Item God (3.5e Prestige Class)

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Adopter: Surgo (talk)
Original Author: SisterAcacia (talk)
Date Created: 2012
Status: Complete
Editing: Clarity edits only please
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Specialist with a specific item.

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7



Other Other

Item God[edit]

This item is special. It is MY item. You have no idea how many hours I spent perfecting it.

Working to the top is hard. Rewarding, but still hard. To get a special magic item, then enter the item world and work on it until it is Level 200, loaded with Innocents that provide the best bonuses, with bills passed for the best stat gain, bosses double-killed, reverse pirating… and at the end of an item is the Item God. All Item Gods who stand atop the pyramid used to be regular adventurers, but they spent too much time on their items. But the weapon they wield makes it all very worthwhile.

Becoming an Item God[edit]

Entry Requirements  
Skills: Appraise 10 ranks. 
Special: Ancestral Weapon Class Feature, or Legacy Weapon or Artifact Weapon. 
Special: Must have traveled to at least three Item Worlds

Table: The Item God

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Godly Weapon
Fort Ref Will
1st +0 +2 +2 +2 Hundred Level Weapon!, Item World (Rope Trick) Wounding
2nd +1 +3 +3 +3 Innocent! Ghost Touch
3rd +2 +3 +3 +3 Pirate Raid Haste
4th +3 +4 +4 +4 Item World (Magnificent Mansion) See Invisible
5th +3 +4 +4 +4 Innocent!! Regeneration
6th +4 +5 +5 +5 Mystery Gate Growth
7th +5 +5 +5 +5 Double-Kill Intelligent
8th +6/+1 +6 +6 +6 Innocent!!! Mind Blank
9th +6/+1 +6 +6 +6 Reverse-Pirate Soul Stealing
10th +7/+2 +7 +7 +7 Item World (Genesis), True Item God More Intelligent

Class Skills (4 + Int modifier per level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All of the following are class features of the Item God.

Hundred Level Weapon! (Su): The special weapon of the Item God can never be taken from him without actually killing him – it is impossible to Disarm, Sunder, Steal or Disjoin, and he can't even give it away. He can put it in a bag or something, but then he's stuck holding the bag – basically, the weapon will always be his, no matter what.

Item World (Sp): The Item God can cast rope trick at will, pulling himself (and friends, if he desires) into the Item World of his weapon. He still has the weapon equipped when inside his own weapon. Don't think about it. At level four, he can cast magnificent mansion at will, again located inside the weapon. At tenth level, he can cast genesis once per week to add to the Item World.

Innocent! (Ex): At second level, the Item God's special weapon gains an Innocent inside the Item World. He can go and chat with them, but more importantly they provide a benefit to it:

  • Gladiator: +1 Enhancement bonus to Strength per 3 HD (round up)
  • Coach: +1 Enhancement bonus to Dexterity per 3 HD (round up)
  • Dietician: +1 Enhancement bonus to Constitution per 3 HD (round up)
  • Bodyguard: +1 Deflection bonus to Armour Class per 3 HD (round up)
  • Teacher: +1 Enhancement bonus to Intelligence per 3 HD (round up)
  • Sage: +1 Enhancement bonus to Wisdom per 3 HD (round up)
  • Idol: +1 Enhancement bonus to Charisma per 3 HD (round up)
  • Fortune Teller: +1 Resistance bonus to Saving Throws per 3 HD (round up)

Pirate Raid (Ex): Starting at third level, the Item God occasionally gets attacked by pirates in his Item World. There is always ample warning, and this basically provides level-appropriate opposition and some treasure, along with a Flying Pirate Ship to call his own.

Innocent!! (Ex): At fifth level, another Innocent just moves into the Item God's weapon. Again, they make good conversation, and again, they provide some useful benefit.

  • Alchemist: the weapon delivers a Poison (Str-based, 1d6 Str/1d6 Str) one hit per round
  • Assassin: the weapon Blinds a foe (Fort negates, Str-based) one hit per round
  • Dragon: the weapon deals +1d6+BAB Fire damage per hit.
  • Conductor: the weapon deals +1d6+BAB Sonic damage per hit.
  • Madman: the weapon Confuses a foe (Will negates, Str-based) one hit per round
  • Prankster: the weapon Dazes a foe (Fort negates, Str-based) one hit per round
  • Dentist: the weapon Frightens a foe (Will negates, Str-based) one hit per round
  • Polar Bear: the weapon deals +1d6+BAB Cold damage per hit.

Any effect caused lasts for 3 rounds.

Mystery Gate (Sp): The level six Item God can cast plane shift at will.

Double-Kill (Su): Everyone knows you have to double-kill an Item God to get the full bonuses. Once per week, if the Item God is slain, he returns to life (complete with his weapon returning to him) one minute later as per a True Resurrection.

Innocent!!! (Ex): Starting at eighth level, the Item God's weapon benefits from another Innocent:

  • Vampire: the Item God regains lost HP equal to any damage dealt by the weapon
  • Wight: the weapon delivers one Negative Level with each hit, lasting for 1 hour
  • Sensationalist: one hit per round Stuns the target (Fort-negates, Str-based) for 3 rounds
  • Murderer: one hit per round slays the target (Fort-negates, Str-based), a [Death] effect
  • Cat Burglar: one hit per round automatically steals and equips an equipped item
  • Hypnotist: one hit per round makes the enemy fall Asleep (Will-negates, Str-based) for 1 minute

Reverse Pirate (Su): At level nine, the Item God can use his Pirate Ships to go around reversepirating various weapons and items. Basically, once per week he can reverse-pirate a magic item to upgrade it into a Major Magic Item. Likewise, each can be given an Innocent from the first list.

True Item God (Ex): At level ten, the Item God becomes ultimate, gaining Divine Rank 0. This bestows:

  • Immortality in the sense of being ageless and not needing to eat, sleep or breathe
  • Maximum Hit Points per hit die
  • The Outsider type
  • A Deflection bonus to Armour Class equal to his Charisma modifier
  • Immunity to [Mind Affecting] effects
  • Immunity to Ability Drain, Ability Damage and Energy/Level Drain
  • Immunity to Transmutation effects (other than ones he wants to be affected by)

Godly Weapon: As the Item God gains levels, his special weapon continues to gain ridiculous bonuses, practically becoming the real character. At first level, it is a Wounding weapon. At second level, it becomes a Ghost Touch weapon. At third level, the Item God is constantly Hasted when wielding it. At fourth level, the Item God can constantly See Invisible when wielding it. At level five, the Item God has Regeneration 5 (overcome by dismemberment) when wielding it.

At level six, the weapon deals damage as though one size category larger. At level seven, it is an Intelligent weapon with Intelligence 14, Wisdom 10, Charisma 14, Speech, Empathy, 120' vision and hearing, and 2 Lesser Powers of choice. At level eight it can cast Mind Blank on the wielder as a Free Action at will. At level nine, it becomes a Soulstealing weapon – those slain are trapped inside and can never be brought back. At level ten, it becomes too smart, becoming Intelligence 18, Wisdom 10 and Charisma 18, gaining 120' Darkvision and Blindsense, Telepathy, and another Lesser Power and two Greater Powers of choice. A Greater Power may be swapped for a Special Purpose and Dedicated Power as normal.

Playing an Item God[edit]

Assumed Entry: Samurai 7.


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AdopterSurgo +
Article BalanceVery High +
AuthorSisterAcacia +
Base Attack Bonus ProgressionModerate +
Class AbilityOther +
Class Ability ProgressionOther +
Fortitude Save ProgressionGood +
Identifier3.5e Prestige Class +
Length10 +
Minimum Level7 +
RatingUndiscussed +
Reflex Save ProgressionGood +
SkillBalance +, Climb +, Concentration +, Craft +, Diplomacy +, Escape Artist +, Hide +, Jump +, Knowledge +, Listen +, Move Silently +, Perform +, Profession +, Sense Motive +, Swim + and Tumble +
Skill Points4 +
SummarySpecialist with a specific item. +
TitleItem God +
Will Save ProgressionGood +