Dunmuir
|
I took a closer look at the unchained rogue, and it seems to shore up a bit of lacking in that area. Two levels of UR and Accomplished sneak attacker should have that covered. You could then with a standard tiefling, one level of wizard, have entry to AT by level 4. Now, is it possible to make this viably melee though?
I'm purely looking to discuss this. If you guys want to debate on builds, will stick with a 20 point buy, and anything paizo.
| avr |
You'll need three levels of wizard. 2nd level casting required and the SLA for access route was closed long ago. Four character levels in other classes min'm (L5 in arcane trickster) due to the skill requirements. Why two levels of rogue though? Either one for the start of sneak attack or one and one level in another class which gives sneak attack at first level so you can skip the accomplished sneak attacker feat would make more sense.
You need spells both to raise your defence and to help you land hits. Once you get greater invisibility you have something for both at once but until then you're going to need at least two rounds of buffing to be taken seriously. If you're going to be fighting with TWF you'll be needing those feats and either quick draw or improved unarmed strike (or to push the argument that a cestus lets you cast spells with that hand while worn). Fighting with a single weapon only saves you feats but is obviously less effective.
Slyme
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| 1 person marked this as a favorite. |
2 levels in URogue gets you evasion and a talent, so not a bad option...though every level you lose in your spell casting class hurts your spell progression, so it is a trade off.
My personal build starts off with 1 level in URogue, then takes 6 levels in Warlock Vigilante, then switches to Arcane Trickster to finish out my levels in PFS.
This gets me touch AC targeting on as many mystic bolts as I can generate in a turn (TWF on medium BAB should get me 4 attacks by level 12), decent spell casting, and truckloads of skill points to play with. Oh, and Tattoo Chamber from the Warlock Vigilante, so I can store 2 wands for use without having to draw them (or sneak a dagger someplace I'm not supposed to have one, or lockpicks, etc)
By level 12 I'll cap out at level 4 spells, so I'll get access to Greater Invisibility and several other amazing buffs to help me in combat. I may go seeker with this character, depending on how well he performs, which would unlock even higher level spells.
| Zarius |
Arguably, four levels of rogue could arguably do it. The FAQ on SLAs doesn't address the wording used in the requirements for Arcane Trickster, "At least one arcane spell of second level" is met by Gloom Magic. The requirement isn't "cast second level spells", it's "Ability to cast mage hand and at least one arcane spell of 2nd level or higher."
But, realistically, you're trying to focus on something the Arcane Trickster is meant to augment a spell casting class built for burglary, not melee skills. CAN you do it? Yes. You can also fart lightning if you consume enough powdered iron to saturate your farts with iron dust and build up enough static charge to ground it. It's not a bright idea, but you can do it.
| Derklord |
To be honest, the most interesting part about Arcane Trickster is that's the only prestige class that can be entered before 6th level.
I like Eldritch Scoundrel if I want a melee arcane trickster style build. Spells, ninja tricks, 3/4th Bab, it's pretty solid.
It's also almost full Sneak Attack progression (half a dice behind) while keeping full progression 6/9 spell casting from the S/W list. It's not bad, but you don't progress Debilitating Injury, and you only have a single Rogue Talent. Still a vast upgrade over regular unRogue, of course.
"At least one arcane spell of second level" is met by Gloom Magic.
No it's not. SLAs count as spells cast for prereqs "Only if the pre-requisite calls out the name of a spell explicitly."
| Volkard Abendroth |
If you're going into UnRogue, you should ALWAYS go at least 3 levels in my opinion. Getting the Dex to Damage is great, especially when you can two-hand a weapon and get that delicious 1.5x dex to damage...
Unneeded if using polymorph school spells to change into a form with a large number of attacks.
With the exceptions of Elemental Form -> Air/Fire elemental, most polymorph spells give STR bonuses and a size penalty to DEX.
Monstrous Physique will give you gargoyle/four armed gargoyle, with 4-6 natural attacks while still allowing you to use your armor.
You could use a variant of the wizard/Living Monolith build I was exploring here
| Brolof |
Brolof wrote:If you're going into UnRogue, you should ALWAYS go at least 3 levels in my opinion. Getting the Dex to Damage is great, especially when you can two-hand a weapon and get that delicious 1.5x dex to damage...Unneeded if using polymorph school spells to change into a form with a large number of attacks.
With the exceptions of Elemental Form -> Air/Fire elemental, most polymorph spells give STR bonuses and a size penalty to DEX.
Monstrous Physique will give you gargoyle/four armed gargoyle, with 4-6 natural attacks while still allowing you to use your armor.
You could use a variant of the wizard/Living Monolith build I was exploring here
True true, I always forget most combat wizards use polymorph effects to get their bonuses. Though, using Fey Form to get small/tiny forms with a dex build could be intresting with say, an elven branch spear. (Good AC, high damage from the x1.5 dex (thought it lacks the iteratives), 60ft perfect maneuverability flight with the Sprite and Tooth Fairy...)
| Dasrak |
I'm going to give the boring and realistic answer: the BAB loss is simply too onerous and scuttles the build. If you're significantly more experienced than the other players at your table then you could probably force it to work (because wizard), but even then your party would probably benefit more if you just cast some battlefield control spells instead rather than spend your turn performing your inconsistent attack routine.
Strong front-liner classes like Barbarian will completely steal the thunder from a build like this. You'll be whittling away at one enemy while they completely curbstomp the rest of the encounter, then they turn around and finish off the guy you've been weakening. And if you're in a higher-optimization group where the enemies tend to be above the curve, just forget about it.
The eldritch scoundrel with unchained rogue (which is not legal in PFS for some unfathomable reason) and the sandman bard both do the "arcane caster with melee sneak attacks" niche fairly well. They get 3/4 BAB as well as class features to help you perform better in combat while also having 6-level casting without lost caster level.
The Arcane Trickster really lends himself more towards pure caster approaches that use sneak attacks with spells, and just isn't very apt with weapon attacks at all. I'm personally of the opinion that you should never take more than one level in non-caster classes as an Arcane Trickster, and if you feel compelled to do so that's a good sign you should be looking at a different build entirely.
| VoodistMonk |
Arcane Trickster is something I always imagine with a whip using Dimensional Dervish.
Start off by picking up the necessary sneak attack dice.
1. UC Rogue (Counterfeit Mage)
2. Brawler (Snakebite Brawler)
3.-6. Wizard if you're boring, Bladebound Bladed Scarf Magus or Arcane Duelist Bard if you're feeling squirrelly.
| Derklord |
I'm going to give the boring and realistic answer: the BAB loss is simply too onerous and scuttles the build.
Oh god, I didn't even realize AT has half BAB. Did someone at TSR had his dog killed by the character sheet of a sneak attack based PC or something?
On a side note, I wonder how many of people would pick up Rogue and other Sneak Attack options if we would rename the class to "Knifer", and the feature to "Teamwork Attack"?
[Eldritch Scoundrel] is not legal in PFS for some unfathomable reason
The reason: Martials can't have nice things. Hell, I'm surprised PFS doesn't ban unRogue and unMonk because of some false understanding of power creep.
@VoodistMonk: Why two levels in a Sneak Attack class?
@Volkard Abendroth: Deathsnatcher > Gargoyle. The name alone makes it way better, and it also looks cooler! Oh, and it also has the same attacks as the four-armed variety, better damage dice, and grants Scent, but those are secondary things.
| Volkard Abendroth |
I'm going to give the boring and realistic answer: the BAB loss is simply too onerous and scuttles the build. If you're significantly more experienced than the other players at your table then you could probably force it to work (because wizard), but even then your party would probably benefit more if you just cast some battlefield control spells instead rather than spend your turn performing your inconsistent attack routine.
You've obviously never read the posted builds or tried comparing the numbers. You're just repeating what "everybody knows" without trying to verify anything yourself.
Comparing characters with a similar level of optimization (I built the fighter for someone last year, the wizard I linked above.)
Fighter:
+2 Voidglass Nodachi +18/+13 (1d10+25/15-20/x2)
AC 35/15/30 F +11 R +8 W +12
Energy Resist cold 5/electricity/fire 5
Wizard:
darkwood quarterstaff +16/+16/+11 (1d8+14) or
bite +18 (1d8+13), 4 claws +18 (1d6+13), gore +18 (1d4+13)
AC 31/15/29 F +15 R +13 W +16 +2 vs. negative levels, death effects, and mind-affecting effects HP 123
Energy Resist cold 5/electricity/5/fire 5, evasion, DR 5/piercing
The wizard is not using Power Attack (He would take PA at 11, with Blood Tutor if necessary) and is using long duration buffs. That's the whole point of being a wizard. Like the proposed rogue/arcane trickster, he dipped 2 levels in a full BaB class to meet the entry requirements for his prestige class (Living Monolith).
Short Duration buffs, like Chill Touch or Mirror Image add additional damage/defense if necessary, and would eventually be quickened.
Grandlounge
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I have a few questions if you would be so kind. I trying to break down your wizard build for myself.
The wizard is using this 2 top level spells, the AC is including a short-term buff (shield), and greater false life has been rolled into the hp total. Heroism and resinous skin are active. Is this correct?
Is 26 strength is your polymorphed strength (I assume so because your AC has natural armour)?
Full attacking with natural weapons hits for about 80 damage around. If you're using standard gargoyle in another fight that day this drops to ~50. These are respectable numbers.
Random thoughts on the fighter comparison.
I put a power attacking fighter at level 10 at a base of 22 to hit.
To hit = 10 bab + 4 starting str + 1 lvl + 2 belt + 3 weapon (maybe 4) + 2 weapon training + 2 gloves of dueling + 1 ioun stone - 3 power attack.
To hit = 22
Weapon focus, spec, greater WF would as be a very reasonable as would boots of haste. For optimization, the build would be a mutation warrior with mutagen and flight. To get closer to apples to apples it could be an eldritch guardian so both builds have a familiar.
| Dasrak |
Comparing characters with a similar level of optimization
So to argue that melee Arcane Trickster is viable you link to a completely different build with higher BAB and significantly better attack routine than an Arcane Trickster could ever possibly hope for? The build you linked looks good to me at a glance, what with that excellent strength score and plethora of natural attacks to use it.
Let's actually break down what we can do for our arcane trickster build at 10th. With an entry of URogue 3 / Wizard 3 / Arcane Trickster 4 you've got +5 BAB. If you started with 18 dexterity, improved it at 4th and 8th, and have a +6 belt then you've got 26 dex for +8 to hit from dex. Spend a feat on exotic weapon proficiency for something like a +2 elven curve blade and you're up to +15 to hit with 1d10+14 damage plus 5d6 sneak attack (with some accomplished sneak attacker buy-back). That gives an average of 37 damage on a successful hit. You get only one attack per round, and against AC 23 that gives you a 65% chance to hit for 24 DPR if you are constantly sneak attacking. Now let's compare that to the build you linked to. The build you linked to deals 37 DPR to the AC 23 foe with its unarmed strike routine, a 54% damage advantage over the baseline AT build even if we presume it can land sneak attacks 100% of the time. There's still a lot of room for more feats on the AT, but it's going to be hard to make up that distance. But let's be real, the moment you pull out the polymorph and natural attack routine it isn't even a contest. The AT isn't going to even get close to those numbers, and I was already being generous by presuming that he could achieve sneak attack every round consistently. Due to the URogue's dex to damage only affecting one weapon type, the dex-based build here does not have the option of using natural attacks like the str-based build can. While there are still good buff option, there's nothing that will bring the kind of monumental gains you'd need to close that distance.
It should also be noted that the discrepancy only grows from here. The AT is stuck with 1/2 BAB progression and will only fall further behind, whereas your natural attacking build will presumably stick with full BAB class levels from thereon out. While the AT will get its first iterative at the 12th, its DPR is only going to fall further behind the curve. As I said originally, you could probably force this to work (because wizard) but it's never going to be particularly good, especially when other similar builds do the same thing much better.
| VoodistMonk |
Eldritch Scoundrel isn't PFS legal? I'm not surprised. Probably means Child of War (Acavna and Amaznen) Fighters aren't allowed either.
Levels in two separate sneak attack classes expands your skills and meets prerequisites without wasting a feat on Advanced Sneak Attacker.
Magus and Bard both are considered relatively proficient in melee, they also offer a lot of combat oriented archetypes which may be beneficial.
But, the obvious answer to your question is wizard... Because it's the obvious answer to every question in Pathfinder. It just has as much flavor as gum found on the floor in a public bathroom.
| Dasrak |
Eldritch Scoundrel isn't PFS legal?
It is, but not in combination with the Unchained Rogue. You have to use it with the core Rogue. For all intents and purposes, it's a soft ban since finesse training and debilitating strike are what provide its niche. Without them, it's just this weirdly ineffectual hybrid.
| Zolanoteph |
Personally I think the developers were mean to the Eldritch scoundrel. 5d6 sneak at level 20, really?
And where the Magus and warpriest get sick action economy exploits, ES doesn't get anything like that outside of vanishing trick ninja trick.
Also, because accomplished sneak attacker is only selectable once, you can take it once you get to level 3 and be on par with vanilla rogues until level 5. That's why I call this the archetype that peaks at level 3.
There are some tricks you can pull to up your damage, like variant multiclassing Magus for weapon enhancement and the arcane strike feat.
EDIT
The ES is pretty cool in that it's an extremely effective scout leaps and bounds beyond vanilla rogue. He can pull a lot of the wizard's tricks but has a better chance of surviving if his plan falls apart.
| VoodistMonk |
I gestalted a UC Counterfeit Mage/Eldritch Scoundrel with the Child of Acavna and Amaznen Fighter to make a fake wizard. Did the same thing with an UnChained Underground Chemist Rogue and Mutagen Warrior/Opportunist Fighter to make a fake Alchemist. Both of which are quite interesting. But neither have anything to do with the viability of arcane tricksters in melee combat.
I think that unless you are looking for something specific only that prestige class offers, you could build a better spellcasting rogue-type character without using the Arcane Trickster Prestige Class.
I'm not trying to discourage you in any way. I think the magus would provide the best bang for the buck as an Arcane Trickster in combat, personally.
Grandlounge
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Grandlounge wrote:Eldritch scoundrels can do 3 dex and 1 strength damage per strike it is a pretty good way to make up for a lack of sneak attack.How does that work?
Extra rogue talent twice, 1 for ninja trick pressure point and the other for Petrifying Strike.
The reason PFS does not allow this for Unchained rogue is likely because of the access to ki pool ninja tricks.
| Derklord |
Extra rogue talent twice, 1 for ninja trick pressure point and the other for Petrifying Strike.
Both are asterisk marked, and thus can't be stacked.
Personally I think the developers were mean to the Eldritch scoundrel. 5d6 sneak at level 20, really?
It's a vast upgrade compared to regular Rogue. It won't compare to a normal Rogue when the later can hit a TWF full attack sneak attack against a target with lowish AC and no DR, but let's be honest, how often does that happen? When facing flying enemies, invisible enemies, and the likes, plus plenty of non-combat situations, a normal Rogue is useless, while Eldritch Scoundrel has the tools. I'm not saying it's a good "class", but it's by far the strongest option a Rogue has.
Quite frankly, Sneak Attack sucks. It's ridiculously overrated. Most people seem to forget that it's only bonus damage, and highly conditional one at that. They see "rolls many dice" think that means it's good, without stopping and thinking about how good it actually is (blasters have the same issue, by the way).
Of course, since Arcane Trickster only really grants Sneak Attack (compared to other casting progression prestige classes), the prestige class sucks hard, too.
I think that unless you are looking for something specific only that prestige class offers, you could build a better spellcasting rogue-type character without using the Arcane Trickster Prestige Class.
Just like unless you are looking for something specific that only the Rogue class offers, you could build a better rogue-type character without using the Rogue class.
| Volkard Abendroth |
Volkard Abendroth wrote:Comparing characters with a similar level of optimizationSo to argue that melee Arcane Trickster is viable you link to a completely different build with higher BAB and significantly better attack routine than an Arcane Trickster could ever possibly hope for? The build you linked looks good to me at a glance, what with that excellent strength score and plethora of natural attacks to use it.
The attack routine is exactly the same. Arcane Trickster has access to the exact same polymorph spells as the build I posted.
The living monolith gets a slightly higher BAB. The Arcane Trickster gets sneak attack damage on each hit, only looses 1 caster level instead of 3, and is most likely not going to start with an 11 intelligence.
With sneak attack, a higher priority is placed on invisibility/flanking. Use the same gargoyle/four-armed gargoyle forms as the build I posted to maximize number of attacks. Positioning becomes much more important.
If you really want to be melee focused, give your familiar the mauler archetype and use him as a flank buddy. When not in battle form, toss a Monstrous Physique on him.
| Tinalles |
Check out this mini-guide to arcane tricksters. It's not exhaustive by any means, but should be helpful.
| Volkard Abendroth |
Volkard Abendroth wrote:Comparing characters with a similar level of optimizationSo to argue that melee Arcane Trickster is viable you link to a completely different build with higher BAB and significantly better attack routine than an Arcane Trickster could ever possibly hope for? The build you linked looks good to me at a glance, what with that excellent strength score and plethora of natural attacks to use it.
Dasrak, since you either incapable of unwilling of applying an idea to a closely related build, I did it for you.
Female human (Garundi) arcane trickster 4/unchained rogue 1/transmuter 5 (Pathfinder Player Companion: Legacy of the First World 15, Pathfinder Unchained 20)
N Large humanoid (human)
Init +3; Senses darkvision 60 ft.; Perception +15
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Defense
--------------------
AC 23, touch 13, flat-footed 22 (+4 armor, +2 deflection, +1 Dex, +1 insight, +6 natural, -1 size)
hp 120 (10 HD; 9d6+1d8+76)
Fort +11, Ref +12, Will +12
DR 5/piercing
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Offense
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Speed 40 ft., fly 60 ft. (average)
Melee longspear +14 (2d6+16/×3) or
. . bite +17 (1d8+15), 4 claws +18 (1d6+15), gore +17 (1d4+15)
Space 10 ft.; Reach 10 ft. (20 ft. with longspear)
Special Attacks sneak attack (unchained) +1d6, sneak attack +3d6
Arcane School Spell-Like Abilities (CL 9th; concentration +13)
. . 7/day—telekinetic fist (1d4+2 bludgeoning)
Transmuter Spells Prepared (CL 10th; concentration +14)
. . 5th—beast shape III, overland flight
. . 4th—greater false life[UM], greater invisibility (2), monstrous physique II[UM]
. . 3rd—haste, heroism, monstrous physique I[UM], monstrous physique I[UM], resinous skin[UC]
. . 2nd—alter self, false life, glitterdust (DC 16), mirror image, resist energy, visualization of the body
. . 1st—chill touch (DC 15), enlarge person (DC 15), keep watch, long arm[ACG], mage armor, shield
. . 0 (at will)—mage hand, message, open/close (DC 14), prestidigitation
. . Opposition Schools Divination, Evocation
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Statistics
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Str 29, Dex 12, Con 16, Int 18, Wis 10, Cha 8
Base Atk +4; CMB +16 (+18 grapple); CMD 28 (32 vs. disarm)
Feats Accomplished Sneak Attacker, Arcane Strike, Craft Wondrous Item, Multimorph[UM], Scale And Skin, Scribe Scroll, Toughness, Weapon Finesse, Weapon Focus (claw)
Traits magical knack, reactionary
Skills Acrobatics +9 (+13 to jump), Appraise +10, Bluff +1, Climb +15, Diplomacy +1, Disable Device +18, Disguise +1, Escape Artist +10, Fly +14, Heal +2, Intimidate +1, Knowledge (arcana) +13, Knowledge (dungeoneering) +12, Knowledge (local) +12, Knowledge (planes) +12, Knowledge (religion) +12, Linguistics +10, Perception +15, Ride +3, Sense Motive +2, Sleight of Hand +7, Spellcraft +17, Stealth +12 (+13 in dim light and darkness), Survival +2, Swim +15, Use Magic Device +14
Languages Celestial, Common, Osiriani, Skald, Thassilonian, Undercommon, Varisian
SQ arcane bond (ring of protection +2), freeze, impromptu sneak attack, physical enhancement (+2), ranged legerdemain
Combat Gear lesser extend metamagic rod, wand of divine favor (50 charges); Other Gear longspear, amulet of mighty fists +3, belt of giant strength +6, cloak of resistance +4, dusty rose prism ioun stone, headband of vast intelligence +4, ring of protection +2, masterwork thieves' tools, wizard starting spellbook, 215 gp, 1 cp
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Special Abilities
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Arcane Bond (Ring of protection +2) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Damage Reduction (5/piercing) You have Damage Reduction against all except Piercing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Divination You must spend 2 slots to cast spells from the Divination school.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Fly (60 feet, Average) You can fly!
Freeze (Ex) A gargoyle can hold itself so still it appears to be a statue. A gargoyle that uses freeze can take 20 on its Stealth check to hide in plain sight as a stone statue.
Impromptu Sneak Attack (1/day) (Ex) You can declare any melee or ranged attack to be a sneak attack.
Multimorph Your studies in transmogrification have increased your control over shapechanging spells. When you cast a spell of the polymorph subschool on yourself, you may expend 1 minute of the spell's duration as a standard action to assume another form allowe
Physical Enhancement +2 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Scale and Skin When transmutation spell affects you, gain +1 or +2 to natural armor.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Telekinetic Fist (1d4+2 bludgeoning, 7/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Transmutation Transmuters use magic to change the world around them.
Female human (Garundi) arcane trickster 4/unchained rogue 1/transmuter 5 (Pathfinder Player Companion: Legacy of the First World 15, Pathfinder Unchained 20)
N Large humanoid (human)
Init +3; Senses darkvision 30 ft., low-light vision, scent; Perception +15
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Defense
--------------------
AC 23, touch 13, flat-footed 22 (+4 armor, +2 deflection, +1 Dex, +1 insight, +6 natural, -1 size)
hp 120 (10 HD; 9d6+1d8+76)
Fort +11, Ref +12, Will +12
DR 5/piercing
--------------------
Offense
--------------------
Speed 40 ft., fly 40 ft. (good)
Melee (M) longspear +12 (1d8+12/×3) or
. . bite +17 (2d6+15 plus grab), 2 claws +18 (2d4+15 plus grab)
Space 10 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks pounce, rake (2 claws +18, 2d4+15 plus grab), sneak attack (unchained) +1d6, sneak attack +3d6
Arcane School Spell-Like Abilities (CL 9th; concentration +13)
. . 7/day—telekinetic fist (1d4+2 bludgeoning)
Transmuter Spells Prepared (CL 10th; concentration +14)
. . 5th—beast shape III, overland flight
. . 4th—greater false life[UM], greater invisibility (2), monstrous physique II[UM]
. . 3rd—haste, heroism, monstrous physique I[UM], monstrous physique I[UM], resinous skin[UC]
. . 2nd—alter self, false life, glitterdust (DC 16), mirror image, resist energy, visualization of the body
. . 1st—chill touch (DC 15), enlarge person (DC 15), keep watch, long arm[ACG], mage armor, shield
. . 0 (at will)—mage hand, message, open/close (DC 14), prestidigitation
. . Opposition Schools Divination, Evocation
--------------------
Statistics
--------------------
Str 29, Dex 12, Con 16, Int 18, Wis 10, Cha 8
Base Atk +4; CMB +16 (+22 grapple); CMD 28 (32 vs. disarm)
Feats Accomplished Sneak Attacker, Arcane Strike, Craft Wondrous Item, Multimorph[UM], Scale And Skin, Scribe Scroll, Toughness, Weapon Finesse, Weapon Focus (claw)
Traits magical knack, reactionary
Skills Acrobatics +9 (+13 to jump), Appraise +10, Bluff +1, Climb +15, Diplomacy +1, Disable Device +18, Disguise +1, Escape Artist +10, Fly +18, Heal +2, Intimidate +1, Knowledge (arcana) +13, Knowledge (dungeoneering) +12, Knowledge (local) +12, Knowledge (planes) +12, Knowledge (religion) +12, Linguistics +10, Perception +15, Ride +3, Sense Motive +2, Sleight of Hand +7, Spellcraft +17, Stealth +12 (+13 in dim light and darkness), Survival +2, Swim +15, Use Magic Device +14
Languages Celestial, Common, Osiriani, Skald, Thassilonian, Undercommon, Varisian
SQ arcane bond (ring of protection +2), impromptu sneak attack, physical enhancement (+2), ranged legerdemain
Combat Gear lesser extend metamagic rod, wand of divine favor (50 charges); Other Gear longspear, amulet of mighty fists +3, belt of giant strength +6, cloak of resistance +4, dusty rose prism ioun stone, headband of vast intelligence +4, ring of protection +2, masterwork thieves' tools, wizard starting spellbook, 215 gp, 1 cp
--------------------
Special Abilities
--------------------
Arcane Bond (Ring of protection +2) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Damage Reduction (5/piercing) You have Damage Reduction against all except Piercing attacks.
Darkvision (30 feet) You can see in the dark (black and white only).
Divination You must spend 2 slots to cast spells from the Divination school.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Fly (40 feet, Good) You can fly!
Grab: Bite or Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Impromptu Sneak Attack (1/day) (Ex) You can declare any melee or ranged attack to be a sneak attack.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Multimorph Your studies in transmogrification have increased your control over shapechanging spells. When you cast a spell of the polymorph subschool on yourself, you may expend 1 minute of the spell's duration as a standard action to assume another form allowe
Physical Enhancement +2 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Pounce (Ex) You can make a full attack as part of a charge.
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Scale and Skin When transmutation spell affects you, gain +1 or +2 to natural armor.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Telekinetic Fist (1d4+2 bludgeoning, 7/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Transmutation Transmuters use magic to change the world around them.
The above numbers don't have sneak attack (4d6) applied. With party members and Greater Invisibility, most players should manage to sneak attack a good percents of the time, when it matters.
The character uses an arcane bond instead of a familiar. This can be either an additional polymorph spell or one of the many situational spells.
AC and saves are lower than the previous build, which used two levels of unchained monk for early entry into Living Monolith. In compensation, only 1 level was lost on spell progression.
Entry was intentionally delayed into Arcane Trickster for two reasons: 1) Additional CON bonus from Transmuter class feature. 2) Multimorp - being able to change forms without burning additional spells is powerful.
Yes, wizards choosing to focus on melee get pounce before barbarians. No, this does not mean they are better at melee.
| Dasrak |
Dasrak, since you either incapable of unwilling of applying an idea to a closely related build, I did it for you.
I haven't checked this thread in a few days. I only just saw your "challenge" now.
I will grant you that a strength-based natural attacker can make use of the Arcane Trickster prestige class, since you don't care about iteratives and stack huge strength bonuses to compensate for the BAB loss. I've seen polymorph wizard builds; they work single-class, so I'm sure that Arcane Trickster would work too. I'd also counter that such a build is thematically divergent from the kind of concept that would attract someone to the Arcane Trickster PrC in the first place.
| Volkard Abendroth |
Volkard Abendroth wrote:Dasrak, since you either incapable of unwilling of applying an idea to a closely related build, I did it for you.I haven't checked this thread in a few days. I only just saw your "challenge" now.
I will grant you that a strength-based natural attacker can make use of the Arcane Trickster prestige class, since you don't care about iteratives and stack huge strength bonuses to compensate for the BAB loss. I've seen polymorph wizard builds; they work single-class, so I'm sure that Arcane Trickster would work too. I'd also counter that such a build is thematically divergent from the kind of concept that would attract someone to the Arcane Trickster PrC in the first place.
In this case, the theme requested was melee focused Arcane Trickster.
The Arcane Trickster part of the build, backstabs and party trapper, are more or less intact. Backstabs you get more of, Disable Device suffers somewhat by not being a DEX build.
You can still fulfill the role, you just won't be succeeding while rolling 1's.