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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 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 - Disarm 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)
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