Telasi
2011-10-28, 01:54 AM
I saw a need for this recently when I couldn't find a good fusion PrC for a Cleric/Rogue, so I decided to brew one up for myself. This is the revised version, after some input from other people in my group. Please tell me how I did, and what, if anything, needs to be changed. Name pending, suggestions welcome.
<PrC Name> (Cleric/Rogue Hybrid PrC)
Hit Die: d8
Requirements
Feats: Silent Spell
Skills: Bluff 5 ranks, Stealth 5 ranks
Spells: Must be able to cast second level divine spells
Special: Sneak Attack +1d6, any one Rogue Talent
Class Skills
Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Local) (Int), Knowledge (Religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Use Magic Device (Cha)
Skill ranks at each level: 6+Int modifier
Table: <PrC name>
{table]Level|BAB|Fort|Ref|Will|Special|Spells per Day
1st|+0|+0|+1|+1|Sneak Attack +1d6|+1 level of existing divine class
2nd|+1|+1|+1|+1|Rogue Talent|+1 level of existing divine class
3rd|+2|+1|+2|+2 |Trickster’s Mantle|+1 level of existing divine class
4th|+3|+1|+2|+2 |Sneak Attack +1d6|+1 level of existing divine class
5th|+3|+2|+3|+3|Rogue Talent|+1 level of existing divine class
6th|+4|+2|+3|+3 |Assassin’s Spell|+1 level of existing divine class
7th|+5|+2|+4|+4 |Sneak Attack +1d6|+1 level of existing divine class
8th|+6|+3|+4|+4|Rogue Talent|+1 level of existing divine class
9th|+6|+3|+5|+5|Deceptive Casting|+1 level of existing divine class
10th|+7|+3|+5|+5|Sneak Attack +1d6|+1 level of existing divine class
[/table]
Class Features
Weapon and Armor Proficiencies: <PrC name>s gain no proficiency with any weapon, armor, or shield.
Spellcasting: At each level, you gain new spells per day (and spells known, if applicable) as if you had gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefits a character of that class would have gained. If you belong to more than one divine spellcasting class, you must decide to which class the level will be added for the purpose of determining spells per day, caster level, and spells known.
Sneak Attack: At first level, and every three levels after that, the <PrC name> gains one die of sneak attack damage. This ability functions as the rogue class feature of the same name, and stacks with any other source of sneak attack damage the <PrC name> may have.
Rogue Talents: At second level, and every three levels after that, a <PrC name> gains one rogue talent, chosen from the normal list of rogue talents. If the sum of the character’s rogue and <PrC name> levels is at least eleven, she may choose to select an advanced rogue talent in place of the rogue talent she would normally gain from her <PrC name> level.
Trickster’s Mantle (Sp): At third level, a <PrC name> may expend a swift action to gain concealment for a number of rounds equal to her class level. This ability may be used once per day at third level, plus one additional use per day for every three <PrC name> levels thereafter.
Assassin’s Spell: At sixth level, the <PrC name> may designate a spell she casts as an assassin’s spell when she casts it. This does not increase the spell level or casting time. A spell cast in this way has no effect when cast, but may be triggered as a swift action at a later time by the <PrC name> who cast it. She must designate a specific target, who may be the <PrC name> herself, within the spell’s normal range when using this ability, even if the spell is not normally targeted. If the spell normally requires an attack roll, it must be made when designating the target; if the spell would be expended on a miss, then one use of assassin’s spell is also expended, otherwise she may try again as normal. When the spell is triggered, the spell takes effect immediately as if it had just been cast on the target. If, when cast, the assassin's spell would have been eligible for sneak attack or other precision based damage bonuses, then those bonuses apply to the spell when it takes effect. Spells with an area of effect are centered on the designated target.
The target is not aware that he is the target of an assassin’s spell unless he is aware of the <PrC name> and makes a successful Spellcraft check (DC 20 + spell level) to identify the assassin’s spell when it is cast; failure tells him that the spell failed as if he had succeeded a saving throw to negate it. Examining the target with Detect Magic or Arcane Sight also entitles the examiner to attempt the Spellcraft check to identify the assassin’s spell. An assassin’s spell cannot be dispelled before it takes effect, but a Remove Curse or Break Enchantment can remove it if the caster is aware that the subject is the target of an assassin’s spell. When the <PrC name> prepares or refreshes her daily allotment of spells, any assassin’s spells she has placed are immediately lost unless she expends one of her daily uses of the ability for each spell she wishes to remain in place. This ability may be used a number of times per day equal to 3 + the <PrC name>’s primary spellcasting ability modifier.
Deceptive Casting: At ninth level, a <PrC name> is able to alter or omit the verbal components of her spells at will. If she wishes, she may apply the benefits of Silent Spell to any spell she casts without increasing the casting time or spell level. Alternatively, she may alter the verbal components of the spell to whatever she wishes. If she chooses to mimic the verbal components of a different spell, anyone attempting to identify the spell must succeed on a Spellcraft check opposed by her Bluff check to correctly identify the spell. Failing this opposed check means that the spell is misidentified as another spell, chosen by the <PrC name>, assuming that the Spellcraft result would have been sufficient to identify the spell normally.
<PrC Name> (Cleric/Rogue Hybrid PrC)
Hit Die: d8
Requirements
Feats: Silent Spell
Skills: Bluff 5 ranks, Stealth 5 ranks
Spells: Must be able to cast second level divine spells
Special: Sneak Attack +1d6, any one Rogue Talent
Class Skills
Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Local) (Int), Knowledge (Religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Use Magic Device (Cha)
Skill ranks at each level: 6+Int modifier
Table: <PrC name>
{table]Level|BAB|Fort|Ref|Will|Special|Spells per Day
1st|+0|+0|+1|+1|Sneak Attack +1d6|+1 level of existing divine class
2nd|+1|+1|+1|+1|Rogue Talent|+1 level of existing divine class
3rd|+2|+1|+2|+2 |Trickster’s Mantle|+1 level of existing divine class
4th|+3|+1|+2|+2 |Sneak Attack +1d6|+1 level of existing divine class
5th|+3|+2|+3|+3|Rogue Talent|+1 level of existing divine class
6th|+4|+2|+3|+3 |Assassin’s Spell|+1 level of existing divine class
7th|+5|+2|+4|+4 |Sneak Attack +1d6|+1 level of existing divine class
8th|+6|+3|+4|+4|Rogue Talent|+1 level of existing divine class
9th|+6|+3|+5|+5|Deceptive Casting|+1 level of existing divine class
10th|+7|+3|+5|+5|Sneak Attack +1d6|+1 level of existing divine class
[/table]
Class Features
Weapon and Armor Proficiencies: <PrC name>s gain no proficiency with any weapon, armor, or shield.
Spellcasting: At each level, you gain new spells per day (and spells known, if applicable) as if you had gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefits a character of that class would have gained. If you belong to more than one divine spellcasting class, you must decide to which class the level will be added for the purpose of determining spells per day, caster level, and spells known.
Sneak Attack: At first level, and every three levels after that, the <PrC name> gains one die of sneak attack damage. This ability functions as the rogue class feature of the same name, and stacks with any other source of sneak attack damage the <PrC name> may have.
Rogue Talents: At second level, and every three levels after that, a <PrC name> gains one rogue talent, chosen from the normal list of rogue talents. If the sum of the character’s rogue and <PrC name> levels is at least eleven, she may choose to select an advanced rogue talent in place of the rogue talent she would normally gain from her <PrC name> level.
Trickster’s Mantle (Sp): At third level, a <PrC name> may expend a swift action to gain concealment for a number of rounds equal to her class level. This ability may be used once per day at third level, plus one additional use per day for every three <PrC name> levels thereafter.
Assassin’s Spell: At sixth level, the <PrC name> may designate a spell she casts as an assassin’s spell when she casts it. This does not increase the spell level or casting time. A spell cast in this way has no effect when cast, but may be triggered as a swift action at a later time by the <PrC name> who cast it. She must designate a specific target, who may be the <PrC name> herself, within the spell’s normal range when using this ability, even if the spell is not normally targeted. If the spell normally requires an attack roll, it must be made when designating the target; if the spell would be expended on a miss, then one use of assassin’s spell is also expended, otherwise she may try again as normal. When the spell is triggered, the spell takes effect immediately as if it had just been cast on the target. If, when cast, the assassin's spell would have been eligible for sneak attack or other precision based damage bonuses, then those bonuses apply to the spell when it takes effect. Spells with an area of effect are centered on the designated target.
The target is not aware that he is the target of an assassin’s spell unless he is aware of the <PrC name> and makes a successful Spellcraft check (DC 20 + spell level) to identify the assassin’s spell when it is cast; failure tells him that the spell failed as if he had succeeded a saving throw to negate it. Examining the target with Detect Magic or Arcane Sight also entitles the examiner to attempt the Spellcraft check to identify the assassin’s spell. An assassin’s spell cannot be dispelled before it takes effect, but a Remove Curse or Break Enchantment can remove it if the caster is aware that the subject is the target of an assassin’s spell. When the <PrC name> prepares or refreshes her daily allotment of spells, any assassin’s spells she has placed are immediately lost unless she expends one of her daily uses of the ability for each spell she wishes to remain in place. This ability may be used a number of times per day equal to 3 + the <PrC name>’s primary spellcasting ability modifier.
Deceptive Casting: At ninth level, a <PrC name> is able to alter or omit the verbal components of her spells at will. If she wishes, she may apply the benefits of Silent Spell to any spell she casts without increasing the casting time or spell level. Alternatively, she may alter the verbal components of the spell to whatever she wishes. If she chooses to mimic the verbal components of a different spell, anyone attempting to identify the spell must succeed on a Spellcraft check opposed by her Bluff check to correctly identify the spell. Failing this opposed check means that the spell is misidentified as another spell, chosen by the <PrC name>, assuming that the Spellcraft result would have been sufficient to identify the spell normally.