Arcane Trickster

**Class Skills:** The arcane archer’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (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), and Use Magic Device (Cha).

**Skill Points at each Level:** 6 + Int modifier.

**Hit Die:** d8

**Weapon and Armor Proficiency:** Arcane tricksters are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, shortbow, and whip. They are not proficient with any type of armor or shield. Armor interferes with an arcane trickster's gestures, which can cause their spells with somatic components to fail.

**Spells:** An arcane archer casts arcane spells drawn from the sorcerer spell list. Only sorcerer spells of 6th level and lower are considered to be a part of the arcane trickster’s spell list. To learn or cast a spell, an arcane trickster must have a Charisma score equal to at least 10 + the spell level. They can cast any spell they know without preparing them ahead of time. The saving throw DC against an arcane trickster’s spell is 10 + the spell level + the arcane trickster’s Charisma modifier.

Like other spellcasters, an arcane trickster can cast only a certain number of spells of each level per day. Their base daily spell allotment is given on Table: Arcane Trickster. In addition, they receive bonus spells per day if they have a high Charisma score (see Table: Ability Modifiers and Bonus Spell in the CRB). The arcane trickster does not need to prepare these spells in advance; they can cast any spell they know at any time, assuming they haven’t yet used up their allotment of spells per day for the spell’s level.

The arcane trickster’s selection of spells is limited. An arcane trickster begins play knowing four 0-level spells and two 1st-level spells of the arcane trickster’s choice. An arcane trickster gains more spells as they increase in level, as indicated on Table: Spell’s Known. Unlike spells per day, the number of spells an arcane trickster knows is not affected by their Charisma score. At 5th level, and every 3 levels thereafter, an arcane archer can choose to learn a new spell in place of one they already know. This swap follows the same rules as for a sorcerer.

**Cantrips:** Arcane tricksters learn a number of cantrips, or 0-level spells, as noted on Table: Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.

**Mage Hand:** Arcane tricksters gain mage hand as a bonus spell known.

**Trapfinding:** An arcane trickster adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). An arcane trickster can use Disable Device to disarm magic traps.

**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. She can only use this ability if she has at least 1 rank in the skill being used.

**Sneak Attack:** Starting at 3rd level, if an arcane trickster can catch an opponent when they are unable to defend themselves effectively, the arcane trickster can strike a vital spot for extra damage.

The arcane trickster’s attack deals extra damage anytime their 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 their target. This extra damage is 1d6 at 3rd level, and increases by 1d6 every 3 arcane trickster levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), an arcane trickster can make a sneak attack that deals nonlethal damage instead of lethal damage. They cannot use a weapon 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 total concealment.

**Evasion (Ex):** At 4th level, an arcane trickster can avoid even magical and unusual attacks with great agility. If they succeed at a Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take 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.

**Impromptu Sneak Attack (Ex):** Beginning at 5th level, once per day an arcane trickster can declare one melee or ranged attack they make 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 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 critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).

At 10th level, an arcane trickster can use this ability twice per day.

**Improved Ranged Legerdemain (Su):** An arcane trickster can use their ranged legerdemain without increasing the DC of the skill check. Additionally, they may take 10 on these checks as normal.

**Tricky Spells (Su):** Starting at 8th level, an arcane trickster can cast their spells without 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. They can use this ability 3 times per day at 8th level and one additional time per every two levels thereafter, to a maximum of 5 times per day at 12th level. The arcane trickster decides to use this ability at the time of casting.

**Invisible Thief (Su):** At 11th level, an arcane trickster can become invisible, as if under the effects of greater invisibility, as a free action. They can remain invisible for a number of rounds per day equal to their arcane trickster level. These rounds need not be consecutive.The caster level for this effect is equal to the arcane trickster’s class level.