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Old Screeds


Fighting Trickster [21 Mar 07] A combat-oriented PrC.

A month ago I posted a screed on prestige class design for fighter-oriented characters. And I promised to put my money where my mouth is. As long-time readers know, I have been talking in recent months about arcane and divine tricksters. In that theme, here is the fighting trickster.

Fighting Trickster

From Odysseus to Bugs Bunny, the canny warrior is a staple of tales of adventure. Using cleverness and guile to outsmart and outmaneuver his foes, the fighting trickster lives by wits and speed, but dies if his jokes fall flat.

Gnomes, clerics who honor trickster gods, and those who make a study of martial trickery are all ideal fighting tricksters. Most have levels as fighters, and many are rogues as well. But an even more important characteristic of the fighting trickster is a delight in practical jokes, a sense of humor, and a willingness to go an extra mile for a laugh.

As NPCs, fighting tricksters flout authority and scorn convention. They are rebels, sometime anarchists, often jokers. Many have their hearts in the right place and are devoted friends and allies. Still, it is wise to have a sense of humor when encountering their antics.

Hit die: d8

REQUIREMENTS
To qualify to become a fighting trickster, a character must meet the following criteria.

  • Base BAB: +5.
  • Skills: Bluff 4 ranks, Disable Device 4 ranks, Tumble 4 ranks, Sleight of Hand 4 ranks.
  • Feat: Dodge.
  • Weapon Proficiency: All martial weapons.
  • Special: Gnome or Trickery Domain or Improved Feint feat.

CLASS SKILLS
The fighting trickster's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), and Tumble (Dex).
Skill Points per level: 4 + Int modifier

CLASS FEATURES

Weapons and Armor: The fighting trickster gains no additional proficiency in weapons or armor.

Spells: Starting at second level, the fighting trickster gains a small number of arcane spells. He casts spells exactly like a sorcerer, except that he uses Intelligence rather than Charisma to do so. He suffers the standard chance of arcane spell failure when casting spells in armor. See below for spells known, spells per day, and spell list. Note that when "0" spells are given, the fighting trickster gains only bonus spells deriving from a high Intelligence.

Lvl.Fort.Will.Refx.BAB...Abilities...............1...2...3...4...5
.1...+0...+0...+2...+1.....Chicanery.............-...-...-...-...-
.2...+0...+0...+3...+2.....Sneak Attack +1d6.....0...-...-...-...-
.3...+1...+1...+3...+3.....Fancy Footwork +1.....1...-...-...-...-
.4...+1...+1...+4...+4.....Tomfoolery............1...0...-...-...-
.5...+1...+1...+4...+5.....Hooliganism...........1...1...-...-...-
.6...+2...+2...+5...+6.....Fancy Footwork +2.....2...1...0...-...-
.7...+2...+2...+5...+7.....Sneak Attack +2d6.....2...1...1...-...-
.8...+3...+2...+6...+8.....Hijinks...............2...2...1...0...-
.9...+3...+3...+6...+9.....Fancy Footwork +3.....3...2...1...1...-
10...+3...+3...+7..+10.....Shenanigans...........3...2...2...1...0

Chicanery: Once per encounter as a standard action, the fighting trickster can attempt an act of sabotage. First, he must make a touch attack using a piercing or slashing weapon, or with an unarmed or natural attack. This attack does no damage. Then he immediately follows with a Disable Device check to disable a piece of his foe's gear. The fighting trickster picks the gear to disable, and the DM rolls the check secretly. Chicanery results take effect 1d4 rounds after a successful attempt. Chicanery cannot be attempted while burdened with heavy armor. Typical DCs and results:
- Belt: DC20 - Belt falls off.
- Armor: DC25 - Armor loses 1d4 points of protection.
- Saddle: DC20 - Saddle is nonfunctional and rider must make DC20 ride check to stay mounted.
- Scabbard: DC25 - Weapon falls out.
- Pouch or pack: DC20 - 1d4 items fall out.

Sneak Attack: This ability, gained at 2nd level, is like the rogue ability of the same name. The extra damage increases by +1d6 every fifth level beyond 2nd (that is, at 7th level). If a fighting trickster gets a sneak attack bonus from another class, the bonuses on damage stack.

Fancy Footwork: The fighting trickster's dodge bonus to AC granted by his Dodge feat increases by +1 at level 3. The bonus increases further by +1 every third level beyond 3rd (that is, at 6th and 9th levels).

Tomfoolery: If any attack brings the fighting trickster below half his total hit points, he can immediately drop prone as a free action, playing dead. If he succeeds with a Bluff check opposed by Spot checks from his attacker and any others who threaten his square, then those who lose the check are fooled into believing that the trickster is dead or dying, and act accordingly. Glibness does not help this bluff check, but five or more ranks in Perform (Acting) grants a +2 synergy bonus.

Hooliganism: Once per encounter, immediately following a successful melee sneak attack that leaves his off hand free, the fighting trickster may use his off hand to lift a small object from a person, if he makes the usual Sleight of Hand check. He can instead chose to place a small object on the person. Doing this is a free action that does not incur the usual -20 modifier on the skill check. Hooliganism cannot be attempted while burdened with medium or heavy armor, or while using a shield or weapon in the off hand.

Hijinks: If the fighting trickster begins a round threatening a foe, and then uses a move action to successfully tumble around to the other side of the foe, he can then make a standard attack as if he were flanking the foe with himself (in his original spot) as the other flanker.

Shenanigans: This ability lets the trickster duck a melee attack so that the blow hits his attacker's ally. If a foe misses the fighting trickster because of his total dodge bonus to AC, then the foe applies the same attack roll to an ally of his that he also threatens. Chose the ally closest to the trickster if the foe threatens more than one. The fighting trickster cannot be burdened with any armor while using shenanigans, and cannot be carrying a medium or heavy load.

SPELLS

Known Per Level

Lvl...1...2...3...4...5
.1....-...-...-...-...-
.2....1...-...-...-...-
.3....2...-...-...-...-
.4....2...1...-...-...-
.5....3...2...-...-...-
.6....3...2...1...-...-
.7....3...3...2...-...-
.8....4...3...2...1...-
.9....4...3...3...2...-
10....4...4...3...2...1

Fighting Trickster Spells

  1. Alarm, Disguise Self, Obscuring Mist, Mage Hand, Prestidigitation, Shocking Grasp
  2. Blur, Cat's Grace, Eagle's Splendor, Fox's Cunning, Invisibility, Mirror Image
  3. Blink, Explosive Runes, Rusting Grasp, Shrink Item, Suggestion
  4. Bestow Curse, Fire Shield, Glibness, Greater Invisibility
  5. Fire Seeds (Holly Berry Bombs only), Mislead, Modify Memory

DESIGN NOTES

Armor: The fighting trickster is designed to wean characters off of armor entirely. As you reach higher levels, the class abilities require lighter and lighter armor. (The class's Dodge bonuses help make up for that.) The spells suffer the standard arcane spell failure chance (not the generous one of bards and assassins).

Synergy: There is also a sweet synergy with the duelist PrC, which also encourages little to no armor and which grants an Int-based AC bonus. The fighting trickster also needs a high Int for spellcasting, so Intelligence becomes a good stat for both. At the highest levels, an Int booster magic item really pays off since you need a 20 Int to cast even one 5th level fighting trickster spell, and since that also gives a +5 AC bonus (if you are a 5+ level duelist.) Add in bracers of armor, maybe a monk's belt if you have a decent Wis, and combat expertise to give you a very respectable AC.

Spells: I know this is a fighting PrC, but I could not resist giving this guy a few magic tricks up his sleeve. Fighting tricksters often refer to Shocking Grasp as "Joy Buzzer." Rusting Grasp is a great trick spell to put in your weapon of spell storing. The idea of the Holly Berry Bombs is to slip them in enemy pockets and then get away before blowing them up!


Update [22 Mar 07] In a funny coincidence, the day after I posted this the Official D&D FAQ was updated with a question about using disable device on gear. The Sage ruled that you can sabotage things with moving parts, such as buckles. That would suggest that armor, saddles, and belts are fair game. scabbards and pouches, maybe not so much. If you actually use a fighting trickster in play, check with your DM on what he'll allow you to disable with Chicanery.


Update [14 May 14] If you wish to use this PrC under the Pathfinder Rules, then (1) add Combat Expertise as a required feat and the following to the options for Special Requirements: Ninja Trick, Fey Bloodline, Trick Shot (Archer Archetype), Quick Disable Rogue Talent; (2) increase the hit die size to d10; and (3) use the following modified progression table:

Lvl.Fort.Will.Refx.BAB...Abilities...............1...2...3...4...5
.1...+0...+0...+1...+1.....Chicanery.............-...-...-...-...-
.2...+1...+1...+1...+2.....Sneak Attack +1d6.....0...-...-...-...-
.3...+1...+1...+2...+3.....Fancy Footwork +1.....1...-...-...-...-
.4...+1...+1...+2...+4.....Tomfoolery, Dirty 1...1...0...-...-...-
.5...+2...+2...+3...+5.....Hooliganism...........1...1...-...-...-
.6...+2...+2...+3...+6.....Fancy Footwork +2.....2...1...0...-...-
.7...+2...+2...+4...+7.....Sneak Attack +2d6.....2...1...1...-...-
.8...+3...+3...+4...+8.....Hijinks, Dirty 2......2...2...1...0...-
.9...+3...+3...+5...+9.....Fancy Footwork +3.....3...2...1...1...-
10...+3...+3...+5..+10.....Shenanigans...........3...2...2...1...0

Dirty 1 allows the use of the Pathfinder Advanced Player Guide (APG) Dirty Trick rules and grants the use of the APG Improved Dirty Trick as a bonus feat.

Dirty 2 grants the use of the APG Greater Dirty Trick as a bonus feat.

Also add cantrips (cast at will, per PF). The spells known and class spell list becomes:

Spells Known Per Level

Lvl..0...1...2...3...4...5
.1...1...-...-...-...-...-
.2...2...1...-...-...-...-
.3...2...2...-...-...-...-
.4...3...2...1...-...-...-
.5...3...3...2...-...-...-
.6...4...3...2...1...-...-
.7...4...3...3...2...-...-
.8...5...4...3...2...1...-
.9...5...4...3...3...2...-
10...6...4...4...3...2...1

Fighting Trickster Spell List:

  • 0th: Dancing Lights, Ghost Sound, Lullaby, Mage Hand, Message, Prestidigitation, Read Magic, Spark, Unwitting Ally
  • 1st: Alarm, Beguiling Gift, Disguise Self, Minor Image, Obscuring Mist, Shocking Grasp, Stumble Gap, Vanish
  • 2nd: Blur, Cat's Grace, Eagle's Splendor, Fox's Cunning, Innocence, Invisibility, Mirror Image
  • 3rd: Blink, Explosive Runes, Jester's Jaunt, Rusting Grasp, Shrink Item, Suggestion
  • 4th: Bestow Curse, Fire Shield, Glibness, Greater Invisibility, Major Image
  • 5th: Fire Seeds (Holly Berry Bombs only), Foe to Friend, Mislead, Modify Memory


Home | This page last modified: 14 May 20147