Arcane Tricksters

Stage Magician CR 8

XP 4,800

Half-orc bard 4

Rogue 3

Arcane trickster 2

N Medium humanoid (human, orc)

Init +9; Senses darkvision 60 ft.; Perception +13

Defense

AC 21, touch 17, flat-footed 15 (+3 armor, +1 deflection, +5 Dex, +1 dodge, +1 natural)

hp 51 (4d8+3d8+2d6+9)

Fort +6, Ref +15, Will +7; +4 vs. bardic performance, language-dependent, and sonic

Defensive Abilities evasion, orc ferocity, trap sense +1

Offense

Speed 30 ft.

Melee +1 light mace +9/+4 (1d6+1)

Ranged dagger +13 (1d4/19–20) or

light mace +13 (1d6)

Special Attacks bardic performance 12 rounds/day (countersong, distraction, fascinate, inspire competence +2, inspire courage +1), sneak attack +3d6

Bard Spells Known (CL 6th; concentration +8)

2nd (4/day)—cat's grace, cure moderate wounds (DC 14), eagle's splendor, suggestion (DC 14)

1st (5/day)—animate rope, charm person (DC 13), silent image (DC 13), sleep (DC 13)

0 (at will)—dancing lights, detect magic, lullaby (DC 12), mage hand, mending, prestidigitation

Tactics

Before Combat The arcane trickster drinks his potion of heroism and casts cat's grace on himself.

During Combat The trickster starts by throwing the light maces he uses for his juggling act, then casts charm person and suggestion to help even the odds.

Base Statistics Without heroism, the arcane trickster's statistics are Init +7; Fort +4, Ref +11, Will +5; Melee +1 light mace +7/+2 (1d6+1); Ranged dagger +9 (1d4/19–20) or light mace +9 (1d6); Dex 17; CMD 21; Skills Acrobatics +15, Disable Device +15, Escape Artist +15, Handle Animal +3, Intimidate +4, Knowledge (arcana) +11, Perception +11, Perform (comedy) +9, Ride +4, Sense Motive +6, Sleight of Hand +15, Stealth +15, Swim +4, Use Magic Device +14.

Statistics

Str 10, Dex 21, Con 13, Int 14, Wis 8, Cha 14

Base Atk +6; CMB +6; CMD 23

Feats Catch Off-Guard, Combat Casting, Dodge, Improved Initiative, Throw Anything

Skills Acrobatics +19, Disable Device +19, Escape Artist +19, Handle Animal +5, Intimidate +6, Knowledge (arcana) +13, Perception +13, Perform (comedy) +11, Ride +8, Sense Motive +8, Sleight of Hand +19, Stealth +19, Swim +6, Use Magic Device +16

Languages Celestial, Common, Goblin

SQ bardic knowledge +2, orc blood, ranged legerdemain, rogue talents (ledge walker), trapfinding +1, versatile performance (comedy), weapon familiarity

Combat Gear potion of delay poison, potion of heroism, potions of invisibility (2), potion of pass without trace, scrolls of summon monster I (3), acid (4), holy water (4), smokesticks (4), tanglefoot bags (4), thunderstones (4); Other Gear +1 leather armor, +1 light mace, dagger (6), light mace (6), amulet of natural armor +1, ring of protection +1, everburning torches (4), masterwork thieves' tools, spell component pouch, 53 gp

Stage magicians use their skills to entertain nobles in theaters and crowds of commoners on street corners.

Arcanothief CR 12

XP 19,200

Halfling rogue 4

Sorcerer 5

Arcane trickster 4

N Small humanoid (halfling)

Init +4; Senses Perception +16

Defense

AC 22, touch 16, flat-footed 18 (+5 armor, +1 deflection, +4 Dex, +1 natural, +1 size)

hp 111 (4d8+5d6+4d6+44)

Fort +9, Ref +16, Will +10; +2 vs. fear

Defensive Abilities evasion, trap sense +1, uncanny dodge

Offense

Speed 20 ft.

Melee mwk rapier +7/+2 (1d4–2)

Ranged +1 heavy crossbow +13 (1d8+1/19–20)

Special Attacks impromptu sneak attack 1/day, sneak attack +4d6

Sorcerer Spells Known (CL 9th; concentration +12; arcane spell failure 10%)

4th (4/day)—arcane eye, dimension door

3rd (7/day)—dispel magic, flame arrow, gaseous form

2nd (7/day)—false life, invisibility, knock, locate object, spider climb

1st (7/day)—detect secret doors, erase, feather fall, floating disk, identify, unseen servant

0 (at will)—acid splash, detect magic, detect poison, light, mage hand, open/close, prestidigitation, ray of frost

Bloodline arcane

Tactics

Before Combat The arcane trickster casts false life.

During Combat The arcane trickster stays out of melee, using invisibility, gaseous form, and dimension door to keep her distance while pelting foes with crossbow bolts. When in dire straits, she uses her scroll of teleport to flee.

Base Statistics Without false life, the arcane trickster's statistics are hp 97.

Statistics

Str 6, Dex 18, Con 16, Int 13, Wis 10, Cha 16

Base Atk +7; CMB +4; CMD 19

Feats Arcane Armor Training, Eschew Materials, Extend Spell, Improved Lightning Reflexes, Lightning Reflexes, Nimble Moves, Skill Focus (Disable Device), Still Spell

Skills Acrobatics +15 (+11 when jumping), Climb +9, Disable Device +26, Escape Artist +11, Knowledge (arcana) +10, Perception +16, Stealth +24, Swim +7, Use Magic Device +12

Languages Common, Draconic, Halfling

SQ arcane bond (+1 heavy crossbow), bloodline arcana (+1 DC for spells with metamagic feats that increase spell level), metamagic adept (1/day), ranged legerdemain, rogue talents (quick disable, trap spotter), trapfinding +2

Combat Gear +1 construct-bane bolts (3), +1 undead-bane bolts (3), potions of cure serious wounds (2), scroll of neutralize poison, scroll of remove curse, scroll of remove disease, scroll of teleport, wand of delay poison (10 charges), antitoxin (5), holy water (5), tindertwigs (5); Other Gear +1 mithral chain shirt, +1 heavy crossbow with 20 bolts, masterwork rapier, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +2, gloves of arrow snaring, ring of protection +1, everburning torch, masterwork thieves' tools, spell component pouch, 56 gp

Masters at breaking into wizard towers and sorcerer societies, arcanothieves steal magic items, supplying local fences or selling directly to visiting adventurers.

Jilis Quickfingers

A strange little thief, Jilis cares little for the money or magic she steals. Instead, she enjoys the pure challenge of larceny. She started with simple scores, but her love of thieving quickly turned into an addiction. Like most addicts, she needed more potent fixes over time. It didn't take her long to discover that wizards, sorcerers, and other arcane spellcasters are extremely crafty when safeguarding their treasures. They present unique challenges that, when overcome, provide the rush she craves.

Combat Encounters:Jilis is not alone in her love for challenging theft. She often recruits like-minded rogues, sellswords, and even other spellcasters to aid her with particularly difficult capers.

Roleplaying Suggestions:Jolly and personable, Jilis is a fixture in many taverns favored by arcane spellcasters. She sidles up to patrons, plies them with drinks, and worms her way into their confidence to learn about how to trick magical wards and locals who might make good marks.

Vaultbreaker CR 16

XP 76,800

Human rogue 6

Transmuter 4

Arcane trickster 7

NE Medium humanoid (human)

Init +5; Senses Perception +21

Defense

AC 24, touch 18, flat-footed 18 (+4 armor, +2 deflection, +5 Dex, +1 dodge, +2 natural)

hp 109 (6d8+4d6+7d6+40)

Fort +9, Ref +19, Will +13

Defensive Abilities evasion, trap sense +2, uncanny dodge

Offense

Speed 40 ft.

Melee +1 frost rapier +15/+10 (1d6/18–20)

Ranged mwk dagger +15 (1d4–1/19–20)

Special Attacks impromptu sneak attack 2/day, sneak attack +6d6

Transmuter Spell-Like Abilities (CL 11th; concentration +16)

8/day—telekinetic fist

Transmuter Spells Prepared (CL 11th; concentration +16; arcane spell failure 10%)

6th—antimagic field, disintegrate (DC 22)

5th—passwall, prying eyes, teleport, transmute rock to mud

4th—beast shape II, charm monster (DC 19), dimension door, greater invisibility, illusory wall (DC 19)

3rd—blink, dispel magic, fly, slow (DC 19), stinking cloud (DC 18), water breathing

2nd—flaming sphere (DC 17), invisibility, knock, levitate, mirror image, spider climb

1st—comprehend languages, detect secret doors, expeditious retreat, feather fall, obscuring mist, shield, sleep (DC 16),

0 (at will)—detect magic, ghost sound, mage hand, open/close

Opposition Schools evocation, necromancy

Tactics

During Combat The arcane trickster uses teleport, greater invisibility, blink, and fly to keep out of melee. If forced into melee, she uses Spring Attack and Vital Strike to make quick, devastating attacks before leaping away.

Statistics

Str 9, Dex 20, Con 14, Int 20, Wis 12, Cha 10

Base Atk +9; CMB +8; CMD 26

Feats Arcane Strike, Dodge, Fleet (2), Lightning Reflexes, Mobility, Point-Blank Shot, Scribe Scroll, Spell Focus (transmutation), Spring Attack, Vital Strike, Weapon Finesse

Skills Acrobatics +18 (+22 when jumping), Appraise +18, Climb +12, Disable Device +25, Disguise +8, Escape Artist +13, Knowledge (arcana, geography, history, local, nature, nobility, planes, religion) +13, Knowledge (dungeoneering, engineering) +18, Perception +21, Sleight of Hand +13, Spellcraft +18, Stealth +25, Survival +6, Swim +7, Use Magic Device +13

Languages Celestial, Common, Draconic, Dwarven, Elf, Gnome, Goblin

SQ arcane bond (+1 frost rapier), physical enhancement +1 (Strength), ranged legerdemain, rogue talents (finesse rogue, surprise attack, trap spotter), trapfinding +3, tricky spells 4/day

Combat Gear potions of cure serious wounds (2), scrolls of dispel magic (3); Other Gear +2 leather armor, +1 frost rapier, masterwork daggers (5), amulet of natural armor +2, belt of incredible dexterity +4, boots of speed, chime of opening, cloak of resistance +2, headband of vast intelligence +2, lens of detection, ring of protection +2, spell component pouch, spellbook, 167 gp

Masters at breaking into treasure vaults, many arcane tricksters are more interested in the challenge of such break-ins than the riches they gain from them.

Delant the Bold

A true professional, Delant is meticulous and organized, and hates it when her compatriots improvise or otherwise fail to follow her carefully laid plans.

God Stealer CR 19

XP 204,800

Elf rogue 3

Enchanter 7

Arcane trickster 10

NE Medium humanoid (elf)

Init +8; Senses low-light vision; Perception +25

Defense

AC 23, touch 17, flat-footed 19 (+5 armor, +3 deflection, +4 Dex, +1 natural)

hp 163 (3d8+7d6+10d6+87)

Fort +13, Ref +19, Will +16; +2 vs. enchantments

Defensive Abilities evasion, trap sense +1; DR 10/adamantine (150 points); Immune sleep

Offense

Speed 30 ft.

Melee +1 unholy rapier +15/+10 (1d6/18–20)

Ranged ray +15 (by spell)

Special Attacks impromptu sneak attack 2/day, sneak attack +7d6, surprise spells

Enchanter Spell-Like Abilities (CL 17th; concentration +25)

11/day—dazing touch

Enchanter Spells Prepared (CL 17th; concentration +25)

9th—dominate monster (DC 29), energy drain (DC 27)

8th—irresistible dance (DC 28), mass charm monster (DC 28), polar ray, power word stun

7th—insanity (DC 27), mass hold person (DC 27), phase door, power word blind, project image (DC 25)

6th—acid fog, chain lightning (DC 24), circle of death (DC 24), disintegrate (DC 24), eyebite (DC 24), mass suggestion (DC 26)

5th—cloudkill (DC 23), dominate person (DC 25), feeblemind (DC 25), hold monster (DC 25), mind fog (DC 25), teleport

4th—charm monster (DC 24), confusion (DC 24), crushing despair (DC 24), dimension door, enervation, stoneskin

3rd—deep slumber (DC 23), dispel magic, displacement, fireball (DC 21), hold person (DC 23) ray of exhaustion (DC 21), suggestion (DC 23)

2nd—glitterdust (DC 20), hideous laughter (DC 22), invisibility, protection from arrows, resist energy (DC 20), scorching ray, touch of idiocy

1st—alarm, burning hands (DC 19), charm person (DC 21), disguise self, magic missile (2), unseen servant

0 (at will)—detect magic, light, mage hand, read magic

Opposition Schools divination, transmutation

Tactics

Before Combat The arcane trickster casts stoneskin.

During Combat The arcane trickster begins combat by casting dominate monster, mass hold person, and similar enchantment spells before casting destructive spells augmented by surprise spell.

Base Statistics Without stoneskin, the arcane trickster's statistics are DR none.

Statistics

Str 8, Dex 18, Con 18, Int 26, Wis 10, Cha 13

Base Atk +10; CMB +9; CMD 26

Feats Combat Casting, Empower Spell, Greater Spell Focus (enchantment), Heighten Spell, Improved Initiative, Improved Iron Will, Iron Will, Lightning Reflexes, Point-Blank Shot, Scribe Scroll, Spell Focus (enchantment), Weapon Finesse, Weapon Focus (ray)

Skills Acrobatics +27, Bluff +14, Climb +7, Disable Device +27, Escape Artist +27, Fly +10, Intimidate +14, Knowledge (arcana, dungeoneering, engineering, history, local) +16, Knowledge (religion) +21, Perception +25, Sense Motive +8, Sleight of Hand +27, Spellcraft +21 (+23 to identify magic item properties), Stealth +27, Survival +10, Swim +12, Use Magic Device +24

Languages Abyssal, Celestial, Common, Dwarven, Elf, Giant, Goblin, Ignan, Infernal

SQ arcane bond (+1 unholy longsword), elven magic, enchanting smile, invisible thief (10 rounds/day), ranged legerdemain, rogue talents (finesse rogue), trapfinding +1, tricky spell 5/day, weapon familiarity

Combat Gear potions of cure serious wounds (2), wand of lightning bolt (15 charges); Other Gear +1 unholy rapier, amulet of natural armor +1, bag of holding (type II), belt of physical might +4 (Dex, Con), bracers of armor +5, cloak of resistance +3, headband of vast intelligence +6, ring of protection +3, 805 gp

Often serving the priesthood of vile cults, these tricksters steal from powerful good temples.

Bellinos

While Bellinos works with evil cults, in truth he hates all religions. He sees gods as powerful liars who treat mortals as pawns in their sick games.