Source:
http://www.disneycostumeideas.com/alice-wonderland/full-body-cheshire-cat-costume-tim-burton.htmlThe trickster breaks the rules of gods and men. Flamboyant and agile of body and mind, it cheats, misleads, and confounds those who would think themselves its betters. Unbound by the expectations of the strong, the little folk take every possible approach in their pursuit of goals, striking at the weaknesses hidden within strength. The Little Trickster takes victory and defeat alike in stride, knowing that victory is merely for the present and defeat an opportunity to turn things around in the end.
The Little Trickster Totem covers small animals, especially those portrayed as trickster archetypes in folklore. The fox, mouse, and hare are all good examples. Small cats may also fall under this Totem, when not represented by the Cat's Eye Totem.
AbilitiesSmoke and Mirrors (Su): Starting at level 3, you may create minor illusions as a swift action at will. These illusions can be either visual or auditory and last for 1 round, disappearing at the start of your next turn. This ability counts as a Figment effect, but is not a spell and thus does not emanate an aura of illusion. If interacted with, the illusion allows a Will save (DC 10 + 1/2 your level + your Cha modifier) to disbelieve it.
Auditory: An auditory illusion creates a sound emanating from a point you choose within 5 feet/class level of you. Use the
Ghost Sound spell as a guideline for the kinds and volume of sounds you can produce.
Visual: A visual illusion creates a purely visual figment (i.e. it doesn't include sound, temperature, smell, and so on) as visualized by you. You may move the illusion within a radius of 5 feet/class level around you.
Safety Among Enemies (Ex): Starting at 7th level, as an immediate action at will, you may grant yourself a 20% miss chance against a single attack targeting you. If that attack misses (for any reason), you may change the attack's target from you to another valid target in range (if a ranged attack) or reach (if a melee attack) of the original attack.
Use the result of the original attack roll to determine whether the redirected attack hits (do not apply any miss chances you benefit from, but do apply miss chances of the target's as appropriate). If the redirected attack hits, it resolves normally as if the new target had been the target of the attack all along.
Painting the Fool (Su): Starting at level 11, you can disguise creatures and objects with a touch as a standard action at will. If you wish to disguise an unwilling creature (or an object attended by an unwilling creature), you must succeed on a touch attack or a regular attack with a weapon to affect the target, and the target gets a Will save (DC 10 + 1/2 your level + your Cha modifier) to negate the effect.
The affected creature or object can be made to look like any other creature or object up to one size category larger or smaller. This illusion covers all senses (even exotic senses like blindsense, blindsight, or mindsight). If used to create a disguise, this grants the target a +10 bonus on the Disguise check. The illusion lasts for 10 minutes per class level, but can be dismissed ahead of time by you as another standard action. A creature that interacts with the illusion is entitled to a Will save (DC 10 + 1/2 your level + your Cha modifier) to recognize it as such.
This ability counts as a Glamer effect, but is not a spell and thus does not emanate an aura of illusion.
Bait and Switch (Su): Starting at level 15, as an immediate action once per encounter, you may have any number of target creatures within 100 feet of you (including yourself) swap positions among themselves. Any creatures that swap positions with each other must be touching the same solid object. Unwilling creatures get a Will save to negate the position swap (DC 10 + 1/2 your level + your Cha modifier).
Rabbit Hole (Su): Starting at level 19, once per round when you hit a creature with an attack, you may cause that creature to hallucinate wildly unless it succeeds on a Will save (DC 10 + 1/2 your level + your Cha modifier). The creature perceives an environment you dictate, as per a
Mirage Arcana spell at a caster level equal to your class level. Once per round as a free action, you may change the environment the creature perceives, including moving the volume of effect. You may also apply the effect by itself as a touch attack, in which case doing so takes a standard action, but otherwise works as described above.
This ability counts as a Glamer effect, but is not a spell and thus does not emanate an aura of illusion.