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CopperElfCleric
2017-04-20, 03:02 PM
The Mischiefmaker (specialty cleric of Erevan Ilesere)

The Mischiefmaker represents all that is chaotic and free. They bring change and excitement where ever they go be it for good or ill. They live on the edge in a constant state of self-reinvention. They thrive to puncture the self-righteousness, sanctimony, and pretension that pervades orderly society with mischievous pranks that both amuse and enlighten. They enjoy causing trouble for its own sake and have the ability to take care of themselves should a prank prove to be deadly or go awry. Most Mischiefmakers are Moon or Copper elves, but even Gold, Wild and Star elves take this class when the call of Erevan sings strongly in their hearts. Most Mischiefmakers are famous or infamous Rogue/Clerics in the favor of Erevan Ilesere and serve as his mortal right-hand. They are deadly-romantic in their charm and subtlety of skill. Brave and yet flighty. They are champions of trickery and modest in ability. To underestimate a Mischiefmaker is to court the surety of becoming the victim to an amusing, well thought, elaborate hoax that could end up costing you and being at your cost.

Hit Die: d8.

Requirements: To qualify to become a Mischiefmaker, a character must fulfill all the following criteria.

Race: Character must be a Elf or Half Elf.

Skills: Knowledge (religion) 6 ranks, Disguise 5 ranks, Disable device 6 ranks, Bluff 6 ranks, Hide 6 ranks, Move silently 6 ranks, sleight of hand 5 ranks, Concentration 2 ranks, Spellcraft 1 rank, Escape Artist 2 ranks.

Feats: Any Metamagic feat, Sacred Outlaw.

Spellcasting: Ability to cast 3'rd level Divine spells. Must have either the chaos, trickery or luck domain.

Special: +2d6 Sneak attack ability. Must have Erevan Ilesere as a Patron Deity.

Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Disable Device, Escape artist, Heal, Hide, Intuit direction, Jump, Knowledge (religion), Listen, Move silently, Open lock, Sleight of hand, Profession, Search, Spellcraft, Spot, Tumble, Use magic device, Use rope, Wilderness lore.

Skill points at each level- 6 + Int mod.

Class Features: Weapon & Armor Proficiency: Mischiefmaker's are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. MM's are proficient with light armor, but not with shields.

Spells per day: A Mischiefmaker's training focuses on divine magic. Thus, when a character gains a new level of MM, she gains new spells per day as if she also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not however gain any other benefit a character of that class would have gained.

Divine Scoundrel: At 1'st level the MM gains the ability to add her Mischiefmaker class levels to stack with her Sacred Outlaw feat. For example, a 5'th level cleric/ 3'rd level rogue/ 3'rd level Mischiefmaker Turns undead as a 11'th level cleric, and deals +6d6 points of damage on a successful sneak attack.

Granted Domain: At 2'nd level, the MM gains access to one domain chosen from among those her deity offers, and with it the granted power of that domain. Mischiefmakers who were once clerics essentially gain a third domain this way and can prepare their domain spells at each level from the new domain’s list if they wish.

Mock Law: At 3'rd level, the MM gains a +2 divine bonus on saving throws against any spell with the law descriptor, as well as the spell-like or supernatural abilities of outsiders. In addition the MM also gains a +2 divine bonus to the DC of all spells he casts with the chaos, Luck and trickery Domains.

Shadow Trick: Beginning at 4'th level, once a day you can call forth the power of shadow, enveloping yourself in a clinging, concealing shroud of darkness. While this spell-like ability is in effect, you gain a number of benefits. The shadows wrapping your form grant you a +4 competence bonus on Escape Artist, Hide, and Move Silently checks. Your shadowy form also provides you with concealment. This shadowy concealment is not negated by a see invisibility spell, but a true seeing spell counteracts the effect. Standing within the radius of a daylight spell or in bright natural sunlight temporarily suppresses the concealment effect. In addition, if you have 5 ranks in Escape Artist, you can attempt to slip through a solid object or barrier up to 5 feet thick with a DC 20 Escape Artist check, though doing this ends the spell as soon as the attempt is completed (regardless of success). If you have 10 ranks in Escape Artist, you can attempt to pass through an object or barrier up to 10 feet thick. If you have 15 ranks in Escape Artist, you can attempt to pass through a barrier composed of magical force (or similar magical obstacles). This ability lasts 1 minute/ level of MM class, and requires 1 standard action to use.

Side Slip: At 5'th level, you become supernaturally elusive. Five times per day as an immediate action, you can transfer yourself from your current space to another up to 20 feet away. This ability otherwise works like the dimension door spell, except that you cannot transport other creatures with you.

Surprise Spells: At 6'th level, a Mischiefmaker can add his sneak attack damage to any spell that deals damage, as long as the targets are flat-footed. This additional damage only applies to spells that deal hit point damage. The additional damage is of the same type as the spell. If the spell allows a saving throw to negate or halve the damage, it also negates or halves the sneak attack damage. The additional damage is only applied once per spell. With spells such as Chaos Hammer, it is applied to all targets in the area, with each getting a save to halve the damage, including the sneak attack damage.

Metamagic Trick: At 7'th level, you understand how to apply the principle of tricks to your spellcasting. Once per day you can apply the effect of any one metamagic feat you know to a spell as you cast it without altering the spell’s effective level. The spell slot adjustment of the metamagic feat can’t exceed four.

Invisible Thief: Beginning at 8'th level, the MM can become invisible, as if under the effects of greater invisibility, as a free action. She can remain invisible for a number of rounds per day equal to her MM level. Her caster level for this effect is equal to her full character caster level. These rounds need not be consecutive.

Tricky Magic : At 9'th level once per day as a swift action, you can add your Charisma Modifier as a luck bonus on the save DC of all spells you cast until the start of your next turn.

Scoundrel's Shadow: At 10'th level, the MM has mastered the art of Trickery and Divine spells. The MM can become incorporeal once per day. A MM can remain incorporeal for a number of rounds equal to 5 + her Wis Mod. As an incorporeal creature, the MM can be harmed only by other incorporeal creatures, +1 or better magic weapons, and spells, spell-like abilities, and supernatural abilities. She is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, the MM has a 50% chance to ignore any damage from a corporeal source (except for force effects, such as magic missile, or attacks made with ghost touch weapons). An incorporeal MM has no natural armor but has a deflection bonus equal to her Charisma modifier. An incorporeal MM can pass through solid objects at will, but not force effects. Her attack passes through (ignores) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. An incorporeal MM moves silently and cannot be heard with Listen checks if she doesn't wish to be. While incorporeal, the MM has no Strength score, so her Dexterity modifier applies to both her melee and her ranged attacks.

(All spell-like abilities are cast at total character caster level)



The Mischiefmaker TABLE 1:1

Base
Attack
Level Bonus Fort Ref Will Special Spellcasting
1st +0 +0 +2 +2 Divine Scoundrel +1 spellcasting level

2nd +1 +0 +3 +3 Granted Domain +1 spellcasting level

3rd +2 +1 +3 +3 Mock Law +1 spellcasting level

4th +3 +1 +4 +4 Shadow Trick +1 spellcasting level

5th +3 +1 +4 +4 Side Slip +1 spellcasting level

6th +4 +2 +5 +5 Surprise Spells +1 spellcasting level

7th +5 +2 +5 +5 Metamagic Trick +1 spellcasting level

8th +6/+1 +2 +6 +6 Invisible Thief +1 spellcasting level

9th +6/+1 +3 +6 +6 Tricky Magic +1 spellcasting level

10th +7/+2 +3 +7 +7 Scoundrels Shadow +1 spellcasting level


All comments and critique are welcome,

CEC

CopperElfCleric
2017-04-24, 12:09 PM
Does anyone think this is over powered, under powered or balanced?

aimlessPolymath
2017-04-24, 12:45 PM
I would rate it as Too Good on grounds of being strictly better than cleric levels in most ways (i.e. other than a few domain abilities). You lose 3 cleric levels by default to rogue levels (barring shenanigans), but get otherwise full advancement.

Side Slip is absurdly useful, since you can dodge attacks with it- very good for safe casting, easy retreats from dangerous positions

Surprise Spells, due to some rules in Complete Arcane, actually doubles your effective SA for spells which require attack rolls- needs anti-stacking clause. Also, needs a clause defining the type of damage affected, since Ability Damage technically counts...

Tricky Magic looks ripe for Save-Or-Die abuse.

Other than that... it's a very, very good class. Lots of stuff gained, very little lost. I would drop at least one level of casting, probably at level 5 or 6, so that there's a "real" cost to taking it.

You can actually drop the proficiencies, since they already got them from Rogue.

CopperElfCleric
2017-04-25, 09:21 AM
I would rate it as Too Good on grounds of being strictly better than cleric levels in most ways (i.e. other than a few domain abilities). You lose 3 cleric levels by default to rogue levels (barring shenanigans), but get otherwise full advancement.

Side Slip is absurdly useful, since you can dodge attacks with it- very good for safe casting, easy retreats from dangerous positions

Surprise Spells, due to some rules in Complete Arcane, actually doubles your effective SA for spells which require attack rolls- needs anti-stacking clause. Also, needs a clause defining the type of damage affected, since Ability Damage technically counts...

Tricky Magic looks ripe for Save-Or-Die abuse.

Other than that... it's a very, very good class. Lots of stuff gained, very little lost. I would drop at least one level of casting, probably at level 5 or 6, so that there's a "real" cost to taking it.

You can actually drop the proficiencies, since they already got them from Rogue.Thank you very much AimlessPolymath. Surprise spells only works with spells that cause Hitpoint damage. Tricky Magic can be adjusted to this... At 9'th level once per day as a swift action, you can add your Wisdom modifier as a luck bonus on the save DC of all spells you cast until the start of your next turn.

Do you think that adjustment is balanced? Thank you for your comments.

aimlessPolymath
2017-04-25, 11:31 AM
I'd be OK if it were Charisma bonus instead- 2x Wisdom bonus total to save DCs seems rather high.

Should also drop one casting level somewhere, I think.

CopperElfCleric
2017-04-25, 08:26 PM
I'd be OK if it were Charisma bonus instead- 2x Wisdom bonus total to save DCs seems rather high.

Should also drop one casting level somewhere, I think.

Yes, yes, lol. I meant Charisma Modifier. So the MM can add her Charisma Mod as a luck bonus to the save DC's of all the spells she casts until the start of her next turn.

CopperElfCleric
2017-04-30, 10:54 AM
Does anyone feel like creating a NPC with this Mischiefmaker PrC for me to test out in a game we are playing soon?? I'd appreciate it. :)