Draxar
2010-02-02, 03:24 PM
The Cabinet Trickster is a Changeling PrC from Races of Eberron. It gives Changelings some of the abilities of their doppleganger heritage – skill bonuses, Read thoughts at will by 5th level, and the full version of the Change Shape ability. It also gives you a couple of feats, and the ability to do 'Thought Tricks'.
These are essentially messing with someone's mind in a minor fashion. They take a standard action, or a swift/immediate if already reading someone's thoughts. They let you daze, force a concentration check on a spellcaster, stun or confuse the target. Save is 10 + class level + charisma. So, DC 20 or thereabouts isn't unreasonable for a focused trickster. However, they only work on people with Hit Dice equal or lower than your character level.
Which seems a little unfair. Now, they can grow claws through Change Shape into something with such, so they do have some combat ability, but the Thought Trick is their primary offensive power I'd say. And to flat out exclude high hit dice creatures, many of which will be less intelligent (and thus arguably easier to mess with the minds of), on the basis of them being tough, does seem a bit unreasonable.
Thus I ask, would it break the class to remove the restriction?
Also, as a vauge aside, I'm considering adding Wanderers Diplomacy and Master Manipulator (both social-based Tactical Feats), to their feat list, as they both seem appropriate.
These are essentially messing with someone's mind in a minor fashion. They take a standard action, or a swift/immediate if already reading someone's thoughts. They let you daze, force a concentration check on a spellcaster, stun or confuse the target. Save is 10 + class level + charisma. So, DC 20 or thereabouts isn't unreasonable for a focused trickster. However, they only work on people with Hit Dice equal or lower than your character level.
Which seems a little unfair. Now, they can grow claws through Change Shape into something with such, so they do have some combat ability, but the Thought Trick is their primary offensive power I'd say. And to flat out exclude high hit dice creatures, many of which will be less intelligent (and thus arguably easier to mess with the minds of), on the basis of them being tough, does seem a bit unreasonable.
Thus I ask, would it break the class to remove the restriction?
Also, as a vauge aside, I'm considering adding Wanderers Diplomacy and Master Manipulator (both social-based Tactical Feats), to their feat list, as they both seem appropriate.