The Eldritch Sapper Prestige Class [Archive] - Wizards Community

Post/Author/DateTimePost
Stado

04-28-07, 09:11 PM
Eldritch Sapper

“Ah-ha-ha-ha-ha-ha! It goes boom! It goes boom!”
— Zourk Bommaw, a goblin eldritch sapper upon setting off an eldritch boom

Eldritch sappers are invokers that specialize in the art of blowing things up, invoking his eldritch blast as an eldritch boom. When one hears the sound of "boom! boom! boom!", the joyous snicker or cackle of the eldritch sapper is generally not far behind. Capable of disabling and avoiding magical and nonmagical traps like any sapper of arcane talents should, an eldritch sapper is thought to be the master of the magical trap. Their eldritch booms can pack quite a punch and can be augmented by a special list of boom shape and boom essence invocations.
Warlocks who love to see things go "boom!" often become eldritch sappers, though they are not the only invokers who choose to take up the explosive mantle of the eldritch sapper. Kobold invokers are especially keen to the role of the eldritch sapper.
NPC eldritch sappers are generally found within military organizations, serving as skilled sappers during times of war, or can be found traveling and adventuring throughout the land in the pursuit of blowing up new and interesting things.

Requirements
To qualify to become an eldritch sapper, a character must fulfill all the following criteria.
Skills: Disable Device 4 ranks, Knowledge (arcana) 8 ranks, Search 4 ranks.
Spells or Spell-like Abilities: Caster level 5th.
Special: Eldritch blast 3d6 or similar ability.
Special: Must possess any single blast shape invocation.

Class Skills
The eldritch sapper's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Disable Device (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha). See Player's Handbook, Chapter 4: Skills for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.

Hit Die: d6.

Base Fort Ref Will
Level Attack Bonus Save Save Save Special Invocations Known
1st +0 +0 +2 +2 Eldritch boom +1 level of existing invocation class
2nd +1 +0 +3 +3 Trapfinding +1 level of existing invocation class
3rd +2 +1 +3 +3 Trap sense +1 +1 level of existing invocation class
4th +3 +1 +4 +4 Lob toss +1 level of existing invocation class
5th +3 +1 +4 +4 Evasion +1 level of existing invocation class
6th +4 +2 +5 +5 Trap sense +2 +1 level of existing invocation class
7th +5 +2 +5 +5 Volley toss +1 level of existing invocation class
8th +6 +2 +6 +6 Improved evasion +1 level of existing invocation class
9th +6 +3 +6 +6 Trap sense +3 +1 level of existing invocation class
10th +7 +3 +7 +7 Controlled explosion +1 level of existing invocation class
Class Features
Weapon and Armor Proficiency: Eldritch sappers gain no proficiency with any weapon or armor.

Invoking: At each level, an eldritch sapper gains new invocations known, increased damage with eldritch blast, and an increase in invoker level as if he had also gained a level in his invoker class. He does not, however, gain any other benefit a character of that class would have gained. If he had more than one invoker class before becoming an eldritch sapper, he must decide which class to add each level for the purpose of determining invocations known and eldritch blast damage. A character with at least one level in eldritch sapper can also choose amongst a special list of boom invocations when choosing a new invocation known or taking a feat that grants an additional invocation.

Eldritch Boom (Sp): An eldritch sapper learns to uniquely modify his eldritch blast in a similar way to a blast shape invocation, however, this spell-like ability does not count as a blast shape invocation. This allows him to invoke his eldritch blast as an eldritch boom. When invoking an eldritch boom, an eldritch sapper can, as a swift or action, create a number of small balls of baleful magical energy equal to the number of attacks he can make in accordance with his Base Attack Bonus. When creating multiple booms with a single action, an eldritch sapper divides his eldritch blast damage amongst these booms; an individual boom must take up at least one damage die of his eldritch blast. However, he needn't create multiple booms and can, instead, create a single boom with the full force of his eldritch blast. The maximum number of booms an eldritch sapper can maintain and/or have created at any one time is equal to ˝ his caster level (rounded down).
An eldritch boom is a magical grenade-like weapon that detonates on impact and can be thrown at a range increment of 20 feet. It is also the equivalent of a 3rd-level spell, unless modified by a higher level boom shape, boom essence or eldritch essence invocation. An eldritch sapper can create and throw his maximum number of booms as a full attack action, otherwise they can be thrown individually as an attack action. An eldritch boom deals its damage to any number of targets within a 5-foot radius on detonation. This is not a ray attack, so it requires no ranged touch attack and, unlike an eldritch blast, an eldritch boom deals its full damage to objects. Each target can attempt a Reflex save for half damage. Like any other invocation, the save DC for saving throws made against an eldritch boom is 10 + its equivalent spell level + the eldritch sapper's Charisma modifier. Since an eldritch boom does not require a ranged touch attack to affect and is, instead, a thrown weapon, it suffers a cumulative -1 penalty to its save DC for every range increment it is thrown beyond the first.
An eldritch sapper cannot apply blast shape invocations to an eldritch boom, however, he can apply special boom shape invocations to it. He can still apply blast essence invocations to his booms, or he can substitute it for a special boom essence invocation. When applying any such invocation to his eldritch boom, all booms made in a single round have these invocations applied to them; an eldritch sapper cannot apply separate invocations to individual booms made in a single round.
A non-detonated boom is treated as if a magic trap and can thus be disabled like a magic trap.

Trapfinding: Beginning at 2nd level, an eldritch sapper can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
An eldritch sapper can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
An eldritch sapper 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 his party) without disarming it.

Trap Sense (Ex): Starting at 3rd level, an eldritch sapper has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Armor Class against attacks made by traps. These bonuses rise to +2 when the eldritch sapper reaches 6th level, and to +3 when he reaches 9th level. Trap sense bonuses gained from multiple classes stack.

Lob Toss (Ex): Boom tossing is the eldritch sapper's favourite pastime. While the more rustic eldritch sappers discover quickly that tossing well is crucial, talented boom tossers usually find a way to put a spin on a toss for interesting effects. Beginning at 4th level, an eldritch sapper can lob his booms and thrown splash weapons, ignoring low cover and targeting beyond it without penalty.

Evasion (Ex): At 5th level, an eldritch sapper can avoid even magical and unusual attacks and explosive traps with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the eldritch sapper is wearing light armor or no armor. A helpless eldritch sapper does not gain the benefit of evasion.

Volley Toss (Ex): The eldritch sapper improves upon his boom tossing technique, allowing him to increase the throwing range of his booms. Beginning at 7th level, an eldritch sapper can now throw an eldritch boom at a range increment of 40 feet, effectively doubling its previous throwing range. Additionally, because of his experience in tossing around booms, he shows similar expertise with thrown splash weapons, increasing their range increment to 20 feet.

Improved Evasion (Ex): At 8th level, an eldritch sapper's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless eldritch sapper does not gain the benefit of improved evasion.

Controlled Explosion (Su): At 10th level, an eldritch sapper learns to fully control the explosive force of his eldritch boom. When creating an eldritch boom, he can form them in such a way that, upon detonation, they'll ignore a certain amount of specified creatures up to ˝ his caster level, rounded down. Additionally, an eldritch sapper now adds his ranks in Knowledge (arcana) to damage rolls with an eldritch boom. This bonus damage is doubled when damaging objects or structures and ignores hardness.

Boom Invocations
Backdraft Boom
Dark; 8th; Boom Essence; Eldritch Sapper
This boom essence invocation allows you to change your eldritch boom into a backdraft boom. When a backdraft boom first detonates, any Large or smaller creature within a 15-foot radius is forced to make a successful Reflex save or else be forcefully pulled and sucked to as close to the the centre of the boom's blast radius as possible and are knocked prone. On the subsequent round, the backdraft boom explodes, dealing its damage as normal. Any creature caught prone when a backdraft boom explodes cannot attempt a Reflex save for half damage.

Blastwave Boom
Dark; 8th; Boom Essence; Eldritch Sapper
This boom essence invocation allows you to change your eldritch boom into a blastwave boom. On a failed Reflex save, an blastwave boom ejects any creature caught in its blast radius, sending it to a location outside the nearest edge of that area, dealing additional damage and knocking it prone. Any creature moved in this manner also takes an additional 1d3 points of damage per 5 feet moved, but takes no additional damage if moved less than 5 feet by this effect. This movement does not provoke attacks of opportunity. If an obstacle prevents a blasted creature from being moved to the edge of the effect, the creature is stopped and takes 1d6 points of damage from striking the obstacle. This is in addition to any damage taken from the distance moved beforehand.

Concussive Boom
Greater; 6th; Boom Essence; Eldritch Sapper
This boom essence invocation allows you to change your eldritch boom into a concussive boom. Any creature damaged by a concussive boom must make a Fortitude save or be dazed for 1 round.

Create Trap
Least; 1st; Eldritch Sapper
You can use create trap as the spell (see page 112 of Races of the Dragon).

Dark One's Vigilance
Least; 1st; Eldritch Sapper
The dark powers that be are ever watchful of your progress and are keen to warn you of your surroundings if you have this invocation. For a period of 24 hours, by merely passing within 5 feet of a trap or secret door, you are entitled to a Search check to notice it as if you were actively looking for it.

Dark Paranoia
Lesser; 3th; Eldritch Sapper
You can invoke this ability to magically elevate your trapfinding and analysis skills by speeding up and increasing the precision of your eyes and giving yourself a deep-rooted, almost otherworldly sense of suspicion. You gain a +10 bonus on Search and Sense Motive checks for a period of 24 hours.

Demolition Boom
Lesser; 4th; Boom Essence; Eldritch Sapper
This boom essence invocation allows you to change your eldritch boom into a demolition boom. You ignore a value of hardness equal to 10 + your Charisma modifier when damaging anything with hardness.

Eldritch Bomb
Dark; 9th; Boom Shape; Eldritch Sapper
This boom shape invocation allows you to invoke your eldritch boom as an eldritch bomb. This increases the blast area of an eldritch boom to a 25-foot radius.

Eldritch Bombardment
Least; 2nd; Boom Shape; Eldritch Sapper
This boom shape invocation extends the range at which an eldritch boom can be thrown by firing them out of your hand at high velocity as if a cannon. Eldritch bombardment increases the throwing range of an eldritch boom to a range increment of 80 feet. It also allows you to ignore any type of cover except for total cover.

Eldritch Discharge
Greater; 5th; Boom Shape; Eldritch Sapper
This boom shape invocation allows you to invoke your eldritch boom as an eldritch discharge. This allows you to discharge the explosive force of your eldritch boom through the palm of your hands as a standard action. An eldritch discharge is a cone-shaped burst that extends out to 15 feet, dealing its damage to those creatures and objects in this area. Additionally, while using an eldritch discharge, you may make a melee touch attack against a creature in order to negate that target's attempt at a Reflex save for half damage.

Eldritch Proxy Boom
Lesser; 4th; Boom Shape; Eldritch Sapper
This boom shape invocation allows you to invoke your eldritch boom as an eldritch proxy boom. This allows you to turn your booms into traps set to detonate should a creature come near them. An eldritch proxy boom will detonate if any Small or larger creature other than yourself approaches to within its blast radius. Those within the blast area of a eldritch proxy boom when it is created may move about in the area, but if they leave and return, they detonate the boom. It does not react to figments, but it does react to shadow illusions. An eldritch proxy boom will auto-detonate within an hour per caster level if it has not been triggered before then.

Eldritch Remote Boom
Greater; 5th; Boom Shape; Eldritch Sapper
This boom shape invocation allows you to invoke your eldritch boom as an eldritch remote boom. This allows you to turn your booms into traps set to detonate on your command. You can detonate a single eldritch remote boom as a swift or immediate action. An eldritch remote boom will auto-detonate within an hour per caster level if it has not been triggered before then.

Eldritch Rupture
Greater; 5th; Boom Shape; Eldritch Sapper
This boom shape invocation allows you to invoke your eldritch boom as an eldritch rupture. This allows you, as a standard action, to cause a strip of ground in front of yourself to rupture with the explosive force of your eldritch boom. An eldritch rupture is a line-shaped burst that extends out to one range increment of your eldritch boom (20 feet normally; 40 feet with volley toss), dealing its damage to those creatures and objects in this area.

Eldritch Timed Boom
Lesser; 4th; Boom Shape; Eldritch Sapper
This boom shape invocation allows you to invoke your eldritch boom as an eldritch timed boom. This allows you to turn your booms into traps in which you control the amount of time between the creation of one of your booms and the time it detonates. You choose this amount of time when creating your booms and can set them to detonate within anywhere from a single round to a maximum time of an hour per caster level.

Explosive Deconstruction
Greater; 6th; Eldritch Sapper
Your intuitive understanding and knowledge of traps and other devices enables you to destroy and blow-up constructs. As a full-round action that provokes an attack of opportunity, you can make a melee touch attack against any construct in order to magically rig it to explode. To rig a construct to explode, you must succeed on a Disable Device check against a DC of 10 + the construct's hit dice + 2 per size category the construct is above Tiny. Failure indicates that the invocation has no effect. Success means that the construct will explode within 1d4 rounds, destroying the construct and dealing 2d6 points of slashing and piercing damage to all creatures within 30 feet per size category the construct was above Tiny. During it's last few moments of "life", however, the construct receives a +2 bonus to Strength per size category that it's above Tiny. This invocation does not work on constructs with the living construct subtype or those with spell resistance.

Obscure Boom
Least; 1st; Boom Essence; Eldritch Sapper
This boom essence invocation allows you to change your eldritch boom into an obscure boom. This mutes the sound and bends the light created by a boom's explosion, producing neither noise nor flash.

Sticky Boom
Greater; 6th; Boom Essence; Eldritch Sapper
This boom essence invocation allows you to change your eldritch boom into a sticky boom. This gives your booms the ability to "stick" to an enemy or object. Sticking a sticky boom to a creature requires a touch attack (melee if placed manually, ranged if thrown). If not modified by a boom shape invocation that changes a boom's detonation requirement, a sticky boom will detonate after one round upon being stuck to something. There is no way to physically remove a sticky boom before it detonates or is disabled. If stuck to a creature when it explodes, that creature cannot attempt a Reflex save for half damage.

Tinkering with the Dark One
Lesser; 4th; Eldritch Sapper
Your efforts to unlock the deeper meaning of your explosive talents are thought to be amusing by the dark powers if you have this invocation. You gain a +10 bonus on Disable Device and Open Lock checks for a period of 24 hours.

New Invocations
Eldritch Shock
Greater; 5th; Blast Shape
This blast shape invocation allows you to invoke your eldritch blast as an eldritch shock. This allows you to you deliver your eldritch blast as swift action within 20 feet, forming it into a short but quick burst of baleful magical energy. Once you use this blast shape invocation you must wait 1 round before you can use your eldritch blast again.
Stado

04-28-07, 09:12 PM
I created this a while back and a friend of mine wanted to see it, so I wrote up some fluff and posted it here. I've playtested it and feel it's perfectly balanced and a lot of fun to play. Still, I'm always open to opinions and will gladly take any suggestions, especially ones for new boom invocations. They don't have to be boom shape or boom essence invocations, but should have a "sapper" or "bomber" like feel to them (I created the current list within a few minutes; I'm sure there are a lot more interesting boom invocations to be had).
Zylo_Drizzt

04-30-07, 12:21 PM
I like it. I think I will try to play this next warlock I make.
Thrincold

04-30-07, 12:48 PM
One question. Does the "Demolition Boom" still only do 1/2 damage to objects as the Eldritch blast?

That and does an Elditch Sapper have to split damage, or can he use his Eldritch blast as normal?

If using it as normal, can he attach the boom essences to his Eldritch blast?

Neat class, adds some versitility to the Warlock, though having to choose between regular abilities, and those presented, even while getting normal invocations just makes it all the harder to decide.

Even though the way it is written this is almost an exlusively Warlock class, how could or would this interact with say, Reserve feats? I know it is highly limited, but by playing an Eldritch Theurge, I could see much abuse in this.
Stado

04-30-07, 05:12 PM
I like it. I think I will try to play this next warlock I make.
Thanks for your support, I'm glad you liked it.
One question. Does the "Demolition Boom" still only do 1/2 damage to objects as the Eldritch blast?

That and does an Elditch Sapper have to split damage, or can he use his Eldritch blast as normal?

If using it as normal, can he attach the boom essences to his Eldritch blast?

Neat class, adds some versitility to the Warlock, though having to choose between regular abilities, and those presented, even while getting normal invocations just makes it all the harder to decide.

Even though the way it is written this is almost an exlusively Warlock class, how could or would this interact with say, Reserve feats? I know it is highly limited, but by playing an Eldritch Theurge, I could see much abuse in this.

As it is right now, yes, but I'm going to change that. I forgot all about the fact that an eldritch blast only deals ˝ to objects. :doh:

An eldritch sapper need not make more than one eldritch boom, thus saving himself from having to split up his eldritch blast's damage dice. It still requires a move action to create one and then an attack action to throw it, however. And, of course, one can still make an eldritch blast, as normal.

No, boom essences only apply to an eldritch boom. Or, at least, that's how I have it. One could house rule otherwise. If you're wondering why that is, it's because a lot of the boom essences are stronger than the blast essences of equal level.

Thanks. It's a very fun prestige class to play that gives the warlock (or any other custom invoker) a great deal of versatility and just a plain "lol" factor at the gaming table. A digitalized :cookie: to anyone who can name this classes' inspiration (and no, it's not Bomberman—that came later when thinking of invocations).

I wouldn't know (not that I don't know what Reserve feats are). I wasn't aware that invocations could be used in conjunction with Reserve feats. If there is a certain level of abuse, as you suggest, than I say que sera, sera. There's always going to be certain ways to abuse certain game mechanics.
Zylo_Drizzt

05-01-07, 11:05 AM
A digitalized to anyone who can name this classes' inspiration (and no, it's not Bomberman—that came later when thinking of invocations).

Well since you had a goblin as the qoutey then I think it might be the green or hobgoblin from spiderman due to his seemingless never ending supply of speacial bombs that he can throw with ease and alot of them at that.
Stado

05-01-07, 05:31 PM
Well since you had a goblin as the qoutey then I think it might be the green or hobgoblin from spiderman due to his seemingless never ending supply of speacial bombs that he can throw with ease and alot of them at that.
Actually, no. Good guess 'though. I was, in fact, inspired by a Marvel superhero (villain?), however, if that makes it any easier.
Zylo_Drizzt

05-02-07, 11:00 AM
What marvel series is it?
blindcynic

05-02-07, 11:03 AM
Boom-boom or boomer from X-force?

Jubilee from X-men?

Havoc from X-factor?
Stado

05-03-07, 04:27 AM
Boom-boom or boomer from X-force?
Yup, Tabitha Smith (aka Time Bomb, Boom Boom, Boomer, and Meltdown) from X-Force, a spin-off of the X-Men series. She's one of my favourite characters from the Marvel Universe.

*presents blindcynic with his/her digitalized and, evidently, half-eaten :cookie:*
Zylo_Drizzt

05-03-07, 06:28 AM
Eldritch Bomb
Dark; 9th; Boom Shape; Eldritch Sapper
This boom shape invocation allows you to invoke your eldritch boom as an eldritch bomb. This increases the blast area of an eldritch boom to 30 feet.

I was noticing that the booms can only go 30ft so does this mean you get hurt or are you like 5ft out of the blast radius.

also even though it says that you cannot apply blast shapes I would like to see something that will get you extra range with these.
Stado

05-03-07, 07:19 AM
I was noticing that the booms can only go 30ft so does this mean you get hurt or are you like 5ft out of the blast radius.

also even though it says that you cannot apply blast shapes I would like to see something that will get you extra range with these.

You're 5 feet out of the blast radius, but you've got to throw those suckers to their full range.

I was originally going to give them another toss ability to double their range (60 ft.) when throwing an eldritch boom, but kind'a ran out of room and decided to simply leave it out. I could always replace the Trick Toss (lob) ability with one that doubles a boom's throwing range (while still keeping the Trick Toss (seeker) ability), or I could simply make a boom shape that does this (similar to the Eldritch Spear invocation). Personally, I prefer the former.
Tuhljin

05-04-07, 06:55 PM
I really like the class concept here. Has anyone ever playtested one of these?
Stado

05-05-07, 01:09 AM
I really like the class concept here. Has anyone ever playtested one of these?
Thanks. I've personally playtested this prestige class, as has a friend of mine. I've done so as both DM and player, although I haven't playtested all of the boom invocations, mostly due to the fact that most of them are new additions. My friend and myself find it to be fairly balanced, but mine own judgement might be a tad skewed, what with being it's creator.
Stado

05-10-07, 06:29 AM
Meh, might as well throw in a bump, 'though I'm overly satisfied with the responses I've received thus far. Anyone feel like telling me how under/overpowered some of its invocations might be?
Zylo_Drizzt

05-10-07, 11:08 AM
sorry long post

There will always be potential for abuse but nothing is readily apperent in this class.

The backdraft boom might need some clearing up like does the prone and sucking them in need a save? It is dark so it might not be overpowered.

how about one that throws them out of the area of the blast in the direction you choose or even shortest path avaliable. add to it something like if they can't they take more damage. it might even replace the blown away one because it seems more logical like an explosive spell metamagic feat.

add statistics to the bob-oom or clear it up.

you might want to go to the guild house for the warlocks to get this critiqued and archived.

since you have a cone why not make it bigger and have more area effects.

you might want to put a limit to the number on the trap like invocations of the booms.

are save required for all of the invocations? if so you might want to state that. do the invocations apply to each of the booms you make or can you apply a diffrent one to each?

just look at metamagic feats and I think those would work well.

What about an invocation that will allow you to create a bunch of these booms as if they were acid flasks but put a limit on number and time they last. This will allow you to get rid of the move action to create them all the time. or just make an invocation that will allow you to get rid of the move action.

The skill invocations are nice becuase they give a big bonus but it seems like they are not consistant with previos skill or save invocations. They normally give a +6

you have one that gets rid of the sound but what about the flash?

the trap like ones how do you set them up? at the range of the boom or as a touch? and can you make as many as your booms?

are saves still based off of cha? if not what? What is the save DC?

just think about things that might be unclear to your audience and errata it

my :twocents:
Stado

05-10-07, 08:54 PM
The backdraft boom might need some clearing up like does the prone and sucking them in need a save? It is dark so it might not be overpowered.
Yes, it probably should, 'though if I add a save, I might be inclined to increase its range to 30 feet.
How about one that throws them out of the area of the blast in the direction you choose or even shortest path avaliable. add to it something like if they can't they take more damage. it might even replace the blown away one because it seems more logical like an explosive spell metamagic feat.
Good idea. I'll look into this and see if I can reword it appropriately.
Add statistics to the bob-oom or clear it up.
Beh, I just got rid of the invocation altogether. I was kind of weary of adding it in the first place as I saw it as being too cumbersome for an invocation. I'll think of adding something similar to it if I can simplify it.
Since you have a cone why not make it bigger and have more area effects.
Not sure what you mean by this. Do you mean to increase the eldritch boom's blast radius above 10 feet? I don't really want to do this as they're meant to be fairly small explosives.
You might want to put a limit to the number on the trap like invocations of the booms.
Again, not quite sure what you mean. Do you mean to say to limit the number of trap-like boom shape invocations (eldritch proxy, remote, and timed boom) an eldritch sapper can take? Or, perhaps, the number of trap-like boom shape invocations can apply to an eldritch boom (one's the maximum anyhow)? Or even to limit the number of trap-like booms one can make with a single action? I can't see why I should limit it in any of these ways.
Are save required for all of the invocations? if so you might want to state that. do the invocations apply to each of the booms you make or can you apply a diffrent one to each?
Well, seeing as an eldritch blast is an invocation, and seeing as an eldritch boom is a modified eldritch blast, one could surmise that they use the same save DC as all other invocations (10 + equivalent spell level + Charisma modifier). Still, I should probably be explicit in my stating of this fact, so I'll add it anyway. I know many people were confused about the save DC of a warlock's Eldritch Blast for some time. As for the applying of invocations to an eldritch boom, all booms created using the same action use the same invocations applied to them and cannot have separate invocations applied to individual booms. I'll add this.
Just look at metamagic feats and I think those would work well.
I'll do that. I was actually working purely off of ideas I've seen used in other forms of media (video games, movies, etc.) and didn't even think to borrow from metamagic feats.
What about an invocation that will allow you to create a bunch of these booms as if they were acid flasks but put a limit on number and time they last. This will allow you to get rid of the move action to create them all the time. or just make an invocation that will allow you to get rid of the move action.
I've lowered the creation time to a swift action, down from a move action, so this is probably unneeded.
The skill invocations are nice becuase they give a big bonus but it seems like they are not consistant with previos skill or save invocations. They normally give a +6
Well, the other skill bonus innovations are Least innovations and give you a +6 bonus to three skills. The two I created (Dark Paranoia and Tinkering with the Dark One) are Lesser invocations and give you a +10 bonus to two skills. While the bonus is greater for the latter, the total net bonus of is only two more than the former ones (6+6+6=18; 10+10=20). Still, you may be right and I wouldn't be at all against lowering the bonus to +8 and making them Least invocations as well.
You have one that gets rid of the sound but what about the flash?
I thought of that, but then it doesn't make much sense to not see something that explodes (how can one make a Reflex save against something they can't see or hear?).
The trap like ones how do you set them up? at the range of the boom or as a touch? and can you make as many as your booms?
You can throw them if you want, or you could just drop them. You could even manually hide them under/in/behind something. Treat them as semi-objects. And, of course, you have the option of creating multiple booms with a trap-like boom shape invocation applied to them, or you could just create one using the full power of your eldritch blast damage.

Thanks for the reply by the way, Zylo_Drizzt. It's helped me quite a bit. I'll think about going to the warlock guild thingy (heh, yes I know what you mean by this) and submitting this prestige class to be critiqued and archived there. Thanks again for all your help.
Zylo_Drizzt

05-11-07, 11:28 AM
Or even to limit the number of trap-like booms one can make with a single action?

yes and maintain at the same time.

for the bob-oom why not look at the spell animating breath or something similar like animated objects.

Not sure what you mean by this. Do you mean to increase the eldritch boom's blast radius above 10 feet? I don't really want to do this as they're meant to be fairly small explosives.

no. you have the Eldritch Discharge and that seems to be an area affect and not a cone like I thought previously. I also looked at the area affect from the original invocations and I can see that there is no need to make more considering you still have the original eldrith blast.however I saw this spell that basically allows you to make a line affecting blast so to speak so lets say it was a fire ball that also affects the line it travels through. I think this would be great for a boom shape and the same goes for a chain that explodes after each target.

that last paragraph is probably not clear, sorry. I could write more clearly if I collected my thoughts before writing it.

Well, the other skill bonus innovations are Least innovations and give you a +6 bonus to three skills. The two I created (Dark Paranoia and Tinkering with the Dark One) are Lesser invocations and give you a +10 bonus to two skills. While the bonus is greater for the latter, the total net bonus of is only two more than the former ones (6+6+6=18; 10+10=20). Still, you may be right and I wouldn't be at all against lowering the bonus to +8 and making them Least invocations as well.

didn't even consider the level of the invocation. +10 seems about right.

I thought of that, but then it doesn't make much sense to not see something that explodes (how can one make a Reflex save against something they can't see or hear?).

I see your point but that is not what I meant. I meant the blast at the point of impact because it explodes outward. I would make an ivocation that gets rid of both the sight and sound of it.

You can throw them if you want, or you could just drop them. You could even manually hide them under/in/behind something. Treat them as semi-objects. And, of course, you have the option of creating multiple booms with a trap-like boom shape invocation applied to them, or you could just create one using the full power of your eldritch blast damage.

I can some abuse with this one. You could set up a whole bunch of remote booms and have some body get chased by the baddies and the baddies get utterly anyelated by the sheer number of blasts around that area even if they made all of thier saves.

new question: can more than one trap be placed in the same square? if so that is a hugely dangerous thing to allow a character to do.
Zylo_Drizzt

05-13-07, 06:11 PM
so when are you going to post this in the guild house warlocks circle.
Stado

05-14-07, 05:24 AM
Well, I've taken a few of your comments to heart. I modified Blastwave Boom to be like the Explosive Spell metamagic feat, added Eldritch Rupture (gotta think of a better name), and changed Silent Boom to Obscure Boom. I also limited the number of booms one can maintain at any given time.

To answer your first question about the placement of trap-like booms, one may place multiple booms on the same intersection, 'though doing so seems redundant as it works counter to the tactical advantage of having the ability to create multiple booms. Still, I'm sure there's some sort of advantage to be derived from using one's booms in this fashion — for instance, creatures have to make separate saves for each boom.

As for your second question about when I might post this in the Warlock's Circle thread, as I stated, I would think about doing so. I haven't decided yet. For one, there seems to be relatively no activity amongst its members and, most notably, the thread's creator, but that's not really all that big of a deal to me. I could post this and receive no reply there and wouldn't feel discouraged or belittled. Additionally, I don't much like this prestige class' capstone class feature and would rather see a better one put in its place before I seek any critiquing from those who see the warlock base class as one of the better supplemental classes. Then again, they could probably help me to come up with one; it's sort of a Catch-22.
xyric

05-15-07, 09:38 PM
You might want to think about upping the number of skill points per level if you honestly expect someone to use the trap finding ability since disable device requires a pretty hefty skill investment to not have it blow up in your face 50% of the time or more. Then you need a good search to be relatively sure an area is devoid of traps. Your class has a pretty good selection of skills to choose from but not many skill points to do it. I'm sorry I can't present a way to balance adding more skill points but I think its something important to consider.
Stado

05-15-07, 11:54 PM
It's interesting that you'd point that out, as I originally had this prestige class getting 4 skills points per level. I reduced it to 2, but was reluctant in doing so. Really, I also feel this class could do with the skill points increase, and it doesn't really seem all that unbalancing to do so. Prestige classes are supposed to be naturally superior to base classes in some, if not many, respects. I believe I'll give them back the 4 skill points per level — they kind'a need it anyhow.
Stado

02-14-08, 11:14 PM
Just thought I'd give this a :bump: since I've done a bit of tweaking and changed and added a few things. Of course, further suggestions and/or criticism would be great; this prestige class isn't nearly "done" or "complete" in my option and could always use improvement or supplement. Comments are fine, too. ;)

For starters, can anyone suggest any good sapper/trap/explosion related spells that might fit well as Eldritch Sapper invocations? Or even just some spell related ideas for new invocations?