Random character layout:
I've been very interested in the arcane trickster idea lately. This is the general layout of the character, in combat, its basically a ranged sneak attacking combatent with ray & other ranged touch spells. Taking the wizard as a base spellcasting class allows this character versatility in any rogue/thieving missions. The fatespinner levels at the end are just fillers that gives extra class features & caster level progress. In any case, this would be an awesome character who can guarentee a hit unless he rolls a 1, & it'll be awesome because Stacey didn't write it up (sorry, had to throw that out there)
Arcane trickster (AT) build: rog 3/wiz 5/AT 10/fatespinner 2
Race: Human (bonus feat at 1st LV, 4 extra skill points at 1st LV, 1 extra skill point/LV after)
ability score priorities: INT, DEX, CON, CHA, WIS, STR
base attack: 2+2+5+1=10/5
base saves:
FORT: 1+1+3+0+CON MOD= 5+ Con
REF: 3+1+7+0+DEX MOD= 11+Dex
WILL: 1+4+7+3+WIS MOD= 15+Wis
HD: 6+2d6+17d4+CON MOD*20
Skill points: (8+INT)*6+(2+INT)*7+(4+INT)*10+23
Class skills: all wiz & rog class skills.
Feats/Class Features:
Rogue:
1. sneak attack +1d6, trapsense, point blank shot (1st LV), precise shot (human bonus feat)
2. evasion
3. sneak attack +2d6, improved initiative
Wiz:
4. scribe scroll, summon familiar
5. -
6. practiced spellcaster (complete arcane/divine)
7. -
8. silent spell (wiz bonus feat)
AT:
9. ranged ledgerdemain (disable device) 1/day, still spell
10. sneak attack +3d6
11. impromptu sneak attack 1/day
12. sneak attack +4d6, ranged feint (if allowed by DM), quicken spell (if feint isn't allowed)
13. ranged LD 2/day
14. sneak attack +5d6
15. impromptu sneak attack 2/day, maximize spell
16. sneak attack +6d6
17. ranged LD 3/day
18. sneak attack +7d6, eschew materials
Fatespinner:
19. spin fate
20. fickle finger of fate
real caster level: 17. effective caster level: 20 (practiced spellcaster)
spells per day: 4/4/4/4/4/4/4/3/2/1 + bonus spells
Any critiques/questions are welcome. <=]
Arcane trickster (AT) build: rog 3/wiz 5/AT 10/fatespinner 2
Race: Human (bonus feat at 1st LV, 4 extra skill points at 1st LV, 1 extra skill point/LV after)
ability score priorities: INT, DEX, CON, CHA, WIS, STR
base attack: 2+2+5+1=10/5
base saves:
FORT: 1+1+3+0+CON MOD= 5+ Con
REF: 3+1+7+0+DEX MOD= 11+Dex
WILL: 1+4+7+3+WIS MOD= 15+Wis
HD: 6+2d6+17d4+CON MOD*20
Skill points: (8+INT)*6+(2+INT)*7+(4+INT)*10+23
Class skills: all wiz & rog class skills.
Feats/Class Features:
Rogue:
1. sneak attack +1d6, trapsense, point blank shot (1st LV), precise shot (human bonus feat)
2. evasion
3. sneak attack +2d6, improved initiative
Wiz:
4. scribe scroll, summon familiar
5. -
6. practiced spellcaster (complete arcane/divine)
7. -
8. silent spell (wiz bonus feat)
AT:
9. ranged ledgerdemain (disable device) 1/day, still spell
10. sneak attack +3d6
11. impromptu sneak attack 1/day
12. sneak attack +4d6, ranged feint (if allowed by DM), quicken spell (if feint isn't allowed)
13. ranged LD 2/day
14. sneak attack +5d6
15. impromptu sneak attack 2/day, maximize spell
16. sneak attack +6d6
17. ranged LD 3/day
18. sneak attack +7d6, eschew materials
Fatespinner:
19. spin fate
20. fickle finger of fate
real caster level: 17. effective caster level: 20 (practiced spellcaster)
spells per day: 4/4/4/4/4/4/4/3/2/1 + bonus spells
Any critiques/questions are welcome. <=]
4 Comments:
why eschew materials? It's an okay feat, but I would think that still spell or even spell mastery By that level and INT you could learn alot of spells and not need a book to learn them. I would chose escaping and location spells first, like knock and teleport incase of capture and loosing my spell book.
You can prep 1 spell per Int Modifier, each time you take it.
I'm starting to look at how effective a character will be in more situations than combat, making the character more diverse, but just as effective when the dookie its the fan *SPLAT*
...I know that in my games getting captured never really happened, but when it did happen some people got angry over lost magical items and their characters committed suicide before eve attempting to escape...I too wanted to try and get beyond 7th with a part...
You should also look at the deadly percision feat out of the XPH.
You get 1 chance to reroll 1's on sneak attack damage...
hmmm... what if you took that feat with a scout since Skirmish counts as Sneak attack to qualify... interesting
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