ideasmith
2015-06-28, 08:43 PM
REARRANGING CORE CLASS FEATURES WITH TIERS IN MIND
I am certainly the wrong person to do this. Since I found myself doing it anyway, I might as well post the results and see if anyone has any use for them.
Why am I the wrong person for this? Because I don’t really understand tiers, don’t really care about them and don’t intend to be in the sort of game where they matter.
What have I done with this? I rearranged the class features found in core into what are intended to be tier 2 &/or 3 classes. (Okay, I left prepared casting out and toned down alignment.) That’s the witch, trickster, stalwart, priest, magic user, and beastmaster.
Then I tried to fill in a serious gap in that list. All the above classes have spells, and many players don’t like that sort of resource management. So I attempted to create a tier 2 or 3 class that did not use such resource management. That’s the battler.
I don’t intend to use these classes, and don’t consider them appropriate for most campaigns. In fact, best to give a warning notice:
WARNING: These classes are not, and are not intended to be, compatible with standard D&D classes. The balance assumptions are very different. Use at your own risk.
TABLE OF CONTENTS
Intro 1st post
Witch 1st post
Trickster 1st post
Stalwart 2nd post
Priest 2nd post
Magic User 2nd post
Beastmaster 3rd post
Battler 3rd post
Summary
WITCH: Alignment: any; Hit Die: d6; Skill Point Base: 6; BAB: medium; Fort. Save: Poor; Ref. Save: Good; Will Save: Good
Class Skills: as bard//commoner//adept//wizard; Class Features: as bard//wizard//archmage//hierophant//loremaster adjust prestige features to fit base class and add woodland stride as ranger
Spellcasting: spontaneous, bard progression, adept, bard, cleric, druid, and sorcerer lists
TRICKSTER: Alignment: any; Hit Die: d8; Skill Point Base: 8; BAB: medium; Fort. Save: Good; Ref. Save: Good; Will Save: Good
Class Skills: as monk//rogue//assassin; Class Features: as monk//rogue//assassin//shadowdancer, adjust prestige features to base class and add ranger combat style track
Spellcasting: spontaneous, bard progression, assassin list, plus abj./div./ill. sorcerer spells.
STALWART: Alignment: any; Hit Die: d12; Skill Point Base: 4; BAB: Good; Fort. Save: Good; Ref. Save: Good; Will Save: Good
Class Skills: as barbarian//fighter//paladin//aristocrat//duelist; Class Features: barbarian//fighter//paladin//duelist, adjust prestige features to base class and add favored enemy as ranger & evasion as rogue, minus aura/detect evil & illiteracy, smite ‘any enemy’.
Spellcasting: spontaneous, bard progression, paladin list sans aligned spells, plus cleric list
PRIEST: Alignment: not opposed to deity; Hit Die: d4; Skill Point Base: 2; BAB: Poor; Fort. Save: Poor; Ref. Save: Poor; Will Save: Good
Class Skills: as cleric; Class Features: cleric plus detect hostile aura, turn/rebuke undead per deity rather than alignment
Spellcasting: spontaneous; spells/day half sorcerer; spells known sorcerer-1 plus domains; cleric and druid lists (plus domains)
MAGIC USER: Alignment: any; Hit Die: d4; Skill Point Base: 2; BAB: Poor; Fort. Save: Poor; Ref. Save: Poor; Will Save: Good
Class Skills: as sorcerer; Class Features: divination specialists get bardic knowledge
Spellcasting: spontaneous, sorcerer list and spells known, half sorcerer spells per day plus specialization as wizard (but no prohibited schools)
BEASTMASTER: Alignment: any; Hit Die: d8; Skill Point Base: 6; BAB: medium; Fort. Save: Good; Ref. Save: Good; Will Save: Good
Class Skills: as druid//ranger//horizon walker; Class Features: as druid//ranger//horizon walker, sans combat style chain; adjust prestige features to base class; both animal companions gained, add summon familiar (×2), number of animal/plant forms the beastmaster is familiar with specified.
Spellcasting: spontaneous, bard progression, ranger and druid lists
BATTLER: Alignment: any; Hit Die: d12; Skill Point Base: 8; BAB: Good; Fort. Save: Good; Ref. Save: Good; Will Save: Good
Class Skills: all except use magic device; Class Features: Feats, immunities, and numerical bonuses; specials on specific to-hit rolls; enhancements to 5-foot step; freedom of movement at 9th, true seeing at 11th.
Spellcasting: none
WITCH
Alignment: Any.
Hit Die: d6.
Class Skills
The witch’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.
Starting Age: As rogue
Starting Money: As bard
Witch
LevelBABFortRefWillSpecial 0lvl1st2nd3rd4th5th6th
1st+0+0+2+2Scribe Scroll, Summon Familiar, Inspire Courage +1, Fascinate, Countersong, Bardic Knowledge, Bardic Music2 — —————
2nd+1+0+3+330—————
3rd+2+1+3+3Inspire Competence310————
4th+3+1+4+4320————
5th+3+1+4+4Bonus Feat332————
6th+4+2+5+5Secret, Suggestion3320———
7th+5+2+5+5Woodland Stride3331———
8th+6/+1+2+6+6Inspire Courage +2, Secret3332———
9th+6/+1+3+6+6Bonus Language, Inspire Greatness3332 — ——
10th+7/+2+3+7+7Secret, Bonus Feat33320——
11th+8/+3+3+7+7Greater Lore33331——
12th+9/+4+4+8+8Song of Freedom, Secret33332 — —
13th+9/+4+4+8+8Bonus Language333320—
14th+10/+5+4+9+9 Spell-Like Ability (0th), Inspire Courage +3, Mastery of Shaping, Secret433331—
15th+11/+6/+1+5+9+9Spell-Like Ability (1st), Bonus Feat, Inspire Heroics, Mastery of Counterspelling, True Lore443332 —
16th+12/+7/+2+5+10+10Spell-Like Ability (2nd), Secret4443320
17th+12/+7/+2+5+10+10Spell-Like Ability (3rd), Bonus Language, Arcane Reach4444331
18th+13/+8/+3+6+11+11Spell-Like Ability (4th), Secret, Mass Suggestion, Gift of Power4444432
19th+14/+9/+4+6+11+11Spell-Like Ability (5th), Arcane Fire 4444443
20th+15/+10/+5+6+12+12Inspire Courage +4, Spell-Like Ability (6th), Secret, Bonus Feat, Mastery of Elements4444444
Witch Spells Known
Level0lvl1st2nd3rd4th5th6th 1st521—————
2nd63—————
3rd63 — ————
4th63 21————
5th643————
6th64421———
7th6443———
8th6443———
9th644421——
10th64443——
11th64443——
12th6444421—
13th644443—
14th644443— 15th65444421
16th6554443
17th6555443
18th6555544
19th6555554
20th6555555
1 Provided the witch has a high enough Wisdom or Charisma score to have a bonus spell of this level.
Class Features
All of the following are class features of the witch.
Weapon and armor proficiency: A witch is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Witches are proficient with light armor and shields (except tower shields). A witch can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any arcane spellcaster, a witch casting an arcane spell while wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass witch still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A witch casts spells, which can be either arcane or divine as determined by the witch at time of casting, and which are drawn from the adept, bard, cleric, druid, and sorcerer spell lists. She can cast any spell she knows without preparing it ahead of time. Every arcane witch spell has a verbal component (singing, reciting, or music), but spells cast as divine spells might not. To learn or cast a spell, a witch must have a Wisdom or Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell level + the witch’s Wisdom or Charisma modifier.
Like other spellcasters, a witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Witch Spells. In addition, she receives bonus spells per day if she has a high Wisdom or Charisma score. When Table: Witch Spells per Day indicates that the witch gets 0 divine per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom and Charisma scores for that spell level.
The witch’s selection of spells is extremely limited. A witch begins play knowing eight 0-level spells, and one first level spell, of your choice. At most new witch levels, she gains one or more new spells, as indicated on Table: Witch Spells Known. (Unlike spells per day, the number of spells a witch knows is not affected by her Wisdom or Charisma score; the numbers on Table: Witch Spells Known are fixed.)
Upon reaching 5th level, and at every witch level after that, a witch can choose to learn a new spell in place of one she already knows. In effect, the witch “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level witch spell the witch can cast. A witch may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
As noted above, a witch need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
Bardic Knowledge: A witch has bardic knowledge as a bard of the same level.
Bardic Music: A witch has bardic music as a bard of the same level.
Summon Familiar: A witch can summon a familiar as a wizard of the same level.
Scribe Scroll: At 1st level, a witch gains Scribe Scroll as a bonus feat.
Bonus Feats: At 5th, 10th, 15th, and 20th level, a witch gains a bonus feat. At each such opportunity, she can choose a metamagic feat, or an item creation feat. The witch must still meet all prerequisites for a bonus feat, including caster level minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The witch is not limited to the categories of item creation feats or metamagic feats when choosing these feats.
Secret: At 6th level and every two levels higher than 6th (8th, 10th, 12th, and so on), the witch chooses one
secret from the table below. Her level plus Intelligence modifier determines the total number of secrets she can choose. She can’t choose the same secret twice.
[tr] Witch Secrets
Level + Int Modifier Secret Effect
1 Instant mastery 4 ranks of a skill in which the character has no ranks
2 Secret health +3 hit points
3 Secrets of inner strength +2 bonus on Will saves
4 The lore of true stamina +2 bonus on Fortitude saves
5 Secret knowledge of avoidance +2 bonus on Reflex saves
6 Weapon trick +1 bonus on attack rolls
7 Dodge trick +1 dodge bonus to AC
8 Applicable knowledge Any one feat
9 Newfound arcana 1 bonus 1st-level spell*
10 More newfound arcana 1 bonus 2nd-level spell*
* As if gained through having a high ability score.
Woodland Stride (Ex): Starting at 7th level, a witch has woodland stride as a ranger of the same level.
Bonus Languages: A witch can choose any new language at 9th, 13th and 17th level.
Greater Lore (Ex): At 11th level, a witch gains the ability to understand magic items, as with the identify spell.
Mastery of Shaping: At 14th level, a witch can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet.
Spell-Like Ability (Sp): At 14th level a witch gains a spell-like ability that can be used twice per day. The witch does not use any components when casting the spell, although a spell that costs XP to cast still does so, and a spell with a costly material component instead costs her 10 times that amount in XP. This spell must be a spell from the adept, bard, cleric, druid, or sorcerer list which the witch already knows. The witch gains an additional spell-like ability, typically one level higher, at each level above 14th.
The spell is normally of the level specified on the table, (or lower, if the hierophant chooses to permanently attach a metamagic feat to the spell chosen). The witch can choose a lower-level spell to use the spell-like ability more than twice per day. Choosing a spell three levels lower allows her to cast the spell four times per day, and a spell six levels higher lets her cast it six times per day. This ability can be applied to the same spell (increasing the number of times per day it can be used).
Mastery of Counterspelling: When a 15th level witch counterspells a spell, it is turned back upon the caster as if it were fully affected by a [/i]spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled.
True Lore (Ex): At 15th level, once per day a witch can use her knowledge to gain the effect of a legend lore spell or an analyze dweomer spell.
Arcane Reach (Su): A 17th level witch can use spells with a range of touch on a target up to 30 feet away. The archmage must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet.
Gift of Power (Su): An 18th level witch can temporarily transfer one or more of her witch Class Features to a willing creature. The transfer lasts anywhere from 24 hours to one week (chosen at the time of transfer), and while the transfer is in effect, the witch cannot use the transferred power. She can transfer any of her witch powers except spellcasting, bonus feats and the ability to have a familiar. The subject uses the witch’s class level but her own ability scores and skill ranks.
The witch’s bardic music ability can be partially or completely transferred. The witch chooses how many uses of bardic music per day to give to transfer and retains the rest of the uses for herself.
Arcane Fire (Su): At 19th level, a witch gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level of witch) that deals 1d6 points of damage per class level of the witch plus 1d6 points of damage per level of the spell used to create the effect.
Mastery of Elements: A 20th level witch can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when she begins casting.
TRICKSTER
Alignment: Any.
Hit Die: d8.
Class Skills
The trickster’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), ), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (8 + Int modifier) x4.
Skill Points at Each Additional Level: 8 + Int modifier.
Starting Age: As rogue
Starting Money: As rogue
Custom
LevelBABFortRefWillSpecial 0lvl1st2nd3rd4th5th6th
1st+0+2+2+2Trapfinding, Sneak Attack +1d6, Flurry of Blows, Unarmed Strike, Bonus Feat30—————
2nd+1+3+3+3Evasion, Bonus Feat31—————
3rd+2+3+3+3Trap Sense +1, Still Mind, Sneak Attack +2d6320————
4th+3+4+4+4Uncanny Dodge, Slow Fall 20 ft., Ki Strike (magic)331————
5th+3+4+4+4Sneak Attack +3d6332————
6th+4+5+5+5Poison Use, Death Attack, Improved Combat Style, Bonus Feat, Slow Fall 30 ft., Trap Sense +23320———
7th+5+5+5+5Wholeness of Body, Sneak Attack +4d63331———
8th+6/+1+6+6+6+1 Save Against Poison, Inspire Courage +2, Slow Fall 40 ft.3332———
9th+6/+1+6+6+6Trap Sense +3, Sneak Attack +5d6, Improved Evasion, Darkvision33320——
10th+7/+2+7+7+7Special Ability, Slow Fall 50 ft., Ki Strike (all Alignments)33331——
11th+8/+3+7+7+7+2 Save Against Poison, Sneak Attack +6d6, Diamond body, greater flurry, Combat style mastery, Shadow illusion, summon shadow 33332——
12th+9/+4+8+8+8Slow Fall 60 ft., Trap Sense +4, Abundant Step, Shadow Jump 20 ft.333320—
13th+9/+4+8+8+8Special Ability, Sneak Attack +7d6, Diamond Soul433331—
14th+10/+5+9+9+9+3 Save Against Poison, Slow Fall 70 ft.443332—
15th+11/+6/+1+9+9+9Trap Sense +5, Sneak Attack +8d6, Quivering palm, Shadow jump 40 ft., summon shadow 4443320
16th+12/+7/+2+10+10+10Special Ability, Slow Fall 80 ft., Ki Strike (adamantine)4444331
17th+12/+7/+2+10+10+10+4 Save Against Poison, Sneak Attack +9d6, Timeless Body, Tongue of the Sun and Moon4444432
18th+13/+8/+3+11+11+11Slow Fall 90 ft., Trap Sense +6, Shadow Jump 80 ft.4444443
19th+14/+9/+4+11+11+11Special Ability, Sneak Attack +10d6, Empty Body, Summon Shadow4444444
20th+15/+10/+5+12+12+12+5 Save Against Poison, Slow Fall Any Distance, Perfect Self4444444
Spells Known
Level0lvl1st2nd3rd4th5th6th 1st521—————
2nd63—————
3rd6321———— 4th643———— 5th643———— 6th64421——— 7th6443——— 8th6443——— 9th644421—— 10th64443—— 11th64443—— 12th6444421— 13th644443— 14th644443— 15th65444421 16th6554443 17th6555443 18th6555544 19th6555554 20th6555555
1 Provided the trickster has a high enough Intelligence score to have a bonus spell of this level.
Trickster Unarmed and Unarmored Progressions
Level Flurry of Blows Attack Bonus
Unarmed Damage1
AC Bonus
Unarmored Speed Bonus
1st-2/-21d6+0+0 ft.
2nd-1/-11d6+0+0 ft.
3rd+0/+01d6+0+10 ft.
4th+1/+11d8+0+10 ft.
5th 2/+21d8+1+10 ft.
6th +3/+31d8+1+20 ft.
7th +4/+41d8+1+20 ft.
8th +5/+5/+01d10+1+20 ft.
9th +6/+6/+11d10+1+30 ft.
10th +7/+7/+21d10+2+30 ft.
11th +8/+8/+8/+31d10+2+30 ft.
12th +9/+9/+9/+4 2d6+2+40 ft.
13th +9/+9/+9/+4 2d6+2+40 ft.
14th +10/+10/+10/+5 2d6+2+40 ft.
15th +11/+11/+11/+6/+1 2d6+3+50 ft.
16th +12/+12/+12/+7/+2 2d8+3+50 ft.
17th +12/+12/+12/+7/+2 2d8+3+50 ft.
18th +13/+13/+13/+8/+3 2d8+3+60 ft.
19th +14/+14/+14/+9/+4 2d8+3+60 ft.
20th +15/+15/+15/+10/+5 2d10+4+60 ft.
1 The value shown is for Medium tricksters. See Table: Small or Large Trickster Unarmed Damage for Small or Large tricksters.
Class Features
All of the following are class features of the trickster.
Weapon and armor proficiency: Tricksters are proficient with all simple weapons, plus the handaxe, hand crossbow, kama, nunchaku, sai, rapier, sap, shortbow, short sword, shuriken, and siangham. Tricksters are proficient with light armor, but not with shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a trickster loses her AC bonus, as well as her fast movement and flurry of blows abilities.
AC Bonus (Ex): When unarmored and unencumbered, the trickster adds her Wisdom bonus (if any) to her AC. In addition, a trickster gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five trickster levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the trickster is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Flurry of Blows (Ex): A trickster has flurry of blows as a monk of the same level.
Unarmed Strike: At 1st level, a trickster gains Improved Unarmed Strike as a monk of the same level.
Bonus Feat: At 1st level, a trickster may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A trickster need not have any of the prerequisites normally required for these feats to select them.
Sneak Attack: A trickster has sneak attack as a rogue of the same level.
Trapfinding: A trickster has trapfinding as a rogue of the same level.
Evasion (Ex): At 2nd level or higher a trickster has evasion as a monk of the same level.
Spells A trickster casts arcane spells, which are drawn from the assassin spell list and from the abjuration, divination, and illusion schools of the sorcerer list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a trickster must have an Intelligence score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a trickster’s spell is 10 + the spell level + the trickster’s Intelligence modifier.
Like other spellcasters, a trickster can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Trickster. In addition, she receives bonus spells per day if she has a high Intelligence score. When Table: Trickster Spells indicates that the trickster gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Intelligence score for that spell level.
The trickster’s selection of spells is extremely limited. A trickster begins play knowing four 0-level spells of your choice. At most new trickster levels, she gains one or more new spells, as indicated on Table: Trickster Spells. (Unlike spells per day, the number of spells a trickster knows is not affected by her Intelligence score; the numbers on Table: Trickster Spells Known are fixed.)
Upon reaching 5th level, and at every third trickster level after that (8th, 11th, and so on), a trickster can choose to learn a new spell in place of one she already knows. In effect, the trickster “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level trickster spell the trickster can cast. A trickster may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
As noted above, a trickster need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
Combat Style (Ex): At 2nd level, a trickster has combat style as a ranger of the same level.
Fast Movement (Ex): At 3rd level, a trickster gains an enhancement bonus to her speed, as shown on Table: Unarmed and Unarmored Progressions The Trickster. A trickster in armor or carrying a medium or heavy load loses this extra speed.
Still Mind (Ex): A trickster of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Trap Sense (Ex): At 3rd level, a trickster gains trap sense as a rogue of the same level.
Ki Strike (Su): At 4th level, a trickster’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s trickster level. At 10th level, her unarmed attacks are also treated as chaotic weapons, as good weapons, as evil weapons and as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Slow Fall (Ex): At 4th level or higher, a trickster has slow fall as a monk of the same level.
Uncanny Dodge (Ex): Starting at 4th level, a trickster has uncanny dodge as a rogue of the same level.
Purity of Body (Ex): At 5th level, a trickster gains immunity to all diseases except for supernatural and magical diseases.
Improved Combat Style (Ex): At 6th level, a trickster gains improved combat style as a ranger of the same level.
Death Attack: If a 6th level trickster studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (trickster’s choice). While studying the victim, the trickster can undertake other actions so long as her attention stays focused on the target and the target does not detect the trickster or recognize the trickster as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + half the trickster’s class level + the trickster’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the trickster. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the trickster has completed the 3 rounds of study, she must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the trickster does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.
Poison Use: At 6th level, tricksters are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Wholeness of Body (Su): At 7th level or higher, a trickster has wholeness of body as a monk of the same level.
Improved Uncanny Dodge (Ex): A trickster of 8th level has improved uncanny dodge as a rogue of the same level.
Save Bonus against Poison: The trickster gains a natural saving throw bonus to all poisons gained at 8th level that increases by +1 for every three additional levels the trickster gains.
Hide in Plain Sight (Su): An 8th level trickster can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a trickster can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Improved Evasion (Ex): At 9th level, a trickster gains improved evasion as a monk of the same level.
Darkvision (Su): At 9th level, a trickster can see in the dark as though she were permanently under the effect of a darkvision spell.
Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a trickster gains a special ability of her choice from among the same options that rogues similarly choose from.
Diamond Body (Su) : At 11th level, a trickster gains immunity to poisons of all kinds.
Combat Style Mastery (Ex): At 11th level, a trickster gains combat style mastery as a ranger of the same level.
Shadow Illusion (Sp) : When a trickster reaches 11th level, she can create visual illusions. This ability’s effect is identical to that of the arcane spell silent image and may be employed once per day.
Summon Shadow (Su) : At 11th level, a trickster can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the trickster, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the trickster and can communicate intelligibly with the trickster. Every 4th level gained by the trickster adds +2 HD (and the requisite base attack and base save bonus increases) to her shadow companion.
If a shadow companion is destroyed, or the trickster chooses to dismiss it, the trickster must attempt a DC 15 Fortitude save. If the saving throw fails, the trickster loses 200 experience points per trickster level. A successful saving throw reduces the loss by half, to 100 XP per prestige class level. The trickster XP total can never go below 0 as the result of a shadow’s dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for 30 days.
Abundant Step (Su): At 12th level or higher, a trickster can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her trickster level (rounded down).
Shadow Jump (Su): At 12th level, a trickster gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A trickster can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every three levels higher than 12th, the distance a trickster can jump each day doubles (40 feet at 15th and 80 feet at 18th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Diamond Soul (Ex): At 13th level, a trickster gains diamond soul as a monk of the same level.
Quivering Palm (Su): Starting at 15th level, a has quivering palm as a monk of the same level.
Timeless Body (Ex): Upon attaining 17th level, a trickster gains timeless body as a monk of the same level.
Tongue of the Sun and Moon (Ex): A trickster of 17th level or higher can speak with any living creature.
Empty Body (Su): At 19th level, a trickster gains empty body as a monk of the same level.
Perfect Self: At 20th level, a trickster gains perfect self as a monk of the same level.
I am certainly the wrong person to do this. Since I found myself doing it anyway, I might as well post the results and see if anyone has any use for them.
Why am I the wrong person for this? Because I don’t really understand tiers, don’t really care about them and don’t intend to be in the sort of game where they matter.
What have I done with this? I rearranged the class features found in core into what are intended to be tier 2 &/or 3 classes. (Okay, I left prepared casting out and toned down alignment.) That’s the witch, trickster, stalwart, priest, magic user, and beastmaster.
Then I tried to fill in a serious gap in that list. All the above classes have spells, and many players don’t like that sort of resource management. So I attempted to create a tier 2 or 3 class that did not use such resource management. That’s the battler.
I don’t intend to use these classes, and don’t consider them appropriate for most campaigns. In fact, best to give a warning notice:
WARNING: These classes are not, and are not intended to be, compatible with standard D&D classes. The balance assumptions are very different. Use at your own risk.
TABLE OF CONTENTS
Intro 1st post
Witch 1st post
Trickster 1st post
Stalwart 2nd post
Priest 2nd post
Magic User 2nd post
Beastmaster 3rd post
Battler 3rd post
Summary
WITCH: Alignment: any; Hit Die: d6; Skill Point Base: 6; BAB: medium; Fort. Save: Poor; Ref. Save: Good; Will Save: Good
Class Skills: as bard//commoner//adept//wizard; Class Features: as bard//wizard//archmage//hierophant//loremaster adjust prestige features to fit base class and add woodland stride as ranger
Spellcasting: spontaneous, bard progression, adept, bard, cleric, druid, and sorcerer lists
TRICKSTER: Alignment: any; Hit Die: d8; Skill Point Base: 8; BAB: medium; Fort. Save: Good; Ref. Save: Good; Will Save: Good
Class Skills: as monk//rogue//assassin; Class Features: as monk//rogue//assassin//shadowdancer, adjust prestige features to base class and add ranger combat style track
Spellcasting: spontaneous, bard progression, assassin list, plus abj./div./ill. sorcerer spells.
STALWART: Alignment: any; Hit Die: d12; Skill Point Base: 4; BAB: Good; Fort. Save: Good; Ref. Save: Good; Will Save: Good
Class Skills: as barbarian//fighter//paladin//aristocrat//duelist; Class Features: barbarian//fighter//paladin//duelist, adjust prestige features to base class and add favored enemy as ranger & evasion as rogue, minus aura/detect evil & illiteracy, smite ‘any enemy’.
Spellcasting: spontaneous, bard progression, paladin list sans aligned spells, plus cleric list
PRIEST: Alignment: not opposed to deity; Hit Die: d4; Skill Point Base: 2; BAB: Poor; Fort. Save: Poor; Ref. Save: Poor; Will Save: Good
Class Skills: as cleric; Class Features: cleric plus detect hostile aura, turn/rebuke undead per deity rather than alignment
Spellcasting: spontaneous; spells/day half sorcerer; spells known sorcerer-1 plus domains; cleric and druid lists (plus domains)
MAGIC USER: Alignment: any; Hit Die: d4; Skill Point Base: 2; BAB: Poor; Fort. Save: Poor; Ref. Save: Poor; Will Save: Good
Class Skills: as sorcerer; Class Features: divination specialists get bardic knowledge
Spellcasting: spontaneous, sorcerer list and spells known, half sorcerer spells per day plus specialization as wizard (but no prohibited schools)
BEASTMASTER: Alignment: any; Hit Die: d8; Skill Point Base: 6; BAB: medium; Fort. Save: Good; Ref. Save: Good; Will Save: Good
Class Skills: as druid//ranger//horizon walker; Class Features: as druid//ranger//horizon walker, sans combat style chain; adjust prestige features to base class; both animal companions gained, add summon familiar (×2), number of animal/plant forms the beastmaster is familiar with specified.
Spellcasting: spontaneous, bard progression, ranger and druid lists
BATTLER: Alignment: any; Hit Die: d12; Skill Point Base: 8; BAB: Good; Fort. Save: Good; Ref. Save: Good; Will Save: Good
Class Skills: all except use magic device; Class Features: Feats, immunities, and numerical bonuses; specials on specific to-hit rolls; enhancements to 5-foot step; freedom of movement at 9th, true seeing at 11th.
Spellcasting: none
WITCH
Alignment: Any.
Hit Die: d6.
Class Skills
The witch’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.
Starting Age: As rogue
Starting Money: As bard
Witch
LevelBABFortRefWillSpecial 0lvl1st2nd3rd4th5th6th
1st+0+0+2+2Scribe Scroll, Summon Familiar, Inspire Courage +1, Fascinate, Countersong, Bardic Knowledge, Bardic Music2 — —————
2nd+1+0+3+330—————
3rd+2+1+3+3Inspire Competence310————
4th+3+1+4+4320————
5th+3+1+4+4Bonus Feat332————
6th+4+2+5+5Secret, Suggestion3320———
7th+5+2+5+5Woodland Stride3331———
8th+6/+1+2+6+6Inspire Courage +2, Secret3332———
9th+6/+1+3+6+6Bonus Language, Inspire Greatness3332 — ——
10th+7/+2+3+7+7Secret, Bonus Feat33320——
11th+8/+3+3+7+7Greater Lore33331——
12th+9/+4+4+8+8Song of Freedom, Secret33332 — —
13th+9/+4+4+8+8Bonus Language333320—
14th+10/+5+4+9+9 Spell-Like Ability (0th), Inspire Courage +3, Mastery of Shaping, Secret433331—
15th+11/+6/+1+5+9+9Spell-Like Ability (1st), Bonus Feat, Inspire Heroics, Mastery of Counterspelling, True Lore443332 —
16th+12/+7/+2+5+10+10Spell-Like Ability (2nd), Secret4443320
17th+12/+7/+2+5+10+10Spell-Like Ability (3rd), Bonus Language, Arcane Reach4444331
18th+13/+8/+3+6+11+11Spell-Like Ability (4th), Secret, Mass Suggestion, Gift of Power4444432
19th+14/+9/+4+6+11+11Spell-Like Ability (5th), Arcane Fire 4444443
20th+15/+10/+5+6+12+12Inspire Courage +4, Spell-Like Ability (6th), Secret, Bonus Feat, Mastery of Elements4444444
Witch Spells Known
Level0lvl1st2nd3rd4th5th6th 1st521—————
2nd63—————
3rd63 — ————
4th63 21————
5th643————
6th64421———
7th6443———
8th6443———
9th644421——
10th64443——
11th64443——
12th6444421—
13th644443—
14th644443— 15th65444421
16th6554443
17th6555443
18th6555544
19th6555554
20th6555555
1 Provided the witch has a high enough Wisdom or Charisma score to have a bonus spell of this level.
Class Features
All of the following are class features of the witch.
Weapon and armor proficiency: A witch is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Witches are proficient with light armor and shields (except tower shields). A witch can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any arcane spellcaster, a witch casting an arcane spell while wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass witch still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A witch casts spells, which can be either arcane or divine as determined by the witch at time of casting, and which are drawn from the adept, bard, cleric, druid, and sorcerer spell lists. She can cast any spell she knows without preparing it ahead of time. Every arcane witch spell has a verbal component (singing, reciting, or music), but spells cast as divine spells might not. To learn or cast a spell, a witch must have a Wisdom or Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell level + the witch’s Wisdom or Charisma modifier.
Like other spellcasters, a witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Witch Spells. In addition, she receives bonus spells per day if she has a high Wisdom or Charisma score. When Table: Witch Spells per Day indicates that the witch gets 0 divine per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom and Charisma scores for that spell level.
The witch’s selection of spells is extremely limited. A witch begins play knowing eight 0-level spells, and one first level spell, of your choice. At most new witch levels, she gains one or more new spells, as indicated on Table: Witch Spells Known. (Unlike spells per day, the number of spells a witch knows is not affected by her Wisdom or Charisma score; the numbers on Table: Witch Spells Known are fixed.)
Upon reaching 5th level, and at every witch level after that, a witch can choose to learn a new spell in place of one she already knows. In effect, the witch “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level witch spell the witch can cast. A witch may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
As noted above, a witch need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
Bardic Knowledge: A witch has bardic knowledge as a bard of the same level.
Bardic Music: A witch has bardic music as a bard of the same level.
Summon Familiar: A witch can summon a familiar as a wizard of the same level.
Scribe Scroll: At 1st level, a witch gains Scribe Scroll as a bonus feat.
Bonus Feats: At 5th, 10th, 15th, and 20th level, a witch gains a bonus feat. At each such opportunity, she can choose a metamagic feat, or an item creation feat. The witch must still meet all prerequisites for a bonus feat, including caster level minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The witch is not limited to the categories of item creation feats or metamagic feats when choosing these feats.
Secret: At 6th level and every two levels higher than 6th (8th, 10th, 12th, and so on), the witch chooses one
secret from the table below. Her level plus Intelligence modifier determines the total number of secrets she can choose. She can’t choose the same secret twice.
[tr] Witch Secrets
Level + Int Modifier Secret Effect
1 Instant mastery 4 ranks of a skill in which the character has no ranks
2 Secret health +3 hit points
3 Secrets of inner strength +2 bonus on Will saves
4 The lore of true stamina +2 bonus on Fortitude saves
5 Secret knowledge of avoidance +2 bonus on Reflex saves
6 Weapon trick +1 bonus on attack rolls
7 Dodge trick +1 dodge bonus to AC
8 Applicable knowledge Any one feat
9 Newfound arcana 1 bonus 1st-level spell*
10 More newfound arcana 1 bonus 2nd-level spell*
* As if gained through having a high ability score.
Woodland Stride (Ex): Starting at 7th level, a witch has woodland stride as a ranger of the same level.
Bonus Languages: A witch can choose any new language at 9th, 13th and 17th level.
Greater Lore (Ex): At 11th level, a witch gains the ability to understand magic items, as with the identify spell.
Mastery of Shaping: At 14th level, a witch can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet.
Spell-Like Ability (Sp): At 14th level a witch gains a spell-like ability that can be used twice per day. The witch does not use any components when casting the spell, although a spell that costs XP to cast still does so, and a spell with a costly material component instead costs her 10 times that amount in XP. This spell must be a spell from the adept, bard, cleric, druid, or sorcerer list which the witch already knows. The witch gains an additional spell-like ability, typically one level higher, at each level above 14th.
The spell is normally of the level specified on the table, (or lower, if the hierophant chooses to permanently attach a metamagic feat to the spell chosen). The witch can choose a lower-level spell to use the spell-like ability more than twice per day. Choosing a spell three levels lower allows her to cast the spell four times per day, and a spell six levels higher lets her cast it six times per day. This ability can be applied to the same spell (increasing the number of times per day it can be used).
Mastery of Counterspelling: When a 15th level witch counterspells a spell, it is turned back upon the caster as if it were fully affected by a [/i]spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled.
True Lore (Ex): At 15th level, once per day a witch can use her knowledge to gain the effect of a legend lore spell or an analyze dweomer spell.
Arcane Reach (Su): A 17th level witch can use spells with a range of touch on a target up to 30 feet away. The archmage must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet.
Gift of Power (Su): An 18th level witch can temporarily transfer one or more of her witch Class Features to a willing creature. The transfer lasts anywhere from 24 hours to one week (chosen at the time of transfer), and while the transfer is in effect, the witch cannot use the transferred power. She can transfer any of her witch powers except spellcasting, bonus feats and the ability to have a familiar. The subject uses the witch’s class level but her own ability scores and skill ranks.
The witch’s bardic music ability can be partially or completely transferred. The witch chooses how many uses of bardic music per day to give to transfer and retains the rest of the uses for herself.
Arcane Fire (Su): At 19th level, a witch gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level of witch) that deals 1d6 points of damage per class level of the witch plus 1d6 points of damage per level of the spell used to create the effect.
Mastery of Elements: A 20th level witch can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when she begins casting.
TRICKSTER
Alignment: Any.
Hit Die: d8.
Class Skills
The trickster’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), ), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (8 + Int modifier) x4.
Skill Points at Each Additional Level: 8 + Int modifier.
Starting Age: As rogue
Starting Money: As rogue
Custom
LevelBABFortRefWillSpecial 0lvl1st2nd3rd4th5th6th
1st+0+2+2+2Trapfinding, Sneak Attack +1d6, Flurry of Blows, Unarmed Strike, Bonus Feat30—————
2nd+1+3+3+3Evasion, Bonus Feat31—————
3rd+2+3+3+3Trap Sense +1, Still Mind, Sneak Attack +2d6320————
4th+3+4+4+4Uncanny Dodge, Slow Fall 20 ft., Ki Strike (magic)331————
5th+3+4+4+4Sneak Attack +3d6332————
6th+4+5+5+5Poison Use, Death Attack, Improved Combat Style, Bonus Feat, Slow Fall 30 ft., Trap Sense +23320———
7th+5+5+5+5Wholeness of Body, Sneak Attack +4d63331———
8th+6/+1+6+6+6+1 Save Against Poison, Inspire Courage +2, Slow Fall 40 ft.3332———
9th+6/+1+6+6+6Trap Sense +3, Sneak Attack +5d6, Improved Evasion, Darkvision33320——
10th+7/+2+7+7+7Special Ability, Slow Fall 50 ft., Ki Strike (all Alignments)33331——
11th+8/+3+7+7+7+2 Save Against Poison, Sneak Attack +6d6, Diamond body, greater flurry, Combat style mastery, Shadow illusion, summon shadow 33332——
12th+9/+4+8+8+8Slow Fall 60 ft., Trap Sense +4, Abundant Step, Shadow Jump 20 ft.333320—
13th+9/+4+8+8+8Special Ability, Sneak Attack +7d6, Diamond Soul433331—
14th+10/+5+9+9+9+3 Save Against Poison, Slow Fall 70 ft.443332—
15th+11/+6/+1+9+9+9Trap Sense +5, Sneak Attack +8d6, Quivering palm, Shadow jump 40 ft., summon shadow 4443320
16th+12/+7/+2+10+10+10Special Ability, Slow Fall 80 ft., Ki Strike (adamantine)4444331
17th+12/+7/+2+10+10+10+4 Save Against Poison, Sneak Attack +9d6, Timeless Body, Tongue of the Sun and Moon4444432
18th+13/+8/+3+11+11+11Slow Fall 90 ft., Trap Sense +6, Shadow Jump 80 ft.4444443
19th+14/+9/+4+11+11+11Special Ability, Sneak Attack +10d6, Empty Body, Summon Shadow4444444
20th+15/+10/+5+12+12+12+5 Save Against Poison, Slow Fall Any Distance, Perfect Self4444444
Spells Known
Level0lvl1st2nd3rd4th5th6th 1st521—————
2nd63—————
3rd6321———— 4th643———— 5th643———— 6th64421——— 7th6443——— 8th6443——— 9th644421—— 10th64443—— 11th64443—— 12th6444421— 13th644443— 14th644443— 15th65444421 16th6554443 17th6555443 18th6555544 19th6555554 20th6555555
1 Provided the trickster has a high enough Intelligence score to have a bonus spell of this level.
Trickster Unarmed and Unarmored Progressions
Level Flurry of Blows Attack Bonus
Unarmed Damage1
AC Bonus
Unarmored Speed Bonus
1st-2/-21d6+0+0 ft.
2nd-1/-11d6+0+0 ft.
3rd+0/+01d6+0+10 ft.
4th+1/+11d8+0+10 ft.
5th 2/+21d8+1+10 ft.
6th +3/+31d8+1+20 ft.
7th +4/+41d8+1+20 ft.
8th +5/+5/+01d10+1+20 ft.
9th +6/+6/+11d10+1+30 ft.
10th +7/+7/+21d10+2+30 ft.
11th +8/+8/+8/+31d10+2+30 ft.
12th +9/+9/+9/+4 2d6+2+40 ft.
13th +9/+9/+9/+4 2d6+2+40 ft.
14th +10/+10/+10/+5 2d6+2+40 ft.
15th +11/+11/+11/+6/+1 2d6+3+50 ft.
16th +12/+12/+12/+7/+2 2d8+3+50 ft.
17th +12/+12/+12/+7/+2 2d8+3+50 ft.
18th +13/+13/+13/+8/+3 2d8+3+60 ft.
19th +14/+14/+14/+9/+4 2d8+3+60 ft.
20th +15/+15/+15/+10/+5 2d10+4+60 ft.
1 The value shown is for Medium tricksters. See Table: Small or Large Trickster Unarmed Damage for Small or Large tricksters.
Class Features
All of the following are class features of the trickster.
Weapon and armor proficiency: Tricksters are proficient with all simple weapons, plus the handaxe, hand crossbow, kama, nunchaku, sai, rapier, sap, shortbow, short sword, shuriken, and siangham. Tricksters are proficient with light armor, but not with shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a trickster loses her AC bonus, as well as her fast movement and flurry of blows abilities.
AC Bonus (Ex): When unarmored and unencumbered, the trickster adds her Wisdom bonus (if any) to her AC. In addition, a trickster gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five trickster levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the trickster is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Flurry of Blows (Ex): A trickster has flurry of blows as a monk of the same level.
Unarmed Strike: At 1st level, a trickster gains Improved Unarmed Strike as a monk of the same level.
Bonus Feat: At 1st level, a trickster may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A trickster need not have any of the prerequisites normally required for these feats to select them.
Sneak Attack: A trickster has sneak attack as a rogue of the same level.
Trapfinding: A trickster has trapfinding as a rogue of the same level.
Evasion (Ex): At 2nd level or higher a trickster has evasion as a monk of the same level.
Spells A trickster casts arcane spells, which are drawn from the assassin spell list and from the abjuration, divination, and illusion schools of the sorcerer list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a trickster must have an Intelligence score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a trickster’s spell is 10 + the spell level + the trickster’s Intelligence modifier.
Like other spellcasters, a trickster can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Trickster. In addition, she receives bonus spells per day if she has a high Intelligence score. When Table: Trickster Spells indicates that the trickster gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Intelligence score for that spell level.
The trickster’s selection of spells is extremely limited. A trickster begins play knowing four 0-level spells of your choice. At most new trickster levels, she gains one or more new spells, as indicated on Table: Trickster Spells. (Unlike spells per day, the number of spells a trickster knows is not affected by her Intelligence score; the numbers on Table: Trickster Spells Known are fixed.)
Upon reaching 5th level, and at every third trickster level after that (8th, 11th, and so on), a trickster can choose to learn a new spell in place of one she already knows. In effect, the trickster “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level trickster spell the trickster can cast. A trickster may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
As noted above, a trickster need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
Combat Style (Ex): At 2nd level, a trickster has combat style as a ranger of the same level.
Fast Movement (Ex): At 3rd level, a trickster gains an enhancement bonus to her speed, as shown on Table: Unarmed and Unarmored Progressions The Trickster. A trickster in armor or carrying a medium or heavy load loses this extra speed.
Still Mind (Ex): A trickster of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Trap Sense (Ex): At 3rd level, a trickster gains trap sense as a rogue of the same level.
Ki Strike (Su): At 4th level, a trickster’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s trickster level. At 10th level, her unarmed attacks are also treated as chaotic weapons, as good weapons, as evil weapons and as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Slow Fall (Ex): At 4th level or higher, a trickster has slow fall as a monk of the same level.
Uncanny Dodge (Ex): Starting at 4th level, a trickster has uncanny dodge as a rogue of the same level.
Purity of Body (Ex): At 5th level, a trickster gains immunity to all diseases except for supernatural and magical diseases.
Improved Combat Style (Ex): At 6th level, a trickster gains improved combat style as a ranger of the same level.
Death Attack: If a 6th level trickster studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (trickster’s choice). While studying the victim, the trickster can undertake other actions so long as her attention stays focused on the target and the target does not detect the trickster or recognize the trickster as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + half the trickster’s class level + the trickster’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the trickster. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the trickster has completed the 3 rounds of study, she must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the trickster does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.
Poison Use: At 6th level, tricksters are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Wholeness of Body (Su): At 7th level or higher, a trickster has wholeness of body as a monk of the same level.
Improved Uncanny Dodge (Ex): A trickster of 8th level has improved uncanny dodge as a rogue of the same level.
Save Bonus against Poison: The trickster gains a natural saving throw bonus to all poisons gained at 8th level that increases by +1 for every three additional levels the trickster gains.
Hide in Plain Sight (Su): An 8th level trickster can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a trickster can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Improved Evasion (Ex): At 9th level, a trickster gains improved evasion as a monk of the same level.
Darkvision (Su): At 9th level, a trickster can see in the dark as though she were permanently under the effect of a darkvision spell.
Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a trickster gains a special ability of her choice from among the same options that rogues similarly choose from.
Diamond Body (Su) : At 11th level, a trickster gains immunity to poisons of all kinds.
Combat Style Mastery (Ex): At 11th level, a trickster gains combat style mastery as a ranger of the same level.
Shadow Illusion (Sp) : When a trickster reaches 11th level, she can create visual illusions. This ability’s effect is identical to that of the arcane spell silent image and may be employed once per day.
Summon Shadow (Su) : At 11th level, a trickster can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the trickster, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the trickster and can communicate intelligibly with the trickster. Every 4th level gained by the trickster adds +2 HD (and the requisite base attack and base save bonus increases) to her shadow companion.
If a shadow companion is destroyed, or the trickster chooses to dismiss it, the trickster must attempt a DC 15 Fortitude save. If the saving throw fails, the trickster loses 200 experience points per trickster level. A successful saving throw reduces the loss by half, to 100 XP per prestige class level. The trickster XP total can never go below 0 as the result of a shadow’s dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for 30 days.
Abundant Step (Su): At 12th level or higher, a trickster can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her trickster level (rounded down).
Shadow Jump (Su): At 12th level, a trickster gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A trickster can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every three levels higher than 12th, the distance a trickster can jump each day doubles (40 feet at 15th and 80 feet at 18th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Diamond Soul (Ex): At 13th level, a trickster gains diamond soul as a monk of the same level.
Quivering Palm (Su): Starting at 15th level, a has quivering palm as a monk of the same level.
Timeless Body (Ex): Upon attaining 17th level, a trickster gains timeless body as a monk of the same level.
Tongue of the Sun and Moon (Ex): A trickster of 17th level or higher can speak with any living creature.
Empty Body (Su): At 19th level, a trickster gains empty body as a monk of the same level.
Perfect Self: At 20th level, a trickster gains perfect self as a monk of the same level.