8 ranks each in any 3 of the following: Bluff, Disable Device, Disguise, Forgery, Sleight of Hand, Use Magic DeviceSpellcraft:
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:
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 10Good 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.
- 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.