Rogue Archetype - Psychotic Prankster --- Feedback much appreciated.


Homebrew and House Rules


Hi everyone,

So my friend recently turned me on to Pathfinder just a few weeks ago and got me instantly hooked. I was researching archetypes a bit to find the kind of character I want to start playing as and decided to try and make my own.

As I said, I'm still a bit new to this so some of the wording may be a bit off in certain places, so anyplace I can fix up a few things would be great to know about.

Any feedback would be greatly appreciated!

Without further ado, the Psychotic Prankster.

https://docs.google.com/document/d/1nUp40UjdCN6syDL5eS9t-b5NwjMmwgngDxoIJCA 2CUA/edit?usp=sharing


"Sorry, the file you have requested does not exist. Make sure that you have the correct URL and that the owner of the file hasn't deleted it."

Scarab Sages

"TROLOLOLOLOL?"

Psychotic Prankster, indeed.


So I've tried to post some new links, but it still seems to be having the same issue. Sorry guys, I'm going to just have to post it straight here.

Thanks everyone!

Psychotic Prankster (Rogue Archetype)

DESCRIPTION: The psychotic prankster sees the comedy in entropy, and thrives in the chaotic environment of his making. Murder, forgery, disguise, thievery, and rumormongering are but a few ways this stealthy madman introduces disorder into the world. A maniac with an affinity for things that go boom, the psychotic prankster is as volatile as the explosives he creates.

ALIGNMENT: Any chaotic
HIT DIE: d8
SKILL RANKS PER LEVEL: 6 + Int modifier

CLASS SKILLS
A psychotic prankster adds Knowledge (engineering) to his list of class skills, and removes Appraise, Knowledge (dungeoneering), Profession, and Swim from his list.

TABLE: PSYCHOTIC PRANKSTER

1
Sneak Attack +1d6; Bomb Crafting, Bomb +1d6
2
Rogue Talent; Evasion
3
Sneak Attack +2d6; Bomb Breakthrough, Bomb +2d6
4
Rogue Talent; Uncanny Dodge
5
Sneak Attack +3d6
6
Rogue Talent; Bomb Breakthrough, Bomb +3d6
7
Sneak Attack +4d6
8
Rogue Talent; Prank-Pocket
9
Sneak Attack +5d6; Bomb Breakthrough, Bomb +4d6
10
Advanced Talents, Rogue Talent
11
Sneak Attack +6d6
12
Rogue Talent Bomb Breakthrough, Bomb +5d6
13
Sneak Attack +7d6
14
Rogue Talent
15
Sneak Attack +8d6; Bomb Breakthrough, Bomb +6d6
16
Rogue Talent
17
Sneak Attack +9d6
18
Rogue Talent; Bomb Breakthrough, Bomb +7d6
19
Sneak Attack +10d6
20
Master Strike; Rogue Talent

CLASS FEATURES:

***WEAPON PROFICIENCY***
A psychotic prankster is proficient in all simple weapons, plus the hand crossbow, rapier, sap, short bow, and bombs.

***SNEAK ATTACK, ROGUE/ADVANCED TALENTS, EVASION, UNCANNY DODGE, AND MASTER STRIKE***
Same as Rogue class.

***BOMB CRAFTING (REPLACES TRAPFINDING)***
At first level, the psychotic prankster knows how to craft standard bombs, just as the alchemist’s Bomb (Su) feature. He may create a number of bombs per day equal to his class level plus his intelligence modifier. This feature also makes the rogue talent “Bomber” obsolete, and as such cannot be taken as a rogue talent.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the “Throw Splash Weapon” special attack. Normal damage applies to targets of a direct hit; splash damage is always equal to the bomb’s minimum damage. Those caught in the splash damage can attempt a reflex save for half damage, the DC of which is equal to 10 + ½ psychotic prankster’s class level + psychotic prankster’s intelligence modifier.

Direct hit bomb damage inflicts 1d6 base points of fire damage + additional damage equal to the psychotic prankster’s intelligence modifier. Splash damage is equal to the minimum amount of bomb damage possible (for example, 3d6 + 2 points of fire damage = 5 points of fire damage done).

***BOMB BREAKTHROUGH (REPLACES TRAP SENSE)***
At third level, and every three levels thereafter (up to level 18), the psychotic prankster discovers one new type of bomb from the following list of alchemist discoveries: Acid Bomb, Blinding Bomb, Concussive Bomb, Cursed Bomb, Delayed Bomb, Explosive Bomb, Force Bomb, Frost Bomb, Grease Bomb, Immolation Bomb, Inferno Bomb, Plague Bomb, Poison Bomb, Shock Bomb, Smoke Bomb, Stink Bomb or Tanglefoot Bomb.

The psychotic prankster uses his class skill level in place of alchemist’s skill level to determine effects and prerequisites.

For every new type of bomb discovered, the psychotic prankster gains +1d6 to base bomb damage (for a maximum total of 7d6 base damage at level 18).

***PRANK-POCKET (REPLACES IMPROVED UNCANNY DODGE)***
Once a day, the psychotic prankster may use the Prank-Pocket maneuver (as a full-round action) to place a standard bomb in/on the clothing of a target opponent to deal both sneak and bomb damage to an opponent. *Critical hits apply only to the first 1d6 of base bomb damage. The maneuver requires two skill checks and an attack roll by the psychotic prankster, and one reflex save by the target opponent.

Sleight of Hand Check:
Starting the round behind a target within melee range (either undetected by stealth from the previous round or if flanking the target with an ally), the psychotic prankster performs a Sleight of Hand check (plus competence bonus equal to ½ class skill level towards Sleight of Hand) opposed by the target’s Perception check. If the opponent succeeds on this check, the psychotic prankster has been noticed and is open to an attack of opportunity. He must also rid himself of the active bomb before the end of the round. If the psychotic prankster succeeds on this check, the bomb is planted in/on the clothing of the target, and moves on to the next roll.

Attack Roll:
After the bomb has been planted, the attack roll happens to determine if the attack hits. If the roll determines a miss, the bomb is a dud. If the roll is a success, the bomb will hit for both sneak and bomb damage and the psychotic prankster moves onto the next roll while the opponent attempts a reflex save.

Acrobatics Check (Concurrent with Opponent Reflex Save):
After the bomb has been designated to hit, the psychotic prankster attempts an Acrobatics check (plus competence bonus equal to ½ class skill level towards Acrobatics) to jump 10ft backwards (against DC 15) out of the blast radius to avoid splash damage. If the check fails, or if the psychotic prankster does not have 10ft behind him, he is caught in the blast radius and takes splash damage equal to the minimum amount of bomb damage and no sneak damage (for example, 3d6 + 2 points of fire damage = 5 points of fire damage done). If the check succeeds, he is unscathed by the blast.

Opponent Reflex Save (Concurrent with Acrobatics Check):
After the bomb has been designated to hit, the opponent attempts a reflex save against a DC of 10 + ½ class level + the psychotic prankster’s intelligence modifier. If the check fails, the opponent takes full damage from the blast. If the check succeeds, the opponent manages to take off their clothes and take ½ total damage from the blast. This, however, renders their clothes useless and the opponent naked.


The prank pocket thing is super complicated. I guess I would turn planting the bomb into a combat maneuver that can be performed as a standard action. Yes, it still provokes, but a clever player can do it at an opportune time to avoid that. Using skills like Stealth and Slight of Hand or being invisible should be optional, but would make planting the bomb easier and decrease the likelihood that your enemy finds it. If the enemy is aware of the bomb he should be able to "draw" it as a move action, and the throw as a non-proficient standard action or drop it as a free action.

So, your prankster makes bombs. That can be comedic I suppose, but have you considered bringing in class abilities or rogue talents that use Bluff or Perform (comedy)?


My gut reaction tells me that this would be too powerful, but...I feel like it might actually just make the rogue playable. I'm not into having fluff forced upon me, so I'd ignore the alignment restriction, but it seems like a fun class.

RPG Superstar Season 9 Top 16

I agree with Ciaran. The premise is interesting, but some of the mechanics need work.

I don't like that the archetype replaces trapfinding, trapsense, and improved uncanny dodge. You're losing a skill ability and two defensive abilities to get three strong offensive abilities. That's too good of a trade. I know the rogue doesn't have many abilities to work with. It might be better to create an archetype for the unchained rogue when Pathfinder Unchained comes out.

There already exists rogue talents that give you bombs and bomb discoveries. It might be better to turn prank pocket into a rogue talent instead of making this an archetype. I'd recommend turning it into a Steal maneuver where the opponent must oppose your CMB check with a Perception check to notice you put the bomb in their pants. The Greater Steal feat would allow you to do so without allowing a Perception check to notice it.

Scarab Sages

Alignment is as real and important as any other part of the game - it isn't "fluff." I am beyond sick of that term.

@chriskarnold3: Bombs AND Sneak Attack is indeed overpowered (as well as overspecialized) - however, I'd make an exception for Prank-Pocketing (i.e. the class can make a Sneak Attack in that way and that way only). That's clever, and more or less a fair trade for Improved Uncanny Dodge. I also wouldn't take away Knowledge (Dungeoneering), nor Swim, and I'd give them Throw Anything as a bonus feat (just as Alchemists do) to boot.

A Rogue that gets Bombs instead of Sneak Attack is fair, but is pretty tame by itself - if you really want to truly embody the Psychotic Prankster archetype, I'd give it a great deal more (and varied) interesting stuff.

@Cyrad: ZOMG NINJA! That's pretty well-said.


What exactly is it about bombs that makes this guy psychotic, or a prankster. You don't get any pranking until…8th level. This needs zany from the get go, or call it something else. You could do worse than look at THIS multiclass archetype...

And yes, the swaps of defensive or utility for offensive abilities is questionable.


Wow, you're not hostile at all. I personally just never felt like the Law-Chaos axis was interesting or useful, my group uses allegiances as opposed to traditional alignment and our games run just fine. You're totally right, alignment is important and can be crucial to a game, but I'd rather not have to be chaotic to play this archetype, since I'd probably be playing this character as a Militaristic demolition expert, and not a psychotic prankster.


GypsyMischief wrote:
Wow, you're not hostile at all. I personally just never felt like the Law-Chaos axis was interesting or useful, my group uses allegiances as opposed to traditional alignment and our games run just fine. You're totally right, alignment is important and can be crucial to a game, but I'd rather not have to be chaotic to play this archetype, since I'd probably be playing this character as a Militaristic demolition expert, and not a psychotic prankster.

I'm guessing this is in response to I'm Hiding in Your Closet.

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