
![]() |

I designed this archetype primarily for my HB faun race since nothing seemed to fit besides bard, and I really didn't want to play a bard. I could see this working for almost any fey type character/NPC. This archetype really makes the ninja SAD but looses a lot of the "normal" combat power. I see the mischief maker as the ultimate trickster/party face. I chose to run the archetype off the ninja chasie because I think that the Ki pool is fitting and would be a boon to the character, sorry rogue.
At 1st level, a mischief maker gains Learn Ranger Trap as a bonus feat. In addition to the trap granted by this feat, he learns how to construct the tripwire trap for free. For the purposes of this feat, he's considered a ranger of his mischief maker level and uses his charisma in place of his wisdom to determine uses per day and the DC of his ranger traps. Whenever the mischief maker could learn a new ninja trick, he may instead learn a new ranger trap.
This ability replaces Sneak attack gained at 1st level and every 4 levels after.
I was considering having this operate off of dexterity due to synergy but since a ranger's is run off wisdom and a snare setter off intelligence it seemed fitting to keep it a mental stat.
A mischief maker adds 1/2 his mischief maker level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A mischief maker can use Disable Device to disarm magic traps.
This ability replaces poison use.
At 3rd level, the mischief maker's traps deal an additional 1d6 points of damage on the first round they're activated. This damage is of the same type the trap normally deals. Traps that don't deal damage are unaffected by this ability. This additional damage increases by 1d6 points every 4 levels beyond 3rd (7th, 11th, 15th, and 19th).
At third level, whenever a michief maker's opponet is denied his dexterity bonus or flanked by the michief maker, a mischief maker can make a melee touch attack as a standard action to befreind his opponent, the target is treated as if under the effects of charm person with the DC equal to 10+½ the mischief maker's level + his charisma bonus. The effect lasts for 1 round per mischief maker level. A mischief maker may renew the duration of his friendly touch as a swift action however the target recieves an additional saving throw abet at -2 per subsequent application. Any act by you or your apparent allies that threatens the charmed person ends the effect and grants the target immunity from reapplications of friendly touch for 24 hrs.
At 7th level, the mischief maker's friendly touch is treated as charm monster. At 11th level, a mischief maker's friendly touch lasts 10 min per level. At 15th level, the target will protect you and your allies without regard for its own saftey believing that you are best friends. At 19th level, the mischief maker's friendly touch has a permanent duration. A mischief maker's friendly touch is a compulsion, mind-effect; creatures immune to compulsion and mind effects are immune to a mischief maker's friendly touch.
This ability replaces Sneak Attack gained at 3rd level and every 4 levels beyond (7th, 11th, 15th, and 19th); and Hidden Master.
Please let me know what you think. :-)

Ethereal Gears |

I like the abilities you've created; I'm not super up on the exact numerical values, but adding an SA-like boost to trap damage seems like it'd really help a trap-based build. You might want to check out the Cryptic psionics class from Dreamscarred Press; they have a lot of interesting abilities relating to setting up traps that you may wish to crib or convert into special ninja tricks for these guys to help with their trapping.
I like the friendly touch ability; it certainly sets out what you wish to do vis-a-vis creating a supreme party face. To me it somehow screams out for an ability at later levels to use it to lure an unsuspecting victim into one of the mischief-maker's traps, though. Maybe a master trick or something like that?
Anyway, I think this is a neat archetype and I really like the flavor of it over the regular ninja; more archetypes for alternate classes, we need!

Ethereal Gears |

Oh, yeah, no, I read what the ability did. I like the idea; it seems balanced to me, but I'm not really an expert when it comes to numbers. Though I did miss that it would apply the extra dice even to ability damage dealt via poisons. That might be a tad much, possibly. Haven't really played in any games with a trap-focused PC, so I'm not sure how easy they are to set up, but it might be prudent to lessen the extra dice added when it's not hit point damage they're being added to.

![]() |

Well I just grabbed the same ability from an paizo published archetype. I haven't seen anyone talking about it but by RAW a snare setter's deadly traps could apply to the the poison trap. Traps are still kind of tricky to pull off since they take a full round to set up, and only occupy 1 square but still if you team up with a God wizard, you could probably get the bad guys to step in your trap, or have your new best friend walk "over there and stand in the corner".
The thing is that traps have weaknesses based on action economy and location fixation and the friendly touch ability only works on creatures who are suseptable to compulsion/mind effects. So no undead, plants, constructs, Ooze, and vermin. plus there are lots of class abilities scattered throughout that protect one from mind effects/ charm.
This rogue is not a melee slashy fighter type. He is designed to manipulate an enemy into doing the work for him.
I think my tactic while playing would be to pop invisibile blade, set up a few traps, touch a couple of bad guys with friendly touch and then have them either fight for me if I am high enough that it lasts a while or have them just walk into the traps. Seems like it could be a fantastically fun rogue, who is actually useful to a group. Maxing initiative on him would be key so that you can set up a friendly touch before everyone starts threatening him.

![]() |

So I talked to my main gaming group and DM and they are going to let me bring this in for a one shot tonigt while my normal character is off consulting the gods.
This capricious figure has the upper torso, arms, and head of a man, but goatlike legs, a tail, and curling horns on his head.
Fey type (2)
+2 Dex, +2 cha (2)
Common, Sylvan
Speed: 30ft
Medium size
_____________
Defensive: fey damage resistance, lesser[dr2/CI] (1)
Skill & Feat: silver tongue (3)
Magical: Spell-like ability, Lesser [hideous laughter, sleep] (2); Spell-like ability, at will [ghostsound] (2)
Senses: lowlight (free)
Weakness: Cold Iron Anathema (-1)
Other: masterwork panpipes, +1 CL enchantment when using pipes as focus (1)
_____________
Total: 12
The build:
Mischief Maker (ninja) 10
10/16/14/10/10/25
BAB: 10/5
Saves: 7/11/5. AC: 20
1. Weapon finesse
1b. Learn Ranger Trap: poison; bonus tripwire
2t. Shadow clone
3. Ability focus: friendly touch
4t. Vanishing trick
5. Advanced ranger traps
6t. Rogue talent: cunning trigger
7. Extra ninja trick: extra trap: spell storing
8t. Forgotten trick
9. Extra ninja trick: extra trap: selective
10at. Invisible blade
______________________________________
11. Leadership: pixie+slayer
Traits:
1. Empty heart, full heart
2. Irrepressible
3.????
Drawback: hedonistic
Skills maxed:
Deplomacy, bluff, dissable device, knowledge local, knowledge nature, perception, sense motive, umd
Item wish list:
Headband of charisma +4
Cloak of resistance +2.
Hat of disguise.
Ring of featherfall.
All tools vest.
Handy haversack
Muleback cords
Mithril shirt +3
Masterwork dagger.
Masterwork light crossbow.
Wand of magic weapon.
Traveler's any tool.
Swan Boat Feather Token.
Belt of dexterity +2.
Wand of shield
What do you think? Is there any other way to increase my friendly touch DC? I would love to get it closer to 30.