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Help w/future assassin levels..
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<blockquote data-quote="Winding Road" data-source="post: 3681993" data-attributes="member: 35591"><p>A spellthief can't cast 1st level spells until 4th level (assuming good Charisma), so you would not qualify for Ultimate Magus until at least character level 8 (spellthief 4/wizard 3.) Is Ultimate Magus really needed for your build? The double casting is fun, but it delays your entry into Spellwarp Sniper, the class you said you were primarily interested in.</p><p></p><p>How does this progression sound?</p><p></p><p>1: Rogue 1 (Feats: Point Blank Shot (H), Improved Initiative (1); sneak attack +1d6)</p><p>2: Rogue 1/spellthief 1 (Sneak attack +2d6)</p><p>3: Rogue 1/spellthief 1/wizard 1 (Feat: Precise Shot (3))</p><p>4: Rogue 1/spellthief 1/wizard 2</p><p>5: Rogue 1/spellthief 1/wizard 3</p><p>6: Rogue 1/spellthief 1/wizard 4 (Feat: Master Spellthief (6))</p><p></p><p>Master Spellthief is from Complete Scoundrel. It allows your spellthief and wizard levels to stack for caster levels and spell stealing, and lets you cast your wizard spells in light armor.</p><p></p><p>7: Rogue 1/spellthief 1/wizard 5 (Can cast 3rd-level spells; qualifies for SWS)</p><p>8: Rogue 1/spellthief 1/wizard 5/spellwarp sniper 1</p><p>9: Rogue 1/spellthief 1/wizard 5/spellwarp sniper 2 (Feat: Danger Sense (9)</p><p></p><p>Danger Sense is from Complete Adventurer. It allows you to reroll your initiative once a day.</p><p></p><p>10: Rogue 1/spellthief 1/wizard 5/spellwarp sniper 3</p><p></p><p>This build gives you decent casting (3rd-level spells, with a caster level of 9), light armor, the ability to steal spells, and the perks from SWS. Its major weakness is getting the sneak attack off; it can't flank with spells, so its options for denying Dex are limited. You have a good chance of getting your first round in while the opponent is flat-footed, but after that, you may be in trouble.</p></blockquote><p></p>
[QUOTE="Winding Road, post: 3681993, member: 35591"] A spellthief can't cast 1st level spells until 4th level (assuming good Charisma), so you would not qualify for Ultimate Magus until at least character level 8 (spellthief 4/wizard 3.) Is Ultimate Magus really needed for your build? The double casting is fun, but it delays your entry into Spellwarp Sniper, the class you said you were primarily interested in. How does this progression sound? 1: Rogue 1 (Feats: Point Blank Shot (H), Improved Initiative (1); sneak attack +1d6) 2: Rogue 1/spellthief 1 (Sneak attack +2d6) 3: Rogue 1/spellthief 1/wizard 1 (Feat: Precise Shot (3)) 4: Rogue 1/spellthief 1/wizard 2 5: Rogue 1/spellthief 1/wizard 3 6: Rogue 1/spellthief 1/wizard 4 (Feat: Master Spellthief (6)) Master Spellthief is from Complete Scoundrel. It allows your spellthief and wizard levels to stack for caster levels and spell stealing, and lets you cast your wizard spells in light armor. 7: Rogue 1/spellthief 1/wizard 5 (Can cast 3rd-level spells; qualifies for SWS) 8: Rogue 1/spellthief 1/wizard 5/spellwarp sniper 1 9: Rogue 1/spellthief 1/wizard 5/spellwarp sniper 2 (Feat: Danger Sense (9) Danger Sense is from Complete Adventurer. It allows you to reroll your initiative once a day. 10: Rogue 1/spellthief 1/wizard 5/spellwarp sniper 3 This build gives you decent casting (3rd-level spells, with a caster level of 9), light armor, the ability to steal spells, and the perks from SWS. Its major weakness is getting the sneak attack off; it can't flank with spells, so its options for denying Dex are limited. You have a good chance of getting your first round in while the opponent is flat-footed, but after that, you may be in trouble. [/QUOTE]
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