Trick Blade (Rogue/Magus)
Typically, the trick blade is nothing more than a thief who came across a spellbook in early life, and was deeply entranced by the mysteries of magic within, while others are the black sheep of a sorcerous bloodline, or lack the vital spark to become a true wizard. Despite their magical deficiencies, trick blades learn to use arcane spells in small ways, seeking so much more- and finding ways to see it in others. (Original Concept by RaiderRPG)
Primary Class: Rogue.
Secondary Class: Magus.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: A trick blade selects three magus skills to add to his class skills in addition to the normal rogue class skills. The trick blade gains a number of ranks at each level equal to 8 + Int.
Weapon and Armor Proficiency: Trick blades are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and one martial weapon of their choice. They are proficient with light armor, and with light shields. A trick blade can cast magus spells while wearing light armor and using a light shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a trick blade wearing medium or heavy armor, or using a heavy or tower shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass trick blade still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting: A trick blade casts arcane spells drawn from the magus spell list. His caster level is equal to his trick blade level –3 (minimum 1st level). Only magus spells of 4th level and lower are considered to be part of the trick blade's spell list.
To prepare or cast a spell, a trick blade must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a trick blade spell is 10 + the spell level + the trick blade’s Intelligence modifier.
Like other spellcasters, a trick blade can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Trick Blade . In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). When Table: Trick Blade indicates that the trick blade gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Intelligence score for that spell level. A trick blade otherwise learns, prepares, and casts spells as a magus.
Thief's Spellbook (Ex): A trick blade finds less time to research new spells, but has mastered an obfuscated manner of scribing those he learns. At 1st level, the trick blade incorporates elements of a personalized secret code into his arcane writings. Creatures with whom he does not share this code take a –4 penalty on skill checks involving his spellbook. The trick blade's spells (not including cantrips) take one extra page each in his spellbook. At each new trick blade’s level, he gains only one new spell of any spell level or levels that he can cast (based on his new trick blade level) for his spellbook. At any time, a trick blade can also add spells found in other magus’ spellbooks to his own. In all other respects, a trick blade's spellbook functions as a normal magus's spellbook.
Arcane Pool (Su): This is exactly like the magus ability of the same name.
Cantrips: A trick blade can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Trick Blade under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Diminished Trapfinding: A trick blade’s can use Disable Device to disarm magical traps, but gains no additional bonus to Perception or Disable Device skill checks.
Blade Trick (Ex): Starting at 2nd level, a trick blade can select either a rogue talent or a magus arcana for which he qualifies. The trick blade’s effective rogue and magus level for selecting talents or magus arcana is equal to his trick blade level.
Perceive Aura (Su): At 2nd level, the trick blade learns to detect the ebb and flow of movements and magic. As a standard action, the trick blade can detect magic as the spell, within 60 feet of himself for 1 round, and immediately gains a +2 competence bonus on attack rolls against any opponents within 60 feet during his next round.
Recondite Trick (Su): At 5th level, a trick blade can expend 2 points from his arcane pool to gain the benefits of any rogue talent (but not advanced talent) for which he qualifies for 1 round. This increases by 1 round at 9th level, and every four levels thereafter. The trick blade may choose to emulate a ninja trick in place of a rogue talent. Should the ninja trick have a ki point requirement, he must expend an additional amount of arcane points equal to the chosen ninja trick’s required ki points. The trick blade cannot emulate the ki pool trick.
Sneakstrike (Su): At 7th level, whenever the trick blade would normally be able to apply sneak attack damage, he may attempt a melee or ranged sneak attack as a standard action, and cast a spell with the range of "touch" as part of the attack. This may be used with melee attacks or ranged attacks with a thrown weapon (but not missile weapons such as the bow, or another spell). If the attack hits, it deals weapon damage and the spell affects the target. If the spell allows a save, the target may attempt the save as normal. If the target is immune to precision damage, the spell effect is negated. This otherwise is exactly like the magus spellstrike ability.
Improved Perceive Aura (Su): At 9th level, whenever the trick blade uses perceive aura, he gains a +2 bonus on all Bluff, Diplomacy, Perform, and Sense Motive checks made against any target of his perceive aura ability.
Advanced Blade Trick (Ex): At 14th level, a trick blade may select an advanced rogue talent whenever he could select a rogue talent.
Spell Recall (Su): At 15th level, the trick blade gains spell recall. This is exactly like the magus ability of the same name.
Greater Perceive Aura (Su): At 18th level, whenever the trick blade uses perceive aura, it functions as true seeing instead.
Spectacular Strike (Su): At 20th level, a trick blade has become a master of his art. Each time the trick blade deals sneak attack damage, he can choose one of the following three effects:
The target can be…
put to sleep for 1 hour
paralyzed for 1d6 rounds, or
drain arcane energy to regain 1 arcane point, and the target becomes fatigued
Regardless of the effect chosen, the target receives a Fortitude save to negate the sleep or paralyze effect, or a Will save to negate the drain effect. The DC of this save is equal to 10 + 1/2 the trick blade’s level + the trick blade’s Intelligence modifier. Once a creature has been the target of a spectacular strike, regardless of whether or not the save is made, that creature is immune to that trick blade's spectacular strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.
Blade Tricks
The following blade tricks can be taken by any trick blade who meets the prerequisites.
A Bit of Luck: The trick blade can expend 1 point from his arcane pool to gain a +2 bonus to a single saving throw of his choice, as an immediate action. This bonus remains until the end of his turn.
A Lot of Luck: Once per day as an immediate action, a trick blade can expend 2 points from his arcane pool to re-roll his last attack, skill, or saving throw. This must be decided before the results of the roll are given, and the second roll must be taken even if it is worse. The trick blade must be at least 8th level to select this blade trick.
Improved Spellwright Dagger: The trick blade’s can use the spellwright dagger blade trick to create up to 1d4+1 light weapons as a full-round action. He may throw these weapons as part of this action, up to his maximum number of attacks. Each weapon has a range increment of 10 feet, and a maximum range of 30 feet. In addition, each weapon thus created is considered a +1 weapon. The trick blade may further enchant each weapon separately by expending additional points from his arcane pool as part of the same action. The trick blade must have the spellwright dagger blade trick and be at least 10th level to select this blade trick.
Spellwright Dagger: The trick blade may spend 1 arcane point to create a single simple light weapon, such as a dagger or club, as a move action. He may enchant the weapon as per his arcane pool ability as part of the same action. This weapon remains for a number of minutes equal to the trick blade’s level, or for up to 1 round after it leaves the trick blade's hand, whichever comes first.
Table: Trick Blade