapsmith" is being able to disable traps with reasonable success, rogue 4 may not be necessary. Keep perception & disable device as high as possible, perhaps even add in Skill Focus. Take Trap Spotter as a rogue talent. Quick Disable, Canny Observer, and Sniper's Eye are all good choices as well.

As far as feats go, consider taking Defensive Combat Training, Improved Initiative, Point Blank Shot (you'll always be within 30'), and Toughness.


Sean FitzSimon wrote:


As far as good choices go, I can offer a few suggestions. If your only opinion on "Trapsmith" is being able to disable traps with reasonable success, rogue 4 may not be necessary.

I mean physically using traps in combat also. Per craft trap ability.


Arcane Trickster can dish out some damage with a bow. Once he gets Imp Invisibility and can basically sneak attack on every attack, the key is getting as many attacks as possible. A bow plus rapid shot plus haste does this best.

I did this with a halfing AT in 3.5. If the enemies were subject to sneak attack and couldn't see invisible they were toast.

I'd suggest just getting into AT as soon as possible. You want the spells and sneak attack that it grants.

You'll be good at any skill you want to be good at. You will have plenty of skill points to go round. If a skill isn't a class skill that you want than use traits or possible even a feat to get it.

Elf would probably be best race for this. Boosts to dex and Int are great. The loss to con isn't that important since you shouldn't plan on being attacked often anyways. I mean, you are a sneaky rogue wizard right? The enemy shouldn't even know you are there. Halfling, gnome, human, half-elf, or half-orc would work too.

My 3.5 AT was a halfing illusionist, and a master thief. Clever use of illusions can really turn a battle your way. And even with his tiny little bow (especially after casting a permanent reduce person on himself), he could obliterate anyone that couldn't see invisibility and was subject to sneak attacks. This would be even better in PF due to the way the skill system works and the fact that very few creatures now are immune to sneak attack.


As you definitely want Wizard/Rogue, there really isn't much wiggle room in terms of building an AT. You won't be able to snag the level 8 wizard powers unless you go into epic levels. Even going with Trapfinder is not going to pay off as much because as an AT you just aren't going to have enough skill points to invest in both the wizard set and the rogue set, so you will have to decide where you want to put your skills, and specialize in those few. At least the perk of using wizard is that your skill points will go up as your intelligence does.

I have played 4 Arcane Tricksters (none of them wizards), so I am interested to hear how you like the "classic" version of the AT :)


MaxAstro wrote:


Unfortunately, while a Witch Arcane Trickster would be ~awesome~, it's also impossible. >.< Mage Hand is not on the Witch spell list.

Nothing on the requirement actually says these spells have to come from the same source. A rogue could take the minor magic talent (mage hand), 3 levels of witch, and fully qualify.

But this'd be at the cost of a lot of hexes, unless you're pouring feats into extra hex.


I got to upgrade my character to a Pathfinder Arcane Trickster about a year ago. Didn't know exactly what I was doing, so I definitely made some mistakes, but I also gained some knowledge on the topic.

Races:
Elf - ideal stats, but if you say it doesn't fit the story, not much you can do about that. Can net you longbow proficiency, which can help a bit with damage, good with high DCs and spell penetration.
Tiefling - if your GM will allow this race, it also fits the bill quite nicely and is certainly different flavor-wise than the elf. Cha penalty hurts, but the Bluff bonus makes up for that and is quite class-appropriate. (I was playing one of these guys - they were level adjusted in 3.5, but in Pathfinder, they don't really need it, the core races have been buffed to a competitive level.)
Halfling/Gnome - good choices if you want to focus on damage or supporting spells, and the smaller damage die on arrows still won't kill their archery potential. With Dex + size bonuses, halflings are very good with rays.

Feats:
Quick Draw - if you plan to do combat (ranged would be best) this will get you active in battle ASAP.
Arcane Strike - stack some nice bonus damage onto your bow attacks.
Improved Initiative - helps you score sneak attacks at the beginning of fights, or get your invisibility or other defensive spells set up before you get hit.
Skill Focus: Perception - same story. Always take part in surprise rounds. Also great for finding traps.
Great Fortitude: Round out your good Will and Reflex saves with this.
Dodge: Obvious stuff, keep your AC boosted.
Toughness: Your HP aren't going to be too great, so this could help you out in a pinch.
Weapon Focus: Ray - if you plan to do a lot of zapping, this can make up for your low BAB (though your ideal targets will be flat-footed anyway, it'll be nice to not have to fear rolling low as badly.)
Point Blank Shot - not sure if this boosts rays, but good for arrows, and conveniently within your sneak range.
Precise Shot - makes shooting into combat more viable. Helps you cope with your low BAB in messy situations.
Weapon Finesse - unless your GM agrees that this applies to melee touch attacks such as Shocking Grasp, your low BAB means it's probably not worth taking Finesse (especially since your high starting level lets you skip those early character levels as a bumbling Rogue/Wizard who really needs some accuracy on those rapier attacks...)
Two Weapon Fighting - I had this as a vestigial feat from my 3.5 days, but it's really not advisable. You're stretched so thin on feats already, between skill use and casting, that trying to add a bunch of combat stuff is almost impossible. You really need to choose a couple of specialties and emphasize them.

Items:
Sniper Goggles - if your GM doesn't ban this outright, it's a beastly item which you can surely come up with some fun and powerful applications for. All hell would've broken loose if these were out when I played that character.
Ring of Chameleon Power - I love this thing. Boosts your stealth (great for foes who can see invisibility or who don't rely on sight) and gives you disguising power. Flavorful, sneaky item, saves you spell slots.

Spells:
Ray of Frost - repeatable 0 level spell, on flat-footed targets within 30 feet you can sneak attack it for free cold damage.
Scorching Ray - tack sneak attack onto this spell to do a rather solid fire attack.
Beast Shape - combining animal forms with Rogue skills gives you a huge amount of out-of-battle possibilities.
Flame Arrow - if you go archery, bonus damage is always nice.
Haste - great low level support spell, can help you if you're going to shoot, can help your friends regardless.
Greater Invisibility - excellent for you until you hit AT 9 - then you'll get the Invisible Thief power, significantly reducing the amount of Greater Invis you'll need from spells.
Invisibility - cheaper spell for non-combat scenarios.

Etc:
-I liked having a familiar as an Arcane Trickster. It gives you Alertness, adding to your Perception. It'll also share your hefty allotment of skill ranks and your solid base saves. An item bond could work as well, but I wouldn't recommend a bonded weapon. There'll be times where you're using skills and don't want to be stuck having to hold it to cast in a pinch. You're also probably not going to be too devastating of a pure combat character so buffing your weapon shouldn't be your top priority.
-In 3.5, it was definitely specified that you could sneak attack on spells which have an attack roll. The info wasn't apparent if you didn't do a lot of supplemental reading, but it's there. Pathfinder hasn't made official statements on this, but it's presumably still true and most knowledgeable players appear to use such rules. This means you might want to pack spells like Shocking Grasp or Scorching Ray (only one sneak attack per casting, not per ray). The level 10 ability for the Trickster seems to lift the necessity for an attack roll, which means you won't yet be doing sneak attack on Fireballs.


Rockhopper, thank you great advce. I didn't even think about ray of frost. wow. I was also lookin at arcane blast to do with sneak as well.

Thank you for this great guide.


Dedlin wrote:
Ok, suggestions/tips needed to make an arcane trickster, rogue/wizard build that is also a trapsmith. (I am not interested in bombs from Alchy) I just need some thoughts or suggestions on how to make this work. Level 12 or 13 is the character level.

What do you really want him to be able to do?

People have different views on arcane tricksters, and many of those views the PrC simply doesn't deliver.

Also what sources do you have available?

As to the first, do you just want a build that finds traps, is stealthy and casts spells? Or is it about the gobs of sneak attack dice?

-James


james maissen wrote:
Dedlin wrote:
Ok, suggestions/tips needed to make an arcane trickster, rogue/wizard build that is also a trapsmith. (I am not interested in bombs from Alchy) I just need some thoughts or suggestions on how to make this work. Level 12 or 13 is the character level.

What do you really want him to be able to do?

People have different views on arcane tricksters, and many of those views the PrC simply doesn't deliver.

Also what sources do you have available?

As to the first, do you just want a build that finds traps, is stealthy and casts spells? Or is it about the gobs of sneak attack dice?

-James

In the case of the party I am in it is about contributing. I do not need to be the star and don't want to. So support, spell selection and some damage is always good.


Dedlin wrote:


In the case of the party I am in it is about contributing. I do not need to be the star and don't want to. So support, spell selection and some damage is always good.

Okay, so you want to be able to find/disable traps, cast spells and be a support character?

Might I interest you in the sandman variant Bard perhaps?

Also, what is the rest of your party? Are cohorts possible?

And finally would your DM let you take the 'extra talents' without being a 2nd level rogue?

Wizards don't do all that well multiclassing imho. You are likely far better off doing one role or the other rather than trying to do both.

-James


As far as what is in the group, a witch, 2 bards a fighter and a dragon disciple monk. monk more than sorc. Cohorts are a waste of a feat.and probably no to the last one, also we are core mostly, very little outside the Pfrpg main books.


Well, that is an interesting party make-up. Is the fighter built of Melee BFC, Tank or Artillery?

With a witch and two bards you have Ranged BFC, healing and buffs handled perfectly. With the dragon disciple monk you have a great skirmisher. What I do not see is ranged Damage.

If you are looking to fill the ranged damage niche, I would suggest a ranger. The spell-less ranger from Kobold Quarterly #11 (that is currently free to DL) is a good choice for this, if you DM allows it. The ranger can dish out some nice ranged DPS, can cast some decent spells, and get some nice perks that it looks like no one else in your party has. Even a small rogue dip can get you the trapfinder/trapspotter/trapstuff you are looking for (if you can't take spell-less ranger).

As for taking Arcane Trickster as a wizard, I am in agreement with James...it is why none of my ATs have been wizards (they just don't build well with other classes). Sandman Bard is one of the best ways into the AT class, but depending on what you are going for, there are other ways that are just as good. It really boils down to: what exactly are you looking for out of this character (and "I just want to contribute" is not a good answer, since you could make a sage that can contribute a lot to a party).


Dedlin wrote:
As far as what is in the group, a witch, 2 bards a fighter and a dragon disciple monk. monk more than sorc. Cohorts are a waste of a feat.and probably no to the last one, also we are core mostly, very little outside the Pfrpg main books.

With 2 bards and a witch, why go wizard at all? You've got arcane casters to spare... and that's not counting the mutt-sorcerer.

You want a 12th level PC that can handle traps and contribute in a party using PF rules & paizo sources here goes on a 20pt buy:

Human Rogue(trapsmith)9/ShadowDancer3

STR 11
INT 08
WIS 14
DEX 22 (17base +2 racial +3 bumps)
CON 14
CHA 07

Favored Class: towards 1 1/2 rogue talent
Traits: Heirloom Weapon (weapon prof/+1 trait to hit), Warrior of Old (+2 init)

Feats: Dodge, Mobility, Combat Reflexes, Skill Focus: Stealth, Hellcat stealth (Cheliax source book), Combat Patrol, EWP: Flying Talon.

Class Features: Uncanny Dodge (via shadowdancer), Evasion, etc

Talents: Fast Stealth, Trap Spotter, Finesse Rogue, Slow Reactions, Surprise Attack, Stand Up.

Skills: perform- Dance (2 ranks), Stealth (12 ranks), disable device (12 ranks), perception (12 ranks), slight of hand (12 ranks), acrobatics (12 ranks), UMD (12 ranks), Escape Artist (12 ranks), swim (1 rank), climb (1 rank), survival (1 rank), sense motive (1 rank)

Salt to taste from here,

James


Doc Cosmic wrote:


If you are looking to fill the ranged damage niche, I would suggest a ranger.

Zen Archer Monk works well here.

You could do a Dwarven Monk10 (zen archer)/Rogue2 and handle traps as well as ranged damage.

-James


OK, Zen archer is out, our group has a couple of irregulars and one is a zen archer. don't want to step on toes but it is a damn good archer. As a gm I constantly gave shit to the guy who was a shadow dancer and how he was playing the shadow with a rogue as its pet basically. little to soon too open that wound or hypocrisy on my part.

Next problem is my DM is saying he has seen no where in the pfrpg books(core, apg) that says you can sneak attack with rays or spells in general. I am beginning my search now but if anyone can quote this for me I would appreciate it.


Spells:
Acid Splash may be more useful than Ray of Frost, since it doesn't allow spell resistance.

Acid Arrow is long range, no save, no spell resistance. Could be useful after you get sniper goggles for sneak attacking people from 500+ feet away.

Fabricate is going to be your best friend at 12th level (3 wizard, 3 rogue, 6 arcane trickster). Trapmaking is incredibly time consuming, but this spell will let you use your craft trap skill in rounds instead of months.


Dedlin wrote:

OK, Zen archer is out, our group has a couple of irregulars and one is a zen archer. don't want to step on toes but it is a damn good archer. As a gm I constantly gave s&&# to the guy who was a shadow dancer and how he was playing the shadow with a rogue as its pet basically. little to soon too open that wound or hypocrisy on my part.

Next problem is my DM is saying he has seen no where in the pfrpg books(core, apg) that says you can sneak attack with rays or spells in general. I am beginning my search now but if anyone can quote this for me I would appreciate it.

First, spells in general would be the capstone trickster ability. It's in the book, plain as day.

Second:

" Ranged attacks can count as sneak attacks only if the target is within 30 feet."

Note that says ranged attacks.

"A basic ranged attack is a d20 roll + base attack bonus + Dexterity modifier + any related or magical bonuses ."

From the description of ranged attack.

"Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage"

From scorching ray.

You sneak attack with a melee or ranged attack. A spell that gives you an attack roll is a melee or ranged attack. If it isn't stated outright, it's because this is a thing that makes sense because we're not altering rules dramatically, just going with terms laid out in the text and applying those terms logically.


Dedlin wrote:

Next problem is my DM is saying he has seen no where in the pfrpg books(core, apg) that says you can sneak attack with rays or spells in general. I am beginning my search now but if anyone can quote this for me I would appreciate it.

http://www.wizards.com/default.asp?x=dnd/rg/20040309a

This is for D&D 3.5, not PFRPG, unfortunately, but it's an official article for the system Pathfinder is built upon. I think similar text is in Complete Arcane. Since it's not in the PHB or DMG of 3.0 or 3.5 either, but can be found explained in the later books as a legitimate rule derived on the core rules, I tend to think of Pathfinder as having a similar rule - neglected to be mentioned for whatever reason, but still within the existing mechanics.

The simplest explanation is that spells which have an attack roll are considered attacks for purposes ranging from flanking to attacks of opportunity to even critical hits. Critical hit damage is generally equivalent to precision damage (sneak attack, Cavalier's challenge, etc.)

I would still understand if your GM denies you, since it's not clearly outlined. If anyone knows of any quotes from Paizo developers on this matter, it would really help.


Dedlin wrote:
a dragon disciple monk. monk more than sorc.

Monk and dragon disciple seems like an odd combination to me. As long as the player knows that he can't use his claws and bite in the same turn he does a flurry of blows, and that none of his monk abilities help his natural attacks, it's ok to play - it's just odd.

Quote:
Next problem is my DM is saying he has seen no where in the pfrpg books(core, apg) that says you can sneak attack with rays or spells in general. I am beginning my search now but if anyone can quote this for me I would appreciate it.

To add to what Phneri quoted, under Ray spells it says they can score crits.


Dedlin wrote:

OK, Zen archer is out, our group has a couple of irregulars and one is a zen archer. don't want to step on toes but it is a damn good archer. As a gm I constantly gave s~@@ to the guy who was a shadow dancer and how he was playing the shadow with a rogue as its pet basically. little to soon too open that wound or hypocrisy on my part.

Pity as I think either build would work for your needs.

How about convincing your DM that Hide in plain sight should be an advanced rogue talent?

Dedlin wrote:


Next problem is my DM is saying he has seen no where in the pfrpg books(core, apg) that says you can sneak attack with rays or spells in general. I am beginning my search now but if anyone can quote this for me I would appreciate it.

The only variation I can see is how many sneak attacks one can get with a volley attack (such as scorching ray).

As to being able to sneak attack with a ranged touch attack, how is it any different than with a shuriken say? I'm sure the rules don't say shuriken anywhere near sneak attack...

-James


Well, I am going to enter a different suggestion..and I am going to rationalize it first...so here goes...

With your party make up as it stands, you do NOT need:

Battlefield Control
Buffs
Debuffs
Heals
Tank
Skirmisher
Physical Damage Artillery

What you are missing, is an artillery that can attack the different energy types, using monster weaknesses to there advantage...so building a character to fit into that niche, using the AT class, I suggest:

Sorcerer 4/Rogue 1/Assassin 1/Arcane Trickster 6

Bloodline (either arcane or elemental (acid or electric)) [if you go with arcane, every time you metamagic you increase the spell dc by 1...that is nice especially since you will be using metamagic alot as a blaster.]

Trait: Magical Knack (makes up the lost to caster levels for caster level checks)

Feats:
Stoic (your reflex and will saves will be excellent, stoic subs your charisma modifier for your constitution modifier for your fort save and gives you +2 to saves vs fear)

Metamagic: Elemental Spell (you will get the ability to make any energy spell acid from your bloodline, so just snag this one and use it for electricity or cold [plenty of fire spells already].)

Metamagic: Selective Spell (center a fireball on your fighter, without affected your fighter is worth a +1 increase)

Craft Rod (make rods....seriously good money, and your party full of casters will love you for it)

Hellcat Stealth (invis in light and bright light settings but you get a -10 penalty...no problem [see equipment].

Equipment:
Armored Kilt ASF: 0%, put greater shadow on it, along with a spattering of other armor buffs such as fortification, etc etc etc.

Other items that improve stealth there are many...choose one that works for you.

Spells:
1st: Vanish (with a metamagic rod: quicken this is swift action invisibility but only uses a first level spell...so swift action: vanish, move action: change location, standard action: blast)

4th: Dragon's Breath..multiple damage types with your choice of either cone or line...its hard to say no to such a useful spell.

Building Goals:
Do not rely on greater invisibility and other invisibility spells, as you go up in levels more things will be able to counter those abilities. Instead, look for multiple ways to enjoy the benefits of stealth...remember it is only a move action to go stealthy. Obscuring Mist can provide you the cover to stealth, Grease and Black Tentacles can make things flat-footed for you. Try to find ways to activate your sneak attack without relying on invisibility, because down the road, it will only hurt you if you do.

EDITS: sorry I had to break this post up over the past few hours.....I have been posting between patients and didn't want the forum monster to eat it.


I'm a big fan of the trickster. If your group allows the APG, take a look at evocation with the "admixture school" option (p. 143). It allows you to specify energy types, so your Ray of Frost can also be a ray of fire, acid, etc. VERY useful! Why bother with a bow when you can do sneak damage with an inexhaustible ranged touch attack?

It's way better than arcane blast, which doesn't do as much damage as a real blast spell of the same level. It's a good "oops" option, but you're more likely to have better uses for your spell slots than doing inferior damage.

As far as melee or archery goes, I'd avoid it. You get the wizard's BAB and hps. You may look cool with a rapier and a bow, but you're no fighter. Don't waste precious feats trying to be. Physical fighting should be "flanking the occasional easy-to-hit mook." At higher levels, you won't bother. You need to enhance your spells and stealth.

Invisibility is your friend, but as already mentioned, less effective at higher levels. If your GM will allow it, take the "street mage" feat from UndeFEATable (available here for $1.25). It's a great feat, and makes the class more flexible and playable.

Max out your int, then your dex. Elf and half elf are great choices, as are human and even half-orc. High int means more skill points, so you'll be as skillful as all but the smartest rogues, anyway. Max out your UMD, too.

Sneak attacking with spells is way fun when you can pull it off, but don't bank on it. As far as being good with traps, you can use skills AND magic to make/bypass them. The trickster makes a great trap guy.

With 2 bards in the group, you won't need to do a lot of party buffing. You'll be able to use spells on yourself to be an effective forward scout/spotter/opportunist blaster. Use spells the bards don't have access to.

You're just at the levels where the trickster starts to get fun. There's a lot of good advice here, but I cringe at the thought of an AT archer. He's got way better ways to contribute, and better things to burn feats on.

Magic items? You can afford a spell-storing weapon. Get a robe of stars when you can afford it, too. Wands. Scrolls. AC and save buffing items. Like someone said on another AT thread, you're "MacGuyver with spells," and you can usually get yourself into and out of all kinds of sticky situations, with a little imagination.

Shadow Lodge

I want to pitch in with my Sandman 5/Rogue 1/Arcane Trickster X suggestion. Sure, you won't be doing a lot of evocation, but that is some nice versatility your party needs. Lots of skills, a simple way to Arcane Trickster coupled with little lost in Caster Level and a higher to hit initially than any Wizard/Sorcerer dependent build.

Seems fine to me.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

Consider also the rogue/sorcerer option, particularly the arcane bloodline. This one is more of a "magical rogue" type, but with the right selection of spells you become the unpredictable "Mystery Man" archetype as first presented in 2nd edition. You can be anywhere on the battle field you want with dimension door, You're death to minor mooks with sneak attack rays of frost, and an absolute terror with the higher level attack spells. And as a charisma focused character you're very adept with UMD.


Muser wrote:

I want to pitch in with my Sandman 5/Rogue 1/Arcane Trickster X suggestion. Sure, you won't be doing a lot of evocation, but that is some nice versatility your party needs. Lots of skills, a simple way to Arcane Trickster coupled with little lost in Caster Level and a higher to hit initially than any Wizard/Sorcerer dependent build.

Seems fine to me.

I played a sandman based AT recently, and I have to say that it was incredibly underwhelming. Bards aren't full spellcasters; a bard's arcane ability is really the sum of spellcasting & bardic music. Since the prestige class only furthers one of those, it significantly weakens the character.


Sean FitzSimon wrote:


I played a sandman based AT recently, and I have to say that it was incredibly underwhelming. Bards aren't full spellcasters; a bard's arcane ability is really the sum of spellcasting & bardic music. Since the prestige class only furthers one of those, it significantly weakens the character.

I agree.

However a sandman pure and simple, can work in the role of an AT.

I think too many people focus upon the sneak attack dice of the trickster looking for some kind of blaster. I think if you're looking at a finesse caster then sandman can work well.

-James


LazarX wrote:
Consider also the rogue/sorcerer option, particularly the arcane bloodline. This one is more of a "magical rogue" type, but with the right selection of spells you become the unpredictable "Mystery Man" archetype as first presented in 2nd edition. You can be anywhere on the battle field you want with dimension door, You're death to minor mooks with sneak attack rays of frost, and an absolute terror with the higher level attack spells. And as a charisma focused character you're very adept with UMD.

One thing that's really nice about Rogue/Sorcerer over Rogue/Wizard is that many of the sorcerer bloodlines give natural weapons or other melee related bonuses at first level. While those are pretty lousy for a dedicated caster, they can be quite useful for a rogue/caster. Claws, for example.


When the AT was being critiqued prior to the PRPG, there was a lot of discussion of the trickster's weaknesses, some of which were addressed. The tricky spells feature is a good one; it fits the theme of the AT, and lets him do something unique to his class. Allowing unlimited ranged legerdemain just made sense, too.

OT, but I would allow the AT to have the rogue's BAB. Taking the normal R3/S or W3/ AT 10 route would give you a BAB of 10 at 16th level, rather than 8. You would eventually get 3 melee attacks/ round.

I think it's fair bc the AT: 1} Depends on ranged touch attacks much more than most arcane casters, and 2} Has more weapon training than straight arcane casters. It makes sense that he would concentrate on making sure he can hit on an attack spell and also be a reasonably effective melee sneak attacker. That's his shtick.

I know PF likes to keep the hp and BAB in line, for the most part, but some prestige classes break that general rule, like the Dragon Disciple and Rage Prophet. I'd keep hp at d6, but let the AT manage to hit things with a stick better than a wizard of his level, but not as well as a straight rogue.

I'd also "step" the tricky spells ability to start @ 1/day at first level, 2/day at third, etc.

Thus,in brief: Rogue BAB, and tricky spells starting at 1st. It better fits the hybrid nature of the class and makes it a little stronger.

Just MHO. Any thoughts?

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Blueluck wrote:
LazarX wrote:
Consider also the rogue/sorcerer option, particularly the arcane bloodline. This one is more of a "magical rogue" type, but with the right selection of spells you become the unpredictable "Mystery Man" archetype as first presented in 2nd edition. You can be anywhere on the battle field you want with dimension door, You're death to minor mooks with sneak attack rays of frost, and an absolute terror with the higher level attack spells. And as a charisma focused character you're very adept with UMD.
One thing that's really nice about Rogue/Sorcerer over Rogue/Wizard is that many of the sorcerer bloodlines give natural weapons or other melee related bonuses at first level. While those are pretty lousy for a dedicated caster, they can be quite useful for a rogue/caster. Claws, for example.

If you like. I prefer my bishomen styled rogue with his rapier in one hand, and a spell effect in another. :)


LazarX wrote:
If you like. I prefer my bishomen styled rogue with his rapier in one hand, and a spell effect in another. :)

Then it's a rapier and/or gloves of dueling for you! =0)


Benicio Del Espada wrote:


OT, but I would allow the AT to have the rogue's BAB.
Just MHO. Any thoughts?

Yeah AT has some mechanical flaws. Paizo did a little tweaking, and if they hadn't also tweaked the wizard and the rogue it might have seemed enough (though I disagree even there).

But as it is a pure wizard will have the same BAB and higher hps (due to favored class) than an AT.

This is on par with the old 3.0 EK.. in other words horrible.

AT should get and advance rogue talents, wizard/sorcerer schools/bloodlines, get 6 skills/level and a medium BAB.

This would make them feel like a reasonable hybrid between the two classes.

-James


james maissen wrote:
Benicio Del Espada wrote:


OT, but I would allow the AT to have the rogue's BAB.
Just MHO. Any thoughts?

Yeah AT has some mechanical flaws. Paizo did a little tweaking, and if they hadn't also tweaked the wizard and the rogue it might have seemed enough (though I disagree even there).

But as it is a pure wizard will have the same BAB and higher hps (due to favored class) than an AT.

This is on par with the old 3.0 EK.. in other words horrible.

AT should get and advance rogue talents, wizard/sorcerer schools/bloodlines, get 6 skills/level and a medium BAB.

This would make them feel like a reasonable hybrid between the two classes.

-James

Good points. I also argued for 6 skills/level, since the AT needs to keep up rogue skills AND caster skills like spellcraft and knowledge. This would especially help sorcerer ATs to stay competent.

1/2 progression in rogue talents and schools/bloodlines seems fair. I'd consider a mechanic that allows bard ATs to progress in bardic performance, too.


Benicio Del Espada wrote:


1/2 progression in rogue talents and schools/bloodlines seems fair. I'd consider a mechanic that allows bard ATs to progress in bardic performance, too.

Yeah basically we're talking about a subset of PrCs that are designed to deal with old multiclassing/hybrid classes.

We need to define class abilities for each of the hybrid halves then say that these get advanced by the AT.

The question then would be should they advance at 1/2 rate or a 1/1 rate with possibly a lag.

In general we've learned since the advent of 3e that 1/2 rate advancement is bad and a delayed 1/1 advancement is how you want to go. We've seen that with paladin & ranger spellcasting, with ranger animal companions, etc.

The question is how much of a delay in advancing the arcane component class abilities is acceptable? Is the 1-3 level in non-arcane classes enough of a delay? If so then you simply need to classify some things from the base classes as 'advancable' and let the AT levels count as the base class for those abilities just as they count for spellcasting.

In general there are many classes who's casting is reduced based upon other class abilities. The bard is a prime example of this. Being able to advance some of these abilities along with casting would be a way to let them enter a PrC without getting a raw deal on it.

-James

Silver Crusade

Two builds.
20 Point buy ( No race mod ) Level 12

Round 1 : Jack of all trades master of none

Rogue 3 ( 5 Rogue )
Wizard 3 ( 5 Wizard )
Arcane Trickster 6 ( 10 AT )

Str 12
Dex 20
Con 12
Int 14
Wis 10
Cha 8

BAB 6

Fort 5
Ref 12
Will 6

Caster level : 9
Spells per day : 4(0)5(1st)5(2nd)3(3rd)2(4th)1(5th)

Sneek attack : 5D6

Rogue Talent : weapon Traning : Range Touch

Arcane powers :
Divination School
Forewarned
Arcane Bond

Arcane Trickster powers :
Ranged Legerdemain
Impromptu sneek attack 1/day
Tricky spell 3/day

Bouns Feets:
Wizard
1 : Scribe Scroll

Feets:
1: Exta Rogue Talent : Surprise Attack
3: Shadow strike
5: Intensifiend spell
7: Spell Penetration
9: Dazing Spell
11: Greater Spell Penetration

Skill Points Total : 78

Round 2: The Wizard who thinks he is a Rogue. ( This is my choice. )

Rogue 2
Wizard 10 ( 18 Wizard )

Str 8
Dex 14
Con 12
Int 20
Wis 10
Cha 12

BAB 6

Fort 4
Ref 8
Will 7

Caster Level : 10
Spells Per Day : 4(0)6(1st)5(2nd)4(3rd)4(4th)3(5th)

Sneek Attack : 1D6

Rogue Talent : Follow Clues

Arcane Powers :
Universalist
Hand of the aprentice 8/day
Metamagic Mastery 2/day
Arcane Bond

Bouns Feets:
Wizard
1: Scribe Scroll
5: Spell Penetration
10: Greater Spell Penetration

Feets:
1: Spell Focus Enchantment or Evocation
3: Greater Spell Focus ( same school as 1st level )
5: Intensified Spell
7: Empower Spell
9: Spell Focus Transmutation
11: Greater Spell Focus Transmutation

Skill Points Total : 77

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