Stealth Mage (Wizard/Rogue)
A stealth mage is first and foremost a spellcaster. However, he delves into the arts of stealth and subterfuge to enhance his magic, which he employs to perform extraordinary acts of legerdemain, agility, and roguish expertise. Through the synergistic melding of these two specialty arts, the stealth mage becomes a deadly foe to both fear and admire. (Original Concept by Elghinn Lightbringer and Flak)
Table: Stealth Mage
Weapon and Armor Proficiency
The stealth mage is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. He does not gain any proficiency with armor or shields.Armor interferes with the movements of a stealth mage, which can cause his arcane spells with somatic components to fail.
Thief’s Spellbook (Ex)
A stealth mage finds less time to research new spells, but has mastered an obfuscated manner of scribing those she learns. At 1st level, the stealth mage incorporates elements of a personalized secret code into his arcane writings. Creatures take a –4 penalty on skill checks involving the stealth mage's spellbook. The stealth mage's spells (not including cantrips) take one extra page each in his spellbook. At each new stealth mage level, he gains only one new spell of any spell level or levels that he can cast (based on his new stealth mage level) for his spellbook. At any time, a stealth mage can also add spells found in another wizard’s spellbook to his. In all other respects, a stealth mage's spellbook functions as a normal wizard's spellbook.
Arcane Bond (Ex or Sp)
The stealth mage forms a powerful bond with an aspect of stealth and subterfuge or a specialized organization. This bond can take one of two forms: a bonded to arcane ebb and flow of trickery itself, or membership within an organization of arcane tricksters and thieves.
A stealth mage who selects trickery gains the insight to perform deadly sneak attacks. The damage he deals on a successful sneak attack is +1d6 at 1st level, and every four levels thereafter, to a maximum of +5d6 at 17th level. Sneak attack bonuses from multiple sources stack. He also receives a +1 enhancement bonus on Disable Device, Disguise, Escape Artist, Sleight of Hand, and Stealth skill checks. This bonus increases by +1 at 5th level and every five levels thereafter, to a maximum of +5 at 20th level.
A stealth mage who selects the organization receives additional training in stealth and teamwork. At 1st level, he receives a daily stealth pool equal to his Bluff ranks plus any bonus he receives from feats. As the chameleon rogue archetype, the stealth mage can choose to put stealth points into the roll when making a Stealth check. He may also use these points when rolling a Bluff check to create a diversion to hide. Additionally, when casting a spell, the stealth mage can expend a number of stealth points equal to the spell's level in order to remove either the verbal or somatic components from the spell.
At 4th level, the stealth mage who bonds with the organization can use these points as ki points for the purpose of using ninja tricks. At 8th level, the stealth mage gains Outflank as a bonus feat. At 12th level, when the stealth mage spends stealth points to remove components from a spell he's casting, he removes both its verbal and somatic components. At 16th level, the stealth mage can lose a prepared spell as a swift action to regain a number of stealth points equal to the spell's level.
Diminished Spellcasting
The stealth mage casts arcane spells drawn from the wizard spell list, and gains one fewer spell of each spell level per day. If this reduces the number to 0, he may cast spells of that level only if they are arcane school spells or if his Intelligence allows bonus spells of that level. He otherwise learns, prepares, and casts spells as a wizard of equal level.
Focused Arcane School
The stealth mage must select the Subterfuge focused arcane school at 1st level. This otherwise functions as and replaces the wizard's arcane school ability.
Rogue Talents
At 2nd level and every three levels therafter, a stealth mage gains a rogue talent for which he qualifies. A stealth mage treats his level as his rogue level for the purpose of qualifying for talents with level-dependent requirements and calculating the effects of any talent or rogue ability he's chosen. This ability replaces Scribe Scroll and all bonus feats.
Tricky Spells (Su)
This works exactly as the arcane trickster ability by the same name. A stealth mage can use tricky spells three times per day at 9th level, and one additional time per day every three levels thereafter, to a maximum of six times per day at 18th level.
Advanced Talents
At 11th level, the stealth mage can choose advanced rogue talents whenever he could choose a rogue talent, or when he selects the Extra Rogue Talent feat. The stealth mage adds the following rogue abilities to the list of advanced talents he may select: Evasion, Uncanny Dodge, and Improved Uncanny Dodge. A stealth mage 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.
Rogue Talents
The stealth mage adds Studied Trickery and Trapfinding to the list of rogue talents he can select. The following rogue talents complement the stealth mage multiclass archetype: Black Market Connections†, Esoteric Scholar†, Guileful Polyglot*, Impromptu Sneak Attack, Ninja Trick†, Resiliency, Snap Shot*, Stand Up, Studied Trickery, Surprise Attack, Trapfinding, Trap Spotter, and Underhanded†. (*Advanced Player’s Guide, †Ultimate Combat).
Advanced Talents
The stealth mage adds Impromptu Sneak Attack to the list of advanced talents he can select. The following advanced rogue talents complement the stealth mage multiclass archetype: Another Day*, Confounding Blades†, Dispelling Attack, Hard to Fool†, Hide in Plain Sight†, Improved Evasion, Redirect Attack*, Skill Mastery, and Thoughtful Reexamining*. (*Advanced Player’s Guide, †Ultimate Combat)