Arcane Trickster

NameArcane Trickster
Class Type

prestige

Alignment

neutral good, neutral, neutral evil, chaotic good, chaotic neutral, chaotic evil

Req Skill

Decipher Script 7 ranks, Disable Device 7 ranks, Escape Artist 7 ranks, Knowledge (arcana) 4 ranks

Req Spells

Ability to cast mage hand and at least one arcane spell of 3rd level or higher

Req Special

Sneak attack +2d6

Weapon Armor Proficiency

Arcane tricksters gain no proficiency with any weapon or armor.Spells per Day: When a new arcane trickster level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane trickster, he must decide to which class he adds the new level for purposes of determining spells per day.

VersionSRD
SourcesSystem Reference Document

Arcane Trickster

Hit Die: d4.

Requirements

To qualify to become an arcane trickster, a character must fulfill all of the following criteria.

Alignment: Any nonlawful.

Skills: Decipher Script 7 ranks, Disable Device 7 ranks, Escape Artist 7 ranks, Knowledge (arcana) 4 ranks.

Spells: Ability to cast mage hand and at least one arcane spell of 3rd level or higher.

Special: Sneak attack +2d6.

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), Sense Motive (Wis), Search (Int), Sleight of Hand (Dex), Speak Language (Int), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points at Each Level: 4 + Int modifier.

Table: The Arcane Trickster
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Spells per Day
1st
+0
+0
+2
+2
Ranged legerdemain 1/day
+1 level of existing class
2nd
+1
+0
+3
+3
Sneak attack +1d6
+1 level of existing class
3rd
+1
+1
+3
+3
Impromptu sneak attack 1/day
+1 level of existing class
4th
+2
+1
+4
+4
Sneak attack +2d6
+1 level of existing class
5th
+2
+1
+4
+4
Ranged legerdemain 2/day
+1 level of existing class
6th
+3
+2
+5
+5
Sneak attack +3d6
+1 level of existing class
7th
+3
+2
+5
+5
Impromptu sneak attack 2/day
+1 level of existing class
8th
+4
+2
+6
+6
Sneak attack +4d6
+1 level of existing class
9th
+4
+3
+6
+6
Ranged legerdemain 3/day
+1 level of existing class
10th
+5
+3
+7
+7
Sneak attack +5d6
+1 level of existing class

Class Features

All of the following are Class Features of the arcane trickster prestige class.

Weapon and Armor Proficiency: Arcane tricksters gain no proficiency with any weapon or armor.

Spells per Day: When a new arcane trickster level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane trickster, he must decide to which class he adds the new level for purposes of determining spells per day.

Ranged Legerdemain: 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, twice per day upon attaining 5th level, and three times per day at 9th level or higher. He can make only one ranged legerdemain skill check each day, and only if he has at least 1 rank in the skill being used.

Sneak Attack: 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 10th). If an arcane trickster gets a sneak attack bonus from another source the bonuses on damage stack.

Impromptu Sneak Attack: 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).

At 7th level, an arcane trickster can use this ability twice per day.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

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Levels
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
+0 +0 +2 +2 Ranged legerdemain 1/day 
+1 +0 +3 +3 Sneak attack +1d6 
+1 +1 +3 +3 Impromptu sneak attack 1/day 
+2 +1 +4 +4 Sneak attack +2d6 
+2 +1 +4 +4 Ranged legerdemain 2/day 
+3 +2 +5 +5 Sneak attack +3d6 
+3 +2 +5 +5 Impromptu sneak attack 2/day 
+4 +2 +6 +6 Sneak attack +4d6 
+4 +3 +6 +6 Ranged legerdemain 3/day 
10 +5 +3 +7 +7 Sneak attack +5d6 
11     Impromptu sneak attack 3/day 
12     Sneak attack +8d6 
13     Ranged legerdemain 4/day 
14     Sneak attack +9d6 
15     Impromptu sneak attack 4/day 
16     Sneak attack +10d6 
17     Ranged legerdemain 5/day 
18     Sneak attack +11d6 
19     Impromptu sneak attack 5/day 
20     Sneak attack +12d6 
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