Arcane Trickster

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Arcane tricksters combine their knowledge of spells with a taste for intrigue, larceny, or just plain mischief. They are among the most adaptable of adventurers. Arcane spellcasting and the sneak attack ability are needed to qualify for this class, making it a natural choice for multiclass wizard/rogues or sorcerer/rogues. Assassins occasionally opt for this class, but usually only if they already have wizard or sorcerer levels.


Requirements

Skills: Knowledge (Arcane) 4 ranks, Disable Trap 7 ranks, Pick Lock 7 ranks

Spellcasting: Able to cast at least 3rd level Arcane spells

Special: Sneak Attack +2d6

Hit Die: d4

Proficiencies: Arcane Tricksters gain no additional proficiencies

Skill Points: 4 + INT

Lvl BAB Fort Ref Will Special 0 1 2 3 4 5 6 7 8 9
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

Class Skills: Appraise, Concentration, Craft (all), Decipher Script, Disable Device, Disguise, Escape Artist, Heal, Hide, Listen, Lore, Move Silently, Open Lock, Parry, Perform, Persuade, Profession (all), Search, Sense Motive, Set Trap, Spellcraft, Spot, Tumble

Ranged Legerdemain

An Arcane Trickster can perform one of the following class skills at a range of 30 feet: Disable Device and Open Lock. 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.

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.