Hoodwink (Pathfinder Archetype)
Hoodwink (Mountebank Archetype)[edit]
Hoodwinks are mischievous thieves, bandits, and n'er-do-wells who skulk about in the shadows, "bamfing" in and out of impenetrable vaults or past the toughest security systems, all so that they can redistribute the wealth of the world for the benefit of all... but mostly themselves. Oh, do they ever do the gods of luck, mischief, and whimsy proud!
Casting
The hoodwink may combine spheres and talents to create magical effects. They are considered a Low Caster. Their casting ability modifier is determined by their casting tradition, as per the Ultimate update. (Note: All casters may select a casting tradition the first time they gain the casting class feature.)
This modifies Casting.
Specialized Training
Hoodwinks have a very specific set of skills. They may only select talents from the Athletics, Dual Wielding, Illusion, Scoundrel, Scout, and Warp spheres. They may choose talents from other spheres only by taking feats such as Advanced Magical Training or Extra Combat Talent, or by taking levels in another class. In exchange they gain a bonus talent of choice from one of these spheres at 6th, 12th, and 18th level.
This replaces Natural Scoundrel and Trickster Training.
Now You See Me
The hoodwink gains the Warp sphere and the Isoport talent as bonus magic talents.
This is also when the hoodwink gains their signature ability. Any time they make a move action, they can choose to "wink" instead. Winking is an instinctual Warp effect that allows the hoodwink to move any distance they normally would with a move action, but in the blink of an eye. They benefit from their Isoport talent when doing so, allowing them to alter their direction and orientation freely in between winks. Any such wink must be done in five-foot increments, up to their base land speed.
If the hoodwink has abilities that let them perform actions while moving, such as with the Spring Attack feat, they may use them normally while winking. The total distance moved while winking cannot exceed their base land speed even if split up into multiple winks.
The hoodwink cannot wink if within the confines of a Dimensional Lock or other area that restricts teleportation effects.
At 3rd level, the hoodwink's base land speed increases by five feet, but only for the purpose of winking. This increases by another five feet at 6th level and every three levels thereafter, to a maximum of 30 feet at 18th level.
At 5th level, the hoodwink can double the distance of a wink, but only as part of a charge.
At 11th level, if the hoodwink possesses the Blinking talent, they gain its benefits until the start of their next turn anytime they choose to wink rather than move normally.
At 17th level, the hoodwink no longer provokes attacks of opportunity when creating Warp effects, including winking.
This replaces the Thief's Mark, Creative Strike, and Trick Casting class features.
Roguish Gifts
The hoodwink gains a rogue talent at 2nd level and again at every even level thereafter. They can also choose to take Versatile Performance (as the bard feature of the same name) in place of a rogue talent starting at 4th level and again at every four levels thereafter. They may choose advanced rogue talents beginning at 10th level, and advanced versatile performances beginning at 8th level.
This replaces Social Talents.
Ill-Gotten Gains
At 7th level, the hoodwink gains two ranks in the Extradimensional Storage talent as bonus talents. If they already possess either of these talents, they may instead choose any Scoundrel or Warp talent of choice in their place.
This replaces Skill Breaker.
Dimensional Legerdemain
Beginning at 9th level, the hoodwink can access their ill-gotten gains in a quicker, more subtle manner. They may stow or withdraw a single item from their Extradimensional Storage as a free action once per round on their turn. It never costs them a spell point to access their own Extradimensional Storage. For every talent they possess in the Warp sphere, their Extradimensional Storage capacity increases by 50 lbs. per class level. This stacks with similar increases from other sources.
In addition, they may make a Sleight of Hand check to conceal their action, opposed by a Perception check from observers. On success, observers do not notice the action and remain unaware of the item’s absence or presence for 1 round, +1 additional round per ten class levels, unless the item is made abundantly obvious in some fashion (such as attacking with it). Further, an observer’s opposed Perception check must succeed by 10 or more for them to notice the involvement of Extradimensional Space; otherwise they notice the action but remain uncertain of how it was accomplished.
At 13th level, they may stow or withdraw two items as part of the same free action. If the hoodwink has the Quick Draw feat or a similar ability, they may withdraw thrown weapons, arrows, or other appropriate items from their Extradimensional Storage just as if they had stowed the items on their person.
This replaces Advanced Trickery.
Extradimensional Safehouse
At 15th level, the hoodwink gains the World In Miniature advanced talent even if they do not meet the prerequisites. If they already possess this talent, they may select another Warp talent in its place. They can control all six elements within their extradimensional spaces just as if they possessed the appropriate Nature packages.
They also gain the Extradimensional Room talent twice if they do not already possess it. For them, however, it is a permanent space that remains even when they are not concentrating, and they can jump into and out of it as a move action without need of creating a portal. If they wish to bring anyone with them, they must still create a portal, however. While in their Extradimensional Room, they can move items into and out of their Extradimensional Storage as a free action, placing them precisely where they wish within their Extradimensional Room and in any orientation.
This replaces Master Trickster.
Where There's a Will, There's a Way
At 19th level, whenever a hoodwink would be affected by a Dimensional Lock, Anti-Magic Zone, or other effect that would prevent them from using Warp effects, they can attempt a magic skill check to ignore the effect. If they beat the check by 10 or more, they not only ignore it, but outright dispel it if it is at all dispellable.
Note that this only works against artificially created effects, such as by a spell, a monster's aura, a magic item effect, and so on. Planar traits, divine intervention, artifacts, and similar sources capable of doing so will continue to block a hoodwink as much as they would anyone else. GM's discretion is required.
This replaces Lord of Shade.
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