The only thing a villain hates more than a hero is an annoying pain in the neck. Vexers excel at ruining everything. Getting the better of their enemies is their chief thrill and delight. Master practical jokers and saboteurs, vexers employ devious pranks to disadvantage their foes and grant their allies a greater chance of victory. With their irksome combat maneuvers and unexplainable luck, they get the job done in unexpected ways.

Role: Vexers adventure to get into and out of trouble, to make and lose entire fortunes, and to generally obstruct the progress of anyone they do not like.

Hit Die: d8
Starting Wealth: 4d6 × 10 gp (average 140 gp)

Class Skills
The vexer’s class skills are Acrobatics (Dex), Athletics (Str), Deception (Cha), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Intimidate (Str/Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Scrutiny (Int/Wis), Sleight of Hand (Dex), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks per Level: 8 + Int modifier.

Table: Vexer
Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Luck, lucky weapon, irksome maneuver, pranks
2nd +1 +0 +3 +0 Evasion, vexation
3rd +2 +1 +3 +1 Danger sense +1, lucky weapon, irksome maneuver
4th +3 +1 +4 +1 Confounding combat, vexation, uncanny dodge
5th +3 +1 +4 +1 Irksome maneuver, vexing luck
6th +4 +2 +5 +2 Danger Sense +2, vexation
7th +5 +2 +5 +2 Irksome maneuver
8th +6 +2 +6 +2 Slick moves, vexation
9th +6 +3 +6 +3 Danger Sense +3, irksome maneuver
10th +7 +3 +7 +3 Vexation
11th +8 +3 +7 +3 Lucky weapon, irksome maneuver
12th +9 +4 +8 +4 Danger Sense +4, vexation
13th +9 +4 +8 +4 Irksome maneuver
14th +10 +4 +9 +4 Vexation
15th +11 +5 +9 +5 Danger Sense +5, irksome maneuver
16th +12 +5 +10 +5 Vexation
17th +12 +5 +10 +5 Irksome maneuver
18th +13 +6 +11 +6 Danger Sense +6, vexation
19th +14 +6 +11 +6 Lucky weapon, irksome maneuver
20th +15 +6 +12 +6 Lethal Maneuver

Class Features
The following are the class features of the vexer.

Weapon and Armor Proficiency: Vexers are proficient with all simple weapons, hand crossbow, rapier, sap, short sword, shortbow and sword cane. Additionally, a vexer may select on additional martial or exotic weapon with which to be proficient. They are proficient with light armor.

Luck (Ex): All vexers possess a subtle form of chance-manipulation that allow them to avoid danger and thwart their enemies. They quite literally make their own luck. The very nature of this luck is vexing, especially for foes, for none can make any sense of it. This takes the form of a luck bonus equal to the vexer’s Charisma modifier. A vexer can apply this luck bonus to vexations throughout their progression. This bonus applies to the following class features: lucky weapon, vexations, confounding combat, lucky dodge, vexing luck, and uncanny fortune.

If a character with the fate’s favored faith trait takes levels in the Vexer class, they lose this trait. Instead they gain a +1 trait bonus on combat maneuver checks when attempting Pranks.

Lucky Weapon (Ex): Starting at 3rd level, a vexer selects one weapon he is proficient with as a lucky weapon. He adds his luck bonus (Charisma modifier) instead of his Strength modifier or Dexterity modifier to attack and damage rolls with this weapon. If any effect would prevent the vexer from adding his Strength modifier to the damage roll, he does not add his Charisma modifier. Once this choice is made, it cannot be changed. The vexer can select a second lucky weapon at 11th level and a third at 19th level.

Pranks (Ex): A vexer can cunningly sabotage his foes by moving a few small things around and setting things up just right, similar to setting a trap. As a standard action that does not provoke attacks of opportunity, a vexer can make a special combat maneuver against a target that is not aware of the vexer. If the target has trap sense or some similar ability, they can use this bonus to their Perception roll to notice the prank. If the combat maneuver is not successful, the target becomes aware of the vexer’s presence and can act normally. If the combat maneuver is successful, the target is not affected by the maneuver until they take a specific action which triggers the effect of the maneuver. This action is chosen when the combat maneuver is attempted. Below is a list of combat maneuvers that can be attempted using this ability, followed by a list of actions that trigger the effect of a maneuver.

Combat Maneuvers Triggering Actions
Check Attack
Dirty Trick Move
Disarm Cast a spell
Trip Manifest a power
Reposition Draw a weapon or retrieve an item on their person
Sunder Draw a weapon or retrieve an item on their person

Irksome Maneuvers (Ex): Vexers are able to use combat maneuvers to devastating effect, inflicting his targets with debilitating conditions. At 1st level, and every odd level thereafter, a vexer can learn a new irksome maneuver by selecting one type of combat maneuver and one type of condition the maneuver gives to a target.
The vexer’s combat maneuvers can give debilitating conditions anytime his target is denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the vexer flanks their target. Ranged combat maneuvers can count as irksome maneuvers only if the target is within 30 feet. These debilitating conditions last for 1 round, +1 additional round for every 5 the vexer’s combat maneuver check exceeds the target’s CMD. More than one condition cannot be applied to a single irksome maneuver. This ability cannot be used with the Dirty Trick combat maneuver. In the case of the Steal combat maneuver, only fear-based conditions can be applied.

  • At 1st and 3rd level, a irksome maneuver can inflict one of the following debilitating conditions: fatigued, shaken, or sickened.
  • At 5th level and 7th level, a irksome maneuver can inflict one of the following debilitating conditions: dazed or staggered.
  • At 9th level and 11th level, a irksome maneuver can give one of the following conditions: confused, exhausted, frightened, or nauseated.
  • At 13th, 15th, 17th, and 19th level, a irksome maneuver can inflcit one of the following debilitating conditions: blinded, deafened, or stunned.

The vexer must be able to see the target well enough execute the irksome maneuver with precision. A vexer cannot use this ability on a creature with total concealment.

Evasion (Ex): At 2nd level or higher, a vexer can avoid damage from many area-effect attacks. If a vexer makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a vexer is wearing light armor or no armor. A helpless vexer does not gain the benefit of evasion.

Vexations: As a vexer gains experience, he learns a number of vexations that aid him and annoy his foes. Starting at 2nd level, a vexer gains one vexation. He gains an additional vexation for every 2 levels of vexer attained after 2nd level. A vexer cannot select an individual vexation more than once, unless the vexation specifies otherwise.

Vexations marked with an asterisk add effects to a vexer’s irksome maneuvers. Only one of these vexations can be applied to an individual maneuver, and the decision must be made before the attack roll is made.

A vexer can select a rogue talent in place of a vexation, treating his vexer level as his rogue level. At 10th level, a vexer qualifies for advanced rogue talents like a rogue.

Danger Sense (Ex): At 3rd level, a vexer gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, he gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 vexer levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Uncanny Fortune (Ex): At 4th level, the vexer adds his luck bonus to his armor class whenever he is flat-footed or helpless.

Confounding Combat (Ex): At 4th level, a vexer learns to fight harder and cleverer when the odds are stacked against him. Vexers gain a +1 morale bonus to attack and damage rolls for each 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 vexer is adjacent to two or more opponents.

A vexer cannot use confounding strike against a creature with concealment.

Luck Pool (Ex): Starting at 5th level, all vexers gain a luck pool they can draw from to modify the luck of his allies and enemies. This luck pool is equal to 1/2 his vexer level + his Charisma modifier (minimum 1). A vexer’s luck pool refreshes each day, after he gets a restful night’s sleep or 8 hours of rest. As a free action, he can expend one use of vexing luck from his pool to add or subtract 1d6 to or from the result of an ally or enemy’s d20 roll, including any roll on which they take 10 or 20. This choice is made after the check is rolled and before the results are revealed. A vexer can use this ability only once every 1d4 rounds, and must be able to see or hear the action being attempted. This ability cannot be used to alter a natural 1 or natural 20 result.

Slick Moves (Ex): At 8th level, the vexer adds his luck bonus to his CMB and CMD.

Lethal Maneuver (Ex; Cha; precision): At 20th level, a vexer becomes incredibly deadly when using combat maneuvers. Each time the the vexer successfully attempts an irksome maneuver, he can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or 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 maneuver, regardless of whether or not the save is successful, that creature is immune to that vexer’s lethal maneuver for 24 hours.


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