Arcane Trickster

"My tricks come from tool and spell."

Prerequisite: Rogue, trained in Arcana

You’ve never been content to stick to one path. Magic and larceny, spell and trap, dweomer and shadow—for you, all came easy. You learned to fuse your knowledge into one style, both in and out of battle.

When you were a child, you dreamed of grand achievements. You enjoyed the shows of illusionists and magicians, and you reveled in the skill of pickpockets and burglars. You followed two divergent paths that eventually came together in your mind as a way of life and a cohesive style of attack. You don’t separate the martial from the magical, and you are mildly scornful of anyone who is so shortsighted as to make this division.

You never sought a position in an arcane order or a thieves’ guild; you didn’t want to limit yourself. Instead, you learned to recognize that each adventure is an opportunity to test your mettle, sharpen your skills, enhance your magic, and discover treasures.

Eladrin are naturals for this path because of their agility and keen intellect. Arcane tricksters are found among gnomes, changelings, and drow as well. Some use their knowledge and power for adventure, and others use it for theft, torture, and deception.

ARCANE TRICKSTER PATH FEATURES

    Arcane Burglary (11th level): You can use a dagger as an implement. However, you don’t gain the weapon’s proficiency bonus when using it for implement attacks.

In addition, whenever you make an Athletics check, you can use your Arcana skill modifier in place of your Athletics skill modifier.
    Fading Action (11th level): When you spend an action point to make an attack, one creature of your choice that you attack treats you as invisible (save ends).
    Dagger Spell (16th level): When making an arcane attack, you can treat a ranged power as having a range of melee weapon while using your dagger as an implement.

Arcane Trickster Attack 11Blinding Flare

You create a burst of blinding flame that robs your enemies of their sight long enough for you to slip around behind them.

Encounter        Arcane, Implement
Minor Action      Close burst 1

Target: Each creature in the burst

Attack: Dexterity vs. Fortitude

Hit: The target is blinded until the end of your next turn.

Effect: You shift your speed.


Arcane Trickster Utility 12Cat Burglar's Veil

You sweep a curtain of arcane energy across the battlefield, creating a veil you can hide behind.

Daily        Arcane, Conjuration
Minor Action      Area wall 8 within 10 squares

Effect: You conjure a wall of arcane energy that only you can see. The wall can be up to 6 squares high, and it lasts until the end of the encounter. The wall blocks enemies’ line of sight to you and your allies but does not prevent you and your allies from seeing through it.


Arcane Trickster Attack 20Confounding Teleport

You quickly pop around the battlefield, keeping your foes confused by seeming to be everywhere at once.

Daily        Arcane, Teleportation, Weapon
Standard Action      Melee weapon

Requirement: You must be wielding a light blade.

Effect: Before the attack, you teleport your speed.

Target: One creature

Attack: Dexterity vs. AC. You gain combat advantage against the target if you teleported adjacent to it during this turn.

Hit: 4[W] + Dexterity modifier damage.

Miss: Half damage.

Effect: Until the end of the encounter, you gain a teleport speed equal to your speed, and whenever you teleport adjacent to an enemy, it grants combat advantage to you until the end of your turn.


Published in Martial Power 2, page(s) 72.