Presto (3.5e Prestige Class)
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Presto[edit]
A random village meeting
“Silence!” A very loud sound echo's through the large meeting room. The chairman hit his hammer on the table with so much force that it could be considered a miracle that the table was not damaged. Immediately everybody was silent, all were shocked by this action of the chairman. “Silence!... I will not tolerate this outrages disrespect against the council” Said the chairman with a very loud but clear voice. After a short moment the chairman looks around with eyes that seem to tell everybody who saw it, Yes... I mean you! “Now shall we continue”.
The meeting room is a large room highly decorated, a stone floor, granite? It does not matter, even the large paintings were mostly overseen. With all the decorations in it, it should be called a museum. It was still to small for all the people, some stayed outside; the guards were worried and were on full alert.
The chairman's mind was for a moment elsewhere, “This has gone on enough” he thinks, “We most come to a acceptable decision. Somehow he managed to resist the urge to yawn and looks around, there are sure a lot of people this time. It seems that there are two groups, they who are for this plan, mainly the more established people and those that are against it, mainly farmers.
He clears his throat. “We have heard the objection of farmer Roderick because the new road will go through the land that is his. This is noted. Now I will give the word to Sen Gardner, who shall explain the benefits of this new road”.
“Thank you chairman, His Magnificence Maribelee, The Honorable Olberiandor, ladies and gentleman. I see this road as a great step forward in the grow of this city, this will provide work and that alone can make this city truly prosper. The towns and village, who also be connected to this road, have need of many materials witch we can produce. At the same time they have goods we almost desperately needs. I have the details on paper, but to make it short it looks like a profitable situation for everyone. I urge everybody also to not only think on the now, but also about the future. This...” ”Thank you”, Sen Gardner was interrupted by the chairman who remains calm and takes his place. ”..Thank you. I have a copy of that list and it is a long list indeed with the approval of the council I will read this”. He looks to the council and the public, who were not all to happy to listen to this long list. But none makes an objection so the chairman. He starts reading the list and it takes about a half hour. “ I will give now the word to farmer Borjan” The farmer Borjan stands up and somewhat nervous he grabs his posture together.
”Thank you.. Chairman, lady’s and gentleman. Most people know me from when I was a little boy, my father was a farmer and his father....”
“ Could you get to the point!” said the chairman as he looks irritated but that's how he always look like so it's hard to tell. The public is not amused with this interruption.
“Yes, what I want to say is that a road may be a fine idea, but we don't have the money to make one. Taxes are already too high, were is all that money coming from? The land of my family is also in the way of this new road, don’t we have enough with two roads? Thank you.”
“Thank you farmer Borjan. Now I see that Sen Gardner want to say something, very well you may speak”.
“Thank you chairman. His Magnificence Maribelee, The Honorable Olberiandor, ladies and gentleman”. She then looks directly to farmer Borjan. “I appreciate you honesty and I can understand that it is difficult to see how the cost of the road will be paid, But I tell you... the cost of the road will be more than compensated by the income it will regenerate. You of all people know about the shortage of fire wood just a couple of years ago in a harsh winter, with that road we could have enough firewood. And what about the needs of the other town? We could and should discuss this matter over money with them. I am sure they will see the benefits for this road and will pay must certainly there fair share. You have only to look at the possibilities. There is a world out there to build... what are you waiting for?" This meeting continues for almost two hours and then a new meeting was scheduled....
“ | There is a world out there to build... where are you waiting for? | ” |
—Sen Sorcerers Sublime, Human, Presto, Prestidigitator, Sorcerers , At a village meeting, before a counsel containing mostly people with no vision at all.... |
Becoming a Presto[edit]
Presto's are mainly Wizards, Sorcerers or a Bard, and some off them are from the prestige class Prestidigitator. These spell casters, through their travels, have come to realize that the world could be a wonderful place if they could just stop the unnecessary fighting and destroying and focus on cooperation and understanding everyones needs.
So Presto's talk to almost everybody about creation and cooperation to inspire as many people as possible specially those with influence. This is mainly done in public establishments, a favorite being taverns, were they strongly advocate for creation and cooperation instead of destruction. Or more subtly, by giving a performance with little warnings mixed in their stories and foretelling how wonderful it could be, or bad, depending on which choices are made.
Not all people are happy with this point of view, especially when more people are persuaded to follow the way of the presto. Some have nothing to gain from this, but all the more to lose. So a Presto can encounter or create situations which are not very healthy for her and those who follow her. She will be warned, but most likely would not listen. Maybe some setbacks will be orchestrated, so that she and her followers might change their mind, but the true Presto doesn’t quit at the first setback and if you don't succeed at first you try a second time... a third... higher is not uncommon.
Her obsession with creation also reflects in her magic. The spell Prestidigitation is the foundation of the Presto. They have mastered the spell so that they can use it with almost unlimited possibilities, by some it is also known as the “Pocket Wish" or "Small wish”.
Alignment: | any. |
---|---|
Ability: | Int (for a Wizards) or Cha (for a Sorcerers or Bard) 15+. |
Skills: | Diplomacy 6 ranks or Perform (any) 6 ranks, Knowledge (arcana) 7 ranks, Spellcraft 7 ranks |
Feats: | Improved Prestidigitation |
Spellcasting: | Prestidigitation. |
Appraise(Int), Bluff(Cha), Concentration(Con), Craft(Int), Decipher Script(Int), Diplomacy(Cha), Gather Information(Cha), Intimidate(Cha), Knowledge (all skills, taken individually) (Int), Listen(Wis), Perform(Cha), Sense Motive(Wis), Sleight of Hand(Dex), Speak Language (n/a) and Spellcraft(Int).
Level | Base Attack Bonus |
Saving Throws | Special | Spell casting | ||
---|---|---|---|---|---|---|
Fort | Ref | Will | ||||
1st | +0 | +0 | +0 | +2 | Still Prestidigitation and Silent Prestidigitation | +1 level of Existing Class |
2nd | +1 | +0 | +0 | +3 | Bonus Feat | +1 level of Existing Class |
3rd | +1 | +1 | +1 | +3 | Compress | +1 level of Existing Class |
4th | +2 | +1 | +1 | +4 | Bonus Feat | +1 level of Existing Class |
5th | +2 | +1 | +1 | +4 | Versatile Prestidigitation as a Supernatural ability | +1 level of Existing Class |
6th | +3 | +2 | +2 | +5 | True Prestidigitation | +1 level of Existing Class |
7th | +3 | +2 | +2 | +5 | Bonus Feat | +1 level of Existing Class |
8th | +4 | +2 | +2 | +6 | Intelligent duplicate | +1 level of Existing Class |
9th | +4 | +3 | +3 | +6 | Recreate Sphere Ex | +1 level of Existing Class |
10th | +5 | +3 | +3 | +7 | Supreme duplicate, Bonus Feat, Personal Prestidigitation Ex | +1 level of Existing Class |
Class Features[edit]
All of the following are class features of the Presto.
Weapon and Armour Proficiency: A Presto gains no additional proficiencies in any weapon or armour.
Spell casting: 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 spell casting 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. If you had more than one arcane spellcasting class before becoming a Presto, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Spells: To cast a particular spell, you must have a score of at least 10+ the spells level in your primary ability score as determined by your previous class. Your bonus spells are based on this same ability score. Saves to avoid the effects of your spells have a DC of 10+ the spells level + your primary ability score bonus (if any).
Spell book: Presto's who use a spell book gain spells in it as their original casting class.
Familiars: Presto's levels stack with sorcerer and wizard levels for determining the familiars abilities.
Level | Title | Volume | Change | Create | Power | Range | Stitch/fix/heal | Time |
---|---|---|---|---|---|---|---|---|
0 | Basic | 5 feet²/³ per round | Fine size Item(s) | fine Item(s) | 10 | 20 | Textiles | 1 action |
1st | Apprentice | 10 feet²/³ per round | Small Item(s) | Simple Item(s) | 20 | 40 | Leather | 1 round |
4nd | Adept | 20 feet²/³ per round | Medium Item(s) | Typical Item(s) | 40 | 80 | Wood | 2 rounds |
6rd | Expert | 40 feet²/³ per round | Large Item(s) | High quality Item(s) | 80 | 160 | Metal | 4 rounds |
8th | Master | 80 feet²/³ per round | Very large Item(s) | Complex or superior Item(s) | 160 | 320 | Gems | 8 rounds |
10th | Legend | 240 feet²/³ per round | Huge Item(s) | Permanent Item(s) | 480 | 960 | Living tissue | 24 rounds |
Duration:
The duration, if there is need for, you must state it before the check, this cannot be changed afterwards no statement means automatically the maximum duration. Otherwise you can state it on the half hour so long it doesn't exceed the maximum duration as in the feat Improved Prestidigitation.'
Once you have cast the spell Prestidigitation you can perform any task on basic level for the duration of the spell so long it does not exceed the maximum gold worth underPower. And it takes 1 extra action. If you need another non basic magical effect, your have to cast this spell again.
- Chill or warm an object:
You can chill or warm an object between freezing point of water (32°F/0°C) and the boiling point of water (212°F/100°C) but only on non living matter and at your maximum range in feet as in the table "Influence" above under "power and this is also the maximum change in temprature. It also takes time to lower or higher the current temp equal as in the table "Influence" under "Time".
It doesn't require a concentration check to keep it warm at a steady temperature if the target is within touch range, or barely moving. Otherwise it takes a concentration check of 1/5 of the desired change.
You can not heat a target that is moving unpredictable or moving faster than walking speed.
Example: You can keep your cloth or bedroll warm and comfy even in a cold environments environments so long it doesn't exceed your "Influence".
Example: You can heat food.
example: If a object has a temperature of 32°F and you are level 1 you can only increase the temperature with 10°F making it 50°F this will take 1 action. You cannot make it colder than 32°F
example: if a object has a temperature of 60°F and you are level 4 you can cool it to 32°F a difference of 28°F and this will take 2 rounds. You can also make it 200°F a difference of 140°F it takes 8 rounds the object will than heat up with 17,5°F per round.
Flavor an object:
You give a substance a different flavor. As in the spell Prestidigitation it has to be within the range as in the table of Influence.
Volume:
You may clean, dampen, dry, color, sketch, Polish, soil or write to a maximum volume per round also in air, it has to be in your range.
This effect is permanent but it can get dirty, dry, clean or wet again.
Example: You can change the color of the floor at maximum volume per round.
Example: You may clean you dishes or cloth to a maximum volume per round, this is permanent but it may get dirty again.
Example: A fire has started you may dampen the surrounding and give it a fire resistance equal half to your Presto level rounded up + 1 modifier which will at least delay the fire and give time to others to put it out, or if it is a small fire put it out yourself.
Polish:
Polish: You bring luster to a wood, metal, stone, leather, glass, or ceramic object. The object must be clean to start with. It remains shiny after the effect ends but can become dull again like anything else.
Sketch:
Sketch: You create a temporary two-dimensional visual figment of whatever you desire. You can leave the image hanging in the air, in which case it is immobile, or place it on a mobile object, such as a shield.
Tie:
Tie: You magically tie a firm knot (as though taking 10 with the Use Rope skill) in a thread, string, cord, rope, or cable up to 10 feet long. You
can knot together two such objects if they're within 1 foot of each other.
Change:
You can change one or more items into one or more items. It may require an appropriate craft check, at DM discretion.
You gain a bonus on any craft check equal to half your Presto level rounded up +1. You don't need artisan’s tools.
Example: You can change your own clothing, while wearing it, keep in mind that the mass doesn’t change unless you add or remove some.
Example: You can transform 1 or more coins into a ring, or if you have enough coins, into a bracelet a glove or small buckler, you can change the color.
Example: You can salvage any metal out off ore but the ore total weight may not exceed what you can lift. At 5e level Presto you can process ores a maximum weight of 480 lb. This will take 24 rounds if the craft check is successful.
Example: You can also purify any material to make it as pure as possible using the appropriated skill craft at DC20 or alchemy also at DC20. This doesn't necessary make the material stronger or more durable but it will most likely be more valuable and smaller.
Example: You can reform a heavy mace (8 pound) into 2 long swords (4 pound), DC12 smith craft check, but as the duration has ended the swords will turn back each in a half heavy mace, even if you keep the long swords together. Only by changing them again, DC12 smith craft check, can you regain a fully functional heave mace, this last change back to it's former state is permanent.
Gather:
You neatly collect numerous objects. The objects you gather can be no larger than what you can change, no two items can be more than half your range apart. And their total weight cannot exceed your maximum weight as in table above under power. You can place the gathered objects into a container you touch, or you can form a stack or pile that you touch. You can gather selectively; for instance, you can pick up just the coins from an area.
Create:
You can temporary create one or more of the same item out of thin air, the total worth may not exceed the limit as in table of influence and it may require an appropriate craft check, at DM discretion.
You gain a bonus on any craft check equal to half your Presto level rounded up +1. You don't need artisan’s tools.
It can't be used as material components or to make permanent items until you have reached level 5.
You may replace the missing material out of thin air not exceeding the maximum worth in gold as in above table Influence.
Example: You can create a sword but instead of iron you can made it from wood, so long it worth doesn't exceed the maximum gold worth.
Example: Sen Gardner wants to leave a big impression so she wants the most beautiful dress. The price for this dress is 240 gp.
The craft check is DC20 but she get a +6 bonus (level 10 Presto) on her Craft (tailoring) check.
Example: You can create a functional tinder twig out of thin air if you succeed on a craft check alchemy at DC20.
Example: You can create usable bolts out of thin air if you succeed on a DC10 check smith craft, maximum worth not exceeding. see power.
Example: You can create acid if you succeed at a alchemy check DC15 or oil at DC10.
Example: you can create a sword if you succeed a Craftcheck at DC12. This will take 4 rounds. A short sword in 2 rounds also with a DC12 check.
Example: you can create a masterwork item but at a XP cost of 1/5 of the value in GP and at a succeeded DC20 appropriate craft check.
A successful appropriated Craft (Int) or appraise (Int), at DM discretion to determine the true nature of this creation.
Power::
Power stand for the reach you have with the spell Prestidigitation, watt as in light (for Lumen x15), dB as in sound, lb as in weight what you can move, Fahrenheit as in temperature, GP as in gold, feet as in range and more...
Example: You can create a item and let it appear as far as the maximum range, if you want it on a precise location than this requires a successful ranged attack.
Example: You can create a glowing ball as far as the maximum range. You can control it and send it were you want it within this range. It can not pass this range. You can create a glowing ball that give as much as 480 watt (at 5e level Presto Lite) of light, you can also change color with various effects like a bullseye lamp with the same effect with a doubled range.
Examples: You can make all kind of sounds like music or other voices and let it appear form somewhere within your range. At volume of a Whisper 10 dB, low voice 40 dB, Busy restaurant 60 dB, Alarm clock 80 dB, Large diesel vehicle 90 dB, Rock concert 110 dB, a Sonic boom 120 dB (Painful. 32 times as loud as 70 dB.), 150 dB Jet take-off (at 25 meters) (Eardrum rupture).
Example: You can lift/move a object of max 480 lb at level 5 Presto Lite, but slowly not faster than walking speed.
Range:
Example: You can create a item and let it appear as far as within the maximum range, if you want it on a precise location than this requires a successful ranged attack.
Example: You can create a glowing ball as far as the maximum range. You can control it and send it were you want it within this range.
Stitch/fix/heal:
You can Stitch/fix/heal items back to its former form, if all pieces are present or if you have replacement material then this fix is permanent.
If some piece(s) are missing and you can not replace them with existing material then this part is temporary. There is no craft check needed.
Example: In theory you could fix/reform a broken vial with the original content back in it, at DM discretion.
Example: You may repair a very old book but the content may be lost forever...., at DM discretion.
Example: You can repair a broken sword without a craft check permanent, if all parts are present.
Time:
It takes time and concentration to change, create, stitch, repair or fix a superior, high quality, complex, typical or even a simple item.
If you are disturbed or distracted you have to take a concentration check equal to the DC by falilure you have to start over and cast the spell Prestidigitation again.
Permanent items:
You can create permanent items at the cost of XP. There are three ways but what you make/take out of thin air, it's material worth may not exceed the limit as in above table Influence. It may require an appropriate craft check, at DM discretion.
Out of thin air:
Create complete permanent item(s) out of thin air, cost 1/2 of the item price in XP (rounding up).
Example: You can try to permanently create a heavy mace (price 12 gp) rounded up for 6 XP, DC12 smith craft check.
Create a permanent masterwork item out of thin air cost the full price in XP.
Example: You can try to permanently create a masterwork heavy mace (price 312 gp)for 312 XP, DC20 smith craft check.
Out of existing material:
Create a permanent changed item, cost 1/10 of the item price in XP (rounding up).
Example: You can try to permanently change something into a heavy mace (price 12 gp)rounded up 2 XP, DC12 smith craft check.
Create a permanent changed masterwork item, cost 1/2 of the item price in XP.
Example: You can try to permanently change something into a masterwork heavy mace (price 312 gp) rounded up 156 XP, DC20 smith craft check.
Partly out of thin air and existing material:
Create a permanent changed item with only half of the necessary material and partial out of thin air, cost 3/10 of the item price in XP (rounding up).
Example: You can try to permanently partial create/change something into a heavy mace (price 12 gp)rounded up 4 XP, DC12 smith craft check.
Create a permanent changed masterwork item with only half of the necessary material and partial out of thin air, cost 2/3 of the item price in XP.
Example: You can try to permanently partial create/change something into a masterwork heavy mace (price 312 gp) rounded up 208 XP, DC20 smith craft check.
Example: The dress of Sen Gardner. Making this dress out of thin air permanent instead of temporary cost her 1/2 of the price in XP, is 240 gp = 120 XP. If she had all the material she need to make this dress then it will cost her 1/10 of the price in gp = 24 XP. If she had only half the material she need than the cost would be 3/10 of the price in gp = 72 XP, (half of 120 plus half of 24 = 72 XP).
If the check fails or you lose your concentration you have wasted your XP.
Minimal cost 1 XP
Silent Prestidigitation: The presto no longer needs a verbal component to cast prestidigitations. They can, however, make up verbal components if they wish. A Concentration check (DC 15) needs to be made when making up a verbal component. Failure can either mean spell failure or a roll on the chart available in Dragon issue 302 pg 52 (if available). If making up both a verbal and a somatic component the DC is raised to 20. (inspired eeh... copied form Prestidigitator.
Still Prestidigitation: The presto no longer needs a somatic component to cast prestidigitations. They can, however, make up somatic components if they wish. A Concentration check (DC 15) needs to be made when making up a somatic component. Failure can either mean spell failure or a roll on the chart available in Dragon issue 302 pg 52 (if available). If making up both a verbal and a somatic component DC is raised to 20. (inspired eeh... copied form Prestidigitator.
Bonus Feat: At 2nd, 4th, 8th and 10th level, the character may take either an item creation feat or metamagic feat, provided they meet prerequisites of the feats or may choose one of the following, Craftsman, Eschew Materials, Expanded Spell Knowledge, Extend Spell List at DM discretion, Improved Eschew Materials, Investigator, Double Cantrips, Linguistic Savant, Magician, Master Prestidigitator, Parlour Tricks, Smooth Talker, Sublime Prestidigitator, Toymaker, and Wizard's Grace (Provided they meet the prerequisites of the feats).
Compress: You can compress one or more non magical or divine items into a simple geometric shape. It may not exceed the maximum change size as in table Influence. You can return it to it's former form at any time you wish not exceeding the maximum duration. Items can be so small as a coin or any other size of a massive gold object of the same weight. Keep in mind that the mass doesn’t change and you can only compress it into a simple geometric shape like a bar, cube, cone, cylinder, pyramid or sphere. The color doesn't change but you can change it into any color or pattern of colors you wish afterwards with the spell Prestidigitation.
Examples different materials:
Air (above sea level) has a 15.456 times lesser density than gold.
Aluminum has a 7.2 times lesser density than gold.
Birch wood has a 30 times lesser density than gold.
Copper has a 2.2 times lesser density than gold.
Granite has a 7.3 times lesser density than gold.
Iron has a 2.5 times lesser density than gold.
Lead has a 1.7 times lesser density than gold.
Marble has a 7.3 times lesser density than gold.
Oak wood has a 27,6 times lesser density than gold.
Platinum has has a 0,9 times lesser density than gold.
Silver has a 1.8 times lesser density than gold.
Titanium has a 4.3 times lesser density than gold.
Steel has a 2.5 times lesser density than gold.
Water has a 19.3 times lesser density than gold.
For more see https://en.wikipedia.org/wiki/Density
Examples geometric items:
1 cubic inch pure gold weigh 0.7 pounds.
1 golf ball sized sphere of pure gold weigh 2.2 pounds.
1 standard 400 oz bullion bar weigh 26.4 pounds.
1 Cubic Foot of Gold would weigh 1206 pounds
Versatile Prestidigitation (Supernatural):
You have enough excess magical power to perform minor tasks and chores without needing to worry about draining your reserves of power.
1. You can use the spell Prestidigitation freely as a Swift Action on basic level.
2. Beside fire with “fire-finger” you can also use acid, air(with oxygen), cold, electricity, light, sonic and water
3. You can create glowing balls, any color and brightness not exceeding the table, and put them on any location in your range of the spell, were they will stay for the duration of the spell regardless where you later are.
True Prestidigitation:
You have reached a fundamental understanding of the spell Prestidigitation that enables you to create one duplicate of your own body and, if present, your familiar.
This duplicate is corporeal, at creation the duplicates health is equal as the original health. The duplicate, feels, looks, sound, smells and taste like the original. It has the same clothes on as the original at the moment of creation, including all weapons, objects, gold, backpack and other possessions she has with her. Magical or divine items are also copied, but without the magical or divine properties. Master-work items looks like master work, but are effectively regular items. Duplicate potions do not work but they have the same color, smell and taste. Magical scrolls and/or books are identical but on close inspection and a successful arcana check, they will notice that it is a fake with no value at all. Items lost or given by the duplicate will remain until the spell has ended. You cannot copy items this way where you have no experience with, at DM discretion.
You can create the duplicate anywhere in the range of the spell and only in a location were you have been or in your line of sight. It will be in the same position as you are. The duplicate has by creation her eyes shut and doesn't respond to any stimulus. You can take control of the duplicate by merely thinking on your duplicate and than closing you own eyes. If the duplicate is not in your line of sight it takes a concentration check of DC 10 before closing your eyes if you don't succeed the concentration check, you remain in darkness....
If you succeed then you control your duplicate, and you can see, hear, feel, smell, talk taste, and act through the duplicate as if it were yourself. You control the body just like your own with one exception of the eyes. Remaining in control of the duplicate doesn’t require a concentration check. However given the situation the duplicate and/or original can be in, the DM can ask for a concentration check, for keeping control of the duplicate and/or of your own body. You can choose to shut-down your own(original body) sense(s) or not, both have benefits but also handicaps.
It can perform all the tasks that the controller is able to do, but tasks higher than DC10 require a concentration check equal to the surplus. The duplicate is able to fight, but this requires a concentration check of DC15, at DM discretion.
You can use spells though your duplicate, but it requires a concentration check of the level of the spell multiplied by 5. Casting a cantrip doesn’t require a concentration check.
You can make a duplicate of your familiar, he/she has to be with you (range 0) during the creation, but unless you have a way to make your familiar shut her eyes and make him understand how to control her duplicate, the duplicate will just stand/sit in the same position as the original was during creation.
Weakness:
- Controlling the duplicate takes all you concentration and attention, which make it better to maintain control of your duplicate in a save and silent place with “preferable” some protection. If your real body is distracted you must make a concentration check DC, at DM discretion, to remain in control of you duplicate.
- If you duplicate you control is in trouble and/or in a stressful situation, you also must make a concentration check, at DM discretion, for keeping your real body under control.
- When the caster is in control of her duplicate she cannot shut her eyes without using her hands. If for any reason you open your real eyes, you lose control of the duplicate and your duplicate experience what looks like a “black out”. Her eyes automatically close. You can only regain control by closing your own eyes again and with a succeeded concentration check of DC15.
- When the duration of the spell had ended the duplicate simply vanish(including what she has eaten) into thin air leaving behind whatever she has taken with her after her creation. With her vanish all items that were created with her regardless were they are leaving only behind items what she self has taken with her after creation.
- The duplicate takes damage as the original would, you have to succeed a concentration check equal to the damage she received, if you fail you lose control of your duplicate. The duplicate can also be healed as the original but a healer can notice, Heal check vs result Prestidigitation check, at DM discretion, that this body is not so normal as it appears to be. If the HP of the duplicate reach -10 it dies.
- If the connection is forcefully or unsuspected broken the caster has to succeed on a will save DC15 or is dazed for D20 rounds. - It takes a successful concentration check before you can cast a spell, the DC is spell level multiplied by 5, cantrips counts as 0.
Duplicate statistics:
Equal to your own at creation.
Intelligent duplicate:
You can now create intelligent duplicate('s) with her familiar if present. She thinks for herself, she thinks and acts as if she is the original except when in present of the original. She has the knowledge you have at her creation. She is absolute loyal to the creator and know that they are only temporary but you have no control over her. The duplicate(s) can decide to end her existence by successful Will check DC15, Your duplicate always know were you and other duplicate are, and in what state you and other duplicate are and vice versa.
These duplicate('s) can also, if you choose so, use spells but it comes from the same source. Your remaining spells per day will be if possible divided equally with you and your duplicate('s). what can't be divided equally stays with the original. See table for a example of dividing "spells per day".
For a prepared spell caster this means that the duplicates knows the same prepared spells as the original at creation. For a spontaneous caster, they know all the spells the original knows at creation. A duplicate can, if there is enough time, also go the sleep and prepare her spells. But a duplicate prepared spell caster can do this only with the original spell book. And the “spells per day” stays the same as by creation.
Duplicate new statistics:
Duration = Like in the feat Improved Prestidigitation but days instead of hours.
There can only be a maximum duplicates active equal to your primary ability modifier.
Example: You create one intelligent duplicate and divide the “spells per day” between you two, where you have roughly more than half available for yourself. Than later decided to create another intelligent duplicate. You must than divide the remaining “spells per day" you posses between you two, leaving you with roughly one fourth. While your first intelligent duplicate still has her half. If you duplicate stop existing you will immediately regain her unused “spells per day” you regain her used spells and after a good night sleep. You know what she has learned and experience in a dream as if it were you who has learned and experienced this, but you will know the difference.
Table: How "spells per day" are divided among intelligent duplicates and the original, all the duplicates are created at the same time.Level | Spells per day | 1 dup + original | 2 dup + original | 3 dup + original |
---|---|---|---|---|
0 | 6 | 3 - 3 | 2 - 2 | 1 - 3 |
1 | 5 | 2 - 3 | 1 - 3 | 1 - 2 |
2 | 4 | 2 - 2 | 1 - 2 | 1 - 1 |
3 | 3 | 1 - 2 | 1 - 1 | 0 - 3 |
Recreate Sphere Supernatural:
You can recreate all damaged non magical or divine items and objects in your range if you succeed at the required Concentration checks.
You focus your magical energy on recreating. Then magical energy appears around your body, first as a thin mist of bright variations of blue color then going more dens and brighter and slowly moving around you body as a sort off small whirlwind. In the last half minute of the preparation you will know that you have gathered enough magic energy and extend your fist. The magical energy is slowly moving upwards your body, still like a whirlwind, towards your fist and it is concentrating around it. It forms like a small metallic blue sphere large enough to cover your fist and is semi transparent. It emits bright blue light with a range equal to the range of effect but it's non blinding. It forms a bright blue outer sphere, at maximum range, that is clearly visible. This allows the caster to see clearly the area (even in darkness) which will be effected by the Recreate Sphere and you can move to a better position if need to be. In this phase you don't have to concentrate anymore and can talk freely and be disturbed so long as your fist remains closed. When your are ready you open your fist and slam your open hand on a surface. This will be the center of the Recreate Sphere. The sphere will slowly expand from hereon at walk speed and repair items and objects while its passes by until it reaches the outer sphere and vanish.
Duration:
Depending on the range this expanding Recreate Sphere takes about 2 seconds for a range of 3 feet till about 200 seconds for 300 feet.
Range:
You have to spend spell slots to determine the range of this powerful Ability.
Its 3 feet multiplied with the level of the spend slots, cantrips counts as 1,5 feet .
Example: By spending two level 2 slots you have a range of (2x2x3) 12 feet
Example: By spending one level 3 spell slot you have a range of (3x3) 9 feet.
Concentration Time:
For each each 3 feet you add 1 minute you need to prepare this, with a minimum of 5 minutes.
Concentration checks:
First to activate this ability, for every 9 feet of range add 1 to the concentration check, with a minimum of 5.
It you fail this check than you cannot use this ability again for the remainder of the day.
If you succeed the first check, then you may not be disturbed for the duration of the preparation, if you are, you have to retake the first check.
If you lose concentration than the magical energy is wasted and will disperse with no visible effect.
Second concentration check, before the last half minute has passed, for every 6 feet of range add 1 to the concentration check, with a minimum of 10.
If you fail this than the magical energy is wasted and will disperse in a blinding explosion. A reflex safe DC15 or be blinded for range in rounds.
Example: 9 feet means 5 minutes preparation a DC5 for the first check and DC10 for the second
Example: 90 feet means 30 minutes preparation a DC10 for the first check and DC15 for the second
Example: 180 feet means 60 minutes preparation a DC20 for the first check and DC30 for the second
Example: 300 feet means 100 minutes preparation a DC34 for the first check and DC50 for the second
Target:
Every non magical or divine items or objects in the reach of Recreate Sphere will be recreated provided if at least 90% of the item or object is still present in whatever form. Everything that enters the area of effect after the start of the expansion will not be subjected to the effect of this ability.
People inside the sphere will experience a strange urge/need to create or repair something as the expanding sphere passes them. A will save equal to the second DC result to ignore this. Otherwise they have this urge for DC result in rounds.
Example: Your are standing in a small house were a tree has fallen upon. The house is 30 by 18 by 10. 30 divided by 3 means that you have to spend a worth of 10 points on spell slots. It will take 10 minutes to prepare this and you have to succeed on a DC5 for the first check and a DC10 for the second and final concentration check. But you have to remove the three first.
Example: You can also recreate/restore books this way, but it may contain nothing useful depending in what state it was. At DM discretion.
Supreme duplicate:
Your duplicate('s) are for all senses, abilities, skills and spells you. Your Intelligent duplicate('s) gain a additional “spells per day” as in the table 1-1 ability modifier and bonus spells. You can regenerate or resurrect yourself as in the spell Regenerate or True Resurrection this can only be done by one of your intelligent duplicates. She has to touch you and sacrifice her own life to give life to yourself, this also works for you familiar.
You can now create a duplicate from somebody else, intelligent duplicate or not.
Duplicate new statistics:
HP = Equal to your own HP at creation or half your maximum HP (rounded up).
Spells, you can divide your remaining spells per day with the duplicate('s) any why you like.
Personal Prestidigitation Ex:
Upon reaching 20e level regardless in what class, you gain this Extraordinary ability
Your duplicate('s), and there items what was created with them, are no longer bound to a time limit. But if the duplicate vanish all items created with her also vanish except for what she self has created that remains so long as the spell works.
You are so experienced with the spell Prestidigitation that you are now master of your own body, with the following benefits:
You don't age any more.
You are immune to diseases and poisons.
You automatically heal yourself as with Cure Minor Wounds per round.
You can undo all effects of aging of your body or create them.
You can undo all imperfection's of your body or create them.
You can change you hair, skin, nail, eye color and body odor.
Campaign Information[edit]
Playing a Presto[edit]
Combat: Presto's despise violence and will at first do almost everything to prevent it...
Resources: As they are adept at using their magic for creation, Presto's can literately pull resources out of thin air.
Presto's in the World[edit]
“ | Creation or destruction? must I spell it out for you... than lets talk about it... | ” |
—Sorcerers Sublime , Human, Presto, Prestidigitator and Sorcerers |
They are not many Presto's and even fewer who knows all the secrets. But you will recognize one if you know were to look for. Maybe one of the Presto will find you first, she or he will tell you if you want to take some time to listen to her about the virtues of creation. The Presto can often be found in city’s of village's were change is coming. For the worse or good the Presto will insist that she will be heard.
NPC Reactions: Most NPC's will react to a Presto as they would to any magic user. The Presto can be troublesome, not to mention bothersome, if she has to urge to tell about creation and act to it. Sometimes the Presto is advising craftsman, about their work, regardless if it is appreciated. But not all Presto's are so, some are more subtle and noticing there agenda takes a high effort of time and skill.
Presto Lore[edit]
Characters with ranks in Knowledge (arcana) can research Presto's to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
---|---|
11 | Presto's can come from any arcane spell casting class. |
16 | Presto's are specialized in the spell Prestidigitation, it's all about creation. |
21 | Presto's can create and change more items with the spell Prestidigitation than any other class. |
26 | Presto's have no(not yet at least) official a guide but there is one who invented this and is teaching those who she find worthy of it. |
31 | Sen (Gardner) Sorcerers Sublime, has invented this class, to find her is tricky, but she is still busy with the spell Prestidigitation and searching all information she can to improve it even further. |
41 | Presto's can make a duplicate of their body, but only a handful of people know this and even fewer possess this knowledge. |
Presto's in the Game[edit]
Presto's slip handily into the spell caster slot of any adventuring party.
Adaptation: Presto's need no real adaptation to fit into a campaign world.
Sample Encounter: A visit to a town meeting especially if the subject is about building or creating, search for the one advocate strongly in favor, he or she could be a Presto. But you can also find them as artist's telling stories with a entrain morale in it.
EL 14: In any city were they have a great knowledge about spells, specially about Prestidigitation or other creation spells there is a change you meet a red haired woman with sparkling green eyes who talks much about her study. She wears preferable tight soft red leather clothing and has a very distinguished golden ring with red colors, on in are SSS, these are her initials. If you are from a arcana spell casting class and for some reason she notices you. She shall ask you about your motivation and you opinion what a spell caster should be. She will tell that she has little time to elaborate for she has a great plan for a another city were they are about to do something wonderful and she thinks that her ideas will be "very" useful. She speaks passionate about her “calling” and if your interested, capable and lucky she will tell you about her discovery over the wonders that can be achieved with some inspiration and a lot of guts.
Female Human Sorcerers 3, Prestidigitator 1, Presto 10 | |
CE Medium humanoid | |
Init/Senses | /Listen 2, Spot 2 |
AC | 12, touch 12, flat-footed 10 |
hp | (14 HD) |
Fort/Ref/Will | 6/6/13 |
Speed | 30 ft. (6 squares) |
Base Atk/Grp | +4/+3 |
Spells Known | (CL 14th): 7th (3/day) 6th (5/day)—Mass Suggestion, Probe Thoughts,
|
Abilities | Str 11, Dex 14, Con 15, Int 16, Wis 13, Cha 18 |
SQ | Metamagic Specialist(PHB2 p61), Magical Performance, Silent Prestidigitation, Still Prestidigitation, Compress, True Prestidigitation |
Feats | Double Cantrips, Extend spell, Enlarge spell, Toymaker, Parlour Tricks, Improved Prestidigitation, Improved initiative(+4 on initiative test), Investigator(+2 Gather info and search tests), Eschew Materials, Improved Synergy, Concentration Spell, Extend Spell List, Forge ring, Craftsman |
Skills | Appraise +9/(+11 see craft), Bluff +13, Concentration +16, Craft(alchemy) +13, Craft(Woodcraft)+ Craft(Woodcraft)+13, Craft(Herbalist) +13, Craft(Bookcraft) +15, Craft(Cooking)+13, Craft(Herbalist)+13, Craft(Smithcraft)+15, Craft(Stonecraft)+13, Craft(Taillor)+13, Craft(Woodcraft)+13, Decipher Script +3, Diplomacy +19, Disguise +8, Gather Information +15, Intimidate +5, Knowledge(arcana) +13, Knowledge(Geography) +4, Knowledge(History) +4, Listen +1, Move Silently +12, Perform(oratory) +10, Search +6, Sense motive +11, Sleight of Hand +12, Spellcraft +20, Spot +1, Use Magic Device +13. |
Possessions | spell components |
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