Legendxp
2013-10-21, 02:01 PM
This will be my first attempt at making a homebrew character class. It will take awhile for me to get my first draft going. Also if you have any ideas feel free to post them now. I am planning to create a skill monkey with at will mind affecting abilities. It will be a combination of a bard, monk, rogue, and fortune's friend. I am hoping for at around a tier 3 base class (Plus or minus 1 tier).
http://fc08.deviantart.net/fs4/i/2004/200/5/2/Jester_Girl.jpg
The Jester
"I used to be in the catapult business. It had its ups and downs."
-Jester
When you are a king and you have an entire country doing your every bidding what happens? You become bored. So hire a jester! Jesters are the kings party makers, but not only are they established performers and magicians, they also are prominent bodyguards as well. A king can never be left defenseless, especially in a throne room or on the road. Many jesters are hired on as bodyguards to both entertain and protect kings during their important diplomatic or business travels.
Abilities:
Races: Usually human, gnome, or halfling. Incredibly rare for dwarves, orcs, goblins, and kobolds. Not unheard of for elves, though not very common.
Alignment: Any chaotic
Starting Gold: 6d4 x 10gp
Starting Age: Pre-Adulthood, Adulthood, or Middle Age
Hit Die: d6
Class Skills
The Jester's class skills (and the key ability for each skill) are; Balance (Dex), Bluff (Cha), Climb (Str), Concentrate (Con), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform Any (Cha), Profession (Comedian) (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Rope (Dex).
Skill Points at 1st Level: (8 + Int modifier) x 4
Skill Points at Each Additional Level: 8 + Int modifier.
Table: The Jester
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+1|+2|+2|AC bonus, bonus feat,
2nd|+1|+1|+3|+3|Chaotic Aura, Evasion, bonus feat
3rd|+2|+2|+3|+3| Uncanny Dodge, Trick Aptitude +1
4th|+3|+2|+4|+4|bonus feat
5th|+3|+3|+4|+4|Trick Mastery, bonus feat
6th|+4|+3|+5|+5|Trick Aptitude +2
7th|+5|+3|+5|+5|Charm Potency, bonus feat
8th|+6/+1|+4|+6|+6|bonus feat
9th|+6/+1|+4|+6|+6|Trick Aptitude +3
10th|+7/+2|+5|+7|+7|Trick Mastery, bonus feat
11th|+8/+3|+5|+7|+7|bonus feat
12th|+9/+4|+6|+8|+8|Trick Aptitude +4
13th|+9/+4|+6|+8|+8|bonus feat
14th|+10/+5|+6|+9|+9|bonus feat
15th|+11/+6/+1|+7|+9|+9|Trick Mastery, Trick Aptitude +5
16th|+12/+7/+2|+7|+10|+10|bonus feat
17th|+12/+7/+2|+8|+10|+10|bonus feat
18th|+13/+8/+3|+8|+11|+11|Trick Aptitude +1/2Lvl
19th|+14/+9/+4|+8|+11|+11|bonus feat
20th|+15/+10/+5|+9|+12|+12|Trick Mastery, bonus feat
[/table]
Class Features
All of the following are class features of the jester.
Weapon and Armor Proficiency: Jesters are proficient with all light armor and all shields that grant an AC bonus of +1 or less (Bucklers, Light Shields, Cloaks, etc, etc...). Jesters are proficient with all simple weapons plus the Cutlass (Storm p107), Disguised Dagger (DR316p46), Poison Ring (DR316p46), Rapier, Barbed Dagger (CAdv p115), Braid Blaid (DU120p35), Foot Spike (RotW p165), Quickrazor*, Ribbon Dagger (DU118p42), Flutterblade (Drow p64), Quickblade Rapier (CAdv p116), Whip, and Dueling Cloak (DR335p77).
*Same as Gnome Quickrazor (RoS p155) but built for medium creatures.
Parlor Tricks: A jester does not prepare or cast spells as other wielders of arcane magic do. Instead, she possesses a repertoire of abilities known as parlor tricks. A jester may use any parlor trick she knows at will, with the following qualifications:
A jester's parlor tricks are spell-like abilities; using a parlor trick is therefore a standard action that provokes attacks of opportunity. A parlor trick can be disrupted, just as a spell can be ruined during casting. A jester is entitled to a Concentration check to successfully use a parlor trick if he is hit by an attack while conjuring, just as a spellcaster would be. A jester can choose to use a parlor trick defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A jester's parlor tricks are subject to spell resistance unless a parlor trick's description specifically states otherwise.
The save DC for a parlor trick (if it allows a save) is 10 + equivalent spell level + the jester's Charisma modifier. Since spell-like abilities are not actually spells, a jester cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).
The five grades of parlor tricks, in order of their relative power, are;
Leest
Kinda
Moar
Reelly
Supah
(Please note that I AM going to change these)
A jester begins with knowledge of (?) parlor tricks, which must be of the lowest grade. As a jester gains levels, he learns new parlor tricks. A list of available parlor tricks can be found following this class description, and a complete description of each invocation can be found in the very next post.
At any level when a jester learns a new parlor trick, she can also replace a parlor trick she already knows with another parlor trick of the same or a lower grade. Jesters can qualify for some prestige classes usually intended for spellcasters.
{table=head]Level|Leest|Kinda|Moar|Reelly|Supah
1st|2?|0|0|0|0
[/table]
AC Bonus (Ex): A jester is highly trained at anticipating attacks, and happens to be incredibly lucky in combat. When wearing light or no armor and unencumbered, the Jester adds a mental modifier bonus to her AC as a Luck bonus (Your choice of Int, Wis, or Cha). In addition, a jester gains an additional +1 luck bonus to AC at 1st level. This bonus increases to +2 at 5th level and every 5 levels thereafter. These bonuses to AC apply even against touch attacks or when the Jester is flat-footed. She loses these bonuses when she's helpless, wears any medium or heavy armor, or when she carries a medium or heavy load. This ability is similar to the monk class feature and you may add your levels of monk to your jester level when determining your AC bonus. You may not however have an AC bonus from multiple ability scores (i.e. a +3 bonus from Int and a +2 bonus from Wis, or +2 from Wis twice).
Bonus feats: At 1st level, a jester gets a bonus skills-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The jester gains an additional bonus feat at 2nd level and every jester level thereafter, skipping numbers divisible by 3, (3rd level, 6th level, 9th level, etc, etc, see table "The Jester"). These bonus feats must be drawn from the feats noted as jester bonus feats. A jester may ignore all racial, regional, and level prerequisites for a bonus feat.
Chaotic Aura (Su): Starting at 2nd level, a jester gains a chaotic aura equal to her class level plus her charisma modifier out to 30ft. This aura increases in power as she gains in level, increasing by 1 each level. (For example, you are a level 7 jester with 18 charisma. A caster using detect chaos would notice a level 11 chaotic aura which would place you in the "Moderate" category for aura power) All non-lawful allies within your chaotic aura gain a bonus to bluff, intimidate, sense motive, and sleight of hand checks equal to your charisma modifier.
Evasion: At 2nd level, a jester can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the jester is wearing light armor or no armor. A helpless jester (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
Uncanny Dodge (Ex): At 3rd level, a jester can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a jester already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Trick Aptitude: After years of performing, a jester is naturally inclined to perform skill tricks. Starting at 3rd level, the maximum number of skill tricks she can learn increases by 1. This number increases by 1 every three levels thereafter (6th level, 9th level, 12th level, etc...), until at 18th level her maximum number of skill tricks becomes equal to her level.
Trick Mastery (Ex): Starting at 5th level a jester's mind and muscles become more suited to the harsh strain of certain skills. She may use skill tricks one additional time per encounter. This ability increases by one every 5 jester levels thereafter (10th level, 15th level, etc...) until at 20th level, when she may use skill tricks at will.
Charm Potency(Su): At 7th level a jester has gotten so adept at charm spells that creatures normally immune to her mind affecting abilities aren't (This includes spells that make their casters immune). However, those creatures receive a +4 bonus on their save. This effect is cumulative for each immunity. (For example a lich has the protection from chaos spell active, making it immune to mind effecting spells twice (once from being undead, once from the spell), it would receive a +8 bonus on its save to resist your mind affecting abilities) Mindless creatures and creatures with an Int of 3 or less that that have immunities are still not affected. This is a language dependent supernatural ability.
Negate True Seeing: At 20th level, creatures with magical ways of seeing through your illusions need to make a caster check (vs DC?) or that ability is useless against you for that encounter. (This ability still needs work)
Class Features (That I have no idea where to put)
Special Attack: Deals 1d4 damage every two levels. Melee dependent, don't know what the drawback should be.
Don't know what to call this skill: Gain bonuses to initiative and saves at certain level intervals.
Invocation-Like Powers
Leest Powerful Parlor Tricks
Animate Rope: Makes a rope move at your command.
Confusion, Lesser: One creature is confused for 1 round.
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Dancing Lights: Creates torches or other lights.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Ghost Sound: Figment sounds.
Grease: Makes 10-ft. square or one object slippery.
Hideous Laughter: Subject loses actions for 1 round/ level.
Hypnotism: Fascinates 2d4 HD of creatures.
Jump: Subject gets bonus on Jump checks.
Magic Mouth: Speaks once when triggered.
Obscuring Mist: Fog surrounds you.
Prestidigitation: Performs minor tricks.
Silent Image: Creates minor illusion of your design.
Undetectable Alignment: Conceals alignment for 24 hours.
Ventriloquism: Throws voice for 1 min./level.
Kinda Powerful Parlor Tricks
Calm Emotions: Calms creatures, negating emotion effects.
Darkness: 20-ft. radius of supernatural shadow.
Detect Thoughts: Allows “listening” to surface thoughts.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Glitterdust: Blinds creatures, outlines invisible creatures.
Hold Person: Paralyzes one humanoid for 1 round/level.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Minor Image: As silent image, plus some sound.
Phantom Trap: Makes item seem trapped.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rope Trick: As many as eight creatures hide in extradimensional space.
Scare: Panics creatures of less than 6 HD.
Silence: Negates sound in 20-ft. radius.
Spider Climb: Grants ability to walk on walls and ceilings.
Suggestion: Compels subject to follow stated course of action.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Explosive Runes: Deals 6d6 damage when read.
Nondetection: Hides subject from divination, scrying.
Tongues: Speak any language.
Suggestion: Compels subject to follow stated course of action.
Blacklight: 20-ft. radius of darkness.
Shrink Item: Object shrinks to one-sixteenth size.
Moar Powerful Parlor Tricks
Charm Monster: Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Daylight: 60-ft. radius of bright light.
Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Haste:One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
See Invisibility: Reveals invisible creatures or objects.
Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls.
Dimensional Anchor: Bars extradimensional movement.
Fire Trap: Opened object deals 1d4 damage +1/level.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Feeblemind: Subject’s Int and Cha drop to 1.
Bigby's Interposing Hand: Hand provides cover against one opponent.
Sending: Delivers short message anywhere, instantly.
Mirage Arcana: As hallucinatory terrain, plus structures.
Passwall: Creates passage through wood or stone wall.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
True Seeing: Lets you see all things as they really are.
Bigby's Forceful Hand: Hand pushes creatures away.
Transformation: You gain combat bonuses.
Reelly Powerful Parlor Tricks
Dominate Person: Controls humanoid telepathically.
Freedom of Movement: Subject moves normally despite impediments.
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Hold Monster: As hold person, but any creature.
Modify Memory: Changes 5 minutes of subject’s memories.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Instant Summons: Prepared object appears in your hand.
Phase Door: Creates an invisible passage through wood or stone.
Insanity: Subject suffers continuous confusion.
Grasping Hand: Hand provides cover, pushes, or grapples.
Prismatic Spray: Rays hit subjects with variety of effects.
Statue: Subject can become a statue at will.
Mind Blank: Subject is immune to mental/emotional magic and scrying.
Prismatic Wall: Wall’s colors have array of effects.
Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Maze: Traps subject in extradimensional maze.
Maddening Scream: Forces subject to scream and drop defenses.
Bigby's Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
Supah Dupah Powerful Parlor Tricks
Bigby's Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Foresight: “Sixth sense” warns of impending danger.
Mirage Arcana: As hallucinatory terrain, plus structures.
Mislead: Turns you invisible and creates illusory double.
Persistent Image: As major image, but no concentration required.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Shadow Walk: Step into shadow to travel rapidly.
Song of Discord: Forces targets to attack each other.
Suggestion, Mass: As suggestion, plus one subject/level.
Find the Path: Shows most direct way to a location.
Irresistible Dance: Forces subject to dance.
Permanent Image: Includes sight, sound, and smell.
Any ideas? Feel free to post!
http://fc08.deviantart.net/fs4/i/2004/200/5/2/Jester_Girl.jpg
The Jester
"I used to be in the catapult business. It had its ups and downs."
-Jester
When you are a king and you have an entire country doing your every bidding what happens? You become bored. So hire a jester! Jesters are the kings party makers, but not only are they established performers and magicians, they also are prominent bodyguards as well. A king can never be left defenseless, especially in a throne room or on the road. Many jesters are hired on as bodyguards to both entertain and protect kings during their important diplomatic or business travels.
Abilities:
Races: Usually human, gnome, or halfling. Incredibly rare for dwarves, orcs, goblins, and kobolds. Not unheard of for elves, though not very common.
Alignment: Any chaotic
Starting Gold: 6d4 x 10gp
Starting Age: Pre-Adulthood, Adulthood, or Middle Age
Hit Die: d6
Class Skills
The Jester's class skills (and the key ability for each skill) are; Balance (Dex), Bluff (Cha), Climb (Str), Concentrate (Con), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform Any (Cha), Profession (Comedian) (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Rope (Dex).
Skill Points at 1st Level: (8 + Int modifier) x 4
Skill Points at Each Additional Level: 8 + Int modifier.
Table: The Jester
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+1|+2|+2|AC bonus, bonus feat,
2nd|+1|+1|+3|+3|Chaotic Aura, Evasion, bonus feat
3rd|+2|+2|+3|+3| Uncanny Dodge, Trick Aptitude +1
4th|+3|+2|+4|+4|bonus feat
5th|+3|+3|+4|+4|Trick Mastery, bonus feat
6th|+4|+3|+5|+5|Trick Aptitude +2
7th|+5|+3|+5|+5|Charm Potency, bonus feat
8th|+6/+1|+4|+6|+6|bonus feat
9th|+6/+1|+4|+6|+6|Trick Aptitude +3
10th|+7/+2|+5|+7|+7|Trick Mastery, bonus feat
11th|+8/+3|+5|+7|+7|bonus feat
12th|+9/+4|+6|+8|+8|Trick Aptitude +4
13th|+9/+4|+6|+8|+8|bonus feat
14th|+10/+5|+6|+9|+9|bonus feat
15th|+11/+6/+1|+7|+9|+9|Trick Mastery, Trick Aptitude +5
16th|+12/+7/+2|+7|+10|+10|bonus feat
17th|+12/+7/+2|+8|+10|+10|bonus feat
18th|+13/+8/+3|+8|+11|+11|Trick Aptitude +1/2Lvl
19th|+14/+9/+4|+8|+11|+11|bonus feat
20th|+15/+10/+5|+9|+12|+12|Trick Mastery, bonus feat
[/table]
Class Features
All of the following are class features of the jester.
Weapon and Armor Proficiency: Jesters are proficient with all light armor and all shields that grant an AC bonus of +1 or less (Bucklers, Light Shields, Cloaks, etc, etc...). Jesters are proficient with all simple weapons plus the Cutlass (Storm p107), Disguised Dagger (DR316p46), Poison Ring (DR316p46), Rapier, Barbed Dagger (CAdv p115), Braid Blaid (DU120p35), Foot Spike (RotW p165), Quickrazor*, Ribbon Dagger (DU118p42), Flutterblade (Drow p64), Quickblade Rapier (CAdv p116), Whip, and Dueling Cloak (DR335p77).
*Same as Gnome Quickrazor (RoS p155) but built for medium creatures.
Parlor Tricks: A jester does not prepare or cast spells as other wielders of arcane magic do. Instead, she possesses a repertoire of abilities known as parlor tricks. A jester may use any parlor trick she knows at will, with the following qualifications:
A jester's parlor tricks are spell-like abilities; using a parlor trick is therefore a standard action that provokes attacks of opportunity. A parlor trick can be disrupted, just as a spell can be ruined during casting. A jester is entitled to a Concentration check to successfully use a parlor trick if he is hit by an attack while conjuring, just as a spellcaster would be. A jester can choose to use a parlor trick defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A jester's parlor tricks are subject to spell resistance unless a parlor trick's description specifically states otherwise.
The save DC for a parlor trick (if it allows a save) is 10 + equivalent spell level + the jester's Charisma modifier. Since spell-like abilities are not actually spells, a jester cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).
The five grades of parlor tricks, in order of their relative power, are;
Leest
Kinda
Moar
Reelly
Supah
(Please note that I AM going to change these)
A jester begins with knowledge of (?) parlor tricks, which must be of the lowest grade. As a jester gains levels, he learns new parlor tricks. A list of available parlor tricks can be found following this class description, and a complete description of each invocation can be found in the very next post.
At any level when a jester learns a new parlor trick, she can also replace a parlor trick she already knows with another parlor trick of the same or a lower grade. Jesters can qualify for some prestige classes usually intended for spellcasters.
{table=head]Level|Leest|Kinda|Moar|Reelly|Supah
1st|2?|0|0|0|0
[/table]
AC Bonus (Ex): A jester is highly trained at anticipating attacks, and happens to be incredibly lucky in combat. When wearing light or no armor and unencumbered, the Jester adds a mental modifier bonus to her AC as a Luck bonus (Your choice of Int, Wis, or Cha). In addition, a jester gains an additional +1 luck bonus to AC at 1st level. This bonus increases to +2 at 5th level and every 5 levels thereafter. These bonuses to AC apply even against touch attacks or when the Jester is flat-footed. She loses these bonuses when she's helpless, wears any medium or heavy armor, or when she carries a medium or heavy load. This ability is similar to the monk class feature and you may add your levels of monk to your jester level when determining your AC bonus. You may not however have an AC bonus from multiple ability scores (i.e. a +3 bonus from Int and a +2 bonus from Wis, or +2 from Wis twice).
Bonus feats: At 1st level, a jester gets a bonus skills-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The jester gains an additional bonus feat at 2nd level and every jester level thereafter, skipping numbers divisible by 3, (3rd level, 6th level, 9th level, etc, etc, see table "The Jester"). These bonus feats must be drawn from the feats noted as jester bonus feats. A jester may ignore all racial, regional, and level prerequisites for a bonus feat.
Chaotic Aura (Su): Starting at 2nd level, a jester gains a chaotic aura equal to her class level plus her charisma modifier out to 30ft. This aura increases in power as she gains in level, increasing by 1 each level. (For example, you are a level 7 jester with 18 charisma. A caster using detect chaos would notice a level 11 chaotic aura which would place you in the "Moderate" category for aura power) All non-lawful allies within your chaotic aura gain a bonus to bluff, intimidate, sense motive, and sleight of hand checks equal to your charisma modifier.
Evasion: At 2nd level, a jester can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the jester is wearing light armor or no armor. A helpless jester (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
Uncanny Dodge (Ex): At 3rd level, a jester can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a jester already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Trick Aptitude: After years of performing, a jester is naturally inclined to perform skill tricks. Starting at 3rd level, the maximum number of skill tricks she can learn increases by 1. This number increases by 1 every three levels thereafter (6th level, 9th level, 12th level, etc...), until at 18th level her maximum number of skill tricks becomes equal to her level.
Trick Mastery (Ex): Starting at 5th level a jester's mind and muscles become more suited to the harsh strain of certain skills. She may use skill tricks one additional time per encounter. This ability increases by one every 5 jester levels thereafter (10th level, 15th level, etc...) until at 20th level, when she may use skill tricks at will.
Charm Potency(Su): At 7th level a jester has gotten so adept at charm spells that creatures normally immune to her mind affecting abilities aren't (This includes spells that make their casters immune). However, those creatures receive a +4 bonus on their save. This effect is cumulative for each immunity. (For example a lich has the protection from chaos spell active, making it immune to mind effecting spells twice (once from being undead, once from the spell), it would receive a +8 bonus on its save to resist your mind affecting abilities) Mindless creatures and creatures with an Int of 3 or less that that have immunities are still not affected. This is a language dependent supernatural ability.
Negate True Seeing: At 20th level, creatures with magical ways of seeing through your illusions need to make a caster check (vs DC?) or that ability is useless against you for that encounter. (This ability still needs work)
Class Features (That I have no idea where to put)
Special Attack: Deals 1d4 damage every two levels. Melee dependent, don't know what the drawback should be.
Don't know what to call this skill: Gain bonuses to initiative and saves at certain level intervals.
Invocation-Like Powers
Leest Powerful Parlor Tricks
Animate Rope: Makes a rope move at your command.
Confusion, Lesser: One creature is confused for 1 round.
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Dancing Lights: Creates torches or other lights.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Ghost Sound: Figment sounds.
Grease: Makes 10-ft. square or one object slippery.
Hideous Laughter: Subject loses actions for 1 round/ level.
Hypnotism: Fascinates 2d4 HD of creatures.
Jump: Subject gets bonus on Jump checks.
Magic Mouth: Speaks once when triggered.
Obscuring Mist: Fog surrounds you.
Prestidigitation: Performs minor tricks.
Silent Image: Creates minor illusion of your design.
Undetectable Alignment: Conceals alignment for 24 hours.
Ventriloquism: Throws voice for 1 min./level.
Kinda Powerful Parlor Tricks
Calm Emotions: Calms creatures, negating emotion effects.
Darkness: 20-ft. radius of supernatural shadow.
Detect Thoughts: Allows “listening” to surface thoughts.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Glitterdust: Blinds creatures, outlines invisible creatures.
Hold Person: Paralyzes one humanoid for 1 round/level.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Minor Image: As silent image, plus some sound.
Phantom Trap: Makes item seem trapped.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rope Trick: As many as eight creatures hide in extradimensional space.
Scare: Panics creatures of less than 6 HD.
Silence: Negates sound in 20-ft. radius.
Spider Climb: Grants ability to walk on walls and ceilings.
Suggestion: Compels subject to follow stated course of action.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Explosive Runes: Deals 6d6 damage when read.
Nondetection: Hides subject from divination, scrying.
Tongues: Speak any language.
Suggestion: Compels subject to follow stated course of action.
Blacklight: 20-ft. radius of darkness.
Shrink Item: Object shrinks to one-sixteenth size.
Moar Powerful Parlor Tricks
Charm Monster: Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Daylight: 60-ft. radius of bright light.
Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Haste:One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
See Invisibility: Reveals invisible creatures or objects.
Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls.
Dimensional Anchor: Bars extradimensional movement.
Fire Trap: Opened object deals 1d4 damage +1/level.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Feeblemind: Subject’s Int and Cha drop to 1.
Bigby's Interposing Hand: Hand provides cover against one opponent.
Sending: Delivers short message anywhere, instantly.
Mirage Arcana: As hallucinatory terrain, plus structures.
Passwall: Creates passage through wood or stone wall.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
True Seeing: Lets you see all things as they really are.
Bigby's Forceful Hand: Hand pushes creatures away.
Transformation: You gain combat bonuses.
Reelly Powerful Parlor Tricks
Dominate Person: Controls humanoid telepathically.
Freedom of Movement: Subject moves normally despite impediments.
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Hold Monster: As hold person, but any creature.
Modify Memory: Changes 5 minutes of subject’s memories.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Instant Summons: Prepared object appears in your hand.
Phase Door: Creates an invisible passage through wood or stone.
Insanity: Subject suffers continuous confusion.
Grasping Hand: Hand provides cover, pushes, or grapples.
Prismatic Spray: Rays hit subjects with variety of effects.
Statue: Subject can become a statue at will.
Mind Blank: Subject is immune to mental/emotional magic and scrying.
Prismatic Wall: Wall’s colors have array of effects.
Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Maze: Traps subject in extradimensional maze.
Maddening Scream: Forces subject to scream and drop defenses.
Bigby's Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
Supah Dupah Powerful Parlor Tricks
Bigby's Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Foresight: “Sixth sense” warns of impending danger.
Mirage Arcana: As hallucinatory terrain, plus structures.
Mislead: Turns you invisible and creates illusory double.
Persistent Image: As major image, but no concentration required.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Shadow Walk: Step into shadow to travel rapidly.
Song of Discord: Forces targets to attack each other.
Suggestion, Mass: As suggestion, plus one subject/level.
Find the Path: Shows most direct way to a location.
Irresistible Dance: Forces subject to dance.
Permanent Image: Includes sight, sound, and smell.
Any ideas? Feel free to post!