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In addition to being able to use disguise self using his veil points, the illusionist gains veil powers. Starting at 3rd level, an illusionist gains a veil power. He gains another veil power for every three levels of illusionist attained after 3rd level.

Table: Veil Powers

Veil PowerPrerequisitesBenefits
Awesome Display (Su)The illusionist’s phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them. Each creature affected by his illusion spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus his Charisma modifier (if positive).
Conceal Spell (Su)Bluff 1 rank, Disguise 1 rank, Sleight of Hand 1 rankWhen the illusionist casts a spell or use a spell-like ability, he can attempt to conceal verbal and somatic components among other speech and gestures, and to conceal the manifestation of casting the spell, so others don’t realize casting a spell or he is using a spell-like ability until it is too late. The attempt to hide the spell slows his casting slightly, such that spells that normally take a standard action to cast now take a full-round action, and spells that normally take longer than a standard action take twice as long. (Swift action spells still take a swift action.) To discover his ruse, a creature must succeed at a Perception, Sense Motive, or Spellcraft check (the creature receives an automatic check with whichever of those skills has the highest bonus) against a DC equal to 15 + his number of ranks in Bluff or Disguise (whichever is higher) + his Charisma modifier; the creature gains a bonus on its check equal to the level of the spell or spell-like ability he is concealing. If an opponent fails its check, the illusionist's casting also does not provoke attacks of opportunity, and an opponent that fails its check can’t use readied actions that depend on realizing that he is casting a spell or using a spell-like ability, or readied actions such as counterspelling that require identifying the spell he is casting. If a character interacts with the illusionist long enough to attempt a Sense Motive check without realizing he has been casting spells, that character can use Sense Motive to gain a hunch that he is behaving unusually.
Concentrate (Ex)The illusionist can reroll any concentration check he has just made with a +4 bonus. He must use this ability after the roll is made, but before the roll’s outcome is determined. The illusionist must take the second roll, even if it is worse. The illusionist can use this ability once per day.
Copycat (Su)The illusionist can spend 1 point from his veil pool to create an illusory double of himself as a move action. This double functions as a single mirror image, and lasts for a number of rounds equal to his illusionist level, or until the illusory duplicate is dispelled or destroyed. He can have no more than one copycat at a time. This ability does not stack with the mirror image spell.
Disappearing Trick (Su)As an immediate action, an illusionist can spend 2 points from his veil pool when he takes damage, he can cast vanish. Vanish lasts until the beginning of the illusionist’s next turn.
Disguised Casting (Su)An illusionist can spend 1 point from his veil pool as a free action while casting an illusion spell to disguise his spellcasting. Creatures attempting to identify the spell as it is being cast must succeed at a Will save (DC 10 + half of the illusionist’s level + his Charisma modifier) or misidentify the spell as a spell of the illusionist's choice. The illusory spell must be the same level as the true spell, but can be any spell he has seen cast before.
Diversionary Tactic (Su)The illusionist can expend 1 point from his veil pool to add his Charisma bonus to Stealth checks and Bluff checks to create a diversion in order to hide. This bonus lasts for 1 minute.
Double Illusion (Su)As a free action while casting an illusion spell, an illusionist can spend 1 point from his veil pool to coil the illusion upon itself. Any creature that disbelieves the illusion sees a second illusion within the translucent outline of the first, as if the illusionist had cast the spell a second time. Effectively, after a creature disbelieves the first illusion, it sees a second illusion in its place, which it must attempt to disbelieve separately. The illusionist must determine the features of the second illusion as he casts the first. If the second illusion is especially similar to the first one, creatures that study or interact with it receive a +4 bonus on the save to disbelieve the effect.
Effortless Trickery (Su)The illusionist can maintain concentration on one spell of the illusion school as a swift action. This has no effect on spells of other schools or on illusion spells with durations that don’t depend on his active concentration. While he may only maintain one spell as a swift action, he may take his move and standard actions to maintain other spells normally, if he wishes.
Empowered Illusion (Su)Illusionist 6The illusonist can cast one illusion spell per day as if it were modified by the Empower Spell feat. This does not increase the MP cost or the level of the spell.
Illusion Catcher (Su)The illusionist gains a +2 bonus on saving throws against illusions. If the illusionist successfully disbelieves an illusion, he can expend 1 point from his veil pool to try to negate or steal control of the illusion. The illusionist attempts a caster level check as if he were dispelling the effect with dispel. If he succeeds, he can either end the effect or alter it as if he were the spell’s caster. If the spell’s duration is concentration the illusionist must concentrate on the new effect or it ends.
Illusion Spotter (Su)Illusionist 9An illusionist has become an expert at seeing through others’ illusions because of his own mastery at weaving them. Whenever he is within 10 feet of an illusion effect, he gets a free Will save to disbelieve it as if he were interacting with it. If he fails, he gets another save when he actually interacts with it.
Illusion Trick (Su)Illusionist 6When an illusionist casts a spell targeting a creature he is adjacent to, he may make a Bluff check to feint as part of the spellcasting action. If he succeeds, the spell does not provoke an attack of opportunity from the target, and the target must roll its saving throw against the spell twice and take the lesser result. The spell must have a casting time of 1 standard action.
Illusionary Penetration (Su)An illusionist can spend 1 point from his veil pool as an immediate action to reroll a caster level check made to bypass spell resistance. He must use this ability before the results of the first roll are revealed, and must accept the second roll, even if it's worse.
Illusionary Reality (Su)As a free action while casting an illusion spell of 1st level or higher, an illusionist can spend 1 point from his veil pool, at any time on his turn during that spell’s duration, to choose one inanimate, non-magical (of normal, common material) object that is part of the illusion to become real. He must be able to take actions to do so, and the object remains real until the end of his next turn. The object he chooses can be of any size within the spell’s area of effect (so, he can create an illusion of a bridge over a chasm and then make it real long enough for his allies to cross). The object cannot deal damage or otherwise directly harm another creature in any way.
Illusory Arcana (Ex) The illusionist adds half his illusionist level to the Spellcraft DC for others to identify spells he casts. If their checks fail by 5 or more, they mistakenly believe the illusionist is casting an entirely different spell (selected by the illusionist when he begins casting).
Illusory Self (Su)Illusionist 6As an immediate action, an illusionist can spend 2 points from his veil pool to create an illusory duplicate of himself as an instant, almost instinctual reaction to danger (similar to mirror image). The image lasts until it is struck or until the start of the illusionist’s next turn.
Illusive Style (Ex)While feinting, the illusionist can sacrifice MP to gain a bonus on the skill check attempted to feint. This bonus is equal to 1 + MP sacrificed.
Infectious Charms (Su)Illusionist 9Anytime the illusionist targets and successfully affects a single creature with a charm or compulsion spell and that creature is within 30 feet of another opponent, his spell has a chance of affecting the second creature as well. As a swift action immediately after affecting a creature with a charm or compulsion spell, he can cause the spell to carry over to the nearest creature within 30 feet. The spell behaves in all ways as though its new target were the original target of the spell.
Mage TrainingThe illusionist may select an item creation or metamagic feat. The illusionist must still meet all prerequisites for a bonus feat, including caster level minimums. This veil power may be taken more than once. Each time, a different feat must be selected.
Master’s Illusion (Su)The illusionist can spend 1 point from his veil pool to create an illusion that hides the appearance of himself and any number of allies within 30 feet for 1 round per illusionist level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + half of the illusionist’s level + his Charisma modifier.
Maximized Illusion (Su)Illusionist 12The illusionist can cast one illusion spell per day as if it were modified by the Maximize Spell feat. This does not increase the MP cost or the level of the spell.
Observant Illusion (Su)Illusionist 9The illusionist can project his senses into any ongoing figment or shadow illusion he creates with a spell of at least 3rd level. He can see through its eyes and hear through its ears as if he was standing where it is, and during his turn he can switch from using its senses to using his own, or back again, as a swift or move action. While the illusionist is using its senses, his body is considered blinded and deafened.
Piercing the Veil (Su)Illusionist 15An illusionist can spend 2 points from his veil pool as a free action to gain the benefits of the spell true seeing until the beginning of his next turn.
Quickened Illusion (Su)Illusionist 15The illusionist can cast one illusion spell per day as if it were modified by the Quicken Spell feat. This does not increase the MP cost or the level of the spell.
Shadow Clone (Su)An illusionist can spend 1 point from his veil pool as a standard action to create 1d4 shadowy duplicates of himself that conceal his true location. This ability functions as mirror image.
Shadow Gambit (Su)Illusionist 6As a standard action, the illusionist can draw upon energies from the Plane of Shadow to cause an ongoing figment spell he casts to damage a foe as if the illusion were real. The illusion must be one he retains ongoing control of, such as minor image, and the target must be both visible to him and within or adjacent to the area of his illusion. Using this feat immediately ends the figment’s duration. The illusionist must either make a melee touch attack or give the target a saving throw (Fortitude or Reflex, DC 10 + half the illusionist's level + his Charisma modifier) to resist the damage (see below). If he chooses a melee touch attack, he uses his own melee touch attack bonus, and if he misses, the spell deals no damage. If he chooses to allow the target a saving throw, a successful save means it takes half damage. The shadowy attack deals 1d6 points of damage per spell level. If the target disbelieves or sees through the illusion, reduce the damage by half. The shadowy attack can deal any type of damage, but the damage must be appropriate to the illusion. For example, an illusory wall that collapses deals bludgeoning damage with a Fortitude save for half, an illusory swordsman strikes with a melee touch attack deals slashing damage, and an illusory wall of fire deals fire damage with a Reflex save for half.
Shadow Split (Su)Shadow Clone veil powerAn illusionist can spend 1 point from his veil pool as a standard action to create an illusory double of himself that moves away from him, allowing the illusionist to create a distraction. When he uses this ability, an illusory double appears and moves away from the illusionist, heading in one direction. The double climbs walls, jumps pits, or simply passes through obstacles, moving at twice the illusionist’s speed in the direction indicated by the illusionist when the ability is used. Its course cannot be changed. The double persists for 1 round per level of the illusionist. Those who interact with the double receive a Will saving throw to recognize that it is fake. The DC of this save is 10 + half of the illusionist’s level + his Charisma modifier.
Shadow Veil (Su)An illusionist can spend 1 point from his veil pool as a standard action to pull a veil of shadows around him, making him more difficult to spot and strike. The illusionist gains concealment (20% miss chance) and a +5 bonus on Stealth checks. This effect lasts a number of rounds equal to 1 + the illusionist's Charisma modifier.
Silent Illusion (Su)The illusionist can cast two illusion spells per day as if they were modified by the Silent Spell feat. This does not increase the MP cost or the level of the spell.
Spell Trickery (Ex)Illusionist 12When the illusionist successfully performs a dirty trick combat maneuver, he can cast an illusion spell with a casting time of 1 standard action or less as a swift action.
Still Illusion (Su)The illusionist can cast two illusion spells per day as if they were modified by the Still Spell feat. This does not increase the MP cost or the level of the spell.
Surecast (Su)Combat Casting featThe illusionist exercises caution when in danger, casting his spells with more care. While in a threatened square, he may choose to spend a full-round action to cast a spell, with a casting time of standard action or less. Doing so allows him to cast the spell without needing to cast defensively.
True Veil (Su)Illusionist 6An illusionist can spend 1 point from his veil pool to imbue his disguise with a measure of reality. The illusionist's disguise self spell-like ability is treated as a polymorph effect, though it retains the illusion school. Other creatures no longer get a Will save to recognize the effect as an illusion, though they can still make Perception checks to realize the illusionist is using a disguise. The effect lasts for a number of minutes equal to the illusionist's level.
Unfettered Concentration (Su)An illusionist can spend 1 point from his veil pool to concentrate on an illusion as a swift action, rather than a standard action.