Arcane Trickster

(Originally from: Tome and Blood)

Arcane Tricksters combine their knowledge of spells with a taste for intrigue, larceny or just plain mischief. They are among the most adaptable of adventurers.
Arcane Tricksters tend to use a seat of the pants approach to adventuring, loading up on spells that improve their stealth and mobility.

- Max Levels: 10
- Hit Dice: d4.
- Proficiencies: Arcane Tricksters gain no weapon, armor or shield proficiencies.
- Skill Points: 4 + Int Modifier.

REQUIREMENTS:
Alignment: Non Lawful
Skills: Knowledge (Arcane) 4 ranks, Disable Trap 7, Pick Lock 7.
Feats: 2d6 Sneak Attack
Spells: Must be able to cast at least 3rd level Arcane spells.

ABILITIES:

Level
1: Ranged Legerdemain - Disarm Trap & Pick Lock at 30' range, once per day.
2: Sneak Attack 1d6. This adds up to previous SA damage the character retains.
3: Impromptu Sneak Attack - Arcane Trickster causes a sneak attack on target, can be used once per day.
4: Sneak Attack 2d6.
5: Ranged Legerdemain - Improves to two uses a day.
6: Sneak Attack 3d6.
7: Impromptu Sneak Attack - Improves to two uses a day.
8: Sneak Attack 4d6.
9: Ranged Legerdemain - Three uses a day.
10: Sneak Attack 5d6.

BONUS SPELLS:
Upon gaining a level in Arcane Trickster, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard).
He does not learn any new spells through his abilities. He does not gain any other benefit a character of that class would have gained (e.g., improved familiar, bonus feats).