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 MischiefMaker of Erervan Ilesere.
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Copper Elven Vampire
Master of Realmslore

1078 Posts

Posted - 02 Mar 2013 :  09:44:08  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote  Delete Topic
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.

Feats: Magical Fortune, Tempting Fate.

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, 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 MP, 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 and trickery descriptor.

Improved pass without trace: At 1'st level the MM can use Pass without Trace as a spell-like ability once per day. In addition, if a spellcaster attempts to track or locate the MM by magical means while this ability is in use, then they suffer a -2 penalty to their spells DC.

False Theurgy: At 2'nd level, as a swift action when casting a spell, you can adjust the verbal and somatic components to mimic those of another spell of your choice of the same level. Any creature using spellcraft to identify the spell, believes it to be the other spell instead. This trick renders your spell immune to the normal method of counterspelling.

Erevan's Fortune: at 2'nd level, one time a day, the MM can reroll a Disable device, Sleight of hand and Open lock check. She may also reroll an Initiative check once per day, as well as reroll a Caster Level check once per day.

Tricksters Tresspass: At 3'rd level the MM gains a +4 bonus on all Move silent and Hide skills, as well as walk through any magical barrier of 7'th level or under one time a day.

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

Mislead (sp): At 4'th level the MM gains Mislead as a spell-like ability once per day. In addition, any Will save to disbelieve the figment double is made at a -4 penalty.

Polymorph other (sp): At 4'th level the MM gains Polymorph other as a spell-like ability once per day.

Cloak of Chaos: At 5'th level the MM gains cloak of chaos as a spell like ability once per day. In addition, all opponents suffer a -2 penalty to their Will saves against the Confusion effects.

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

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

1'st-+0-+0-+2-+2-- Mock Law, Pass without trace- +1level

2'nd-+1-+0-+3-+3-False Theurgy, Erevan's Fortune -+1level

3'rd-+2-+1-+3-+3-Tricksters Tresspass, Sneak attack -+1level

4'th-+3-+1-+4-+4-Mislead, Polymorph other -+1level

5'th-+3-+1-+4-+4-Cloak of chaos -+1level

Any and all comments are welcomed. Thanks! ;)

Edited by - Copper Elven Vampire on 26 Nov 2016 23:48:43

Bladewind
Master of Realmslore

Netherlands
1280 Posts

Posted - 02 Mar 2013 :  17:47:58  Show Profile Send Bladewind a Private Message  Reply with Quote
I like the Mock Law and False Theurgy abilities.

Did you intend for this PrC to be only elligible for entry at 8th level (levl 3 rogue/5 cleric)? The requirements are quite steep, and I see Erevan as not that a stringent deity when concerning his followers.

Consider opening the races to other fey races, such as faerie dragons, pixies, nixies, leprechauns and sprites. Also, perhaps try to change the requirements to 1d6 sneak attack and 2nd level divine spells. You also need to add some descriptors after the class abilities, are they extraordinary (Ex), supernatural (Su) or spell like (Sp)? What does Thwart magic trap do?

I'd say:
Mock Law (Su), Pass without trace (Su)

False Theurgy (Ex), Erevan's Fortune (Ex)

Thwart magic trap (Ex), Sneak attack (Ex)

Mislead (Su; Sp), Polymorph other (Sp)

Cloak of chaos (Su; Sp), Faerie form (Sp)

My campaign sketches

Druidic Groves

Creature Feature: Giant Spiders
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Copper Elven Vampire
Master of Realmslore

1078 Posts

Posted - 02 Mar 2013 :  20:09:05  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
quote:
Originally posted by Bladewind

I like the Mock Law and False Theurgy abilities.

Did you intend for this PrC to be only elligible for entry at 8th level (levl 3 rogue/5 cleric)? The requirements are quite steep, and I see Erevan as not that a stringent deity when concerning his followers.

Consider opening the races to other fey races, such as faerie dragons, pixies, nixies, leprechauns and sprites. Also, perhaps try to change the requirements to 1d6 sneak attack and 2nd level divine spells. You also need to add some descriptors after the class abilities, are they extraordinary (Ex), supernatural (Su) or spell like (Sp)? What does Thwart magic trap do?

I'd say:
Mock Law (Su), Pass without trace (Su)

False Theurgy (Ex), Erevan's Fortune (Ex)

Thwart magic trap (Ex), Sneak attack (Ex)

Mislead (Su; Sp), Polymorph other (Sp)

Cloak of chaos (Su; Sp), Faerie form (Sp)



I wanted this to be attained at 10'th level. hence the lvl 5 rogue and lvl 5 cleric requirements. the class abilities are powerful and no PC under 10'th level should have access to the later abilities. Thanks a lot! :)
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Copper Elven Vampire
Master of Realmslore

1078 Posts

Posted - 19 Oct 2016 :  16:25:11  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
Wondering if I need to vamp this again. Any ideas anyone?
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Copper Elven Vampire
Master of Realmslore

1078 Posts

Posted - 21 Dec 2016 :  23:42:36  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
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.

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.

Tempting Fate: At 1'st level the MM gains this Feat without meeting its prerequisites. You can expend a luck reroll to reroll a stabilization check. In addition, once per day, whenever you have at least 1 hit point remaining and would be dealt enough damage to kill you, you can expend one luck reroll as an immediate
action to take only enough damage to reduce you to –9 hit points. You automatically stabilize. You gain one luck reroll per day.
Special: Unlike most other luck feats, using Tempting Fate requires no action.

False Theurgy: At 2'nd level, as a swift action when casting a spell, you can adjust the verbal and somatic components to mimic those of another spell of your choice of the same level. Any creature using spellcraft to identify the spell, believes it to be the other spell instead. This trick renders your spell immune to the normal method of counterspelling.

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 spell’s effective level. The spell slot adjustment of the metamagic feat can’t exceed four.

Conceal Spellcasting: At 3'rd level You can cast a spell 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.

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

Mislead (sp): At 4'th level the MM gains Mislead as a spell-like ability once per day. In addition, any Will save to disbelieve the figment double is made at a -4 penalty.

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.

Shadow Trick: At 5'th level, the MM can become incorporeal once per day. A MM can remain incorporeal for a number of rounds equal to 10 + her MM level. 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)

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

1'st-+0-+0-+2-+2-- Mock Law, Tempting Fate- +1level

2'nd-+1-+0-+3-+3-False Theurgy, Metamagic Trick -+1level

3'rd-+2-+1-+3-+3-Conceal Spellcasting, Sneak attack -+1level

4'th-+3-+1-+4-+4-Mislead, Tricky Magic -+1level

5'th-+3-+1-+4-+4-Shadow Trick -+1level

Any and all comments are welcomed. Thanks! ;)
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