PDA

View Full Version : D&D 3.x Other E6 Tricksters--Now at WIP stage PEACH, Tricks, Talents wanted



johnbragg
2018-02-28, 03:15 PM
Do you want to play a Tough, Strong, Smashy hero? Start with Warrior. Or do you want to be a Magic-User?
Or are you thinking of a Clever, Quick, Sneaky hero? Start with Trickster.


Tricksters in the World

Warriors punch reality until they get their way. Wizards may tell reality to shut up and sit in a corner for a while. Tricksters chat up reality and convince it to act against its better judgement, maybe just this once.
The premise of the world is that instead of mass, everything alive has Narrativium. Narrativium is what lets you affect the world around you. Your hit dice and level are a crude measure of how much narrativium you have. Different types channel narrativium in different ways. Spellcasters use defined, well-worn formulas that channel narrativium in predictable ways. Warriors channel narrativium through their weapons and military skills and feats of strength. Craftsmen work their crafts.

And there are those who have an intuitive grasp of this fact of reality. Skills are a big part of what defines the trickster, but part of that skill is you imposing your reality on the outside world. Craftsmen mutter at their tools and products for a reason--in a narrativium universe, that works.


The Trickster


HD: d8
Class Skills: Appraise, Acrobatics, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Intimidate, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (local), Open Lock, Perform, Profession, Sense Motive, Sleight of Hand, Spot, Stealth, Swim, Use Magic Device, Use Rope
Skill Points: 8 + Int per level



Level
BAB
Saves
Special
Ki Pool


1st
+0
+0
+2
+0
Play It Safe, Load the Dice, Sneak Attack +1d6
1


2nd
+1
+0
+3
+0
Quicker than the Eye, Evasion, 1st Trickster Talent
3


3rd
+2
+1
+3
+1
2nd Trickster Talent, 1st Clever Trick
Sneak Attack +2d6, Energy Strike +d6
6


4th
+3
+1
+4
+1
3rd Trickster Talent, 2nd Clever Trick, Amazing Trick
10


5th
+3
+1
+4
+1
4th Trickster Talent, 3rd Clever Trick
Sneak Attack +3d6, Energy Strike +2d6
15


6th
+4
+2
+5
+2
5th Trickster Talent, 4th Clever Trick
Supreme Trick
21



Weapon and Armor Proficiency: The Trickster is proficient with all simple weapons, and the hand crossbow, rapier, sap, shortbow, and short sword. The Rogue is also proficient with light armor, but not with shields.

Tricks: The essence of the Trickster is the ability to bend the rules. Some Trickster talents and abilities can be used at any time, some require the Trickster to spend a ResourceTBD

Play It Safe (At will). At any time the Trickster makes a d20 roll, including attacks, saving throws, skill checks or ability checks, the Trickster can choose to roll 3d6 instead. This reduces the chances of a very high or very low die roll, and eliminates the chances of a 1-2 or a 19-20. (Play it safe must be chosen before the roll is made.)

Load the Dice (1 Ki point). As Play It Safe, except that by spending 1 Ki point, the Trickster rolls 4d6 instead of 3d6 or d20. If the 4d6 die roll is 20 or more, treat as an automatic success or critical hit

Quicker than the Eye. (1 Ki point, Trickster level 2). By spending a Ki point, the Trickster can take a second Move action on her turn.

Clever Trick. (0 or 1 Ki point, Trickster level 3). Choose one spell from a short list. You are able to duplicate that spell as a Trick. You may duplicate a new spell at 3rd, 4th, 5th and 6th level.
0 Ki Points (at will): Animate Rope, Dancing Lights, Flare, Floating Disk, Ghost Sounds, Mage HAnd, Open/Close, Prestidigitation, Ventriloquism
1 Ki Point: Darkness, Darkvision, Disguise Self, Enlarge/Reduce Person, Expeditious Retreat, Feather Fall, Grease, Longstrider, Jump, Obscuring Mist, See Invisible, Unseen Servant

Amazing Trick. (+1 Ki point, Trickster level 4). By spending an extra Ki point, use a Clever Trick as a move action instead of a standard action.

Supreme Trick. (3/day, Trickster level 6). Three times per day, you are able to duplicate one of the following spells: Alter Self, Beast Form I, Charm Person, Gaseous Form, Invisibility, Shrink Item, Silence, Suggestion

Energy Strike.
Precision damage and hitting a crucial spot and certain creatures being immune to precision damage are all more or less illusions, distractions from the real reality of the situation. The real reality of the situation is that here, as in so many cases in life, there is a contest of wills. Your target wants to live (more or less in the case of constructs and undead) and you want it to die. And you are a veteran Trickster who is really good at making things die by striking when you put your opponent at a disadvantage. When you are in a position to make a Sneak Attack on a creature, you can choose to substitute force damage (which effects everything in the game) for precision damage (which does not), sacrificing one die of Sneak Attack damage.

Sneak Attack: As the base rogue ability (http://www.d20srd.org/srd/classes/rogue.htm#sneakAttack).

Evasion: As the base rogue ability (http://www.d20srd.org/srd/classes/rogue.htm#rogueEvasion).

Uncanny Dodge: As the base rogue ability (http://www.d20srd.org/srd/classes/rogue.htm#uncannyDodge).

Trickster Talents

At levels 3, 4, 5 and 6, the Trickster chooses a Talent from the following list:

1. Obfuscate.
Requires: 2 ranks in Stealth, total Stealth modifier +10
As part of your move action, you may make a Stealth check, at one-half your total modifier, even when you do not have cover or concealment. Anyone trying to notice or pay attention to you must roll a Perception check against your Stealth score. You must move 10' from your starting position, and you may only move at one-half your normal speed. Requires 2 ranks in Stealth, and a +10 total modifier to your Stealth check (not including situational bonuses or bonuses from spells or items).

2. At My Fingertips.
Requires: 2 ranks in Sleight of Hand, total modifier +5
Any item in your pack is treated as if it is in easy reach. So retrieving the item is treated as part of a move action or standard action to use the item. (Without this Trick, retrieving the item is itself a move action, or standard action depending on the item).

3. Impostor.
Requires: 2 ranks in Disguise, 2 ranks in Bluff
You combine your skills of disguise and bluff when impersonating someone. When using the Disguise skill to disguise yourself as a particular person, add your Bluff check modifier to your Disguise check.

4. Fast-Talker.
Requires: 2 ranks in Bluff, total Skill modifier +6
You use your bluff check to confuse a target into not doing anything as they try to untangle your argument. Your Bluff check becomes the DC for a Will save to avoid doing nothing but arguing with you until the target passes a Will save or until you break off the conversation. Target takes no standard actions while you fast-talk, will only take move actions to continue the conversation.

5. Diplomancy. (WIP)
Requires: 4 ranks in Diplomacy
Text text text

6. JAck of All Trades.
Requires: At least 1 rank each in 10 Skills, using at least 3 different abilities
Treat all skills as trained. When making a skill check, you may substitute half your Trickster level for your number of ranks.

7. Bonus Feat from Fighter list

8. Fast Stealth
Requires: 4 ranks in Stealth
You may move your normal movement rate while using Stealth.

9. Defensive Roll
Requires: 4 ranks in Acrobatics
As PHB rogue

10. Winged Step
Requires: 4 ranks in Acrobatics
Trickster may run in a straight line up walls (1/2 movement) or across water or other liquids (full movement rate).

11. Intrusive Thoughts.
Requires: 4 ranks in Bluff
WIP: With a high Bluff check, you plant an idea in a primary subject's mind.

12. Deke.
Requires: 2 ranks in Bluff, 2 ranks in Acrobatics.
As a move action, you pick a space and generate the impression that you are entering it. You must move to a square (or hex) adjacent to the designated space during your movement.
Enemies that can reach that space must make a Will save, DC 10 + your Bluff modifier or spend an AOO attacking the empty space.

13. Rock Star.
Requires: 4 ranks in Perform
You give a performance that deeply influences all who hear it. You have an enhancement bonus determined by your Perform check (20-24 +2, 25-29 +4, 30+ +6) on checks involving anyone who heard or saw the performance. The effect last for a number of hours equal to your Performance check - 20.

johnbragg
2018-02-28, 03:31 PM
Reserved for Minor Tricks

1. Load the Dice.
Roll 4d6 instead of d20, for any d20 roll in the game. Treat any roll higher than 20 as an automatic success, or a critical hit.

2. Quicker Than The Eye.
You can take an extra move action.

3. Obfuscate.
As part of your move action, you may make a Stealth check, at one-half your total modifier, even when you do not have cover or concealment. Anyone trying to notice or pay attention to you must roll a Perception check against your Stealth score. You must move 10' from your starting position, and you may only move at one-half your normal speed. Requires 2 ranks in Stealth, and a +10 total modifier to your Stealth check (not including situational bonuses or bonuses from spells or items).

4. At My Fingertips.
Any item in your pack is treated as if it is in easy reach. So retrieving the item is treated as part of a move action or standard action to use the item. (Without this Trick, retrieving the item is itself a move action, or standard action depending on the item).

5. Impostor.
You combine your skills of disguise and bluff when impersonating someone. When using the Disguise skill to disguise yourself as a particular person, add your Bluff check modifier to your Disguise check.

6. Fast-Talker.
You use your bluff check to confuse a target into not doing anything as they try to untangle your argument. Your Bluff check becomes the DC for a Will save to avoid doing nothing but arguing with you until the target passes a Will save or until you break off the conversation. Target takes no standard actions while you fast-talk, will only take move actions to continue the conversation.

7. Diplomancy. (WIP)

8. JAck of All Trades.
Treat all skills as trained. When making a skill check, you may substitute half your Trickster level for your number of ranks.

9. SLA

10. Bonus Feat from Fighter list

11. Fast Stealth

12. Defensive Roll

13. Winged Step
Trickster may run in a straight line up walls (1/2 movement) or across water or other liquids (full movement rate).

johnbragg
2018-02-28, 03:36 PM
Reserved for Major Tricks
Major and Minor Trick distinction is erased--high level tricks require more skill ranks[/B]
Most Tricks moved to Trickster Talents list


Tricks

Play It Safe

Load the Dice

Quicker Than The Eye

Weeaboo Free Strike

johnbragg
2018-02-28, 03:37 PM
Archive of original OP


Do you want to play a Tough, Strong, Smashy hero? Start with Warrior. Or do you want to be a Magic-User?
Or are you thinking of a Clever, Quick, Sneaky hero? Start with Trickster.

Tricksters in the World
I'm generally happy with my plan for beatsticks and spelljockeys. But I'm having trouble getting my skillmonkey base class to come together.

Warriors punch reality until they get their way. Wizards may tell reality to shut up and sit in a corner for a while. Tricksters chat up reality and convince it to act against its better judgement, maybe just this once.
The premise of the world is that instead of mass, everything alive has Narrativium. Narrativium is what lets you affect the world around you. Your hit dice and level are a crude measure of how much narrativium you have. Different types channel narrativium in different ways. Spellcasters use defined, well-worn formulas that channel narrativium in predictable ways. Warriors channel narrativium through their weapons and military skills and feats of strength. Craftsmen work their crafts.


And there are those who have an intuitive grasp of this fact of reality. Skills are a big part of what defines the trickster, but part of that skill is you imposing your reality on the outside world. Craftsmen mutter at their tools and products for a reason--in a narrativium universe, that works.

Crunch

So how does all this turn into a playable class, or more exactly a class framework that we can tweak and modify?

First of all, thinking about what I want. I want legendary tricksters in E6 to do Crouching Tiger Hidden Dragon stuff, running up walls and across water. Maybe not all of them, but that's the target power level when the spellcasters are throwing fly and fireball and dispel magic and haste and bypassing locked doors by stone shape-ing their foundations away; and the Warrior is getting iterative attacks every round. So that's where I want the capstone abilities to be.


I could just make Tricksters half-casters, but that's cheap. They don't cast spells, they "spend" Tricks. (I'm half-thinking that Tricks should be move-equivalent actions, or should combine with move actions, or something.)
Most of the tricks should relate to skill ranks somehow. Fast Stealth, Hide In Plain Sight, disguise, bluff, diplomacy all seem like things that you could run pseudomagic off of.

(There are Tricks--probably Minor Tricks and Major Tricks, and there are always-on class abilities.)

Class ability:
"Play It Safe" Roll 3d6 instead of d20, for any d20 roll in the game. No critical successes, no automatic successes or failures.


Tricksters are really good at evaluating risks, and have an intuitive grasp of probability. So when a Trickster character would have an idea whether something was probably going to work, or whether it's a longshot. d20 is better for high-DC longshots, 3d6 is halfway to Taking Ten--50% chance of 11 or better, 75% chance of 9 or better, 95% chance of 6 or better.

Minor Trick"
"Load the Dice" Spend a Minor Trick to roll 4d6 instead of d20, for any d20 roll in the game. No critical successes, no automatic successes or failures.
Gives you a 99% chance of a 7 or better, 90% chance of a 10 or better, 75% chance of a 12 or better, 33% chance of a 16 or better, 10% chance of a 19 or better, 5% chance of a 20 or better
Mathematically, it's not hard to allow Tricksters to cheat their way into critical hits by Loading the dice gives the same chances of rolling a 19 or a 20+ as a d20 does, within half a percent.


Minor Tricks
Extra Move Action
Hide in Plain Sight--has action economy problems.
Quick Draw an item--is this really worth a Minor Trick? But it's necessary for a lot of shenanigans.
What else?

Major Tricks
5d6 instead of d20?
Run up walls, across water
3.5/PF Rogue Talents, Major rogue talents


Should the Major Tricks just be abilities, not a resource-management thing?

johnbragg
2018-02-28, 04:47 PM
I want Tricksters to shine with skills.

Minor and Major Tricks are about doing something awesome that a DC 25 wouldn't (or maybe just shouldn't)) normally do like HIPS, or running up a wall, or diplomancy

johnbragg
2018-02-28, 08:52 PM
Flavor-wise, a trickster or rogue with a Sneak Attack/Backstab ability should be able to

--create a DISTRACTION (loud noise, blinding flash of light--cantrip, firecracker, or just throw a cowbell at a wall) slip away unnoticed and get the benefits of Stealth, because the Trickster is so stealthy he or she is just unobtrusive, hard to notice, etc.

That's hard for me to model in 3X terms.
Rogue sneak attacks somebody. (Standard action).
Creating a distraction is at least a move-equivalent (alchemists' firework, illusion cantrip, pulling out something clanky and tossing it 10')
Then you have to move to a new spot, at half-speed because you're using stealth.

If you have Spring Attack you can break up your movement, but you still need at least two move actions. You could argue that Improved Feint would let you create the distraction as a move action, but then you still need to MOVE so that you're not where they last saw you before they got distracted. And after all that, it's your Stealth or Hide against their Perception or Spot.

(I know, you could just get Sneak Attack by flanking. But I'd like to make an ability like V:TM Obfuscation, maybe at 1/2 your stealth modifier. You're not invisible, you're just hard to notice or concentrate on.)

johnbragg
2018-03-01, 06:29 AM
Flavor-wise, a trickster or rogue with a Sneak Attack/Backstab ability should be able to

--create a DISTRACTION (loud noise, blinding flash of light--cantrip, firecracker, or just throw a cowbell at a wall) slip away unnoticed and get the benefits of Stealth, because the Trickster is so stealthy he or she is just unobtrusive, hard to notice, etc.

That's hard for me to model in 3X terms.
Rogue sneak attacks somebody. (Standard action).
Creating a distraction is at least a move-equivalent (alchemists' firework, illusion cantrip, pulling out something clanky and tossing it 10')
Then you have to move to a new spot, at half-speed because you're using stealth.

If you have Spring Attack you can break up your movement, but you still need at least two move actions. You could argue that Improved Feint would let you create the distraction as a move action, but then you still need to MOVE so that you're not where they last saw you before they got distracted. And after all that, it's your Stealth or Hide against their Perception or Spot.

(I know, you could just get Sneak Attack by flanking. But I'd like to make an ability like V:TM Obfuscation, maybe at 1/2 your stealth modifier. You're not invisible, you're just hard to notice or concentrate on.)

I think I figured out this part overnight.

Obfuscate (At will ability).
You may make a Stealth check, at one-half your total modifier, even when you do not have cover or concealment. You must move 10' from your starting position, and you may only move at one-half your normal speed. Requires 2 ranks in Stealth, and a +10 total modifier to your Stealth check (not including situational bonuses or bonuses from spells or items).

So the action-economy cost is half your movement--sort of 1/2 of a move action.

In terms of combat balance, a 3rd level Trickster with 18 Dexterity is going to be rolling at a +5. A typical 3rd level with Perception as a class ability is rolling at a +7. That gives the Trickster a 40% chance using a d20, 37.5% on 3d6, or 76% if he spends a Trick to roll 4d6.

So I think that not all Minor Tricks are going to use the same resource-management system as Load the Dice.

johnbragg
2018-03-01, 11:29 AM
Minor trick. At will ability.
Treat every backpack like a heward's haversack.
Any item you have in your pack is automatically at the top and easily available when you want it. In other words, quickdraw for things that are not weapons

johnbragg
2018-03-01, 11:30 AM
Maybe the major tricks are the ones you have to spend resources to use.

aimlessPolymath
2018-03-01, 03:36 PM
On Obfusticate:

This kind of action is actually present in 3.5, though it appears to have disappeared in Pathfinder.

See Creating a Diversion to Hide (http://www.d20srd.org/srd/skills/bluff.htm).

On theorycraft:

Should the Major Tricks just be abilities, not a resource-management thing?
What is the difference between Minor and Major tricks? That is, given a hypothetical trick (say: Climb up someone bigger), how do you categorize it?
Is it:
-Balance reasons? This suggests that the difference between Major and Minor tricks is really a level thing- that it's the equivalent of Least/Lesser/Greater/Dark invocations, or spells of different level.
-Unbelievableness of the trick? The more that it relies on storytime logic to function, the harder it is to do? This suggests that Minor Tricks are closer to always-on abilities or maneuvers, while Major Tricks might be something you are limited in doing per day- or perhaps per adventure?


One thing I notice that's missing from your list of example tricks is noncombat things.
Literally, tricking people- perhaps a Major Trick that lets you adjust people's behavior on some level (based on either (http://www.giantitp.com/forums/showthread.php?221950-quot-Believe-me-you-don-t-want-him-inside-your-head-quot-3-5-Base-Class-PEACH) of the Machiavellian (http://www.giantitp.com/forums/showthread.php?281243-A-Social-Rube-Goldberg-Machine-(3-5-base-class)) classes, maybe), or plant courses of action?

Tricks like that can't be balanced as at-will abilities limited by the action economy, not without going to a very different kind of game.

johnbragg
2018-03-01, 04:21 PM
On Obfusticate:

This kind of action is actually present in 3.5, though it appears to have disappeared in Pathfinder.

See Creating a Diversion to Hide (http://www.d20srd.org/srd/skills/bluff.htm).

Obfuscated is partially inspired by that. The stage magician's flash powder that covers his exit. But the action economy is crippling to try it in combat.

If you've been observed, you've probably attacked. So you spend your Move action to Create A Diversion. (Opposed Bluff check vs Sense Motive). Then you need a hiding place within X feet, X= your ranks in Hide. (Opposed Hide check at -10 vs Spot.) The text doesn't say, but I think we can infer that this counts as your free 5' step more or less.

You're not pulling that off against anything close to level-appropriate opposition.

Also, you probably need a move action to get whatever object you're using to Create A Distraction--alchemical glitter, small bag of jingle bells, whatever. Technically, you could just Bluff "HEy look a dragon" but that's poor and the DM should penalize your roll.

To pull that off at all, you probably need some action-economy cheats like an extra move action. It's reasonable that, as a veteran Trickster, you could burst-of-speed and 1) pull out a Thing, 2) toss it 10 feet where it makes a clanging noise or makes a flash of light or whatever, 3) scoot 10-15 feet to a spot they're not looking for you. It's not as good as your regular Hide check, but it's got a decent chance to work.

So either the Trick Obfuscate has to have the action economy cheat built in, or you need to use one Trick to get an extra move action and another to Obfuscate.


On theorycraft:

What is the difference between Minor and Major tricks? That is, given a hypothetical trick (say: Climb up someone bigger), how do you categorize it?

Still working on that. I tend to figure these things out as I plow through them, especially when people look at it and point out my blind spots.

The original idea was that you'd pick Minor Tricks starting at 2nd or 3rd level, and Major Tricks starting at 4-5-6. But I'm not sure that's the right road. Maybe the real difference is between stuff that you can do whenever the opportunity arises, and stuff that should be resource-limited.

Obfuscate and Load the Dice are things I figure a 2nd-3rd level Trickster should have access to, while running-up-a-wall is a legendary 4-5-6 level Trickster type thing to do. (My plan at this point is that you select your Tricks from a short list that could be expanded).



Is it:
-Balance reasons? This suggests that the difference between Major and Minor tricks is really a level thing- that it's the equivalent of Least/Lesser/Greater/Dark invocations, or spells of different level.

That was the original idea. But that could be accomplished by other methods.

Say you need 2 ranks in Stealth and a +10 total modifier to take Obfuscate as a Trick.
You need 4 ranks in Acrobatics or Climb and, say (4 ranks + 3 class + 4 stat) a +12 modifier to take Winged Step. That was easy.


-Unbelievableness of the trick? The more that it relies on storytime logic to function, the harder it is to do? This suggests that Minor Tricks are closer to always-on abilities or maneuvers, while Major Tricks might be something you are limited in doing per day- or perhaps per adventure?

This is closer. The original Minor Trick is Load the Dice, which can't be something you do every round. That has to be a limited resource. So you have X (Minor) Tricks per day to spend.

I wouldn't put Obfuscate in that category, but only because it's going to fail a lot--Stealth at half your bonus vs straight Perception. That's something that a PC or NPC can do whenever circumstances permit without breaking the game.

If we did put Obfuscate in the same category as Load the Dice, I'd say you use your full Stealth bonus and not half. You break the game X times per day, based on the class table.

I'm pretty sure Quicker than the eye has to be resource-limited--otherwise you're just doubling your movement rate.

(EVerything is resource limited at some level, because if you take Obfuscate you can't take Quicker Than The Eye, but the point stands.)



One thing I notice that's missing from your list of example tricks is noncombat things.
Literally, tricking people- perhaps a Major Trick that lets you adjust people's behavior on some level (based on either (http://www.giantitp.com/forums/showthread.php?221950-quot-Believe-me-you-don-t-want-him-inside-your-head-quot-3-5-Base-Class-PEACH) of the Machiavellian (http://www.giantitp.com/forums/showthread.php?281243-A-Social-Rube-Goldberg-Machine-(3-5-base-class)) classes, maybe), or plant courses of action?

Tricks like that can't be balanced as at-will abilities limited by the action economy, not without going to a very different kind of game.

Those belong on the list, definitely. Diplomancy, fast-talking, disguise--but I need to noodle through how the Trickster version of each differs from the spellcaster's version. For one thing, it should be keyed off of a skill check (not just working because magic, or keyed off of a skill check bonus that makes the roll irrelevant.)

It may well be that Major Tricks aren't high-level tricks, they're the tricks that aren't okay as at-will abilities. In which case the terms Major Tricks and Minor Tricks might not be the right terms. (Running up a wall isn't a Minor Trick--but it's probably okay if you can do that any time you get the chance. IT usually has the built in drawback that you're halfway up a wall/across a lake at the end of your turn).

EDIT: Yes indeed, dear re-reader, Minor Tricks and Major Tricks mostly became Tricks and Talents. Mostly anyway--Tricks are class features for all Tricksters, Talents are chosen from a menu

The Trickster's skills are all boosted by Load the Dice, but I want to do better than that.

johnbragg
2018-03-01, 05:18 PM
SRD Disguise is pretty good at making you look like not-you. It's less good at helping you impersonate someone-in-particular.

Trickster trick lets you stack your Bluff modifier To your disguise check when interacting with people who know "you".

(Should you get your class bonus and ChArisma modifier doubled? That's roughly comparable to the +10 from the Disguise Self spell. So yes. You still have to spend the time making the disguise--you can't pop crazy Disguise checks for multiple costumes back to back, unless you get a cap of disguise.)

johnbragg
2018-03-01, 10:40 PM
Let's take a look at the Pathfinder Rogue's Class Skill list and see what Tricks we can come up with

Acrobatics--Winged Step (run up walls, across water)
Acrobatics--Improved Tumble? (Move at full speed without increasing DC, maybe?)
Appraise.
Bluff--Fast-talking
Climb--Winged Step, Fast climb
Craft
Diplomacy--Diplomancy TBD
Disable Device--gotta be something here
Disguise--Impostor (add bluff modifier to disguise check when impersonating someone)
Escape Artist
Intimidate
Knowledge (Dungeoneering)
Knowledge (Local)
Linguistics
Perception--already the god skill, so maybe not.
Perform
Profession
Sense Motive
Sleight of Hand--Sleight of Hand check as move action
Stealth--Obfuscate
Swim

johnbragg
2018-03-02, 12:46 PM
Major Trick idea

Intrusive Thoughts. With a high Bluff check, you plant an idea in a primary subject's mind. You choose whether the subject remembers you as the source of the idea or not. Usually it is a false idea, but it can be a true idea that the person is resistant to. (The king on the throne is an impostor, planted in the mind of a political notable for example.) Whenever the subject thinks about the subject, the planted idea springs to mind.

You plant the idea in the primary subject's mind. The secondary subject, if any, is the grammatical subject of the idea.

Terry the Trickster plants the idea in Duke Douglas' head that King Kanute is a secret vampire. Duke Douglas is the primary subject, King Kanute is the secondary subject.

Crunch effect possibilities
1. +2/-2? +4/-4? on all Charisma checks between the primary and secondary subjects.
2. Will save to be able to act against the planted idea.
3.

aimlessPolymath
2018-03-02, 02:24 PM
Given that behavior, beliefs, and personality are not something dictated by the rules, I don't know how much more you need rules-wise.


From your skill list:

Appraise: Identify magic items, as though using Spellcraft. As a Major Trick, spot the weaknesses in opponents' armor, letting you strike through it.

Craft: Customize your equipment. You can:
-Weight your weapons: Apply a bonus to attack/damage, and a penalty to the other
-Create bootleg potions
-Empower alchemical items

Bluff: I'd like to see the ability to make people expend attacks of opportunity to no effect, mimicking a Withdraw action, or shielding an ally.

Disable Device: Create a custom trap quickly: It makes a single attack with a single weapon- including thrown alchemical items and combat maneuvers.
May overlap with Craft(trapmaking), though... maybe you can sabotage weapons and armor?

Escape Artist: I got nothing.

Intimidate: Generate a Sanctuary effect- people are too scared to attack you.

Knowledge(Dungeoneering): Genre Savvy relating to traps, leading to Trap Sense/Trapfinding?

Knowledge(Local): Access the black market.

Linguistics: I got nothing.

Perform: A distracting performance lets you manipulate attention- perhaps a bardic music Fascinate effect combined with Perception penalties?

Profession: I got nothing.

Sense Motive: Hm. Make a guess about what your opponent will do next turn. If you're right, get a bonus against them? No, that isn't good...

Swim: Swim speed.

johnbragg
2018-03-02, 07:41 PM
Clever Trickster spell options
At will.

Dancing Lights
Ghost Sounds
Mage HAnd
Open/Close
Prestidigitation
Floating Disk
Ventriloquism
Animate Rope
Flare

Amazing Trickster spell options
(Costs 1 ki point)
Alarm
Darkvision
Daze Monster
Disguise Self
Enlarge/REduce Person
Expeditious Retreat
Feather Fall
Grease
Longstrider
Jump
Obscuring Mist
Unseen Servant

Players who enjoy playing Tricksters could come up with plenty of other spells to include, but I think stopping at 12 is the way to go. More than that, you have to take a level of spellcaster and then multiclass into Arcane Trickster.

johnbragg
2018-03-02, 08:01 PM
From your skill list:

I appreciate the thought. I think I want to limit the basic list of Talents to 20 or so--more than that is just options bloat.


Bluff: I'd like to see the ability to make people expend attacks of opportunity to no effect, mimicking a Withdraw action, or shielding an ally.

This I like. Pump Fake. As a move action, you pick a space adjacent to you, and generate the impression that you are entering it. Enemies that can reach that space must make a Will save vs your Bluff check or spend an AOO attacking the empty space.

Except that you'd be making a 5' step, which doesn't provoke AOO. And I don't see it working at a range of 2 squares or hexes. Hmm. It IS a move-equivalent action, so it could include a 5' step, a head-fake, and a 5' step back.

So change "adjacent" to "less than half your movement away"?


Disable Device: Create a custom trap quickly: It makes a single attack with a single weapon- including thrown alchemical items and combat maneuvers.
May overlap with Craft(trapmaking), though... maybe you can sabotage weapons and armor?


No, that's good. A DC 20 Disable Device check *should* let you McGyver up a crummy trap in 2-12 rounds, assuming you have materials available--and most dungeoneers do. Use weapons you took from the dead mooks, you always have rope, and your Thieves Tools can be read to include some springs--or just grab an extra shortbow.



Intimidate: Generate a Sanctuary effect- people are too scared to attack you.

Actually I'm not sure I like Intimidate on the Trickster skill list. Not very Trickstery.


Perform: A distracting performance lets you manipulate attention- perhaps a bardic music Fascinate effect combined with Perception penalties?

This is really more Bard territory, but maybe an Eagle's Splendor effect, duration = your Perform check - 20 in hours?


Swim: Swim speed.

Hmm. Swim speed at half your land speed would be respectable.

johnbragg
2018-03-05, 10:43 PM
Revisions:
1. Upgraded the spell abilities to a separate set of abilities (Clever Trickster, Amazing Trickster, Supreme Trickster)

2. Amazing Trickster--use Tricks (cast spells) as move action by spending extra Ki point.

3. Supreme Trickster--capstone Tricks (spells)

4. Added Rock Star, Pump Fake Deke to Trickster Talents

5. Simplified Weeaboo ki strike, free strike into Energy Strike

6. Moved Load the Dice to 1st level, Quicker than the Eye to 2nd level. Beginning players can grasp "use my cheat code to roll high" more rapidly than figuring out when having 2 move actions in a round would come in handy.