revised MASTER ILLUSIONIST (with fluff) [PEACH] [Archive] - Wizards Community

Post/Author/DateTimePost
Daidalos

12-10-07, 03:41 PM
Author's note: This is the first time I submit one of my prestige classes to this PEACH thing, so please be gentle. I have always found illusions to be interesting, both mechanically and from a roleplaying perspective. They offer a wealth of variation and possibility, and there's an inexplicable philosophical allure to the concept, I think; an allure that I have tried to capture with this class.

As far as this class is concerned, it offers many improved abilities for illusionists, for example greater metamagic use, more powerful shadowmagic, and the ability to evade detection, but at great cost. You lose three powerful schools of magic, and three caster levels, meaning sorcerers would lose out on 9th level spells. The question I ask of peer reviewers is this: is it worth it? Do the abilities of the class outweigh the costs? Or, on the flip, is it TOO powerful?

This is a revised version of the same prestige class I posted here quite some time ago.

Master Illusionist

“The pliable Will is its own universe. Sensation is ultimately of principal interest. All other considerations – truth, identity, reality and order – are peripheral and irrelevant.”
— The Faceless One

http://www.wizards.com/dnd/images/ca_gallery/85491.jpg

Artists use different tools to create 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. Armed with illusions, artists can create vast statues of shadowclay, reconstruct ancient battlefields with figments, or project entire symphonies into their audiences’ minds.

Alternatively master illusionists are wizards or sorcerers with a devious streak, seeking to master illusionism in ways unassailable to most. These master illusionists are most often concerned with harnessing the power of illusion, rather than indulging a creative desire.

BECOMING A MASTER ILLUSIONIST
The paradox inherent to the philosophy of the master illusionist, that intangible perceptions are more real than reality itself, requires a certain amorphous personality. Actors and bards are used to taking on different roles and are excellent qualifiers for this class. Assassins and spies with some spellcasting ability are also naturally drawn to this class, as it augments their powers of secrecy and stealth. Sorcerers and wizards who seek this class are most often attracted to the unadulterated power and sophistication of illusion that this class offers.

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 4 ranks.
Feats: Skill Focus (Bluff or Disguise), Spell Focus (Illusion), any metamagic feat.
Spellcasting: Caster level 6. Ability to cast at least three illusion spells, mysteries or spell-like abilities.


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), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Spot (Wis). See Player's Handbook, Chapter 4: Skills for skill descriptions.
Skill Points at Each Level: 4 + 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, narrow focus -
2 +1 +0 +0 +3 Insidious illusion, mask spell +1 Caster level
3 +1 +1 +1 +3 Penumbral mind, shadowclay +1 Caster level
4 +2 +1 +1 +4 Resistance to illusions +1 Caster level
5 +2 +1 +1 +4 Mirage, tenacious illusion -
6 +3 +2 +2 +5 Doppelgänger, no delusions +1 Caster level
7 +3 +2 +2 +5 Shadowspear, shadow navigator +1 Caster level
8 +4 +2 +2 +6 Nowhere to be found, pernicious illusion +1 Caster level
9 +4 +3 +3 +6 Chimera, shadowlord -
10 +5 +3 +3 +7 Apotheosis, diversion, tapestry of fabrication +1 Caster level
Class Features
Perception and its manipulation is your area of expertise. You have learned that what people believe matters just as much as, if not more than, what actually is “true”, and you exploit this knowledge to its fullest potential.

Weapon and Armor Proficiency: Master Illusionists gain no proficiency with any weapon or armor.

Spells Per Day: At every level except 1st, 5th and 9th you gain a level of whatever spellcaster class you belonged to before you became a master illusionist. You do not, however, gain any other benefit a character of that class would gain (familiar progression, bonus metamagic feats et cetera). This essentially means that you add the level of master illusionist to whatever other spellcaster class you have, then determines spells per day and caster level accordingly. If you had more than one spellcasting class before you became a master illusionist, you must decide which class to add each caster level of master illusionist for the purpose of determining spells per day.

Illusion (Su): You can use your Bluff or Disguise skill (whichever skill is greater) to create incredibly potent illusions. This ability may be used once per day per class level. Each ability requires both a minimum master illusionist level and a minimum number of ranks in either Bluff or Disguise to qualify. If you do not have the required ranks in in either skill, you do not gain the illusion ability until you acquire the needed ranks. Some of the more powerful Illusions drain more than one daily usage of the ability.
Starting an illusion effect is a standard action (but see diversion, below). Some illusion abilities require concentration, which means you must take a standard action every turn in order to maintain the ability.

Mesmerising Imagery (Sp): A 1st-level master illusionist with at least 7 ranks in Bluff or Disguise can conjure up an illusory pattern to cause one or more creatures to become fascinated with him. Each target must be within 90 feet, able to see and pay attention to the image. The you must be able to see each target. The distraction of a nearby combat or other dangers prevents the ability from working. For every two levels you attain beyond 1st, the fascination extends to an additional creature (two at 3rd level, three at 5th and so on).
To use the ability, you make a Bluff or Disguise check. The check result is the DC for each affected creature’s Will save against the effect. You can sustain the effect as long as you concentrate. The effect lingers two rounds after you cease to concentrate.
Otherwise, this ability functions exactly like the fascinate ability of the bard.

Shadowclay (Sp): A 3rd-level master illusionist with at least 9 ranks in Bluff or Disguise can mold shadows into strange materials and beings, as per the spell shadow conjuration as cast by a sorcerer of your caster level. The DC to resist is 14 + Cha modifier.

Mirage (Sp): A 5th-level master illusionist with at least 11 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 your caster level. The Will save DC to see through the illusion once interacted with is 15 + Cha modifier.

Shadowspear (Sp): A 7th-level master illusionist with at least 13 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 your caster level. The DC to resist is 15 + Cha modifier.

Chimera (Sp): A 9th-level master illusionist with at least 15 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 your caster level. The Will save DC to see through the illusion once interacted with is 15 + Cha modifier.
The use of this ability consumes two daily uses of the Illusion ability.

Diversion (Sp): A 10th-level master illusionist with at least 16 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 your caster level. This ability is activated by an immediate action. The Will save DC to see through the illusion once interacted with is 16 + Cha modifier.
The use of this ability consumes two daily uses of the Illusion ability.

Tapestry of Fabrication (Sp): A 10th-level master illusionist with at least 16 ranks in Bluff or Disguise can reach into the mind of one target and control all of its sensory perceptions for 1 minute per class level. You weave an utterly believeable tapestry of illusion that you then plant within the target’s mind. A telepathic link gives you 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 you have no control of the target’s motor functions. The Will save DC to resist the illusion is 17 + Cha modifier.
This mind-affecting illusion ability has the [phantasm] descriptor, is the equivalent of a 7th level spell and functions as though cast by a sorcerer of your caster level.
The use of this ability consumes three daily uses of the Illusion ability.

Narrow Focus: You have learned to fashion your spells to mimic reality so perfectly that the more tangible magics become anathema to you. Conjuration, Evocation and Transmutation are forever considered barred schools for you. Previously learned spells from those schools can still be used.

Insidious Illusion: The spells and abilities at your disposal are virtually undetectable. Anyone employing a divination spell or effect versus one of your spells from the Illusion school or any ability granted by this class must succeed at a caster level check (DC = 15 + your caster level).

Mask Spell: To sustain the suspense of disbelief, you seek to conceal your spellcasting. From 2nd-level and onwards, when you cast any spell, you may substitute the verbal and somatic component of the spell with any words or gestures of your choice. Essentially, this means it is impossible to ascertain that you are casting a spell. You must succeed with a Bluff or Disguise check (whichever is greater) versus the Sense Motive or Spot checks of any onlookers in order to deceive them of the casting. Only upon a successful Sense Motive or Spot check can Spellcraft checks be made to identify the spell being cast.

Penumbral Mind (Ex): Your mind is as shadowy and elusive as is your magic. It is impossible to detect your alignment by means of Divination magic. This ability otherwise functions as the spell undetectable alignment, except it is always active.

Resistance to Illusions (Ex): Your experience with illusion magic has taught you how to avoid its consequences. At 4th level, you gain a +2 bonus on saving throws against all illusion spells and effects

Tenacious Illusion: The illusions at your disposal resist dispel attempts. The DC to dispel an illusion spell or effect of yours is increased by 4.

Doppelgänger (Su): The notion of identity dissolves as you assume faces and names based on convenience, and then discard them just as readily. You may, at will, change your appearance (as per the spell disguise self) and emulate any voice. Impersonating others has become so second nature to you that the new identity almost subsumes your own. When you impersonatee a particular individual, the normal Spot bonus granted to a viewer familiar with that person can be eliminated. This extends to all viewers.

No Delusions (Ex): The intricacy of appearance and mechanism of illusionary magic is transparent you. By the 6th level you have learned how to recognise such effects on first glance. You no longer need to interact with illusions to merit a saving throw; the simple act of observing an illusion is sufficient for you to attempt a save.

Shadow Navigator (Ex): From your manipulations of shadow magic, you have gained an understanding of the nature of shadows. When travelling on the Plane of Shadow, you move swifter than other shadow walkers, covering 14 miles for every 10 minutes moving in a particular direction, and you never risk getting lost. Furthermore, the natural hazards of the plane, such as shadow quakes, do not affect you, and shadow predators stay away. Finally, when stepping back onto the Material Plane, you end up exactly where intended.

Pernicious Illusion: Your illusions are almost unstoppable. When casting Illusion spells, you gain a +4 competence bonus to caster checks to defeat spell resistance. This benefit stacks with those from the Spell Penetration and Greater Spell Penetration feats.

Nowhere To Be Found (Ex): Beginning at 8th level, you enjoy the permanent benefits of a nondetection spell.

Shadowlord (Ex): The distinctions between truth and lie, fact and fiction, and reality and delusion become blurred as you weave delicate, insubstantial shadow into the most elaborate and credible of shapes. At 9th level, your spells and spell-like abilities with the [shadow] descriptor become 20% more real. This means that these effects are an additional 20% more likely to have an effect on disbelieving targets and deal 20% more damage.
A shadow-spell can never deal more than 100% of the damage of the simulated spell.

Apotheosis (Ex): At the pinnacle of your art, you command the perceptions of others like a hidden puppetteer, distilling from your spells and abilities the greatest effects with the least amounts of effort. Beginning at 10th level, whenever you use an illusion spell or ability, you use your character level as your caster level. Furthermore, you reduce the cost of applying metamagic feats to your illusion spells by one (to a minimum of the same level as the unmodified spell).


PLAYING A MASTER ILLUSIONIST
No one knows who you are, no one can find you no matter how hard they look, and when cornered, you are elusive and baffling; therein lies your power, in your talent for disguise and surreptitiousness. You are not as powerful as other mages insofar as raw, magical strength is concerned, but you have realised how narrow and incomplete that definition really is. The power you wield is of a more devious and subtle nature, and the cumulative consequences it can bring about far surpasses that of any mere magician.

Your skill is rare and the understanding you possess is disturbing and objectionable, hence the scarcity of master illusionists. There are no masters, no apprentices, and no guilds. Every Master illusionist learns his craft from contemplation and investigation of his skills and abilities, and inevitably is guided to the right path.

There are whispered rumours in the courts of mageguilds, and obscure passages in religious texts, of cabals of sorcerers who gather in dark places and conspire to bring about a new world. Like gods, they would dream of a reality consonant with their philosophies, and ensnare us in their world-shattering illusions.

Combat
In combat, your ability to discombobulate is your greatest boon. You can control the beliefs of your enemies, delude them into thinking they are in greater peril than they are, or more fatally, into thinking they are in no danger at all. Trickery and deception will bewilder your enemy, and in his confusion you can destroy him with shadows made real, and turn his own fears against him.

Advancement
Truth and reality, you have come to realise, are figments of the imagination. They are flawed abstractions of an existence that is intrinsically incomprehensible. This belief of yours is a great tool, one that can be used to further your goal. In order to wield your power most effectively, you must evangelise and convince others that their deep held opinions are false. This can be achieved by adding to their misinformation and misunderstanding.

Skills such as Disguise and Bluff allow you to misalign the perceptions of others and entangle them in the webs of lies that you can weave so expertly. Related skills of potential interest such as Diplomacy, Hide, Move Silently, Sense Motive and Perform (Act) can help you in this enterprise. Your feat and spell selection should also be designed with a goal in mind, be it deception or acting.

Resources
Since there is no organisation of likeminded, no place in which master illusionists congregate, you cannot hope to receive anything from others with similar skills such as your own. It is far likelier that other master illusionists would seek to better you, to ensnarle you in their own plots and schemes, in order to demonstrate their superiority over you.

Nevertheless, rumours persist of great and powerful groups of fanatical master illusionists whose intent is remake the world in their image. It is said that they monitor the world and wait patiently for the moment to strike, to forge a new existence from their own twisted imaginations. What is more, this cult (or cults) dislike competition that might interfere with their creation. If someone transgresses by attempting to fool one of the great Masters, one will be killed. This ensures that most master illusionists are careful in their dealings with mages who have similar talents as their own.

MASTER ILLUSIONISTS IN THE WORLD
“There are doppelgänger demons walking amongst us, creating false truths with which they seek to undermine Incorruptible Reality. They assault the very essence of our morality, society and divinty. The Gods will not tolerate their machinations much longer.”
— Kel-Rur, Uturian high priest.

Considering they can occupy almost any role in society, the true number of master illusionists is impossible to ascertain. Taking into account their disconnectedness and individualism, even the master illusionists themselves are unaware of how many magical architects of perception exist. These strange and inexplicable sorcerers add an element of ambivalence and intrigue to a campaign, in addition to new and more sophisticated uses of illusions.

Master illusionists are often shady characters, due to the necessity of deceit when dealing with illusions. Having realised the malleable nature of reality, master illusionists incline towards anarchy if not outright amorality. They see the world as a product of our collectively shared mass-delusion, and considering they possess the power to shape and form that perception, the more megalomaniacal of them often come to regard themselves as arbiters of reality, as gods of imagination.

Organisation
As stated earlier, master illusionists are primarily individualists, so they do not usually gather in groups or organisations. Regardless, master illusionists have no problems with ingratiating themselves into any other group of people, indeed, their range of abilities makes it extraordinarily easy to do so. It is not uncommon for master illusionists to travel with actors, diplomats or adventurers; people that could benefit from the master illusionist’s powers of deceptive appearances.

NPC Reactions
Master illusionists thrive in conspicuous anonymity. They wear a thousand faces and speak a with thousand voices, yet their own remain hidden and unknowable. Few people even know that master illusionists exist, however those with a smattering of arcane knowledge know that illusions have the power to bend reality and that some illusionists take it a step further.

Among bards, people with the talents of a master illusionist are legendary. The admiration that they enjoy is borne out of the ease with which they assume new identities, and the fantastic images they can show with their magic. They are also greatly feared and respected among spies and assassins, who view their gifts with a mixture of awe and terror. Mages are intrigued by the powers of the master illusionist, and are often willing to discuss with them the nature of their odd magic.

People of authority, such as religious and political leaders, are supremely mistrustful of master illusionists. The justification for their power is outright rejected by most master illusionists, who uphold the impermanence of all things. A master illusionist imperils the rule of the mighty, philosophically and sometimes practically, and are treated with contempt and caution.

MASTER ILLUSIONIST LORE
Characters with ranks in Knowledge (local) can research master illusionists to learn more about them. When a character succeeds on a skill check, the following lore is revealed, including the information from lower DCs.

DC 10: Master illusionists are actors who use special tricks in their performances.
DC 15: Leaders fear the master illusionists, because they question the validity of the rulers’ claim to power. Reality they say is a delusion, and truth does not exist.
DC 20: The magic of illusions employed by the master illusionists is so convincing that it seems perfectly real.
DC 25: Some master illusionists have convinced themselves that their imagination is real, and that their lies are true.
DC 30: Characters who achieve this level of success can learn important details about specific master illusionists in your campaign, including a notable individual and the title he goes by, the area in which he operates, and some of the personas he has assumed.

Master illusionists are extraordinarily difficult to find. PCs must trace their steps through the crimical underworld, the magic colleges, theatre houses, and the courts of kings and emperors. Should the PCs prove tenacious and interesting, the master illusionist might contact them, otherwise he will continue to elude them.

MASTER ILLUSIONISTS IN THE GAME
The master illusionist is ideally suited for players who are dissatisfied with playing regular spellcasters. Since the master illusionist eschews such powerful schools of magic such as Evocation and Conjuration, the player is forced to devise strategems that incorporate misapprehension and deception to get out of tricky situations. Illusions are versatile and powerful, but only if they remain inconspicuous and mysterious, and for a player that desires such an approach the master illusionist is perfect.

As an NPC, a master illusionist might be an actor or a spymaster in whose web of lies the players become entangled.

Adaptation
Flexibility is innate to the use of illusions, and the master illusionist is adaptible enough to fit many niches in a game world. Sinister leagues of mages might be in the employ of tyrants who use them to construct necessary illusions for the people to divert their attention from their suffering to more trivial things. Or master illusionists, being lords of lies, could be rebels who seek to free the people from the false reality of their subservience to a tyrant. In order to do this, they must infiltrate all levels of the society.


EPIC MASTER ILLUSIONIST
An epic master illusionist can forge the most convincing of illusions that can create, deceive or even kill.
Hit Die: d4
Skill Points at Each Additional Level: 4 + Int modifier
Spells: The master illusionist’s gains an additional caster level on every level. The master illusionist’s number of spells per day does not increase after 10th level. The master illusionist does not learn additional spells.
Illusion: The master illusionist gains no new illusion abilities from his Bluff or Disguise ranks. He gains an additional use of the ability every level.
Bonus Feats: The epic master illusionist gains a bonus feat every three levels higher than 10th (13th, 16th, and so on).

EPIC FEATS
Extra Illusions [Epic]
You can use your Illusions more often.
Prerequisites: Character level 21st, 11th level master illusionist.
Benefit: You gain three additional daily uses of your Illusion ability

Improved Illusion I [Epic]
You gain a powerful new Illusion.
Prerequisites: Tapestry of fabrication Illusion ability, Bluff or Disguise 24 ranks, 11th level master illusionist.
Benefit: You gain the following Illusion.
Conceal Group (Sp): A master illusionist with at least 24 ranks in Bluff or Disguise can turn entire groups of people invisible as per the spell mass invisibilty as cast by a sorcerer your caster level. The Will DC to resist the illusion once interacted with is 17 + Cha modifier.
The use of this ability consumes three daily uses of the Illusion ability.

Improved Illusion II [Epic]
You gain a powerful new Illusion.
Prerequisites: Improved Illusion I, Bluff or Disguise 27 ranks, 14th level master illusionist.
Benefit: You gain the following Illusion.
Cloak of Deception (Sp): A Master illusionist with at least 27 ranks in Bluff or Disguise can weave a powerful glamer to protect against scrying and direct observation, as per the spell screen as cast by a sorcerer of your caster level. The Will save DC to see through the illusion once interacted with is 18 + Cha modifier.
The use of this ability consumes four daily uses of the Illusion ability.

Improved Illusion III [Epic]
You gain a powerful new Illusion.
Prerequisites: Improved Illusion II, Bluff or Disguise 30 ranks, 17th level Master illusionist.
Benefit: You gain the following Illusion.
Phantasmagoria (Sp): A master illusionist with at leat 30 ranks in Bluff or Disguise can pinch off the consciousness of one or more creatures, re-wiring their senses back onto themselves, trapping them in the phantasmal worlds inside of their own heads. To the outside world, they appear to be catatonic, drooling and thrashing where they are and will die without food or care. When using this ability, you can choose to affect one or several targets. The range of this ability is 25 ft. + 5 ft./2 caster levels.
Single target: If phantasmagoria targets a single creature, that person is trapped inside of its own mind if it has 100 or fewer current hit points. The victim will live inside its fantasy until the time of its death.
Area effect: You can choose to affect all creatures within a 15 ft. radius sphere, sending them all into the same delusional world (in which the victims can interact). This version of phantasmagoria affects only creatures that currently have less than 30 hit points, to a total of 300 hit points. Creatures with the lowest amount of hit points are affected first. (Creatures with negative hit points count as having 0 hitpoints).
The second use of phantasmagoria on the same creatures reverses the effects. A wish or miracle spell can also bring the subjects back, as can a true resurrection spell (effectively, the victims of the ability are dead).
Augmentation: For every additional daily use of the Illusion ability you expend (to a maximum of 5), the number of individual and group hit points that can be affected by phantasmagoria increase with 10. For example, if 3 additional daily uses of the ability are expended, the single target version of this ability affects a creature that has 130 or fewer hit points, while the area effect version is usable against creatures that currently have less than 60 hit points, up to a total of 330 hit points.
This mind-affecting illusion ability has the [phantasm] descriptor, is the equivalent of a 9th level spell and functions as though cast by a sorcerer of your caster level.
The use of this ability consumes five daily uses of the Illusion ability.

Metamagic Illusion [Epic]
You can modify your illusions with metamagic feats.
Prerequisites: Character level 21st, 11th level master illusionist.
Benefit: By expending daily uses of your Illusion ability, you can augment your illusions with any metamagic feats you have. In order to apply a metamagic feat to a particular Illusion ability, you must expend a number of daily uses identical to the spell level adjustment of the metamagic feat in question, as modified by other abilities and feats such as Apotheosis and Improved Metamagic.
For example, Alimar the master illusionist wishes to apply the Quicken Spell feat to his tapestry of fabrication ability. A quickened spell occupies four spell slots above the level of the unmodified spell, and since Alimar has the Apotheosis ability this is lessened to three, thus he must expend a total of three daily uses of his Illusion ability in order to quicken his tapestry of fabrication in addition to the three uses it takes to power the ability in the first place.
Note, this feat in conjunction with the Apotheosis ability makes it possible to apply metamagic feats that only raise the spell level with one (such as the Extend Spell feat) at no cost for all Illusion abilities.
Daidalos

12-12-07, 09:44 PM
Shameless
:bump:
Half_Dragon_Infernal

02-28-08, 10:34 AM
Just read it over, and it sounds pretty good. I know this might be necro-posting, but I was looking for a good illusionist PrC. This will go perfect with my Gnome Illusionist. Too bad you ban conjuration and transmutation though. :(
Daidalos

03-01-08, 06:50 AM
Just read it over, and it sounds pretty good. I know this might be necro-posting, but I was looking for a good illusionist PrC. This will go perfect with my Gnome Illusionist. Too bad you ban conjuration and transmutation though. :(

Thanks for your reply (I don't mind the necro-posting at all!). Do you think the class's abilities a good enough to give up those schools?
Half_Dragon_Infernal

03-01-08, 09:54 PM
They are good enough to give up the schools. Its just that my favorite schools are Illusion and Conjuration.
DonThelonious

03-03-08, 01:59 AM
Your formatting... Your wording... Its all so beautiful and... and...:love: :weep:

Cool class by the way, and well worth the three lost caster levels, though the loss of conjuration hurts.
ciaran

03-04-08, 06:20 PM
Well done.
Toombs79

03-24-08, 04:50 PM
I thought this class was fantastic, better than some of the arcane PrCs in the books.

I disagree with those upset over losing conjuration, as the Master Illusionist gains Shadow Conjuration and the associated spells as class abilities. you don't really lose conjuration completley, it's just knocked down a level.

I thought eliminating those schools and three spell casting levels, it does turn out well and i'll likely ask to use it.
ramzca

03-27-08, 09:02 AM
:D Excellent! I had someone who wanted to use this yesterday. Great wording, great ideas, and some good balancing. As said before, this is better than some PrCs than the WotC have put out!

Although, you mis-spelled Organization. Heh
Daidalos

03-27-08, 05:40 PM
Thank you all for your kind words. I appreciate them.