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Magic Deceiver is an Arcanist's archetype added with A Dance of Masks DLC in Pathfinder: Wrath of the Righteous.

Description[]

Some learn magic to gain power, others in pursuit of a higher purpose. A magic deceiver is one who has learned to fool magic itself, combining known spells to devise entirely new forms of manipulation.

Differences from Arcanist class:

Features added Features removed

Gameplay[]

Progression Table[]

Level BAB Fort Ref Will Features Spells per day by spell level
1 2 3 4 5 6
1 +0 +0 +0 +2 Ways of the Deceiver 1st ability ,
Magic Fusion,
Cantrips
1 - - - - -
2 +1 +0 +0 +3 Ways of the Deceiver 2nd ability 2 - - - - -
3 +2 +1 +1 +3 3 - - - - -
4 +3 +1 +1 +4 Ways of the Deceiver 3rd ability 3 1 - - - -
5 +3 +1 +1 +4 4 2 - - - -
6 +4 +2 +2 +5 4 3 - - - -
7 +5 +2 +2 +5 4 3 1 - - -
8 +6/+1 +2 +2 +6 4 4 2 - - -
9 +6/+1 +3 +3 +6 5 4 3 - -!
10 +7/+2 +3 +3 +7 5 4 3 1 - -
11 +8/+3 +3 +3 +7 5 4 4 2 - -
12 +9/+4 +4 +4 +8 Ways of the Deceiver 4th ability 5 5 4 3 - -
13 +9/+4 +4 +4 +8 5 5 4 3 1 -
14 +10/+5 +4 +4 +9 5 5 4 4 2 -
15 +11/+6/+1 +5 +5 +9 5 5 5 4 3 -
16 +12/+7/+2 +5 +5 +10 5 5 5 4 3 1
17 +12/+7/+2 +5 +5 +10 5 5 5 4 4 2
18 +13/+8/+3 +6 +6 +11 5 5 5 5 4 3
19 +14/+9/+4 +6 +6 +11 5 5 5 5 5 4
20 +15/+10/+5 +6 +6 +12 Ways of the Deceiver 5th ability 5 5 5 5 5 5


Base Features[]

Magic Fusion

At 1st level, a magic deceiver gains the ability to create fused spells, combining the effects of two regular spells from her spellbook. She doesn't receive bonus spells from ability scores and cannot add spells from other classes' spell lists to her spellbook. Due to the divergence between their principles of magic use, a magic deceiver cannot take the Mystic Theurge or Loremaster classes.

The magic deceiver gives each fused spell a name and writes it into her spellbook. A fused spell gains the effects of both initial spells. The effects of the two initial spells are applied in order, one after the other.

A fused spell gains all the descriptors of the initial spells, has a spell level equal to the highest level of the initial spells, is always cast as a standard action, and cannot be modified using metamagic. If the initial spells belong to different schools of magic, have different spell shapes, or require saves of different types to avoid their effects, when creating a fused spell, the magic deceiver defines these properties, choosing between the corresponding properties of the initial spells.

The choice of the spell's shape also determines its range, targets, and whether or not it is affected by the target's spell resistance (if the initial spells have the same shape, the best options are chosen for these properties). If any effects of a fused spell require its target to make saving throws, the target always makes a single saving throw, excluding cases where it is required to make another save after a failed save (such as the phantasmal killer spell).

The magic deceiver can have up to 10 fused spells in her spellbook at a time.

If the effects applied by a fused spell have limits on the maximum number of damage dice, the fused spell receives the following limits instead:

  • Spell level 1 — up to 5 damage dice
  • Spell level 2 — up to 7 damage dice
  • Spell level 3 — up to 10 damage dice
  • Spell level 4 — up to 15 damage dice
  • Spell level 5 — up to 20 damage dice
  • Spell level 6 — unlimited number of damage dice




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Ways of the Deceiver

Every magic deceiver finds their own way to fabricate magic and mislead others. Each such path alters their abilities and offers different means for achieving their ends.

Possible Selections :




Selectable Features[]

Way of the Deceiver options[]

Fake Celebrity

You impersonate a celebrity — a famous actor or performer. You have learned a selection of their greatest pieces, which you can only use to weaken your enemies instead of empowering your allies.

Abilities

  1. Inhibit Courage
  2. Trick Magic
  3. Spell Fabrication
  4. Inhibit Greatness
  5. Inhibit Heroics





Living Deity

You were born with a mystical gift and you use it for your own benefit. Following in the footsteps of Razmir, you have proclaimed yourself a living god to the foolish and gullible masses, spreading all manner of rumors about your alleged divinity.

Abilities

  1. Mysterious Gift (Curse & Mystery), Revelation
  2. Pious Guile
  3. Revelation
  4. Godly Fraud, Revelation,
  5. Hollow Spark (2 domains), Revelation




Magic Inventor

An avid experimenter, you have a way with magical items and carry with you an impressive collection to ensure that you always have the tools to dupe the odds.

Abilities

  1. Magic Inventions
  2. Fake Enhancement
  3. Enchanter's Fabrication
  4. Enchanter's Penetration
  5. True Enhancement




Razmiri Infiltrator

As a trusted follower of Razmir, you infiltrate communities and undermine regimes, making it easier for your divine master to seize control of these territories whenever he may see fit to do so.

Abilities

  1. Razmiri Mask
  2. Trick Magic
  3. Spell Fabrication
  4. Fool Resistance
  5. Most Trusted Follower




Time Manipulator

You exploit rare forms of magic to make time itself fall for your deceptions.

Abilities

  1. Advance Time
  2. Trick Magic
  3. Chronomancy
  4. Split Second
  5. Split Timeline




Way of the Charlatan

You make the most of your ability to bend the laws of magic.

Abilities

  1. Fool Magic
  2. Trick Magic
  3. Spell Fabrication
  4. Fool Resistance
  5. Supreme Hoax




Deceiver's abilities[]

Inhibit Courage

A 1st-level fake celebrity can use her performance to rob enemies of their courage, making them more susceptible to fear and weakening their combat abilities. To be affected, an enemy must be able to perceive the fake celebrity's performance. An affected enemy receives a –1 penalty on saving throws against charm and fear effects and a –1 penalty on attack and weapon damage rolls. At 5th level, and every six arcanist levels thereafter, this penalty increases by 1, to a maximum of –4 at 17th level.

The fake celebrity's arcanist level doesn't stack with her bard level for the purpose of determining the effects of this ability, and she does not gain any bonuses from the Mythic Inspiration mythic ability. The fake celebrity can use this ability for a number of rounds per day equal to her arcanist level + her Charisma modifier.

Prerequisite: Fake celebrity 1



Trick Magic

At 2nd level, a magic deceiver receives a bonus on concentration checks equal to the number of ranks she has in Persuasion

Prerequisite: Fake Celebrity 2, Razmiri Infiltrator 2, Time Manipulator 2, Way of the Charlatan 2



Spell Fabrication

At 4th level, a magic deceiver gains the ability to fabricate a spell from her spellbook and cast it. To do so, she must succeed at a Persuasion (bluff) skill check. The DC of this check is equal to 10 + twice the spell's level.

The magic deceiver can use this ability once per day at 4th level, plus one additional time per day for every four levels beyond 4th (to a maximum of five times per day at 20th level).

Prerequisite: Fake Celebrity 4, Razmiri Infiltrator 4, Way of the Charlatan 4



Inhibit Greatness

A fake celebrity of 12th level or higher can use her performance to reduce enemies' fighting capabilities. An affected target receives a –2 penalty on attack rolls, a –1 penalty on saving throws, and a –3 penalty on caster level checks made to overcome spell resistance. At 17th level, the penalty on caster level checks increases to –4.

The fake celebrity's arcanist level doesn't stack with her bard level for the purpose of determining the effects of this ability, and she does not gain any bonuses from the Mythic Inspiration mythic ability. The fake celebrity can use this ability for a number of rounds per day equal to her arcanist level + her Charisma modifier.

Prerequisite: Fake Celebrity 12



Inhibit Heroics

A fake celebrity of 20th level can use her performance to make enemies look foolish and weak. An affected target receives a –4 penalty to AC and on saving throws.

The fake celebrity's arcanist level doesn't stack with her bard level for the purpose of determining the effects of this ability, and she does not gain any bonuses from the Mythic Inspiration mythic ability. The fake celebrity can use this ability for a number of rounds per day equal to her arcanist level + her Charisma modifier.

Prerequisite: Fake Celebrity 20




Mysterious Gift

At 1st level, a living deity gains the oracle's mystery and oracle's curse class features, but she receives no benefits from her curse through level progression. She can only select atheism when making her choice of deity.

She uses her Charisma instead of Wisdom while attempting Lore (religion) checks.

She gains a revelation available to her mystery at 1st level, at 4th level, at 12th level, and at 20th level.

Prerequisite: Living Deity 1



Revelation

Same as Oracle's revelation

Prerequisite: Living Deity 1, Myterious Gift



Pious Guile

At 2nd level, a living deity receives a bonus on concentration checks equal to the number of ranks she has in Lore (religion).

Prerequisite: Living Deity 2



Godly Fraud

At 12th level, a living deity receives a bonus on caster level checks made to overcome spell resistance equal to half the number of ranks she has in Lore (religion).

Prerequisite: Living Deity 12



Hollow Spark

At 20th level, a living deity is surrounded by so many rumors and lies that she attains powers that can be perceived as divine. She can choose 2 divine domains and gain any powers granted by those domains.

Prerequisite: Living Deity 20



Magic Inventions

At 1st level, a magic inventor receives a bonus on Use Magic Device skill checks equal to half her arcanist level.

Prerequisite: Magic Inventor 1



Fake Enhancement

At 2nd level, any enhancement bonus granted to the by an item increases by 1. If it is an enhancement bonus to an ability score, it increases by 2 instead.

Prerequisite: Magic Inventor 2



Enchanter's Fabrication

At 4th level, a magic inventor gains the ability to fabricate a spell from her spellbook and cast it. To do so, she must succeed at a Use Magic Device skill check. The DC of this check is equal to 10 + twice the spell's level.

The magic inventor can use this ability once per day at 4th level, plus one additional time per day for every four levels beyond 4th (to a maximum of five times per day at 20th level).

Prerequisite: Magic Inventor 4



Enchanter's Penetration

At 12th level, a magic inventor receives a bonus on caster level checks made to overcome spell resistance equal to half the number of ranks she has in Use Magic Device.

Prerequisite: Magic Inventor 12



True Enhancement

At 20th level, the bonus granted by the magic inventor's fake enhancement ability increases to 2 (to 4 in the case of bonuses to ability scores).

Prerequisite: Magic Inventor 20




Razmiri Mask

At 1st level, a Razmiri infiltrator gains a Razmiri mask. As she grows closer to the Living God Razmir, performing deeds in his name, her mask grants her ever-greater abilities. She cannot wear any other items on her face.

Acolyte of the First Step: At 1st level, the Razmiri infiltrator's mask makes her alignment undetectable and grants her a +2 circumstance bonus on Persuasion (bluff) checks.

Priest of the Third Step: At 3rd level, the mask grants her a +2 circumstance bonus on initiative checks.

Herald of the Eighth Step: At 8th level, the mask grants her a constant effect of the see invisibility spell.

Mask of the Twelfth Step: At 12th level, the mask grants her spell resistance equal to 12 + her arcanist level.

Vision of the Fifteenth Step: At 15th level, the mask grants her a constant effect of the true seeing spell and increases the DCs of all fused spells she casts by 2.




Fool Resistance

At 12th level, a magic deceiver receives a bonus on caster level checks made to overcome spell resistance equal to half the number of ranks she has in Persuasion.

Prerequisite: Razmiri Infiltrator 12, Way of the Charlatan 12



Most Trusted Follower

At 20th level, a Razmiri infiltrator becomes so close to Razmir himself that he reveals to her secrets known only to a few. Once per round when an enemy within 30 feet of the Razmiri infiltrator casts a spell, she can attempt a Persuasion (bluff) skill check to counter that spell. The DC of this check is equal to the DC of the spell.

Prerequisite: Razmiri Infiltrator 20



Advance Time

At 1st level, as a swift action, a time manipulator can speed up time for herself or her ally. The duration of all effects currently affecting the target reduces by a number of rounds equal to the time manipulator's level. The target does not make any saving throws and does not receive any negative effects for the skipped duration.

The time manipulator can use this ability a number of times per day equal to 1 + her Charisma modifier.

Prerequisite: Time Manipulator 1



Chronomancy

At 4th level, a time manipulator can restore all her or her ally's spells and abilities as if after a complete rest (without granting any other benefits of resting). Until the target rests properly, the DCs of all its spells and abilities will be decreased by 1 and it cannot be targeted by this ability again. This ability cannot be used in combat.

The time manipulator can use this ability once per day at 4th level, plus one additional time per day for every four levels beyond 4th (to a maximum of five times per day at 20th level).

Prerequisite: Time Manipulator 4



Split Second

At 12th level, a time manipulator can momentarily slow down the world around her to avoid danger. She can make Persuasion (bluff) skill checks instead of Reflex saving throws.

Prerequisite: Time Manipulator 12



Split Timeline

At 20th level, a time manipulator can return herself or one of her allies back in time. The affected creature returns to the state they were in at the beginning of the day after a complete rest. They restore all their spells, abilities, and hit points and get rid of any effects which are removed on rest.

This ability can only be used once per combat.

Prerequisite: Time Manipulator 20



Fool Magic

At 1st level, a magic deceiver can make Persuasion (bluff) skill checks instead of Use Magic Device checks.

Prerequisite: Way of the Charlatan 1



Supreme Hoax

At 20th level, a magic deceiver becomes a legendary master of bluff. When she makes a Persuasion (bluff) to cast a spell with her spell fabrication ability, the caster level and save DC of this spell increase by 2.

Prerequisite: Way of the Charlatan 20



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