Dunmuir
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The levels would go like this.
Unchained Rogue 1/Wizard 3/ Arcane Trickster 1/ Evangelist Prc 10/Wizard ~
Feat Progression would be something like:
1 - Accomplished Sneak Attacker
3 - Deific Obedience
5 - ?
7 - ?
Was looking around at one of the guides, and thought of this. The character would be focused more on the rogue side, and definitely wouldn't be optimal for an arcane caster. I'm just wondering what your guys' thoughts on it are and how you might optimize it despite it not being so optimal in the first place.
Syries
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Wayang is a good way to go if you're allowd to use a race outside of the usual races. I actually have one in PFS (not evangelist, just arcane trickster) and I'm finding my ability to hit is fairly poor thanks to my bad BAB progression (1 level rogue, 3 levels wizard, 2 levels AT nets you 2 bab at level 6. Yikes). I've resorted to using spells such as shocking grasp with sneak attack to dish out decent damage, then retreating to hide. If I'm invisible, I throw out a snowball or scorching ray. When I don't want to use spells, I have Deliquescent Gloves so I can make touch attacks while sneaking/flanking. With only one attack per round this way, i also ended up getting improved feint so I would be able to get some damage in even if I wasn't flanking.
He is fairly hard to play given that he's so squishy and yet he likes being up there as a flanker. I don't play him often, and there have been times where I would have to duck in and out of combat, only attacking once every other round, to avoid getting swarmed by enemies and full attacked.
| Meirril |
Goal is to do melee combat for big damage mixing magic and sneak attack, right? Alternative build:
uRogue 3, switch to Magus 4, then Arcane Trickster/Evangelist will take you to 17. Probably Magus for the last 3 levels if you go to 20.
uRogue to 3 to get dex to damage and evasion. Magus 4 because you need 2nd level spells. Character should still be a fully functional rogue with minor spells for his entire career. But being able to do a full attack routine and drop a touch spell with backstab damage on everything should be fun. You'll need the Pharasma cheese to hit anything. Restarting your BAB progression 4 times leaves you with zero BAB progression for a lot of levels.
OP's build gives a 6th level character with a BAB of +1. At 10th level his BAB will be +4.
My build give a 6th level character with a BAB of +4. At 10th level his BAB will be +6/+1.
A straight Magus would have a BAB of +7/+2 and a lot more casting ability and pool points. Arguably the straight Magus is a better character for doing what I think OP wants to do. Unless OP is just trying to make a better rogue and not a higher damage dealer?
| avr |
If you can use it look at fractional BAB advancement for basically any variation on this.
I'd skip evangelist. The point of the character is full spellcasting, dropping a level of that makes it just worse. A potential 2 more points of BAB sounds good but it's not until ~L15 that you get them. Getting greater invisibility one level earlier will matter more & if all you cared about was magical stabbing then some variation of Meirril's build would work better.
You're going to be short of hands between TWF & wizard spellcasting. Tiefling with a prehensile tail might be an idea and could still get you +2 Dex, +2 Int. With racial darkvision which matters a lot for sneaky types before the darkvision spell becomes a minor cost.
| Asmodeus' Advocate |
My build would probably look something like Rogue 1/Wizard 3/Arcane Trickster 10/Wizard 1
Before level 10, you’d play like a typical arcane trickster. Sneak attack with the spells that give you the most attack rolls, like intensified scorching ray, to get as many sneak attack dice as you can. At level 10, learn telekinesis. Use it to fling loads of daggers around, with your Pharasmin buff to accuracy. Get a ring of the spell when you can, so that you can spam it every round.
Get arcane strike and deadly aim. Anything that buffs your damage per hit will increase your total damage dramatically if you’re making 9+ attacks a round.
Playing a rogue with a ring of telekinesis is something I’ve wanted to do for a long time. (Though the optimal weapon to fling is a large sized great axe, not a dagger. Issues of carrying capacity (and the buckets of sneak attack dice) give the dagger it’s niche, I suppose.) So if you play this character, tell me how it works out.
| Meirril |
My build would probably look something like Rogue 1/Wizard 3/Arcane Trickster 10/Wizard 1
Before level 10, you’d play like a typical arcane trickster. Sneak attack with the spells that give you the most attack rolls, like intensified scorching ray, to get as many sneak attack dice as you can. At level 10, learn telekinesis. Use it to fling loads of daggers around, with your Pharasmin buff to accuracy. Get a ring of the spell when you can, so that you can spam it every round.
Get arcane strike and deadly aim. Anything that buffs your damage per hit will increase your total damage dramatically if you’re making 9+ attacks a round.
Playing a rogue with a ring of telekinesis is something I’ve wanted to do for a long time. (Though the optimal weapon to fling is a large sized great axe, not a dagger. Issues of carrying capacity (and the buckets of sneak attack dice) give the dagger it’s niche, I suppose.) So if you play this character, tell me how it works out.
Telekinesis doesn't care what you are throwing. You won't get any weapon specific bonuses to either to hit or damage. All you get is the spells to hit, and the items damage. Even if you throw +5 daggers of wounding you only get 1d4 damage per dagger. No bonus damage from anything.