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Path of the Trickster

What is a locked door, to someone of your caliber?

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.


Key Skills

Sneaky Strike

  • Requirements: CST 2, Stealth 1, 5 EXP

You gain access to the Sneak Attack Shortcut.

The Arcane Trickster

Ranged Legerdemain (Su)

  • Requirements: Sneak Attack 2d6, CST 5, Disable Device 4, Escape Artist 4, Knowledge (Arcana) 4, 10 EXP

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.

Arcane Sneak

  • Requirements: Ranged Legerdemain, CST 8, Knowledge (Arcana) 5, Sneak Attack 3d6, 15 EXP

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).

Invisible Thief (Su)

  • Requirements: Impromptu Sneak Attack, CST 14, Knowledge Arcana 10, Stealth 10, 30 EXP

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.

Surprise Spells

  • Requirements: Invisible Thief, CST 23, Knowledge Arcana 15, Stealth 15, Sneak Attack 8d6, 30 EXP

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.


The Charlatan’s Way

Honeyed Words

  • Requirements: Bluff 5, 15 EXP

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.

Underhanded

  • Requirements: Bluff 7, Sneak Attack 5d6, 21 EXP, Honeyed Words

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).

Rumormonger

  • Requirements: Bluff 10, Sneak Attack 6d6, 30 EXP

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.

Table: Rumormonger

Community Size DC
Small Town 18
Large Town 20
Small City 25
Large City 30
Metropolis 35

Dance Off

  • Requirements: Perform (Dance) 10, Sneak Attack 5d6, Honeyed Words, 25 EXP

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.

Unwitting Ally

  • Requirements: Bluff 10, Sneak Attack 8d6, 25 EXP

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.


The Counterfeit Mage

Minor Magic

  • Requirements: Knowledge Arcana 5, Spellcraft 5, 10 EXP

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.

Doctor of Seven Faces

  • Requirements: Disguise 5, Sneak Attack 1d6, Minor Magic, 15 EXP

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.

I'm Everywhere

  • Requirements: Disguise 7, Man of Many Faces, 20 EXP

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.

Eldritch Conduit

  • Requirements: Knowledge Arcana 7, Spellcraft 7, Minor Magic, 20 EXP

As a full round action, you can use two potions, two scrolls, or two other suitable spell trigger items simultaneously.

Major Magic

  • Requirements: Knowledge Arcana 10, Spellcraft 10, Eldritch Conduit, 30 EXP

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.


The Heister’s Way

Rum Dubber

  • Requirements: Disable Device 3, Sneak Attack 1d6, 8 EXP

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.

Weasel Squeeze

  • Requirements: Escape Artist 10, Sneak Attack 3d6, 25 EXP

You gain the compression universal monster ability

Act Like You Belong

  • Requirements: Bluff 10, Sneak Attack 3d6, 25 EXP

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.

Fast Fingers

  • Requirements: Rum Dubber, Disable Device 7, Sneak Attack 3d6, 25 EXP

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.

Houdini Maneuver (Ex)

  • Requirements: Escape Artist 12, Weasel Squeeze, 30 EXP

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.

No Breaking, Just Entering (Ex)

  • Requirements: Knowledge Planes 10, Houdini Maneuver, 35 EXP

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.


The Shadowdancer’s Way

Camouflage

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.

Fast Stealth

  • Requirements: Stealth 7, Sneak Attack 4d6, Camouflage, 21 EXP

You may move at full speed whilst using Stealth.

Nighteye

  • Requirements: Stealth 9, Knowledge Nature 9, Sneak Attack 5d6, Fast Stealth, 30 EXP

You gain Darkvision 30 ft. If you already possess darkvision, the range of your darkvision increases by 30 ft.

Hide in Plain Sight

  • Requirements: Stealth 11, Knowledge Nature 11, Sneak Attack 7d6, Fast Stealth, 35 EXP

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.

Shadow Jump

  • Requirements: Stealth 5, Sneak Attack 4d6, Knowledge Planes 5, 20 EXP

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.

Hellcat Stealth

  • Requirements: Hide in Plain Sight, Stealth 15, Knowledge Nature 15, 45 EXP

You may now hide in plain sight even whilst in normal or bright light.

See in Darkness

  • Requirements: Stealth 12, Knowledge Nature 12, Sneak Attack 7d6, Darkvision, 40 EXP

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.