Trickster Path Abilities

The following are new path abilities that can be selected by heroes following the path of the Trickster.


1st-Tier Abilities

Alien Alchemy (Su)

You have learned alien and unearthly alchemical secrets which make your alchemical substances more effective against creatures with the mythos subtype. Such creatures take a -2 penalty to saves against alchemical items (including alchemist bombs) that you wield, and you increase damage against such creatures by 1 point per die (or by 1 point for splash damage). In addition, you may expend one use of your mythic power as a swift action when attacking with alchemical items (including alchemist bombs) in order to bypass non-mythic energy resistance or immunity with such items for 1 minute.

At the GM’s discretion, studying alien alchemy also grants you knowledge of strange alien formulae for alchemical items that are not generally known to others.

Analytical Eye

When a creature you can see makes an attack, you can spend one use of mythic power as an immediate action to analyze its fighting style and capabilities. You learn all combat feats (including mythic versions of combat feats) that creature possesses, even if it did not use some of those feats in its attack. You gain an insight bonus equal to one-half your tier (minimum +1) to AC against that opponent until the end of your next turn. If you use the aid another action, your ally adds this insight bonus to the bonus they gain to their AC or on their next attack roll against that opponent.

Backstabber (Ex)

You are an expert in the fine art of attacking when an opponent’s back is turned. When flanking an opponent, add one-half your tier to attack rolls (minimum +1) and if you have the sneak attack class feature you may add 1d6 to your sneak attack damage for every two mythic tiers you possess (rounding down). If you are in flanking position threatening a non-mythic enemy that normally cannot be flanked, you can expend one use of your mythic power to treat that creature as flanked until the end of your next turn.

Caress of Steel (Ex)

You can deal nonlethal damage instead of lethal damage with any type of weapon without taking a penalty on your attack roll, including ranged attacks. If you use this ability while making a sneak attack, any additional damage dealt by your sneak attack ability is also nonlethal damage. You cannot use this ability in conjunction with attacks that are not made with weapons.

False Allegiance (Ex)

When an enemy uses a charm or compulsion effect against you or makes a Bluff, Diplomacy, or Intimidate check to try to convince you to aid them or follow their instructions, you gain a bonus to your saving throw or to the DC to affect you equal to one-half your mythic tier (minimum 1). In addition, if you resist the effect by any means, including but not limited to a successful saving throw, you can attempt a Bluff check with a bonus equal to your mythic tier, opposed by your opponent’s Sense Motive check (or by a caster level check, if they use detect magic, arcane sight, or a similar effect to verify that you are enchanted), to convince your opponent that their attempt has been successful and that you appear to have an aura of enchantment about you. If your check succeeds, you are treated as an ally by your opponent in all respects. You are still treated as an ally by your actual allies as well. If you attack an opponent that believes you are its ally, it is flat-footed against the first attack you make.

Heartsong (Su)

When you grant a competence or morale bonus with your bardic performance, you increase the bonus it grants by 1. If your bardic performance cures hit point damage or grants temporary hit points or Hit Dice, add your mythic tier to the number of hit points cured or granted. A spell that ends a bardic performance in order to produce its effect, such as reviving finale, gains the same benefits.

Insider Trading (Ex)

Whenever you are crafting an item in a city, including using the Craft skill or item crafting feats, you can attempt Appraise, Bluff, Diplomacy, Intimidate, and Sleight of Hand checks against the item’s Craft DC (or the DC of Spellcraft or other associated skill checks for crafting a magic item). Each successful check reduces the gp cost of the item you are creating by 5%, reflecting your ability to obtain materials through illicit contacts and circumvention of legitimate business practices. You must have the black market connections rogue talent or at least 10 ranks in Appraise and Bluff to select this path ability.

Out of the Way (Ex)

You never provide cover to an enemy when your ally attacks a creature and you are between the ally and the creature. You also do not provide a penalty to allies’ ranged attack rolls for being in melee with a creature. You do not take splash damage from splash weapons used by your allies and add your tier to Reflex saves against harmful area effects used by your allies. If you roll a natural 1 on a Reflex save against an effect used by an ally, you can spend one use of mythic power as an immediate action to reroll the saving throw.

Shadow Cloak (Su)

You can expend one use of your mythic power as a swift action to reduce the illumination within the space(s) you occupy to dim light for a number of rounds equal to your mythic tier. This shadow cloak grants you concealment (20% miss chance) and obscures your features. The shadow cloak moves with you and flows around you, granting you a +2 circumstance bonus on Disguise, Sleight of Hand, and Stealth checks. While using your shadow cloak, you gain darkvision with a range of 5 feet times your mythic tier. You add your mythic tier on Acrobatics checks made to jump from an area of dim light or darkness to another area of dim light or darkness. Creatures with darkvision can see you normally, and the benefits of this ability do not apply against them.

Technological Tinker (Ex)

You gain TechnologistTG as a bonus feat, and you add your mythic tier as a bonus on Craft, Disable Device, Knowledge (engineering), Linguistics, and Perception checks related to robots, technological objects, or technological traps. Any timeworn technologyTG items you use do not automatically glitch on a natural 1, and you reduce the chance of glitches at other times by 5% times your mythic tier. If a glitch does occur, you can add or subtract twice your mythic tier from the d% roll to determine the effect of the glitch. When crafting an item using a technological crafting lab, you reduce the necessary energy expenditure of the facility by 5% times your mythic tier.


3rd-Tier Abilities

Haunting Melody (Su)

Your transcendent music is simultaneously awe-inspiring and unsettling. Non-mythic creatures saving against your bardic performance must roll two saving throws. If the first save fails, the target becomes shaken; the penalty for being shaken applies to the second save against the performance’s usual effect. The shaken condition lasts as long as the companion performance lasts. If your bardic performance creates a fear effect, failing this saving throw causes that fear effect to become one step more severe. If your performance creates a fear effect but does not normally allow a saving throw, such as dirge of doom, affected creatures gain a saving throw against the usual DC of your bardic performance; a successful save results in the normal effect of the performance, rather than a more severe fear effect.

If you expend one use of your mythic power when beginning a performance, you can use this ability against mythic creatures whose mythic rank or tier is lower than your own. If you do this, non-mythic creatures failing their saving throw against your haunting melody remain shaken for a number of rounds thereafter equal to your mythic tier after the effect of the companion performance ends.

Killing Joke (Ex)

Your comedy knocks them dead, rendering people near-helpless with giggles and gales of laughter. You can use Perform (comedy) in place of Intimidate to make a creature’s reaction temporarily friendly or to demoralize them. In addition, if you successfully demoralize a target you can choose to make them flat-footed rather than shaken for the same duration. If you or one of your allies attacks a flat-footed creature, the flat-footed condition ends after the attack is resolved and the target is shaken for the remaining duration that they would have been demoralized.

Magic Trick (Sp)

You can select a spell from the class list of any arcane spellcasting class to use twice per day as a spell-like ability. The spell’s level cannot exceed one-half your mythic tier, and you can expend one use of your mythic power use the mythic version (or additional uses to activate augmented versions of that spell for which your tier qualifies you) of that spell, as well as any spell-like abilities you selected with your major magic and minor magic rogue talents. In addition, at any time you can expend one use of your mythic power as a full-round action to choose a new spell to use with your major magic or minor magic rogue talent or magic trick path ability, replacing the previous spell. This change is permanent unless you spend your mythic power to change it again. You must have the major magic rogue talent or have the ability to spontaneously cast arcane spells in light armor with no chance of spell failure in order to select this path ability.

Masterful Skill Focus (Ex)

If you have Skill Focus or Mythic Skill Focus in any skill that you have mastered with the skill mastery advanced rogue talent, you can select one additional skill per two mythic tiers in which you have skill mastery. You gain Skill Focus (and Mythic Skill Focus, if applicable) as a bonus feat with the selected skill(s).

Perfect Pickpocket (Ex)

You gain a bonus equal to half your mythic tier on combat maneuver checks made to steal and on Sleight of Hand checks made to take an item from another creature, and you can expend a use of mythic power to attempt a steal maneuver or Sleight of Hand check as a swift action. Making either type of check never provokes an attack of opportunity, and attempting a steal combat maneuver does not count as an attack by you for the purpose of breaking an invisibility effect or interfering with your ability to use the Stealth skill.

Shadow Blending (Su)

In any lighting conditions other than bright light, you can disappear into the shadows as a move action, as if using invisibility. You remain invisible until you attack, enter an area of bright light, or choose to reveal yourself. Mythic creatures with darkvision can see you if their mythic rank or tier is equal to or greater than yours. When you disappear into the shadows, you can expend one or more uses of mythic power to become undetectable by one of the following exceptional senses for as long as you remain invisible: blindsight (including blindsense), lifesense (including effects like the deathwatch spell that detect a creature’s life force), magical divinations (as if using nondetection, with a caster level equal to twice your mythic tier), scent (including keen scent), or tremorsense. You must expend one use of your mythic power for sense you select. You must have the shadow cloak path ability to select this ability.

Stealspell (Su)

Add your mythic tier to Spellcraft checks made to identify a spell as it is being cast. If your attack hits a spellcaster while she is casting a spell, including readied actions and attacks of opportunity, add your mythic tier to the concentration check to avoid having the spell disrupted. If the spell is disrupted and you have identified the spell, you may spend a number of uses of mythic power equal to one-half the spell’s level to steal the spell, allowing you to complete the spell and assign its target(s), area of effect, and any other optional elements as you choose, as if you were the original caster. The spell’s other effects, including damage, duration, saving throws, and caster level checks, are based on the original spellcaster.

That Trick Doesn’t Work on Me Anymore (Ex)

When you learn a creature’s combat feats using the analytical eye path ability and that creature attacks you, you can select a number of its combat feats equal to one-half your mythic tier as an immediate action, spending one use of mythic power per feat you select. Your attacker gains no benefit from using those feats against you for the next 24 hours, though it may use them against other creatures and still takes any penalties associated with using those feats. If negating the benefits of these feats results in your opponent provoking an attack of opportunity from you, such as negating the Improved Trip feat, you gain a bonus equal to one-half your mythic tier to your attack roll on your attack of opportunity. You must have the analytical eye path ability to select this path ability.

Try Something New (Su)

You can permanently exchange any one rogue talent, ninja trick, investigator talent, grit feat, performance combat feat, or feat that affects bardic performance that you possess for a different talent, trick, or feat of the same kind for which you qualify. If you spend one hour practicing the new talent, trick, or feat, you must expend one use of your mythic power. You may use this ability as a full-round action by expending two uses of mythic power or as a swift action by expending three uses of mythic power.


6th-Tier Abilities

Make Your Own Luck (Ex)

Whenever you gain a competence, insight, or morale bonus from any effect, you may choose to treat that bonus as a luck bonus.

Mindthrall (Su)

When a creature fails its saving throw against a charm effect or harmful compulsion effect you create, you can expend one or more uses of mythic power to make the effect permanent. You must expend one use of mythic power, plus one additional use per two levels of the spell. If the effect’s normal duration is less than 1 day/level, you must spend additional mythic power to make the effect permanent, depending on the effect’s normal duration:
Normal Duration Additional MP Cost
1 hour/level +1 MP
10 minutes/level +2 MP
1 minute/level +4 MP
1 round/level +6 MP

Role Reversal (Su)

If an opponent uses a charm or compulsion effect against you or attempts to influence your behavior with a Bluff, Diplomacy, or Intimidate check and you succeed on your saving throw or your opponent’s check fails to meet the required DC, you may expend one use of your mythic power as an immediate action to negate the effect entirely, even if it normally affects multiple creatures or an area, or if it normally has a partial effect on a successful save. You may also spend a second use of mythic power to reverse the effect and target your opponent with the same effect it unsuccessfully used against you. All characteristics of the effect, including caster level, range, duration, skill modifier, and save DC, remain the same as when the creature uses the ability itself, but you are considered the caster or user of the effect. You must reverse the effect to include its creator in its area or as a target if it affects multiple creatures.

Shadow Form (Su)

When you disappear into the shadows using shadow blend, you become invisible and incorporeal. Your speed is increased by 10 feet in normal light, by 20 feet in darkness, and by 30 feet in dim light. You cannot enter an area of bright light while using this ability, and you cannot pass through solid objects that are larger than your space. If you are inside a solid object, your shadowy silhouette appears on the surface of the object and moves as you move across the object’s surface, allowing mythic creatures with darkvision to locate you if their mythic rank or tier equals or exceeds your own. You must have the shadow blend path ability to select this ability.

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