Tattooed Vessel (3.5e Prestige Class)

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Hallowed Vessel.jpg

Tattooed vessels are occultists who are fascinated with symbols and sigils and, courtesy of that fascination, dabble in the darker arts where they learn to bind ancient vestiges of ancient powers to their will. Rather than forming symbiotic composites with these hoary entities, however, tattooed vessels see them as tools to be used at their leisure, whether it be in the pursuit of greed and power or, in very rare cases, putting their eternal soul on the line for the greater good. After all, if these shallow reflections of bygone powers were truly as powerful as they'd have their binders believe, why did they end up in such a pitiful state to begin with?

In order to gain this greater command of vestiges, tattooed vessels have seals of binding permanently branded into their living flesh. Not only does this make their connection to these ancient powers stronger, but the vestiges themselves get to experience the living world more vividly, and thus more eager to accept the vessel's pacts despite the vessel's ulterior motives for doing so.

While tattooing is the art used by more civilized hallowed vessels, other forms of body modification are certainly possible. The scarification favored by barbarian berserkers and the many piercings of the masochistic tribesmen of the jungle lands are but two examples.

That said, most tattooed vessels tend to be lone scholars locked away in obscure libraries and laboratories, while only a handful travel abroad and adventure in order to further their wisdom and power in a more direct approach.

Making a Tattooed Vessel[edit]

Abilities: Intelligence is the most crucial ability for a tattooed vessel. It is used for most of their unique features, and enhances their study of sigils, icons, and symbolism.

Races: Humans, dwarves, and half-orcs are the races most likely to dedicate themselves to the rigors of being a tattooed vessel.

Alignment: A tattooed vessel can be of any alignment, though chaotic or evil alignments tend to be the norm due to the restrictions of the warlock class. However, there is nothing specifically barring one of any moral background from fulfilling the prerequisites of the the tattooed vessel, so it's not completely unheard of to see good-aligned individualls taking up the mantle.

Becoming a Tattooed Vessel[edit]

Entry Requirements
Will Save: +6
Skills: Knowledge (The Planes) 8 ranks and Craft (Calligraphy) 5 ranks or some other similar Craft skill.
Feats: Imperious Command and Improved Binding
Special: You must be able to use least invocations and bind at least 2nd level vestiges.
Table: The Tattooed Vessel

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +2 +0 +2 Dark Knowledge, Otherworldly Secret, Soul Binding +1 level in existing invocation class
2nd +1 +3 +0 +3 Ignore Special Requirements, Tattooed Sigil +1 level in existing invocation class
3rd +2 +3 +1 +3 Otherworldly Secret +1 level in existing invocation class
4th +3 +4 +1 +4 +1 level in existing invocation class
5th +3 +4 +1 +4 Otherworldly Secret +1 level in existing invocation class
6th +4 +5 +2 +5 +1 level in existing invocation class
7th +5 +5 +2 +5 Otherworldly Secret +1 level in existing invocation class
8th +6 +6 +2 +6 Vestige Expulsion +1 level in existing invocation class
9th +6 +6 +3 +6 Imbue Item, Otherworldly Secret +1 level in existing invocation class
10th +7 +7 +3 +7 Mindcage, Perfect Pact +1 level in existing invocation class

Class Skills: Autohypnosis, Bluff, Concentration, Craft, Diplomacy, Forgery, Gather Information, Handle Animal, Heal, Intimidate,
Knowledge (any, taken individually), Profession, Ride, Search, Sense Motive, Speak Language, Spellcraft, and Use Magic Device
Skill Points per Level: 6 + Int modifier per level

Class Features[edit]

Weapon and Armor Proficiencies: Tattooed vessels are proficient with simple weapons, and with light armor.

Invoking: At each level, you gain new invocations known, increased damage with eldritch blast, and an increase in invoker level as if you had also gained a level in any invocation class you already possess. You do not, however, gain any other benefit a character of that class would have gained. Your effective binder level stacks with any levels you have in an invoking class for these purposes, both retroactively and proactively. If you have more than one invocation-using class, you must choose which class is advanced each time you gain a level as a tattooed vessel.

Soul Binding: At each tattooed vessel level, your soul binding ability improves as if you had also gained a level in the binder class. Thus, your tattooed vessel levels, invocation levels, and binder levels stack for the purpose of determining your bonus on binding checks, the effectiveness of your vestige-granted abilities, your ability to bind higher-level vestiges, and the number of vestiges you can bind at one time. You do not, however, gain any other benefit a binder would have gained, such as bonus feats of pact augmentations.

Dark Knowledge (Ex): Tattooed vessels are more scholastic than traditional invokers and pact magicians, calling upon their keen intellect and conviction where others rely merely on the strength of heart. When first making progress in this class, however, they only receive an insight bonus on Knowledge and Spellcraft checks equal to one-half their class level (rounded up).

Your dedication to the dark arts also allows you to use Intelligence in place of your Constitution or Charisma when making pacts or when determining the saving throw DC of their invocations and eldritch blasts. You may also use your Intelligence in place of Charisma when making Use Magic Device checks.

Beginning at 6th level, your knowledge of anatomy and tactics allows you to use your Intelligence in place of Strength or Dexterity when making attack rolls with your eldritch blasts. If you know the eldritch weapons otherworldly secret, this includes attack and damage rolls made with your eldritch-charged weapon(s), but only when they are used with an eldricth blast; if not charged, you must rely on your normal abilities instead.

Otherworldly Secret (Su): At every odd level, you discover a secret technique from your vestiges, allowing you to choose one of the following special abilities as a granted power any time you have a bound at least one vestige. Once chosen, your choice is permanent.

Cantrips (Sp): While bound to a vestige, you can cast any one 0-level spell from the sorcerer/wizard spell list at will as a wizard of your effective binder level, using Intelligence as your linked ability score where appropriate. You may select which 0-level spells you learn each day when binding your first vestige. At 3rd level and every odd level thereafter, you can learn one additional 0-level spell of choice that you can cast at will.
Eldritch Crafter: Each time you bind a vestige for the first time each day, you gain the secrets of a single item creation feat creation feat of choice, even if you do not meet the prerequisites. At 10th level you instead learn two item creation feats upon binding a vestige.
Eldritch Essential: As you progress, the knowledge you have gained from your vestiges allows you to gain a bonus invocation to apply to your eldritch blast ability. At 1st, 5th, and 9th level in this class, you gain your choice of a bonus eldritch essence invocation or blast shape invocation from any category (least, lesser, greater, or dark) that you already have access to, such as hellrime blast or eldritch chain. These invocations are only available when you have a vestige bound to you.
In addition, if your eldritch blast has an elemental effect, such as the one granted by hellrime blast, you can spend a free action to choose between acid, cold, electrical, fire, and sonic each time you invoke your blast with that eldritch essence. The effect remains the same, only the elemental type changes. Otherwise, this ability functions the same as the Energy Substitution feat, and you are treated as if you possessed that feat for the purposes of meeting prerequisites.
Eldritch Weapons: On your turn, you may spend a free action to channel your eldritch blast into any melee weapons you are currently wielding until the start of your next turn. If you successfully strike an opponent with a charged weapon, your target is also affected as if struck by your eldritch blast, including any eldritch essence applied to the blast.
When you learn this otherworldly secret, you also gain one eldritch essence invocation of choice at 1st, 5th, and 9th levels. These essences only apply when channeling your blasts through your weapon(s) and are unavailable (unless you purchase them normally) for your ranged blasts. These bonus essences are retroactive upon learning this secret.
Like all of the otherworldly secrets, you may only invoke your eldritch weapon if you have bound at least one vestige for the day. Your eldritch weapon has an equivalent spell level equal to one-half your effective invoker level. Furthermore, it counts as an applied blast shape and cannot benefit from other blast shape essences such as eldritch chain or eldritch spear.
Magical Skill Mastery: Upon gaining this ability, you may take 10 even if stress and distractions would normally prevent you from doing so with the following skills: Concentration, Craft (alchemy), Knowledge (arcane, religion, or the planes), Spellcraft, and Use Magic Device. If one of these skills is instead used for an extended period of time, such as researching a topic or crafting an item, the minimum required time to perform that action is halved. At 9th level, this secret also grants a circumstance bonus equal to half your effective binder level (rounded down) on each of those checks.
Master Blaster: You have learned how to use your eldritch blast more effectively than traditional warlocks. Its range increases by 10 feet per class level, and in any round in which you use your eldritch blast, if an opponent within 15 feet takes an action that would provoke an attack of opportunity, you may attack them with your eldritch blast using your highest attack bonus. You may only make one such attack of opportunity per round, however. Additionally, if your base attack bonus is +6 or higher, you can take a full-attack action in order to make as many iterative attacks with your eldritch blast as your base attack bonus allows.
At 1st level, you gain the equivalence of Improved Precise Shot and Precise Shot when using your eldritch blast even if you don't normally meet the prerequisites. This improves to include Rapid Shot at 5th level and Improved Rapid Shot at 9th, but only with regards to your eldritch blast. These bonus feats are retroactive upon learning this secret.
Like all of the otherworldly secrets, you only gain these benefits with your eldritch blast if you have bound at least one vestige for the day. Your eldritch blast has an equivalent spell level equal to one-half your effective invoker level and it can benefit from both eldritch essence and blast shape invocations. Any such invocations applied to your eldritch blast last for the duration of the round, however; once chosen, you may not use a different blast shape or eldritch essence until the start of your next turn.
Obtain Familiar: You gain the Obtain Familiar feat as a bonus feat. Once selected, you do not lose your familiar if you have failed to make a pact, but it temporarily loses any special abilities it possesses from your bond until you do so. Until such time, it is treated as an ordinary specimen of its type, albeit loyal and obedient. At 5th level, you also gain the Improved Familiar feat, and may select a new familiar to take the place of your old one. This bonus feat is retroactive upon learning this secret at a higher level.
Supernatural Transformation: Your eldritch blast becomes a supernatural effect for the duration of your binding, as if by the Supernatural Transformation feat. It still requires a somantic component, but is no longer subject to spell resistance (though it can still be suppressed in an antimagic field), and it does not provoke an attack of opportunity. This secret may only be unlocked at 7th level or higher. You may still apply any eldritch essence or blast shape essence to your eldritch blast when using this secret.
In addition, you can learn draconic invocations as long as they are not dependent on a breath weapon or other ability exclusive to dragonfire adepts.
Tailored Blasts: As you progress, the knowledge you have gained from your vestiges allows you to gain a bonus invocation to apply to your eldritch blast ability. At 1st, 5th, and 9th level in this class, you gain your choice of a bonus eldritch essence invocation or blast shape invocation from any category (least, lesser, greater, or dark) that you already have access to, such as hellrime blast or eldritch chain. These invocations are only available when you have a vestige bound to you.
Furthermore, you can alter your eldritch blast if it uses one of the following shapes: burst, cone, cylinder, emanation, line, or spread. The alteration consists of creating spaces within the blast's area of effect that are not subject to the effect. The minimum dimension for these spaces is a 5-foot cube.

Ignore Special Requirements: You gain this feat as a bonus feat as long as you have at least one tattooed sigil on your body.

Tattooed Sigil (Ex): At 2nd level and again at every even level, you can use your skill in alchemy to create a special ink (or other substance with which to permanent mark yourself) costing 100gp per class level that you can then use to tattoo a special sigil into your flesh. The process takes approximately one hour and is permanent once made. The chosen sigil must coincide with one used by a vestige you have access to, and from that point forward you can bind that specific vestige as a move-equivalent action without needing to draw their sigil or negotiate with them. This increases to a free action if you have the Rapid Pactmaking feat.

Only a wish spell or divine intervention can erase a tattooed sigil once it has been scrivened into your flesh. If such measures are taken, you may choose to tattoo another sigil in its place at a later date, using the same process detailed above.

Potent Sigils (Su): For every even tatooed sigil you possess, you gain a +1 bonus to the DC of any supernatural abilities granted by your vestiges, your saving throw DC of your invocations and eldritch blasts, to overcome spell resistance with your eldritch blasts, and a +1 competence bonus when making binding checks to bind vestiges.

Vestige Expulsion (Ex): You may now freely expel any vestige you possess up to one time per day per Intelligence modifier. This requires a swift action, and you must succeed at a binding check with a DC equal to the normal binding DC for the vestige you are attempting to expel. If attempting to expel a vestige you bound to one of your tattooed sigils, this becomes more difficult increasing the DC by +5. If you fail, the attempt counts against your normal daily limit and you may not attempt to expel another vestige for 5 rounds.

Failure to expel a vestige in this manner results in 1d6 points of non-lethal damage per level of the vestige, and you must make a Fortitude save (DC equal to the vestige's binding DC) or be sickened for 1d4 rounds. If already sickened, you become nauseated instead. If you have the Expel Vestige feat, you do not suffer any of these effects.

Imbue Item (Su): You can use your supernatural power to create magic items, even if you do not know the spells required to make an item (although you must know the appropriate item creation feat). You can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells or psionic powers) in place of a required spell he doesn't know or can't cast. If the check succeeds, you can create the item as if he had cast the required spell. If it fails, you cannot complete the item. You do not expend the XP or gp costs for making the item; your progress is simply arrested. You cannot retry this Use Magic Device check for that spell until he gains a new level.

Mindcage (Su): While you have at least one vestige bound into one of your tattooed sigils, you gain immunity to mind-affecting spells and abilities, just as if you were protected by a mind blank spell.

Perfect Pact (Su): When binding a vestige into one of your tattooed sigils, it is considered a good pact for all purposes except influence. A binding check is still required, however, with a successful check protecting you from their influence. Additionally, an illusion of the vestige no longer appears unless you desire it, and you are not forced to bargain with it in order to forge a bond.

In addition, you gain the ability to bind one additional vestige above and beyond what a binder of your effective level can bind. At least one of your bound vestiges must be one for which you bear a tattooed sigil, however.

Class-Specific Feats[edit]

Extra Tattooed Sigil [General]
You may tattoo an additional sigil onto your flesh with which to bind vestiges.
Prerequisite: Tattoo Sigil class feature.
Benefit: Using the same process you use to tattoo sigils onto yourself, you may tattoo one additional sigil for any vestige you can bind upon taking this feat.
Normal: You are limited to a number of tattooed sigils equal to your class level as a tattooed vessel.

Epic Progression[edit]

Epic Tattooed Vessels gain a bonus epic feat at 11th, 14th, 17th, and 20th level. They also gain an additional Tattooed Sigil at 12th, 15th, and 18th level, and an Otherworldly Secret at 13th, 16th, and 19th level.



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