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 The Re-Vamped Mischiefmaker (comments welcome)

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T O P I C    R E V I E W
Copper Elven Vampire Posted - 27 Oct 2009 : 22:07:56
I just Completely changed the entire PrC. All comments are welcome.

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.

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 gain no proficiency with small or light weapons.

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.

Mock Law: At 1'st 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 descriptor.

Bonus Metamagic Feat: At 1'st level, you gain a bonus metamagic feat for which you meet the prerequisite.

Shadow Trick: At 2'nd 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.

Metamagic Trick: Beginning at 2'nd 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 spellís effective level. The spell slot adjustment of the metamagic feat canít exceed four.

Granted Domain: At 3'rd 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 domainís list if they wish.

Sneak Attack (su): At 3'rd level the MM gains the sneak attack rogue ability. +1d6 dmg.

Invisible Thief (Su): At 4'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 (su): Beginning at 4'th level, once per day as a swift action, you can add your MM class level as a luck bonus on the save DC of all spells you cast until the start of your next turn.

Scoundrels Shadow : At 5'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       Mock Law,               +1  spellcasting level
                                       Bonus Metamagic Feat 
2nd	+1	   +0	+3    +3       Shadow Trick,           +1  spellcasting level                     
                                       Metamagic Trick      
3rd	+2	   +1   +3    +3       Granted Domain,         +1  spellcasting level                
                                       Sneak Attack +1d6
4th	+3	   +2   +4    +4       Tricky Magic,           +1  spellcasting level                     
                                       Invisible Thief
5th	+3	   +1	+4    +4       Scoundrels Shadow       +1  spellcasting level
25   L A T E S T    R E P L I E S    (Newest First)
Copper Elven Vampire Posted - 12 Aug 2017 : 05:13:02
quote:
Originally posted by Diffan

I read over the Prestige Class and really, only two things sort of stick out for me:

Weapons and Armor Proficiency: This part is worded kinda weird. It should probably follow most other PrC's description of either getting specific weapons/armor OR just saying that they don't gain any new proficiencies.

Sneak Attack: I've never really liked the additive +xd6 effects for Prestige Classes. I think it would be better if you just had the 3rd level effect say your levels of Mischiefmaker stack with levels of any other class that has Sneak Attack. If you have two or more classes that have the sneak attack ability, you choose one. This decision cannot be changed later. That way you're not losing 5 levels of SA (or an additional +2d6 over all) and it still fits thematically.

This re-vamped version is old so to say. I have a newer thread with my finalized Mischiefmaker.
Diffan Posted - 13 Jun 2017 : 19:35:32
I read over the Prestige Class and really, only two things sort of stick out for me:

Weapons and Armor Proficiency: This part is worded kinda weird. It should probably follow most other PrC's description of either getting specific weapons/armor OR just saying that they don't gain any new proficiencies.

Sneak Attack: I've never really liked the additive +xd6 effects for Prestige Classes. I think it would be better if you just had the 3rd level effect say your levels of Mischiefmaker stack with levels of any other class that has Sneak Attack. If you have two or more classes that have the sneak attack ability, you choose one. This decision cannot be changed later. That way you're not losing 5 levels of SA (or an additional +2d6 over all) and it still fits thematically.
Copper Elven Vampire Posted - 02 Mar 2017 : 16:49:01
So I added the Divine Scoundrel ability to the MM PrC. Please let me know what you think of it.
Copper Elven Vampire Posted - 18 Feb 2017 : 14:45:15
quote:
Originally posted by LordofBones

Planeshift and Godly Gift seem like really poor capstone abilities. They're painfully generic for a prankster class.



Neither of those abilities are in The Mischiefmaker PrC I created. Those are part of the Divine Agent PrC that I gave up on.
LordofBones Posted - 18 Feb 2017 : 05:27:38
Planeshift and Godly Gift seem like really poor capstone abilities. They're painfully generic for a prankster class.
Copper Elven Vampire Posted - 16 Feb 2017 : 01:42:35
I was thinking of adding the Sacred Outlaw feat as a prerequisite to gaining this class. In doing so I would replace the Sneak attack ability at 3'rd level with something like this.....

Divine Scoundrel: At 3'rd 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.

Comments on this change are welcomed and appreciated.
Copper Elven Vampire Posted - 12 Feb 2017 : 15:40:53
I would like to add an ability that is like Sacred Outlaw but that stacks with Sacred Outlaw. Any suggestions?
Copper Elven Vampire Posted - 19 Jan 2017 : 20:16:59
So I changed Conceal Spellcasting to Granted Domain, and I changed Mislead to Greater Invisibility.

I'd like to know what you think.
Diffan Posted - 04 Jan 2017 : 05:30:54
No problem! Home brewing stuff is one of my favorite parts of D&D so I'm glad I could help. Heck I'm still converting and homebrewing old Prestige Classes to 4e and I haven't really touched any conversions for 5e yet.
Copper Elven Vampire Posted - 04 Jan 2017 : 04:51:07
Thank you Diffan, I like the ideas you suggested. I'm trying to give one of my groups PC's what he wants. Divine Agent with full spell progression and take away 5 class abilities. And also, thanks for the help with The Mischiefmaker.
Diffan Posted - 03 Jan 2017 : 20:12:07
quote:
Originally posted by Copper Elven Vampire

Here is the 10 lvl PrC that I made into a 5 lvl and took out most of the very powerful class abilities. Would any of you allow this PrC in your game, and do you think it still keeps the cool flavor of the class? All comments are welcome.

This is The Divine Agent from Manual of The Planes accessory. You can reference the PrC from the PdF or your own book. Tell me what you think. Would you allow this, compared to the original in the 3.0 ED?

Spells per day: A Divine Agent's training focuses on divine magic. Thus, when a character gains a new level, she gains new spells per day as if she also gained a level in whatever Divine 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.

Granted Domain: At 1'st level a divine agent gains access to one domain chosen from among those her deity offers, and with it the granted power of that domain. Divine agents who were once clerics essentially gain a third domain this way and can prepare their domain spells at each level from the new domainís list if they wish.

Godly gift: : At 1'st, 3'rd, and 5'th levels, the deity bestows on the divine agent a gift. Each deityís gift varies, but it is usually the ability to use a spell from one of the divine agentís domains as a spell-like ability. The deity offers a spell of the divine agentís level or lower. In other words, a 3rd-level divine agent would gain one of her 1st-level, 2nd-level, or 3rd-level domain spells as a spell-like ability. The divine agent may use this ability once per day. The spell-like ability functions as a spell cast by a cleric of a level equal to the divine agentís character level.

Menacing aura: : At 2'nd level, a divine agent gains the ability to generate an intangible, invisible aura of menace that weakens hostile creatures within a 20-foot radius. Anyone about to attack the divine agent must attempt a Will save (DC = the divine agentís character level). Those who fail the saving throw suffer a Ė2 morale penalty on attacks, checks, and saves for one full day or until they successfully damage the divine agent generating the aura. A creature that made its initial save or damaged the divine agent is immune to that divine agentís aura for one day.

Mystic union: At 4'th level, a divine agent becomes a magical creature. She is treated as an outsider of the deityís home plane rather than as a humanoid. For instance, charm person does not affect her. Additionally, the divine agent gains damage reduction 20/+1. This damage reduction does not stack with other forms of damage reduction.

Plane shift to Deities Plane: : A divine agent of 5th level may plane shift to her deityís home plane once per day, and from that plane to the divine agentís native plane. This spell-like ability functions as the spell cast by a cleric of a level equal to the divine agentís character level.


The Divine Agent TABLE 1:1

       Base
       Attack
Level  Bonus      Fort  Ref  Will      Special                    Spellcasting
1st	+0	   +0	+2    +2       Granted Domain,         +1  spellcasting level
                                       Godly gift 
2nd	+1	   +0	+3    +3       Menacing aura           +1  spellcasting level
                                             
3rd	+2	   +1   +3    +3       Godly gift              +1  spellcasting level
                                       
4th	+3	   +2   +4    +4       Mystic Union            +1  spellcasting level
5th	+3	   +1	+4    +4       Godly gift, 
                                       Plane shift             +1  spellcasting level




Menacing Aura is rather blah. DC = to Character level means at most it can be 20 and after you're hit, it goes away. Not likely very useful. I'd make it DC = 10 + 1/2 character level + Wisdom modifier) and after the fail save is affected for up to 1 hour regardless if they hit the Divine Agent or not.

Mystic Union is pretty cool, because even certain creatures at higher levels still use their natural weapons and not magical ones, but I'd change it to DR 20/magic as there are not variations on different magical enchantment properties vs. DR anymore. Or keep it to add flair.

Glad you took out Gate because.....just *ugh* I really don't like that spell but I would've kept Altered Appearance. It's not that great as a feature but it has a lot of flavor and could be fun.
Copper Elven Vampire Posted - 31 Dec 2016 : 23:55:15
Here is the 10 lvl PrC that I made into a 5 lvl and took out most of the very powerful class abilities. Would any of you allow this PrC in your game, and do you think it still keeps the cool flavor of the class? All comments are welcome.

This is The Divine Agent from Manual of The Planes accessory. You can reference the PrC from the PdF or your own book. Tell me what you think. Would you allow this, compared to the original in the 3.0 ED?

Spells per day: A Divine Agent's training focuses on divine magic. Thus, when a character gains a new level, she gains new spells per day as if she also gained a level in whatever Divine 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.

Granted Domain: At 1'st level a divine agent gains access to one domain chosen from among those her deity offers, and with it the granted power of that domain. Divine agents who were once clerics essentially gain a third domain this way and can prepare their domain spells at each level from the new domainís list if they wish.

Godly gift: : At 1'st, 3'rd, and 5'th levels, the deity bestows on the divine agent a gift. Each deityís gift varies, but it is usually the ability to use a spell from one of the divine agentís domains as a spell-like ability. The deity offers a spell of the divine agentís level or lower. In other words, a 3rd-level divine agent would gain one of her 1st-level, 2nd-level, or 3rd-level domain spells as a spell-like ability. The divine agent may use this ability once per day. The spell-like ability functions as a spell cast by a cleric of a level equal to the divine agentís character level.

Menacing aura: : At 2'nd level, a divine agent gains the ability to generate an intangible, invisible aura of menace that weakens hostile creatures within a 20-foot radius. Anyone about to attack the divine agent must attempt a Will save (DC = the divine agentís character level). Those who fail the saving throw suffer a Ė2 morale penalty on attacks, checks, and saves for one full day or until they successfully damage the divine agent generating the aura. A creature that made its initial save or damaged the divine agent is immune to that divine agentís aura for one day.

Mystic union: At 4'th level, a divine agent becomes a magical creature. She is treated as an outsider of the deityís home plane rather than as a humanoid. For instance, charm person does not affect her. Additionally, the divine agent gains damage reduction 20/+1. This damage reduction does not stack with other forms of damage reduction.

Plane shift to Deities Plane: : A divine agent of 5th level may plane shift to her deityís home plane once per day, and from that plane to the divine agentís native plane. This spell-like ability functions as the spell cast by a cleric of a level equal to the divine agentís character level.


The Divine Agent TABLE 1:1

       Base
       Attack
Level  Bonus      Fort  Ref  Will      Special                    Spellcasting
1st	+0	   +0	+2    +2       Granted Domain,         +1  spellcasting level
                                       Godly gift 
2nd	+1	   +0	+3    +3       Menacing aura           +1  spellcasting level
                                             
3rd	+2	   +1   +3    +3       Godly gift              +1  spellcasting level
                                       
4th	+3	   +2   +4    +4       Mystic Union            +1  spellcasting level
5th	+3	   +1	+4    +4       Godly gift, 
                                       Plane shift             +1  spellcasting level
Copper Elven Vampire Posted - 31 Dec 2016 : 23:45:22
Curudin Ahmaquissar and his Rogues of The Laughing Twilight were caught Plane-Shifting during the Sundering. Due to this complicated shift-block in time, magic and space, the entire guild was transplanted back on Faerun during 1375 DR. Every single one of them was transplanted back to what they were doing during the same day of the same month of the same time of year. Yet they did not grow any younger or attain any abilities with age. A faint memory of doing something else, and being somewhere else is prominent. During the Time Travel back many decades they have forgotten all the deeds they had accomplished during those future years, but retain all and any sensabilities. All feats and skills and spells and knowledge is undone from everyone in the guild caught in the Time-Rift.

I Don't Know.... I only play 3ED and 3.5ED, same with my game crew. We all only play 3.5.

The Divine Agent PrC seems like a Divine class that is closely related to being able to Plane Shift several times a week and having a Strong Aura of Divine power connected to your Deity.
Copper Elven Vampire Posted - 31 Dec 2016 : 04:15:03
quote:
Originally posted by Diffan

quote:
Originally posted by Copper Elven Vampire

Looks great Diffan. Great Job. Are you going to test play this character? Do you have a backstory? If you test play this character I'd love to know how the PrC works for you.




Thanks! We currently have about 10 different campaigns going on of various levels and editions however one in particular, Anauroch: Empire of Shade, is one that I could forsee DMing again in the near future and all the PCs are at 13th level. If I DM that I could easily see Talvion making an appearance. The group had just left the relative peace of Myth Drannor and it would be a simple thing to put him in the campaign, sort of stalking the group and making sure they'll succeed on behalf of the Elven nation. I mean I don't think an agent of Erevan Ilesere is a particular fan of Shar or her Shadovar minions.

As for his backstory, he grew up in Skullport and had a hard life of living among the bad races that dwell there. His Murky-Eyed flaw comes from being too close to a wizard's fireball spell, causing minor damage to his eye-sight. After living a life of thievery and deceit he left Skullport due to some.....questionable contacts and made enemies there. He fled to Myth Drannor because he heard it was reclaimed and he wanted to see the fabled Elven city of Song.

That is good stuff Diffan! Talvion could also be a member of The Rogues of The Laughing Twilight sent on a mission to 'shadow' the PC's throughout Myth Drannor to further the Guilds' intentions. :)
Diffan Posted - 30 Dec 2016 : 22:27:11
quote:
Originally posted by Copper Elven Vampire

Looks great Diffan. Great Job. Are you going to test play this character? Do you have a backstory? If you test play this character I'd love to know how the PrC works for you.




Thanks! We currently have about 10 different campaigns going on of various levels and editions however one in particular, Anauroch: Empire of Shade, is one that I could forsee DMing again in the near future and all the PCs are at 13th level. If I DM that I could easily see Talvion making an appearance. The group had just left the relative peace of Myth Drannor and it would be a simple thing to put him in the campaign, sort of stalking the group and making sure they'll succeed on behalf of the Elven nation. I mean I don't think an agent of Erevan Ilesere is a particular fan of Shar or her Shadovar minions.

As for his backstory, he grew up in Skullport and had a hard life of living among the bad races that dwell there. His Murky-Eyed flaw comes from being too close to a wizard's fireball spell, causing minor damage to his eye-sight. After living a life of thievery and deceit he left Skullport due to some.....questionable contacts and made enemies there. He fled to Myth Drannor because he heard it was reclaimed and he wanted to see the fabled Elven city of Song.
Copper Elven Vampire Posted - 30 Dec 2016 : 16:09:59
Looks great Diffan. Great Job. Are you going to test play this character? Do you have a backstory? If you test play this character I'd love to know how the PrC works for you.
Diffan Posted - 29 Dec 2016 : 21:39:02
So I used 4d6, drop the lowest for stat generation and gave him the standard Wealth-by-Level for a 13th level character (110,000 gp). Hit points are max at 1st level, avg. rolls for the remaining 12 levels.

Talvion; CR 13
Male Moon elf rogue 3/ cleric 5/ mischiefmaker 5 (of Erevan Ilesere)
CN Medium humanoid (elf)
Init +6; Senses low-light vision, Listen +10, Spot +10
Aura Chaotic (Strong)
Languages Chondathan, Common, Elven
===========================================================================
AC 24, touch 18, flat-footed 18, Uncanny Dodge
(+6 armor, +6 Dex, +2 deflection)
HP 71
Resist Evasion
Immune sleep
Fort +9, Ref +16, Will +15; +2 to saves against enchantments and spells with the law descriptor
===========================================================================
Speed 30 ft. (6 squares)
Melee +2 rapier with greater truedeath crystal +16/+11 (1d6+4/18-20) or
Melee sword of subtlety +15/+10 (1d6+2/19-20) or
Melee +2 rapier with greater truedeath crystal +14/+9 (1d6+4/18-20) and sword of subtlety +13/+8 (1d6+2/19-20) with Improved Two-Weapon Fighting
Base Atk +8; Grp +10
Atk Options sneak attack +5d6 (+4 to attacks with sword of subtlety)
Special Actions metamagic trick 1/day, tricky magic 1/day (+5 to your spell DCs until your next turn), turn undead 6/day (+5, 2d6+11; 8th), scoundrel's shadow 1/day (9 minutes), shadow trick 1/day (5 minutes)
Combat gear bracers of quick strikes 1/day (grants extra attack), circlet of rapid casting 3 charges/day, corsair's eyepatch 3/day (see invisibility 1 round or Blind-Fight for 1 minutes), heartseeking amulet 3/day (melee attack is a touch attack)
===========================================================================
Cleric Spells Prepared (CL 10th)
5thóbreak enchantmentÜ, greater command (DC 19), true seeing
4thóconfusionÜ (DC 18), death ward, divine power, freedom of movement, spell immunity (dispel magic, invisibility purge)
3rdóblindness/deafness (DC 17), dispel magic, magic circle against law, prayer, protection from energyÜ
2ndódarkness, enthrall (DC 16), find traps, hold person (DC 16), invisibilityÜ, silence
1stóbless, command (DC 15), disguise selfÜ, divine favor, obscuring mist, shield of faith
create water, cure minor wounds, detect magic, detect poison, mending, read magic
Ü Domain Spell
Domains: Lucky (1/day reroll a check before knowing the outcome), Trickery (Bluff, Disguise, and Hide are class skills)
Spell-Like Abilities (CL 5th)
Mislead 1/day (DC 24)
===========================================================================
Abilites Str 15, Dex 22, Con 12, Int 12, Wis 19, Cha 16
SQ able to notice secret or concealed doors, conceal spellcasting, mock law, spontaneously cast cure spells, trapfinding
Feats Divine Metamagic [Quicken Spell], Improved Two-Weapon Fighting, Quicken Spell, Sacred Outlaw, Silent Spell, Two-Weapon Fighting, Weapon Finesse
Skills Balance +6, Bluff +10, Climb +2, Concentration +7, Craft (poisonmaking) +2, Diplomacy +3, Disguise +10, Disable Device +9, Escape Artist +12, Heal +3, Hide +17, Jump +2, Knowledge (religion) +8, Listen +10, Move Silently +17, Open Lock +17, Sleight of Hand +12, Search +9, Spellcraft +4, Spot +10, Survival +4, Tumble +13, Use Magic Device +10, Use Rope +6
Flaw Murky-Eyed (roll twice on attacks against concealment, if either roll fails they both do)
Possessions combat gear plus reaper's edge (+2 rapier with greater crystal of truedeath), sword of subtlety (+1 shortsword), +3 studded leather armor, gloves of Dexterity +2, boots of elvenkind, cloak of resistance +2, ring of protection +2, ring of lockpicking, belt of giant's strength +4, bag of holding (Type II), metamagic rod of lesser silent, 50 pp, 95 gp.
Copper Elven Vampire Posted - 29 Dec 2016 : 14:55:55
quote:
Originally posted by Diffan

I really do like this version. I also made up a PC (13th level) to see how things turned out. I could post it here if you want? He's a moon elf Rogue 3/ Cleric 5/ Mischiefmaker (of Erevan Ilesere) 5

Yes, I would like that very much. I was going to go with Moon Elf of Erevan Ilesere as well. I look forward to it.
Diffan Posted - 29 Dec 2016 : 13:18:23
I really do like this version. I also made up a PC (13th level) to see how things turned out. I could post it here if you want? He's a moon elf Rogue 3/ Cleric 5/ Mischiefmaker (of Erevan Ilesere) 5
Copper Elven Vampire Posted - 29 Dec 2016 : 01:19:29
Well then, I guess I'll create a Pc and run this in a game. Do you prefer this version of The Mischiefmaker or the old version?
Diffan Posted - 26 Dec 2016 : 09:39:34
quote:
Originally posted by Copper Elven Vampire

Thank you so much Diffan. Shadow trick is once per day. It lasts 1 minute/level of MM PrC, and it takes 1 standard action to use. I would assume you would make the Check to pass the 10 ft. before it would allow you to pass through. If you don't make the check then you don't pass through. Also... do you think Scoundrels shadow is acceptable? Would you allow this PrC in your campaign.



You're welcome, I actually like making tables like that, lol. The clarification on Shadow Trick makes it goof but not broken. As for Scoundrels Shadow I think it's fine for a daily ability for a few rounds. I'd allow a Player to use this prestige class.
Copper Elven Vampire Posted - 25 Dec 2016 : 20:23:32
quote:
Originally posted by Diffan

First lets get you a table. They always make a class just look cleaner and better :)


The Mischiefmaker TABLE 1:1

       Base
       Attack
Level  Bonus      Fort  Ref  Will      Special                    Spellcasting
1st	+0	   +0	+2    +2       Bonus metamagic,        +1  spellcasting level
                                       Mock Law 
2nd	+1	   +0	+3    +3       Metamagic trick,        +1  spellcasting level
                                       Shadow Trick      
3rd	+2	   +1   +3    +3       Conceal spellcasting,   +1  spellcasting level
                                       sneak attack +1d6
4th	+3	   +2   +4    +4       Mislead, Tricky magic   +1  spellcasting level
5th	+3	   +1	+4    +4       Scoundrel's shadow      +1  spellcasting level


Now that that's done, the features are pretty cool. I like how you tie in the Escape Artist into the effects of the shadow, however there should be a caveat for when you attempt to go through the area and you don't cover the distance (like going through 10-ft but not making the check). Probably should have a nasty consequence.

Also there's no limit on how many times you can use Shadow Trick. Is there supposed to be? It also has no time limit. Might be bothersome and a little OP.

Third, I like that you get benefits to things with the any of the domains you decided to go with so it doesn't matter if you went Luck and Elf or Trickery and Darkness etc.

All in all, looks pretty fun.

Thank you so much Diffan. Shadow trick is once per day. It lasts 1 minute/level of MM PrC, and it takes 1 standard action to use. I would assume you would make the Check to pass the 10 ft. before it would allow you to pass through. If you don't make the check then you don't pass through. Also... do you think Scoundrels shadow is acceptable? Would you allow this PrC in your campaign.
Diffan Posted - 25 Dec 2016 : 06:32:32
First lets get you a table. They always make a class just look cleaner and better :)


The Mischiefmaker TABLE 1:1

       Base
       Attack
Level  Bonus      Fort  Ref  Will      Special                    Spellcasting
1st	+0	   +0	+2    +2       Bonus metamagic,        +1  spellcasting level
                                       Mock Law 
2nd	+1	   +0	+3    +3       Metamagic trick,        +1  spellcasting level
                                       Shadow Trick      
3rd	+2	   +1   +3    +3       Conceal spellcasting,   +1  spellcasting level
                                       sneak attack +1d6
4th	+3	   +2   +4    +4       Mislead, Tricky magic   +1  spellcasting level
5th	+3	   +1	+4    +4       Scoundrel's shadow      +1  spellcasting level


Now that that's done, the features are pretty cool. I like how you tie in the Escape Artist into the effects of the shadow, however there should be a caveat for when you attempt to go through the area and you don't cover the distance (like going through 10-ft but not making the check). Probably should have a nasty consequence.

Also there's no limit on how many times you can use Shadow Trick. Is there supposed to be? It also has no time limit. Might be bothersome and a little OP.

Third, I like that you get benefits to things with the any of the domains you decided to go with so it doesn't matter if you went Luck and Elf or Trickery and Darkness etc.

All in all, looks pretty fun.
Copper Elven Vampire Posted - 22 Dec 2016 : 02:39:09
I may replace False Theurgy with a Bonus Metamagic Feat. Not sure yet.
Copper Elven Vampire Posted - 21 Dec 2016 : 17:51:44
quote:
Originally posted by Diffan

Well the Cloistered Cleric variant class can be found HERE but it's from Unearthed Arcana (v3.5) so that might be a no-no for some people.

The feat Sacred Outlaw is along the same vein as the ones that are printed in Complete Scoundrel or Complete Adventurer that helps with multiclassing. The Paladin/Monk and Paladin/Rogue have one as well.

Have any questions I'll happily answer them

I just COMPLETELY changed the PrC. I would truly appreciate your feedback and critique.

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