Mystik Trickster
(Arcane Trickster and Soul Knife hybrid)
Rouge archetype ver. 1.2 (u62)
(Arcane Trickster and Soul Knife hybrid)
Rouge archetype ver. 1.2 (u62)
Soul Energy [SE] (you can call it mind power or psi) is an inner power, the use is similar to Weapon Bond use from Occult Slayer (resembles Depravity use from Tainted Scholar or Ki use from Monk). Rest does not reset it!
Whatever its origin, it is sure to be available in limited quantities. The owner must decide how to allocate its use. It focuses on itself to strengthen itself or to influence the world with it.
A level 13 wizard, 7 rouge (MT core 3, tier 4) have max 30 SE:
can manintence Knowledge (+3 to all skill) & Ghost (+7% Incorporeality and Concealment & 7% chance to turn invisible); but it reduces the max SE to 0; can't use other mystical power.
can accumulate energy to max 30 (+30% to mystical power, +3 to Attack & AC, +6 Melee/Ranged power & PRR/MRR). Can use Mage hand (7 meter), Strike (max 30 base damage) and Triks 1-4 (7 caster level), but if use it, the accumulation bonus decresed.
can manintence Knowledge (+3 to all skill) & Protection (+3 AC and resist) and can accumulate energy to max 5 (+5% to mystical power, +0 to Attack & AC, +1 Melee/Ranged power & PRR/MRR). Can use Mage hand (7 meter), Strike (max 5 base damage) and Triks 1-2 (3. triks cost is 6 SE) (7 caster level), but if use it, the accumulation bonus decresed.
A level 12 rouge (MT core 4, tier 5), 8 fighter have max 40 SE:
can manintence Killer (+6% doublestrike/shot, +1 critical range/multipler) & Ghost (+12% Incorporeality and Concealment & 12% chance to turn invisible); but it reduces the max SE to 0; can't use other mystical power.
can accumulate energy to max 40 (+40% to mystical power and to Spell Thief chance, +4 to Attack, AC & Assassinate DC, +8 Melee/Ranged power & PRR/MRR). Can use Mage hand (12 meter), Strike (max 40 base damage), Triks 1-4 (12 caster level) and Curse but if use it, the accumulation bonus decresed.
can manintence Killer (+6% doublestrike/shot, +1 critical range/multipler) and Acrobatism (+6% movement speed and +5% dodge & dodge cap) and can accumulate energy to max 10 (+10% to mystical power and to Spell Thief chance, +1 to Attack, AC & Assassinate DC, +2 Melee/Ranged power & PRR/MRR). Can use Mage hand (12 meter), Strike (max 10 base damage), Triks 1-4 (12 caster level) and Curse, but if use it, the accumulation bonus decresed.
A level 20 Trikster have max 75 SE:
can manintence Killer (+10% doublestrike/shot, +1 critical range/multipler), Ghost (+20% Incorporeality and Concealment & 20% chance to turn invisible), Acrobatism (+10% movement speed, +7% dodge), Protection (+7 AC & resist) and Knowledge (+7 all skill) but it reduces the max SE to 0; can't use other mystical power.
can accumulate energy to max 75 (+75% to mystical power and to Spell Thief chance, +7 to Attack, AC & Assassinate DC, +15 Melee/Ranged power & PRR/MRR). Can use Mage hand (20 meter), Strike (max 75 base damage), Triks 1-5 (20 caster level), Spellward and Curse but if use it, the accumulation bonus decresed.
can manintence Killer (+10% doublestrike/shot, +1 critical range/multipler) and Protection (+7 AC and resist) and can accumulate energy to max 40 (+40% to mystical power and to Spell Thief chance, +4 to Attack, AC & Assassinate DC, +8 Melee/Ranged power & PRR/MRR). Can use Mage hand (20 meter), Strike (max 40 base damage), Triks 1-5 (20 caster level), Spellward and Curse, but if use it, the accumulation bonus decresed.
The Book of the Mind is not a real book. It's a part of the rogue's mind, in which you store spells memorized from the scrolls. (It is technically easier to treat it as a spell book.)
A rogue's mind can contain a wide variety of spells. You can only memorize a few spells into the Book of Mind (max 9 spell), but you can override them from scrolls while resting.
You are able to "inscribe" of this type scrolls into your "book":
Level 1 slots: 1. level wizard/cleric/druid scroll.
Level 2 slots: 2. level wizard/cleric/druid scroll.
Level 3 slots: 3. level wizard/cleric/druid scroll.
Level 4 slots: 4. level wizard/cleric/druid scroll.
Level 5 slot: a 5. level wizard/cleric/druid scroll.
Memorized spells are much more effective dath an using scrolls:
Comparison
Casting time
Caster level
Damage
Memorized
Instant
Rouge level+Epic caster
maximum is over +500%
Scroll/Wand use
Normal
minimum level +3
maximum +75%
You cast this "spell" instant (~Quicken) as a rogue level (+Epic/Legendary caster level) caster.
Trick DC (~Heighten) = 10 + half Rogue level + Intelligence modifier + bonuses to Assassinate
Damages:
Tricks damage scales with 200% Mystical Power,
Delayed & Thiefed Magic damage scalles with 100% Mystical Power,
but has no critical chance and multiplier. (Spell Powers/Criticals unaffected!)
Mystical Power = current SE + melee/ranged power
Note: Tricks damage = base damage * [100%+(current SE + M/R power)*200%]Note: Delayed/Thiefed Magic damage = base damage * [100 + current SE + M/R power]%Note: Strike damage = current SE* [W] * [100 + M/R power]%Core 1 - Mystic Trickster (Passive)
You gain 1 SE every 6 seconds - to max 10 - when you damage enemies with weapon. Dying resets your SE to zero.
You use those SE to activate the abilities in the Trickster tree.
Each Core Ability you acquire after this one increase the maximum SE with 10 (to maximum 75) & reduces build cooldown by 1 second (to a minimum of 1 seconds).
AP Cost: 1 / Ranks: 1 / Progression: 0 / Requires: Rogue level 1Core 2 - Mage Hand
(Max SE 20, build SE once per 5 seconds)
Mage Hand (Active)
You can manipulate objects within a distance of rogue level meters. You can open a door, pull a lever, looting a chest,...
Using this ability does not break stealth and invisibility.
Activation Cost 2 SE, Cooldown 5 second.
Passive: Grants a +2 to UMD checks related to scroll & wand use, and all scrolls & wands used by the rouge have their caster levels increased by 1, and is capped by the rogue's Intelligence Bonus.
Note: Equal with Artificer Knowledge: Scroll/Wand/Potion feat (3 times). AP Cost: 1 / Ranks: 1 / Progression: 5 / Requires: Rogue level 3Core 3 - Exceptional Energy (Passive)
(Max SE 30, build SE once per 4 seconds)
Your critical hit/sneak attack charge 2 SE, your vorpal hit charges 5 SE.
Gain Insightful Reflexes feat.
AP Cost: 1 / Ranks: 1 / Progression: 10 / Requires: Rogue level 6Core 4 - Improved Mage Hand (Passive)
(Max SE 40, build SE once per 3 seconds)
Improved Mage Hand
Now you can diseable a trap or open a lock (but if you roll a 1 on the skill test you lose all SE & break all active Self Focus, as drawback); additional you can set up a crafted trap in mage hand distance.
Using this ability does not break stealth and invisibility.
Grants +4 to UMD checks related to scroll and wand use, and all scrolls and wands used by the rouge have their caster levels increased by 2, and is capped by the rogue's Intelligence Bonus.
AP Cost: 1 / Ranks: 1 / Progression: 20 / Requires: Rogue level 12Core 5 - The Fifth Trick (Active)
(Max SE 50, build SE once per 2 seconds)
Add a fifth level slott to Book of the Mind.
Activation Cost: 10 SE, Cooldown: 15 seconds
AP Cost: 1 / Ranks: 1 / Progression: 30 / Requires: Rogue level 18Core 6 - Master Trickster (Passive/Active)
(Max SE 75, build SE once per 1 second)
Passive:
+4 to Intelligence;
+15 max SE (sum 75);
Grants +6 to UMD checks related to scroll and wand use, and all scrolls & wands used by the rogue have their caster levels increased by 3, and is capped by the rogue's Intelligence Bonus.
Delayed Magic (Active)
Cost: 15 SE
Cooldown: 30 second
You will be able to place a spell from an equipped scroll in your place as a Spell Ward (~3 sec motion). The spell placed in this way is activated only when an opponent comes close to it.
Placing the Spell Ward requires any scroll and a successful UMD test, other materials are not necessary. Whether the UMD test was successful or failed the scroll is destroyed and you loss the SE cost.
Using this ability does not break stealth and invisibility.
The caster of the spell is the trap. Spell Ward DC is equal with Trick DC and damage scalling with Mystical Power (before deducting the cost).
Note: Based on an idea by VinoeWhines from the forum.Note: A Lightning Bolt, Fireball, Tactical Detonation (level 6 spell!), Word of Balance (level 6 spell!) or Meteor Swarm (level 9 spell!) is launched from the trap to the target, a Death Aura, a Wail of the Banshee (level 9 spell!) or an Implosion (level 9 spell!) is created around the trap. AP Cost: 1 / Ranks: 1 / Progression: 40 / Requires: Rogue level 20Energy Strike I (Active)
Cost: 3 SE
Cooldown: 6 second (separate)
You charge your weapon with SE and inflict additional energy damage - equal with current SE (before deducting the cost) * mainhand weapon [W] - to target. This damage scales with Melee/Ranged Power. On critical scalles with weapon critical multipler.
Note: The energy is released on hit, if you miss the target, it lasts until the first hit. Granting the effect to the Double Strike/Shot & Offhand attacks.Select one of the energy type: Physical*, Force**, Acid, Cold, Electrict, Fire, Poison.
*Physical: This is telekinetic energy, it has no effect on incorporeal beings. **Force: This is psychic energy, it has no effect on mindless beings. Note: The cost is effectively 2 because a successful hit instantly recharges 1 SE.e.g. You have 30 SE and you use Fire Strike, inflict +30 fire damage and you have 27+1 (from hit) points left. Then you use the Poison Strike inflict +28 poison damage and you have 25+1 pont left,... AP Cost: 1 / Ranks: 1 / Progression: 1 / Requires: noneSelf Focus - Knowledge (Toggle)
Cost: 10 SE & Maintenance cost: 10 from max SE
Cooldown: 10 sec
(Maintenance cost reduces the maximum while active, toggle off does not recharge the SE!)
Grant 1+one-third Rogue level (max 7) Insight bonus to all skill.
Note: You can activate all focus at the same time, but it reduces the max SE by 75 (10+10+15+20+20), so you can't use other abilities. AP Cost: 2/ Ranks: 1/ Progression: 1 / Requires: noneFirst Trick (Active)
You gain Book of the Mind with 2 first level slott and Memorization feat.
Spell use Cost 2 SE, Cooldown 4 second
Spells damage scales with 200% Mystical Power.
Memorization feat is variant of the Inscribe Scroll feat without Inscription material use. To memorize a scroll a successful UMD is required. Whether the UMD test is successful or not, the scroll is destroyed. After resting (as preparable spells), you can empty the memorized spell slot and memorize another spell from a scroll.
AP Cost: 2 / Ranks: 1 / Progression: 1 / Requires: noneAccumulated Energy I (Passive)
Your collected energy strengthens you. Your attack increase with current SE/10 (rounded down - max 7).
Note All accumulated energy bonus are Competence Bonus.e.g. You have 32 SE, you have +3 bonus to Attack. If use a 2. trick your SE drops to 28, and Attack bonus decrease to +2. AP Cost: 2 / Ranks: 1 / Progression: 1/ Requires: noneWand and Scroll Mastery (Passive)
+[25/50/75]% damage and healing of your wands, scrolls, and other items that cast spells. Adds +[1/2/3] to the save DC's of your offensive wands.
Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees.
AP Cost: 1 / Ranks: 3 / Progression: 1 / Requires: noneEnergy Strike II (Active)
Select one another energy type.
AP Cost: 1 / Ranks: 1 / Progression: 5 / Requires: Energy Strike ISelf Focus - Acrobatism (Toggle)
Cost: 10 SE & Maintenance cost: 10 from max SE
Cooldown: 10 sec
Grant half Rogue level% (max 10%, this bonus stack with other source) to movement speed and 1+one-third Rogue level Insight bonus to Dodge (max 7%, this bonus ignore dodge cap).
AP Cost: 2 / Ranks: 1 / Progression: 5 / Requires: Knowledge<empty>
Accumulated Energy II (Passive)
Your collected energy will further strengthen you. Your AC increase with current SE/10 (rounded down - max 7).
AP Cost: 2 / Ranks: 1 / Progression: 5 / Requires: Accumulated Energy IExceptional Traning (Passive)
Choose a feat: Insightful Fortitude or Insightful Courage
AP Cost: 2 / Ranks: 1 / Progression: 5 / Requires: noneEnergy Strike III (Active)
Select one another energy type.
AP Cost: 1 / Ranks: 1 / Progression: 10 / Requires: Energy Strike IISelf Focus - Mystic Protection (Toggle)
Cost: 15 SE & Maintenance cost: 15 from max SE
Cooldown: 10 sec
Grant 1+one-third Rogue level (max 7) Insight bonus to AC and energy resistance against Acid, Cold, Electric, Fire and Sonic damage.
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: AcrobatismSecond Trick (Active)
Add 2 second level slott to Book of the Mind.
Spell use Cost 4 SE, Cooldown 6 second,
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: First TrickAccumulated Energy III (Passive)
Your collected energy will further strengthen you. Your Melee/Ranged power increase with current SE/5 (rounded down - max 15).
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: Accumulated Energy IIIntelligence I (Passive)
+1 to Intelligence
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: noneEnergy Strike IV (Active)
Select one another energy type.
AP Cost: 1 / Ranks: 1 / Progression: 20 / Requires: Energy Strike IIISelf Focus - Ghost (Toggle)
Cost: 20 SE & Maintenance cost: 20 from max SE
Cooldown: 10 sec
Grant Rogue level% (max 20%) to Incorporeality and Concealment. When hit or missed in combat, you have rogue level% (max 20%) chance you will reactively turn invisible for 6 second.
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Mystical ProtectionThird Trick (Active)
Add 2 third level slott to Book of the Mind.
Spell use Cost 6 SE, Cooldown 8 second
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Second TrickAccumulated Energy IV (Passive)
Your collected energy will further strengthen you. Your PRR/MRR increase with current SE/5 (rounded down - max 15).
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Accumulated Energy IIIIntelligence II (Passive)
+1 to Intelligence
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Intelligence IMystic Curse (Active)
Cost 10 SE
Range 30 meter
Duration: 10 + Rogue level seconds
Cooldown 30 second
You curse your target. Cursed target lose all immunity (fire, cold,... mental effects, sneak attack,...) for duration.
A successful Will saving throw vs Trick DC weakens the curse to current SE/10 (rounded down - max 7) stack of vulnerability, but the immunities remain.
If your target rolls a 20 on their saving throw, the curse is reversed on you and you have no chance to save.
Using this ability does not break stealth and invisibility.
e.g. You can damage cursed fire elemental with fire attacks or Suggestion spell work on a cursed golem.AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Energy Strike IVSelf Focus - Mystical Killer (Toggle)
Cost: 20 SE & Maintenance cost: 20 from max SE
Cooldown: 10 sec
Grant half Rogue level% Insight bonus to Doublestrike and Doubleshot (max 10%), and +1 Insight bonus to Critical Threat Range and Critical Multiplier .
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: GhostFourth Trick (Active)
Add 2 fourth level slott to Book of the Mind.
Spell use Cost 8 SE, Cooldown 10 second
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Third TrickAccumulated Energy V (Passive)
Your collected energy will further strengthen you. Gain current SE/10 bonus to Assassinate DC (rounded down - max 7).
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Accumulated Energy IVSpell Thief (Passive/Active)
Passive:
You have a current SE% chance to steal a spell or magical effect that affects you (The spell will disappear and have no effect.). If you already have a stored spell, you cannot steal another one.
Note: Thiefing chance parallels with Arcane Encumbrance/Magic Backlash.Active:
You can cast the stored spell at any time at no cost. DC equal with Trick DC and damage scalling with Mystical Power.
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: none