Arcane Trickster

Description


Arcane tricksters combine their knowledge of spells with a taste for intrigue, larceny or just plain mischief. They are among the most adaptable of adventurers.

Arcane spellcasting and the sneak attack ability are needed to qualify for this class, making it a natural choice for multiclassed wizard/rogues or sorcerer/rogues. Assassins occasionally opt for this class, but usually only if they already have wizard or sorcerer levels.

Arcane tricksters tend to use a seat-of-the-pants approach to adventuring, loading up on spells that improve their stealth and mobility. NPC arcane tricksters are the sort of people who might bump into you in a crowded cavern. (Check your pockets.)

Alignment Restriction: Any nonlawful

Hit Die: d8

Proficiencies: Arcane tricksters gain no additional proficiency in any weapon or armor.

Skill Points: 7 + INT modifier

Class Skills: All Knowledges, Barter, Bluff, Concentration, Craft Trap, Diplomacy, Handle Trap, Heal, Intimidate, Open Lock, Perception, Perform, Search, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Taunt, Tumble, Use Magic Device

Primary Saving Throws: Reflex & Will

Base Attack Bonus: + 3/4 Levels


Requirements
  • Skills: Disable Trap 8 ranks, Spellcraft 8 ranks, Knowledge (Arcana) 6 ranks
  • Ability to cast Mage Hand
  • Special: Sneak Attack +2d6.
Level Progression

LevelHit Dice*BAB*FortReflexWillFeatSpellcasting
1st1d8+0+0+2+2
Ranged Legerdemain​
+1 level of existing class
2nd2d8+1+0+3+3
Arcane Trickery I, Sneak Attack +1d6​
3rd3d8+2+1+3+3Rogue Bonus Feat
4th4d8+3+1+4+4
Arcane Trickery II​
+1 level of existing class
5th5d8+3+1+4+4
Sneak Attack +2d6, Impromptu Sneak Attack​
*: Hit dice and base attack bonus are averaged beginning at character level 12 as per standard TDN progression rules. Prestige classes do not add additional hit dice or base attack bonus after character level 11.



Spells per Day: The arcane trickster gains new spells per day as if they had also gained a level in an arcane spellcasting class they have already advanced in at level 1 and level 4.. They do not learn new spells at these levels.

Ranged Legerdemain: The arcane trickster can use the Mage Hand spell to perform one of the following class skills at a range of 30 feet: Disable Trap, Open Lock, and Pick Pocket. Attempting a skill check in this way increases its DC by 5, and the arcane trickster cannot take a 20 on the check. This ability may be used at will.

Arcane Trickery: The arcane trickster gains a +2 bonus to Use Magic Device skill checks. This bonus increases to +4 at level 4.

Sneak Attack: The arcane trickster gains additional sneak attack dice at level 2 and level 5. These stack with other sources of sneak attack.

Rogue Bonus Feat: The arcane trickster gains a bonus feat from the rogue bonus feat list, ignoring the usual rogue level requirements.

Impromptu Sneak Attack: The arcane trickster has achieved such mastery over their specific niche of spellcasting that they can combine their magical potential with their instinct and cunning. The arcane trickster permanently applies their sneak attack dice on damage rolls with the following list of spells that require an attack roll to hit their target, if they meet all other normal prerequisites for a sneak attack: