Alternate Arcane Trickster

Howdy ho.

I've wanted to play an Arcane Trickster since I started playing 3rd edition, but the prestige class, as described in Tome & Blood (page 48, if you want to compare), seems overpowered, and not as developed as it could have been, in my opinion. Here is an alternate version of the Arcane Trickster which, I hope, is both more balanced and allows for greater customization.

Before the PrC description itself, here's a brief summary of how this Trickster compares to the "official" one:

+ More special abilities (named Arcane Trickeries).
+ Existing special abilities have been slightly improved.
+ One (1) more skill point per level.
- Weaker Reflex save.
- Three (3) less levels of existing caster class.
- Weaker Sneak Attack (+3d6 at level 10 instead of +7d6)

And now, the full description! Well, except for the things that are identical to the T&B version.



Arcane Trickster


Level 1:
+1 level of existing class
Arcane Trickery

Level 2:
+1 level of existing class
Sneak Attack +1d6

Level 3:
Arcane Trickery
Improved Arcane Trickery (1 ability)

Level 4:
+1 level of existing class
Arcane Trickery

Level 5:
+1 level of existing class
Arcane Trickery

Level 6:
Sneak Attack +2d6
Improved Arcane Trickery (2 abilities)

Level 7:
+1 level of existing class
Arcane Trickery

Level 8:
+1 level of existing class
Arcane Trickery

Level 9:
Arcane Trickery
Improved Arcane Trickery (3 abilities)

Level 10:
+1 level of existing class
Sneak Attack +3d6
Improved Arcane Trickery (all abilities)


Requirements
Decipher Script: 4 ranks
Knowledge (Arcana): 4 ranks
Spells: Ability to cast at least one arcane spell of 3rd level or higher.
Special: Sneak Attack +2d6
Other: See Arcane Trickeries

Hit dice: d4

Skill points per level: 5 + Int modifier.

Fortitude/Reflex/Will Saves at level 10: +3/+3/+7

Base Attack Bonus: Like Wizards/Sorcerers.

Spells per day

When a new Arcane Trickster level is gained, except at 3rd, 6th, and 9th level, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class.


Sneak Attack

This is exactly like the rogue ability of the same name.


Arcane Trickeries

At 1st, 3rd, 4th, 5th, 7th, 8th, and 9th level, the Arcane Trickster may choose one of the following abilities, which all can be used 1/day. Choosing the same ability twice or more would allow him to use the ability the corresponding number of times per day. Note that while there aren't many requirements for this PrC, there are additional requirements if the Trickster wishes to use certain abilities.

At 3rd, 6th, 9th, and 10th level, the Arcane Trickster can choose to improve one of the abilities he can already use at least 1/day, as the italic text dictates, and if he has a rank of 10 in the appropriate skill(s) (Hide for Hide in Plain Sight, Disable Device for that particular use of Ranged Legerdemain, etc). If he does not have a high enough rank, he may choose to improve an ability, but that choice won't take effect until his rank in the appropriate skill becomes 10 or more. The only exception is Impromptu Sneak Attack, which requires Sneak Attack +4d6 to be improved.


Ranged Legerdemain (Su): The Arcane Trickster can perform one of the following class skills at a range of 60 feet: Disable Device, Open Lock, and Pick Pocket. The skill check DC remains the same, but the Trickster cannot take 10 on the check. Any object so manipulated must weigh 10 pounds or less. The Trickster may also use this ability as form of telekinesis to move objects as if he was using the Mage Hand spell (with a range of 60 feet and weight capacity of 10 pounds), but not for more than two minutes (20 rounds) per use.

Requirements: 3 ranks in the skill being used, and the ability to cast Mage Hand or Prestidigitation.

The improved form of this ability has a range of 120 feet, a weight capacity of 20 pounds, and a duration (for the telekinetic use) of 5 minutes (50 rounds). The Trickster can take 10 on the skill check.


Impromptu Sneak Attack (Su): The Arcane Trickster may declare one melee, ranged attack, or ray spell the character makes to be a Sneak Attack (no more than 30 feet away). He must declare this before making the attack or casting the spell (if he uses a ray). The target of the impromptu sneak attack loses any dexterity bonus to AC, but only against that attack.

Requirements: Sneak attack +3d6

The improved form of this ability has a range of 60 feet, but only if the Trickster is using a spell to make a sneak attack.


Hide in Plain Sight (Su): This is exactly like the Shadowdancer ability. He may use this ability once per day.

Requirements: 5 ranks in Hide, and the ability to cast Invisibility or Nondetection.

Improved Hide in Plain Sight may be used in all situations, even if the Arcane Trickster is not near any shadow. Also, while hidden with this improved ability (and in no other circumstances), the character cannot be detected by first or second level spells (such as Detect Magic, if the Trickster is carrying a magic item, for instance), and is shielded from scrying as if he had cast the Nondetection spell on himself.


Alacritous Stealth (Su): The Arcane Trickster is able to Move Silently at normal speed with no penalty to the skill check or run silently with a -10 penalty, once per day.

Requirements: 5 ranks in Move Silently, and the ability to cast Nondetection or Expeditious Retreat.

The improved form of Alacritous Stealth allows the character to run silently with no penalty. Also, he cannot be detected by first or second level spells (such as Alarm) while using this ability.



Voila!

If you can think of a better name for Alacritous Stealth, please post it here. :)

While I think this version of the Arcane Trickster is weaker than the one in Tome & Blood, it might still be a bit too powerful. If I had to change something, I'd probably scrap the Improved Arcane Trickeries, and/or give the Trickster only 5 or 6 caster levels. It's a tough decision.

Anyway, what do you think of the PrC as a whole? Feel free to make suggestions, or tell me I'm a bloody moron.


P.S.: By the way, why is the first trickery/ability called Legerdemain? According to dictionary.com, "leger" is the French word for "light", "de" means "of", and "main" is "hand". Light of hand? It's more likely that the authors meant "sleight of hand", no?
 
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Huh?

You think the Arcane Trickster is overpowered and then you add an additional skill point, and more (very nice) special abilities and think this is less powerful?

I remind you that an arcane trickster doesn't improve his rogue special abilities (except for SA, and even their his max is 3d6 lower), or get any spells above 7th, or the wizard bonus feats. He trades a LOT of neat stuff up.

I think you need to tone this down a lot. I'd reduce spell progression to 1/2 levels, drop Hide in Plain Sight and Speedy Stealth, as well as the Improved Impromptu SA. I'd treat the remaining specials as individual abilities, and alternate them with the spell progression. I'd keep the Reflex save.
 

GuardianLurker said:

I remind you that an arcane trickster doesn't improve his rogue special abilities (except for SA, and even their his max is 3d6 lower), or get any spells above 7th, or the wizard bonus feats. He trades a LOT of neat stuff up.

What?? Either I'm not understanding you correctly, or we're not talking about the same arcane trickster.

If you use the Tome & Blood version, a Rogue3/wizard7/arcane trickster 10, would have the spell progression of a level 17 wizard, and Sneak Attack +9d6 (since T&B states that "if the arcane trickster gets a sneak attack modifier from another source (such as rogue levels), the bonuses to damage stack").
If having access to level 9 spells, a sneak attack nearly as good as a level 20 rogue's, all rogue and wizard skills as class skills, good reflex and will saves, AND having Impromptu Sneak Attack twice a day isn't overpowered, I don't know what is.

My version of the arcane trickster, if the character is a rogue3/wizard7/arc.trick.10, would have access to level 1-7 spells only, and would have sneak attack +5d6. Assuming I drop the improved trickeries, all that's left is an extra skill point, which I guess I could drop too, and the two extra abilities, the most powerful of which is Hide in Plain Sight, which isn't as good as the Shadowdancer's since it can only be used a few times a day.

Maybe there's something I don't understand about the D&D rules, but you're not making any sense. Can you please be a bit clearer?

Thanks.


EDIT: Oops, not 11d6, 9d6. Sorry. Still pretty damn high. :)
 
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Rary the Traitor said:


What?? Either I'm not understanding you correctly, or we're not talking about the same arcane trickster.

If you use the Tome & Blood version, a Rogue3/wizard7/arcane trickster 10, would have the spell progression of a level 17 wizard, and Sneak Attack +9d6 (since T&B states that "if the arcane trickster gets a sneak attack modifier from another source (such as rogue levels), the bonuses to damage stack").
EDIT: Oops, not 11d6, 9d6. Sorry. Still pretty damn high. :)
Don't you have to be a 4th level rogue to get the minimum 7 ranks of Decipher Script since it is an exclusive skill? That would stop you from getting 9th level spells.

Also your example Arcane Trickster should have a Sneak Attack of +7d6, not +9d6.

From the D&D Faq.


Is there an error in the table for the arcane trickster
class? The text says the bonus increases by +1d6 every two
levels but it does not say what the initial value of the bonus
is. The table shows +3d6 damage at 2nd level, going up one
die every 2 levels to +7d6 at 10th level. Also, it says that this
damage stacks with any other sneak attack bonuses. That
would mean that an arcane trickster could have a pretty
darn good sneak attack (+5d6 at 2nd level when you
consider the +2d6 the arcane trickster must have to qualify
for the class). Is that right?


No. The text is correct and the table is wrong. The sneak
attack entries on the table should read: 2nd level: +1d6; 4th level: +2d6; level: +3d6; 8th level: +4d6; 10th level: +5d6. This ability stacks with any other sneak attack the character might have, so that a 10th-level arcane trickster has a sneak attack of at least +7d6, considering the +2d6 the character had to have just to qualify for the class.
 
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The sneak attack proposed by the revised class is only +3D6, and I think it's a good thing.
let's have a look at the spell level access of this class and a rogue 4/wiz, and a wiz
Spell level Arcane/ Rogue / Wiz total levels
4 11/ 11/ 7
5 14/ 13/ 9
6 17/ 15/ 11
7 20/ 17/ 13
8 NA/ 19/ 15
9 NA/ NA/ 17
To be sure that spellcasting progression is reduced by taking this class, I would have put no progression on the 1st level (or only caster level progression ( and no I don't think it involves bookkeeping (and yes I like parentheses ;)))), but it changes the table too much.
It seems ok to me. The thing I don't like is the +1 Skill point that is rather unnecessary given the high int of most Arcane trickster (let the rogues be the skill masters)
I like the abilities, too.
Chacal
 

Don't you have to be a 4th level rogue to get the minimum 7 ranks of Decipher Script since it is an exclusive skill? That would stop you from getting 9th level spells.

From what I have heard spoken around, the Wizard will gain access to Decipher Script as a class skill in 3.5.
 

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