Inaccurate?

Cabinet Trickster

(Races of Eberron variant, p. 139)

Cabinet tricksters are the changeling agents of the Cabinet of Faces.

Requirements

Skills: Disguise 9 ranks

Feats: Persona Immersion

Race: Changeling.
Special: Must complete a trial assignment for the Cabinet
of Faces.


Hit die

d6

Skill points

6 + Int

Class Features

Detect Thoughts (Su): At 1st level, you gain the ability to read the minds of others. Twice per day, you can use detect thoughts as the spell (caster level equal to your character level; save DC 10 + your class level + your Cha modifier). If you can read an opponent's mind, you get a +4 circumstance bonus on Bluff and Disguise checks.

At 3rd level, you can use this ability four times per day. At 5th level, you can use this ability at will.

Doppelganger Insights (Ex): At 1st level, your racial bonuses on Bluff, Intimidate, and Sense Motive checks increase by +2 (to a total of +4).

Thought Trick (Su): You not only know how to read minds, but can also tweak a person's thoughts. As a standard action, you can replace one of your daily uses of your detect thoughts ability with a thought trick performed against any creature. Alternatively, if you have already used your detect thoughts ability against a specific creature and that creature has failed its Will save (so that you are currently reading its thoughts), you can use a thought trick as a swift action or an immediate action (depending on the specific trick). When you use a thought trick against a creature whose thoughts you are reading, it does not count as one of your daily uses of detect thoughts.

A thought trick works only against a creature with Hit Dice equal to or lower than your character level. Most thought tricks allow Will saves to negate the effect (DC 10 + your cabinet trickster level + your Cha modifier), and the disrupt thought trick allows a Concentration check against the same DC. All thought tricks are mind-affecting compulsion effects.

Daze: Beginning at 2nd level, you can use a thought trick to daze a target creature. If you are reading the target's thoughts, you can use this trick as a swift action. A successful Will save negates this effect.

Disrupt: Beginning at 3rd level, you can use a thought trick to distract a target creature from casting a spell, using a spell-like ability, or performing any other activity that might require a Concentration check (see the Concentration skill description, page 69 of the Player's Handbook).

Normally, you use the ready action to disrupt a target when it begins the activity you wish to disrupt, but if you are reading the target's thoughts, you can use this trick as an immediate action instead.

Confuse: Beginning at 4th level, you can use a thought trick to confuse a target creature. If you are reading the target's thoughts, you can use this trick as a swift action. On a failed Will save, the creature becomes confused for 1 round.

Stun: Beginning at 5th level, you can use a thought trick to stun a target creature. If you are reading the target's thoughts, you can use this trick as a swift action. If the creature fails its Will save, it is stunned for 1 round.

Bonus Feat: At 2nd level and again at 4th level, you gain a bonus feat that must be selected from the following list: Deceitful, Disturbing Visage†, Master Linguist†, Mutable Body†, Negotiator, Persuasive, Quick Change†, Racial Emulation†, Recognize Imposter*. You must meet all the prerequisites for that feat.

†New feats described in Chapter 6. *Feat described in Chapter 3 of the EBERRON Campaign Setting.

Change Shape (Su): At 5th level, you gain the ability to assume the shape of any Small or Medium humanoid, gaining the size, natural weapons, movement modes, and extraordinary special attacks of your new form and losing any such abilities granted by your native form. You can remain in this humanoid form until you choose to assume a new one.

A change in form cannot be dispelled, but you revert to your natural form if you are killed. A true seeing spell or similar ability reveals your natural form. See page 306 of the Monster Manual for more information on the change shape ability.

Using this ability is a standard action. If you have the Quick Change feat (see page 110), you can change shape as a move action.

Advancement

Level BAB Fort Ref Will Special
1st +0 +0 +2 +2 Detect thoughts 2/day, doppelganger insights
2nd +1 +0 +3 +3 Thought trick (daze), bonus feat
3rd +2 +1 +3 +3 Detect thoughts 4/day, thought trick (disrupt)
4th +3 +1 +4 +4 Thought trick (confuse), bonus feat
5th +3 +1 +4 +4 Change shape, detect thoughts at will, thought trick (stun)

Class skills

Skill name Key ability Trained only Armor check penalty
Bluff CHA no no
Craft INT no no
Diplomacy CHA no no
Disguise CHA no no
Gather Information CHA no no
Intimidate CHA no no
Knowledge (local) INT yes no
Listen WIS no no
Perform CHA no no
Profession WIS yes no
Sense Motive WIS no no
Spot WIS no no

Spells for Cabinet Trickster

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