View Full Version : The revised Trickster-Touched template

2018-05-07, 03:32 AM
I would like to thank Tom Costa and Erik Scott De'bie (sp) for creating the Trickster-Touched template for Erevan Ilesere. I have revised and modified it to be more realms worthy in my eyes, as this is clearly a Chosen of Erevan template by nature. I don't think I made it too powerful at all, and probably somewhere between the power-level of a Shadow-Walker, and much less than a Shade. I hope you all enjoy my revision and all and any feedback is welcomed if not looked for.

Level Abilities
1-2 Detect Law, Detect Magic 3/day, Dex +4, Int +4, Cha +4, A +4 racial bonus on Fortitude saving throws against poison, +4 racial bonus on Willpower saving throws against Enchantments and Illusions.
3-4 Protection from Law, Change Self 3/day.
5-6 Trickster Knowledge, Trickster Feats, Dex +2, Int +2.
7-8 Dimension Door 2/day.
9-10 Blur, Mirror Image 3/day.
11-12 Plane Shift 1/day.
13-14 Displacement 3/day.
15-16 Dimension Door 3/day.
17-18 Cloak of chaos 1/day.
19+ Plane shift 3/day.

“Trickster-touched” is an acquired template that can be added to any nonlawful, corporeal, living creature (referred to hereafter as the base creature).

Challenge Rating: Same as the base creature +2.

Level Adjustment: Same as the base creature +2.

Alignment: Trickster touched creatures are unpredictable and unconcerned with social conventions. The base creature’s alignment changes to chaotic, if it is not already.

Resist: Trickster-touched creatures are undaunted by poison or poison traps. The base creature gains a +4 racial bonus on Fortitude saving throws against poison. Plus all Trickster-touched creatures gain a +4 racial bonus against all Enchantment and Illusion effects.

Spell-like Abilities: Trickster-touched creatures can often sense the presence of too much order and structure, as well as magical auras. The base creature gains the ability to detect law or detect magic as the spells cast by a cleric of her character level in any combination a total of 3/day as well as Protection from Law, Change self, Dimension door, Blur, Mirror image, Displacement, Cloak of chaos and Plane shift as described above.

Abilities: Trickster-touched creatures are nimble, clever, and amiable. Increase from the base creature as follows: Dex +4, Int +4, Cha +4. If the base creature has 5 or more HD or levels or upon gaining 5 HD or levels, the base creature gains additional increases as follows: Dex +2, Int +2.

Special Qualities: Trickster Knowledge; Trickster-touched creatures seem unable to keep their noses out of trouble, and thus collect stray bits of lore from wherever their adventures take them on topics as varied as local personalities, the history and powers of artifacts, and the traits of monstrous races just as a bard can with bardic knowledge. This ability functions like the bardic knowledge class feature, except that the bonus for the check equals the Trickster-touched creature’s racial bonus + her Int modifier. Trickster-touched creatures have a base +1 racial bonus to their check, which increases by +1 for every 5 HD or class levels of the base creatures. This ability stacks with a bard’s bardic knowledge and similar abilities such as a Harper agent’s Harper knowledge or a loremaster’s lore class features.

Feats: Trickster-touched creatures seem to have an endless supply of tricks up their sleeves. If the base creature has 5 or more HD or levels or upon gaining 5 HD or levels, the base creature gains Cool Head CS, Freerunner CS, Sure Hand CS, or Sweet Talker CS as a bonus feat, regardless of whether or not the base creature meets the prerequisites for the feat. The base creature must still meet the prerequisites for its chosen bonus skill tricks.

Possessions: Trickster-touched creatures seem to come into treasure and wealth easily. The base creature adds +50% to the standard applicable treasure and/or NPC gear value of a creature of their HD and/or level. Player character’s beginning with this template gain this bonus to their character wealth at character creation, but do not gain future increases to their character wealth.

Characters with ranks in Knowledge (religion) can learn more about Trickster-touched creatures. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

The base creature and its characteristics must be identified using the appropriate skill according to the base creature’s type.

Knowledge (Religion)
DC Result
15 This is a Trickster-touched creature, sprung of Erevan Ilesere, the elf god of mischief, change, and rogues. Erevan blesses his chosen with a kiss, which often takes the form of a tattoo of some kind on the body.

15 + CR Trickster-touched creatures can be of almost any kind, and they have greatly increased Dexterity, Intelligence, and Charisma. These creatures of chaos are adept at skill tricks.

20 + CR Trickster-touched creatures can sense the presence of law and order, as well as magic. They are highly resistant to poison.

25 + CR Trickster-touched creatures have a knack for getting their hands on treasure.

Trickster-touched creatures are nomads and adventurers. Although they often form temporary alliances and friendships, they are most often found alone, with rare exception.

Curudin Ahmaquissar (The Mischiefmaker of Luruar.) (EL 27. Rogue 5/ Cleric 10/ Mischiefmaker of Erevan Ilesere 10.): Curudin was Trickster=Touched at birth and is usually found in Everlund when he is not adventuring, drinking and merrymaking at one of the three taverns that he owns, which are all fronts for his exclusively elven thieves guild known as "The Rogues of the Laughing Twilight." He has a snarky and jaded disposition, but is a champion of the elven people to a fault. He thinks of himself first, his friends second, and the elven people third. Curudin is famous or infamous for his flighty pranks against authority, be they good or evil in heart. He is either loved or cursed by all those who meet him, and he and his guild are well known for stealing from the rich and powerful and giving back half of said riches to the common poor folk across the Silver Marches. With a cool, calculating mind and a wry outlook on life, Curudin manages his guild with efficiency and diplomacy. His thieves guild consists of specialists such as Assassins, Bards, Pick-Pockets, Swashbucklers, Mage-Killers, Shadow-Walkers, High structure acrobats, Shadow Mages, Temple Raiders, Bladesingers, Spellblades, Monks, Combat Tricksters, druids, Mountebanks, Shadow Lords, Arcane Archers and a plethora of other professions. His guild consists of 50 members currently in 1480 DR. All his guild members either worship or follow the dogma of the elven god Erevan Ilesere, and is actually a requirement to join the guild. Curudin is a true Charlatan, trickster and master of mischief, as well as a prized spy for Queen Amlaruil of Evermeet, of which he broke into her palace and stole a minor necklace at the age of 15 just to have an audience with her. Because of this, he was "exiled" from Evermeet forever and asked to be the ears and eyes of the Queen in Faerun, in which he pays little heed to.


Most Trickster-touched are humanoid creatures. The majority are elves, mostly moon, wood, and half-elves of various ancestries, but any and all subraces are possible, even drow—the Fey Jester relates to all of his kin, and is known for shifting his face and coloration to match any of them. Erevan has been known occasionally to favor aasimar and celadrin (see Dragon Magazine #350 [December 2006]), and a very few gnomes and halflings (though they are drawn to his fellow mischiefmakers Garl Glittergold and Brandobaris or Tymora, respectively) carry his mark. Trickster-touched humans have never been documented to exist—perhaps pure human blood cannot carry his brand of trickery. Non-humanoids have been known to bear Erevan’s mark, especially intelligent, witty creatures like certain dragons (particularly copper, crystal, faerie, mercury, pseudo-, and song dragons), fey of almost all sorts, and outsiders (particularly coures and other eladrin), though some magical beasts (particularly cooshee and tressym) and even raccoons (who are awakened in conjunction with the gift) have been blessed by the Trickster.

Environment: A Trickster-touched creature can be found in any climate and any terrain, though they are most commonly found in urban centers among others with whom they socialize, trifle, and sometimes victimize with a prank, theft, or worse.

Typical Physical Characteristics: A Trickster-touched creature is more lithe and beautiful than ordinary creatures of its kind. Erevan’s kiss almost always leaves a permanent magic tattoo (often but not always in the shape of his sigil) that may glow, tingle, or react in some way when touched or when the creatures uses its template-granted powers and abilities. (This mark has no game mechanics associated with it). Some Trickster-touched also manifest their “blessing” through other means, like a particular mannerism or laugh).

Alignment: Trickster-touched creatures are unpredictable in the extreme, and while prone to small kindnesses and rarely cruel, are far from paragons of virtue. Most Trickster-touched creatures are chaotic neutral, but some stay true to their good or even their evil roots, using their talents to further the cause of good in the Realms or indulging in spiteful and wicked pranks and deception.

Erevan’s favor is as rare and unpredictable as he is, and not many of his “blessed” exist. Many communities, however, can tell a story of a special and particularly irascible child who caused quite a bit of chaos in youth—and in age, as well. In some of these cases, they have the Fey Jester to thank—or curse.

Trickster-touched creatures are noticeably different from others of their age. As children, they are smarter and faster, outwitting even the biggest bullies with a speed of thought that can only be (and is) a divine gift. They are also very, very glib, and rarely is a young trickster caught in a lie, even by the cleverest and canniest of adults. The Trickster-touched are prone to wanderlust and generally grow bored at how easily they dominate the world around them; therefore, they often leave home to travel far and wide, trying out their tricks and pranks on a diverse world. They tend to be loners, either by nature or by choice; misfortune and danger have a habit of following them and catching those others who get too close, all too often with disastrous consequences.

How the Fey Jester chooses creatures to bless as Trickster-touched is not known with any certainty—appropriate, for a being whose existence is defined by trickery. The Trickster-touched may carry a bit of divine blood in their veins, being the legacy of past dalliances, or they could be favored servants of former lovers, or their selection as Trickster-touched may have been entirely random and without (apparent) purpose. All that is known for certain about the Trickster-touched is that, once Erevan blesses them, their lives are never the same.

Some sages and learned scholars have theorized that Erevan creates these creatures in much the same way gods like Mystra and Bane create Chosen, but this seems to be patently inaccurate. The Trickster-touched do not carry any of Erevan’s personal divine power, and he seems to take only a passing interest in them—usually just the one moment in which he confers his mixed “blessing.” If indeed Erevan Ilesere has one or more Chosen, he has yet to reveal them.

Trickster-touched creatures have a knack for getting their hands on . . . stuff. Sometimes this is due to sticky fingers and, other times, their subtle manipulations of others to their best business advantage. Whatever the reason, Trickster-touched have +50 percent more treasure than standard for the creature’s Challenge Rating and/or level. This treasure can take almost any form, from valuable personal equipment and magic items to rich pieces of art and jewelry to valuable property and holdings.

The Trickster-touched’s skills and natural inclinations make them natural rogues, swashbucklers, bards, and scoundrels of every sort. They generally don’t view theft as wrongdoing—if one is clever enough to obtain something others think one shouldn’t, then one is entitled to keep it. They are drawn to luck featsCS and skill tricksCS and many take up the fortune’s friendCS or uncanny tricksterCS prestige classes. Some become capable wizards and sorcerers, and are drawn to prestige classes like the arcane trickster, magical tricksterCS and fatespinnerCAr. Some Trickster-touched pursue religious careers, and most are drawn (unsurprisingly) to Erevan Ilesere or other gods of chance and trickery. Martial-oriented classes tend to bore the Trickster-touched, who often see them as too serious to be pursued seriously, though they find comfort in the battle tricksterCS prestige class. Due to their chaotic nature, the Trickster-touched never pursue the path of the paladin or monk—any lawful vocation grates on their very being.

Level Adjustment: +2.

The Trickster-touched rarely captain industry or exercise political power—most are far too whimsical and prone to wanderlust to build the necessary capital. Thus, they are drawn to a life of random but thrilling danger and excitement, both for entertainment and for their own sanity: they often become adventurers.

The Trickster-touched often find themselves at odds with the lawful organizations of the world. Like their Seldarine patron, they are fickle and easily chafe under the weight of tradition and authority. Almost all Trickster-touched creatures encountered will be on the run from one bad situation or another, whether legal or romantic. The Trickster-touched are inherent loners—some are fine with this, while some become rather morose. Invariably, they fail at most attempts to start a family or even settle into a routine with friends or loved ones. Even if their tricks and pranks do not get them chased out of town, the call of the open road is one few of those who share the kiss of Erevan Ilesere can resist. Trickster-touched rarely get along together initially—they share too much, and each sees the loneliness in the other—but those who can avoid driving the other away with pranks and the constant game of one-upmanship often become fast and constant friends.

Outside these basic principles, the vocations and lifestyles of the Trickster-touched vary like the whims of their divine “patron.” At least one blubbery old merchant in Sembia—one Halifar the Haggler, a half-moon elf—uses his silver tongue and the smooth manner of speaking granted him by Erevan for his own benefit, and has amassed a not inconsiderable fortune in coin, gems, and land. At least one pirate lord in the Sea of Fallen Stars—the wood elf Felissan, who may be male or female (the stories are unclear on this point, and Felissan seems to dress radically differently for every raid)—is known to be Trickster-touched, bearing Erevan’s symbol across the whole of his (or her) back. (In truth, Felissan may or may not be a copper or song dragon—tales disagree on this point as well.) The affable and dexterous rake Mellart, a half-drow who haunts taverns up and down the Sword Coast, is said to laugh precisely like the Fey Jester. Even if one has never (knowingly) met Erevan, those with elf blood know the sound from dreams—it is for this reason Mellart always tells jests and never listens. Rashkatar Moridian, a sun elf warlock who serves Beshaba faithfully, is also Trickster-touched—the irises of his eyes are shaped like stars.

The Mischiefmaker (specialty cleric of Erevan Ilesere)

The Mischiefmaker represents all that is chaotic and free. They bring change and excitement where ever they go be it for good or ill. They live on the edge in a constant state of self-reinvention. They thrive to puncture the self-righteousness, sanctimony, and pretension that pervades orderly society with mischievous pranks that both amuse and enlighten. They enjoy causing trouble for its own sake and have the ability to take care of themselves should a prank prove to be deadly or go awry. Most Mischiefmakers are Moon or Copper elves, but even Gold, Wild and Star elves take this class when the call of Erevan sings strongly in their hearts. Most Mischiefmakers are famous or infamous Rogue/Clerics in the favor of Erevan Ilesere and serve as his mortal right-hand. They are deadly-romantic in their charm and subtlety of skill. Brave and yet flighty. They are champions of trickery and modest in ability. To underestimate a Mischiefmaker is to court the surety of becoming the victim to an amusing, well thought, elaborate hoax that could end up costing you and being at your cost.

Hit Die: d8.

Requirements: To qualify to become a Mischiefmaker, a character must fulfill all the following criteria.

Race: Character must be a Elf or Half Elf.

Skills: Knowledge (religion) 6 ranks, Disguise 5 ranks, Disable device 6 ranks, Bluff 6 ranks, Hide 6 ranks, Move silently 6 ranks, sleight of hand 5 ranks, Concentration 2 ranks, Spellcraft 1 rank, Escape Artist 2 ranks.

Feats: Any Metamagic feat, Sacred Outlaw.

Spellcasting: Ability to cast 3'rd level Divine spells. Must have either the chaos, trickery or luck domain.

Special: +2d6 Sneak attack ability. Must have Erevan Ilesere as a Patron Deity.

Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Disable Device, Escape artist, Heal, Hide, Intuit direction, Jump, Knowledge (religion), Listen, Move silently, Open lock, Sleight of hand, Profession, Search, Spellcraft, Spot, Tumble, Use magic device, Use rope, Wilderness lore.

Skill points at each level- 6 + Int mod.

Class Features: Weapon & Armor Proficiency: Mischiefmaker's are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. MM's are proficient with light armor, but not with shields.

Spells per day: A Mischiefmaker's training focuses on divine magic. Thus, when a character gains a new level of MM, she gains new spells per day as if she also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not however gain any other benefit a character of that class would have gained.

Divine Scoundrel: At 1'st level the MM gains the ability to add her Mischiefmaker class levels to stack with her Sacred Outlaw feat. For example, a 5'th level cleric/ 3'rd level rogue/ 3'rd level Mischiefmaker Turns undead as a 11'th level cleric, and deals +6d6 points of damage on a successful sneak attack.

Granted Domain: At 2'nd level, the MM gains access to one domain chosen from among those her deity offers, and with it the granted power of that domain. Mischiefmakers who were once clerics essentially gain a third domain this way and can prepare their domain spells at each level from the new domain’s list if they wish.

Mock Law: At 3'rd level, the MM gains a +4 divine bonus on saving throws against any spell with the law descriptor, as well as all compulsion spells and the spell-like or supernatural abilities of outsiders. In addition the MM also gains a +2 divine bonus to the DC of all spells he casts with the chaos, Luck and trickery Domains.

Shadow Trick: Beginning at 4'th level, once a day you can call forth the power of shadow, enveloping yourself in a clinging, concealing shroud of darkness. While this spell-like ability is in effect, you gain a number of benefits. The shadows wrapping your form grant you a +4 competence bonus on Escape Artist, Hide, and Move Silently checks. Your shadowy form also provides you with concealment. This shadowy concealment is not negated by a see invisibility spell, but a true seeing spell counteracts the effect. Standing within the radius of a daylight spell or in bright natural sunlight temporarily suppresses the concealment effect. In addition, if you have 5 ranks in Escape Artist, you can attempt to slip through a solid object or barrier up to 5 feet thick with a DC 20 Escape Artist check, though doing this ends the spell as soon as the attempt is completed (regardless of success). If you have 10 ranks in Escape Artist, you can attempt to pass through an object or barrier up to 10 feet thick. If you have 15 ranks in Escape Artist, you can attempt to pass through a barrier composed of magical force (or similar magical obstacles). This ability lasts 1 minute/ level of MM class, and requires 1 standard action to use.

Side Slip: At 5'th level, you become supernaturally elusive. Five times per day as an immediate action, you can transfer yourself from your current space to another up to 20 feet away. This ability otherwise works like the dimension door spell, except that you cannot transport other creatures with you.

Surprise Spells: At 6'th level, a Mischiefmaker can add his sneak attack damage to any spell that deals damage, as long as the targets are flat-footed. This additional damage only applies to spells that deal hit point damage. The additional damage is of the same type as the spell. If the spell allows a saving throw to negate or halve the damage, it also negates or halves the sneak attack damage. The additional damage is only applied once per spell.

Metamagic Trick: At 7'th level, you understand how to apply the principle of tricks to your spellcasting. Once per day you can apply the effect of any one metamagic feat you know to a spell as you cast it without altering the spell’s effective level. The spell slot adjustment of the metamagic feat can’t exceed four.

Invisible Thief: Beginning at 8'th level, the MM can become invisible, as if under the effects of greater invisibility, as a free action. She can remain invisible for a number of rounds per day equal to her MM level. Her caster level for this effect is equal to her full character caster level. These rounds need not be consecutive.

Tricky Magic : At 9'th level once per day as a swift action, you can add your Charisma Modifier as a luck bonus on the save DC of all spells you cast until the start of your next turn.

Scoundrel's Shadow: At 10'th level, the MM has mastered the art of Trickery and Divine spells. The MM can become incorporeal once per day. A MM can remain incorporeal for a number of rounds equal to 5 + her Wis Mod. As an incorporeal creature, the MM can be harmed only by other incorporeal creatures, +1 or better magic weapons, and spells, spell-like abilities, and supernatural abilities. She is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, the MM has a 50% chance to ignore any damage from a corporeal source (except for force effects, such as magic missile, or attacks made with ghost touch weapons). An incorporeal MM has no natural armor but has a deflection bonus equal to her Charisma modifier. An incorporeal MM can pass through solid objects at will, but not force effects. Her attack passes through (ignores) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. An incorporeal MM moves silently and cannot be heard with Listen checks if she doesn't wish to be. While incorporeal, the MM has no Strength score, so her Dexterity modifier applies to both her melee and her ranged attacks.

(All spell-like abilities are cast at total character caster level)

The Mischiefmaker TABLE 1:1

Level Bonus Fort Ref Will Special Spellcasting
1st +0 +0 +2 +2 Divine Scoundrel +1 spellcasting level

2nd +1 +0 +3 +3 Granted Domain +1 spellcasting level

3rd +2 +1 +3 +3 Mock Law +1 spellcasting level

4th +3 +1 +4 +4 Shadow Trick +1 spellcasting level

5th +3 +1 +4 +4 Side Slip +1 spellcasting level

6th +4 +2 +5 +5 Surprise Spells +1 spellcasting level

7th +5 +2 +5 +5 Metamagic Trick +1 spellcasting level

8th +6/+1 +2 +6 +6 Invisible Thief +1 spellcasting level

9th +6/+1 +3 +6 +6 Tricky Magic +1 spellcasting level

10th +7/+2 +3 +7 +7 Scoundrels Shadow +1 spellcasting level

All comments and critique are welcome,


2018-06-15, 02:02 PM
Any and all comments and replies welcomed. ;)