[Class] Trickster

Started by Throndir, November 20, 2012, 09:09:10 AM

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Throndir

Trickster

A Trickster's main trait is that it tricks its opponents into thinking it will not attack, that it will attack somewhere else, or that it's attack will kill you. The people who play a trickster are nobodies with many aliases.
[edit] Making a Trickster

Same basic idea as a rogue, but with bravado instead of stealth.
Abilities: Charisma is very important, as is constitution and dexterity, because the attacks are very close up. .
Races: Humans, Half-elves, Halflings, and gnomes.
Alignment: Chaotic".
Starting Gold: 3d4?10 gp (75 gp).
Starting Age: As wizard.
Table: The Trickester
Hit Die: d6
Level   Base
Attack Bonus   Saving Throws    Special
Fort   Ref   Will
1st    +0    +0    +0    +2    Alias, Special Knowledge, Bystander
2nd    +1    +0    +0    +3    Sneak attack +1d6
3rd    +2    +1    +1    +3    Traumatize, Sneak Attack +2d6, Alias status level up
4th    +3    +1    +1    +4    Charm Person 1/day
5th    +3    +1    +1    +4    Sneak Attack +3d6, Charm Animal 1/day, Alias status level up
6th    +4    +2    +2    +5    Misdirection
7th    +5    +2    +2    +5    Chortle, Sneak Attack +4d6, Charm Monster 1/day
8th    +6/+1    +2    +2    +6    Shadow of Doubt, 2nd Alias
9th    +6/+1    +3    +3    +6    Hypochondria Dex, Sneak Attack +5d6, Charm Person Mass 1/day
10th    +7/+2    +3    +3    +7    Hypochondria Cha, Alias level up
11th    +8/+3    +3    +3    +7    Sneak Attack +6d6, Charm Animal Mass 1/day
12th    +9/+4    +4    +4    +8    After image, Hypochondria will, Alias status level up
13th    +9/+4    +4    +4    +8    Sneak Attack +7d6, Charm Monster mass 1/day
14th    +10/+5    +4    +4    +9    Hypochondria Str, Charm Person 2/day
15th    +11/+6/+1    +5    +5    +9    Sneak Attack +8d6, 3rd alias
16th    +12/+7/+2    +5    +5    +10    Hypochondria Int, Charm animal 2/day
17th    +12/+7/+2    +5    +5    +10    Sneak Attack +9d6, Alias status level up
18th    +13/+8/+3    +6    +6    +11    Hypochondria Con, Charm Monster 2/day
19th    +14/+9/+4    +6    +6    +11    Sneak Attack +10d6, Hypochondria +2d4
20th    +15/+10/+5    +6    +6    +12    Alias level up
Class Skills (8 + Int modifier per level, ?4 at 1st level)
Balance (Dex), Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int) Gather Information (Cha) Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nobility) (Int), Knowledge (Religion) (Int), Perform (Cha), Sense Motive (Cha), Speak Language, Tumble (Dex).
[edit] Class Features
. All of the following are class features of the Trickster.
Weapon and Armor Proficiency: Tricksters are proficient with all simple weapon, light armor, and no shields.
Alias (Ex): Tricksters are constantly building connections and forging identities all over the world. Your first alias (and all aliases after) start as having nothing more than a name, a birthplace, and an employment, and the documents to match. All these details should be determined with your DM. As you level up, your alias gains status as you use your connections to spread rumors about the alias. You can save up status gained over levels to start a new alias if you wish. The bonuses you gain from previous levels are not lost, though if one skill goes up, the bonuses do not stack (For example when an alias gains dark connections he gets the +4 intimidate but still has +2 diplomacy). The levels of status are as follows:
1. Local Character: Your alias has gained some status, most likely in the form of funny or epic stories. This grants you a +2 Diplomacy bonus on commoners.
2. Dark Connections: Some of the stories about you have gotten a bit dark, and people are starting to get a little nervous about you, while darker persons are getting impressed. This grants you a +2 Diplomacy bonus on criminals and a +4 intimidate on commoners.
3. Friends in High Places: Word of your deeds have gotten so epic that people are beginning to believe you have connections with nobles. This grants you a +2 diplomacy to nobles, +2 intimidate to criminals, and +6 intimidate to commoners.
4. High Status: People believe that you should have a noble title, and you have the papers to prove it. This should be either a low noble title, or a tiny country. Details can get bogged up in the politics of the world, and should be worked out with the DM.
Special Knowledge (Ex): At first level the Trickster chooses a Knowledge skill that is not a class skill and makes it a class skill. This knowledge should support the idea of the first alias.
Bystander (Ex): The Trickster uses its bluffing ability to convince people that he is harmless. The Trickster rolls a bluff check against every enemy every round vs. the enemies' Sense motive. If the Trickster succeeds, the enemy thinks that he is an innocent bystander. However, depending on the enemy, this may not matter. If the enemy does not care about bystanders, it at least views the Trickster as not a serious threat. This roll is at -2 for visible armor and -3 for a drawn weapon.
Sneak Attack (Ex): This skill is like the rouge ability with the following exceptions: Because the Trickster sneak attack is based on fooling the victim into thinking you will attack somewhere else, or not at all, it only works on an enemy once per day. It can also only be used if the Trickster has been using Bystander on the victim, uses Shadow of Doubt of the victim, or uses After Image (or any other ability to double speed) in the same round as the attack.
Traumatize (Ex): The Trickster is a master of taking advantage of an enemies weaknesses, and Traumatize works by taking advantage of all the things factoring against a victim. All penalties against a victim (such as for being cowered, nauseated, etc.) or bonuses to an ally against a specific video (flanking, dodge, etc.) are added together and added to the damage of the Trickster. This includes a +2 bonus if the victim is at 1/4 hit points or lower.
Charm> (Sp): The Trickster has a supernatural charm over all sentient creatures. This manifests like the Charm person spells. As the Trickster's level increases this extends to animals and monsters, effects large amounts of creatures, and then becomes multiple times per day. The effective caster level is your Trickster level.
Misdirection (Ex): The Trickster can throw his voice so convincingly that people actually take a penalty to notice anything else. The Trickster makes a bluff check, and the half of the roll is the penalty on any affected's perception roll. Note that those effected must hear the misdirection in the first place for this to work.
Chortle (Ex): (1/encounter)By mocking an enemy the Trickster can make an enemy go crazy and attack who ever is closest. This effect is vs. a Will save (10+1/2 level+cha modifier). If the victim fails, then he makes one attack on the person nearest to him. If he does not have to move, this is a full attack.
Shadow of Doubt (Ex): You use your Bluffing abilites to scare your opponents into not attacking you. The opponent makes a will save (10+1/2 level+cha modifier). If he fails by less than 5, he is flat footed until the end of the Tricksters next turn. If he fails by 5-9, he is cowered for 3 rounds and flat footed until the end of the Tricksters next turn. If he fails by 10+, he is frightened for 3 rounds, and flat footed until the end of the Tricksters next turn.
Hypochondria (Ex): A Trickster stabs his victim with a needle that looks poisonous and scary and then brags about the lethality of the poison, convincing the victim he is actually poisoned. The victim makes a will save (10+1/2level+cha modifier) or is affected as if by a poison and takes 1d4 ability damage and then 1d4 more 1 round later. The ability this effects is originally Dexterity, but as levels increase there are more options, which the Trickster can chose upon attacking. Healing spells only work if the victim knows they are being cast. This effect wears off after a nights rest. At higher levels the damage is 2d4.
After Image (Ex): By focusing, a trickster can release an unexpected burst of speed. TO use this you must take 1 action at the end of a turn to do nothing but concentrate. The next round you speed is doubled in any moving form.