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Stealth Mage (Wizard/Rogue)

A stealth mage is first and foremost a spellcaster. However, she delves into the arts of stealth and subterfuge to enhance her magic, which she 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.

Primary Class: Wizard.

Secondary Class: Rogue.

Hit Dice: d6.

Bonus Skills and Ranks: The stealth mage may select six rogue skills to add to her class skills in addition to the normal wizard class skills. The stealth mage gains a number of ranks at each level equal to 4 + Int.

Weapon and Armor Proficiency

The stealth mage is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. She does not gain any proficiency with armor or shields. Armor interferes with the movements of a stealth mage, which can cause her 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 her 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 her spellbook. At each new stealth mage level, she gains only one new spell of any spell level or levels that she can cast (based on her new stealth mage level) for her spellbook. At any time, a stealth mage can also add spells found in another wizard’s spellbook to hers. 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 she 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. She 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, she receives a daily stealth pool equal to her Bluff ranks plus any bonus she 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. She 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 her 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 she’s casting, she 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, she may cast spells of that level only if they are arcane school spells or if her Intelligence allows bonus spells of that level. She 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.

Talents: At 1st level, and again at 4th level and every three levels thereafter, a stealth mage gains a rogue talent for which she qualifies. At 13th level, the stealth mage can choose advanced rogue talents whenever she could choose a rogue talent, or when she selects the extra rogue talent feat. The stealth mage adds the following rogue abilities to the list of advanced talents she 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. A stealth mage 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.

Rogue Initiate (Ex): At 6th level, the stealth mage’s effective rogue level is equal to her stealth mage level –5 for the purposes of flanking creatures with improved uncanny dodge. This penalty decreases to –3 at 11th level, and to –1 at 16th level.

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.

Rogue Talents: The stealth mage adds impromptu sneak attack, studied trickery, and trapfinding to the list of rogue talents she can select. The following rogue talents complement the stealth mage multiclass archetype: black market connections†, esoteric scholar†, guileful polygot*, impromptu sneak attack (see below), resiliency, ninja trick†, snap shot*, stand up, studied trickery (see below), surprise attack (see below), trapfinding (see below), trap spotter, and underhanded†. (*Advanced Player’s Guide, †Ultimate Combat).

Advanced Talents: 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)

New Rogue Talents

The following new rogue talents can be taken by any rogue who meets the prerequisites.

Silent Magic (Su): The rogue can cast one spell per day as if it were modified by the Silent Spell feat. This does not increase the casting time or the level of the spell. The rogue must be able to cast spells, or have the minor magic or major magic talents to select this talent.

Still Magic (Su): The rogue can cast one spell per day as if it were modified by the Still Spell feat. This does not increase the casting time or the level of the spell. The rogue must be able to cast spells, or have the minor magic or major magic talents to select this talent.

Studied Trickery: Choose two of the following skills: Bluff, Disable Device, Disguise, Escape Artist, Sleight of Hand, Stealth. The rogue adds her Intelligence bonus to checks made with these skills in addition to the normal ability bonus used by the skill. A rogue can pick this talent more than once, each time selecting another two skills.

Trapfinding: This rogue talent functions as the first-level rogue ability by the same name.

New Advanced Talents

The following new advanced talents can be taken by any rogue who meets the prerequisites.

Impromptu Sneak Attack: Once per day, a rogue with this talent can declare one melee or ranged attack she makes to be a sneak attack, with the normal range restrictions on ranged sneak attacks. The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures not subject to critical hits take no extra damage. The rogue must be able to cast spells to select this talent.

NEW FOCUSED ARCANE SCHOOL

Wizards that specialize in one of the schools of magic can instead chose a focused arcane school. The following focused arcane school compliments the stealth mage multiclass archetype.

Subterfuge School

Associated School: Illusion

Replacement Powers: The following school powers replace the extended illusions and blinding ray powers of the illusion school.

Ranged Legerdemain (Su): You can use Disable Device and Sleight of Hand at close range (25 ft. + 5 ft./2 levels). Working at a distance increases the normal skill check DC by 5, and you can’t take 10 on this check. Any object to be manipulated must weigh 1 pound per wizard level or less. You can only use this ability if you have at least 1 rank in the skill being used. At 10th level, you can take 10 on the check. At 20th level, whenever you use ranged legerdemain, assume the roll resulted in a natural 20.

Surprise Spells: At 1st level, you can add your sneak attack damage to any spell that deals damage from up to 30 feet away, if the targets are flat-footed. This additional damage only applies to spells that deal hit point damage, and the additional damage is of the same type of the spell. If the spell allows a saving throw to negate or halve the damage, it also negates or halves the sneak attack damage. Alternatively, you can add +1 to the DC of any spell if the targets are flat-footed. This bonus to DCs increases to +2 at 9th level and +3 at 17th level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Table: Stealth Mage

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special 0 1 2 3 4 5 6 7 8 9
1st +0 +0 +2 +2 Arcane bond, cantrips, diminished spellcasting, focused arcane school, talents 2 0
2nd +1 +0 +3 +3
3 1
3rd +1 +1 +3 +3
3 1 0
4th +2 +1 +4 +4 Talents 3 2 1
5th +2 +1 +4 +4
3 2 1 0
6th +3 +2 +5 +5 Rogue initiate (-5) 3 2 2 1
7th +3 +2 +5 +5 Talents 3 3 2 1 0
8th +4 +2 +6 +6
3 3 2 2 1
9th +4 +3 +6 +6 Tricky spells 3/day 3 3 3 2 1 0
10th +5 +3 +7 +7 Talents 3 3 3 2 2 1
11th +5 +3 +7 +7 Rogue initiate (-3) 3 3 3 3 2 1 0
12th +6/+1 +4 +8 +8 Tricky spells 4/day 3 3 3 3 2 2 1
13th +6/+1 +4 +8 +8 Advanced talents, talents 3 3 3 3 3 2 1 0
14th +7/+2 +4 +9 +9
3 3 3 3 3 2 2 1
15th +7/+2 +5 +9 +9 Tricky spells 5/day 3 3 3 3 3 3 2 1 0
16th +8/+3 +5 +10 +10 Rogue initiate (-1), talents 3 3 3 3 3 3 2 2 1
17th +8/+3 +5 +10 +10
3 3 3 3 3 3 3 2 1 0
18th +9/+4 +6 +11 +11 Tricky spells 6/day 3 3 3 3 3 3 3 2 2 1
19th +9/+4 +6 +11 +11 Talents 3 3 3 3 3 3 3 3 2 2
20th +10/+5 +6 +12 +12
3 3 3 3 3 3 3 3 3 3

The custom content shown here is a result of a collaboration between many enthusiastic Pathfinder lovers on the Multiclass Archetypes thread on Paizo forums. This content is free to be used by all, and if it is reposted we would appreciate a linkback to the MCA thread .
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