Bellsin's Decision tree:
1) Self buffs, if need be.
2) Vanish. Low AC means get out of sight.
3) If there is magic that is not nailed down, take it. (Note: If the magic is able to be pried loose, it is not considered nailed down)
4) If it's a low-magic (on their side) fight, find someone (again, on their side) to straight-up-for-damage backstab.
5) Retreat to a safe distance. This one is key - you don't want to forget this step too many times.
Lather, rinse, repeat.
Like most rogues, he's built as an ambush fighter. His raw spell selection was chosen for Vanishing, Mobility, and spotting the poor guy who thinks invisibility is a good idea.
The Driders were fun - they had obvious magic that they were currently using (levitate) that would be amusing if they lost it (Beware falling driders). Once unconcious, I could strip-mine their brain for usable spells and such.
1) Self buffs, if need be.
2) Vanish. Low AC means get out of sight.
3) If there is magic that is not nailed down, take it. (Note: If the magic is able to be pried loose, it is not considered nailed down)
4) If it's a low-magic (on their side) fight, find someone (again, on their side) to straight-up-for-damage backstab.
5) Retreat to a safe distance. This one is key - you don't want to forget this step too many times.
Lather, rinse, repeat.
Like most rogues, he's built as an ambush fighter. His raw spell selection was chosen for Vanishing, Mobility, and spotting the poor guy who thinks invisibility is a good idea.
The Driders were fun - they had obvious magic that they were currently using (levitate) that would be amusing if they lost it (Beware falling driders). Once unconcious, I could strip-mine their brain for usable spells and such.