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Copper Elven Vampire
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Posted - 27 Oct 2009 :  21:11:46  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote  Delete Topic
The Hoodwinker (specialty cleric of Baravar Cloakshadow)

The Hoodwinker is deeply involved in refining the art of Illusions. A sizable number of Hoodwinkers are adventurers, charged with finding new spells and magical items that allow the creation and control of effects from the school of Illusion. Hoodwinkers are generally sneaky, smart Gnomes, and they serve their communities as spies and investigative agents and by teaching skills such as disguise, camouflage, hiding and the like. The Hoodwinker tends to lean toward defenses and protective strategies that are rooted in deceit, Illusion, traps, ambushes, and the like, and their jests and tricks may cause their victims some pain (emotional if not physical). Most Hoodwinkers are crafty, vengeful gnomes who specialize in deceptions. They are unforgiving of any who threaten their charges, and feel no compunctions about acting against those who have earned their enmity. They are also rogues who enjoy using Illusions to confuse creatures before robbing them. They also seem to steal out of sheer boredom. They work well with Mischiefmakers of Erevan Ilesere as well as with Misadventurers of Brandobaris and Glitterbrights of Garl Glittergold. Although the Hoodwinker loves a good practical joke , their jests and tricks may cause no small discomfort to their victims.

Hit Die: d6.

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

Race: Character must be a Gnome

Skills: Knowledge (religion) 6 ranks, Disguise 8 ranks, Hide 7 ranks, Move silently 6 ranks, sleight of hand 4 ranks.

Feats: Magical fortune, Spell penetration.

Spellcasting: Ability to cast 4'th level Divine spells. Must have the Illusion domain and be able to cast at least six illusion spells.

Special: +2d6 Sneak attack ability. Must have Baravar Cloakshadow as a Patron Deity.

Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Escape artist, Heal, Hide, Intuit direction, Jump, Knowledge (religion), Listen, Move silently, Open lock, Sleight of hand, Profession, Search, Spot, Tumble, Use magic device, Use rope, Wilderness lore . Skill points at each level- 6 + Int mod.

Class Features:
Weapon & Armor Proficiency: Hoodwinkers gain no proficiency with small or light weapons.

Spells per day: A Hoodwinker's training focuses on Divine magic. Thus, when a character gains a new level of Hoodwinker, 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.

Illusion mastery: You are especially adept at fooling others. At 1st level, anyone interacting with your illusions suffers a -2 morale penalty to will saves. This increases to -4 at fifth levell. However, Phantasmal Killer, Weird, and other phantasms (as noted in spell description) only gain half the amounts noted above, rounded down.

Master of the Obvious: At 1'st level you are especially adept at recognizing the illusions of others. You gain a +2 resistance bonus to saving throws against illusions, This increases to +4 at fifth level.

Phantasmic Image: At 2'nd level your defensive illusions gain a life of their own. As Mirror Image except each image is able to do a single melee attack at your highest BAB. Target may make a Will save (DC 10 + half your caster level + int mod), with a successful save resulting in the destruction of that single image. This spell-like ability can be used once a day, and is cast at your total caster level. The Master of Illusions class ability may be applied.

Phantasmal Mastery: At 2'nd level you are especially adept at playing on the fears of others. The targets of your Phantasmal Killers suffer a -4 morale penalty to their will save to disbelieve and fortitude save to die from fear. A successful Fort Save results in 3d6 + 1 damage per caster level, max +15 (Regular: 3d6 damage). Also, your Phantasmal Killers can not be turned upon you. This is a supernatural ability. You can use this ability 1 + int mod times per day. You must state you are using this ability before casting. Think of this as a spontaneous metamagic feat only applicable to Phantasmal Killer.

Healing Nightmare: At 3'rd level your illusions can affect the sleep of others. As the spell Nightmare, only you gain the hitpoints lost by the victim. These hitpoints last for 24 hours. This spell-like ability can be used once per day.

Sneak Attack: Starting at 3'rd level, as the Rogue ability +1d6, this ability stacks with any other sneak attack bonuses.

Master Shadow Evoker/Conjurer: At 4'th level the Hoodwinker gains the ability to shape illusions into forms of his choosing. As Shadow Evocation or Shadow Conjuration, except you can duplicate any spell of up to 6th level.You must choose either Evocation or Conjuration, you can not have both. Either of these spell-like abilities can be used 1 + int mod per week.

Weird Master: At 4'th level you are wickedly adept at playing on the deepest fears of others. You may cast Weird as a spell-like ability once per day. The targets of your Weird spell suffer a -4 morale penalty to both the Will and Fort saves, the strength loss on a successful Fort save lengthens to 1d2 days, and the stun effects last 1d4 rounds.

CL-BAB-FS-RS-WS-Special- Spells per day

1'st-+0-+0-+2-+2-- Illusion mastery, Master of the obvious- +1level

2'nd-+1-+0-+3-+3-Phantasmic image, Phantasmal mastery -+1level

3'rd-+2-+1-+3-+3- Healing nightmare, Sneak attack -+1level

4'th-+3-+1-+4-+4-Master shadow evoker/conjurer, Weird master -+1level

5'th-+3-+1-+4-+4-Illusion mastery, Master of the obvious-+1level

Any and all comments are welcomed. Thank you.

Copper Elven Vampire
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594 Posts

Posted - 11 Nov 2009 :  04:07:31  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
I re-vamped this a little. Enjoy!
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Copper Elven Vampire
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594 Posts

Posted - 27 Feb 2010 :  07:40:09  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
I changed up the "Healing Nightmare" ability to seem more stable.

Enjoy!!
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Copper Elven Vampire
Senior Scribe

594 Posts

Posted - 16 Jul 2010 :  01:06:14  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
I re-worked the Weird Master ability. I think it works better. Enjoy. Opinions are welcome.
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Copper Elven Vampire
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594 Posts

Posted - 04 Sep 2010 :  22:54:30  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
Changed a Feat! for pre requisite . All comments welcome!
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Copper Elven Vampire
Senior Scribe

594 Posts

Posted - 28 Nov 2010 :  17:00:07  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
changed the third level abilities!
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Copper Elven Vampire
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594 Posts

Posted - 06 Jan 2012 :  13:07:10  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
Does no body like Baravar Cloakshadow??? I thought he was the coolest of the Gnome deities.
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Wooly Rupert
Master of Mischief
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Posted - 06 Jan 2012 :  19:34:39  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Copper Elven Vampire

Does no body like Baravar Cloakshadow??? I thought he was the coolest of the Gnome deities.



Not a fan of gnomes, myself, though I've nothing against them, either.

I did create a gnome NPC I really liked for one of my Hooks. I need to find another use for "Rune" Copperbold.

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The Sage
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Posted - 07 Jan 2012 :  00:38:29  Show Profile  Send The Sage an AOL message  Click to see The Sage's MSN Messenger address  Send The Sage a Yahoo! Message Send The Sage a Private Message  Reply with Quote
quote:
Originally posted by Copper Elven Vampire

Does no body like Baravar Cloakshadow??? I thought he was the coolest of the Gnome deities.

This is the first I've seen of it, Copper.

Gnomes are my favourite fantasy race, so naturally I'm inclined to peruse this latest example of your class-building with an eager eye.

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Copper Elven Vampire
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594 Posts

Posted - 21 Jan 2012 :  00:13:39  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
Thank you Sage.. that means quite a bit from you. Gnomes rule. Garl is cool as beans... but baravar is sooooo much more interesting! ;)
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Fellfire
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Posted - 21 Jan 2012 :  19:09:37  Show Profile Send Fellfire a Private Message  Reply with Quote
I, too, am a huge gnome aficionado. I have yet to put this PrC to the test, but I have it saved and hope to get to it one day soon.

Misanthorpe

Love is a lie. Only hate endures. Light is blinding. Only in darkness do we see clearly.

"Oh, you think darkness is your ally? You merely adopted the dark. I was born in it, molded by it. I didn't see the light until I was already a man, by then it was nothing to me but.. blinding. The shadows betray you because they belong to me." - Bane The Dark Knight Rises

Green Dragonscale Dice Bag by Crystalsidyll - check it out

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Copper Elven Vampire
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594 Posts

Posted - 22 Jan 2012 :  09:14:49  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
Played it last night... not used to playing Gnomes, but I F'ing loved it!! Balanced and weak. Strong and mild. Tell me what you think!
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vorpalanvil
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USA
90 Posts

Posted - 30 Jul 2012 :  10:58:10  Show Profile Send vorpalanvil a Private Message  Reply with Quote
One of my guys in my 2ed campaign is currently a priest of Baravar. Hell, he even suceeded in getting a giant racoon as a familiar. It's insanely brutal, in a gnome kind of way.

"I'm a busy man! I got places to go, monsters to kill!" attributed to 1st level bard
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vorpalanvil
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Posted - 30 Jul 2012 :  11:03:03  Show Profile Send vorpalanvil a Private Message  Reply with Quote
Seriously dude, you created an interesting class for a system in which "roleplaying" has been devolved into "rollplaying". Pearls before swine.

"I'm a busy man! I got places to go, monsters to kill!" attributed to 1st level bard
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Copper Elven Vampire
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594 Posts

Posted - 01 Aug 2012 :  03:51:10  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
quote:
Originally posted by vorpalanvil

Seriously dude, you created an interesting class for a system in which "roleplaying" has been devolved into "rollplaying". Pearls before swine.

Thank you for the compliment. :) I hope you enjoy this class. Let me know how it works out for you.
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Fellfire
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1959 Posts

Posted - 01 Aug 2012 :  04:34:44  Show Profile Send Fellfire a Private Message  Reply with Quote
CEV, good to see you around the hallowed halls again. Still patiently waiting for the stats for the rest of the Laughing Rogues. I haven't forgotten.

Misanthorpe

Love is a lie. Only hate endures. Light is blinding. Only in darkness do we see clearly.

"Oh, you think darkness is your ally? You merely adopted the dark. I was born in it, molded by it. I didn't see the light until I was already a man, by then it was nothing to me but.. blinding. The shadows betray you because they belong to me." - Bane The Dark Knight Rises

Green Dragonscale Dice Bag by Crystalsidyll - check it out

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Copper Elven Vampire
Senior Scribe

594 Posts

Posted - 15 Sep 2019 :  03:00:20  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
Updated the Weird ability. Trimmed the skills. I hope you all enjoy!!
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LordofBones
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958 Posts

Posted - 15 Sep 2019 :  04:39:17  Show Profile Send LordofBones a Private Message  Reply with Quote
Why does a class completely based around Illusion magic require 2d6 sneak attack? You lose access to 9th level spells for minor boosts to a few spells.

At minimum, you have to be Rogue 5, Cleric 7, which means you're trailing behind both the party's rogue and cleric when you do get it by +4d6 SA and 2 spell levels. By the time you max it out, the party cleric has 9th level casting while you're breaching 7th.

Edited by - LordofBones on 15 Sep 2019 05:00:35
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Copper Elven Vampire
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594 Posts

Posted - 15 Sep 2019 :  05:36:49  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
quote:
Originally posted by LordofBones

Why does a class completely based around Illusion magic require 2d6 sneak attack? You lose access to 9th level spells for minor boosts to a few spells.

At minimum, you have to be Rogue 5, Cleric 7, which means you're trailing behind both the party's rogue and cleric when you do get it by +4d6 SA and 2 spell levels. By the time you max it out, the party cleric has 9th level casting while you're breaching 7th.




Simple... It requires 2d6 sneak attack as it is a Rogue based divine PrC. You may only breach 7th level spells compared to a Cleric who casts 9th level spells, but you can sneak attack at any given chance, whereas a regular cleric could never do so. Also, Baravar Cloakshadow is a Rogue deity, so why wouldn't he have followers that are rogues and clerics? I mean really? Think outside the basic box of D&D.
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LordofBones
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Posted - 15 Sep 2019 :  08:16:31  Show Profile Send LordofBones a Private Message  Reply with Quote
You give up access to 8th and 9th level spells for, at most, 4d6 sneak attack, which means you're basically a poor cleric and a poor rogue. Your "rogue class" gives +1d6 over 5 levels, and in 3.5e sneak attack runs into the problem of so many creatures being immune to it.

This is the same problem with the Yathrinshee; flavorful yet falls behind both arcane and divine necromancers.

At least knock the spell level requirement down to the same as arcane trickster.

Also, Baravan Cloakshadow is not specifically a rogue god, no more than Leira was. His portfolio is, in full, illusions, deceptions, traps and wardings. In fact, he's the preeminent gnome god of magic, as noted in Demihuman Deities. Notably, his actual specialty clerics were allowed to cast wizard illusion spells.

This also suffers from having a lot of competition in illusion-based prestige classes, like the Nightmare Spinner, Master Specialist and Shadowcraft Mage, since wizards make better illusionists than clerics.

Like I said, it's flavorful, but it falls apart the instant you throw a CR-appropriate encounter against it. I would heavily suggest instead looking at the Agent of the Whispering Way prestige class and then rebuilding from that; include things like advanced learning or letting the Hoodwinker grab his Int mod in wizard spells as divine spells.

You're also seriously underselling just how valuable spell level access is. Your buffs, debuffs and spell DCs already trail behind a regular cleric; +4d6 SA is peanuts when an arcane trickster has +6d6 and 9th level spells and is an Int based caster, which synergizes well with the rogue skillmonkey set.

Or, well, the unseen seer, who's even more souped up than the AT.

The other problem? This class specifically affects spells from the Illusion domain. Weird and PK are not on the cleric class list. This isn't a prestige class for divine illusionists, it's a prestige class for cleric/rogue hybrids with the Illusion domain.

Edited by - LordofBones on 15 Sep 2019 08:20:13
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Copper Elven Vampire
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594 Posts

Posted - 24 Sep 2019 :  06:40:25  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
quote:
Originally posted by LordofBones

You give up access to 8th and 9th level spells for, at most, 4d6 sneak attack, which means you're basically a poor cleric and a poor rogue. Your "rogue class" gives +1d6 over 5 levels, and in 3.5e sneak attack runs into the problem of so many creatures being immune to it.

This is the same problem with the Yathrinshee; flavorful yet falls behind both arcane and divine necromancers.

At least knock the spell level requirement down to the same as arcane trickster.

Also, Baravan Cloakshadow is not specifically a rogue god, no more than Leira was. His portfolio is, in full, illusions, deceptions, traps and wardings. In fact, he's the preeminent gnome god of magic, as noted in Demihuman Deities. Notably, his actual specialty clerics were allowed to cast wizard illusion spells.

This also suffers from having a lot of competition in illusion-based prestige classes, like the Nightmare Spinner, Master Specialist and Shadowcraft Mage, since wizards make better illusionists than clerics.

Like I said, it's flavorful, but it falls apart the instant you throw a CR-appropriate encounter against it. I would heavily suggest instead looking at the Agent of the Whispering Way prestige class and then rebuilding from that; include things like advanced learning or letting the Hoodwinker grab his Int mod in wizard spells as divine spells.

You're also seriously underselling just how valuable spell level access is. Your buffs, debuffs and spell DCs already trail behind a regular cleric; +4d6 SA is peanuts when an arcane trickster has +6d6 and 9th level spells and is an Int based caster, which synergizes well with the rogue skillmonkey set.

Or, well, the unseen seer, who's even more souped up than the AT.

The other problem? This class specifically affects spells from the Illusion domain. Weird and PK are not on the cleric class list. This isn't a prestige class for divine illusionists, it's a prestige class for cleric/rogue hybrids with the Illusion domain.



"The other problem? This class specifically affects spells from the Illusion domain. Weird and PK are not on the cleric class list. This isn't a prestige class for divine illusionists, it's a prestige class for cleric/rogue hybrids with the Illusion domain."

Exactly, precisely, and absolutely. The funny thing about SPECIALISTS is that they can do what others of their ilk cannot. You can still SA a 20th level warrior at 4d6 damage and still do heavy damage either yourself physically, or through a shadow image of yourself if they fail their save.

You can 4d6 damage anyone for that matter. I don't know what type of game you play, but 4d6 damage to a 20th level PC is going to hurt if not kill when the moment is right. I don't hack-n-slash.... I roll play.

Even if you roll a 3 every time on a 6 sided die, you're going to inflict 12 points of damage. That is certain death to lesser characters, and heavy damage to mid level enemys and possible death to higher level brutes if you roll play correctly. How do you not see this?

Even Elminster or Telemont can succumb to a simple 4d6 SA if you roll play correctly.

Example... If you're a Gnome Rogue 5/ Illusionist 15/ Divine Prankster 10/ Shadow-Craft Mage 5. So... 30th level arcane caster, 5th level rogue. You get 3d6 SA with physical attacks and illusory attacks that allow it. Who is to say... what is to stop your Gnome from throwing down a Projected image of himself casting a spell of Weird, while the REAL you silently sneaks up behind and deals 3d6 damage after they just lost 100 HP due to your phantom spell? That 3d6 Dmg could be the death of your enemy.

I think your problem is that you see the game in numbers only, and not actual roll play. Do you sit in your chair crunching basic D&D numbers for newbs all day long? Or do you actually play the game? I have been fortunate enough to travel the country and play D&D every weekend and actually roll play my Characters.

Trust me LOB... It doesn't matter how powerful your Necromantic Lich-Lord is... If I trick you, and you are deceived for even a half a round... I'll back stab you for 3d6 damage in the end, and your PC will die.

Don't underestimate multiclassed rogues. At 20th level we may only cast 7th level spells, and deal 3d6 damage SA, but you won't be laughing when that blade nips your nose as it bursts from your chest from behind. FACT!!
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LordofBones
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958 Posts

Posted - 24 Sep 2019 :  07:24:41  Show Profile Send LordofBones a Private Message  Reply with Quote
Please note that your class gives up access to 9th level spells.

Including weird.

Which he's supposed to specialize in.

The straight 20th level cleric with the Illusion domain actually has higher DCs with weird. Your class has a base DC of 20 for his weird SLA, assuming a Cha of 12. A cleric will have a base DC of 23.

Also, a theoretical necromantic lich lord is immune to sneak attacks, critical hits and mind affecting effects by virtue of being a lich.

I just don't see a reason why this class gives up so much primarily for boosts to two specific spells, arguably the weakest save or die spells in the game.

Edited by - LordofBones on 24 Sep 2019 07:27:54
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Copper Elven Vampire
Senior Scribe

594 Posts

Posted - 24 Sep 2019 :  07:53:24  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
quote:
Originally posted by LordofBones

Please note that your class gives up access to 9th level spells.

Including weird.

Which he's supposed to specialize in.

The straight 20th level cleric with the Illusion domain actually has higher DCs with weird. Your class has a base DC of 20 for his weird SLA, assuming a Cha of 12. A cleric will have a base DC of 23.

Also, a theoretical necromantic lich lord is immune to sneak attacks, critical hits and mind affecting effects by virtue of being a lich.

I just don't see a reason why this class gives up so much primarily for boosts to two specific spells, arguably the weakest save or die spells in the game.



On what planet does he give up 9th level spells?

There is no cap to his/her spell limit after Hoodwinker levels are maxed.

And just because a Lich cannot take damage from a SA doesn't mean that the Gnomes blades arent't enchanted or that he wouldn't take damage from the power of the pounce. I.E. minimal force damage from the impact, Not to mention if he did a sneak attack with a Ray spell, or a sneak attack with a lightning bolt, or at least distracted by the SA opposed by the Project image spell casting phantasmal image of the lich's worst nightmare, coupled with any damage from the ray or bolt spell. I mean, C'mon. This is basic Roll play here.

Ray and Bolt spells can be used in a SA by Rogue/ Arcane or Rogue Cleric casters. Just saying that there are so, so, so many ways to kill a enemy with only 3d6 or 4d6 SA. Even at higher levels it is proven and possible and likely actually. If you roll high and you roll-play correctly... totally. I know that you know this LOB.
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Copper Elven Vampire
Senior Scribe

594 Posts

Posted - 24 Sep 2019 :  08:15:14  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
Example... Said Lich is throwing death everywhere... Gnome rogue nails his move silently skill and Hide skill behind said Lich. Gnome understands that his enchanted blades are not powerful enough to damage said Lich. Gnome projects an image of himself actually casting a "Heal" spell onto the Lich. The spell is valid if said Lich doesn't make a ST. Immediate damage to Lich. Then the Lich is focused on Programmed Image, (Quick action), Gnome stalks up behind said Lich and casts a Ray of Fire, or a Darkbolt, or any number of ray or bolt spells. You are off guard, flat footed for that attack and are bluntly open to SA damage from the spell and the SA itself. BOOM. You take spell damage and 3d6 or 4d6 damage depending on your rogue levels.

This can kill you in actual roll-play gaming. Even the greatest warriors can die to this.
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