Jarelk
2006-12-07, 02:08 PM
I don't really care if this already exists. This is my first Prestige Class, so I am happy I have it finished. In fact, this is my first homebrew that I have ever finished! hooray:smallsmile:! Please give me detailed comments, especially on missed information. I don't really think I put all the necessary information down. Please give me things I can actually add, not just random directions. Anyways, here it is!
Deceiver
The deceiver’s main goal is to use his power for his own rights. His example of ideology is not to help others but to help himself. Though not all Deceivers are like that, there are not many reasons one should take this profession, other than to gain or kill.
Deceivers use the power of illusion, cunningness and stealth when in combat. They usually attack from the shadows, or from a spot no one would imagine him to be. The ability to cast illusions from a distance is useful, and thus grants a Deceiver the job for a dungeon lord, as it might create a spooky environment if adventurers run into illusions all the time.
If ever caught in a close combat battle, the Deceiver relies on agility and acrobatics. The sneak attack ability grants him a bonus, and can be proven quite useful.
Hit die: D6
Req.
Feats. You need at least two of the following Feats: Improved Initiative, Iron Will, Leadership, Weapon Finesse.
Skills. 8 ranks in Hide, 5 ranks in Bluff, 5 Ranks in Disguise, 5 ranks in intimidate, 5 ranks in Move Silently.
Class Skills
Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex).
Skill Points each level: 8 + Int Modifier
http://img392.imageshack.us/img392/7155/table1sd7.png
Class Features
All of the following are class features of the Deceiver prestige class.
Weapon and Armor Proficiency: Deceivers are proficient with all simple weapons, plus the rapier, short swords and the sap. Deceivers are proficient with light armor, but not with shields.
Spells Per Day/ Spells Known: Beginning form 1th level, a Deceiver can cast a number of arcane spells. The spells are chosen from the Deceiver spell list (Down). To cast a spell, a Deceiver must have a Charisma score of 10 + spell level. A Deceiver who does not have the required Charisma cannot cast the spell. Deceiver Spells are based on Charisma, and saving throws against spells a Deceiver cast have a DC of 10 + spell level + Deceiver Charisma bonus (If any). If a Deceiver gains 0 spells per day on a certain level, he only gains the bonus spells he would get based on his Charisma score for that spell level . A Deceiver can cast spells without preparing before hand.
Upon reaching 6th level, and every even numbered level thereafter ( 8th, 10th), a Deceiver can decide to exchange one of the spells he already knows to get a new spell. The new spell’s level must be the same as the spell he exchanged, and it must be at least two levels lower than the highest level Deceiver spell he can cast.
http://img124.imageshack.us/img124/843/table2gg3.png
Shadows Concealment (Ex): Deceivers are born within the shadows. Deceivers that are in shadow can choose to make a DC 15 Hide check. If it succeeds, the Deceiver gains full concealment. If it fails, he gains normal concealment. If he moves, he must make another check, DC depending on how big a movement. DC +2 for 5 foot steps, +4 for half speed, and +8 for full speed. If he casts magic, the DC increases by +6, +2 when Somatics Components are used, and another +4 for Verbal components, which in total would bring +12. If he uses a range weapon, the DC check is +4, and if he uses a melee weapon, he automaticly becomes visible.
Disappear (Ex): Useable once per day/ 2 levels, a deceiver can enter a large shadow (A shadow from another person or a shadow from a pole or such automatically fails) or some other location which grants him concealment, and disappear and reappear at another shadow 20 feet away/3 levels. He can disappear through solid things, but he can not disappear through magical obstructions (Such as Wall of Ice), nor can he disappear through planes (He can not disappear through a dimension door if it is in range).
Ranged Illusions (Su): At 2nd level a Deceiver can cast Illusions at a larger range (but not scale) once per day. Every 2 levels thereafter (4th, 6th, 8th, 10th), he can use this ability one more time per day (Up to 5 times per day). The cast Illusion that has this ability on it has it’s cast range increased by a factor of ten, but not it’s range of effect. That means that for example, a Silent Image can be cast 4000 ft. away (+400 ft. per level), but it can still not move beyond four 10 ft. cubes (+ 1 10 ft. cube/level). This effect does not stack with other possible effects. No Metamagic feat can be used together with this ability, except Extend, Heighten, Still, Silent and Quicken. This effect can not be used on magical ability’s, only spells. This ability can still be stopped by magical means.
Sneak Attack: A Deceiver can sneak attack just like a rogue. This ability can be used when the target would be denied a Dexterity bonus to AC, or when the target is flanked. The attack roll is rolled normally, and the extra damage is 1d6, plus 1d6 every two Deceiver levels thereafter. This damage is not multiplied when a critical hit is cored. Range attacks count as sneak attacks only when the target is within 30 feet range. A target immune to sneak attacks can not be sneak attacked. Those with concealment can not be sneak attacked.
Charming Words (Ex): The Deceiver's words have power. Beginning at 4th level, whenever he bluffs or intimidates, the victim must make a DC 13 + Class Level, or get charmed like being under the effect of charm person. Every minute the victim can make a DC 20 check with his Will Save modifier. He also gets a +1 modifier for every time he failed this save. This can be done 1 time per day per level. The player chooses wether he uses this ability.
Deceiver Spell List
1st Level: Color Spray, Disguise Self, Nystul’s Magic Aura, Silent Image, Ventriloquism, Sleep, Obscuring Mist, Alarm, Hypnotism, Feather Fall, Jump.
2nd Level: Blur, Hypnotic Pattern, Invisibility, Leomund’ s Trap, Magic Mouth, Minor Image, Mirror Image, Misdirection, Obscure Object, Daze Monster, Cat’s Grace.
3rd Level: Displacement, Illusory Script, Invisibility Sphere, Major Image, Dispel Magic, Clairaudience/Clairvoyance, Hold Person, Deep Slumber, Suggestion, Blink.
4th Level: Hallucinatory Terrain, Illusory Wall, Greater Invisibility, Phantasmal Killer, Rainbow Pattern, Shadow Conjuration, Detect Scrying, Solid Fog, Locate Creature.
Deceiver
The deceiver’s main goal is to use his power for his own rights. His example of ideology is not to help others but to help himself. Though not all Deceivers are like that, there are not many reasons one should take this profession, other than to gain or kill.
Deceivers use the power of illusion, cunningness and stealth when in combat. They usually attack from the shadows, or from a spot no one would imagine him to be. The ability to cast illusions from a distance is useful, and thus grants a Deceiver the job for a dungeon lord, as it might create a spooky environment if adventurers run into illusions all the time.
If ever caught in a close combat battle, the Deceiver relies on agility and acrobatics. The sneak attack ability grants him a bonus, and can be proven quite useful.
Hit die: D6
Req.
Feats. You need at least two of the following Feats: Improved Initiative, Iron Will, Leadership, Weapon Finesse.
Skills. 8 ranks in Hide, 5 ranks in Bluff, 5 Ranks in Disguise, 5 ranks in intimidate, 5 ranks in Move Silently.
Class Skills
Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex).
Skill Points each level: 8 + Int Modifier
http://img392.imageshack.us/img392/7155/table1sd7.png
Class Features
All of the following are class features of the Deceiver prestige class.
Weapon and Armor Proficiency: Deceivers are proficient with all simple weapons, plus the rapier, short swords and the sap. Deceivers are proficient with light armor, but not with shields.
Spells Per Day/ Spells Known: Beginning form 1th level, a Deceiver can cast a number of arcane spells. The spells are chosen from the Deceiver spell list (Down). To cast a spell, a Deceiver must have a Charisma score of 10 + spell level. A Deceiver who does not have the required Charisma cannot cast the spell. Deceiver Spells are based on Charisma, and saving throws against spells a Deceiver cast have a DC of 10 + spell level + Deceiver Charisma bonus (If any). If a Deceiver gains 0 spells per day on a certain level, he only gains the bonus spells he would get based on his Charisma score for that spell level . A Deceiver can cast spells without preparing before hand.
Upon reaching 6th level, and every even numbered level thereafter ( 8th, 10th), a Deceiver can decide to exchange one of the spells he already knows to get a new spell. The new spell’s level must be the same as the spell he exchanged, and it must be at least two levels lower than the highest level Deceiver spell he can cast.
http://img124.imageshack.us/img124/843/table2gg3.png
Shadows Concealment (Ex): Deceivers are born within the shadows. Deceivers that are in shadow can choose to make a DC 15 Hide check. If it succeeds, the Deceiver gains full concealment. If it fails, he gains normal concealment. If he moves, he must make another check, DC depending on how big a movement. DC +2 for 5 foot steps, +4 for half speed, and +8 for full speed. If he casts magic, the DC increases by +6, +2 when Somatics Components are used, and another +4 for Verbal components, which in total would bring +12. If he uses a range weapon, the DC check is +4, and if he uses a melee weapon, he automaticly becomes visible.
Disappear (Ex): Useable once per day/ 2 levels, a deceiver can enter a large shadow (A shadow from another person or a shadow from a pole or such automatically fails) or some other location which grants him concealment, and disappear and reappear at another shadow 20 feet away/3 levels. He can disappear through solid things, but he can not disappear through magical obstructions (Such as Wall of Ice), nor can he disappear through planes (He can not disappear through a dimension door if it is in range).
Ranged Illusions (Su): At 2nd level a Deceiver can cast Illusions at a larger range (but not scale) once per day. Every 2 levels thereafter (4th, 6th, 8th, 10th), he can use this ability one more time per day (Up to 5 times per day). The cast Illusion that has this ability on it has it’s cast range increased by a factor of ten, but not it’s range of effect. That means that for example, a Silent Image can be cast 4000 ft. away (+400 ft. per level), but it can still not move beyond four 10 ft. cubes (+ 1 10 ft. cube/level). This effect does not stack with other possible effects. No Metamagic feat can be used together with this ability, except Extend, Heighten, Still, Silent and Quicken. This effect can not be used on magical ability’s, only spells. This ability can still be stopped by magical means.
Sneak Attack: A Deceiver can sneak attack just like a rogue. This ability can be used when the target would be denied a Dexterity bonus to AC, or when the target is flanked. The attack roll is rolled normally, and the extra damage is 1d6, plus 1d6 every two Deceiver levels thereafter. This damage is not multiplied when a critical hit is cored. Range attacks count as sneak attacks only when the target is within 30 feet range. A target immune to sneak attacks can not be sneak attacked. Those with concealment can not be sneak attacked.
Charming Words (Ex): The Deceiver's words have power. Beginning at 4th level, whenever he bluffs or intimidates, the victim must make a DC 13 + Class Level, or get charmed like being under the effect of charm person. Every minute the victim can make a DC 20 check with his Will Save modifier. He also gets a +1 modifier for every time he failed this save. This can be done 1 time per day per level. The player chooses wether he uses this ability.
Deceiver Spell List
1st Level: Color Spray, Disguise Self, Nystul’s Magic Aura, Silent Image, Ventriloquism, Sleep, Obscuring Mist, Alarm, Hypnotism, Feather Fall, Jump.
2nd Level: Blur, Hypnotic Pattern, Invisibility, Leomund’ s Trap, Magic Mouth, Minor Image, Mirror Image, Misdirection, Obscure Object, Daze Monster, Cat’s Grace.
3rd Level: Displacement, Illusory Script, Invisibility Sphere, Major Image, Dispel Magic, Clairaudience/Clairvoyance, Hold Person, Deep Slumber, Suggestion, Blink.
4th Level: Hallucinatory Terrain, Illusory Wall, Greater Invisibility, Phantasmal Killer, Rainbow Pattern, Shadow Conjuration, Detect Scrying, Solid Fog, Locate Creature.