Sometimes, it’s fun to annoy people. And sometimes, it even pays. A pest is a person who willingly turns the power of their personality to the purpose of frustrating enemies. Annoying, comical, and sometimes downright creepy, a pest holds few conventions sacred or in high regard.

Pesky Dodger (Ex): At 4th level, a pest learns to avoid harm when the odds are stacked against him. He gains a +1 dodge bonus for every adjacent square that is occupied by enemies, up to a maximum morale bonus equal to his Charisma modifier. This ability can only be used when the pest is adjacent to two or more opponents.
A pest does not gain the benefits of this ability against a creature with concealment. This replaces confounding combat.

Thorn in the Side: Starting at 3rd level, a pest adds his class level to dirty trick combat maneuvers in place of his base attack bonus.
This replaces danger sense.

Slap-stick (Ex): Starting at 4th level, a pest treats any improvised weapon he wields as a lucky weapon, even if he is not proficient with improvised weapons.
This replaces uncanny fortune.

Master Prank (Cha): At 20th level, a pest becomes incredibly deadly when using pranks. Each time the pest successfully attempts a prank, he can choose one of the following three effects: the target can be rendered prone for 1d4 hours, confused for 2d6 rounds, or destroyed/slain. Regardless of the effect chosen, the target can attempt a Fortitude save to negate the additional effect. Once a creature has been the target of a master prank, regardless of whether or not the save is successful, that creature is immune to that pest’s master prank for 24 hours.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.