Presto Lite (3.5e Prestige Class)

From D&D Wiki

Jump to: navigation, search


A journey on the road

It was dark on the road. The road was nothing more than a simple dirt road, now covered with thick snow. The snow covered up any hole; so you never saw the holes until it was too late. The coachman was luckily experienced enough to hold the coach on to road and maintained a steady but slow speed. In the coach, were it was surprising warm, was a small delegation of the merchants guild with Sen Gardner.

Sen Gardner is a human, sorceress of the class presto, skilled in magic and dedicated her life to the ideals of improving life for civilized people. Her piercing emerald green eyes could burn trough flesh it seemed. If she talked, people listened.

Now the journey underway was because Sen had persuaded the merchants to see the benefits of a new better road between the towns. They experienced this now at first hand. But even then they were not completely in agreement. They all saw the possibilities, but that was for them not the most important part of this journey.

The reason they had to hurry was because the council of the other town was making a final decision this evening about the plan for a better road. The decision would very likely be the disapproval of this plan. This disapproval was mostly based on a letter that came from the merchants guild. Sen Gardner found out that this letter was a fake. And the one, who supposedly had signed this, was with them and had no knowledge about this letter. They were talking about it, trying to figure out who is responsible for this. It was a difficult conversion because they blamed each other and Sen Gardner had to go to great lengths to keep the merchants from blaming each other and to get them to focus them on the main problem the possible disapproval of the plan namely the improvement of the road.

Then suddenly, the sound of wood breaking, and the coach came to a sudden stop. Luckily the coachman was able to control the horses and the coach was still standing. but both front wheels and axle were broken. The merchants and Sen Gardner were shaken but came out the coach without any serious injury. The coachman says “It seems that the journey ends here, we should stay in the couch it will be very cold soon and…”. “No! We have an obligation to both towns to do our very best no matter the obstacles.” while saying this Sen Garder magically let a glowing boll appear above her hand and sent it to the closest broken wheel.

A quick investigation revealed partially hidden under the snow, a tree almost so long as the road is wide. Sen Gardner looked around the surroundings but it was too dark to even see the trees. Faintly she heard something, a horse? The glowing boll went up about 10 feet above the coach. but the light was to faint to see anything with it. Then the light became brighter. The light became so bright, that it was easy to see the surroundings, including 2 horses and 2 men. They were hiding behind some threes. The men were blinded by this suddenly intensity of light. The coachman almost immediately went to them, followed by Sen Gardner. The man on the left raised an ax, looking defiant and ready to strike. However, when Sen Gardner creates a great fireball that was hovering above her hand, the men dropped their weapons with a look of fear on their faces and gave up the fight.

The 2 men surrender but not without a smirk on them faces: “Give it up. You’re never going to make it, you better go home where it save and warm...”. The merchants looked at them and at the couch. “Unfortunately they are right, it's all late we don't have the time to fix this, if we can fix it.“ The courage had left the merchants. The two men were laughing at them. Sen Gardner ignored everybody and grasped a piece of rope and magical tied the two men together, then blindfolded them. And said to the merchants: “have you forgotten something? We have an obligation to both towns to do our very best no matter the obstacles”. “Get the two horses! Tie the horses to the coach and tie the two men on the horses, make sure that they cannot escape.” We need them to find out who is behind this sabotage. The coachman and merchants were confused, what was she talking about? The coachman looked puzzled at Sen Gardner but did what she told. The merchants looked at each other not knowing what came next.

The glowing ball became less bright and went back to the broken wheel. It was not completely broken. Sen went to the wheel and started focusing on it. The merchants watched in amazement how wood and metal were magically bent, and slowly the wheel became whole again. “Hurray!” The merchants cheered, they were all to glad that they could continue for obvious reasons. The merchants found new courage and together they removed the tree form the road. By this time the other wheel and axle were fixed and the journey went on.

Inside the Stagecoach the merchants could not stop talking about what happened. They could not wait to be in the town council. “We shall bring justice to whoever is sabotage our plan. We have an obligation as merchants and no obstacle is gone to stop us.” A loud cheer follows.

There is a world out there to build... what are you waiting for?
—Sen Sorcerers Sublime, Human, Presto, Prestidigitator, Sorcerers
, At a simple and badly road

Becoming a Presto[edit]

Presto's are spellcasters and some off them are from the prestige class Prestidigitator. These spell casters, through their travels, have come to realize that the world could be a wonderful place if they could just stop the unnecessary fighting and destroying and focus on cooperation and understanding everyone's needs. So Presto's talk to almost everybody about creation and cooperation to inspire as many people as possible especially those with influence. This is mainly done in public establishments, a favorite being taverns, were they strongly advocate for creation and cooperation. Or more subtly, by giving a performance with little warnings mixed in their stories and foretelling how wonderful it could be, or bad, depending on which choices are made.
Not all people are happy with this point of view, especially when more people are persuaded to follow the way of the presto. Some have nothing to gain from this, but all the more to lose. So a Presto can encounter or create situations which are not very healthy for her and those who follow her. She will be warned, but most likely would not listen. Maybe some setbacks will be orchestrated, so that she and her followers might change their mind, but the true Presto doesn’t quit at the first setback and if you don't succeed at first you try a second time... a third... a higher number is not uncommon.

Her obsession with creation also reflects in her magic. The spell Prestidigitation is the foundation of the Presto. They have mastered the spell so that they can use it with almost unlimited possibilities, by some it is also known as the “Pocket Wish" or "Small wish”.

Entry Requirements[edit]

Entry Requirements
Ability: 15+ in your primary spellcasting ability
Alignment: any.
Skills: Knowledge (arcana) 6 ranks and Spellcraft 6 ranks.
Spellcasting: Prestidigitation.
Table: Presto
Hit Die: d4
Level Base
Attack Bonus
Saving Throws Special Presto ability Spell casting
Fort Ref Will
1st +0 +0 +0 +2 Still Prestidigitation and Silent Prestidigitation Basic +1 level of Existing Class
2nd +1 +1 +1 +3 Bonus Feat Novice +1 level of Existing Class
3rd +1 +1 +1 +3 Compress Adept +1 level of Existing Class
4th +2 +1 +1 +4 Bonus Feat Expert +1 level of Existing Class
5th +2 +2 +2 +4 Versatile Prestidigitation as a Supernatural ability and the spell Summon Craftsmen Master +1 level of Existing Class

Class Skills (4 + Int modifier per level)
Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int) and Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Presto.

Weapon and Armour Proficiency: A Presto gains no additional proficiency in any weapon or armor.

Spell casting: At each level you gain new spells per day and an increase in caster level and spells known, if applicable as if you had also gained a level in a spell casting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Presto, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known and to determines the perquisite ability score.

Spells: To cast a particular spell, you must have a score of at least 10+ the spells level in your primary ability score as determined by your previous class. Your bonus spells are based on this same ability score. Saves to avoid the effects of your spells have a DC of 10+ the spells level + your primary ability score bonus (if any).

Spell book: Presto's who use a spell book gain spells in it as their original casting class.

Familiars: Presto's levels stack with sorcerer and wizard levels for determining the familiars abilities.

Effect: You have reached a deeper understanding of the spell Prestidigitation. That enables you to influence a larger range, area, volume, weight and worth than normally can be accomplished with this spell alone, this grows with each level gained.

Silent Prestidigitation: At level 1 the Presto no longer needs a verbal component to cast by gaining the feat prestidigitations. They can, however, make up verbal components if they wish. A Concentration check (DC 15) needs to be made when making up a verbal component. Failure can either mean spell failure or a roll on the chart available in Dragon issue 302 pg 52 (if available). If making up both a verbal and a somatic component the DC is raised to 20. Inspired eeh... copied form Prestidigitator. If you already have this feat or obtain it again than you can select any other 3.5e_Magical_Feats at DM discretion and provided you meet the prerequisites of this feat.

Still Prestidigitation: At level 1 the Presto no longer needs a somatic component to cast by gaining the feat prestidigitations. They can, however, make up somatic components if they wish. A Concentration check (DC 15) needs to be made when making up a somatic component. Failure can either mean spell failure or a roll on the chart available in Dragon issue 302 pg 52 (if available). If making up both a verbal and a somatic component DC is raised to 20. Also copied form Prestidigitator. If you already have this feat or obtain it again than you can select any other 3.5e_Magical_Feats at DM discretion and provided you meet the prerequisites of this feat.

Bonus Feat: At 2nd and 4th level, the character may take Craftsman, Double Cantrips, Eschew Materials, Improved Eschew Materials, Improved Prestidigitation, Magician, Parlour Tricks and Toymaker or any other craft related feat (Provided they meet the prerequisites of the feats).

Compress: You can compress one or more non magical or divine objects into a simple geometric shape. It may not exceed the maximum change size and weight as in below table. You can return it to it's former form at any time you wish not exceeding the maximum duration. Items can be so small as a coin or any other size of a massive gold object of the same weight. Keep in mind that the mass doesn’t change and you can only compress it into a simple geometric shape like a bar, cube, cone, cylinder, pyramid or sphere. The color doesn't change but you can change it into any color or pattern of colors you wish afterwards with the spell Prestidigitation.

1 cubic inch pure gold weigh 0.7 pounds.
1 golf ball sized sphere of pure gold weigh 2.2 pounds.
1 standard 400 oz bullion bar weigh 26.4 pounds.
1 Cubic Foot of Gold would weigh 1206 pounds

Table: Presto[edit]

Level Level spell Power Create Manipulate Size Range DC Check Time
Basic 0 10 Small Item(s) Vegetable Fine size Item(s) 20 0 1 action
Novice 1 20 Simple Item(s) Animal Small Item(s) 40 5 1 round
Adept 2 40 Typical Item(s) Mineral Medium Item(s) 80 10 2 rounds
Expert 3 80 High quality Item(s) Metal large Item(s) 160 15 4 rounds
Master 4 240 Complex or superior Item(s) Gems Very large Item(s) 480 20 12 rounds
Rules: Examples:

Level spell:
Prestidigitation is a cantrip and this improved version is a ability called "Presto" and will act on basic level as a cantrip. But use of this ability "Presto" on level 1 shall be considered a level 1 spell and so on.

The duration, if there is need for it, you must state it before the check, this cannot be changed afterwards no statement means automatically the maximum duration. Otherwise you can state it on the minute so long it doesn't exceed the maximum duration.

Power stands for the reach you have with the spell Prestidigitation. Watt as in light (for Lumen x15), dB as in sound, lb as in weight, Fahrenheit as in temperature, GP as in gold, feet as in length, feet as in square or cubic feet for volume and whatever could be applicable so long it is justified within the realm of the spell. At DM discretion.

You can make all kind of sounds like music or other voices and let it appear form somewhere within your range and not exceeding the maximum volume in cubic feet. Sound could be at volume of a Whisper 10 dB, low voice 40 dB, Busy restaurant 60 dB, Alarm clock 80 dB, Large diesel vehicle 90 dB, Rock concert 110 dB, a Sonic boom 120 dB (Painful. 32 times as loud as 70 dB.), 150 dB Jet take-off (at 82 feet) (Eardrum rupture).
You can lift/move a object of max 240 lb at level 4 Presto Lite, but slowly and not faster than walking speed it will have almost no force behind it to move besides up. So anybody can stop it with easy.

You can temporary create one or more of the same item out of thin air. It may not exceed the limit as in table of influence. If it the DC check is 10 or higher than you have to succeed in a appropriate craft check. If you want to make more of the same item then you have to a make the same number in nummber of craft checks. This also takes more time so double the Time with the number of items you want to made. You gain a bonus on any craft check equal to your Presto Lite level +1. You don't need artisan’s tools but you also don't gain any bonus from a Masterwork Tool or its like.

It still can't be used as material components or to make permanent items.
A successful appropriated Craft (Int) or appraise (Int), at DM discretion to determine the true nature of this creation.

You can make a rope of hempen with a length of maximum 10 feet. Value is 2sp and weighs 2Lb. You can create maximum 5 of these ropes of hempen because 10lb is the maximum. This require no checks but takes 5 actions.
You can create water or food, it will look smell and taste like it but it would be totally inedible and leaves you with stomach pain and others things. This will require no checks.

You can make a rope of hempen with a length of maximum 20 feet. Value is 4sp and weighs 4Lb. You can create maximum 5 of these ropes hempen because 20Lb is the maximum. This will require no checks but takes 5 rounds.
You can create very simple items as a wooden spoon or wooden dices there is no DC check required and this will take 1 round.

You can make a rope of hempen with a length of maximum 40 feet. Value is 8sp and weighs 8Lb. You can create maximum 5 of these ropes of hempen because 40lB is the maximum. This will require54 DC10 checks and 10 rounds.
You can make a rope of silk with a length of maximum 40 feet. Value is 8gp and wighs 4lb. You can create maximum 5 of these ropes of silk because 40gp is the maximum. This will require 4 DC10 checks.
You can create typical items like a iron pot the DC would be 10 so a craft check is required. Value is 5sp and it would take 2 rounds to make it and it will be considered a level 2 spell.
You can create 10 bolts out of thin air if you succeed on 1 DC10 smithcraft check. Value is 1GP this will take 2 rounds. This will be considered a level 2 spell.
You can also create 30 bolts out of thin air if you succeed on 3 DC10 smithcraft checks. Value is 3GP this will take 6 rounds. This will also be considered a level 2 spell.
You can even create maximum 400 bolts out of thin air if you succeed on 40 DC10 smithcraft checks. Value is 40GP this will take 80 rounds and that is 8 minutes. This will still be considered a level 2 spell.

You can make a rope of hempen with a length of maximum 80 feet. Value is 16sp and weighs 16Lb. You can create maximum 5 of these ropes hempen because 80lb is the maximum. This will require 5 DC15 checks and 20 rounds.
You can create acid if you succeed at a alchemy check DC15 value 10GP time is 4 rounds.
You can create a simple melee or thrown weapon. Value for a short sword is 15 GP this will take 4 rounds and a successful DC15 weaponsmithing check.
A DC15 check is considered a level 3 spell and takes 8 rounds to complete but if the value is higher than 60GP than it takes 12 rounds and it will be considered a level 4 spell.

You can make a rope of hempen with a length of maximum 240 feet. Value is 48sp and weighs 48Lb. You can create maximum 5 of these ropes hempen because 240lb is the maximum. This will require 5 DC20 check and 60 rounds.
You can create a functional tinder twig out of thin air if you succeed on a craft check alchemy at DC20. This will take 12 rounds even if the value is just 1GP.
Theoretical: You could create food or a drink with a sleep potion in it but this will require a successful alchemy check. At DM discretion.

Masterwork items:
You can make masterwork items... at least the cheaper ones eventualy. Some the masterwork armor (with additional 150GP) but none of the masterwork weapons (with additional 300GP). Other items could be possible so long it doesn't exceed your limit. This is a very time consuming task and takes al focus of the Presto. The value of the masterwork will be multiplied with 12 rounds. You start with a appropriated craft check and again at the end of the task. If you fail the second test but it is enough to succeed a regular check for this item than you have created a regular item instead of a masterwork. If you fail by only a couple of points than the item may look like a masterwork but it is effectively a regular item. At DM discretion.

A masterwork padded light armor cost 155GP. So 155 times 12 rounds is 1860 rounds is 3 hours and 6 minutes.
A masterwork studded leather cost 175GP. So 175 times 12 rounds is 2100 rounds is 3 hours and 30 minutes.
A set of 10 masterwork arrows costs 70GP. So 70 times 12 rounds is 840 rounds is 1 hour and 24 minutes.
You could make a masterwork item that looks like one but isn't you must state it before the check. In that case the required DC is a couple points lower. At DM discretion.
1 round is 6 seconds.

You can manipulate items back to its former form, if all pieces are present or if you have spare material then this fix is permanent.
If some piece(s) are missing and you cannot replace them with existing material then you can "create" that what you are missing. This fix is than temporary but you can made it permanent later.
If the DC check is 10 or higher than a DC appropriated craft check is required. You gain a bonus on any craft check equal to your Presto Lite level +1. You don't need artisan’s tools but you also don't gain any bonus from a Masterwork Tool or its like.

If a wooden wheel of a Stagecoach is broken you can reform it back to its old state. This will require a successfully woodcraft and perhaps also a smithcraft check for the iron ring around the wheel.
In theory you could fix/reform a broken vial with the original content back in it, at DM discretion.
You may repair a very old book but the content may be lost forever...., also at DM discretion.

You can temporary manipulate one or more non magical or divine object into one or more other objects of roughly the same size. The change must be in the same kingdom (animal, vegetable or mineral). If the DC check is 10 or higher than a appropriated craft check is required. You gain a bonus on any craft check equal to your Presto Lite level +1. You don't need artisan’s tools and you don't gain any bonus from a Masterwork Tool or its like.

You can manipulate your own clothing, while wearing it, keep in mind that the mass doesn’t change unless you add or remove some.
You can transform 1 or more coins into a ring, or if you have enough coins, into a bracelet a glove or small buckler, you can change the color.
You can manipulate 4 daggers (1 lb. per piece) into 1 long sword (4 lb.) at a DC12 check this will take 4 rounds so 24 seconds. You can manipulate 8 daggers (1 lb. per piece) into 2 long sword (4 lb.) but this requires 2 DC12 checks and will take 8 rounds so 48 seconds.

You can salvage any mineral out off ore but the ore total weight may not exceed your limit as in the Presto table and with a successful craft check or else you have gained little to nothing valuable.
You can also purify any material to make it as pure as possible using the appropriated skill craft at DC20 or alchemy also at DC20. This doesn't necessary make the material stronger or more durable but it will most likely be more valuable and smaller.
You can reform a heavy mace (8 pound) into 2 long swords (4 pound), for 2 DC12 smith craft checks, but as the duration has ended the swords will turn each back in a half heavy mace, even if you keep the long swords together the will not reform back to it's former state. Only by manipulating them again at a DC12 smith craft check, can you regain a fully functional heave mace, this last change back to it's former state is permanent since it was it's original state.

You can only create or manipulate items of this size.

Speaks for it self.

You can create a item and let it appear as far as the maximum range, if you want it on a precise location than this requires a successful ranged attack.
You can create a glowing ball as far as the maximum range. You can control it and send it were you want it within this range. It can not pass the maximum range.
You can also change color with various effects like a bullseye lamp this will double the range.

DC Check:
This is the only thing that is not depending on the Presto level you are or for determine the spell level.

You can make a DC20 checks at level 1 and this will be considered al level 1 spell but it will take 12 rounds.

It takes time and concentration to change, create, stitch, repair or fix a masterwork, superior, high quality, complex, typical or even a simple item.
If you are disturbed or distracted while using your Presto ability you have to take a concentration check equal to the DC check minus Presto Lite level +1. or start over.

More Presto:


Clean or...:
You may clean, dampen, dry, color, Polish or soil to a maximum volume in square of cubic feet per round.
This effect is permanent but it can get dirty, dry, clean or wet again.

You can easy remove the the surrounding fog which is just water vapor. 1 cubic feet yields with luck about 0.013 fluid ounce of water. It will be clean water.
You may clean you dishes or cloth to a max volume as in the Presto table, this is permanent but it may get dirty again.
You can remove the smoke from the air or put it somewhere else
In theory you could remove sleeping gas from the air but you need a successful alchemy check to remove it and first you have to know it otherwise you mist it. At DM discretion.
You may dampen the surrounding houses of wood of a fire and give it fire resistance equal to your Presto Lite level + 1 modifier which will at least delay the fire and give time to others to put it out, or if it is a small fire put it out yourself by creating water over it. In theory you could remove the oxygen form the air and suffocate the fire. At DM discretion. This will most likely require a DC20 alchemy check with a DC20 Concentration check to hold or remove fresh oxygen form entering this area it will probably take a couple of rounds. But the fire can ignite again at DM discretion.

Chill or warm an object:
You can chill or warm an object between freezing point of water (32°F/0°C) and the boiling point of water (212°F/100°C) but only on non living matter and within your maximum range and volume.
Since the spell Prestidigitation already allows you to cold or warm an object by 40°F. will this only improve by reaching the 3e level. You can not heat or cold a target that is moving unpredictable or moving faster than walking speed except when within touch range.
After the duration the object's temperature returns to normal.

You can keep your cloth or bedroll warm and comfy even in a cold environments environments so long it doesn't exceed your "Influence".
If a object has a temperature of 32°F and you are level 1, 2 or 3 you can only increase the temperature with 40°F making it 82°F this will take 4 rounds. You cannot make it colder than 32°F
If a object has a temperature of 100°F and you are level 4 you can cool it to 40°F a difference of 60°F and this will take 4 rounds.
You can also make it 200°F (maximum) a difference of 100°F this will take 12 rounds and the object will than heat up with 8.33°F per round.

You may color, sketch or write to a maximum volume in square of cubic feet.
This effect is temporary.

Flavor an object:
You can give a substance a better, worse or different flavor. As in the spell Prestidigitation it has to be within the range and cannot exceed your max. volume as in the Presto table.

You can at presto level 3 make a simple meal between 30 and 60 cubic feet taste like a excellent meal if you succeed at a Craft check cooking.

You can neatly and selectively collect numerous objects. The objects you gather and weight (lb) and area (volume) where may not exceed the limit as in the Presto table. These object must be lying loose and not in somebody purse or closed hands. This area has to been within your "Range". You can place the gathered objects into a container you touch, or you can form a stack or pile that you touch.

You can pick up just the coins from area's like a street,forest or river. The coins have to be lying loose, if it is just covered with leaves than it can work it self loose. A Presto level 1 should you be able to remove the arrows from the quivers of his attackers... at DM discretion.

Polish: You bring luster to a wood, metal, stone, leather, glass, or ceramic object. The object must be clean to start with. It remains shiny after the effect ends but can become dull again like anything else.

Sketch: You create a temporary two-dimensional visual figment of whatever you desire. You can leave the image hanging in the air, in which case it is immobile, or place it on a mobile object, such as a shield.

Tie: You magically tie a firm knot (as though taking 10 with the Use Rope skill) in a thread, string, cord, rope, or cable up to your limit in the Presto table "power" in feet long. You can knot together two such objects if they're within 10 foot of each other.

Versatile Prestidigitation (Supernatural):
You have enough excess magical power to perform minor tasks and chores without needing to worry about draining your power.
1. You can use the ability "Presto" freely as a Swift Action on basic level only.
2. Beside fire with “fire-finger” you can also use acid, air(with oxygen), cold, electricity, light, sonic and water
3. You can create glowing balls, any color and brightness not exceeding the Presto table, and put them on any location in your range of the spell, were they will stay for the duration of the spell regardless where you are later.

Summon Craftsmen:
You can choose to learn the spell Summon Harem with a additional option.

You can also summon craftsmen with this spell this will summon 1d2+1 craftsmen equal your caster level. The craftsmen will have 10hp and can only craft one craft with a skill equal to there level +6(+3 Int). Duration is than 1 hour instead of 10 minutes per casterlevel.

Campaign Information[edit]

Playing a Presto[edit]

Combat: Presto's do what they think is necessary to obtain their goal and are not are easy distracted from it.

Resources: As they are adept at using their magic for creation, Presto's can literately pull resources out of thin air.

Presto's in the World[edit]

Creation or destruction? must I spell it out for you... than lets talk about it...
—Sorcerers Sublime , Human, Presto Lite, Prestidigitator and Sorcerers

They are not many Presto's and even fewer who knows all the secrets. But you will recognize one if you know were to look for. Maybe one of the Presto will find you first, she or he will tell you if you want to take some time to listen to her about the virtues of creation. The Presto can often be found in city’s of village's were change is coming. For the worse or good the Presto will insist that she will be heard.

NPC Reactions: Most NPC's will react to a Presto as they would to any magic user. The Presto can be troublesome, not to mention bothersome, if she has to urge to tell about creation and act to it. Sometimes the Presto is advising craftsman, about their work, regardless if it is appreciated. But not all Presto's are so, some are more subtle and noticing there agenda takes a high effort of time and skill. They all strive for improvement the method how to obtain this may differ.

Presto Lore[edit]

Characters with ranks in Knowledge (arcana) can research Presto's to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (arcana)
DC Result
11 Presto's can come from any arcane spell casting class.
16 Presto's are specialized in the spell Prestidigitation, it's all about creation.
21 Presto's can create and change more items with the spell Prestidigitation than any other class.
26 Presto's have no(not yet at least) a official guide but there is one who invented this and is teaching those who she find worthy of it.
31 Sen (Gardner) Sorcerers Sublime, has invented this class, to find her is tricky, but she is still busy with the spell Prestidigitation and searching all information she can to improve it even further.

Presto's in the Game[edit]

Presto's slip handily into the spell caster slot of any adventuring party. Her ability to create items out of thin air will come in handy.
Adaptation: Presto's need no real adaptation to fit into a campaign world.

Sample Encounter: A visit to a town meeting especially if the subject is about building or creating, search for the one advocate strongly in favor, he or she could be a Presto. But you can also find them as artist's telling stories with a entrained morale in it.

EL 9: In any city were they have a great knowledge about spells, specially about Prestidigitation or other creation spells there is a change you meet a red haired woman in with sparkling green eyes as talks much about her study. She wears tight but soft red leather and has a very distinguished golden ring with red colors, on in are SSS. If you are from a arcane spell casting class and for some reason she notices you. She shall ask you about your motivation and you opinion what a spell caster should be. She will tell that she has little time to elaborate for she has a great plan for a another city were they are about to do something wonderful and she thinks that her ideas will be "very" useful. She speaks passionate about her “calling” and if your interested, capable and lucky she will tell you about her discovery over the wonders that can be achieved with some inspiration and a lot of guts.

Sen Gardner[edit]

Woman, Human, Sorcerers 3, Prestidigitator 1, Presto lite 5.
Chaotic good, Medium humanoid
Int./senses +6/Listen +6, Spot +2
AC: Touch 12, flat-footed 10, (+2 dec)
hp:(9 HD)
Fort/ref/will 5/5/10
Weakness: Obsessed with creation, if there is something to gain for this purpose she will find it and protect it.
Speed: 30 ft. (6 squares)
Base Atk/gr.6

Spells per day (CL14th)
4th (4/day)
3rd (6/day)
2nd (6/day)
1th (6/day)
0 (6/day)

Abilities: Str 11, Dex 14, Con 15, Int 16, Wis 13, Cha 17

Compress, Metamagic Specialist(PHB2 p61), Magical Performance (Prestidigitator), Still Prestidigitation, Silent Prestidigitation and Versatile Prestidigitation.

Eschew Materials, Extend spell, Enlarge spell, Toymaker, Parlour Tricks, Improved Prestidigitation, Improved Eschew Materials and Concentration Spell.

Appraise +8, Bluff +8, Concentration +10, Craft(alchemy) +11,Craft(bookcraft) +11, Craft(cooking) +11, Craft(Herbalist) +11, Craft(Smith craft) +11, Craft(Stonecraft) +11, Craft(Tailor) +11, Craft(Woodcraft) +11, Decipher Script +3, Disguise +5, Diplomacy +12 Gather Information +10, Intimidate +5, Knowledge(arcana) +11, Knowledge(Geography) +4, Knowledge(History) +4, Listen +1, Move Silently +2, Perform(oratory) +10, Search +3, Sense motive +9, Sleight of Hand +9, Spellcraft +13, Spot +1, Use Magic Device +6.

Burning Hands, Comprehend Languages, Darkvision, Detect Disease, Detect Magic, Detect Poison, Detect Thoughts, Lesser Telepathic Bond, Lightning Bolt, Mage Armor, Moment to Think, Party Cracker, Prestidigitation, Protection from Arrows, Protection from Evil, Read Magic, Shackles of Air, Shocking Grasp, Teleport, Lesser, Tongues, Touch of Idiocy modified version off Summon Harem and Truesight

(0 votes)

Back to Main Page3.5e HomebrewClassesPrestige Classes

Home of user-generated,
homebrew pages!