Esoteric Inventor (3.5e Prestige Class)

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Esoteric Inventor[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-fluff about this prestige class->

More warlock prestige classes here.

Becoming a Esoteric Inventor[edit]

<-why characters pursue this class, what other classes they typically have, and what abilities are important->

Entry Requirements
Alignment: Any non-lawful.
Skills: Craft (any engineering, handicraft or architectural skill) 5 ranks,

Knowledge (arcana) 5 ranks,

Knowledge (architecture and engineering) 3 ranks,

Profession (any engineering, handicraft or architectural job) 2 ranks,

Spellcraft 5 ranks,

Use Magic Device 5 ranks.

Feats: Craft Construct.
Invoking: Invocation: Hammer Blast.
Special: Ability to imbue infusions.

Detect magic class feature.

Table: The Esoteric Inventor

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Infusions and Invocations
Fort Ref Will
1st +0 +0 +0 +2 Artificer's skills, Eldritch blast +1d6, Homunculus familiar +1 level of existing infusion-imbuing class and +1 level of existing invocation-using class
2nd +1 +0 +0 +3 Improved homunculus +1 level of existing infusion-imbuing class and +1 level of existing invocation-using class
3rd +1 +1 +1 +3 Eldritch hammer +1 level of existing infusion-imbuing class and +1 level of existing invocation-using class
4th +2 +1 +1 +4 Eldritch blast +1d6 +1 level of existing infusion-imbuing class and +1 level of existing invocation-using class
5th +2 +1 +1 +4 Arcane schemes +1 level of existing infusion-imbuing class and +1 level of existing invocation-using class
6th +3 +2 +2 +5 Skill mastery +1 level of existing infusion-imbuing class and +1 level of existing invocation-using class
7th +3 +2 +2 +5 Eldritch blast +1d6 +1 level of existing infusion-imbuing class and +1 level of existing invocation-using class
8th +4 +2 +2 +6 Occult works +1 level of existing infusion-imbuing class and +1 level of existing invocation-using class
9th +4 +3 +3 +6 Paranormal workshop +1 level of existing infusion-imbuing class and +1 level of existing invocation-using class
10th +5 +3 +3 +7 Eldritch blast +1d6 +1 level of existing infusion-imbuing class and +1 level of existing invocation-using class

Class Skills (4 + Int modifier per level)

Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Disable Device, Forgery (Int), Knowledge (arcana) (Int), Knowledge (Architecture and engineering) (Int), Knowledge (the planes) (Int), Open Lock (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), Use Magic Device (Cha).
Table: The Epic <-class name->
Level Special
11th <-any improvements to class features gained at this level, including any bonus feats->
12th <-any improvements to class features gained at this level, including any bonus feats->
13th <-any improvements to class features gained at this level, including any bonus feats->
14th <-any improvements to class features gained at this level, including any bonus feats->
15th <-any improvements to class features gained at this level, including any bonus feats->
16th <-any improvements to class features gained at this level, including any bonus feats->
17th <-any improvements to class features gained at this level, including any bonus feats->
18th <-any improvements to class features gained at this level, including any bonus feats->
19th <-any improvements to class features gained at this level, including any bonus feats->
20th <-any improvements to class features gained at this level, including any bonus feats->

Class Features[edit]

<-fluff about class features; class features should be listed in the order which they are gained. Abilities gained at the same level should be listed alphabetically->. All of the following are class features of the esoteric inventor.

Weapons and Armors proficiency: An esoteric inventor gains no proficiency with weapons or armors.

Infusions and Invocations: At each level, you gain new infusions and invocations and an increase in caster level as if you had also gained a level in the infusion-imbuing class and in the invocation-using classes to which you belonged before adding the prestige class level.

Artificer's Skills: You add your esoteric inventor levels to your artificer levels to determine your artificer knowledge, craft reserve and item creation (for the purpose of calculating your caster level for meeting prerequisites for magic items) features.

Eldritch Blast (Sp): As the class feature of the same name of the warlock. It increases by +1d6 at 1st, 4th, 7th and 10th level.

Homunculus Familiar: The homunculus you crafted gains similar abilities to a familiar. Treat the homunculus' HDs as wizard levels to determine which kind of special ability it gets.

To make your homunculus gain the special abilities of a familiar you have to pay 1000 additional gold pieces and 500 XP per each two HDs worth of features you add. You may not add features for master's levels beyond your esoteric inventor, artificer and warlock levels, all added up.

Substitute share spells and deliver touch spells with share infusions and invocations and deliver touch infusions and invocations (they work the same, only with infusions and invocations instead of spells). Speak with animal of its kind allows you to speak to constructs in the same way you would speak with your homunculus through speak with master.

Your homunculus doesn't gain any other qualities or enhancements of a familiar unless you gain the ability to obtain a familiar, in any way, and choose the homunculus as the familiar. At this point any feat or spell or other ability that enhances a familiar, works on your homunculus too.

In any case you suffer the same effects a sorcerer/wizard suffers with its familiar's death, if your homunculus dies.

You add your esoteric inventor levels to your artificer levels to determine the maximum HDs of your homunculus.

Improved Homunculus: At 2nd level you gain the feat Improved Homunculus, as a bonus feat. If you already have it you may choose another feat.

Eldritch Hammer (Su): Starting from 3rd level all of your invocations may damage objects as if the hammer blast invocation was always active. If you can't use that invocation anymore, you lose this feature's benefit.

Arcane Schemes (Su): From 5th level you may imbue the constructs you modify or craft with your own eldritch powers.

By expending additional resources and experience you may grant your creations the ability to use 3 times per day one of your invocation. It may be a single invocation and/or eldritch blast modified by an essence and/or blast shape invocation (the maximum damage is determined by your eldritch blast damage at the moment of creation).

You may only add one invocation and a modified eldritch blast to each construct by paying 1000 extra gold pieces for least invocations and eldritch blast, 2000 gp for lesser invocations, 3000 extra gp for greater invocations, 4000 extra gp for dark invocations. You have to pay 1/4 of the extra gp in XP. Each invocation must be paid separately (so to add one least invocation, eldritch blast and two least invocations that modify it, essence and shape blast, you must pay 4000 gp and 1/4 of that in XP).

To change the invocation imbued in a construct you must pay the difference between the greater price and the lower one if you are imbuing a higher grade or half of the standard price in gp and XP if you are changing to another invocation of the same or lower grade. To increase the construct's eldritch blast damage you have to pay 300 gp and 1/6 of that in XP for each additional d6 you want to have.

You may use points from your craft reserve instead of XP as the feature describes.

Use the following table to determine which kind of invocation you may add to your constructs, based on your class level:

Class Level Invocations Grade
1-3 Least
4-6 Lesser
7-9 Greater
10 Dark

This process takes 3 days per invocation grade (least=1, lesser=2, greater=3, dark=4) per each invocation.

Skill Mastery: At 6th level, an esoteric inventor can take 10 when making a Spellcraft or Use Magic Device check, even if stress and distractions would normally prevent you from doing so. This ability circumvents the normal rule that a character may not take 10 on a Use Magic Device check.

Occult Works (Su): At 8th level you gain the ability to enhance your magic items, even if you didn't craft them.

By expending an additional 50% of the cost in gp and 25% of the cost in XP, when making or enhancing a magic item, you may increase the save DC of the effect produced by the magic item by 2 (this improvement stacks with that of the feat Supernatural maker) or add your class level to the damage inflicted by the magic item's effect (if it deals damage). You may not combine this two enhancements as you must choose which one apply on each item.

One time per day per Intelligence or Charisma (your choice, but you may not change it later) you may apply one of the previous effect to one magic item that you have not created or modified but you are using. The effect lasts one round and the same previous conditions apply.

Paranormal Workshop: At 9th level you gain a bonus feat, chosen among the item creation feats, metamagic feats, any of the feats available to an artificer as bonus feats or feats that enhance or modify invocations or spell-like abilities.

If you have the feat Supernatural homunculus, you may apply its effect to constructs that you craft or modify by spending additional 5000 gp and 500 XP.

You gain additional craft reserve points equal to 1/4 of your class limit (rounded down). The same rules apply.

You may now infuse your constructs with the capacity to use an infusion 3 times per day, as per the arcane schemes class feature, with the same rules. Each construct may have only one infusion at time and the rules for increasing the eldritch blast damage apply for increasing the caster level of the infusion, given that you have gained a new one or more.

In this way you may only infuse infusions up to the 4th level into your constructs.

<-extraordinary class feature-> (Ex): <-class feature game rule information, including any differences in the class feature at epic levels->

<-psi-like class feature-> (Ps): <-class feature game rule information, including any differences in the class feature at epic levels->

<-spell-like class feature-> (Sp): <-class feature game rule information, including any differences in the class feature at epic levels->

<-supernatural class feature-> (Su): <-class feature game rule information, including any differences in the class feature at epic levels->

<-class feature->: <-class feature game rule information, including any differences in the class feature at epic levels->

<-subclass feature-> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: See the archmage's "High Arcana" for an example: http://www.dandwiki.com/wiki/SRD:Archmage#High_Arcana->}} <-subclass feature game rule information->.

<-Lather, rinse...->

<-... repeat as necessary.->

Bonus Feats: <- any bonus feats gained in pre-epic levels->.

The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->

Ex-<-pluralized class name->[edit]

<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one). Delete this section if there are no contingencies for continuing in this class->

Campaign Information[edit]

Playing a <-class name->[edit]

Combat: <-Typical role in combat->

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->

Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->

<-Where characters of this class fit in a d20 world->

NPC Reactions: <-How NPCs react to characters of this class->

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
11 <-not so common knowledge->.
16 <-rare information->.
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play->

Adaptation: <-Fitting this class in your campaign->

Sample Encounter: <-DM placement for NPC of this class->

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->



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