Veiled Illusionist (Apath)

From Hastur
Jump to: navigation, search
ApathApath Logo
Unofficial rules compendium

While skilled in all forms of illusion, veiled illusionists primarily excel at casting glamers—spells that alter or conceal the illusionist's true form. Most veiled illusionists are uncomfortable with maintaining one disguise for an extended period of time. Instead, they prefer to change their appearance from day to day, or even from hour to hour. This makes it difficult for veiled illusionists to integrate into society, most end up as wanderers, taking on a new face with each new town they visit.

Class Information

This is a prestige archetype.

Publisher: Purple Duck Games.

Prestige Class: Veiled illusionist from Pathfinder Campaign Setting: Paths of Prestige.

Build Classes: The veiled illusionist is built on the wizard, but the following alternate build classes are described below: arcanist, psychic, sacerdote, sorcerer, or witch.

Role: Veiled illusionists make excellent spies and infiltrators, and have a full magical arsenal to fall back on when a situation turns dire.

Alignment: Any. Most veiled illusionists are chaotic, changing their behavior as they change roles.

Hit Die: d6.

Class Skills

The veiled illusionist's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Disguise (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic Device.

Skill Ranks at Each Level: 2 + Int modifier.

Class Features

These are all the class features of the veiled illusionist.

Weapon and Armor Proficiency

A veiled illusionist Souldrinkers are proficient with all simple weapons, but not with any armor or shields, and wearing armor can cause arcane spells with somatic components to fail.

Spells

The veiled illusionist learns and casts spells exactly like a wizard, including using arcane magic, the effect of Intelligence on spellcasting, spellbooks, automatically learned spells, and cantrips.

Build Class

The veiled illusionist gains the wizard's arcane school class feature, and must choose the illusion school.

Eschew Materials

A veiled illusionist gains Eschew Materials as a bonus feat at 1st level.

Veil Pool (Sp)

A veiled illusionist draws power from a reserve of magical energy to strengthen his illusions. This veil pool has a number of points equal to half his class level + his highest mental ability modifier (Intelligence, Wisdom, or Charisma). The pool refreshes once per day when the veiled illusionist regains spell slots.

As a standard action, the veiled illusionist can spend 1 point from his veil pool to alter his appearance as per the spell disguise self. This is a glamer effect that lasts a number of hours equal to the veiled illusionist's class level. The DC to disbelieve the effect is equal to 15 + the number of points remaining in the veiled illusionist's veil pool. Assuming a different veil while still under the effects of his disguise self spell-like ability does not expend any additional points from his veil pool.

At 3rd level, the veiled illusionist can alter his perceived audible (sound) properties when he assumes his disguise. At 10th level, the veiled illusionist can also alter his perceived olfactory (scent) and tactile (touch) properties, and can imitate any voice with which he is familiar. At 18th level, the veiled illusionist's veil fools even extraordinary senses, such as blindsight, tremorsense, or true seeing.

At level 6, the veiled illusionist can assume or change appearance as a swift action. At level 14, he can do so as an immediate action.

Illusionist's Veils

A veiled illusionist learns to cloak himself in the forms favored by his class—human, halfling, elf, gnome, cyclops, and naga. Once the veiled illusionist learns a veil, he can use his veil pool to disguise himself as a member of that veil's type and subtype, even if doing so would exceed the limitations of disguise self. When disguising himself as a creature he knows the veil for, he gains an additional bonus on his Disguise check equal to half his class level.

Each veil also grants the illusionist an additional power. These powers are always available, regardless of if the illusionist is using an illusionist's veil or not.

Human (Ex) At 1st level, the veiled illusionist gains his build class abilities from his human veil. This is just a flavorful explanation for the build class abilities.

Halfling (Su): At 2nd level, a veiled illusionist can spend 1 point from his veil pool as a free action while casting an illusion spell to disguise his spellcasting. Creatures attempting to identify the spell as it's being cast must succeed at a Will save (DC 15 + the number of points remaining in the illusionist's veil pool) or misidentify the spell as a spell of the illusionist's choice or even no spell at all. The illusory spell must be the same level as the true spell, and must be on the veiled illusionist's spell list. This does not conceal the effect of the spell, it only conceals the veiled illusionist's actions.

Elf (Ex): At 4th level, a veiled illusionist can spend 1 point from his veil pool as an immediate action to reroll a caster level check made to bypass spell resistance. He must accept the second roll, even if it's worse.

Gnome (Ex): At 8th level, a veiled illusionist can spend 1 point from his veil pool to concentrate on a glamer or figment as a swift action, rather than a standard action. This effect lasts as long as he continues to concentrate each round.

Cyclops (So): At 12th level, a veiled illusionist can spend 1 point from his veil pool as a free action to gain the benefits of the spell true seeing until the beginning of his next turn.

Naga (Sp): At 16th level, as a free action while casting an illusion spell or using disguise self from his veil pool, the veiled illusionist can spend 2 points from his veil pool to coil the illusion upon itself. Any creature that disbelieves the illusion sees a second illusion within the translucent outline of the first, as if the illusionist had cast the same spell a second time. Effectively, after a creature disbelieves the first illusion, it sees a second illusion in its place, which it must attempt to disbelieve separately. To the creature, it seems as if the first illusion was a glamer hiding the true form (the second illusion). The creature must specifically spend a standard action disbelieving the second illusion, mere interaction with the illusion is not sufficient. Unrealistic effects or a warning from an ally allows a disbelief saving throw without spending an action. Spells like shadow conjuration that always allow a save only do so for the first stage of the illusion. The second illusion is hidden from magical detection, not even true seeing can penetrate it. The veiled illusionist must determine the features of the second illusion as he casts the first. If the second illusion is especially similar to the first one, creatures that study or interact with it receive a +4 bonus on the save to disbelieve the second effect.

True Veil

At 20th level, a veiled illusionist can spend 1 point from his veil pool to imbue his disguise with a measure of reality. The veiled illusionist's disguise self spell-like ability is treated as a polymorph effect, though it retains the illusion school and gains the shadow descriptor. Other creatures no longer get a Will save to recognize the effect as an illusion, though they can still make Perception checks to realize the veiled illusionist is using a disguise.

If disguised as a humanoid using his veil pool ability, the veiled illusionist gains the benefit of alter self. If disguised as a cyclops or naga, he gains a +4 size bonus to Strength, a –2 penalty to Dexterity, a +4 natural armor bonus, and any of the following abilities possessed by the creature whose form he has taken: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, darkvision 60 feet, low-light vision, ferocity, guarded thoughts, poison, and spit. The effect lasts for a number of minutes equal to the veiled illusionist's level if he is disguised as a humanoid, or rounds per level if disguised as a cyclops or naga.

Table: Veiled Illusionist

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Build Class, Eschew Materials, veil pool, illusionist's veil (human) 3 1
2nd +1 +0 +0 +3 Illusionist's veil (halfling) 4 2
3rd +1 +1 +1 +3 Veil pool (sound) 4 2 1
4th +2 +1 +1 +4 Illusionist's veil (elf) 4 3 2
5th +2 +1 +1 +4 4 3 2 1
6th +3 +2 +2 +5 Veil pool (swift) 4 3 3 2
7th +3 +2 +2 +5 4 4 3 2 1
8th +4 +2 +2 +6 Illusionist's veil (gnome) 4 4 3 3 2
9th +4 +3 +3 +6 4 4 4 3 2 1
10th +5 +3 +3 +7 Veil pool (scent, touch) 4 4 4 3 3 2
11th +5 +3 +3 +7 4 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 Illusionist's veil (cyclops) 4 4 4 4 3 3 2
13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1
14th +7/+2 +4 +4 +9 Veil pool (immediate) 4 4 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 4 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 Illusionist's veil (naga) 4 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 Veil pool (extraordinary) 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 True veil 4 4 4 4 4 4 4 4 4 4

Alternate Build Classes

The veiled illusionist can be built on these alternate classes: arcanist, psychic, sacerdote, sorcerer, or witch.

A veiled illusionist learns and casts spells exactly like the build class, including type of magic (arcane, divine, or psychic), the effect of ability scores on spellcasting and cantrips, knacks or orisons. He only suffers from arcane spell failure if he casts arcane spells.

In addition, the veiled illusionist inherits the following class features from the build class. This replaces the build class ability, above.

Arcanist A veiled arcanist can prepare an additional spell of each level of spells he can cast. This additional spell must be from the illusion school. He can cast a prepared illusion without expending a spell slot by expending a number of uses of his veil pool equal to the level of the spell.

Sacerdote The veiled sacerdote keeps the advanced spellcasting, bonus languages, chaotic evil good and lawful spells, divine focus, divine wrath, and manifestation class features. The veiled sacerdote's domain spell list is all the sorcerer/wizard spells of the illusion school (and no other spells). This class is from Legendary Classes: Sacerdote also by Purple Duck Games.

Psychic Add all sorcerer/wizard spells of the illusion school to the veiled psychic's spell list. At every level, the veiled psychic adds one spell from the illusion school of a level he can cast to his list of known spells.

Sorcerer At every level, the veiled sorcerer adds one spell from the illusion school of a level he can cast to his list of known spells.

Witch A veiled witch illusionist has the witch's familiar ability. Add all sorcerer/wizard spells of the illusion school to the veiled witch's spell list. A veiled witch can prepare an additional spell of each level of spells he can cast. This additional spell must be from the illusion school.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have veiled illusionist as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

  • Dwarf: Gain 1/4 of a Weapon Proficiency, Armor Proficiency, or Shield Proficiency feat. You must fulfill the prerequisites. For each proficiency gained this way, reduce reduce the chance of arcane spell failure by 5% when wearing armor.
  • Elf: Add 1/5 to caster level checks to penetrate spell resistance.
  • Gnome: A spell with a duration of concentration lasts 1/2 additional round after you cease concentrating on it.
  • Half-Elf: Add 1/2 level of the elf's gnome's, and halfling's favored class bonuses.
  • Half-Orc: When you cast an illusion spell targeting yourself you gain 1/2 temporary hit point, but no more temporary hit points than the spell's level +1. Spell-like abilities do not count as spells for this ability.
  • Halfling: The DC to spot a spell concealed with your halfling pool ability increases by 1/2.
  • Human: The save DC of disguise self cast using your veil pool increases by 1/2.


  • Aasimar: ACG When enemies suffer a concealment miss chance against you, add 1% to that miss chance.
  • Avodim: FEC When you are under an illusion that gives a bonus on Disguise checks, increase that bonus by +1/2.
  • Catfolk: ARG When you are affected by an illusion effect that grants a miss chance, you also gain DR ½ / magic.
  • Dhamphir: ACG When in dim light or less, enemies attacking you suffer a 1% to that miss chance. This stacks with miss chance from other sources.
  • Drow: When in dim light or less, you gain a +1/2 bonus on Stealth checks.
  • Kitsune ARG When you are under an illusion that changes your appearance and that you assumed specifically to impress this target, you gain a +1/2 bonus on Diplomacy and Intimidate checks.
  • Kobold: ARG When you are under an illusion that is larger than the creature you are trying to Intimidate, you gain a +1 bonus on Intimidate checks.
  • Samsaran: ACG When you are under an illusion that gives a bonus on Disguise checks and you are assuming a form that goes with one of your shards of the past skills, you gain a +1 bonus on Disguise checks to act out that role.
  • Sylph: ARG When you cast an illusion spell with range, add 5 ft' to that range.
  • Tengu: ARG Increase the save DC of any illusion you make that incorporates corpses or cadavers by +1/5.
  • Tiefling: ACG When you are under an illusion alters your appearance, you gain a +1/2 bonus on Intimidate checks.
  • Undine: ARG Increase the save DC of your Illusion (figment) spells by +1/5.
  • Xesa: FEC Increase the save DC of your Illusion (phantasm) spells by +1/5.

Open Game License

OGL logo.png The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Hastur copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Hastur administrators. Please note that images used in article may have different copyright than the text.

Section 15 Addendum

Pathfinder Campaign Setting: Paths of Prestige © 2012, Paizo Publishing, LLC; Authors: Benjamin Bruck, Jason Bulmahn, Matt Goodall, and Jason Nelson.