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Author Topic: [3.5] Indigo Trickster - An Illusion-y Arcane Fighter Base Class  (Read 2208 times)
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Dralnu
Ring-Tailed Lemur
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Posts: 36


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« on: June 19, 2011, 11:36:05 PM »

Indigo Trickster

"Are you sure you want to attack me, and not the 'me' over there?" - An illusory duplicate of Ezreal Drillun, an indigo trickster.

Indigo Tricksters combine skill, arcane magic, and deadly fighting technique to catch their opponents off-balance and capitalize their foes' lapse in defense to deliver a deadly flurry of blows. Indigo Tricksters love the challenges that adventure brings, and they relish finding unique and inventive ways to use their abilities. Their cunning use of illusion magic sets their opponents up, only to knock them down with a devastating onslaught of steel and arcane might.

GAME RULE INFORMATION
Indigo Tricksters have the following game statistics.
Abilities: High Dexterity is most important for an indigo trickster, as the AC, Initiative, and Reflex boosts all greatly synergize with class abilities. A good Intelligence makes your invocations harder to resist and also improves your AC. As usual, good Constitution greatly helps an otherwise squishy melee class.
Alignment: Any
Hit Die: d8
Starting Age: As rogue.
Starting Gold: As rogue.

Class Skills
The Indigo Trickster's class skills (and the key ability for each skill) are: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

INDIGO TRICKSTER

LevelBABFortRefWillSpecial
Invocations Known
1st+1+0+2+0Arcane Surge, Invocation (least), Quick To Act +1
1
2nd+2+0+3+0AC Bonus
2
3rd+3+1+3+1Two-Weapon Fighting
3
4th+4+1+4+1Lowered Guard -1
4
5th+5+1+4+1Arcane Fission, Quick To Act +2
4
6th+6/+1+2+5+2New Invocation (least or lesser), Improved Two-Weapon Fighting
5
7th+7/+2+2+5+2Trickster's Savvy, Evasion
6
8th+8/+3+2+6+2Lowered Guard -2
7
9th+9/+4+3+6+3Uncanny Agility
8
10th+10/+5+3+7+3Quick To Act +3
8
11th+11/+6/+1+3+7+3New Invocation (least, lesser, or greater), Greater Two-Weapon Fighting
9
12th+12/+7/+2+4+8+4Lowered Guard -3
10
13th+13/+8/+3+4+8+4Impenetrable Illusions
11
14th+14/+9/+4+4+9+4Improved Evasion
12
15th+15/+10/+5+5+9+5Quick To Act +4
12
16th+16/+11/+6/+1+5+10+5New Invocation (least, lesser, greater, or dark), Lowered Guard -4
13
17th+17/+12/+7/+2+5+10+5Supreme Two-Weapon Fighting
14
18th+18/+13/+8/+3+6+11+6Unseen Steps
15
19th+19/+14/+9/+4+6+11+6Arcane Alarcity
16
20th+20/+15/+10/+5+6+12+6Limit Break, Lowered Guard -5
16

CLASS FEATURES
All of the following are class features of the Indigo Trickster:

Weapon and Armor Proficiencies: As an indigo trickster, you are proficient with simple weapons, martial melee weapons (including those that can be used as thrown weapons), and light armor, but not with shields.

Invocations: You do not prepare or cast spells as other wielders of arcane magic do. Instead, you possess a repertoire of arcane-based attacks, defenses, and abilities known as invocations. You can use any invocation that you know at will. Unlike the invocations wielded by the warlock or dragonfire adept, your indigo trickster invocations are considered supernatural abilities unless otherwise noted in their description. They are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

The save DC for an invocation (if it allows a save) is 10 + half your class level + your Intelligence modifier. Your caster level with invocations is equal to your class level. Each invocation has a spell level equal to half your class level.

The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. You begin with knowledge of one invocation, which must be of the lowest grade (least). As you gain levels in this class, you learn new invocations, as summarized on the Table and described below. A list of available invocations, along with their complete descriptions, can be found in the post following this class description.

At any level when you learn a new invocation, you can also replace an invocation you already know with another invocation of the same or a lower grade. At 6th level, you can replace a least invocation you know with a different least invocation. At 11th level, you can replace a least or lesser invocation you know with another invocation of the same or a lower grade. At 16th level, a you can replace a least, lesser, or greater invocation you know with another invocation of the same or a lower grade.

Arcane Surge: The faint blue glow surrounding your weapons begin to grow larger and brighter with each successful strike. As your weapons become engulfed with arcane energy, you suck in the power from them to fuel your devastating attack.

Some of the invocations have two versions: a regular form and a stronger "surge" version. The surge version of an invocation costs a number of surge points to use and adds an extra effect to the invocation. Invocations with a surge cost of X require that you spend a minimum of 1 surge point to activate.

You acquire a surge point with each successful attack that you make with a melee or thrown weapon, which you can then use to fuel your surge invocations. These points are stored until you either expend them or until the end of the encounter. The maximum number of surge points that you can store at a time is one per class level. Surge points disappear after five minutes.

Example: Ezreal is a level 6 indigo trickster and is fighting an orc. He is currently storing 4 surge points. He makes makes a full attack with two daggers against an orc. Three attacks hit, earning him 3 surge points, but he can only store up to 6 points at a time, so he only gains 2 to bring him to 6.

Quick To Act (Ex): You gain a +1 bonus on initiative checks. This bonus increases by 1 at 5th, 10th, and 15th level.

AC Bonus: Starting at 2nd level, you can add your Intelligence modifier as a bonus to Armor Class, so long as you wear light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.

Two-Weapon Fighting (Ex): The path of the indigo tempest teaches how to effectively wield two weapons at once. At 3rd level, you gain Two-Weapon Fighting as a bonus feat even if you do not qualify for the feat. If you already have Two-Weapon Fighting, you may take a feat listed as a fighter bonus feat, so long as you meet all the prerequisites for that feat.

At 6th level, you gain Improved Two-Weapon Fighting as a bonus feat even if you do not qualify for the feat.

At 11th level, you gain Greater Two-Weapon Fighting as a bonus feat even if you do not qualify for the feat.

Lowered Guard (Ex): Cracks in your enemies' defenses appear when you surprise them, which you and your allies can further exploit. Starting at level 4, Enemies that are denied their dexterity bonus by you take a -1 penalty to their AC until the beginning of your next turn. This penalty increases by 1 at level 8, 12, 16, and 20.

Arcane Fission (Su): Your battle-focused arcane abilities allow you to wield your favored weapon in both hands by splitting it into two identical weapons. At level 5, if you're holding a melee or ranged weapon in one hand and nothing in an empty hand, you may create a duplicate of the weapon that forms in your empty hand. This duplicate is made of pure arcane energy but otherwise acts identically like the original weapon, including any enchantments and effects the original weapon has except for any limited use abilities. The weapon is treated as a light weapon when wielded in your off hand. The duplicate weapon dissolves into nothing if it's not in your hand by the end of your round, or immediately if anyone else holds it. Creating a duplicate weapon is a free action.

Trickster's Savvy (Ex): Starting a 7th level, your class level is equivalent to a rogue's for determining whether or not you can flank a creature with the Improved Uncanny Dodge ability (see barbarian PHB p26).

Evasion (Ex): At 7th level, you can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Uncanny Agility (Ex): Beginning at 9th level, you may spend 2 surge points to take an additional swift or immediate action. You may only use this ability once per round.

Impenetrable Illusions (Su): At 13th level, you've developed such skill with the arcane arts that it's nearly impossible to detect your invocations with divination magic. When anyone employs a divination spell, spell-like ability, or magic item (such as detect magic) that may detect the magical aura of one of your invocations, the wielder must make a character level check (DC 11 + your class level) to successfully detect your invocations. Similarly, anyone attempting to use a divination such as see invisibility to reveal the effects of one of your invocations must make a level check to reveal your spell's effects. The divination user can only check once for each diviniation spell used, no matter how many of your invocations are operating in an area.

Improved Evasion (Ex): From 14th level on, you gain the benefit of improved evasion. You still take no damage if you make a successful Reflex save against an attack, and even if you fail the Reflex save, you take only half damage from the attack. If you are helpless, you do not gain the benefit of improved evasion.

Supreme Two-Weapon Fighting (Ex): Beginning at 17th level, you've reached the pinnacle of two-weapon fighting. You get a fourth attack with your offhand weapon, albeit at a -15 penalty.

Unseen Steps (Ex): As you near the end of your path, your arcane magics become so seamlessly tied to your fighting style that the mundane has become magic. Starting at 18th level, for every two successful attacks that you make in a round, you may teleport yourself 5 feet in any direction as by greater teleport at the end of the attack.

Arcane Alarcity (Su): Beginning at 19th level, you learn that energy and speed are one in the same, and apply that knowledge to your invocations. By spending an amount of surge points dependent on the invocation's grade, you may change the invocation's casting time to a free action. Least cost 4, Lesser 8, Greater 12, and Dark 16.

Limit Break (Ex): At 20th level, you can supercharge your nerves with arcane power, allowing you to react at unthinkable speed. You may activate this ability to take additional swift or immediate actions this round. The first additional swift or immediate action costs 2 surge points, with a cumulative cost of 1 surge point per further use of this ability (3 surge points for the second swift immediate action, 4 for the third, etc.).  You may only use this ability once per encounter.


MULTICLASS CHARACTERS
You may benefit from prestige classes in the same manner as warlocks. Taking levels in a prestige class that have have “+1 level of existing arcane spellcasting class” or “+1 level of existing spellcasting class” grants new invocations known and an increased caster level when using your invocations as though you had gained a level in the indigo trickster class. You do not, however, gain any other indigo trickster class abilities.

You cannot qualify for prestige classes with spellcasting level requirements, as you never actually learns to cast spells. However, prestige classes with caster level requirements are well suited to you. Your caster level for your invocations fulfills this requirement.

Even when you gain levels in a different class, the amount of Arcane Surge points that you can hold grows larger. Determine the maximum number of Arcane Surge points that you can hold at a time by adding your indigo trickster levels + 1/2 your levels in all other classes.




Designer's Notes:
I'm aiming for low/mid tier 3 twf'ing base class. From the standard dual shortswords to the multiple dagger thrower, I feel dual-wielders shouldn't have to jump through so many hoops just to be somewhat comparable to the guy wielding a greatsword.

As it stands, Two Weapon Fighting is almost always a worse option than Two-Handed Weapons. I wanted to fix that by addressing what I feel are key problems with the fighting style:
1) Way too feat intensive. Power Attack > TWF + ITWF + GTWF and is less stat-intensive while doing it. So I made those feats free.
2) You have to pay double for magic weapons. You only invest in one two-handed weapon but you gotta pay for both of those one-handed weapons. So I made the second one free.
3) No incentive to go for two-weapon fighting. Almost nothing out there encourages it, aside from some sneak attack builds that end up being subpar anyway. So I added a mechanic that promotes hitting a lot.

My second goal was to make a fun, fluid class that had interesting abilities which synergized well with each other. A common theme that I've come up with is "Denied Dexterity bonus to AC." This element is keyed to many abilities of the class. The Indigo base classes are basically fighters wielding "blue magic" from Magic the Gathering. They specialize in trickery, and they gain power over opponents when they fall into their traps.

The classes that I mostly compared with were the Duskblade, Warlock, and ToB classes. I immediately knew that I wanted this class to have more invocations known than a warlock -- the base warlock class just has too few currently, as most would agree (though the warlock still has an overall better selection). I didn't want to outdamage a Duskblade, and indeed the Trickster will not do that, as any Duskblade with Power Attack and Arcane Strike will prove. Finally, ToB classes are, generally speaking, have more powerful tools at their disposal for pure combat. In addition, they all hold qualities that the Trickster cannot surpass: Crusader will always be the better tank, Warblade will always be the better damage dealer, and the Swordsage will always be more versatile. On the other hand, the Trickster brings utility abilities that ToB classes cannot replicate. In short, the Trickster is meant to be roughly on par with the ToB classes -- more on the low-end (Swordsage) than the high-end (Warblade) -- but not surpass them.

Credits:
The image for this class is adapted from Amaranth - Commission by shirotsuki. All credit goes to her for this excellent image.

I used DragoonWrath's excellent Invoker class invocation table for the formatting, and used his new invocation, Falling Dream (though I swapped it to Greater Invocation instead of Lesser).

Sample Playtest:
You can check it out here.

Tips And Tricks:
- The feats Indigo Aptitude (new feat) and Extra Invocation (Complete Arcane) can greatly boost your versatility
- At the beginning of combat, enemies are flat-footed until their turn, so if you're before your target's initiative you can Indigo Jaunt to them
- Phantom Assailant only disappears when it successfully attacks, so you can choose for it not to attack immediately for different results
- Invocations like Bait n' Switch and Arcane Detonation (and combinations thereof) are begging to be used creatively for great results!
- Arcane Detonation can explode any figment you create, including Silent Image


Feats

Indigo Aptitude
You learn an additional least invocation.
Prerequisite: Ability to use least invocations.
Benefit: You learn one additional least invocation from the list available to you.
Special: You can gain this feat multiple times. Each time, you gain an extra least invocation.


Sample Encounter

Indigo Tricksters can be encountered anywhere, but are more likely to be found in large cities where their impressive stealth abilities can be used to great effect.

EL 9: The thief known as Ezreal plagues the wealthy and powerful citizens of Free City. It's rumored that there is no building that he cannot break into and, though many have tried, he can never be caught. His affiliation with the local thieves' guild has made the guild powerful players on the scene, with almost everyone paying them for "protection insurance."

Ezreal
Human Indigo Trickster 9
CN Medium Humanoid
Hit Dice: 9d8+18 (58hp)
Initiative: +9 (+3 DEX +2 Quick to Act, +4 Improved Initiative)
Speed: 30 ft
Armour Class: 22 (+3 Dex, +6 armor, +3 AC Bonus), touch 16, flat-footed 19
Base Attack Bonus/Grapple: +9/+11
Attack: +1 scimitar +12 (1d6+3, 18-20/x2)
Full Attack: +1 scimitar +10/+5 (1d6+3, 18-20/x2) and +1 scimitar +10/+5 (1d6+3, 18-20/x2)
Ranged Full Attack: +1 dart +11/+6 (1d4+3, x2) and +1 dart +11/+6 (1d4+3, x2)
Space/Reach: 5 ft/5 ft
Special Qualities: Invocations, AC Bonus, Quick to Act +2, Evasion, Lowered Guard -2, Arcane Fission, Uncanny Agility
Saves: Fort +5, Ref +9, Will +2
Abilities: Str 14, Dex 16, Con 14, Int 16, Wis 8, Cha 8 (28pb)
Skills: Bluff +4, Concentration +7, Disable Device +15, Escape Artist +8, Gather Information +4, Hide +15, Knowledge (arcana) +8, Knowledge (local) +8, Listen +11, Move Silently +15, Open Lock +6, Search +8, Sense Motive +4, Spellcraft +8, Spot +11, and Tumble +15
Feats: Improved Initiative (human), Indigo Aptitude (1), Quick Draw (3), Two Weapon Fighting (indigo trickster), Extra Invocation (6), Improved Two Weapon Fighting (indigo trickster), Extra Invocation (9)  
Treasure: +1 scimitar, +1 mithril breastplate, +1 darts (x50)

Invocation list: Least: 7 Lesser: 4 (DC 17 for all)

Least: Rogue's Cunning, Indigo Jaunt, Indigo Spark, Blur, See the Unseen, Sudden Opportunity, Silent Image

Lesser: Arcane Detonation, Bait n' Switch, Crashing Wave, Phantom Duo

Tactics:
Ezreal pre-buffs with Blur if given the opportunity. He prefers to ambush his target if possible, employing his impressive stealth skills to gain a surprise round.

Getting off full attacks for surge points is the name of the game. Ezreal usually starts combat with Sudden Opportunity activated if the target is denied their DEX (for example, if they haven't acted yet) and Crashing Wave for a pouncing full attack. If that's not possible, he'll use Indigo Jaunt to get a full attack off. If he has surge points available, he uses a surge'd Phantom Duo and move them adjacent to other opponents but not immediately attack (delaying until right before it expires works best).

Ezreal makes liberal use of Bait n' Switch to keep opponents guessing on his true location, to avoid attacks against him as an immediate action, or to get beside a target for a full attack. Whenever an opponent attacks one of his figments he'll try to punish it with an Arcane Detonation.
« Last Edit: September 18, 2011, 04:48:44 PM by Dralnu » Logged
Dralnu
Ring-Tailed Lemur
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Posts: 36


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« Reply #1 on: June 19, 2011, 11:41:35 PM »

Invocations:

Invocation List
1 Originally printed as a Warlock Invocation in Complete Arcane.
2 Originally printed as a Warlock Invocation in Complete Mage.
3 Originally printed as a Warlock Invocation in Dragon Magic.
4 Originally printed as a Dragonfire Adept Invocation in Dragon Magic.
N New Invocation described below.

Least Invocations
  • All-Seeing Eyes2 - As Comprehend Languages on written material, plus bonus on Search and Spot checks.
  • Aquatic Adaptation4 - Breathe underwater; gain swim speed.
  • Arcane Knowledge4 (as Draconic Knowledge) - Gain bonus on Knowledge and Spellcraft checks.
  • Arcane Surprise[/i]N - Detonate an attacked figment, anyone caught in radius is denied Dexterity bonus.
  • Beguiling Influence1, 4 - Gain bonus on Bluff, Diplomacy, and Intimidate checks.
  • BlurN - Gain Blur, as the spell.
  • Cat BurglarN - Use Dispel Ward, Instant Locksmith, Instant Search, and Spontaneous Search, as the spells.
  • DistractionN - Use Distract, Distract Assailant, and Distracting Ray, as the spells.
  • Go When I Tell YouN - Use Incite, Inhibit, and Shock and Awe, as the spells.
  • Indigo JauntN - Appear adjacent to a target that is denied their Dexterity bonus as a swift action.
  • Indigo SparkN - Your attacks deal extra damage until end of turn.
  • Leaps and Bounds1 - Gain bonus on Balance, Jump, and Tumble checks.
  • Magic Insight4 - Use Detect Magic and Identify as the spells.
  • Make Your Own Luck1 (as Dark One's Own Luck) - Gain a luck bonus on one type of saves.
  • MisleadN - Use Cloak Pool, Discolor Pool, Dead End, and Remove Scent, as the spells.
  • Phantom AssailantN - Illusory double appears, target denied Dexterity bonus if successfully attacked.
  • Rogue's CunningN - Permanently gain Trapfinding ability and Disable Device as a class skill.
  • Rogue's GuileN - Use Accelerated Movement, Cheat, Insightful Feint, and Sticky Fingers, as the spells.
  • See the Unseen1, 4 - Gain See Invisibility, as the spell, and darkvision.
  • Silent ImageN - Use Silent Image, as the spell.
  • Stop Hitting YourselfN - Use Backbiter, Backlash, and Slapping Hand, as the spells.
  • Trick of the EyeN - Instantly swap positions with ally or figment as standard or swift action.
Lesser Invocations
  • Arcane DetonationN - Detonate an attacked figment, anyone caught in radius is denied Dexterity bonus and dealt damage.
  • Bait n' SwitchN - Instantly swap positions with ally or figment as a swift or immediate action.
  • Charm1, 4 - Cause a single creature to regard you as a friend.
  • Cheat GravityN - Use False Gravity as the spell.
  • Crashing WaveN - Gain Pounce as part of a charge.
  • DecoysN - Use Mirror Image, as the spell, except shorter duration and fewer figments.
  • DeflectionN - Gain AC bonus against a single attack.
  • DisappearN - Use Invisibility, as the spell, or its swift version.
  • Find the GapN - Your attacks are resolved as touch attacks until end of turn.
  • Fleeting TargetN - Use Displacement, as the spell.
  • Flee the Scene1 - Use short-range Dimension Door as the spell, and leave behind a major image.
  • Fool You TwiceN - Use Explosive Runes, Illusory Script, Magic Aura, and Misdirection, as the spells.
  • Indigo FlameN - Your attacks deal extra damage until end of turn.
  • Indigo StrideN - Appear adjacent to a target that is denied their Dexterity bonus as a swift action.
  • Major ImageN - Use Major Image, as the spell.
  • Master of DisguiseN - Use Disguise Self and Tongues, as the spells.
  • Mind TrickeryN - Use Delusions of Grandeur, Mindless Rage, Entice Gift, and Miser's Envy, as the spells.
  • Phantom DuoN - Two illusory doubles appear, target denied Dexterity bonus if successfully attacked.
  • Rogue's PrecisionN - Gain +1d6 sneak attack dice.
  • Voidsense1, 4 - Gain blindsense 30 feet.
Greater Invocations
  • Dispelling VeilN - Use Wall of Dispel Magic as the spell.
  • Falling DreamN - Use Illusory Pit, as the spell.
  • Indigo BlinkN - Appear adjacent to a target that is denied their Dexterity bonus as a free action.
  • Indigo InfernoN - Your attacks deal extra damage until end of turn.
  • Nightmares Made Real2 - Create illusory terrain that damages foes and allows you to hide.
  • PhantasmsN - Use Phantasmal Assailant, Phantasmal Decoy, Phantasmal Disorientation, and Phantom Foe, as the spells.
  • Phantom MobN - Three illusory doubles appear, target denied Dexterity bonus if successfully attacked.
  • ReflectionN - Gain AC bonus against a single attack, send the attack back at foe.
  • Trickster's DelightN - Use Translocation Trick as the spell, silence the target.
  • Wave of ConfusionN - Launch spectral daggers at targets that are denied their Dexterity bonus, they are affected by confusion, as the spell.
  • Unseen AssailantN - Use Greater Invisibility, as the spell, or its swift version.
Dark Invocations
  • Cloak and DaggerN - Use Dominate Person, as the spell, against target currently denied their Dexterity bonus.
  • Enemy Of My EnemyN - Create illusory duplicate of target that fights using the some of the original's statistics.
  • Fool's BaneN - Summon illusory duplicates of yourself to full attack foes that are currently denied their Dexterity bonus.
  • Perilous Veil1 - Use Veil as the spell; anyone succeeding on the Will save to negate the illusion takes damage.
  • Phantom FuelN - Three illusory duplicates appear, each of their successful attacks deny the target of their Dexterity bonus and award you with 1 surge point.
  • Polyscient1 (as Dark Foresight) - Use Foresight as the spell, and communicate telepathically with a close target of the effect.
  • RetaliationN - Gain AC bonus against a single attack, launch devastating wave that deals damage and stuns all in its path.
  • Supreme InvisibilityN - Use Superior Invisibility as the spell.
  • Ten-Place TricksterN - Nine illusory doubles appear, target denied Dexterity bonus if successfully attacked.
  • The Greatest IllusionN - Use Solipsism as the spell.




New Least Invocations
Arcane Surprise
Initiation Action: 1 immediate action
Range: 60ft.
Target: Your figment
Duration: Instantaneous

You charge your illusion with volatile arcane power just as your opponent destroys it, causing it to explode in a dazzling display of blue energy.

You may use this invocation when one of your figments have been attacked. The illusion creates an explosion with a radius of 10ft. Anyone within this radius is denied their Dexterity bonus to their AC until the beginning of their next round. You and your allies are immune to this effect.

Surge X: The blast radius is increased by X feet , where X is equal to ten times the number of surge points used.


Blur
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: 1min./level

This invocation works as blur, except the range is personal.


Cat Burglar

This invocation grants you Dispel WardSpC p67, Instant LocksmithSpC p124, Instant SearchSpC p124, and Spontaneous SearchSpC p204, as the spells.


Distraction

This invocation grants you DistractSpC p69, Distract AssailantSpC p69, and Distracting RaySpC p69, as the spells.

Surge 1:[/i] The saving throw DC is increased by 2.


Go When I Tell You

This invocation grants you InciteSpC p121, InhibitSpC p123, and Shock and AweSpC p189, as the spells.

Surge 1:[/i] The saving throw DC is increased by 2.


Indigo Jaunt
Initiation Action: 1 swift action
Range: 15ft.
Target: You
Duration: Instantaneous

Taking advantage of your opponent's moment of weakness, your image flickers and disappears, only to reappear directly beside him.

You instantly appear in a square adjacent to a creature that is currently denied its Dexterity bonus to AC. You cannot move into a space that is occupied by a creature or object. If you cannot move adjacent to the target, this invocation fails to function but is considered used.

Surge 1: The range is increased to 30ft.


Indigo Spark
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Your weapon bursts into blue arcane flames as it sweeps towards your foe in an elegant arc.

When you initiate this invocation, your weapon is engulfed in arcane flames. For the rest of your turn, your attacks deal an extra +1 point of damage per half your class level (minimum +1).

Surge X: Your attacks deal an extra +1 points of damage, where X is equal to the number of surge points used.


Mislead

This invocation grants you Cloak PoolSpC p48, Discolor PoolSpC p66, Dead EndSpC p59, and Remove ScentSpC p173, as the spells.


Phantom Assailant
Initiation Action: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 round

A duplicate of you exits your body. With a grin, it charges at the enemy.

An illusory duplicate of you springs into being, starting in a square adjacent to yours by "leaving" your body. It acts similarly to a summoned monster, acting immediately, on your turn. You can mentally command it as a free action. The figment can perform any number of basic actions that your character could perform during this round, such as attacking. It cannot, however, mimic any invocations or special class abilities that you may have.

The image uses your land speed for movement and uses your current total attack bonus when attacking. The figment can only make one attack against the target's touch AC. If it hits an opponent with an attack, the attack deals no damage but the opponent is denied its Dexterity bonus to its AC until the beginning of its next turn and the image immediately disappears.

Any successful attack against the image destroys it. The image’s AC is 10 + your size modifier + your Dex modifier. It seems to react normally to area spells (such as looking like it's burned or dead after being hit by a fireball).

Surge 1: The initiation action is instead a swift action.


Rogue's Cunning
Initiation Action: Instantaneous
Range: Personal
Target: You
Duration: 24 hours

When you use this invocation, you gain the trapfinding ability and Disable Device as a class skill. This is an extraordinary ability.

Unlike other invocations, you cannot replace this invocation once you have learned it.


Rogue's Guile

This invocation grants you Accelerated MovementSpC p7, CheatSpC p46, Insightful FeintSpC p124, and Sticky FingersSpC p206, as the spells.


Silent Image
Initiation Action: 1 standard action
Range: 400ft. +40ft./level
Effect:  Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration:    Concentration
Saving Throw: Will disbelief (if interacted with)

This invocation works as silent image.


Stop Hitting Yourself

This invocation grants you BackbiterSpC p23, BacklashSpC p23, and Slapping HandSpC p191, as the spells.

Surge 1:[/i] The saving throw DC is increased by 2.


Sudden Opportunity
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

You time your strike just when the opponent is caught off-balance, easily piercing his defenses.

For the rest of your turn, you have a +Intelligence modifier attack bonus to attacks against opponents that are denied their Dexterity bonus to AC.

This invocation is an extraordinary ability.


Trick of the Eye
Initiation Action: 1 standard action
Range: 30ft.
Target: You and one other creature
Duration: Instantaneous
Saving Throw: None or Will negates (harmless)

In the blink of an eye, you and your ally seamlessly swap places.

You and a willing ally instantly switch positions. You may also switch positions with one of your figments. If you swap with a figment that is a duplicate of you, the swap is impossible for onlookers to detect.

Surge 1: The initiation action is instead 1 swift action.


New Lesser Invocations
Arcane Detonation
Initiation Action: 1 immediate action
Range: 60ft.
Target: Your figment
Duration: Instantaneous

You charge your illusion with volatile arcane power just as your opponent destroys it, causing it to explode in a dazzling display of blue energy.

You may use this invocation when one of your figments have been destroyed. The illusion creates an explosion with a radius of 10ft. Anyone within this radius take 3d6 damage and is denied their Dexterity bonus to their AC until the beginning of their next round. Reflex save halves this damage. You and your allies are immune to this effect.

Surge 2+: For every 2 surge points spent, the blast damage is increased by +1d6 and the radius is increased by +10ft.


Bait n' Switch
Initiation Action: 1 swift action
Range: 60ft.
Target: You and one other creature
Duration: Instantaneous
Saving Throw: None or Will negates (harmless)

In the blink of an eye, you and your ally seamlessly swap places.

This ability works as Trick of the Eye, except the range is 60ft. and the initiation action is 1 swift action.

Surge 1: The initiation action is instead 1 immediate action.


Cheat Gravity
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: 1min/lvl

This invocation grants you False GravitySpC p87, as the spell, except as noted above.


Crashing Wave
Initiation Action: 1 full round action
Range: Special
Target: You
Duration: Instantaneous

Arcane power engulfs and blurs your body as you charge forward in the form of a wave of blue energy crashing down on your opponent.

You initiate this invocation as part of a charge attack. Instead of making a single attack at the end of your charge, you can make a full attack. The bonus on your attack roll for making a charge attack applies to all your attacks.

You cannot use a swift action in the same turn that you use this invocation.

Surge X: Your charge is not impeded by difficult terrain, or even other creatures, as you crash through any opposition in your pure arcane form. Any creature whose square you enter during the charge are denied their Dexterity bonus to AC until the beginning of their next turn and take Xd6 damage, where X is equal to the number of surge points used. Reflex save DC halves this damage and negates the Dexterity loss.


Decoys
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: 2rounds/level

This invocation works as the mirror image spell with the following differences: it creates images equal to one plus half your class level and the duration is 2 rounds/level.


Deflection
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

You quickly summon a disc of arcane energy in front of you, knocking away the oncoming attack.

You gain a deflection bonus to AC equal to half your class level (minimum +1) against a single attack, regardless of the source (physical, magical, psionic, etc.), that is targeting you. This bonus applies even against touch attacks of if you're flat-footed. You can choose to use this invocation after an opponent resolves his attack but before he determines damage.


Disappear
Initiation Action: 1 standard action
Range: Personal
Duration: 1min./level

This invocation works as the invisibility spell, except that it can only be used on yourself.

Surge 1: The initiation action is instead a swift action and the duration is instead 1 round.


Find the Gap
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

You time your strike just when the opponent is caught off-balance, easily piercing his defenses.

For the rest of your turn, you have a +Intelligence modifier attack bonus to attacks against opponents that are denied their Dexterity bonus to AC. In addition, these attacks are also resolved as touch attacks.

This invocation is an extraordinary ability.


Fleeting Target
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: 1round/level

You wink in and out of reality quickly at random, keeping your opponents guessing where you'll appear next.

This invocation works as displacement.


Fool You Twice

This invocation grants you explosive runes, illusory script, magic aura, and misdirection, as the spells, with the following exception: illusory script does not require a material component.


Indigo Flame
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Your weapon bursts into blue arcane flames as it sweeps towards your foe in an elegant arc.

When you initiate this invocation, your weapon is engulfed in arcane flames. For the rest of your turn, your attacks deal an extra +1 point of damage per half your class level (minimum +1).

Surge X: Your attacks deal an extra +1d4 points of damage, where X is equal to the number of surge points used.


Indigo Stride
Initiation Action: 1 swift action
Range: 50ft.
Target: You
Duration: Instantaneous

Taking advantage of your opponent's moment of weakness, your image flickers and disappears, only to reappear directly beside him.

You instantly appear in a square adjacent to a creature that is currently denied its Dexterity bonus to AC. You cannot move into a space that is occupied by a creature or object. If you cannot move adjacent to the target, this invocation fails to function but is considered used.

Surge 1: The range is increased to 100ft.


Major Image
Initiation Action: 1 standard action
Range: 400ft. +40ft./level
Effect:  Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration: Concentration +3
Saving Throw: Will disbelief (if interacted with)

This invocation works as major image.


Master of Disguise
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: 10min/level

This invocation works as disguise self. In addition, while under this effect you also gain tongues.


Mind Trickery

This invocation allows you to use Delusions of GrandeurSpC p63, Mindless RageSpC p142, Entice GiftSpC p83, and Miser's EnvySpC p142 as the spells.

Surge 2:[/i] The saving throw DC is increased by 4.


Phantom Duo
Initiation Action: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 round

Two duplicates of you exit your body. With a grin, they charge at the enemy.

This invocation works as Phantom Assailant, except two figments are produced instead of one. These figments may also use your BAB to determine how many attacks they can make, instead of being limited to just one.

Surge 1: The initiation action is instead a swift action.


Rogue's Precision
Initiation Action: Instantaneous
Range: Personal
Target: You
Duration: 24 hours

When you use this invocation, you gain +1d6 sneak attack dice. This is an extraordinary ability.

Unlike other invocations, you cannot replace this invocation once you have learned it.


New Greater Invocations
Dispelling Veil
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: A straight wall whose area is up to one 10-ft. square/level
Duration: 1 minute/level
Saving Throw: None

This invocation functions as Wall of DispellingSpC p233.


Indigo Blink
Initiation Action: 1 free action
Range: 50ft.
Target: You
Duration: Instantaneous

Taking advantage of your opponent's moment of weakness, your image flickers and disappears, only to reappear directly beside him.

You instantly appear in a square adjacent to a creature that is currently denied its Dexterity bonus to AC. You cannot move into a space that is occupied by a creature or object. If you cannot move adjacent to the target, this invocation fails to function but is considered used. You may only use this invocation once per round.

Surge 1: The range is increased to 100ft.


Indigo Inferno
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Your weapon bursts into blue arcane flames as it sweeps towards your foe in an elegant arc.

When you initiate this invocation, your weapon is engulfed in arcane flames. For the rest of your turn, your attacks deal an extra +1 points of damage per class level (minimum +1).

Surge X: Your attacks deal an extra +1d6 points of damage, where X is equal to the number of surge points used.


Phantasms

This invocation allows you to use Phantasmal AssailantSpC p154, Phantasmal DecoySpC p155, Phantasmal DisorientationSpC p155, and Phantom FoeSpC p156, as the spells.

Surge 2:[/i] The saving throw DC is increased by 4.


Phantom Mob
Initiation Action: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 round

Three duplicates of you exits your body. With a grin, they charge at the enemy.

This invocation works as Phantom Duo, except three figments are produced.

Surge 1: The initiation action is instead a swift action.


Reflection
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

You quickly summon a disc of arcane energy in front of you, knocking away the oncoming attack.

You gain a deflection bonus to AC equal to half your class level (minimum +1) against a single attack, regardless of the source (physical, magical, psionic, etc.), that is targeting you. This bonus applies even against touch attacks of if you're flat-footed. You can choose to use this invocation after an opponent resolves his attack but before he determines damage.

Surge 3: If you avoid the attack, you instead redirect the attack back at the opponent with an additional +4 attack bonus to hit. Use the same attack roll that was used against you to resolve this attack. Unlike the regular version of Deflection, if you use this surge ability you must announce the use of the invocation before the opponent resolves his attack.


Trickster's Delight
Initiation Action: 1 standard action
Range: 100 ft. + 10 ft./lvl
Target: You and target creature
Duration: 10min/lvl
Saving Throw: Will negates

This invocation allows you to use Translocation TrickSpC p222, as the spell.

Surge 3: In addition, the target that you swapped with is silenced.


Unseen Assailant
Initiation Action: 1 standard action
Range: Personal
Duration: 1round/level

This invocation as greater invisibility, except that it can only be used on yourself.

Surge 2: The initiation action is instead a swift action.


Wave of Confusion
Initiation Action: 1 standard action
Range: 25ft. +5ft./lvl
Effect: One or more knives
Duration: See text
Saving Throw: Will negates

With one fluid sweep of your hands, you send spectral daggers hurtling towards your foes' minds and infecting them with madness.

An spectral dagger materializes in front of you before you send it flying at your off-balanced foes. You may only use this ability on targets that are currently denied their Dexterity bonus to AC.

The dagger requires a ranged touch attack to hit. If it hits, the target must make a Will save or be affected as the confusion spell.

Surge X: You may fire an additional spectral dagger per surge point used. Each dagger requires its own ranged touch attack. The daggers may be fired at the same or different targets, but all daggers must be aimed at targets within 30 feet of each other and fire simultaneously.




New Dark Invocations
Cloak and Dagger
Initiation Action: 1 standard action
Range: 25ft. +5ft./lvl
Effect: One knife
Duration: See text
Saving Throw: Will negates

With one fluid sweep of your hands, you send a spectral dagger hurtling towards your foe's mind, crushing his will with your own.

An spectral dagger materializes in front of you before you send it flying at your off-balanced foe. You may only use this ability on targets that are currently denied their Dexterity bonus to AC.

The dagger requires a ranged touch attack to hit. If it hits, the target must make a Will save or be affected as the dominate person spell.

Surge 2: You gain a +4 bonus to your ranged touch attack and the saving throw DC is increased by 4.


Enemy Of My Enemy
Initiation Action: 1 standard action
Range: 25ft. + 5ft. /2 levels
Target: One creature
Duration: 1 round / level

Your foe charges towards you, only to come face to face with its own image charging back at him.

You create a pseudo-real duplicate of your target. The illusion is an exact copy of the original (at the time of casting) in all regards except otherwise noted here: It does not retain any supernatural abilities or class abilities, though it does retain any extraordinary abilities that the original has. The illusion's AC is 10 + your size modifier + your Dex modifier. It has half the total HP of the original.

The illusion appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. You can mentally command it as a free action and, therefore, you can direct it not to attack, to attack particular enemies, or to perform other actions.

You can never have more than one figment created by this invocation at a time. If a second figment is created with his invocation, the first figment disappears.

Surge 4: The figment instead uses the same AC and HP as the original. In addition, it gains a bonus to its attack and damage rolls equal to your Intelligence modifier.


Fool's Bane
Initiation Action: 1 standard action
Range: see text
Target: One or more creatures
Duration: Instantaneous

An illusory duplicate of you appears beside each of your off-balanced foes, mercilessly cutting them down while they're vulnerable.

For each opponent currently affected by your Lowered Guard ability, a figment appears anywhere within a 20ft. radius of them and immediately makes a full attack against your target. The figment uses your gear and statistics to determine what weapons it uses for this attack, how many attacks are made, what attack bonus it uses, and how much damage is dealt. The damage is resolved as pure arcane damage, which is not subject to any resistances, immunities, or DR. The figments disappear immediately after completing their attack.

Surge 10: The initiation action is instead a swift action.


Phantom Fuel
Initiation Action: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 round

Three duplicates of you exits your body. With a grin, they charge at the enemy.

This invocation works as Phantom Mob, except the figments do not immediately disappear after successfully hitting a target

Surge 4: Until end of turn, for every successful attack your figments make, you gain 1 surge point. Only figments created with this invocation may grant surge points.


Retaliation
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

You quickly summon a disc of arcane energy in front of you, knocking away the oncoming attack.

You gain a deflection bonus to AC equal to half your class level (minimum +1) against a single attack, regardless of the source (physical, magical, psionic, etc.), that is targeting you. This bonus applies even against touch attacks of if you're flat-footed. You also gain a luck bonus to your Reflex, Fortitude, and Will saves equal to half your class level (minimum +1). You can choose to use this maneuver after an opponent resolves his attack but before he determines damage.

Surge 4: If you avoid the attack, you retaliate against the assailant with an onslaught of arcane power. A downward slash through the air at your opponent sends a tidal wave of blue arcane energy towards him. This tidal wave is a line whose length reaches from you to the opponent. The target, along anything in the way of the line's path, takes 15d6 damage and is stunned for 1d4 rounds. A successful Reflex save halves this damage and negates the stun.


Supreme Invisibility
Casting Time: 1 standard action
Range: Personal or touch
Target: You or a creature or object weighing no more than 100 lb./level
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)

This invocation allows you to use Superior InvisibilitySpC p125, as the spell.

Surge 2:[/i] The initiation action is instead a swift action.


Ten-Place Trickster
Initiation Action: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 round/lvl

Nine duplicates of you exits your body. With a grin, they charge at the enemy.

This invocation works as Phantom Mob, except nine figments are produced and the duration for the figments are increased to 1 round per class level.

Surge 1: You may swap places with any of your figments as a free action.


The Greatest Illusion
Initiation Action: 1 standard action
Range: 100 ft. + 10 ft./lvl
Target: One creature
Duration: 1round/level
Saving Throw: Will negates

This invocation allows you to use SolipsismSpC p194, as the spell.

Surge 2:[/i] The saving throw DC is increased by 4.


Credits:
I used DragoonWrath's excellent Invoker class invocation table for the formatting, and used his new invocation, Falling Dream (though I swapped it to Greater Invocation instead of Lesser).
« Last Edit: September 17, 2011, 11:19:17 PM by Dralnu » Logged
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« Reply #2 on: June 19, 2011, 11:57:23 PM »

Could you please list the source for that image? I faved that artist over on DeviantArt, and it really irks me to see no credit to the original artist for that recoloring.
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Dralnu
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« Reply #3 on: June 20, 2011, 12:16:43 AM »

Could you please list the source for that image? I faved that artist over on DeviantArt, and it really irks me to see no credit to the original artist for that recoloring.

The credits have always been at the bottom of the original post.
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« Reply #4 on: June 20, 2011, 01:03:00 AM »

Could you please list the source for that image? I faved that artist over on DeviantArt, and it really irks me to see no credit to the original artist for that recoloring.

The credits have always been at the bottom of the original post.

Ah, I missed that then. Carry on.
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Amechra
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Thread Necromancy a Specialty


« Reply #5 on: June 20, 2011, 09:16:58 AM »

I REALLY like this. Can I play it, please (always gotta ask, so...)?
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Fighter: "I can kill a guy in one turn."
Cleric: "I can kill a guy in half a turn."
Wizard: "I can kill a guy before my turn."
Bard: "I can get three idiots to kill guys for me."

On a strange note, would anyone be put out if we had a post about people or events we can spare a thought for, or if its within their creed, a prayer for? Just a random thought, but ... hells I wouldn't have known about either Archangels daughter or Saeomons niece if I didn't happen to be on these threads.
Sounds fine to me.
probably over on "Off-topic".
might want to put a little disclaimer in the first post.

This is the Min/Max board. We should be able to figure out a way to optimize the POWER OF PRAYER(TM) that doesn't involve "Pazuzu, Pazuzu, Pazuzu".

My final project for my film independent study course. It could do with a watching and critiquing
Prime32
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« Reply #6 on: June 20, 2011, 10:09:57 AM »

This is pretty neat. Smile
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The tier system in a nutshell:
Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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« Reply #7 on: June 20, 2011, 10:32:31 AM »

Very good work here, but may I sugest you put a clause about weapons with expendale effects in weapon fission? Unless you want free wish spam by grabbing a luckblade and duplicating it infinite times.
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Amechra
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Thread Necromancy a Specialty


« Reply #8 on: June 20, 2011, 11:18:06 AM »

Can anyone find a Homebrew Invocation advancing PrC this can qualify for? I've looked around, and I'll be playing one later, so...
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Fighter: "I can kill a guy in one turn."
Cleric: "I can kill a guy in half a turn."
Wizard: "I can kill a guy before my turn."
Bard: "I can get three idiots to kill guys for me."

On a strange note, would anyone be put out if we had a post about people or events we can spare a thought for, or if its within their creed, a prayer for? Just a random thought, but ... hells I wouldn't have known about either Archangels daughter or Saeomons niece if I didn't happen to be on these threads.
Sounds fine to me.
probably over on "Off-topic".
might want to put a little disclaimer in the first post.

This is the Min/Max board. We should be able to figure out a way to optimize the POWER OF PRAYER(TM) that doesn't involve "Pazuzu, Pazuzu, Pazuzu".

My final project for my film independent study course. It could do with a watching and critiquing
Dralnu
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« Reply #9 on: June 20, 2011, 02:58:21 PM »

I REALLY like this. Can I play it, please (always gotta ask, so...)?

Of course! Playing it is the biggest compliment to me.  Smile

Very good work here, but may I sugest you put a clause about weapons with expendale effects in weapon fission? Unless you want free wish spam by grabbing a luckblade and duplicating it infinite times.

Good catch. I rephrased it to this:
"This duplicate is made of pure arcane energy but otherwise acts identically like the original weapon, including any enchantments and effects the original weapon has except for any limited use abilities."


Thanks for the feedback! I hope it's low/mid tier 3 and fun, those were my two goals.
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« Reply #10 on: June 21, 2011, 04:58:12 PM »

Can anyone find a Homebrew Invocation advancing PrC this can qualify for? I've looked around, and I'll be playing one later, so...

I don't know about homebrew, but you could try the Shadow Pounce ability (from PrCs like Telflammar Shadowlord) and this class. With so many teleports, you're gonna full attack quite a bit every round Smile
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Garryl
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« Reply #11 on: June 21, 2011, 07:09:03 PM »

I've got an idea for a PrC for this that plays off of making illusory duplicates of yourself that are partially real. It combines a bit of the numerous illusion invocations with Arcane Fusion's item duplication and a bit of inspiration from Diablo 2's Assassin (specifically the Shadow Warrior/Shadow Master abilities). I'm not sure if it will work out, though, since the idea is a bit complex. Do you mind if I see what comes of it, Dralnu?
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General listing of my homebrew.
Links to things I've worked on
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
Dralnu
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« Reply #12 on: June 22, 2011, 07:21:52 PM »

Can anyone find a Homebrew Invocation advancing PrC this can qualify for? I've looked around, and I'll be playing one later, so...

I don't know about homebrew, but you could try the Shadow Pounce ability (from PrCs like Telflammar Shadowlord) and this class. With so many teleports, you're gonna full attack quite a bit every round Smile

That's something I'm wondering: anything I need to add/change so that this class qualifies for PrC's like a warlock could?

Hmmm, I'm not sure if the invocations would qualify for Shadow Pounce, since technically it doesn't have the teleportation descriptor, does it? If not, I could change it so that it would work, since that's a really cool idea. Of course, I'd need to put in a 1/round limit to Indigo Blink, since unlimited free action teleports would be a tad crazy  Tongue

I've got an idea for a PrC for this that plays off of making illusory duplicates of yourself that are partially real. It combines a bit of the numerous illusion invocations with Arcane Fusion's item duplication and a bit of inspiration from Diablo 2's Assassin (specifically the Shadow Warrior/Shadow Master abilities). I'm not sure if it will work out, though, since the idea is a bit complex. Do you mind if I see what comes of it, Dralnu?

A shadow assassin PrC sounds awesome! Would love to see it.




Added two more invocations btw: Master of Disguise and Fool You Twice. I want a couple more invocations, specifically Greater / Dark ones, to round out the class and then it'll be pretty much done except for balance tweaks.
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Amechra
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Thread Necromancy a Specialty


« Reply #13 on: June 22, 2011, 07:44:02 PM »

Can you put a note on Arcane Surge that allows classes to progress the feature along with your invoking, but at a lesser rate? That is the only reason I didn't go into No-Face King (I could get all the prereqs easily, its just that I wanted to keep surge points.)

Maybe your Indigo Trickster level+1/2 the CL increase from other classes?

And, oh, you are inspiring me to make something similar...
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Fighter: "I can kill a guy in one turn."
Cleric: "I can kill a guy in half a turn."
Wizard: "I can kill a guy before my turn."
Bard: "I can get three idiots to kill guys for me."

On a strange note, would anyone be put out if we had a post about people or events we can spare a thought for, or if its within their creed, a prayer for? Just a random thought, but ... hells I wouldn't have known about either Archangels daughter or Saeomons niece if I didn't happen to be on these threads.
Sounds fine to me.
probably over on "Off-topic".
might want to put a little disclaimer in the first post.

This is the Min/Max board. We should be able to figure out a way to optimize the POWER OF PRAYER(TM) that doesn't involve "Pazuzu, Pazuzu, Pazuzu".

My final project for my film independent study course. It could do with a watching and critiquing
Dralnu
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« Reply #14 on: June 24, 2011, 01:08:30 AM »

Can you put a note on Arcane Surge that allows classes to progress the feature along with your invoking, but at a lesser rate? That is the only reason I didn't go into No-Face King (I could get all the prereqs easily, its just that I wanted to keep surge points.)

Maybe your Indigo Trickster level+1/2 the CL increase from other classes?

And, oh, you are inspiring me to make something similar...

Done!

Changelog:
- added "Multiclassing Characters" section at the bottom of the class, explains PrC's and Arcane Surge limit
- Indigo Blink now has a 1/round limit to avoid abuse
- removed Sense Motive as class skill
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Dralnu
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« Reply #15 on: September 17, 2011, 11:27:52 PM »

Huge changes since last time I updated here. There's now an ability for level 18 and 19 so people won't complain about dead levels. There's a sample encounter to show off what sort of things this class can do, a new feat, and a truckload of new invocations: cat burglar, Distraction, Go When I Tell You, Mislead, Rogue's Guile, Stop Hitting Yourself, Cheat Gravity, Mind Trickery, Phantasms, Dispelling Veil, Supreme Invisibility, Ten-Place Trickster, The Greatest Illusion.

Tell me what you think!
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Garryl
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« Reply #16 on: September 18, 2011, 01:04:25 AM »

The class table still has the old version with dead levels at 18th and 19th. Arcane Alacrity should say "By spending an amount of surge points dependent on the invocation's grade" instead of "By spending an amount of surge points equal to the invocation's grade".
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A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
Dralnu
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« Reply #17 on: September 18, 2011, 04:50:35 PM »

Fixed those up, thanks.
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