Illusionist Subschools (Pathfinder Alternate Class Feature)
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Falsehood Subschool[edit]
Some wizards use illusory magic to conceal the truth and sow mistrust in the minds of others.
Class: Any class with the Illusion arcane school.
Replaces: The following school powers replace the extended illusions, blinding ray and invisibility field powers of the illusion school.
Born Liar (Ex): You gain a +2 enhancement bonus on Bluff, Disguise and Perform (act) skill checks. This bonus increases by +1 at 5th level and every five levels thereafter, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a language-dependent spell or effect, as an immediate action you can attempt to frighten the caster to death, as per phantasmal killer.
Gullible (Su): As a standard action, you can make a melee touch attack that makes the creature believe everything it sees and hears. If you hit, the target treats all Will saving throws made to disbelieve illusions and all Sense Motive checks to avoid being bluffed as if it rolled a natural 1 for 1 round. This is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
False Images (Sp): At 8th level, you can emit a 30-foot-radius aura of distorted images for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. Enemies within this aura suffer a 20% miss chance on melee and ranged attack rolls. The miss chance does not stack with any miss chance granted by another form of concealment. This is a mind-affecting effect with visual components.
Source Field of Blood from Frog God Games
Pride Subschool[edit]
Some wizards study the school of illusion less because of an interest in deceptive magic, and more because of the school’s metaphysical connection with the sin of pride.
Class: Any class with the Illusion arcane school.
Replaces: The following school powers replace all of the normal powers of the illusion school.
Fascinating Gaze (Su): As a standard action, you can lock gazes with a creature within 30 feet, forcing that creature to succeed on a Will save (DC 10 + 1/2 your wizard level + your Intelligence modifier) or become fascinated with you for as long as you continue to maintain the effect (a standard action each round). You can use this ability for a total number of minutes per day equal to 3 + your Intelligence modifier, which must be spent in 1-minute increments.
Delusions of Grandeur (Su): As a swift action, you can grant yourself a morale bonus equal to 1/2 your wizard level to a single skill, or on all ability checks made with a particular ability score. This bonus lasts until you use this ability again and choose a new skill or ability score, or until you fail a skill check or ability check with the chosen skill or ability score by 5 or more. If you fail a check in this way, you instead suffer a penalty equal to 1/2 your wizard level on that type of check for 1 hour. You can use this ability three times per day, but cannot activate it while suffering a penalty due to failing a skill or ability check by 5 or more. At 20th level, you can use this ability at will, but still cannot activate it while suffering a penalty.
Idealized Appearance (Sp): At 8th level, you can make yourself look and sound like your idealized self. This functions as disguise self, except that it also alters tactile and audible properties. Additionally, the effect lasts until it is dismissed, dispelled, or you use the ability again to alter your appearance in a different way. You caster level for this effect is equal to your wizard level, and the saving throw DC to disbelieve the effect is equal to 10 + 1/2 your wizard level + your Intelligence modifier.
Source Weekly Wonders: Archetypes of Sin V (Pride) from Necromancers of the Northwest
Rakshasa Subschool[edit]
Rakshasa wizards practice a school of magic based on illusion and deception, but different from the standard school of illusion magic.
Class: Any class with the Illusion arcane school.
Replaces: These powers replace all of the powers of the illusion school.
Glamer Master (Su): Whenever you cast a spell of the glamer subschool with a visual component, increase the spell’s DC by +2. At 20th level you can see through all glamers as with a true seeing spell.
Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your wizard level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Fearsome Hunter (Sp): Once per day At 8th level, the rakshasa can make himself appear as a fearsome beast that strikes terror into all who see him. Creatures within 30 ft. must save as if they viewed a phantasmal killer. Those who fail their save take 1d6 damage per two wizard levels and are shaken for 1 round. A save halves the damage and negates the shaken effect. A wizard may use this power one additional time per day for every three wizard levels.
Source Rakshasa Legendary Races from Purple Duck Games
Shadow Subschool Alternate[edit]
Class: Any class with the Illusion arcane school.
Replaces: The following school power replaces the invisibility field power of the illusion school.
Realistic Illusions (Su): At 8th level, whenever you cast a spell which is quasi-real (such as shadow evocation), if the spell is disbelieved, the effect is more real than it would normally be. Increase the percentage of such spells by an amount equal to your class level (for example, a shades spell cast by a 20th level wizard would still be 100% real).
Source Advanced Arcana I 55 from Necromancers of the Northwest
Styx Subschool[edit]
The River Styx erases the memory of those foolish enough to imbibe or touch its water; this school draws power and inspiration from its power.
Class: Any class with the Illusion arcane school.
Replaces: These powers replace the dazing touch and aura of despair powers of the illusion school.
Touch of the Styx (Su): You may deal 1d4 Intelligence or Charisma damage as a melee touch attack. You choose the ability score affected prior to making each attack. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Drowning in the Styx (Su): At 8th level, when you cast a spell with the mind-affecting descriptor, you may choose to infuse the spell with the power of the River Styx, increasing the spell’s duration by half. When the spell ends, the target must make a Will save (same DC as the spell) or forget everything that happened throughout the duration of the spell.
Source Wayfinder 11
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