ugly child |
Here's a look at the very rough Stage Magician. As always suggestions are welcome.
Requirements
To qualify to become a Stage Magician, a character must fulfil all the following criteria.
Skills: Bluff 4 ranks, Disguise 4 ranks.
Special: Bardic Performance, Well-Versed
Hit Die: d8.
Class Skills
The stage magician's class skills (and the key ability for each skill) are Appraise(Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Nobility) (Int), Knowledge (Local) (Int), Lingustics (Int), Perception (Wis), Perform (Cha), Profession (Stage Magcian) (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Use Magic Device (Cha).Skill Ranks at Each Level: 6 + Int modifier.
Level BAB Fort Ref Will Special
1 +0 +0 +1 +0 Hypnotism, Ventriloquism
2 +1 +1 +1 +1 Puppet Master, +1 Caster Level
3 +2 +1 +2 +1 Dummy, +1 Caster Level
4 +3 +1 +2 +1 Rushed Mesmerist, +1 Caster Level
5 +3 +2 +3 +2 Flashy
6 +4 +2 +3 +2 Cut in Half ??, +1 Caster Level
7 +5 +2 +4 +2 Alter Self (at will), +1 Caster Level
8 +6 +3 +4 +3 Mass Puppet Master, +1 Caster Level
9 +6 +3 +5 +3 Hide in Plane Sight,
10 +7 +3 +5 +3 Ta Da! ?? +1 Caster LevelSpells per Day: At the indicated levels, a stage magician gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a stage magician, he must decide to which class he adds the new level for purposes of determining spells per day.
Hypnotisim: The stage magician has the Hypnotisim feat as a bonus feat. The stage magician may also use Perform (Oratory) in place of the heal skill for the purposes of hypnotism. A stage magicians hypnotism attempts take 15 minutes.
Ventriloquism (Sp): Whenever you use the Mage Hand 0 level spell you may simultaneously use the Ghost Sound 0 level spell, to make an object moved react and speak as if it were alive. You may make +2 on bluff checks for such a use with a puppet.
Puppet Master (Ex): At 2nd level the stage magician gains the ability to plant a trigger in any subject that they have successfully hypnotised before. The trigger may be one of the following a gesture, word or piece of music. There are two uses of this effect, the trigger may cause a target to perform an action as the spell suggestion or to cause the target to fall into a hypnotic state. The stage magician may only plant one such trigger in an individual and if the trigger is pointed out to the individual they may make a save versus the stage magician’s original skill check result to shake off the trigger temporarily. If the individual shakes off the trigger 5 times, the trigger is no longer in place. This is a mind affecting effect.
Dummy (Su): The stage magician gains a homunculus dread companion. They notice their ventriloquist dummy has got up and started walking or that one has arrived. This homunculus is always mute and has no fly speed. The stage magician suffers no damage if the homunculus dies and if it does die an identical replacement arrives in one week. The stage magician may improve the homunculus by adding HD using the Craft (leather) skill but does not require the craft construct feat or any of the prerequisite spells. Such HD cost 2,000 gp.
Rushed Mesmerist (Ex): At 4th level the stage magician gains the ability to make a hypnosis attempt as a full round action.
Flashy (Ex): At 5th level the stage magicians spells become more flamboyant and exciting. Any spell with a visual display has the appearance of that effect doubled. For example glitterdust has a 10-ft.-radius spread of the effect of the spell. If the stage magician casts glitterdust the creature effected by the spell remains the same, but the visual display of the spell is increased to a 20ft-ft.-radius spread. This ability may not be suppressed.
Cut in Half (Su) ??? or another ability
Mass Puppet Master (Ex): At 8th level the stage magician can plant a trigger in the minds of an audience that they are performing before as the puppet master class feature. The GM may give the stage magician a average DC for an audience and may require additional rolls for strong willed NPCs and for players. This is a mind effecting effect.
Hide in Plain Sight (Su): At 9th level, a stage magician can use the stealth skill even while being observed. As long as he is within 10 feet of some sort of shadow, a stage magician can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.
Capstone Ability: Ta Da!, The Prestige, The Big Finish???
ugly child |
Magic Cabinet (Su): The Stage magician at 7th level can construct a pair of magical cabinets, these cost 1000 gp each. These cabinets, once the door is closed, act as the spell teleportation circle 3 times per day. The cabinets are large enough to accommodate one medium individual with a medium load. Every time the teleportation effect is used in a day there is a cumulative 1% chance that a clone, as the spell Clone, will be created. As with all clones within Ravenloft, if the original remains alive the clone created is evil driven to destroy the original.
ugly child |
Right this weekend is completely free, so I will be doing a fair ammount of the formating work (and perhaps painting some minatures). It's Con season in Ireland so there is alot of gaming thats been taking up my free time. That and work of course.
Also we have the first pieces of art in. Osdem from the Cafe De Nuit board has kindly provided some excellent pieces.
ugly child |
To finish off stage magician in a sinister fashion.
House of Wax (Su): When a stage magician reaches 10th Level once per day they may create a Simulacrum, as the spell Simulacrum, out of Wax. This duplicate is unaware of its nature and if created with a vial of the originals blood as a component; has all the memories of the original when the blood was drawn. The process of creating this duplicate takes 1 hour to complete and requires 100gp in components no matter the HD of the duplicated created. The wax duplicates have a vulnerability to fire. Take the stage magician’s character level as the caster level for the purposes of limiting who the magician can create a simulacrum. The magician may only create duplicates of medium or small creatures.
ugly child |
ugly child wrote:To finish off stage magician in a sinister fashion.
snip
If the Simulacrum is created as the spell does it have half the levels and skills etc....?
Do you think it will be hard for the simulacrum with memories of what it could do yesterday being twice what it can do today?
Sigurd
Yep half the HD of orginal. But the weird waxwork nature of the duplicates can explain the inability to do something that they remember doing the day before.
ugly child |
ugly child |
Making good progress on the pdf, it should be formated and in a readable form by the middle of the month. That said it still needs some more art and an editor.
I'll see what I can do about a website as a permanent host. I have someone who has agreed to host and someone who has agreed to design (as I am ok with visual design but a bit crap with coding).
Then it'll be out in the wilds with you guys and I can start thinking what fun can be had when final rules for the APG comes out.
Oh watched Shutter Island, an ok watch. Some great ideas for gaslighting and aslyum's.
ugly child |
hida_jiremi |
I'm very much looking forward to seeing this project come out. I have my own version of PF/Ravenloft I'm using for my current campaign, but I'm always interested in seeing others' work. ^_^
Jeremy Puckett
PS: My players just hit 12th level, and they're about to go on the adventure "Death Undaunted." =D
ugly child |
I'm very much looking forward to seeing this project come out. I have my own version of PF/Ravenloft I'm using for my current campaign, but I'm always interested in seeing others' work. ^_^
Jeremy Puckett
PS: My players just hit 12th level, and they're about to go on the adventure "Death Undaunted." =D
Great stuff Jeremy I'm still chugging away at the formatting and editing. Also I'm sure everyone would be interested in any material other people use, even if it's different from the material being work on here.
ugly child |
ugly child |
Hi Guy’s
Just looking ahead to doing an additional pdf for elements that will be coming out in the coming year from pazio and some elements I didn’t have time to convert for the pdf I’m working on. This is a long term project (given that I'll have to wait until final rules come out for the APG)
The Advanced Mistfinder- The base classes found in the ‘Advanced Players Guide’.
- Conversions for all pathfinder prestige classes
- 4 new adaptations of Ravenloft prestige classes
The Highwayman
Propagandist
Voodan
Pistoleer
(If anyone has any requests, I’d have a look)-Conversions of any new rules adopted by the Advanced Players Guide, Gamesmastery Guide and the Pathfinder Companion: Adventurer’s Armoury.
-Possibly a basic campaign structure for a Kingmaker style game in Ravenloft.(This one is dependant on a few issues)
If anyone has any other ideas or want to pitch in feel free to contact me.
I'm looking forward to doing something nasty with the rules that Paizo might be presenting for Paladins/Anti-Paladins.
Beckett |
Personally, I would like to see a lot more along the lines of the normal D&D Cultural Level. It seems really focused on the higher Cultural Levels, but the rest is more just generic for the lower ones.
I'd also like to see a lot more about the Divine, religion, various faiths/sects, and along those lines.
Some work with the Vistani, sort of flushing out more their "divine" nature.
A few classes, particularly less civilized ones that are historians, planer philosophers, and "mistfinders".
What could also be awesome would be a Golarian Domain in Ravenloft, with slightly twisted Factions. An Andorian Raven Knight, blending the old school ravenloft religion of the Raven with Eagle Knight ideals, or a Chelaxian elder evil cult.
ugly child |
Hmm, lets see. Could have a look at the church of the Lawgiver and Hala. Captain of the Mists was a pretty cool vistani based prestige class.
Another idea could be an Astrologer prestige class for more of a medieval feel.
Myself I'm not yet savy enough with Golarian to convert it much, but there again I've a few months to catch up. :)
I'll have a think about a few other bits and bobs.
ugly child |
Just a bit of a heads up for those waiting for the PDF. As currently written the conversion is just that a conversion. As such I will not be putting out the complete rules set as presented in the 3.5 Ravenloft Players Handbook but merely rules that needed to change (in my opinion) to fit with Pathfinder.
For example I will not be presenting the Powers Check and fear, horror & madness systems. But I will be including Powers Check chances for certain class, spell or feat based rules.
This in all was just to clarify what you'll be getting, in this fan's conversion guide for the 3.5 Ravenloft materials. I hope this will not disappoint anyone.
Thanks for everyone reading contributing and commenting thus far, and I hope everyone will be happy with the final product when I have it done shortly.
Damien
Freehold DM |
Just a bit of a heads up for those waiting for the PDF. As currently written the conversion is just that a conversion. As such I will not be putting out the complete rules set as presented in the 3.5 Ravenloft Players Handbook but merely rules that needed to change (in my opinion) to fit with Pathfinder.
For example I will not be presenting the Powers Check and fear, horror & madness systems. But I will be including Powers Check chances for certain class, spell or feat based rules.
This in all was just to clarify what you'll be getting, in this fan's conversion guide for the 3.5 Ravenloft materials. I hope this will not disappoint anyone.
Thanks for everyone reading contributing and commenting thus far, and I hope everyone will be happy with the final product when I have it done shortly.
Damien
What were people thinking you were going to do?
Kolokotroni |
ugly child wrote:What were people thinking you were going to do?Just a bit of a heads up for those waiting for the PDF. As currently written the conversion is just that a conversion. As such I will not be putting out the complete rules set as presented in the 3.5 Ravenloft Players Handbook but merely rules that needed to change (in my opinion) to fit with Pathfinder.
For example I will not be presenting the Powers Check and fear, horror & madness systems. But I will be including Powers Check chances for certain class, spell or feat based rules.
This in all was just to clarify what you'll be getting, in this fan's conversion guide for the 3.5 Ravenloft materials. I hope this will not disappoint anyone.
Thanks for everyone reading contributing and commenting thus far, and I hope everyone will be happy with the final product when I have it done shortly.
Damien
It is what i was expecting, and i look forward to seeing it. ugly child do you still expect it ready by the end of this month? what with that being very near and all.
Bellona |
Just a bit of a heads up for those waiting for the PDF. As currently written the conversion is just that a conversion. As such I will not be putting out the complete rules set as presented in the 3.5 Ravenloft Players Handbook but merely rules that needed to change (in my opinion) to fit with Pathfinder.
For example I will not be presenting the Powers Check and fear, horror & madness systems. But I will be including Powers Check chances for certain class, spell or feat based rules.
This in all was just to clarify what you'll be getting, in this fan's conversion guide for the 3.5 Ravenloft materials. I hope this will not disappoint anyone.
Thanks for everyone reading contributing and commenting thus far, and I hope everyone will be happy with the final product when I have it done shortly.
Damien
I certainly would not have expected anything more than the conversion itself.
Many thanks to you and the others for doing the work! I'm looking forward to seeing the results.
ugly child |
Sorry guys that was just to clarify what you're going to be getting at the end of the day. As to when things are going to be finished, I'm told by Óscar the artist, that he'll have art completed over the next week and a half or so. I'm not going to rush him or myself as it is a fan project and I don't have publisher or printer deadlines. Hopefully you'll get a quality product at the end of the day, which will be much more use than a binder of the thread printed out.
I'll keep you all up to date on how things are progressing.
ugly child |
ugly child |
I'm currently converting the playtest material for the APG, I be finalizing things when the book actually comes out.
CavalierBanner & Greater Banner (Ex): The bonuses from these class features to saving throws relating to fear apply to fear and horror saves. The ability to wave their banner also grants an additional attempt at a fear or horror save. This ability does not cure any ability damage caused be the system shock major horror effect.
Orders
Edicts: Failing to adhere to the edicts of your order requires a powers check for breaking an oath. Depending on your order your edicts may count as an evil, good, neutral your own faith, see below.
The Cockatrice – Evil Faith
The Dragon – Own Faith
The Lion – Relates to the apparent alignment of your sovereign
The Misty Border - Good
The Shield – Good
The Star - Relates to the apparent alignment of your faith
The Sword – Good
ugly child |
UC: Thank you so much for mentioning me in your pdf. It truly, truly made my day. I will be posting more on this later. I just really wanted to thank you.
Don't worry, everyone that suggested anything on the thread got a mention in the thanks. You guys really brought things together with your feedback.
Sigurd |
I too appreciate your mention. Thanks.
I have a question - Sinister possession for the Wizard. I'd rather see it be a process of taint than an automatic.
Something like - Bonded Items are tremendously susceptible to taint. Various means and foes twist the nature of magic in Ravenloft leading to corruption and permanent evil. A tainted item cannot be redeemed or cleansed but may be destroyed and a new item created.
And then some sort of check to detect if your item has been corrupted.
ugly child |
I too appreciate your mention. Thanks.
I have a question - Sinister possession for the Wizard. I'd rather see it be a process of taint than an automatic.
Something like - Bonded Items are tremendously susceptible to taint. Various means and foes twist the nature of magic in Ravenloft leading to corruption and permanent evil. A tainted item cannot be redeemed or cleansed but may be destroyed and a new item created.
And then some sort of check to detect if your item has been corrupted.
Hmm some alternate rules could be worked out for this. But on the whole I'll leave them as alternate. I'll see about a side bar in something coming up.
I kind of wanted Bonded Item wizards to get the feel of a Dread Companion while still having a different experience.
Oh and I've got to say fair dues to Óscar who is a great artist and has agreed to do some more work for the next project.
Sigurd |
If we go from the idea that players are made up as they want to be and the corrupted by Ravenloft we actually gain two benefits.
1. It is mostly what the players will want anyway. Evey player is going to be the exception, Drizzt or Elric or whatever. I think you'll please more people.
2. Functionally we kill two birds here. We have to have rules for corruption and taint because Ravenloft is also a destination for outsiders. Visitors just pick up with the taint rules from character design.
S
ugly child |
I'll have a think about the bonded item stuff.
But for now some possible changes to Inquisitor,
InquisitorSpells:
Magic is altered within Ravenloft in some cases. Please refer to the magic section in the Mistfinder conversion.Alignment:
An inquisitor may be of any alignment and does not necessarily need a religious faith to sponsor their crusade. When an inquisitor changes alignment or falls from grace they retain the use of their class abilities.Detect Alignment:
This class feature does not function in Ravenloft.Identify Spoor (Sp): At will, an inquisitor can use Identify Spoor as the spell (Van Richten’s Arsenal).
Judgement:
Calling for a judgement upon a foe may require a powers check for a Threat of Violence.Bane:
This class ability may only be used to create the bane special ability against a type or subtype of creature if the Inquisitor has encountered that type or subtype of creature before.Greater Bane:
Greater Bane is limited in the same way as the Bane class ability in Ravenloft.True Judgement:
Use of this ability to slay a creature may require a powers check for murder.
Delthos |
I'm at work and can't download the file, but I was looking through the last page of the thread. In looking at the Stage Magician, I have a question about the Magic Cabinet. Obviously the inspiration for it's drawback comes from "The Prestige". As this is a teleportation chamber that teleports the subject from one to the other, what happens when the Clone is created? Does the original one not teleport and the Clone is formed in the second cabinet? Altenately, does the clone also get created in the second along with the source one? Or does the Clone go somewhere else entirely?
ugly child |
I'm at work and can't download the file, but I was looking through the last page of the thread. In looking at the Stage Magician, I have a question about the Magic Cabinet. Obviously the inspiration for it's drawback comes from "The Prestige". As this is a teleportation chamber that teleports the subject from one to the other, what happens when the Clone is created? Does the original one not teleport and the Clone is formed in the second cabinet? Altenately, does the clone also get created in the second along with the source one? Or does the Clone go somewhere else entirely?
My thought is that the original is teleported and a clone remains in the first cabinet. This would lead to the clone being confused, ridiculed by an audience and led to believe that they are in fact the original.
But if a GM wants, the clone could be flung elsewhere; wherever the dark powers whim it.
Freehold DM |
Delthos wrote:I'm at work and can't download the file, but I was looking through the last page of the thread. In looking at the Stage Magician, I have a question about the Magic Cabinet. Obviously the inspiration for it's drawback comes from "The Prestige". As this is a teleportation chamber that teleports the subject from one to the other, what happens when the Clone is created? Does the original one not teleport and the Clone is formed in the second cabinet? Altenately, does the clone also get created in the second along with the source one? Or does the Clone go somewhere else entirely?My thought is that the original is teleported and a clone remains in the first cabinet. This would lead to the clone being confused, ridiculed by an audience and led to believe that they are in fact the original.
But if a GM wants, the clone could be flung elsewhere; wherever the dark powers whim it.
I prefer the latter myself. On horrid possiblity is that you end up performing in front of one (or more) of your clones, who have invited you to town for the express purpose of killing you(Manshoon wars, anyone?).
ugly child |
Right so some ideas I'm toying around with for the other APG classes.
Alchemist, play up Jekyll and Hyde elements.
Oracle, Perhaps have the class be more susceptible to madness effects due to the connection their mysteries and the the dark powers filtering their divine experience.
Summoner, Perhaps the toughest but most worthwhile to convert. The idea is to give the eidolon alter self at will, but only usuable to shift to the shape of their master. The eidolon would be a representation of the summoners ego and would slow attempt to replace the summoner.
Jam412 |
Right so some ideas I'm toying around with for the other APG classes.
Alchemist, play up Jekyll and Hyde elements.
Oracle, Perhaps have the class be more susceptible to madness effects due to the connection their mysteries and the the dark powers filtering their divine experience.
Summoner, Perhaps the toughest but most worthwhile to convert. The idea is to give the eidolon alter self at will, but only usuable to shift to the shape of their master. The eidolon would be a representation of the summoners ego and would slow attempt to replace the summoner.
This all sounds so cool.