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Een vertaalprobleem melden
Remember when Arcane Archer was a prestige class only Elves could take?
I remember...
https://steamcommunity.com/sharedfiles/filedetails/?id=3294601861
They should get the same Illusory Self ability Illusion school wizards get.
I think i've some good ideas, like this
or using mage hand to throw potions
Not only have I never thought of doing this; it is also an amazingly cool and thematically fitting concept. I might actually have to make an arcane trickster now :D
It's rly nice for throwing water pots and void bulbs at your enemies.
Its great to dip into but its outdone by bard by a lot.
Wizards of the coast tried to make it better by ripping some things from pathfinder 2e, and it does make it better (A mod adds those changes like cunning strike) but its only part of what makes them good there and even against other martials in 5e it doesn't really go far enough.
If you want a rogue feel without being gimped I would suggest either 6 or 7 swords bard + 5 or 6 thief rogue.
Or
5 Bountyhunter hordebreaker ranger + 5 thief rogue + 2 fighter.
Either way being sure to grab duel hand crossbows and sharpshooter.
The damage output is vastly higher, you get even more skills & more expertise as well as a lot of good healing, utility, control and even a few good damage spells.
Then it got moved to where anyone could grab it in 3.5 but still had some hard to get restrictions. (Had to have the right weapon profs, a +5 BAB, ability to cast spells and a bunch of other stuff if I remember right)
God it was worth it though to be able to snipe & AOE the way it did back then.
Nothing was more fun then hitting someone with an arrow that then exploded into a fireball.
- diademe of arcane sinergy
- strange conduit ring
You should concentrate on magic hand to get the ring working and then sneak applying a condition, most probably a poisoned weapon. Works better with dual wielding.
I didn't try, it's pure theory
Going pure, you just don't get enough good spells to matter and you can't do a pathfinder spell sneak attack. The most useful part of AT is just the slightly enhanced forever mage-hand, which can throw explosives etc if you drop them before combat -- that is actually a useful toy for most of the game, a little lacking late game. Find familiar can be used to generate a pet that can give you sneak attacks, like the raven, but here again it scales poorly at act 3. Shield spell is a nice way to avoid some damage all game long but you have at least 2 items that can do this without blowing spell slots. The act1 bow that restores a spell slot can be nice for this class too.
This class is a lot better in TT with role playing. You have access to a lot of utility spells out of combat, like invisibility, detect thoughts, knock, friends, lights and darks, etc. All that stuff that could make you a great infiltrator (disguise self and more), scout, or just light fingered klepto are available. You can distract someone while your magic hand swipes some gold or a potion or magic dagger... its a great RP TT class. Its just not a combat machine.
Honestly if you are gonna be stubborn and play pure AT ... item-mancer seems the way to go, whether its bombs or scrolls or magic arrows, just consume stuff to get the job done. Consider maybe spell sniper for eldrich blast, or wizard or other caster feat for spellbook enhancement?
People above aren't wrong about helmet of acuity, it's almost a required item if you expect your 'offensive' spells to do anything. I wouldn't go that route though.
Personally I suggest spell buffs in general and then you don't need to worry about your spell DC being high or not. You don't get many spell slots even at higher level, so using them for any kind of 'offense' is generally not advised.
If I recall correctly, I think when you replace spells you can replace from the wider list of spells but I could be wrong since it's been a while since I've played a Trickster. I know it still works that way for Eldritch Knight, so I assume it still works for Arcane Trickster. If it does still work, I'd do that since the general spell list is much better than the ultra limited AT list you start off with.
I confirm this, you've a wider list of spells when you replace.
BTW, bad news: I get bored of trying to make this work and i swapped to ranger.