Thief/Arcane Scoundrel

A Thief Archetype by Ask (Knight Dude). Link

A Port and hybrid of Paizo’s Eldritch Scoundrel and Arcane Trickster for ffd20

Few can match the guile and craftiness of arcane scoundrels. These prodigious thieves blend the subtlest aspects of the arcane with the natural cunning of the bandit and the scoundrel, using spells to enhance his natural thieving abilities. Arcane scoundrels can pick locks, disarm traps, and lift purses from a safe distance using his magical legerdemain, and as often as not seek humiliation as a goal to triumph over his foes than more violent solutions.

Students of arcane magic, legerdemain, and stealth, arcane scoundrels are a rare breed of adventurer most commonly found seeking lost and valuable arcane writings in the ruins of fallen empires.

## Armor Proficiencies

An arcane scoundrel is not proficient with any armor or shields. Armor sometimes interferes with an arcane scoundrel’s gestures, which can cause his spells with somatic components to fail.

This alters the thief’s armor proficiencies.

## Class Skills

An arcane scoundrel gains 4 skill ranks (plus a number of ranks equal to his Intelligence modifier) at each level instead of a normal 8. He gains Knowledge (arcana) and Spellcraft as class skills, but not Diplomacy and Disguise.

This alters the thief’s skills.

## Spells

Beginning at 1st level, an arcane scoundrel gains the ability to cast illusionist spells. A arcane scoundrel begins play with 3 1st level illusionist spells of his choice. The arcane scoundrel also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to his list of spells. Each time a character attains a new thief level, he gains two spells of his choice to add to his list of spells. The two free spells must be of spell levels he can cast. Like most spellcasters, a thief can find or purchase scrolls with spells to add to his repertoire.

To learn or cast a spell, the arcane scoundrel must have an Intelligence score equal to at least 10 + the spell level (Int 11 for 1st-level spells, Int 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against an arcane scoundrel’s spell is 10 + the spell level + the arcane scoundrel’s Intelligence modifier. In addition, an arcane scoundrel gains additional MP for having a high attribute (Intelligence).

## Sneak Attack (Ex)

Arcane Scoundrels gain Sneak Attack at 3rd level, then advances every third level after third instead than at every other level.

This alters the thief’s normal Sneak Attack progression.

## Alarm Sense (Su)

At 3rd level, an arcane scoundrel gains an intuitive sense that warns him when he is near a magic trap. This functions as the trap spotter thief talent, but applies only if the arcane scoundrel comes within 10 feet of a magic trap.

This replaces Danger Sense.

## Thief Talents

At 4th level and every 4 levels thereafter, the arcane scoundrel gains a thief talents or ninja tricks. At 12th level, he can select an advanced talent in place of a thief talent.

Furthermore, when using a ninja trick that requires the use of Ki Points, they may use the equivalent number of MP instead.

They also gain access to the following talent:

Stolen Knowledge (Ex): Upon taking this talent, the Arcane Scoundrel may choose two spells of a level he is able to cast from a list other than the Bard, Blue Mage or Summoner lists, and add them to his own list. They may not take any spells that are only available from a single list, like Heal, and must get the spell at the same spell level as the list that gets the ability to cast the spell the latest (Example when learning Restore, he must add it as a 2nd level spell instead of 1st). This talent may be taken more than once, each time taking different spells.

This modifies the normal thief talent progression and advanced talent.

## Uncanny Training

An arcane scoundrel does not gain uncanny dodge or improved uncanny dodge. Beginning at 4th level, he can take uncanny dodge instead of a thief talent. Beginning at 12th level, the arcane scoundrel can choose to take improved uncanny dodge in place of an advanced talent.

This modifies uncanny dodge and improved uncanny dodge.

## Ranged Legerdemain (Su)

At 5th level, an arcane scoundrel 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.

This replaces Improved Theft and the Thief Edge gained at 5th level

## Impromptu Sneak Attack (Ex)

Beginning at 8th level, once per day an arcane scoundrel 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 target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. This ability can be used against any target, but creatures that are not subject to precision damage take no extra damage (though he still loses any Dexterity bonus to AC against the attack).

At 12th level, an arcane trickster can use this ability twice per day.

## Tricky Spells (Su)

Starting at 10th level, an arcane scoundrel can cast his spells without the somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in mana cost or casting time. He can use this ability 3 times per day at 10th level and one additional time per every two levels thereafter, to a maximum of 5 times per day at 14th level. The arcane scoundrel decides to use this ability at the time of casting.

This replaces the Thief Edge gained at 10th, 15th and 20th level.

## Invisible Thief (Su)

At 13th level, an arcane scoundrel  can become invisible, as if under the effects of greater vanish, as a free action. He can remain invisible for a number of rounds per day equal to his arcane scoundrel level. His caster level for this effect is equal to his caster level. These rounds need not be consecutive.

This replaces Skirmisher.

CREDITS

* Vil for the ffd20 system
* Paizo for the Pathfinder system and the original material.