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CopperElfCleric
2018-07-14, 09:05 PM
Curudin Ahmaquissar: "The Mischiefmaker of Luruar".

Male Trickster-Touched Moon Elf; CN Rogue 5/ Cleric 5/ Mischiefmaker 10/ Shadowtrick Priest 5 of Erevan Ilesere.

CR: 27; medium size humanoid (elf)(Native outsider- chaos)
HD: (25) 5d6+10, plus 5d8+10, plus 10d8+20, plus 5d8+10.
HP: 210 (285 with belt of magnificence +6).

Init: +8 (+14); Spd 60'.
AC: 27 (touch 23, Ff 21);
Attack: +29(35)/+24(30)/+19(25)/+14(20) melee main hand (1d8+8 plus 2d6 chaotic, plus 2d6 holy/ 17-20, +5 elven Holy, Anarchic, Vorpal longsword of Spell storing *Hidden Smile*)
Attack: +29(35)/+24(30)/+19(25)/+29(35) melee off hand (1d6+8 plus 2d6 chaotic, plus 2d6 holy/17-20, +5 elven Holy, Anarchic, spell-storing shortsword of speed *Little Sneak*)
Attack: +27(33)/+22(28)/+17(23)/+12(18) ranged (1d4+6 plus 1d6/1d10 icy burst/ 18-20, +3 icy burst daggers).
Sneak attack: 13d6 damage.
Turn/Destroy undead: As a level 25 Cleric.

SQ: Trickster-Touched abilities, spells, spell-like abilities, moon elf traits, rogue abilities, cleric abilities, mischiefmaker abilities, Shadowtrick Priest abilities.

Saves: Fort +12 (+15), Ref +24 (+30), Wil +22 (+25).
Abilities: (+6 Dex, +6 Int, +4 Cha from Trickster-Touched template.)
Str: 16. (22 with belt of magnificence +6).
Dex: 27. (39 with gloves of dexterity +6 and belt of magnificence +6).
Con: 15. (21 with belt of magnificence +6).
Int: 20. (26 with belt of magnificence +6).
Wis: 23. (29 with belt of magnificence +6).
Cha: 20. (26 with belt of magnificence +6).

Age: 212, Height: 6'5", Eyes: Blue, Hair: Short dark red, Skin: Pale white with icy blue tints.

Trickster-Touched abilities:
Detect Law, Detect Magic, Protection from Law, Change Self, Dimension Door, Blur, Mirror Image, Plane Shift, Displacement, Greater Blink, Cloak of Chaos, Trickster knowledge, Trickster feats.

Rogue abilities:
Sneak attack +13d6, Trapfinding, Evasion, Trap sense +1, Uncanny dodge.

Cleric abilities:
Chaotic Aura, Spells, Spontaneous Casting, Turn/Destroy Undead.

Mischiefmaker abilities:
Spells, Divine scoundrel, Granted domain, Mock law, Shadow trick, Side slip, Mask of mischief, Mischiefs' madness, Chaotic visions, Invisible thief, Tricky magic, Scoundrels' shadow.

Shadowtrick Priest abilities:
Spells, Expanded spell list, Consecrated deceiver, Granted domain, Surprise shadowcasting, Shadowself, Conceal shadowtricks, Mantle of shadows, Afraid of the shadows, Shadow shield, Bewildering shadows, Master of shadow deception, Powerful shadow tricks.

Skills: Appraise (10 ranks), Balance (20 ranks), Bluff (20 ranks), Climb (10 ranks), Concentration (20 ranks), Craft (10 ranks), Decipher Script (15 ranks), Diplomacy (15 ranks), Disable Device (25 ranks), Disguise (22 ranks), Escape Artist (30 ranks), Forgery (10 ranks), Gather Information (15 ranks), Handle Animal (10 ranks), Heal (20 ranks), Hide (35 ranks), Intimidate (20 ranks), Jump (10 ranks), Knowledge (Religion 15 ranks), Knowledge (Arcana 10 ranks), Knowledge (the Planes 10 ranks), Listen (15 ranks), Move Silently (35 ranks), Open Lock (25 ranks), Perform (Prank 10 ranks), Profession (), Search (20 ranks), Sense Motive (20 ranks), Sleight of Hand (20 ranks), Spellcraft (25 ranks), Spot (15 ranks), Tumble (10 ranks), Use Magic Device (10 ranks), Use Rope (10 ranks).

Skill Tricks: Acrobatic Backstab, Conceal Spellcasting, Escape Attack, False Theurgy, Hidden Blade, Quick Escape, Spot The Weak Point, Sudden Draw, Never Outnumbered, Swift Concentration, Twisted Charge, Walk The Walls, Second Impression.

Feats: Two-weapon fighting, Improved two-weapon fighting, Greater two-weapon fighting, Weapon finesse, Sacred Outlaw, Quick draw, Magical Fortune, Tempting Fate, Twin sword style, Freerunner.

Epic feats: Blinding speed (hasted for 5 rounds each day as free action), Epic speed (speed increases by 30 feet).

Special Qualities:
Moon elf racial traits: immune to magic sleep spells, +2 save vs. enchantment spells, low light vision, +2 bonus on listen, search, and spot checks.

Trickster-Touched racial traits: see below.

Cleric Spells per day: 6/8/8/7/7/7/7/5/5/5. Base DC = 16 +spell level. Deity: Erevan Ilesere. Domains: Trickery, Chaos, Luck, Elf. Caster Level: 20

Current Spells:
0 level- Light, Resistance, Create water, Guidance, Mending, Purify food and drink.

1st level- Divine favor, Grave strike, Light of Lunia, Net of shadows, Obscuring mist, Random action, Scramble true position, Shield of faith.

2nd level- Black karma curse, Darkbolt, Deific vengeance, Misdirection, Phantasmal assailant, Silence, Spell shield, Sun bolt.

3rd level- Anarchic storm, Abolish shadows, Deeper darkness, Displacement, Dispel magic, Rend Shadow Weave, Searing light.

4th level- Chaos hammer, Damning darkness, Greater invisibility, Phantasmal killer, Shadowblast, Shadow conjuration, Stars of Arvandos.

5th level- Crawling darkness, Dispel law, Doomtide, Flame strike, Greater command, Righteous Wrath of the Faithful, Shadow evocation.

6th level- Animate objects, Banishment, Blade barrier, Bolt of glory, Mislead, Opalescent Glare, Quickshift.

7th level - Fey ring, Greater shadow conjuration, Fortunate fate, Mass invisibility, Word of chaos.

8th level - Polymorph any object, Greater shadow evocation, Chain of chaos, Sunburst, Greater spell immunity.

9'th level: - End to strife, Righteous exile, Shades, Time stop, Weird.

Possessions: +5 elven Holy, Anarchic, Vorpal longsword of Spell storing (Hidden Smile), +5 elven Holy, Anarchic, spell-storing shortsword of speed (Little sneak), +3 ring of protection, Ring of Spellbattle, Greater Bag of Tricks (Tan), Bag of holding, Boots of elvenkind, Cloak of elvenkind, Gloves of dexterity +6, Amulet of natural armor +2, Vest of disguise, Belt of magnificence +6, +3 elven Deathward studded leather armor of proof against transmutation and enchantment, Four +2 daggers of Icy burst, Wand of Polymorph other (6'th level), Wand of Mage Armor (6'th level), Moonfire salve, Deck of Many Things, Pearl of Power 5, The Tricksters Lucky Dice (Treat as Rod of Wonder with endless charges). Earring of Haste (1/day caster level 15.)

Personal information:
Curudin was Trickster-Touched at birth and is usually found in Everlund when he is not adventuring, drinking and merrymaking at one of the three taverns that he owns, which are all fronts for his exclusively elven thieves guild known as "The Rogues of the Laughing Twilight." He has a snarky and jaded disposition, but is a champion of the elven people to a fault, as long as it serves his ends and goals. He thinks of himself first, his friends second, and the elven people third. Curudin is famous or infamous for his flighty pranks against authority, be they good or evil in heart. He is either loved or cursed by all those who meet him, and he and his guild are well known for stealing from the rich and powerful and giving back half of said riches to the common poor folk across the Silver Marches. With a cool, calculating mind and a wry outlook on life, Curudin manages his guild with efficiency and diplomacy. His thieves guild consists of specialists such as Assassins, Bards, Pick-Pockets, Swashbucklers, Mage-Killers, Shadow-Walkers, High structure acrobats, Shadow Mages, Temple Raiders, Bladesingers, Spellblades, Monks, Combat Tricksters, druids, Mountebanks, Shadow Lords, Arcane Archers and a plethora of other professions. His guild consists of 50 members currently in 1484 DR. All his guild members either worship or follow the dogma of the elven god Erevan Ilesere, and is actually a requirement to join the guild. Curudin is a true Charlatan, trickster and master of mischief, as well as a prized spy for Queen Amlaruil of Evermeet, of which he broke into her palace and stole a minor necklace at the age of 15 just to have an audience with her. Because of this, he was "exiled" from Evermeet forever and asked to be the ears and eyes of the Queen in Faerun, in which he plays his part as he sees fit. His first love is adventuring and the mischief, trickery and chaos he can cause along the way. Some friends and enemies who have known him would say that he bleeds chaos from his skin in writhing, multi-colored ribbons, and wears it like a cloak. For a detailed, ongoing story of Curudin's adventures and misadventures, click here http://forum.candlekeep.com/topic.asp?TOPIC_ID=21692

Prestige Classes:

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.

Divine Scoundrel:(Ex) At 1'st 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.

Granted Domain: At 1'st 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 domain’s list if they wish.

Mock Law:(Su) At 2'nd level, the MM gains a +4 divine bonus on saving throws against any spell with the law descriptor, as well as all compulsion spells and 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 Domains.

Shadow Trick:(Sp) Beginning at 3'rd 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. While your Shadow Trick is active, attacks against the Mischiefmaker have a miss chance equal to 15% + 5% per class level to a maximum of 65% at 10th level. 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.

Side Slip:(Su) At 4'th level, you become supernaturally elusive. Five times per day as an immediate action, you can transfer yourself from your current space to another up to 40 feet away. This ability otherwise works like the dimension door spell, except that you cannot transport other creatures with you.

Mask of Mischief:(Su) At 5'th level the Mischiefmaker is able to create a shimmering, midnight blue mask to form around her face as a free action. It does not impede your vision, cannot be physically removed, completely hides your features, and continuously grants Undetectable Alignment as the spell, as well as gaining a +5 competence bonus on saves against mind-affecting spells and abilities. In addition, the Mischiefmaker may cast Hideous Laughter and Irresistible Dance while wearing the Mask of Mischief one time a day each.

Mischiefs' Madness:(Sp) At 6'th level the divine power of your trickster deity causes your enemies to transform into what they each hate the most, suddenly turning against each other. You overlay phantasmal images over your enemies, making them appear to each other as loathsome and despicable, implanting an urge to kill and destroy the object of their ire. Orcs might see each other as elves or dwarves, demons might see angels, and so on. All subjects receive a Will save to see through the phantasm at a -4 penalty. Each individual failing its save turns on the closest ally and attacks for 1 round/ level, which then causes the spell to end for that attacker. It has a maximum range of 200 feet and affects 1 living creature/ Mischiefmaker level, none of which are more than 30' apart. This ability can be used a number of times a day equal to your Wis modifier

Chaotic Visions:(Sp) At 7'th level you channel mischievous divine energy to envelop your foe in sickened disorientation. This ability makes the world appear to be tossing and rippling in a nauseating chaotic manner. Unless the target makes a Willpower save the subject is sickened for 1 round/ per Mischiefmaker level and must make a Fortitude save or be nauseated. This saving throw must be repeated each round at a -4 penalty to the save. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a creature can take is a single move action per turn. This ability can be used a number of times a day equal to your Wis modifier.

Invisible Thief:(Su) Beginning at 8'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 :(Ex) At 9'th level once per day, the Mischiefmaker can add her Charisma Modifier as a luck bonus on the save DC of all spells you cast until the start of your next turn. In addition, any spell she casts from the Trickery, Chaos or Luck domain are maximized, as if they were under the effect of the Maximize Spell feat.

Scoundrel's Shadow:(Su) At 10'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
Level Attack Fort Ref Will Special Spellcasting
1st 0 0 2 2 Divine Scoundrel, Granted Domain +1 level of existing divine spellcasting class
2nd 1 0 3 3 Mock Law +1 level of existing divine spellcasting class
3rd 2 1 3 3 Shadow Trick +1 level of existing divine spellcasting class
4th 3 1 4 4 Side Slip +1 level of existing divine spellcasting class
5th 3 1 4 4 Mask of Mischief +1 level of existing divine spellcasting class
6th 4 2 5 5 Surprise Spells +1 level of existing divine spellcasting class
7th 5 2 5 5 Metamagic Trick +1 level of existing divine spellcasting class
8th 6 2 6 6 Inadvisable Thief +1 level of existing divine spellcasting class
9th 6 3 6 6 Tricky Magic +1 level of existing divine spellcasting class
10th 7 3 7 7 Scoundrels Shadow +1 level of existing divine spellcasting class




Shadowtrick Priest (specialty cleric of Erevan Ilesere)

Some Elven folk have always feared the starless night, barring themselves behind doors or comforting themselves with bonfires when the shadows grow long, rightfully wary of the creatures that prowl the darkness. Yet long ago, some Clerics of Erevan Ilesere learned that the best way to conquer an enemy in the shadows is to embrace it. These were the first Shadowtrick priests. As a specialty Cleric of Erevan Ilesere, you gain the innate ability to feel the divine connection of Trickery and Shadows. She uses the weave of Faerun to access the Plane of Shadow directly. She is intimately familiar with the shadows around her and her divine connection to Erevan Ilesere. Her innate ability with shadows and Trickery combine to grant her these special abilities. Shadowtrick priests exist in the boundary between light and darkness, where they weave together the shadows to become half-seen artists of deception. Your Trickery and Shadows are unequal as a Shadowtrick priest of Erevan Ilesere.

Hit Die: d8.

Requirements: To qualify to become a Shadowtrick priest, 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 10 ranks, Move silently 6 ranks, sleight of hand 5 ranks, Concentration 2 ranks, Spellcraft 5 ranks, Escape Artist 2 ranks.

Feats: Any Metamagic feat, Sacred Outlaw.

Spellcasting: Ability to cast 3'rd level Divine spells. Must have the Trickery domain or the Shadow domain.

Special: +2d6 Sneak attack ability. Must have Erevan Ilesere as a Patron Deity.

Class Skills: Bluff, Concentration, Diplomacy, Disable Device, Disguise, Forgery, Gather Information, Hide, Knowledge (arcana), Knowledge (local), Knowledge (religion), Knowledge (the planes), Listen, Move Silently, Open lock, Search, Sleight of Hand, Spellcraft, Spot.

Skill points at each level- 6 + Int mod.

Class Features: Weapon & Armor Proficiency: Shadowtrick priests are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. ST's are proficient with light armor, but not with shields.

Spells per day: A shadowtrick priests training focuses on divine magic. Thus, when a character gains a new level of STP, 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.

Expanded Spell List: Starting at first level and every level thereafter your deity grants you additional spells of trickery and shadows. Add the following spells to the spell list of one divine spellcasting class you posses levels in.
1: charm person, fengut, net of shadows
2: blur, invisibility, phantasmal assailant
3: displacement, abolish shadows, rend shadow weave
4: greater invisibility, phantasmal killer, shadow conjuration
5: false vision, seeming, shadow evocation
6: mislead, veil, shadow walk
7: mass invisibility, greater shadow conjuration, project alternate image
8: screen, scintillating pattern, greater shadow evocation
9: shades, stalking spell, weird

Consecrated Deceiver: At 1'st level the STP gains the ability to add her shadowtrick priest class levels to stack with her Sacred Outlaw feat. For example, a 5'th level cleric/ 3'rd level rogue/ 3'rd level shadowtrick priest Turns undead as a 11'th level cleric, and deals +6d6 points of damage on a successful sneak attack. Furthermore, if she also has the Divine Scoundrel class ability from the Mischiefmaker prestige class, then this ability also stacks with both of those.

Extra Granted Domain: At 1'st level, the STP gains access to one domain chosen from among those her deity offers, and with it the granted power of that domain. STP's who were once clerics essentially gain an extra domain this way and can prepare their domain spells at each level from the new domain’s list if they wish.

Surprise Shadowcasting:(Ex) At 2'nd level, whenever you catch an opponent flat-footed or denied their Dexterity bonus to AC (not simply flanked) and you cast a spell from the Expanded Spell list, the spell receives a +1 divine bonus to the DC for catching them off-guard. This bonus increases by 1 every three levels beyond 2'nd. (5th, 8th, etc).

Shadowself:(Sp) A 3'rd level shadowtrick priest can speak an incantation and nearby shadows gather together, assuming your approximate size and shape. You create a shadowy duplicate of yourself at a place you indicate within 50'. The shadow double attacks any adjacent target (regardless of the weapon it appears to wield), as you desire, starting in the round when you cast the spell. It attacks on your turn once each round, striking with an attack bonus equal to your base attack bonus + your Wis modifier. Each hit deals 1 point of Strength damage to the target. The first time a target is hit, it can attempt a Will save to disbelieve the effect; this negates the damage and renders it immune to further attacks by the shadow double. The shadow double occupies a space identical to yours. It is not incorporeal, and thus can't share a space with another creature or object. It can provide a flanking bonus against any creature that hasn't yet saved successfully against it. The shadow double can strike incorporeal creatures, but not ethereal creatures. Each round after the first, you can use a swift action to direct the shadow double to attack any other target. To attack this new target, the shadow double can move to any new legal space within 30 feet (it moves by instantaneous teleportation). If it is not commanded to switch targets, it continues to attack the same target. A shadow double can be attacked. It has an Armor Class equal to 10 + your size modifier + a deflection bonus equal to your Wis modifier, and has one-fifth of your full normal hit points. If the shadow double is reduced to 0 hit points, or if you create a second shadow double when the first still exists, the shadow double dissolves into mist. The Shadowself lasts 1 round/ STP level and can be used a number of times a day equal to your Wis modifier.

Conceal Shadowtricks:(Ex) At 4'th level you can cast a spell from the Expanded Spell List 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. Furthermore, if you successfully cast a concealed spell from the Expanded list you can immediately cast another spell as a free action or perform another standard action of your choice.

Mantle of Shadows:(Su) At 5'th level the shadowtrick priest is able to create a pitch black mantle of swirling shadows to form around her head and shoulders like a cloak as a free action. It cannot be physically removed, completely hides your features, and continuously grants Nondetection as the spell, plus the shadowtrick priest gains a superior form of darkvision with a 60-foot range. She can see through any form of normal or magical darkness without hindrance. In addition, she may cast Shadowspray and Friend to Foe while wearing the Mask of Shadows one time a day each.

Afraid of the Shadows:(Sp) At 6'th level the STP may draw forth a twisted reflection of your foe from the Plane of Shadow. The image unerringly touches the subject, causing Wisdom damage equal to 1d6 points +1 point per four caster levels (maximum +5). A Will saving throw halves the Wisdom damage. This ability takes one standard action.

Shadow Shield:(Sp) At 7'th level a STP can surround himself with a globe of blue-black force as a swift action. This shield of shadows functions like a shield spell, granting him a +4 shield bonus to AC and absorbing magic missiles cast at him. In addition, the shield also grants him spell resistance equal to 12 + his STP level, as if he were under the effect of a spell resistance spell. The STP may use a shadow shield for up to 2 rounds per caster level per day. This duration need not be consecutive and the STP may break it up into increments as small as 1 round if he so desires. Creating or dismissing the shadow shield is a swift action.

Bewildering Shadows:(Sp) At 8'th level You channel the mockery of your trickster deity to sow dissension among your opponents.
By using this ability, you cause the subjects to believe that two allies and two enemies have traded places.
The allies physically closest to the subject now seems to have the appearance, voice, clothing, and gear of its nearest enemies, and that enemy looks and sounds exactly like the subject's nearest ally.
Both the ally and the enemy must be within the effects range of 50 feet, and the effect ends immediately if either moves out of its range from you. The shadow illusion affects only the subject, and takes a standard action to cast. This spell like ability is cast at full character caster level and lasts 1 round/STP level. A will save negates the effects. This spell-like ability can be used a number of times a day equal to your WIS modifier.

Master of Shadow deception:(Ex) A 9'th level STP gains the ability to cast any spell from the Expanded Spell List as a free action after successfully dealing sneak attack damage. Additionally if she casts any spells from the Expanded Spell List with their normal casting time, they are automatically extended, as per the Extend spell feat.

Powerful Shadow Tricks:(Su) When a shadowtrick priest reaches 10'th level, the strength of the effects created by her shadow conjuration, shadow evocation, greater shadow conjuration, greater shadow evocation, and shades spells increases by 20%. That is, these spells are an additional 20% likely to affect disbelieving creatures and deal 20% more damage. As no shadow illusion is 100% real the percentage is capped at 99%.

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


Hit Die: d8
Level Attack Fort Ref Will Special Spellcasting
1st 0 0 2 2 Expanded spell list, Consecrated Deceiver, Granted Domain +1 level of existing divine spellcasting class
2nd 1 0 3 3 Surprise Shadowcasting +1 level of existing divine spellcasting class
3rd 2 1 3 3 Deceptive Weapon +1 level of existing divine spellcasting class
4th 3 1 4 4 Conceal Shadowtricks +1 level of existing divine spellcasting class
5th 3 1 4 4 Mask of Shadows +1 level of existing divine spellcasting class
6th 4 2 5 5 Afraid of the Shadows +1 level of existing divine spellcasting class
7th 5 2 5 5 Shadow Shield +1 level of existing divine spellcasting class
8th 6 2 6 6 Bewildering Shadows +1 level of existing divine spellcasting class
9th 6 3 6 6 Master of Shadow Deception +1 level of existing divine spellcasting class
10th 7 3 7 7 Powerful shadow Tricks +20% +1 level of existing divine spellcasting class




Templates:

Trickster-Touched

Level Abilities
1-2 Detect Law, Detect Magic 3/day, Dex +4, Int +4, Cha +4, A +4 racial bonus on Fortitude saving throws against poison, +4 racial bonus on Willpower saving throws against Enchantments and Illusions.
3-4 Protection from Law, Change Self 3/day.
5-6 Trickster Knowledge, Trickster Feats, Dex +2, Int +2.
7-8 Dimension Door 2/day.
9-10 Blur, Mirror Image 3/day.
11-12 Plane Shift 1/day.
13-14 Displacement 3/day.
15-16 Dimension Door, Greater Blink 3/day.
17-18 Cloak of chaos 2/day.
19+ Plane shift 3/day.

CREATING A TRICKSTER-TOUCHED CREATURE
“Trickster-touched” is an acquired template that can be added to any nonlawful, corporeal, living creature (referred to hereafter as the base creature).

Challenge Rating: Same as the base creature +2.

Level Adjustment: Same as the base creature +2.

Alignment: Trickster touched creatures are unpredictable and unconcerned with social conventions. The base creature’s alignment changes to chaotic, if it is not already.

Resist: Trickster-touched creatures are undaunted by poison or poison traps. The base creature gains a +4 racial bonus on Fortitude saving throws against poison.

Spell-like Abilities: Trickster-touched creatures can often sense the presence of too much order and structure, as well as magical auras. The base creature gains the ability to detect law or detect magic as the spells cast by a cleric of her character level in any combination a total of 3/day as well as Protection from Law, Change self, Dimension door, Blur, Mirror image, Displacement, Cloak of chaos and Plane shift as described above.

Abilities: Trickster-touched creatures are nimble, clever, and amiable. Increase from the base creature as follows: Dex +4, Int +4, Cha +4. If the base creature has 5 or more HD or levels or upon gaining 5 HD or levels, the base creature gains additional increases as follows: Dex +2, Int +2.

Special Qualities: Trickster Knowledge; Trickster-touched creatures seem unable to keep their noses out of trouble, and thus collect stray bits of lore from wherever their adventures take them on topics as varied as local personalities, the history and powers of artifacts, and the traits of monstrous races just as a bard can with bardic knowledge. This ability functions like the bardic knowledge class feature, except that the bonus for the check equals the Trickster-touched creature’s racial bonus + her Int modifier. Trickster-touched creatures have a base +1 racial bonus to their check, which increases by +1 for every 5 HD or class levels of the base creatures. This ability stacks with a bard’s bardic knowledge and similar abilities such as a Harper agent’s Harper knowledge or a loremaster’s lore class features.

Feats: Trickster-touched creatures seem to have an endless supply of tricks up their sleeves. If the base creature has 5 or more HD or levels or upon gaining 5 HD or levels, the base creature gains Cool Head CS, Freerunner CS, Sure Hand CS, or Sweet Talker CS as a bonus feat, regardless of whether or not the base creature meets the prerequisites for the feat. The base creature must still meet the prerequisites for its chosen bonus skill tricks.

Possessions: Trickster-touched creatures seem to come into treasure and wealth easily. The base creature adds +50% to the standard applicable treasure and/or NPC gear value of a creature of their HD and/or level. Player character’s beginning with this template gain this bonus to their character wealth at character creation, but do not gain future increases to their character wealth.

TRICKSTER-TOUCHED CREATURE LORE
Characters with ranks in Knowledge (religion) can learn more about Trickster-touched creatures. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

The base creature and its characteristics must be identified using the appropriate skill according to the base creature’s type.

Knowledge (Religion)
DC Result
15 This is a Trickster-touched creature, sprung of Erevan Ilesere, the elf god of mischief, change, and rogues. Erevan blesses his chosen with a kiss, which often takes the form of a tattoo of some kind on the body.

15 + CR Trickster-touched creatures can be of almost any kind, and they have greatly increased Dexterity, Intelligence, and Charisma. These creatures of chaos are adept at skill tricks.

20 + CR Trickster-touched creatures can sense the presence of law and order, as well as magic. They are highly resistant to poison.

25 + CR Trickster-touched creatures have a knack for getting their hands on treasure.

SAMPLE ENCOUNTERS
Trickster-touched creatures are nomads and adventurers. Although they often form temporary alliances and friendships, they are most often found alone, with rare exception.

ECOLOGY

Most Trickster-touched are humanoid creatures. The majority are elves, mostly moon, wood, and half-elves of various ancestries, but any and all subraces are possible, even drow—the Fey Jester relates to all of his kin, and is known for shifting his face and coloration to match any of them. Erevan has been known occasionally to favor aasimar and celadrin (see Dragon Magazine #350 [December 2006]), and a very few gnomes and halflings (though they are drawn to his fellow mischiefmakers Garl Glittergold and Brandobaris or Tymora, respectively) carry his mark. Trickster-touched humans have never been documented to exist—perhaps pure human blood cannot carry his brand of trickery. Non-humanoids have been known to bear Erevan’s mark, especially intelligent, witty creatures like certain dragons (particularly copper, crystal, faerie, mercury, pseudo-, and song dragons), fey of almost all sorts, and outsiders (particularly coures and other eladrin), though some magical beasts (particularly cooshee and tressym) and even raccoons (who are awakened in conjunction with the gift) have been blessed by the Trickster.

Environment: A Trickster-touched creature can be found in any climate and any terrain, though they are most commonly found in urban centers among others with whom they socialize, trifle, and sometimes victimize with a prank, theft, or worse.

Typical Physical Characteristics: A Trickster-touched creature is more lithe and beautiful than ordinary creatures of its kind. Erevan’s kiss almost always leaves a permanent magic tattoo (often but not always in the shape of his sigil) that may glow, tingle, or react in some way when touched or when the creatures uses its template-granted powers and abilities. (This mark has no game mechanics associated with it). Some Trickster-touched also manifest their “blessing” through other means, like a particular mannerism or laugh).

Alignment: Trickster-touched creatures are unpredictable in the extreme, and while prone to small kindnesses and rarely cruel, are far from paragons of virtue. Most Trickster-touched creatures are chaotic neutral, but some stay true to their good or even their evil roots, using their talents to further the cause of good in the Realms or indulging in spiteful and wicked pranks and deception.

SOCIETY
Erevan’s favor is as rare and unpredictable as he is, and not many of his “blessed” exist. Many communities, however, can tell a story of a special and particularly irascible child who caused quite a bit of chaos in youth—and in age, as well. In some of these cases, they have the Fey Jester to thank—or curse.

Trickster-touched creatures are noticeably different from others of their age. As children, they are smarter and faster, outwitting even the biggest bullies with a speed of thought that can only be (and is) a divine gift. They are also very, very glib, and rarely is a young trickster caught in a lie, even by the cleverest and canniest of adults. The Trickster-touched are prone to wanderlust and generally grow bored at how easily they dominate the world around them; therefore, they often leave home to travel far and wide, trying out their tricks and pranks on a diverse world. They tend to be loners, either by nature or by choice; misfortune and danger have a habit of following them and catching those others who get too close, all too often with disastrous consequences.

How the Fey Jester chooses creatures to bless as Trickster-touched is not known with any certainty—appropriate, for a being whose existence is defined by trickery. The Trickster-touched may carry a bit of divine blood in their veins, being the legacy of past dalliances, or they could be favored servants of former lovers, or their selection as Trickster-touched may have been entirely random and without (apparent) purpose. All that is known for certain about the Trickster-touched is that, once Erevan blesses them, their lives are never the same.

Some sages and learned scholars have theorized that Erevan creates these creatures in much the same way gods like Mystra and Bane create Chosen, but this seems to be patently inaccurate. The Trickster-touched do not carry any of Erevan’s personal divine power, and he seems to take only a passing interest in them—usually just the one moment in which he confers his mixed “blessing.” If indeed Erevan Ilesere has one or more Chosen, he has yet to reveal them.

TYPICAL TREASURE
Trickster-touched creatures have a knack for getting their hands on . . . stuff. Sometimes this is due to sticky fingers and, other times, their subtle manipulations of others to their best business advantage. Whatever the reason, Trickster-touched have +50 percent more treasure than standard for the creature’s Challenge Rating and/or level. This treasure can take almost any form, from valuable personal equipment and magic items to rich pieces of art and jewelry to valuable property and holdings.

TRICKSTER-TOUCHED CREATURES WITH CLASS LEVELS
The Trickster-touched’s skills and natural inclinations make them natural rogues, swashbucklers, bards, and scoundrels of every sort. They generally don’t view theft as wrongdoing—if one is clever enough to obtain something others think one shouldn’t, then one is entitled to keep it. They are drawn to luck featsCS and skill tricksCS and many take up the fortune’s friendCS or uncanny tricksterCS prestige classes. Some become capable wizards and sorcerers, and are drawn to prestige classes like the arcane trickster, magical tricksterCS and fatespinnerCAr. Some Trickster-touched pursue religious careers, and most are drawn (unsurprisingly) to Erevan Ilesere or other gods of chance and trickery. Martial-oriented classes tend to bore the Trickster-touched, who often see them as too serious to be pursued seriously, though they find comfort in the battle tricksterCS prestige class. Due to their chaotic nature, the Trickster-touched never pursue the path of the paladin or monk—any lawful vocation grates on their very being.

Level Adjustment: +2.

TRICKSTER-TOUCHED CREATURES IN FAERÛN
The Trickster-touched rarely captain industry or exercise political power—most are far too whimsical and prone to wanderlust to build the necessary capital. Thus, they are drawn to a life of random but thrilling danger and excitement, both for entertainment and for their own sanity: they often become adventurers.

The Trickster-touched often find themselves at odds with the lawful organizations of the world. Like their Seldarine patron, they are fickle and easily chafe under the weight of tradition and authority. Almost all Trickster-touched creatures encountered will be on the run from one bad situation or another, whether legal or romantic. The Trickster-touched are inherent loners—some are fine with this, while some become rather morose. Invariably, they fail at most attempts to start a family or even settle into a routine with friends or loved ones. Even if their tricks and pranks do not get them chased out of town, the call of the open road is one few of those who share the kiss of Erevan Ilesere can resist. Trickster-touched rarely get along together initially—they share too much, and each sees the loneliness in the other—but those who can avoid driving the other away with pranks and the constant game of one-upmanship often become fast and constant friends.

Outside these basic principles, the vocations and lifestyles of the Trickster-touched vary like the whims of their divine “patron.” At least one blubbery old merchant in Sembia—one Halifar the Haggler, a half-moon elf—uses his silver tongue and the smooth manner of speaking granted him by Erevan for his own benefit, and has amassed a not inconsiderable fortune in coin, gems, and land. At least one pirate lord in the Sea of Fallen Stars—the wood elf Felissan, who may be male or female (the stories are unclear on this point, and Felissan seems to dress radically differently for every raid)—is known to be Trickster-touched, bearing Erevan’s symbol across the whole of his (or her) back. (In truth, Felissan may or may not be a copper or song dragon—tales disagree on this point as well.) The affable and dexterous rake Mellart, a half-drow who haunts taverns up and down the Sword Coast, is said to laugh precisely like the Fey Jester. Even if one has never (knowingly) met Erevan, those with elf blood know the sound from dreams—it is for this reason Mellart always tells jests and never listens. Rashkatar Moridian, a sun elf warlock who serves Beshaba faithfully, is also Trickster-touched—the irises of his eyes are shaped like stars.

CopperElfCleric
2018-07-21, 08:07 AM
My longest running PC now. over 12 years of adventuring. :)

CopperElfCleric
2018-11-06, 05:14 PM
Curudin leveled up and I made the appropriate changes.

CopperElfCleric
2018-12-08, 06:01 PM
Curudin just gained another level last night, so I changed his stats to match that. Enjoy!

Lacuna Caster
2018-12-10, 02:01 PM
That's cool. So... are Mischiefmaker and Shadowtrick Priest both original classes?

CopperElfCleric
2018-12-10, 05:01 PM
That's cool. So... are Mischiefmaker and Shadowtrick Priest both original classes?

Yes. They are homebrew that I created and tested in game play time and time again. Revisions and re-vamped multiple times. lol. It fits well with the Forgotten realms game setting. Please feel free to use Curudin as a NPC in any campaign you may run.

CopperElfCleric
2019-05-13, 07:38 PM
He leveled up again and I made the appropriate changes.