New Core Class: Arcane Thief

yennico

First Post
The Arcane Thief as Core Class

If you want to read the Arcane Thief as a PrC.
Here follows the Arcane Thief as Core Class.

Description:
If you seek a thief who break in a temple or who steals a specific magical item from a high level mage direct under his nose out of his tower an Arcane Thief is your man. Arcane thieves are a very special breed. They are neither a whole rogue nor neither a whole wizard. Some of these thieves love thieving only for the thrill of thieving or to prove that some heavy protected item, scroll etc. is possible to steal. Most of the Arcane thieves avoid to kill somebody during their theft because of some kind of honor among thieves. It is to easy for them to steal something from a dead person. Arcane Thieves strongly dislikes assassins which they call “persons who steal lives”. They are no true pacifists, they will defend themselves in self-defense. Most of them would worship Olidamara (if you use the World Greyhawk, for FR I have no suggestion). Arcane Thieves have some need to steal spell books or scrolls to expand their knowledge of spells. They improve their rogue skills with spells and will steal nearly every item with some magic involved. Most of the Arcane Thieves are humans, half-elves, elves, halflings and gnomes.

Abilities:
Dexterity and Intelligence are the most important attributes for an Arcane Thief. Many skills of the Arcane Thief are affected by dexterity. A high dexterity gives an arcane thief a high AC. A high Intelligence score affects the spell casting of the Arcane Thief and the number of skill points gained per level.

Alignment: any nonlawful
Hit Die: d6
Races: all

Class skills:
Alchemy (Int), Appraise (Int), Balance (Dex), Bluff (Cha),Climb (Str),Concentration (Con), Craft (Int), Decipher Script (Int),Diplomacy (Cha),Disable Device (Int), Disguise (Cha),Escape Artist (Dex), Gather Information (Cha), Hide (Dex),Jump (Str),Knowledge (Int), Listen (Wis), Move Silently (Dex), Open Locks (Dex), Pick Pocket (Dex), Perform (Cha), Profession (Wis), Scry (Int), Sense Motive (Cha), Search (Int), Speak Language (Int), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex),Use Rope (Dex)

Skill Points:
At first level: (5+ Int Modifier)x4
Each additional level: 5+ Int Modifier

Class Features:
Weapon and Armor Proficiencies: Arcane Thieves are proficient with all simple weapons, the rapier, shortbow, shortbow composite, sap and short sword. Arcane Thieves are proficient with light armor and shields. Note while wearing armor check penalties and spell failure because of somatic components in spells checks apply.
Spells: An Arcane Thief prepares and casts spells as a wizard. The DC of the spell of an Arcane Thief is 10 + Int bonus + spell level. The Arcane Thief can learn all spells a wizard can learn, but he is not allowed to specialize in one school. Gaining a new level the Arcane Thief gains only the arcane knowledge of one new spell instead of the normal two for free. Most of the spells which the Arcane Thieves learn are acquired by stealing spellbooks from other wizards or learning from a scroll.
Ranged Legerdemain: like the ability of the Arcane Trickster (T&B) of the same name, but with daily uses limited to a maximum Int Bonus uses/day. For each use of this ability the Arcane Thief must cast the spell mage hand.
Evasion: Like rogue ability of the same name.
Uncanny Dodge (Dex Bonus to AC): Like rogue ability of the same name.
Silent Spell: The Arcane Thief gets the feat Silent Spell
Bonus Metamagic Feat: The Arcane Thief can choose any metamagic feat
Skill Mastery: Like rogue ability of the same name.
Unseen Steps: Each step of an Arcane Thief is covered like he has a permanent Pass without trace spell on himself
Silent Spells: An Arcane Thief can cast spells if they were under the effect of the silent spell feat. He does not need to prepare this in advance and it does not increases the casting time or uses a higher spell slot. The Arcane Thief can use this ability a number of times per day equal to 1 + her charisma bonus (if any, minimum once/day)

BAB: as Wizards
Saves: as Bard
Special abilities:
Level 2: Ranged Legerdemain
Level 3: Evasion
Level 5: Uncanny Dodge (Dex Bonus to AC)
Level 7: Silent Spell
Level 9: Bonus Metamagic Feat
Level 11: Skill Mastery
Level 13: Uncanny dodge (+1 vs. traps)
Level 15: Uncanny dodge (+2 vs. traps)
Level 17: Unseen Steps
Level 19: Silent Spells

Spell Progression: as Bard, but Bonus spells based on Int, also no limit on known spells, spellcasting as a wizard :
Level 1: Level 0 Spells: 2
Level 2: 3/0
Level 3: 3/1
Level 4: 3/2/0
Level 5: 3/3/1
Level 6: 3/3/2/0
Level 7: 3/3/2/1
Level 8: 3/3/3/2/0
Level 9: 3/3/3/2/1
Level 10: 3/3/3/3/2/0
Level 11: 3/3/3/3/2/1
Level 12: 3/3/3/3/3/2/0
Level 13: 3/3/3/3/3/2/1
Level 14: 4/3/3/3/3/3/2/0
Level 15: 4/4/3/3/3/3/2/1
Level 16: 4/4/4/3/3/3/3/2/0
Level 17: 4/4/4/4/3/3/3/2/1
Level 18: 4/4/4/4/4/3/3/3/2
Level 19: 4/4/4/4/4/4/3/3/2
Level 20: 4/4/4/4/4/4/4/3/3

What do you think ?
Is this class too powerful ?
Is it balanced ?
Does it have some flavor ?
Is this class as powerful/weak as the other core classes ?
Any comments, suggestions would be appreciated ?
I have not checked any class combination with the Arcane Thief class.
Sorry about the levels formatting...

Just my 2 cents
yennico
 
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I think this is what multiclassing was invented for. Good PRC idea (already done in T&B though). Multiclass instead of inventing a whole new class. Just like if ya want to be a Mage Warrior or Pychic warrior just multi class.
 

I'm making a PsiThief (like PsiWarrior, but more skill points and fewer Feats, and more Psychoportation Powers). IMHO the most important thing for an Arcane Thief are going to be Still & Silent spells. To this purpose, I'd use a standard Bard as the template, modified as follows:

- No Bardic Music
- No Bardic Knowlege
+/- Different Spell List
+ Gain Disable Device, Open Lock, Spot, and Search
+ 6 Skill Points per level

Level 1) Trap Detection (as Rogue)
Level 2) Bonus Feat
Level 3) Uncanny Dodge (Dex bonus to AC)
Level 4) Evasion
Level 5) +1 AC vs. Traps
Level 6)
Level 7) +2 AC vs. Traps
Level 8) Bonus Feat
Level 9) +3 AC vs. Traps
Level 10)
Level 11) +4 AC vs. Traps
Level 12)
Level 13) +5 AC vs. Traps
Level 14) Bonus Feat
Level 15) +6 AC vs. Traps
Level 16)
Level 17) +7 AC vs. Traps
Level 18)
Level 19) +8 AC vs. Traps
Level 20) Bonus Feat

Bonus Feat List:
Any Metamagic Feat, Dodge, Mobility, Combat Reflexes, Alertness, Expertise, Improved Trip, Improved Initiative, Quick Draw, Run, Skill Focus, Spell Focus, Weapon Finesse

Spell List:
Level 0:
Mage Hand, Mending, Open/Close, Arcane Mark, Detect Magic, Prestidigitation, Read Magic, Detect Poison, Resistance, Dancing Lights, Ghost Sound, Light

Level 1:
Alarm, Endure Elements, Hold Portal, Protection from Chaos/Evil/Good/Law, Shield, Grease, Obscuring Mist, Comprehend Languages, Detect Secret Doors, Detect Undead, Identify, Animate Rope, Enlarge, Erase, Expeditious Retreat, Feather Fall, Jump, Message, Reduce, Spider Climb, Magical Aura, Silent Image, Undetectable Aura, Ventriloquism

Level 2:
Arcane Lock, Obscure Object, Protection from Arrows, Resist Elements, Fog Cloud, Glitterdust, Detect Thoughts, Locate Object, See Invisibility, Alter Self, Blindness/Deafness, Bull's Strength, Cat's Grace, Darkvision, Endurance, Knock, Levitate, Pyrotechnics, Rope Trick, Whispering Wind, Blur, Invisibility, Minor Image, Misdirection, Illusory Trap

Level 3:
Dispel Magic, Explosive Runes, Magic Circle against Chaos/Evil/Good/Law, Nondetection, Protection from Elements, Stinking Cloud, Clairaudience/Clairvoyance, Tongues, Fly, Gaseous Form, Haste, Secret Page, Shrink Item, Slow, Water Breathing, Displacement, Invisibility Sphere, Major Image

Level 4:
Dimensional Anchor, Fire Trap, Minor Globe of Invulnerability, Stoneskin, Solid Fog, Arcane Eye, Detect Scrying, Locate Creature, Scrying, Improved Invisibility, Shadow Conjuration, Dimension Door, Polymorph Self

Level 5:
Dismissal, Contact Other Plane, Prying Eyes, Telepathic Bond, Greater Shadow Conjuration, Mirage Arcana, Persistent Image, Seeming, Shadow Evocation, Passwall, Stone Shape, Telekinesis, Teleport, Transmute Mud to Rock, Transmute Rock to Mud, Phase Door

Level 6:
Antimagic Field, Globe of Invulnerability, Greater Dispelling, Guards and Wards, Repulsion, Analyze Dweomer, Legend Lore True Seeing, Greater Shadow Evocation, Mislead, Project Image, Shades, Veil, Disintegrate, Mass Haste, Control Water, Teleport without Error, Vanish

-- Nifft
 
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