Torc
Systems Developer
The Arcane Trickster is a Rogue Archetype who dabbles in their own kind of magic to augment their abilities. They have modest skill in Enchantment and Illusion magic but can also steal spells from other classes. They also can summon a magical Mage Hand to cause mischief and disable traps at a distance.
Alignment: Any
Hit Die: d8
Class Skills:
Weapon and Armor Profs: As Rogue
Past Lives: +1 Illusion DCs and +3 Force Spell Power
Enhancements Trees
Spells:
Intelligence is the Arcane Trickster's primary casting stat. These are done like bard/sorc spells (with swap support) so no scroll scribing.
IMPORTANT BUG - For some reason Metamagics/caster Feats aren't respecting Trickster as a class that should have access. For this preview build you will need to splash 1 level of a caster class to access metamagic/caster feats including the bonus feats.
Example: Take 1 Wizard level before level 6 so you correctly get your bonus caster feats for arcane trickster.
Spell List:
1st Level - Trap Finding, Sneak Attack (progresses like standard rogue, check the chart)
2nd Level - Evasion
8th Magical Ambush: Your offensive instantaneous damaging spells deal additional 1d6 force damage equal to your sneak attack dice. Scales with 50% of force spell power. This proc has no cool down so it works very well with multi missile spells like magic missile. The sneak dice will not function on DOTS, Pale Master Aura, Wall of Fire, etc.
12th - Bonus Feat: 2: 1 of Maximize, Empower, Quicken, Heighten, Extend, Eschew Materials, Mental Toughness, Improved Mental Toughness Spell Focus and Greater Spell focus for Enchantment or Illusion, Mobile Casting
16th Spell Thief
Feat Notes - Arcane Trickster will NOT get uncanny dodge, Trap Sense or the Special Ability feats (improved evasion, opportunist, etc etc)
ARCANE TRICKSTER ENHANCEMENT TREE:
General notes:
Core 2: Stolen Spell SLA Multi Selector:
Tier 1:
1. Enhancement I like to be subtle currently doesn't work
2. Mage Hand Bluff Feat at level 3 is not implemented yet
3. Fixed a bug with chain missile so if it hits a single target, all the missiles will work on that target (before it would fizzle with one hit)
- This spell is still a little wonky because it takes so long to do its damage so it's under review for a redesign.
4. Arcane trickster isn't qualifying for caster feats by itself including its bonus feats at level 6, 12, 18. This is a bug you can work around with a 1 caster level splash in this build.
-T
Alignment: Any
Hit Die: d8
Class Skills:
- Skill points at 1st level: (8 + Intelligence modifier) x4
- Skill points at each additional level: 8 + Intelligence modifier
- Uses Skill Rogue List minus Intimidate and Swim but Gets Concentration and Spell Craft instead.
Past Lives: +1 Illusion DCs and +3 Force Spell Power
Enhancements Trees
- Arcane Trickster (see below)
- Mechanic
- Thief-Acrobat
| 1st | +0/+0 | +0 | +2 | +0 | Sneak Attack +1d6, Trapfinding | 0 | 0 | - | - | - | ||
| 2nd | +1/+1/+6 | +0 | +3 | +0 | Evasion | 0 | 0 | - | - | - | ||
| 3rd | +2/+2/+7/+12 | +1 | +3 | +1 | Sneak Attack +2d6, Magical Training, Mage Hand Legerdemain | 20 | 1 | - | - | - | ||
| 4th | +3/+3/+8/+13 | +1 | +4 | +1 | 30 | 1 | - | - | - | |||
| 5th | +3/+3/+8/+13 | +1 | +4 | +1 | Sneak Attack +3d6 | 40 | 2 | - | - | - | ||
| 6th | +4/+4/+9/+14 | +2 | +5 | +2 | Bonus Magical Feat | 50 | 2 | - | - | - | ||
| 7th | +5/+5/+10/+15 | +2 | +5 | +2 | Sneak Attack +4d6 | 65 | 2 | - | - | - | ||
| 8th | +6/+6/+11/+16 | +2 | +6 | +2 | Magical Ambush | 80 | 2 | 1 | - | - | ||
| 9th | +6/+6/+11/+16 | +3 | +6 | +3 | Sneak Attack +5d6, | 95 | 2 | 1 | - | - | ||
| 10th | +7/+7/+12/+17 | +3 | +7 | +3 | 110 | 2 | 2 | - | - | |||
| 11th | +8/+8/+13/+18 | +3 | +7 | +3 | Sneak Attack +6d6 | 125 | 2 | 2 | 1 | - | ||
| 12th | +9/+9/+14/+19 | +4 | +8 | +4 |
| 140 | 2 | 2 | 2 | - | ||
| 13th | +9/+9/+14/+19 | +4 | +8 | +4 | Sneak Attack +7d6 | 155 | 2 | 2 | 2 | - | ||
| 14th | +10/+10/+15/+20 | +4 | +9 | +4 | 170 | 3 | 2 | 2 | 1 | |||
| 15th | +11/+11/+16/+21 | +5 | +9 | +5 | Sneak Attack +8d6 | 185 | 3 | 2 | 2 | 2 | ||
| 16th | +12/+12/+17/+22 | +5 | +10 | +5 | Spell Thief | 200 | 3 | 3 | 2 | 2 | ||
| 17th | +12/+12/+17/+22 | +5 | +10 | +5 | Sneak Attack +9d6 | 215 | 3 | 3 | 2 | 2 | ||
| 18th | +13/+13/+18/+23 | +6 | +11 | +6 |
| 230 | 4 | 3 | 2 | 2 | ||
| 19th | +14/+14/+19/+24 | +6 | +11 | +6 | Sneak Attack +10d6 | 245 | 4 | 4 | 4 | 3 | ||
| 20th | +15/+15/+20/+25 | +6 | +12 | +6 | - | 260 | 4 | 4 | 4 | 4 |
Spells:
Intelligence is the Arcane Trickster's primary casting stat. These are done like bard/sorc spells (with swap support) so no scroll scribing.
IMPORTANT BUG - For some reason Metamagics/caster Feats aren't respecting Trickster as a class that should have access. For this preview build you will need to splash 1 level of a caster class to access metamagic/caster feats including the bonus feats.
Example: Take 1 Wizard level before level 6 so you correctly get your bonus caster feats for arcane trickster.
Spell List:
- 1st Level Spells: Charm Person, Color Spray, Expeditious Retreat, Feather fall, Hypnotism, Jump, Magic Missile, Merfolk's Blessing, Nightshield, Protection from Evil, Repair Light Damage, Sleep, Tumble
- 2nd Level Spells: Blur, Cat's Grace, Daze Monster, Fox's Cunning, Hypnotic Pattern, Invisibility, Otto's Resistible Dance, Resist Energy, Scorching Ray, See Invisibility, Touch of Idiocy
- 3rd Level Spells: Chain Missile, Deep Slumber, Displacement, Frost Lance, Haste, Heroism, Hold Person, Repair Serious Damage, Suggestion, Water Breathing
- 4th Level Spells: Charm Monster, Crushing Despair, Dimension Door, Force Missile, Phantasmal Killer, Remove Curse, Repair Critical Damage, Freedom of Movement
1st Level - Trap Finding, Sneak Attack (progresses like standard rogue, check the chart)
2nd Level - Evasion
3rd Magical Training & Mage Hand Legerdemain
- Mage Hand Disable Device (you can disable a device at base spell range. This cannot be enlarged with meta magics)
- Mage Hand Bluff: Bluffs target but has a longer duration than the standard bluff skill
- You Gain the Magical Training Feat
8th Magical Ambush: Your offensive instantaneous damaging spells deal additional 1d6 force damage equal to your sneak attack dice. Scales with 50% of force spell power. This proc has no cool down so it works very well with multi missile spells like magic missile. The sneak dice will not function on DOTS, Pale Master Aura, Wall of Fire, etc.
12th - Bonus Feat: 2: 1 of Maximize, Empower, Quicken, Heighten, Extend, Eschew Materials, Mental Toughness, Improved Mental Toughness Spell Focus and Greater Spell focus for Enchantment or Illusion, Mobile Casting
16th Spell Thief
- Your melee and missile attacks that strike targets who have spells (we check for a spell list) grant spell points. 1d20 spell points on a 5 second cooldown for melee attacks. Ranged is a 10 second cooldown.
Feat Notes - Arcane Trickster will NOT get uncanny dodge, Trap Sense or the Special Ability feats (improved evasion, opportunist, etc etc)
ARCANE TRICKSTER ENHANCEMENT TREE:
General notes:
- Assume AP costs are 1 unless other indicated.
- Starting at core 2 these guys "steal" spells from other classes and uses them as SLAs referred to as Stolen spells with the following rules…
- Stolen spells uses character's rogue level for caster level (this tree offers mixed magics though like wild mage)
- Stolen spells for DCs uses your disable device skill score
Core 2: Stolen Spell SLA Multi Selector:
- Stolen Magic Missile 2SP 6sec CD (wiz/sorc theft)
- Stolen Cure Light Wounds 2SP 6sec CD (divine theft)
- Stolen Conjure Bolts 2SP 6sec CD (arty theft)
- Shillielagh 2SP 6sec CD (druid theft)
- Sonic Blast 2SP 4sec CD (bard theft)
- Stolen Fine Dust 3SP 15sec CD (alchemist theft)
- Chain Missile 8SP 10sec CD
- Moderate Wounds 4SP 6sec CD
- Personal Augmentation insightful Damage 8SP 2sec CD
- Sound Burst 8SP 20sec CD
- Salt Ray 4SP 8sec CD
- Salt Crystals 8SP 20sec CD
- Force Missile 6 SP 6sec CD
- Cure Serious Wounds 6SP 6sec CD
- Radiant Force Field 20SP 180 sec CD
- Neutralize Poison 10SP 10sec CD
- Greater Heroism 8SP 2sec CD
- Flash Freeze 8SP 30sec CD
- Disintegrate 8SP 10sec CD
- Heal - 20SP 15sec CD
- Tenser's Transformation - SP15 30sec CD
- Fire Seeds - 10SP 10sec CD
- Great Shout- SP15 10sec CD
- Greater Evolution. - SP25 10sec CD
Tier 1:
- Mage Hand- Eye Poke: (2AP Cost) Target takes 1d2 force damage per 2 character levels, scales with spell power. Max caster level 20. Target must make a reflex save against your disable device skill, if they fail they become blind for 8 seconds with a recurring saves every 2 seconds. Cost: 2 SP 10 CD. Passive: Gain 30 Spell Points.
- Magic Fingers: +1/2/3 Open Locks, Disable Device, Concentration
- Keep it Flexible: Gain 5/10/15% Reduction to Arcane Failure.
- My favorite bauble: While holding an orb, dagger or staff you gain +10 Universal spell power
- I prefer subtly: you generate 10%/20%/30% less hate
- Mage Hand - Slap: (2AP Cost) Target takes 1d4 force damage per 2 character levels, scales with spell power. Max caster level 20. They must make a fort save against your disable device skill or become stunned for 6 seconds with a recurring saves every 2 seconds. Cost: 2 SP 10 CD. Passive: Gain 30 Spell Points. Requires previous mage hand enhancement.
- Protective Gear: - 2/4/6 bonus to MRR and MRR Cap
- Three handed Casting: Your Quicken Spell Feat costs 1/2/4 SP less. Requires Quicken Spell. Stacks with Efficient Quicken from other trees.
- Catcher Glove:(2AP Cost) Your mage hand will deflect incoming projectiles occasionally granting the deflect arrow feat and you also gain a +2% bonus to dodge.
- Illusory Escape: When you tumble, you will phase out of reality briefly, passing through enemies as you do so. (anti req'd against gnome version)
- Mage Hand - Meddle with Reality: Any creature you target with mage hand Slap or Eye Poke is no longer immune to sneak attacks, their fortification is reduced by 25% and their will saves are reduced by 4. The creature type changes to fey for purposes of immunities. This lasts 30 seconds. This can apply to bosses. Passive: Gain 30 Spell Points. Requires previous mage hand enhancement.
- More Magic More Fun: (2 AP) - Multi Selector
- Mixed Magics: As per Wild mage
- Quick Silver: You gain the quick draw feat and 5 Universal spell power.
- Tricks on Tricks: Your weapon attacks and offensive evocation spells have a chance of granting you a stack of Tricks on Tricks, which gives a +1 to Illusion and Enchantment DCs. This stacks up to 4 times. The stacks decay at a rate of 1 every 30 seconds.
- Arms of the Trickster Multi Selector:
- Trickster Trick - Imbue Toggle: Your weapon attacks do 1d4+1 force damage. Scales with spell power.
- Trickster's Blade - Imbue Toggle: Your weapon attacks do 1d4+1 force damage. Scales with 200% melee power.
- Trickster's Bolt - Imbue Toggle: Your weapon attacks do 1d4+1 force damage. Scales with 200% ranged power.
- Int/Charisma/Dex Picker
- Helping Hand: Removes most crowd control effects from a target, heals them for 50% of their Max Hit points and applies a restoration effect to the target. Can be used while your CC’d. Cost: 5 SP. 60 CD. Passive: Gain 30 Spell Points. If your incapacitated for more than 6 seconds and have 5 spell points you will receive the helping hand effect. Requires previous mage hand enhancement.
- Applied Force: (2 AP): Gain +1 imbue die per 3 rogue levels and +10% to crit damage with force spells. Requires any of the Arms of the Trickster selections
- Pin Point: +1/2/3 Spell Pen +3/6/10 Fort Bypass. Rank 3: Your mage hand spells automatically dispels Night Shield and Shield spell effects.
- Slippery Magic: (2 AP) You have a chance to gain a +5% uncapped bonus to dodge and +1 reflex saves whenever you land an offensive spell on a target. This can stack up to 3 times. 1 stack drops every 15 seconds. Passive: +2% bonus to dodge.
- Int/Charisma/Dex Picker
- Mage Hand - Presto! (2 AP): Mage hand snaps it's fingers over a none boss target to make them disappear. We don't know where they go, it's magic! Target gets a will save to negate the effected with a DC equal to your disable device skill. Cost: 10 SP 30 CD. Passive: Gain 80 Spell Points. Requires previous mage hand enhancement
- An Extra hand: All meta magics are reduced in cost by 2. You have a chance when struck by a spell to manifest an extra mage hand which knocks down the opposing caster down.
- Magic is a Tricky Business: You gain a +1/2 bonus to illusion and enchantment DCs. Rank 2: Passive - Tricks on Tricks now also increases to hit and damage with weapons by 1 per stack.
- Good with my Hands: +3/6/10 Melee and Ranged Power. Rank 3: Passive - Gain 8 MRR cap.
- I'm Not Half Bad... Multi Selector: (2 AP):
- With a Blade - +1 competence bonus to critical thread range and damage multiplier with melee weapons and 15% competence bonus to max hit points.
- With a Bolt - +1 competence bonus to critical thread range and damage multiplier with ranged weapons and a +10% to Dodge Bypass.
- With a Spell - +20 Universal spell power, +2 spell penetration and +5% crit chance with all spells.
1. Enhancement I like to be subtle currently doesn't work
2. Mage Hand Bluff Feat at level 3 is not implemented yet
3. Fixed a bug with chain missile so if it hits a single target, all the missiles will work on that target (before it would fizzle with one hit)
- This spell is still a little wonky because it takes so long to do its damage so it's under review for a redesign.
4. Arcane trickster isn't qualifying for caster feats by itself including its bonus feats at level 6, 12, 18. This is a bug you can work around with a 1 caster level splash in this build.
-T
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