Liar Savant (3.5e Prestige Class)

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A Liar Savant is an honest man whose powers extend to exposing the truth of the world. He is definitely not a deceiver and will never deliberately subvert the aims of his fellow man with his silvery tongue. There are vicious rumors that a Liar Savant uses dark powers to deceive even godlike entities into lending their strength, or that his powers are a sort of arcane sleight of hand and not real magic, but these are patently untrue, and the Liar Savant's powers are absolutely real and for noble purposes only.

A Liar Savant is frequently found in the employ of powerful men and women, though rarely in their trusted inner circle, as no one who is aware of their power could possibly trust one. Bards might seek the training of the Liar Savant for their gift of the theatrical, or Rogues for more practical purposes (when regular lying simply will not do). For unscrupulous Sorcerers, the Liar Savant's Charisma-based "lie magic" feels a natural extension of their own and compliments it well.

A Liar Savant may not be Lawful, and may not be Neutral Good.

Prerequisites

To qualify to become a Liar Savant, a character must fulfill all of the following criteria.

  • Skills: Bluff 8 ranks
  • Spells: Ability to cast 1st-level spells.
  • Other: Must avoid certain catastrophe with a Lie.
Table: Liar Savant
Hit Die: d10
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells
1st +0 +1 +2 +1 I Know Mortal Kombat
2nd +0 +1 +2 +2 Do I Feel Lucky
3rd +1 +1 +2 +3 Behind You
4th +1 +1 +3 +3
5th +2 +1 +3 +4 Legendary Persona
6th +2 +2 +3 +4 Smooth Save
7th +2 +2 +3 +5
8th +3 +3 +3 +5 You're Already Dead
9th +3 +4 +4 +5
10th +4 +4 +4 +6 Decieve the Heavens
Class Skills (5 + Int modifier per level)
Concentration (Con), Perform (oratory) Cha, Intimidate (Cha), Diplomacy (Cha), Gather Information (Cha), Knowledge [history, local, nature, nobility and royalty, religion] (Int), Listen (Wis), Profession (Wis), Bluff (Cha), Sense Motive (Wis)

Class Features

All the following are class features of the Liar Savant:

Spellcasting: 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 spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefits a character of that class would have gained. If you had more than one spellcasting class before becoming a Liar Savant, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

(Note for GMs on Divine casters: While there is no reason a Divine spellcaster cannot not become a Liar Savant, a deity devoted to Truth, for instance, might take issue with his servants learning this deceptive skillset. That said, if the deity is not particularly attentive, it's entirely possible for the character to take the class and remain in good standing with his god or goddess. They are the universe's greatest liars, after all! Use your own discretion in such matters.)

Weapon and Armor Proficiency: The Liar Savant gains no new weapon or armor proficiencies.

I Know Mortal Kombat (Su): The Liar Savant grabs a weapon he has no experience with and makes an impressive display as a Bluff check to all sentient creatures in the vicinity. This is a standard action. If none of the affected creatures make a successful Sense Motive check against the Bluff check, the Savant is treated as having that weapon's Proficiency as long as one of the affected creatures is present. If none of the creatures in the vicinity are sentient, this effect fails. At third level, the Liar Savant gains a +2 bonus to all attack and damage rolls with the weapon. At seventh level, this becomes a +4 bonus.

Do I Feel Lucky (Su): At 2nd Level, once per encounter, The Liar Savant can attempt to use a spell, spell-like ability, special power, use a limited-use item or fire a unique projectile that he's temporarily exhausted, but used earlier in the day. The target of the attack must make a Sense Motive check against your Bluff check; if they fail, the Liar Savant may perform that action again despite not possessing the ability or item. If the target succeeds, they receive an immediate Attack of Opportunity against the Liar Savant if they are within range.

Behind You (Su): At 3rd level, as a free action, the Liar Savant points behind an enemy and warns that a monster is approaching. If your opponent fails the Bluff check, a monster is randomly summoned, native to the area, 1 meter behind the opponent. The monster's level is equal to half the caster's level and is hostile to all enemies but not allies. The target's allies may make Perception checks (DC 20 + caster level) to counter this spell . This monster disappears when the target of the spell loses consciousness or after 8 hours. The monster is not bound to the Liar Savant and may become hostile if provoked, but will prefer to attack enemies rather than the caster or his allies by default until combat ends, at which point it becomes completely ambivalent to the Liar Savant and his party. The monster can then be dominated or made friendly by outside means, depending on its type, but it will still disappear after 8 hours or when the target is unconscious. The Liar Savant can only use this power once per encounter, but can use it once per day for every two levels in Liar Savant.

Legendary Persona (Su): At 5th level, The Liar Savant may make a Bluff check to impersonate a famous figure who they resemble. If the figure is a different Race, -3 to bluff. If the figure is a different Gender, -5 to bluff. If the figure has more or fewer arms and legs than the figure, -10 to bluff. Under the effect of Legendary Persona the Liar Savant gains a +5 to Diplomacy, Charm and Intimidate checks, as well as one special power that said Persona historically possesses (Player's choice, but GM may veto this) and of course the favor of any groups associated with that Persona. Each time the Liar Savant successfully makes this check (for each person who questions them about this identity), the Liar Savant gains a +1 bonus to make the same check again (only for impersonating the same person). If the Liar Savant fails a bluff check to maintain Legendary Persona, it immediately ends. If the Liar Savant meets the actual figure they are impersonating and he/she questions their identity this effect ends and the Liar Savant loses all Liar Savant powers for as long as they are in the figure's presence.

Smooth Save(Ex): At 6th Level, when the Liar Savant would fail a Charisma check, once per day, the Liar Savant can reroll the check. They must accept the result, even if it is worse than the previous roll.

You're Already Dead (Su): At 8th Level, upon landing a Critical Hit upon a sentient target, the Liar Savant can make a Bluff check to convince the target he has been mortally wounded. If the check is successful, the target immediately drops to 0 hit points and loses consciousness for 1d6 hours, even if they are under an effect which prevents loss of consciousness. No physical means of attempting to wake the character will work until the duration expires. This ability has no affect on mindless creatures but can afflict any being that understands language, even if they are immortal, or capable of self-resurrection. If the check fails, this effect fails and can't be used again in the same encounter.

Deceive The Heavens (Su): At 10th Level, the Liar Savant may make a Bluff check to avoid Alignment Checks or Detections from other players, NPCs, or even magical items or religions/domains that are incompatible with their alignment. Failure to make these checks may result in curses depending on who they're attempting to fool (GM's discretion). Success means that the player or NPC will detect the player as whatever their alignment is, or that the magical item/religion/domain/class can be used/followed in spite of your alignment. Taking an action that would be out of order with your alignment may prompt additional Bluff checks to maintain the deception.


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