Arcane Sneak (Rogue/Wizard)

Arcane sneaks are stealthy rogues that have delved into the secrets of wizardly magic. Typically, their interest in the arcane arts began at an early age, with their curiosity forcing them to learn all they could in an effort to supplement their growing skills in legerdemain and skullduggery. Due to limited time and resources, arcane sneaks possess nowhere near the power of other wizards, though what few spells they do learn they have mastered. With their unique joining of spells from various schools and their innate stealth and secrecy, arcane sneaks are often sought by thief guilds as their mages, or as security officers by high ranking political leaders or nobility. (Original Concept by Byrdology.)

Primary: Rogue.

Secondary: Wizard.

Alignment: Any.

Hit Dice: d8.

Bonus Skills and Ranks: The arcane sneakselects three wizard skills to add to her class skills in addition to the normal rogue class skills, one of which must be Spellcraft. The arcane sneakgains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The arcane sneak is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. An arcane sneakis proficient with light armor, but not with shields. An arcane sneak can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an arcane sneak wearing medium armor, heavy armor, or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass arcane sneak still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Arcane School: At 1st level, an arcane sneak can choose to specialize in one school of magic, gaining additional spells and powers based on that school. Once this choice is made, it cannot be changed. An arcane sneak that does not select a school receives the universalistschool instead. The arcane sneaks do not receive a school slot. This ability otherwise functions as the wizard’s arcane school ability.

Mage Arcanum: An arcane sneak casts arcane spells drawn from the wizard’s spell list. An arcane sneak must choose and prepare her spells ahead of time. To learn, prepare, or cast a spell, the arcane sneak must have an Intelligence score equal to at least 10 + the spell level. The save DC for a saving throw against an arcane sneak's spell is 10 + the spell level + the arcane sneak's Intelligence modifier.

An arcane sneak can cast only a certain number of mage arcanum spells of each spell level per day. At 1st level, she can cast only cantrips recorded in her spellbook. At 3rd level, the arcane sneak can cast 1st-level spells recorded in her spellbook and each subsequent level of spells every three levels thereafter, up to a maximum of 6th-level spells at 18th level.

An arcane sneak of 1st level or higher can cast three cantrips per day. At 3rd level, an arcane sneak gains one spell slot for each level of spells she can cast, from 1st on up. Each day, an arcane sneak can prepare one spell recorded in her spellbook in that slot (see Sneak's Spellbook). At 13th level, an arcane sneak can cast her 1st, 2nd, and 3rd level spells twice per day. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcane sneak decides which spells to prepare. This ability replaces trapfinding, the rogue talents gained at 4th, 8th, 12th, 16th, and 20th level, and master strike.

Sneak’s Spellbook: An arcane sneak’s spellbook is far smaller and more compact that other wizards, due to her need to remain quick on her feet and unencumbered. An arcane sneak can only learn a certain number of spells, due to the limited size of the spellbook she is willing to carry. Thus, to give herself the greatest advantage in her arcane endeavors, she has incorporated a concise, secretive form of shorthand into her arcane writings. Creatures take a –4 penalty on skill checks involving the arcane sneak's spellbook. The arcane sneak’s spells (including cantrips) take only half a page per level of the spell to write in her spellbook. At 1st level, a arcane sneak begins play with four cantrips or 0-level wizard spells of her choice (except those from her opposition schools, if any; see Arcane School) plus detect magic and read magic. At 3rd level, an arcane sneak gains three 1st-level spells of her choice (except opposition school spells) and adds them to her spellbook. Every three levels beyond 3rd, an arcane sneak gains two new spells of any spell level or levels that she can cast for her spellbook, up to 6th-level spells.

A sneak’s spellbook can contain no more than 40 pages, and only one such spellbook can be owned by the arcane sneak at a time. If the arcane sneak desires a different compliment of spells, she can create a new spellbook at the normal cost, but she must then discard or destroy the old one. Spells gained through level advancement, as well as any additional spells may be learned from another arcane sneak’s or wizards’ spellbook. An arcane sneak may learn opposition school spells only from another spellbook.

Sneak Attack: This is exactly like the rogues ability of the same name, except that the arcane sneak’s extra damage is 1d6 at 1st level and increases by 1d6 at 4th level and every three levels thereafter.

Rogue Talents: This is exactly like the rogue ability of the same name, except that the arcane sneak gains one rogue talent at 2nd level and an additional rogue talent every four levels thereafter.

Alternatively, whenever an arcane sneak could select a rogue talent, she can choose a metamagic feat, item creation feat, or the Spell Mastery feat instead.

Sneakstrike (Su): At 2nd level, whenever an arcane sneak casts a spell with a range of “touch”, she can deliver the spell as part of her sneak attack with a melee weapon. This ability otherwise functions as the magus’s spellstrike ability. This ability replaces trap sense.

School Spells: At 4th level and every three levels thereafter, an arcane sneak can choose one arcane school spell of a level she can cast and add it to her spellbook. This ability replaces sneak attack +2d6, +4d6, +6d6, and +8d6.

School Powers: At 5th level, an arcane sneak gains her first school power, as listed in her arcane school, and each subsequent power at 11th level and 17th level. This ability replaces evasion, uncanny dodge, and improved uncanny dodge.

Advanced Talents: At 10th level, an arcane sneak can choose advanced rogue talents whenever she could choose a rogue talent, or when she selects the Extra Rogue Talent feat. The arcane sneak adds the following rogue abilities to the list of advanced talents she may select: Evasion, Uncanny Dodge, and Improved Uncanny Dodge. An arcane sneak must select uncanny dodge before selecting improved uncanny dodge. In the case of the Improved Evasion talent, the stealth mage must have evasion to select it. An arcane sneak treats her level as her rogue level for the purpose of qualifying for talents with level-dependent requirements and calculating the effects of any talent or rogue ability she's chosen.

Table: Arcane Sneak