Illusionary Weapons Master (3.5e Prestige Class)
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[edit] Illusionary Weapons Master
| “ | Re est Illusio
Reality is an Illusion |
” |
| —Master Ill'sa, Aasimar illusionary weapons master, Personal motto. | ||
An illusionary weapons master can create illusions so realistic that they actually border on reality. They use this to create fearsome Illusion Weapons with which they can defeat a large array of foes. Master manipulators, they know the best ways to use illusions to dishearten, distract, and defeat their foes.
[edit] Becoming an Illusionary Weapons Master
Illusionary weapons masters tend to be loners, living in remote areas, so they can practice their art easily, without interruptions or distractions. Most illusionary weapons masters tend to train their abilities as much as possible before adventuring. Even though they tend to be slightly egotistical, they are usually likable characters. Often, illusionary weapons masters are skilled in martial combat but are phisicaly weak, and are forced to use their skill in magic to make up for that sever limitation.
| Alignment: | Any chaotic. |
|---|---|
| Base Attack Bonus: | +3 |
| Skills: | Spellcraft 4 ranks, Concentration 4 ranks |
| Feats: | Spell Focus (Illusion) |
| Special: | Ability to spontaneously cast 2 spells from the illusion school, ability to cast level 1 spells |
| Level | Base Attack Bonus |
Saving Throws | Special | Spellcasting | |||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
| 1st | +1 | +0 | +0 | +2 | Summon Illusion Weapon | ||||||||||||||||||||||||||||||||||||
| 2nd | +2 | +0 | +0 | +3 | Refine Illusion I, Bright Blade | +1 level of existing arcane spellcasting class | |||||||||||||||||||||||||||||||||||
| 3rd | +3 | +1 | +1 | +3 | Sharper Image, Swirling Colors 2/day, Hardened Casting | +1 level of existing arcane spellcasting class | |||||||||||||||||||||||||||||||||||
| 4th | +4 | +1 | +1 | +4 | Illusion Weapon +3, Refine Illusion II | ||||||||||||||||||||||||||||||||||||
| 5th | +5 | +1 | +1 | +4 | Displacement, Dazzling Blade 3/day | +1 level of existing arcane spellcasting class | |||||||||||||||||||||||||||||||||||
| 6th | +6 | +2 | +2 | +5 | Refine Illusion III, Improved Sharper Image, Swirling Colors 3/day | +1 level of existing arcane spellcasting class | |||||||||||||||||||||||||||||||||||
| 7th | +7 | +2 | +2 | +5 | Illusion Weapon +4, Bladeweave, Quick Summon | +1 level of existing arcane spellcasting class | |||||||||||||||||||||||||||||||||||
| 8th | +8 | +2 | +2 | +6 | Refine Illusion IV | ||||||||||||||||||||||||||||||||||||
| 9th | +9 | +3 | +3 | +6 | Greater Sharper Image, Swirling Colors 4/day | +1 level of existing arcane spellcasting class | |||||||||||||||||||||||||||||||||||
| 10th | +10 | +3 | +3 | +7 | Illusion Weapon +5, Refine Illusion V, Flicker, Blinding Blade 1/day | +1 level of existing arcane spellcasting class | |||||||||||||||||||||||||||||||||||
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Class Skills (2 + Int modifier per level) | |||||||||||||||||||||||||||||||||||||||||
[edit] Class Features
All of the following are class features of the illusionary weapons master.
Spellcasting: At each level (except for 1,4, and 8), the Illusionary Weapons Master gain new spells per day and an increase in caster level (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefits a character of that class would have gained. If he had more than one spellcasting class before becoming an illusionary weapons master, he must decide which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Illusion Weapon: An illusionary weapons master is an expert at illusions. At 1st level, he has trained in his ability to summon Illusions until he can create a semi-real illusion of his weapon of choice as a move action. The weapon can be any weapon for the purposes of deities. He can create a set of two light weapons that deal 1d4 force damage, one one-handed weapon that deals 1d6 force damage, or one two-handed weapon that deals 1d10 force damage that he may switch between reach and non-reach at will. All of the weapons have bonus damage of +2 force. He uses Charisma instead of Strength for to hit and damage, and he is automatically proficient with the Illusion Weapon. At levels 4, 7, and 10, the bonus damage increases by 1. If he wields his weapon with two hands, the bonus damage is doubled. When he use his weapon, his opponent may make a Will Save DC 10 + class level + Charisma mod only take half of the bonus damage.
Refine Illusion: As of 2nd level, an illusionary weapons master begins refining his skill at making his Illusion Weapon. The weapon gains a +1 Enhancement bonus. At level 4, 6, 8 and 10, this bonus is increased by +1. In addition, he gains a +5 to the save DC for his illusions at level 6.
Bright Blade: A level 2 illusionary weapons master gains the ability to replicate basic illusions within his Illusion Weapon, using it as a conduit. His Illusion Weapon emits light as though light had been cast on it. He may suppress or activate this as a swift action.
Sharper Image: The sharpness of the edge of an Illusion Weapon is a function of the Masters focus. At 3rd level, an illusionary weapons master has learned to make his Illusion Weapon better defined and sharp. His Illusionary Weapon gains a 19–20/×2 critical hit. The Illusion Weapon's bonus damage isn't multiplied by critical hits.
Swirling Colors: At level 3, an illusionary weapons master has improved his skill at focusing illusions through his Illusion Weapon. As a standard action, he may create a rainbow pattern effect centered on him. To maintain the effect, he must either take a standard action or attack a creature. After the attack, that creature is no longer affected by the pattern, and he would have to use an extra use to affect them again.
Hardened Casting (Ex): At third level, an illusionary weapons master adds his class level to concentration checks to cast defensively, and to avoid having his spells disrupted when he takes damage while casting a spell.
Displacement: Sometimes, it’s a lot easier to defeat a foe when they think you are somewhere else. By 5th level, an illusionary weapons master constant use of Illusions has rubbed off on his soul and being, making him less real. It becomes harder to discern his actual location. There is a 10% chance that a foe that attacks him will actually hit an Illusion of him, and miss. True seeing negates the miss chance.
Dazzling Blade: At level 5, an illusionary weapons master can ramp up the intensity of his bright blade effect. As a move action, he may dazzle everyone within range of his light effect for 2 rounds, with a Will save to negate.
Improved Sharper Image: At 6th level, an illusionary weapons master redefined the edge on his Illusion Weapon so that a critical hit also multiplies his bonus damage.
Bladeweave: When an illusionary weapons master reaches level 7, if someone fails a Will Save for the bonus damage from his Illusion Weapon, they are dazed for one round.
Quick Summon: At 7th level, an illusionary weapons master becomes able to materialize his Illusion Weapon as a free action instead of a move action. He can make only one attempt to materialize the Illusion Weapon per round, however.
Greater Sharper Image: At level 9, an illusionary weapons master gains very precise and detailed control over his Illusion Weapon, dictating individual lines, divots, and nothces in the blade. The critical hit range of his Weapon is increased to 18-20. He may also choose to instead increase the weapons tearing ability, improving the critical to x3.
Flicker: At 10th level, an illusionary weapons master learns to amplify the displacement effect with illusion magic while in combat. His body seems to flit around in a small area, and seems to go in and out of existence suddenly. There is a 25% chance that a foe will miss with an attack against him.
Blinding Blade: A 10th level illusionary weapons master can increase the amount oflight his blade gives off dramaticaly, forceing everyone within the radius of his light effect to make a Will save or be blinded for 2 rounds. If they make the save, they are instead dazzled.
| Level | Special |
|---|---|
| 11th | Refine Illusion VI, Illusion Weapon +6, Epic Flicker |
| 12th | Swirling Colors 5/day |
| 13th | |
| 14th | Refine Illusion VII, Illusion Weapon +7 |
| 15th | Epic Flicker, Blinding Blade 2/day, Swirling Colors 6/day |
| 16th | |
| 17th | Refine Illusion VIII, Illusion Weapon +8 |
| 18th | Swirling Colors 7/day |
| 19th | Epic Flicker |
| 20th | Refine Illusion IX, Illusion Weapon +9, Blinding Blade 4/day |
Refine Illusion (Epic): An illusionary weapons master of epic level continues to improve his Illusion Weapon. His enhancement bonus continues to increased by +1 at level 11, and every three levels afterwards.
Epic Flicker: The illusionary weapons master's flicker ability provides an additional 10% miss chance (to a maximum of 55%), and a +5 to the save DC of illusions at every fourth epic level (11, 15, 19, etc.).
[edit] Ex-Illusionary Weapons Masters
An illusionary weapons masters who ceases to be chaotic in alignment cannot progress in levels as an illusionary weapons masters.
[edit] Campaign Information
[edit] Playing a Illusionary Weapons Master
Combat: Illusionary weapons masters tend to be light melee fighters. They have little in the way of defense, so they rely on protective spells or fascinating and distracting their opponents with illusions. Rainbow pattern is a favorite spell, along with scintillating pattern. Most of the time, they will have a fighter or other "tank" to back them up. They can also serve as support and utility if need be, buffing their allies. A well played illusionary weapons master can take the role of both a sorcerer and a warrior at almost the same time. The most beneficial use for their spells is to use them to confuse their opponents.
Advancement: Most illusionary weapons masters come from sorcerer/fighters, due to the unique combination of melee and spellcasting. Bards also make good illusionary weapons masters, but they don't progress their bardic music as an illusionary weapons master, and that severely limits the usefulness of the class. The requirements to become an illusionary weapons master are easy to meet as a bards or sorcerer/fighter, but it is much harder with other classes. The most common progression order is to take 5 levels of any class that will qualify you for the illusionary weapons master, then all 10 levels of it. Afterwards, you can either take 5 levels of eldritch knight or continue with the class(es) that you took your first 5 levels in. Bards typically opt for another 5 levels of bard, while a sorcerer/fighter will continue into eldritch knight. A few rare cases exist where a character will specialize themselves into more of a spellcaster by taking another 5 levels of strait sorcerer.
Resources: Illusionary weapons masters tend to be protective of their skills, and don't enjoy sharing tricks of their trade other illusionary weapons masters, but they will assist each other in quests. Most illusionary weapons masters first seek out Master Ill'sa, a highly skilled illusionary weapons master. Master Ill'sa maintains contact with all of his trainees, and can be contacted for information gathered from other illusionary weapons master.
[edit] Illusionary Weapons Masters in the World
| “ | Look out! That's not a floor, it's an Illusion! | ” |
| —Dale Beltre, human Illusionary Weapons Master | ||
Illusionary weapons masters typically adventure for entertainment, and see it as a challenge. A few do it for the greater good, but the most famous role they serve is as the evil mastermind with the complicated puzzles and traps in his castle. This is by no means the most common role, but the castles and the fight tend to make perfect tavern stories, so more people know about that role. Often, a party facing one of those may take another illusionary weapons master to combat the Illusions.
NPC Reactions: Most of the time, illusionary weapons masters appear to be bards, but without an instrument. They tend to reinforce this belief by performing minor, non-spell illusions for money. NPC's treat them as they would a bard.
[edit] Illusionary Weapons Master Lore
Characters with ranks in Knowledge (Arcana) can research illusionary weapons masters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
| DC | Result |
|---|---|
| 11 | They use very good illusions. |
| 16 | They can make Illusion Weapons and tend to be loners. |
| 21 | They are mentored and started on the path to the illusionary weapons master by Master Ill'sa. They tend to be sorcerer/fighters, and sometimes bards. |
| 26 | Anything else, and most relevant campaign information. |
[edit] Illusionary Weapons Masters in the Game
As mentioned above, one of the more common NPC roles is that of the evil mastermind with the trick-castle. If the illusionary weapons master is the bad guy, he will play mind games and use illusions to mess with the PCs minds. Expect things like will-o'-the-wisps, labyrinths, and seemingly impossible puzzles. Most NPC's are content to toy with the PCs, and will only ever try to outright kill them if the PCs see straight through their illusions.
Adaptation: Illusionary weapons masters are a relatively easy class to incorporate into a campaign. The class can be made Psionic by changing their spellcasting requirements to "Ability to manifest 1st level powers, and ability to manifest 1 power from the metacreativity discipline" and changing their flavor towards creation, instead of deception.
Sample Encounter: Dale Beltre is a powerful illusionary weapons master. He hires the PC's to assist him to foil a plot to kill Master Ill'sa. The mission doesn't really have to be obviously related to a plot; it could be as simple as "These goblins are going to attack Master Ill'sa. Lets go kill all of them."
Another twist is to have the PCs be trying to kill Master Ill'sa, and they have to take out Dale to get to him. If this is the case, the party can be Evil or Good, as long as they are also mostly Lawful. If the PCs manage to fight Master Ill'sa, He will be grossly overpowered for them. Have him defeat, but not kill, the PCs. Then have them level up to level 26ish to fight him again. This time, have the Master Ill'sa turn out to be an Illusion. If the PCs win, have them search for the real Master Ill'sa, and eventually find him and fight him. Treat him as though he knows everything about the characters, even how much hit points they have left. Make the battle as hard as you possibly can.
EL 15
| Male Human Fighter 1/ Sorcerer 4/ Illusionary Weapons Masters 10 | |
| CG Medium Humanoid (Human) | |
| Init/Senses | +3/Listen +1, Spot +10 |
| AC | 35, touch 18, flat-footed 32 |
| hp | 77 (15 HD) |
| Fort/Ref/Will | +7/+7/+19 |
| Speed | 30ft (6 squares) |
| Melee | Illusion Weapon +26/+21/+16 (1d6+13+5) |
| Space/Reach | 5 ft./5 ft. |
| Base Atk/Grp | +13/+12 |
| Special Actions | Summon Illusion Weapon, Dazzling Blade, 1/day—Blinding Blade, 4/day—Swirling Colors, At-will—Bright Blade |
| Spells Known | (CL 11th): 5th (5/day)—Telekinesis, Teleport 0 (9/day)—Arcane Mark, Dancing Lights, Ghost Sound, Mage Hand, Mending, Message, Prestidigitation, Read Magic, Resistance.
|
| Abilities | Str 8, Dex 16, Con 12, Int 12, Wis 12, Cha 27 |
| SQ | Refine Illusions V, Harden Casting, Displacement, Bladeweave, Quick Summon, Flicker |
| Feats | Spell Focus (Illu), Force of Personality, Dodge, Mobility, Combat Casting, Improved Toughness, Dodge, Improved Critical, Spring Attack |
| Skills | Intimidate 18, Concentration 18, Jump 18, Knowledge (arcana) 9, Spot 9. |
| Possessions | +6 Cloak of Charisma, +2 Gloves of Dexterity, +7 Bracers of Armour, +4 Amulet of Natural Armor, +5 Ring of Protection, +5 Mithral Buckler. |
EL 31
| Male Aasimar Fighter 1/ Sorcerer 4/ Illusionary Weapons Masters 20/ Eldritch Knight 5 | |
| N Medium Outsider (Native) | |
| Init/Senses | +6/darkvision 60 ft.; Listen 5, Spot 5 |
| AC | 58, touch 26, flat-footed 52 |
| hp | 157 (60 HD) |
| Fort/Ref/Will | +15/+16/+36 |
| Speed | 30ft (6 squares) |
| Melee | Illusion Weapon +23/+18/+13/+8 (1d6+33) |
| Space/Reach | 5 ft./5 ft. |
| Base Atk/Grp | +23/+22 |
| Special Actions | Summon Illusion Weapon, Dazzling Blade, 1/day—Blinding Blade, 7/day—Swirling Colors, At-will—Bright Blade, 1/day—daylight |
| Spells Known | (CL 26th): 0 (11/day)—Resistance, Read Magic, Dancing Lights, Ghost Sound, Mage Hand, Mending, Message, Arcane Mark, Prestidigitation.
|
| Abilities | Str 8, Dex 22, Con 10, Int 12, Wis 14, Cha 44 |
| SQ | Refine Illusions IX, Harden Casting, Displacement, Bladeweave, Quick Summon, Flicker, Epic Flicker×3, Darkvision 60ft |
| Feats | Weapon Fineness, Spell Focus (Illusion), Force of Personality, Dodge, Weapon Focus (Illusion Weapon), Iron Will, Greater Spell Focus (Illusion), Improved Toughness, Combat Casting, Epic Spellcasting, Epic Weapon Focus, Epic Spell Focus (Illusion), ????? |
| Skills | Spellcraft 33, Knowledge (Arcana) 33, Concentration 33 |
| Possessions | +12 Cloak of Epic Charisma, +8 Gloves of Epic Dexterity, +15 Bracers of Epic Armour, +8 Amulet of Epic Natural Armor, +10 Ring of Epic Protection, +8 Mithral Buckler. |
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