Wizard / Rogue help.


Advice

Owner - October Country Comics, LLC.

Hello all,
My 4th level Wizard just died in my friends Rise of the Runelords campaign and i need to make a new one. I was really getting into playing an arcane spellcaster for the first time and would like to continue doing so. Now i'm actually quite terrible with building spell casters of any type so i come to you all for some help.

Generation specifics.
I can use whatever material i own/have access to.(A lot)
Epic point buy (25pts.)
Starting at 4th level.
Starting Wealth of 6000gp.
Can't be a Thassilonian (Specialist)Wizard.
Campaign Trait and one other.

What i'd like to do is be as the title suggests. A WIZARD who dips rogue(NOT ARCANE TRICKSTER) for some skills, trap finding and the bonus of evasion. Sneak attack is a an added extra but i feel like i'm getting caught up with trying to focus on something for not too much pay-off.

I like the idea of a tripping(toppling) mage and i like the Metamagic Rimespell. Dazing Spell would be nice down the road. I see this guy as an Arcane Explorer/Dungeon delver/Tomb Raider sort. I want to do control mixed with a smidge of blasting because every once and awhile i want to actually put out my own personal damage.

If folks want to help me rebuild/retool this guy please feel free. I welcome all help and advice.
Feats?
Spells?
Familiar specifics? (I really like the Greensting Scorpion)
I don't want to do a conjuration/summoner sort since that was my last character (ELF Teleportation specialist).
I do want control spells though.

Thanks in advance. Current build below.

Spoiler:

Nizam al'Latif
Male Human (Garundi) Rogue 2/Wizard 2
N Medium humanoid (human)
Init +4; Senses Perception +9
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Defense
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AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 30 (2d8+2d6+10)
Fort +3, Ref +6, Will +6
Defensive Abilities evasion
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Offense
--------------------
Speed 30 ft.
Melee club +2 (1d6/×2) and
. . cold iron dagger +2 (1d4/19-20/×2) and
. . unarmed strike +2 (1d3/×2)
Ranged hand crossbow +4 (1d4/19-20/×2)
Special Attacks sneak attack +1d6
Wizard Spells Prepared (CL 4th; concentration +9):
--------------------
Statistics
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Str 11, Dex 14, Con 14, Int 20, Wis 14, Cha 7
Base Atk +2; CMB +2; CMD 14
Feats Additional Traits, Point-Blank Shot, Precise Shot, Scribe Scroll, Spell Focus (evocation)
Traits magical knack, outlander - lore seeker, reactionary, wayang spell hunter
Skills Acrobatics +7, Appraise +9, Climb +4, Disable Device +12, Fly +7, Knowledge (arcana) +13, Knowledge (dungeoneering) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +12, Perception +9 (+10 to locate traps), Sense Motive +7, Sleight of Hand +6 (+10 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects)), Spellcraft +12, Stealth +7, Swim +4
Languages Abyssal, Celestial, Common, Daemonic, Dwarven, Elven, Goblin, Infernal, Osiriani, Thassilonian, Varisian
SQ arcane bonds (arcane familiar, scorpion, greensting), intense spells, opposition schools (abjuration, enchantment), rogue talents (combat trick), specialized schools (admixture), trapfinding +1, versatile evocation
Combat Gear Wand of magic missile, Sunrod (3); Other Gear Silken ceremonial armor, Club, Cold Iron Dagger, Crossbow bolts (20), Hand crossbow, Cloak of resistance +1, Handy haversack (11 @ 18 lbs), Adventurer's sash (6 @ 6 lbs), Bedroll, Belt pouch (empty), Blanket, Flint and steel, Grooming kit, Hat, Ink, black, Inkpen, Journal, Mess kit, Parchment (20), Pocketed scarf, Scroll box (empty), Scroll case (empty), Spell component pouch (2), Spellbook, compact, Thieves' tools, masterwork, Tindertwig (3), Trail rations (4), Waterproof bag (26 @ 1 lbs), Waterskin, Wrist sheath, spring loaded (1 @ 0 lbs), Wrist sheath, spring loaded (empty), 375 GP, 2 SP
--------------------
TRACKED RESOURCES
--------------------
Club - 0/1
Cold Iron Dagger - 0/1
Crossbow bolts - 0/20
Sunrod - 0/3
Tindertwig - 0/3
Trail rations - 0/4
Versatile Evocation (8/day) (Su) - 0/8
Wand of magic missile - 0/50
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Admixture Associated School: Evocation
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Magical Knack (Wizard) +2 CL for a specific class, to a max of your HD.
Outlander - Lore Seeker +1 Knowledge (Arcana), it is a class skill. Three selected spells gain +1 CL and DC.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Versatile Evocation (8/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
Wayang Spell Hunter (Scorching Ray) Reduce spell level increase from metamagic for chosen spell by 1.

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Sovereign Court

Let me ask you something: are you absolutely certain that you want to dip Rogue? It is possible to play a wizard that's rogueish/rugged without actually dipping levels in rogue. I only ask because if you're worried about survival, you're much, much better off with another 2 levels of spellcasting than you are with 2 levels of rogue, and much rogue-type stuff can be accomplished with spells. You can do trapfinding pretty well by maxing Perception and Disable Device and grabbing a trait to make one a class skill, and just Dispel Magic the magic traps. Evasion is nice, but if you have Resistance To/Protection From Energy, you don't really need it in most cases.

That being said... you might consider a Transmutation wizard. Being able to, say, use Beast Shape to infiltrate a hideout is somewhat alluring. Also, as a mix of a 1/2 BAB and 3/4 BAB class, you're going to want bonuses to hit if you want to actually hit anything. If you were to go full wizard, I would say Evocation, probably Admixture - being able to hit elemental weaknesses and avoid immunities is essential for anyone interested in blasting.

Silent and possibly Still Metamagic will help you cast sneakily. If you use metamagic, though, you'll want to stay away from the +2 and +3 increases, due to your diminished spellcasting. Improved Initiative is essential, since getting sneak attacks at range is so hard - you'll definitely want the "you haven't acted yet therefore sneak" damage. Toughness is great for squishy d6 hit die characters. Fast Study is fantastic for increasing your flexibility - if you're not in the middle of combat, chances are you have a minute to prepare a specific spell for the situation.

Anyway, good luck with the character!


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DO NOT DIP ROGUE. If you cannot do without trapfinding, play a sage sorcerer (Int as casting stat so you will not starve for skill points) and take the Seeker archetype.


you might consider going Divination instead of Evocation to gain- Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

the bonus to initiative will help you get your control spells off before your enemies can begin to move on you and your allies. you can offset the lose of versatile evocation some by using vanish or invisiblity and your blaster spells to deal damage with sneak attack if you use spells like scorching ray.


I have a rogue with a wizzy splash. I will be going arcane archer to get a nice bonus to caster level while still being very capable in a fight. I took transmutation specialist, lots of spells like jump, expeditious retreat and other stuff that really help. Not much point in trying for blaster type, but good buffs such as shield, and elemental resistances, haste etc will make her pretty good in a fight.


Rogue 1/Wizard 19 is best rogue. Evasion is not worth the extra rogue level

Or you know, you could just play an alchemist...

Owner - October Country Comics, LLC.

XMorsX wrote:
DO NOT DIP ROGUE. If you cannot do without trapfinding, play a sage sorcerer (Int as casting stat so you will not starve for skill points) and take the Seeker archetype.

I AM NOT IGNORING EVERYONE ELSE WHO HAS REPLIED SO PLEASE DON'T BE OFFENDED

Please tell me more of this Sage Sorcerer. Seems as close to a Wizard as can be without actually being a Wizard. Gets me the skills i want. Looks really cool. Any tips and advice to a build such as this? Recommendation for a up to date Sorcerer Guide that i should read?


Sage sorcerer uses INT instead of Cha with the arcane bloodline.
Seeker gives trapfinding

You will get spell levels at the same rate as a wizard who dipped 1 level into rogue and with the human favored class bonus option you get an extra spell known per level (most be one level under max level).

Owner - October Country Comics, LLC.

So what would make the Sorcerer option better than the MC version?


ezrider23 wrote:
So what would make the Sorcerer option better than the MC version?

The what version?

Assuming compared to rogue 1/wizard 19 build, the sorcerer option gets a higher caster level and more slots per day, and Spont casting.

The normal wizard advantages over the sorcerer (faster spell progression) disappear after the wizard dips a level in rogue.


Build him like a standard caster, focusiing on battlefield control, buffing and debuffing. Start with 20 Int and at least 14 Dex. Read these guides:

Sorcerer guide 1

Sorcerer guide 2

Wizard guide

As Marthkus said, the main advantage of the Wizard is the faster spell progression. By dipping out for one lvl you eliminate this advantage. You might as well go with a Sorcerer as a result, so that you can enjoy spontaneous casting.

Owner - October Country Comics, LLC.

That's what i was wondering. Thanks for the advice and links.

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