Arcane Trickster

Few can match the guile and craftiness of arcane tricksters. These thieves blend the subtlest aspects of the arcane with the natural cunning of the bandit and the scoundrel, using spells to enhance their natural thieving abilities. Arcane tricksters can pick locks, disarm traps, and lift purses from a safe distance using their magical legerdemain, and as often as not seek humiliation as a goal to triumph over their foes than more violent solutions.

The path to becoming an arcane trickster is a natural progression for rogues who have supplemented their talents for theft with the study of the arcane. Multiclass rogue/sorcerers and rogue/bards are the most common arcane tricksters, although other combinations are possible. Arcane tricksters are most often found in large, cosmopolitan cities where their talents for magical larceny can be most effectively put to use, prowling the streets and stealing from the unwary.

Role

With their mastery of magic, arcane tricksters can make for even more subtle or confounding opponents than standard rogues. Ranged legerdemain enhances their skill as thieves, and their ability to make sneak attacks without flanking or as part of a spell can make arcane tricksters formidable damage-dealers.

Entry Requirements

Alignment: Any nonlawful.
Skill: Acrobatics 4 ranks, Arcane Lore 4 ranks, Engineering 4 ranks.
Spellcasting: Ability to cast mage hand and at least one other arcane spell of 2nd level or higher.
Sneak Attack: +2d6.

Table: The Arcane Trickster

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialSpellcasting
1st+0+0+1+1Ranged legerdemain+1 level of existing class
2nd+1+0+1+1Sneak attack +1d6+1 level of existing class
3rd+1+1+2+2Impromptu sneak attack 1/day+1 level of existing class
4th+2+1+2+2Sneak attack +2d6+1 level of existing class
5th+2+1+3+3Tricky spells 3/day+1 level of existing class
6th+3+2+3+3Sneak attack +3d6+1 level of existing class
7th+3+2+4+4Impromptu sneak attack 2/day, tricky spells 4/day+1 level of existing class
8th+4+2+4+4Sneak attack +4d6+1 level of existing class
9th+4+3+5+5Invisible thief, tricky spells 5/day+1 level of existing class
10th+5+3+5+5Sneak attack +5d6, surprise spells+1 level of existing class
Hit Die: d6
Class Skills (4 + Int modifier per level): Acrobatics, Arcane Lore, Athletics, Deception, Engineering, Insight, Academics, Stealth, Perception, Profession, Persuasion, and Streetwise

Class Features

Weapon and Armor Proficiency

An Arcane Trickster gains no proficiency with any type of weapon, armor, or shield.

Spellcasting

At each level of arcane trickster, you progress a spellcasting class you already possess. If you possess more than one spellcasting class, you must decide to which class you add each new level of progression.

Ranged Legerdemain

As an arcane trickster, you can use Engineering and Deception at a range of 30 feet for any task for which you would normally use your hands. Working at a distance increases the normal skill check DC by 5, and you cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. You can only use this ability if she has at least 1 rank in the skill being used.

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 you get a sneak attack bonus from another source, the bonuses on damage stack.

Impromptu Sneak Attack

Beginning at 3rd level, once per day you can declare one melee or ranged attack you make to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack becomes flat-footed against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still become flat-footed against the attack).

At 7th level, an arcane trickster can use this ability twice per day.

Tricky Spells

Starting at 5th level, you can cast your spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in spell level or casting time. You can use this ability 3 times per day at 5th level and one additional time per every two levels thereafter, to a maximum of 5 times per day at 9th level. You decide to use this ability at the time of casting.

Invisible Thief

At 9th level, you can become invisible, as if under the effects of greater invisibility, as a free action. You can remain invisible for a number of rounds per day equal to your arcane trickster level. Your caster level for this effect is equal to your caster level. These rounds need not be consecutive.

Surprise Spells

At 10th level, you can add your sneak attack damage to any spell that deals damage, if the targets are flat-footed. This additional damage only applies to spells that deal hit point damage, and the additional damage is of the same type as the spell. If the spell allows a saving throw to negate or halve the damage, it also negates or halves the sneak attack damage. Sneak attack damage is only added once per target per spell.