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CopperElfCleric
2022-05-08, 10:25 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.

Alignment: CG, CN, N, CE.
Hit Die: d8.


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 1'st level: (6 + Int mod) x4

Skill points at each additional level: 6 + Int mod.

Class Features
All of the following are class features of the Mischiefmaker

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

Domains, and Domain Spells: A Mischiefmakers' deity influences his alignment, what magic he can perform, his values, and how others see him. A Mischiefmaker chooses one domain from among those belonging to his deity. A Mischiefmaker can select an alignment domain only if his alignment matches that domain.

The domain gives the Mischiefmaker access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The Mischiefmaker gets the granted powers of the domain selected.

With access to two domain spells at a given spell level, a Mischiefmaker prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a Mischiefmaker can prepare it only in his domain spell slot.

Spells: A Mischiefmaker casts divine spells (the same type of spells available to clerics), which are drawn from the cleric spell list. She can cast any spell she knows without preparing it ahead of time the way a cleric must.

To cast a spell, a Mischiefmaker must have a Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a Mischiefmakers spell is 10 + the spell's level + the Mischiefmaker Wisdom modifier.

Like other spellcasters, a Mischiefmaker can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Mischiefmaker. In addition, she receives bonus spells for a high Charisma.

Unlike a cleric, a Mischiefmaker selection of spells is limited. A Mischiefmaker begins play knowing four 0-level spells and three 1st-level spells of your choice. At each new Mischiefmaker level, she gains one or more new spells, as indicated on Table: Mischiefmaker Spells Known. (Unlike spells per day, her Charisma score does not affect the number of spells a Mischiefmaker knows; the numbers on Table: Mischiefmaker Spells Known are fixed.)

Upon reaching 4th level, and at every even-numbered Mischiefmaker level after that (6th, 8th, and so on), a Mischiefmaker can choose to learn a new spell in place of one she already knows. In effect, the Mischiefmaker "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Mischiefmaker spell the Mischiefmaker can cast. A Mischiefmaker may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a cleric, a Mischiefmaker need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Expanded Spell List: Starting at first level and every level thereafter your deity grants you additional spells of trickery, mischief and illusion. Add the following spells to the Mischiefmaker spell list.

1: charm person, fengut, net of shadows
2: blur, invisibility, phantasmal assailant
3: displacement, abolish shadows, rend shadow weave
4: greater invisibility, phantasmal killer, shadow conjuration
5: false vision, seeming, shadow evocation
6: mislead, veil, shadow walk
7: mass invisibility, greater shadow conjuration, project alternate image
8: screen, scintillating pattern, greater shadow evocation
9: shades, stalking spell, weird

Divine Scoundrel:(Ex/Su) At 1'st level the Mischiefmaker gains the ability to Sneak attack as a Rogue and Turn/Destroy undead as a Paladin. The extra sneak attack damage dealt increases by +1d6 at 5th, 10th, 15th and 20th level. For example, an 11'th level Mischiefmaker Turns undead as a 11'th level paladin, and deals +3d6 points of damage on a successful sneak attack.

Mock Law:(Su) At 2'nd level, the Mischiefmaker gains a +4 divine bonus on saving throws against any spell with the law descriptor, as well as all compulsion spells and the spell-like or supernatural abilities of outsiders. In addition the Mischiefmaker also gains a +2 divine bonus to the DC of all spells he casts with the chaos, Luck and trickery Domains.

Shadow Trick:(Sp) 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. While your Shadow Trick is active, attacks against the Mischiefmaker have a miss chance equal to 15% + 5% per class level to a maximum of 65% at 10th level. 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:(Su) At 6'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 40 feet away. This ability otherwise works like the dimension door spell, except that you cannot transport other creatures with you.

Mask of Mischief:(Su) At 8'th level the Mischiefmaker is able to create a shimmering, midnight blue mask to form around her face as a free action. It does not impede your vision, cannot be physically removed, completely hides your features, and continuously grants Freedom of Movement as the spell, as well as gaining a +5 competence bonus on saves against mind-affecting spells and abilities. In addition, the Mischiefmaker may cast Hideous Laughter and Irresistible Dance while wearing the Mask of Mischief one time a day each at her total caster level.

Conceal Spelltricks:(Ex) At 10'th level you can cast a spell from the Expanded Spell List without revealing that you are doing so. Make a Sleight of Hand check as part of the action used to cast the spell, opposed by the Spot checks of onlookers. If you are successful, an observer can't tell that you're casting a spell. That observer cannot make an attack of opportunity against you for casting, nor can it attempt to counter your spell. Furthermore, if you successfully cast a concealed spell from the Expanded list you can immediately cast another spell as a free action or perform another standard action of your choice.

Mantle of Mayhem:(Su) At 12'th level the Mischiefmaker is able to create a blue-black mantle of swirling chaos to form around her head and shoulders like a cloak as a free action. It cannot be physically removed, completely hides your features, and continuously grants Nondetection as the spell, plus the Mischiefmaker gains a superior form of darkvision with a 60-foot range. She can see through any form of normal or magical darkness without hindrance. In addition, she may cast Incite Riot and Greater Mirror Image while wearing the Mantle of Mayhem one time a day each at her total caster level.

Uncanny Magic :(Ex) At 14'th level once per day, the Mischiefmaker can add her Charisma Modifier as a luck bonus on the save DC of all spells you cast until the start of your next turn. In addition, any spell she casts from the Trickery, Chaos or Luck domain are maximized, as if they were under the effect of the Maximize Spell feat.

Mischiefs' Madness:(Sp) At 16'th level the divine power of your trickster deity causes your enemies to transform into what they each hate the most, suddenly turning against each other. You overlay phantasmal images over your enemies, making them appear to each other as loathsome and despicable, implanting an urge to kill and destroy the object of their ire. Orcs might see each other as elves or dwarves, demons might see angels, and so on. All subjects receive a Will save to see through the phantasm at a -4 penalty. Each individual failing its save turns on the closest ally and attacks for 1 round/ level, which then causes the spell to end for that attacker. It has a maximum range of 200 feet and affects 1 living creature/ Mischiefmaker level, none of which are more than 30' apart. This ability can be used a number of times a day equal to your Wis modifier.

Chaotic Visions:(Sp) At 18'th level you channel mischievous divine energy to envelop your foe in sickened disorientation. This ability makes the world appear to be tossing and rippling in a nauseating chaotic manner. Unless the target makes a Willpower save the subject is sickened for 1 round/ per Mischiefmaker level and must make a Fortitude save or be nauseated. This saving throw must be repeated each round at a -4 penalty to the save. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a creature can take is a single move action per turn. This ability can be used a number of times a day equal to your Wis modifier.

Scoundrel's Shadow:(Su) At 20'th level, the Mischiefmaker has mastered the art of Trickery and Divine spells. The Mischiefmaker can become incorporeal once per day. A Mischiefmaker can remain incorporeal for a number of rounds equal to 5 + her Wis Mod. As an incorporeal creature, the Mischiefmaker 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 Mischiefmaker 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 Mischiefmaker has no natural armor but has a deflection bonus equal to her Charisma modifier. An incorporeal Mischiefmaker 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 Mischiefmaker moves silently and cannot be heard with Listen checks if she doesn't wish to be. While incorporeal, the Mischiefmaker 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



level
BAB
Fort save
Ref save
Will save
Special
0
1
2
3
4
5
6
7
8
9


1st
+0
+0
+2
+2
Divine Scoundrel +1d6, Expanded spell list
5
3










2nd
+1
+0
+3
+3
Mock Law
6
4










3rd
+2
+1
+3
+3

6
5










4th
+3
+1
+4
+4
Side Slip
6
6
3









5th
+3
+1
+4
+4
Divine Scoundrel +2d6
6
6
4









6th
+4
+2
+5
+5
Shadow Trick
6
6
5
3








7th
+5
+2
+5
+5

6
6
6
4








8th
+6
+2
+6
+6
Mask of Mischief
6
6
6
5
3







9th
+6
+3
+6
+6

6
6
6
6
4







10th
+7
+3
+7
+7
Divine Scoundrel +3d6, Conceal Spelltricks
6
6
6
6
5
3






11th
+8
+3
+7
+7

6
6
6
6
6
4






12th
+9
+4
+8
+8
Mantle of Mayhem
6
6
6
6
6
5






13th
+9
+4
+8
+8

6
6
6
6
6
6
4





14th
+10
+4
+9
+9
Uncanny Magic
6
6
6
6
6
6
5
3




15th
+11
+5
+9
+9
Divine Scoundrel +4d6
6
6
6
6
6
6
6
4




16th
+12
+5
+10
+10
Mischiefs' Madness
6
6
6
6
6
6
6
5
3



17th
+12
+5
+10
+10

6
6
6
6
6
6
6
6
4



18th
+13
+6
+11
+11
Chaotic Visions
6
6
6
6
6
6
6
6
5
3


19th
+14
+6
+11
+11

6
6
6
6
6
6
6
6
6
4


20th
+15
+6
+12
+12
Divine Scoundrel +5d6, Scoundrels Shadow
6
6
6
6
6
6
6
6
6
6



The Mischiefmaker: Table 1:2, Spells known


Level
0
1
2
3
4
5
6
7
8
9


1st
4
3










2nd
5
3










3rd
5
4










4th
6
4
3









5th
6
5
3









6th
7
5
4
3








7th
7
6
4
3








8th
8
6
5
4
3







9th
8
6
5
4
3







10th
9
6
6
5
4
3






11th
9
6
6
5
4
3






12th
9
6
6
6
5
4
3





13th
9
6
6
6
5
4
3





14th
9
6
6
6
6
5
4
3




15th
9
6
6
6
6
5
4
3




16th
9
6
6
6
6
6
5
4
3



17th
9
6
6
6
6
6
5
4
3



18th
9
6
6
6
6
6
6
5
4
3


19th
9
6
6
6
6
6
6
5
4
3


20th
9
6
6
6
6
6
6
6
5
4

CopperElfCleric
2022-05-09, 02:32 PM
I don't know what item to click on to post an organized table list. Can anyone help me?

Tzardok
2022-05-09, 02:42 PM
The button for tables is directly underneath the one for bolding. The resulting tags should look something like this:

CopperElfCleric
2022-05-09, 08:33 PM
The button for tables is directly underneath the one for bolding. The resulting tags should look something like this:


















OMG TY. I'm 48 so I'm not so good with tech. Now how do I install a table of level, attack, saves, abilities, spells into THAT? lmao.

Tzardok
2022-05-10, 03:08 AM
Well, first you start by punching in that you want 21 rows and 16 columns (also full grid; this way you've got actual borders for the cells. Possibly the width needs to be adjusted too, but that's for later). Each "tr" block is a row, each "td" block is a field in that row. So you fill it out field for field. (It's not difficult, it's just lots of work.) That's going to look like this:



Level
Attack
Fort
Ref
Will
Special
0
1
2
3
4
5
6
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8
9















































































































































































































































































































































































Level
Attack
Fort
Ref
Will
Special
0
1
2
3
4
5
6
7
8
9











































































































































































































































































































































































I filled out the first row as an example, but I'm too lazy to do the rest. :smalltongue:

Satinavian
2022-05-10, 07:16 AM
So it is a spontanous casting cleric, but for only having rogue armor&weapon profs and a slight delay in turn undead it gets 6 skill points per level, full rogue sneak attack progression, three additional spells known per level and a full host of other abilities.



Way overpowered. And that is even made worse by intentionally stepping on the rogues toe.

JNAProductions
2022-05-10, 08:44 PM
So it is a spontanous casting cleric, but for only having rogue armor&weapon profs and a slight delay in turn undead it gets 6 skill points per level, full rogue sneak attack progression, three additional spells known per level and a full host of other abilities.

Way overpowered. And that is even made worse by intentionally stepping on the rogues toe.

Yeah, I see Abrupt Jaunt (but better) at level 6, permanent Freedom Of Movement at level 8, an infinite spell combo at level 10 (at least till you run out of slots), free Maximize at level 14...

This is Cleric but better. And Clerics are already really freaking good.

CopperElfCleric
2022-05-10, 10:33 PM
Well, first you start by punching in that you want 21 rows and 16 columns (also full grid; this way you've got actual borders for the cells. Possibly the width needs to be adjusted too, but that's for later). Each "tr" block is a row, each "td" block is a field in that row. So you fill it out field for field. (It's not difficult, it's just lots of work.) That's going to look like this:



Level
Attack
Fort
Ref
Will
Special
0
1
2
3
4
5
6
7
8
9















































































































































































































































































































































































Level
Attack
Fort
Ref
Will
Special
0
1
2
3
4
5
6
7
8
9











































































































































































































































































































































































I filled out the first row as an example, but I'm too lazy to do the rest. :smalltongue:
Thank you for your help, I have it now. I owe you a beer.

redking
2022-05-11, 08:09 AM
Might as well use this thread to reproduce all your classes. Then, when required, you can link to the post.

CopperElfCleric
2022-05-11, 07:16 PM
I changed the Divine Scoundrel ability to half rogues sneak attack progression to make the class more balanced. Also, the mischiefmaker only gets 1 deity domain with this class unlike the 2 a cleric gets.

Satinavian
2022-05-12, 04:29 AM
Still not something i would even remotely consider allowing.

You already know the favoured soul as example of spontanous divine caster as you obviously copied some of the text from there. You could try taking it and replace single elements with stuff roughly on par,

Or you might want to look as Pathfinders Inquisitor class. It basically has cleric casting, 6 skill points with many class skills, a single domain and a couple of nice abilities including the judgement mechanic and teamwork feats, that could easily replaced with something similarly powerful. But that is only a half-caster. Also no turn undead.


What you built is basically close to a rogue/cleric gestalt. Slightly worse stats but even better abilities.

CopperElfCleric
2022-05-12, 06:58 PM
Still not something i would even remotely consider allowing.

You already know the favoured soul as example of spontanous divine caster as you obviously copied some of the text from there. You could try taking it and replace single elements with stuff roughly on par,

Or you might want to look as Pathfinders Inquisitor class. It basically has cleric casting, 6 skill points with many class skills, a single domain and a couple of nice abilities including the judgement mechanic and teamwork feats, that could easily replaced with something similarly powerful. But that is only a half-caster. Also no turn undead.


What you built is basically close to a rogue/cleric gestalt. Slightly worse stats but even better abilities.

To each their own, but I appreciate your input and feedback. Every little bit helps my classes. Thank you.

CopperElfCleric
2022-05-17, 10:52 PM
Might as well use this thread to reproduce all your classes. Then, when required, you can link to the post.

Yes, I think I will do that.

CopperElfCleric
2022-06-02, 04:57 PM
I lowered the spells per day since it's a spontaneous divine class.