Burglar Mage (Apath)

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Unofficial rules compendium

Your powers derive from your understanding of the world, physics, and mechanisms. You might have some gnome blood, come from a long line of engineers, or traps played an important part in the fate of you or your family. Whatever the reason, your magic has a special touch for locks, traps, and machinery.

Class Skills

Appraise (Int), Bluff (Cha), Craft (Int), Disable Device (Int), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Linguistics (Int), Profession (Wis), Stealth (Dex), Spellcraft (Int), Use Magic Device (Cha).

Skill Points at each Level: 4 + Int modifier.

Skills in italics are new skill added to the list of class skills. This replaces bloodline arcana and bonus feats.

Class Features

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

Bonus Spells

A burlglar mage learns the following spells at the indicated levels, adding them to his known spells and spell list, as applicable.

Vanish (3rd), acid arrow (5th), rusting grasp (as a 3rd level Sorcerer spell) (7th), named bullet (9th), animate object (as a 5th level sorcerer spell) (11th), major creation (13th), forcecage (15th), iron body (17th), wooden phalanx (19th). This replaces bloodline bonus spells.


Trapfinding (Su)

A burglar mage adds ½ her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A burglar mage can use Disable Device to disarm magic traps. This replaces the bloodline power gained at level 1.

Telekinetic Tinkering (Sp)

At 3rd level, a burglar mage can use the Disable Device skill at close range (25 ft. + 5 ft./2 levels), substituting tools with telekinesis. This ability can also be used with an immediate action to set off any known trap within range. Against a trap that the burglar mage has set herself or bypassed using Disable Device, this is automatic. Against a trap which is known, including one the burglar mage has disabled herself, it requires a Disable Device check against the disarm difficulty of the trap. This replaces the bloodline power gained at level 3.

Trap Sense (Su)

At 9th level, a burglar mage gains an magical 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 rise to +2 when the burglar mage reaches 12th level, to +3 when she reaches 15th level, and to +4 at 18th level. Trap sense bonuses gained from multiple classes stack. This replaces the bloodline power gained at level 91.

Trap Mastery (Su)

At 15th level the burglar mage always succeeds at saving throws against the effects of traps. Traps that do not allow saving throws but cause hit point or attribute damage only inflict half damage to the burglar mage. This replaces the bloodline power gained at level 15.

Immune to Traps (Su)

At 20th level, a burglar mage never triggers traps-it is as if she did not exist as far as the trap is concerned. When she normally would, she can instead make a Perception check to notice the trap. She can still deliberately trigger a trap. She gains an SR of 11 + sorcerer level against the effects of magical traps triggered deliberately or by others. Symbols, wards and other trap-like magics count as traps for this ability, but magical walls do not. This replaces the bloodline power gained at level 20.

Table: Burglar Mage

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Cantrips, Eschew Materials, trapfinding 3
2nd +1 +0 +0 +3 4
3rd +1 +1 +1 +3 Vanish, telekinetic tinkering 5
4th +2 +1 +1 +4 6 3
5th +2 +1 +1 +4 Acid arrow 6 4
6th +3 +2 +2 +5 6 5 3
7th +3 +2 +2 +5 Rusting grasp 6 6 4
8th +4 +2 +2 +6 6 6 5 3
9th +4 +3 +3 +6 Named bullet, trap sense 6 6 6 4
10th +5 +3 +3 +7 6 6 6 5 3
11th +5 +3 +3 +7 Animate object 6 6 6 6 4
12th +6/+1 +4 +4 +8 6 6 6 6 5 3
13th +6/+1 +4 +4 +8 Major creation 6 6 6 6 6 4
14th +7/+2 +4 +4 +9 6 6 6 6 6 5 3
15th +7/+2 +5 +5 +9 Forcecage, trap mastery 6 6 6 6 6 6 4
16th +8/+3 +5 +5 +10 6 6 6 6 6 6 5 3
17th +8/+3 +5 +5 +10 Iron body 6 6 6 6 6 6 6 4
18th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 Wooden phalanx 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 Immune to traps 6 6 6 6 6 6 6 6 6

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Class Skills
  • Bloodline Arcana
  • Bloodline Powers (All)
  • Bloodline Spells (All)
  • Bloodline Feats (All)