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Divine Prankster

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Thrum Worm

Thrum Worm

Animal Messenger (Sp): Osson can lure a Tiny animal to carry a message to his allies at a spot he designates. Osson’s animal messenger ability has a duration of four days (caster level 4th). Dwarf Traits: Dwarves have stonecunning, which grants them a +2 racial bonus on Search checks to notice unusual stonework. A dwarf who merely comes within 10 feet of it can make a Search check as if actively searching. When standing on the ground, dwarves are exceptionally stable and have a +4 bonus on ability checks made to resist being bull rushed or tripped. They have a +1 racial bonus on attacks against orcs and goblinoids. Dwarves have a +4 racial bonus to Armor Class against giants. *Dwarves have a +2 racial bonus on saving throws against spells and spell-like effects.

Link with Companion (Ex): Osson can handle his animal companion as a free action, or push it as a move action, with a +4 bonus on wild empathy checks made while dealing with that animal.

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Share Spells (Ex): Osson may have any spell he casts on himself also affect his animal companion if the latter is within 5 feet at the time. Osson may also cast a spell with a target of “You” on his animal companion.

Stone Warden (Ex): Osson adds his Constitution bonus to AC instead of his Dexterity bonus.

Trap Sense: Against attacks by traps, Osson gets a +2 bonus on Refl ex saves and a +2 dodge bonus to Armor Class.

Uncanny Dodge (Ex): Osson can react to danger before his senses would normally allow him to do so. He retains his Constitution bonus to Armor Class even when caught fl at-footed.

Ranger Spells Prepared (1; save DC 12 + spell level): 1st— longstrider. Possessions: +1 chain shirt, +1 dwarven waraxe, masterwork handaxe, amulet of natural armor +1, cloak of resistance +1, ring of protection +1, wand of cure light wounds (50 charges), 2 potions of blur, 2 potions of bear’s endurance, 2 potions of cure moderate wounds, 56 pp, 4 gp.

While many gnome clerics follow the teachings of Garl Glitter gold, a few have such great devotion to the Prankster God that they stand apart from others among his clergy. These individuals embrace Garl’s methods of teaching through harmless object lessons and dedicate their lives to acting as his agents in the world. While some wonder whether devotion to the Prankster God or a wicked sense of humor actually drives these self-titled “pranksters,” none can deny the potent abilities they exercise in their quest for the perfect educational prank. Multiclass cleric/bards make up the majority of pranksters. Other classes sometimes follow this path, but only after serving among the clergy of Garl Glittergold’s church for a time, learning how to minister to the spiritual needs of others. NPC divine pranksters love to try their tricks on adventurers and other visitors to gnome communities. Seeing how a newcomer reacts to a prank is one of the best ways to test her mettle. Those who react with rage or violence quickly fi nd themselves unwelcome among the gnomes, who tend to dislike anyone who can’t take a joke. Those who appreciate the humor behind a prank—or who fi nd a clever and humorous way to retaliate—can earn much respect from other divine pranksters and gnomes in general.

Adaptation: The divine prankster prestige class combines features of both the bard and the cleric, allowing a multiclass bard/cleric to be as effective as his single-class counterparts. With slight changes, the class is suitable for nongnome PCs, especially clerics who worship deities of trickery or humor. Hit Die: d6.

Requirements

To qualify to become a divine prankster, a character must fulfi ll all the following criteria.

Race: Gnome.

Skills: Bluff 8 ranks, Perform (comedy) 8 ranks, Sleight of Hand 8 ranks. Spells: Able to cast 2nd-level divine spells. Special: The character must be a worshiper of Garl

Glittergold.

Class Skills

The divine prankster’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (religion) (Int), Listen (Wis), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), and Spot (Wis). See Chapter 4 of the Player’s Handbook for skill descriptions.

Skill Points at Each Level: 6 + Int modifi er.

Class Features

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

Weapon and Armor Profi ciency: Divine pranksters gain no profi ciency with any weapon or armor. Spells per Day/Spells Known: At each level, a divine prankster gains new spells per day (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 benefi t a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If he had more than one spellcasting class before becoming a divine prankster, he must decide to which class to add each level for the purpose of determining spells per day and spells known.

Comedic Performance: Once per day per class level, a divine prankster can use his comedy to produce magical effects on those around him. Each ability requires a minimum divine prankster level, and some require a minimum number of ranks in Perform (comedy) to qualify. If a divine prankster has bard levels, he can add his bard levels to his divine prankster levels to determine the number of daily uses of his comedic performance.

Table 5–6: The Divine Prankster Base Attack Fort Ref Will

Level Bonus Save Save Save Special Spells per Day

1st +0 +0 +2 +2 Comedic performance, inspire courage +1 level of existing spellcasting class 2nd +1 +0 +3 +3 Infuse fi gment +1 level of existing spellcasting class 3rd +1 +1 +3 +3 Disguise spell (somatic) +1 level of existing spellcasting class 4th +2 +1 +4 +4 — +1 level of existing spellcasting class 5th +2 +1 +4 +4 Enrage enemies +1 level of existing spellcasting class 6th +3 +2 +5 +5 — +1 level of existing spellcasting class 7th +3 +2 +5 +5 Zigzag +1 level of existing spellcasting class 8th +4 +2 +6 +6 — +1 level of existing spellcasting class 9th +4 +3 +6 +6 Disguise spell (verbal) +1 level of existing spellcasting class 10th +5 +3 +7 +7 Killing joke +1 level of existing spellcasting class

Inspire Courage (Su): A divine prankster can use his comedic performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the prankster perform. The effect lasts for as long as the ally hears the prankster perform and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. Inspire courage is a mindaffecting ability. A divine prankster’s ability to inspire courage doesn’t normally improve with level. However, if a divine prankster already has this ability from another class (such as from bard levels), add together his class levels from all classes that grant this ability and compare the total to Table 3–4: The Bard on page 27 of the Player’s Handbook to determine the morale bonus granted by this ability. For example, a 2ndlevel bard/3rd-level cleric/6th-level divine prankster would grant a +2 morale bonus on the appropriate rolls.

Enrage Enemies (Su): A divine prankster of 5th level or higher with 13 or more ranks in Perform (comedy) can use his comedic talents to enrage one or more creatures. Each creature to be enraged must be within 90 feet, able to see or hear the divine prankster, and able to pay attention to him. The divine prankster must also be able to see the creature. The distraction of a nearby combat or other dangers does not prevent the ability from working, but grants the creature a +4 bonus on its Will save to resist the effect. A divine prankster can target one creature per three class levels with this ability. To use the ability, a divine prankster makes a Perform (comedy) check. His check result is the DC for each affected creature’s Will save against the ability. If a creature’s saving throw succeeds, the divine prankster cannot attempt to enrage that creature again for 24 hours. If its saving throw fails, the creature focuses its attention on the divine prankster, making melee attacks against him each round (or closing with the divine prankster if melee attacks are not yet possible). If the creature can’t attack or approach the divine prankster, it stands in place, screaming in futile anger. An enraged foe gains a +2 morale bonus on its attack rolls and damage rolls against the divine prankster, but takes a –4 penalty to its AC while enraged. The effect lasts as long as the divine prankster continues to perform and concentrate (up to a maximum of 1 round per divine prankster level). If the creature is attacked or injured by the divine prankster or his allies, the effect ends (for that creature only). Alternatively, an ally of the affected creature can spend a standard action to attempt to break it free of its rage; doing this grants the creature a new saving throw with a +2 bonus. Enrage enemies is an enchantment (charm), mind-affecting ability.

Killing Joke (Su): A 10th-level divine prankster with 18 or more ranks in Perform (comedy) has learned the secret of the killing joke. The divine prankster must concentrate and perform for 3 consecutive rounds to set up a killing joke. He must be able to see his potential victim, and his potential victim must be able to hear and understand him for this period. During the fi rst round, the prankster’s prattle seems only annoying and harmless. In the second round, the target can attempt a Sense Motive check, opposed by the prankster’s Perform (comedy) check, to recognize the potential danger of the act. A target who stops up his ears or otherwise renders himself incapable of hearing the divine prankster (typically requiring a standard action that does not provoke attacks of opportunity) is immune to the effect. After the third round of comedic performance, the victim instantly dies unless he succeeds on a Will save (DC 10 + the divine prankster’s level + divine prankster’s Cha modifi er). Killing joke is an enchantment (compulsion), languagedependent, mind-affecting ability.

Infuse Figment (Su): Beginning at 2nd level, a divine prankster can expend a turn or rebuke undead attempt to infuse one of his illusion (fi gment) spells with a boost of extra realism. Doing this increases by 10 the Will save DC to recognize the fi gment as illusory. The save DC boost remains in effect for 1 hour or until the fi gment’s duration has elapsed, whichever comes fi rst.

Disguise Spell (Ex): From 3rd level on, a divine prankster knows how to disguise the somatic component of his spellcasting. He must still gesture to cast spells, but these gestures appear to have no relation to casting a spell. This ability increases the Spellcraft check DC to identify the spell he is casting by 5, and if the Spellcraft check fails by 5 or more, the identifying character misidentifi es the spell cast. At 9th level and higher, a divine prankster also knows how to disguise the verbal component of his spellcasting. He must still speak to cast spells, but he can work the verbal component of the spell to be cast into normal conversation or any other form of vocal communication. This ability increases the Spellcraft check DC to identify the spell he is

casting by 5, and if the Spellcraft check fails by 5 or more, the identifying character misidentifi es the spell cast. The divine prankster can use this ability in conjunction with his ability to disguise somatic components if he desires, thus increasing the Spellcraft check DC to identify one of his disguised spells by a total of 10. Neither of these abilities makes a spell any less diffi cult to cast, nor do they eliminate the attacks of opportunity that spellcasting might provoke.

Zigzag (Ex): A divine prankster of 7th level or higher can deceive attackers into wasting their attacks. Once per round, when the divine prankster takes an action that would provoke attacks of opportunity, he can attempt a Bluff check as a free action. The divine prankster can use his Bluff check result as his AC against any attacks of opportunity incurred by his action.

SAMPLE DIVINE PRANKSTER

Sahir Yimble the Divine Prankster: Male gnome bard 2/cleric 4/divine prankster 3; CR 9; Small humanoid; HD 2d6+2 plus 4d8+4 plus 3d6+3; hp 47; Init +2; Spd 20 ft.; AC 20, touch 13, fl at-footed 18; Base Atk +5; Grp –1; Atk +9 ranged (1d4+1/×3, +1 shortbow) or +5 melee (1d6–2/×3, masterwork battleaxe); Full Atk +9 ranged (1d4+1/ ×3, +1 shortbow) or +5 melee (1d6–2/×3, masterwork battleaxe); SA spell-like abilities, turn undead 5/day (+2, 2d6+6, 4th); SQ bardic knowledge +3, bardic music 2/day (countersong, fascinate, inspire courage +1), comedic performance 5/day (inspire courage +1), disguise spell (somatic), gnome traits, infuse fi gment, low-light vision; AL CN; SV Fort +7*, Ref +10*, Will +15*; Str 6, Dex 14, Con 12, Int 12, Wis 18, Cha 14. Skills and Feats: Bluff +12, Concentration +9, Diplomacy +4, Disguise +2 (+4 to act in character), Escape Artist +9, Hide +14, Intimidate +4, Jump –9, Listen +12, Perform (comedy) +14, Sleight of Hand +11, Use Magic Device +7, Use Rope +2 (+4 involving bindings); Martial Weapon Profi ciency (battleaxe), Point Blank Shot, Precise Shot, Spell Focus (enchantment). Spell-Like Abilities: 1/day—dancing lights, ghost sound (DC 12), prestidigitation, speak with animals (burrowing mammal only, duration 1 minute).

Countersong (Su): Sahir can counter magical effects that depend on sound by making a Perform check for each round of countersong. Any creature within 30 feet of Sahir who is affected by a sonic or language-dependent magical attack may use Sahir’s Perform check result in place of his or her saving throw, if desired. Countersong lasts for 10 rounds.

Disguise Spell (Ex): Because Sahir disguises the somatic components of the spells he casts, the Spellcraft check DC to identify spells he is casting is increased by 5. If the

Spellcraft check fails by 5 or more, the identifying character misidentifi es the spell cast. Fascinate (Sp): Sahir can cause up to two creatures within 90 feet that can see and hear him to become fascinated with him (sit quietly, –4 penalty on skill checks made as reactions, such as Listen and Spot checks). Sahir’s Perform check result is the DC for the opponent’s Will save. Any obvious threat breaks the effect. Fascination lasts for 2 rounds. Gnome Traits: Gnomes have a +1 racial bonus on attack rolls against kobolds and goblinoids. Gnomes have a +4 racial bonus to Armor Class against giants. *Gnomes have a +2 racial bonus on saving throws against illusions. Infuse Figment (Su): Sahir can expend a turn undead attempt to infuse one of his illusion (figment) spells with a boost of extra realism and increase by 10 the Will save DC to disbelieve the fi gment. The save DC boost remains in effect for 1 hour, or until the fi gment’s duration has elapsed, whichever is fi rst. Inspire Courage (Su): Allies (including Sahir himself) who can hear Sahir receive a +1 morale bonus on saves against charm and fear effects, and a +1 morale bonus on attack and weapon damage rolls. The effect lasts for 5 rounds after the ally can no longer hear Sahir. Bard Spells Known (3/1; save DC 12 + spell level, 13 + spell level for enchantment spells): 0—detect magic, know direction, mending, message, read magic; 1st—comprehend languages, identify. Cleric Spells Prepared (6/6/ Sahir Yimble, a 5/4/3; save DC 14 + spell level, 15 + divine prankster spell level for enchantment spells): 0—detect magic (2), detect poison, guidance, light, resistance; 1st—bless, cause fear (2), divine favor, sanctuary*, shield of faith; 2nd—aid, bear’s endurance, hold person (2), invisibility*; 3rd—dispel magic, magic vestment, nondetection*, prayer; 4th—confusion*, freedom of movement, greater magic weapon. *Domain Spell. Domains: Protection (protective ward grants +4 resistance bonus on next save, 1/day), Trickery (Bluff, Disguise, Hide class skills). Possessions: +2 chain shirt, masterwork shortbow with 20 arrows, masterwork battleaxe, periapt of Wisdom +2, cloak of resistance +1, ring of protection +1, potion of blur, wand of cure light wounds (50 charges), diamond dust (100 gp), 2 pearls (100 gp each).

Illus. by W. England

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