1. - Top - End - #8
    Ogre in the Playground
     
    Jarian's Avatar

    Join Date
    Apr 2010
    Location
    Crazytown
    Gender
    Female

    Default Invocations and Infusions

    Prodigal Explorer


    ENTRY REQUIREMENTS

    Class Feature: Eldritch Blast 3d6
    Invocations: Ability to cast Lesser invocations
    Feat: Precise Shot
    Skills: Knowledge (the Planes, Local, or Nature) 4 ranks, Survival 4 ranks


    Class Skills
    The Prodigal Explorer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (the Planes) (Int), Listen (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis)
    Skill Points at each level: 6+int

    Hit Dice: d8

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special | Invocations

    1st|
    +1
    |
    +0
    |
    +2
    |
    +2
    |Eldritch Bow, Rising Spell Force | --

    2nd|
    +2
    |
    +0
    |
    +3
    |
    +3
    |Eldritch Blast +1d6, Mystic Shot | +1 level of existing invocations

    3rd|
    +3
    |
    +1
    |
    +3
    |
    +3
    |Essence Flux | +1 level of existing invocations

    4th|
    +4
    |
    +1
    |
    +4
    |
    +4
    |Arcane Shift | +1 level of existing invocations

    5th|
    +5
    |
    +1
    |
    +4
    |
    +4
    |Eldritch Blast +2d6, Trueshot Barrage | +1 level of existing invocations[/table]

    Weapon and Armor Proficiencies: A Prodigal Explorer gains proficiency with the longbow and shortbow if he did not already possess them.

    Invocations: At each level except first, a Prodigal Explorer gains new invocations known and an increase in caster level as if he had also gained a level in an invocation-using class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character f that class would have gained. If he possessed more than one invocation-using class before becoming an Prodigal Explorer, he must decide to which class to add each level for the purpose of determining caster level and invocations known.

    Eldritch Blast (Sp): At 2nd level and again at 5th level, a Prodigal Explorer increases the damage of his eldritch blast by 1d6.

    Eldritch Bow (Su): As a free action, a Prodigal Explorer can form the energy of his eldritch blast into the shape of any bow in which he is proficient. The bow automatically generates ammunition of eldritch energy when fired, and cannot be used with normal ammunition. While this bow exists, the Prodigal Explorer may make attacks with it as if it were a normal bow of its type, including benefiting from any feats which apply to bows in general as well as weapon specific feats and other such effects. Unlike an eldritch blast, attacks made with an eldritch bow are resolved as normal attacks (unless you would possess the ability to resolve ranged attacks as touch attacks normally). A successful attack with an eldritch bow deals damage equal to the formed weapon's base damage (1d6 for a shortbow or 1d8 for a longbow, for example) plus the Prodigal Explorer's normal eldritch blast damage. Even if the Prodigal Explorer shapes a composite bow or has a negative Strength score, he never applies his Strength modifier to damage with an eldritch bow.

    The Prodigal Explorer may apply Blast Essences to his eldritch bow, but Blast Shapes cannot be applied to the bow.

    Once formed, an eldritch bow remains shaped until just before the beginning of the Prodigal Explorer's next turn. The Prodigal Explorer cannot use his eldritch blast normally while the eldritch bow is shaped.

    Rising Spell Force (Su): In any round in which the Prodigal Explorer successfully strikes with an attack from his eldritch bow or successfully damages a foe with his Mystic Shot ability, the caster level and save DC (if any) of the next Invocation or Prodigal Explorer ability he uses before the end of his next turn increases by 1. This ability stacks multiple times, up to a maximum of the Prodigal Explorer's level in this prestige class +1, but he cannot gain more than a single stack of this effect in a given round.

    Mystic Shot (Su): As a standard action, a Prodigal Explorer may hurl a bolt of eldritch energy at a point up to 60 feet away. The first enemy the bolt encounters must succeed on a Reflex save, DC 10 + ½ HD + Cha mod, or take untyped damage equal to the Prodigal Explorer's eldritch blast damage, except that the damage dice are increased by one size (thus, Xd8 damage for a standard eldritch blast).

    If the bolt fails to strike the first target, it continues on to the end of the line at which it was thrown, subjecting each creature in its path to the above effects, though each creature beyond the first gains a cumulative +2 circumstance bonus to its Reflex save to avoid the bolt.

    Once the bolt has affected a creature through a failed Reflex save, its energies are expended and it can no longer affect any other creature.

    Successfully damaging a creature with Mystic Shot reduces the time until each of the Prodigal Explorer's class abilities (including Mystic Shot) become available again by one round.

    This ability may be used every two rounds.

    Essence Flux (Su): As a standard action, a Prodigal Explorer may create a slight temporal fluctuation in a line up to 30 feet in length. All allies within the line receive the effects of a haste spell for one round, while all enemies in the area of effect must succeed on a Will save, DC 10 + ½ HD + Cha mod, or be slowed for one round.

    Essence Flux may be used every 2d3 rounds.

    Arcane Shift (Su): As a standard action, a Prodigal Explorer may teleport to a point within Close (25 ft. + 5 ft/2 HD) range. If, at the end of his teleportation, he has line of sight and line of effect to one or more enemies, he may immediately fire an eldritch blast at a foe within range (or a single attack from an eldritch bow, if the bow is currently formed).

    Arcane Shift may be used every 2d4 rounds.

    Trueshot Barrage (Su): As a full-round action, a Prodigal Explorer may charge a massive blast of eldritch energy into a line up to 60 feet wide and 300 feet long. The Prodigal Explorer must concentrate on this ability until the start of his next turn, just as if he were casting a spell with a 1-round casting time. While charging this ability, the Prodigal Explorer may be disrupted by damage or other effects, just as if he were casting a spell. Unlike most spells with a 1-round casting time, the Prodigal Explorer must choose the distance and direction of Trueshot Barrage when he first uses this ability, rather than when the casting completes.

    When the casting of this ability completes, all foes within the designated area of effect automatically take untyped damage equal to twice the Prodigal Explorer's normal eldritch blast damage, though each foe struck beyond the first takes a cumulative 10% less damage, to a minimum of half the rolled damage. If two foes would be equidistant, the Prodigal Explorer chooses which is considered to be struck first. The Prodigal Explorer may choose to not strike any creatures of his choice within the area of effect.

    Trueshot Barrage may be used once per encounter.

    ---


    Revered Inventor


    ENTRY REQUIREMENTS

    Feat: Craft Construct
    Infusions: Able to cast 4th level Infusions
    Skills: Craft (Metalworking) 11 ranks, Craft (Weaponsmithing) 11 ranks, Use Magic Device 11 ranks

    Class Skills
    The Revered Inventor's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Knowledge (all skills taken individually) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
    Skills Points at Each Level: 4 + int

    Hit Dice: d4

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Infusions

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Techmaturgical Repair Bots, H-28G Evolution Turret| --

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Hextech Micro-Rockets| +1 level of existing infusion using class

    3rd|
    +1
    |
    +3
    |
    +1
    |
    +3
    |CH-1 Concussion Grenade| --

    4th|
    +2
    |
    +4
    |
    +1
    |
    +4
    |UPGRADE!!!| +1 level of existing infusion using class [/table]

    Weapon and Armor Proficiencies: A Revered Inventor gains no new proficiencies.

    Infusions: At each of the indicated levels, a Revered Inventor gains new infusions per day as if he had also gained a level in an infusion-using class he possessed prior to entering this prestige class. He does not, however, gain any other benefits a member of that class would have gained.

    Techmaturgical Repair Bots: A 1st level Revered Inventor learns how to create clouds of Techmaturgical Repair Bots, tiny constructs that perform quick stitching, minor burn treatment, and similar first aid techniques on allies. The repair bots can also patch and recalibrate constructs created by the Revered Inventor.

    Techmaturgical Repair Bots
    Spoiler
    Show
    These mosquito-sized constructs fly out in a 10ft cloud from the Revered Inventor when activated, a standard action that does not provoke attacks of opportunity. Each allied creature and other constructs created by the Revered Inventor within the area of effect are healed for an amount equal to one-half his hit dice at the start of each of his turns. Techmaturgical Repair Bots last for one minute before their power sources become critically low and they return to the Revered Inventor.

    A Revered Inventor can recharge the power supplies of a group of repair bots by emulating any spell with the [electricity] descriptor of at least 4th level on the entire group, a process that takes ten minutes and an appropriate Use Magic Device check.

    Moderate conjuration; CL 8th; Craft Construct, cure critical wounds, repair critical damage ; cost to create: 1,250 gp


    H-28G Evolution Turret: A 1st level Revered Inventor learns how to create small, stationary turrets that fire on nearby creatures that the Revered Inventor perceives as enemies. The turrets only obey their original creator, and as such are worthless for anything beyond their base components to anyone else.

    Evolution Turrets possess normal construct traits, plus any vision modes their master possesses. Evolution Turrets have natural armor equal to their hit dice.

    A 2nd level Revered Inventor can control two Evolution Turrets at once.

    A 3rd level Revered Inventor can create Evolution Turrets that lower the spell resistance of any enemy they strike.

    A 4th level Revered Inventor can create Evolution Turrets that fire explosive ammunition, dealing half of their normal damage in a 5 foot burst around the normal target.

    H-28G Evolution Turret
    Spoiler
    Show
    An Evolution Turret is crafted primarily from mundane bits of metal enchanted to automatically reshape themselves when a complex command word is spoken, along with a crystalline power core. When not deployed, a turret folds up into a pocketwatch-sized circle of metal, its power core displayed prominently in the center of the metal, giving it the look of an odd bit of jewelry.

    Activating an Evolution Turret is a full-round action that does not provoke attacks of opportunity.

    Creating an Evolution Turret requires a DC 25 Craft (Metalworking) and DC 25 Craft (Weaponsmithing) check, and one hour of work for each HD it possesses. Crafting an Evolution Turret consumes raw materials worth 100 gp for each HD the turret possesses. A Revered Inventor can construct a turret to have a maximum HD equal to his own HD -2. A turret may be later upgraded, increasing its HD by 1 or adding optional upgrades, as described below.

    Craft Construct, magic missile, shrink item; cost to create: varies.


    Basic Upgrade: A Revered Inventor can increase the HD of a turret already constructed by consuming 100 gp worth of raw metals and making a DC 25 Craft (Metalworking) check. Upgrading a turret in this way takes one hour, and increases the HD of the turret by 1. Turrets can only be upgraded to have a maximum HD of the Revered Inventor's own HD -2.

    Mage-Blaster 9001: A Revered Inventor of at least 3rd level can install this optional upgrade to an existing turret, or work it into a turret in the process of construction. If installed to an existing turret, this upgrade requires a DC 25 Craft (Weaponsmithing) check and two hours of work.

    A turret with this upgrade installed lowers the spell resistance of any enemy it strikes by an amount equal to the Revered Inventor's level in that prestige class.

    Craft Magic Arms and Armor, assay spell resistance; cost to create: 2,000 gp

    Explosi-Shot C4-X: A Revered Inventor of at least 4th level can install this optional upgrade to an existing turret, or work it into a turret in the process of construction. If installed to an existing turret, this upgrade requires a DC 25 Craft (Weaponsmithing) check and two hours of work.

    A turret with this upgrade deals splash damage with each attack, inflicting half of the damage dealt to all enemies within 5 feet of the original target.

    Craft Magic Arms and Armor, greater fireburst; cost to create: 2,500 gp

    Example Evolution Turret:
    Spoiler
    Show
    This H-28G Evolution Turret was constructed by an Artificer 8/Revered Inventor 4

    Always N Small construct
    Init +4;
    Senses darkvision 60 ft., low-light vision, plus master's senses
    AC 25, touch 15, flat-footed 21
    (+1 size, +4 Dex, +10 natural)
    hp 65 (10 HD)
    Immune construct immunities
    Fort +3, Ref +7, Will +3
    Speed 0ft
    Melee n/a
    Ranged Force Shot +11 (1d10+4, x2) (60' range)
    Full Attack Force Shot +11 (1d10+4, x2) (60' range) and Force Shot +6 (1d10+4, x2) (60' range)
    Space/reach 5ft / n/a
    BAB +7
    Special Attacks Mage-Blaster 9001, Explosi-Shot C4-X
    Abilities Str 1, Dex 19, Con —, Int —, Wis 11, Cha 10
    Special Qualities construct traits
    Feats Precise Shot B
    Skills --


    Force Shot: The Evolution Turret's basic attacks deal 1d10 force damage and add the turret's full dexterity bonus to this damage.

    Mage-Blaster 9001: The Evolution Turret's attacks lower the spell resistance of any enemy they strike by 4.

    Explosi-Shot C4-X: The Evolution Turret's attacks splash, dealing half of the damage dealt on any attack to all enemies within 5 feet of the initial target.


    Hextech Micro-Rockets: A 2nd level Revered Inventor learns how to create Hextech Micro-Rockets, small clusters of explosives which strike nearby enemies with unerring precision.
    Hextech Micro-Rockets
    Spoiler
    Show
    Micro-Rockets are extremely compact bundles of explosives that are ignited and then tossed skyward, guided to nearby targets by their enchantment.

    Micro-Rockets can be created in varying degrees of potency, depending on the amount of explosive compound packed inside. A basic cluster of three rockets costs 25gp in raw metals for the shells, plus 25gp in explosives, and deals 1d3 damage for each rocket. For each additional 1d3 damage a rocket deals, it costs an additional 25gp in explosives to create. A rocket's maximum potency is based on the Revered Inventor's experience working with explosives; he can never create micro-rockets that deal more damage dice than his hit dice (10d3 at 10HD, for example).

    Micro-Rockets have a range of 60 feet.

    A Revered Inventor may activate up to three rockets as part of the same standard action, but each target within range will never be hit by more than one rocket at a time.

    Craft Magic Arms and Armor, splinterbolt, true strike; cost to create: varies


    CH-1 Concussion Grenade: At 3rd level, a Revered Inventor learns how to create CH-1 concussion grenades, which damage, blind, and possibly stun targets caught within their blast radius.

    CH-1 Concussion Grenade
    Spoiler
    Show
    CH-1 Concussion Grenades are fist-sized chunks of crystal that have been hollowed out and filled with a one small vial each of an explosive mixture, flare powder, and a dwarven liquor known as firegut. When such a grenade is hurled forcibly, its delicate contents shatter on impact, mixing together and creating a blast envied by explosives-users everywhere.

    Concussion grenades deal a base of 1d3 sonic and 1d3 fire damage, and require raw materials worth 30 gp to create, along with a DC 25 Craft (Weaponsmithing) and DC 15 Craft (Alchemy) check. A Revered Inventor can increase both the fire and sonic damage by 1d3 each, up to a maximum number of damage dice for each type equal to his HD. For each additional damage die, an additional 30gp of raw materials is required.

    Throwing a concussion grenade is a ranged attack with a ten foot range increment, maximum of three increments. If the grenade misses, roll as if for a splash weapon to determine the location of impact. When it hits (either the target or some other object) a concussion grenade explodes in a 20 foot radius burst, forcing all creatures caught within it to make a Fortitude save, DC (10+1/2 HD+Intelligence modifier) or be blinded for 3 rounds.

    On a direct hit with a creature, a concussion grenade forces a second save at the same DC as the first. Failure indicates that the creature is stunned for one round.


    UPGRADE!!! (Su): Once per encounter, as an immediate action, a Revered Inventor may increase the effectiveness of each of his inventions for a brief period. This ability has several effects, detailed below.

    Techmaturgical Repair Bots: The next time the repair bots heal, the amount of healing is doubled.

    H-28G Evolution Turret: All currently deployed Evolution Turrets are healed for 100% of their full normal hitpoints, gain a +4 class bonus to hit, gain an additonal attack per round at their highest attack bonus, and each of their attacks that hit reduce their target's movement speed to half for one round. Last 3 rounds.

    Hextech Micro-Rockets: Micro-Rockets gain an additional 30 feet to their range, and the Revered Inventor may activate up to five rockets as part of the same action instead of 3. Lasts 3 rounds.

    CH-1 Concussion Grenade: The next concussion grenade the Revered Inventor throws in the encounter is a touch attack with a 60 foot range with no range increments.
    Last edited by Jarian; 2012-06-27 at 08:50 AM. Reason: New post count, new post content!
    My forum avatars appear to have decomposed in my absence. C'est la vie.
    Homebrewer's Signature
    If you use any of my homebrew, or even if you just have a strong opinion on it, please let me know. Feedback is always useful.