Warlock / Arcane Trickster build, what do you think?


Pathfinder Society

Grand Lodge

So a friend offered to trade me a Skinwalker boon since I will never get ahold of a Catfolk boon (I've wanted to make a "Cat Burglar" since I started playing Pathfinder). This is the build I am thinking of using for the character, let me know what you guys think.

The character concept is an upstanding merchant by day, adventurer/magical cat burglar by night. Heavy focus on face/infiltrator skills, spells oriented towards buffs and keeping out of harms way.

Build Details:
Class: Unchained Rogue 1 / Warlock Vigilante 6 / Arcane Trickster 5
Race: Skinwalker (Fanglord Heritage)
Alignment: Chaotic Neutral Vigilante / True Neutral Social
Faction: The Exchange
Str: 11
Dex: 15
Con: 12
Int: 16
Wis: 10
Cha: 12/14

Alternate Racial Traits: Fanglord Heritage

Traits: Extremely Fashionable, Goldfinger

Favored Class: Vigilante/HP

Items:

+1 adamantine dagger 5002gp
+2 shadow mithral chain shirt 8850gp
Belt of incredible dexterity +2 4000gp
Boots of the cat 1000gp
Circlet of persuasion 4500gp
Cloak of resistance +3 9000gp
Deliquescent gloves 8000gp
Extend metamagic rod (lesser, 3/day) 3000gp
Eyes of the eagle 2500gp
Goggles of minute seeing 2500gp
Handy haversack (empty) 2000gp
Headband of vast intelligence +2 4000gp
Luminous lockpicks 6000gp
Periapt of health 7500gp
Ring of protection +2 8000gp
Ring of sustenance 2500gp
Sleeves of many garments 200gp

Total GP = 78552gp

1. Unchained Rogue 1
Feat: Two-Weapon Fighting

2. Warlock Vigilante 1
Social Talent: Social Grace: Diplomacy

3. Warlock Vigilante 2
Vigilante Talent: Tattoo Chamber
Feat: Weapon Focus: Mystic Bolts

4. Warlock Vigilante 3 +1 Dex
Social Talent: Renown

5. Warlock Vigilante 4
Feat: Accomplished Sneak Attacker

6. Warlock Vigilante 5
Social Talent: Gossip Collector
Social Grace: Bluff

7. Warlock Vigilante 6
Vigilante Talent: Arcane Striker
Feat: Skill Focus: Disable Device

8. Arcane Trickster 1 +1 Dex

9. Arcane Trickster 2
Feat: Deft Hands

10. Arcane Trickster 3

11. Arcane Trickster 4
Feat: Improved Two-Weapon Fighting

12. Arcane Trickster 5 +1 Dex

The build will end up able to cast up to level 4 wizard spells, have a 2d6+4 acid damage attack with +4d6 sneak attack damage at +10/+10/+5/+5 -vs- touch AC (maybe more depending on buffs/flanking bonuses/etc) -or- a +1 adamantine dagger for 1d4+1 +1d6 acid against normal AC. It will be able to spot and disable normal or magical traps, have maxed ranks in bluff and diplomacy (and a number of other skills)

If you spot any errors, or have suggestions for ways to improve the build, I am always open to suggestions/critiques.

I am also looking for suggestions for what spells to take, it's been ages since I played a wizard/prepared caster with a spellbook.

Sczarni 5/5 5/55/5 ***

Wasn't Catfolk the most recent GM Race Boon? You may be able to find some out there still.

Grand Lodge

It was a GenCon GM boon this year...and I have nothing worth trading for one.

Shadow Lodge 4/5 5/5 *

Slyme wrote:
It was a GenCon GM boon this year...and I have nothing worth trading for one.

Best I got is a suli boon and I doubt anyone wants to it for a carfolk or changeling

Shadow Lodge

Thomas Graham wrote:
carfolk

I'm really looking forward to seeing drive-by attack in Society play; it seems like using that with the Hit and Run feat ought to be a lot of fun.

Grand Lodge

Best I've got are a couple of the RSP boons...and I'll have a skinwalker soon.

Any thoughts on the build though? Is it decent? Is it utter crap that you would hate to be stuck at a table with? Suggestions for spells to pick? Anything?

Silver Crusade 1/5

It could work ok I think. Like any rogue, damage output is dependent on getting sneak attack to stick. However, you have a decent number of skill points to be useful outside combat and you can use spells to help get sneak attack off. Spell choices could include vanish, invisibility and greater invisibility for this reason.

The fanglord has one nearly unique feature that you could capitalise on. You can get very early See in Darkness. In fact I think you can get this ability at level 1. Consider the Extra Feature feat (needs CON 13) to get extra benefits in your bestial form. You can take advantage of See in Darkness and Darkness spells (though beware blinding your own party with Darkness).

I wouldn't take the Skill Focus or Deft Hands feats. I'd go with Extra Feature and maybe Amateur Investigator.

Shadow Lodge 4/5 5/5 *

Slyme wrote:

Best I've got are a couple of the RSP boons...and I'll have a skinwalker soon.

Any thoughts on the build though? Is it decent? Is it utter crap that you would hate to be stuck at a table with? Suggestions for spells to pick? Anything?

If you plan on using ANY manufactured weapons, checking out Sense Vitals, +1d6 sneak attack/ per 3 caster levels up to 5d6

Grand Lodge

Sense Vitals won't work with the Mystic Bolts, but it would work when I have to use the dagger instead.

Vanish/Invisibility/Greater Invisibility are all definitely on the list.

I was also thinking some assorted defensive spells like Blur, Mirror Image, Shield, etc. would be helpful.

Any must have party buff spells besides Haste and maybe Mage Armor?

I made sure to leave room in my gear budget to buy scrolls to learn new spells as needed, take advantage of some wands, etc.

Shadow Lodge 4/5 5/5 *

Slyme wrote:

Sense Vitals won't work with the Mystic Bolts, but it would work when I have to use the dagger instead.

Vanish/Invisibility/Greater Invisibility are all definitely on the list.

I was also thinking some assorted defensive spells like Blur, Mirror Image, Shield, etc. would be helpful.

Any must have party buff spells besides Haste and maybe Mage Armor?

I made sure to leave room in my gear budget to buy scrolls to learn new spells as needed, take advantage of some wands, etc.

True but it will work on a +1 keen conductive dagger that you can channel your bolts thru :)

Don’t forget tattoo chamber as an option. Hidden wands are fun.. my slayer/warlock has 2 wands in hers in the Serpents Skull AP we run on our biweekly PFS module night

Grand Lodge

Conductive only works once per round unfortunately (even if you have multiple conductive weapons), not really worth it except maybe some kind of Vital Strike/one big hit based build.

Yea, definitely going to take advantage of Tattoo Chamber, which is why I took it as my first Vigilante Talent and waited til Vigilante 6 for Arcane Striker.

I had thought about the Extra Features feat...but I'm not sure if I can work the stats for 13 Con to qualify for it. I'll go back to the drawing board and see if I can fit it in somehow.

Amateur Investigator would be better if I were going with a pure Int build, but with only 16-18 total Int I dont think 3-4 Inspiration is really going to be worth it.

I was thinking Deft Hands and Skill Focus, since trap and lock DCs get pretty insane in some scenarios (I've seen DC 40+ on stuff as early as level 3-5 games).

What wands do you keep in your characters tattoo chambers? I was thinking maybe things like glitterdust or grease might be useful options.

Shadow Lodge 4/5 5/5 *

Right now? Mirror Image and a CL 5 burning hands wand from a boon sheet

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