| theeaterofshades |
Hi My friends and I are resurecting 3 characters of the shadowy trades that we played in college. Mine was a specialty priest of Mask. While we are keeping things in the Forgotten Realms, we will be using the PF rules. I am wondering outside of cleric with the theivery domain what may be the best option. The Specialty Priest is listed int the 1996 Faith and Avatars book from TSR.
Thanks!
-Matt
| DeathQuaker RPG Superstar 2015 Top 8 |
Hi My friends and I are resurecting 3 characters of the shadowy trades that we played in college. Mine was a specialty priest of Mask. While we are keeping things in the Forgotten Realms, we will be using the PF rules. I am wondering outside of cleric with the theivery domain what may be the best option. The Specialty Priest is listed int the 1996 Faith and Avatars book from TSR.
-Matt
First thing I would do is look up 3.x versions of servants of Mask as a place to start, if you have such resources available to you. Some info you can find on the Web, e.g., a quick search reminded me that Mask's domains are Evil, Luck, Darkness, and Trickery, which are all available for you to choose from in Pathfinder. The Darkness domain would help re-create/provide abilities with similar flavor as many of the specialty priest's abilities (this is the source I am using to refer to the specialty priest: http://www.nj-pbem.com/data/Gods/humangods/Mask.htm).
I might consider a dip into Rogue, which will add on some additional class skills (specialty priests had some thieving skills) and hand crossbow proficiency. 1 or 2 levels (evasion and a rogue talent--maybe fast stealth--could come in handy). This should not affect your caster level much (apart from slowing your spell advancement early on, which is a legit concern if you're third level and you don't have cure moderate wounds yet and you feel like you need it), and you could take the trait which boosts your caster level (Magical Knack, I think). It's not necessary, but it would help round out the concept.
I don't have the resources to hand, but I'm almost certain there was a Maskite prestige class in 3.5 Forgotten Realms--maybe in Deities of Faerun. Complete Divine also has some thiefy prestige classes to consider converting, if your GM will allow (Temple Raider of Olidammara and Something Or Other of the Black Flame). But you're also good probably entirely without PrCs.
| DeathQuaker RPG Superstar 2015 Top 8 |
Here's some quick and dirty conversions of the spells listed. All I did was try to clarify some things and put them into the Pathfinder paradigm--no idea if they are balanced or if your GM would allow them.
I did not include Striking Shadow (the 6th level spell) as it requires stats for a grell, which I don't have.
Shadowcloak
School: Transmutation; Level: Cleric 1
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: 1 Creature touched
Effect: A vaguely spherical cloud with a 10-foot-radius
Duration: 1 round/level
Saving Throw: None; Spell Resistance: Yes (harmless)
This spell creates a semisolid fog of amorphous shape that is centered on and moves with the creature touched. It grants the affected creature concealment (20% miss chance), but halves the target's movement due to its thickness. All sound around the target is dampened, giving the target a +6 circumstance bonus to Stealth checks which rely on sound, but the target cannot use any abilities which rely upon seeing or hearing the target, and cannot effectively communicate with creatures 10 or more feet away. The cloaked target can, however, see and hear normally, and can cast spells with verbal components as long as no one else is required to hear the spell (such as command).
In dim light or brighter, creatures can see the moving, roiling cloud of shadow with a faint shape of a creature within, but they cannot recognize the creature unless it succeeds on a Perception check versus the target's Stealth. In darkness, the shadowcloaked creature gains a +20 to Stealth checks versus all creatures 10 or more feet away, unless the creatures have darkvision or see in darkness.
Torches, light spells, and similar sources of light or radiance have no direct effect upon the shadowcloaked creature, except to raise the ambient area light per usual, which may affect the creature's ability to use Stealth, as noted above.
Watching Shadow
School: Divination; Level: Cleric 4
Casting Time: 1 standard action
Components: V, S
Range: Medium
Effect: Caster-sized, mobile shadow which transmits images to the caster
Duration: 1 round/level
Saving Throw: None; Spell Resistance: No
This spell creates a mobile shadow that sends its caster visual information (similar to the spell arcane eye), transmitting all the shadow perceives within a 60 foot radius of itself. The shadow is always of approximately the same cubic volume as the caster, though not necessarily the same exact shape. It can squeeze through any hole that one of the caster’s hands, up to the wrist, could pass through, and the caster can change its shape at will. The shadow is incorporeal and has a number of hit points equal to half the caster's, with an AC equal to the caster's touch AC plus a natural armor bonus equal to +1, plus 1 for every 4 caster levels. The shadow glides along the ground or floor at the same speed as the caster's base land speed; if it moves over a sudden drop-off, it falls as if affected by the spell feather fall. It ignores difficult terrain but cannot fly. The shadow has no ability to attack anything. It has a Stealth modifier equal to the caster's Stealth modifier +10, although it is visually perceivable. It does not make sound and does not have a scent. It is at the normal penalty to Stealth if it moves its full speed.
Upon casting this spell, the caster names a specific location, which the caster must be able to describe or name accurately, even if the caster has never visited the location. A vague description may cause the shadow to travel to the wrong location, at the GM's discretion. The shadow instantly appears at that spot at the end of the caster's turn and watches for the duration of the spell, seeing everything within a 60 foot radius of the shadow. As a move action, the caster can instruct the shadow to move every subsequent; the shadow can move up to its base speed once and still be able to observe. Only sights that are normally observable by the caster can be seen by this spell, with the shadow's Perception modifier equal to the caster's. If the caster has special visual senses, such as low-light vision or darkvision, the shadow has these abilities as well.
If creatures being watched move outside the spell's area of effect, the caster can direct the shadow to follow them, but if the caster cannot actually see the shadow's activities, the direction in which the shadow moves is determined by a Perception check with a -4 penalty to the check to determine which way the creatures went. If the Perception check fails, the shadow moves in a random direction determined by the GM.
If the shadow or caster moves beyond the extend of the spell's range, the shadow instantly dissipates and the spell effect ends. Furthermore, unlike listening shadow, the watching shadow will dissipate if the caster casts any other spells, although the caster can perform other actions as normal.
The presence of lead or gorgon’s blood in walls (or their mortar) serves as a barrier against the viewing linkage of shadow to caster, but the caster retains control of the spell effect. If the shadow can be moved “blind” to a spot where there is no effective intervening barrier, the visual link is restored.
golem101
|
Hi My friends and I are resurecting 3 characters of the shadowy trades that we played in college. Mine was a specialty priest of Mask. While we are keeping things in the Forgotten Realms, we will be using the PF rules. I am wondering outside of cleric with the theivery domain what may be the best option. The Specialty Priest is listed int the 1996 Faith and Avatars book from TSR.
Thanks!
-Matt
I am actually playing a specialty priest of Mask in a AD&D 2ed campaign based on the Fall of Myth Drannor.
As a very broad baseline, I'd say that taking a level in the Rogue class every 4th advancement (thusly a 12th level character would be a 9th level cleric/3rd level rogue) should suffice, with a proper selection of domains.
The most glaring differences however should stay in the spell list, with the complete reworking from the "spheres" concept and a bunch of very specific spells which I don't recall being updated.
In alternative, you could go with the "Divine Seeker" PrC (from Player's Guide to Faerun) as soon as you qualify - a somewhat difficult feat for a divine caster - which is more themathically appropriate.
| Dreaming Psion |
If you're going core only, single class, looks like Darkness and Trickery would be your best domain options for a cleric. If needed, you could also pick up a trait or two if there were some skills you were interested in but weren't granted by the Trickery feat (it gives you a few rogue skills as class skills already).
| Tom S 820 |
Cleric/ Rouge or Inquisitor
I think the spell are to strong.
Darkness is 2nd level I Would rather cast your spell and it 1st.
even I they where both 2nd I still rather cast yours. To strong
+20 to stealth check while moving is to invisablty.
The one thing would think about is if are going to use negative energy.
if so the get the Channel Smite feat that way touch attack and sneak tack them.
Lock hard at the Domains that given sub site then look at the pathfinder version and there sub domains in the APG and get feel on what you want this guy to do.
There is feat thet let both Postive and Negtive engery in UDM book that just came you littel while back.
| daemonslye |
Inquisitor (Advanced Player's Guide) with the Infiltrator archetype (Ultimate Magic) and the Thievery Subdomain (Advanced Player's Guide) is very Mask-esque, in my opinion.
I agree - I'd perhaps go with the Night Subdomain instead. I really don't think you need to recreate the spells at all given the options you have in PF.