Foolsman/Foolswoman (3.5e Prestige Class)
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|“||They shall never see us coming!||”|
|—Ellesheira Haberdoon, elven Foolswoman|
Foolsmen are the elite class of sorcerers within the Church of Modroben, specializing in spells of illusion, which they use to fool undead into walking into unwitting traps. They have a reputation for a frenetic and chaotic character, in stark contrast to the normally staid Claine classes. They are prone to bouts of sexual mania and aggressive but brief forays into commerce and politics, gambling binges and public drunkenness, behavior that is uncommon among other Claine despite the psychism common to them all.
Becoming a Foolsman
It is colloquially said within the Church that Foolsmen gain their mood swings and wild behavior as a result of repeatedly fooling undead - that they must think like the vile beasts they are tricking, and the consequences permanently shatter their mind.
|Base Attack Bonus:||+2.|
|Skills:||Knowledge (Necrology) 11.|
|1st||+1||+2||+0||+2||Imitate Undead 1||+1 of existing spellcasting|
|2nd||+2||+3||+0||+3||Invisibility to Undead||+1 of existing spellcasting|
|3rd||+3||+3||+1||+3||Imitate Undead 2||+1 of existing spellcasting|
|4th||+4||+4||+1||+4||Undead-Targeting||+1 of existing spellcasting|
|5th||+5||+4||+1||+4||Imitate Undead 3||+1 of existing spellcasting|
|6th||+6||+5||+2||+5||Persistent Image||+1 of existing spellcasting|
|7th||+7||+5||+2||+5||Imitate Undead 4||+1 of existing spellcasting|
|8th||+8||+6||+2||+6||Mass Invisibility to Undead||+1 of existing spellcasting|
|9th||+9||+6||+3||+6||Imitate Undead 5, Suggest Weakness||+1 of existing spellcasting|
|10th||+10||+7||+3||+7||Gaze of Life||+1 of existing spellcasting|
Class Skills (2 + Int modifier per level)
Like all members of the Church of Modroben, Foolsmen are expected to be neutral in most affairs (excepting only the defense of death, time and fate). Their class features should not be used except in the manner of church business and in direct self-defense. It is very rare for Foolsman powers to be used against anyone other than undead creatures or necromancers. All of the following are class features of the Foolsman:
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 benefit a character of that class would have gained. Foolsmen are illusion specialists and gain an extra spell per day per level as other specialists do.
Spells: To cast a particular spell, you must have a Charisma score of at least 10 + the spell's level. Your bonus spells are based on your Charisma. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Cha bonus (if any).
Imitate Undead: Foolsmen can cast Imitate Undead a number of times per day equal to their Foolsman level + Intelligence modifier.
- At third level, Imitate Undead has a duration of one day whenever cast by a Foolsman.
- At fifth level, Imitate Undead has a duration of one week whenever cast by a Foolsman.
- At seventh level, Imitate Undead has a duration of one month whenever cast by a Foolsman.
- At ninth level, Imitate Undead can be enacted at will.
Invisibility to Undead: At second level, Foolsmen can cast Invisiblity to Undead at will.
Undead-Targeting: At fourth level, Foolsmen come to understand how to target their illusions at undead. Spells that can not fool undead because of the spell description (not because the undead has mind protection or lacks the eyes to see the illusion) can affect undead when cast by a Foolsman with this power.
Persistent Image: At sixth level, Foolsmen can cast Persistent Image one time per day. This version affects only undead but can produce any sensation necessary to fool them - a vampire will be able to taste the illusionary blood and will think they have turned the illusionary person into a vampire, for example.
Mass Invisibility to Undead: At eighth level, Foolsmen can cast Mass Invisibility to Undead a number of times per day equal to their Intelligence modifier.
Suggest Weakness: At ninth level, Foolsmen can convince undead that they have a particular vulnerability - such as to running water - that they don't actually have. The target receives a Will save. The Foolsmen can use this power on a number of undead per day equal to their character level.
Gaze of Life: At tenth level, Foolsmen gain a gaze attack, the Gaze of Life, which takes effect the first time a Foolsman makes eye contact with any undead individual. The target must make a Will save or be overcome with nostalgic emotion for their former life that they immediately seek to be cleaved or commit suicide.