Apricot
2015-12-25, 06:19 PM
Hello everyone,
I'm looking for any advice on effectively constructing a Tiefling Arcane Trickster. It's for a group of mine which is not full of optimization-hungry powergamers in the slightest (Druid with a pony as his AC, Barbarian, Paladin, Ranger, Rogue without UMD, and my Sorcerer who took Shout over Polymorph). As such, I'm trying to hit that careful balance for any spellcasting character where she's interesting to play but not destructive. My current Sorcerer is certainly toeing the line, but stays kosher through using most spells for buff spam. There's a possibility that I'll need to carry a little more than my weight in the game, so I'm fine with being a little more potent than the rest of them, but I don't want to be majorly so. I'll start by explaining the character concept and then showing how I intend to translate it into mechanics. If there are any feats, spells, items, or other tidbits which really help with my fluff and crunch, or if I've accidentally weakened her too much, please let me know! Also, for recommendations, most of the people at the table are primarily familiar with Core, so major new wrinkles like Skill Tricks would be untoward.
The entire thing started when I was reading the entry for Tieflings in the Monster Manual. It stated that they were usually Evil due to their inherent nature, and that those who weren't would have to suffer public mistrust for it. So; sounds like a good roleplaying opportunity for me! The way I envisioned my character was as an outcast, maligned from birth, who has no particular love for or hatred towards non-planetouched, but just wants them to stop hurting her. Thus; an extremely anxious, antisocial Arcane Trickster, who delved into magecraft and stealth to protect herself from a world that hates her very existence. Adventuring, for her, is a way to get towards the other misfits of the population, to a place where the others are such freaks that they won't hate her so much, and a way to improve her skills so that she can just be safe. In combat, her methods are mostly about using magic to get in close and make her targets vulnerable before using her Rogue training to deliver a swift and firm kill: minimum fuss, maximum safety. She's found that Enchantment and Evocation spells are far too direct and involved for her to use them properly, but that the curse-stye spells of Necromancy suit her fiendish blood very nicely. Another mage might find them too dark and malicious, but she simply does not care. If she's going to kill someone, she's not concerned about the method behind it.
So, on to the character:
Rogue 3 Wizard 5 Arcane Trickster 1-2 (One level puts her effective level at a nice neat 10, while 2 gives her access to 4th-level spells; I'll discuss the potential spells but treat gear as a 10th-level. Rogue 3 Wizard 5 is, unless someone has information to the contrary, the minimum to gain entry into Arcane Trickster. Also important to note: the Tiefling +1 adjustment makes it impossible for an Arcane Trickster to get 9th-level spells before 21, which is by design. 9th-level spells can break campaigns.)
Alignment: CN. No, not the murderhobo CN.
Abilities: Now, my DM has a non-standard means of assigning stats, which is to give an 18, a 16, a 14, a 12, a 10 and an 8 to distribute how we please. That's way stronger than 32-point-buy, so I'll throw what I'd likely do for my 32pb in below so it's not so jarring. Please let me know if anything makes no sense.
DM fiat:
Str 10
Dex 16 +2
Con 14
Int 18 +2 +2 (Ability Point bonuses)
Wis 12
Cha 8 -2
32pb:
Str 8
Dex 16 +2
Con 12
Int 18 +2 +2
Wis 10
Cha 8 -2
HP ends up being 48/38 respectively, if my math is right. BAB is +4.
Skills are tedious to put down, but they include the Arcane Trickster entry requirements, a couple of points in Disguise, a little into Hide, and the maximum in Move Silently and Sleight of Hand. I'm intending to take a Cat familiar for the bonus to Move Silently. The rest are just obvious Roguish things. If there's something really strong but not obvious, please let me know. Also, UMD is skipped out on because the character has caster levels and awful Cha; is this a reasonable choice?
Spells: this gets a bit more complicated. I'll list the basic ones I intend to get from leveling, and then add on the other desirables as things to be paid for.
Specialist: Necromancy.
Banned: Evocation, Enchantment (if I wanted to make the build much stronger, I'd unban Enchantment and take things on the Charm/Dominate line).
Level 0: all. Isn't it lovely?
Level 1: I get 8 from having a +5 Int modifier at level 1 and 2 more at level 2 because it's the only thing I can research.
Disguise Self: it's what she uses to pretend to not be a walking abomination. She's got a false identity she typically uses with this, and one she's familiar with (read: circumstance bonus), but the poor social skills don't go away.
Identify: to find out what treasure is.
Alarm: the fearful half-Outsider's best friend.
Mage Armor: gives her good defenses without messing with casting.
Shield: see above.
Expeditious Retreat: get in, get out.
Jump: when she learned it, it was a poor Tiefling's Fly.
Feather Fall: see above.
Unseen Servant: generally useful trick.
True Strike: for making sure a blow or a powerful spell hits. Not always needed, but when it is...
Level 2: Four from leveling up.
Invisibility: bread and butter spell. They can't see you=they can't hurt you. Hide bonuses are a thing of the past.
Knock: means no ranks are needed in Open Lock.
Detect Thoughts: seems like the kind of spell a moderate paranoid would like knowing.
Rope Trick: sleep where nobody can see you.
Level 3: Same as above, plus a lot of useful extras.
Vampiric Touch: damage and healing. Good stuff.
Ray of Exhaustion: solid save-or-suck to hit the brawlers with.
Fly: soundless, three-dimensional movement.
Dispel Magic: enemy spells are no joke.
*Greater Magic Weapon: additional damage on a character with low Str.
*Keen Edge: higher crit range can mean more damage. Also, crits are fun and exciting for everyone at my table.
*Shivering Touch: this is the nuclear option. If the character runs into serious combat problems, this is how I intend to resolve most of them. Sure, anything that can dispel its reduction (it's NOT damage) can throw a massive wrench in, but it should cripple most things.
Level 4: Only two spells from leveling, and there can be some feat continuity issues. Oh well; that's easy to fiat out by delaying the feat gain by a single level.
Dimension Door: exactly the kind of spell someone as shifty as her would like.
Bestow Curse/Enervate: my main conundrum. I want to have some kind of spell I can use to cripple a single target before bringing them down with damage. One idea is to do some kind of target-specified curse that massively weakens them, while the other is to just use negative levels to mess them up. Either way, I want one or the other to be a major focus of the build, unless there are better options. I'm pretty sure Enervate is just plain stronger, because of the lack of saves and the metamagic potential, but I'd like hearing others on this.
Feats: this is something I'm struggling with, and would like some feedback.
Scribe Scroll: free.
Quicken Spell: free metamagic from level 5 Wizard. It's hella powerful and fun to use, so I figure I might as well take it.
Weapon Finesse: necessary if I want to use melee weapons. I'm pretty sure the feat tax for melee is less than what I'd need for ranged, so this is what I'm currently going for. Feel free to advise me differently. Level 1 feat.
Two-Weapon Fighting: I'm not going to get much damage from my Strength bonus and my Sneak Attack progression is nerfed by 5 Wizard levels, so I figure adding more attacks is the solution. Again, please tell me if I'm wrong. It's a shame that this feat has anti-synergy with Sneak Attack. Level 3 feat.
Arcane Strike: allows me to blow a spell slot for a bonus to attack rolls and extra damage. I haven't tried this out in the field, so I have no idea if it's secretly just trash. It kind of seems like it might be, when Lightning Bolt deals minimum 5d6 damage compared to the 3d4 of Arcane Strike. Level 6 feat.
Arcane Thesis: this is going to be applied to Bestow Curse or Enervate. A pretty obvious choice here is to take Enervate, switch out most of my feats for metamagic, and go utterly crazy. That might be too strong, though, and end up either trivializing encounters or forcing the DM to make everything important either be undead or use Death Ward. I don't want to do that to him or the party. The other problem is that it starts making less and less sense to have anything Roguish to the character at all, and I end up wondering why she isn't just a Human Wizard. Bestow Curse obviously benefits much less, but it gets harder to save against and I can Quicken it a bit more easily at higher levels. If there's another spell that it makes sense to use this on, then I'm more than open to suggestions. Level 9 feat.
*Conceal Spellcasting: I want Sleight anyway so that the Ranged Legerdemain class feature isn't totally ignored, and this presents cool opportunities. Not sure they're cool enough to put a feat into, though.
In addition to these, I'm concerned about which direction to take the character after. I get three more feats, which I can use for some combination of TWF or metamagic feats. Depending on my choice, I want to make sure that I can get everything I want. I would absolutely love feedback on this in particular.
Items: some of the gold totals are a little, uh, fudged. Still, if it exceeds the gold maximum, it oughtn't be by more than 100. I'm looking for feedback here, too, as I'm not very confident in my choices. I'm using the level 10 gold total; if the ECL is 11 should I be using the level 11 total instead?
Random junk, like spell component pouches, which totals very little gold: no point in listing.
Various scrolls for the sake of adding more spells to my list: a couple hundred gp, unless I splurge.
Gloves of Dexterity +4: reasonable price and helps with everything I want to help. 16,000gp.
Headband of Intellect +4: same as above. 16,000gp.
Double Short Swords of Wounding: I figured Wounding would be the highest damage-for-cost enhancement I could put on a weapon, especially against higher-level enemies and spellcasters. If it's actually really bad, I'm open to other options. 16,600gp for both, for a total of almost exactly 49,000.
There are other little details like languages, but I assume those are uninteresting. If you've read this far, thank you very kindly for your attention, and I look forward to whatever suggestions you have to make. Feats and items are what I'm most worried about, and I'd like to keep the character more or less true to the original vision, but I'm very open to making modifications on that count if there's anything irredeemably broken in an overpowered, underpowered, or outright dysfunctional sense.
I'm looking for any advice on effectively constructing a Tiefling Arcane Trickster. It's for a group of mine which is not full of optimization-hungry powergamers in the slightest (Druid with a pony as his AC, Barbarian, Paladin, Ranger, Rogue without UMD, and my Sorcerer who took Shout over Polymorph). As such, I'm trying to hit that careful balance for any spellcasting character where she's interesting to play but not destructive. My current Sorcerer is certainly toeing the line, but stays kosher through using most spells for buff spam. There's a possibility that I'll need to carry a little more than my weight in the game, so I'm fine with being a little more potent than the rest of them, but I don't want to be majorly so. I'll start by explaining the character concept and then showing how I intend to translate it into mechanics. If there are any feats, spells, items, or other tidbits which really help with my fluff and crunch, or if I've accidentally weakened her too much, please let me know! Also, for recommendations, most of the people at the table are primarily familiar with Core, so major new wrinkles like Skill Tricks would be untoward.
The entire thing started when I was reading the entry for Tieflings in the Monster Manual. It stated that they were usually Evil due to their inherent nature, and that those who weren't would have to suffer public mistrust for it. So; sounds like a good roleplaying opportunity for me! The way I envisioned my character was as an outcast, maligned from birth, who has no particular love for or hatred towards non-planetouched, but just wants them to stop hurting her. Thus; an extremely anxious, antisocial Arcane Trickster, who delved into magecraft and stealth to protect herself from a world that hates her very existence. Adventuring, for her, is a way to get towards the other misfits of the population, to a place where the others are such freaks that they won't hate her so much, and a way to improve her skills so that she can just be safe. In combat, her methods are mostly about using magic to get in close and make her targets vulnerable before using her Rogue training to deliver a swift and firm kill: minimum fuss, maximum safety. She's found that Enchantment and Evocation spells are far too direct and involved for her to use them properly, but that the curse-stye spells of Necromancy suit her fiendish blood very nicely. Another mage might find them too dark and malicious, but she simply does not care. If she's going to kill someone, she's not concerned about the method behind it.
So, on to the character:
Rogue 3 Wizard 5 Arcane Trickster 1-2 (One level puts her effective level at a nice neat 10, while 2 gives her access to 4th-level spells; I'll discuss the potential spells but treat gear as a 10th-level. Rogue 3 Wizard 5 is, unless someone has information to the contrary, the minimum to gain entry into Arcane Trickster. Also important to note: the Tiefling +1 adjustment makes it impossible for an Arcane Trickster to get 9th-level spells before 21, which is by design. 9th-level spells can break campaigns.)
Alignment: CN. No, not the murderhobo CN.
Abilities: Now, my DM has a non-standard means of assigning stats, which is to give an 18, a 16, a 14, a 12, a 10 and an 8 to distribute how we please. That's way stronger than 32-point-buy, so I'll throw what I'd likely do for my 32pb in below so it's not so jarring. Please let me know if anything makes no sense.
DM fiat:
Str 10
Dex 16 +2
Con 14
Int 18 +2 +2 (Ability Point bonuses)
Wis 12
Cha 8 -2
32pb:
Str 8
Dex 16 +2
Con 12
Int 18 +2 +2
Wis 10
Cha 8 -2
HP ends up being 48/38 respectively, if my math is right. BAB is +4.
Skills are tedious to put down, but they include the Arcane Trickster entry requirements, a couple of points in Disguise, a little into Hide, and the maximum in Move Silently and Sleight of Hand. I'm intending to take a Cat familiar for the bonus to Move Silently. The rest are just obvious Roguish things. If there's something really strong but not obvious, please let me know. Also, UMD is skipped out on because the character has caster levels and awful Cha; is this a reasonable choice?
Spells: this gets a bit more complicated. I'll list the basic ones I intend to get from leveling, and then add on the other desirables as things to be paid for.
Specialist: Necromancy.
Banned: Evocation, Enchantment (if I wanted to make the build much stronger, I'd unban Enchantment and take things on the Charm/Dominate line).
Level 0: all. Isn't it lovely?
Level 1: I get 8 from having a +5 Int modifier at level 1 and 2 more at level 2 because it's the only thing I can research.
Disguise Self: it's what she uses to pretend to not be a walking abomination. She's got a false identity she typically uses with this, and one she's familiar with (read: circumstance bonus), but the poor social skills don't go away.
Identify: to find out what treasure is.
Alarm: the fearful half-Outsider's best friend.
Mage Armor: gives her good defenses without messing with casting.
Shield: see above.
Expeditious Retreat: get in, get out.
Jump: when she learned it, it was a poor Tiefling's Fly.
Feather Fall: see above.
Unseen Servant: generally useful trick.
True Strike: for making sure a blow or a powerful spell hits. Not always needed, but when it is...
Level 2: Four from leveling up.
Invisibility: bread and butter spell. They can't see you=they can't hurt you. Hide bonuses are a thing of the past.
Knock: means no ranks are needed in Open Lock.
Detect Thoughts: seems like the kind of spell a moderate paranoid would like knowing.
Rope Trick: sleep where nobody can see you.
Level 3: Same as above, plus a lot of useful extras.
Vampiric Touch: damage and healing. Good stuff.
Ray of Exhaustion: solid save-or-suck to hit the brawlers with.
Fly: soundless, three-dimensional movement.
Dispel Magic: enemy spells are no joke.
*Greater Magic Weapon: additional damage on a character with low Str.
*Keen Edge: higher crit range can mean more damage. Also, crits are fun and exciting for everyone at my table.
*Shivering Touch: this is the nuclear option. If the character runs into serious combat problems, this is how I intend to resolve most of them. Sure, anything that can dispel its reduction (it's NOT damage) can throw a massive wrench in, but it should cripple most things.
Level 4: Only two spells from leveling, and there can be some feat continuity issues. Oh well; that's easy to fiat out by delaying the feat gain by a single level.
Dimension Door: exactly the kind of spell someone as shifty as her would like.
Bestow Curse/Enervate: my main conundrum. I want to have some kind of spell I can use to cripple a single target before bringing them down with damage. One idea is to do some kind of target-specified curse that massively weakens them, while the other is to just use negative levels to mess them up. Either way, I want one or the other to be a major focus of the build, unless there are better options. I'm pretty sure Enervate is just plain stronger, because of the lack of saves and the metamagic potential, but I'd like hearing others on this.
Feats: this is something I'm struggling with, and would like some feedback.
Scribe Scroll: free.
Quicken Spell: free metamagic from level 5 Wizard. It's hella powerful and fun to use, so I figure I might as well take it.
Weapon Finesse: necessary if I want to use melee weapons. I'm pretty sure the feat tax for melee is less than what I'd need for ranged, so this is what I'm currently going for. Feel free to advise me differently. Level 1 feat.
Two-Weapon Fighting: I'm not going to get much damage from my Strength bonus and my Sneak Attack progression is nerfed by 5 Wizard levels, so I figure adding more attacks is the solution. Again, please tell me if I'm wrong. It's a shame that this feat has anti-synergy with Sneak Attack. Level 3 feat.
Arcane Strike: allows me to blow a spell slot for a bonus to attack rolls and extra damage. I haven't tried this out in the field, so I have no idea if it's secretly just trash. It kind of seems like it might be, when Lightning Bolt deals minimum 5d6 damage compared to the 3d4 of Arcane Strike. Level 6 feat.
Arcane Thesis: this is going to be applied to Bestow Curse or Enervate. A pretty obvious choice here is to take Enervate, switch out most of my feats for metamagic, and go utterly crazy. That might be too strong, though, and end up either trivializing encounters or forcing the DM to make everything important either be undead or use Death Ward. I don't want to do that to him or the party. The other problem is that it starts making less and less sense to have anything Roguish to the character at all, and I end up wondering why she isn't just a Human Wizard. Bestow Curse obviously benefits much less, but it gets harder to save against and I can Quicken it a bit more easily at higher levels. If there's another spell that it makes sense to use this on, then I'm more than open to suggestions. Level 9 feat.
*Conceal Spellcasting: I want Sleight anyway so that the Ranged Legerdemain class feature isn't totally ignored, and this presents cool opportunities. Not sure they're cool enough to put a feat into, though.
In addition to these, I'm concerned about which direction to take the character after. I get three more feats, which I can use for some combination of TWF or metamagic feats. Depending on my choice, I want to make sure that I can get everything I want. I would absolutely love feedback on this in particular.
Items: some of the gold totals are a little, uh, fudged. Still, if it exceeds the gold maximum, it oughtn't be by more than 100. I'm looking for feedback here, too, as I'm not very confident in my choices. I'm using the level 10 gold total; if the ECL is 11 should I be using the level 11 total instead?
Random junk, like spell component pouches, which totals very little gold: no point in listing.
Various scrolls for the sake of adding more spells to my list: a couple hundred gp, unless I splurge.
Gloves of Dexterity +4: reasonable price and helps with everything I want to help. 16,000gp.
Headband of Intellect +4: same as above. 16,000gp.
Double Short Swords of Wounding: I figured Wounding would be the highest damage-for-cost enhancement I could put on a weapon, especially against higher-level enemies and spellcasters. If it's actually really bad, I'm open to other options. 16,600gp for both, for a total of almost exactly 49,000.
There are other little details like languages, but I assume those are uninteresting. If you've read this far, thank you very kindly for your attention, and I look forward to whatever suggestions you have to make. Feats and items are what I'm most worried about, and I'd like to keep the character more or less true to the original vision, but I'm very open to making modifications on that count if there's anything irredeemably broken in an overpowered, underpowered, or outright dysfunctional sense.