Uncanny Trickster

"Tricks? You ain't seen nothin' yet."

The uncanny trickster combines the features of his primary class with a wider range of skill tricks than any other character can achieve.

Because of the simple requirements for entry, the uncanny trickster appeals to a wide range of characters. Rogues, bards, rangers, and other skill-focused characters are the most likely to enter the prestige class, but the entry requirements are well within the reach of intelligent members of any class. Pure spellcasters prefer the magical trickster prestige class, while warriors find the battle trickster more to their liking.

Entry Requirements
Skills: Any four skills 8 ranks each.
Skill Tricks: Any four.

Hit Die: D6

Level B.A.B Fort Save Reflex Save Will Save Special Class Features
1st +0 +0 +2 +0 Bonus trick, favorite trick -
2nd +1 +0 +3 +0 Bonus trick, favorite trick +1 level of existing class features
3rd +2 +1 +3 +1 Bonus trick, favorite trick, tricky defense +1 level of existing class features

Class Skills (8 + Int modifier per level): Appraise, Balance, Bluff, Climb, Craft, Decipher Script, diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of and, Spot, Swim, Tumble, Use Magic Device, Use Rope.

Class Features: At each level after 1st, you gain class features (including spellcasting ability) and an increase in effective level as if you had also gained a level in a class to which you belonged before adding the prestige class level. You do not, however, gain the benefit of your previous class’s Hit Dice, attack progression, skill points, or saving throws. If you had more than one class before becoming an uncanny trickster, you must decide to which class to add each level for the purpose of determining class features.

Bonus Trick (Ex): At each level, you gain a bonus skill trick for which you meet the prerequisite. These bonus tricks do not cost skill points and do not count against your maximum number of skill tricks available.

Favorite Trick (Ex): You have a limited repertoire of signature stunts. At each level, choose one skill trick you know that you can perform only once per encounter. You can now use that trick one additional time per encounter. You can’t choose the same skill trick more than once.

Tricky Defense (Ex): At 3rd level, you have mastered incorporating tricks into your personal defenses. In any round when you perform a skill trick, you gain a +1 competence bonus on saving throws until the start of your next turn.