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| blue_ghost1109-23-07, 11:52 PM | This is my first attempt at making a character class. I was thinking that this class might make an interesting BBEG. I don't know too much about balance, so it might need some adjustments. Deceiver In civilized lands, evil religions are shunned and hated by most. For this reason, many evil deities employ powerful false prophets to deceive the people into accepting their religion. The deceiver is a wolf in sheep’s clothing, appearing upright and holy while leading the multitudes toward the path of destruction. Most deceivers belong to the clergy of Hextor, though almost every major evil religion has a small number of deceivers to spread it. They are usually well received and even revered in large communities, and few, if any, know their true intents. Almost all deceivers are clerics, though a few are fallen paladins or blackguards. Druidic deceivers are very rare but not unheard of. Hit Die: d8. Requirements To qualify to become a deceiver, a character must fulfill all the following criteria. Alignment: Any evil. Skills: Bluff 6 ranks, Diplomacy 6 ranks, Knowledge (religion) 6 ranks. Spellcasting: Able to cast 4th-level divine spells. Special: Must have been directly ordained by an evil deity. Class Skills The deceiver’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (history, nobility and royalty, religion, and the planes) (Int), Profession (Wis), Sense Motive (Wis), Speak Language, and Spellcraft (Int). Skill Points at Each Level: 4 + Int modifier. The Deceiver Level BAB Fort Ref Will Special Spells Per Day 1st +0 +0 +0 +2 Enthrall 2nd +1 +0 +0 +3 Mask aura +1 level of existing divine spellcasting class 3rd +2 +1 +1 +3 Counterfeit sign, dark influence (suggestion) 4th +3 +1 +1 +4 False radiance, false worship +1 level of existing divine spellcasting class 5th +3 +1 +1 +4 Master of lies, false piety 6th +4 +2 +2 +5 Dark influence (modify memory) +1 level of existing divine spellcasting class 7th +5 +2 +2 +5 Divine duplication, extend radiance 8th +6 +2 +2 +6 Dark influence (dominate person) +1 level of existing divine spellcasting class 9th +6 +3 +3 +6 False benevolence 10th +7 +3 +3 +7 Mass influence +1 level of existing divine spellcasting class Class Features All of the following are class features of the deceiver prestige class. Weapon and Armor Proficiency: A deceiver gains no proficiency with any weapon or armor. Enthrall (Sp): A deceiver can fascinate audiences with his speech, as with the enthrall spell. The deceiver makes a Diplomacy check, and the result of that check is the save DC for the spell. Affected creatures tend to be more favorably disposed toward the deceiver even after the effect ends (their attitude toward the deceiver is improved one step). This effect is usable once every six hours. Mask Aura (Su): At 2nd level, the deceiver’s alignment cannot be detected by any magic. He can suppress and resume this ability at will. Counterfeit Sign (Sp): At 3rd level, the deceiver gains the ability to use major image as a spell-like ability, 3 times per day. Dark Influence (Sp): Beginning at 3rd level, the deceiver gains the ability to exert a supernatural mental influence on creatures he captivates with his enthrall ability. As a full-round action during his speech, the deceiver may attempt to influence one or more creatures he has enthralled. Each creature he attempts to influence makes a Will save opposed by his Bluff check. Each creature that fails its save is affected as though by a suggestion spell. If the creature succeeds on its save, it gets another Will save to free itself from the enthrall effect, at a +2 bonus, and the deceiver cannot attempt to influence it again during this use of his enthrall ability. Each creature influenced with one use of this ability must receive the same suggestion. A deceiver may make any number of influence attempts during his speech, but the total HD of the creatures he attempts to influence with one use of his enthrall ability may not exceed his deceiver level. At 6th level, the deceiver can influence others with modify memory, and at 8th level, the deceiver can influence others with dominate person. As always, he must subject each target to the same influence during each use of this ability. False Radiance (Su): At 4th level, the deceiver gains the ability to alter his aura. He can treat his alignment as any he wishes for the purposes of detecting alignments. His aura is always the same strength as that of an outsider with the same alignment and HD equal to his level. Switching to a new alignment is a standard action. False Worship (Su): At 4th level, the deceiver gains special favor with his deity. He can appear to pray to any other deity while actually praying to his own deity. A Sense Motive check with a DC equal to 10 + deceiver’s class level + deceiver’s Charisma modifier can detect the ruse. This ability also allows the deceiver to use the holy symbols of other deities. Master of Lies (Su): At 5th level, the deceiver is so proficient at lying that he no longer creates a disturbance in his aura by doing so. His lies cannot be discerned by discern lies or stopped by zone of truth. False Piety (Su): At 5th level, the deceiver is no longer affected by alignment restrictions when spellcasting. He can cast spells of any alignment, even one contradictory to his own. Divine Duplication (Su): At 7th level, a deceiver gains the ability to duplicate the cleric domains of other deities. When he prays to his deity for spells, he can request that one or both of his domains be switched for one day. The new domain’s spell list and granted ability replace that of the domain he switched in, and this effect lasts until the deceiver prays for spells the next day. This is strenuous and draining, and the deceiver must pay 500 XP for each day he uses another domain. Extend Radiance (Su): At 7th level, the deceiver can disguise the alignments of other individuals with his false radiance ability. This is a targeted ability with medium range. An unwilling creature is entitled to a Will save (DC 10 + deceiver's class level + deceiver's Cha modifier) to resist. False Benevolence (Su): At 9th level, a deceiver gains the ability to spontaneously cast cure spells and to turn undead, as a good cleric. He does not lose the ability to spontaneously cast inflict spells and rebuke undead. Each use of the turn undead ability counts against the daily uses of his rebuke undead ability. Mass Influence (Su): At 10th level, the deceiver can exert his dark influence upon the multitudes all at once. Once during his usage of his enthrall ability, he can make a dark influence attempt against all affected creatures. As always, he cannot influence a creature that has more HD than he has deceiver levels, and all creatures must be subjected to the same influence. If he uses this ability, he cannot attempt to influence again for this use of his enthrall ability. |
| blue_ghost1109-26-07, 09:03 PM | :bump: |
| aka_tarquin09-27-07, 12:16 PM | I like this class. I don't think I'd play it, but like you say it makes for a very interesting BBEG. The only things I find a little unbalanced are the skill-based save DCs, which can range from fairly nasty by virtue of ranks, synergy, and stat bonuses alone to downright impossible when you start bringing in magic items, spells, circumstance modifiers and what not. A wizard's BAB and full spellcasting progression might also suit the class better, but this is just my personal preference. |