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Class Skills: <strong>The</strong> class skills for a Trickster of Kez’Skul<br />
(and the key ability for each skill) are Appraise (Int),<br />
Balance (Dex), Bluff (Cha), Craft (Int), Decipher Script<br />
(Int), Diplomacy (Cha), Disable Device (Int), Disguise<br />
(Cha), Escape Artist (Dex), Gather Information (Cha),<br />
Hide (Dex), Jump (Str), Knowledge (any) (Int), Listen<br />
(Wis), Move Silently (Dex), Open Lock (Dex), Profession<br />
(Wis), Sense Motive (Wis), Search (Int), Sleight of Hand<br />
(Dex), Spot (Wis), Tumble (Dex) and Use Rope (Dex).<br />
Skill Points at Each Level: 4 + Int modifier<br />
Class Features<br />
All of the following are class features of the Trickster of<br />
Kez’Skul prestige class.<br />
Weapon and Armour Proficiency: A Trickster gains no<br />
proficiency with weapons or armour.<br />
Worthy Lieutenant I (Ex): <strong>The</strong> Trickster of Kez’Skul is a<br />
gifted and accomplished player of the Game of Bones. When<br />
acting as a Lieutenant in the Game of Bones, he receives<br />
a +1 bonus to his skill check when<br />
performing the following actions:<br />
Blackmail, Counterintelligence,<br />
Cover-Up, Extortion, Frame Up,<br />
Intelligence Gathering, Knowledge<br />
is Influence, Paper Tiger, Poison<br />
Pill, Public Relations Campaign,<br />
Smear Campaign, <strong>The</strong> Enemy of my<br />
Enemy.<br />
Favour (Ex): At 2 nd and 5 th level,<br />
the Trickster has spent enough time<br />
at playing the Game of Bones that<br />
someone within the city he works<br />
owes him a huge favour. <strong>The</strong> exact<br />
details of this favour should be<br />
worked out between the player and<br />
Games Master, but it is commonly<br />
only a one-use ability that cannot<br />
be called upon again once expended<br />
unless the Player Character spends<br />
time and roleplaying to establish a<br />
new favour.<br />
Prestidigitation (Sp): At 2 nd level,<br />
the Trickster of Kez’Skul can cast<br />
prestidigitation as an innate spell<br />
ability three times per day. This<br />
works exactly as do the other spell<br />
abilities of the drow.<br />
Slippery Mind (Ex): This ability<br />
represents the Trickster’s special ability to wriggle free<br />
from magical effects that would otherwise control or<br />
compel him. If a Trickster with Slippery Mind is affected<br />
by an enchantment spell or effect and fails his saving throw,<br />
he may attempt it again one round later at the same DC.<br />
He only gets one extra chance to succeed on his saving<br />
throw. A Trickster who already has Slippery Mind as a<br />
class ability may instead choose another ability from the<br />
list of rogue special abilities.<br />
Worthy Lieutenant II (Ex): As Worthy Lieutenant I,<br />
except the bonus is now +2.<br />
Spread Information (Ex): <strong>The</strong> Trickster may use his<br />
Gather Information skill to disseminate information,<br />
inserting a plausible lie into the common knowledge of the<br />
people of a given city or community. This takes at least<br />
one evening of work (1d4+1 hours) and has a base DC 20<br />
for the skill check, adjusted by the Games Master for any<br />
factors which would affect the Trickster’s ability to spread<br />
lies. <strong>The</strong> length of time required for these lies to become<br />
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