Given this overlap, many players begin to wonder if it doesn't make sense for the rogue to try and pick up a few wizardy tricks to make their life easier, something reinforced by the way that, in both Basic D&D and Advanced Dungeons & Dragons, rogues gained a limited ability to use magic scrolls from 10th level onwards. It owes its origins to the similar perception of both the wizard and the rogue as "intellectual" classes, courtesy of the latter's status as the iconic D&D Skill Monkey. 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).Īt 7th level, an arcane trickster can use this ability twice per day.The Arcane Trickster is a character archetype popularized, if not created, by Dungeons & Dragons.
The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. If an arcane trickster gets a sneak attack bonus from another source the bonuses on damage stack.īeginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). This is exactly like the rogue ability of the same name. He can make only one ranged legerdemain skill check each day, and only if he has at least 1 rank in the skill being used. Any object to be manipulated must weigh 5 pounds or less.Īn arcane trickster can use ranged legerdemain once per day initially, twice per day upon attaining 5th level, and three times per day at 9th level or higher.
Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. If a character had more than one spellcasting class before becoming an arcane trickster, he must decide to which class he adds the new level for purposes of determining spells per day.Īn arcane trickster can perform one of the following class skills at a range of 30 feet: Disable Device, Open Lock, or Sleight of Hand. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting.
When a new arcane trickster level is gained, 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. The arcane trickster’s class skills (and the key ability for each skill) are 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 (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).Īll of the following are Class Features of the arcane trickster prestige class.Īrcane tricksters gain no proficiency with any weapon or armor. To qualify to become an arcane trickster, a character must fulfill all of the following criteria.ĭecipher Script 7 ranks, Disable Device 7 ranks, Escape Artist 7 ranks, Knowledge (arcana) 4 ranks.Ībility to cast mage hand and at least one arcane spell of 3rd level or higher.