"With a flick of the wrist is all that is needed to turn the tide of battle" - Niddion Swant, Gnome Barrist Trickster
Skills: Choose ten
Saves: Fort Good, Relfex poor, Will good
1 Spellcasting, Trickster Knack
2 Summon familiar, Eschew materials
3 Bonus Feat, Ace up the sleeve
4 Magic Scroll, Ranged Expertise
5 Tricky Style +2
6 Skill Mastery, Natural Skill
7 Bonus Feat, Gallant Nature
8 Skill Mastery, Forced Swiftness
9 Tricky Style +3
10 Skill Mastery, Studious
11 Bonus Feat, Eschew Foci
12 Skill Mastery, Natural Skill
13 Tricky Style +4
14 Skill Mastery, Stalwart
15 Bonus Feat,
16 Skill Mastery, Steadfast
17 Tricky Style +5
18 Skill Mastery, Natural Skill
19 Bonus Feat,
20 Skill Mastery, Big Joker
Weapon and Armor Proficiency: All simple and martial weapons, all armor and all shields (including tower shields)
Spellcasting: As Adept and add universal spells to the list. (Excluding Polymorph and Baleful Polymorph)
Trickster's Knack (Sp): Gain Ghost Sound, Detect Magic, Prestidigitation, and Message at will as a swift action.
Summon Familiar: as Wizard
Bonus Feats:At 3rd and every 4 levels, the BT gains a bonus feat. He can choose a metamagic feat, an item creation feat, or a general feat. The BT must still meet all the requirements for a bonus feat, including caster level minimums.
Ace up the sleeve (su): You can channel divine energy into increasing combat ability. As a swift action, you can "lose" an orison to gain a +3 to damage rolls and +10' enhancement bonus to movement until the start of your next turn.
Tricky Style (Ex): In any round when you move 10ft or more, you gain a comptance bonus to Saving throws, AC, spell DC, or Attack equal to your style bonus until the start of your next turn.
Skill Mastery: The BT becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a skill. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so.
Gallant Nature (Ex): At 7th level, a BT has a persuasive way of gaining favors from the aristocracy. A BT can reroll a Diplomacy check once per day, but only when attempting to influence the attitudes of nobility or royalty. A BT must take the result of the re-roll, even if it's worse than the original roll. See Diplomacy on pg. 73 of the Player's Handbook
Seduction (Ex): At 6th level, a BT has a lascivious way of acquiring knowledge through less than diplomatic channels. A BT gains an additional use of the Bluff skill called seduce to learn secret. The BT can use charm, flirtation, or seduction to learn a coveted secret that is known by a nonplayer character. In order for this iteration of the Bluff skill to work, the non-player character must find the BT physically attractive and be in a position to actually know the secret in question. There are five kinds of secrets that can be learned with a seduce to learn secret check . The fewer people that know a secret, the greater their loyalty to keep that secret.
Secret DC* Example
Common 10 Password told to the city guard, known by 16 or more people
Uncommon 20 Identity of thieves' guild leader, known by 9 to 16 people
Valuable 30 A merchant ship hauling exotic goods, known by 5 to 8 people
Deadly 40 Plans to invade a foreign land, known by 3 to 4 people
Unutterable 50 The mental disability of a king, known by 3 or less people
*The DC assumes that the nonplayer character is indifferent.
The Bluff check is modified by -20 if the NPC is hostile, -10 if the NPC is unfriendly,
+5 if the NPC is friendly, and +10 if the NPC is helpful.
A typical seduce to learn secret check takes 1d4+1 hours and requires seduction. If the check succeeded by 10 or more, the attempt takes
1d4+1x10 minutes and only requires flirtation. If the check succeeded by 20 or more, the attempt takes 1d4+1 minutes and merely requires charm. Retries are not possible as the target becomes too suspicious. At 9th level, a BT gains a +1 bonus on seduce to learn secret checks. This bonus increases by +1 at 13th, 15th, 18th, and 19th level.
Magic Scroll (Su): At 4th level you receive a magic scroll. You can scribe any spell from the BT's spell list without spending xp. The scroll only holds one spell at a time. Casting a spell from this scroll gains a +3 CL and +3 DC. Once the scroll is used you must wait a day before you can scribe another spell onto it. If the scroll is lost or destroyed then a new one will appear after 24 hours ready for use. If the old scroll is recovered than the new one disappears.
Ranged Expertise (Ex): When using an attack action or full attack action with a ranged weapon, the character can take a penalty of as much as –5 on the attack and add the same number (up to +5) to his or her Armor Class against either ranged or melee attacks. This number may not exceed the character's base attack bonus. The changes to attack rolls and Armor Class last until the character's next action. The bonus to the character's Armor Class is a dodge bonus.
Forced Swiftness (Ex): You can run when the armor you are wearing or the amount of gear you are carrying normally would prevent you from running.
Eschew materials: You gain Eschew materials as a bonus feat
ESCHEW Foci (Ex): You can cast any spell that has a focus component costing 1 gp or less without needing that component. (The casting of the spell still provokes an attack of opportunity as normal). If the spell requires a focus component that costs more than 1 gp, you must have the focus component at hand to cast the spell, just as normal.
NATURAL SKILL (Ex): Choose a skill with Dexterity, Constitution, or Wisdom as the key ability. You have an innate talent with that skill. You get a +3 bonus on all checks involving that skill and a +3 bonus on all Fortitude saving throws (if Constitution is the key ability), or a +3 bonus on all Reflex saving throws (if Dexterity is the key ability), or a +3 bonus on all Will saving throws (if Wisdom is the key ability). When you gain Natural Skill multiple times. Its effects do not stack. Each time you take the feat, it applies to a new saving throw.
STALWART (Ex): You may sleep in heavy armor without becoming fatigued and lessen the armor check penalty of any armor you wear by 1.
STEADFAST (Ex): You are immune to any effect that causes the dazed condition, but are treated as dazed whenever you would normally be stunned.
STUDIOUS (Ex): You only need 4 hours of sleep to gain the benefits of a full night's rest, which includes clearing your mind for spells and healing. If you are an elf you only need to trance for 2 hours.
Big Joker (Ex): Once a day instead of gaining the tricky style bonus for a round you gain it for 1 round/level. Any other tricky styles that are done during this time only last one round.
So what do you think?