![]() ![]() In this, a 2-level delayed entry to the PrC allows the player to be more lackadaisical in his skill-point allotment, and won't be forced to focus his skills too much. Oath of the Ancients, Oath of Vengeance Ranger Subclasses: Beast Master, Hunter, Gloom Stalker Rogue Subclasses: Assassin, Arcane Trickster, Thief. This means that the Bard/Rogue will have much greater freedom when choosing their skills than the Wizard/Rogue much greater freedom, and a much better selection (the bard's skill list being perhaps the most desirable of all classes). The total effect will be that while ground will be made up for the Wizard because of the high INT, he won't make up as much as you'd first think.Īlso, of the required skills, only Disable Device is a non-class skill for the Bard, and only Knowledge (arcane) is a non-class skill for Rogue. With regard to skill points, the Bard doesn't need a high CHA for saving throws because of the high proportion of self-targeting spells, so he can afford to have a non-dump INT the Wizard/Rogue does not have the same relationship with CHA. Unless you'd rather play a character that feels at home interacting with other characters. It's much better if you can dump CHA and make your character more of a beefcake in other ways. Those have really good spells to begin with (Charm Person, Disguise Self, Sleep, Tasha’s Hideous Laugher). Don’t underestimate Enchantment and Illusion schools. It gives more option than the common Cunning Action + try to find a way to dish out Sneak Attack, specially at higher levels (7+). The Bard/Rogue/AT is going to need CHA, and that's not a powergamer's avenue. Arcane Trickster is by far the best Rogue subclass. With regard to the CHA-dump, you're quite right. What's the point of having high Craft skills when you could have Fabricate, for example? At 10th level you learn another cantrip from the wizard spell list. Cantrips: You learn three cantrips: Mage Hand and two other cantrips of your choice from the wizard spell list. What's better - access to higher level spells or a few extra SP? I think the extra spells are almost always better. Arcane Tricksters gain the ability to cast Wizard spells to enhance their abilities, trick their foes, and defend themselves more effectively. That frees up 10 point-buy points, which could raise your 16 INT to 18 and then boost another essential stat (likely DEX or CON) to boot! The higher INT mitigates the loss of SP to some degree (a high degree if you have lower point buy).Īlso, think about it. ![]() They can dump CHA entirely, down to 8, instead of needing 16 CHA. ![]() The Wizard/Rogue needs will pick up 5 wizard levels for a total of 10 + INT SP. Even then its not great, even for "blasting" a ton of orbs a day, now that there are Focused Specialists (who gets similar spells per day with more spells known) or Reserve Feats (providing great-sling-orb-all-day power for a single feat).īottom Line: A "simple" Wizard/Rogue -> AT will have almost as many skills and be vastly more effective. The good (perhaps I should say, "not so bad") thing about a sorcerer is that you only need to invest 6 levels before you hop into AT, and you only need 12 to 14ish CHA (to start with, at least). ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |