Improvisational Master (3.5e Class)

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Improvisational Master[edit]

A jack of all trades, master of none, and great at coming up with solutions on the fly, these clever individuals rely on anything and everything around them to make the most bizarre, yet somehow functioning items, be it thieves tools from sticks or pieces of weapons, or more complex things such as combining ingredients on the go to make alchemical single use items.

Making a Improvisational Master[edit]

Strong at being able to cover physical obstacles and later magical ones. Not the best at melee, but certainly no wizard either. Tactical play suggested.

Abilities: Primary: Dexterity and Intelligence.

Races: Any

Alignment: Any

Starting Gold: 3d10x5

Starting Age: As Rogue.

Table: The Improvisational Master

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Bag of Tricks
Fort Ref Will
1st +0 +0 +2 +0 Improvised Mastery, Bag of Tricks, Improvised Attack (1d6), Bonus feat 1gp
2nd +1 +0 +3 +0 Trapfinding, Evasion 2gp
3rd +2 +1 +3 +1 Unusual Mastery (Catch Off-Guard), Improvised Attack (2d6) 4gp
4th +3 +1 +4 +1 Clever Solution 6gp
5th +3 +1 +4 +1 10gp
6th +4 +2 +5 +2 Improved Improvised Mastery (Weapon Focus (Improvised Weapons), Weapon Specialization (Improvised Weapons), Skill Focus), Improvised Attack (3d6), Unusual Mastery (Throw/Shoot Anything) 15gp
7th +5 +2 +5 +2 22gp
8th +6/+1 +2 +6 +2 30gp
9th +6/+1 +3 +6 +3 Improved Evasion, Improved Improvised Mastery (Skill Focus), Unusual Mastery (Improvised Weapon Mastery), Improvised Attack (4d6) 39gp
10th +7/+2 +3 +7 +3 Jack of All Trades 50gp
11th +8/+3 +3 +7 +3 61gp
12th +9/+4 +4 +8 +4 Alchemical Improvisation, Improved Improvised Mastery (Skill Focus), Improvised Attack (5d6) 74gp
13th +9/+4 +4 +8 +4 90gp
14th +10/+5 +4 +9 +4 110gp
15th +11/+6/+1 +5 +9 +5 Improved Improvised Mastery (Skill Focus), Improvised Attack (6d6) 130gp
16th +12/+7/+2 +5 +10 +5 Jack of All Trades 150gp
17th +12/+7/+2 +5 +10 +5 180gp
18th +13/+8/+3 +6 +11 +6 Improved Improvised Mastery (Skill Focus), Improvised Attack (7d6) 210gp
19th +14/+9/+4 +6 +11 +6 Jack of All Trades 250gp
20th +15/+10/+5 +6 +12 +6 Magic Improvisation 300gp

Class Skills 8 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Any)(Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Any) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Improvisational Master.

Weapon and Armor Proficiency: An Improvisational Master is proficient in all Simple and Martial weapons. They are proficient in only light armor. No Shields.

Bonus Feat (Ex): You gain a bonus feat every level to help you along your journey.

Improvised Mastery (Ex): At 1st level the Improvisational Master is proficient with all improvised weapons and tools.

Bag of Tricks (Ex): From the moment that a person takes the Improvisational Master path of life, he constantly unconsciously collects small near worthless materials and tools that he puts into his backpack. He can reach into this bag and get the correct tool for every situation, if it is within the price range of the bag. This is a move action that does not provoke an attack of opportunity. As the tools and materials are cobbled together and often not really suited for the job, only the improviser can use the tools and everybody else perceives them as worthless pieces of junk. This also has the effect of not being able to sell them. The maximum costs of the tools the Improviser can produce to up with level, as seen on the above table under Bag of Tricks. This ability is at will and can be used as much as needed. The tools must be an item or substance found under the Tools and Skill Kits, Adventuring Gear and Special Substances and Items in the Players Handbook. Tools from other books are also allowed, but all tools must fit inside a backpack. Because this is a bag separate from your stuff, usually just attached on the outside of yours, it can be stolen, broken, ect; If this happens, it takes a few days to replace all the accumulated items in the bag to match what you had previously. 1d3 days per 25gp in a city or village environment and 1d12 days per 15gp in a forest setting. You can have a number of items active from your bag equal to 3 + Int mod.

Improvised Attack: If a Improvisational Master can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The Improvisational Master's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Improvisational Master flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every three Improvisational Master levels thereafter. Should the Improvisational Master score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), an Improvisational Master can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The Improvisational Master must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An Improvisational Master cannot sneak attack while striking a creature with concealment.

Trapfinding: At 2nd level, a Improvisational Master can add 1/2 her level to spot and search checks made to locate traps and to Disable Device checks (minimum +1). The Improvisational Master can use Disable Device to disarm magic traps.

An Improvisational Master who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it as a full round action.

Evasion (Ex): At 2nd level and higher, an Improvisational Master can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Improvisational Master is wearing light armor or no armor. A helpless Improvisational Master does not gain the benefit of evasion.

Unusual Mastery: At 3rd level, being a master of improvising, you have focused your efforts on working with things you make yourself on the go. You gain the following feats at each listed level:

3rd- Catch Off-Guard:You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.
6th- Throw/Shoot Anything: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
9th- Improvised Weapon Mastery: You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19–20, with a critical multiplier of ×2.

Clever Solution (Ex): At 4th level, the Improvisational Master adds half her Improvisational Master levels to all skill checks that she has ranks in. She also no longer takes penalties for repairs made with improvised materials or tools.

Improved Improvised Mastery (Ex): At 6th level, the Improvisational Master gains the feats Weapon Focus (Improvised Weapons) and Weapon Specialization (Improvised Weapons), regardless of if she meets the requirements or not. Additionally, the Improvisational Master gains the feat Skill Focus every three levels hereafter, choosing a different skill each time. The feats gained in this manor may not be used to qualify for additional feats hereafter.

Improved Evasion (Ex): At 9th level, this works like evasion, except that while the Improvisational Master still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless Improvisational Master does not gain the benefit of improved evasion.

Jack of All Trades (Ex): At 10th level, the Improvisational Master can use any skill, even if the skill normally requires him to be trained. At 16th level, the Improvisational Master considers all skills to be class skills. At 19th level, the Improvisational Master can take 10 on any skill check, even if it is not normally allowed.

Alchemical Improvisation (Su): At 12th level, the Improvisational Master can use his knowledge of improvised alchemy to duplicate magic weapon enchantments in a mundane manor.

The process takes 4 hours of uninterrupted work, during which you use all manor of tools and tricks you have in your bag to upgrade it. This removes half the total amount of objects in your bag of tricks reducing its gold total to half which can be regained over the course of three days. After which, your weapon is considered masterwork to you for purposes of enchanting. You give your weapon a alchemical bonus on attack and damage equal to 1/4th your Improviser level. In addition, you can imbue the weapon with special abilities worth up to 1/4th your Improviser level and the total may cost as much as your character level * 5.000gp.

Any enchantments that you put on it has 10 charges or the original amount of charges whichever is lower (For example, the Sudden Stunning Enchant has fewer charges then 10 most of the time). These charges automaticly trigger each time you hit an enemy unless the enchantment has another way of triggering (swift action activate for example). When the charges run out, only the alchemical bonus on attack and damage remains.

Unlike normal weapons, one enchantment can be put on the same weapon multiple times, each time putting one more set of charges on the weapon. For example, if you can have +2 on abilities, choosing Flaming twice gives you +1d6 fire damage for 20 attacks.

The enchantments added must have effects similar to those of special substances, such as Bane enchantments. Bane could realistically be made with special poisons, while the Thundering Enchantment could be made with Thunderstones. These effects should be approved by your DM within reason. Keep in mind this weapon is still an Improvised Weapon, so others take the corresponding negatives to using it.

Magic Improvisation (Su): At level 20 the Improvisational Master gains the ability to use Dexterity based skills at a range of 30ft as long as it requires only their hands. Working at this distance increases the DC of checks by 5, and you cannot choose to take 10 on this check. Objects manipulated must be 20 pounds or less. You may only use this ability for skills that you have ranks in. You also gain at will the spell Mage Hand, treating your Improvisational Master levels as your caster level.

Campaign Information[edit]

Playing a Improvisational Master[edit]

Combat: Typical role in combat is to provide unusual or confusing support from a distance with the use of improvised tools and weapons. While they can be good in combat, taking direct attention and damage should be avoided.

Advancement: Rangers, Rogues, and Bards arent bad multiclass options. Arcane Tricksters are also beneficial.

Improvisational Masters in the World[edit]

A crossbow? Yup, got one. A can opener? Yup. A sword? Oh, just use the can opener.
—Greezil, Human Improvisational Master


Daily Life: Most of the time, Improvisational Masters are tinkering with their assorted improvised tools, getting them to be how they like and prefer to use them while keeping just how to use them exactly, a secret from others. That, or they are collecting more 'junk'.

Organizations: While there is no formal organization for this class, it isnt uncommon to see them in a crafting guild, being made famous (or infamous in some cases) for their weirdly unique abilities.

NPC Reactions: Most NPCs will assume them to be nothing more then a bard or rogue, as well as or perhaps just a collector of useless nick-knacks.

Improvisational Master Lore[edit]

Characters with ranks in Knowledge (Local) can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Local)
DC Result
15 One of the weirder professions out there.
20 They have tools only they specifically can use, even between each other individuals cannot use anothers tools.
25 There is nothing that they cant use in some way shape or form, even if you wouldnt expect it. That rock could suddenly become a helmet for them.
30 They have extremely unique alchemical secrets that allows their weapons to work almost as if by magic.

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