Grod_The_Giant
2013-06-28, 11:12 PM
As requested by Giegue
Trickcaster
“Got your purse. And your mind.”
Every pantheon has its tricksters— gods of deceit, fraud, and mischief. Loki, Anansi, Olidammara, and their ilk delight in trickery of all sorts, and their most devout followers seek to emulate them in all things. Trickcasters are unique divine followers, both more and less than a normal cleric.
Making a Trickcaster
As a trickcasters, you are an excellent resource for the party. You’re capable of filling many of the roles typically associated with the rogue, serving as a party “face,” and providing a wide range of magical support. Your magic can confuse and befuddle your foes, strengthen your allies, and take control of the battlefield.
Abilities: Trickcasters need a quick mind and a silver tongue. A high Charisma is vital to your magic, class abilities, and many of your most important skills. Intelligence is also important for many of your abilities, as well as helping you get the most from your skills. Dexterity helps you stay alive, both through defense and stealth, while Constitution can keep you alive if you get caught— and even the best tricksters get caught at some point.
Race: Trickcasters can be found in any race who tell stories of trickster gods.
Alignment: Trickcasters must be chaotic— their gods and goals are completely incompatible with the tenants of law. Beyond that, they might be benign or malevolent, determined to bring smiles to their friends faces or obsessed with humiliating the world around them.
Hit Die: d6
Class Skills: Bluff, Concentration, Craft, Diplomacy, Disable Device, Disguise, Forgery, Gather Information, Hide, Knowledge (Local), Knowledge (Religion), Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Use Magic Device
Skill Points at First Level: (6+Int Mod) x4
Skill Points at each additional level: 6+Int Mod
Level
BAB
Fort
Ref
Will
Special
0 lv
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+2
+2
Trapfinding, Divine Initiate
5
3
—
—
—
—
—
—
—
—
2nd
+1
+0
+3
+3
Anarchic Learning
6
4
—
—
—
—
—
—
—
—
3rd
+1
+1
+3
+3
Invisible Spell
6
5
—
—
—
—
—
—
—
—
4th
+2
+1
+4
+4
Anarchic Learning
6
6
3
—
—
—
—
—
—
—
5th
+2
+1
+4
+4
Bluffed Casting
6
6
4
—
—
—
—
—
—
—
6th
+3
+2
+5
+5
Silent Spell, Anarchic Learning
6
6
5
3
—
—
—
—
—
—
7th
+3
+2
+5
+5
Ranged Legerdemain
6
6
6
4
—
—
—
—
—
—
8th
+4
+2
+6
+6
Anarchic Learning
6
6
6
5
3
—
—
—
—
—
9th
+4
+3
+6
+6
Still Spell
6
6
6
6
4
—
—
—
—
—
10th
+5
+3
+7
+7
A Thousand Faces, Anarchic Learning
6
6
6
6
5
3
—
—
—
—
11th
+5
+3
+7
+7
Chaos Talents
6
6
6
6
6
4
—
—
—
—
12th
+6/+1
+4
+8
+8
Simple Silence, Anarchic Learning
6
6
6
6
6
5
3
—
—
—
13th
+6/+1
+4
+8
+8
Madcap Mind
6
6
6
6
6
6
4
—
—
—
14th
+7/+2
+4
+9
+9
Anarchic Learning
6
6
6
6
6
6
5
3
—
—
15th
+7/+2
+5
+9
+9
Simple Stillness
6
6
6
6
6
6
6
4
—
—
16th
+8/+3
+5
+10
+10
Anarchic Learning
6
6
6
6
6
6
6
5
3
—
17th
+8/+3
+5
+10
+10
Trick the Fates
6
6
6
6
6
6
6
6
4
—
18th
+9/+4
+6
+11
+11
Anarchic Learning
6
6
6
6
6
6
6
6
5
3
19th
+9/+4
+6
+11
+11
Bluff Death
6
6
6
6
6
6
6
6
6
4
20th
+10/+5
+6
+12
+12
A Thousand Bodies, Anarchic Learning
6
6
6
6
6
6
6
6
6
6
Class Features
Weapon and Armor Proficiency: Trickcasters are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Spells: A trickcaster casts divine spells, which are drawn from the trickcaster spell list below. When you gain access to a new level of spells, you automatically know all the spells for that level on the trickcaster’s spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list. You also have the option of adding to your existing spell list through your divine gift class feature (see below) as you increase in level.
To cast a trickcaster spell, you must have a Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a trickcaster’s spell is 10 + the spell's level + the trickcaster’s Cha modifier. Like other spellcasters, a trickcaster can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on the table above. In addition, you receive bonus spells for a high Charisma score (PH 8).
A trickcaster need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.
Trapfinding: As the Rogue class feature
Divine Initiate: A trickcaster is not quite a cleric or a favored soul, but you are close enough that inanimate objects cannot tell the difference. You may activate scrolls, wands, and other devices with spell completion or spell trigger activation as a cleric of your level. For the purpose of using a scroll or other magic device, if you are also a cleric, actual cleric levels and these effective cleric levels stack.
Anarchic Learning (Ex): The tricksters are unpredictable gods, and their chaotic nature extends to the powers they grant their followers. At 2nd level, and at every subsequent even-numbered level, you may select one spell on the trickcaster spell list and one cleric spell of an equal level. Permanently remove the trickcaster spell from your list of spells known and add the cleric spell to your list of spells known.
Invisible Spell: At 3rd level, you gain Invisible Spell (Cityscape) as a bonus feat. You may apply it to your spells without increasing their casting time.
Bluffed Casting (Ex): Starting at 5th level, you have learned how to make your spells appear to be different. Whenever an opponent makes a Spellcraft check to identify a spell you are casting, you may make an opposed Bluff check. If your result is higher, you may dictate what spell your opponent believes you are casting, as shown on the table below:
Margin of success
Result
1-4
Another Trickster spell of the same spell level
5-9
Another Trickster spell of any spell level, or any spell of the same spell level.
10+
Any spell.
Opponents can make new checks after interacting with the spell— being attacked by a summoned creature, seeing an abjuration affect an attack, and so on.
Silent Spell: At 6th level, you gain Silent Spell as a bonus feat. You may apply it to your spells without increasing their casting time.
Ranged Legerdemain (Sp): Starting at 7th level, you may use Disable Device, Open Lock, and Sleight of Hand at a range of 30 feet. Doing so increases the DC of the skill check by 5, and you cannot take 10 on this check.
Still Spell: At 9th level, you gain Still Spell as a bonus feat. You may apply it to your spells without increasing their casting time.
A Thousand Faces (Su): As the Druid ability. You may also retrain the disguise self spell, as through the Anarchic Learning class feature.
Chaos Talents (Su): Starting at 11th level, you may channel the forces of chaos to boost your skills… potentially. When making a skill check, you may roll twice and take the better result. However, at some point in the next twenty-four hours, when making an equally significant skill check, you must roll twice and take the worse result. When your bad luck crops up is entirely up to the GM. You may use this ability a number of times per day equal to your Charisma modifier, and you may not use it to re-roll a check the bad luck side of this ability is forcing you to re-roll.
Simple Silence (Ex): At 12th level, a number of times per day equal to your Intelligence modifier, you may apply Silent Spell to a spontaneously cast spell without using a higher level spell slot than normal.
Madcap Mind (Ex): At 13th level, a trickcaster’s mind is a slippery, twisty thing. A number of times per day equal to your Charisma modifier, you may use a Bluff check in place of a Will save.
Simple Stillness (Ex): At 15th level, a number of times per day equal to your Intelligence modifier, you may apply Still Spell to a spontaneously cast spell without using a higher level spell slot than normal.
Trick the Fates (Ex): At 17th level, you cannot be detected by any divination spell or spell-like ability. Scrying cannot see you; Augury cannot predict your actions, Detect Evil does not say “yes” or “no,” and you are totally invisible when seen through the lens of True Seeing. Effects you produce, such as ongoing spells, are detectable, however— an arcane sight spell, for example, can detect your invisibility spell, if not you. Only a deity can pierce this ability.
Bluff Death (Ex): Starting at 19th level, once per day when you would be reduced to -10 or fewer hit points, you may make a Bluff check, with a DC equal to the damage that would have killed you. If you succeed, you are instead reduced to -1 hit points and stable.
A Thousand Bodies (Su): Starting at 20th level, you may alter your form at will, as if using the alter self spell. This is a free action, and the change lasts as long as you are conscious. You may also retrain the alter self spell, as through the Anarchic Learning class feature.
Trickcaster
“Got your purse. And your mind.”
Every pantheon has its tricksters— gods of deceit, fraud, and mischief. Loki, Anansi, Olidammara, and their ilk delight in trickery of all sorts, and their most devout followers seek to emulate them in all things. Trickcasters are unique divine followers, both more and less than a normal cleric.
Making a Trickcaster
As a trickcasters, you are an excellent resource for the party. You’re capable of filling many of the roles typically associated with the rogue, serving as a party “face,” and providing a wide range of magical support. Your magic can confuse and befuddle your foes, strengthen your allies, and take control of the battlefield.
Abilities: Trickcasters need a quick mind and a silver tongue. A high Charisma is vital to your magic, class abilities, and many of your most important skills. Intelligence is also important for many of your abilities, as well as helping you get the most from your skills. Dexterity helps you stay alive, both through defense and stealth, while Constitution can keep you alive if you get caught— and even the best tricksters get caught at some point.
Race: Trickcasters can be found in any race who tell stories of trickster gods.
Alignment: Trickcasters must be chaotic— their gods and goals are completely incompatible with the tenants of law. Beyond that, they might be benign or malevolent, determined to bring smiles to their friends faces or obsessed with humiliating the world around them.
Hit Die: d6
Class Skills: Bluff, Concentration, Craft, Diplomacy, Disable Device, Disguise, Forgery, Gather Information, Hide, Knowledge (Local), Knowledge (Religion), Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Use Magic Device
Skill Points at First Level: (6+Int Mod) x4
Skill Points at each additional level: 6+Int Mod
Level
BAB
Fort
Ref
Will
Special
0 lv
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+2
+2
Trapfinding, Divine Initiate
5
3
—
—
—
—
—
—
—
—
2nd
+1
+0
+3
+3
Anarchic Learning
6
4
—
—
—
—
—
—
—
—
3rd
+1
+1
+3
+3
Invisible Spell
6
5
—
—
—
—
—
—
—
—
4th
+2
+1
+4
+4
Anarchic Learning
6
6
3
—
—
—
—
—
—
—
5th
+2
+1
+4
+4
Bluffed Casting
6
6
4
—
—
—
—
—
—
—
6th
+3
+2
+5
+5
Silent Spell, Anarchic Learning
6
6
5
3
—
—
—
—
—
—
7th
+3
+2
+5
+5
Ranged Legerdemain
6
6
6
4
—
—
—
—
—
—
8th
+4
+2
+6
+6
Anarchic Learning
6
6
6
5
3
—
—
—
—
—
9th
+4
+3
+6
+6
Still Spell
6
6
6
6
4
—
—
—
—
—
10th
+5
+3
+7
+7
A Thousand Faces, Anarchic Learning
6
6
6
6
5
3
—
—
—
—
11th
+5
+3
+7
+7
Chaos Talents
6
6
6
6
6
4
—
—
—
—
12th
+6/+1
+4
+8
+8
Simple Silence, Anarchic Learning
6
6
6
6
6
5
3
—
—
—
13th
+6/+1
+4
+8
+8
Madcap Mind
6
6
6
6
6
6
4
—
—
—
14th
+7/+2
+4
+9
+9
Anarchic Learning
6
6
6
6
6
6
5
3
—
—
15th
+7/+2
+5
+9
+9
Simple Stillness
6
6
6
6
6
6
6
4
—
—
16th
+8/+3
+5
+10
+10
Anarchic Learning
6
6
6
6
6
6
6
5
3
—
17th
+8/+3
+5
+10
+10
Trick the Fates
6
6
6
6
6
6
6
6
4
—
18th
+9/+4
+6
+11
+11
Anarchic Learning
6
6
6
6
6
6
6
6
5
3
19th
+9/+4
+6
+11
+11
Bluff Death
6
6
6
6
6
6
6
6
6
4
20th
+10/+5
+6
+12
+12
A Thousand Bodies, Anarchic Learning
6
6
6
6
6
6
6
6
6
6
Class Features
Weapon and Armor Proficiency: Trickcasters are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Spells: A trickcaster casts divine spells, which are drawn from the trickcaster spell list below. When you gain access to a new level of spells, you automatically know all the spells for that level on the trickcaster’s spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list. You also have the option of adding to your existing spell list through your divine gift class feature (see below) as you increase in level.
To cast a trickcaster spell, you must have a Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a trickcaster’s spell is 10 + the spell's level + the trickcaster’s Cha modifier. Like other spellcasters, a trickcaster can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on the table above. In addition, you receive bonus spells for a high Charisma score (PH 8).
A trickcaster need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.
Trapfinding: As the Rogue class feature
Divine Initiate: A trickcaster is not quite a cleric or a favored soul, but you are close enough that inanimate objects cannot tell the difference. You may activate scrolls, wands, and other devices with spell completion or spell trigger activation as a cleric of your level. For the purpose of using a scroll or other magic device, if you are also a cleric, actual cleric levels and these effective cleric levels stack.
Anarchic Learning (Ex): The tricksters are unpredictable gods, and their chaotic nature extends to the powers they grant their followers. At 2nd level, and at every subsequent even-numbered level, you may select one spell on the trickcaster spell list and one cleric spell of an equal level. Permanently remove the trickcaster spell from your list of spells known and add the cleric spell to your list of spells known.
Invisible Spell: At 3rd level, you gain Invisible Spell (Cityscape) as a bonus feat. You may apply it to your spells without increasing their casting time.
Bluffed Casting (Ex): Starting at 5th level, you have learned how to make your spells appear to be different. Whenever an opponent makes a Spellcraft check to identify a spell you are casting, you may make an opposed Bluff check. If your result is higher, you may dictate what spell your opponent believes you are casting, as shown on the table below:
Margin of success
Result
1-4
Another Trickster spell of the same spell level
5-9
Another Trickster spell of any spell level, or any spell of the same spell level.
10+
Any spell.
Opponents can make new checks after interacting with the spell— being attacked by a summoned creature, seeing an abjuration affect an attack, and so on.
Silent Spell: At 6th level, you gain Silent Spell as a bonus feat. You may apply it to your spells without increasing their casting time.
Ranged Legerdemain (Sp): Starting at 7th level, you may use Disable Device, Open Lock, and Sleight of Hand at a range of 30 feet. Doing so increases the DC of the skill check by 5, and you cannot take 10 on this check.
Still Spell: At 9th level, you gain Still Spell as a bonus feat. You may apply it to your spells without increasing their casting time.
A Thousand Faces (Su): As the Druid ability. You may also retrain the disguise self spell, as through the Anarchic Learning class feature.
Chaos Talents (Su): Starting at 11th level, you may channel the forces of chaos to boost your skills… potentially. When making a skill check, you may roll twice and take the better result. However, at some point in the next twenty-four hours, when making an equally significant skill check, you must roll twice and take the worse result. When your bad luck crops up is entirely up to the GM. You may use this ability a number of times per day equal to your Charisma modifier, and you may not use it to re-roll a check the bad luck side of this ability is forcing you to re-roll.
Simple Silence (Ex): At 12th level, a number of times per day equal to your Intelligence modifier, you may apply Silent Spell to a spontaneously cast spell without using a higher level spell slot than normal.
Madcap Mind (Ex): At 13th level, a trickcaster’s mind is a slippery, twisty thing. A number of times per day equal to your Charisma modifier, you may use a Bluff check in place of a Will save.
Simple Stillness (Ex): At 15th level, a number of times per day equal to your Intelligence modifier, you may apply Still Spell to a spontaneously cast spell without using a higher level spell slot than normal.
Trick the Fates (Ex): At 17th level, you cannot be detected by any divination spell or spell-like ability. Scrying cannot see you; Augury cannot predict your actions, Detect Evil does not say “yes” or “no,” and you are totally invisible when seen through the lens of True Seeing. Effects you produce, such as ongoing spells, are detectable, however— an arcane sight spell, for example, can detect your invisibility spell, if not you. Only a deity can pierce this ability.
Bluff Death (Ex): Starting at 19th level, once per day when you would be reduced to -10 or fewer hit points, you may make a Bluff check, with a DC equal to the damage that would have killed you. If you succeed, you are instead reduced to -1 hit points and stable.
A Thousand Bodies (Su): Starting at 20th level, you may alter your form at will, as if using the alter self spell. This is a free action, and the change lasts as long as you are conscious. You may also retrain the alter self spell, as through the Anarchic Learning class feature.