Morph Bark
2010-11-09, 08:58 AM
What time is it? Commoner (http://www.giantitp.com/forums/showthread.php?p=9327762) Flaw (http://www.giantitp.com/forums/showthread.php?p=9342772) Prestige (http://www.giantitp.com/forums/showthread.php?t=168226) Class (http://www.giantitp.com/forums/showthread.php?p=9361109) Time (http://www.giantitp.com/forums/showthread.php?t=170098)! (In progress!)
MAD HAT TRICKSTER
http://fc00.deviantart.net/fs71/f/2010/115/d/7/d7f0cb566d78bb35c6063fbd92600cb4.jpg
by einlee (http://einlee.deviantart.com/art/The-Hatter-137409819) of DeviantART
“Hey! NIZE HAT (http://www.girlgeniusonline.com/comic.php?date=20080514)!”
You used to be the village fool. The idiot. The klutz. The jester. The clown. The dumbass. Now? Now you have a nice hat (http://tvtropes.org/pmwiki/pmwiki.php/Main/NiceHat). And you know what? You get powers from it. Hat powers.
ENTRY REQUIREMENTS
Feats: Quick Draw
Flaws: Peasant Hat (Dragon 330, page 87)
Skills: Autohypnosis 3 ranks, Bluff 6 ranks
Peasant Hat
You have a peasant hat, like the one in the picture.
Benefits: You suffer a -15 penalty on Diplomacy checks. Other characters in your party may cast command on you once per day, with no save allowed.
Special: If you remove the hat, crows peck at your exposed brains, killing you.
Class Skills
The Class Name's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (architecture and engineering, geography, history, local, nature, religion; Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).
Skills Points at Each Level: 6 + Int
Hit Dice: d6
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|Cat in the Hat, Hat Rebel, Hat Trick
2nd|
+1|
+0|
+3|
+0|Hat Trick
3rd|
+2|
+1|
+3|
+1|Cat in the Hat (Medium), Hat Trick
4th|
+3|
+1|
+4|
+1|Hat Trick
5th|
+3|
+1|
+4|
+1|Cat in the Hat (Large), Hat Trick
6th|
+4|
+2|
+5|
+2|Hat Trick
7th|
+5|
+2|
+5|
+2|Cat in the Hat (Huge), Hat Trick
8th|
+6|
+2|
+6|
+2|Hat Trick
9th|
+6|
+3|
+6|
+3|Cat in the Hat (Gargantuan), Hat Trick
10th|
+7|
+3|
+7|
+3|Hat Trick, Take My Hat[/table]
Cat in the Hat (Sp): As a standard action, a Mad Hat Trickster can pull an animal out of her hat. The animal must be Small or smaller and have no more HD than the Mad Hat Trickster’s class levels. This ability can be used an amount of times per day equal to half the Mad Hat Trickster’s class levels plus her Cha modifier. When they use it, they must make a Handle Animal check. This is for how many rounds the animal remains - after that, they go back inside the hat as fast as possible, or - failing that - die and wither away into dust immediately.
At level 3 they can pull out a Medium animal instead, at level 5 a Large one, at level 7 a Huge one and at level 9 a Gargantuan one (if they even have few enough HD).
Alternatively, at level 1 you may choose for this ability to function with animated objects instead of animals. This cannot be changed after making this decision.
Hat Rebel: A Mad Hat Trickster may go without their hat for 1 round per class level and may remove her hat as a free action or put it back on as a move action. If the Mad Hat Trickster takes off her hat and puts it back on in the same round it does not count towards her maximum allowed hatless rounds per day. Furthermore, the hat cannot be removed by wind, magical or not, though the hat does flap in the wind. Someone can make an attack against the hat to remove it. The hat’s AC is equal to the Mad Hat Trickster’s touch AC. However, the hat gains a +4 deflection bonus, which increases by 4 every time to Mad Hat Trickster gains a class level (for a maximum of +20 at level 5).
Hat Trick: At every level after the first, a Mad Hat Trickster may choose a Hat Trick from the following list. Any Hat Tricks that provide spell-like abilities have caster levels equal to their class level.
ADMIRAL's Bicorne (Ex)
Prerequisite: Mad Hat Trickster level 5, Profession (sailor) 10 ranks, CAPTAIN's Tricorne hat trick
You gain a +2 modifier to your Leadership score and gain a cohort. The cohort may only have levels in NPC classes and in no prestige classes.
Always Handy (Su)
Your hat functions as a bag of holding that can hold up to 100 lbs of stuff. Each individual item may be no bigger than Tiny size. You may take this ability multiple times, each time increasing the amount of pounds the hat can hold by 100 and increasing the maximum size of every individual item it can hold by one size category to a maximum of Medium.
Anim-Hatted Shield (Su)
Your hat becomes reinforced with adamantine and occassionally leaps off your head to protect you from attacks. You gain a +1 shield bonus while wearing your hat. This increases by 1 for every 3 Mad Hat Trickster class levels you have.
Banner Gesser-Hat (Ex)
Your hat gets a pole attached on top of it, from which a flag and pennant flap patriotically in the wind! You gain one of the Marshal's minor auras and one of its major ones (which provides a +1 bonus; you may also pick a draconic aura in place of a major aura). These are always active while you are conscious and wearing your hat. At class level 10 the bonus of the major/draconic aura increases to +2. The exact colours of the flag and pennant may be altered with some handiwork, if you choose to have shifting or illusory loyalties.
CAPTAIN's Tricorne (Ex)
Prerequisite: Mad Hat Trickster level 3, Profession (sailor) 5 ranks
You gain the Leadership feat, but do not gain a cohort and all your followers must be Commoners.
Cute Hat (Su)
Prerequisite: Mad Hat Trickster level 5
Your hat grants you a +4 enhancement bonus to Charisma.
Dark Helmet (Ex)
Your hat becomes a dark helmet, complete with visor that you can pull down or push up, depending on whether you feel like showing your face. You cannot wear brow-slot magic items while the mask is down, but the mask provides you with oxygen, allowing you to breathe underwater or in poisonous atmospheres. Furthermore, it gives you darkvision out to 60 ft and makes you immune to blindness.
Darkwing's Catchphrase of Competence (Ex)
Prerequisite: Mad Hat Trickster level 6, Smokin' Hat hat trick
You create yourself a catchphrase that you can use when you step out of the cloud of smoke generated by your hat. You gain a +10 bonus on all Strength-based checks and skills checks, Dexterity-based checks and skill checks and Constitution-based checks and skill checks until the end of the encounter. This hat trick can be used 4/day.
Deathlight (Sp)
Prerequisite: Evil alignment, Cha 13
Your hat is followed by a trail of whispy shadows. You can cast darkness on your hat as a spell-like ability at will. While this is active, deathless cannot come within 5 ft of you.
Deathlight, Improved (Sp)
Prerequisite: Evil alignment, Cha 15, Deathlight hat trick
Oh my, those whispy shadows look mighty infernal now! You can cast deeper darkness on your hat as a spell-like ability once per day. While this is active, deathless cannot come within 10 ft of you and living creatures you touch immediately take 1d4 points of damage.
Decanter of Endless Tea (Sp)
You can use your hat to pour tea! You can create up to 2 gallons of tea per class level at will, as if you were casting create water, except you create tea instead.
Gilgamesh' Topping Torch (Su)
Your hat gets a torch on top. It never goes out, even underwater, unless you will it so as a free action. It is also a free action to turn it back on and, obviously, sheds light like a torch would. Furthermore, if you have Odd Hatjob Weaponization, it now deals an extra 1d6 fire damage.
This Hat Trick cannot be taken if you have the Prussian Piker hat trick.
Go Go Gadg-Hat (Ex)
Prerequisite: Always Handy hat trick
You can summon a hand from your hat that flaps open the top of your hat to come out, even while you are wearing it. You can get it to give you an item stored inside your hat as a move action. The hand can also wield light weapons or make unarmed strikes and attack creatures within 10 ft of you. It's Strength score is 10.
Hand Me My Hat (Su)
Prerequisite: Mad Hat Trickster level 2, Always Handy hat trick, Teleport-Hat-On hat trick
You can pull your hat all the way down as if you were going to use your Teleport-Hat-On hat trick, but instead you instantly equip any items stored inside your hat that you wish to equip. Using this is a full-round action and can be used once per day.
Hat Familiar (Su)
Your hat grows a toothy mouth. It can make one bite attack every turn against someone within 5 ft, dealing 1d6 damage if you are Medium. It does not threaten any space and can speak any language you know. It provides you with a +3 bonus to Intimidate and a free Alertness feat as long as it remains on your head.
Furthermore, your hat becomes sentient and sapient, with Int, Wis and Cha scores of 10. It will never question your dominance (that is to say, it certainly might, but will still follow your orders). If you can cast spells you get one bonus spell of level 1. If you have both this hat trick and the Sorting Hat hat trick, the hat's Int, Wis and Cha scores instead become 14.
Hat of Disguise (Sp)
Your hat provides you with a glamour. You can use disguise self as a spell-like ability at will.
Hat Off! (http://www.explosm.net/comics/2195/) (Ex)
You gain a +4 bonus on Intimidate checks when using the skill for a duel of wills (ToB 27). However, other Mad Hat Tricksters also gain this bonus if you initiate a duel of wills against them. If a Mad Hat Trickster loses this way to another Mad Hat Trickster, she may re-roll her Intimidate check. If this roll beats the other Mad Hat Trickster's result, the other Mad Hat Trickster may re-roll as well. Continue until either Mad Hat Trickster fails to beat the other's roll.
Hate Trick (Ex)
Prerequisite: Mad Hat Trickster level 3
You gain a +4 bonus on Intimidate checks to demoralize an opponent. Once per day, you can increase this bonus to +15. This only works while wearing your hat.
Hate Trick, Improved (Ex)
Prerequisite: Mad Hat Trickster level 5, Hate Trick hat trick
You can now affect multiple foes at once! You can try to demoralize all enemies within 30 ft of you at once. This only works while wearing your hat.
Hate Trick, Greater (Ex)
Prerequisite: Mad Hat Trickster level 7, Hate Trick hat trick, Improved Hate Trick hat trick
You can now affect foes quicker! Demoralizing foes now is a move action for you instead of a standard action. This only works while wearing your hat.
Holiday Hat: Turkey Hat (Ex)
Prerequisites: Delicious flaw
Your hat is a grilled turkey! You can choose to confer your Delicious flaw onto your hat instead as a free action. You must be wearing your hat to do this.
Lampshade Hatting (Su)* (http://tvtropes.org/pmwiki/pmwiki.php/Main/LampshadeHanging)
Your hat resembles a lampshade. You gain the Endurance feat. Furthermore, your eyes emit a cone of light, providing bright illumination out to 10 ft and shadowy illumination for 10 ft beyond that. You can turn this off with a free action by blinking once. Blinking again turns it back on.
Little Hatyessss (http://questionablecontent.net/view.php?comic=2188) (Ex)
Prerequisite: Cha 10, Mad Hat Trickster level 2
People who come within 5 ft of you must make a Will save (DC 10 + your Mad Hat Trickster levels + Cha mod) or become fascinated by you and your hat. You may turn this ability on as a standard action a number of times per day equal to your Mad Hat Trickster level. It remains active for 5 rounds.
If you also have the Cute Hat hat trick, the DC increases by 2, plus the normal increase for your higher Cha mod.
Mad Hatting (Su)
Prerequisite: Mad Hat Trickster level 4
You can, as a standard action when you are holding your hat in your hand, is it to make a melee touch attack to try and put the hat on an enemy. This only works if the enemy is not wearing anything on their head or the hat can fit over what they are wearing on their head. If successful, the target takes 2 points of Int and Wis damage and they must succeed on a Will save (DC = attack roll result) or be stunned for 1 round. The hat must remain on the opponent's head until the beginning of his next turn to deal the Int and Wis damage. This is a mind-affecting effect.
Name Tag (Ex)
You get a name tag on your hat! If someone else grabs your hat, they must succeed on a Will save (DC 10 + Mad Hat Trickster class levels + Cha mod) or return it as fast as they can. Furthermore, if you have Leadership, you gain a +2 bonus to your Leadership score. Your Mad Hat Trickster levels stack with your Tasted (http://www.giantitp.com/forums/showthread.php?p=9361109) levels (if you have any) for deciding the DC on your Nom de Nourriture ability.
Nize Hat! (Ps)
If you succeed on a DC 25 Autohypnosis check, you link yourself to the primal power of Hat and can turn your otherwise peasantry social foolishness around and use it in your favour when dealing with other hat-wearers, making your hat even nizer for a short time. Your -15 penalty to Diplomacy becomes a +15 penalty to Diplomacy instead to other hat-wearers until the end of the encounter. You may use this ability 2/day as a free action. If used on someone who is Hostile to you, however, this may invoke Hat Frenzy.
Odd Hatjob Weaponization (Ex)
Your hat's rim gains sharp edges and you can now throw it like a frisbee. The hat can be used as a throwing weapon, dealing 1d4 points of damage (no matter your size - the hat just seems comically big for a Small character or comically small for a Large character), with a range of 30 ft and a critical range of 19-20 and a critical multiplier of x2. The hat returns to you after making the attack. If you get more than one attack on a full attack, you can use your hat to make a full attack, but may roll only one attack roll against an amount of targets equal to the amount of attacks you would get in a full attack. All targets must be within 30 ft of you.
Party Animal (Ex)
When you pull an animal out of your hat, you may choose to designate it as your 'party animal'. You don't need to make a Handle Animal check as it will remain indefinitely until it dies or until you pull out a new designated party animal.
Professor's Fedora (Ex)
You can use Knowledge checks untrained, get a +2 bonus on Knowledge skills you are trained in, may use identify as a spell-like ability 1/day and gain proficiency with the whip.
Prussian Piker (Ex)
Your hat hardens and grows a pike-tip-like horn on top of it. It deals 1d6 damage for a Medium character (add half Str modifier), with crit range and modifier of 20/x3 and deals double damage on a charge. It cannot be used from the back of a mount.
This hat trick cannot be taken if you have the Gilgamesh' Topping Torch hat trick.
Rebel Emperor (Ex)
Prerequisite: Mad Hat Trickster level 9, Rebel King hat trick, Rebel Lord hat trick
You may go hatless for 1 hour/class level rather than 10 minutes/class level every day.
Rebel King (Ex)
Prerequisite: Mad Hat Trickster level 6, Rebel Lord hat trick
You may go hatless for 10 minutes/class level rather than 1 minute/class level every day.
Rebel Lord (Ex)
Prerequisite: Mad Hat Trickster level 3
You may go hatless for 1 minute/class level rather than 1 round/class level every day.
Robe and Wizard Hat (Sp)
Prerequisite: Variable
Your hat looks pointier and more befitting a befuddled wizard. You may pick this hat trick multiple times, each time selecting a different robe to go with it. If you say the word "robe", your robe appears and you are immediately dressed in it. Nobody else but you can wear it. If you speak the word again, it disappears. If you are wearing armour, the robe will not appear.
Common Robe (requires class level 1; grants an AC bonus equal to half your level and magic missile as a spell-like ability useable at will)
Robe of Blending (requires class level 8)
Robe of Eyes (requires class level 9)
Robe of Scintillating Colors (requires class level 9)
Rope and Wizard Hat (Ex)
Prerequisite: Mad Hat Trickster level 7
When you hold your hat and say the word "rope", a hempen rope starts coming out of it until you tell it "enough". Up to 500 ft of rope can be given at any one time, one end of which always remains stuck inside your hat. If you cut the rope, the cut off part disappears immediately, but can be summoned again from your hat. The rope can be spliced or tied together with other ropes as normal however. If you hold your hat and say "rope" again, the rope is immediately sucked back into your hat. You cannot wear your hat while there is rope coming out of it.
If you say the word "rope" while wearing your hat, the hat will spit out some rope in the form of a noose that falls around your neck. If someone else is wearing your hat, it also does this, but only when either you or the hat-wearer say "rope". If the word "rope" is said again, the noose disappears, but if the word "noose" is said, it tightens and begins to suffocate the hat-wearer, which becomes incapable of speaking immediately.
Schmott Guy Hat (Su)
Prerequisite: Mad Hat Trickster level 2
Your hat grants you a +4 enhancement bonus to Intelligence. You also gain 1 extra skill point every Mad Hat Trickster level you take after taking this ability.
Schrödinger's Hat (Su)
Your hat is invisible for everyone else, unless you will it not to be as a standard action. It automatically becomes visible if you use any abilities with it or if it comes off your head.
Smokin' Hat (Ex)
Prerequisite: Mad Hat Trickster level 5
You can mentally force your hat to turn on its smoke machine, creating an effect as the fog cloud spell which lasts 30 minutes or until wind disperses it. You can use two uses of this ability to make it a cloud of heavy smoke. A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage.
You can use this ability 4/day.
Sorting Hat (Su)
Prerequisite: A hat trick that gives you a spell-like ability
Your hat becomes sentient and sapient, with Int, Wis and Cha scores of 10. It will never question your dominance (that is to say, it certainly might, but will still follow your orders). It also becomes telepathic out to 100 ft and can link you telepathically to someone else within 100 ft of it, as long as you are also within 100 ft of it.
If you have both this hat trick and the Hat Familiar hat trick, the hat's Int, Wis and Cha scores instead become 14.
Sparky Hat (Ex)
Your hat becomes equipped with two small horns that spark with electricity. They shed light like a candle (or, if you have the Gilgamesh' Topping Torch hat trick, increase the light radius by 5 ft) and, three times per day, you can make a melee touch attack against someone 5 ft away to deal 1d6/class level electricity damage. Furthermore, if you have the Odd Hatjob Weaponization hat trick or the Prussian Piker hat trick, they deal 1d6 extra electricity damage.
Special Delivery (Ex)
Prerequisites: Odd Hatjob Weaponization
If you have a Tiny animal or smaller that you pulled out with Cat in the Hat, you can put it on your hat to deliver it to a target as a standard attack (but not a full attack). In this case you don't deal damage but the animal may make an attack against the target as they latch onto it.
Spellcatcher (Su)
Prerequisite: Mad Hat Trickster level 3, Base Will save +3
You gain spell resistance 15 + Mad Hat Trickster class levels while wearing your hat or holding it. If you are holding your hat in your hand when you are targeted by a spell of a level equal to or less than half your character level and it does not beat your spell resistance, the spell's energy is sucked into the hat and stored. At any time during that day, you may cast the spell yourself as a spell-like ability.
Teleport-Hat-On (Sp)
Prerequisite: Mad Hat Trickster level 2
Your hat sometimes got pulled over your ears and eyes by bullies. Now you do it yourself, but over your entire body! Then poof aaand it's gone! You're gone! You can use dimension door as a spell-like ability 3/day, except the casting time is a full-round action.
Top Hat, Top Cat
Prerequisite: Handle Animal 9 ranks, Mad Hat Trickster level 6
Once per day, you may use three uses of your Cat in the Hat class ability to double the HD limit you are normally allowed, allowing you to summon a creature with up to twice your class level in HD. However, the creature's HD still may not exceed your own HD.
Turning Light (Su)
Prerequisite: Good alignment, Cha 13
Your hat lights up eerily with neon lights. You can cast light on your hat as a spell-like ability at will. This also somehow wards off undead?! No undead may come within 5 ft of you while it is lit up.
Turning Light, Improved (Su)
Prerequisite: Good alignment, Cha 15, Turning Light hat trick
Your hat lights up even MORE eerie! Once per day you can use daylight on your hat as a spell-like ability. No undead may come within 10 ft of you while it is active. You gain Fast Healing 1 while it is active.
Take My Hat (Ex): At level 10, the Mad Hat Trickster realizes that sometimes, enough is enough and he's had it! It's time to shout "yippee-ki-yay" and make your day, make yourself become a bad boy, a die hard, a lethal weapon that terminates the enemy aliens, mutants and heretics! To kick reason to the curb and go beyond the impossible, with hands burning red crying out to pierce the heavens and power fistbump the gods! At the same time, you will take their potato chips... AND EAT THEM!
Once per year, you can give your hat to someone else to take care of while you go out and kick ass. The person you give your hat to becomes your currently designated hatbearer. The target must agree to being your hatbearer (if this requires a Diplomacy check, your -15 penalty does not apply to it) and the hatbearer cannot perform attack or cast harmful spells while this is in effect.
You gain a +8 bonus to all your ability scores, can use all skills untrained, are permanently hasted and are affected by the inspire heroics, inspire competence and inspire greatness abilities of level 15 Bards with Words of Creation (granting you 4d10 extra HD, a +4 competence bonus on attack rolls, a +2 competence bonus on Fortitude saves, an additional +8 morale bonus on all saving throws, +8 dodge bonus to AC and a +4 Competence bonus to all skill checks) as background music starts to resound about you to emphasize what you are going to do. You also gain access to all level 9 martial maneuvers (ToB+available homebrew), but cannot recover them. This effect lasts for 5 minutes, during which all crows stay far away from you.
If you die, your soul goes into your hat, effectively becoming your hat, and thus possessing all of the hat's abilities. If the hat was intelligent, its intelligence is replaced by yours and you can bestow your hat tricks on anyone wearing you.
New Feat(s)
Extra Hat Trick
Prerequisites: Hat trick class feature
Benefit: You gain one extra hat trick.
Special: You make take this feat twice.
MAD HAT TRICKSTER
http://fc00.deviantart.net/fs71/f/2010/115/d/7/d7f0cb566d78bb35c6063fbd92600cb4.jpg
by einlee (http://einlee.deviantart.com/art/The-Hatter-137409819) of DeviantART
“Hey! NIZE HAT (http://www.girlgeniusonline.com/comic.php?date=20080514)!”
You used to be the village fool. The idiot. The klutz. The jester. The clown. The dumbass. Now? Now you have a nice hat (http://tvtropes.org/pmwiki/pmwiki.php/Main/NiceHat). And you know what? You get powers from it. Hat powers.
ENTRY REQUIREMENTS
Feats: Quick Draw
Flaws: Peasant Hat (Dragon 330, page 87)
Skills: Autohypnosis 3 ranks, Bluff 6 ranks
Peasant Hat
You have a peasant hat, like the one in the picture.
Benefits: You suffer a -15 penalty on Diplomacy checks. Other characters in your party may cast command on you once per day, with no save allowed.
Special: If you remove the hat, crows peck at your exposed brains, killing you.
Class Skills
The Class Name's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (architecture and engineering, geography, history, local, nature, religion; Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).
Skills Points at Each Level: 6 + Int
Hit Dice: d6
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|Cat in the Hat, Hat Rebel, Hat Trick
2nd|
+1|
+0|
+3|
+0|Hat Trick
3rd|
+2|
+1|
+3|
+1|Cat in the Hat (Medium), Hat Trick
4th|
+3|
+1|
+4|
+1|Hat Trick
5th|
+3|
+1|
+4|
+1|Cat in the Hat (Large), Hat Trick
6th|
+4|
+2|
+5|
+2|Hat Trick
7th|
+5|
+2|
+5|
+2|Cat in the Hat (Huge), Hat Trick
8th|
+6|
+2|
+6|
+2|Hat Trick
9th|
+6|
+3|
+6|
+3|Cat in the Hat (Gargantuan), Hat Trick
10th|
+7|
+3|
+7|
+3|Hat Trick, Take My Hat[/table]
Cat in the Hat (Sp): As a standard action, a Mad Hat Trickster can pull an animal out of her hat. The animal must be Small or smaller and have no more HD than the Mad Hat Trickster’s class levels. This ability can be used an amount of times per day equal to half the Mad Hat Trickster’s class levels plus her Cha modifier. When they use it, they must make a Handle Animal check. This is for how many rounds the animal remains - after that, they go back inside the hat as fast as possible, or - failing that - die and wither away into dust immediately.
At level 3 they can pull out a Medium animal instead, at level 5 a Large one, at level 7 a Huge one and at level 9 a Gargantuan one (if they even have few enough HD).
Alternatively, at level 1 you may choose for this ability to function with animated objects instead of animals. This cannot be changed after making this decision.
Hat Rebel: A Mad Hat Trickster may go without their hat for 1 round per class level and may remove her hat as a free action or put it back on as a move action. If the Mad Hat Trickster takes off her hat and puts it back on in the same round it does not count towards her maximum allowed hatless rounds per day. Furthermore, the hat cannot be removed by wind, magical or not, though the hat does flap in the wind. Someone can make an attack against the hat to remove it. The hat’s AC is equal to the Mad Hat Trickster’s touch AC. However, the hat gains a +4 deflection bonus, which increases by 4 every time to Mad Hat Trickster gains a class level (for a maximum of +20 at level 5).
Hat Trick: At every level after the first, a Mad Hat Trickster may choose a Hat Trick from the following list. Any Hat Tricks that provide spell-like abilities have caster levels equal to their class level.
ADMIRAL's Bicorne (Ex)
Prerequisite: Mad Hat Trickster level 5, Profession (sailor) 10 ranks, CAPTAIN's Tricorne hat trick
You gain a +2 modifier to your Leadership score and gain a cohort. The cohort may only have levels in NPC classes and in no prestige classes.
Always Handy (Su)
Your hat functions as a bag of holding that can hold up to 100 lbs of stuff. Each individual item may be no bigger than Tiny size. You may take this ability multiple times, each time increasing the amount of pounds the hat can hold by 100 and increasing the maximum size of every individual item it can hold by one size category to a maximum of Medium.
Anim-Hatted Shield (Su)
Your hat becomes reinforced with adamantine and occassionally leaps off your head to protect you from attacks. You gain a +1 shield bonus while wearing your hat. This increases by 1 for every 3 Mad Hat Trickster class levels you have.
Banner Gesser-Hat (Ex)
Your hat gets a pole attached on top of it, from which a flag and pennant flap patriotically in the wind! You gain one of the Marshal's minor auras and one of its major ones (which provides a +1 bonus; you may also pick a draconic aura in place of a major aura). These are always active while you are conscious and wearing your hat. At class level 10 the bonus of the major/draconic aura increases to +2. The exact colours of the flag and pennant may be altered with some handiwork, if you choose to have shifting or illusory loyalties.
CAPTAIN's Tricorne (Ex)
Prerequisite: Mad Hat Trickster level 3, Profession (sailor) 5 ranks
You gain the Leadership feat, but do not gain a cohort and all your followers must be Commoners.
Cute Hat (Su)
Prerequisite: Mad Hat Trickster level 5
Your hat grants you a +4 enhancement bonus to Charisma.
Dark Helmet (Ex)
Your hat becomes a dark helmet, complete with visor that you can pull down or push up, depending on whether you feel like showing your face. You cannot wear brow-slot magic items while the mask is down, but the mask provides you with oxygen, allowing you to breathe underwater or in poisonous atmospheres. Furthermore, it gives you darkvision out to 60 ft and makes you immune to blindness.
Darkwing's Catchphrase of Competence (Ex)
Prerequisite: Mad Hat Trickster level 6, Smokin' Hat hat trick
You create yourself a catchphrase that you can use when you step out of the cloud of smoke generated by your hat. You gain a +10 bonus on all Strength-based checks and skills checks, Dexterity-based checks and skill checks and Constitution-based checks and skill checks until the end of the encounter. This hat trick can be used 4/day.
Deathlight (Sp)
Prerequisite: Evil alignment, Cha 13
Your hat is followed by a trail of whispy shadows. You can cast darkness on your hat as a spell-like ability at will. While this is active, deathless cannot come within 5 ft of you.
Deathlight, Improved (Sp)
Prerequisite: Evil alignment, Cha 15, Deathlight hat trick
Oh my, those whispy shadows look mighty infernal now! You can cast deeper darkness on your hat as a spell-like ability once per day. While this is active, deathless cannot come within 10 ft of you and living creatures you touch immediately take 1d4 points of damage.
Decanter of Endless Tea (Sp)
You can use your hat to pour tea! You can create up to 2 gallons of tea per class level at will, as if you were casting create water, except you create tea instead.
Gilgamesh' Topping Torch (Su)
Your hat gets a torch on top. It never goes out, even underwater, unless you will it so as a free action. It is also a free action to turn it back on and, obviously, sheds light like a torch would. Furthermore, if you have Odd Hatjob Weaponization, it now deals an extra 1d6 fire damage.
This Hat Trick cannot be taken if you have the Prussian Piker hat trick.
Go Go Gadg-Hat (Ex)
Prerequisite: Always Handy hat trick
You can summon a hand from your hat that flaps open the top of your hat to come out, even while you are wearing it. You can get it to give you an item stored inside your hat as a move action. The hand can also wield light weapons or make unarmed strikes and attack creatures within 10 ft of you. It's Strength score is 10.
Hand Me My Hat (Su)
Prerequisite: Mad Hat Trickster level 2, Always Handy hat trick, Teleport-Hat-On hat trick
You can pull your hat all the way down as if you were going to use your Teleport-Hat-On hat trick, but instead you instantly equip any items stored inside your hat that you wish to equip. Using this is a full-round action and can be used once per day.
Hat Familiar (Su)
Your hat grows a toothy mouth. It can make one bite attack every turn against someone within 5 ft, dealing 1d6 damage if you are Medium. It does not threaten any space and can speak any language you know. It provides you with a +3 bonus to Intimidate and a free Alertness feat as long as it remains on your head.
Furthermore, your hat becomes sentient and sapient, with Int, Wis and Cha scores of 10. It will never question your dominance (that is to say, it certainly might, but will still follow your orders). If you can cast spells you get one bonus spell of level 1. If you have both this hat trick and the Sorting Hat hat trick, the hat's Int, Wis and Cha scores instead become 14.
Hat of Disguise (Sp)
Your hat provides you with a glamour. You can use disguise self as a spell-like ability at will.
Hat Off! (http://www.explosm.net/comics/2195/) (Ex)
You gain a +4 bonus on Intimidate checks when using the skill for a duel of wills (ToB 27). However, other Mad Hat Tricksters also gain this bonus if you initiate a duel of wills against them. If a Mad Hat Trickster loses this way to another Mad Hat Trickster, she may re-roll her Intimidate check. If this roll beats the other Mad Hat Trickster's result, the other Mad Hat Trickster may re-roll as well. Continue until either Mad Hat Trickster fails to beat the other's roll.
Hate Trick (Ex)
Prerequisite: Mad Hat Trickster level 3
You gain a +4 bonus on Intimidate checks to demoralize an opponent. Once per day, you can increase this bonus to +15. This only works while wearing your hat.
Hate Trick, Improved (Ex)
Prerequisite: Mad Hat Trickster level 5, Hate Trick hat trick
You can now affect multiple foes at once! You can try to demoralize all enemies within 30 ft of you at once. This only works while wearing your hat.
Hate Trick, Greater (Ex)
Prerequisite: Mad Hat Trickster level 7, Hate Trick hat trick, Improved Hate Trick hat trick
You can now affect foes quicker! Demoralizing foes now is a move action for you instead of a standard action. This only works while wearing your hat.
Holiday Hat: Turkey Hat (Ex)
Prerequisites: Delicious flaw
Your hat is a grilled turkey! You can choose to confer your Delicious flaw onto your hat instead as a free action. You must be wearing your hat to do this.
Lampshade Hatting (Su)* (http://tvtropes.org/pmwiki/pmwiki.php/Main/LampshadeHanging)
Your hat resembles a lampshade. You gain the Endurance feat. Furthermore, your eyes emit a cone of light, providing bright illumination out to 10 ft and shadowy illumination for 10 ft beyond that. You can turn this off with a free action by blinking once. Blinking again turns it back on.
Little Hatyessss (http://questionablecontent.net/view.php?comic=2188) (Ex)
Prerequisite: Cha 10, Mad Hat Trickster level 2
People who come within 5 ft of you must make a Will save (DC 10 + your Mad Hat Trickster levels + Cha mod) or become fascinated by you and your hat. You may turn this ability on as a standard action a number of times per day equal to your Mad Hat Trickster level. It remains active for 5 rounds.
If you also have the Cute Hat hat trick, the DC increases by 2, plus the normal increase for your higher Cha mod.
Mad Hatting (Su)
Prerequisite: Mad Hat Trickster level 4
You can, as a standard action when you are holding your hat in your hand, is it to make a melee touch attack to try and put the hat on an enemy. This only works if the enemy is not wearing anything on their head or the hat can fit over what they are wearing on their head. If successful, the target takes 2 points of Int and Wis damage and they must succeed on a Will save (DC = attack roll result) or be stunned for 1 round. The hat must remain on the opponent's head until the beginning of his next turn to deal the Int and Wis damage. This is a mind-affecting effect.
Name Tag (Ex)
You get a name tag on your hat! If someone else grabs your hat, they must succeed on a Will save (DC 10 + Mad Hat Trickster class levels + Cha mod) or return it as fast as they can. Furthermore, if you have Leadership, you gain a +2 bonus to your Leadership score. Your Mad Hat Trickster levels stack with your Tasted (http://www.giantitp.com/forums/showthread.php?p=9361109) levels (if you have any) for deciding the DC on your Nom de Nourriture ability.
Nize Hat! (Ps)
If you succeed on a DC 25 Autohypnosis check, you link yourself to the primal power of Hat and can turn your otherwise peasantry social foolishness around and use it in your favour when dealing with other hat-wearers, making your hat even nizer for a short time. Your -15 penalty to Diplomacy becomes a +15 penalty to Diplomacy instead to other hat-wearers until the end of the encounter. You may use this ability 2/day as a free action. If used on someone who is Hostile to you, however, this may invoke Hat Frenzy.
Odd Hatjob Weaponization (Ex)
Your hat's rim gains sharp edges and you can now throw it like a frisbee. The hat can be used as a throwing weapon, dealing 1d4 points of damage (no matter your size - the hat just seems comically big for a Small character or comically small for a Large character), with a range of 30 ft and a critical range of 19-20 and a critical multiplier of x2. The hat returns to you after making the attack. If you get more than one attack on a full attack, you can use your hat to make a full attack, but may roll only one attack roll against an amount of targets equal to the amount of attacks you would get in a full attack. All targets must be within 30 ft of you.
Party Animal (Ex)
When you pull an animal out of your hat, you may choose to designate it as your 'party animal'. You don't need to make a Handle Animal check as it will remain indefinitely until it dies or until you pull out a new designated party animal.
Professor's Fedora (Ex)
You can use Knowledge checks untrained, get a +2 bonus on Knowledge skills you are trained in, may use identify as a spell-like ability 1/day and gain proficiency with the whip.
Prussian Piker (Ex)
Your hat hardens and grows a pike-tip-like horn on top of it. It deals 1d6 damage for a Medium character (add half Str modifier), with crit range and modifier of 20/x3 and deals double damage on a charge. It cannot be used from the back of a mount.
This hat trick cannot be taken if you have the Gilgamesh' Topping Torch hat trick.
Rebel Emperor (Ex)
Prerequisite: Mad Hat Trickster level 9, Rebel King hat trick, Rebel Lord hat trick
You may go hatless for 1 hour/class level rather than 10 minutes/class level every day.
Rebel King (Ex)
Prerequisite: Mad Hat Trickster level 6, Rebel Lord hat trick
You may go hatless for 10 minutes/class level rather than 1 minute/class level every day.
Rebel Lord (Ex)
Prerequisite: Mad Hat Trickster level 3
You may go hatless for 1 minute/class level rather than 1 round/class level every day.
Robe and Wizard Hat (Sp)
Prerequisite: Variable
Your hat looks pointier and more befitting a befuddled wizard. You may pick this hat trick multiple times, each time selecting a different robe to go with it. If you say the word "robe", your robe appears and you are immediately dressed in it. Nobody else but you can wear it. If you speak the word again, it disappears. If you are wearing armour, the robe will not appear.
Common Robe (requires class level 1; grants an AC bonus equal to half your level and magic missile as a spell-like ability useable at will)
Robe of Blending (requires class level 8)
Robe of Eyes (requires class level 9)
Robe of Scintillating Colors (requires class level 9)
Rope and Wizard Hat (Ex)
Prerequisite: Mad Hat Trickster level 7
When you hold your hat and say the word "rope", a hempen rope starts coming out of it until you tell it "enough". Up to 500 ft of rope can be given at any one time, one end of which always remains stuck inside your hat. If you cut the rope, the cut off part disappears immediately, but can be summoned again from your hat. The rope can be spliced or tied together with other ropes as normal however. If you hold your hat and say "rope" again, the rope is immediately sucked back into your hat. You cannot wear your hat while there is rope coming out of it.
If you say the word "rope" while wearing your hat, the hat will spit out some rope in the form of a noose that falls around your neck. If someone else is wearing your hat, it also does this, but only when either you or the hat-wearer say "rope". If the word "rope" is said again, the noose disappears, but if the word "noose" is said, it tightens and begins to suffocate the hat-wearer, which becomes incapable of speaking immediately.
Schmott Guy Hat (Su)
Prerequisite: Mad Hat Trickster level 2
Your hat grants you a +4 enhancement bonus to Intelligence. You also gain 1 extra skill point every Mad Hat Trickster level you take after taking this ability.
Schrödinger's Hat (Su)
Your hat is invisible for everyone else, unless you will it not to be as a standard action. It automatically becomes visible if you use any abilities with it or if it comes off your head.
Smokin' Hat (Ex)
Prerequisite: Mad Hat Trickster level 5
You can mentally force your hat to turn on its smoke machine, creating an effect as the fog cloud spell which lasts 30 minutes or until wind disperses it. You can use two uses of this ability to make it a cloud of heavy smoke. A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage.
You can use this ability 4/day.
Sorting Hat (Su)
Prerequisite: A hat trick that gives you a spell-like ability
Your hat becomes sentient and sapient, with Int, Wis and Cha scores of 10. It will never question your dominance (that is to say, it certainly might, but will still follow your orders). It also becomes telepathic out to 100 ft and can link you telepathically to someone else within 100 ft of it, as long as you are also within 100 ft of it.
If you have both this hat trick and the Hat Familiar hat trick, the hat's Int, Wis and Cha scores instead become 14.
Sparky Hat (Ex)
Your hat becomes equipped with two small horns that spark with electricity. They shed light like a candle (or, if you have the Gilgamesh' Topping Torch hat trick, increase the light radius by 5 ft) and, three times per day, you can make a melee touch attack against someone 5 ft away to deal 1d6/class level electricity damage. Furthermore, if you have the Odd Hatjob Weaponization hat trick or the Prussian Piker hat trick, they deal 1d6 extra electricity damage.
Special Delivery (Ex)
Prerequisites: Odd Hatjob Weaponization
If you have a Tiny animal or smaller that you pulled out with Cat in the Hat, you can put it on your hat to deliver it to a target as a standard attack (but not a full attack). In this case you don't deal damage but the animal may make an attack against the target as they latch onto it.
Spellcatcher (Su)
Prerequisite: Mad Hat Trickster level 3, Base Will save +3
You gain spell resistance 15 + Mad Hat Trickster class levels while wearing your hat or holding it. If you are holding your hat in your hand when you are targeted by a spell of a level equal to or less than half your character level and it does not beat your spell resistance, the spell's energy is sucked into the hat and stored. At any time during that day, you may cast the spell yourself as a spell-like ability.
Teleport-Hat-On (Sp)
Prerequisite: Mad Hat Trickster level 2
Your hat sometimes got pulled over your ears and eyes by bullies. Now you do it yourself, but over your entire body! Then poof aaand it's gone! You're gone! You can use dimension door as a spell-like ability 3/day, except the casting time is a full-round action.
Top Hat, Top Cat
Prerequisite: Handle Animal 9 ranks, Mad Hat Trickster level 6
Once per day, you may use three uses of your Cat in the Hat class ability to double the HD limit you are normally allowed, allowing you to summon a creature with up to twice your class level in HD. However, the creature's HD still may not exceed your own HD.
Turning Light (Su)
Prerequisite: Good alignment, Cha 13
Your hat lights up eerily with neon lights. You can cast light on your hat as a spell-like ability at will. This also somehow wards off undead?! No undead may come within 5 ft of you while it is lit up.
Turning Light, Improved (Su)
Prerequisite: Good alignment, Cha 15, Turning Light hat trick
Your hat lights up even MORE eerie! Once per day you can use daylight on your hat as a spell-like ability. No undead may come within 10 ft of you while it is active. You gain Fast Healing 1 while it is active.
Take My Hat (Ex): At level 10, the Mad Hat Trickster realizes that sometimes, enough is enough and he's had it! It's time to shout "yippee-ki-yay" and make your day, make yourself become a bad boy, a die hard, a lethal weapon that terminates the enemy aliens, mutants and heretics! To kick reason to the curb and go beyond the impossible, with hands burning red crying out to pierce the heavens and power fistbump the gods! At the same time, you will take their potato chips... AND EAT THEM!
Once per year, you can give your hat to someone else to take care of while you go out and kick ass. The person you give your hat to becomes your currently designated hatbearer. The target must agree to being your hatbearer (if this requires a Diplomacy check, your -15 penalty does not apply to it) and the hatbearer cannot perform attack or cast harmful spells while this is in effect.
You gain a +8 bonus to all your ability scores, can use all skills untrained, are permanently hasted and are affected by the inspire heroics, inspire competence and inspire greatness abilities of level 15 Bards with Words of Creation (granting you 4d10 extra HD, a +4 competence bonus on attack rolls, a +2 competence bonus on Fortitude saves, an additional +8 morale bonus on all saving throws, +8 dodge bonus to AC and a +4 Competence bonus to all skill checks) as background music starts to resound about you to emphasize what you are going to do. You also gain access to all level 9 martial maneuvers (ToB+available homebrew), but cannot recover them. This effect lasts for 5 minutes, during which all crows stay far away from you.
If you die, your soul goes into your hat, effectively becoming your hat, and thus possessing all of the hat's abilities. If the hat was intelligent, its intelligence is replaced by yours and you can bestow your hat tricks on anyone wearing you.
New Feat(s)
Extra Hat Trick
Prerequisites: Hat trick class feature
Benefit: You gain one extra hat trick.
Special: You make take this feat twice.