johnbragg
2018-02-28, 03:15 PM
Do you want to play a Tough, Strong, Smashy hero? Start with Warrior. Or do you want to be a Magic-User?
Or are you thinking of a Clever, Quick, Sneaky hero? Start with Trickster.
Tricksters in the World
Warriors punch reality until they get their way. Wizards may tell reality to shut up and sit in a corner for a while. Tricksters chat up reality and convince it to act against its better judgement, maybe just this once.
The premise of the world is that instead of mass, everything alive has Narrativium. Narrativium is what lets you affect the world around you. Your hit dice and level are a crude measure of how much narrativium you have. Different types channel narrativium in different ways. Spellcasters use defined, well-worn formulas that channel narrativium in predictable ways. Warriors channel narrativium through their weapons and military skills and feats of strength. Craftsmen work their crafts.
And there are those who have an intuitive grasp of this fact of reality. Skills are a big part of what defines the trickster, but part of that skill is you imposing your reality on the outside world. Craftsmen mutter at their tools and products for a reason--in a narrativium universe, that works.
The Trickster
HD: d8
Class Skills: Appraise, Acrobatics, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Intimidate, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (local), Open Lock, Perform, Profession, Sense Motive, Sleight of Hand, Spot, Stealth, Swim, Use Magic Device, Use Rope
Skill Points: 8 + Int per level
Level
BAB
Saves
Special
Ki Pool
1st
+0
+0
+2
+0
Play It Safe, Load the Dice, Sneak Attack +1d6
1
2nd
+1
+0
+3
+0
Quicker than the Eye, Evasion, 1st Trickster Talent
3
3rd
+2
+1
+3
+1
2nd Trickster Talent, 1st Clever Trick
Sneak Attack +2d6, Energy Strike +d6
6
4th
+3
+1
+4
+1
3rd Trickster Talent, 2nd Clever Trick, Amazing Trick
10
5th
+3
+1
+4
+1
4th Trickster Talent, 3rd Clever Trick
Sneak Attack +3d6, Energy Strike +2d6
15
6th
+4
+2
+5
+2
5th Trickster Talent, 4th Clever Trick
Supreme Trick
21
Weapon and Armor Proficiency: The Trickster is proficient with all simple weapons, and the hand crossbow, rapier, sap, shortbow, and short sword. The Rogue is also proficient with light armor, but not with shields.
Tricks: The essence of the Trickster is the ability to bend the rules. Some Trickster talents and abilities can be used at any time, some require the Trickster to spend a ResourceTBD
Play It Safe (At will). At any time the Trickster makes a d20 roll, including attacks, saving throws, skill checks or ability checks, the Trickster can choose to roll 3d6 instead. This reduces the chances of a very high or very low die roll, and eliminates the chances of a 1-2 or a 19-20. (Play it safe must be chosen before the roll is made.)
Load the Dice (1 Ki point). As Play It Safe, except that by spending 1 Ki point, the Trickster rolls 4d6 instead of 3d6 or d20. If the 4d6 die roll is 20 or more, treat as an automatic success or critical hit
Quicker than the Eye. (1 Ki point, Trickster level 2). By spending a Ki point, the Trickster can take a second Move action on her turn.
Clever Trick. (0 or 1 Ki point, Trickster level 3). Choose one spell from a short list. You are able to duplicate that spell as a Trick. You may duplicate a new spell at 3rd, 4th, 5th and 6th level.
0 Ki Points (at will): Animate Rope, Dancing Lights, Flare, Floating Disk, Ghost Sounds, Mage HAnd, Open/Close, Prestidigitation, Ventriloquism
1 Ki Point: Darkness, Darkvision, Disguise Self, Enlarge/Reduce Person, Expeditious Retreat, Feather Fall, Grease, Longstrider, Jump, Obscuring Mist, See Invisible, Unseen Servant
Amazing Trick. (+1 Ki point, Trickster level 4). By spending an extra Ki point, use a Clever Trick as a move action instead of a standard action.
Supreme Trick. (3/day, Trickster level 6). Three times per day, you are able to duplicate one of the following spells: Alter Self, Beast Form I, Charm Person, Gaseous Form, Invisibility, Shrink Item, Silence, Suggestion
Energy Strike.
Precision damage and hitting a crucial spot and certain creatures being immune to precision damage are all more or less illusions, distractions from the real reality of the situation. The real reality of the situation is that here, as in so many cases in life, there is a contest of wills. Your target wants to live (more or less in the case of constructs and undead) and you want it to die. And you are a veteran Trickster who is really good at making things die by striking when you put your opponent at a disadvantage. When you are in a position to make a Sneak Attack on a creature, you can choose to substitute force damage (which effects everything in the game) for precision damage (which does not), sacrificing one die of Sneak Attack damage.
Sneak Attack: As the base rogue ability (http://www.d20srd.org/srd/classes/rogue.htm#sneakAttack).
Evasion: As the base rogue ability (http://www.d20srd.org/srd/classes/rogue.htm#rogueEvasion).
Uncanny Dodge: As the base rogue ability (http://www.d20srd.org/srd/classes/rogue.htm#uncannyDodge).
Trickster Talents
At levels 3, 4, 5 and 6, the Trickster chooses a Talent from the following list:
1. Obfuscate.
Requires: 2 ranks in Stealth, total Stealth modifier +10
As part of your move action, you may make a Stealth check, at one-half your total modifier, even when you do not have cover or concealment. Anyone trying to notice or pay attention to you must roll a Perception check against your Stealth score. You must move 10' from your starting position, and you may only move at one-half your normal speed. Requires 2 ranks in Stealth, and a +10 total modifier to your Stealth check (not including situational bonuses or bonuses from spells or items).
2. At My Fingertips.
Requires: 2 ranks in Sleight of Hand, total modifier +5
Any item in your pack is treated as if it is in easy reach. So retrieving the item is treated as part of a move action or standard action to use the item. (Without this Trick, retrieving the item is itself a move action, or standard action depending on the item).
3. Impostor.
Requires: 2 ranks in Disguise, 2 ranks in Bluff
You combine your skills of disguise and bluff when impersonating someone. When using the Disguise skill to disguise yourself as a particular person, add your Bluff check modifier to your Disguise check.
4. Fast-Talker.
Requires: 2 ranks in Bluff, total Skill modifier +6
You use your bluff check to confuse a target into not doing anything as they try to untangle your argument. Your Bluff check becomes the DC for a Will save to avoid doing nothing but arguing with you until the target passes a Will save or until you break off the conversation. Target takes no standard actions while you fast-talk, will only take move actions to continue the conversation.
5. Diplomancy. (WIP)
Requires: 4 ranks in Diplomacy
Text text text
6. JAck of All Trades.
Requires: At least 1 rank each in 10 Skills, using at least 3 different abilities
Treat all skills as trained. When making a skill check, you may substitute half your Trickster level for your number of ranks.
7. Bonus Feat from Fighter list
8. Fast Stealth
Requires: 4 ranks in Stealth
You may move your normal movement rate while using Stealth.
9. Defensive Roll
Requires: 4 ranks in Acrobatics
As PHB rogue
10. Winged Step
Requires: 4 ranks in Acrobatics
Trickster may run in a straight line up walls (1/2 movement) or across water or other liquids (full movement rate).
11. Intrusive Thoughts.
Requires: 4 ranks in Bluff
WIP: With a high Bluff check, you plant an idea in a primary subject's mind.
12. Deke.
Requires: 2 ranks in Bluff, 2 ranks in Acrobatics.
As a move action, you pick a space and generate the impression that you are entering it. You must move to a square (or hex) adjacent to the designated space during your movement.
Enemies that can reach that space must make a Will save, DC 10 + your Bluff modifier or spend an AOO attacking the empty space.
13. Rock Star.
Requires: 4 ranks in Perform
You give a performance that deeply influences all who hear it. You have an enhancement bonus determined by your Perform check (20-24 +2, 25-29 +4, 30+ +6) on checks involving anyone who heard or saw the performance. The effect last for a number of hours equal to your Performance check - 20.
Or are you thinking of a Clever, Quick, Sneaky hero? Start with Trickster.
Tricksters in the World
Warriors punch reality until they get their way. Wizards may tell reality to shut up and sit in a corner for a while. Tricksters chat up reality and convince it to act against its better judgement, maybe just this once.
The premise of the world is that instead of mass, everything alive has Narrativium. Narrativium is what lets you affect the world around you. Your hit dice and level are a crude measure of how much narrativium you have. Different types channel narrativium in different ways. Spellcasters use defined, well-worn formulas that channel narrativium in predictable ways. Warriors channel narrativium through their weapons and military skills and feats of strength. Craftsmen work their crafts.
And there are those who have an intuitive grasp of this fact of reality. Skills are a big part of what defines the trickster, but part of that skill is you imposing your reality on the outside world. Craftsmen mutter at their tools and products for a reason--in a narrativium universe, that works.
The Trickster
HD: d8
Class Skills: Appraise, Acrobatics, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Intimidate, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (local), Open Lock, Perform, Profession, Sense Motive, Sleight of Hand, Spot, Stealth, Swim, Use Magic Device, Use Rope
Skill Points: 8 + Int per level
Level
BAB
Saves
Special
Ki Pool
1st
+0
+0
+2
+0
Play It Safe, Load the Dice, Sneak Attack +1d6
1
2nd
+1
+0
+3
+0
Quicker than the Eye, Evasion, 1st Trickster Talent
3
3rd
+2
+1
+3
+1
2nd Trickster Talent, 1st Clever Trick
Sneak Attack +2d6, Energy Strike +d6
6
4th
+3
+1
+4
+1
3rd Trickster Talent, 2nd Clever Trick, Amazing Trick
10
5th
+3
+1
+4
+1
4th Trickster Talent, 3rd Clever Trick
Sneak Attack +3d6, Energy Strike +2d6
15
6th
+4
+2
+5
+2
5th Trickster Talent, 4th Clever Trick
Supreme Trick
21
Weapon and Armor Proficiency: The Trickster is proficient with all simple weapons, and the hand crossbow, rapier, sap, shortbow, and short sword. The Rogue is also proficient with light armor, but not with shields.
Tricks: The essence of the Trickster is the ability to bend the rules. Some Trickster talents and abilities can be used at any time, some require the Trickster to spend a ResourceTBD
Play It Safe (At will). At any time the Trickster makes a d20 roll, including attacks, saving throws, skill checks or ability checks, the Trickster can choose to roll 3d6 instead. This reduces the chances of a very high or very low die roll, and eliminates the chances of a 1-2 or a 19-20. (Play it safe must be chosen before the roll is made.)
Load the Dice (1 Ki point). As Play It Safe, except that by spending 1 Ki point, the Trickster rolls 4d6 instead of 3d6 or d20. If the 4d6 die roll is 20 or more, treat as an automatic success or critical hit
Quicker than the Eye. (1 Ki point, Trickster level 2). By spending a Ki point, the Trickster can take a second Move action on her turn.
Clever Trick. (0 or 1 Ki point, Trickster level 3). Choose one spell from a short list. You are able to duplicate that spell as a Trick. You may duplicate a new spell at 3rd, 4th, 5th and 6th level.
0 Ki Points (at will): Animate Rope, Dancing Lights, Flare, Floating Disk, Ghost Sounds, Mage HAnd, Open/Close, Prestidigitation, Ventriloquism
1 Ki Point: Darkness, Darkvision, Disguise Self, Enlarge/Reduce Person, Expeditious Retreat, Feather Fall, Grease, Longstrider, Jump, Obscuring Mist, See Invisible, Unseen Servant
Amazing Trick. (+1 Ki point, Trickster level 4). By spending an extra Ki point, use a Clever Trick as a move action instead of a standard action.
Supreme Trick. (3/day, Trickster level 6). Three times per day, you are able to duplicate one of the following spells: Alter Self, Beast Form I, Charm Person, Gaseous Form, Invisibility, Shrink Item, Silence, Suggestion
Energy Strike.
Precision damage and hitting a crucial spot and certain creatures being immune to precision damage are all more or less illusions, distractions from the real reality of the situation. The real reality of the situation is that here, as in so many cases in life, there is a contest of wills. Your target wants to live (more or less in the case of constructs and undead) and you want it to die. And you are a veteran Trickster who is really good at making things die by striking when you put your opponent at a disadvantage. When you are in a position to make a Sneak Attack on a creature, you can choose to substitute force damage (which effects everything in the game) for precision damage (which does not), sacrificing one die of Sneak Attack damage.
Sneak Attack: As the base rogue ability (http://www.d20srd.org/srd/classes/rogue.htm#sneakAttack).
Evasion: As the base rogue ability (http://www.d20srd.org/srd/classes/rogue.htm#rogueEvasion).
Uncanny Dodge: As the base rogue ability (http://www.d20srd.org/srd/classes/rogue.htm#uncannyDodge).
Trickster Talents
At levels 3, 4, 5 and 6, the Trickster chooses a Talent from the following list:
1. Obfuscate.
Requires: 2 ranks in Stealth, total Stealth modifier +10
As part of your move action, you may make a Stealth check, at one-half your total modifier, even when you do not have cover or concealment. Anyone trying to notice or pay attention to you must roll a Perception check against your Stealth score. You must move 10' from your starting position, and you may only move at one-half your normal speed. Requires 2 ranks in Stealth, and a +10 total modifier to your Stealth check (not including situational bonuses or bonuses from spells or items).
2. At My Fingertips.
Requires: 2 ranks in Sleight of Hand, total modifier +5
Any item in your pack is treated as if it is in easy reach. So retrieving the item is treated as part of a move action or standard action to use the item. (Without this Trick, retrieving the item is itself a move action, or standard action depending on the item).
3. Impostor.
Requires: 2 ranks in Disguise, 2 ranks in Bluff
You combine your skills of disguise and bluff when impersonating someone. When using the Disguise skill to disguise yourself as a particular person, add your Bluff check modifier to your Disguise check.
4. Fast-Talker.
Requires: 2 ranks in Bluff, total Skill modifier +6
You use your bluff check to confuse a target into not doing anything as they try to untangle your argument. Your Bluff check becomes the DC for a Will save to avoid doing nothing but arguing with you until the target passes a Will save or until you break off the conversation. Target takes no standard actions while you fast-talk, will only take move actions to continue the conversation.
5. Diplomancy. (WIP)
Requires: 4 ranks in Diplomacy
Text text text
6. JAck of All Trades.
Requires: At least 1 rank each in 10 Skills, using at least 3 different abilities
Treat all skills as trained. When making a skill check, you may substitute half your Trickster level for your number of ranks.
7. Bonus Feat from Fighter list
8. Fast Stealth
Requires: 4 ranks in Stealth
You may move your normal movement rate while using Stealth.
9. Defensive Roll
Requires: 4 ranks in Acrobatics
As PHB rogue
10. Winged Step
Requires: 4 ranks in Acrobatics
Trickster may run in a straight line up walls (1/2 movement) or across water or other liquids (full movement rate).
11. Intrusive Thoughts.
Requires: 4 ranks in Bluff
WIP: With a high Bluff check, you plant an idea in a primary subject's mind.
12. Deke.
Requires: 2 ranks in Bluff, 2 ranks in Acrobatics.
As a move action, you pick a space and generate the impression that you are entering it. You must move to a square (or hex) adjacent to the designated space during your movement.
Enemies that can reach that space must make a Will save, DC 10 + your Bluff modifier or spend an AOO attacking the empty space.
13. Rock Star.
Requires: 4 ranks in Perform
You give a performance that deeply influences all who hear it. You have an enhancement bonus determined by your Perform check (20-24 +2, 25-29 +4, 30+ +6) on checks involving anyone who heard or saw the performance. The effect last for a number of hours equal to your Performance check - 20.