| Enhancement | Description |
|---|---|
Trained in Trickery
|
You gain +5 Universal Spell Power, +2% Doublestrike, and +2% Doubleshot per Arcane Trickster core ability you possess. |
Stolen Spell I
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Steal a spell! This is a stolen spell which acts like a Spell-Like Ability. The DC of these spells are equal to your Disable Device Skill and are not affected by Heighten or Embolden Metamagics. This is a stolen spell which acts like a Spell-Like Ability. The DC of these spells are equal to your Disable Device Skill and are not affected by Heighten or Embolden Metamagics. This is a stolen spell which acts like a Spell-Like Ability. The DC of these spells are equal to your Disable Device Skill and are not affected by Heighten or Embolden Metamagics. This is a stolen spell which acts like a Spell-Like Ability. The DC of these spells are equal to your Disable Device Skill and are not affected by Heighten or Embolden Metamagics. This is a stolen spell which acts like a Spell-Like Ability. The DC of these spells are equal to your Disable Device Skill and are not affected by Heighten or Embolden Metamagics. Scatter fine, nearly-frictionless dust, forcing enemies caught within to make a Reflex saving throw or trip for 6 seconds. While tripped, enemies get recurring balance check to get up every 2 seconds, at the same DC as the initial save. This is a stolen spell which acts like a Spell-Like Ability. The DC of these spells are equal to your Disable Device Skill and are not affected by Heighten or Embolden Metamagics. |
Stolen Spell II
|
Steal a spell! This is a stolen spell which acts like a Spell-Like Ability. The DC of these spells are equal to your Disable Device Skill and are not affected by Heighten or Embolden Metamagics. This is a stolen spell which acts like a Spell-Like Ability. The DC of these spells are equal to your Disable Device Skill and are not affected by Heighten or Embolden Metamagics. This is a stolen spell which acts like a Spell-Like Ability. The DC of these spells are equal to your Disable Device Skill and are not affected by Heighten or Embolden Metamagics. This is a stolen spell which acts like a Spell-Like Ability. The DC of these spells are equal to your Disable Device Skill and are not affected by Heighten or Embolden Metamagics. This is a stolen spell which acts like a Spell-Like Ability. The DC of these spells are equal to your Disable Device Skill and are not affected by Heighten or Embolden Metamagics. Smash a bottle beneath your feet that rapidly crystalizes, trapping nearby enemies that fail a Fortitude save in brittle salt. They are considered Dazed for 6 seconds, and any damage will remove the salt. This is a stolen spell which acts like a Spell-Like Ability. The DC of these spells are equal to your Disable Device Skill and are not affected by Heighten or Embolden Metamagics. |
Stolen Spell III
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Steal a spell! This is a stolen spell which acts like a Spell-Like Ability. The DC of these spells are equal to your Disable Device Skill and are not affected by Heighten or Embolden Metamagics. This is a stolen spell which acts like a Spell-Like Ability. The DC of these spells are equal to your Disable Device Skill and are not affected by Heighten or Embolden Metamagics. This is a stolen spell which acts like a Spell-Like Ability. The DC of these spells are equal to your Disable Device Skill and are not affected by Heighten or Embolden Metamagics. This is a stolen spell which acts like a Spell-Like Ability. The DC of these spells are equal to your Disable Device Skill and are not affected by Heighten or Embolden Metamagics. This is a stolen spell which acts like a Spell-Like Ability. The DC of these spells are equal to your Disable Device Skill and are not affected by Heighten or Embolden Metamagics. Smash a bottle beneath your feet containing a volatile chemical reaction that creates an explosion of intense cold, locking enemies in solid ice. Enemies who fail a Fortitude save are stunned and helpless for 6 seconds per Caster Level. This is a stolen spell which acts like a Spell-Like Ability. The DC of these spells are equal to your Disable Device Skill and are not affected by Heighten or Embolden Metamagics. |
Stolen Spell IV
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Steal a spell! This is a stolen spell which acts like a Spell-Like Ability. The DC of these spells are equal to your Disable Device Skill and are not affected by Heighten or Embolden Metamagics. This is a stolen spell which acts like a Spell-Like Ability. The DC of these spells are equal to your Disable Device Skill and are not affected by Heighten or Embolden Metamagics. This is a stolen spell which acts like a Spell-Like Ability. The DC of these spells are equal to your Disable Device Skill and are not affected by Heighten or Embolden Metamagics. This is a stolen spell which acts like a Spell-Like Ability. The DC of these spells are equal to your Disable Device Skill and are not affected by Heighten or Embolden Metamagics. This is a stolen spell which acts like a Spell-Like Ability. The DC of these spells are equal to your Disable Device Skill and are not affected by Heighten or Embolden Metamagics. Throw a vial at a single enemy, who must succeed a Fortitude saving throw or be turned to a frog. This is a stolen spell which acts like a Spell-Like Ability. The DC of these spells are equal to your Disable Device Skill and are not affected by Heighten or Embolden Metamagics. |
Master of Trickery
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+2 to all Ability Scores +2 bonus Imbue Dice Magical Ambush now scales with 100% Spellpower Spell Thief now steals 100% more Spell Points |
| Enhancement | Description |
|---|---|
Mage Hand: Eye Poke
|
Poke an enemy in the eyes, dealing 1d6 Force damage, with an additional +1d6 Force damage per sneak attack dice, scaling with Force Spell Power. They must also make a Reflex Save (DC 1d20 + Disable Device Skill) or become Blinded for 12 seconds, with a recurring saves every 4 seconds. This ability acts like an extra action, but shares a 1 second cooldown with other offensive mage hand abilities. This is not considered a spell but does apply magical ambush. Passive: +30 Maximum Spell Points. |
Magic Fingers
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Rank 1 +1 Open Lock, Disable Device, and ConcentrationRank 2 +2 Open Lock, Disable Device, and ConcentrationRank 3 +3 Open Lock, Disable Device, and Concentration |
Keep it Flexible
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Rank 1 -5% Arcane Spell Failure from equipped Armor, Shields, and Warforged Body featsRank 2 -10% Arcane Spell Failure from equipped Armor, Shields, and Warforged Body featsRank 3 -15% Arcane Spell Failure from equipped Armor, Shields, and Warforged Body feats |
My Favorite Bauble
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While wielding a Quarterstaff, Dagger, or an Orb, +10 Universal Spell Power |
I Prefer Subtlety
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Rank 1 -10% Missile and Spell Threat GenerationRank 2 -20% Missile and Spell Threat GenerationRank 3 -30% Missile and Spell Threat Generation |
| Enhancement | Description |
|---|---|
Mage Hand: Slap
|
Slap an enemy across the face, dealing 1d6 Force damage, with an additional 1d6 Force Damage per Sneak Attack Dice, scaling with Force Spell Power. They must make a Fortitude save (DC 1d20 + Disable Device Skill) or become Stunned for 6 seconds, with a recurring saves every 2 seconds. This ability acts like an extra action, but shares a 1 second cooldown with other offensive mage hand abilities. This is not considered a spell but does apply magical ambush. Passive: +30 Maximum Spell Points. |
Protective Gear
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Rank 1 +2 to Magic Resistance Rating and Magic Resistance Rating CapRank 2 +4 to Magic Resistance Rating and Magic Resistance Rating CapRank 3 +6 to Magic Resistance Rating and Magic Resistance Rating Cap |
Three Handed Casting
|
Rank 1 Using the Quicken Spell Metamagic costs you 1 fewer Spell Point.Rank 2 Using the Quicken Spell Metamagic costs you 2 fewer Spell Points.Rank 3 Using the Quicken Spell Metamagic costs you 4 fewer Spell Points. |
Arms of the Trickster
|
Select an Imbue Toggle |
Catcher Glove
|
Your Mage Hand can now deflect projectiles, granting you the effects of the Deflect Arrows feat. You also gain a +2% bonus to Dodge chance. |
| Enhancement | Description |
|---|---|
Mage Hand: Meddle with Reality
|
Your Mage Hand abilities Eye Poke and Slap now applied Meddled Reality. Meddled Reality: You are no longer immune to sneak attacks, and have -25% Fortification and -4 Will saves. Non-boss enemies additionally have their Creature Type changed for 3 seconds to Fey, Magical Beast... or something even stranger. Passive: Gain 30 Spell Points. |
Mixed Magics
|
|
Tricks on Tricks
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Your weapon attacks and offensive evocation spells have a chance of granting you a stack of Tricks on Tricks, which grants you +1 to Illusion and Enchantment DCs. This stacks up to 4 times. The stacks decay at a rate of 1 every 30 seconds. |
Applied Force
|
For every 3 Rogue levels, you gain +1 bonus Imbue dice. You also gain +10% Force Crit Damage. |
Dexterity, Intelligence or Charisma
|
+1 Dexterity, Intelligence or Charisma |
| Enhancement | Description |
|---|---|
Mage Hand: Helping Hand
|
Give an ally a friendly clap on the back, removing most crowd control effects, healing them for 50% of their Maximum Hit Points, and applying a Restoration effect. If you are incapacitated for more than 6 seconds, and have 5 spell points, your Mage Hand will apply this to you automatically. This cannot occur again until you are out of combat. This ability acts like an extra action and is not considered a spell. You can use this while you are crowd controlled. Passive: +30 Maximum Spell Points. |
Slippery Magic
|
When you cast an offensive spell, you gain a stack of Slippery Magic. Slippery Magic: +5% uncapped bonus to Dodge, +1 Reflex saves. This can stack up to 3 times. 1 stack drops every 30 seconds. Passive: +3% bonus to dodge. |
Pin Point
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Rank 1 +1 Spell Penetration, +3% Fortification bypassRank 2 +2 Spell Penetration, +6% Fortification bypassRank 3 +3 Spell Penetration, +10% Fortification bypassYour Mage Hand abilities now automatically dispell Night Shield and Shield spell effects on the target. |
Sharp Magic
|
+1 Sneak Attack Dice for every Metamagic Feat you've trained. |
Dexterity, Intelligence or Charisma
|
+1 Dexterity, Intelligence or Charisma |
| Enhancement | Description |
|---|---|
Mage Hand: Presto!
|
Snap your Mage Hand fingers over a non-Boss enemy. If they fail a Will saving throw (DC 1d20 + Disable Device skill), you'll make them disappear. Where do they go? Who knows - it's magic! This ability acts like an extra action but shares a 1 second cooldown with other offensive mage hand abilities. This is not considered a spell. Passive: Gain 80 Spell Points. |
Extra Hand
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The Spell Point cost of all Metamagic feats are reduced by 2. An extra Mage Hand sometimes manifests when a monster strikes you with a spell and knocks them down. |
Magic is a Tricky Business
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Rank 1 +1 Illusion and Enchantment DCsRank 2 +2 Illusion and Enchantment DCsRank 2: Passive - Tricks on Tricks now also increase your Universal Spell Power by 5 and your to-hit and damage with weapons by 1 per stack. |
Good with my hands
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Rank 1 +3 Melee, Ranged, and Force Spell PowerRank 2 +6 Melee, Ranged, and Force Spell PowerRank 3 +10 Melee, Ranged, and Force Spell Power. Rank 3: +8 Magic Resistance Rating cap |
Not Half Bad...
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You're not half bad at... +15% Competence bonus to Maximum Hit Points +5% Universal Spell Critical Chance +5% Universal Spell Critical Chance |