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Title: The New, Improved Trickster
Description: by popular demand


Talisman - October 7, 2007 11:01 PM (GMT)
The Trickster
"Didn't expect that, did you?"
--Tay Thistledown, halfling trickster

The trickster is the master of the unexpected, sacrificing raw power for breadth of ability. The trickster's strength lies in his ability to learn new abilities and combine them in unusual ways - no two tricksters are ever quite the same. Not quite warriors, not quite spellcasters, tricksters slip through the cracks of society and forge their own unique path.


CODE
Level BAB  Fort Ref  Will Special
.          Save Save Save Abilities
1     +0   +0   +2   +2   Armored caster, new trick,
.                         trapfinding
2     +1   +0   +3   +3   Sneak attack +1d6
3     +2   +1   +3   +3   Good fortune 1/day
4     +3   +1   +4   +4   New trick
5     +3   +1   +4   +4   Sneak attack +2d6
6     +4   +2   +5   +5   Good fortune 2/day
7     +5   +2   +5   +5   New trick
8     +6   +2   +6   +6   Sneak attack +3d6
9     +6   +3   +6   +6   Good fortune 3/day
10    +7   +3   +7   +7   New trick



Trickster Spells
CODE
Level  Spells Known     Spells per Day
1      1  2  3  4  5    1  2  3  4  5
2      2  -  -  -  -    1  -  -  -  -
3      3  2  -  -  -    2  1  -  -  -
4      3  3  -  -  -    2  2  -  -  -
5      4  3  2  -  -    3  2  1  -  -
6      4  4  3  -  -    3  3  2  -  -
7      4  4  3  2  -    3  3  2  1  -
8      4  4  4  3  -    4  3  3  2  -
9      4  4  4  3  2    4  4  3  2  1
10     4  4  4  4  3    4  4  3  3  2


Requirements
Skills: 8 ranks each in any 3 of the following: Bluff, Disable Device, Disguise, Forgery, Sleight of Hand, Use Magic Device
Spellcraft: 4 ranks
Special: Must have escaped a dangerous situation through trickery (GM's decision).

Abilities: Charisma is important to the trickster, as it is their spellcasting ability. Most tricksters have a good Dexterity as well, since they favor agility and speed over heavy armor. Beyond this, there are no hard rules - tricksters are a varied lot, no two alike.
Hit Die: d6
Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con) Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha) and Use Rope (Dex).
Skill Points: 6 + Int mod.

Weapon & Armor Proficiencies: A trickster does not gain any weapon or armor proficiencies.
Spells: A trickster casts arcane spells, which are drawn from the trickster spell list. A trickster can cast any spell he knows without preparing it ahead of time.
To learn or cast a spell, a trickster must have a Charisma score equal to at least 10 + spell level. A trickster's Charisma score provides bonus spells and modifies the save DC of his spells.
Armored Caster (Ex): A trickster can cast arcane spells derived from trickster levels while wearing light armor with no spell failure chance. If the trickster wears heavier armor or carries a shield, the spell failure chance applies normally. It also applies normally if the trickster casts arcane spells derived from another class.
Sneak Attack (Ex): As the rogue ability.
Trapfinding (Ex): As the rogue ability.
Tricks (Ex): At 2nd level the trickster learns a trick, which may be selected from the list below. All tricks are extraordinary abilities. Unless otherwise specified, a specific trick may be learned only once. A trickster learns new tricks at levels 4, 7 and 10
Good Fortune (Ex): At 3rd level the trickster becomes supernaturally lucky. Once per day he may re-roll any d20 roll, but he must accept the new result, even if worse than the old. This decision must be made before the success or failure is known.
At 6th and 9th levels the trickster gains additional daily uses of this ability. However, a trickster can never use good fortune more than once on any given die-roll.
This power is identical to, and stacks with, the granted power of the Luck domain.

Tricks
  • Crippling Strike: Prerequisite: BAB +7. As the rogue special ability.
  • Defensive Roll: Prerequisite: Base Reflex save +7. As the rogue special ability.
  • Evasion: As the rogue special ability.
  • ~Improved Evasion: Prerequisites: Evasion, base Reflex save +6. As the rogue special ability.
  • Expanded Knowledge: The trickster may select any two sorcerer/wizard spells of a level he can cast, and permanently add them to his list of spells known. These spells must be from the schools of Divination, Enchantment, Illusion or Transmutation. Note: You can learn this trick multiple times, each time learning two new spells.
  • Fast Movement: +10' to base speed.
  • Opportunist: Prerequisite: BAB +7. As the rogue special ability.
  • Uncanny Dodge: As the rogue special ability.
  • ~Improved Uncanny Dodge: Prerequisite: Uncanny Dodge. As the rogue special ability.
  • Skill Mastery: Prerequisite: At least 8 ranks each in the affected skills. As the rogue special ability.
  • Slippery Mind: As the rogue special ability.
  • Slow Fall 30': As the monk special ability. Note: You can learn this trick multiple times. Each time, increase the distance you can safely fall by 30'.
  • Trickster's Knowledge: As the bard special ability "bardic knowledge".
  • Woodland Stride: As the druid special ability.
  • Bonus Feat: Instead of learning a new trick, the trickster may gain a bonus feat. This can be any feat for which the trickster meets the prerequisites.
Trickster Spells
CODE
1st level
alarm                  color spray            comprehend languages   detect magic
detect secret doors    disguise self          erase                  expeditious retreat
feather fall           grease                 identify               jump
lesser confusion       mage hand              magic aura             magic mouth
obscure object         prestidigitation       read magic             silent image
sleep                  undetectable alignment unseen servant         ventriloquism

2nd Level
alter self             blur                   cat's grace            daze monster
detect thoughts        eagle's splendor       fox's cunning          glitterdust
invisibility           knock                  locate object          minor image
mirror image           misdirection           pyrotechnics           rope trick
shatter                spider climb           tongues

3rd Level
arcane sight           blink                  clairaudiance/clairvoyance
confusion              deep slumber           dispel magic           displacement
gaseous form           glibness               haste                  illusory script
invisibility sphere    major image            nondetection           phantom steed
remove curse           secret page            see invisibility       slow
suggestion

4th Level
break enchantment      detect scrying         dimension door         freedom of movement
hallucinatory terrain  invisibility, greater  locate creature        modify memory
passwall               repel vermin           shadow conjuration

5th Level
dispel magic, greater  dream                  false vision           feeblemind
mirage arcana          mislead                persistent image       seeming
shadow evocation       shadow walk

Sig - October 9, 2007 11:11 PM (GMT)
What, like Arcane or Divine Trickster, but with more Tricks? Tricky.

At a glance it looks OK, nothing jumps out as really unique or complex, nor overpowered. On the down side, well, that's the problem... it's a linear progression, if not for the Sneak Attacks.
If not for the smattering of spells, the character will be doing the same shtick at 15 as they were at 6!
Oh well... Maybe I just prefer full casters? blarg -_-

Compare to a Rogue/Wizard (or Sorc)/PrC that-combines-both, or if you want to be crazy like me, a Gestalt Rogue/Wizard with LA+1 for every 5 levels. ?_?

Talisman - October 10, 2007 01:05 AM (GMT)
Well, my original concept was of a spellcasting rogue variant with more customizeable abilities, but someone (points at Sig) suggested that it ought to be a PrC.

Essentially, this is intended to give skillfull, tricky characters a bigger bag of tricks: minor spells, maybe evasion or fast movement, sneak attack...etc. It's not intended to be a full caster...notice the spell list? Mostly buffs and...well...tricks.

lol :P As much as I like playing them, I don't think it's fair to compare any balanced PrC to a gestalt class!

Sig - October 10, 2007 01:25 AM (GMT)
Heh hence the crazy. There's ways to do it, but complex.
One way is considering that there's a little sacrifice in the beginning of a PrC, namely lost caster levels or BAB. That could be the simulated LA+ (which I read somewhere in The Wiz forums, that gestalt characters at 75% normal levels are about as balanced as full-level normal ones)
While taking "the better between the two" of skill points, HP, etc, maybe an average is good measure.
I dunno though, just some concepts I've picked up over the years. Don't use em for analysis if you see differently, I won't pout about it! haha

And I meant in comparing this PrC to a R/W/PrC combo was in the end result not the process.
It should be able to accomplish the same deeds if so similar, is all I'm sayin. Some people mess with spell progression or max spell level but I see it as if a character chose such a PrC they shouldn't be punished with missing out on their dual roles, they should be able to function as approximately a 75%/75% combination, maybe a little more.
Hence the 'gestalt' mention.

Talisman - October 10, 2007 01:32 AM (GMT)
Hmm...

Good point, but again, I wasn't really looking at this PrC as anywhere near a full caster...more of a "toolbox" class, that a non-caster takes to get more resources and abilities (all the Tricks).

Sig - October 10, 2007 01:34 AM (GMT)
k

(shortest post ever... DAMN IT I ruined it)

Talisman - October 10, 2007 02:39 AM (GMT)
(Nelson voice): Haw-haw!




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