Esoteric Maker (3.5e Prestige Class)

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Author: Leziad (talk)
Date Created: 13th September 2015
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Be Doctor Frankenstein in DnD!

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8



Prepared Divine Spellcasting Other

Esoteric Maker[edit]

I want to go out strangled by my own creation!
—Doctor Frankie, Human Esoteric Maker

A subject quite taboo, the art of fleshcrafting has been subject to multiple controversies over the years. Some become the reviled fleshcrafter taking cues from the Prison of Flesh, others instead of focusing on grafts work on the flesh of others (although sometime their own as well). The esoteric maker is one of those, working using bioelectricity to revive the dead and eventually creating powerful flesh golems.

Becoming a Esoteric Maker[edit]

Entry Requirements  
Skills: Knowledge (Dungeoneering) 12 Ranks, Knowledge (Engineering) 12 Ranks, Knowledge (Arcana or Religion) 11 Ranks, Heal 12 Ranks. 
Feats: Craft Construct, Forbidden Knowledge, Frankenstein Monster
Spellcasting: Must be able to cast 3rd level spells. 
Special: If you possess the Biological Knowledge or the Flesh Shape 3/day class feature you may ignore the skill prerequisite for entering this prestige class.

Table: The Esoteric Maker

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Esoteric Advancement, Surgical Knowledge, Improved Frankenstein Monster
2nd +1 +0 +0 +3 Esoteric Surgery, Flesh Golem Specialist +1 level of existing spellcasting class
3rd +1 +1 +1 +3 True Frankenstein Monster +1 level of existing spellcasting class
4th +2 +1 +1 +4 Secret of Awakening +1 level of existing spellcasting class
5th +2 +1 +1 +4 Transmogrifier +1 level of existing spellcasting class
6th +3 +2 +2 +5 Final Revelation +1 level of existing spellcasting class

Class Skills (4 + Int modifier per level)
Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Jump (Str), Knowledge (Int), Listen (Wis), Profession (Wis), Search (Int), Speak Language (None), Spellcraft (Int), Spot (Wis).

Class Features[edit]

All of the following are class features of the Esoteric Maker.

Spellcasting: At each level after the 1st, 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 <-class name->, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Esoteric Advancement (Ex): Levels in Esoteric Maker stack with level in one previous class you possessed to determine the effectiveness of level-based abilities (such as sneak attack, bardic music, pathfinder sorcerer's bloodline) and any improvement for such abilities, with the exception of spellcasting (which is covered above) and bonus feats. This only apply if you have one or more level in either classes.

This feature improve for both the biotechnician and the fleshbender, counting half of their esoteric maker level and adding them to it previous class level for the purpose of gaining new class features. Both still get the normal benefits of esoteric advancement as well.

Improved Frankenstein Monster: A 1st level esoteric maker may make any zombie created with her Frankenstein Monster feat construct instead of undead.

If she possess the reanimator ability she gain improved body assemblage as a bonus feat even if she does not meet the prerequisites.

Surgical Knowledge: A 1st level esoteric maker gain her class level as a bonus on knowledge (dungeoneering), knowledge (xeno) and heal.

If the esoteric maker possess biological knowledge class feature, this bonus also apply to it.

Flesh Golem Specialist: A 2nd level esoteric maker gain a further 20% reduction on gold and XP cost as well as crafting time when making a flesh golem or any other constructs made from organic material.

Esoteric Surgery (Ex): A 2nd level esoteric maker is an expert at strange and unusual occult surgery, with 8 hours of surgery she can change the appearance of a creature as within the limit of disguise form, this is an instantaneous extraordinary effect and thus cannot be reverted by break enchantment or similar effects.

Additionally she gain an unique graft, a malleable face which allow her to alter the properties of her face as within the limit of disguise form wt will. She only gain this graft if she possess the ability to craft grafts (or later gain it).

True Frankenstein Monster: A 3rd level esoteric maker gain greater frankeinstein monster as a bonus feat, additionally she may apply it to any flesh golem she create. At the DM's authorization it may also apply to any other golem or construct made from organic material.

She may update a previously made golem with 24 hours of work and 1000 gp of material component.

Secret of Awakening (Su): A 4th level esoteric maker may make a flesh golem an awakened flesh golem companion (she must still craft it as normal). She may only have a single of such golem and it gain benefits as a duid's animal companion (using your character level as your druid level).

The golem will act as her loyal companion, assuming she use a brain that considered her friendly during creation. If the brain was indifferent the golem must be befriended before it become a companion. If it was unfriendly or hostile it will immediately attempt to kill the esoteric maker upon awakening. Despite this the golem has no memory or kill of it former existence.

Transmogrifier: A 5th level esoteric maker gain the domain power of the transmogrification domain, she also add the spells from the domain into her spell known whenever they become available if she is a spontaneous caster or add them to her spell list and allow her to spontaneously cast them like a cleric spontaneously cast cure spell if she is a prepared caster.

Additionally the esoteric maker automatically double the duration of any spell she cast on a flesh golem or zombie she created.

Final Revelation: A 6th level esoteric maker can now make any flesh golem an awakened flesh golem with the same specification as her Secret of Awakening class feature, however she may only have a single companion, any further awakened flesh golem she make do not benefits from the companion benefits.



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Leziad's Homebrew (4431 Articles)
Leziadv
Article BalanceVery High +
AuthorLeziad +
Base Attack Bonus ProgressionPoor +
Class AbilityPrepared Divine Spellcasting +
Class Ability ProgressionOther +
Fortitude Save ProgressionPoor +
Identifier3.5e Prestige Class +
Length6 +
Minimum Level8 +
RatingUnrated +
Reflex Save ProgressionPoor +
SkillConcentration +, Craft +, Decipher Script +, Disable Device +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Heal +, Jump +, Knowledge +, Listen +, Profession +, Search +, Speak Language +, Spellcraft + and Spot +
Skill Points4 +
SummaryBe Doctor Frankenstein in DnD! +
TitleEsoteric Maker +
Will Save ProgressionGood +