Arcane Trickster is a class in Pathfinder: Wrath of the Righteous. Arcane Tricksters use both magic and rogue abilities. They can perform sneak attacks regardless of the enemy awareness and become invisible using magic.
"Few can match the guile and craftiness of arcane tricksters. These prodigious thieves blend the subtlest aspects of the arcane with the natural cunning of the bandit and the scoundrel, using spells to enhance their natural thieving abilities. Arcane tricksters can pick locks, disarm traps, and lift purses from a safe distance using their magical legerdemain, and as often as not seek humiliation as a goal to triumph over their foes than more violent solutions.
The path to becoming an arcane trickster is a natural progression for rogues who have supplemented their talents for theft with the study of the arcane. Multiclass rogue/sorcerers and rogue/bards are the most common arcane tricksters, although other combinations are possible. Arcane tricksters are most often found in large, cosmopolitan cities where their talents for magical larceny can be most effectively put to use, prowling the streets and stealing from the unwary."
Arcane Trickster Information
Sneak Attack: 2
Ability to cast Arcane spells 2nd level spells
Knowledge (Arcana): 4
- Features and Abilities: Arcane Spellcasting, Ranged Legerdemain
Proficient with all simple weapons and bombs. Also proficient with light armor, but not shields.
- Skill Ranks at Each Level: 4 + Int modifier.
- When a new arcane trickster level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane trickster, she must decide to which class she adds the new level for purposes of determining spells per day.
Arcane Trickster Progression
Base Attack Bonus
|1||0||0||1||1||Arcane Spellcasting, Ranged Legerdemain|
|2||1||1||1||1||Sneak attack +1d6|
|3||1||1||2||2||Impromptu Sneak Attack|
|4||2||1||2||2||Sneak attack +2d6|
|5||2||2||3||3||Impromptu Sneak Attack|
|6||3||2||3||3||Sneak attack +3d6|
|7||3||2||4||4||Impromptu Sneak Attack|
|8||4||3||4||4||Sneak attack +4d6|
|9||4||3||5||5||Impromptu Sneak Attack, Invisible Thief|
|10||5||3||5||5||Sneak attack +5d6, Surprise Spells|
At 1st level, Arcane Trickster selects an arcane spellcasting class she belonged to before adding the prestige class. When a new Arcane Trickster level is gained, the character gains new Spells per day and new Spells known as if she had also gained a level in that spellcasting class.
An Arcane Trickster can use Trickery at a range of 30 feet. Working at a distance increases the normal skill check DC by 5.
If a character can catch an opponent when he is unable to defend himself from his attack, he can strike a vital spot for extra damage.
The character's attack deals extra damage anyttime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the character Flanks his target. This extra damage is 1d6 and increases by 1d6 at later levels. This additional damage is precision damage and is not multiplied on a critical hit.
The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.
Beginning at 3rd level, an Arcane Trickster can enter a special stance that allows him to improvise a way to sneak attack targets regardless of their awareness. An Arcane Trickster can maintain this stance for one round per day. For every two levels above 3rd, an Arcane Trcickster can maintain this stance for one additional round, up to a maximum of 4 rounds at 9th level. The target of impromptu sneak attacks loses any Dexterity bonus to AC, but only against those attacks. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).
At 9th level, an Arcane Trickster can become invisible, as if under the effects of greater invisibility, as a Free Action. He can remain invisible for a number of rounds per day equal to his Arcane Trickster level. These rounds need not be consecutive.
At 10th level, an Arcane Trickster can add his sneak attack damage to any Spell that deals damage, if the targets are Flat-footed. This additional damage only applies to Spells that deal hit point damage, and the additional damage is of the same type as the spell. If the spell allows a saving throw to negate or halve the damage, it also negates or halves the sneak attack damage.
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