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Mark Hall
2009-09-20, 12:57 AM
We have a halfling cleric/rogue in our party who's coming up on the need of this.

Divine Trickster, redux

Rich Burlew did a great version of the Divine Trickster idea for 3.5, but it's got a few problems in Pathfinder... rules changes that rendered the old version unsuitable. Building on his foundation, and with a bit of my own stuff (run past my DM), I've got a variation on the class, that emphasizes their role as sneak attackers, healers, and skill monkeys. Rich's original version is here: http://www.giantitp.com/articles/5M5QGsJ5mpbLfAHduZG.html




The Divine Trickster



The Divine Trickster

Requirements:

Alignment: Any nonlawful.

Skills: Bluff 6 ranks, Hide 6 ranks, Knowledge (religion) 1 ranks, Disable Device 1 ranks.

Spells: Ability to cast 2nd level divine spells from the Chaos, Luck, or Trickery domains.

Special: Sneak Attack +2d6 class ability, Channel Energy class ability.

Class Skills:

The divine trickster’s class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Cha), Bluff (Cha), Climb (Str), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Languages (Int), Spellcraft (Int), Stealth (Dex), Swim (Str).

Skill Points at Each Level: 4 + Intelligence modifier.

Hit Dice: d8

Saves: Reflex and Will good; Fortitude poor

Base Attack Bonus: 3 points every 4 levels.




Class Features:

Weapon and Armor Proficiencies: The divine trickster gains no additional armor or weapon proficiencies. They may trade their medium armor proficiency for the Dodge proficiency, if they wish. If they already have Dodge, they may exchange it for Extra Channel.

Spells per Day: When a new divine trickster level is gained, the character gains new spells per day as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (such as wild shape or domain powers that are based on cleric level), except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a divine trickster, she must decide to which class she adds the new level for purposes of determining spells per day.

Directed Energy (Su): The divine trickster learns to combine their ability to channel energy and strike at vital points to direct their channeled energy into a single target, causing either a devastating wound, or great healing, depending on their target. The ability to sneak attack and channel energy may still be used in the normal fashion, if the divine trickster wishes.

Those who channel positive energy may choose to not make an area attack or healing, instead using their positive energy against a single target. If that target is undead, they may add their positive energy damage to their sneak attack damage for a single, devastating, strike. If the target is living, they may use sneak attack's knowledge of anatomy to direct the positive energy more effectively, thus adding their sneak attack damage to their positive energy damage. Thus Toby, with +3d6 Sneak attack and +4d6 Channel Energy can choose to sneak attack a lich for +7d6 damage (in addition to the damage caused by the weapon and other bonuses he may have). Alternatively, he could choose to heal Ashe for 7d6 damage. Either use consumes a daily use of Channel Energy, and affects only a single target. The maximum range for either use is 30 feet.

Those who channel negative energy can do the same, but with the reversed effects; they may use sneak attack and negative energy to severely damage living targets, or to greatly heal undead (and others dependent on negative energy). Either use consumes a daily use of Channel Energy, and affects only a single target. The maximum range for either use is 30 feet.

Bonus Dice (Ex or Su): At every even level (2, 4, 6, 8, 10), the divine trickster may add +1d6 to either his Sneak Attack damage or his Channel Energy damage. This must be chosen at the level the bonus die is gained, but may change for each level. For example, Toby could add +1d6 to sneak attack at levels 2 and 4, and choose to add the rest to Channel Energy, or could choose to alternate levels between Channel Energy and Sneak attack.

Trap Guidance (Su): The divine trickster gains special intuition through his divine energy; at 3rd level, she may add her divine trickster level as a bonus to all Divine Trickster class skills. This requires the expenditure of a daily use of Channel Energy, and lasts for 10 minutes per point of Charisma bonus (minimum 10 minutes).

Domain Flexibility (Su): Select one of the following domains to which the character has access: Chaos, Luck, or Trickery. The trickster may spontaneously convert any prepared cleric spell (except a domain spell) into a domain spell of the same level or lower in the selected domain, just as a cleric channels energy to convert spells into cure spells.

Hide in Plain Sight (Su): The divine force the trickster serves subtly distracts nearby creatures from looking in her direction. Starting at 7th level, the divine trickster can use the Stealth skill even when being observed.

Slippery Mind (Su): This is exactly like the rogue ability of the same name, except that it is a supernatural rather than extraordinary ability.

Restrictions: The divine trickster is obligated to uphold whatever beliefs or mandates are given by the force that provides her divine spellcasting power; failure to do so will cause her to lose her supernatural abilities as she would her ability to cast spells.