Rary the Traitor
First Post
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?
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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