Hi!
like arcane trickster (rogue), wild mage (sorcerer)
& maybe:
Would prefer a whole new class - the psionic-based class, Psion.
1.
Mystic Trickster short version (Read more:
https://sites.google.com/view/myddo/archetype/mystic-trickster)
Enhancement tree: Mystic Trickster, Assassin, Mechanik <Lose: Thief Acrobat>
Core
Core 1 - Mystic Trickster (Passive)
You build a Soul Energy (SE) each time you damage enemies with a weapon attack (up to a maximum of 10). Dying resets your SE to zero. You use those SE to activate the abilities in the Trickster tree. Each Core Ability you acquire after this one increase the maximum SE with 10.
AP Cost: 1 / Ranks: 1 / Progression: 0 / Requires: Rogue level 1
Core 2 - Mage Hand
Mage Hand (Active)
You can manipulate objects within a distance of rogue level meters. You can open a door, pull a lever, looting a chest,...
Using this ability does not break stealth and invisibility.
Activation Cost 2 SE, Cooldown 5 second.
Passive: Grants a +2 to UMD checks related to scroll & wand use, and all scrolls & wands used by the rouge have their caster levels increased by 1, and is capped by the rogue's Intelligence Bonus.
AP Cost: 1 / Ranks: 1 / Progression: 5 / Requires: Rogue level 3
Core 3 - Exceptional Energy (Passive)
Your critical hit/sneak attack charge 2 SE, your vorpal hit charges 5 SE.
Gain Insightful Reflexes feat.
AP Cost: 1 / Ranks: 1 / Progression: 10 / Requires: Rogue level 6
Core 4 - Improved Mage Hand (Passive)
Improved Mage Hand
Now you can diseable a trap or open a lock (but if you roll a 1 on the skill test you lose all SE & break all active Self Focus, as drawback); additional you can set up a crafted trap in mage hand distance.
Using this ability does not break stealth and invisibility.
Grants +4 to UMD checks related to scroll and wand use, and all scrolls and wands used by the rouge have their caster levels increased by 2, and is capped by the rogue's Intelligence Bonus.
AP Cost: 1 / Ranks: 1 / Progression: 20 / Requires: Rogue level 12
Core 5 - The Fifth Trick (Active)
Add a fifth level slott to Book of the Mind.
Activation Cost: 10 SE, Cooldown: 15 seconds
AP Cost: 1 / Ranks: 1 / Progression: 30 / Requires: Rogue level 18
Core 6 - Master Trickster (Passive/Active)
Passive:
+4 to Intelligence;
+15 max SE (sum 75);
Grants +6 to UMD checks related to scroll and wand use, and all scrolls & wands used by the rogue have their caster levels increased by 3, and is capped by the rogue's Intelligence Bonus.
Delayed Magic (Active)
Cost: 15 SE
Cooldown: 30 second
You will be able to place a spell from an equipped scroll in your place as a Spell Ward (~3 sec motion). The spell placed in this way is activated only when an opponent comes close to it.
Placing the Spell Ward requires any scroll and a successful UMD test, other materials are not necessary. Whether the UMD test was successful or failed the scroll is destroyed and you loss the SE cost.
Using this ability does not break stealth and invisibility.
The caster of the spell is the trap. Spell Ward DC is equal with Trick DC and damage scalling with Mystical Power (before deducting the cost).
AP Cost: 1 / Ranks: 1 / Progression: 40 / Requires: Rogue level 20
Tier 1
Energy Strike I (Active)
Cost: 3 SE
Cooldown: 6 second (separate)
You charge your weapon with SE and inflict additional energy damage - equal with current SE (before deducting the cost) * mainhand weapon [W] - to target. This damage scales with Melee/Ranged Power. On critical scalles with weapon critical multipler.
Note: The energy is released on hit, if you miss the target, it lasts until the first hit. Granting the effect to the Double Strike/Shot & Offhand attacks.
Select one of the energy type: Physical*, Force**, Acid, Cold, Electrict, Fire, Poison.
AP Cost: 1 / Ranks: 1 / Progression: 1 / Requires: none
Self Focus - Knowledge (Toggle)
Cost: 10 SE & Maintenance cost: 10 from max SE
Cooldown: 10 sec
(Maintenance cost reduces the maximum while active, toggle off does not recharge the SE!)
Grant 1+one-third Rogue level (max 7) Insight bonus to all skill.
AP Cost: 2/ Ranks: 1/ Progression: 1 / Requires: none
First Trick (Active)
You gain Book of the Mind with 2 first level slott and Memorization feat.
Spell use Cost 2 SE, Cooldown 4 second
Spells damage scales with 200% Mystical Power.
Memorization feat is variant of the Inscribe Scroll feat without Inscription material use. To memorize a scroll a successful UMD is required. Whether the UMD test is successful or not, the scroll is destroyed. After resting (as preparable spells), you can empty the memorized spell slot and memorize another spell from a scroll.
AP Cost: 2 / Ranks: 1 / Progression: 1 / Requires: none
Accumulated Energy I (Passive)
Your collected energy strengthens you. Your attack increase with current SE/10 (rounded down - max 7).
AP Cost: 2 / Ranks: 1 / Progression: 1/ Requires: none
Wand and Scroll Mastery (Passive)
+[25/50/75]% damage and healing of your wands, scrolls, and other items that cast spells. Adds +[1/2/3] to the save DC's of your offensive wands.
Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees.
AP Cost: 1 / Ranks: 3 / Progression: 1 / Requires: none
Tier 2
Energy Strike II (Active)
Select one another energy type.
AP Cost: 1 / Ranks: 1 / Progression: 5 / Requires: Energy Strike I
Self Focus - Acrobatism (Toggle)
Cost: 10 SE & Maintenance cost: 10 from max SE
Cooldown: 10 sec
Grant half Rogue level% (max 10%, this bonus stack with other source) to movement speed and 1+one-third Rogue level Insight bonus to Dodge (max 7%, this bonus ignore dodge cap).
AP Cost: 2 / Ranks: 1 / Progression: 5 / Requires: Knowledge
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Accumulated Energy II (Passive)
Your collected energy will further strengthen you. Your AC increase with current SE/10 (rounded down - max 7).
AP Cost: 2 / Ranks: 1 / Progression: 5 / Requires: Accumulated Energy I
Exceptional Traning (Passive)
Choose a feat: Insightful Fortitude or Insightful Courage
AP Cost: 2 / Ranks: 1 / Progression: 5 / Requires: none
Tier 3
Energy Strike III (Active)
Select one another energy type.
AP Cost: 1 / Ranks: 1 / Progression: 10 / Requires: Energy Strike II
Self Focus - Mystic Protection (Toggle)
Cost: 15 SE & Maintenance cost: 15 from max SE
Cooldown: 10 sec
Grant 1+one-third Rogue level (max 7) Insight bonus to AC and energy resistance against Acid, Cold, Electric, Fire and Sonic damage.
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: Acrobatism
Second Trick (Active)
Add 2 second level slott to Book of the Mind.
Spell use Cost 4 SE, Cooldown 6 second,
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: First Trick
Accumulated Energy III (Passive)
Your collected energy will further strengthen you. Your Melee/Ranged power increase with current SE/5 (rounded down - max 15).
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: Accumulated Energy II
Intelligence I (Passive)
+1 to Intelligence
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: none
Tier 4
Energy Strike IV (Active)
Select one another energy type.
AP Cost: 1 / Ranks: 1 / Progression: 20 / Requires: Energy Strike III
Self Focus - Ghost (Toggle)
Cost: 20 SE & Maintenance cost: 20 from max SE
Cooldown: 10 sec
Grant Rogue level% (max 20%) to Incorporeality and Concealment. When hit or missed in combat, you have rogue level% (max 20%) chance you will reactively turn invisible for 6 second.
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Mystical Protection
Third Trick (Active)
Add 2 third level slott to Book of the Mind.
Spell use Cost 6 SE, Cooldown 8 second
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Second Trick
Accumulated Energy IV (Passive)
Your collected energy will further strengthen you. Your PRR/MRR increase with current SE/5 (rounded down - max 15).
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Accumulated Energy III
Intelligence II (Passive)
+1 to Intelligence
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Intelligence I
Tier 5
Mystic Curse (Active)
Cost 10 SE
Range 30 meter
Duration: 10 + Rogue level seconds
Cooldown 30 second
You curse your target. Cursed target lose all immunity (fire, cold,... mental effects, sneak attack,...) for duration.
A successful Will saving throw vs Trick DC weakens the curse to current SE/10 (rounded down - max 7) stack of vulnerability, but the immunities remain.
If your target rolls a 20 on their saving throw, the curse is reversed on you and you have no chance to save.
Using this ability does not break stealth and invisibility.
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Energy Strike IV
Self Focus - Mystical Killer (Toggle)
Cost: 20 SE & Maintenance cost: 20 from max SE
Cooldown: 10 sec
Grant half Rogue level% Insight bonus to Doublestrike and Doubleshot (max 10%), and +1 Insight bonus to Critical Threat Range and Critical Multiplier .
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Ghost
Fourth Trick (Active)
Add 2 fourth level slott to Book of the Mind.
Spell use Cost 8 SE, Cooldown 10 second
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Third Trick
Accumulated Energy V (Passive)
Your collected energy will further strengthen you. Gain current SE/10 bonus to Assassinate DC (rounded down - max 7).
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Accumulated Energy IV
Spell Thief (Passive/Active)
Passive:
You have a current SE% chance to steal a spell or magical effect that affects you (The spell will disappear and have no effect.). If you already have a stored spell, you cannot steal another one.
Active:
You can cast the stored spell at any time at no cost. DC equal with Trick DC and damage scalling with Mystical Power.
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: none