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Coincutter


The chosen servants of Illidair, coincutters are consummate thieves and swindlers. Coincutters are known throughout the criminal underworld as the chosen servants of Illidair, a status which affords them respect and causes not a small amount of fear wherever they go. Though disagreements between coincutters and other thieves are not uncommon, few rivals are willing to directly interfere with a coincutter’s plots and schemes; at the very most, a particularly disgruntled band of brigands may only refuse to assist the coincutter. Only the most psychotic or unwise of criminals are willing to directly harm a known coincutter and risk losing Illidair’s favor.

Coincutters are shrewd and daring, often attempting crimes and burglaries which other thieves believe impossible. Many coincutters make it a point to taunt the very law enforcement individuals which are attempting to catch them, even going so far as to leave calling cards behind at the scene of an otherwise “perfect” crime. To most coincutters, the wealth gained from thievery is an unimportant (though still appreciated) detail of the heist; the thrill of the robbery itself, combined with outwitting the authorities and proving Illidair’s faithful superior to the traps and spells of other deities, is the true reward.

Coincutters appreciate the travel inherent in the adventuring life, which brings the coincutter to a new city (complete with treasures and riches all its own) every few weeks. The trail of fenced and pawned off stolen objects which seems to follow their travel path is, of course, entirely coincidental.

Clerics are the most common coincutters, though a few fanatical rangers and anarchs also adopt this class.

Hit Dice: d8


Requirements

In order to qualify to become a Coincutter, a character must meet the following criteria.

Alignment: Chaotic Neutral

Patron Deity: Illidair

Base Attack Bonus: +4

Skills: Knowledge (religion) 4 ranks, Sleight of Hand 4 ranks

Feats: God Touched, Skill Versatility (Bluff, Hide, Move Silently, or Slight of Hand)

Spellcasting: Ability to cast 2nd level divine spells. Clerics who wish to become Coincutters must have access to the Trickery domain.


Class Skills

The Coincutter’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), and Spellcraft (Int). See Chapter 4 of the Player’s Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.


Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting
1 +0 +2 +0 +2 Thievery Spells, Master Thief -
2 +1 +3 +0 +3 Cloak of Illidair +1 caster level
3 +2 +3 +1 +3 Sneak Attack +1d6 -
4 +3 +4 +1 +4 True Lies +1 caster level
5 +3 +4 +1 +4 Filch -
6 +4 +5 +2 +5 Sneak Attack +2d6 +1 caster level
7 +5 +5 +2 +5 Flee the Scene -
8 +6 +6 +2 +6 Unassuming +1 caster level
9 +6 +6 +3 +6 Sneak Attack +3d6 -
10 +7 +7 +3 +7 Heist +1 caster level


Class Features

All of the following are class features of the Coincutter prestige class.


Weapon and Armor Proficiency: Coincutters are proficient with all simple weapons, all types of armor, and with shields.


Spellcasting: A coincutter continues training with magic. Thus, at 2nd level and every other level thereafter, the character gains new spells per day and spells known as if she had also gained a level in whatever divine spellcasting class she belonged to prior to adding this prestige class. She does not, however, gain any other benefit a character of that level would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, etc).


Thievery Spells: A coincutter can pray for and receive any Thievery domain spell as if it were on her divine spell list. The spell uses a spell slot of a level equal to its level in the Thievery domain list.


Master Thief (Su): A coincutter’s skills are reinforced by faith in her deity. She may add half her class level (round down) as a bonus to her Bluff, Hide, Move Silently, and Sleight of Hand skill checks.


Cloak of Illidair (Su): By 2nd level, the coincutter has become a natural liar, able to pass herself off as someone she is not. To further assist his servant, Illidair grants the coincutter the ability to invoke a disguise self effect at will, as if cast by a sorcerer of the coincutter’s class level.


Sneak Attack (Ex): A coincutter can strike an opponent’s vital spots for extra damage. Any time the coincutter’s target would be denied a Dexterity bonus to AC (whether that opponent actually has a Dexterity bonus or not), or when the coincutter flanks a target, her attack deals extra damage. The extra damage is +1d6 at third level, and an additional 1d6 every three levels thereafter. This ability is otherwise identical to the rogue’s ability of the same name, and stacks with any other form of sneak attack the character may possess.


True Lies (Su): Beginning at 4th level, a coincutter can reach into a creature’s mind and modify its memories as if using a modify memory spell. The affected creature may attempt a Will saving throw (DC 10 + the coincutter’s class level + her Charisma modifier) to resist the effect. This ability is usable once per day per class level, at a caster level equal to the coincutter’s character level.

In addition, the coincutter gains spell resistance of 10 + her class level + her Charisma modifier against any spell or effect which would force her to speak the truth or impair her ability to lie.


Filch (Su): At 5th level, the coincutter’s continued faith in his deity grants him the ability to hide items in small pocket dimensions for future retrieval. An item so hidden must weigh no more than 20 pounds, and must be able to be held in one hand. The coincutter may hide one such item per hand; while hidden, an item is considered to be in a small pocket dimension, similar to that of a bag of holding or portable hole (use of this ability within either such item is not dangerous, though). Hiding or retrieving an item is a free action. Spell durations on or affecting items are not suppressed, but continue to expire. If this effect is suppressed or dispelled, any items the coincutter has hidden appear instantly.


Flee the Scene (Su): Beginning at 7th level, the coincutter is able to duplicate a dimension door effect once per day as a standard action. Unlike the dimension door spell, though, the range is limited to 25 feet, plus an additional 5 feet per class level. When using this ability, the coincutter leaves behind a major image of herself in her place that lasts for one round per class level. The image reacts appropriately to attacks as if the coincutter were concentrating on it.


Unassuming (Su): A coincutter of 8th or higher level is nearly impossibly to remember. Anyone interacting with the coincutter must succeed at a Will saving throw (DC 10 + the coincutter’s class level + her Charisma modifier) or retain only vague memories of the coincutter. Those who fail the save recall only someone of the coincutter’s gender and race, with average height and weight, and no distinguishable features – completely average in every way. This ability affects only one given interaction per saving throw (thus, a soldier questioning the coincutter in the morning, and then later arresting her as she crawled out of a window hours later would receive a saving throw for each interaction to see her as something other than a completely average member of her race and gender). Those affected by this ability could be introduced to a given coincutter a dozen times, each time believing it was the first time they had met (though they would receive a new save each time they met the character).

Memories altered by this ability are otherwise unchanged; a shopkeeper questioned about the average-looking human he spoke to earlier in the morning may remember much of the conversation and what supplies were purchased, but may have no recollection of the event weeks or months later. The coincutter may activate or deactivate this ability as a free action.


Heist (Su): At 10th level, the coincutter’s expertise and familiarity with crime allow her to plan incredibly detailed robberies and cons, and to ensure that everything goes more or less according to plan. The coincutter designates a specific criminal act (such as, “stealing the Gem of Damocles from the merchant’s house” or “breaking Jimmy the Hand out of the prison beneath the Temple of Corbin”), and up to one creature per class level (she may or may not include herself among this number). Creatures so chosen receive a divine bonus equal to the coincutter’s Charisma bonus to all rolls which further the goal of the chosen criminal act.

Thus, a thug participating in a heist to steal a gem from a mansion would receive this bonus on Open Lock checks to enter the mansion, on Move Silently checks to avoid waking the owners, on saving throws to avoid a magical trap guarding the gem, and on attack and damage rolls against guards which directly barred his exit from the mansion. If he stopped to attack a guard in an adjoining room who had not detected him, or stopped to search a fallen guard’s pockets, he would not receive the bonus to any of his rolls, as these acts do not directly contribute to the success of the heist. Creatures participating in a heist remain unaware as to whether a given act will gain the bonus until they perform the action in question, though in many cases, the answer may be obvious (a heist designed to steal an object from a person will likely grant the bonus to someone attempting to pick that person’s pocket). If in doubt, a character on a heist may utter a silent prayer to Illidair (and succeed at a DC 10 Knowledge (religion) check) to guess determine whether an action will gain a bonus from the heist.

There is no time limit to a heist, though the coincutter may only have one heist in effect act any given time. Planning a heist requires at least half an hour of prayer on the coincutter’s part, and a like amount of time instructing those who are to gain the bonus for the heist. A heist which involves no criminal activity automatically fails (participants receive no bonuses).



Ex-Coincutters

A coincutter who willingly changes alignment or who ceases the worship of Illidair immediately loses all benefits of this class. In addition, worshipers of Illidair typically go out of their way to frame ex-coincutters for crimes, ensuring that what’s left of the character’s life is spent in a cell with still-faithful members of Illidair’s clergy. She regains her abilities and advancement potential if she atones for her actions (see the atonement spell on page 201 of the Player’s Handbook).


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