Arcane Trickster (Apath)

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Unofficial rules compendium

An arcane trickster is a mix of rogue and wizard, the arcane trickster prestige class expressed as an archetype.

Class Information

This is a multiclass archetype.

Primary Class: Wizard.

Secondary Class: Rogue, Arcane Trickster.

The arcane trickster has all the class features of the primary class except as noted here. An arcane trickster cannot multiclass as a either the primary, secondary, or prestige class, or with any of their subclasses, combination classes, or multiclass archetypes.

Alignment: Any.

Class Abilities

This archetype has all normal class abilities, except as noted.

Weapon and Armor Proficiency

Arcane tricksters are proficient with all simple weapons, plus the hand rapier, sap, shortbow, and short sword, but not with any type of armor or shield. Armor interferes with an arcane trickster's movements, which can cause his spells with somatic components to fail.

Spells

An arcane trickster casts arcane spells drawn from the sorcerer/wizard spell list. An arcane trickster must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the arcane trickster must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an arcane trickster's spell is 10 + the spell level + the arcane trickster's Intelligence modifier. An arcane trickster can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Arcane trickster. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

An arcane trickster may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the arcane trickster decides which spells to prepare.

Starting Spells (See Spellbooks below): An arcane trickster begins play with a spellbook containing all 0-level arcane trickster spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The arcane trickster also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new arcane trickster level, he gains two new spells of any spell level or levels that he can cast (based on his new arcane trickster level) for his spellbook. At any time, an arcane trickster can also add spells found in other arcane tricksters' spellbooks to his own (see Magic).

Spells Gained at a New Level: Arcane tricksters perform a certain amount of spell research between adventures. Each time a character attains a new arcane trickster level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.

Arcane School

An arcane trickster can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. An arcane trickster that does not select a school receives the universalist school instead.

An arcane trickster that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. An arcane trickster who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, an arcane trickster with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist arcane trickster can prepare spells from any school without restriction.

Each arcane school gives the arcane trickster a number of school powers. In addition, specialist arcane tricksters receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, an arcane trickster can prepare a spell from his specialty school in that slot. This spell must be in the arcane trickster's spellbook. An arcane trickster can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Arcane tricksters with the universalist school do not receive a school slot.

Cantrips

Arcane tricksters can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Arcane trickster under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. An arcane trickster can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).

Trapfinding (Ex)

An arcane trickster adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). An arcane trickster of 2nd level or higher can use Disable Device to disarm magic traps.

Evasion (Ex)

At 3rd level and higher, an arcane trickster can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the arcane trickster is wearing light armor or no armor. A helpless arcane trickster does not gain the benefit of evasion.

Sneak Attack (Ex)

At 3rd level, when an arcane trickster can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The arcane trickster's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the arcane trickster flanks her target. This extra damage is 1d6 at 3rd level, and increases by 1d6 every two arcane trickster levels thereafter. Should the arcane trickster score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, unarmed strike, or frostbite)), an arcane trickster can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use an attack that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The arcane trickster must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An arcane trickster cannot sneak attack while striking a creature with concealment. Sneak attack from several sources stacks.

Rogue Talents

At 4th level, an arcane trickster starts to learn a number of rogue talents that aid her and confound her foes. Starting at 4th level, an arcane trickster gains one rogue talent. She gains an additional rogue talent for every 4 levels of arcane trickster. An arcane trickster cannot select an individual talent more than once.

Talents marked with an asterisk add effects to an arcane trickster's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

Trap Sense (Ex)

At 4th level, an arcane trickster gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by one for every for arcane trickster levels. Trap sense bonuses gained from multiple classes stack.

Arcane Bond (Ex or Sp)

At 6th level, arcane tricksters form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the arcane trickster's skills and senses and can aid him in magic, while a bonded object is an item an arcane trickster can use to cast additional spells or to serve as a magical item. Once an arcane trickster makes this choice, it is permanent and cannot be changed.

Rules for bonded items are given below, while rules for familiars are located here: Familiars. Arcane tricksters who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If an arcane trickster attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the arcane trickster has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the arcane trickster, including casting time, duration, and other effects dependent on the arcane trickster's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the arcane trickster's opposition schools (see arcane school below).

An arcane trickster can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, an arcane trickster with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the arcane trickster who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the arcane trickster prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per arcane trickster level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. An arcane trickster can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Tricky Spells (Su)

Starting at 6th level, as a free action, an arcane trickster can cast her 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. She can use this ability once per day at 6th level and one additional time per every three levels thereafter, to a maximum of 6 times per day at 18th level. The arcane trickster decides to use this ability at the time of casting.

Scribe Scroll

At 5th level, an arcane trickster gains Scribe Scroll as a bonus feat.

Impromptu Sneak Attack (Ex)

Beginning at 10th level, once per day an arcane trickster can declare one melee or ranged attack she makes 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 loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to precision damage take no extra damage (though they still lose any Dexterity bonus to AC against the attack).

At 14th level, an arcane trickster can use this ability twice per day.

Advanced Talents

At 16th level, and every four levels thereafter, an arcane trickster can choose an advanced talent in place of a rogue talent.

Invisible Thief (Su)

At 18th level, an arcane trickster can become invisible, as if under the effects of greater invisibility, as a free action. She can remain invisible for a number of rounds per day equal to half her arcane trickster level. Her caster level for this effect is equal to her level. These rounds need not be consecutive.

Surprise Spells

At 20th level, an arcane trickster can add her 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.

Table: Arcane Trickster

Class
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
0 1 2 3 4 5 6
1st +0 +0 +2 +2 Arcane school, cantrips, trapfinding 3 1
2nd +1 +0 +3 +3 Scribe scroll 4 2
3rd +2 +1 +3 +3 Evasion, sneak attack 1d6 4 3
4th +3 +1 +4 +4 Rogue talent, trap sense 4 3 1
5th +3 +1 +4 +4 Sneak attack 2d6 4 4 2
6th +4 +2 +5 +5 Arcane bond, tricky spells 5 4 3
7th +5 +2 +5 +5 Sneak attack 3d6 5 4 3 1
8th +6/+1 +2 +6 +6 Rogue talent 5 4 4 2
9th +6/+1 +3 +6 +6 Sneak attack 4d6 5 5 4 3
10th +7/+2 +3 +7 +7 Impromnitou sneak attack 5 5 4 3 1
11th +8/+3 +3 +7 +7 Sneak attack 5d6 5 5 4 4 2
12th +9/+4 +4 +8 +8 Rogue talent 5 5 5 4 3
13th +9/+4 +4 +8 +8 Sneak attack 6d6 5 5 5 4 3 1
14th +10/+5 +4 +9 +9 5 5 5 4 4 2
15th +11/+6/+1 +5 +9 +9 Sneak attack 7d6 5 5 5 5 4 3
16th +12/+7/+2 +5 +10 +10 Advanced talent 5 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Sneak attack 8d6 5 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Invisible theif 5 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Sneak attack 9d6 5 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Advanced talent, surprise spells 5 5 5 5 5 5 5

Summary of Changed Class Abilities