Post by cvasquez on Sept 6, 2020 18:32:04 GMT
Armed with an arsenal of various pointy objects and adept at navigating the darkest shadowy places, the trickster is NOT someone you want to run into in a dark alley.
Tier 1
Shadowstep - A knife from the darkness. A quick getaway. A lot of black clothing. These are what typify your classic rogue, and you're a pretty big fan of all of those things. Once per encounter, disappear from sight in a puff of smoke and reappear at a spot within sight within 50 feet. This ability can not travel through solid matter.
Footwork - If you don't got fancy footwork, what good are you calling yourself a rogue? Gain +X to Deftness, where X equal to the levels you have in this class.
Tier 2
Windblade - You aren't a big fan of weight lifting. You prefer to let the nimble and precise nature of your movements do your work for you instead of raw physical strength. As long as you are equipped with a melee weapon that can be classified as a knife or dagger, you may use Deftness for basic melee attacks.
Sticky Fingers - Considering you're already stabbing this dude in the heart, is he gonna really mind if you snag something from his coin purse too? I mean, he's probably got bigger fish to fry with the knife in his chest and everything. On a successful hit from a basic melee attack, you may roll Deftness to attempt to pickpocket your target. Whatever you get is based on Luck. This effect may only resolve once per target per fight.
Tier 3
Shadowstep (Bonus) - What use is not being seen if you don't use it to your advantage? Being a trickster is all about making the most of your advantages. While making a basic attack on an unaware target, you may use 1.25x of your stat for this roll.
Pocket Sand - No self respecting criminal goes anywhere without a pocket full of sand to blind your opponents. Once per day, mission, or bounty, you may attempt to blind a target based on Deftness. On a successful hit, the target has disadvantage on attack and perception rolls (The target must roll twice and take the lower result).
Tier 4
Tools of the Trade - With your utility belt and proclivity towards dark places, lets be real. You're basically Batman who steals shit. I guess that's Catwoman? Either way, you have a set of unbreakable thieve's tools and a familiarity with the inner workings of most locks and traps.
Switcheroo - You really think you'll look far cooler standing where that guard is currently standing. Once per day, mission, or bounty, utilizing shadow-y Trickster-y magic, you may attempt to switch places with a target within sight. Based on Deftness.
Tier 5
Trickster's Prowess (Unique) - Your finesse and poise is known throughout the land. No one can even attempt to approach the skill that you possess. Once per day, mission, or bounty, you may auto-dodge an oncoming attacks without needing to roll (This ability is able to dodge MOST attacks. Attacks from beings of a certain level may not be able to be negated).
Focus - Your senses are heightened above the levels of most people. You gain +X/2 to Perspicacity where X is equal to the levels you have in this class. Rounds down.
Tier 6
Windblade (Bonus) - Your movements are barely able to be tracked by the human eye. But like, a robot could probably track 'em pretty easy. Or like, a really smart dog or something. As long as you are dual-wielding two weapons that can both be considered daggers or knives, you may perform two basic melee attacks at the cost of one main action.
Tier 7
Sting - Another addition to your bag of tricks, the Batman comparison only grows stronger. Once per encounter, you may apply a poision to your knives that deals poison damage over time to your target as a basic action. Lasts for 1d2 turns.
Tier 8
Night Veil - Welcome to the night veil. You no longer make noise while sneaking.
Tier 9
Trick or Treat - You're thinking you're gonna go with... trick. Once per day, mission, or bounty, attack a single target with a flurry of four attacks. Based on Deftness.
Tier 10
Trickster's Prowess (Unique Bonus) - If they aren't able to see you coming, it's gonna be awfully hard to dodge what comes next. Once per day, mission, or bounty, you may auto-succeed on a basic attack roll against an unaware target.
Fortune - Luck is a tricky thing, but so are you. You gain +X/4 to Luck, where X is equal to the tiers you have in this class. Rounds down.
Tier 1
Shadowstep - A knife from the darkness. A quick getaway. A lot of black clothing. These are what typify your classic rogue, and you're a pretty big fan of all of those things. Once per encounter, disappear from sight in a puff of smoke and reappear at a spot within sight within 50 feet. This ability can not travel through solid matter.
Footwork - If you don't got fancy footwork, what good are you calling yourself a rogue? Gain +X to Deftness, where X equal to the levels you have in this class.
Tier 2
Windblade - You aren't a big fan of weight lifting. You prefer to let the nimble and precise nature of your movements do your work for you instead of raw physical strength. As long as you are equipped with a melee weapon that can be classified as a knife or dagger, you may use Deftness for basic melee attacks.
Sticky Fingers - Considering you're already stabbing this dude in the heart, is he gonna really mind if you snag something from his coin purse too? I mean, he's probably got bigger fish to fry with the knife in his chest and everything. On a successful hit from a basic melee attack, you may roll Deftness to attempt to pickpocket your target. Whatever you get is based on Luck. This effect may only resolve once per target per fight.
Tier 3
Shadowstep (Bonus) - What use is not being seen if you don't use it to your advantage? Being a trickster is all about making the most of your advantages. While making a basic attack on an unaware target, you may use 1.25x of your stat for this roll.
Pocket Sand - No self respecting criminal goes anywhere without a pocket full of sand to blind your opponents. Once per day, mission, or bounty, you may attempt to blind a target based on Deftness. On a successful hit, the target has disadvantage on attack and perception rolls (The target must roll twice and take the lower result).
Tier 4
Tools of the Trade - With your utility belt and proclivity towards dark places, lets be real. You're basically Batman who steals shit. I guess that's Catwoman? Either way, you have a set of unbreakable thieve's tools and a familiarity with the inner workings of most locks and traps.
Switcheroo - You really think you'll look far cooler standing where that guard is currently standing. Once per day, mission, or bounty, utilizing shadow-y Trickster-y magic, you may attempt to switch places with a target within sight. Based on Deftness.
Tier 5
Trickster's Prowess (Unique) - Your finesse and poise is known throughout the land. No one can even attempt to approach the skill that you possess. Once per day, mission, or bounty, you may auto-dodge an oncoming attacks without needing to roll (This ability is able to dodge MOST attacks. Attacks from beings of a certain level may not be able to be negated).
Focus - Your senses are heightened above the levels of most people. You gain +X/2 to Perspicacity where X is equal to the levels you have in this class. Rounds down.
Tier 6
Windblade (Bonus) - Your movements are barely able to be tracked by the human eye. But like, a robot could probably track 'em pretty easy. Or like, a really smart dog or something. As long as you are dual-wielding two weapons that can both be considered daggers or knives, you may perform two basic melee attacks at the cost of one main action.
Tier 7
Sting - Another addition to your bag of tricks, the Batman comparison only grows stronger. Once per encounter, you may apply a poision to your knives that deals poison damage over time to your target as a basic action. Lasts for 1d2 turns.
Tier 8
Night Veil - Welcome to the night veil. You no longer make noise while sneaking.
Tier 9
Trick or Treat - You're thinking you're gonna go with... trick. Once per day, mission, or bounty, attack a single target with a flurry of four attacks. Based on Deftness.
Tier 10
Trickster's Prowess (Unique Bonus) - If they aren't able to see you coming, it's gonna be awfully hard to dodge what comes next. Once per day, mission, or bounty, you may auto-succeed on a basic attack roll against an unaware target.
Fortune - Luck is a tricky thing, but so are you. You gain +X/4 to Luck, where X is equal to the tiers you have in this class. Rounds down.