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| Mommy was an Orc02-16-07, 10:30 AM | I think a lot of Rogue builds need to be changed to take into account Unseen Seer. It really redefines not just skill rogue builds, but melee rogue builds as well. Here's a few of the dips that make sense: Wizard 1/Unseen Seer 2/Spellsword 1(with a level in Fighter) - you can now both Golem/Gravestrike, Detect Magic and cast 2nd level spells in Mithril Chain shirt without ASF. Take CWI to make your own stat items. Lots of different options are pretty close to opening up at this point - Wizard 2 or Spellsword 3 for 3rd level spells without additional BAB loss. Beguiler 2/Unseen Seer 2 - almost no loss in skill points, Detect Magic, Gravestrike, lots of useful Rogue spells - See Invisibility, Blur, Invisibility, Mirror Image, Knock, Silence, Glitterdust, Spider Climb, all usable in light armor without penalty. With UMD, take CWI to make your own stat items. Wizard 1/Unseen Seer 4/Arcane Trickster 6 - you do take a big BAB hit - but you get 11th level spellcaster, +5d6 Sneak(+Grave Strike). With Arcane Strike, you can easily hit lots of targets and do big damage. Monk 2/Wizard 1/Unseen Seer 2/Enlightened Fist 4 - 3rd level spells, decent unarmed combat options, solid saves, not too bad skill points. Can go Arcane Trickster, Unseen Seer, Enlightened Fist, even Tattoo'd Monk(even with Alter Self gone, don't underestimate how much a skill point paradise Tattoo'd Monk can be with 2 tattoos and the Monkey Tattoo) There's probably a bunch of others. |