Trickster Creature (CR +1)

The trickster openly challenges and mocks authority, promotes impulsive and passionate behavior, hunts for new thoughts and encounters, demolishes customs and complacency, and encourages anarchy and turmoil. At the same time, the trickster brings new erudition, insights and many a moral. Even when castigated atrociously for its impudence, its unconquerable spirit keeps him coming back for more. The trickster is a master of disguise and stealth, and often uses these abilities to steer the courses of action of those lives it meddles in. They often take on the physical traits of animals that symbolize trickery such as a coyote, crow, fox, rabbit, raven, or spider.

Creating a Trickster Creature

“Trickster creature” is an acquired template that can be added to any creature. A trickster creature uses all the base creature’s statistics and special abilities except as noted here.

CR: +1

Alignment: Change the creature’s alignment to chaotic neutral.

Defenses/Qualities: change shape (alter self), DR 5/cold iron (increase to 10 if the trickster’s CR is 10 or higher, increase to 15 if the trickster’s CR is 15 or Higher), evasion

Special Abilities: A trickster creature gains the following special abilities.

Fascinating Gaze (Su): As long as the trickster creature is in its true form and for 2d4 rounds afterwards, those within 30 feet who view it are fascinated, Will negates (DC 10 +1/2 the trickster creature’s HD + its Charisma modifier).

Faraway Sway (Sp): 3/day, as a standard action, a trickster creature can use any magic item or unused spell (or spell slot) without actually touching the item or being that spell’s caster. The item or unused spell (or spell slot) to be used must be within Medium range (100 ft. + 10 ft./level). An item functions as though the trickster creature were using it from the item’s current position. Spells function as if the victim had cast the spell under the domination of the trickster creature; except it requires no action on the part of the victim. A successful Will negates (DC 10 +1/2 the trickster creature’s HD + its Charisma Modifier); CL equal trickster creature’s CR.

Hide from the World (Sp): At will, for one round per HD. This glamer functions like invisibility, except that it masks image, scent, and sound alike, concealing the subject from all senses except touch.

Hide from the World renders the recipient immune to detection by blindsense, blindsight, faerie fire, glitterdust, invisibility purge, tremor sense, scent, and see invisibility. It can be detected by true seeing and any other divination spell with a successful caster level check (DC 15+ the trickster creature’s CR), it can also still be tracked using mundane means.

A trickster creature can choose to allow a creature to perceive it.

Also the trickster creature can render itself ethereal as an immediate action granting it the evasion special defense listed above. Returning from the ethereal plane is a standard action.

Warp Weapon (Sp): 3/day as a standard action a trickster creature can polymorph any non-cold iron weapon (as polymorph any object, CL equal to CR) into a harmless, humorous object Fort negates (DC 10 +1/2 the trickster creature’s HD + its Charisma Modifier). Favorites include a scary-looking rubber snake, a teddy bear, a spoon, a petunia, a carrot, a wet noodle, cow manure, or a rune stone with the rune for peace. If the Trickster’s CR is less than 15 this effect only lasts for one round per HD.

Abilities: Increase from the base creature as follows: Int +4 (minimum 13, see skills), Cha +8 (minimum 13, +4 to Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device; attempts to influence others, and Channel Energy DCs, +4 to the DC of Fascinating Gaze, Faraway Sway, Hide from the World, Warp Weapon, and any of the base creature’s Charisma-based DCs).

Feats: Reselect any feats as appropriate.

Skills: Recalculate all skills, with a number of skill ranks equal to 6 + civilized creatures new Int modifier per Hit Dice. Class skills as per the Rogue character class, it also gains a +2 racial bonus to all Bluff, Disguise and Use Magic Device checks.

Environment: As base creature, plus any urban

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