I’m playing a rogue/sorcerer going the arcane trickster rogue in pathfinder. I’ve agreed with the GM to keep his rogue abilities hidden. Which is problematic if I use only the pathfinder stuff as sooner or later people will start wondering why I am lacking in magical abilities. So I’ve been thinking how to get more oomph into the build. My character is level 3, so to see what I have to work with, I created a naive rogue 3/sorcerer 3 build. This showed that there isn’t much overlap between both classes, so I can’t add much stuff to a full sorcerer. Even if I sacrifice BAB and saves in the beginning to buy abilities which save me CPs in the long run (like the suggestions you pointed out in the sorcerer eclipse build). I’ve been thinking of splitting up slots and caster level to free up some points, but I’ve been wondering if I’m too conservative. Do you have some suggestions regarding a rogue who can fool others (including players) into being nothing more than a run-of-the-mill sorcerer?
Well, emulating the abilities of a low-level Sorcerer isn’t all that hard; spell progressions are (quite intentionally) overpriced at low levels and underpriced at high levels for what they do. Unfortunately, the players will know that something’s up as soon as you do an unreasonable amount of damage via sneak attack or pull off some other non-sorcerous trick. It’s going to be pretty hard to avoid that (I’d suggest an agreed-on list with the GM, which may let you use Sneak Attack and a few other abilities for some time without it becoming obvious around the table). You also haven’t specified a race, bloodline or attribute generation, so I’ll go with Arcane Bloodline (most of that should be easy enough to emulate) and leave attributes out of things for the moment. .
So for a possible build…
Pathfinder Package Deal (Free)
Available Character Points: 96 (L3 Base) +10 (Disadvantages) +6 (Duties) +6 (Pathfinder Bonus Traits) +12 (L1 and L3 Bonus Feats) = 130 CP.
Basic Purchases (41 CP):
- Warcraft (BAB): +1 BAB (6 CP), +1 Specialized and Corrupted in a particular weapon (2 CP) (to allow for a martial art later on).
- Hit Points / Dice: 3d8 HD (12 CP)
- Proficient with: Rogue Weapons (6 CP).
- Save Bonuses: (Yes, these are low; he or she will have to rely on Luck for the moment)
- Fortitude: +1 (3 CP)
- Reflex: +1 (3 CP)
- Will: +1 (3 CP)
- Skill Points: 12 (Purchased, 6 CP after Fast Learner). (Remember that as an Eclipse build you get (Int Mod x 4) free skill points at level one, for a current total of (Int Mod x 6). A high intelligence will be much to this character’s advantage).
For the “Sorcery” take…
- Three Wizard Spellcasting Levels purchased with no Components Restriction (allowing the use of armor and negating the need for minor material components), Intelligence Based, Spontaneous Caster Variant, Specialized/does not provide spell slots; only access to bonus slots and spell formula. (24 CP)
- +2d6 Mana taken as Generic Spell Levels (10), Corrupted/only for use with Wizard Spellcasting Levels (8 CP)
- Shaping, Specialized for Increased Effect (only works for the characters limited list of level zero Wizard spells), Corrupted/must be free to gesture and speak (4 CP).
This spellcasting build has several advantages over a standard Sorcerer; it offers access to more spells (helping to emulate the Arcane bloodline) one level earlier – and the flexibility of spell points rather than spell slots. It will also reduce this builds multiple attribute dependency. On the other hand, a Sorcerer will outpower it at high levels by simply having more spell levels to throw around. There’s always a price.
Personally, I’d recommend a few cantrips in particular: Detect Magic, Prestidigitation, Least Skill Mastery (provides a +1 Competence Bonus on a skill check made within the next minute), and The Mystic Touch (cast as a part of a skill check this makes the check appear magical and lets it be done at a range of one foot).
Other Abilities (51 CP):
- Fast Learner, Specialized in Skills for +2 SP/Level (6 CP).
- Adept x2 (12 CP). Between Fast Learner and a decent Intelligence this will let you keep eight skills maxed out even before buying skill points. I’d recommend that a Martial Art be one of them.
- Luck with +2 Bonus Uses/Specialized in Saving Throws (4 CP)
- Luck with +2 Bonus Uses/Specialized in Skill and Attribute Checks (4 CP).
- Innate Enchantment: (6 CP/5000 GP effective value. All current spells Spell Level One x Caster Level One x 2000 GP Unlimited-Use Use-Activated x.7 (If personal-only applies).
- Dexterous Fingers: Reduces the time required to use a skill by three rounds. If this reduces it to zero time or “less”, it becomes a free action, although only one such action is permitted per round. If Dexterous Fingers is used on a continuous basis, it can reduce the time required for the long-term use of a skill by 75%. (Personal-Only, 1400 GP)
- Tricksters Hand: The user may make a Disable Device or Sleight of Hand skill check at a range of 30 feet – although the DC is increased by five (2000 GP)
- Force Shield: +4 Armor Bonus to AC, immune to Magic Missiles (Personal-Only, 1400 GP).
- Companion (Woodpecker Familiar). Grants +2d6 Sneak Attack (6 CP). (This is also the last major low-level component of faking an Arcane Bloodline).
- Professional (+ Level/2, rounded up to Perception and Disable Device), Specialized/only versus Traps (6 CP)
- Fortune (Evasion) (6 CP). (Takes no damage on a successful reflex save)
- Awareness/Danger Sense +1 (1 CP). +1 versus traps.
That actually leaves 2 CP left over. Personally, I’d put it towards another 1d4 generic spell levels.
For equipment… I’d advise getting a Healing Belt (Magic Item Compendium, 750 GP). They’re just so handy at low levels.
This still leaves the character with no spare points to spend on the bonus feats and such that a Sorcerer would be expected to have – but it should cover all the basics for awhile.