Creative Genius (3.5e Prestige Class)

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Creative Genius[edit]

I don’t know, a golem made of gold is so last year… bring me my opaline, I have work to do.
—Ulla the Trendy, creative genius and adviser to the Baron of Bernwood, How to Woo Royalty and other Parlor Tricks

The creative genius relies on their ability to understand and create magical items and constructs. They have an innate ability to disassemble any magical item into its component parts. These components can then be used to fuel the creation of new magical items and beings. The creative genius uses these for everything from research, to combat support.

Becoming a Creative Genius[edit]

The creative genius is a spellcaster that wants to become a superior crafter. It focuses on the creation of items and constructs while reducing the time and cost of creation. Throuhg their innate magic they can tear out the essence of magic and store it in gems, later using these to fuel the creation of other magical devices. In order for you to become a creative genius, you must take 5 level in a spellcasting class.

Entry Requirements
Skills: Knowledge(Arcana) 5 ranks, Knowledge(Architecture and Engineering) 5 ranks, Spellcraft 5 ranks, Craft(Any) 8 ranks.
Feats: Craft Wondrous Item.
Spellcasting: Can cast 3rd level spells or possesses imbue item class feature
Table: The Creative Genius

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Bonus Feat, Disassemble 10% +1 level of existing class
2nd +1 +0 +0 +3 Speedy Crafting 5%,Superior Construction +1, Reassemble +1 level of existing class
3rd +1 +1 +1 +3 Awaken Construct d4, Bonus Feat, +1 level of existing class
4th +2 +1 +1 +4 Superior Construction +2 +1 level of existing class
5th +2 +1 +1 +4 Bonus Feat, Awaken Constructd6 +1 level of existing class
6th +3 +2 +2 +5 Awaken Item d4, Superior Construction +3 +1 level of existing class
7th +3 +2 +2 +5 Bonus Feat ,Awaken Construct d8 +1 level of existing class
8th +4 +2 +2 +6 Awaken item d8, Superior Construction +4 +1 level of existing class
9th +4 +3 +3 +6 Bonus Feat ,Awaken Construct d10 +1 level of existing class
10th +5 +3 +3 +7 Superior Construction +5 ,Soul Transfer +1 level of existing class

Class Skills (6 + Int modifier per level)
Appraise(Int), Bluff (Cha) ,Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha)

Class Features[edit]

All of the following are class features of the Artificer.

Spellcasting: 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 spellcasting 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 spellcasting class before becoming a creative genius, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Bonus Feats: A creative genius may take any Craft feat as a bonus feat, as long as he meets the prerequisites for the feat.

Disassemble (Su): At 1st level, the creative genius gains the ability to us the essences of other magic items to fuel his own work. He gains the ability to ‘disassemble’ magical items, constructs, magical beats body parts, etc… turning them into lesser energy that can be placed and stored into gemstones. A disassembled magic item loses all of its magical properties and the creative genius gains a magical essence that can be used for other crafting. This essence appears in the form of a gemstone of equal worth to the gold value acquired from the disassemble process, and contains and equal amount of experience. Magic Essence causes the gem to dimly glow. If an item has charges, the essence gained is divided by the amount of expended charges. This ability returns an essence and gold piece amount equal to 10% for each level in creative genius. (1st = 10%, 2nd = 20%, 3rd = 30%, etc…)
Example: For example, if a magic item requires 1,000 gp and 1,000 xp to create a 1st level creative genius would receive a gemstone worth 100 gp and containing 100 xp of magical essence to be used in the creation of other magical items.

Speedy Crafting (Ex): The creative genius is highly skilled at the crafting of magical items. At every level, the creative genius is able to reduce the amount of time required for the creation of a magic item by 10% per level in creative genius.

Superior Construction (Ex): The creative genius is a master of the energies required to create and imbue his items with magic. Starting at level 2, whenever creating an item, the creative genius may treat his caster level as 1 higher. These increases by +1 every even level (+2 at 4th, +3 at 5th, etc…).

Reassemble (Ex): The creative genius can now create magic items for which they have the appropriate feats in new ways. They can imbue mundane items with spell-like abilities following normal item creation rules. They can also add additional abilities onto already created magical items. To do this they first must disassemble the item, receiving the regular gem as per disassemble; they then Reassemble the item with all of its new powers. This can allow for magical items with multiple effects, or magical items with meta-magic enhanced spells affecting them. Their now may also create constructs known as effigies. Unlike other creators, he need not possess the Craft Construct feat to complete this task, nor does he need the feat or ranks in Knowledge (architecture and engineering) to repair an effigy he creates (see page 151 for details on repairing an effigy). An effigy master can add his class level to his caster level to determine the maximum Hit Dice of effigy that he can create. Crafting an effigy requires a body to be built from wood, leather, metal, and wire. This requires a DC 15 Craft (woodworking, leatherworking, or metalworking) check. The gp and XP required to create the effigy depends on its sizeThe enchanting spells must come from the creative genius, though they can be read from a scroll or other such device.

Awaken Construct(Ex): Starting at 3rd level, the creative genius can imbue his constructs with a rudimentary intelligence. At the time of creation the creative genius may roll 1d4 and add his Int modifier to create an Int ability score for the construct. The die type increases at each odd level to a maximum of a d10 at level 9 as the creative genius is better able to mimic the workings of a brain. This ability also lets the creative genius form his constructs into incredibly lifelike resemblances of actual creatures and other living beings. Discovering that the construct is not living requires a Search check opposed by the Spellcraft of the creative genius.

Awaken Item(Ex): Starting at 6th level, the creative genius can imbue his items with a rudimentary intelligence. At the time of creation the creative genius may roll 1d4 and add his Int modifier to create an Int ability score for the item. This ability functions in the same manner as Awaken Construct. The die type increase at 8th level to a d8 as the creative genius becomes more attuned to his crafting ability. This ability follows the Intelligent Items rules, though the alignment is chosen at the time of creation, and the powers are accounted for in the creation cost.

Soul Transfer(Ex): At 10th level the creative genius has progressed to such a level that they are able to transfer the soul of one living creature into an item they are constructing. The conscious mind of the being is transferred into the new housing, giving it full control per the Intelligent Items rules. This ability also works on any constructs created by the creative genius. For the purposes of this ability, any item previously created by a creative genius and imbued with intelligence, either through the Awaken line of abilities or through the Soul Transfer ability, count as beings that can be affected by the Soul transfer Ability. (In other words, a creative genius can transfer the soul of a person into an item, and then transfer it from that item into a new item.) The use of this ability takes a full 24 hour uninterrupted ritual and requires material components equal to 1,000 gp per ability modifier transferred into the new item or construct.
The transferred soul must be willing. If it is not there is a Spellcraft check required with a DC equal to the souls Hit Dice. If the soul is hostile towards the creative genius a Bluff check can be performed during the Soul Transfer to improve the attitude of the soul.

Campaign Information[edit]

Playing a Creative Genius[edit]

Combat: A creative genius has several options. They can serve as a primary spellcaster using various items to augment this ability. They could also focus on their constructs, using a selection of spells to augment them. They excel in either a Primary Caster, or Support role.

Advancement: Upon their mastery of item and construct creation a return to the original class is usual. The possibility also exists for the entrance into other classes to augment either the spellcasting or item creation aspects of the class.

Resources: The creative genius can use their abilities to both make money and contacts. Many people employ a creative genius to make items for resale. They can also use their abilities to open doors to various organizations and notable individuals.

Creative Geniuses in the World[edit]

Oh, I’ve been the guardian for 400 years, every time this body wears out, the monks just order a new one.
—Plurk, Adamantine Golem and Guardian of the Azure Tomb

The creative genius usually walks one of two paths. Either they set themselves up in a stronghold of their own making, often a living being of the creative genius own creation. In this stronghold the creative genius spends their time perfecting their craft and selling their items to interested parties. Alternatively, a creative genius spends their time exploring the world. They often join with groups and use their abilities to help this group in exchange for magical items to further their studies.

NPC Reactions: A creative genius is generally underestimated. People usually assume they are a mundane and normal magic-user. The ability to produce a variety of items to fit a situation often surprises other people.

Creative Genius Lore[edit]

Characters with ranks in Knowledge (Arcana) can research creative geniuses to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcana)
DC Result
11 Creative genius make magic items with their own magic abilities.
16 Using their own magical powers, the creative geniuscan imbue mundane items cheaply by using a dedicated process.
21 The creative genius gains the ability to create a gem filled with the magical essences from items, and can then use the essence for other items.
26 A creative genius uses their magic to draw power directly from magic items, using this power to create powerful items, it is even rumored they have the ability to grant limited intelligence to these items as well.

Creative Genius in the Game[edit]

A creative genius is just as happy adventuring with a group to acquire new items as they are teaching at a university. Anywhere there is magic to be had, you might find a creative genius. They use their skills and abilities to rapidly craft items and constructs to benefit themselves. Some even tell tales of a creative genius merchant who runs a never-tiring team of construct horses pulling his magical wagons ot nations far and wide, other tell of the golem construction crew headed by Bertrab the creative genius of some notable reputation from the swamplands.

Adaptation: Any caster can become a creative genius, finding a place for them is easy.

Sample Encounter: While sailing the high seas of the Blood Coast, Lauralia meets the dreaded Pirate Lord Samja. Rumors say he has a clockwork steam ship crewed by all manner of strange beasts and creatures and that it is equipped with exotic weapons unlike other ships…

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