Tuesday, January 15, 2013

The Illusionist Class


Illusionist
Prime Requisite: Intelligence.  An illusionist uses her full Intelligence score to determine languages known and adds her full Intelligence modifier to the number of skills known.

Hit Dice: 1d6 (+1 hp per level after 9th level.)

Armor: None

Weapons: Dagger, Dart, Staff

Skills: An illusionist is skilled in feats of intelligence and perception; magical lore; legerdemain; and lying, smooth-talking, tale-telling, or yarn-spinning.


Class Features

Persistent Illusion: Any illusion the illusionist casts with a duration of “concentration” persists for a number of rounds equal to her level after she stops concentrating. 

Pierce the Veil: Illusionists have advantage on saves against illusions.

Face in the Crowd: At 3rd level the illusionist can cause herself to appear so normal, mundane, and unexceptional that she blends into her surroundings.  All creatures in the area treat her as if she belonged there, effectively ignoring her.  Creatures that directly interact with the illusionist make a save to disbelieve the illusion, and mindless creatures are not affected by it.  The illusionist can do this for one minute per level per day, in increments of one minute.
The illusion does not turn her invisible or allow her to disguise herself as a specific individual or type of person.  She retains her general shape and appearance.

At 7th level the illusionist can extend this ability to include any companions within 30’ of her.

Sense Deception: By 5th level, an illusionist has developed a keen sense of what is real and true, and what is not.  She gains a knack for sensing illusions, lies, and trickery.  This knack does not necessarily indicate what is an illusion or what is a lie, merely the presence of one.  It does not replace a saving throw.

Mirror: At 9th level, the illusionist can appear exactly as another individual of roughly the same body type, and no more than twice as tall or half as high.  The illusionist looks, feels, smells, and sounds just like the target creature.  The effect requires the illusionist to have a portion of the target creature (a hair, drop of blood, a tooth) or significant item ( a scepter or crown, an amulet, a personal weapon).  This item is incorporated into the illusion in its true form, and the effect ends if it is separated from the illusionist.

This effect does not confer any special knowledge or abilities on the illusionist, but the duplication is otherwise seamless.  Creatures that interact with the illusionist do not gain a save to disbelieve.  The illusionist’s actions, or lack of specific knowledge, can cast doubt on her identity, but her true identity cannot be discerned without magical aid.

Mirror lasts for one hour.  The illusionist can extend the duration beyond an hour by making a saving throw, with success indicating the effect lasts for another hour, and failure ending the effect. 

Permanent Illusion: At 11th level the illusionist can cause one illusion to become permanent.  The caster can attempt to make as many permanent illusions as she wants, but doing so requires a saving throw for each additional permanent illusion.  A failed save means all the illusions end.

(The terms advantageknack, and skilled are defined on the Game Design page above.  The license for this entry is located in the Legal page above.)

4 comments:

  1. New follower here!

    This looks very cool. How do you think it compares to the Wizard/Magic-User of the same levels?

    Also does the illusionist have it's own list of spells?

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    Replies
    1. The wizard and the illusionist should be about equal in power. The wizard will be more of a generalist and have more generic/metamagic abilities, while the illusionist will, obviously, be stronger in illusions & deception.

      I haven't totally decided on the spell issue. I'm strongly in favor of carrots over sticks, and prefer to allow customization over scripting, so my inclination is to require illusionists to have 50% illusion spells per level, and whatever they want for the other half. That allows for interesting character concepts (a necromantic illusionist), reinforces the wizard as a generalist caster (can cast any arcane spell), and still keeps the illusionist focused on illusions. On the flip side, a dedicated spell list is easier for beginning players.

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  2. Looking over the illusion spells (ha ha, that's a joke!) I'm clearly going to have to supply spells, so...we'll see.

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  3. Must ask: What is the "Boon" referred to?

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