TEXT: 8
  TM
  THE
  TRICKSTER
  
  Design: Marc Radle
  Editing: BJ Hensley
  Art Director: Marc Radle
  Cover & InteriorArt: Bryan Syme
  Layout and Graphic Design: Marc Radle
  Publisher: Wolfgang Baur
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  8
  TM
     THE 
  TRICKSTER
  
  3
  The Trickster
  
  4
  New Paths 8
  tilizing cunning, magic, and their wits, 
  tricksters seek lives of endless adventure. 
  These crafty scoundrels combine a variety of useful, 
  if questionable skills, with the science of arcane 
  scholars and the natural might of innate casters. 
  Tricksters are silver-tongued manipulators, stealthy 
  combatants, and consummate explorers who covet 
  dusty spell tomes and arcane knowledge as much as 
  gold, silver, and gems.
  Role: Tricksters excel at moving about unseen and 
  catching foes unaware so they can attack with a 
  well-placed blade or spell. They are scholars of all 
  things magical, constantly seeking out new spells 
  and new items of magic. Outwitting opponents and 
  outthinking obstacles is the trickster’s specialty, but 
  they are equally capable of a clever spell or swift 
  dagger in the back to solve a problem.
  Alignment: Any.
  Hit Die: d8.
  Class Skills
  The trickster’s class skills are Acrobatics (Dex), 
  Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), 
  Diplomacy (Cha), Disable Device (Dex), Disguise 
  (Cha), Escape Artist (Dex), Knowledge (arcana) 
  (Int), Knowledge (dungeoneering) (Int), Knowledge 
  (local) (Int), Linguistics (Int), Perception (Wis), 
  Profession (Wis), Sense Motive (Wis), Sleight of 
  Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim 
  (Str), and Use Magic Device (Cha).
  Skill Ranks per Level: 6 + Int modifier.
  Class Features
  All of the following are class features of the trickster.
  Weapon and Armor Proficiency: A trickster 
  is proficient with all simple weapons, plus the 
  longsword, rapier, sap, short sword, shortbow, 
  and whip. Tricksters are also proficient with light 
  armor and shields (except tower shields). He 
  can cast arcane spells while wearing light armor 
  and use a shield without incurring the normal 
  arcane spell failure chance. Like any other arcane 
  spellcaster, a trickster wearing medium or heavy 
  armor incurs a chance of arcane spell failure if the 
  spell in question has a somatic component.
  Spells: A trickster casts arcane spells drawn from 
  the sorcerer/wizard spell list and must prepare his 
  spells ahead of time. Unlike a wizard, his spells are 
  not expended when they’re cast. Instead, he can 
  cast any spell he has prepared consuming a spell 
  slot of the appropriate level, assuming he hasn’t yet 
  used up his spell slots per day for that level. 
   To learn, prepare, or cast a spell, the trickster 
  must have an Intelligence score equal to at least 
  10 + the spell’s level. The saving throw DC against 
  a trickster’s spell is 10 + the spell’s level + the 
  trickster’s Intelligence modifier. 
   A trickster can only cast a certain number of 
  spells of each spell level per day. His base daily 
  spell allotment is given on Table 1: Trickster. In 
  addition, he receives bonus spells per day if he has 
  a high Intelligence score. 
   A trickster may know any number of spells, 
  but the number he can prepare each day is 
  limited. At 1st level, he can prepare four 0-level 
  spells and two 1st-level spells each day. At each 
  new trickster level, the number of spells he can 
  prepare each day increases, adding new spell 
  levels as indicated on the table above. Unlike the 
  number of spells he can cast per day, the number 
  of spells a trickster can prepare each day is not 
  affected by his Intelligence score. Feats and other 
  effects that modify the number of spells known by 
  a spellcaster instead affect the number of spells a 
  trickster can prepare. 
   A trickster must choose and prepare his spells 
  ahead of time by getting 8 hours of sleep and 
  spending 1 hour studying his spellbook. While 
  studying, the trickster decides what spells to 
  prepare and refreshes his available spell slots for 
  the day. 
   Like a sorcerer, a trickster can choose to apply 
  any metamagic feats he knows to a prepared spell 
  as he casts it, with the same increase in casting time 
  (see Spontaneous Casting and Metamagic Feats). 
  Cantrips: Tricksters can prepare a number of 
  cantrips, or 0-level spells, each day as noted on 
  the table above. These spells are cast like any other 
  spell, but they do not consume spell slots. As with 
  his other spells, these spells are not expended 
  when cast.
  Spellbooks: A trickster must study his spellbook 
  each day to prepare his spells. He can’t prepare 
  any spell not recorded in his spellbook, except 
  for read magic (which all tricksters can prepare 
  from memory). 
   
  A trickster begins play with a spellbook 
  containing all 0-level wizard/sorcerer spells plus 
  three 1st-level spells of his choice. The trickster 
  also selects a number of additional 1st-level 
  U
  
  5
  The Trickster
  wizard/sorcerer spells equal to his Intelligence 
  modifier to add to the spellbook. At each new 
  trickster level, he gains two new spells of any 
  spell level or levels that he can cast (based on 
  his new trickster level) for his spellbook. At any 
  time, a trickster can also add spells found in other 
  wizards’ spellbooks to his own.
  Sneak Attack: If a trickster can catch an 
  opponent when he is unable to defend himself 
  effectively from his attack, he can strike a vital 
  spot for extra damage. 
   
  The trickster’s attack deals extra damage 
  anytime his target would be denied a Dexterity 
  bonus to AC (whether the target actually has a 
  Dexterity bonus or not), or when the trickster 
  flanks his target. This extra damage is 1d6 at 1st 
  level, and increases by 1d6 every three trickster 
  levels thereafter. Should the trickster score a 
  critical hit with a sneak attack, this extra damage 
  is not multiplied. Ranged attacks can count as 
  sneak attacks only if the target is within 30 feet. 
   
  With a weapon that deals nonlethal damage 
  (like a sap, whip, or an unarmed strike), a 
  trickster can make a sneak attack that deals 
  nonlethal damage instead of lethal damage. He 
  Table 1: Trickster
  Level   Base Attack  Fort Ref 
  Will 
  Special 
   
   
   
  Spells per Day
    
   
   Bonus  
  Save Save Save 
   
   
   
   
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th
  1st  
   +0  
   
  +0 
  +2 
  +2 
  Cantrips, sneak attack +1d6, trapfinding 1 
  — 
  — 
  — 
  — 
  —
  2nd  +1  
   
  +0 
  +3 
  +3 
  Forte 
   
   
   
  2 
  — 
  — 
  — 
  — 
  —
  3rd  +2  
   
  +1 
  +3 
  +3 
  Crafty, evasion  
   
   
  3 
  — 
  — 
  — 
  — 
  —
  4th 
   +3  
   
  +1 
  +4 
  +4 
  Sneak attack +2d6 
   
   
  3 
  1 
  — 
  — 
  — 
  —
  5th 
   +3  
   
  +1 
  +4 
  +4 
  Sneakspell 
   
   
   
  4 
  2 
  — 
  — 
  — 
  —
  6th 
   +4  
   
  +2 
  +5 
  +5 
  Bonus feat 
   
   
   
  4 
  3 
  — 
  — 
  — 
  —
  7th 
   +5  
   
  +2 
  +5 
  +5 
  Sneak attack +3d6 
   
   
  4 
  3 
  1 
  — 
  — 
  —
  8th 
   +6/+1  
  +2 
  +6 
  +6 
  Uncanny dodge 
   
   
  4 
  4 
  2 
  — 
  — 
  —
  9th 
   +6/+1  
  +3 
  +6 
  +6 
  Ranged legerdemain 
   
   
  5 
  4 
  3 
  — 
  — 
  —
  10th  +7/+2  
  +3 
  +7 
  +7 
  Sneak attack +4d6 
   
   
  5 
  4 
  3 
  1 
  — 
  —
  11th  +8/+3  
  +3 
  +7 
  +7 
  Improved uncanny dodge  
   
  5 
  4 
  4 
  2 
  — 
  —
  12th  +9/+4  
  +4 
  +8 
  +8 
  Bonus feat 
   
   
   
  5 
  5 
  4 
  3 
  — 
  —
  13th  +9/+4  
  +4 
  +8 
  +8 
  Sneak attack +5d6 
   
   
  5 
  5 
  4 
  3 
  1 
  —
  14th  +10/+5 
  +4 
  +4 
  +9 
  Filch spell 
   
   
   
  5 
  5 
  4 
  4 
  2 
  —
  15th  +11/+6/+1 
  +5 
  +9 
  +9 
  Surprise spells  
   
   
  5 
  5 
  5 
  4 
  3 
  —
  16th  +12/+7/+2 
  +5 
  +10 +10 
  Sneak attack +6d6 
   
   
  5 
  5 
  5 
  4 
  3 
  1
  17th  +12/+7/+2 
  +5 
  +10 +10 
  Improved sneakspell 
   
   
  5 
  5 
  5 
  4 
  4 
  2
  18th  +13/+8/+3 
  +6 
  +11 +11 
  Bonus feat 
   
   
   
  5 
  5 
  5 
  5 
  4 
  3
  19th  +14/+9/+4 
  +6 
  +11 +11 
  Sneak attack +7d6 
   
   
  5 
  5 
  5 
  5 
  5 
  4
  20th  +15/+10/+5 +6 
  +12 +12 
  Master trickster 
   
   
  5 
  5 
  5 
  5 
  5 
  5
  Table 2: Trickster Spells Known 
  Level  
  0 
  1st 
  2nd 3rd 
  4th 
  5th 
  6th
  1st  
   
  4 
  2  
  — 
  — 
  — 
  — 
  —
  2nd  
  5 
  3  
  — 
  — 
  — 
  — 
  —
  3rd  
  6 
  4  
  — 
  — 
  — 
  — 
  —
  4th 
   
  6 
  4  
  2 
  — 
  — 
  — 
  —
  5th 
   
  6 
  4  
  3 
  — 
  — 
  — 
  —
  6th 
   
  6 
  4  
  4 
  — 
  — 
  — 
  —
  7th 
   
  6 
  5  
  4 
  2 
  — 
  — 
  —
  8th 
   
  6 
  5  
  4 
  3 
  — 
  — 
  —
  9th 
   
  6 
  5  
  4 
  4 
  — 
  — 
  —
  10th  
  6 
  5  
  5 
  4 
  2 
  — 
  —
  11th  
  6 
  6  
  5 
  4 
  3 
  — 
  —
  12th  
  6 
  6  
  5 
  4 
  4 
  — 
  —
  13th  
  6 
  6  
  5 
  5 
  4 
  2 
  —
  14th  
  6 
  6  
  6 
  5 
  4 
  3 
  —
  15th  
  6 
  6  
  6 
  5 
  4 
  4 
  —
  16th  
  6 
  6  
  6 
  5 
  5 
  4 
  2
  17th  
  6 
  6  
  6 
  6 
  5 
  4 
  3
  18th  
  6 
  6  
  6 
  6 
  5 
  4 
  4
  19th   
  6 
  6  
  6 
  6 
  5 
  5 
  4
  20th  
  6 
  6  
  6 
  6 
  6 
  5 
  5
  
  6
  New Paths 8
  cannot use a weapon that deals lethal damage to 
  deal nonlethal damage in a sneak attack, not even 
  with the usual –4 penalty. 
   
  The trickster must be able to see the target well 
  enough to pick out a vital spot and must be able 
  to reach such a spot. A trickster cannot sneak 
  attack while striking a creature with concealment.
  Trapfinding: A trickster adds 1/2 his level to 
  Perception skill checks made to locate traps and 
  to Disable Device skill checks (minimum +1). A 
  trickster can use Disable Device to disarm magic 
  traps.
  Forte: At second level, a trickster chooses a 
  specific forte upon which to focus. Once he 
  chooses his forte, it cannot be changed.
  Acrobat The trickster is a master of balance and 
  agility. He does not suffer any armor check 
  penalties on Acrobatics, Climb, Fly, Sleight of 
  Hand, or Stealth skill checks while wearing 
  light armor. When wearing no armor, he gains 
  a +2 competence bonus on Acrobatics and 
  Fly skill checks. When making jump checks, 
  the trickster is always considered to have a 
  running start.  
   At 5th level, the trickster can roll two dice 
  when making an Acrobatics check, and take the 
  better result. He must choose to do so before 
  making the Acrobatics check. A trickster may 
  use this ability a number of times per day equal 
  to 3 + the trickster’s Dexterity modifier. 
   At 9th level, while wearing light armor or no 
  armor, a trickster gains a +2 insight bonus to 
  Armor Class. In addition, when the trickster 
  uses Acrobatics to move at full speed through a 
  threatened square without provoking an attack 
  of opportunity, the DC of the Acrobatics check 
  does not increase by 10.
  Arcane Accomplice The trickster gains a familiar, 
  as the wizard class feature, with an effective 
  wizard level equal to his trickster level. Levels 
  in other classes that grant a familiar stack 
  for the purpose of determining the familiar’s 
  abilities. A trickster’s familiar adds Disable 
  Device and Sleight of Hand to its list of class 
  skills. A trickster’s familiar can deal sneak 
  attack damage as appropriate to foes as long 
  as the familiar is within 30 feet of the trickster. 
  The number of sneak attack dice is equal to 
  the trickster’s, however the familiar rolls d4s 
  instead of d6s for its damage. 
   At 5th level, the familiar is considered to 
  have any teamwork feat the trickster has. 
   At 9th level, when delivering a harmless touch 
  spell to a willing creature, a trickster’s familiar 
  can move before and after delivering the spell, 
  as long as the familiar’s total movement does 
  not exceed its speed.
  Beguile The trickster’s spells are more effective 
  against a foe who would be denied a Dexterity 
  bonus to AC (whether the target actually has 
  a Dexterity bonus or not). Against such a foe, 
  the trickster receives a +1 bonus to save DCs 
  and a +1 bonus on rolls made to overcome 
  any spell resistance of an affected target. At 
  5th level, these bonuses increase to +2. At 9th 
  level, the bonuses increase to +3. 
   Beginning at 5th level, when the trickster 
  successfully uses Bluff to feint in combat, the 
  target is denied its Dexterity bonus (if it has 
  one) to AC for the trickster’s next melee attack 
  against it or his next spell targeting it. The 
  trickster’s attack must be made, or his spell 
  cast, on or before his next turn. The target 
  is not considered flat-footed and therefore 
  can make attacks of opportunity against the 
  trickster if he does not cast defensively.  
   At 9th level, the trickster may Bluff to feint in 
  combat as a move action instead of a standard 
  action. If he has the Improved Feint feat, he 
  can feint in combat as a swift action.
  Spell Pilfer The trickster can steal an arcane spell 
  from a foe as he is casting it and temporarily 
  add that spell to his list of spells known. As 
  an immediate action, the trickster may make 
  a Spellcraft check (DC 15 + the spell’s level). 
  If the check succeeds, the trickster correctly 
  identifies the opponent’s spell and may then 
  attempt to pilfer it (if the Spellcraft check 
  fails, he can do neither of these things). The 
  opposing spellcaster receives a Will save (DC 
  10 + 1/2 the trickster’s level + the trickster’s Int 
  bonus) to negate the spell pilfer attempt. If the 
  spellcaster fails the Will save, he temporarily 
  loses the prepared spell or spell known, and 
  the trickster adds the pilfered spell to his list 
  of spells known for a number of rounds equal 
  to half his trickster level (minimum 1 round), 
  after which it reverts to the original caster. 
  While pilfered, the opposing spellcaster does 
  not have access to the spell and may not cast 
  it. The trickster may choose to cast this spell 
  
  7
  The Trickster
  himself as long as he has available spell slots 
  of the appropriate level. A trickster may only 
  have one spell pilfered at a time. If he pilfers 
  a new spell, the previous spell immediately 
  reverts to its original owner. A trickster may 
  use this ability a number of times per day 
  equal to 3 +  his Intelligence modifier. A 
  trickster may not pilfer a spell of a level higher 
  than he can cast. 
   At 5th level, the trickster may also add his Wis 
  bonus to the Will save DC to negate the effect. 
   Beginning at 9th level, the trickster may 
  attempt to pilfer a spell of a level higher than 
  that which he can actually cast. If successful, 
  the opposing spellcaster loses access to his 
  spell as normal, although the trickster cannot 
  cast it himself.
  Crafty (Ex): Beginning at 3rd level, the trickster 
  may add a +1 competence bonus to any one of 
  the following skills: Bluff, Disguise, Escape Artist, 
  Sleight of Hand or Stealth. At every third level 
  thereafter (6th, 9th, 12th etc.), he gains an 
  additional +1 bonus which he may apply to 
  any one of these skills. Once assigned, these 
  bonuses cannot be changed. 
  Evasion (Ex): At 3rd level, a trickster 
  can avoid even magical and unusual 
  attacks with great agility. If he makes a 
  successful Reflex saving throw against an 
  attack that normally deals half damage on a 
  successful save, he instead takes no damage. 
  Evasion can be used only if the trickster 
  is wearing light armor or no armor. A 
  helpless trickster does not gain the 
  benefit of evasion.
  Sneakspell (Su): As a standard action, 
  a trickster of 5th level or higher can 
  cast a spell with a range of touch and deliver 
  it as part of a melee sneak attack. Touch spells 
  delivered in this way must have a casting time 
  of one standard action or less. If the trickster 
  hits, he deals his normal sneak attack damage 
  and then the touch spell is resolved. If 
  the trickster’s sneak attack misses, 
  the touch spell has no effect and is 
  lost. A sneakspell deals double 
  damage on a successful critical 
  hit but may not be enhanced 
  or otherwise altered by 
  metamagic feats.
  Bonus Feats: At 6th, 12th, and 18th level, 
  a trickster gains a bonus feat. At each such 
  opportunity, he can choose Deceitful, Persuasive, 
  Spell Focus, Spell Penetration, Stealthy or a 
  metamagic feat. The trickster must still meet all 
  prerequisites for a bonus feat. These bonus feats 
  are in addition to the feats that a character of any 
  class gets from advancing levels. 
  Uncanny Dodge (Ex): A trickster of 8th level 
  or higher can react to danger before his senses 
  
  8
  New Paths 8
  would normally allow him to do so. He cannot be 
  caught flat-footed, nor does he lose his Dex bonus 
  to AC if the attacker is invisible. He still loses his 
  Dexterity bonus to AC if immobilized. A trickster 
  with this ability can still lose his Dexterity bonus 
  to AC if an opponent successfully uses the feint 
  action against him. 
   If a trickster already has uncanny dodge from 
  a different class, he automatically gains improved 
  uncanny dodge (see below) instead.
  Ranged Legerdemain (Su): As a standard 
  action, a trickster of 9th level or higher can use 
  Disable Device and Sleight of Hand out to a 
  range of 30 feet. Working at a distance increases 
  the normal skill check DC by 5, and a trickster 
  cannot take 10 on this check. Any object to be 
  manipulated must weigh 5 pounds or less. A 
  trickster can only use this ability if he has at 
  least 5 ranks in the skill being used. If successful 
  in using Sleight of Hand to pick a pocket or 
  otherwise pilfer a small object, the trickster can 
  propel the object up to 30 feet in any direction.
  Improved Uncanny Dodge (Ex): A trickster of 
  11th level or higher can no longer be flanked. 
   This defense denies foes the ability to sneak 
  attack the character by flanking him, unless the 
  attacker has at least four more levels than the 
  trickster in the class that grants sneak attack.  
   If a character already has uncanny dodge 
  (see above) from another class, the levels from 
  the classes that grant uncanny dodge stack to 
  determine the minimum level required to flank 
  the character.
  Filch Spell (Su): As a move action, a trickster of 
  14th level or higher may attempt to filch control 
  of an ongoing spell away from its caster. The caster 
  receives a Will save (DC 10 + 1/2 the trickster’s 
  level + the trickster’s Int bonus) to negate 
  the effect. If the caster fails this Will 
  save, the trickster gains control 
  of the spell and can direct it 
  as a free action for 1 round, 
  making any decisions 
  allowed by the spell. This 
  only functions on spells 
  that can be directed or 
  changed once they have 
  been cast, such as flaming 
  sphere or spiritual weapon. The 
  spell returns to its owner’s control 
  at the start of the trickster’s next turn. A trickster 
  may use this ability a number of times per day 
  equal to 3 + his Intelligence modifier.
  Surprise Spells: At 15th level, a trickster can add 
  his sneak attack damage to any spell that deals 
  damage, as long as the targets are flat-footed. 
  This additional damage only applies to spells that 
  deal hit point damage. The additional damage is 
  of the same type as the spell. If the spell allows 
  a saving throw to negate or halve the damage, it 
  also negates or halves the sneak attack damage. 
  The additional damage is only applied once per 
  spell. With spells such as fireball, it is applied to 
  all targets in the area, with each getting a save 
  to halve the damage, including the sneak attack 
  damage. With spells such as magic missile, the 
  extra damage is only added once to one missile, 
  chosen by the trickster when the spell is cast.
  Improved Sneakspell (Su): At 17th level, a 
  trickster no longer loses the sneakspell if his sneak 
  attack misses. The trickster can continue to make 
  normal melee or ranged attacks, or even cast other 
  spells, but his sneakspell is held until the trickster 
  lands a successful melee sneak attack, at which 
  time his sneakspell is resolved as normal.
  Master Trickster (Ex): Upon reaching 20th 
  level, a trickster becomes supremely deadly with 
  his sneak attacks and sneakspells. He treats all 
  1s and 2s on sneak attack damage dice as 3s 
  and automatically confirms all critical threats 
  on a sneak attack. In addition, each time the 
  trickster successfully uses sneakspell, he can add 
  any metamagic feats he knows to the sneakspell 
  without increasing the casting time.
  
  9
  The Trickster
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  stories,	storylines,	plots,	thematic	elements,	dialogue,	incidents,	
  language,	artwork,	symbols,	designs,	depictions,	likenesses,	
  formats,	poses,	concepts,	themes	and	graphic,	photographic	and	
  other	visual	or	audio	representations;	names	and	descriptions	of	
  characters,	spells,	enchantments,	personalities,	teams,	personas,	
  likenesses	and	special	abilities;	places,	locations,	environments,	
  creatures,	equipment,	magical	or	supernatural	abilities	or	effects,	
  logos,	symbols,	or	graphic	designs;	and	any	other	trademark	or	
  registered	trademark	clearly	identified	as	Product	identity	by	the	
  owner	of	the	Product	Identity,	and	which	specifically	excludes	
  the	Open	Game	Content;	(f)	“Trademark”	means	the	logos,	
  names,	mark,	sign,	motto,	designs	that	are	used	by	a	Contributor	
  to	identify	itself	or	its	products	or	the	associated	products	
  contributed	to	the	Open	Game	License	by	the	Contributor	(g)	
  “Use”,	“Used”	or	“Using”	means	to	use,	Distribute,	copy,	edit,	
  format,	modify,	translate	and	otherwise	create	Derivative	Material	
  of	Open	Game	Content.	(h)	“You”	or	“Your”	means	the	licensee	in	
  terms	of	this	agreement.
  	
  2.	The	License:	This	License	applies	to	any	Open	Game	Content	
  that	contains	a	notice	indicating	that	the	Open	Game	Content	
  may	only	be	Used	under	and	in	terms	of	this	License.	You	must	
  affix	such	a	notice	to	any	Open	Game	Content	that	you	Use.	No	
  terms	may	be	added	to	or	subtracted	from	this	License	except	
  as	described	by	the	License	itself.	No	other	terms	or	conditions	
  may	be	applied	to	any	Open	Game	Content	distributed	using	this	
  License.
  	
  3.Offer	and	Acceptance:	By	Using	the	Open	Game	Content	You	
  indicate	Your	acceptance	of	the	terms	of	this	License.
  	
  4.	Grant	and	Consideration:	In	consideration	for	agreeing	
  to	use	this	License,	the	Contributors	grant	You	a	perpetual,	
  worldwide,	royalty-free,	non-exclusive	license	with	the	exact	terms	
  of	this	License	to	Use,	the	Open	Game	Content.
  	
  5.Representation	of	Authority	to	Contribute:	If	You	are	
  contributing	original	material	as	Open	Game	Content,	You	
  represent	that	Your	Contributions	are	Your	original	creation	and/
  or	You	have	sufficient	rights	to	grant	the	rights	conveyed	by	this	
  License.
  	
  6.Notice	of	License	Copyright:	You	must	update	the	
  COPYRIGHT	NOTICE	portion	of	this	License	to	include	the	exact	
  text	of	the	COPYRIGHT	NOTICE	of	any	Open	Game	Content	You	
  are	copying,	modifying	or	distributing,	and	You	must	add	the	
  title,	the	copyright	date,	and	the	copyright	holder’s	name	to	
  the	COPYRIGHT	NOTICE	of	any	original	Open	Game	Content	you	
  Distribute.
  	
  7.	Use	of	Product	Identity:	You	agree	not	to	Use	any	Product	
  Identity,	including	as	an	indication	as	to	compatibility,	except	as	
  expressly	licensed	in	another,	independent	Agreement	with	the	
  owner	of	each	element	of	that	Product	Identity.	You	agree	not	
  to	indicate	compatibility	or	co-adaptability	with	any	Trademark	
  or	Registered	Trademark	in	conjunction	with	a	work	containing	
  Open	Game	Content	except	as	expressly	licensed	in	another,	
  independent	Agreement	with	the	owner	of	such	Trademark	or	
  Registered	Trademark.	The	use	of	any	Product	Identity	in	Open	
  Game	Content	does	not	constitute	a	challenge	to	the	ownership	
  of	that	Product	Identity.	The	owner	of	any	Product	Identity	used	in	
  Open	Game	Content	shall	retain	all	rights,	title	and	interest	in	and	
  to	that	Product	Identity.
  	
  8.	Identification:	If	you	distribute	Open	Game	Content	You	
  must	clearly	indicate	which	portions	of	the	work	that	you	are	
  distributing	are	Open	Game	Content.
  	
  9.	Updating	the	License:	Wizards	or	its	designated	Agents	
  may	publish	updated	versions	of	this	License.	You	may	use	any	
  authorized	version	of	this	License	to	copy,	modify	and	distribute	
  any	Open	Game	Content	originally	distributed	under	any	version	
  of	this	License.
  	
  10	Copy	of	this	License:	You	MUST	include	a	copy	of	this	
  License	with	every	copy	of	the	Open	Game	Content	You	Distribute.
  	
  11.	Use	of	Contributor	Credits:	You	may	not	market	or	
  advertise	the	Open	Game	Content	using	the	name	of	any	
  Contributor	unless	You	have	written	permission	from	the	
  Contributor	to	do	so.
  	
  12	Inability	to	Comply:	If	it	is	impossible	for	You	to	comply	
  with	any	of	the	terms	of	this	License	with	respect	to	some	or	
  all	of	the	Open	Game	Content	due	to	statute,	judicial	order,	or	
  governmental	regulation	then	You	may	not	Use	any	Open	Game	
  Material	so	affected.
  	
  13	Termination:	This	License	will	terminate	automatically	if	You	
  fail	to	comply	with	all	terms	herein	and	fail	to	cure	such	breach	
  within	30	days	of	becoming	aware	of	the	breach.	All	sublicenses	
  shall	survive	the	termination	of	this	License.
  	
  14	Reformation:	If	any	provision	of	this	License	is	held	to	be	
  unenforceable,	such	provision	shall	be	reformed	only	to	the	extent	
  necessary	to	make	it	enforceable.
  	
  15.	COPYRIGHT	NOTICE	
   
  Open Game License v 1.0 Copyright 2000, Wizards of the 
  Coast, Inc.
   
  System Reference Document. Copyright 2000, Wizards of the 
  Coast,	Inc.;	Authors	Jonathan	Tweet,	Monte	Cook,	Skip	Williams,	
  based	on	material	by	E.	Gary	Gygax	and	Dave	Arneson.
   
  Pathfinder RPG Core Rulebook.	Copyright	2009,	Paizo	
  Publishing,	LLC;	Author:	Jason	Bulmahn,	based	on	material	by	
  Jonathan	Tweet,	Monte	Cook,	and	Skip	Williams.
   
  Pathfinder Advanced Player’s Guide.	Copyright	2010,	Paizo	
  Publishing,	LLC;	Author:	Jason	Bulmahn.
   
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, 
  Paizo	Publishing,	LLC;	Authors:	Jason	Bulmahn,	Tim	Hitchcock,	
  Colin	McComb,	Rob	McCreary,	Jason	Nelson,	Stephen	Radney-
  MacFarland,	Sean	K	Reynolds,	Owen	K.C.	Stephens,	and	Russ	
  Taylor
   
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, 
  Paizo	Publishing,	LLC;	Authors:	Jason	Bulmahn,	Tim	Hitchcock,	
  Colin	McComb,	Rob	McCreary,	Jason	Nelson,	Stephen	Radney-
  MacFarland,	Sean	K	Reynolds,	Owen	K.C.	Stephens,	and	Russ	
  Taylor 
   
  Pathfinder Roleplaying Game Advanced Class Guide © 
  2014,	Paizo	Inc.;	Authors:	Dennis	Baker,	Ross	Byers,	Jesse	Benner,	
  Savannah	Broadway,	Jason	Bulmahn,	Jim	Groves,	Tim	Hitchcock,	
  Tracy	Hurley,	Jonathan	H.	Keith,	Will	McCardell,	Dale	C.	McCoy,	Jr.,	
  Tom	Phillips,	Stephen	Radney-MacFarland,	Thomas	M.	Reid,	Sean	
  K	Reynolds,	Tork	Shaw,	Owen	K.C.	Stephens,	and	Russ	Taylor.
   
  Pathfinder Roleplaying Game Advanced Player’s Guide. 
  Copyright	2010,	Paizo	Publishing,	LLC;	Author:	Jason	Bulmahn.
   
  New Paths: The Trickster Copyright	2016,	Open	Design	;	
  Author:	Marc	Radle.
  
  here better to begin your journey than character creation? 
  This first step is where you forge your identity, and decide 
  how your new hero will meet the challenges of dark magic and 
  fierce monsters: with blade, spell or the power of the gods.
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  variety of new options to create your new favorite PC. You’ll 
  find 7 new and expanded classes from level 1 through 20—
  plus enough new feats, spells, archetypes, and resources to 
  build and play a character that you’ll be describing to other 
  gamers (and confused baristas) for years to come. 
  New Paths Compendium includes:
  •  28 new archetypes for monks, ninjas, gunslingers, 
  barbarians, fighters, clerics, and  all 7 Compendium 
  classes
  •  7 tracking sheets for animal companions, favored 
  enemies, prepared spells, summoned monsters and more
  •  20 new spells for druids, rangers, shaman, and more
  •  Almost 100 new feats for new and existing classes
  Kobold Press and New Paths are trademarks of Open Design LLC. 
  Pathfinder and associated marks and logos are trademarks of Paizo 
  Publishing, LLC, and are used under license. See paizo.com/pathfinderRPG 
  for more information on the Pathfinder Roleplaying Game.
  The seven Compendium classes each bring something new to  
  your Pathfinder Roleplaying Game:
  • The spell-less ranger, a skilled warrior of the wilderness
  • The shaman, with otherworldly new abilities and an animal 
  spirit guide
  • The battle scion, a master of sword and spell
  • The white necromancer, wielding death magic for  
  the side of Good
  • The elven archer, deadly ranged fighter capable of 
  astonishing feats of marksmanship
  • The savant, master of all trades (if only for an instant)
  • The all-new theurge class, combining arcane and  
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  There’s a big world of adventure and peril out there – make a  
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  Get your copy today! KOBOLDPRESS.COM
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Kobold Press - Open Design/New Paths 8 - The Trickster.pdf