No, I do not just mean a Glass Cannon using mage. I mean Speed. After seeing how well a Rogue can move around the battlefield for few AP, I'm thinking of trying an build based around a mage using close-range attacks.
Here's what I've got roughed out:
Inquisitor
Attributes:
INT = 7
SPD = 7
CON = 6
Talents:
Far Out Man
(Second talent depends on what abilities to prioritize:
Swiftfooted if you take Scoundrel 2 on character creation, Stench otherwise)
Abilities:
(If going for Swiftfooted:
Scoundrel 2
Witchcraft
Sneak
Starting Skills:
Walk In Shadows
Fast Track
Oath of Desecration)
(If going for Stench:
Scoundrel
Sneak
Witchcraft
Hydrosphist
Aerothurge
Starting Skills:
Walk In Shadows
Oath of Desecration
Minor Heal)
The reason why I'm getting Scoundrel is to get the Scoundrel 2 talent which grants you 20% more movement.
I have identified some skills which would be good for this build, but if I can get them all or when, I don't know. All the level 4 ones in particular are questionable.
SCN 1 = Fast Track
SCN 1 = Walk in Shadows (for escaping trouble)
SCN 2 = Charming Touch
HYD 2 = Freezing Touch
HYD 4 = Winterbreath
AER 2 = Shocking Touch
AER 2 = Invisibility
GEO 2 = Petrifying Touch
GEO 3 = Acid Breath
WIT 3 = Vampiric Touch
WIT 4 = Death Punch
I can definitely stop at Aerothurge 2 (3) and Scoundrel 2 (3). I should probably also stop at Geomancer 2 as well (3).
Death Punch is the big gun, so I'll definitely want Witchcraft 4 (10), and I'll probably also need more spells backup, so Hydrosophist 4 (10) may also be a good idea. Maybe Expert Marksman 1 for Tactical Retreat.
Assuming that's all, that's a total of... 30 points, so that's possible at level 12, with no other points spent elsewhere.
Later Talents I'll take will be Stench and Swiftfooted.
Last edited by Stabbey; 17/03/15 07:38 PM. Reason: changed title