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Arcane Trickster
Rogue Class Enhancement Tree

Arcane Trickster

Mage Hand: Eye Poke 0/1
Mage Hand: Eye Poke
Ranks: 1 Cost: 1 AP Requires: 1 AP
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 0/3
Magic Fingers
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Open Lock, Disable Device, and Concentration
Keep it Flexible 0/3
Keep it Flexible
Ranks: 3 Cost: 1 AP Requires: 1 AP
-5% Arcane Spell Failure from equipped Armor, Shields, and Warforged Body feats
My Favorite Bauble 0/1
My Favorite Bauble
Ranks: 1 Cost: 2 AP Requires: 1 AP
While wielding a Quarterstaff, Dagger, or an Orb, +10 Universal Spell Power
I Prefer Subtlety 0/3
I Prefer Subtlety
Ranks: 3 Cost: 1 AP Requires: 1 AP
-10% Missile and Spell Threat Generation
Mage Hand: Slap 0/1
Mage Hand: Slap
Ranks: 1 Cost: 2 AP Requires: 5 AP
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 0/3
Protective Gear
Ranks: 3 Cost: 1 AP Requires: 5 AP
+2 to Magic Resistance Rating and Magic Resistance Rating Cap
Three Handed Casting 0/3
Three Handed Casting
Ranks: 3 Cost: 1 AP Requires: 5 AP
Using the Quicken Spell Metamagic costs you 1 fewer Spell Point.
Arms of the Trickster 0/1
Arms of the Trickster
Ranks: 1 Cost: 1 AP Requires: 5 AP
Select an Imbue Toggle
Catcher Glove 0/1
Catcher Glove
Ranks: 1 Cost: 2 AP Requires: 5 AP
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.
Mage Hand: Meddle with Reality 0/1
Mage Hand: Meddle with Reality
Ranks: 1 Cost: 2 AP Requires: 10 AP
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 0/1
Mixed Magics
Ranks: 1 Cost: 2 AP Requires: 10 AP
Your Caster Level with spells is now equal to your Character Level instead of individual class levels (max 20). This does not change the caster level of Rune Arms, Wands, Scrolls, or other Items.
Tricks on Tricks 0/1
Tricks on Tricks
Ranks: 1 Cost: 1 AP Requires: 10 AP
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 0/1
Applied Force
Ranks: 1 Cost: 2 AP Requires: 10 AP
For every 3 Rogue levels, you gain +1 bonus Imbue dice. You also gain +10% Force Crit Damage.
Dexterity, Intelligence or Charisma 0/1
Dexterity, Intelligence or Charisma
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 Dexterity, Intelligence or Charisma
Mage Hand: Helping Hand 0/1
Mage Hand: Helping Hand
Ranks: 1 Cost: 1 AP Requires: 20 AP
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 0/1
Slippery Magic
Ranks: 1 Cost: 2 AP Requires: 20 AP
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 0/3
Pin Point
Ranks: 3 Cost: 1 AP Requires: 20 AP
+1 Spell Penetration, +3% Fortification bypass
Sharp Magic 0/1
Sharp Magic
Ranks: 1 Cost: 1 AP Requires: 20 AP
+1 Sneak Attack Dice for every Metamagic Feat you've trained.
Dexterity, Intelligence or Charisma 0/1
Dexterity, Intelligence or Charisma
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 Dexterity, Intelligence or Charisma
Mage Hand: Presto! 0/1
Mage Hand: Presto!
Ranks: 1 Cost: 2 AP Requires: 30 AP
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 0/1
Extra Hand
Ranks: 1 Cost: 1 AP Requires: 30 AP
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 0/2
Magic is a Tricky Business
Ranks: 2 Cost: 1 AP Requires: 30 AP
+1 Illusion and Enchantment DCs
Good with my hands 0/3
Good with my hands
Ranks: 3 Cost: 1 AP Requires: 30 AP
+3 Melee, Ranged, and Force Spell Power
Not Half Bad... 0/1
Not Half Bad...
Ranks: 1 Cost: 2 AP Requires: 30 AP
You're not half bad at...
Core Enhancements
Trained in Trickery 0/1
Trained in Trickery
Ranks: 1 Cost: 1 AP
You gain +5 Universal Spell Power, +2% Doublestrike, and +2% Doubleshot per Arcane Trickster core ability you possess.
Stolen Spell I 0/1
Stolen Spell I
Ranks: 1 Cost: 1 AP Requires: 5 AP
Steal a spell!
Stolen Spell II 0/1
Stolen Spell II
Ranks: 1 Cost: 1 AP Requires: 10 AP
Steal a spell!
Stolen Spell III 0/1
Stolen Spell III
Ranks: 1 Cost: 1 AP Requires: 20 AP
Steal a spell!
Stolen Spell IV 0/1
Stolen Spell IV
Ranks: 1 Cost: 1 AP Requires: 30 AP
Steal a spell!
Master of Trickery 0/1
Master of Trickery
Ranks: 1 Cost: 1 AP Requires: 40 AP
+2 to all Ability Scores
+2 bonus Imbue Dice

Magical Ambush now scales with 100% Spellpower
Spell Thief now steals 100% more Spell Points
Core Enhancements
Enhancement Description
Trained in Trickery Trained in Trickery
You gain +5 Universal Spell Power, +2% Doublestrike, and +2% Doubleshot per Arcane Trickster core ability you possess.
AP Cost
1
Ranks
1
Progression
0
Prereqs
Rogue Level 1
Stolen Spell I Stolen Spell I
Steal a spell!
Stolen Spell - Magic MissileA missile of magical energy darts forth and unerringly strikes its target inflicting 4 to 5 force damage. For every 2 caster levels beyond first level you gain an additional missile up to a maximum of five missiles.

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 - Cure Light WoundsPositive energy is channeled to heal light wounds of your target or damage undead for 3 to 8 hit points plus an additional 1 for every caster level up to caster level 5. Undead who make a successful Will save reduce the damage by half.

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 - Conjure BoltsConjures a stack of 1000 bolts for use with a crossbow. At level 1 these bolts have a +1 enhancement bonus. At 4th level and every 4 levels after, their enhancement bonus increases by 1. These bolts dissolve into nothingness after logout.

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 - ShillelaghUnder this enchantment any wooden weapon you wield will have its base weapon dice increased.

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 - Sonic BlastBlasts an enemy with loud, high-pitched sounds, doing 2 to 7 sonic damage per caster level (up to a max of 16 to 56 damage at caster level 8). The target must make a successful Will save or be dazed for a short period of time or until they take damage. This spell has double range.

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 - Fine DustPrimer Element: Gildleaf

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.
AP Cost
1
Ranks
1
Progression
5
Prereqs
Trained in Trickery, Rogue Level 3, Rogue Level 3, Rogue Level 3, Rogue Level 3, Rogue Level 3, Rogue Level 3
Stolen Spell II Stolen Spell II
Steal a spell!
Stolen Spell - Chain MissileFires a cluster of three magical energy darts that unerringly their target, inflicting 4 to 5 force damage (+1 point of damage per 2 caster levels) . Each missile striking your target explodes outwards, striking other creatures near the primary target in a small radius.

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 - Cure Moderate WoundsPositive energy is channeled to heal moderate wounds of your target or damage undead for 6 to 16 hit points plus an additional 1 for every caster level up to caster level 10. Undead who make a successful Will save reduce the damage by half.

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 - Personal Augmentation Insightful DamageEnchants a weapon to permit the use of the equipper's Intelligence modifier for damage rolls, if it is the only weapon (other than a Runearm) equipped. This spell dispels Insightful Strikes, but as a personal item enchantment it can be used alongside other general temporary item enchantments. The item is temporarily bound to character while this effect is active.

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 - Salt RayA thin shaft of whirling salt crystals lances out from your crooked finger to strike and shred your foe. Your target takes 1d6+6 force damage per caster level, for a maximum of 10d6+60 at caster level 10. Targets are also stunned. Fortitude save negates the stun.

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 - Sound BurstBlasts an area with a tremendous cacophony, doing 2 to 7 sonic damage per caster level and stunning enemies for 6 seconds. A successful Fortitude or Spell Resistance save negates the stun.nnD&D Dice: Deals 1d6+1 sonic damage per caster level, max 10d6+6 and stuns enemies for 6 seconds.

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 - Salt CrystalsPrimer Element: Ceruleite

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.
AP Cost
1
Ranks
1
Progression
10
Prereqs
Stolen Spell I, Rogue Level 6, Rogue Level 6, Rogue Level 6, Rogue Level 6, Rogue Level 6, Rogue Level 6
Stolen Spell III Stolen Spell III
Steal a spell!
Stolen Spell - Force MissileA powerful missile of magical force darts from your fingertips and unerringly strikes its target, inflicting 1 to 4 +1 points of force damage per 2 caster levels. You gain an additional missile at levels 4, 8, and 12 for a maximum of four missiles.

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 - Cure Serious WoundsPositive energy is channeled to heal serious wounds of your target or damage undead for 9 to 24 hit points plus an additional 1 for every caster level up to caster level 15. Undead who make a successful Will save reduce the damage by half.

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 - Radiant ForcefieldYour target is surrounded in a sphere of magical force that reduces all damage (except for untyped damage) they take by 25% for a short period of time.

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 - Thorn BloomThorns blast out from your body inflicting 5 to 10 points of Piercing damage per caster level (up to a maximum of 50 to 100 damage at caster level 10) to all nearby foes. Reflex save for half damage.

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 - Hold MonsterAn enemy becomes paralyzed and freezes in place. It is aware, but can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds.

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 - Flash FreezePrimer Element: Gildleaf

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.
AP Cost
1
Ranks
1
Progression
20
Prereqs
Stolen Spell II, Rogue Level 12, Rogue Level 12, Rogue Level 12, Rogue Level 12, Rogue Level 12, Rogue Level 12
Stolen Spell IV Stolen Spell IV
Steal a spell!
Stolen Spell - DisintegrateA sickly green ray emanates forth, doing 8 to 12 damage per caster level to the target (up to a max of 160 to 240 damage at caster level 20). Anything reduced to 0 hit points is disintegrated. A successful Fortitude save reduces this damage to 18 to 30. As a ray this spell has double normal range.

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 - HealChannels powerful positive energy into a target to wipe away injury and afflictions, restore 10 hit points per caster level (up to a max of 150 hit points at caster level 15), and remove ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half.nnD&D Dice: Heals 10 hp per caster level (max 150). This spell receives reduced benefit from Spell Power.

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 - Tenser's TransformationCauses the caster to become a virtual fighting machine - stronger, tougher, faster, and more skilled in combat. You gain a +4 Alchemical bonus to Strength, Dexterity, and Constitution, a +6 Alchemical bonus to Armor Class, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level. Your spellcasting ability is reduced, doubling the cooldown of your spells and resulting in a -2 penalty to all spell DCs and a -2 to your rolls to bypass enemy Spell Resistance.

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 - Fire SeedsFlings three burning acorns at your target, where they explode into flames. Each acorn does 1d6 fire damage per caster level (maximum 21d6 per missile at caster level 21). Reflex save halves. You can also place the acorns on the ground to act as a trap, for reduced Spell Point cost.

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 - Greater ShoutEmits an ear-splitting yell that deals 4 to 9 Sonic damage per caster level and stuns targets in its path. Each effect checks against a Fortitude save seperately, to negate the stun and reduce the damage by half.

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 - Turn to FrogPrimer Element: Ceruleite

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.
AP Cost
1
Ranks
1
Progression
30
Prereqs
Stolen Spell III, Rogue Level 18, Rogue Level 18, Rogue Level 18, Rogue Level 18, Rogue Level 18, Rogue Level 18
Master of Trickery Master of Trickery
+2 to all Ability Scores
+2 bonus Imbue Dice

Magical Ambush now scales with 100% Spellpower
Spell Thief now steals 100% more Spell Points
AP Cost
1
Ranks
1
Progression
40
Prereqs
Stolen Spell IV, Rogue Level 20
Tier 1
Enhancement Description
Mage Hand: Eye Poke 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.
AP Cost
1
Ranks
1
Progression
1
Magic Fingers Magic Fingers
Rank 1
+1 Open Lock, Disable Device, and Concentration
Rank 2
+2 Open Lock, Disable Device, and Concentration
Rank 3
+3 Open Lock, Disable Device, and Concentration
AP Cost
1
Ranks
3
Progression
1
Keep it Flexible Keep it Flexible
Rank 1
-5% Arcane Spell Failure from equipped Armor, Shields, and Warforged Body feats
Rank 2
-10% Arcane Spell Failure from equipped Armor, Shields, and Warforged Body feats
Rank 3
-15% Arcane Spell Failure from equipped Armor, Shields, and Warforged Body feats
AP Cost
1
Ranks
3
Progression
1
My Favorite Bauble My Favorite Bauble
While wielding a Quarterstaff, Dagger, or an Orb, +10 Universal Spell Power
AP Cost
2
Ranks
1
Progression
1
I Prefer Subtlety I Prefer Subtlety
Rank 1
-10% Missile and Spell Threat Generation
Rank 2
-20% Missile and Spell Threat Generation
Rank 3
-30% Missile and Spell Threat Generation
AP Cost
1
Ranks
3
Progression
1
Tier 2
Enhancement Description
Mage Hand: Slap 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.
AP Cost
2
Ranks
1
Progression
5
Prereqs
Mage Hand: Eye Poke
Protective Gear Protective Gear
Rank 1
+2 to Magic Resistance Rating and Magic Resistance Rating Cap
Rank 2
+4 to Magic Resistance Rating and Magic Resistance Rating Cap
Rank 3
+6 to Magic Resistance Rating and Magic Resistance Rating Cap
AP Cost
1
Ranks
3
Progression
5
Three Handed Casting 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.
AP Cost
1
Ranks
3
Progression
5
Arms of the Trickster Arms of the Trickster
Select an Imbue Toggle
Trickster's TrickImbue Toggle: Your weapon attacks do an additional 1d4+1 Force damage, scaling with Force Spell Power.
Trickster's BladeImbue Toggle: Your weapon attacks do an additional 1d4+1 Force damage, scaling with 200% Melee Power.
Trickster's BoltImbue Toggle: Your weapon attacks do an additional 1d4+1 Force damage, scaling with 200% Ranged Power.
AP Cost
1
Ranks
1
Progression
5
Catcher Glove 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.
AP Cost
2
Ranks
1
Progression
5
Tier 3
Enhancement Description
Mage Hand: Meddle with Reality 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.
AP Cost
2
Ranks
1
Progression
10
Prereqs
Mage Hand: Slap
Mixed Magics Mixed Magics
Mixed MagicsYour Caster Level with spells is now equal to your Character Level instead of individual class levels (max 20). This does not change the caster level of Rune Arms, Wands, Scrolls, or other Items.
Quick SilverYou gain the Quick Draw feat. +5 Universal Spell Power.
AP Cost
2
Ranks
1
Progression
10
Tricks on Tricks Tricks on Tricks
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.
AP Cost
1
Ranks
1
Progression
10
Applied Force Applied Force
For every 3 Rogue levels, you gain +1 bonus Imbue dice. You also gain +10% Force Crit Damage.
AP Cost
2
Ranks
1
Progression
10
Prereqs
Arms of the Trickster
Dexterity, Intelligence or Charisma Dexterity, Intelligence or Charisma
+1 Dexterity, Intelligence or Charisma
Charisma+1 Charisma
Dexterity+1 Dexterity
Intelligence+1 Intelligence
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Mage Hand: Helping Hand 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.
AP Cost
1
Ranks
1
Progression
20
Prereqs
Mage Hand: Meddle with Reality
Slippery Magic 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.
AP Cost
2
Ranks
1
Progression
20
Pin Point Pin Point
Rank 1
+1 Spell Penetration, +3% Fortification bypass
Rank 2
+2 Spell Penetration, +6% Fortification bypass
Rank 3
+3 Spell Penetration, +10% Fortification bypass

Your Mage Hand abilities now automatically dispell Night Shield and Shield spell effects on the target.
AP Cost
1
Ranks
3
Progression
20
Sharp Magic Sharp Magic
+1 Sneak Attack Dice for every Metamagic Feat you've trained.
AP Cost
1
Ranks
1
Progression
20
Prereqs
Applied Force
Dexterity, Intelligence or Charisma Dexterity, Intelligence or Charisma
+1 Dexterity, Intelligence or Charisma
Charisma+1 Charisma
Dexterity+1 Dexterity
Intelligence+1 Intelligence
AP Cost
2
Ranks
1
Progression
20
Tier 5
Enhancement Description
Mage Hand: Presto! 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.
AP Cost
2
Ranks
1
Progression
30
Prereqs
Mage Hand: Helping Hand
Extra Hand Extra Hand
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.
AP Cost
1
Ranks
1
Progression
30
Magic is a Tricky Business Magic is a Tricky Business
Rank 1
+1 Illusion and Enchantment DCs
Rank 2
+2 Illusion and Enchantment DCs

Rank 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.
AP Cost
1
Ranks
2
Progression
30
Good with my hands Good with my hands
Rank 1
+3 Melee, Ranged, and Force Spell Power
Rank 2
+6 Melee, Ranged, and Force Spell Power
Rank 3
+10 Melee, Ranged, and Force Spell Power. Rank 3: +8 Magic Resistance Rating cap
AP Cost
1
Ranks
3
Progression
30
Not Half Bad... Not Half Bad...
You're not half bad at...
Not Bad with a BladeWhile using melee weapons, you gain a +1 Competence bonus to Critical Threat Range and Critical Damage Multiplier

+15% Competence bonus to Maximum Hit Points
+5% Universal Spell Critical Chance
Not Bad with a BowWhile using ranged weapons, you gain +1 Competence bonus to Critical Threat Range and Critical Damage Multiplier, as well as +10% Dodge Bypass.

+5% Universal Spell Critical Chance
AP Cost
2
Ranks
1
Progression
30