Author Topic: Mystic Prestidigitator [3.5, PrC]  (Read 1492 times)

Offline Arz

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Mystic Prestidigitator [3.5, PrC]
« on: June 06, 2013, 04:55:44 PM »

MYSTIC PRESTIDIGITATOR

I don't need a test to work high sorcery. I can handle it. ...wow...uhm...oops.
-Chad Lightester, Kender Mystic Handler

   You learn through adroit hand manipulation how to steal more mystic energy in exchange for a lower personal pool of such energy. You were exposed or studied more than mortal magic and have learned some secrets of mystic manipulation.

BECOMING A MYSTIC PRESTIDIGITATOR
   You started as a Hellbreaker, Spellthief, or Ur-Priest. You might have even mastered another arcane discipline while practising your petty larceny.

 ENTRY REQUIREMENTS
   : Steal Spell-like ability
   : 8 ranks in Sleight of Hand

Class Skills
 The Mystic Prestidigitator's class skills Appraise, Bluff, Concentration, Disable Device, Disguise, Forgery, Gather Information, Hide, Knowledge, Listen, Martial Lore, Move Silently, Open Lock, Search, Sleight of Hand, Spellcraft, Spot, Truespeech, Tumble, and Use Magic Device.

Skills Points at Each Level : 6 + int

Hit Dice: d6



Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+0+0+0+2Improved Caster Level, Spell Knowledge, Stolen Brokerage
2nd+1+0+0+3Steal Charge
3rd+2+1+1+3Sneak Attack +1d6
4th+3+1+1+4Steal Curse
5th+3++1+4Steal Imbuement
6th+4+2+2+5Sneak Attack +2d6
7th+5+2+2+5Steal Spell Resistance
8th+6+2+2+6Steal Supernatural Ability
9th+6+3+3+6Sneak Attack +3d6
10th+7+3+3+7Steal Area

Improved Caster Level (ex): You add your class level to the caster level in another spellcasting class to determine the effective spellcasting level. If the character had more than one spellcasting class the player must decide to which class to add each level for this purpose.

Spell Knowledge (ex): Upon gaining a new level in this class you gain two new spells known. These spells known can be of any level you can steal through class abilities. The selection can be from any one spellcasting list you may access. If the character had more than one spellcasting class the player must decide from which spell list to choose at each level for this purpose.

Stolen Brokerage (ex): You add your class level to those class abilities which allow you to steal or absorb abilities for advancement and level based effects. Conversely, you add those classes levels to this one for its level based effects to steal and absorb abilities.

Steal Charge (Su): Beginning at 2nd level, you can steal a charge or use per day from a worn or held magical item. When you use one of your other steal class abilities you can make a successful DC 25 sleight of hand check to gain a single charge or use from a magical item. If the target is willing, you can steal a charge or use with a touch as a standard action.
   You can choose the charge or use to steal; otherwise, the DM chooses the ability at random. You can’t steal a charge or use if its caster level exceeds your class level + charisma modifier. The item may not be activated for 1 minute after a charge has been stolen from it.
   After stealing a charge or use, you may activate it on a subsequent turn. The charge or use is treated as if activated by you including any necessary Use Magic Device checks necessary to emulate conditions of the item. Alternately if the charge has a spell level equivalent you can use it to cast any known spell of equal or lesser level (effectively giving you one free use of a known spell). You must use the charge within 1 hour of stealing it; otherwise the energy returns to the item from which it was stolen.
   At any one time, you can possess a maximum number of charges equal to half your class level. You may not steal any charges in excess of this limit but the item can be suppressed for 1 minute per class level.
   
Steal Curse (Su): At 4th level, when you steal or absorb a cursed effect with your class abilities you may reflect it upon another target within 30’ as an immediate action.

Steal Imbuement (Su): At 5th level, you can steal an ability from a worn or held magical item. When you use one of your other steal class abilities you can make a successful DC 30 sleight of hand check to gain the effect of a single magical item affecting the target. If the target is willing, you can steal a magical item effect with a touch as a standard action.
   You can choose magical item effect to steal; otherwise, the DM chooses the ability at random. You can’t steal a magical item effect if its caster level exceeds your class level + charisma modifier. Nor may you steal an item’s unused charges or uses per day for its activation.
Upon stealing a magical item effect you gain the stolen effect (and the original creature loses that effect) for 1 minute per class level (or until the effect’s duration expires, whichever comes first). If the magical item effect’s duration hasn’t expired by this time it returns to the item from which it was stolen.
   You can steal the effect only if it could be active on him. Alternately you may attempt Use Magic Device checks to emulate the necessary conditions. If the you try to steal the effect of an item not allowed to him, the effect is still suppressed on its bearer for 1 minute per class level.

Sneak Attack (Ex): You deal extra damage when you are flanking an opponent or at any time when a target would be denied its Dexterity bonus to AC. This extra damage applies to ranged attacks only if a target is within 30 feet. (See the rogue class feature, PH 50). This extra damage is +1d6 at 3rd level, and increases to +2d6 at 6th, and +3d6 at 9th level. If you have levels in another class that grants sneak attack damage, the extra damage stacks.

Steal Spell Resistance (Su): Beginning at 7th level, you can use a sneak attack to steal some or all of a creature’s spell resistance. When you hit an opponent with a sneak attack, you can choose to forgo 2d6 dice of sneak attack damage and reduce the target’s spell resistance by 5. You gain spell resistance equal to 5 + class level (up to a maximum value of the target creature’s original spell resistance). If the target is willing, you can steal spell resistance with a touch as a standard action (you do not need to damage a willing target).
   The stolen spell resistance benefits you for 1 minute and then returns to the target creature. If the spell resistance derives from a temporary effect (such as a spell), the stolen spell resistance disappears when the effect elapses. You can’t use this ability on the same creature again until the stolen spell resistance returns or elapses.

Steal Supernatural Ability (Su): From 8th level on, you can steal supernatural abilities. If you hit an opponent with a sneak attack, you can choose to forgo 2d6 dice of sneak attack damage and instead gain one use of one of the target’s supernatural abilities. If the target is willing, you can steal a supernatural ability with a touch as a standard action (you do not need to damage a willing target).
   This supernatural ability can originate from the target’s class, race, template, or any other source, and can be of any spell level up to a maximum of 1/3 your class level. You can select a specific supernatural ability to borrow; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or you can’t steal the ability. If the target can’t use its ability (such as a summoned devil’s summon ability), you can’t steal it. If you steal and use an ability with limited uses per day, your use of the ability also counts as one use for the target creature.
   You can use a stolen supernatural ability once. For all purposes (caster level, save DC, and so on), treat the supernatural ability as if the creature whose ability you stole were using it. You must use the stolen supernatural ability within 1 minute of acquiring it, or it is lost. Until you use the ability (or until 1 minute elapses), the target cannot use the stolen ability.

Steal Area (Su): At 10th level, if you are within an area of effect ability when cast you may retarget it as an immediate action. To steal the area you must make a class level check against a DC of 10 + it’s caster level. If you succeed, you may retarget the ability within its limits as long as you possess line of sight to its caster.

PLAYING A MYSTIC PRESTIDIGITATOR
 Brief description on how to play the class you are designing.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

MYSTIC PRESTIDIGITATOR IN THE WORLD
Where'd my f-f-f-fireball go?
-Fizban
A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Zagyg had many assistants to manage his madness and one might even have taken care of a spell or two. It was long ago, so who now has the truth of it?
 Organizations: Any cult or guild might have a member of this class working within it covertly or otherwise. Mystic Prestidigitators like to surround themselves with magic they can borrow in a pinch. Even taking menial bureucratic roles could serve to get closer to a font of magic.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

MYSTIC PRESTIDIGITATOR IN THE GAME
 Magic has a history of going wild when too concentrated. Mayhaps Mystic Prestidigitators have encouraged or taken advantage of this trend in subtle ways.
 Adaptation: You could introduce this class to stem the tide of high powered magic by having Mystic Prestidigitators leech magic from established nations, religions, or guilds.
 Encounters: Even your friendly alchemist might be a Mystic Prestidigitator borrowing your magic to brew a best selling potion.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 8: As a leader of a growing cult Pemaaru lures mystics into the mysteries of her cult. The cult members work towards bringing down all boundaries to the outer madness by sacrifing its magics to Pemaaru and there lives to the eaters. Those not enticed are led to ruins outside of Patrahk'n for the undiscovered seeds of magic therein. Alternately this cult could be working to suppress magic so that the outer madness can't enter the world.

Pemaaru
CE/Female/Daelkyr-Halfblood/Spt5/MP3
Init +2, Senses: Listen +3, Spot +0, darkvision
Languages Common, Daelkyr
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AC 19, touch 12, flat-footed 17 (+5 armor, +2 dex, +2 shield)
hp 60 (8 HD)
Fort +4, Ref +4, Will +8 
------------------------------------------------
Speed  30 ft. (6 squares)
Melee dagger +9/+4 (1d3-1; 19-20)
Base Atk +6, Grp +5
Atk Options symbionts
Combat Gear
Spells Prepared CL5; 1st-1-Ebon Eyes, Persistent Blade, Shock and Awe, Sniper’s Shot; 2nd--Alter Self; 3rd--Phantasmal Strangler, Unluck; 4th--Greater Mirror Image, Shadow Conjuration
Supernatural Abilities 3/day-Detect Magic, Spellgrace +1, Steal Spell(0-4th), Steal Spell Effect (CL11), Steal Energy Resistance 10, Steal Spell-like (2nd), Steal Charge (CL11),
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Abilities Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 16
SQ Personal Symbiont, Unbalanced Mind (Will 17), Sneak Attack+3d6, Trapfinding
Feats Symbiont Mastery,Godsblood Spelltheft(Domination), Darkstalker, Craven, Leadership
Skills Bluff +14, Decipher Script +6, Hide +19, Knowledge(arcana) +6, Knowledge(local) +2, Move Silently +18, Sleight of Hand +21, Spellcraft +8, Tumble +7, Use Magic Device +14
Possessions


EPIC MYSTIC PRESTIDIGITATOR

Hit Die: d6
Skills Points at Each  Level : 6 + int
Sneak Attack Increases by one die at 12th level and every 3rd level thereafter.
All others Progress based on class level.
Bonus Feats: The Epic Mystic Prestidigitator gains a Bonus Feat every 3 levels higher than 10th

« Last Edit: June 15, 2013, 04:23:02 PM by Arz »