TEXT: 1
  Prestige Archetype  
  Th e Arcane Trickster
  Carl Cramér
  
  2
   Introduction
  A prestige archetype is a prestige class turned into a 
  normal 20-level class, similar to an archetype or alternate 
  class. 
     Th e goal when making these prestige archetypes has 
  been to capture the fl avor of the prestige class rather 
  than to make an exact copy of how it would normally 
  be. Attack bonuses, hit dice, class skills, spells, and class 
  features have been unifi ed and spread evenly over lev-
  els. Th is means that most prestige archetypes have their 
  prestige abilities spread over the entire 20 level spread. 
  Unlike how prestige classes normally work, these ar-
  chetypes have a few complete class abilities rather than 
  many abilities limited to a low level. In some cases, you 
  get the choice of one of several class abilities rather than 
  stymied versions of all the abilities. 
     A prestige archetype generally has elements of one or 
  more regular character classes, to represent how prestige 
  prerequisites were met and character development after 
  the prestige class has ended. Sometimes there is more 
  than one class that naturally leads itself to a particular 
  prestige class, which can lead to several diff erent pres-
  tige archetypes for diff erent combinations. A few are 
  not built on a regular class, instead expanding the idea 
  behind the prestige class to a full 20 levels. 
  Prestige vs. Archetype
  One thing about prestige classes is that you grow 
  into them - they can represent special training 
  opportunities that the character did not know ex-
  isted. Prestige archetypes don’t do this; you play 
  a prestige archetype from level one. In this case 
  I’d suggest using the retraining rules - the char-
  acter retrains those abilities that diff er between 
  his old class and the new prestige archetype. Or, 
  if this feels cumbersome, simply change the class 
  abilities and say the sudden change is a result of 
  special training. Th is should generally work fi ne 
  at lower levels, the more experienced the char-
  acter is and the more abilities it has, the greater 
  the disconnect when those abilities change. GMs 
  wanting this kind of plot are advised to present 
  such options early on in a campaign. 
   Prestige Archetype
  Th e Arcane Trickster
  Author: Carl Cramér
  Development: Perry Fehr, 
  Mark Gedak
  Editing: Perry Fehr
  Cover Design: Mark Gedak
  Cover Image: Gary Dupuis
  Layout: Mark Gedak
  Publisher: Purple Duck Games
  Compatibility with the Pathfi nder Roleplaying 
  Game requires the Pathfi nder Roleplaying Game 
  from Paizo Publishing, LLC. See http://paizo.
  com/pathfi nderRPG for more information on 
  the Pathfi nder Roleplaying Game. Paizo Publish-
  ing, LLC does not guarantee compatibility, and 
  does not endorse this product.
  Prestige Archetype: Th e Arcane Trickster is 
  copyright 2014; Purple Duck Games.
  All text is considered Open Game Content.
  
  3
  Table 5.1 – Arcane Trickster 
  Class 
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day 
  0
  1
  2
  3
  4
  5
  6 
  1st 
  +0 
  +0 
  +2 
  +2 
  Cantrips, ranged legerdemain
  3 
  1 
  — — — — — 
  2nd 
  +1 
  +0 
  +3 
  +3 
  Scribe scroll, trapfinding 
  4 
  2 
  — — — — — 
  3rd 
  +2 
  +1 
  +3 
  +3 
  Evasion, sneak attack +1d6 
  4 
  3 
  — — — — — 
  4th 
  +3 
  +1 
  +4 
  +4 
  Rogue talent, trap sense +1
  4 
  3 
  1 
  — — — — 
  5th 
  +3 
  +1 
  +4 
  +4 
  Sneak attack +2d6 
  4 
  4 
  2 
  — — — — 
  6th 
  +4 
  +2 
  +5 
  +5 
  Arcane bond, tricky spells 1/day
  5 
  4 
  3 
  — — — — 
  7th 
  +5 
  +2 
  +5 
  +5 
  Sneak attack +3d6 
  5 
  4 
  3 
  1 
  — — — 
  8th 
  +6/+1 
  +2 
  +6 
  +6 
  Rogue talent, trap sense +2 
  5 
  4 
  4 
  2 
  — — — 
  9th 
  +6/+1 
  +3 
  +6 
  +6 
  Sneak attack +4d6, tricky spells 2/
  day 
  5 
  5 
  4 
  3 
  — — — 
  10th +7/+2 
  +3 
  +7 
  +7 
  Impromptu sneak attack 1/day
  5 
  5 
  4 
  3 
  1 
  — — 
  11th +8/+3 
  +3 
  +7 
  +7 
  Sneak attack +5d6 
  5 
  5 
  4 
  4 
  2 
  — — 
  12th +9/+4 
  +4 
  +8 
  +8 
  Rogue talent, tricky spells 3/day, 
  trap sense +3 
  5 
  5 
  5 
  4 
  3 
  — — 
  13th +9/+4 
  +4 
  +8 
  +8 
  Sneak attack +6d6 
  5 
  5 
  5 
  4 
  3 
  1 
  — 
  14th +10/+5 
  +4 
  +9 
  +9 
  Impromptu sneak attack 2/day, 
  surprise spells 
  5 
  5 
  5 
  4 
  4 
  2 
  — 
  15th +11/+6/+1 
  +5 
  +9 
  +9 
  Sneak attack +7d6, tricky spells 4/
  day 
  5 
  5 
  5 
  5 
  4 
  3 
  — 
  16th +12/+7/+2 
  +5 
  +10 
  +10 
  Advanced talents, rogue talent, 
  trap sense +4 
  5 
  5 
  5 
  5 
  4 
  3 
  1 
  17th +12/+7/+2 
  +5 
  +10 
  +10 
  Sneak attack +8d6 
  5 
  5 
  5 
  5 
  4 
  4 
  2 
  18th +13/+8/+3 
  +6 
  +11 
  +11 
  Invisible thief, tricky spells 5/day 
  5 
  5 
  5 
  5 
  5 
  4 
  3 
  19th +14/+9/+4 
  +6 
  +11 
  +11 
  Sneak attack +9d6 
  5 
  5 
  5 
  5 
  5 
  5 
  4 
  20th +15/+10/+5 +6 
  +12 
  +12 
  Rogue talent, trap sense +5 
  5 
  5 
  5 
  5 
  5 
  5 
  5
   
  Arcane Trickster 
  Few can match the guile and craftiness of arcane trick-
  sters. 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 humili-
  ation as a goal to triumph over their foes than more 
  violent solutions. 
  Prestige Class: Arcane Trickster. 
  Build Classes: Rogue, Wizard. 
  Role: With their mastery of magic, arcane tricksters can 
  make for even more subtle or confounding opponents 
  than standard rogues. Ranged legerdemain enhances 
  their skill as thieves, and their ability to make sneak 
  attacks without flanking or as part of a spell can make 
  arcane tricksters formidable damage-dealers. 
  Alignment: Any 
  Hit Die: d8 
  Starting Gold: 3d6 x 10 (105 gp average)
  Class Skills 
  The arcane trickster’s class skills (and the key ability for 
  each skill) are Acrobatics (Dex), Appraise (Int), Bluff 
  
  4
  (Cha), Climb (Str), Craft (Int ), Diplomacy (Cha), 
  Disable Device (Dex), Disguise (Cha), Escape Artist 
  (Dex), Fly (Dex), Intimidate (Cha), Knowledge (all) 
  (Int), Linguistics (Int), Perception (Wis), Perform (Cha), 
  Profession (Wis), Sense Motive (Wis), Sleight of Hand 
  (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and 
  Use Magic Device (Cha). 
  Skill Ranks at Each Level: 4 + Int modifier. 
  Class Features 
  This is all the class features of the arcane trickster. 
  Weapon and Armor Proficiency: Arcane tricksters are 
  proficient with all simple weapons, plus the hand cross-
  bow, rapier, sap, shortbow, and short sword, but not 
  with any type of armor or shield. Armor interferes with 
  an arcane trickster’s movements, which can cause his 
  spells with somatic components to fail. 
  Spells: An arcane trickster casts arcane spells drawn from 
  the sorcerer/wizard spell list. An arcane trickster must 
  choose and prepare his spells ahead of time. An arcane 
  trickster only ever learns to cast spells up to level 6. 
  Sorcerer/wizard spells of level 7 or higher are not on the 
  arcane trickster’s spell list. 
      To learn, prepare, or cast a spell, the arcane trickster 
  must have an Intelligence score equal to at least 10 + the 
  spell level. The Difficulty Class for a saving throw against 
  an arcane trickster’s spell is 10 + the spell level + the 
  arcane trickster’s Intelligence modifier. 
     An arcane trickster can cast only a certain number 
  of spells of each spell level per day. His base daily spell 
  allotment is given on Table 5.1 – Arcane Trickster. In 
  addition, he receives bonus spells per day if he has a 
  high Intelligence score (see Table: Ability Modifiers and 
  Bonus Spells). 
     An arcane trickster may know any number of spells. 
  He must choose and prepare his spells ahead of time 
  by getting 8 hours of sleep and spending 1 hour study-
  ing his spellbook. While studying, the arcane trickster 
  decides which spells to prepare. 
  Starting Spells: An arcane trickster begins play with a 
  spellbook containing all 0-level sorcerer/wizard spells 
  plus three 1st-level spells of his choice. The arcane 
  trickster also selects a number of additional 1st-level 
  spells equal to his Intelligence modifier to add to the 
  spellbook. At each new arcane trickster level, he gains 
  two new spells of any spell level or levels that he can 
  cast (based on his new arcane trickster level) for his 
  spellbook. At any time, an arcane trickster can also add 
  spells found in other arcane tricksters’ spellbooks to his 
  own (see Magic in the Pathfinder Roleplaying Game Core 
  Rulebook). 
  Cantrips: Arcane tricksters can prepare a number of 
  cantrips, or 0-level spells, each day, as noted on Table 5.1 
  – Arcane Trickster under “Spells per Day.” These spells are 
  cast like any other spell, but they are not expended when 
  cast and may be used again. 
  Ranged Legerdemain (Su): An arcane trickster can use 
  Disable Device and Sleight of Hand at a range of 30 
  feet. Working at a distance increases the normal skill 
  check DC by 5, and an arcane trickster cannot take 10 
  on this check. Any object to be manipulated must weigh 
  5 pounds or less. He can only use this ability if he has 
  at least 1 rank in the skill being used and has mage hand 
  prepared as a cantrip.
  Scribe Scroll: At 2nd level, an arcane trickster gains 
  Scribe Scroll as a bonus feat. 
   
  Trapfinding (Ex): An arcane trickster of 2nd level or 
  higher adds ½ his level to Perception skill checks made 
  to locate traps and to Disable Device skill checks and use 
  Disable Device to disarm magic traps. 
  Evasion (Ex): At 3rd level and higher, an arcane trick-
  ster can avoid even magical and unusual attacks with 
  great agility. If he makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, he instead takes no damage. Evasion can 
  be used only if the arcane trickster is wearing light armor 
  or no armor. A helpless arcane trickster does not gain the 
  benefit of evasion. 
  Sneak Attack (Ex): At 3rd level, when an arcane trick-
  ster can catch an opponent when he is unable to defend 
  themselves effectively from his attack, he can strike a 
  vital spot for extra damage. 
     The arcane trickster’s attack deals extra damage any-
  time his target would be denied a Dexterity bonus to 
  AC (whether the target actually has a Dexterity bonus or 
  not), or when the arcane trickster flanks his target. This 
  extra damage is 1d6 at 3rd level, and increases by 1d6 
  every two arcane trickster levels thereafter. Should the 
  arcane trickster score a critical hit with a sneak attack, 
  this extra damage is not multiplied. Ranged attacks can 
  
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  count as sneak attacks only if the target is within 30 feet. 
     With a weapon that deals nonlethal damage (like a sap, 
  whip, unarmed strike, or frostbite), an arcane trickster 
  can make a sneak attack that deals nonlethal damage 
  instead of lethal damage. He cannot use an attack that 
  deals lethal damage to deal nonlethal damage in a sneak 
  attack, not even with the usual –4 penalty. 
     The arcane trickster must be able to see the target well 
  enough to pick out a vital spot and must be able to reach 
  such a spot. An arcane trickster cannot sneak attack 
  while striking a creature with concealment. Sneak attack 
  from several sources stacks. 
  Rogue Talents: At 4th level, an arcane trickster starts to 
  learn a number of rogue talents that aid her and con-
  found her foes. Starting at 4th level, an arcane trickster 
  gains one rogue talent. He gains an additional rogue tal-
  ent for every 4 levels of arcane trickster. An arcane trick-
  ster cannot select an individual talent more than once. 
     Talents marked with an asterisk add effects to an 
  arcane trickster’s sneak attack. Only one of these talents 
  can be applied to an individual attack and the decision 
  must be made before the attack roll is made. Below is a 
  list of rogue talents that are thematically appropriate for 
  an arcane trickster, additional rogue talents can be found 
  in both Pathfinder Roleplaying Game supplements and 
  in 3rd party products.
     Befuddling Strike* (Ex): When the arcane trickster deals 
  sneak attack damage against an opponent, that oppo-
  nent takes a –2 penalty on attack rolls against the arcane 
  trickster for 1d4 rounds.
     Canny Observer (Ex): When an arcane trickster with 
  this talent makes a Perception check to hear the details 
  of a conversation or to find concealed or secret objects 
  (including doors and traps), he gains a +4 bonus.
     Charmer (Ex): Once per day, the arcane trickster can 
  roll two dice while making a Diplomacy check, and 
  take the better result. He must choose to use this talent 
  before making the Diplomacy check. An arcane trickster 
  can use this ability one additional time per day for every 
  5 arcane trickster levels he possesses.
     Coax Information (Ex): An arcane trickster with this 
  talent can use Bluff or Diplomacy in place of Intimidate 
  to force an opponent to act friendly toward him.
     Combat Swipe: An arcane trickster who selects this tal-
  ent gains Improved Steal as a bonus feat.
     Convincing Lie (Ex): When an arcane trickster with 
  this talent lies, he creates fabrications so convincing that 
  others treat them as truth. When an arcane trickster with 
  this talent successfully uses the Bluff skill to convince 
  someone that what he is saying is true, if that individual 
  is questioned later about the statement or story, that 
  person uses the arcane trickster‘s Bluff skill modifier to 
  convince the questioner, rather than his own. If his Bluff 
  skill modifier is better than the arcane trickster ‘s, the 
  individual can use his own modifier and gain a +2 bonus 
  on any check to convince others of the lie. This effect 
  lasts for a number of days equal to 1/2 the arcane trick-
  ster ‘s level + the arcane trickster ‘s Charisma modifier.
     Cunning Trigger (Ex): An arcane trickster with this 
  talent can use a swift action to set off any trap within 30 
  feet that he constructed.
     Deft Palm (Ex): An arcane trickster with this talent can 
  make a Sleight of Hand check to conceal a weapon while 
  holding it in plain sight, even while he is being observed.
     Esoteric Scholar (Ex): Once a day, an arcane trickster 
  with this talent may attempt a Knowledge check, even 
  when he is not trained in that Knowledge skill.
     Fast Fingers (Ex): Once per day, an arcane trickster 
  with this talent can roll two dice while making a Sleight 
  of Hand check and take the better result. He must 
  choose to use this talent before making the Sleight of 
  Hand check. An arcane trickster can use this ability one 
  additional time per day for every 5 arcane trickster levels 
  he possesses.
     Fast Getaway (Ex): After successfully making a sneak 
  attack or Sleight of Hand check, an arcane trickster with 
  this talent can spend a move action to take the withdraw 
  action. He can move no more than his speed during this 
  movement.
     Fast Picks (Ex): An arcane trickster with this talent can 
  use the Disable Device skill to attempt to open a lock as 
  a standard action instead of a full-round action.
     Fast Stealth (Ex): This ability allows an arcane trick-
  ster to move at full speed using the Stealth skill without 
  penalty.
     Getaway Artist (Ex): An arcane trickster with this talent 
  adds Fly, Handle Animal, and Ride to his list of class 
  skills, and gains a +2 bonus on all driving checks.
     Honeyed Words (Ex): Once per day, the arcane trick-
  ster can roll two dice while making a Bluff check, and 
  take the better result. He must choose to use this talent 
  before making the Bluff check. An arcane trickster can 
  use this ability one additional time per day for every five 
  arcane trickster levels he possesses.
     Ledge Walker (Ex): This ability allows an arcane trick-
  ster to move along narrow surfaces at full speed using the 
  Acrobatics skill without penalty. In addition, an arcane 
  trickster with this talent is not flat-footed when using 
  Acrobatics to move along narrow surfaces.
  
  6
     Quick Disable (Ex): It takes an arcane trickster with 
  this ability half the normal amount of time to disable a 
  trap using the Disable Device skill (minimum 1 round).
     Quick Disguise (Ex): An arcane trickster with this talent 
  can use the items at hand and seemingly innocuous ma-
  terial hidden on his person to create startlingly effective 
  disguises, reducing the amount of time it takes to create 
  a disguise using the Disguise skill.
     The time needed for the arcane trickster to alter his 
  appearance in this manner is based on the complexity of 
  the disguise, as noted on the following table. The times 
  are cumulative, so if a female arcane trickster wants to 
  disguise herself as a male of a different race, that takes 2 
  minutes.
  Disguise
  Time
  Minor details only
  1 full-round action
  Disguise as a different gender
  1 minute
  Disguise as a different race
  1 minute
  Disguise as a different age category
  1 minute
  Disguise as a different size category 1 minute
     Quick Trapsmith (Ex): As a full-round action, an arcane 
  trickster with this talent can set a simple trap with a CR 
  no greater than 1/2 her rogue level. To do this, he must 
  purchase the components, spend the required time con-
  structing the trap in advance, and have its components 
  at hand. The type of trap that can be constructed in this 
  way is subject to GM discretion.
     Rogue Crawl (Ex): While prone, an arcane trickster 
  with this ability can move at half speed. This movement 
  provokes attacks of opportunity as normal. An arcane 
  trickster with this talent can take a 5-foot step while 
  crawling.
     Slow Reactions* (Ex): Opponents damaged by the 
  arcane trickster’s sneak attack can’t make attacks of op-
  portunity for 1 round.
     Stand Up (Ex): An arcane trickster with this ability can 
  stand up from a prone position as a free action. This still 
  provokes attacks of opportunity for standing up while 
  threatened by a foe.
     Trap Spotter (Ex): Whenever an arcane trickster with 
  this talent comes within 10 feet of a trap, he receives an 
  immediate Perception skill check to notice the trap. This 
  check should be made in secret by the GM.
     Underhanded* (Ex): An arcane trickster with this talent 
  gains a +4 circumstance bonus on all Sleight of Hand 
  checks made to conceal a weapon. Furthermore, if he 
  makes a sneak attack during the surprise round using a 
  concealed weapon that his opponent didn’t know about, 
  he does not have to roll sneak attack damage, and the 
  sneak attack deals maximum damage. An arcane trickster 
  can only use the underhanded talent a number of times 
  per day equal to his Charisma modifier (minimum 0).
     Wall Scramble (Ex): An arcane trickster with this talent 
  rolls twice when making Climb checks and takes the bet-
  ter of the two rolls. If he already rolls twice while making 
  a Climb check because of another ability or effect, he 
  gains a +2 insight bonus on both of those rolls instead. If 
  the arcane trickster is under the effect of a spell or ability 
  that forces her to roll two dice and take the worse result, 
  he only needs to roll 1d20 while making Climb checks.
  Trap Sense (Ex): At 4th level, an arcane trickster gains 
  an intuitive sense that alerts his to danger from traps, 
  giving him a +1 bonus on Reflex saves made to avoid 
  traps and a +1 dodge bonus to AC against attacks made 
  by traps. These bonuses increase by one for every for 
  arcane trickster levels. Trap sense bonuses gained from 
  multiple classes stack. 
  Arcane Bond (Ex or Sp): At 6th level, arcane tricksters 
  form a powerful bond with an object or a creature. This 
  bond can take one of two forms: a familiar or a bonded 
  object. A familiar is a magical pet that enhances the 
  arcane trickster’s skills and senses and can aid him in 
  magic, while a bonded object is an item an arcane trick-
  ster can use to cast additional spells or to serve as a magi-
  cal item. Once an arcane trickster makes this choice, it is 
  permanent and cannot be changed. 
     Rules for bonded items are given below, while rules for 
  familiars are located under Familiars in the Pathfinder 
  Roleplaying Game Core Rulebook. Arcane tricksters who 
  select a bonded object must possess or acquire a magic 
  item or masterwork item from the following categories: 
  amulet, ring, staff, wand, or weapon to act as the bonded 
  object. If the object is an amulet or ring, it must be worn 
  to have effect, while staves, wands, and weapons must be 
  held in one hand. If an arcane trickster attempts to cast 
  a spell without his bonded object worn or in hand, he 
  must make a concentration check or lose the spell. The 
  DC for this check is equal to 20 + the spell’s level. If the 
  object is a ring or amulet, it occupies the ring or neck 
  slot accordingly. 
     A bonded object can be used once per day to cast any 
  one spell that the arcane trickster has in his spellbook 
  and is capable of casting, even if the spell is not pre-
  pared. This spell is treated like any other spell cast by the 
  arcane trickster, including casting time, duration, and 
  
  7
  other effects dependent on the arcane trickster’s level. 
  This spell cannot be modified by metamagic feats or 
  other abilities. 
     An arcane trickster can add additional magic abili-
  ties to his bonded object as if he has the required Item  
  Creation Feats and if he meets the level prerequisites of 
  the feat. If the bonded object is a wand, it loses its wand 
  abilities when its last charge is consumed, but it is not 
  destroyed and it retains all of its bonded object proper-
  ties and can be used to craft a new wand. The magic 
  properties of a bonded object, including any magic 
  abilities added to the object, only function for the arcane 
  trickster who owns it. If a bonded object’s owner dies, or 
  the item is replaced, the object reverts to being an ordi-
  nary masterwork item of the appropriate type. 
     If a bonded object is damaged, it is restored to full 
  hit points the next time the arcane trickster prepares 
  his spells. If the object of an arcane bond is lost or 
  destroyed, it can be replaced after 1 week in a special 
  ritual that costs 200 gp per arcane trickster level plus the 
  cost of the masterwork item. This ritual takes 8 hours to 
  complete. Items replaced in this way do not possess any 
  of the additional enchantments of the previous bonded 
  item. An arcane trickster can designate an existing magic 
  item as his bonded item. This functions in the same way 
  as replacing a lost or destroyed item except that the new 
  magic item retains its abilities while gaining the benefits 
  and drawbacks of becoming a bonded item. 
  Tricky Spells (Su): Starting at 6th level, as a free ac-
  tion, an arcane trickster can cast his spells without their 
  somatic or verbal components, as if using the Still Spell 
  and Silent Spell feats. Spells cast using this ability do 
  not increase in spell level or casting time. He can use 
  this ability once per day at 6th level and one additional 
  time per every three levels thereafter, to a maximum of 5 
  times per day at 18th level. The arcane trickster decides 
  to use this ability at the time of casting. 
  Impromptu Sneak Attack (Ex): Beginning at 10th 
  level, once per day an arcane trickster can declare one 
  melee or ranged attack he makes to be a sneak attack 
  (under normal restrictions for range). The target of an 
  impromptu sneak attack loses any Dexterity bonus to 
  AC, but only against that attack. The power can be used 
  against any target, but creatures that are not subject to 
  precision damage take no extra damage (though they still 
  lose any Dexterity bonus to AC against the attack). At 
  14th level, an arcane trickster can use this ability twice 
  per day. 
  Surprise Spells: At 14th level, an arcane trickster can 
  add his sneak attack damage to any spell that deals dam-
  age, 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 dam-
  age, it also negates or halves the sneak attack damage. 
  Advanced Talents: At 16th level, and every four levels 
  thereafter, an arcane trickster can choose an advanced 
  talent in place of a rogue talent. Below are some ad-
  vanced talents that are thematically appropriate for 
  arcane tricksters.
     Another Day (Ex): Once per day, when the arcane 
  trickster would be reduced to 0 or fewer hit points by a 
  melee attack, he can take a 5-foot step as an immediate 
  action. If the movement takes him out of the reach of 
  the attack, he takes no damage from the attack. The ar-
  cane trickster is staggered for 1 round on her next turn.
     Confounding Blades* (Ex): When an arcane trickster 
  with this talent hits a creature with a melee weapon 
  that deals sneak attack damage, her target cannot make 
  attacks of opportunity for 1d4+1 rounds. The arcane 
  trickster must have the slow reaction rogue talent before 
  he can choose this talent.
     Dispelling Attack* (Su): Opponents that are dealt sneak 
  attack damage by an arcane trickster with this ability are 
  affected by a targeted dispel magic, targeting the lowest-
  level spell effect active on the target. The caster level 
  for this ability is equal to the arcane trickster’s level. An 
  arcane trickster does not require a prerequisite for this 
  advanced talent.
     Entanglement of Blades* (Ex): When an arcane trick-
  ster with this talent hits a creature with a melee attack 
  that deals sneak attack damage, the target cannot take a 
  5-foot step until the beginning of the arcane trickster ‘s 
  next turn.
     Fast Tumble (Ex): When an arcane trickster with this 
  talent uses Acrobatics to move at full speed through a 
  threatened square without provoking an attack of oppor-
  tunity, the DC of the Acrobatics check does not increase 
  by 10.
     Frugal Trapsmith (Ex): When an arcane trickster with 
  this talent constructs a mechanical trap, he only pays 
  75% of the normal cost.
     Getaway Master (Ex): An arcane trickster with this 
  talent gains a +10 bonus on all drive checks. The arcane 
  trickster must have the getaway artist rogue talent before 
  choosing this talent.
     Hide in Plain Sight (Ex): An arcane trickster with this 
  
  8
  talent can select a single terrain from the ranger’s favored 
  terrain list. He is a master at hiding in that terrain, and 
  while within that terrain, he can use the Stealth skill 
  to hide, even while being observed. An arcane trickster 
  may take this advanced talent more than once, each time 
  selecting a different terrain from the favored terrain list.
     Improved Evasion (Ex): This works like evasion, except 
  that while the arcane trickster still takes no damage on a 
  successful Reflex saving throw against attacks, he hence-
  forth takes only half damage on a failed save. A helpless 
  arcane trickster does not gain the benefit of improved 
  evasion.
     Master of Disguise (Ex): Once per day, an arcane 
  trickster with this talent gains a +10 bonus on a single 
  Disguise check.
     Skill Mastery: The arcane trickster becomes so con-
  fident in the use of certain skills that he can use them 
  reliably even under adverse conditions.
     Upon gaining this ability, he selects a number of skills 
  equal to 3 + his Intelligence modifier. When making a 
  skill check with one of these skills, he may take 10 even 
  if stress and distractions would normally prevent her 
  from doing so. He may even use this with ranged leger-
  demain. An arcane trickster may gain this special ability 
  multiple times, selecting additional skills for skill mas-
  tery to apply to each time.
     Slippery Mind (Ex): This ability represents the arcane 
  trickster’s ability to wriggle free from magical effects that 
  would otherwise control or compel him. If an arcane 
  trickster with slippery mind is affected by an enchant-
  ment spell or effect and fails his saving throw, he can 
  attempt it again 1 round later at the same DC. He gets 
  only this one extra chance to succeed on her saving 
  throw.
     Weapon Snatcher (Ex): An arcane trickster with this 
  talent can make a Sleight of Hand check in place of a 
  combat maneuver check when attempting to disarm an 
  opponent.
  Invisible Thief (Su): At 18th 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. His caster level for this effect is equal to his class 
  level. These rounds need not be consecutive. 
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point
  whenever he gains a level in a class of arcane trickster, 
  the following races have the option of choosing an alter-
  nate bonus depending on their race.
     Dwarf: Add a +1/2 bonus on Disable Device checks 
  regarding stone traps and a +1/2 bonus to trap sense 
  regarding stone traps.
     Elf: When casting arcane trickster’s illusion spells, add 
  +1/3 to the effective caster level of the spell, but only to 
  determine the spell’s duration.
     Gnome: The arcane trickster gains a +1/2 bonus on 
  Disable Device and Use Magic Device checks related to 
  glyphs, symbols, scrolls, and other magical writings.
     Half-Elf: When casting arcane trickster’s enchantment 
  spells, add +1/3 to the effective caster level of the spell, 
  but only to determine the spell’s duration.
     Half-Orc: Add a +1 bonus on concentration checks 
  made due to taking damage while casting arcane trickster 
  spells.
     Halfling: Add a +1/2 bonus on CMB checks to steal 
  items.
     Human: Add one spell from the arcane trickster’s spell 
  list to the arcane trickster’s spellbook. This spell must be 
  at least one level below the highest spell level the arcane 
  trickster can cast.
     
  Sample Arcane Trickster Character
  Below is a sample arcane trickster player character cre-
  ated using these rules at levels 1, 5, 10, and 15. Favored 
  class bonus is used to provide additional hit points.
  This handsome catfolk male seems capable of any kind of 
  trickery possible- and probably some that are impossible.
  Zithemerr (CR 1/2; XP 200)
  Male catfolk arcane trickster 1
  CG Medium humanoid (catfolk)
  Init +3; Senses low-light vision; Perception +4
  Defense
  AC 13, touch 13, flat-footed 10
  (+3 Dex)
  hp 9 (1d8+1)
  Fort +0, Ref +5, Will +0
  Defensive Abilities cat’s luck 1/day
  Offense
  Speed 30 ft.; sprinter
  Melee shortsword +1 (1d6+1/19-20)
  Ranged shortbow +3 (1d6/x3)
  Spells Prepared (CL 1st; concentration +3)
     1st—disguise self, magic aura
     0th (at-will)—ghost sound (Wd-DC 12), light, mage 
  
  9
  hand 
  Statistics
  Str 12, Dex 17, Con 10, Int 14, Wis 6, Cha 15
  Base Atk +0; CMB +1; CMD 14
  Feats Arcane Strike
  Skills Bluff +6, Disable Device +7, Perception +4, 
  Sleight of Hand +7, Spellcraft +6, Stealth +7, Survival 
  +0; Racial Modifiers +2 Perception, +2 Stealth, +2 
  Survival
  Languages Common, Catfolk, Elven, Halfling
  SQ ranged legerdemain
  Combat Gear 1 acid flask, 20 arrows, 10 cold iron ar-
  rows; Gear backpack, belt pouch, dagger, inkpen, ink 
  (1 vial), shortbow, shortsword, thieves tools, spellbook, 
  wineskin; Coins 11  gp
  Zithemerr (CR 4; XP 1,200)
  Male catfolk arcane trickster 5
  CG Medium humanoid (catfolk)
  Init +7; Senses low-light vision; Perception +8
  Defense
  AC 15, touch 15, flat-footed 12
  (+2 deflection, +3 Dex)
  hp 31 (5d8+5)
  Fort +2, Ref +8, Will +3
  Defensive Abilities cat’s luck 1/day, evasion, trapsense 
  +1
  Offense
  Speed 30 ft.; sprinter
  Melee mwk shortsword +5 (1d6+1/19-20)
  Ranged mwk shortbow +7 (1d6/x3)
  Special Attacks sneak attack +2d6
  Spells Prepared (CL 5th; concentration +7/+11)
     2nd—blur, invisibility, mirror image
     1st—charm person (W-DC 13), disguise self, mage 
  armor, magic aura, shield
     0th (at-will)—ghost sound (Wd-DC 12), light, mage 
  hand, resistance
  Statistics
  Str 12, Dex 17, Con 10, Int 15, Wis 6, Cha 15
  Base Atk +3; CMB +4 (+6 steal); CMD 19 (21 vs. steal)
  Feats Arcane Strike, Combat Casting, Improved Initia-
  tive, Improved Steal, Scribe Scroll
  Skills Bluff +10, Disable Device +11, Perception +8, 
  Sleight of Hand +11, Spellcraft +10, Stealth +11, Sur-
  vival +0; Racial Modifiers +2 Perception, +2 Stealth, +2 
  Survival
  Languages Common, Catfolk, Elven, Halfling
  SQ ranged legerdemain, rogue talent (combat swipe), 
  trapfinding +2
  Combat Gear 2 potions of invisibility, 3 acid flasks, 15 
  arrows, 8 cold iron arrows; Gear backpack, belt pouch, 
  cloak of resistance +1, dagger, inkpen, ink (1 vial), ring of 
  protection +2, mwk shortbow, mwk shortsword, thieves 
  tools, spellbook, wineskin; Coins 206  gp
  Zithemerr (CR 9; XP 6,400)
  Male catfolk arcane trickster 10
  CG Medium humanoid (catfolk)
  Init +7; Senses low-light vision; Perception +13
  Defense
  AC 21, touch 15, flat-footed 18
  (+6 armor, +2 deflection, +3 Dex)
  hp 58 (10d8+10)
  Fort +4, Ref +11, Will +6
  Defensive Abilities cat’s luck 1/day, evasion, trapsense 
  +2
  Offense
  Speed 30 ft.; sprinter
  Melee +2 shortsword +11/+6 (1d6+3/19-20)
  Ranged +2 shortbow +13/+8 (1d6+2/x3)
  Special Attacks impromptu sneak attack 1/day, sneak 
  attack +4d6, tricky spells 2/day
  Spells Prepared (CL 10th; concentration +13/+17)
     4th—greater invisibility
     3rd—deep slumber (W-DC 16), displacement, hold 
  person (W-DC 16), invisibility sphere
     2nd—blur, hideous laughter (W-DC 15), invisibility, 
  mirror image, phantom trap
     1st—charm person (W-DC 14), disguise self, hold por-
  tal, mage armor, magic aura, shield
     0th (at-will)—ghost sound (Wd-DC 13), light, mage 
  hand, message, resistance
  Statistics
  Str 12, Dex 17, Con 10, Int 16, Wis 6, Cha 15
  Base Atk +7; CMB +8 (+10 steal); CMD 23 (25 vs. 
  steal)
  Feats Arcane Armor Training, Arcane Strike, Combat 
  Casting, Improved Initiative, Improved Steal, Light 
  Armor Proficiency, Scribe Scroll 
  Skills Bluff +15, Disable Device +18, Perception +13, 
  Sleight of Hand +16, Spellcraft +16, Stealth +26, Sur-
  vival +0; Racial Modifiers +2 Perception, +2 Stealth, +2 
  Survival
  Languages Common, Catfolk, Elven, Halfling
  SQ arcane bond (ring of protection +2), ranged legerde-
  main, rogue talent (combat swipe, deft palm), trapfind-
  ing +5
  Combat Gear 3 potions of invisibility, 2 acid flasks, 25 
  arrows, 12 alchemical silver arrows; Gear backpack, belt 
  
  10
  pouch, cloak of resistance +1, mwk dagger, inkpen, ink (1 
  vial), +4 improved shadow leather armor, ring of protection 
  +2, ring of counterspells (fireball),+2 shortbow, +2 short-
  sword, mwk thieves tools, spellbook, wineskin; Coins 
  246  gp
  Zithemerr (CR 14; XP 38,400)
  Male catfolk arcane trickster 15
  CG Medium humanoid (catfolk)
  Init +11; Senses low-light vision; Perception +18
  Defense
  AC 28, touch 22, flat-footed 21
  (+6 armor, +5 deflection, +7 Dex)
  hp 101 (15d8+30)
  Fort +10, Ref +17, Will +12
  Defensive Abilities cat’s luck 1/day, evasion, trapsense 
  +3
  Offense
  Speed 30 ft.; sprinter
  Melee +2 shortsword +15/+10/+5 (1d6+3/19-20)
  Ranged +5 shortbow +24/+19/+14 (1d6+5/x3)
  Special Attacks impromptu sneak attack 2/day, sneak 
  attack +4d6, surprise spells, tricky spells 4/day
  Spells Prepared (CL 15th; concentration +18/+22)
     5th—dominate person (W-DC 19), mind fog (W-DC 
  19), persistent image (Wd-DC 19)
     4th—charm monster (W-DC 18), greater invisibility, 
  lesser geas (W-DC 18), rainbow pattern (W-DC 18)
     3rd—deep slumber (W-DC 17), displacement, hold per-
  son (W-DC 17), invisibility sphere, major image (Wd-DC 
  17), suggestion (W-DC 17)
     2nd—blur, hideous laughter (W-DC 16), invisibility, 
  mirror image, misdirection, phantom trap
     1st—charm person (W-DC 15), disguise self, hold por-
  tal, mage armor, magic aura, shield
     0th (at-will)—ghost sound (Wd-DC 14), light, mage 
  hand, message, resistance
  Statistics
  Str 12, Dex 24, Con 10, Int 16, Wis 6, Cha 15
  Base Atk +11; CMB +12 (+14 steal); CMD 34 (36 vs. 
  steal)
  Feats Arcane Armor Training, Arcane Strike, Combat 
  Casting, Improved Initiative, Improved Steal, Light 
  Armor Proficiency, Scribe Scroll, Spell Focus (enchant-
  ment, illusion), Toughness
  Skills Bluff +20, Disable Device +27, Perception +18, 
  Sleight of Hand +25, Spellcraft +21, Stealth +35, Sur-
  vival +3; Racial Modifiers +2 Perception, +2 Stealth, +2 
  Survival
  Languages Common, Catfolk, Dwarven, Elven, Half-
  ling
  SQ arcane bond (ring of protection +5), ranged legerde-
  main, rogue talent (combat swipe, deft palm, trap spot-
  ter), trapfinding +7
  Combat Gear 5 potions of invisibility, 5 acid flasks, 10 
  durable arrows, 8 alchemical silver arrows; Gear amulet 
  of proof against detection and location, backpack, belt of 
  incredible dexterity +6, belt pouch, cloak of resistance +5, 
  mwk dagger, inkpen, ink (1 vial), +4 improved shadow 
  leather armor, ring of protection +5, ring of counterspells 
  (fireball),+5 shortbow, +2 shortsword, mwk thieves tools, 
  spellbook, wineskin; Coins 175  gp
  Zithemerr was born into the Moonyowl clan, the sneaki-
  est bunch of an already stereotypically sneaky race, and 
  has devoted his life to be the sneakiest of a sneaky lot.  
  When you are determined to be the best at something 
  everyone around you is good at, you have to find an 
  edge, and the edge Zithemerr decide to use was magic.  
  There was a bardic tradition in Zithemerr’s family, and 
  while he appreciated their talents and powers (and the 
  females that they impressed), there was something miss-
  ing in the profession of the bard that he couldn’t quite 
  put his claw on.  What was missing, he quickly decided, 
  was power.  Power and independence.  A bard has to 
  support his fellows, unless he wants to make money 
  entertaining in a tavern for the loud, hairy humans.  The 
  powers of a wizard, combined with those of a “scout” 
  would be the best, most efficient use to put Zithemerr’s 
  very apparent skills.  And independence was what he 
  wanted, being short-tail runt in a litter of five siblings.  
  Magical power to deceive the wealthy (well, the wealthy 
  and evil- he was no scoundrel) and to protect himself 
  from the hostile powers and horrors of the world.  After 
  a few near-misses in run-ins with the law (distasteful 
  but probably necessary), Zithemerr focused on magic 
  that allowed him to do his business, or the business of 
  his compatriots of the moment, without the opposition 
  even knowing he was ever there.  He has made a surpris-
  ing number of friends (mostly -but not exclusively- in 
  low places) and his contacts, fences, and safe-houses are 
  many.  No friend to government, Zithemerr makes his 
  way by whim and intuition- his impulsiveness constantly 
  leaving him with empty purse and optimistic outlook.
  
  11
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn.
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  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
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  Webb; Based on original content from TSR.
  Prestige Archetype: Arcane Trickster. Copyright 2014, Purple Duck Games; 
  Author Carl Cramér.
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