:: Arcane Trickster ::


Icon: ir_magekill
(PRESTIGE CLASS)
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 Tricksters tend to use a seat of the pants approach to adventuring, loading up on spells that improve their stealth and mobility.

- Hit Dice: d4.
- Proficiencies: Arcane Tricksters gain no weapon, armor or shield proficiencies.
- Skill Points: 4 + Int Modifier.

REQUIREMENTS:

Alignment: Non Lawful
Skills: Lore 4 ranks, Disable Trap 7, Pick Lock 7.
Sneak Attack: 2d6
Spells: Must be able to cast at least 3rd level Arcane spells.

ABILITIES:

Level
1: Ranged Legerdemain - Trap & Pick Lock at 30' range, once per day.
2: Sneak Attack 1d6.
3: Impromptu Sneak Attack - Arcane Trickster causes a sneak attack on target, can be used once per day.
4: Sneak Attack 2d6.
5: Ranged Legerdemain - Improves to two uses a day.
6: Sneak Attack 3d6.
7: Impromptu Sneak Attack - Improves to two uses a day.
8: Sneak Attack 4d6.
9: Ranged Legerdemain - Three uses a day.
10: Sneak Attack 5d6.

BONUS SPELLS:

Upon gaining a level in Arcane Trickster, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his abilities. He does not, however, gain any other benefit a character of that class would have gained (e.g., improved familiar, bonus feats)


LvL
BAB
Fort
Ref
Will
1
0
0
2
2
2
1
0
3
3
3
1
1
3
3
4
2
1
4
4
5
2
1
4
4
6
3
2
5
5
7
3
2
5
5
8
4
2
6
6
9
4
3
6
6
10
5
3
7
7


Class Skills
Cross Class Skills
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Level
# of bonus feats
Feats Granted
Feats Become Selectable
1
0
2
0
 
3
0
 
4
0
 
5
0
 
6
0
 
7
0
 
8
0
 
9
0
 
10
0
 
11
0
12
0
 
 
13
0
 
14
1
 
 
15
0
 
16
0
 
 
17
0
 
18
1
 
 
19
0
 
20
0
 
 
21
0
 
22
1
 
 
23
0
 
24
0
 
 
25
0
 
26
1
 
 
27
0
 
28
0
 
 
29
0
 
30
1
 
 
31
0
 
 
32
0
 
 
33
0
 
 
34
1
 
 
35
0
 
 
36
0
 
 
37
0
 
 
38
1
 
 
39
0
 
 
40
0