Burglar Mage (Apath)
Unofficial rules compendium | |
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Your powers derive from your understanding of locks, traps, and other mechanisms. You might come from a long line of successful theives or you stole your powers in an especially daring and unusual heist. Whatever the reason, your magic has a special affinity for locks, traps, and machinery.
Class Information
This is a sorcerer archetype.
Publisher: Trailseeker.
Hit Die: d6.
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 bloodline feats.
Class Features
The burglar mage has all the sorcerer's class features, except as noted.
Bonus Spells
A burglar mage learns the following spells at the indicated levels, adding them to his known spells and spell list, as applicable. This replaces bloodline bonus spells.
Mage hand (bonus cantrip) (1st), vanish (2rd), darkvision (4th), discern value (6th), animate objects (8th), treasure stitching (10th), mislead (12th), forcecage (13th), discern location (16th), etherealness (18th).
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 disabled using Disable Device, this is automatic. Against a trap which is known but not disarmed, 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 safecracker sorcerer gains an magical sense that alerts her to danger from traps, giving her a +1 bonus on saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. She is never flat-footed against attacks made by traps. These bonuses rise to +2 when the safecracker sorcerer 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 9.
Trap Mastery (Su)
At 15th level the burglar mage takes half damage from traps. This includes hit point damage, attribute damage, and attribute drain, but no other types of harm. If the trap allows a saving throw and the burglar mage succeeds, the burglar mage takes no damage from the trap and avoids any effect it would normally have on a successful save. For example, a fear trap has no effect at all on a burglar mage who passes her Will save, he is not even shaken one round like a normal target of a fear spell who passes it's saving throw. Against traps that do not cause damage and do not allow a saving throw, the burglar mage gains no special defense. 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 as a free action. She can still deliberately trigger a trap and get caught in the effects of traps that others trigger. 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. Magical area control, like entangle, and magical walls, like wall of fire do not count as traps for this ability. This replaces the bloodline power gained at level 20.
Table: Burglar Mage
Class 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 | Vanish | 4 | — | — | — | — | — | — | — | — |
3rd | +1 | +1 | +1 | +3 | Telekinetic tinkering | 5 | — | — | — | — | — | — | — | — |
4th | +2 | +1 | +1 | +4 | Darkvision | 6 | 3 | — | — | — | — | — | — | — |
5th | +2 | +1 | +1 | +4 | — | 6 | 4 | — | — | — | — | — | — | — |
6th | +3 | +2 | +2 | +5 | Discern value | 6 | 5 | 3 | — | — | — | — | — | — |
7th | +3 | +2 | +2 | +5 | — | 6 | 6 | 4 | — | — | — | — | — | — |
8th | +4 | +2 | +2 | +6 | Stone shape | 6 | 6 | 5 | 3 | — | — | — | — | — |
9th | +4 | +3 | +3 | +6 | Trap sense | 6 | 6 | 6 | 4 | — | — | — | — | — |
10th | +5 | +3 | +3 | +7 | Animate object | 6 | 6 | 6 | 5 | 3 | — | — | — | — |
11th | +5 | +3 | +3 | +7 | — | 6 | 6 | 6 | 6 | 4 | — | — | — | — |
12th | +6/+1 | +4 | +4 | +8 | Mislead | 6 | 6 | 6 | 6 | 5 | 3 | — | — | — |
13th | +6/+1 | +4 | +4 | +8 | — | 6 | 6 | 6 | 6 | 6 | 4 | — | — | — |
14th | +7/+2 | +4 | +4 | +9 | Forcecage | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — | — |
15th | +7/+2 | +5 | +5 | +9 | Trap mastery | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — | — |
16th | +8/+3 | +5 | +5 | +10 | Discern location | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — |
17th | +8/+3 | +5 | +5 | +10 | — | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — |
18th | +9/+4 | +6 | +6 | +11 | Etherealness | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 |
19th | +9/+4 | +6 | +6 | +11 | — | 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
- Skill Points
- Bloodline Arcana
- Bloodline Powers (All)
- Bloodline Feats (All)
- Bloodline Spells (All)
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