Many rogues and other charlatans profess themselves to be ‘tricksters’, believing that their sleight of hand is adequate to the task. There exist a few, however, that take the mantra to an entirely new level- weaving subtle magic into their artful performances. Tricksters delight equally in amusing crowds with their fantastic feats of dexterity, and in confounding enemies with the same performances. There are no schools or seminaries to learn the art- those few with the inclination towards being a true Trickster must seek out the few living practitioners of the art.
Tricksters combine something of the magical abilities of an illusionist or a wizard with many of the key skills of a rogue or thief. They wield no spells that inflict direct hit point damage, nor are they skilful warriors in any sense. In practice, a Trickster should have both a high Dexterity and Intelligence score, to maximize their limited spellcasting.
Trickster: (Dexterity)
Prime Attribute: Dexterity
Alignment: Any
Hit Dice: d6
EPP: As Bard
Weapons: As Rogue
BtH: As Rogue
Armour: As Rogue
Class Abilities: Cant, Disguise, Escape Artist, Hide, Open Locks, Pick Pockets, Magic Tricks, Strength of Will, Evasion
Class Abilities:
Cant: As Rogues
Disguise: As Assassin
Escape Artist: The Trickster has an uncanny ability to escape any bonds that hold them, possessing the ability to contort their body in unusual ways, and to manipulate fingers and toes with far greater dexterity than is their norm. Tricksters can add their full class level whenever attempting to escape from being tied by ropes, or chains, and are capable of doing so in mere minutes, while even a Rogue might take a few hours.
Hide: As Rogue
Listen: As Rogue
Open Locks: As Rogue
Pick Pockets: As Rogue
Magic Tricks (Intelligence): At 2nd level, the Trickster gains the ability to perform cantrips from the wizard and illusionist list, picking 2+Int modifier cantrips. They can perform these at will, at a caster level equal to their character level. At 7th level, the Trickster can add 1+Int modifier first level spells, which can be cast a total of three times per day from the following list: change self, charm person, daze, feather fall, hypnotism, jump, obscuring mist, see invisibility, silent image, sleep, spider climb and ventriloquism. At 12th level, the Trickster can add 1+Int modifier second level spells, which can be cast twice per day from the following list: detect thoughts, enhance attribute, hypnotic pattern, invisibility, knock, locate object, magic mouth, misdirection and pyrotechnics. At 17th level, the Trickster can add 1+Int modifier third level spells, which can be cast once per day from the following list: clairaudience/clairvoyance, dispel magic, dispel illusion, haste, hold person, major image, nondetection and suggestion. Caster level is equal to character level.
Strength of Will: At 3rd level, the Trickster gains a +2 bonus to saving throws against illusions and mind-altering magic, which increases by +1 at 7th, 11th, 15th, 19th and 23rd levels.
Evasion: At 6th level, the Trickster gains the ability to automatically evade a single attack or trap that inflicts hit point damage or requires a Dexterity save per day. This must be announced after an attack is successful, but before the damage from the attack is announced. At 13th level, the Trickster can avoid two such attacks in this manner, and at 19th level, they can avoid three attacks made in this fashion.
The Trickster- Fooling Evildoers To Defeat!
- KaiserKris
- Red Cap
- Posts: 300
- Joined: Mon Dec 13, 2010 5:53 am
- Location: Manitoba, Canada
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treant_on_fire
- Red Cap
- Posts: 286
- Joined: Fri Jan 28, 2011 10:44 am
Re: The Trickster- Fooling Evildoers To Defeat!
Interesting concept... I'm not familiar enough with the C&C game yet to offer thoughts on game balance or what have you, but I like the idea.KaiserKris wrote:Many rogues and other charlatans profess themselves to be ‘tricksters’, believing that their sleight of hand is adequate to the task. There exist a few, however, that take the mantra to an entirely new level- weaving subtle magic into their artful performances. Tricksters delight equally in amusing crowds with their fantastic feats of dexterity, and in confounding enemies with the same performances. There are no schools or seminaries to learn the art- those few with the inclination towards being a true Trickster must seek out the few living practitioners of the art.
Tricksters combine something of the magical abilities of an illusionist or a wizard with many of the key skills of a rogue or thief. They wield no spells that inflict direct hit point damage, nor are they skilful warriors in any sense. In practice, a Trickster should have both a high Dexterity and Intelligence score, to maximize their limited spellcasting.
Trickster: (Dexterity)
Prime Attribute: Dexterity
Alignment: Any
Hit Dice: d6
EPP: As Bard
Weapons: As Rogue
BtH: As Rogue
Armour: As Rogue
Class Abilities: Cant, Disguise, Escape Artist, Hide, Open Locks, Pick Pockets, Magic Tricks, Strength of Will, Evasion
Class Abilities:
Cant: As Rogues
Disguise: As Assassin
Escape Artist: The Trickster has an uncanny ability to escape any bonds that hold them, possessing the ability to contort their body in unusual ways, and to manipulate fingers and toes with far greater dexterity than is their norm. Tricksters can add their full class level whenever attempting to escape from being tied by ropes, or chains, and are capable of doing so in mere minutes, while even a Rogue might take a few hours.
Hide: As Rogue
Listen: As Rogue
Open Locks: As Rogue
Pick Pockets: As Rogue
Magic Tricks (Intelligence): At 2nd level, the Trickster gains the ability to perform cantrips from the wizard and illusionist list, picking 2+Int modifier cantrips. They can perform these at will, at a caster level equal to their character level. At 7th level, the Trickster can add 1+Int modifier first level spells, which can be cast a total of three times per day from the following list: change self, charm person, daze, feather fall, hypnotism, jump, obscuring mist, see invisibility, silent image, sleep, spider climb and ventriloquism. At 12th level, the Trickster can add 1+Int modifier second level spells, which can be cast twice per day from the following list: detect thoughts, enhance attribute, hypnotic pattern, invisibility, knock, locate object, magic mouth, misdirection and pyrotechnics. At 17th level, the Trickster can add 1+Int modifier third level spells, which can be cast once per day from the following list: clairaudience/clairvoyance, dispel magic, dispel illusion, haste, hold person, major image, nondetection and suggestion. Caster level is equal to character level.
Strength of Will: At 3rd level, the Trickster gains a +2 bonus to saving throws against illusions and mind-altering magic, which increases by +1 at 7th, 11th, 15th, 19th and 23rd levels.
Evasion: At 6th level, the Trickster gains the ability to automatically evade a single attack or trap that inflicts hit point damage or requires a Dexterity save per day. This must be announced after an attack is successful, but before the damage from the attack is announced. At 13th level, the Trickster can avoid two such attacks in this manner, and at 19th level, they can avoid three attacks made in this fashion.