Jormengand
2014-02-22, 12:45 PM
Part of my base prestige classes (http://www.giantitp.com/forums/showthread.php?t=332782) project.
The Arcane Trickster
LevelBABFortRefWillSpecial 0lvl1st2nd3rd4th5th6th
1st+0+0+2+2Ranged Legerdemain 1/Day41—————
2nd+1+0+3+3Sneak Attack 1d642—————
3rd+1+1+3+3Impromptu Sneak Attack 1/day, Evasion431————
4th+2+1+4+4Sneak Attack 2d6442————
5th+2+1+4+4Light Steps, Ranged Legerdemain 2/Day443————
6th+3+2+5+5Sneak Attack 3d64431———
7th+3+2+5+5Impromptu Sneak Attack 2/day4442———
8th+4+2+6+6Sneak Attack 4d64443———
9th+4+3+6+6Telekinetic Grab 1/day, Ranged Legerdemain 3/Day44431——
10th+5+3+7+7Illusory double, Sneak Attack 5d644442——
11th+5+3+7+7Impromptu Sneak Attack 3/day44443——
12th+6/+1+4+8+8Sneak Attack 6d6444431—
13th+6/+1+4+8+8Telekinetic Grab 2/day, Ranged Legerdemain 4/Day444442—
14th+7/+2+4+9+9Sneak Attack 7d6444443—
15th+7/+2+5+9+9Impromptu Sneak Attack 4/day4444431
16th+8/+3+5+10+10Sneak Attack 8d64444441
17th+8/+3+5+10+10Telekinetic Grab 3/day, Ranged Legerdemain 5/Day4444442
18th+9/+4+6+11+11Sneak Attack 9d64444443
19th+9/+4+6+11+11Impromptu Sneak Attack 5/day4444444
20th+10/+5+6+12+12Retroactive Illusion, Sneak Attack 10d64444444
Alignment: Any
Hit Die: 1d4
Class Skills:
The arcane trickster’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Proficiency
Arcane Tricksters are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Arcane Tricksters are proficient with light armor, but not with shields.
Spellcasting:
An arcane trickster casts arcane spells, and knows all the spells on the arcane trickster spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an 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.
Like other spellcasters, 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: The Arcane Trickster. In addition, he receives bonus spells per day if he has a high Intelligence score.
As noted above, an arcane trickster need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Ranged Legerdemain (Su)
An arcane trickster can perform one of the following class skills at a range of 30 feet: Disable Device, Open Lock, or Sleight of Hand. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less.
An arcane trickster can use ranged legerdemain once per day initially, and once more every four levels after first. He can only use Ranged Legerdemain if he has at least 1 rank in the skill being used.
Sneak Attack (Ex)
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 so on). If an arcane trickster gets a sneak attack bonus from another source the bonuses on damage stack.
Evasion (Ex)
At 3rd level and higher, an arcane trickster can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he 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.
Impromptu Sneak Attack (Ex)
Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack he 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 critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).
Every fourth level after third, the arcane trickster can use this ability once more per day.
Light Steps (Ex)
At 6th level, an arcane trickster learns to move while barely touching the surface underneath him. As a full-round action, he can move up to twice his speed, ignoring difficult terrain. While moving in this way, any surface will support him, no matter how much he weighs. This allows him to move across water, lava, or even the thinnest tree branches. He must end his move on a surface that can support her normally. He cannot move across air in this way, nor can he walk up walls or other vertical surfaces. When moving in this way, he does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does he need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.
Telekinetic grab (Su)
Once per day at ninth level, and once more every four levels thereafter, the Arcane Trickster may make a telekinetic grab on an object, creature or piece of terrain within 60 feet, so long as he has a hand free. This allows him to do multiple things, but each expends one of his uses per day:
Grab creature: The arcane trickster may grab a single creature as a standard action. This creature must take an opposed strength and dexterity check against the arcane trickster's intelligence and dexterity check (add the two ability score modifiers together). The target cannot add their dexterity modifier if they are denied their dexterity modifier to AC.
If they fail, the arcane trickster can drag them up to 30 feet towards him, and they fall prone. Or, the arcane trickster can pull himself towards the target, moving instantly into the creature's square and making a free bull rush or grapple attempt with a +10 bonus for moving so quickly and getting the jump on the creature. The arcane trickster may also move part of the way towards them in a straight line instead.
Grab item: The arcane trickster may, as a standard action, make a disarm attempt on any held object, or simply target an unattended object, so long as the object weighs no more than 10 lbs/level. The arcane trickster is treated as using a 2-handed weapon for the disarm attempt, and uses his intelligence and caster level instead of his strength and base attack bonus. If the disarm attempt is successful or unnecessary, the object goes to the arcane trickster's hand.
Grab location: As an immediate action, the arcane trickster may grab a static location, such as a cliff face or large object, and go towards that location in a straight line. He may "Overshoot" the location by up to 10 feet, thus actually allowing him to get on top of a cliff through this, but he may also land in any square up to the one with the location in.
Illusory Double (Su): At tenth level, the arcane trickster can use tricks of the light, mind tricks, smoke and mirrors to create an illusory double. This takes a full-round action, and if he does so while someone's looking, it is immediately obvious who is real and who is an illusion. The illusory double cannot actually affect anyone or anything, and must remain within 60 feet of the arcane trickster.
The illusion is a perfect double - if you cut it, it bleeds, and if you set it on fire, it burns. It appeals correctly to all senses, even creating the illusion of heat. If you throw something at the illusion, it appears to get stuck in the illusion while the real item flies straight through. The only way to find out which is real and which is fake is to touch them - even true seeing is ineffective. The illusion can't be dispelled, as it is not a spell, but sometimes winks out in an anti-magic field like a summoned creature.
The illusion can theoretically be wounded, paralysed, petrified, or even killed. Therefore, it is necessary to track the illusion's hit points and condition separately - they start the same as the arcane trickster's. The double can also use the arcane trickster's telekinetic grab ability and non-damaging spells a number of times equal to the number of uses the arcane trickster had left. If the arcane trickster or the illusion falls unconscious or dies, the illusion vanishes.
The arcane trickster may dismiss the double as a free action.
Retroactive illusion (Su): At twentieth level, the arcane trickster need not choose which of him and his illusion is real - both are real, and both are the illusion. At any time when a person would find out which was real and which was fake, the arcane trickster must then make that decision.
Arcane Trickster Spell List
0lvl
Detect Magic
Know Direction
Mage Hand
Light
Message
Prestidigitation
1st
Comprehend Languages
Detect Secret Doors
Identify
Disguise Self
Nystul’s Magic Aura
Animate Rope
Expeditious Retreat
Feather Fall
Grease
Undetectable Alignment
Stand
Bibgy's Tripping Hand
Golem Strike
Instant Locksmith
Instant Search
Sniper’s Shot
Grave Strike
2nd
Arcane Lock
Glitterdust
Detect Thoughts
Locate Object
See Invisibility
Darkness
Invisibility
Mirror Image
Misdirection
Ghoul Touch
Alter Self
Knock
Levitate
Rope Trick
Spider Climb
Animal Messenger
Cat’s Grace
Deflect
Cloud of Knives
Bigby's Warding Hand
Celerity, Lesser
Spymaster’s Coin
Wraithstrike
3rd
Explosive Runes
Nondetection
Phantom Steed
Arcane Sight
Suggestion
Displacement
Invisibility Sphere
Vampiric Touch
Haste
Gaseous Form
Illusory Script
Secret Page
Melf's Unicorn Arrow
Alter Fortune
Bibgy's Disrupting Hand
Siphon
Disobedience
4th
Dimensional Anchor
Fire Trap
Dimension Door
Detect Scrying
Arcane Eye
Invisibility, Greater
Mirror Image, Greater
Celerity
Freedom of Movement
Leomund’s Secure Shelter
Zone of Silence
Spell Theft
Melf's Slumber Arrows
Otiluke's Suppressing Field
Anticipate Teleportation
5th
Dispel Magic, Greater
Break Enchantment
Leomund’s Secret Chest
Rary’s Telepathic Bond
Symbol of Sleep
Bigby’s Interposing Hand
Sending
False Vision
Persistent Image
Passwall
Telekinesis
Etherealness, swift
Scry Location
Shadow Form
Evacuation Rune
6th
Antimagic Field
Legend Lore
True Seeing
Symbol of Persuasion
Bigby’s Forceful Hand
Contingency
Mislead
Permanent Image
Programmed Image
Veil
Scrying, Greater
Charm Monster, Mass
Hindsight
Celerity, Greater
The Arcane Trickster
LevelBABFortRefWillSpecial 0lvl1st2nd3rd4th5th6th
1st+0+0+2+2Ranged Legerdemain 1/Day41—————
2nd+1+0+3+3Sneak Attack 1d642—————
3rd+1+1+3+3Impromptu Sneak Attack 1/day, Evasion431————
4th+2+1+4+4Sneak Attack 2d6442————
5th+2+1+4+4Light Steps, Ranged Legerdemain 2/Day443————
6th+3+2+5+5Sneak Attack 3d64431———
7th+3+2+5+5Impromptu Sneak Attack 2/day4442———
8th+4+2+6+6Sneak Attack 4d64443———
9th+4+3+6+6Telekinetic Grab 1/day, Ranged Legerdemain 3/Day44431——
10th+5+3+7+7Illusory double, Sneak Attack 5d644442——
11th+5+3+7+7Impromptu Sneak Attack 3/day44443——
12th+6/+1+4+8+8Sneak Attack 6d6444431—
13th+6/+1+4+8+8Telekinetic Grab 2/day, Ranged Legerdemain 4/Day444442—
14th+7/+2+4+9+9Sneak Attack 7d6444443—
15th+7/+2+5+9+9Impromptu Sneak Attack 4/day4444431
16th+8/+3+5+10+10Sneak Attack 8d64444441
17th+8/+3+5+10+10Telekinetic Grab 3/day, Ranged Legerdemain 5/Day4444442
18th+9/+4+6+11+11Sneak Attack 9d64444443
19th+9/+4+6+11+11Impromptu Sneak Attack 5/day4444444
20th+10/+5+6+12+12Retroactive Illusion, Sneak Attack 10d64444444
Alignment: Any
Hit Die: 1d4
Class Skills:
The arcane trickster’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Proficiency
Arcane Tricksters are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Arcane Tricksters are proficient with light armor, but not with shields.
Spellcasting:
An arcane trickster casts arcane spells, and knows all the spells on the arcane trickster spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an 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.
Like other spellcasters, 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: The Arcane Trickster. In addition, he receives bonus spells per day if he has a high Intelligence score.
As noted above, an arcane trickster need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Ranged Legerdemain (Su)
An arcane trickster can perform one of the following class skills at a range of 30 feet: Disable Device, Open Lock, or Sleight of Hand. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less.
An arcane trickster can use ranged legerdemain once per day initially, and once more every four levels after first. He can only use Ranged Legerdemain if he has at least 1 rank in the skill being used.
Sneak Attack (Ex)
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 so on). If an arcane trickster gets a sneak attack bonus from another source the bonuses on damage stack.
Evasion (Ex)
At 3rd level and higher, an arcane trickster can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he 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.
Impromptu Sneak Attack (Ex)
Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack he 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 critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).
Every fourth level after third, the arcane trickster can use this ability once more per day.
Light Steps (Ex)
At 6th level, an arcane trickster learns to move while barely touching the surface underneath him. As a full-round action, he can move up to twice his speed, ignoring difficult terrain. While moving in this way, any surface will support him, no matter how much he weighs. This allows him to move across water, lava, or even the thinnest tree branches. He must end his move on a surface that can support her normally. He cannot move across air in this way, nor can he walk up walls or other vertical surfaces. When moving in this way, he does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does he need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.
Telekinetic grab (Su)
Once per day at ninth level, and once more every four levels thereafter, the Arcane Trickster may make a telekinetic grab on an object, creature or piece of terrain within 60 feet, so long as he has a hand free. This allows him to do multiple things, but each expends one of his uses per day:
Grab creature: The arcane trickster may grab a single creature as a standard action. This creature must take an opposed strength and dexterity check against the arcane trickster's intelligence and dexterity check (add the two ability score modifiers together). The target cannot add their dexterity modifier if they are denied their dexterity modifier to AC.
If they fail, the arcane trickster can drag them up to 30 feet towards him, and they fall prone. Or, the arcane trickster can pull himself towards the target, moving instantly into the creature's square and making a free bull rush or grapple attempt with a +10 bonus for moving so quickly and getting the jump on the creature. The arcane trickster may also move part of the way towards them in a straight line instead.
Grab item: The arcane trickster may, as a standard action, make a disarm attempt on any held object, or simply target an unattended object, so long as the object weighs no more than 10 lbs/level. The arcane trickster is treated as using a 2-handed weapon for the disarm attempt, and uses his intelligence and caster level instead of his strength and base attack bonus. If the disarm attempt is successful or unnecessary, the object goes to the arcane trickster's hand.
Grab location: As an immediate action, the arcane trickster may grab a static location, such as a cliff face or large object, and go towards that location in a straight line. He may "Overshoot" the location by up to 10 feet, thus actually allowing him to get on top of a cliff through this, but he may also land in any square up to the one with the location in.
Illusory Double (Su): At tenth level, the arcane trickster can use tricks of the light, mind tricks, smoke and mirrors to create an illusory double. This takes a full-round action, and if he does so while someone's looking, it is immediately obvious who is real and who is an illusion. The illusory double cannot actually affect anyone or anything, and must remain within 60 feet of the arcane trickster.
The illusion is a perfect double - if you cut it, it bleeds, and if you set it on fire, it burns. It appeals correctly to all senses, even creating the illusion of heat. If you throw something at the illusion, it appears to get stuck in the illusion while the real item flies straight through. The only way to find out which is real and which is fake is to touch them - even true seeing is ineffective. The illusion can't be dispelled, as it is not a spell, but sometimes winks out in an anti-magic field like a summoned creature.
The illusion can theoretically be wounded, paralysed, petrified, or even killed. Therefore, it is necessary to track the illusion's hit points and condition separately - they start the same as the arcane trickster's. The double can also use the arcane trickster's telekinetic grab ability and non-damaging spells a number of times equal to the number of uses the arcane trickster had left. If the arcane trickster or the illusion falls unconscious or dies, the illusion vanishes.
The arcane trickster may dismiss the double as a free action.
Retroactive illusion (Su): At twentieth level, the arcane trickster need not choose which of him and his illusion is real - both are real, and both are the illusion. At any time when a person would find out which was real and which was fake, the arcane trickster must then make that decision.
Arcane Trickster Spell List
0lvl
Detect Magic
Know Direction
Mage Hand
Light
Message
Prestidigitation
1st
Comprehend Languages
Detect Secret Doors
Identify
Disguise Self
Nystul’s Magic Aura
Animate Rope
Expeditious Retreat
Feather Fall
Grease
Undetectable Alignment
Stand
Bibgy's Tripping Hand
Golem Strike
Instant Locksmith
Instant Search
Sniper’s Shot
Grave Strike
2nd
Arcane Lock
Glitterdust
Detect Thoughts
Locate Object
See Invisibility
Darkness
Invisibility
Mirror Image
Misdirection
Ghoul Touch
Alter Self
Knock
Levitate
Rope Trick
Spider Climb
Animal Messenger
Cat’s Grace
Deflect
Cloud of Knives
Bigby's Warding Hand
Celerity, Lesser
Spymaster’s Coin
Wraithstrike
3rd
Explosive Runes
Nondetection
Phantom Steed
Arcane Sight
Suggestion
Displacement
Invisibility Sphere
Vampiric Touch
Haste
Gaseous Form
Illusory Script
Secret Page
Melf's Unicorn Arrow
Alter Fortune
Bibgy's Disrupting Hand
Siphon
Disobedience
4th
Dimensional Anchor
Fire Trap
Dimension Door
Detect Scrying
Arcane Eye
Invisibility, Greater
Mirror Image, Greater
Celerity
Freedom of Movement
Leomund’s Secure Shelter
Zone of Silence
Spell Theft
Melf's Slumber Arrows
Otiluke's Suppressing Field
Anticipate Teleportation
5th
Dispel Magic, Greater
Break Enchantment
Leomund’s Secret Chest
Rary’s Telepathic Bond
Symbol of Sleep
Bigby’s Interposing Hand
Sending
False Vision
Persistent Image
Passwall
Telekinesis
Etherealness, swift
Scry Location
Shadow Form
Evacuation Rune
6th
Antimagic Field
Legend Lore
True Seeing
Symbol of Persuasion
Bigby’s Forceful Hand
Contingency
Mislead
Permanent Image
Programmed Image
Veil
Scrying, Greater
Charm Monster, Mass
Hindsight
Celerity, Greater