Tricksters of Lyreth

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Tricksters of Lyreth

The Church of Lyreth does not exist in any concrete form. Tricksters by their very nature do not form any kind of larger organization, and actually reject any kind of overall guidance that they may tend to develop. Each temple of Lyreth stands alone, and the behavior of every one will be different from every other one.

There is a "leader" of this non-existent church, the High Grand Harlequin of Tricks, who shows up to all of the Council meetings and causes trouble, who calls himself Aish Yee kitla Dam, a series of nonsense words.

Duties: Tricksters are required to work against the larger order at all times. Depending on the nature of the Trickster involved, this may be vigorous or subtle, may promote a good goal or a fickle one. Tricksters are famous for their persecution of cruel landlords or tax collectors. They are infamous for their sabotage of water supplies and their misdirection of food caravans. Tricksters feel any imposed order to be oppressive, and seek to allow people freedom to pursue their own goals.

Other Limitations: A Trickster spends much of his or her time in active conflict with representatives of the law, at least if their behavior is proper for their goddess! Beyond this already considerable restriction, Tricksters are required to perform at least one prank per day, be it something as small as spiking someone's drink to as major as killing the local governor. Lastly, no Trickster may refuse to help someone who comes to them wishing to perform a prank, for whatever purpose. Please note, however, that Tricksters are notorious for putting their own unique interpretations into pranks they feel to be mean spirited, unimaginative, or dull.

Lyreth's Colors: The raiment of Lyreth is Black, Brown, Purple, and Grey.

Hit Dice: d8


Requirements

Alignment: Chaotic Good, True Chaotic, or Chaotic Evil Skills: 1 rank Knowledge:Lyreth Spells: Able to cast 1st level Cleric spells. Special: Must have Lyreth as patron deity.


Class Skills

The Tricksters' class skills (and key ability for each skill) are

Skill Points: 2 per level + Int Modifier


Advancement Table

Level BAB Fort Refl Will Special Spells per Day


Class Features Weapons and Armor: Any leather or chainmail armor may be used, as well as any type of shield. Weapons allowed include the dagger, short sword, sling, Garotte, sap, club, mace, and flail.

Divine Domains: Chaos, Charm, Darkness, Dream, Liberation, Luck, Trickery

Tricksters are granted many powers to enable them to carry out their deviltry. At first level they gain the ability to Hide Trick. They may use this power once per day per level. The ability to Hide Trick is a very versatile one. It can keep victims from noticing small things like short-sheeted beds, poisoned wine, iced bathwater, etc. It can also cover small sleights of hand, such as picking a pocket, moving a small object from one hand to another, etc. Under some circumstances a victim may roll a saving throw (normally vs. Spell) to see through the hidden trick, at the discretion of the referee. At third level, Tricksters gain the Quiet Step ability, whereby their movements are totally silent for up to one round per level. At 5th level, they gain the power of Lyreth's Veil, which is Invisibility (as per the Mage spell) for up to one turn per level. This will not shield versus Detects and Scryings, however. At 7th level, Tricksters gain the power of Knowing, which allows them to know when anyone they see is charmed. This ability also allows the Trickster to know when a Charming ability is used against them.