Arcane Trickster

Arcane Tricksters are those who have combined their knowledge of the arcane arts with their thieving abilities. They are valued by of thieves' guilds, as they can get into many places that would stymie normal rogues. Their abilities are also quite useful to most adventuring groups, making them highly sought-after for those who know of them.

Most Arcane Tricksters have levels in rogue and sorcerer or wizard; some take the bardic route instead of rogue, granting them the same skills along with bardic music to bolster their abilities.

Hit Die: d4.

Requirements

To qualify to become an Arcane Trickster (ATr), a character must fulfill all of the following criteria.

Alignment: Any nonlawful.

Skills: Decipher Script 6 ranks, Disable Device 6 ranks, Knowledge (arcana) 6 ranks.

Spells: Ability to cast mage hand and at least one arcane spell of 3rd level or higher.

Special: Sneak attack +2d6.

Class Skills

The Arcane Trickster’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Gather Information (Cha), Jump (Str), Knowledge (arcana, local, the planes)(Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Swim (Str).

Skill Points Per Level: 8 + Int modifier



Table 1: The Arcane Trickster
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1st +0 +0 +2 +2 Stealthy casting I +1 level of existing class
2nd +1 +0 +3 +3 Ranged legerdemain 1/day
3rd +1 +1 +3 +3 Sneak attack +1d6
4th +2 +1 +4 +4 Arcane sneak attack (touch) +1 level of existing class
5th +2 +1 +4 +4 Ranged legerdemain 2/day
6th +3 +2 +5 +5 Sneak attack +2d6
7th +3 +2 +5 +5 Stealthy casting II +1 level of existing class
8th +4 +3 +6 +6 Ranged legerdemain 3/day
9th +4 +3 +6 +6 Sneak attack +3d6
10th +5 +4 +7 +7 Arcane sneak attack (ray) +1 level of existing class


Class Features
All of the following are class features of the Arcane Trickster prestige class.

Weapon and Armor Proficiency: Arcane Tricksters gain no proficiency with any weapon or armor.

Spells Per Day: At the indicated levels, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic feats, etc.), except for an increased effective level of spellcasting. If the character had more than one arcane spellcasting class before becoming an Arcane Trickster, he must decide to which class he adds the new level for purposes of determining spells per day.

Ranged Legerdemain: An Arcane Trickster can perform a Disable Device or Sleight of Hand check at a range of up to 30 feet. Working at a distance increases the normal skill check DC by 5, and an Arcane Trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less.

An Arcane Trickster can use ranged legerdemain once per day initially, twice per day upon attaining 5th level, and three times per day at 8th level.

Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an arcane trickster gets a sneak attack bonus from another source, the bonuses on damage stack.

Stealthy Casting (Ex): Three times per day, an Arcane Trickster can cast a spell with the Silent Spell or Still Spell feats without prior preparation or an increase in the spell level (she must still have the feats to do so, however). At 1st level, she can add only one or the other; at 7th level, she can add both.

Arcane Sneak Attack (Su): Three times per day, an Arcane Trickster can combine a touch or ranged touch with a sneak attack (touch spells with melee attacks, ranged touch with ranged attacks). In order to do so, he channels the energy into his weapon, infusing it with the spell. He must make the attack within 1 round per spell level, or the spell drains away and is lost. If the attack hits (whether or not it deals damage), the spell takes effect – the target can make a save, if the spell has one, and spell resistance applies normally.

At 10th level, she can apply sneak attack damage to any ray spell that successfully strikes.

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