SHENANIGANIST



"I went straight from shenanigans to crimes against humanity."

A Shenaniganist is a professional troublemaker. Sabotage, political agitation, public humiliation and vicious pranks are all hallmarks of your work.

BECOMING A SHENANIGANIST
It requires a special temperament for this job.

ENTRY REQUIREMENTS
Species: Geckonid
Reflex Save: +5
Feats: Fade Into Violence (see PHBII), Cunning Evasion (see PHB!!)
Skills: Bluff 4 ranks, Hide 4 ranks


Class Skills
The Shenaniganist's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skills Points at Each Level : 8 + int

Hit Dice: d6

Code:
   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +0    Enhanced Stealth, Sneak Attack +1d6
2. +1    +0     +3     +0    Sabotage
3. +2    +1     +3     +1   Deception
4. +3    +1     +4     +1    Enhanced Stealth, Sneak Attack +1d6
5. +3    +1     +4     +1    Sabotage
6. +4    +2     +5     +2    Deception
7. +5    +2     +5     +2    Enhanced Stealth, Sneak Attack +1d6
8. +6    +2     +6     +2    Sabotage
9. +6    +3     +6     +3    Deception
10.+7    +3     +7     +3   Hide in Plain Sight
Weapon Proficiencies: A Shenaniganist gains no new weapon or armor proficiencies.

Enhanced Stealth (Ex): At 1st Level, you can always Take 10 on Hide and Move Silently Checks. At 4th Level you don't take penalties to Hide or Move Silently Checks, regardless of how fast you move (you still take a -10 Penalty if running). At 7th Level you no longer take a penalty while running either.

Sneak Attack (Ex): At Levels 1, 4 and 7 your Sneak Attack dice increase by +1d6 (this stacks with Sneak Attack dice you gain from other Class Levels, and is identical to the Rogue ability of the same name).

Sabotage (Ex): At 2nd Level, if you attempt to leave no evidence of tampering, your Disable Device Check DC doesn't increase by +5. At 5th Level you may always Take 10 on Disable Device Checks. At 8th Level if you fail a Check by 5 or more, you break the trap or device instead of triggering it.

Deception (Ex): At 3rd Level you can always Take 10 on Bluff or Sleight of Hand Checks. At 6th Level you can Take 10 on Disguise or Forgery Checks. At 9th Level, the penalty to your Sleight of Hand Check as a Free Action is only -5.

Hide in Plain Sight (Ex): At 10th Level, you can use the Hide skill even while being observed.

PLAYING A SHENANIGANIST
The world is your chew toy, and people exist purely to amuse you. Normally you'd be unemployable, but you have a certain set of skills.
Combat: You're a hater, not a fighter. You try to avoid combat.
Advancement: You specialize in developing abilities that keep you a few steps ahead of your victims.
Resources: IF you're between employers, you have what you can beg, borrow or steal.

SHENANIGANISTS IN THE WORLD
"Kill him. And his family and friends. Burn their homes to the ground as well."
The world has no sense of humor, or at least, not one like yours. You vary from minor pranks to severe cruelty depending on the job and your personal ethics.
Daily Life: If you aren't setting up for a scheme, you're trying to pull one off.
Notables: Bork (CN Male Tokay Geckonid Rogue 6/Shenaniganist 4) spends most of his days on the run from various people.
Organizations: Everyone has a use for a monster like you at some point.

NPC Reaction
Whether ob not NPC's like you kind of depends on whether or not they've been on the receiving end of you.s.

SHENANIGANISTS IN THE GAME
This assumes one of your players is an agent of chaos. Be careful is all we're saying...
Adaptation: This is meant for not entirely serious campaigns.
Encounters: You can be encountered virtually anywhere.

Sample Encounter
EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Bork
CN Male Tokay Geckonid Rogue 6/Shenaniganist 4
Init +9, Senses: Listen +10, Spot +10
Languages Lizardfolk, Common
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AC 28, touch 19, flat-footed 23 (+5 Dex, +3 Natural, +6 Armor, +4 Deflection)
hp 55 (10 HD)
Fort +5, Ref +14, Will +3
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Speed 30 ft. (6 squares), Climb 30 ft.
Melee +2 Dagger +14/+9 melee (1d4+1/19-20) or Bite +12 melee (1d4-1)
Ranged +2 Dagger +14/+9 ranged (1d4+1/19-20)
Base Atk +7, Grp +6
Atk Options Snaeak Attack +5d6
Combat Gear
Spells Prepared
Supernatural Abilities See Invisible
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Abilities Str 8, Dex 20, Con 14, Int 14, Wis 10, Cha 8
SQ Wall Walker, Trap Sense +2, Trapfinding, Evasion, Uncanny Dodge, Enhanced Stealth, Sabotage, Deception
Feats Cunning Evasion, Fade Into Violence, Improved Initiative, Weapon Finesse
Skills Balance +9, Bluff +12, Climb +8, Diplomacy +5, Disable Device +9, Escape Artist +9, Gather Information +5, Hide +21, Jump +8, Knowledge (Local) +8, Listen +10, Move Silently +15, Open Lock +9, Search +10, Sense Motive +10, Sleight of Hand +6, Spot +10, Swim +9, Tumble +8, Use Magic Device +5
Possessions +6 Bracers of Armor, +4 Ring of Protection, +2 Returning Dagger, 1698 GP



EPIC SHENANIGANIST

Hit Die: d6
Skills Points at Each Level : 8 + int
Sneak Attack The epic Shenaniganist’s sneak attack damage increases by +1d6 at Level 21, and every 3rd Level there after.
Bonus Feats: The Epic Shenaniganist gains a Bonus Feat every 3 levels higher than 20th