| lemeres |
A vivisectionist/wizard is also an option. Access to formulae and mutagens if pretty nice. Especially since they get fast alchemy at the level when they get enough sneak attack. A discovery is nice too. Feral mutagen can get you 3 natural attacks, which is great for sneak attacks, since they are all full bab. Mutagens even give you natural armor too. The shared casting score is just frosting on the cake.
| A highly regarded expert |
I think they work best as a magical skill monkey. It really depends on who else is in your party. If you're the only skilled character AND the only arcane caster, you'll be the rogue/mage equivalent of a Mystic Theurge.
If you have another arcane full caster, you can use your limited spell slots to be a great sneaker/scout.
Whether or not you'll shine depends on your party's makeup, and how you define your role. I've made my opinion on the "best" trickster pretty clear. I'm just one guy, though.
The trickster I play in Skull and Shackles started out as a wizard, and I wasn't going to multiclass. He got his butt whipped by the early challenges, so the GM let me take a 3rd party feat (street mage) with a level of rogue. He's a level behind in wizard now, but all those class skills are sweet in a piratey game: Climb, swim, acrobatics, and a +9 in 3 sailing-related craft skills (at 4th). He was the best guy for that.
Pretty different from the AT I write about in the guide. Not much scouting on a ship, but they don't just stay there all the time. More "party wizard with a lot of skills" than "magical rogue."
| A highly regarded expert |
The feat comes from this PDF. It's only $1.25 US. Lots of interesting feats in there.
LazarX
|
I don't know about best, but I really want to play this guy.
And that's really the only thing that matters. One can give you the absolutely best Cookie cutter build vetted by the highest regarded forum cheese weasel. But you won't do half as well as you will with a character who sings from your soul.
| Tiny Coffee Golem |
The feat comes from this PDF. It's only $1.25 US. Lots of interesting feats in there.
Dm won't allow 3pp material.
| A highly regarded expert |
Soryn Ambereye wrote:I don't know about best, but I really want to play this guy.And that's really the only thing that matters. One can give you the absolutely best Cookie cutter build vetted by the highest regarded forum cheese weasel. But you won't do half as well as you will with a character who sings from your soul.
That's the real answer. I wrote a guide because I really like the class, but it's just a guide for people who maybe aren't sure where to start.
As a player, I like an effective character, but I make "suboptimal" choices all the time, just for flavor or to color a certain personality type.
As long as you're having fun with the character you're playing, and you contribute well because your build isn't total crap, you're optimized enough.
| Byrdology |
Ninja/ sorc for a late bloomer. Cha helps your ki pool more than int helps a rogue. As long as you play like a caster you should be fine. Get ranged touch spells and rays, then swift vanish and enjoy the sneak attack dice. Acid splash and ray of frost are great reusable cantrips that should help you get off unlimited sneak attack damage. Expand your ki pool and you will be vanishing often.
Everything else is gravy.
| bfobar |
I prefer to go with anything that blinds them so that they lose their dex and take other penalties too: Glitterdust, dirty trick, darkness if you have darkvision, Greater darkness if you have blindsight, etc.
Also attacking ends invisible, but I don't think it interrupts invisible, so the first action to attack should still be a sneak attack, and all the shuriken go on on the same action.
Or just use it whenever you win initiative, which should be often.
| A highly regarded expert |
A highly regarded expert wrote:The feat comes from this PDF. It's only $1.25 US. Lots of interesting feats in there.Dm won't allow 3pp material.
Do you have a particular build in mind already?
the only attack spell you really need is fiery shuriken. You get a boatload of sneak attack carrying ranged touches for ludicrous damage if you can hit with them.
How do you get sneak attack damage with those? Improved invisibility?
Blur grants concealment. II works too, once you get it.
| Byrdology |
Ninja vanish works too. Plus it's a swift action so that helps.
I was looking through the bloodlines to see what the best one would be, there are a few options, but I would choose one based on these.
- bloodline spells that are great for defense, or are rays/ ranged touch attacks
- bloodline powers @1 and 3 that boost your ability to get off sneak attacks such as daze or ray/ touch/ ranged touch spells. Or are def oriented.
Make no mistake though, you are a blaster, save or suck is not your cup of tea. You can buff and control, but not as well as a full caster. Focus on ways to get off spell based sneak attacks, and ways to boost your to hit touch AC and you will do well.
Some feats that you want are: Extra Ki, point blank shot, precise shot, and ranged flank (maybe way late in the game).
| Tiny Coffee Golem |
Tiny Coffee Golem wrote:A highly regarded expert wrote:The feat comes from this PDF. It's only $1.25 US. Lots of interesting feats in there.Dm won't allow 3pp material.Do you have a particular build in mind already?
bfobar wrote:
the only attack spell you really need is fiery shuriken. You get a boatload of sneak attack carrying ranged touches for ludicrous damage if you can hit with them.Tiny Coffee Golem wrote:How do you get sneak attack damage with those? Improved invisibility?Blur grants concealment. II works too, once you get it.
I have an 8th level character that I was going to see if its worth it to redesign. He doesn't need to be optimal, but I'd like to increase his combat ability. I was going to post on another thread the full build and details tonight.
In short he's an elven universalist wiz 3 / rogue (cut purse) 3/ AT 2. I've got the spring attack like plus create wondrous and craft wand. And a monkey familiar.
The idea is to cast expeditious retreat and run in and out of combat using my ridiculously high acrobatics to flank (therefore sneak attack damage) with my two fighter buddies.
It's a fun build, but I was considering asking to tweak it a little, but maintain some flavor.
I haven't really used the cut purse abilities. I don't like to do solo missions while everyone waits for me. It seems rude. I picked universalists to avoid opposition schools since I wouldn't get much use out of specialities anyway. That was the initial thought anyway.
| A highly regarded expert |
I have an 8th level character that I was going to see if its worth it to redesign. He doesn't need to be optimal, but I'd like to increase his combat ability. I was going to post on another thread the full build and details tonight.
In short he's an elven universalist wiz 3 / rogue (cut purse) 3/ AT 2. I've got the spring attack like plus create wondrous and craft wand. And a monkey familiar.
The idea is to cast expeditious retreat and run in and out of combat using my ridiculously high acrobatics to flank (therefore sneak attack damage) with my two fighter buddies.It's a fun build, but I was considering asking to tweak it a little, but maintain some flavor.
I haven't really used the cut purse abilities. I don't like to do solo missions while everyone waits for me. It seems rude. I picked universalists to avoid opposition schools since I wouldn't get much use out of specialities anyway. That was the initial thought anyway.
I think you should specialize in something, anyway, if your GM will let you. Probably too late for that.
One of the trickster's problems is their low BAB. As you level, it gets harder and harder to hit anything in melee, compared to a rogue, and you don't get enough attacks on a full attack to make it worth it, either. You can only have so many touch attack spells per day, and you want some of those slots for other things. A simple wand of whatever 1st level touch attack you prefer will give you some more mileage and let you prep other spells. It's the 3d6 you're adding that makes it worth it. You can hang back and use blur + acid splash to do ranged sneak damage, too. Then, move and repeat.
Your monkey can't sneak attack, but he can use a wand of some sort to put some hurt on something in the room.
For a wizard AT, vanilla rogue is usually the best option because in most parties, you're the trap finder, and you can disable them from a distance, so even a failed check won't get you hurt (usually). If you haven't been using your cutpurse stuff, see if the GM will let you be a regular rogue. Find some magical traps and disable them.
8th level is tough. Once you're casting 4th and 5th level wizard spells, things work a lot better. Use some sniper goggles and blast at any distance.
As for solo missions, a little recon with a message spell shouldn't take much time. The whole party wants to know what's just ahead. If you see the baddies before they see you, you can plan and ambush them before they expect it. Surprise round! Guess who gets to sneak attack?
| Byrdology |
Go halfling for the plus one to hit for being small, bonuses stats in all the right places. Get some sniper goggles, and a buckler (cause it doesn't hurt), armor is up to you depending on how high you get your dex. Buy up UMD so you can utility cast.
Question: does weapon focus (touch attack) apply to ranged touch as well?
| A highly regarded expert |
A highly regarded expert wrote:TCG is not trying to make a halfling ninja/sorcerer or a viv/wiz. He wants to revamp his existing trickster a bit.Sorry, missed that post. I thought this was a build the best AT kind of thread.
Maybe it is, and I'm misinterpreting it. LOL
There are lots of ways to go about it. I say what I like in my guide, but not all tricksters are scout/rogue substitutes, in which case, they might be better off playing something else.
| spalding |
| 1 person marked this as a favorite. |
Seems he wants to know all his options -- I imagine he wants to stay elven, as that's a bit far for a recon, but recommending vivisectionist in place of plain rogue doesn't seem to extreme to me. Over all I figure we put everything out there and he can decide what bits he wants to use and what he won't. for TCG I don't mind putting stuff out there even if he doesn't us it.
I agree with specializing, and honestly the spellbinder might be worth looking at for, as could thassalion specialist (listed as a sin magic specialist in the d20pfsrd now) -- getting those few extra spells per day can really help make up for the lower level and in my opinion skills should be able to supplement what you lose through ban schools.
To me the school to specialize in is necromancy. It has several touch and ray spells that deal damage with kicker effects, and losing enchantment and abjuration shouldn't hurt too much for an arcane trickster (if you go sin magic specialist).
Foresight, teleportation, and admixture are all nice choices too.
| Atarlost |
Go halfling for the plus one to hit for being small, bonuses stats in all the right places. Get some sniper goggles, and a buckler (cause it doesn't hurt), armor is up to you depending on how high you get your dex. Buy up UMD so you can utility cast.
Not all the right places. Lost levels hurt a sorcerer more than a wizard and by using an int based caster you have more skill points to keep up your rogue skills.
Go ratfolk.
| Byrdology |
Byrdology wrote:Go halfling for the plus one to hit for being small, bonuses stats in all the right places. Get some sniper goggles, and a buckler (cause it doesn't hurt), armor is up to you depending on how high you get your dex. Buy up UMD so you can utility cast.Not all the right places. Lost levels hurt a sorcerer more than a wizard and by using an int based caster you have more skill points to keep up your rogue skills.
Go ratfolk.
That is true, but UMD can get you magic that covers most skills, so I guess it is a close call. The benefit of sorcerer for this build is the ability to blast away, and blast often. And of course that nifty little vanishing trick which helps with the sneak attacking.
| Tiny Coffee Golem |
Riddle
Male Elf Arcane Trickster 2 Rogue (Cutpurse) 3 Wizard 3
N Medium Humanoid (elf)
Init +3; Senses low-light vision; Perception +14
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Defense
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AC 21, touch 15, flat-footed 17 (+4 armor, +2 shield, +3 Dex, +1 deflection, +1 dodge)
hp 57 (3d8+5d6+8)
Fort +5, Ref +9, Will +6; +2 vs. enchantments
Defensive Abilities evasion; Immune sleep; Resist elven immunities
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Offense
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Speed 30 ft.
Melee Dagger+1 (lump) +8 (1d4+1/19-20/x2) and
Light mace +7 (1d6/x2) and
Rapier +2 (Lump) +9 (1d6+2/18-20/x2) and
Unarmed strike +7 (1d3/x2)
Ranged Longbow +7 (1d8/x3)
Special Attacks sneak attack +3d6, stab and grab
Wizard Spells Prepared (CL 7):
3 (2/day) Fireball (DC 17), Fireball (DC 17)
2 (3/day) Rope Trick, Scorching Ray, Invisibility
1 (4/day) Expeditious Retreat, Mage Armor, Grease (DC 15), Hydraulic Push
0 (at will) Acid Splash, Arcane Mark, Prestidigitation (DC 14), Message, Detect Magic, Disrupt Undead
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Statistics
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Str 11, Dex 16, Con 12, Int 19, Wis 10, Cha 14
Base Atk +4; CMB +4; CMD 19
Feats Craft Wand, Craft Wondrous Item, Dodge, Mobility, Scribe Scroll, Weapon Finesse
Traits Magical Knack (Wizard)
Skills Acrobatics +16, Appraise +8, Bluff +6, Climb +6, Craft (cloth) +10, Craft (traps) +10, Diplomacy +6, Disable Device +15, Disguise +18, Escape Artist +10, Fly +7, Knowledge (arcana) +11, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +10, Perception +14, Sense Motive +6, Sleight of Hand +13, Spellcraft +11 (+13 to determine the properties of a magic item), Stealth +13, Swim +4, Use Magic Device +6 Modifiers measure the mark
Languages Aquan, Auran, Common, Draconic, Dwarven, Elven, Ignan, Sylvan, Terran
SQ +3 to acrobatics checks, arcane bonds (arcane familiar, monkey), deliver touch spells through familiar, elven magic, empathic link with familiar, hand of the apprentice (7/day), ranged legerdemain, rogue talents (combat trick), share spells with familiar, specialized schools (universalist)
Combat Gear Pearl of power (1st level) (1/day), Potion of cure light wounds, Potion of cure moderate wounds, Potion of See Invisibility, Staff of fire, Wand of Endure Elements, Wand of Endure Elements, Wand of enlarge person, Wand of Expeditious Retreat, Wand of Infernal Healing, Wand of Infernal Healing, Wand of Sculpt Corpse, Wand of Shocking Grasp (CL 5), Wand of summon monster II, Wand of summon monster II, Holy water (5), Sunrod (9), Tanglefoot bag (2); Other Gear Dagger+1 (lump), Rapier +2 (Lump), Light mace, Longbow, Bag of holding I (71 @ 127 lbs), Boots of levitation, Chime of opening (10 uses), Chime of opening (10 uses), Cloak of resistance +1, Hat of disguise, Ring of force shield, Ring of protection +1, Rope of entanglement, Arcane locked MW Manacles (DC 35), Artisan's tools, masterwork (Craft [cloth]), Artisan's tools, masterwork (Craft [traps]), Badrum poison X3 (con), Bar of adamantine, Book of Araxis, Book of Harms, Climber's kit, Disguise kit (10 uses), Everburning torch (3), Grappling hook (2), Itching powder, Oragami swarm, Pathfinder Pouch, Pellet grenade X4, Smoke pellet X4, Scent cloak, Scroll teleport, Dimension door, darkvision, Tiny , Silk rope (2), Spell component pouch, Spellbook (3), Tent, hanging, Thieves' tools, masterwork, Trail rations (30), wand of Endure elements X2 (100 CHS), Wand of expedious retreat 1 min 45/50, 830 GP, 84 SP
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Special Abilities
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+3 to Acrobatics checks You gain the Alertness feat while your familiar is within arm's reach.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Hand of the Apprentice (7/day) (Su) Throw the melee weapon you are holding 7/day.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Wizard) +2 CL for a specific class, to a max of your HD.
Measure the Mark (Ex) Learn target's Perception result before pick pocket. Bluff check to go undetected if back out.
Mobility +4 to AC against some attacks of opportunity.
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Ring of force shield An iron band, this simple ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.
Construction
Requirements: Forge Ring, wall of force; Cost 4,250 gp
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Stab and Grab (Ex) Full rd action, make sneak attack, if hit gain free attempt to steal item and foe takes -5 to notice.
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Notes: Gatkas magical oddities
Zerathum - Aslanti wizard in cage (get books) and Wall of Stone scroll
Arcanists guild
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Arcane Familiar
Monkey
N Tiny Magical Beast ((animal))
Init +2; Senses low-light vision; Perception +11
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Defense
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AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 natural)
hp 28 (1d8)
Fort +3, Ref +7, Will +6
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Offense
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Speed 30 ft., climbing (30 feet)
Melee Bite (Monkey) +8 (1d3-4/x2) and
Unarmed strike +8 (1-4/x2)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5
Base Atk +4; CMB +4; CMD 10
Feats Weapon Finesse
Skills Acrobatics +20, Appraise -1, Bluff -2, Climb +14, Diplomacy -2, Disable Device +7, Disguise -2, Escape Artist +6, Fly +10, Linguistics +1, Perception +11, Sense Motive +2, Sleight of Hand +9, Spellcraft +2, Stealth +20, Swim +6, Use Magic Device -2
Languages
SQ improved evasion
Other Gear You have no money!
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Special Abilities
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Climbing (30 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
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| Tiny Coffee Golem |
Abraham has the right idea. I started this thread to see what options are out there and see if it's even worth asking to reconfigure this character. I do like Riddle, but he needs a little oomph.
Edit: He uses a CL 5 Shocking grasp wand often and to good effect. That's sort of his "main weapon." however, now that I have the spring attack chain I plan to incorporate more of that into his tactics. WIth a weapon or with multi-round touch spells.
| StreamOfTheSky |
| 3 people marked this as a favorite. |
The strongest* entry to AT is probably Viv. Mindchemist 1 / Wizard 4 / Assassin 1. My favorite entry is the slightly less powerful Viv. Mindchemist 3 / Wizard 3.
*As in, loses the fewest caster levels, because there is nothing stronger in this game than caster level advancement. Technically Rogue (or Ninja) 1 would work as a stand in for Viv. MC Alchemist 1, but the latter is just so much better as a class and more synergystic.
| Blueluck |
The strongest entry to AT is probably Viv. Mindchemist 1 / Wizard 4 / Assassin 1. My favorite entry is the slightly less powerful Viv. Mindchemist 3 / Wizard 3.
I hadn't realized vivisectionist and mindchemist could be mixed, that's a great idea!
My favorite builds:
- Rogue/Wizard/Assassin because it maximizes the spellcasting and skills
- Ninja/Sorcerer build for overall synergy and 3rd level ranged magical sneak attacks with Vanishing Trick + Sorcerer Bloodline ray power.
Races:
- Elf is great for the Wizardy build, although the new races Tiefling, Sylph, and especially Ratfolk are excellent to, if you can use them.
- The Sorcerer build has even more options with Gnome, Halfling, and possibly Catfolk, Dhampir, Drow, Fetchling, or Ifrit.
- Human is strong, of course, for the feat & skills.
- Half Orc, for a good weapon proficiency and darkvision.
- Half Elf with Ancestral Arms for scimitar proficiency is one of my favorites, because Dervish Dance is the best melee damage you can probably get, and it works with spellcasting and even Crane Style for defense!
| spalding |
The nice/nasty thing about the wiviv is the all around synergy -- you've got decent saves, the extracts, brew potion for during the down times, the spell completion ability from the alchemist saving you from having to take use magic device, and for early game the throw anything ability with alchemical items can be really nice (alchemist fire for 1d6+5 isn't bad especially with a 6 point splash no save).
For new racial options I point out the android -- this is one nasty powerful choice. You have a lot of immunities that can allow you to ignore your wisdom and good sensory abilities too (including a bonus on perception checks). The stat bonuses and penalties don't really hurt you and the nanite surge can really save your bacon.
| StreamOfTheSky |
The nice/nasty thing about the wiviv is the all around synergy -- you've got decent saves, the extracts, brew potion for during the down times, the spell completion ability from the alchemist saving you from having to take use magic device, and for early game the throw anything ability with alchemical items can be really nice (alchemist fire for 1d6+5 isn't bad especially with a 6 point splash no save).
You forgot the best part.... Cognatogen for a temporary +2 boost to your save DCs that stacks with anything else you have...
| Dragonchess Player |
The main thing to keep in mind about an arcane trickster is that it's (primarily) a ranged touch blaster (using Sneak Attack to boost damage) with some minor benefits for improving the ability to deal with locks and traps. The nice thing about it is that you can get decent mileage out of wands without having to wait until 13th level (11th level for Craft Staff, 13th level for the Staff-Like Wand arcane discovery).
Personally, I'm partial to elf rogue (sniper) 3/wizard (admixture) 3/arcane trickster 6/arcane archer 2/arcane trickster +4/arcane archer +2. The sniper archetype (via Deadly Range) extends the distance at which you can Sneak Attack with ranged attacks (your bread and butter) from 30 ft to 40 ft until you can afford sniper's goggles; you can also pick up Bleeding Attack, Surprise Attack, and Trap Spotter rogue talents (two with the Extra Rogue Talent feat); magical traps can be dealt with using dispel magic or other spells, for the most part. Yes, I know you give up 9th-level spells, but the extra +2 BAB (+12 BAB at 20th level, instead of +10 for rogue 3/wizard 3/arcane archer 10/wizard +4) and Imbue Arrow also makes the character a bit more useful with/outside of blasting; learn heroism and you're almost on par with a straight rogue for attacking (+14 BAB plus heroism vs. +15 BAB). On the con side, it also delays gaining the Surprise Spells ability; but on the pro side increases the possible damage (gravity bow enhanced arrow damage + Sneak Attack to one target, plus Imbued spell damage + Sneak Attack to all within the area including the target of the arrow) and lets you pull some other tricks (like anti-magic shell imbued arrows). Of the feat requirements for arcane archer (Point Blank Shot, Precise Shot, Weapon Focus in longbow or short bow), you'll probably want Point Blank Shot and Precise Shot anyway, so you're not giving up a whole lot (IMO).
| A highly regarded expert |
That's an interesting way to go about it. It's not the first AT build I've seen wit AA levels, and there's some good synergy there for certain situations.
My guide focuses on the AT as the party rogue/skillmonkey substitute. Having played a few, that's just what I know and how I approach it. The party needed a rogue type and I wanted to do something a little different. The one I'm playing now doesn't really need to fill that role as much, spending so much time on a ship. He can if he needs to, but he trades some roguishness for more magic.
There's really no wrong way to build an AT. For example, I pan the 3/4 casting classes as poor choices for the role, but I'm sure that somebody somewhere played a dwarf bard AT and had a blast with it. Who am I to judge?
At really high levels, though, having those 7+level slots and spells, combined with all those skill points makes you hard to pin down.
With transformation and some boots of speed, you can even pull off some good flanking damage. I learned (through experience) to scribe scrolls of it, though, at lower CL, because once it's on, you can't turn it off, and you just don't need 18 rounds of it. LOL
@ TCG: Are you looking at Staff-like Wand?
| A highly regarded expert |
I like stake like wand, but I don't thnk you qualify for discoveries unless you're a straight wizard if appropriate level.
Right. Should have reread it. You need Craft Staff, too, not Craft Wand.
I panned crafting feats with the presumption that there are full casters who can do that instead of you. What's your party like?
| A highly regarded expert |
Makes sense. You can make wands for daily, blasty spells, and craft CLW, etc., too, with their divine spells.
That leaves your memorized slots for more wizard party buffs like displacement and haste and such; the really rockin' spells they can't cast.
I'm thinking you can transition from magical flanker into a slightly more supportive role. You may just feel a bit frustrated because your trick is getting a little routine.
Unless your cleric has the right domain to cast spells like teleport, that's entirely your job, once it comes up. You're all the wizard they've got, so a little less flanking and little more scouting/utility might make you feel like you've got some oomph again.
Seriously, you don't have to scout miles ahead. Just the next hallway or room is enough in a dungeon. These guys are all decent fighters. They don't need a flanker as much as a peek around the next corner and a well-timed buff or 2, once you have more of those.
Things will be much more fun for you at 12th. Hang in there, and pad your spellbook.
| A highly regarded expert |
I briefly played a trickster in a 17th level PbP.
I add this because my character was the only arcane caster, other than a full bard, and he had to play the wizard AND the scout there. I was really hoping someone else could handle the "god" thing, and prepped accordingly.
Didn't last long, and looking at it now, I made some rookie mistakes in play and in my choice of spells and items, but Lefty did do some cool trickster-only things in that game.
He's not that much like your character, but he scouted with a vengeance, and was the only one who could cast the greater teleport that got them to the site in the first place. Tricksters are cool, even when they're not attuned to the situation.
King Modu
|
| 1 person marked this as a favorite. |
I have used the AT guide you made and it helped me out quite a bit. Initially we had A rogue/sorc that was designed by a player who was only able to make it to one session. He was planning on making an arcane trickster. I was given freedom to recreate the character after the player backed out. I went with wiz/rogue as recommended, and I have had so much fun with the character.