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CopperElfCleric
2017-01-26, 05:06 PM
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, Escape Artist 2 ranks.

Feats: Any Metamagic feat, Sacred Outlaw.

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 are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. MM's are proficient with light armor, but not with shields.

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.

Bonus Metamagic Feat: At 1'st level, you gain a bonus metamagic feat for which you meet the prerequisite.

Shadow Trick: At 2'nd level, once a day you can call forth the power of shadow, enveloping yourself in a clinging, concealing shroud of darkness. While this spell-like ability is in effect, you gain a number of benefits. The shadows wrapping your form grant you a +4 competence bonus on Escape Artist, Hide, and Move Silently checks. Your shadowy form also provides you with concealment. This shadowy concealment is not negated by a see invisibility spell, but a true seeing spell counteracts the effect. Standing within the radius of a daylight spell or in bright natural sunlight temporarily suppresses the concealment effect. In addition, if you have 5 ranks in Escape Artist, you can attempt to slip through a solid object or barrier up to 5 feet thick with a DC 20 Escape Artist check, though doing this ends the spell as soon as the attempt is completed (regardless of success). If you have 10 ranks in Escape Artist, you can attempt to pass through an object or barrier up to 10 feet thick. If you have 15 ranks in Escape Artist, you can attempt to pass through a barrier composed of magical force (or similar magical obstacles). This ability lasts 1 minute/ level of MM class, and requires 1 standard action to use.

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 spellís effective level. The spell slot adjustment of the metamagic feat canít exceed four.

Granted Domain: At 3'rd level the MM gains access to one domain chosen from among those her deity offers, and with it the granted power of that domain. Mischiefmakers who were once clerics essentially gain a third domain this way and can prepare their domain spells at each level from the new domainís list if they wish.

Divine Scoundrel (su): At 3'rd level the MM gains the ability to add her Mischiefmaker class levels to stack with her Sacred Outlaw feat. For example, a 5'th level cleric/ 3'rd level rogue/ 3'rd level Mischiefmaker Turns undead as a 11'th level cleric, and deals +6d6 points of damage on a successful sneak attack.

Invisible Thief (Su): At 4'th level, the MM can become invisible, as if under the effects of greater invisibility, as a free action. She can remain invisible for a number of rounds per day equal to her MM level. Her caster level for this effect is equal to her full character caster level. These rounds need not be consecutive.

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.

Scoundrels Shadow : At 5'th level the MM has mastered the art of Trickery and Divine spells. The MM can become incorporeal once per day. A MM can remain incorporeal for a number of rounds equal to 5 + her Wis Mod. 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)



The Mischiefmaker TABLE 1:1

Base
Attack
Level Bonus Fort Ref Will Special Spellcasting
1st +0 +0 +2 +2 Mock Law, +1 spellcasting level
Bonus Metamagic Feat
2nd +1 +0 +3 +3 Shadow Trick, +1 spellcasting level
Metamagic Trick
3rd +2 +1 +3 +3 Granted Domain, +1 spellcasting level
Divine Scoundrel
4th +3 +2 +4 +4 Tricky Magic, +1 spellcasting level
Invisible Thief
5th +3 +1 +4 +4 Scoundrels Shadow +1 spellcasting level



All comments and critique are welcome,

CEC

The Viscount
2017-01-26, 05:22 PM
I'll begin by saying that there's a homebrew subforum that would likely give you better feedback.

Wildnerness Lore is Survival in 3.5. In terms of balance I think you're in a very safe range, you could probably even get away with advancing turning if you wanted. In terms of entry I think 2d6 sneak attack seems a little harsh, especially for an ingredient that only advances 1 more die. Cutting it down to 1d6 as a prereq would make entry simpler, and they'd still have to dip rogue for all of those skills. Overall I think the class is pretty neat, I could see someone playing it.

CopperElfCleric
2017-01-26, 05:52 PM
Thank you very much Viscount. Advanced Turning? Is that a feat of some sort?

johnbragg
2017-01-26, 08:38 PM
Thank you very much Viscount. Advanced Turning? Is that a feat of some sort?

No, he's saying that it would be okay for the Mischiefmaker to add MM levels to cleric levels for Turn Undead checks.

WbtE
2017-01-26, 09:01 PM
Weapon & Armor Proficiency: Mischiefmaker's gain no proficiency with small or light weapons.

I don't quite follow. Is this a typo?

CopperElfCleric
2017-01-26, 10:56 PM
No, he's saying that it would be okay for the Mischiefmaker to add MM levels to cleric levels for Turn Undead checks.

Thank you. That actually sounds like it fits pretty good for this class.

CopperElfCleric
2017-01-26, 11:22 PM
Should I place Advanced Turning before Scoundrels Shadow at 5'th level? So it's 2 class abilities for each of the 5 levels?

Buufreak
2017-01-27, 08:54 AM
Should I place Advanced Turning before Scoundrels Shadow at 5'th level? So it's 2 class abilities for each of the 5 levels?

In table, it should simply read "Turn Undead," while in the ability breakdown, it should say something along the lines of "beginning at (whatever level you want it to kick in), a Mischiefmaker can turn or rebuke as a cleric of equal level. If they already can turn or rebuke undead, then Mischiefmaker levels stack with cleric levels for determining turning checks."

I'm AWB at the moment, but that is roughly what any class that "advances turning" has written.

CopperElfCleric
2017-01-27, 11:27 AM
In table, it should simply read "Turn Undead," while in the ability breakdown, it should say something along the lines of "beginning at (whatever level you want it to kick in), a Mischiefmaker can turn or rebuke as a cleric of equal level. If they already can turn or rebuke undead, then Mischiefmaker levels stack with cleric levels for determining turning checks."

I'm AWB at the moment, but that is roughly what any class that "advances turning" has written.

That's pretty much along the lines of what I was thinking. Thank you. Also... I was wondering if I should give him a second class ability at 5'th level sort of like the Sacred Outlaw feat, where his MM levels stack with his Cleric levels for turning checks and also stack with his Rogue levels for Sneak attack damage. But I don't know if that is too powerful or how to word it.

tantric
2017-01-27, 03:38 PM
i've been GURPS for 20yrs, this is the first time i actually want to dnd! it'd be like playing me.

CopperElfCleric
2017-01-27, 05:16 PM
i've been GURPS for 20yrs, this is the first time i actually want to dnd! it'd be like playing me.

I'm so glad you like it. Thank you very much!

CEC

CopperElfCleric
2017-01-28, 09:58 AM
Thinking of a class ability at 3'rd level to replace Sneak attack. Something along the lines of the Sacred Outlaw feat, that stacks with said feat giving him/her full character level sneak attack and Turn undead. Does that make sense?

CopperElfCleric
2017-01-29, 10:08 AM
Any ideas anyone?

CopperElfCleric
2017-02-09, 10:30 AM
Thinking of a class ability at 3'rd level to replace Sneak attack. Something along the lines of the Sacred Outlaw feat, that stacks with said feat giving him/her full character level sneak attack and Turn undead. Does that make sense?

Anyone have any ideas for a class ability like this?

CopperElfCleric
2017-02-12, 04:28 PM
I don't quite follow. Is this a typo?

Thank you, it's been cleared up. Any other critiques are welcomed.

Darth Ultron
2017-02-12, 06:55 PM
Thank you, it's been cleared up. Any other critiques are welcomed.

Ah, much better then the ''shadowlord'' a page back. And maybe you looked at the Ye Old Mischiefmaker of Erevan Ilesere from 2e?

But it still feels too ''boring combat class'' and not enough ''crazy trickery class''. Like in combat would you want someone to say ''wow, cool combo ability that did damage to some foes'' or more ''woah...oh..my gosh that was so weird and off the wall and crazy...and you won the Fight too while I was laughing and confused .''

Mock Law: Er, ''luck'' and ''trickery'' are not spell descriptors. Unless you were trying to say ''when casting spells of (this) domain. Though the big problem is most of the Luck and Trickery spells don't even use a DC so this is a bit of a waste.

Bonus Metamagic Feat: a bit generic and very ''boring combat''. I'd put Box Jump here.

Hole Hop[Su): At 1'st level A Mischiefmaker of Erevan Ilesere can travel by holes or containers as if by Divine means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with a hole or inside a container . They can jump up to a total of 20 feet per class level per day in this way. This amount can be split up among many jumps, but each jump, no matter how small, counts as a 10-foot increment.

Shadow Trick: Just fine as is

Metamagic Trick: Er, more boring generic combat. Trickester blur works good here.

Tricksters Blur (Su): At 2nd level, they gain an unusual defense. Due to her innate connection to Trickery as long as they have concealment illusions cloak his every movement, conferring the benefits of a blur spell. They can choose to activate or end this effect as a free action. This supernatural ability is always active and is cast at full divine caster level.

Granted Domain: Again, more boring generic combat and fuel for munchkins

Surprise Self(Su) Once per day, As per Alter Self and the type can be your own or animals of your size or one size smaller.

Sneak Attack Again, boring.

Sudden Pounce (Ex): At 4th level, a they learns how to use her mastery of Trickery to act swiftly. Any time he uses an ability, spell, or effect with the teleportation descriptor (for example, his hole hop ability), he may execute a full round action upon completion of the teleportation.

Invisible Thief (Su): Make it a swift action and one minute a level

Tricky Magic (su): Looks ok,

Scoundrels Shadow : ok

And for five more levels, I can think of more.....

Animated object playground...animate all unattended objects to cause mischievous pranks

Surprise Shape it include Fey and then Polymorph.

Uncontrolable laughter over and area

Dance the spell.

CopperElfCleric
2017-02-15, 12:22 PM
I don't know if some of those ideas you presented fit any better than the class abilities I had already given in first post. But I do appreciate the input. Thank you.

CEC

Darth Ultron
2017-02-16, 08:25 PM
I don't know if some of those ideas you presented fit any better than the class abilities I had already given in first post. But I do appreciate the input. Thank you.

CEC

It all depends on your point of view.

Your going for ''trickster'' as ''anything I want for the class'', such as metamagic that has nothing what so ever to do with any sort of ''trick''.

I'm going for ''trickster'' as doing sneaky, tricky like things.

Mine is teleporting out of a box and surprising a foe in a unique way that no other class can do....yours just gets metamagic feats and sneak attack like other classes.

But it's all your point of view.

CopperElfCleric
2017-02-16, 09:31 PM
It all depends on your point of view.

Your going for ''trickster'' as ''anything I want for the class'', such as metamagic that has nothing what so ever to do with any sort of ''trick''.

I'm going for ''trickster'' as doing sneaky, tricky like things.

Mine is teleporting out of a box and surprising a foe in a unique way that no other class can do....yours just gets metamagic feats and sneak attack like other classes.

But it's all your point of view.

I absolutely disagree. What if there is no box to teleport out of? What if there is no box to teleport into? It's a very limited ability to Dimension-Door into and out of a box. Metamagic is just a feat, and it's up to the PC to utilize the feat in a ingenious way. I can think of 4 different tricky ways off the top of my head on how to use a Metamagic feat. If you compare all my class abilities to your ideas and suggestions, it's obvious my class abilities are WAY more mischief and trickery oriented than yours are. Plus... My class abilities are FAR more than just metamagic feats and sneak attack, lol. I don't think you have played scoundrel, rogue type characters often or much at all. Or maybe you just don't understand just who Erevan Ilesere is.

CEC

CopperElfCleric
2017-02-20, 10:06 AM
This PrC played very well at the game table last night.

CopperElfCleric
2017-02-25, 07:26 PM
Well, it seems that everyone who has played the PrC likes it very much. What do you guys think??

CopperElfCleric
2017-03-06, 07:07 PM
I re-vamped the class skills