Steal. Best ways to build for this maneuver?


Advice


Joining a new campaign next week. Gestalt. Table is fairly unoptimized and more focused on building around style than power. The character I want to play is a low strength high dex + int wizard+unknown class. Hybrid and Psychic classes banned. Don't focus on feat count. Apparently they have some homebrew rules for gaining feats. With these conditions how do I make the steal combat something I can do consistently?

Current Drawing board
Agile Manuvers
Improved, Quick, and Greater Steal
Knowledge is Power wizard discovery
Foresight subschool
Pilfering Hand spell
Pilferer Familiar
Magus with manuver mastery Magus arana
Avenger Vigilante
Filcher Rouge
Cloak and dagger feat chain


It sounds like you want a Bladed Scarf Dancer Magus. Bladed Scarves are Disarm Weapons and Trip Weapons, and when you are a Bladed Scarf Dancer, you can Steal with them, too. I was thinking if you dipped into Maneuver Master Monk, you might pull off an extra Maneuver each round.

Dastis wrote:
Table is fairly unoptimized and more focused on building around style than power. The character I want to play is a low strength high dex + int wizard+unknown class.

Lets check to make sure this will give you everything you want:

Style over power? Check
Intel and Dex over Strength? check
Steal? Check.
Magus? Check.
Familiar? Check

I think your choice is clear!


I'd have said Aether Kineticist to have telekinesis for steal, but that's banned.

With your limited classes, I'd go with Lore Warden Fighter for the chaise (full BAB, d10, extra skill points) and bonus to CMB and free Combat Expertise. Magic items appear to be standard, so you'll want Gauntlets of the Skilled Maneuver and latter upgrade to Gloves of Dueling. A wizard should have no issue buffing his CMB to obscene levels with spells.

Dirty Trick is the better option if you are specializing in a manever though. Most enemies don't have items.

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