Followers of the Path of the Trickster are the swindlers, wheelers, and dealers of the world. Instead of robbing you with a sharp blade or an aimed firearm, they prefer the more subtle approach, of not letting you realize you've been robbed until it's far too late and they've skipped to the next town. Followers of this Path have all kinds of unique tricks at their disposal to keep their pockets lined and their enemies forever second-guessing.
You may use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and you cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. You can only use this ability if you have at least 1 rank in the skill being used.
You may now make Sneak Attacks with damage-dealing spells which require a ranged touch attack, within a range of 60 feet. The target must still qualify for Sneak Attack (Defense Penalty Status Affect, or when you’re flanking a target).
You may become invisible, as Greater Invisibility, as a free action. You may remain invisible for a number of rounds per day equal to your Caster Level. These rounds do not need to be consecutive.
You may add your Sneak Attack damage to any spell that deals damage, as long as the targets qualify for Sneak Attack. This additional damage only applies to spells which deal hit point damage, and the additional damage is the same type as the spell in question, rather than precision damage. If the spell normally allows a saving throw to negate or halve the damage, it also negates or halves the additional damage from your Sneak Attack.
You may roll twice on Bluff checks and take the better result. You may use this Talent once per day for every 5 ranks you have in Bluff.
You gain a bonus on Sleight of Hand checks to conceal weapons equal to your Secondary Attribute modifier. If you make a sneak attack in the surprise round against someone that didn’t see the weapon, the sneak attack deals maximum damage (as if every dice rolled a 6).
You can attempt to spread a rumor through a small town or larger settlement by making a Bluff check. You can do so a number of times per week equal to your Charisma modifier (minimum 0). The DC is based on the size of the settlement, and it takes a number of days equal to 14 minus your total Sneak Attack die (for example, if you possess 6d6 Sneak Attack die, it takes 8 days) for the rumor to propagate through the settlement. If the check succeeds, the rumor is practically accepted as fact within the community; succeeding by 5 or more over the DC decreases the time it takes the rumor to propagate by an additional day for every 5 which you exceed the DC. A failed check means the rumor failed to gain traction, while failing by 5 or more causes the opposite of the rumor or some other competing theory involving the rumor’s subject to take hold.
| Community Size | DC |
|---|---|
| Small Town | 18 |
| Large Town | 20 |
| Small City | 25 |
| Large City | 30 |
| Metropolis | 35 |
You may target one humanoid within 30 feet who can see and hear you, and attempt a Perform (dance) check as a Full Round Action which does not provoke Attacks of Opportunity. The target must succeed at a Will save equal to your Perform check - if they fail, they will dance along with you for as long as you continue to spend Full Round Actions to dance. While the target is dancing, they are considered Fascinated by you, and take a penalty to Perception, Sense Motive, and opposed Bluff checks equal to your total Sneak Attack die. If the target is attacked, the effect ends.
By spending a Swift Action and 3 TP, you may make an enemy count as an ally for flanking for both yourself and your allies. You must be in melee combat with the target creature to use this Talent. This effect lasts until the beginning of your next turn.
You gain a Cantrip of your choice, you may cast it a number of times per day equal to your Secondary Attribute modifier. You may take this Talent multiple times to gain multiple Cantrips.
You may use Disguise Self as a Spell-like ability by spending 1 TP. Treat your Sneak Attack die as your CL for this purpose.
You may use Alter Self as a spell-like ability by spending 1 TP. Treat your Sneak Attack die as your CL for this purpose.
As a full round action, you can use two potions, two scrolls, or two other suitable spell trigger items simultaneously.
Gain a Tier 1 spell, you may cast it at will by spending 1 TP - treat your Sneak Attack dice as your Caster Level for this purpose. You may buy this Talent multiple times to gain more than one spell.
You may use disable device without any tools at a -2, or you may use improvised tools (such as a hairpin, toothpick, or anything else appropriate) at no penalty.
You gain the compression universal monster ability
Opposed Perception and Sense Motive checks take a penalty equal to your total sneak attack die when made against your Bluff, Disguise, Sleight of Hand, or Stealth checks.
Disable device is always a standard action for you. You may spend 5 TP to Disable Device as a Move Action, or 10 TP to Disable Device as a Swift Action.
As an Immediate Action, you may spend 3 TP to gain the benefits of Freedom of Movement until the end of your turn or until you benefit from the effects to escape a grapple or magical restraint, whichever comes first.
You can use Dimension Door as an extraordinary ability with a caster level equal to your ranks in Knowledge (planes) by spending 5 TP. You can’t teleport a distance greater than twice your base speed in this way, and you must have both line of sight and line of effect to your destination.
Requirements: Stealth 5, Knowledge Nature 5, 10 EXP
You may spend 1 minute preparing camouflage appropriate to the terrain you’re in. The outfit helps you blend in, providing a Stealth bonus equal to your secondary attribute modifier. The camouflage is built as a quick solution to your surroundings, and only lasts for a day before it needs to be repaired or replaced.
You may move at full speed whilst using Stealth.
You gain Darkvision 30 ft. If you already possess darkvision, the range of your darkvision increases by 30 ft.
You can use the Stealth skill even while being observed. As long as you are within 10 feet of an area of dim light, you can hide yourself from view in the open without anything to actually hide behind. You cannot, however, hide in your own shadow.
You gain the ability to travel between shadows as a Move Action by spending 5 TP, 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 dim light. You can jump up to a total of 40 feet per Sneak Attack die each day in this way; this may be a single jump of 40 feet or four jumps of 10 feet each. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment of movement.
You may now hide in plain sight even whilst in normal or bright light.
You gain See In Darkness, as the universal monster ability, out to a range of 30 ft. Additionally, you ignore magical darkness effects if their Caster Level is below your Prowess.