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CopperElfCleric
2022-06-08, 03:56 PM
I have spent years trying to perfect this PrC to withstand core and canon regulations and rules. Trying to be balanced, while giving a rogue/cleric a better PrC to choose. Let's face it... not very many trickster PrC's for rogue/clerics.

Here is my completed version of The Mischiefmaker PrC, plus the epic-level progression of said PrC.

I implore you all to give me a review and be honest about this PrC.

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: Acrobatic Backstab, 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.

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) 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 1'st 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:(Su) At 2'nd level, the MM 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 MM 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 3'rd 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 4'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 5'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 a 15th level caster as long as the mask is worn, 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 at full caster level while wearing the Mask of Mischief one time a day each.

Mischiefs' Madness:(Sp) At 6'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 7'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.

Mantle of Mayhem:(Su) At 8'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 a 18th level caster as long as the mantle is worn, 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 9'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.

Scoundrel's Shadow:(Su) 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


Level
BAB
Fort
Ref
Will
Special
Spellcasting


1st
+0
+0
+2
+2
Expanded spell list, Divine Scoundrel, Granted Domain
+1 level of existing spellcasting class


2nd
+1
+0
+3
+3
Mock Law
+1 level of existing spellcasting class


3rd
+2
+1
+3
+3
Shadow Trick
+1 level of existing spellcasting class


4th
+3
+1
+4
+4
Side Slip
+1 level of existing spellcasting class


5th
+3
+1
+4
+4
Mask of Mischief
+1 level of existing spellcasting class


6th
+4
+2
+5
+5
Mischiefs' Madness
+1 level of existing spellcasting class


7th
+5
+2
+5
+5
Chaotic Visions
+1 level of existing spellcasting class


8th
+6
+2
+6
+6
Mantle of Mayhem
+1 level of existing spellcasting class


9th
+6
+3
+6
+6
Uncanny Magic
+1 level of existing spellcasting class


10th
+7
+3
+7
+7
Scoundrels Shadow
+1 level of existing spellcasting class





Any comments, critique or questions are welcomed. ;)

The Epic Mischiefmaker:

Hit Die
d8

Skill Points at Each Additional Level
6+ Int modifier

Spells
The epic Mischiefmaker’s caster level increases by 1 per level gained above 10th. The epic Mischiefmaker continues to gain new spells per day (and spells known, if applicable) at each new level, up to the maximum spells per day and spells known of the divine spellcasting class to which the Mischiefmaker belonged before adding the prestige class.

Expanded Spell list: Starting at 11'th level, any time the Mischiefmaker casts a spell from the expanded spell list he may automatically cast a domain spell of the same level from the Trickery, Chaos or Luck domains as a free action. This ability can be used a number of times a day equal to her Wisdom modifier.

Divine Scoundrel:(Ex) At 11th level the MM continues to add her Mischiefmaker class levels to stack with her Sacred Outlaw feat. For example, a 5'th level cleric/ 5th level rogue/ 20th level Mischiefmaker Turns undead as a 30'th level cleric, and deals +15d6 points of damage on a successful sneak attack.

Mock Law:(Su) At 12th level, the MM gains a +8 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 MM also gains a +5 divine bonus to the DC of all spells he casts with the chaos, Luck and trickery Domains.

Shadow Trick:(Sp) At 13th level this ability can be used a number of times a day equal to your Wisdom modifier, and gives 75% concealment.

Bonus Feats The epic Mischiefmaker gains a bonus feat selected from the list of epic Mischiefmaker feats every 4 levels after 10th.

Side Slip:(Su) At 14'th level, you can now us this ability Ten times per day as an immediate action.

Mask of Mischief:(Su): At 15th level this ability also grants you a permanent True Seeing effect as a spell cast at total caster level, as long as the mask is worn.

Mischiefs Madness:(Sp) At 16th level all subjects receive a -10 penalty to their Will save.

Chaotic Visions:(Sp) at 17th level all subjects receive a -10 penalty to their Fort save.

Mantle of Mayhem:(Su) at 18th level this ability also grants you a permanent Mind Blank effect as a spell cast at total caster level, as long as the Mantle is worn.

Uncanny Magic:(Ex) At 19th level you can use this ability 5 times a day.

Scoundrels Shadow:(Su) At 20th level you can use this ability 5 times a day.

Epic Mischiefmakers Bonus Feat List: Automatic Silent Spell Automatic Still Spell, Blinding Speed, Epic Skill Focus, Improved Combat Casting, Improved Sneak Attack, Improved Spell Capacity, Lingering Damage, Self-Concealment, Sneak Attack of Opportunity, Spell Knowledge, Spell Opportunity, Spell Stowaway.

Epic Mischiefmaker Table:


Level
Special


11th
Divine Scoundrel, Expanded spell list


12th
Mock Law


13th
Shadow Trick


14th
Side Slip, Bonus Feat


15th
Mask of Mischief


16th
Mischiefs Madness


17th
Chaotic Visions


18th
Mantle of Mayhem, Bonus feat


19th
Uncanny Magic


20th
Scoundrels Shadow

Jervis
2022-06-11, 12:45 AM
Oh a rogue cleric PrC, nice. The expanded spell list is pretty good. A extra domain kinda falls into the realm of “generic good stuff” that I try to avoid with single deity (or narrow theme deity for adapted settings) PrCs. Other than that the abilities are pretty thematic. I can’t speak too epic because my experience with epic play is pure theoretical since my games never go that long. I like it. I might hop on again later too look at things closer when i’m not as sleepy but as is it looks nice.

CopperElfCleric
2022-06-11, 02:55 PM
Oh a rogue cleric PrC, nice. The expanded spell list is pretty good. A extra domain kinda falls into the realm of “generic good stuff” that I try to avoid with single deity (or narrow theme deity for adapted settings) PrCs. Other than that the abilities are pretty thematic. I can’t speak too epic because my experience with epic play is pure theoretical since my games never go that long. I like it. I might hop on again later too look at things closer when i’m not as sleepy but as is it looks nice.

Thank you Jervis. This PrC can be adapted to any trickster deity of any setting, by simply removing the race and deity requirements. So Brandobaris for Halflings, Baravar Cloakshadow and Garl Glittergold for Gnomes, Vergadain for Dwarves, Olidammara or Tymora or Besheba for humans, etc, etc...

I have just been concerned that the abilities of this PrC may prove too powerful for some, and not powerful enough for others.

CopperElfCleric
2022-06-11, 06:19 PM
I updated the epic levels by adding an extra ability to the expanded spell list at level 11. Otherwise the 1'st level ability wasn't present at 11'th level and functioned as it did at 1st. Hope that wasn't confusing, lol.

CopperElfCleric
2022-07-18, 04:14 PM
Updated the Epic Mischiefmaker class