Arcane Thief (3.5e Prestige Class)

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Date Created: 22nd December 2015
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You are a mage and a thief, an arcane thief. Hey! at least it better than Thiefmage. 10 Arcane Spellcasting Sneak Attack Other


Arcane Thief

Why do you bother opening lock? Just use knock. Sheesh you guys always do it the hard way.
—Nisse Magolen, Whisper Gnome Arcane Thief, How I Stole Your Golds and Your Boyfriend, Memoir of Nisse Magolen

An arcane thief is more or less a rogue and a spellcaster who use her vast arcane talent to better her career as a thief. Arcane thieves possess skills and abilities allowing them to become some of the greatest master of thief in history. While others focus on illusion and some focus on combat the arcane thief focus more on spells that actually improve her thievery and make her job easier, like enchantment, teleportation and transmutation, although none will deny the use of invsibility or a wall conjured by silent image.

Becoming a Arcane Thief

Entry Requirements  
Skills: Hide Skill 6 ranks, Move Silently Skill 6 ranks, Spellcraft 6 ranks. 
Spellcasting: Must be able to cast 1st level arcane spells.. 
Sneak Attack: +2d6.

Table: The Arcane Thief

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +2 +2 Arcane Thievery, Detect Trap, Sneak Attack +1d6 +1 level of existing arcane spellcasting class
2nd +1 +0 +3 +3 Knock 3/day +1 level of existing arcane spellcasting class
3rd +2 +1 +3 +3 Sneak Attack +2d6, Thief's Portal +1 level of existing arcane spellcasting class
4th +3 +1 +4 +4 Claws of Influence +1 level of existing arcane spellcasting class
5th +3 +1 +4 +4 Magical Fence +1 level of existing arcane spellcasting class
6th +4 +2 +5 +5 Invisible Thief's Portal, Sneak Attack +3d6 +1 level of existing arcane spellcasting class
7th +5 +2 +5 +5 Knock At Will +1 level of existing arcane spellcasting class
8th +6/+1 +2 +6 +6 Claws of Death +1 level of existing arcane spellcasting class
9th +6/+1 +3 +6 +6 Permanent Thief's Portal, Sneak Attack +4d6 +1 level of existing arcane spellcasting class
10th +7/+2 +3 +7 +7 Archthief +1 level of existing arcane spellcasting class

Class Skills (6 + Int modifier per level)
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), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha).

Class Features

All of the following are class features of the Arcane Thief.

Spellcasting: At each level you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Arcane Thief, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Arcane Thievery (Ex): A 1st level arcane thief know how to boost her thief skill with her spells, she may as a swift action expend a single spell granting her twice the spell level to a single disable device, hide,move silently, open lock or tumble skill check.

If the arcane thief use invocations she may instead 'expend' one of her invocation, gaining twice it spell level as a bonus as normal. The expended invocation cannot be used for an hour and if it had a 24 hours bonus the bonus is suppressed for 1 hour as well.

Detect Trap (Su): At 1st level a arcane thief gain the ability to detect trap with her magic, this ability is identical to detect magic except it detect only mundane and magic trap, using the trap's CR as caster level for the purpose of determining the intensity of the aura. This ability also reveal the magic aura of magical traps.

Sneak Attack: As the rogue ability.

Knock (Sp): At 2nd level a arcane thief gain knock as a spell-like ability 3/day.

A 7th level arcane thief may use it at will.

Thief's Portal (Su): Whenever a 3rd level arcane thief use a [teleportation] spells or spell-like ability she may decide to leave a portal behind, the portal lead between the point of her teleportation and last for up to 1 minute per class level or until the arcane thief dismisses it as a free action. The portal radiate a magical aura as the spell used to create it and shine as brightly as a light spell. It can be dispelled as a normal magical effect. It is an especially useful ability to either allow her gang inside a place or break in and leave with a single spell.

At 6th level the arcane thief may make her thief's portal invisble when she first create it. If she do so it also radiate no magic aura nor any light.

At 9th level she may make her permanent, however she may only keep a number of portal equal to twice her class level. She may still dismiss these permanent portal as normal as a free action.

Claws of Influence (Su): At 4th level the arcane thief know that influencing the right person is a vital importance to her job. She may as a swift action place her 'claws of influence' on a non-hostile creature within close range, gaining a bonus to all her charisma-based checks equal to half her class level against that creature. More importantly however, if the creature fail a save against any of the caster's enchantment spells the creature will be unable to realize that it is under the effect of a spell even after the deeds are done, it will rationalize that it did on it own free will. This has limit however if the caster has the creature does wildly out of character action the creature will realize fool play and the creature will be freed form the claws of influence. Similarly if the arcane thief take any action that cause the creature to become hostile her claws of influence immediately break.

An arcane thief may only hold her claws of influence on a single creature at any time. She may release a creature under her claws of influence as a free action, after the arcane thief release her hold on the creature it is allowed a will save (DC is charisma-based]]). On a successful save she realize she has been influenced by the arcane thief and her disposition will adjust accordingly. Creature who realized they have been under influence (either by succeeding the save or by shaking it off after being controlled) can no longer be placed under claws of influence, becoming immune to the ability.

Magical Fence (Su): A 5th level arcane thief gained the right of entry in the arcane black market. She may access it by inscribing a rune on an old oak door then speaking the password, any creatures passing through that door from that point will be transported to the arcane black market until the door is next closed.

The arcane black market buy stolen goods but also sell all kind of weird magical wares, it is a also a somewhat dangerous place. What can and cannot be done in the arcane black market is up to the GM's discretion.

During their journey in the black market each creature who entered are followed by a floating ghostly door, entering it allow them to return to the door they used to enter the arcane black market (even if the original door was damage or destroyed).

Claws of Death (Su): At 8th level, when a arcane thief release a creature from her claw of influence the creature become flat-footed against her attacks for 1 round. This do not apply if the creature broke out of the effects.

Archthief (Ex): A 10th level arcane thief has become a master at blending thievery and magic. Her spells no longer have any magic aura and cannot be identified by spellcraft, she is always under the effect of detect scrying and nondetection.



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Leziad's Homebrew (4523 Articles)
Leziadv
Article BalanceVery High +
AuthorLeziad +
Base Attack Bonus ProgressionModerate +
Class AbilityArcane Spellcasting + and Sneak Attack +
Class Ability ProgressionOther +
Fortitude Save ProgressionPoor +
Identifier3.5e Prestige Class +
Length10 +
Minimum Level10 +
Rated ByFoxwarrior +
RatingRating Pending +
Reflex Save ProgressionGood +
SkillAppraise +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Disable Device +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Hide +, Jump +, Knowledge +, Listen +, Move Silently +, Open Lock +, Perform +, Profession +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spellcraft +, Spot +, Survival +, Swim +, Tumble + and Use Magic Device +
Skill Points6 +
SummaryYou are a mage and a thief, an arcane thief. Hey! at least it better than Thiefmage. +
TitleArcane Thief +
Will Save ProgressionGood +