(Prestige) Classes:
Prankster
 
 
By: Arjan Wardekker
Type: Prestige Class
Game: Dungeons & Dragons (D&D)

Pranksters are chaotic individuals, often concerned mostly with fun, often over the backs of others. They are masters of mind tricks and illusions. Most Pranksters are Illusionists, Wizards, or Sorcerers. The class is also very suitable for Bards, Clerics with the Trickery domain, and multiclass Rogues. This prestige class is also popular among Gnomes.
Being threatened and pressed by fellow party members and chased by angry victims, the Prankster's abilities have developed into something that has more use than just fun. Their explosive gifts can be made powerful enough to do actual damage or cause large secondary explosions. Shifting objects can be used to frustrate someone "finding" a gold coin (but being unable to pick it up), but can be used just as well to make barricades or traps be in another location (possibly resulting in persuers to walk straight into them) or let someone miss the bridge over the raging inferno (tumbling straight into it). A Hopping object can be used for similar purposes, making a bridge disappear when someone steps onto it, but it can also be used to get rid of a door or block of stone thats blocking your retreat or passage through a dungeon (note though that it appears in a random location, possibly on your own toes), to keep you out of harms way or to frustrate and disperse enemies. All in all, this class can be both fun and useful, if persued by a smart Prankster.

Hit Die: d4

Requirements:
Abilities: Wisdom 14 or below.
Alignment: Any chaotic.
Feats: Spell Focus (Illusion).
Spells: Able to cast a second level illusion spell.
Skills: Bluff 6 ranks, Disguise 3 ranks, Hide 3 ranks.

Class Skills:
Skill Points: 4 + Int. modifier per level.
Class Skills: Alchemy (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Pick Pocket (Dex), Sense Motive (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialSpellcasting
1+0+0+2+0Trickspell 1, Explosive Gift 1+1 existing class
2+1+0+3+0Shift (small)+1 existing class
3+2+1+3+1Trickspell 2+1 existing class
4+3+1+4+1Shift (medium), Hop (small)+1 existing class
5+3+1+4+1Trickspell 3, Explosive Gift 2+1 existing class
6+4+2+5+2Shift (large), Hop (medium)+1 existing class
7+5+2+5+2Trickspell 4+1 existing class
8+6+2+6+2Shift (living), Hop (large)+1 existing class
9+6+3+6+3Trickspell 5+1 existing class
10+7+3+7+3Hop (living), Explosive Gift 3+1 existing class

Class Features:
Weapon and Armor Proficiency: Pranksters gain no proficiency with any weapon or armor.
Spellcasting: At each Prankster level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats and the like). If the character had more than one spellcasting class before becoming a Prankster, the player must decide to which class to add each Prankster level for determining spells per day and spells known.
Trickspell (Sp): Starting at first level and every two levels thereafter, the Prankster gains a bonus spell as spell-like ability. This bonus spell can be any spell of the indicated level, e.g. Trickspell 2 gives a level 2 spell, that is either in the Illusion school or the Trickery domain. A Trickspell can be cast one time per day. It is not added to your normal spell list and you cannot use normal spell slots or domain spell slots to cast this spell. It is a seperate spell-like ability. The Trickspell is cast at a caster level equal to that of his normal spells; taking both Prankster levels and original spellcaster levels into account (see Spellcasting).
Explosive Gift (Sp): At first level, the Prankster gains the ability to enchant an object, so that it will explode when someone touches it. The Prankster can use this ability once per day. Note that these explosions do not take the content of an object into account and may be used to create further effects. E.g. an exploding vial of acid or alchemist fire will shower bystanders with these materials as well and an exploding container with oil, gunpowder, or other highly flamable or explosive material, may result in a secondary explosion.
At first level, the Explosive Gift does 1 point of damage to an object. This means that any object with a hardness greater than 0 cannot be damaged. This restricts the use of this ability to weak objects, such as pies, paper gift packages, jellies, and other such material. While it sends pie, paper, jelly, etc. straight into the face of the victim, it does not damage him or her.
The Explosive Gift 2 ability, gained at level 7, does 1d6 points of damage to an object. This means that anything stronger than wood (hardness 5) cannot be damaged. Any damage that is actually dealt to the object is also dealt to the victim and everyone within 5 ft of the object. If the explosion is particularly more powerful than the object can withstand, the blast range is extended and shards of material are blown away, damaging everyone nearby. This means that if the damage is greater than the number of hitpoints an object has, the residual damage is dealt to everyone within 10 ft. of the object. E.g. an Explosive 2 inch thick glass object (Hardness 1, Hit Points 2) explodes, dealing 5 points of damage. The object and everyone within 5 ft. of it receive 5-1=4 points of damage. The glass object has only 2 hit points and is totally destroyed by the 4 points of damage. Everyone within 10 ft. of the object receives 4-2=2 points of damage. For people within 5 ft., this is in addition to the damage sustained by the blast itself. This damage is caused by shards of material (glass in this case).
In Explosive Gift 3, the damage dealt to the object is 2d6 points of damage. It further follows the rules mentionned for Explosive Gift 2.
Shift (Sp): This ability shifts the image of an object. This is an Illusion (Glamer) effect at a caster level equal to your levels in Prankster. The object appears to be at some distance of its actual location, similar to a Displacement spell. This ability can be used once a day and lasts 1 minute per Prankster level. Each higher level Shift ability supersedes the lower level ones. The object or creature can't be shifted further than it's largest dimension. Within that range, the actual shift is determined by the Prankster. Each type of shift results in a certain percentage miss chance, usually similar to having full concealment. Unlike actual full concealment, it doest not prevent people from targetting the object normally. True seeing reveals the true location.
In the Shift (small) ability, gained at level 2, the object cannot be larger than 5 ft. in it's largest dimension. Attacks on the object have a 50% miss chance.
In the Shift (medium) ability, gained at level 4, the object cannot be larger than 10 ft. in it's largest dimension. Attacks on the object have a 50% miss chance.
In the Shift (large) ability, gained at level 2, the object cannot be larger than 20 ft. in it's largest dimension. Attacks on the object have an 80% miss chance.
In the Shift (living) ability, gained at level 8, the ability can also be applied to a living creature of size category Large or smaller. Attacks on the creature have a 50% miss chance. If this ability is used on an object, the rules for Shift (large) apply.
Hop (Sp): This ability enchants an object, so that it will instantly teleport to a random location at preset distance from the original spot, as soon as someone or something touches it. This is a Transmutation (Teleportation) effect at a caster level equal to your levels in Prankster. Things already touching an affected object or creature, such as cups on an affected table or clothes on an affected person, do not activate this effect. Already touching objects on an affected creature, such as clothes, backpacks, gear, etc., are teleported with that creature if the effect is activated. This ability can be used once per day and lasts 10 minutes per Prankster level. Each higher level Hop ability supersedes the lower level ones. The object or creature can't be hopped further than 10 ft. per Prankster level. Within that range, the actual hop is determined by the Prankster. Attacks, spells, touches, etcetera on an object or creature so enchanted still hit but deal only 75% of the original damage, hit points healed or similar numerical effect. Non-numerical effects, such as a Stone Shape spell, that require touch, have a 25% chance of failure. The Hop effect may render an object or creature immune to certain effects. E.g. a Creeping Doom spell summons crawling insects to attack. Before these creatures can bite a subject, they'll usually need to crawl up his boots, hooves, etc. This touch will activate the Hop, even before damage is dealt. Note that it doesn't matter whether or not a touch is harmful, benificial or neither. A
In the Hop (small) ability, gained at level 4, the object cannot be larger than 5 ft. in it's largest dimension. Attacks on the object have a 50% miss chance.
In the Hop (medium) ability, gained at level 6, the object cannot be larger than 10 ft. in it's largest dimension. Attacks on the object have a 50% miss chance.
In the Hop (large) ability, gained at level 8, the object cannot be larger than 20 ft. in it's largest dimension. Attacks on the object have an 80% miss chance.
In the Hop (living) ability, gained at level 10, the ability can also be applied to a living creature of size category Large or smaller. If this ability is used on an object, the rules for Hop (large) apply.

Licensing:
This material is distributed under the Open Game License Version 1.0a (view a copy of the license). All of this material is designated as Open Game Content, in accordance with Section 1(d) of the Open Game License, Version 1.0a.

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