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| Daidalos05-10-07, 03:28 PM | Author's note: Hello all. I would appreciate some comments on the general flavour and feel of this prestige class, but more importantly I would like to hear your thoughts on the issues of the game mechanics in general and balance in particular as they pertain to the class. Specifically, I need feedback on the issues of possibly increasing the skill points to 4 per level, and adding a semi-powerful ability on level 10. As of now, I suspect the class is slightly underpowered. I look forward to your comments! Master Illusionist “Perception dictates reality. To suggest an alternative sensory interpretation by altering perception is simultaneously the subtlest and the most powerful excercise of might.” — A Master Illusionist http://www.wizards.com/dnd/images/ca_gallery/85491.jpg Artists use different tools to make their art; painters use a canvas, colours and brushes; musicians use notation and their instrument; and writers use pen and paper. The Master Illusionist, however, uses reality itself as a tool to convey his particular art. The typical Master Illusionist is a bard dissatisfied by the means to express himself provided by his profession. He might find that the brush is insufficient when it comes to portraying emotion on the canvas, or he might find the canvas just as restrictive. Master Illusionists escape artistic stagnation by using magic as a means to create art. Alternatively Master Illusionists are wizards or sorcerers with a devious streak, seeking to master illusionism in ways unassailable to most. Master Illusionists are often shady characters, due to the necessity of deceit when dealing with illusions. Requirements To qualify to become a Master Illusionist, a character must fulfil all the following criteria. Alignment: Any non-lawful Skills: Bluff 6 ranks, Disguise 6 ranks, Craft or Perform 6 ranks. Feats: Skill Focus (Bluff or Disguise), Spell Focus (Illusion). Spellcasting: Caster level 6. Ability to cast at least one illusion spell, or use one illusion ability. Game Rule Information Base Attack Bonus: ½ (as the Loremaster) Saves: Good Will Class Skills: The Master Illusionist’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Sleight of Hand (Dex), Spellcraft (Int), and Spot (Wis). See Player's Handbook, Chapter 4: Skills for skill descriptions. Skill Points at Each Level: 2 + Int modifier. Hit Die: d4. Base Fort Ref Will Level Attack Bonus Save Save Save Special Spellcasting 1 +0 +0 +0 +2 Illusion (mesmerising imagery), insidious illusion - 2 +1 +0 +0 +3 Masked spellcasting +1 Caster level 3 +1 +1 +1 +3 Illusion (shadowcreation) +1 Caster level 4 +2 +1 +1 +4 Deceptive potency +1, tenacious illusion +1 Caster level 5 +2 +1 +1 +4 Illusion (shadowstrike) +1 Caster level 6 +3 +2 +2 +5 Emulate, dissimulate and manipulate - 7 +3 +2 +2 +5 Illusion (phantasmagoria) +1 Caster level 8 +4 +2 +2 +6 Deceptive potency +2, towhere to be found +1 Caster level 9 +4 +3 +3 +6 Illusion (everprevalent phantom) +1 Caster level 10 +5 +3 +3 +7 Illusion (mislead), tapestry of fabrication +1 Caster level Class Features Weapon and Armor Proficiency: Master Illusionists gain no proficiency with any weapon or armor. Spell Per Day: At every level except 1st and 6th the character gains a level of whatever arcane spellcaster class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would gain (familiar progression, bonus metamagic feats etc.). This essentially means that he adds the level of Master Illusionist to whatever other arcane spellcaster class the character has, then determines spells per day and caster level accordingly. If a character has more than one arcane spellcasting class before he became a Master Illusionist, he must decide to which class he adds each caster level of Master Illusionist for the purpose of determining spells per day. Illusion (Su): The Master Illusionist can use his Bluff or Disguise skill (whatever skill is greater) to create incredibly potent illusions. At level 1, the ability can be used once per day. At levels 3, 5, 7, 9 and 10, the Master Illusionist gains an additional use of the ability. Each ability requires both a minimum Master Illusionist level and a minimum number of ranks in either Bluff or Disguise to qualify. If a Master Illusionist does not have the required ranks in in either skill, he does not gain the illusion ability until he acquires the needed ranks. Starting an illusion effect is a standard action. Some illusion abilities require concentration, which means the Master Illusionist must take a standard action every turn round to maintain the ability. Illusion similarily restricts a Master Illusionist’s spellcasting or magic item activation since the very nature of the ability rests upon spellcasting. Due to this, arcane spell failure applies on all abilities. Mesmerising Imagery (Sp): A 1st-level Master Illusionist with at least 7 ranks in Bluff or Disguise can conjure up an imagery equal in effect to the hypnotic pattern spell as cast by a sorcerer of the Master Illusionist’s caster level (maximum 20). Every target must make a save versus a DC equal to the Master Illusionist’s Bluff or Disguise check. The Master Illusionist can sustain the effect as long as she concentrates. The effect lingers two rounds after he ceases to concentrate. No material component is needed. This is a mind affecting ability. Shadowcreation (Sp): A 3rd-level Master Illusionist with at least 9 ranks in Bluff or Disguise can mold shadows into fierce beasts and strange materials, as per the spell shadow conjuration as cast by a sorcerer of the Master Illusionist’s caster level. The DC to resist is determined by the Master Illusionist’s Bluff or Disguise check. This is a mind affecting ability. Shadowstrike (Sp): A 5th-level Master Illusionist with at least 11 ranks in Bluff or Disguise can channel the power of the plane of shadow into evocation spell effects. This functions as a shadow evocation spell as if cast by a sorcerer of the Master Illusionist’s caster level. The DC to resist is determined by the Master Illusionist’s Bluff or Disguise check. Phantasmagoria (Sp): A 7th-level Master Illusionist with at least 13 ranks in Bluff or Disguise can subject the surrounding environment to his desires, as if through the use of a mirage arcana spell as if cast by a sorcerer of the Master Illusionist’s caster level. The DC to see through the illusion is determined by the Master Illusionist’s Bluff or Disguise check. Everprevalent Phantom (Sp): A 9th-level Master Illusionist with at least 17 ranks in Bluff or Disguise can create illusory figures, as if through the use of a persistent image spell as if cast by a sorcerer of the Master Illusionist’s caster level. The DC to see through the illusion is determined by the Master Illusionist’s Bluff or Disguise check. Mislead (Sp): A 10th-level Master Illusionist with at least 15 ranks in Bluff or Disguise can disappear from sight and create an illusory double to appear at the exact same place, as if through the use of a mislead spell as if cast by a sorcerer of the Master Illusionist’s caster level. The DC to see through the illusion is determined by the Master Illusionist’s Bluff or Disguise check. Insidious Illusion: The spells and abilities as the Master Illusionist’s disposal are virtually undetectable. Anyone employing a divination spell or effect versus one of the Master Illusionist’s spells from the Illusion school or any ability granted by this class must succeed at a caster level check against the caster level check of the Master Illusionist. The Master Illusionist gains a +4 competence bonus on this check. Masked Spellcasting: To sustain the suspense of disbelief, Master Illusionists seek to conceal their spellcasting. From 2nd-level and onwards, when the Master Illusionist casts any spell, he may substitute the verbal and somatic of the spell with any words or gestures of his choice. Essentially, this means it is impossible to ascertain that he’s casting a spell. He must succeed with a Disguise or Bluff check (whatever is greater) versus the Sense Motive checks of any onlookers to deceive them of the casting. No spellcraft checks can be made to identify the spell. Deceptive Potency: At 4th level, the Master Illusionist gains a bonus that increases his effective caster level for the purposes of determining level-dependent spell variables and for caster level checks. The bonus starts at +1 and increases to +2 at 8th level. The bonus is applicable to spells from the school of Illusion, the Illusion ability of this class, in addition to other powers employing the use of illusions. Tenacious Illusion: The illusions at the Master Illusionist’s disposal resist dispel attmpts. To dispel an illusion of the master illusionst, one must succeed with an opposing caster level check. The Master Illusionist gains a +4 competence bonus on this check. Emulate, Dissimulate and Manipulate (Sp): The Master Illusionist may, at will, change his appearance (as per the spell disguise self). He may also emulate any voice he has heard. Nowhere To Be Found (Ex): The Master Illusionist enjoys the permanent benefits of a nondetection spell. Tapestry of Fabrication (Sp): Once a day, the Master Illusionist can reach into the mind of one target and control all of its sensory perceptions for 1 minute per class level. The Master Illusionist weaves an utterly believeable tapestry of illusion that he plants within the target’s mind; a telepathic link gives the Master Illusionist control of the simulacral sensations. Visual, auditory, tactile, gustatory and olfactory stimuli can be introduced to the target, as can the sensation of pain. The target’s movements are not restricted, and the Master Illusionist has no control of the target’s motor functions. To resist the effect, the target is allowed a Will save against a DC of 17 + Cha-modifier. The use of this spell-like ability is a standard action. |
| Pizzini300005-10-07, 04:22 PM | I love illusionists, and love this PrC. However, I think the number of uses of their Illusion ability may bit a bit much. Perhaps it would be better to give uses per day similar to how the cleric has uses of turn undead (rather than like a bard's bardic music). Skill checks are most definetly higher than spell DC; That DC increase really makes the Illusion ability powerful. Lastly, I think the Everprevalent Phantom should produce a persistant image, rather than a permanent image. Reasons: no usual costly material component, not permanent, allows intelligable speach. |
| Daidalos05-10-07, 04:36 PM | I love illusionists, and love this PrC. However, I think the number of uses of their Illusion ability may bit a bit much. Perhaps it would be better to give uses per day similar to how the cleric has uses of turn undead (rather than like a bard's bardic music). Skill checks are most definetly higher than spell DC; That DC increase really makes the Illusion ability powerful. Lastly, I think the Everprevalent Phantom should produce a persistant image, rather than a permanent image. Reasons: no usual costly material component, not permanent, allows intelligable speach. Thank you very much for your constructive criticism. I agree with you that it should be persistent image instead of permanent image; this will of course mean I'll have to switch Everprevalent phantasm with Mislead (considering spell levels and all). I will modify the class accordingly. I have no problems, per se, with changing the uses per day for the Illusion ability to 3 + Cha modifier (just like the Cleric's turn undead ability), however, that could potentially be worse. Reasonably, you'll start with 15 charisma (at least); you increase your Charisma with one point at every opportunity; consequently, at level 20, you have Charisma 20 (modifier +5). It is also likely you have picked the spell eagle's splendour (+4 to charisma), or even a cloak of charisma +6 (not unfeasible, considering it's level 20 we're talking about). It is also possible you have acquired a tome of leadership and influence +5. That tallies up to 29 or 31 (modiifier of +9 or +10, depending if you get your hands on the cloak or not), and you get to use the ability twelve or thirteen times a day! (Those who begin with 18 Charisma get two additional uses of the ability). Besides that, do you think the class is balanced? Nothing more should be added or removed? |
| Pizzini300005-10-07, 04:54 PM | I think it should have a caster level requirement instead of the ability to cast a certain level of spells. And maybe the requirement of knowing at least one illusion ability. That way warlocks with flee the scene or shadowcasters could take this PrC too. I think the requirements are a bit low. For the potent abilities you get, you only need to be level 3 before meeting the requirements. That seems awfully low. ...It just struck me. How about if he gained another use of the Illusion ability every time he gains the ability to use it in a different way? |
| Daidalos05-10-07, 04:59 PM | I think it should have a caster level requirement instead of the ability to cast a certain level of spells. And maybe the requirement of knowing at least one illusion ability. That way warlocks with flee the scene or shadowcasters could take this PrC too. I think the requirements are a bit low. For the potent abilities you get, you only need to be level 3 before meeting the requirements. That seems awfully low. ...It just struck me. How about if he gained another use of the Illusion ability every time he gains the ability to use it in a different way? All very good suggestions. I will make the appropriate modifications. Thank you. I have always conceived of the class as something you can enter at sixth level or so, sound about right? |
| Daidalos05-10-07, 07:52 PM | I have been thinking of giving the class a new ability at level 10. What do you think of this one? Tapestry of Fabrication (Sp): Once a day, the master illusionist can reach into the mind of one target and control all of its sensory perceptions for 1 minute per class level. The master illusionist weaves an utterly believeable tapestry of illusion that he plants within the target’s mind; a telepathic link gives the master illusionist control of the simulacral sensations. Visual, auditory, tactile, gustatory and olfactory stimuli can be introduced to the target, as can the sensation of pain. The target’s movements are not restricted, and the master illusionist has no control of the target’s motor functions. To resist the effect, the target is allowed a Will save against a DC of 17 + Cha-modifier. The use of this spell-like ability is a standard action. |
| Daidalos05-11-07, 01:59 AM | Unapologetic and shameless :bump: |
| Daidalos05-12-07, 07:17 AM | All right, I have updated the class. This post will serve as my last indignant bump before I abandon this thread to its fate; consignation to the forgotten depths of this forum. There it will suffer the worst of fates: neglect. In that horrible limbo of uncertainty, it will wait, until the gods of the boards banish it irrevocably to the archives, where it will be but one of many dead threads; decrepit and dilapidated memorials of a past era. Histrionics aside, if you feel like commenting I would be most interested in hearing your thoughts on how to expand the prerequisites somewhat. I'm thinking of a special prerequisite that would be keeping with the flavour of the class. |