Ultimate Deceiver

Deceivers, commonly known as illusionists, are spellmasters of secrecy. Whether that means keeping something safe and known, being able to blend into their environment, or whatever, they have the means to get it done. They are accomplished casters of illusionary, deception, infiltration, and divination spells.

Adventures: Deceivers tend to adventure for a cause that is in need of their expertise. Few deceivers adventure for gold or fame, because money and prestige tend to naturally hoard near them. All deceivers have a love for the cover of darkness or a crowded in.

Characteristics: Deceivers cast arcane spells of both shadow and seeing. They are masters of secrecy and uncover truths. Deceivers favor the illusion, divination, and enchantment schools of magic above all others.

Alignment: Deceivers come from many paths. Lawful Deceivers will work within or for the law. Governments will commonly use them as spier, detectives, and use the laws to further their own personal goals. Chaotic deceivers, on the other hand, tend to use their powers of deception to best the unquestioned powers in the land by any means necessary. Deceivers are rarely neutral in alignment.

Religion: Deceivers tend to follow gods of magic and/or deception. For example, in Forgotten Realms, Mask may be a good choice.

Background: Deceivers, as they settle down, pass down their knowledge to an apprentice who carries on their tradition and style of deceiving. The apprentice's spells tend to look almost identical to their masters in apprentice. After they have learned the basics, deceivers set out on their own, but they never forget where their teachings come from and are likely to help out an old master.

Races: Elves, half-elves and gnomes most often become deceivers because of their strong senses of individuality. To the public's surprise, there are a great number of halfling deceiver in the land. Orcs and other beastly races see little use in the art of deceiving.

Other Classes: Deceivers either love or despise working with others. Some are able to charm just about anyone into their deadly nets, while others see people as more of a distraction or nuisance than as an asset.

Starting Age: Complex (same as cleric, druid, monk, and others).

Starting Gold: 4d4 x 10 (average 100 gp) Contents

   1 Game Rule Information
       1.1 Class Table
   2 Class Features
       2.1 Spells per day
       2.2 Robe
       2.3 Deception
   3 Weaver of Hoaxes
   4 Epic Deceiver

[edit] Game Rule Information

Deceivers (Dec) have the following game statistics.

   Abilities: Intelligence is by far the most important ability for every deceiver, since it affects his spellcasting power. Many of the deceiver's skills are governed by charisma, making it a wise choice. As always dexterity and constitution are a good choice, but aren't as necessary because of all the deceivers unusual defenses if you know how to use them properly. 
   Alignment: Any. 
   Hit Points per Level: 1d4 + Con modifier. 
       Hit points are maximized at 1st character level. 
   Skill Points per Level: 4 + Int modifier. 
       Skill points are multiplied by 4 at 1st character level. 

Class Skills: The deceiver's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Decipher Script (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (all skills, taken individually) (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Speak Language (none), and Spellcraft (Int). [edit] Class Table

      Base          Fort  Ref   Will

Level Attack Bonus Save Save Save Special . 1st +0 +0 +0 +2 Inscrutable Robe, Scribe Scroll, spellcasting 2nd +1 +0 +0 +3 Robe Ability 3rd +1 +1 +1 +3 Deception 4th +2 +1 +1 +4 - 5th +2 +1 +1 +4 Robe Ability 6th +3 +2 +2 +5 - 7th +3 +2 +2 +5 Deception 8th +4 +2 +2 +6 - 9th +4 +3 +3 +6 Robe Ability 10th +5 +3 +3 +7 - 11th +5 +3 +3 +7 Deception 12th +6/+1 +4 +4 +8 - 13th +6/+1 +4 +4 +8 Robe Ability 14th +7/+2 +4 +4 +9 - 15th +7/+2 +5 +5 +9 Deception 16th +8/+3 +5 +5 +10 - 17th +8/+3 +5 +5 +10 Robe Ability 18th +9/+4 +6 +6 +11 - 19th +9/+4 +6 +6 +11 Deception 20th +10/+5 +6 +6 +12 Weaver of Hoaxes

[edit] Class Features

All of the following are class features of the deceiver.

Weapon and Armor Proficiency: A deceiver is proficient with 5 simple weapons of her choice, but with no armor or shields.

Scribe Scroll: At 1st level, a deceiver gains Scribe Scroll as a bonus feat.

Spellcasting: A deceiver casts arcane spells from both the Deceiver's Spell List and the wizard's spell list. See "class and cross class spells", below, for details. To learn or cast a spell, a deceiver must have a Intelligence score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a deceiver's spell is 10 + half the deceiver's level + the deceiver’s Intelligence modifier. Like other spellcasters, a deceiver can cast only a certain number of spells of each spell level per day (excluding invocations, see below). The deceiver doesn't receives bonus spells per day for having high Intelligence score. Like cleric or sorcerer, a deceiver may know a number of spells from each spell level equal to 3 + her Intelligence modifier. It is possible for her to learn spells above that limit, but the costs are high. deceiver's spell slots regenerate after good night's sleep. If she did not have such a luxury, she cannot fill emptied slots until she rests. A deceiver need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that level. She does not have to decide ahead of time which spells she’ll cast. A deceiver's caster level is equal to her class level. [edit] Spells per day

       Spells per day    Invocations

Level 0 1 2 3 4 5 6 7 C.L. known 1st 3 1 - - - - - - 1 1 2nd 3 2 - - - - - - 1 2 3rd 4 3 - - - - - - 2 2 4th 4 3 1 - - - - - 2 2 5th 4 3 2 - - - - - 3 3 6th 4 4 3 - - - - - 3 3 7th 4 4 3 1 - - - - 4 3 8th 4 4 3 2 - - - - 4 4 9th 4 4 4 3 - - - - 5 4 10th 4 4 4 3 1 - - - 5 4 11th 4 4 4 3 2 - - - 6 5 12th 4 4 4 4 3 - - - 6 5 13th 4 4 4 4 3 1 - - 7 5 14th 4 4 4 4 3 2 - - 7 6 15th 4 4 4 4 4 3 - - 8 6 16th 4 4 4 4 4 3 1 - 8 6 17th 4 4 4 4 4 3 2 - 9 7 18th 4 4 4 4 4 4 3 - 9 7 19th 4 4 4 4 4 4 3 1 10 7 20th 4 4 4 4 4 4 3 2 10 8

Learning New Spells: A deceiver can learn new spells, but doing so is very expensive and time consuming. Learning a spell requires expenditure of gold equal to spell's level squared x 50 (or 25 gp in case of 0-level spells) for special rare materials and guild fees. In addition, the deceiver must either have a teacher (another arcane spellcaster who knows the spell - that person need not to be a deceiver though), a scroll with the spell (which is destroyed in the process of learning it), or spend a number of days equal to spell's level squared on developing the spell from scratch (6 hours for a 0-level spell). If a deceiver attempts to learn a spell and she already reached her limit of spells known for that level, multiply gold cost by 10. A newly created 1st level deceiver knows a number of 1st level spells equal to her Int bonus and the same number of 0-level spells.

Class and Cross-Class Spells: Spells from the deceiver lists are class spells for her, while spells from the wizard list that are not found on the deceiver list are cross-class spells. A deceiver has a hard time casting cross-class spells because she is not trained to manipulate the energies those spells are made of. As a result, a deceiver suffers -2 penalty on Concentration and Spellcraft checks related to cross-class spells and has 20% arcane spell failure when casting them (if she also wears armor without a proper ability, add percentiles together). None of the cross-class spells are on the invocation list.

Spellbooks: Spells are difficult to contain in memory. Every day a deceiver must study her spellbook for 1 hour (this can be done at any time of day, but a deceiver must not be fatigued or otherwise tired). Studying spells written in the book allows the deceiver to refresh her memory and keep her spellcasting abilities at peek efficiency. For each day the deceiver does not study her spellbook, her caster level is cumulatively reduced by 1 when determining effects of spells, unless she studies her spellbook for an hour.

Invocations: A deceiver can cast some spells as invocations. That means that she doesn't need to spend a slot of an appropriate level to cast that spell. Any spell cast as invocation uses reduced caster level, as shown on table: spells per day. A deceiver can cast invocations even if she has no slots left. At 1st level, a deceiver learns how to cast one 0-level spell from the list below as invocation (provided she knows that spell). At 2nd level and every 3 levels thereafter, a deceiver learns how to cast another spell from the list below as invocation. A deceiver can choose a spell she doesn't yet know, but she is unable to cast it until she learns it. She cannot, however, choose a spell she can't yet cast because her class level is too low to access that level of spells. List of spells a deceiver can cast as invocations:

       0-level - Daze, Know Direction, Prestidigitation, Read Magic
       1st level - Color Spray, Comprehend Languages, Identify, Silent Image, Undetectable Alignment, Ventriloquism
       2nd level - Blur, Lesser Confusion, Daze Monster, Locate Object, Minor Image, Misdirection, See Invisibility
       3rd level - Deep Slumber, Discern Lies, Hold Person, Illusory Script, Nondetection, Shatter
       4th level - Confusion, Detect Scrying, Illusory Wall, Phantasmal Killer, Scrying
       5th level - Dream, Hold Monster, Modify Memory, Nightmare, Symbol of Sleep, Shadow Evocation 

[edit] Robe

Inscrutable Robe(Su): A 1st level a deceiver can weave a robe attuned to him. To do this, deceiver must spend 500 gold in materials (silver’s thread and silk) and work 8 hours a day for one week. A deceiver can only have one robe at a time. If a deceiver comes into possession of another deceiver’s robe and wants to switch, it takes him one week to attune to it and requires no expenditure of money (he is free to do other things during that time). The old robe becomes normal item with no magical properties. If the robe is broken or burned, the deceiver is stunned for 1d4 rounds. As deceiver progresses in levels, the robe becomes more durable and attains magical powers. A 1st level deceiver begins play with an Inscrutable Robe.

       Robe can be enchanted with any armor enchantments like other kinds of clothes (only by the owner). The enchantments are bestowed upon the deceiver only, if other creature wears the robe, nothing happens.
       Robe has hardness 2 and 6 Hit Points. It gains +1 bonus to Hardness and +3 Hit Points per each four deceiver’s levels (for total 7 hardness and 21 Hit Points at 20th level).
       When Deceiver is wearing only robe and no armor, and carries light or no load he can add his Intelligence modifier as Armor bonus to his Armor Class. 

Robe Ability (Su): At 2nd, 5th and every four levels thereafter a deceiver chooses one special ability from list below. Each ability can be chosen multiple times. Owner gains benefits from abilities only if he is wearing robe.

       All-seeing Eye (Ex): On the robe appears picture of a little open eye. Owner of the robe gains +2 bonus on Spot and Decipher Script checks. Each time this ability is chosen, bonus grows by +2.
       Chameleon’s Skin (Su): Robe lets its owner hide in even extremely not efficient conditions. Once per day, as free action, the owner of the robe gains +10 competence bonus to Hide checks and the Hide in Plan Sight ability for one minute per deceiver level. Each time this ability is chosen, it can be use one more time per day.
       Capacious Pockets (Su): Capacity of robe’s pockets is magically increased. A robe can act as Bag of Holding with Weight Limit 25 lb. and Volume Limit 3 ft. Each time this ability is chosen, Weight Limit is increased by 25 lb. and Volume Limit by 3 ft.
       Dress Up (Su): An unusual property of the robe lets it change into various kinds of clothes. Owner of the robe can cast Alter Self spell once per day, but he must keep his body appearance. Each time this ability is chosen, it can be use one more time per day.
       Resilient Material (Ex): Cloth of robe is magically strengthened. Number of Hit Points of the robe is increased by 2. In addition, the robe (not the owner) gains Energy Resistance (each kind) 2. Each time this ability is chosen, number of Hit Points and Energy Resistance are increased by 2.
       Undetectable (Ex): Aura of robe makes its owner hard to find with magic. Owner of robe gains Spell Resistance 10 against divination spells and effects. Each time this ability is chosen, the spell resistance increases by 5. 

[edit] Deception

Starting at fourth level and every four level from there on out the Deceiver gains a deception ability from the list below.

       Bonus Feat: A Deceiver gains a feat from the following list: Spell Focus (Divination), Spell Focus (Enchantment), Spell Focus (Illusion), Greater Spell Focus (Divination), Greater Spell Focus (Enchantment), Greater Spell Focus (Illusion), Spell Penetration (Divination), Spell Penetration (Enchantment), Spell Penetration (Illusion), Greater Spell Penetration (Divination), Greater Spell Penetration (Enchantment), Greater Spell Penetration (Illusion), Still Spell, Silent Spell.
       Blurred Mage (Su): Whenever a deceiver casts a spell he can immediately become blurred (as per spell) for number of rounds equal to half his Deceiver level.
       Chains of Disbelief (Ex): Even if a viewer disbelieves an illusion created by a deceiver communicates the details of the illusion to other creatures, those other creatures do not receive the normal +4 bonus on their saying throws to disbelieve the illusion. Furthermore, even when presented with incontrovertible proof that the illusion isn't real, creatures must still succeed on a Will saving throw to see objects or creatures that the illusion obscures, although they get a +10 bonus on the saving throw.
       Divination Mastery (Su): Once per day, a deceiver may cast an divination spell that is not on her list of spells known, in addition to the spell being cast, she must give up a spell of equal level or higher. This ability can be chosen more than once, each time is it choses it can be used one more time per day.
       Eavesdrop (Su): The deceiver is under the constant effect of the Comprehend Languages Spell.
       Enchantment Mastery (Su): Once per day, a deceiver may cast an enchantment spell that is not on her list of spells known, in addition to the spell being cast, she must give up a spell of equal level or higher. This ability can be chosen more than once, each time is it choses it can be used one more time per day.
       Glamorous Presence (Su): Once per day, as move action, a deceiver charms (as per charm monster spell) all enemies in 30 ft. radius. Effect of this ability lasts 1 turn and is mind-affecting. This ability can be chosen more than once, each time is it choses it can be used one more time per day.
       Illusion Mastery (Su): Once per day, a deceiver may cast an illusion spell that is not on her list of spells known, in addition to the spell being cast, she must give up a spell of equal level or higher. This ability can be chosen more than once, each time is it choses it can be used one more time per day.
       Infiltrater (Ex): Add Disable Device, Open Lock, and Search to the deceiver's class skills. She also gains the trapfinding ability.
       Lasting Figment (Su): The duration of any spell from the illusion school is doubled.
       Prescience (Ex): Gifted with extraordinary insight and perceptive abilities, a deceiver can add an insight bonus equal to her Intelligence modifier to any attack roll, saving throw, skill check, or level check she makes. The deceiver can use this ability once per day. Using this ability is a free action that can be taken out of turn if needed, but the character must choose to use this ability before the die roll is made. This ability may be chosen more than once, every time is it chosen it may be use one additional time per day.
       Sudden Vanish (Su): The deceiver knows how instantaneously disappear. Once per day, as immediate action, he can become invisible (as per invisibility spell) for 3 rounds. This ability may be chosen more than once, every time is it chosen it may be use one additional time per day.
       Two Faced (Su): The deceiver is under the constant effect of the Disguise Self Spell. She may only change her appearance a number of times per day equal to her deceiver level. Only the deceiver's face can be changed using this ability.
       Widen Spell Knowledge (Ex): Add a number of spells, from the wizard's spell, list equal to your intelligence modifier times two to the deceivers spell list. These spells must be from the Abjuration, Divination, Enchantment, Illusion or Transmutation schools. This ability an be taken multiple times, each time choosing new spells. 

[edit] Weaver of Hoaxes

At 20th level the deceiver becomes master of deceptive magic. He chooses one ability from a list below.

       Fly on the Wall (Su): The deceiver's ability to be undetectable is unmatched. Whenever a deceiver isn't performing any action during three consecutive rounds, he becomes invisible. In addition, his position cannot be revealed by blindsight, scent or tremorsense. This state lasts until a deceiver perform any action.
       Illusionist (Sp): A deceiver can create illusions without any effort. As standard action, he can use Major Image spell as spell-like ability with following exception - he doesn't need to maintain concentration on it. His caster level is equal to his deceiver level.
       Mental Counterstrike (Su): A deceiver defend himself by causing commotion in mind of his enemies. Whenever a deceiver is damaged by any creature, he can spend an immediate action to confuse this opponent, as per lesser confusion spell. Difficulty Class of this ability is 10+half of deceiver's class level+his Charisma modifier.
       Spectral Scout (Su): A deceiver learns how improve his scouting skills by rejecting his physical body. As standard action, he can become incorporeal for one turn.
       True Charisma (Ex): A deceiver become a master of social situations. He adds half of his deceiver level as competence bonus to all Bluff, Diplomacy and Intimidate checks. 

[edit] Epic Deceiver

Epic deceiver is a great symbol both slyness and knowledge.

Hit Points per Level: 1d4 + Con modifier.

Skill Points per Level: 4 + Int modifier.

Deceiver Level Special . 21st Robe Ability 22nd - 23rd Robe Ability 24th Deception 25th Robe Ability 26th - 27th Robe Ability 28th Deception 29th Robe Ability 30th -

Robe Ability: An epic deceiver's robe continues to grow in power. Evey other level, she gains another robe ability.

Deception: Epic deceivers continue to increase their knowledge of deception. She gains an additional deception ability every four levels, starting at twenty fourth.