Help me create an Arcane Trickster Build (SPOILERS?)
Help me create an Arcane Trickster Build (SPOILERS?)
Can everyone who's interested give me some advise on an arcane trickster build. I want to get info on starting stats (I've opted for a Tiefling), feats to picks, levels to pick new classes, how many spells per day I will be able to cast, weapons and items to use etc. Thanks heaps!
- Screaming Johny
- Posts: 183
- Joined: Mon Sep 23, 2002 11:00 am
- Location: Calgary
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Lots of Help
Welcome to the forum.
I was actually thinking about writing a class guide for gamefaq on this very subject, but haven't gotten around to it. In my opinion, Arcane Trickster is the best class to have for a good character. You are enough of a mage and enough of a Rogue that you can fill the rest of your party with Tanks and let them do their thing (most of the tank NPC's are good).
There are two good builds. I'll start with the Rog/Wiz/AT build as it is statistically better.
I chose a Sun Elf as they get the boost to IN, get the automatic search feat, have Wiz as the favoured class, and no level penalty. I think Tiefling would be a good choice as well.
ST 10
DX 14
CO 10
IN 19 (or 20)
WI 10
CH 13 (or 10)
Ending character would be Rog3, Wiz 7, AT 10. This gives you 17 levels of wizard spells, which gives you 1 9th level (2 if you specialize) spell, +1 more if you can get your modified IN to 28. Taking the practiced spellcaster feat also allows your spells to be cast is if you are 20th level in terms of effects.
I would suggest starting with 1 level of Rogue as this nets you 18 more skill points than if you start with Wizard and start with the spellcasting prodigy feat. I chose Ladies man as a background trait (which is why I put 13 points in CH), but putting the extra point in IN works just as well but you'll have to pick a different trait.
The following is how I progressed
1 Rog1 Spellcasting Prodigy
2 Wiz1
3 Wiz2 Practiced Spellcaster
4 Wiz3 (have 5 skill points saved up)
5 Rog2 (spend all the skill points)
6 Wiz4 I chose Craft Magical Arms & Armour
7 Wiz5 (3rd level spells)
8 Rog3 (2d6 backstab)
9 AT1 I chose Craft Wonrous Items
From level 10 onwards you want the rest of the levels of AT, and 2 more levels of Wiz.
The thing I love about this build is the million skill points. I had maxed out open lock, concentration, appraise, disable device, search, spellcraft, and diplomacy, and had points in all the craft skills and 7 in lore & tumble (to meeat AT requirements).
I found this build very versatile.
I also tried a Rog/Sorc/AT. This build has the advantage of not having to memorize spells, but has the drawbacks of one less level of spells (can't get 9th level spells) having to pick a race that isn't as good (I chose a halfling), and having to spread out the skill points a bit more resulting in less skill points.
Having said that, I had a lot more fun with this build (I'm half way through chapter 3 with it right now and at level 17). I didn't pick up any crafting skills or feats (I let my NPC's do it for me) or the search skill (which I kind of regret). After Spellcasting Prodigy and Practiced spellcaster I chose several metamagic feats (empower, extend, maximize, and quicken spell). I will likely pick silent or still spell at level 18.
The reason I had more fun is the metamagic feats. As a sorcerer I can choose to use any of them on the fly, whereas the wizard has to memorize the spell with that feat applied. So for example if I see a large group of baddies, I might cast an empowered fireball that increases both the radius and damage.
So while the wizard build gets more skill points, can cast 9th level spells, and can prepare any spell that isn't in their oppositiion school, I liked the versatility of being able to cast my favourite spells more often and modified a number of different ways.
I hope this helps. Let me know if you have any other questions.
Welcome to the forum.
I was actually thinking about writing a class guide for gamefaq on this very subject, but haven't gotten around to it. In my opinion, Arcane Trickster is the best class to have for a good character. You are enough of a mage and enough of a Rogue that you can fill the rest of your party with Tanks and let them do their thing (most of the tank NPC's are good).
There are two good builds. I'll start with the Rog/Wiz/AT build as it is statistically better.
I chose a Sun Elf as they get the boost to IN, get the automatic search feat, have Wiz as the favoured class, and no level penalty. I think Tiefling would be a good choice as well.
ST 10
DX 14
CO 10
IN 19 (or 20)
WI 10
CH 13 (or 10)
Ending character would be Rog3, Wiz 7, AT 10. This gives you 17 levels of wizard spells, which gives you 1 9th level (2 if you specialize) spell, +1 more if you can get your modified IN to 28. Taking the practiced spellcaster feat also allows your spells to be cast is if you are 20th level in terms of effects.
I would suggest starting with 1 level of Rogue as this nets you 18 more skill points than if you start with Wizard and start with the spellcasting prodigy feat. I chose Ladies man as a background trait (which is why I put 13 points in CH), but putting the extra point in IN works just as well but you'll have to pick a different trait.
The following is how I progressed
1 Rog1 Spellcasting Prodigy
2 Wiz1
3 Wiz2 Practiced Spellcaster
4 Wiz3 (have 5 skill points saved up)
5 Rog2 (spend all the skill points)
6 Wiz4 I chose Craft Magical Arms & Armour
7 Wiz5 (3rd level spells)
8 Rog3 (2d6 backstab)
9 AT1 I chose Craft Wonrous Items
From level 10 onwards you want the rest of the levels of AT, and 2 more levels of Wiz.
The thing I love about this build is the million skill points. I had maxed out open lock, concentration, appraise, disable device, search, spellcraft, and diplomacy, and had points in all the craft skills and 7 in lore & tumble (to meeat AT requirements).
I found this build very versatile.
I also tried a Rog/Sorc/AT. This build has the advantage of not having to memorize spells, but has the drawbacks of one less level of spells (can't get 9th level spells) having to pick a race that isn't as good (I chose a halfling), and having to spread out the skill points a bit more resulting in less skill points.
Having said that, I had a lot more fun with this build (I'm half way through chapter 3 with it right now and at level 17). I didn't pick up any crafting skills or feats (I let my NPC's do it for me) or the search skill (which I kind of regret). After Spellcasting Prodigy and Practiced spellcaster I chose several metamagic feats (empower, extend, maximize, and quicken spell). I will likely pick silent or still spell at level 18.
The reason I had more fun is the metamagic feats. As a sorcerer I can choose to use any of them on the fly, whereas the wizard has to memorize the spell with that feat applied. So for example if I see a large group of baddies, I might cast an empowered fireball that increases both the radius and damage.
So while the wizard build gets more skill points, can cast 9th level spells, and can prepare any spell that isn't in their oppositiion school, I liked the versatility of being able to cast my favourite spells more often and modified a number of different ways.
I hope this helps. Let me know if you have any other questions.