Journeyman said:
Powerful is relative here. The AT is NOT a powerful prestige class, by any means. They're actually a lot like the Mystic Theurge - they can hold their own in a high level party, but getting there is painful. Very painful. If you decide on the AT, be aware that you will be fairly useless until about level 7, and the class doesn't really become rewarding until about level 10, depending on your build.
What the AT is absolutely best for is scouting/thieving. They have all the stealth skills, lots of spells to bolster them, and intelligence as a primary ability makes them wonders with traps, even before you factor in Detect and Dispel. All those early wizard levels do bad things to your skills, though, so again, you won't really start becoming an effective scout until level 10-11.
Obviously, there are many valid arcane trickster builds. My trickster has absolutely NO ability in scouting or thieving at all. I don't even have any ranks in hide and move silently. He is, however, fantastic at finding and disarming traps. Since I am the only member of the party with rogue levels, I feel far from useless. The wizard levels don't hurt my skills much --at least the ones I decided I wanted, some sacrifices are required-- but only because I was extremely carefull in planning out what skills I take, when I take them, and what order I take the class levels in. Also, I went human for the extra skill point and sacrificed a lot in point buy to get the 18 intelligence I needed to get all the skills I wanted. If your DM allows it, a Grey Elf might be an even better option.
In my opinion, this prestige class is all about the skill points and the out of combat utility they provide. Some weakness in combat (mostly at low levels) is OK as a trade off.
Journeyman said:
In a fight the AT has to cope with a terrible BAB, worse than a wizard's at some levels, a wretched fortitude save, and awful hitpoints, potentially worse than a comparable wizard's since you probably want to put your second best ability into dex rather than con. Melee is suicide. They can do some damage by combining sneak attack and ranged touch attacks, but this doesn't start working well until relatively high levels, when you have both enough sneak attack and enough spells to make it worth while.
My experiences have been similar. At level one, I used a shortbow and missed everything in sight, mostly due to lousy dice rolls. From level two on, almost all of my attacks have been ranged touch attacks which mitigates my lousy BAB. I agree that melee is suicide, but my combat plan is much more wizard like than rogue like. My only nod to the possibility of melee combat is lots of ranks in tumble so as to be able to leave melee range as smoothly as possible. Practiced Spellcaster is absolutely critical in terms of keeping a semi-respectable presence in combat.
Let's not just concentrate on weaknesses, though. Have you ever played a rogue in an undead heavy dungeon? It's a serious pain! You find yourself bemoaning the lack of sneak attacks, and you're consigned to having an in-combat roll as a seriously defective fighter. The arcane trickster, if pressed, can go into wizard mode and do well even on opponents that can't be sneak attacked. If a mummy attacks, that scorching ray will be very handy even if no sneak attack damage can be added to it, and fireball is a wonder.
So, as much as it pains me, I must agree that there is weakness in combat especially at low levels. The versatility is worth it though! And I can't wait to sneak attack someone with a disintegrate spell!
By the way -- my build is designed to fill the rogue "slot" in a party, to find and disarm traps, make listen and spot checks, that sort of thing. I *would* feel useless at low levels if the party had another character who could fulfill those functions. Having another wizard or sorceror in the party isn't so much competition as additional firepower, but I would ask the other players if anyone was playing a rogue before bringing my AT to the table in a low level game. A ranger or monk who wanted to scout would be great, of course, as that's not something I bring to the table...
Last adventure, my most usefull skill was bluff. The sorceror had a better bluff check, but I was lying outrageously to the orc guards while the sorceror player stood silent at my side. Bluff is only usefull if your actually willing to roleplay a bit of fast talking as a way to avoid combat. What fun!
