Post by Zivix on Mar 24, 2013 14:49:37 GMT -5
Just wanted to throw this out there as a possible new prestige class. Made some changes to fit in Severall.
Divine Prankster
Requirements:
Skills: Bluff 8 ranks, Perform(comedy) 8 ranks, Sleight of Hand 8 ranks
Spells: Able to cast 2nd level divine spells
Special: The character must have access to the Trickery domain
Class Skills:
Bluff(Cha), Concentration(Con), Diplomacy(Cha), Escape Artist(Dex), Forgery(Int), Gather Information(Cha), Heal(Wis), Hide(Dex), Knowledge(religion)(Int), Listen(Wis), Perform(Cha), Search(Int), Sense Motive(Wis), Sleight of Hand(Dex), Spot(Wis)
Skill points at each level: 6+Int modifier
Class Abilities:
Level 1: BAB +0, Fort +0, Ref +2. Will +2
Comedic Performance, Inspire Courage +1
Spells +1 level of existing class
Level 2: BAB +1, Fort +0, Ref +3, Will +3
Infuse Figment
Spells +1 level of existing class
Level 3: BAB +1, Fort +1, Ref +3, Will +3
Disguise Spell (somatic)
Spells +1 level of existing class
Level 4: BAB +2, Fort +1, Ref +4, Will +4
Spells +1 level of existing class
Level 5: BAB +2, Fort +1, Ref +4, Will +4
Enrage Enemies
Spells +1 level of existing class
Level 6: BAB +3, Fort +2, Ref +5, Will +5
Spells +1 level of existing class
Level 7: BAB +3, Fort +2, Ref +5, Will +5
Zigzag
Spells +1 level of existing class
Level 8: BAB +4, Fort +2, Ref +6, Will +6
Spells +1 level of existing class
Level 9: BAB +4, Fort +3, Ref +6, Will +6
Disguise Spell (verbal)
Spells +1 level of existing class
Level 10: BAB +5, Fort +3, Ref +7, Will +7
The Killing Joke
Spells +1 level of existing class
Spells per day/Spells known:A divine prankster gets spells known and spells per day as if he had gained a level in a spellcasting class to which he belonged before adding the prestige class. If he had more than one spellcasting class he must choose which class gets the increased level.
Comedic Performance: Once per day per class level a divine prankster can use comedy to produce magical effects on those around him. Each ability requires a minimum Divine Prankster level and some require a minimum number of ranks in Perform(comedy). Divine Prankster levels and Bard levels stack in determining the number of times per day that comedic performance can be used.
Inspire Courage: As the bard ability of the same name, except that the Divine Prankster's bonus never goes beyond +1 unless the ability is also gained from another class (such as bard). He can then add all the levels that grant the ability and use the chart on PH p.27 to determine the bonus.
Enrage Enemies: A Divine Prankster of 5th level or higher and at least 13 ranks in Perform(comedy) can use his comedy to enrage one or more creatures. The Prankster must be able to see the targets, be within 90 feet, and the targets must be able to see and hear him. The distraction of nearby combat or danger grants the target(s) a +4 to their Will save. The Prankster can target one creature per three class levels. To use this ability, the Prankster makes a Perform(comedy) check. His check result is the DC for the will save against this ability. If a creature make the save, the Prankster cannot target this creature again for 24 hours. If the save fails, the creature becomes focused on the Divine Prankster and must make melee attacks against him or attempt to close if melee is not possible. If the creature can't attack the Prankster, its stands in place screaming in futile anger. Enraged foes get a +2 morale bonus to hit and damage the Prankster, but suffer a -4 penalty to AC. The effect lasts as long as the Prankster concentrates, up to one round per class level. The effect is broken if the Prankster of his allies attack the target. Also, an ally of the target may attempt to snap them out of it with a standard action, giving them a new save with a +2 bonus. This is an enchantment(charm), mind affecting ability.
The Killing Joke: A 10th level Prankster with 18 or more ranks in Perform(comedy) learns the secret of the Killing Joke. He must be able to concentrate and perform for three consecutive rounds to set up a Killing Joke. He must be able to see his victim, and the victim must be able to see, hear, and understand the Prankster. During the first round, the performance is seen as annoying but harmless prattle, In the second round, the victim or victim's companions can attempt a Sense Motive opposed by the Prankster's Perform(comedy) check to see the potential danger in the act. A target who renders himself unable to hear the prankster, or whose allies can do so for him, typically requiring a standard action that does not provoke attacks of opportunity unless moving out of or into a threatened area is required, is immune to the effect. After the third round, the victim instantly dies unless he succeeds on a Will save (DC 10 + the Divine Prankster's level + the Divine Prankster's Cha modifier). Killing Joke is an enchantment(compulsion), language dependent, mind-affecting ability.
Infuse Figment:Beginning at 2nd level, the divine prankster can spend a turn undead attempt to infuse his illusion(figment) spells with extra realism. Doing this increases the save DC by 10 to recognize the illusion. This boost lasts for 1 hour or until the spell duration has elapsed.
Disguise Spell:From 3rd level on the Prankster can disguise the somatic component of his spells. He must still gesture, but these gestures appear to have no relation to casting a spell. This ability increases the DC to recognize the spell with a Spellcraft check by 5. At 9th level and higher, the Prankster also learns to disguise the verbal component of his spells. He must still speak to cast spells, but can work the verbal component into normal conversation or any form of vocal communication. This increases the DC to recognize the spell by 5 and if the check fails by 5 or more, the identifying character misidentifies the spell. These two abilities can be used in conjunction to give a +10 DC to spellcraft checks. They do not, however, make the spells easier to cast or eliminate attacks of opportunity for spellcasting.
Zigzag:At 7th level or higher, a Divine Prankster can deceive opponents into wasting their attacks. Once per round when taking an action that provokes an attack of opportunity, he can make a Bluff check as a free action. The Divine Prankster can then use the result of this Bluff check as his AC against any attacks of opportunity incurred by his action
Divine Prankster
Requirements:
Skills: Bluff 8 ranks, Perform(comedy) 8 ranks, Sleight of Hand 8 ranks
Spells: Able to cast 2nd level divine spells
Special: The character must have access to the Trickery domain
Class Skills:
Bluff(Cha), Concentration(Con), Diplomacy(Cha), Escape Artist(Dex), Forgery(Int), Gather Information(Cha), Heal(Wis), Hide(Dex), Knowledge(religion)(Int), Listen(Wis), Perform(Cha), Search(Int), Sense Motive(Wis), Sleight of Hand(Dex), Spot(Wis)
Skill points at each level: 6+Int modifier
Class Abilities:
Level 1: BAB +0, Fort +0, Ref +2. Will +2
Comedic Performance, Inspire Courage +1
Spells +1 level of existing class
Level 2: BAB +1, Fort +0, Ref +3, Will +3
Infuse Figment
Spells +1 level of existing class
Level 3: BAB +1, Fort +1, Ref +3, Will +3
Disguise Spell (somatic)
Spells +1 level of existing class
Level 4: BAB +2, Fort +1, Ref +4, Will +4
Spells +1 level of existing class
Level 5: BAB +2, Fort +1, Ref +4, Will +4
Enrage Enemies
Spells +1 level of existing class
Level 6: BAB +3, Fort +2, Ref +5, Will +5
Spells +1 level of existing class
Level 7: BAB +3, Fort +2, Ref +5, Will +5
Zigzag
Spells +1 level of existing class
Level 8: BAB +4, Fort +2, Ref +6, Will +6
Spells +1 level of existing class
Level 9: BAB +4, Fort +3, Ref +6, Will +6
Disguise Spell (verbal)
Spells +1 level of existing class
Level 10: BAB +5, Fort +3, Ref +7, Will +7
The Killing Joke
Spells +1 level of existing class
Spells per day/Spells known:A divine prankster gets spells known and spells per day as if he had gained a level in a spellcasting class to which he belonged before adding the prestige class. If he had more than one spellcasting class he must choose which class gets the increased level.
Comedic Performance: Once per day per class level a divine prankster can use comedy to produce magical effects on those around him. Each ability requires a minimum Divine Prankster level and some require a minimum number of ranks in Perform(comedy). Divine Prankster levels and Bard levels stack in determining the number of times per day that comedic performance can be used.
Inspire Courage: As the bard ability of the same name, except that the Divine Prankster's bonus never goes beyond +1 unless the ability is also gained from another class (such as bard). He can then add all the levels that grant the ability and use the chart on PH p.27 to determine the bonus.
Enrage Enemies: A Divine Prankster of 5th level or higher and at least 13 ranks in Perform(comedy) can use his comedy to enrage one or more creatures. The Prankster must be able to see the targets, be within 90 feet, and the targets must be able to see and hear him. The distraction of nearby combat or danger grants the target(s) a +4 to their Will save. The Prankster can target one creature per three class levels. To use this ability, the Prankster makes a Perform(comedy) check. His check result is the DC for the will save against this ability. If a creature make the save, the Prankster cannot target this creature again for 24 hours. If the save fails, the creature becomes focused on the Divine Prankster and must make melee attacks against him or attempt to close if melee is not possible. If the creature can't attack the Prankster, its stands in place screaming in futile anger. Enraged foes get a +2 morale bonus to hit and damage the Prankster, but suffer a -4 penalty to AC. The effect lasts as long as the Prankster concentrates, up to one round per class level. The effect is broken if the Prankster of his allies attack the target. Also, an ally of the target may attempt to snap them out of it with a standard action, giving them a new save with a +2 bonus. This is an enchantment(charm), mind affecting ability.
The Killing Joke: A 10th level Prankster with 18 or more ranks in Perform(comedy) learns the secret of the Killing Joke. He must be able to concentrate and perform for three consecutive rounds to set up a Killing Joke. He must be able to see his victim, and the victim must be able to see, hear, and understand the Prankster. During the first round, the performance is seen as annoying but harmless prattle, In the second round, the victim or victim's companions can attempt a Sense Motive opposed by the Prankster's Perform(comedy) check to see the potential danger in the act. A target who renders himself unable to hear the prankster, or whose allies can do so for him, typically requiring a standard action that does not provoke attacks of opportunity unless moving out of or into a threatened area is required, is immune to the effect. After the third round, the victim instantly dies unless he succeeds on a Will save (DC 10 + the Divine Prankster's level + the Divine Prankster's Cha modifier). Killing Joke is an enchantment(compulsion), language dependent, mind-affecting ability.
Infuse Figment:Beginning at 2nd level, the divine prankster can spend a turn undead attempt to infuse his illusion(figment) spells with extra realism. Doing this increases the save DC by 10 to recognize the illusion. This boost lasts for 1 hour or until the spell duration has elapsed.
Disguise Spell:From 3rd level on the Prankster can disguise the somatic component of his spells. He must still gesture, but these gestures appear to have no relation to casting a spell. This ability increases the DC to recognize the spell with a Spellcraft check by 5. At 9th level and higher, the Prankster also learns to disguise the verbal component of his spells. He must still speak to cast spells, but can work the verbal component into normal conversation or any form of vocal communication. This increases the DC to recognize the spell by 5 and if the check fails by 5 or more, the identifying character misidentifies the spell. These two abilities can be used in conjunction to give a +10 DC to spellcraft checks. They do not, however, make the spells easier to cast or eliminate attacks of opportunity for spellcasting.
Zigzag:At 7th level or higher, a Divine Prankster can deceive opponents into wasting their attacks. Once per round when taking an action that provokes an attack of opportunity, he can make a Bluff check as a free action. The Divine Prankster can then use the result of this Bluff check as his AC against any attacks of opportunity incurred by his action