Trickster (3.5 Base Class)
From D&D Wiki
| Rating: | Not rated |
|---|---|
| (Rate this class) | |
| Status: | <-Nowhere near completion-> |
| Editing: | Do not edit |
Contents |
[edit] Trickster<-UNDER CONSTRUCTION
Tricksters are individuals who dedicate themselves to being everywhere in a fight. Tricksters can flip over enemies and run up walls, they also have a keen ability to dodge enemy blows.
Possible Prerequisites:
Trickster Requirements:
Strength(Str): 16
Dexterity(Dex): 18
Land speed: At least 30
(This is after racial traits have be factored in)
Size: Medium or Larger (Small characters can become Tricksters after filling all other requirement fields.)
Weight: Tricksters can only be carrying a light load to be able to do Trickster abilities. However a Trickster CAN attempt a Trickster ability but the DC is: 10+1/2 Trickster level+1 per 10Ft. of any action. (A Preform, Balance, Or Jump check is used, depending on what the DM wants. This is also subjective, because depending on the specifics of the situation the situation, The DM can make this whatever is a suiting dice check skill.
Tricksters cannot use Trickster abilities if carrying a large load, if the character is heavy or over weight for their race. It is the DMs decision on what the weight for a character to be over weight or heavy is.
___________________________________________________________________________________
[edit] Making a Trickster
Tricksters are a mixture of a light tank character and a support character. A Trickster gets a decent base attack bonus with the added bonus of their 'Flourish' capabilities and Sneak Attack. Tricksters get a good amount of feats based around dodging and evading a enemies and usually are never surrounded because a Trickster can jump or flip in and out of nearly any situation. Along with some other feats, skill bonuses and vertical jump bonuses the Trickster is a reliable class to be.
However Tricksters have a very low will because their reflexes and skilled movements are what being a trickster is about. And aside from the movement abilities, higher leveled abilities and Flourish Tricksters are still not full fledged Tanks and have a very limited weapon selection. Most importantly the Trickster cannot be carrying a medium or light load or they find themselves having a hard time using some of their abilities and depending on their amount carried they could not have the option of using their abilities. The Tricksters flips, jumps, and wall runs are all based on grace and speed. Tricksters have a decent way with words as well because of the possibillity of a Trickster being able to be absorbed into any class or society they learn just the right things to say where ever they are.
Tricksters are great for multi-classing as well. Classes find going into a Trickster can benefit them greatly in battle , Such as a Fighter or Ranger. Others find the acrobatic aspect of being a Trickster useful in their life style, Such as a Rouge to evade the guards or a Monk to improve their martial arts.
Abilities:
Dexterity is the most important ability for this class, the main skills and specials this class gets are all empowered by the dexterity of the Trickster and the Tricksters reflexes are important as well. Secondly is Constitution, because Tricksters are fast and graceful fighters the depend upon a good amount of hit points to keep them in the fight. Thirdly is Wisdom, which is added to the Tricksters AC. Like a Monk, a Tricksters acute senses benefit their Armor Class through a class bonus based on Wisdom. lastly, At 20th level a Trickster gets an Intelligence bonus to their armor class as well.
Races: Trickster can hail from anywhere, depending on the Trickster themselves. Such as a circus performer or a ninja. The Tricksters acrobatic skills are used by anyone willing to train themselves in the art. From this Tricksters can be roguish con artist, a charismatic performer, or even a peaceful Monk.
Alignment: Trickster can be any alighnment depending on the Tricksters personality.
Starting Gold: That of a basic Fighter.
| Level | Base Attack Bonus |
Saving Throws | Special | Flurish Attack Bonus |
Skill Bonus | Unencumbered Speed Bonus |
Vertical Jump Bonus | ||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
| 1st | +0 | +1 | +2 | +0 | Quick, Endurance, Superior Finesse, Special Abillities:1st, Sneak Attack: 1D6 | -1/-1 | +1 Jump Skill | +5 | +0 | ||||||||||||||||||||||||||||||||
| 2nd | +1 | +1 | +3 | +0 | AC Bonus: Senses | -0/-0 | - | +10 | +1 | ||||||||||||||||||||||||||||||||
| 3rd | +2 | +1 | +3 | +1 | Special Abilities: 2nd | +1/+1 | - | +10 | +1 | ||||||||||||||||||||||||||||||||
| 4th | +3 | +2 | +4 | +1 | Special Abilities: 3rd | +2/+2 | +1 tumble Skill | +15 | +2 | ||||||||||||||||||||||||||||||||
| 5th | +3 | +2 | +4 | +1 | Special Abilities: 4th, Evasion, Sneak Attack: 2D6 | +4/+4 | - | +20 | +3 | ||||||||||||||||||||||||||||||||
| 6th | +4 | +3 | +5 | +2 | Special Abilities: 5th | +5/+5/+0 | - | +25 | +4 | ||||||||||||||||||||||||||||||||
| 7th | +5 | +3 | +5 | +2 | Special Abilities: 6th | +6/+6/+1 | +1 Jump Skill | +30 | +5 | ||||||||||||||||||||||||||||||||
| 8th | +6/+1 | +4 | +6 | +2 | Spring Attack, Shot on the Run, Special Abilities: 7t,Sneak Attack: 3D6 | +7/+7/+2 | - | +35 | +6 | ||||||||||||||||||||||||||||||||
| 9th | +6/+1 | +4 | +6 | +3 | Special Abilities: 8th, Multitask | +9/+9/+4 | +1 Tumble skill | +40 | +6 | ||||||||||||||||||||||||||||||||
| 10th | +7/+2 | +5 | +7 | +3 | Improved Uncanny Dodge, Special Abilities: 9th, 10th | +10/+10/+5 | - | +40 | +6 | ||||||||||||||||||||||||||||||||
| 11th | +8/+3 | +5 | +7 | +3 | Hasted Living | +11/+11/+6/+1 | - | +45 | +7 | ||||||||||||||||||||||||||||||||
| 12th | +9/+4 | +6 | +8 | +4 | Quickened Stepping, Improved Evasion | +12/+12/+7/+2 | +1 Jump Skill | +50 | +7 | ||||||||||||||||||||||||||||||||
| 13th | +9/+4 | +6 | +8 | +4 | Sneak Attack: 4D6 | +13/+13/+8/+3 | - | +50 | +7 | ||||||||||||||||||||||||||||||||
| 14th | +10/+5 | +6 | +9 | +4 | Special Abilities: 11th | +14/+14/+9/+4 | - | +55 | +8 | ||||||||||||||||||||||||||||||||
| 15th | +11/+6/+1 | +7 | +9 | +5 | Special abilities: 12th | +15/+15/+10/+5 | +1 Tumble Skill | +60 | +8 | ||||||||||||||||||||||||||||||||
| 16th | +12/+7/+2 | +7 | +10 | +5 | Special Abilities: 13th | +16/+16/+11/+6/+1 | - | +60 | +9 | ||||||||||||||||||||||||||||||||
| 17th | +12/+7/+2 | +7 | +10 | +5 | Sneak Attack: 5D6 | +17/+17/+12/+7/+2 | - | +65 | +9 | ||||||||||||||||||||||||||||||||
| 18th | +13/+8/+3 | +8 | +11 | +6 | Keen Strikes, Special Abilities: 14th | +18/+18/+13/+8/+3 | +1 Jump Checks | +70 | +10 | ||||||||||||||||||||||||||||||||
| 19th | +14/+9/+4 | +8 | +11 | +6 | AC Bonus: Trickster | +19/+19/+14/+9/+4 | - | +70 | +10 | ||||||||||||||||||||||||||||||||
| 20th | +15/+10/+5 | +8 | +12 | +6 | Hasted Life | +20/+20/+15/+10/+5 | + 2 Jump Skill +2 Tumble Skill |
+70 | +12 | ||||||||||||||||||||||||||||||||
|
Class Skills: Balance (Dex), Bluff (Cha) (<-number of skill points-> + Int modifier per level, ×4 at 1st level) | |||||||||||||||||||||||||||||||||||||||||
Weapon and Armor Proficiency:
Weapon Proficiency*,**: Tricksters are proficient with simple weapons, light weapons, Longsword, Scimitar, Trident,Hand Crossbow, Raiper, Shortbow, and Short Sword.
Armor Proficiency***: Tricksters are proficient with Light Armor and Small Shields.
- Trickster can use any weapon they gain proficiency for if they weapon is crafted to be 6LBS or less.
- For every 2 modifiers you have in strength or Dexterity, which ever is higher, add +1lb to maximum weapon weight. If the Trickster has weapon finesse with a weapon not included under his normal Trickster weapon proficiency this can apply to that too.
(When a Trickster uses a weapon over 6lbs in weight a balance check is required in order to complete any Trickster abilities. DC: 10+1/2 Trickster level+1 for ever foot off the ground or flat surface.)
- Tricksters If a Trickster wears anything heavier than light armor they cannot use Trickster special abilities, lose all benefits except flourish and sneak attack and loses all Trickster bonuses such as the Vertical Jump bonus or the Skill bonuses. Even with a proficiency in other armors this applies, unless the armor weights as much as light armor.
[edit] Class Features
Quick: A Trickster’s land speed is faster than the norm by +10 feet. This benefit applies only when he is wearing no armor, light armor and not carrying a heavy load. Apply this bonus before modifying the Trickster’s speed because of any load carried or armor worn.
Endurance: (As the Feat-D&D 3.5, [General]): You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued. If he already has this feat, then he may select a feat from the list of fighter bonus feats.
Superior Finesse: A Trickster automatically gains the Weapon Finesse feat with any weapon that is considered a one-handed slashing weapon for him in addition to any normal weapons to which Weapon Finesse can be applied. If another feat (such as Exotic Weapon Proficiency) is required to wield the weapon in one hand, then that feat must be taken first.
AC Bonus (Senses): Highly trained at dodging blows the Trickster develops a sixth sense that lets him avoid even unanticipated attacks. The Trickster adds his Wisdom bonus to his AC.
Evasion: (As the feat D&D 3.5) If subjected to an attack that allows a Reflex save for half damage, a character with evasion takes no damage on a successful save.
- As with a Reflex save for any creature, a character must have room to move in order to evade. A bound character or one squeezing through an area cannot use evasion.
- As with a Reflex save for any creature, evasion is a reflexive ability. The character need not know that the attack is coming to use evasion.
Spring Attack: (As the feat D&D 3.5, [General]): When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor. The Trickster gains this feat even if he does not meet the prerequisites. If he already has this feat, then he may select a feat from the list of fighter bonus feats.
- You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.
Shot on the Run: (As the feat D&D 3.5, [General]): When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. The Trickster gains this feat even if he does not meet the prerequisites. If he already has this feat, then he may select a feat from the list of fighter bonus feats.
Multitask: The Trickster gains one partial action on his turn.
Hasted living: The Trickster can now move if he were hasted for a number of rounds per day equal to his Trickster level. Rounds per day acquired through another source are added on to the Trickster’s maximum rounds per day. The extra attack granted by this effect stacks with the attack(s) granted by the Flourish class ability, but do not stack with any attack provided by a weapon with the speed enchantment.
Quickened Stepping: From the improved speed of the Tricksters movements he seems to be a blur in combat. On any turn where he moves 10 Ft. or more the Trickster gains 20% Concealment as if he was effected by the Blur Spell. This effect cannot be seen through due to it being a product of the Tricksters unnatural speed.
Improved evasion: (As the feat D&D 3.5): Improved evasion is like evasion, except that even on a failed saving throw the character takes only half damage.
Keen Strikes: By this point the Trickster hits with unnatural efficiency, hitting fast and sharp. The critical threat range of any slashing weapon the Trickster is proficient with doubles (20 to 19-20, 19-20 to 17-20, etc.) as if it had the keen enchantment. This effect stacks with the Improved Critical feat but not the keen enchantment.
Unreal Speed Burst': The Trickster gains the ability use a burst of speed to take two turns worth of actions in one round once per combat encounter. If the Trickster decides to attack in both turns, there is no penalty on any of his attack rolls due to the use of Unreal Speed Burst (any other penalties still apply as normal). Following the use of Unreal Speed Burst, the Trickster must succeed a Fortitude save (DC 20) or become fatigued for 1d4+1 rounds.
AC Bonus: Trickster: A quick working mind and glance at enemy movements have helped the Trickster anticipate what might be coming and how to avoid it. The Trickster adds their Intelligence bonus to their AC.
Hasted Life: The Trickster's uncanny speed defy even reality. The Trickster is now permanently Hasted and cannot be effected by Haste spells or effects. This is only usable to the Trickster if wearing no armor or light armor and carrying a light load.
[edit] Ex-Tricksters
There are no Ex-Tricksters, but age takes its tole on us all. Upon reaching adult age all rolls that are Acrobatically inclined are -2, and at old age -4. These penalties are ignored if a feat or ability defies your races normal aging process, like Timeless body.
[edit] Epic Trickster
[edit] Epic Trickster
| Level | AC Bonus |
Unarmored Speed Bonus |
Special | ||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 21st | +4 | +80 ft. | |||||||||||||||||||||||||||||||||||||||
| 22nd | +4 | +80 ft. | |||||||||||||||||||||||||||||||||||||||
| 23rd | +4 | +80 ft. | Bonus Feat | ||||||||||||||||||||||||||||||||||||||
| 24th | +4 | +90 ft. | |||||||||||||||||||||||||||||||||||||||
| 25th | +5 | +90 ft. | Sword of Heaven | ||||||||||||||||||||||||||||||||||||||
| 26th | +5 | +90 ft. | Bonus Feat | ||||||||||||||||||||||||||||||||||||||
| 27th | +5 | +100 ft. | |||||||||||||||||||||||||||||||||||||||
| 28th | +5 | +100 ft. | |||||||||||||||||||||||||||||||||||||||
| 29th | +5 | +100 ft. | Bonus Feat | ||||||||||||||||||||||||||||||||||||||
| 30th | +6 | +110 ft. | Terminal Velocity | ||||||||||||||||||||||||||||||||||||||
|
<-number of skill points-> + Int modifier skill points per level. | |||||||||||||||||||||||||||||||||||||||||
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-Lather, rinse...->
<-... repeat.->
Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
[edit] Campaign Information
[edit] Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
[edit] <-pluralized class name-> in the World
| “ | <-Some quote from a character of this class-> | ” |
| —<-NPC name->, <-race-> <-class-> | ||
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
[edit] <-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
| DC | Result |
|---|---|
| 5 | <-common knowledge->. |
| 10 | <-not so common knowledge->. |
| 15 | <-rare information->. |
| 20 | <-very rare information->. |
[edit] <-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.
Back to Main Page → 3.5e Homebrew → Classes → Base Classes
