Halfling Arcane Trickster build... [Archive] - Wizards Community

Post/Author/DateTimePost
delewobmesid

03-23-06, 12:14 PM
I'm considering a Halfling (Tallfellow) Arcane Trickster for my low level character and wanted some input as to a good build.

Here's what I'm starting with Halfling Rogue 12, 16, 12, 16, 10, 8 max listen, spot, search, Disable Device, Decphier Script, escape artist, Open Locks, Jump, Tumble, 1 craft alchemy, 1 prof sailor, 1 know local nyrond (and I'm a County of Urnst Character), 1 know core and something else.

advancement will be 1st rogue, 2nd wizard, 3rd rogue, 4-6 wizard, one more rogue, then going for arcane trickster at ninth. what i'm looking for input on is feats, particularly first level.

I'm torn between Point Blank and Improved Initiative. 3rd will be practiced spell caster, with craft wonderous at 6th. Any suggestions?
redgamer

03-23-06, 12:58 PM
+1 to hit is nice +1 to damage is quickly unimportant. The best part of PBS is precise shot. Take improved init and take weapon focus ray if need be. You build is solid. There aren't many ways to build a good arcane trickster. Yours is one of them. How about 17 dex and strength? Don't max jump. Take 0 or five ranks.
Lomiat

03-23-06, 01:05 PM
I'd recommend Point-blank at 1st, Precise at 3rd, and Practiced Caster at 6th. Losing 1 or 2 caster levels isn't going to hurt you too much early on, and, honestly, I'd wait on the second level of Rogue until after you get 2nd level spells (as Invisibility is pretty good for the Trickster).
delewobmesid

03-23-06, 01:14 PM
I'd recommend Point-blank at 1st, Precise at 3rd, and Practiced Caster at 6th. Losing 1 or 2 caster levels isn't going to hurt you too much early on, and, honestly, I'd wait on the second level of Rogue until after you get 2nd level spells (as Invisibility is pretty good for the Trickster).

The reason for the 3rd level as rogue is so I have a chance to tumble out of threat range and have 6 ranks in tumble (for fighting defensively and such) since my concentration is going to be weak for a LONG time.

I'm going to have to go with improved init; thanks for the feed back!
Lomiat

03-23-06, 01:33 PM
Improved Init. is always good, but the advantage of Pt-blank and Precise is that you still get to be good at shooting a shortbow even after you've run out of spells.

Improved Init. is more valuable if you hope to be a "battlefield control" caster, which Tricksters rarely are. The most effective Trickster I've seen (of, maybe, 3 or 4) served a primary function as scout, tilting the encounters in our favor because of advance knowledge. Ranks in Hide, Move Silently, Spot, and Listen were key.

Tricksters, in general, are weak until they get the synergy right around 9th level.

Meanwhile, my Trickster wannabe is even weaker than most. Rather than taking the traditional ranged-spell-sneak attack build, I went for 2 weapon fighting and weapon finesse with an 18 DEX and 18 INT gray elf. His other attributes are terrible, his survivability is dubious, his AC is okay but not stellar (since I gave up Abjuration), but if he makes it to 12th level, he'll do as much damage as a min-maxed greatsword-wielding, power-attacking half-orc bbn/ftr but with more versatility. Nonetheless, the character's so far been less attractive to play than 3 or 4 others.

His build:
Str 10
Dex 18
Con 10
Int 18
Wis 8
Cha 8
1st- Rogue, Two-weapon Fighting
2nd- Wizard (necromancer; opposed abjuration/enchantment)(necromancy offers a good number of touch spells, esp. Chill Touch)
3rd- Wizard, Weapon Finesse
4th- Wizard
5th- Rogue (I'll generally play down, meaning I'll pick up Evasion shortly before I expect to face many fireballs)
6th- Wizard, Practiced Caster
7th- Wizard, Quicken Spell (for later)
8th- Rogue
9th- Trickster, Arcane Strike (where the really fun stuff begins)
12th level feat: possibly Improved 2-weapon fighting
DuctShuiTengu

03-23-06, 02:23 PM
I'm actually halfway planning a similar character. Haven't decided which of the halfling subraces to go with, but what I've got so far is:

Str 8
Dex 18
Con 14
Int 16
Wis 8
Cha 8

I'm halfway considering raising Strength and/or Charisma, but I'm not sure where to take points from.

The Build I'm looking at so far:

Rogue 1: Two Weapon Fighting
Wizard 1: Scribe Scroll
Wizard 2: Quick Draw
Wizard 3
Wizard 4
Wizard 5: Craft Wand, Dual Wand Wielder
Rogue 2
Rogue 3
Arcane Trickster 1: Practiced Spellcaster

Haven't really worked out beyond 9th level, and he's probably not going to be terribly powerful, but the dual wand wielder feat looked interesting, and I sorta ended up putting this build together around it.
Lomiat

03-23-06, 02:52 PM
The dual wand wielding build is actually quite interesting. With Craft Wand, you can get your Lesser Orb and Acid Arrow and other ranged touch spells at a decent caster level, and because they all require to-hit rolls, you get sneak attack (I think). The cool part about the dual wand is that it would actually let you make two magical ranged touch attacks in a round (and, if I'm correct, apply sneak attack to each).

Very nice idea.

I have a new favorite build for a ranged-attack Trickster... (though I'd get Practiced Caster earlier into the build, if possible).
delewobmesid

03-23-06, 02:55 PM
sneak attack only applies to the first attack of a given round from a given character unless I'm mistaken...I think that's under the sneak attack text for rogue...
Lomiat

03-23-06, 03:12 PM
sneak attack only applies to the first attack of a given round from a given character unless I'm mistaken...I think that's under the sneak attack text for rogue...

Incorrect. Rogues apply their sneak attack to every attack they make that catches a foe flat-footed, denied dexterity, or flanked (unless, of course, the foe is not vulnerable to sneak-attacks). The most competent rogue I've seen thus far is an archer who gets his cohort to cast Blink on him (automatically catches foes flat-footed) and then uses Rapid Shot to fire off several arrows.

Now, you may be thinking of the rule that if you make one attack with multiple arrows or rays, you only get your sneak attack once. This means that an archer using Manyshot only gets sneak attack one time with a Manyshot volley, and a Trickster using Scorching Ray only gets sneak attack once, even if he/she fires 2 or 3 rays.
Blackwood

03-23-06, 03:22 PM
The most competent rogue I've seen thus far is an archer who gets his cohort to cast Blink on him (automatically catches foes flat-footed) and then uses Rapid Shot to fire off several arrows.


That will not work with Blink because Blink is a personal range spell (at least according to the SRD). An arcane trickster could use such a strategy though.
Arvagor

03-23-06, 04:05 PM
The reason for the 3rd level as rogue is so I have a chance to tumble out of threat range and have 6 ranks in tumble (for fighting defensively and such) since my concentration is going to be weak for a LONG time.FYI, increased bonuses to fighting defensively and total defense only require 5 ranks of Tumble, not 6.

What you really want the 3rd level of rogue for is to increase your BAB, Fort and Will saves, and bumping your sneak attack dice from +1d6 to +2d6 ...
Lomiat

03-23-06, 04:06 PM
Ah... good point about Blink. I'm not sure what spell he has his cohort cast on him now--probably Greater Invis--but he used to use UMD to read scrolls of Blink. My mistake.

Meanwhile, an interesting variant of same character idea would be to make a Ftr2/Rog6/Shd1 who pops out of the shadows to fire a Manyshot volley for 1d8+3d6+enhancements, or to take a full attack for 3 attacks, possibly, 3d8+9d6+enhancementsx3.
ezreal2001

03-24-06, 12:44 AM
Meanwhile, an interesting variant of same character idea would be to make a Ftr2/Rog6/Shd1 who pops out of the shadows to fire a Manyshot volley for 1d8+3d6+enhancements, or to take a full attack for 3 attacks, possibly, 3d8+9d6+enhancementsx3.

With out Imp Invis your PC stops being hidden after the first shot, so the volley isn't so good.

OTH with a fr2/Rog6/Spec Wiz[Divination] you could persuade the Wiz to cast Imp Invis on your PC, then retire to edge of the battle field to volley off Sneak Attacks at (1d8 + 3d6 + enhancements) x 3, via the Sniper's Shot spell.

Yes ASF is an issue - but if they can't see you they hit you.

J
Lomiat

03-24-06, 11:04 AM
With out Imp Invis your PC stops being hidden after the first shot, so the volley isn't so good.


I wonder... If you're flat-footed because you haven't taken initiative yet, you're flat-footed for the whole round. Generally, you need an action to stop being flat-footed to something, so I wonder if the Trickster who appears from Invisible wouldn't get his/her whole volley against an opponent who would remain flat-footed (therefore vulnerable to sneak attack) until that opponent acts again on his/her next initiative pass.

Can someone clarify?
Blackwood

03-24-06, 03:18 PM
I wonder... If you're flat-footed because you haven't taken initiative yet, you're flat-footed for the whole round. Generally, you need an action to stop being flat-footed to something, so I wonder if the Trickster who appears from Invisible wouldn't get his/her whole volley against an opponent who would remain flat-footed (therefore vulnerable to sneak attack) until that opponent acts again on his/her next initiative pass.

Can someone clarify?

Being flat-footed is different from being denied one's dex bonus.
When one is flat-footed one is *usually* denied one's dex bonus (the Uncanny Dodge feature changes this). One is not flat-footed when an unseen target attacks, one is merely denied one's dex bonus (although this is *also* prevented by Uncanny Dodge explicitly).

Thus, the answer is no. Now that you are visible, you do not get any bonus to hit him nor-sneak attack.
mowaca

03-24-06, 05:37 PM
Dual Wand wielder is what I'm attempting with my Grey Elf Rog1/Wiz1. I thought by focusing on wands it made the character a little more flexible - you can do some decent damage with two wands + occasional sneak attacks, or have a some utility wands, sucn as invisibility. I was never sold on using the ranged feat tree, because generally its easy to range touch someone, even with some penalties.

What I'm still not sold on is Arcane Trickster. Geometer might work better for my character (or Loremaster). A lot of people recommend using the Dagger Spell shaper PrC as an alternative to Arcane Trickster.

So here's what I have so far...

Str 6
Dex 16
Con 10
Int 18
Wis 12
Chr 12

Rogue 1: Elf Lore
Wizard 1: Scribe Scroll
Wizard 2: Two Weapon Fighting
Wizard 3
Wizard 4
Wizard 5: Craft Wand, Dual Wand Wielder
Rogue 2 (or Geometer 1)
Rogue 3
Arcane Trickster 1: Practiced Spellcaster


I'm actually halfway planning a similar character. Haven't decided which of the halfling subraces to go with, but what I've got so far is:

Str 8
Dex 18
Con 14
Int 16
Wis 8
Cha 8

I'm halfway considering raising Strength and/or Charisma, but I'm not sure where to take points from.

The Build I'm looking at so far:

Rogue 1: Two Weapon Fighting
Wizard 1: Scribe Scroll
Wizard 2: Quick Draw
Wizard 3
Wizard 4
Wizard 5: Craft Wand, Dual Wand Wielder
Rogue 2
Rogue 3
Arcane Trickster 1: Practiced Spellcaster

Haven't really worked out beyond 9th level, and he's probably not going to be terribly powerful, but the dual wand wielder feat looked interesting, and I sorta ended up putting this build together around it.
Jay_Ibero_911

03-25-06, 12:09 AM
Combine Double Wand Wielder with Reckless Wand Wielder and caster level 5 wands of scorching ray. With a full round action you'll get 12d6 from the wands, plus you can add sneak attack to the 2 seperate scorching ray spells, so at 10th you'd do a total of 18d6 (assuming wiz5/rog3/ArcTric2), and you'd have improved invis available, so you could do a blast like that every round. The drawback is that reckless double wand wielding uses 5 charges per round, costing 375gp.
mendahu

03-30-06, 05:33 PM
I currently have a level 10 trickster (rog 3/wiz 5/trickster 2) who is also a halfling. Here's my build (with racial mods included):

8, 16, 12, 16, 8, 14

I went with high charisma and sidled some face-skills in with him, but you could easily put that into constitution or wisdom, as your tastes see fit.

I recommend tallfellow; you won't need the climb and move silently bonuses, and with a high search check (since you have ranks in search from rogue and a decent intelligence; my trickster is packing a +20 right now), you will find every secret door just by making perimeters of dungeons.

As for feats, I actually advise against point blank shot and precise shot, speaking from experience. If you pick your spells and tactics right, most of the time you'll be making ranged touch attacks against flat-footed foes...this means their AC will generally never be higher than 12 (exceptions going to Monks and Uncanny Dodge folk, etc). With a high dex, some bab, and the size bonus from halflings, you won't need to roll very high to hit. I used to have the feats, but I ditched them in the old conversion. I now hove Improved Init, Practised Caster, Extra Spell Slot (2nd), and Great Fortitude (I take saving throws very seriously).

I held off on the 2nd and 3rd rogue levels until I have taken all 5 wizard levels, but its not unreasonable to do it other ways. Blink is indispensible until you can get to 10th level and acquire Great Invisibility. You're on the right track starting as a rogue, though.

I'd be happy to give more in depth advice about the build if you want to email me privately.

-Jake Robins
Edmonton, AB
PaulH

03-30-06, 06:26 PM
Being flat-footed is different from being denied one's dex bonus.
When one is flat-footed one is *usually* denied one's dex bonus (the Uncanny Dodge feature changes this). One is not flat-footed when an unseen target attacks, one is merely denied one's dex bonus (although this is *also* prevented by Uncanny Dodge explicitly).

Thus, the answer is no. Now that you are visible, you do not get any bonus to hit him nor-sneak attack.

Hi

Err.... Not entirely true.

The first attack from being Invisible grants the bonus to hit, but unless the target knew you were there, is still flat-footed against you until their next action. So Sneak Attack still applies to first attack from each wand.

However - the Uncanny Dodge ability could change all this. (Depending on your level rogue, etc).

Cheers
Paul H
lostpike

03-31-06, 03:53 PM
Hi, I am slightly confused in why you all are saying blink and i am assuming dont allow you to sneak attack. If I remember reading the rules correctly all you need is 20% concealment to hide and therefore sneak attack.