Arcane Trickster--Specialist Wiz or Generalist?

Jarrod said:
We've actually had that question come up. I suppose you could auto-fail your save...

We also had questions about Shadow Teleportation (does 20% get left behind?) and the like.

The spell covers all Evocations and only some Conjuations. Just Summoning or Creation. Teleportation isn't one of those I believe.
 

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Barendd Nobeard said:
His CHA is low and his DEX is high. So, no "social rogue" (as we call them) for me. Which is too bad, because a "social rogue" would be a great character for Living Greyhawk.
Having a high Charisma is only worth a few skill points. Most of the Charisma rogues skills come from skill points. You will be able to outpace the sorcerer's +5 simply because most are cross class and he only has 2 per level.

Even if you are at 8 cha, you can easily have the social skills to be the party leader in social situations.
 

Infiniti2000 said:
This question comes up from time to time, but no you can't auto-fail your save against your own illusion.

SRD said:
Voluntarily Giving up a Saving Throw
A creature can voluntarily forego a saving throw and willingly accept a spell’s result. Even a character with a special resistance to magic can suppress this quality.

If you know of some rule that overrides this in the case of illusions, please share. It'd be a darn shame if I couldn't ride my Shadow Conjuration Phantom Steed, and I can't think of what you might be referring to.

[Or if you could link to the previous discussion in question...]
 
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Patlin said:
If you know of some rule that overrides this in the case of illusions, please share. It'd be a darn shame if I couldn't ride my Shadow Conjuration Phantom Steed, and I can't think of what you might be referring to.

[Or if you could link to the previous discussion in question...]

"A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn’t real needs no saving throw."

The implication here is that there is no saving throw to fail. You automatically succeed.

If you know it is an illusion, how can you convince your mind that it isn't an illusion?
 

I would suggest specializing in divination and dropping necromancy. The only thing you really lose out on is "False Life" -- a very nice spell, but only one spell. In exchange, you get lots of true striking fun, good social spells (det thoughts, anyone?) that nicely complement rogue abilities, and... more truestrike! Plus, if you really want False Life, just get some scrolls of it and use "Use Magic Device" to activate 'em. You don't need UMD maxed out -- you have plenty of time to make checks until it works.

Due to the 3 levels of rogue, an AT is seriously delayed in the spellcasting department anyways. So getting an extra spell/level/day is quite helpful.
 

KarinsDad said:
If you know it is an illusion, how can you convince your mind that it isn't an illusion?

In my experience, people convince themselves of their own lies all the time. If anything, it's easier to delude yourself than others. People often believe whatever they want to believe in spite of massive evidence to the contrary that you would think would be impossible to ignore..... This is all based on my real life experience, but then perhaps I spend too much time around criminals and lunatics. :)
 

KarinsDad said:
"A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn’t real needs no saving throw."

The implication here is that there is no saving throw to fail. You automatically succeed.

If you know it is an illusion, how can you convince your mind that it isn't an illusion?

You are not faced with proof that an illusion isn't real. You know, FOR SURE, that it's at least partially real. And the level of spell being discussed here I believe makes it more real than illusion, on a percentage basis. Given that, I think the general rule that you can volunteer to fail a save should apply.
 

Touch spells are frequently Necromancy. You're also losing out on Ray of Enfeeblement, Chill Touch, Spectral Hand... they get painful.

On the other hand, as someone playing a Divination-specialized Necro-hater, it's pretty cool to _always_ have a divination. True Strike, See Invis, Clairwhatever, Assay Spell Res, Telepathic Bond... yummage.
 

Spectral Hand, Vampric Touch, and Sneak Attack. Three great tastes that taste great together!

Though I must admit, I have no use for Ray of Enfeeblement.
 

Patlin said:
In my experience, people convince themselves of their own lies all the time. If anything, it's easier to delude yourself than others. People often believe whatever they want to believe in spite of massive evidence to the contrary that you would think would be impossible to ignore..... This is all based on my real life experience, but then perhaps I spend too much time around criminals and lunatics. :)

You can convince yourself of a lie, but what does that have to do with character knowledge or lack thereof in the game?
 

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