Most tricksters are always two steps ahead of the competition. A few know how to win before the race even begins!
The trickster is a new Pathfinder Roleplaying Game compatible class which combines arcane magic with roguish skills. Use your special Forte ability to perform incredible acrobatics, summon a magical familiar to act as an accomplice, beguile enemies, or steal spells as they're being cast! Outwit your foes and outrun your enemies.
New Paths 8: The Trickster gives you everything you need to play a trickster whose understanding of the arcane is matched only by his charming and debonair style.
Designer Marc Radle has provided a daring and risk-taking new base class including:
5 new Fortes such as Arcane Accomplice, Beguiling, Spell Pilfering, and Shadow
8 new base class abilities such as Sneakspell and Ranged Legerdemain
a full 20-level class that knows when to walk away, and when to run!
Whether you use these powers for good, for seduction, or for power and wealth is entirely up to you—but who says you have to choose just one? Get The Trickster today, wield great arcane might, and have the satisfaction of always being ahead of the pack!
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This second revised installment of the New Paths-series clocks in at 13 pages, 1 page front cover, 1 page editorial, 1 page advertisement, 1 page SRD, leaving us with 9 pages of content, so let's take a look!
This pdf was moved up in my review-queue at the request of my players.
The trickster class presented herein receives d8 HD, a now reduced 4+Int skills per level, proficiency with simple weapons plus rapier, longsword, sap, short sword, shortbow, whip light armor and shields (excluding tower shields) and may freely cast spells while only wearing light armor and/or using a shield. The class receives 3/4 BAB-progression as well as good Ref- and Will-saves and gains spellcasting.
Spellcasting of the trickster is slightly more tricky (I'll punch myself later for that one) than you'd expect: The trickster's spellcasting is governed by Intelligence and thus is prepared according to convention. However, spells prepared are not expended upon being cast - instead, the spell slot of the appropriate level is expended. Metamagic is handled as for sorcerors and similar spontaneous casting classes. High Intelligence influences the number of spells a trickster can cast, but not the amount of spell-slots he has - this is pretty important for balance, so bear that in mind. So, in summary, we have an actually working blend of prepared and spontaneous casting here for a surprisingly unique take on the old vancian system. And yes, concise rules for cantrips gained (often overlooked) and spellbooks (ditto!) are part of the deal here. This section is rather elegant - kudos here! Tricksters begin play with 4 cantrips known and 2 1st level spells and increase that up to 6 for each spell level, barring 5th and 6th, which cap at 5. 5 is also the maximum spells per day limit. Akin to the alchemist and similar classes, spellcasting caps at spell level 6.
The trickster also receives access to sneak attack and begins play with +1d6, increasing this by +1d6 at 4th level and every 3 levels thereafter. Similarly, at first level, the trickster gains trapfinding. So far, so rogue-y, right?
Well, second level becomes a bit more unique, as the trickster gains a forte on which to focus, of which 4 are provided. Structure-wise, the fortes provide immediate benefits and unlock new abilities at 5th and 9th level. The first would be Acrobat, which not only provides skill-bonuses to movement-related skills and eliminates the need for running starts to get the associated bonus. Additional movement while not carrying heavy load or the like and no armor check penalty for Dex-based skills can also be found here. At 5th level, the trickster gains a scaling bonus to AC and CMD and may also act as though under freedom of movement for trickster level round per day, but only for movement purposes. The 9th level ability has been similarly redesigned - provided the trickster has at least 10 ft., he can dimension door as part of the move action expended, but, in a unique twist, the total distance he can thus travel is limited and capped with a daily max.
The second forte is arcane accomplice, which nets a familiar, though the familiar receives Disable Device and Sleight of Hand as class skills and can deal sneak attack as long as it's within 30 ft. of the trickster - and yes, this means you can basically double-team on your own, greatly increasing the validity of sneak attack, though, for balance's sake, a familiar's sneak attack uses d4s, which proved mathematically feasible in my tests. 5th level goes one step further and nets the familiar all teamwork feats of the trickster as well as AC +2, while 9th level provides basically spring attack for the familiar, but only with regards to delivering harmless touch attacks - and yes, this is more versatile than you'd think.
The third forte is Beguile and provides +1 to DCs and +1 to rolls to overcome SR, scaling by +1 at 5th and 9th level - but only when targeting creatures that would be denied their Dexterity-modifier or that are helpless. At 5th level, when successfully feinting, the target would be denied his Dex-mod to AC for the next melee attack or spell targeting by the trickster, but only when performed on or before his next turn. 9th level decreases the required action to feint to a move action, a swift action if the trickster has Improved Feint.
The fourth forte is Spell Pilfer, which is easily the most unique of the fortes: As an immediate action, the trickster can make a Spellcraft check (DC 15 + spell level) to identify the spell and, if successful, the trickster may attempt to pilfer the spell. The caster receives a Will-save versus 10 + 1/2 trickster class level + Int-mod to negate the attempt. If the caster fails, he loses access to the spell known or prepared spell, while the trickster temporarily (1/2 class levels, minimum 1) adds the spell to his list of spells known. While the spell is pilfered, the original caster may not cast it, but the trickster may, provided he has an available spell slot. Only one spell (again, VERY important for balance) can be pilfered at a given time - pilfering a second spell, the previous spell immediately reverts to the owner. This ability can be used 3 + Intelligence mod times per day. It should be noted that tricksters can only pilfer spells they can cast, another VERY important limitation. Now you may have noted that Will-saves are pretty easy for most casters - thus, at 5th level, the trickster's Wisdom modifier is also added to the DC to resist the pilfer attempt. I am usually fiercely opposed to dual attribute-mods to anything, but considering that Wis is NOT a trickster's crucial stat in any way, in practice, this is not problematic. 9th level allows the trickster to pilfer spells above his casting capacity, but thankfully with the caveat that the trickster can't cast such spells - so no abuse possible. This is a very impressive ability in my book, since it makes spell theft work sans holes in the wording, sans abuse. Love it!
The new, fifth forte would be shadow, which nets a +2 insight bonus on Stealth checks in dim light or less and it also nets low-light vision and darkvision 30 ft. (Or +30 ft., if the trickster already has darkvision.) 5th level nets something unique - the option to 3* Int-mod times per day animate shadows of targets to attack them (cool). Shadow and darkness spells are cast at CL +1. At 9th level, the trickster can basically hide in plain sight while within 10 feet of a shadow other than his own and at that level, the shadow may use the trickster's sneak attack, which is a pretty cool revision. The revision of the shadow forte is more intriguing and unique. Kudos for making it more interesting.
Starting at 3rd level the trickster adds +1 competence bonus to Bluff, Disguise, Escape Artist, Sleight of Hand or Stealth, increasing the bonus by +1 every third level, though the new bonuses gained may be freely distributed among aforementioned spells. 3rd level also nets evasion and 6th, 12th and 18th level provides bonus feats from a limited list. 8th level provides uncanny dodge, 11th improved uncanny dodge.
At the level, as a standard action, the trickster can cast a spell with a range of touch and deliver it as part of a melee attack, with the restriction of only working in conjunction with spells that have a casting time of 1 standard action or less. If the trickster hits, he also deals sneak attack damage in conjunction with the touch spell. Important: Misses mean the spell is lost, not held! This, combined with 3/4 BAB, is an important balancing mechanism...At least until high levels, for at 17th level, it is no longer lost - as a minor nitpick, while it is clear from the wording, it would have been nice to see the class explicitly specify that the trickster can hold only one sneakspell charge to avoid stacking them up.
Spells thus delivered may also not be enhanced by metamagic and, have a crit mod of x2. 9th level provides ranged legerdemain, though the ability is thankfully MORE precise than that of the arcane trickster PrC, specifying how far you can propel stolen objects and increasing the required skill ranks to 5. At 14th level, the trickster receives Filch Spell, which allows the trickster to hijack spells requiring direction (flaming spheres etc.) as a move action 3+Inttelligence modifier times per day. 15th level provides Surprise spells - but unlike the imprecise original take on the ability, this one clarifies from the get-go how it works with magic missiles or AoE-spells. As a capstone, the trickster treats all sneak attack damage 1s and 2s as 3s and automatically confirms all crits when using sneak attack. Additionally, the trickster may add metamagic to sneakspells sans increasing the casting time.
It should be noted that the trickster, still exceedingly powerful, now has a suggestion to decrease the power of the class: The suggestion is to eliminate necromancy and evocation from the spells they can cast. While this may be a sound idea and a quick and dirty elimination of the blasting capabilities of the trickster, it only marginally addresses the issue of power - an alternate, more conservative spell-progression would have been a more prudent solution in my book and maintained the universality of character concepts one can realize - instead of restricting the options, reducing the resources available, especially considering the strong framework of the class, would have made sense to me.
The previously horribly broken archetype has been completely redesigned and basically been split into two mutually exclusive archetypes both of which feature diminished spellcasting to 4th level. The first of these would be the Dual-Forte master, who gains a second forte at 6th level. He is treated as -4 levels for this forte, .2 levels at 11th and use full level for the second forte at 20th level. Feat-exchanges further balance the archetype. The second archetype would be the forte master, who gains a further upgrade for the forte chosen - one ability is gained at 11th and at 14th level, with the respective abilities depending on the forte chosen. Acrobats can inflict sneak attack when moving more than 10 feet and maintain actions after using dimension door. Arcane Accomplices increase familiar potency and may teleport them to an adjacent square 1/day as a swift action. Beguilers get enchantment tricks, shadow masters darkness-related tricks that blend the dark with nice tricks and spell pilferers may now steal divine spells as well. And yes, these significantly powerful upgrades are further balanced by 2 lost feats in addition to the spellcasting
Conclusion:
Editing and formatting are top-notch and precise, I noticed but one minor fringe case; other than that - all around precise and well done in both formal and rules-language departments. Layout adheres to Kobold Press' gorgeous two-column full-color standard and the pdf sports multiple gorgeous pieces of original art. The pdf comes with bookmarks in spite of its brevity - nice.
Marc Radle's trickster is interesting - it is a testament to how much we love the concept of a rogue-y character that the by now pretty broken (as in: too weak) base class continues to see truly excellent takes on the trope. Regarding customization options, both the talented rogue and in particularly, Legendary Games' absolutely brilliant Legendary Rogues-book provided options for the "mundane" rogue that retain their viability in the system. Why "retain"? Well, simple: You see, the rogue has been pretty much a casualty to changing design-paradigms in PFRPG - when the core-rules were releases, the value of a rogue talent was obviously set to about a feat or less, while later classes have increased the value of class-specific options - compare alchemist discoveries and rogue talents if you need proof of that...or look at the ninja's framework and unique tricks and you'll notice the paradigm-shift.
The trickster, however, is not a simple rogue redesign - it could be summed up as a magus/rogue-hybrid, but that does not do the class justice: Instead of cobbling together two classes, the trickster is a completely unique class. Let me sum up the unique benefits here: The trickster streamlines problematic arcane trickster class features, has a unique spellcasting-blend that plays different from standard classes while being easy to understand and it provides a balanced, strong means to represent the sneak attack double team as well as, most importantly, creating the AWESOME spell pilfer mechanic.
Where am I going with this history lesson/comparison? Well, the trickster is stronger than the vanilla rogue - no doubt. It frankly SHOULD be - there are three classes that need versatility/power-upgrades: Rogue, monk and (versatility-wise/unique class feature-wise) fighter. The trickster is stronger than the rogue can deliver solid damage - much like a magus, this class is a glass cannon, though one that also is a rather good face/skill-monkey. Personally, I very much welcome the decrease in skills per level, though this in no way decreases the potency of the class.
Here's what I really like here: Marc Radle has actually listened to the feedback of the first revision and improved the file significantly. The new archetypes are balanced and do fun things and the totality of the trickster can now truly be called a great little class. The second revisions improvements catapult this to the rating-echelon of 5 stars + seal of approval.
When the Advanced Class Guide came out, one of the major hybrids a large number of people were surprised to find missing was a Rogue/Caster combination. Fortunately, Marc Radle and Kobold Press have filled that hole, and they've done so with flair and skill.
The Trickster, clearly inspired by and borrowing elements from the Arcane Trickster PrC, is a 20 level base class that elevates and enhances the ideas embodied by the Arcane Trickster and makes the concept playable right from first level. The Trickster features a 3/4 BAB, 6+Int skills, good Reflex and Will saves, 6 level Int-based arcane spellcasting that works similarly to the casting system seen in the Arcanist class, and sneak attack scaling up to 7d6. In addition to these solid mechanics that form the functional skeleton of the class, the Trickster also gains Trapfinding, bonuses to thematic skills, evasion, a pseudo Spellstrike ability called Sneakspell that can be used with melee sneak attacks, three bonus feats, Uncanny Dodge and Improved Uncanny Dodge, Ranged Legerdemain as the Arcane Trickster, Filch Spell which allows him to attempt to redirect an enemy's spell, and the Master Trickster capstone, which allows him to treat all 1's and 2's on his sneak attack dice as 3's and apply a metamagic feat he knows for free when using his Sneakspell ability.
In addition to the class features mentioned above, the Trickster also selects a Forte at 2nd level. The Forte the Trickster chooses gives him a packet of abilities that help customize him and enhance his abilities within a certain area. The Fortes available are:
Acrobat- The Acrobat Forte enhances the Trickster's mobility, reducing ACP in light armor and even increasing his AC in light or no armor.
Arcane Accomplice- Grants the Trickster a familiar who gains a variety of unique abilities that assist it in aiding the Trickster.
Beguile- A set of mechanics presumably inspired by and presented in homage to the 3.5 Beguiler, Tricksters who choose this Forte find that their spells are more effective against enemies who would be denied their Dex to AC, as well as bonuses to Bluff and feint. This Forte really makes the Trickster's Sneakspell class feature particularly effective and potent when used intelligently.
Spell Pilfer- Another mechanic that the reminds me of a 3.5 class, this time the Spellthief, Spell Pilfer allows the Trickster to steal an enemy's spell, removing it from their list of spells known/prepared and adding it to the Trickster's.
Overall, the depth and potential of this class is really impressive to me, and I'm looking forward to spending more time playing with the numerous characters this class enables. I strongly recommend this to anyone who's a fan of the Arcane Trickster class, anyone who found themselves missing a skilled/caster combo from the ACG, and really anyone who likes the idea of an effective and versatile class that offers a broad array of potential character builds.
In this, the eighth of the New Paths series, we meet the Trickster, a crafty scoundrel who always seems to come out on top using a mix of stealth and other dubious skills, arcane study and innate casting ability. Outwitting and outthinking their enemies is their specialty, but a sneaky well-targeted spell or a dagger in the back will do as opportunity offers itself.
There's a magnificent full-page illustration, then the text launches into all the game mechanical information required for this new base class. The Trickster's spell casting abilities are particularly interesting: although he has to choose and learn his spells in advance, he can cast any spell he's learned as many times as he likes until he's used up his daily capacity to cast spells of that level. Sneak attacks, the ability to cast spells with a range of touch sneakily, and more are in his repertoire, and he can choose to be an acrobat and can even pilfer other people's spells... and cast them!
The character sounds great fun to play, with an innate curiousity and mischievous nature which would be particularly suited to urban adventuring and games in which interaction as well as combat feature large. There's no exemplar character, though, if you want to play one you'll have to settle down and create the character from scratch.
The most recent 1star reviews are most definitely nerdrage at its worst. Just check the posters' profile and see for yourself. Regrettably these fake reviews also pretty insulting to other reviewers BTW lower this product's rating. I did not imagine people stooping so low. I think these "reviews" should actually be discounted in the rating, or even taken down if the former is not possible.
Not only do they unfairly lower a product's rating and thereby its potential sales, they also devalue the work of honest reviewers on all products.
I propose that a flag system should be available for reviews similar to the one for posts
The most recent 1star reviews are most definitely nerdrage at its worst. Just check the posters' profile and see for yourself. Regrettably these fake reviews also pretty insulting to other reviewers BTW lower this product's rating. I did not imagine people stooping so low. I think these "reviews" should actually be discounted in the rating, or even taken down if the former is not possible.
Not only do they unfairly lower a product's rating and thereby its potential sales, they also devalue the work of honest reviewers on all products.
I propose that a flag system should be available for reviews similar to the one for posts
We don't currently have an ETA for when a flagging system for reviews will be available. In the meantime, please report these to community@paizo.com for us to look over.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
I don't have any stance on the merits/demerits of this product.
But regarding reviews, Chris Lambertz has said that getting a flagging system for reviews is on the website "to do" list. In the meantime, if you find that a review violates the Community Guidelines, you can report it by sending an email to:
community@paizo.com
So if you think one of the posted reviews violates these guidelines, I'd recommend sending an email with the relevant information regarding the review. I'm a strong proponent of reporting community guideline violations, so to make it extra easy for you, here's a copy of the form letter I use to notify Paizo of inappropriate reviews:
"Dear moderators,
Following Chris Lambertz's suggestion regarding inappropriate reviews:
For folks asking about the removed reviews, we assume that our customers review products based on their own personal experiences with a given product. In this case, there were very serious doubts about the legitimacy and intention behind the series of reviews that were removed, which we will not divulge publicly out of respect for customer privacy.
After seeing the responses in the thread I'm curious as to what the negative reviews said. I had some criticisms but they did not contribute to a lower review score because;
1. Being similar but better than a Rogue is not hard.
2. One ability needing some research if not possible clarification is not exactly grounds to damn a whole class or nothing Paizo has printed would be worth dealing with.
3. Not being a clever new system of casting or magic resolution is somewhat of a strength for the product.
4. The rest of the abilities being rather limited makes up for the wizard/Sorcerer list being strong, but I admit that it certainly could have been fine having the Magus list.
I've seen a few people hating on the Trickster in comments about it in other threads, but it all seemed to me that they'd not even given the class a chance, but were just trolling to be trolling.
Too many skills
Too good spells
Too much damage
Rogue Invalidated
Magus Invalidated
I wont go into commentary on intent, those are just what I remember as content.
My review was either a 4 or 5 and I stated importantant information in a disclaimer up top, like that I hadn't used a Trickster in game at the time of review.
On the Trickster though, what's everyone's opinion on the Acrobat Forte? It seems like I'm the only one who singled it out as the least effective choice for Forte since most of its benefits can be attained through a Mithril Chain shirt and the AC bonus comes in too late in the game to be effective vs appropriate CR.
Great review, The Raven Black - pretty much in line with my own thoughts, though we weighed them differently. Well-reasoned, informative review - we need more of them! :)
Great review, The Raven Black - pretty much in line with my own thoughts, though we weighed them differently. Well-reasoned, informative review - we need more of them! :)
Blushing crimson-red while bowing deeply to our Master of Reviews' praise :-)
Probably the best review that I've seen, The Raven Black (including the removed ones), especially on the design decisions re: Fortes vs. archetypes and the relative merits of each Forte. I found the commentary on Prestige-ing into Arcane Tickster interesting also - it had not occurred to me that that could even be an option. Kudos!
Thank you for the review Raven Black! Extremely well-reasoned and considered indeed! Very happy to see you liked the class
You bring up some interesting points that are certainly worth considering. In fact, I'm about to start playing in a new campaign (Hell's Rebels) - I think I might make a few tweaks to the class and then playtest them in this new campaign to see how they work out ...
Really like the new update, especially the shadow forte (needs the ability to move stealthily at full speed though). I would love to see a sniping forte.
As for the Improved Forte ability of the Dual-Forte Trickster, I really wish those abilities had been included as part of the original Fortes. That way the new ability that helps set the Trickster apart would scale thru the entire class, and not end halfway thru the class.
Reposted from a different thread, but relevant here as well :)
DungeonmasterCal wrote:
Ok, here's my take on the Revised Trickster. I even edited my original review with the following text.
The Trickster (Revised)
Ok, at first glance I didn't care for it that much (but I was on painkillers for a bad knee at the moment). I've had a chance to read it over again and I like pretty much everything they've done, with the exception of cutting back Skill Points to 4 per level. I love Skills and having my players use them, so I'll probably house rule it that they still get 6. The new Shadow Forte is a good addition, and the Dual Forte Archetype is a nice addition.
Changing the magic schools to exclude Evocation and Necromancy is something I'm on the fence about. I personally think the Trickster should be able to choose which two schools he excludes himself, but it's a minor quibble and one I'm sure won't be shared by everyone who uses the revised version.
Overall I like the revisions, and it may be the one I offer any players who might like to give the class a try. And like I said, I like skilly characters, so I may keep the 6 per level option from the original version. Good job Marc and Kobold Press!
Hey there DungeonmasterCal, thanks for the comments on the revised Trickster - glad you liked it! :)
Personally, I'm with you regarding the skill points, but I decided that enough people felt 4 skill points per level was more appropriate that I decided to acquiesce, knowing that houseruling back up to 6 skill points per level is super simple if so desired.
Really glad you liked the new Shadow Forte and Dual Forte Archetype! I'm really happy with how both turned out!
Regarding the sidebar detailing the exclusion of the Evocation and Necromancy schools from the Trickster's spell list, keep in mind that's a variant only. The core class still gets access to all the schools, I just wanted to respect and acknowledge those folks who were uncomfortable with the Trickster having the full wizard spell list, so I offered this lower-power variant.
Revised my review in all the usual places. Feel like a prick for it, but there you go. As a person, I like it less now than before, with the dual forte archetype being imho utterly broken. :/ Didn't penalize it further due to the GREAT revision of the Acrobatics forte and the fact that the update is free. So sorry I couldn't upgrade this to +seal status...I really hoped I could. :(
A number of folks felt that the archetype should really have been two separate archetypes, and after much consideration, I decided I agreed. So, we have released one final revision to the Trickster today that does exactly that!
Changes:
Archetype was split in to two separate (and mutually exclusive) archetypes: Dual-Forte Trickster and Forte Master Trickster
Shadow forte made a bit more interesting, flavorful and unique - shadow trickster can now animate and flank with his own shadow!
Hope everyone like it!
Oh, be on the lookout for a NEW New Paths class very soon ... it's sure to be divinely awesome ... :)
Probably should have also said that the revised file has been sent here to the Paizo folks, but I'm not sure if it has been updated in their system/workflow.