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Divine Deceiver prestige class for rogue-clerics

robjh

First Post
Here is a cleric/thief-style Prestige class for my goddess of thieves that was modeled (somewhat) on the Arcane Trickster.

Divine Deceiver

As servants of trickster deities, Divine Deceivers combine their devout beliefs and spells with a thirst for deception, mischief and larceny. They provide a counter-balance to rigid thinkers and the self-righteous upholders of the law.

Divine spellcasting and the sneak attack ability are needed to qualify for this class, making it a natural choice for multiclass cleric/rogues or druid/rogues. Blackguards occasionally opt for this class, but usually only if they already have cleric or druid spells. Clerics of races with the rogue favored class may receive a calling to become a divine deceiver.

Divine deceivers prefer misdirection and intrigue to achieve their ends, loading up on spells that improve their stealth and manipulation abilities. An NPC divine deceiver enjoys stirring up trouble, often simply for the pleasure of watching the turmoil that results. They can be merry pranksters or political saboteurs, champions of the overtaxed peasantry or ruthless criminals. Large criminal organizations in major cities are likely to recruit a divine deceiver.

Hit Dice: d6.

Requirements

To qualify to become a divine deceiver, a character must fulfill the following criteria.

Alignment: Any nonlawful.

Skills: Bluff 7 ranks, Disguise 7 ranks, Sleight of Hand 7 ranks, Knowledge (religion) 4 ranks.

Spells: Ability to cast at least one divine spell of 3rd level or higher.

Special: Sneak attack +2d6.

Class Skills

The divine deceiver's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Sense Motive (Wis), Search (Int), Sleight of Hand (Dex), Speak Language (Int), Spellcraft (Int) and Spot (Wis). See Chapter 4: Skills in the core rulebook I for skill descriptions.

Skill Points at Each Level: 4 + Int modifier.

Table: The Divine Deceiver
Code:
    Base
    Attack Fort Ref  Will
Lvl Bonus  Save Save Save Special                      Spells/Day
1st   +0    +0   +2   +2  Trickery, bonus feat         +1 level
2nd   +1    +0   +3   +3  Sneak attack +1d6            +1 level
3rd   +1    +1   +3   +3  Divine deception 1/day       +1 level
4th   +2    +1   +4   +4  Sneak attack +2d6            +1 level
5th   +2    +1   +4   +4  Beguiling strike, bonus feat +1 level
6th   +3    +2   +5   +5  Sneak attack +3d6            +1 level
7th   +3    +2   +5   +5  Divine deception 2/day       +1 level
8th   +4    +2   +6   +6  Sneak attack +4d6            +1 level
9th   +4    +3   +6   +6  Slippery mind, bonus feat    +1 level
10th  +5    +3   +7   +7  Sneak attack +5d6            +1 level

Class Features

All of the following are class features of the divine deceiver prestige class.

Weapon and Armor Proficiency: Divine deceivers gain no proficiency with any weapon or armor.

Spells per Day: When a new divine deceiver level is gained, the character gains new spells per day as if he had also gained a level in a 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 an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a divine deceiver, he must decide to which class he adds the new level for purposes of determining spells per day.

Trickery: A divine deceiver adds the spells disguise self, misdirection, glibness, modify memory, false vision, and veil to her spell list. The spells become clerical spells at the same levels they are on the Bard list (so the divine deceiver may prepare misdirection as a 2nd-level divine spell.)

Bonus Feat: At the indicated levels, a divine deceiver may take a bonus feat. These feats must be drawn from the following list: Combat Reflexes, Deceitful, Diligent, Dodge, Mobility, Persuasive, Silent Spell, Spring Attack, Stealthy, Still Spell.

Sneak Attack: This ability, gained at 2nd level, is like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If a divine deceiver gets a sneak attack bonus from another source the bonuses on damage stack.

Divine Deception: Beginning at 3rd level, one per day a divine deceiver can take a 10 + the character's divine deceiver level on one opposed skill check based on Intelligence, Wisdom or Charisma. Thus at 5th level, a divine deceiver can use this ability to calculate her result as if she had rolled a 15. At 7th level, a divine deceiver can use this ability twice per day.

Beguiling Strike: Beginning at 5th level, a divine deceiver can attempt a beguiling strike. On a successful feint against an opponent, the divine deceiver can declare the next attack made against that target to be a sneak attack. The target of the beguiling strike loses any Dexterity bonus to AC, but only against that attack. This attack must be made on or before your next turn.

Slippery Mind: This is identical to the rogue special ability of the same name.
 
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