The Warlock Circle II [Archive] - Wizards Community

Post/Author/DateTimePost
De Batavier

07-19-05, 05:25 AM
The Warlock Circle is a foundation based on the class from Complete Arcana.
In this foundation we discuss all aspects of this class and develop new invocations.
Roleplaying is encouraged ;)
It’s advised to make a clear distinction between RP and non-RP content of a post. This can be done by using a different colour for RP for example red

You enter the dark and damp dungeon room. Crimson banners with arcane symbols adorn the walls. Simple wooden chairs stand in a circle. On one of them sits a figure clad in black clothes. When you enter he says:

Greetings. You wish to join my circle? You are welcome. The rules are simple. Only the strong will survive. Knowledge and power are the goals of the circle.

Then came the time the Circle's base was full of things people and other creatures. Tempers flared when space began to be a rare commodity. Then a solution was found. The fabled flying ship the Circle had been looking for was found. Now the Circle resides in the heavens. Misty clouds conceal their presence from the unsuspecting. But when they want to, they will reveal themselves and strike terror in the hearts of all those who oppose them.

So you found your way to our second base. Be welcome. But beware it's a long drop down.




Warlock Analysis (Long) (http://boards1.wizards.com/showthread.php?t=337349&highlight=Warlock )
CustServ on Warlocks and "Meta"-SLA feats. (http://boards1.wizards.com/showthread.php?t=343380&highlight=Warlock)
Complete Arcane's Warlock 101. First Impressions (http://boards1.wizards.com/showthread.php?t=337231&highlight=Warlock)
Submit new Invocations --< HERE >-- (http://boards1.wizards.com/showthread.php?t=341731)
Warlock Invocation&feats selection? (http://boards1.wizards.com/showthread.php?t=338940&page=1&pp=30&highlight=warlock)
Warlock Magic Items (http://boards1.wizards.com/showthread.php?t=344432&highlight=warlock)
Warlock...even REMOTELY balanced? (http://boards1.wizards.com/showthread.php?t=336857&highlight=warlock)
Starting a new campaign as a warlock... (http://boards1.wizards.com/showthread.php?t=344130&page=1&pp=30&highlight=Warlock)
The Debilitator (Warlock build) (http://boards1.wizards.com/showthread.php?t=345313&highlight=Warlock)
How many invocations per day? (http://boards1.wizards.com/showthread.php?t=348100&highlight=warlock)
Warlock Errata (Unofficial) (http://boards1.wizards.com/showthread.php?t=348543&highlight=warlock)
New Warlock Invocations (for the whole family) (http://boards1.wizards.com/showthread.php?t=347905&highlight=warlock)
Shadow Pounce/Flee the Scene? (http://boards1.wizards.com/showthread.php?t=342342&highlight=warlock)
Alternate Warlock Familiar (http://boards1.wizards.com/showthread.php?t=341669)
More questions about the Warlock (http://boards1.wizards.com/showthread.php?t=352378&highlight=warlock)
Warlock again: Multiple Blasts? (http://boards1.wizards.com/showthread.php?t=345601&highlight=Warlock)
Warlock Errata by Rich Baker (http://boards1.wizards.com/showthread.php?t=360534&highlight=warlock)
Psionic Warlock worth it? (http://boards1.wizards.com/showthread.php?t=369085)
The GIFTED, NATURAL, and STRANGE Warlock Variants (http://boards1.wizards.com/showthread.php?t=370164)
Warlock Faq by Rich Baker (http://boards1.wizards.com/showthread.php?t=405215)
Warlock Vs. Wizard. (http://boards1.wizards.com/showthread.php?t=403800)
Warlock Handbook (http://boards1.wizards.com/showthread.php?t=393586)
Warlocks With More Class (http://boards1.wizards.com/showthread.php?t=457448)
A totally different WARLOCK core class! (http://boards1.wizards.com/showthread.php?t=470467)
Warlock tatics! (http://boards1.wizards.com/showthread.php?t=489357)
Complete Warlock Petition (http://boards1.wizards.com/showthread.php?t=515550)
Are Warlocks too powerful? (http://boards1.wizards.com/showthread.php?t=518109&page=1&pp=30)



If you want to put a link to this place in your sig. Just copy/paste this link (when in quote mode) to The Warlock Circle II (http://boards1.wizards.com/showthread.php?t=466915)

For those who are not familiar with this part of the board.
You can join any foundation you want, whenever you want and as many as you want.
You can not be refused by a foundation as a member.
You can post in a thread even if you are not a member.
(You could say membership is just for show)

You will find reference to something that is called I(nter)F(ounfation)W(ar)G(ames) in some post. This is a in game part of these board. As with all things here it's up to you if you want to participate.
For more information I point you to the stickies in the Guild house. (http://boards1.wizards.com/forumdisplay.php?forumid=495)

:evillaugh
De Batavier

07-19-05, 05:26 AM
De Batavier
Dyne
Demonfey
thasis
hieratical
Kratilim Valqui
Parion
Lothor Bolvreck
Von Crown
redhase
GreyWanderer
fudgemonkey
Kaboth
Caratharos
CapriciousFate
I wish I was
Wyrd Bearer
ShiverTheBard
Aravilar Faenya
Silent Infinity
Xaxor
Rim-Soulfang
Sephiroth Do'Urden
wuyanei
The Stray
DolArrah
Zombomaniac
Deviston
Syberys
Dogurasu Thanatos
lostone
apesamongus
Need A Life
DireHawk
Aurelius Shadowstryke
technodemon
Pelor the Inconspicuous
Drijen
VampiricBloodlustNemesis
Uberman
Tiefling Warlock
HaikenEdge
Vacerious
sir dwar
Mordar
swordspell mage
Kobold Ur Priest
henebry
De Batavier

07-19-05, 05:26 AM
Warlock Circle II Library


Archive I (http://boards1.wizards.com/showpost.php?p=6735601&postcount=4)
Archive II (http://boards1.wizards.com/showpost.php?p=6735603&postcount=5)
Archive III (http://boards1.wizards.com/showpost.php?p=6735607&postcount=6)

Invocations

apesamongus
Remorseless Contagion (http://boards1.wizards.com/showpost.php?p=7183917&postcount=166)


Aurelius Shadowstryke
The Many Faces of Evil (http://boards1.wizards.com/showpost.php?p=6762816&postcount=39)
Transcendent Blast (http://boards1.wizards.com/showpost.php?p=6858608&postcount=85)
Eldritch Blade (http://boards1.wizards.com/showpost.php?p=7136059&postcount=150)


davethebrave371
Eyes of the Dead (http://boards1.wizards.com/showpost.php?p=7520860&postcount=213)


De Batavier
Insight of Directions, Fiendish/Heavenly Manna (http://boards1.wizards.com/showpost.php?p=6762449&postcount=38)
Earth Shock (http://boards1.wizards.com/showpost.php?p=6794271&postcount=57)
Insidious Whispers (http://boards1.wizards.com/showpost.php?p=6962589&postcount=118)
Water Sprout, Sand Stream (http://boards1.wizards.com/showpost.php?p=7173056&postcount=162)
Knock Out (http://boards1.wizards.com/showpost.php?p=7354574&postcount=173)
Improved Eldritch Spear, Greater Eldritch Spear (http://boards1.wizards.com/showpost.php?p=7784620&postcount=283)
Fiendish Inspiration, Heavenly Inspiration (http://boards1.wizards.com/showpost.php?p=8012662&postcount=388)
Camouflaged Pit, Spiked Pit, Poisoned Pit, Acid Pit (http://boards1.wizards.com/showpost.php?p=8667795&postcount=441)


Dogurasu Thanatos
Orcus’Crush (http://boards1.wizards.com/showpost.php?p=6931984&postcount=103)
Skulvyn Survival, Blood of Myrmyxicus, Wall of Stygian Ice (http://boards1.wizards.com/showpost.php?p=6997034&postcount=124)
Alluro's Whim, Decay of Ages, Entropic Blast, Yugoloth’s Hatred, Seeds of Discord, Eldritch Eyes (http://boards1.wizards.com/showpost.php?p=7025480&postcount=135)
Deeper Darkness, Eldritch Sphere, Delayed Blast (http://boards1.wizards.com/showpost.php?p=7118114&postcount=148)
Futile Defenses (http://boards1.wizards.com/showpost.php?p=7163345&postcount=160)


gordo98
Compel, Deafening Blast, Dessicating Blast, Eldritch Enhancement, Forceful Blast, Forceful Hand, Greater Devil’s Own Luck, Greater Forceful Hand, Improved Beshadowed Blast, Improved Fearful Blast, Improved Flee the Scene, Improved Forceful Blast, Improved Stunning Blast, Insist, Spirit Leech, Stunning Blast, Withering Blast (http://boards1.wizards.com/showpost.php?p=6820942&postcount=68)


HaikenEdge
Eldritch Canon (http://boards1.wizards.com/showpost.php?p=7811785&postcount=303)
Soul Blast, Devouring Blast (http://boards1.wizards.com/showpost.php?p=7818982&postcount=307)
Eldritch Wrath (http://boards1.wizards.com/showpost.php?p=8237892&postcount=415)
Magic Archer, Dark Archer (http://boards1.wizards.com/showpost.php?p=8459737&postcount=431)
Chasm (http://boards1.wizards.com/showpost.php?p=8672154&postcount=442)


Malancthon
Unseen Hands (http://boards1.wizards.com/showpost.php?p=7855251&postcount=353)


malroth00
Agonizing Blast, Venemous Blast, Lifeforce Blast, Backfire blast (http://boards1.wizards.com/showpost.php?p=9205112&postcount=506)


Need A Life
Devoted Guardian, Eldritch Arrow, Unholy Restoration (http://boards1.wizards.com/showpost.php?p=7455011&postcount=181) Additions to Devoted Guardian (http://boards1.wizards.com/showpost.php?p=7541443&postcount=227)


Sephiroth Do’Urden
Lesser Shadow run, Shadow run, Greater Shadow run, True Shadow run, Epic Shadow run, Anyspell, Greater Anyspell, Eldritch Strike, Eldritch Pillar, Wings of the Balor, Arcane Riposte, The Atheist’s choice, Positive charged blast, Penetrating blast, Greater Focused Blast, True Focused Blast (http://boards1.wizards.com/showpost.php?p=7732061&postcount=250)
Spit phlgem, Violent exhalation of phlgem (http://boards1.wizards.com/showpost.php?p=7831206&postcount=321)
Rain’s Blast (http://boards1.wizards.com/showpost.php?p=9082660&postcount=476)


thasis
Hellball, lesser (http://boards1.wizards.com/showpost.php?p=9368368&postcount=542)


Tiefling Warlock
Soul Eater, Soul Chain (http://boards1.wizards.com/showpost.php?p=7937742&postcount=363)
Eldritch Pull, Eldritch Grasp, Eldritch Grip, Eldritch Force, Melee Blast (least, lesser, greater, dark) (http://boards1.wizards.com/showpost.php?p=10082317&postcount=752)


Vacerius
Deft Hands of the Baatezu (http://boards1.wizards.com/showpost.php?p=7933191&postcount=359)


Von Crown
Thundercloak (http://boards1.wizards.com/showpost.php?p=7839949&postcount=350)
Glas Chairm (http://boards1.wizards.com/showpost.php?p=7935206&postcount=361)


Feats

Dogurasu Thanatos
Vocalize Invocation (http://boards1.wizards.com/showpost.php?p=7480254&postcount=202)


HaikenEdge
Charge Invocation, Arcane Battery (http://boards1.wizards.com/showpost.php?p=7828358&postcount=317)
Arcane Grouding, Arcane Short Circuit (http://boards1.wizards.com/showpost.php?p=8237892&postcount=415)
Hard Cover, Fire From Cover (http://boards1.wizards.com/showpost.php?p=8460016&postcount=432)


lostone
Eldritch Wrath (http://boards1.wizards.com/showpost.php?p=6817792&postcount=65)


Master of Flames
Focused Blast (http://boards1.wizards.com/showpost.php?p=6828414&postcount=70)


Need A Life
Final Blast, Grim Scholar (http://boards1.wizards.com/showpost.php?p=7455011&postcount=181)


Sephiroth Do’Urden
invocation Chain (http://boards1.wizards.com/showpost.php?p=7734182&postcount=252)


swordspell mage
extra energy (http://boards1.wizards.com/showpost.php?p=9152239&postcount=500)


Tiefling Warlock
Warlock level 1 (http://boards1.wizards.com/showpost.php?p=10082317&postcount=752)


Items

Aurelius Shadowstryke
Tome of Eldritch Might (http://boards1.wizards.com/showpost.php?p=6918372&postcount=98)


Dogurasu Thanatos
Arisjachiskgix (http://boards1.wizards.com/showpost.php?p=6931984&postcount=103)


Need A Life
Eldritch Cannon (http://boards1.wizards.com/showpost.php?p=7455011&postcount=181)


swordspell mage
Disguiser’s Cane (http://boards1.wizards.com/showpost.php?p=9152239&postcount=500)


Base Classes

De Batavier
Invocating Arcanist (http://boards1.wizards.com/showthread.php?t=469748) or here (http://boards1.wizards.com/showpost.php?p=6738024&postcount=18) on the Circle


Dogurasu Thanatos
Magus (http://boards1.wizards.com/showpost.php?p=7138097&postcount=151)


swordspell mage
Disguiser (http://boards1.wizards.com/showpost.php?p=9152239&postcount=500)
Dream Monk (http://boards1.wizards.com/showpost.php?p=9306618&postcount=513)


Tiefling Warlock
Essence Wielder (http://boards1.wizards.com/showpost.php?p=7792959&postcount=290)
Soul Blade (http://boards1.wizards.com/showpost.php?p=7826808&postcount=314)


Prestige Classes

De Batavier
Eldritch Blaster (http://boards1.wizards.com/showthread.php?p=7784628#post7784628) on the PrCboards or in the Circle here (http://boards1.wizards.com/showpost.php?p=7784620&postcount=283)


Dogurasu Thanatos
Nightshadow, Ruinmaker (http://boards1.wizards.com/showpost.php?p=7118114&postcount=148)
Eldrimorph (http://boards1.wizards.com/showpost.php?p=7451442&postcount=180)
Hexblade (http://boards1.wizards.com/showpost.php?p=7458573&postcount=186)
Metarcanumist (http://boards1.wizards.com/showpost.php?p=8747993&postcount=454)


Malancthon
Duelist of the Unseen Hand (http://boards1.wizards.com/showpost.php?p=7855251&postcount=353)


Orcy The Green Wonder
Eldritch Lancer (http://boards1.wizards.com/showpost.php?p=6952260&postcount=110)


Tiefling Warlock
Eldritch Invoker (http://boards1.wizards.com/showpost.php?p=7781214&postcount=277)
Soul Sabre (http://boards1.wizards.com/showpost.php?p=7820146&postcount=308)


Races

swordspell mage
Nenvylaens (http://boards1.wizards.com/showpost.php?p=9115217&postcount=488)


Creatures

Dogurasu Thanatos
Dread Dragon (http://boards1.wizards.com/showpost.php?p=7509826&postcount=210)


Need A Life
Monster of Fell Power (http://boards1.wizards.com/showpost.php?p=7434516&postcount=178)



Miscellaneous

Dogurasu Thanatos
Euphoric Frenzy, Surging Blast (http://boards1.wizards.com/showpost.php?p=7751188&postcount=258)


henebry
Warlocks of Wind and Wave (http://boards1.wizards.com/showpost.php?p=10252144&postcount=757)


Tiefling Warlock
Variant Rule (http://boards1.wizards.com/showpost.php?p=7788915&postcount=289)


The meaning of Warlock (http://boards1.wizards.com/showpost.php?p=9446216&postcount=658) with thanks to Sephiroth Do’Urden



:evillaugh
De Batavier

07-19-05, 05:27 AM
Invocations

by CapriciousFate
-Debilitating Blast
-Eldritch Shield
-Oppressive Blast
-Resonating Blast
by De Batavier
-Dark Tiger
-Eldritch hailstorm
-Eldritch hailstorm, greater
-Jungle Lord
-Ratcatcher
-Scorpions Doom
-Scorpions tail
-Shark of the sea
-Sink i will not
-Soulblast
-Starlight Blast
-Steal strength
-Warlock Song
by hieratical
-Dark One’s Armor
-Eldritch Cantrip
by Jharviss
-Illusion
-Lesser Summoning
-Piercing Shuriken
-Poison Needles
by Kratilim Valqui
- Eldritch body fuel
by Lothor Bolvreck
-Command the Darkness
-Life Leech
by Parion
-Eldritch purge
-Fleh puppet
-Shadowy Thoughts
-SpellRend
by Rim-Soulfang
-Eldritch Boost 1,2,3 and 4
by Sephiroth Do'Urden
-Devil's Tounge
-Focused Blast
-The darkness around you
by Von Crown
-Eldritch Overchannel
-Far Summons
-Vampiric Transformation
by wuyanei
-Anarchic Blast [Chaotic]
-Axiomatic Blast [Lawful]
-Blast of the Iridescent Spheres ‘Gift of Yog-Sothoth’
-Holy Blast [Good]
-Prismatic Blast
-Psychedelic Blast
-Song of Temptation
-Unholy Blast [Evil]
by Wyrd Bearer
-Eldritch Binding
-Eldritch Lash

Anarchic Blast [Chaotic]
Lesser, 4th, Eldritch Essence
This eldritch essence invocation allows you to change your eldritch blast into a anarchic blast. You call up chaotic power to smite your enemies. The power takes the form of a leaping, surging ball of multi-hued energy. The blast deals Chaotic damage, which has special effects against some creatures. Only lawful and neutral (not chaotic) creatures are harmed by the spell. An anarchic blast deals damage to a lawful creature and causes it to be slowed (as the spell) for 1d6 rounds. A successful Will negates the slowed effect. An anarchic blast deals only half damage to creatures that are neither lawful nor chaotic, and they are not slowed. A warlock cannot use the anarchic blast invocation if his alignment is not chaotic.

Axiomatic Blast [Lawful]
Lesser, 4th, Eldritch Essence
This eldritch essence invocation allows you to change your eldritch blast into an axiomatic blast. You call up lawful power to smite your enemies. The power takes the form of a straight, rigid, beam of pale blue energy. The blast deals Lawful damage, which has special effects against some creatures. Only chaotic and neutral (not lawful) creatures are harmed by the spell. An axiomatic blast deals damage to a chaotic creature and causes it to be dazed for 1 round. A successful Will negates the daze effect. An axiomatic blast deals only half damage to creatures that are neither lawful nor chaotic, and they are not dazed. A warlock cannot use the axiomatic blast invocation if his alignment is not lawful.

Beguiling Gaze [Enchantment (Compulsion), Sonic, Mind-Affecting]
Greater, 6th, V, S (see text)
Once per round, by staring into its eyes and droning arcane incantations you can beguile a creature, causing it to stop whatever it is doing and stare blankly at you for as long as you maintain eye contact with the creature, plus several extra rounds longer if the creature is weak (treat as the creature as fascinated). Treat this as a gaze attack that can only be used actively. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Only creatures that can see or hear you are affected, but they do not need to understand you to be beguiled.
Any creature that meets your gaze must make a Will save or be affected by your beguiling gaze. For as long as gaze is unbroken (you must concentrate in order to maintain the gaze), the creature remains under the effect of your beguiling gaze. Any potentially threatening situation allows another Will save to break out of the fascination effect. Any obvious threat allows the creature a +4 bonus on its save. Any spell, effect or attack that deals any damage (HP or ability) to the creature breaks the fascination effect automatically. Anything that breaks the eye contact between you and the target, even momentarily (such as an ally covering the target’s eyes), ends the beguiling gaze effect immediately (but see below).
-For any creature with half your caster level in HD or less, the fascination effect lasts for 2d4 rounds after eye contact is broken, but not if the effect is dispelled or if they break out of the fascination with a Will save.
-For any creature with you caster level in HD or less, the fascination effect lasts for 1d3 rounds after eye contact is broken, but not if the effect is dispelled or if they break out of the fascination with a Will save.
-For any creature with more HD than your caster level, the fascination effect lasts only so long as eye contact is maintained.
If you use this invocation in combat, the target gains a +5 bonus on its saving throw.
While the subject is fascinated by this spell, it reacts as though it were two steps friendlier in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.
A creature that succeeds at its saving throw to resist or break out of the fascination effect becomes immune to your beguiling gaze for 24 hours. A creature that fails its saving throw does not remember that you ensorcelled it.
Special Note: You must make arcane gestures (somatic component) to use this invocation, but once the invocation is in effect you can use the gaze-like ability without additional somatic components. However, you must be able to drone arcane incantations (verbal component) to beguile, and to maintain beguilement on, a creature. The invocation lasts for 24 hours, though you can dismiss it before that time.

Blast of the Iridescent Spheres ‘Gift of Yog-Sothoth’
Dark, 8th, Eldritch Essence
This eldritch essence invocation allows you to change your eldritch blast into an iridescent blast. The blast takes the shape of a jet of iridescent, opalescent globes that incase any target hit in a shimmering, swirling aura of vivid but wholly unnatural colors. The blast deals damage to the target, and living targets must make a Fortitude save or be inflicted with a horrible corporeal instability.
Corporeal Instability (Su): A living creature struck by an iridescent blast must succeed on a Fortitude save or suffer a terrible transformation into a spongy, amorphous mass. Unless the victim manages to control the effect (see below), its shape melts, flows, writhes, and boils, causing such pain that most victims go irrecoverably insane. Even worse, the power of corporeal instability has its roots in Yog-Sothoth’s fell powers, and any creature driven insane by the corporeal insanity may slowly transform in to a chaos beast, a fell servitor creature of the outer god.
An affected creature is unable to hold or use any item. Clothing, armor, rings, and helmets become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever less. Searing pain courses along the nerves, so strong that the victim cannot act coherently. The victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (–4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).
Each round the victim spends in an amorphous state causes 1d4 points of Wisdom damage from mental shock. If the victim’s Wisdom score falls to 0, it falls into a nightmare filled coma while its physical form continues to writhe and boil. 1d4 days later, the victim transforms into a chaos beast under Yog-Sothoth’s command.
A victim can regain its own shape by taking a standard action to attempt a DC 15 Charisma check (this check DC does not vary for different warlocks with different ability scores or DC bonuses). A success reestablishes the creature’s normal form for 1 minute. On a failure, the victim can still repeat this check each round until successful.
Corporeal instability is not a disease or a curse and so is hard to remove. A shapechange or stoneskin spell does not cure an afflicted creature but fixes its form for the duration of the spell. A restoration, heal, or greater restoration spell removes the affliction (a separate restoration is necessary to restore any drained points of Wisdom).
Adaption: DMs can replace Yog-Sothoth with any creepy, alien, chaotic god or outer-planar being, such as a god of evil shapshifters or a powerful Hagunemnon (Protean) [Epic Handbook: Epic Monsters], or simply some unnamed and un-namable horror from the Far Realms. Feel free to be creative ;) !

Command the Darkness
Greater Invocation
You gain the ability to rebuke feinds as a cleric
of your level. Treat all feind as having a turn
resistance equal to their Cha bonus

Dark One’s Armor
Least Invocation
When unarmored and unencumbered, the character adds her Charisma bonus to her AC. In addition, the character gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five levels thereafter (+2 at 10th, +3 at 15th, and +3 at 20th level).
These bonuses to AC apply even against touch attacks or when flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, when she carries a medium or heavy load, or when she is shaken, frightened, panicked, or cowering.

Dark Tiger
greater 5th
The Warlock gains two claws and bite. He can attack with them as in a natural attack routine in which the claws are primary attacks and the bite a secondary attack. The claws deal 1d6+str damage, the bite deals 1d8 + str damage. The Warlock gains a +4 to move silently, hide and balance checks. The Warlock gains a +1 dodge bonus and a +1 to reflex save bonus due to cat like reflexes. The eyes of the Warlock change into catseyes and he grows wiskers. Finaly the Warlock gains lowlight vision allowing him to see twice as far as a human in conditions of poor illuminations, three times as far if the Warlock already has low light vision.
Duration is 24 hours.

Debilitating Blast
Greater, 6th, Eldritch Essence
This eldritch essence invocation allows you to change your eldritch blast into a debilitating blast. Any creature struck by a debilitating blast must succeed on a Fortitude save or become exhausted for 1 minute in addition to the normal damage from the blast. If the creature fails it's Fortitude save, it must make a second save 1 minute later or become fatigued for 1 minute. An exhausted creature struck by a debilitating blast is not affected by the exhausted or fatigue aspects of the blast, but takes damage normally. A fatigued creature is not affected by the fatigue aspect of the blast, but can become exhausted if it fails its Fortitude save, returning to its fatigued state after 1 minute(no save, as the creature was already fatigued.) Non-living creatures and creatures immune to fatigue and exhaustion cannot be exhausted or fatigued by a debilitating blast, but take damage normally from the blast.

Devil's Tounge
Least 2nd.
This Invc works exactly like the spell from book of Vile darkness, exept that each round that you maintain a pin with your tounge the target's strength is reduced by 1. The penalties stack.

Eldritch Binding
Greater; 6th, Blast Shape
-This blast shape causes the warlock’s target to become bound in arcane coils, preventing it from moving. Select one creature within normal blast range (60 ft) and make a ranged touch attack against the creature. That creature takes blast damage + essence effects as normal and is considered to be entangled. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty while entangled. However, unlike normal entanglement, a creature entangled by eldritch binding may not move at all. A creature may attempt to escape the binding by spending a round trying to will it off. The entangled creature makes a will check (1d20+base will save+wis mod+ bonuses or penalties that a creature may have on its will saves as normal) vs the warlock’s concentration check. If the entangled creature rolls equal to or higher than the warlock, it is freed. Freeing ones self from the binding is a move equivalent action.
-A warlock may move freely while maintaining the binding on a single creature, so long as the warlock stays within 60 feet of his target. A warlock may not take any actions but move actions while maintaining a binding (exception below) and the creature is instantly freed if a warlock tries to use his eldritch blast for anything beyond entangling the creature or if the warlock fails a concentration check due to damage received. When first attempting to entangle a creature, roll versus its spell resistance once, if the warlock beats the target’s resistance, he does not need to beat it in subsequent rounds to maintain the binding.
-While a creature is bound by the warlock’s blast, the warlock can choose to deal normal blast damage to that creature, plus any effects added by a blast essence. This is a standard action that does not cancel the binding

Eldrich Body fuel
Grater, 7th, Eldrtich Essence
You add more damage die to your Eldritch blast. For each 1d6 you add to you blast you take 3 HP damage. You automaticly add the maximum amount of damage of your level. The maximum amount of damage is half you caster level. This Essence is a special case, this essence does not count as an added essence to your blast. In other words, you may add one other essence.

Eldritch Boost 1
Least
Increases the damage of your eldritch blast by 1d6. Always active. This invocation can only be taken once.

Eldritch Boost 2
Lesser
Requires: Eldrich Boost 1
Increases the damage of your eldritch blast by an additional 1d6. Always active. This invocation can only be taken once.

Eldritch Boost 3
Greater
Requires: Eldrich Boost 2
Increases the damage of your eldritch blast by an additional 1d6. Always active. This invocation can only be taken once.

Eldritch Boost 4
Dark
Requires: Eldrich Boost 3
Increases the damage of your eldritch blast by an additional 1d6. Always active. This invocation can only be taken once.

Eldritch Cantrip
Least
The Warlock is able to use prestidigitation with a duration of 24 hours. Specific effects still only last 1 hour.

Eldritch hailstorm
greater, blast shape
You can distribute the damage die of your Eldritch blast into separate attacks.
For example a 7d6 blast could be divided into 7 1d6, or one of 5d6 and one of 2d6 blasts or any other combination. They must be used against separate targets. All attacks must be rolled separately
If you combine this with an essence invocation, the essence invocation works with only one of the attacks and this must be declared before any of the attacks are made

Eldritch hailstorm, Greater:
dark, blast shape
Same as eldritch hailstorm, but an essence invocation works on all separate attacks instead of
one.

Eldritch Lash
Lesser; 4th; Blast Shape
-Prerequisite: Hideous Blow. A Warlock may learn Eldritch Lash any time he normally gets access to Lesser or better invocations. After learning Eldritch Lash, a Warlock may replace Hideous Blow if he wishes as normal for replacing Warlock invocations.
-By focusing your blast, you cause a long whip of arcane energy to come into existence and attack with it; this is just like declaring that you are adding any other blast shape, so it isn’t even justifiable to call it a free action. Eldritch Lash has a range of 15 feet and the warlock is considered to be armed while this invocation is in effect. Treat the lash as a spiked chain, with the following exceptions: The warlock is proficient with it and requires only one hand to wield properly, the wielders strength has no positive or negative effect on to hit rolls or damage; instead the warlock’s Dex mod it applied to hit rolls (but not damage), the lash deals no damage in of itself, only the normal eldritch blast damage appropriate for a warlock’s level is applied, plus any effects added from a eldritch essence, on a successful melee attack. A warlock may make trip and disarm attempts with the eldritch lash, just as if he were actually armed, and gains a +2 to trip attempts. As a warlock can just will the lash away, he cannot be tripped if his attempt fails. A warlock may make only one attack a round with his eldritch lash (but may make multiple attacks of opportunities if he has combat reflexes). A warlock may keep the lash in existence for as long as he wills and may change the blast essence (not shape) from round to round, however, the lash disappears if the warlock uses his blast normally or changes essence shape. A warlock threatens the area he can reach with an eldritch lash as normal.
-Using eldritch lash means that a warlock does not provoke attacks of opportunity for casting a spell. However, a warlock must make a concentration check as normal for maintaining a spell if dealt damage in order to keep the lash manifested.

Eldritch Overchannel
Dark; 8th; Eldritch Essence
This eldritch essence invocation allows you to increase your eldritch blasts damage by taking backlash damage. An eldritch blast altered by this invocation becomes a full round action, and deals extra damage as determined by the warlock. For every 1d6 points of damage you add, you take 1d10 points of backlash damage. You cannot add more dice of damage than your highest caster level.

Eldritch Purge
Greater - 6th
You can force your wounds closed with but a thought.
You regain lost hitpoints equal to twice your charisma modifier.

Eldritch Shield
Greater, 6th, Blast Shape
This blast shape essence allows you to transmute your eldritch blast into an eldritch shield, providing you with an effect similar to fire shield, causing damage to creatures that touch you with your eldritch blast. Any creature striking you with a weapon, natural attack, or touch takes damage equal to that which you'd normally deal with your eldritch blast in addition to any eldritch essence you apply to the eldritch shield, though you still take damage from the attack. Creatures using reach weapons take no damage; however, their weapons take the blast instead(taking only half damage, as specified under the eldritch blast rules.) If the creature touching you has spell resistance, it applies to this effect, and is checked each time the creature touches or strikes you. This effect lasts for one minute, and while it is active, you are unable to utilize your eldritch blast in any other form until the shield ends, is dismissed, or dispelled.

Far Summons
Dark; 9th
You summon a creature from the Far Realms. When you use this invocation, choose any combination of the following creatures to summon, roll a d100, add your hit dice, and subtract the target creatures hit dice (Combine if summoning multiple creatures).
Creatures
Uvuudaum (Epic Level Handbook, HD: 38)
Kaorti (Fiend Folio, HD: 2)
Rukanyr (Fiend Folio, HD: 7)
Skybleeder (Fiend Folio, HD:12)
Lesser Pseudonatural Creature (Any creature not on the above list with the Pseudonatural template from Complete Arcane, HD: As creature +4)
Greater Pseudonatural Creature (Any creature not on the above list with the Pseudonatural template from the Epic Level Handbook, HD: As creature +30)
Consequences of Summoning
91+: Summoned creature obeys the caster to the best of its ability
61-90: Summoned creature ignores casters commands and leaves to pursue it's own agenda
11-60: Summoned creature attacks caster
10-: No creature heeds the summons

FleshPuppet
Lesser - 4th
Eldritch power re-enforces your muscles.
You gain a profane bonus to Strength, Dexterity or Constitution Equal to your Charisma bonus.
Only one attribute can be so augmented at one time. This bonus can never exceed your class level.
Lasts 24 Hours.

Focused Blast
Lesser 3rd, Eldritch essense.
Your Demonic powers focuses. Your Eldritch Blast now does d8's insted of d6's.

Holy Blast [Good]
Lesser, 4th, Eldritch Essence
This eldritch essence invocation allows you to change your eldritch blast into a holy blast. You call up holy power to smite your enemies. The power takes the form of brilliant, golden bolt of purifying light. The blast deals Holy damage, which has special effects against some creatures. Only evil and neutral (not good) creatures are harmed by the spell. A holy blast deals damage to an evil creature and causes it to be blinded for 1 round. A successful Will negates the blinding effect. A holy blast deals only half damage to creatures that are neither evil nor good, and they are not blinded. A warlock cannot use the holy blast invocation if his alignment is not good.

Illusion
Least; 2nd
The invoker can use Minor Image as per the spell.

Jungle Lord
Great 5th
This invocation gives the Warlock a +4 to strength, a +2 on climb and a climb speed equal to his land speed (including enhancements), if he already has a climbspeed this is doubled (if enhanced landspeed is faster, he'll use the faster speed). He also gaines a gorilla like fur coat, gaining a +1 to natural armor. If he hits with two unarmed attacks (or two claws) in the same round, he may rent his opponent apart for 2d6 damage.
Duration 24 hours

Lesser Summoning
Lesser; 4th
The invoker is able to conjure a creature from a set amount of summonable creatures. Only one creature may be summoned at any one time, and dismissing a creature needs only a free action. They may appear anywhere within 10 feet of the invoker and visually arrive in any manner. If one of the creatures dies while summoned, the invoker may not summon it for one week as it regenerates. When this invocation is selected, the invoker chooses one creature plus one creature per charisma modifier and puts them on a list of possible summons. These summons must be drawn from the list of summons on the Summon Monster table in the Players' Handbook, and may be no higher than creatures on the Summon Monster III list.

Life Leech
Lesser (Eldrich Essence)
3rd Level
You heal 1/3 of the damage done to you opponent

Oppressive Blast
Lesser, 4th, Eldritch Essence
This eldritch essence invocation allows you to change your eldritch blast into an oppressive blast. Any creature struck by an oppressive blast must succeed on a Fortitude save or become fatigued for 1 minute in addition to the normal damage from the blast. A fatigued character struck by an oppressive blast must succeed on a Fortitude save or become exhausted, as well as taking damage normally. An exhausted creature struck by an oppressive blast is not affected by the fatigue aspect of the blast, but takes damage normally. Non-living creatures and creatures immune to fatigue and exhaustion cannot be fatigued by an oppressive blast, but take damage normally from the blast.

Piercing Shuriken
Least; 2nd
The invoker is able to launch a magically altered shuriken into any solid object, be it a stone wall, tree, or full plate. The shuriken is thrown as a ranged touch attack, and deals 1 point of damage to whatever it hits, negating hardness. Furthermore, when the shuriken hits the target, it seals itself to the object, becoming impossible to move without a Strength check against a DC of 10 + Khoringan’s caster level + the invoker’s charisma modifier. If lodged into a person, the damage is only dealt once.

Poison Needles
Lesser; 4th
The invoker can use Poison Needles (as per the spell on page 117 of the Complete Arcane) with the following alterations: The Constitution based poison does 1d2 damage both times; the paralyzation based poison lasts for 1d6 rounds; and the Dexterity based poison does 1d3 damage both times

Prismatic Blast
Greater, 6th, Eldritch Essence
This eldritch essence invocation allows you to change your eldritch blast into a prismatic blast. The blast takes the shape of a brilliant, multi-colored, beam of light. If the ray hits, the target suffers a randomly determined effect. Creatures with 6 HD or less are also automatically blinded for 2d4 rounds.
1d8 Color Effect
1 Red deals d4 instead of d6 fire damage
2 Orange deals d6 acid damage
3 Yellow deals d8 electricity damage
4 Green Poisoned (as Poison spell, Fortitude special)
5 Blue Petrified (as Flesh to Stone spell, Fortitude negates)
6 Indigo Insane (as Insanity spell, Will negates)
7 Purple Mazed (as Maze spell, no save)
8 Two colors Suffer two effects (reroll twice, ignoring any roll of 8)
Special: The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + 1/2 your caster level + your Cha modifier). The poison is considered to be a natural poison (so some druids, for example, are immune to it)

Psychedelic Blast [Enchantment, Mind-Affecting]
Least, 2nd, Eldritch Essence
This eldritch essence invocation allows you to change your eldritch blast into a psychedelic blast. The blast takes shape of a stream of brilliant multi-colored butterflies that go through and then swarm all around the target. This blast deals d4 nonlethal damage (instead of d6 normal damage) to the target, and may cause the target to become dazed, perhaps also stunned and blinded, and possibly knocking them unconscious as well, according to the relative level between their Hit Dice and your caster level.
-Creature’s HD equals half your caster level or less: The creature is unconscious, stunned, blinded, and dazed for 2d6 rounds, then stunned, blinded and dazed for 1d4 rounds, and then dazed for 1 round.
-Creature’s HD equals your caster level or less: The creature is stunned, blinded and dazed for 1d4 rounds, then dazed for 1 round.
-Creature’s HD is greater than your caster level: The creature is dazed for 1 round.
In each case, a Will save negates all additional effects (but not the damage). Mindless creatures suffer the nonlethal damage normally, but are immune to any additional effects. Creatures knocked unconscious by a psychedelic blast are not really unconscious – they are merely so ‘stoned out of it’ that they can do nothing but lay on the ground twitching and babbling incoherently about the pretty, pretty colors. In any case, they are considered helpless.

Ratcatcher
Lesser 4th
When a Warlock using this song starts playing on a flute, all rats and childeren that can hear him will come to him and start following him, as long as he plays on the flute.

Resonating Blast
Greater, 5th, Eldritch Essence
This eldritch essence invocation allows you to change your eldritch blast into a resonating blast. A resonating blast deals sonic damage, lowering the damage dice of your eldritch blast to d4, but dealing double damage to objects, constructs, and creatures especially vulnerable to sound and sonic damage. This double damage supersedes the normal stipulation that eldritch blast deals only half damage to objects. Any creature struck by a resonating blast must succed on a Fortitude spell or become deafened for 1 minute. A creature already defened is not affected by the deafening aspect of a resonating blast. Creatures immune to or resistant to sonic damage(sonic resistance 1 or greater) cannot be deafened by a resonating blast.

Scorpions Doom
greater 5th
The Warlock grows a scorpion tail. This works the same as with the invocation scorpion tail, with the exception that if the Warlock has made a hideous blow he can still make a tail attack as a secondary attack (with the normal -5 penalty). The Warlock also gains tremorsense 60ft
The duration is 24 hours

Scorpions tail
lesser 3th
The Warlock grows a scorpion tail. With this tail he can sting his opponents. The tail deals the same damage and poison as a monstrous scorpion of the Warlocks size (see MM p 287, 288). The DC of the fortitude against the poison is charisma based. The DC is equal to 10 + 1/2 Warlock levels + charisma modifier. The Warlock can use the tail as a secondary attack (with the normal -5 penalty on to hit).
The duration is 24 hours.

Shadowy Thoughts
Greater - 6th
Those who would wrest your thoughts from you encounter only phantoms.
You gain immunity to all Mind-Affecting spells and effects.
Lasts 24 Hours

Shark of the Sea
greater, 5th
By using this invocation a Warlock gains waterbreathing for 24 hours. He also gains a swimspeed equal to his landspeed (including enhancements to that landspeed) or if he already has a swimspeed it will double.
His skin will become more sharklike which gives him a +1 to natural armor and +2 to hide underwater.
Finaly he will gain a bite attack that deals 2d6 + strength damage. He can use this bite attack ones a round or as a secondary attack if he has other natural attacks.

Sink i will not
Lesser 4th
You can invoke the power to not sink through soft surfaces. Thus, you can walk on water, quicksand, or even a spider’s web without sinking or breaking through (this effect does not confer any resistance to particularly sticky webs). You can move at your normal speed, but you cannot run (x4 speed) on an unfirm surface without sinking or breaking through.
If you fall from any height while using this power, damage from the impact is halved.
The duration is 24 hours

Song of Temptation [Enchantment (Compulsion), Sonic, Mind-Affecting]
Lesser, 3rd
A warlock must have at least one rank in Perform to take this invocation. When a warlock using this invocation starts singing, playing an instrument, or otherwise performing in some fashion, he fascinates all creatures that can hear him unless they succeed at a will save. Each creature must be within 90 feet, be able to see and hear the warlock, and be able to pay attention to him. The warlock must also be able to see the creature. The distraction of a nearby combat or other dangers prevents this invocation from working.
The DC for each affected creature’s Will save against the effect equals 13 plus the warlock’s Charisma modifier. If a creature’s saving throw succeeds, the warlock cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature moves (at its normal speed) towards to warlock until it is within 30ft., then stands raptly and listens to the song, taking no other actions, for as long as the warlock continues to perform and concentrate. If the warlock moves away from the fascinated creature, the creature will move to follow the warlock, at up to its normal speed. If the warlock moves out of range, the fascination ends. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks.
Any potential threat allows the creature a new saving throw to break out of the fascination. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, allows a +4 bonus on the will save to break the effect. Walking towards a potentially lethal environment, such as a rapid river or a vat of acid, counts as an obvious threat. Being attacked (whether the attack hits or not), losing HP, or suffering any other spell, ability or effect that requires a saving throw automatically breaks the fascination.
Song of Temptation is an enchantment (compulsion), sonic mind-affecting ability. The fascinate effect ends as soon as the warlock stops singing. Any creature that successfully resists or breaks out of the fascinate effect is immune to that warlock’s Song of Temptation for 24 hours.

Soulblast
lesser 3th, essence
The Warlock can change his eldritch blast into a soulblast. If the soulblast hits, the blast will only deal 1d4 charisma damage. A succesfull will save negates this damage.
special: This is a mind-affecting ability and doesn't work against targets that are immuun.

SpellRend
Greater - 5th
You can use your arcane strength to overpower incoming spells
You gain Spell Resistance equal to your Caster level, plus your Charisma Bonus.
Lasts 24 Hours

Starlight Blast
least 1st Eldritch essence
change blast in starlight blast.
target must make reflex save or becomes dazzled for 1 minute
a dazzled creature struck by the blast in not effected by the dazzling aspect of the blast but still takes damage normally

Steal strength
greater 6th, essence
This invocation changes the Eldritch blast in a strength stealing ability. If a blast hits and the target fails a constitution save, the Warlock takes one point of strength from the target.
A target can only be affected once a day by this invocation.
The temporary strength boost last 24 hours or untill dispelled.
Strength stolen from different targets stacks.
Targets immuun to critical hits are immuun to this invocation.

The darkness around you
Graeter invocation lvl 5.
You turn into a dark cloud of foul smelling vapour. This invocation functions just like the spell Gaseous form, exept that when you enter a square ocupied with anoter creature that creature suffer the effects of a Cloudkill spell.

Unholy Blast [Evil]
Lesser, 4th, Eldritch Essence
This eldritch essence invocation allows you to change your eldritch blast into an unholy blast. You call up unholy power to smite your enemies. The power takes the form of a cold, cloying bolt of greasy darkness. The blast deals Unholy damage, which has special effects against some creatures. Only good and neutral (not evil) creatures are harmed by the spell. An unholy blast deals damage to a good creature and causes it to be sickened for 1d4 rounds. A successful Will negates the sickened effect. The effect cannot be negated by remove disease or heal, but remove curse is effective. An unholy blast deals only half damage to creatures that are neither evil nor good, and they are not sickened. A warlock cannot use the unholy blast invocation if his alignment is not evil.

Vampiric Transformation
Dark; 8th
You gain a few aspects of a vampire. When you use this invocation, your canine teeth elongate and you skin pales. You gain the Vampire's Blood Drain ability, as well as a +8 bonus to strength, a +4 bonus on fortitude saves, and 1d6 bonus hp per caster level. However, for the duration of the effect, sunlight harms you immensly, and you take 1d8 points of damage per round of exposure to natural sunlight. This invocation lasts 24 hours and cannot be dismissed.

Warlock Song
lesser 3rd.
When a Warlock using this invocation starts singing he fascinates all creatures that can hear him. The ability works the same way as the bardic music fascinate. It ends as soon as the Warlock stops singing.

Feats

by De Batavier
-Eldritch Arrow
-Healing touch
-Inflicting touch
-Power over the Undead
by hieratical
-Feel the Darkness
-Midnight School
-Night Wing Style
-Stroke of Midnight
by Lothor Bolvreck
-Obtain Eldrich Familiar
-Witch Blood
by Parion
-Eldritch Knowledge
-Hideous Warrior
by ShiverTheBard
-Epic Eldritch Blast
-Fists of Darkness
-Manipulation of Fate
by Silent Infinity
-Eldritch Performer
by wuyanei
-The Wicked Live Forever

Eldritch Arrow
preq: pointblank shot, eldritch blast, eldritch spear invocation
benefit: Once a round, as a free action, the Warlock can transfrom his Eldritch Blast into an arrow. He can shape this arrow so that it can be used with a bow or crossbow. Until this arrow is fired the Warlock can’t use his eldritch blast ability. The arrow will deal normal damage for an arrow and the normal Eldritch blast damage. The arrow can benefit from circumstances (feats, spells, powers, invocations, items etc etc) that enhance ammunition and/or eldritch blast, essentially counting as both.

Eldritch Knowledge
Preq - Knowledge (Arcane) 8, Spellcraft 5, least invocations
Benifit - You know basic spelltheory.
When meeting Prestige Class Prequisites, you count as being
able to cast arcane spells according to your Invocations.
Least - 1st
Lesser - 2nd
Greater - 3rd
Dark - 4th
Eg... A level 9 warlock counts as being able to cast 2nd level arcane spells when meeting Prestige class prerequisites

Eldritch Performer
You have awakened ancient power in your music or maybe that music has awakened ancient power…in you.
Prerequisite: Bardic Music, Eldritch Blast.
Benefit: If you have levels in bard and warlock, those levels stack for the purpose of determining the damage dealt by your eldritch blast ability and determining the number of times per day you can use your bardic music.
This feat does not increase the caster level of your eldritch blast; nor does it allow bardic music abilities beyond what your class levels would normally allow. You must still remain non-lawful in alignment in order to continue gaining levels as a bard.

Epic Eldritch Blast
Prerequisites: 10d6 Eldritch Blast Damage, Ability to cast a Dark Invocation
Benefit: Add +2d6 damage to your Eldritch Blast. This feat may be taken mutiple times, but after the first, you gain only +1d6 Eldritch Blast Damage.

Feel the Darkness [General]
Prerequisites: Void Sense Invocation, Blind-Fight, BAB +4
Benefit: Using senses such as acute hearing and sensitivity to vibrations, you pinpoint the location of opponents who are no more than 5 feet away from you. Invisibility and darkness are irrelevant, though it you discern incorporeal beings. This feat is equivalent to Blindsight, 5-Ft. Radius, with different prerequisites.

Fists of Darkness
Prerequisites: 2d6 Eldritch Blast Damage, Still Mind class feature
Benefits: Your Warlock levels stack with Monk levels for Unarmed Damage. As well, half your Monk levels apply to your Eldritch Blast damage. From now on, you may expend two uses of the Stunning Fist feat to as a swift action, apply your Eldritch Blast damage to an unarmed strike. You must declare the use of this before making your attack roll, thus a missed attack fails but still costs 2 daily uses of Stunning Fist.

Healing touch
preq: eldritch blast, good alignment
benefit: 1 + charisma modifier a day, you can change your eldritch blast into a healing touch (positive energy). You heal the amount of your eldritch blast, this is a touch ability.

Hideous Warrior
Prerequisites: BaB 6+, Hideous Blow invocation
You can now use your Hideous blow invocation as part of a full attack.
Only the first attack to hit gains the extra damage from the hideous
blow; all other attacks that hit deal damage as normal.
When this ability is used, you take a -4 on concentration checks for
the rest of the round (including checks caused by attacks of oppertunity
or defensive casting).

Inflicting touch
preq eldritch blast, evil alignment
benefit: 1+ charisma modifier a day, you can change your eldritch blast into a negative energy touch attack. It deals 2x your normal eldritch blast damage, this is a touch attack.

Manipulation of Fate
Prerequisites: Decieve Item class ability, UMD 10 ranks
Benefits: Your mastery of manipulating magical items allows you to manipulate fate itself. Three times a day, you may roll a UMD check to enhance a d20 roll. Add a +1 bonus to this one roll for each five points your UMD exceeds 10. This may be used on skill checks, attack rolls, saves, ability checks.

Midnight School [Tactical]
Prerequisites: Flee the Scene Invocation
Flash of Sunset: When the warlock uses their Flee the Scene invocation to move into melee range they may immediately make a single melee attack
Double Vision: If the warlock starts their turn in melee range of an opponent, and Flee the Scene is used to teleport to the other side of that opponent (Any position that would allow flanking benefits if the warlock had stayed where he started), then that opponent is considered flanked by the warlock until the end of the warlock’s next turn.
Night Haunt: Once the Warlock successfully uses Double Vision on the same opponent on two consecutive turns, the Warlock gains a 50% miss chance for the first attack from this opponent on this turn and turn thereafter that the warlock successfully uses Double Vision.

Night Wing Style [Weapon Style]
Prerequisites: Weapon Focus: Longspear, Fell Flight Invocation, Hideous Blow Invocation, Flyby Attack
Benefit: When you use Flyby Attack to deliver a Hideous Blow with a longspear, the longspear does double damage. This does not double the damage from the eldritch blast.

Obtain Eldrich Familiar
Prerequisites: Knowledge(arcana) 4 ranks, must know atleast 3 invocations.
You must preform a ritual witch takes 24 hours and cost 500gp, after which you recive a familiar as presented here (http://boards1.wizards.com/showthread.php?t=341669)

Power over the Undead
preq: knowledge religion 8 ranks, knows the invocation the dead walk
benefit: the Warlock can change his eldritch blast into a turn undead ability for 3+ charisma modifier times a day. This turning ability works the same as a cleric of four levels lower

Stroke of Midnight [Weapon Style]
Prerequisites: BAB +8, Hideous Blow invocation, Quicken Spell-Like Ability: Eldritch Blast, Weapon Focus
Benefit: Once per round, when using the weapon specified by your Weapon Focus feat, you may declare one of your attacks a Stroke of Midnight. Treat this attack as a Hideous Blow, except that it is an attack action, and can be combined with other attacks, if you have more than one.

The Wicked Live Forever [General]
The good die young; the wicked live forever. -- Ancient Chinese saying
Prerequisites: Fiendish Resilience class feature
Benefits: Your may enter a fiendish resilience state for one extra time per day. The Fast Healing you gain when in the fiendish resilience state improves by 1 (For example, Katerinin Chaosbringer, a 14th level warlock, possess the ‘Fiendish Resilience 2, 1/day’ class ability. If she chooses the ‘The Wicked Live Forever’ feat upon reaching 15th level, her Fiendish Resilience improves to ‘Fiendish Resilience 3, 2/day.’ Upon reaching 18th level, her fiendish resilience class ability automatically improves to ‘Fiendish Resilience 6, 2/day.’).
Special: You may take this feat multiple times. The effects stack

Witch Blood
Prereqs: Must be taken at 1st lvl
If you are not a fey, or an outsider you must be any chaotic or any evil
Benefit: You may add your CHA modifier to the damage of your Eldrich Blast, to a maximum value of your spell casring level. A warlock with a CHA of 18 will therefore do 1d6+1 at lvl1, 1d6+2 at lvl 2, 2d6+3 at lvl 3, 2d6+4 at lvl 4, 3d6+4 at lvl 5 and so on (assuming he is not wearing magic items to increase his Charisma).
Special: A non fey or outsider warlock who ceases to be Chaotic or Evil loses the benefits of this feat. If one of the alignment axises return to one of these levels then the benefits of the feat can be regained using the "Atonement" spell.
Note: Feats like "Nymph's Kiss" (exalted deeds) that give a +2 bonus to all CHA-related checks does not apply to this.
Items

by Kaboth
-Boots of Mobility
-Bracers of Magical Might
-Rings of Eldritch Infusion
by hieratical
-Warlock’s Vestment
-Warlock’s Vestment, improved
-Warlock’s Vestment. greater
by Pariom
-Talisman of the Eldritch Path

Boots of Mobility
These boots are made out of Displacer Beast hide and seem to shimmer when activated. The grant the wearer an increase of 30 feet to their base move rate. Both boots must be worn for the magic to work.
Faint Transmutation; CL 3th; Craft Wondrous, Expeditous Retreat; Price 4,000; weight 1 lb.

Bracers of Magical Might
These bracers look very ornate and inscribed with mystical runes. Once the bracers are worn, they empower the wielder to (Option 1 or Option 2). If the wielder already can use magical energies that require a ranged touch attack they will gain a +2 competence bonus on attack a +1 competence bonus damage on such attacks. Both bracers must be worn for the magic to be effective.
Moderate Transmutation; CL 10th; Craft Wondrous; Price 40,000; weight 1 lb.
Option 1
Allow the wielder to use spells off scrolls with a ranged touch attack up to 6th level with no penalties.
Option 2
Allows the wielder to use scorching ray 3/day

Rings of Eldritch Infusion
These rings are made of platnium and have a skull with two rubies inset the eyes, the interior of the ring has abysal or infernal inscriptions in it. Once donned a Warlock can invoke any essence or shaping invocation potentially invoke up to 3 times a day, but he needs not to know it, any other invocation can be invoked once per day. However, the warlock can only invoke up to strength he does know. For Example, an 13th level Warlock could not use a Ring III to invoke Dark Invocations, nor could an 13th level with a Ring I invoke an extra Greater Invocation.
Ring I - Allows Least Invocations
Ring II - Allows Lessor Invocations (or lower).
Ring III - Allows Greater Invocations (or lower).
Ring IV - Allows Dark Invocations (or lower).
Craft Ring; Warlock Invocation Power of Appropiate Level (I - IV)
Rings I and II are Moderate, CL 12 (I) 25,000gp , CL 14 (II) 50,000gp
Rings III and IV is Strong, CL 16 (III) 80,000gp, CL 18 (IV) 120,000gp

Talisman of the Eldritch Path
This 6ft diameter Orb of Black Quarz is inactive unless installed in a vessel with a fly speed. Anyone who places both hands upon the orb and concentrates(a full round action),can access the following effects.
1. Entropic Warding (as the invocation).
2. Walk Unseen (as the invocation).
Both affect every creature & object on board. Creatures and items affected by one of these effects do not gain the benefits against each other.
i.e. If the vessel & crew are under the affects of walk unseen, then the crew can still see each other and the ship. However, they are invisible to everyone/thing else.
Once a day, the controller can create a Gate like effect. This opens in front of the vessel, which can then pass through, and closes behind once the vessel is through.
Is the vessel is a living ship, then the controller is automatically the pilot, and he does not need to be in contact with the Talisman to activate its powers.
Lastly, the orb can be used as a weapon. When at least one creature capable of using the Eldritch Blast ability concentrates upon the Orb( A full round action), the controller can use their eldritch power to cast Disintegrate(sp). The DC/Caster level of this ability is equal to the combined Eldritch Blast damage dice of the creatures concentrating upon it.
e.g. A 5h level Warlock and a 9th level warlock are concentrating upon the orb. Once per round, the Controller can use the Disintegrate ability, with a save DC of 8. (Yes, I know this is low. But get enough Warlocks together, and this can become quite powerful)

Warlock's Vestment
This black vest is inscribed with red runes.
A Warlock with DR 1/Cold Iron or higher adds one to his damage resistance, and if the warlock has access to the Fiendish Resilience power the Warlock may use that power one aditional time per day.
Moderate Transmutation, CL 10, Craft Wonderous Item, Creator must have the Fiendish Resilience Ability, Price 13,000 gp

Warlock's Vestment, Improved
As above but +2 DR/cold iron
CL 15, Price 16,000 gp

Warlock's Vestment, Greater
As above but +3 DR/cold iron
CL 20, Price 20,000 gp
(Cost based on Druid's Vestment and half the cost of Adamantium Armor, since it add DR/-. Rounded up.)


Prestige Classes

Invocation Master lothor Bolvreck
ArchWarlock Mirikon
Heritage Researcher Savras
Soulsinger Silent Infinity
Warlock PrC- Combat Warlock FabulousRex

Invocation master (http://boards1.wizards.com/showpost.php?p=5061982)
ArchWarlock (http://boards1.wizards.com/showpost.php?p=5311306&postcount=1)
Heritage Researcher (http://boards1.wizards.com/showpost.php?p=5319889&postcount=1)
Soulsinger (http://boards1.wizards.com/showthread.php?t=399313)
Warlock PrC- Combat Warlock (http://boards1.wizards.com/showpost.php?p=5365160)
De Batavier

07-19-05, 05:28 AM
Invocations

by De Batavier
-Acid Blood
-Painful current
-Shattering Scream of Doom
-Terror from below
-Vipers Bite

by DolArrah
-Storm of Anger

by Sephiroth Do'Urden
-Balor's Embrace
-Disintegrating blast
-Feast of the Barghest
-In the clutch of the Demon prince
-Rimefire Blast

by The Stray
-Doppelganger's Skin
-Form of the Nightstalker
-Shrieking Hell Blast
-Spy the Waking Mind
-Torment the Dreaming Mind

by wuyanei
-Beastform chain (inspired by “Beastform” invocation discovered by Lord Schpungus)
-Burst of Terror
-Death Blast
-Eye of the Beholder
-Ghoul Touch
-Mantle of Horror
-Mien of the Patron
-Mind-devouring Blast
-Summon Servitor chain (inspired by “Lesser Summoning” invocation discovered by Jharvis)
-Vitriolic Blood
-Vitriolic Touch
-Word of Death and Damnation
-Wyrmform
* Dire (epic) invocation rules



Dire (epic) invocation rules Epic invocations. The ability to slay with a flick of your finger; to nullify archmages with a glance; to transform into dragons or demons; to destroy with a mere utterance. Epic invocations suppass even Dark invocations in power -- and danger. They can be taken only with feats -- the Extra Epic Invocation feat to be exact, and each invocation requires years of painstaking research on the part of the warlock. However, the power they confer make them more than worth it.


Acid Blood
lesser 4th
The Warlock turns his own blood to acid with this invocation. The effect is that when he's hit, acid sprays from the wound. This acid deals 2d6 damage to everyone on the side the Warlock was hit (the three squares on one side of the Warlock). Reflex save halves damage. The DC equals 10+Warlocks level
Duration 24 hours

Balor's Embrace
Dark 8th
You Summon hellish flames to surround your body. This invocation has two major effect's; You gain the Fire subtype and anyone grappling with you or passes through your space takes an amount of damage equal to half of your Eldritch blast (As Fire damage of course) per round. The duration is 24 hours. The damage also apply to your natural weapons, if any.

Beastform, lesser
Lesser; 3rd
Choose one animal from this list: bat (tiny sized), mole, rat, raven, snake (tiny viper), cat, mongoose, weasel or moray eel (tiny sized). The warlock may change his shape into this creature at will. This ability works like a druid¡¦s wild shape ability, except the warlock can only change into the selected animal. Alternately, you may choose any other tiny sized natural (no dire or legendary variants allowed except for those specifically listed) animal of generally equal power level, subject to DM approval. You can take this invocation more than once. You choose a different animal form each time you take the invocation. The duration for this invocation is 24 hours.

Beastform
Greater, 5th
Choose one animal from this list: giant bat (small sized), dire rat, black bear, badger, vulture (use eagle stats, but with scent ability instead of sight bonus), snake (small or medium viper), cheetah, hyena, wolf or shark (small or medium sized). The warlock may change his shape into this creature at will. This ability works a druid's wild shape ability, except the warlock can only change into the selected animal. Alternately, you may choose any other small or medium sized natural animal (no dire or legendary variants allowed except for those specifically listed) of generally equal power level, subject to DM approval. You can take this invocation more than once. You choose a different animal form each time you take the invocation. The duration for this invocation is 24 hours.

Beastform, greater
Dark; 8th
Choose one animal from this list: giant bat (medium sized), brown bear, condor (advance the eagle to medium size), snake (large viper), tiger, lion, great wolf (advance a wolf to large size) or shark (large sized). The warlock may change his shape into this creature at will. This ability works like a druid's wild shape ability, except the warlock can only change into the selected animal. Alternately, you may choose any other medium to large sized natural animal (no dire or legendary variants allowed except for those specifically listed) of generally equal power level, subject to DM approval. You can take this invocation more than once. You choose a different animal form each time you take the invocation. The duration for this invocation is 24 hours.

Burst of Terror [Fear, Mind-affecting]
Greater; 4th; Necromancy
As the spell fear, except it affects all creatures in a 20 ft. radius burst centered on the warlock instead of creatures in a 30ft. cone.

Death Blast
Dire (Epic); 10th; Eldritch Essence
This eldritch essence invocation allows you to change your eldritch blast into a death blast. The blast takes the shape of a void-dark bolt of unholy lightning. The blast deals negative energy damage. Any creature struck by an oppressive blast must succeed on a Fortitude save or be slain. This is a death effect.

Disintegrating blast
Greater 6th, Eldritch essense
Your blast deals 1 ½ as much damage. If this damage is enough to slay the victim, it turns them to dust. Their equipment remains unharmed. If they succeed on a fort save, they ½ of your usual Eldritch blast damage witch can still kill and disintegrate them.

Doppelganger's Skin
Lesser, 2nd
The Warlock calls upon the shapeshifting abilities of the Doppleganger to hide and disguise themselves. The Warlock can assume the shape of any Small or Medium humanoid as if through the Alter Self spell, freely designating the new form's minor physcial qualities (such as hair color, hair texture, skin color, and facial features) within the normal ranges for that species. The new form's significant qualities (such as hight, weight, and gender) are also under her control, provided they fall withing the normal ranges for the new form's race. When used as part of a disguise, this invocation provides a +10 circumstance bonus to Disguise checks. The Warlock can maintain this new form for 10 minutes per level.

Eye of the Beholder
Dire (Epic); 10th
You grow a glaring, malevolent eye in the middle of your palm (you choose which palm to grow the eye). This eye emits a 60 ft. cone of anti-magic, just like the main eye of a beholder. Each round on the beginning of your turn you may chose whether to open the eye, and which direction to point it at. You cannot use the hand with the eye to perform somatic components if the eye is open. This invocation's duration is 24 hours.

Feast of the Barghest
Dark 9th.
(This description assumes that you are medium size)
You devour the body of a dead or (Preferably) Helpless victim of medium size or smaller. You can eat up to one victim of medium size within an 8 hour span or you could eat two small, four tiny and so on... It takes a full round action to use this invocation.
After this feast, regardless if you eat the maximum amount available or not, you don't need to eat or drink for another 24 hours and you heal an amount of damage equal to the victim's hit die x it's con mod or just equal to the hit dice if the victim is dead.

Form of the Nightstalker
Dark, 8th
Legends tell of a shadowy monster known as Tayce Bloodyblades, who possessed the ability to be one with the shadows as he stalked his prey. The Warlock has learned to emulate his legendary abilities for a time, at the cost of his spellcasting ability. The duration of this ability is 24 hours, but is dismissable.

The Warlock gains a +4 enhancement bonus to Dexterity, a +3 luck bonus to AC, a +5 luck bonus on Reflex saves, and a +8 competance bonus on Spot, Listen, Escape Artist, and Move Silently checks.
The Warlock gains the Weapon Finesse feat and the Evasion ability (see the Rogue description in the PHB). The Warlock deals an additional 3d6 damage whenever she flanks an opponent or an opponent is denied its Dexterity bonus to Armor Class. This extra damage works like the Rogue's sneak attack ability.
The Warlock becomes one with the shadows. As long as the Warlock is within 10 feet of some sort of shadow and is not within the radius of a daylight spell or in bright natural sunlight, the Warlock gains concealment and can use the Hide skill even while being observed. These effects are not negated by a see invisibility spell, but a True Seeing spell negates the concealment and the Hide in Plain Sight effect.
Once per casting, the Warlock can attempt to slip through a solid object or barrier up to 10 feet thick with a DC 20 Escape Artist check, though doing this ends the invocation (regardless of success).
The Warlock loses access to all Invocations (including eldritch blast) for the duration of this invocation, and cannot use their use Magic Device skill to emulate a spellcasting class.

Ghoul Touch
Lesser; 4th; Necromancy
The warlock can deliver a touch attack that emulates the effects of a ghoul touch spell, except that he can use the touch attack any number of times for the duration of the invocation. The duration for this invocation is 24 hours.

In the clutch of the Demon prince.
Dark 9th
This dreaded Invocation summons a hidious looking hand that burst's up from the ground anywhere within range. The hand acts grapples like a hand from the Bigby's grasping had spell, but it cannot move from the spot from where it erupted. If the hand maintains it's pin for five rounds the grappled character must succeed on a will save or suffer the effects of an imprisonment spell.

Mantle of Horror [Fear, Mind-affecting]
Dark; 8th; Necromancy
As fear, but it affects all creatures in a 30 ft. radius burst centered on the warlock. Activating this ability is a swift action. A creature that succeeds on its save to resist a warlocks Mantle of Horror becomes immune to that warlock's Mantle of Horror for 24 hours.

Mien of the Patron
Dire (Epic); 10th
Choose one specific non-unique outsider creature with the chaotic or evil descriptor (balor, death salaad, pit fiend etc.) that has HD equal to your caster level or less. You can transform into this specific creature type, as with the shapechange spell, at will. You do not gain any hit points from the transformation. You must still abide by the restrictions given in the shapechange spell. The duration of this invocation is 24 hours. You can take this invocation more than once. You choose a different outsider form each time you take the invocation.

Mind-devouring Blast [Mind-affecting]
Greater; 6th; Eldritch Essence; Enchantment (Compulsion)
This eldritch essence invocation allows you to change your eldritch blast into a mind-devouring blast. The blast takes the shape of a dull-gray beam of light. If the target creature fails a Will saving throw, its Intelligence and Charisma scores each drop to 1, as if under the effects of a feeblemind spell. The affected creature is unable to use Intelligence-based or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving throw.

Painful current
Greater 6th, Eldritch Essence
This essence changes the Elrdritch blast into an electric current. When it hits the electric current makes muscles twist involuntarily. Besides the normal damage the blast deals 1 points of dexterity damage. Also the target must make a reflex save or fall prone.

Rimefire Blast
Greater essence
Calling upon the Mystical powers of the Rimefire Eidolons your Eldritch blast deals pure rimefire damage! Thus half the damage you deal is cold and half of it is fire damage.

Shattering Scream of Doom
greater 5th
When he uses this invocations the Warlock starts a shattering scream of doom. This scream deals 5d6 + 1 per Warlock level sonic damage to objects and creatures in a 60ft cone. Fortitude save halves. If the save is missed the targets are also deafened for 4 rounds. The invocation works as the shatter spell in the targeted area.
The spell deals double damage against creatures of the construct type, including living constructs.
Creatures normally not affected by sonic damage are immune, unless they are of the construct type.
Duration is instantaneous


Shrieking Hell Blast
Lesser, 4th, Eldritch Essence
By calling on the power of Pandemonium, this eldritch essence allows the Warlock to turn her eldritch blast into a shrieking hell blast. A shrieking hell blast deals d4 sonic damage (instead of d6 normal damage). any creature struck by the attack must make a Fortitude save or be deafened for 1 minute. Multiple shrieking hell blasts do not increase the duration.

Spy the Waking Mind
Lesser, 2nd
By tapping into her dark powers, the Warlock can spy on the surface thoughts of others around her. The Warlock can use Detect Thoughts as the spell, except the duration is 24 hours.

Storm of Anger
Dark; 7th; Area affect
You summon a cloud of anger that spreads out from the caster. It starts out 30 ft by 30 ft, then increases at a rate of 1 ft per minute. The warlock can only have one at a time, and this affect dissapates after 1 minute per warlock level. Anyone within the cloud (other than those that the caster designates) become angry and attack the nearest people. High winds buffet everyone, as if in a thunderstorm.

Summon Servitor, lesser
Lesser; 3rd; Conjuration (Summoning)
As the Summon Servitor invocation, but with the following creature slot table (see table) instead. The warlock may add or replace creatures every two levels instead of every three levels. Furthermore, the summoned creatures appear for 1 round per caster level, and each creature may be summoned for up to once per day without incurring additional debt.
Summon Servitor, Lesser: Creature Slot Table (*):
Caster Level Summons
1st Summon Monster 0 x2; Summon Monster I
3rd Summon Monster 0; Summon Monster I
5th Summon Monster I; Summon Monster II
7th Summon Monster II; Summon Monster III
9th Summon Monster III; Summon Monster IV
(*) These creature slots are cumulative. A 9th level caster, for example, would choose three creatures from the Summon Monster 0 and Summon Monster I lists, plus two creatures each from the Summon Monster II to Summon Monster III lists, plus one creature from the Summon Monster IV list. You may always choose a creature from a lower-level Summon Monster list, if you so desire. (Special note: I've expanded the Summon Monster and Summon Nature's Ally spells to include cantrip-level spells. The creature list includes dormice, squirrels, blue jays, celestial doves, celestial nightingales, fiendish rats, fiendish chihuahuas <very evil!!> etc.)

Summon Servitor
Greater; 6th; Conjuration (Summoning)
The invoker is able to conjure a creature from a set amount of creatures that he may summon. Only one creature may be summoned at any one time. Invoking Summon Servitor before a previously conjured creature has been slain, dispelled, or dismissed simply has no effect (no creatures answer the summons). Summoned creatures may appear anywhere within 10 feet of the invoker and may visually arrive in any manner. If a summoned creature dies, the invoker may not summon that creature for one week as the creature regenerates.
When this invocation is first selected, the invoker chooses one creature, plus one creature per three caster levels (maximum 9 creatures at 24th level) and puts them on a list of possible summons. The invoker may not choose a creature with an alignment opposed to his own on any axis (Law-Chaos or Good-Evil). The invoker can add a new creature to his list of summons every three caster levels (subject to alignment restrictions, as usual). Whenever the warlock may add a new creature, he can also swap out a previously chosen creature and replace it with a new one from the same Summon Monster list, if so he desires. These summoned creatures must be drawn from the list of creatures on the Summon Monster table in the Players' Handbook, and may be no higher than creatures in the Summon Monster list specified on the Summon Servitor Creature Slot Table (see below). You do not gain any extra creature slots beyond caster level 24th, but you may swap out an old creature for a new one every three caster levels, as usual.
Unlike most invocations, which usually last for 24 hours, a conjured creature cannot long remain on the prime material plane. Each servitor creature can be summoned once per week for up to 1 hour without incurring any extra debt to it. Summoning a creature for more than once per week, or for more than one hour at a time, will causes you to become beholden to the creature. You must negotiate with the creature and repay your debt, as with the lesser planar ally spell. Failure to pay the creature will cause the creature to ignore any future summons, at the very least. At worst, the creature might turn on you.
Summon Servitor: Creature Slot Table (*):
Caster Level Summons Caster Level Summons
5th Summon Monster III x2 15th Summon Monster VI
6th Summon Monster III 18th Summon Monster VII
9th Summon Monster IV 21st Summon Monster VIII
12th Summon Monster V 24th Summon Monster IX
(*) These creature slots are cumulative. An 18th level caster, for example, would choose three creatures from the Summon Monster III list, plus one creature each from the Summon Monster IV to Summon Monster VII lists. You may always choose a creature from a lower-level Summon Monster list, if you so desire.

Summon Servitor, greater
Dark; 9th; Conjuration (Calling)
After you take this invocation, you must somehow contact and make a bargain with an outsider (of any hit dice, but subject to DM approval). You must persuade the outsider to agree to answer your summons (possibly with a hefty bribe, probably with an agreement of regular payment in the future). No matter what price you are willing to pay, there is no guarantee that the outsider will agree. If the outsider agrees (and is actually willing to honor the agreement, which is by no means a certain thing), you may call forth the creature, as if with a gate spell, at any time. You must pay 500 XP each time you call the creature forth. Greater Summon Servitor does not compel an unwilling creature to come forth. Nor does it compel the called outsider to obey you (hence the importance of prior agreement). Basically, the creature always arrives uncontrolled. You may request the called creature to perform a service in exchange for payment, as if with the planar ally spell. Unlike with the planar ally spell, you can ask the creature to perform a service that takes no longer than 1 hour (such as to fight on your side for one battle) and promise to pay it later (perhaps as part of your regular payment to it), since you have a long-term agreement in place. This means that you can, among other things, call forth the creature and ask it to fight for you immediately. You are honor-bound to pay the creature for its service. If you fail to pay the creature, the creature will, at the very least, ignore any future summons. At worst, the creature might turn against you.
You may have any number of agreements active, with any number of different creatures. Each agreement is independent, and you must fulfill the terms of each bargain individually or suffer the consequences. You may make an agreement with an outsider lord, such as an arch-devil or a demon prince, where the outsider lord agrees to send its minions to your aid when you call for them. In this case, the invocation functions like a planar ally spell, except that there is no limit to the HD of the creatures called, and that you may request the called creatures to join the battle immediately.
Good outsiders, and most elementals, are seldom motivated by monetary gain; evil outsiders have an unfortunate tendency to betray or double-cross their summoners; chaotic outsiders are inherently unreliable; lawful outsiders usually have duties they are loath to abandon, even for a short while. You may use any method at your disposal to make the agreements binding, such as with planar binding spells, or with contract rituals. There is no guarantee that you will succeed. Indeed, it is quite possible that the beings you call forth will turn upon and destroy you. Such are the perils one must face when one walks the path of greater power.
(Basically, this is a Greater Planar Ally with no creature HD limit and which takes but a standard action to cast. The downside is that you must make a prior agreement with the creature -- not an easy task! -- and that you may only call forth a limited number of creatures, which reduces the utility aspect of the spell. Furthermore, the invocation does not compel obedience, so double-crossing is always a concern, especially when dealing with evil creatures.)

Terror from below
Greater 6th
By using this invocation the Warlock gains a burrowing speed equal to his landspeed (half this speed if he want to leave a tunnel that others can use). To be able to burrow the Warlock grows large clawed hands. With these claws he can deal 1d8+str damage per claw. In a natural attack routine they count as primary weapons. He also gains the ability to spit acid, ranged touch attack, once every 1d4 rounds (Normally this acid is used to help burrowing). The acid deals 2d6 damage the first round and 1d6 the second round. The Warlock also gains tremorsense 60ft. The Warlock also forgoes the need the breath. He is immune to suffocation effect while under the influence of this invocation.
Duration is 24 hours

Torment the Dreaming Mind
Greater, 5th
The Warlock has gained the ability to torment his enemy during their most vulnerable moments: in their sleep. The Warlock can use Nightmare as the spell.

Vipers Bite
lesser 4th
De Warlock gains the fangs of a viper with this invocation. He gains a bite attack that deals 1d6+str damage (for medium characters). This bite also deals poison damage 1d4 strength damage, primary and secondary. The save dc is 10+charisma modifier of the Warlock. This bite attack can be used as a secondary attack.
Duration is 24 hours or until a succesful bite.

Vitriolic Blood
Lesser; 4th;
With this invocation, the warlock turns his own blood to a vicious, venomous acid. If the warlock is ever hit with a slashing or piercing weapon in melee, any attacker within 5ft. must make a reflex save or take 2d6 acid damage. Any slashing or piercing weapon that hits the warlock automatically takes 2d6 acid damage per hit. Furthermore, the acidic blood is highly poisonous. Any creature that takes at least 1 point of acid damage must immediately make a Fortitude save to avoid taking 1d10 points temporary constitution damage. The fortitude save DC to avoid taking poison damage is 10 plus half your caster level plus your Constitution modifier. The creature must make a second Fortitude save 1 minute later to avoid take another 1d10 points constitution damage. This poison is magical in nature.
The warlock's acidic blood remains potent for 1 hour after it is removed form the warlock (so it can be coated on blades, forced down someone's throat, put in a vial and thrown as a grenade weapon etc.). Extracting a 'dose' of blood deals the warlock 1 point of constitution damage. Treat the blood as an injury type poison that also functions as an acid. Any creature that takes acid damage from the blood is also affected by the blood's poison. The duration for this invocation is 24 hours.

Vitriolic Touch
Lesser; 3rd; Transmutation
Your hands secrete a caustic acid that also acts as a weak poison. You can deal 1d6 acid damage with a touch attack, and any target that takes the acid damage is affect by the poison effect. You can combine vitriolic touch with an unarmed melee attack, or even with the hideous blow invocation. The poison deals 1d3 temporary strength damage as primary and secondary effect. The fortitude save DC to avoid taking poison damage is 10 plus half your caster level plus your constitution modifier. This poison is considered a natural poison, which means that high-level druids, among others, are immune to its effects. The duration for this invocation is 24 hours. Note that for as long as you are under the invocation's effect, anything you touch (including your own possessions) is subject to the acid damage.

Word of Death and Damnation [Evil, Death, Mind-affecting]
Dire (Epic); 10th; Enchantment (Compulsion); V (see text)
You speak a word of the Dark Speech directed at a single creature within close range (25 ft. + 5 ft / 2 lvls). The word is filled with such malice that the creature suffers the following effects, whether it hears you or not. There is no saving throw allowed for any of these effects.

less than 50 hp the creature dies. If the creature somehow avoids death, it is stunned for 4d4 rounds and permanently blinded.
50 ~ 100 hp the creature is stunned for 2d4 rounds and blinded for 1d4+1 minutes.
100 ~ 150 hp the creature is stunned for 1d4 rounds and blinded for 1d4+1 rounds.
150 ~ 200 hp the creature is blinded for 1d4+1 rounds.
200 ~ 250 hp the creature is blinded for 1 round.
A creature that survives your Word of Death becomes immune to any Word of Death uttered by you for 24 hours.
Special: There is no somatic component for the Word of Death invocation, but there is a verbal component instead

Wyrmform
Dire (Epic); 10th
Choose a specific type of dragon, such as red, green, silver, wyvern, firedrake etc. The dragon type's alignment must not be opposed to yours on any axis (Lawful or Chaotic; Good or Evil). You may shapechange into that type of dragon at will, as if with the shapechange spell. You must obey all limitations written in the shapechange spell. You may take this invocation more than once. You choose a different dragon type each time you take the invocation. The duration for this invocation is 24 hours



Feats

by De Batavier
-Wounding Blast

by wuyanei
-Combine Essence
-I Will It, So It Shall Be
-Sudden Combine Essence


Combine Essence
Prerequisites: Must know at least two eldritch essence invocations.
Benefits: You may apply two eldritch essence invocations to your eldritch blast at the same time. You must know the invocations. If only one eldritch essence invocation changes the damage type, the damage dealt is of that type. If both eldritch essence invocations change the damage type, half the damage dealt is of one type while the other half is of the other type. Special effects both apply, and the victim may use spell resistance or save against each effect independently. You may not add the same eldritch essence invocation twice. Invoking an eldritch blast while using the combine essence feat requires a full-round action.

I Will It, So it Shall Be
Benefits: Choose an invocation that you know. Three times per day you can use that invocation without using any somatic, verbal or material components. If that invocation has an XP component, you must pay the XP cost each time you use the invocation. If that invocation has a material component that costs more than 1 gp, you must pay one-fifth the gp cost in XP (round up) each time you use the invocation, this is in addition to any XP cost of the invocation. If that invocation requires a focus, you must have that focus at hand to use the invocation. You may take this feat more than once. Each time, you may choose another invocation, or choose a previously chosen invocation again to add three uses of the feat per day for that invocation.

Sudden Combine Essence
Prerequisites: Must know at least two eldritch essence invocations.
Benefits: You may apply two eldritch essence invocations to your eldritch blast at the same time, as if with the Combine Essence feat, without incurring extra invoking time. You must know the invocations. You may do so 1/day. You may take this feat more than once. Each time you take this feat, you may use it one extra time per day.

Wounding Blast
preq: Eldritch blast 3d6
Benefit: When you hit with your blast you cause a wound. This wound keeps bleeding, 1hp damage a round, until healed by magic or a DC 15 heal check.
Multiple wounds deal cumulative damage. Three wounds deal 3hp damage a round. Magical healing cures all wounds. Healing with the skill heal cures one wound at a time


Items

by wuyanei
-Magister’s Wand
-Mark of the Beast


Magister’s Wand
Magister’s wands come in various shapes and sizes, but all are potent aids to the arcane spellcaster. The term ‘magister’s wand’ itself is something of a misnomer. Magister’s wands function more like rods than normal spell-storing wands.
A magister’s wand is a wooden stick (though metal, stone, glass or even crystal wands are known to exist) anywhere from 7 to 14 inches long, with a core of some highly magical substance (such as unicorn tail hair or dragon heartstring) melded into the wood (or metal, stone or whatever). Longer (staff-shaped or scepter-shaped) or shorter (token or totem-shaped) wands are well documented. While the mundane functions of the wands may vary by the wand’s shape, the shape of the wand has no effect on its magical functions.
In any case, each wand is fitted to an individual spellcaster, and each is totally unique. Some are plain and unadorned, while others are covered with elaborate runes and precious gems. The adornments on a wand may provide some insight on the temperament (or at least the vanity) of the wielder, but has nothing at all to do with and power level of the wand or the skill of its wielder.
A magister’s wand aids the arcane caster by helping him focus and direct magical energy. Each +1 enhancement bonus on the wand adds a +1 bonus to the wielders ranged touch attack rolls to aim spells (including ray spells, various elemental orbs, fireball, meteor swarm etc), and to his touch attack rolls to deliver touch spells when he is wielding the wand. Each +1 bonus also adds a +1 bonus to the wielder’s caster level checks to overcome the targets spell resistance when casting spells through the wand (i.e. when casting any spell that requires a ranged touch attack or a touch attack).
‘Masterwork’ wands, that is to say, wands with no magical enhancement, add a +1 masterwork bonus to touch attacks that does not stack with the bonus gained due to magical enhancement (just like with masterwork weapons). Masterwork wands do not add any bonuses to ranged attack rolls or to overcome spell resistance. All wands must be at least masterwork quality to be called as such – a non-masterwork ‘wand’ is just a wooden stick.
In game terms, a magister’s wand is treated as a weapon for adding enhancements. It is more difficult to enchant a wand than to craft a weapon, so wands cost double the price of a normal weapon. That is to say, the market price of a wand equals: Bonus squared x 4000 gp, plus any extra gp due to special functions or decorations, plus 600 gp for the masterwork component.
For example, a +2 frost wand would cost 36000 gp; a +1 ghost touch wand costs 16000 gp and so on.
A magister’s wand is treated as a ranged weapon for the purpose of determining what enhancements may be placed upon it. Any bonus damage (flaming, frost etc.) or special effects only applies when delivering ray spells or touch spells (DMs might want to include elemental orbs as a special case, but by the rules they are not ray spells). A +1 flaming wand may help its wielder aim his fireball, but the flaming quality of the wand does not add +1d6 damage to the fireball’s damage. Nor can he get +1d6 fire damage to each of a scorching ray spell’s light beams. Nor would a +4 ghost-touch wand negate the 50% chance for an incorporeal creature to ignore all damage from a meteor swarm. He does, however, receive a +1 bonus to ranged touch attack rolls and to caster level checks to overcome his targets' spell resistance with all three spells.
Magister’s wands might also be called Warlock’s Rods, Mages’ Scepters, Witches’ Wands or any of three dozen or more names. The name is of no real importance; the enchantments are basically identical.
Caster Level 9th+, Prerequisites: Craft Rod, creator must be at least 9th level.
Some Magister’s Wand special abilities and costs:
-Stored spells, as wand or staff
Add the price of the wand or staff in question to the Magister’s Wand.
-Spells, command word activated
Add 1.5 times the price of a similar item to the Magister’s Wand.
-Spells, continuous functioning[
Add 2 times the price of a similar item to the Magister’s Wand.
-Battlemage’s Boon: This enchantment allows the wielder of the wand to draw charges from the wand to increase the damage his spells deal. Only ray spells or touch spells can benefit from the enhancement (so a disintegrate could benefit, but a fireball could not). Each charge expended deals bonus damage to the target (or heals additional HP, if the spell in question is a cure spell) according to the table below. The damage is of the same type as the spell in question. If the spell deals ability damage (or ability penalty), the damage type is of negative energy. A warlock’s eldritch blast is a special case. An eldritch blast is always considered a ray spell for purposes of increasing damage even if the warlock uses a blast shape invocation to change it into an area effect invocation.
This enchantment can be made to draw from its own pool of charges, or from a shared pool with stored spells. If it draws from it’s own pool, add +20000 to the wand’s price. If it draws from a common pool (similar to a staff), treat the Battlemage’s Boon as a 4th level spell.
Battlemage’s Boon Bonus Damage Table.
Charges Bonus damage Charges Bonus damage Charges Bonus damage
1 charges: +1d6; 5 charges: +4d6; 21 charges: +6d6;
2 charges: +2d6; 8 charges: +5d6; 34 charges: +7d6;
3 charges: +3d6; 13 charges: +6d6; 55 charges: +8d6;
Moderate necromancy; CL 10th; Craft Rod bestow curse; Price: +20000 gp or as an additional 4th level spell.
-Potency, Lesser:This property can only be placed on a magister’s wand. A wand of lesser potency adds +1d6 damage to any damage-dealing ray or touch spell cast through the wand (or, if the spell in question is a cure spell, it heals +1d6 additional HP). The damage is of the same type as the spell in question. If the spell deals (or heals) ability damage, the damage type is of negative (or positive) energy. A warlock’s eldritch blast is a special case. An eldritch blast is always considered a ray spell for purposes of increasing damage even if the warlock uses a blast shape invocation to change it into an area effect invocation. (Inspiration: Chasuble of Fell Power, lesser.)
Moderate evocation; CL 6th; Craft Rod; Price +1 bonus
-Potency, Greater:This property can only be placed on a magister’s wand. A wand of potency adds +2d6 damage to any damage-dealing ray or touch spell cast through the wand (or, if the spell in question is a cure spell, it heals +2d6 additional HP). The damage is of the same type as the spell in question. If the spell deals (or heals) ability damage, the damage type is of negative (or positive) energy. A warlock’s eldritch blast is a special case. An eldritch blast is always considered a ray spell for purposes of increasing damage even if the warlock uses a blast shape invocation to change it into an area effect invocation. (Inspiration: Chasuble of Fell Power, greater.)
Moderate evocation; CL 9th; Craft Rod; Price +2 bonus

Mark of the Beast
A Mark of the Beast is a birthmark, strange growth or other physical anomaly marking the warlock and denoting the origins of her birth. Game mechanically, it is the same as a magical tattoo (a slot-less magical item), but a Mark of the Beast cannot be disjointed. A mark of the beast costs no gp, but the warlock must expend 1/10 of the market price of the item in XP to awaken the mark’s power. They must also conduit a lengthy ritual that takes 1 day per 1000 gp of the market price, and which costs 1/5 the market price of the item to perform. Like a staff, a Mark of the Beast uses the warlock’s caster level and ability score for spells.


Prestige Classes

by DolArrah
-Eldritch Warrior (http://boards1.wizards.com/showpost.php?p=6056821&postcount=625)
De Batavier

07-19-05, 05:28 AM
When they start pruning some of the links will not work anymore. Please repost in this thread

Invocations

by apesamongus
Eldritch Charge (http://boards1.wizards.com/showpost.php?p=6413045&postcount=883)
Release the Brute (http://boards1.wizards.com/showpost.php?p=6495860&postcount=934)


by De Batavier
Armored Flesh, Combustion Blast, Freezing Blast, Inkling of Action, Inkling of Danger, Mantis Leap, Monkey Tricks, Mouth Parasite (http://boards1.wizards.com/showpost.php?p=6735678&postcount=8)


by Deviston
Dark Eldritch Shield (http://boards1.wizards.com/showpost.php?p=6258028&postcount=758)


by DireHawk
Spirit Blast, Demonscream Blast, Desiccating Blast, Hellshock Blast, Defiling Blast, Eldritch Skullbomb, Eldritch Assassin, Summoner’s Deadfall, Phantasmal Thief, Infernal Omen, Fiendform, Terrifying Maw, Sinister Teleport, True Eyebite (http://boards1.wizards.com/showpost.php?p=6587041&postcount=959)


by Dogurasu Thanatos
Eldritch Power, Fiendish Senses, Soulshock Blast, Eldritch bolt, Armour of Darkness, Demoncry Blast, Eldritch Animation, Abyssal Pact, Diabolic Duplicity, Demonic Lore, Eldritch Blade, Dread Word, Bestow Pain, Warlock Eye, Eldritch Missile, Eldritch Touch, Blood of Fire, Demand Submission, Forceful Blast, Imperial Garment, Evil Eye, Malevolent Ego, Ravenous Umbrage, Vampiric Blast, Unraveling, Eldritch Barrier, Phantom Blast, Tarterian Rage, Shattering Blast, Eldritch Burst, Warmockery, Eldritch Forcefield, Darkling Slave, Darkling Servant, Darkling Vassal, Darkling Thrall, Dark Mercy, Thanatotic Blast, Blooded Servant, Warlock’s Message, Hopeless Hex, Cursed Blast, Soulless Void, Destiny Bond, Wrath of Hell, Abyssal Serpents, Spooky Shadows, Dark Messenger, Mystic Denial, Mirror Force (http://boards1.wizards.com/showpost.php?p=6746288&postcount=26)
Soul Chiller, Nightshade Tendrils, Twilight Talon, Portal of Darkness, Gluttonous Mimicry, Grasping Doom, Chlorine Breath, Arcanist Aptitude, Shadow Stealth, Baatorian Scouting, Tanar’rian Interrogation, Subtelty in motion, Bastial Dust, Wrath’s Potency, Mirror Shades, Gravity Crush, Lightless Guardian, Heartless Guardian, Merciless Guardian, Soulles Guardian (http://boards1.wizards.com/showpost.php?p=6746365&postcount=27)
Ravaging Hunger (http://boards1.wizards.com/showpost.php?p=6353886&postcount=826)
Carcerian Warden, Archfiend’s Slave (http://boards1.wizards.com/showpost.php?p=6627679&postcount=993)


by DolArrah
Wall of Lost Souls, Soul of Fire (http://boards1.wizards.com/showpost.php?p=6197127&postcount=706)
Dreaming (http://boards1.wizards.com/showpost.php?p=6340033&postcount=814)


by lostone
Eldritch Warmth (http://boards1.wizards.com/showpost.php?p=6817288&postcount=63)


by Need A Life
Balors Resilience, Fleetfooted, Shadow Form (http://boards1.wizards.com/showpost.php?p=6815091&postcount=61)


by Silent Infinity
Eldritch Multi-Blast (http://boards1.wizards.com/showpost.php?p=6763284&postcount=43)


by Solarious
Grasp of the Dark One (http://boards1.wizards.com/showpost.php?p=6929018&postcount=102)


by thasis
Extra Invocations, Improved Extra Invocation, Masterful Extra Invocations, Improved Fiendish Resilience, Improved Eldritch Blast (http://boards1.wizards.com/showpost.php?p=6365365&postcount=854)


by Von Crown
Dark-Charged Blast, Dessiccating Blast (http://boards1.wizards.com/showpost.php?p=6833863&postcount=71)


by wuyanei
Amorphous Form, Blessing of Jubelix, Call Forth the Savage Within, Command, Eldritch Weapon, Temporal Blast, Temporal Twin (http://boards1.wizards.com/showpost.php?p=6180167&postcount=679)
Dark-blessed Weapon chain (inspired by Gabrion) (http://boards1.wizards.com/showpost.php?p=6184138&postcount=691)
Rejuvenating Touch (http://boards1.wizards.com/showpost.php?p=6184546&postcount=693)
Eldritch Explosion, Eldritch Asylum, Amber-field Blast (http://boards1.wizards.com/showpost.php?p=6248073&postcount=752)
Soporiferous Spores, Soporiferous Blast, Consume Essence, Devour Essence, Ensnare Essence, Slime Gout Blast, Curse of the Medusa, Dread Guardian (http://boards1.wizards.com/showpost.php?p=6300748&postcount=782)
Shadow-borne Ascension, Apsu's Roar, Zarius' Wrath, Zov's Fury, Saih's Ire, Force of Nature, Iron From, Hallucinogenic Spores, Psychostimulant Spores, Xylomorphic Spores (http://boards1.wizards.com/showpost.php?p=6350850&postcount=822)
Voorish Binding tree (http://boards1.wizards.com/showpost.php?p=6363887&postcount=848)
Psilocybian Spores (http://boards1.wizards.com/showpost.php?p=6382199&postcount=868)


Feats

by apesamongus
Adaptive Invoker (http://boards1.wizards.com/showpost.php?p=6538058&postcount=946)


by De Batavier
Spell Mimicry (http://boards1.wizards.com/showpost.php?p=6735678&postcount=8)


by Dogurasu Thanatos
Double Essence, Soul-Force Blast, Channelled Blast, Vicious Blast, Soulwielder, Improved Soulwielder, Greater Soulwielder, Twofold Soulwielder, Still Invocation, Essence of Aura, Spirit Render, Internal Victor, Drilling Blast, Eldritch Torch, Blood Mythos, Devoted Arcanist, Implacable Blast (http://boards1.wizards.com/showpost.php?p=6746766&postcount=28)


by wuyanei
Fellblade (http://boards1.wizards.com/showpost.php?p=6217370&postcount=723)
Dire Invocations, Extra Epic Invocation, Multiblast (http://boards1.wizards.com/showpost.php?p=6367964&postcount=863)


Items

by De Batavier
Warlocks Blade, Warlock Cloak (http://boards1.wizards.com/showpost.php?p=6735678&postcount=8) with help from wuyanei.


by Dogurasu Thanatos
Tome of Graz’zt, Eldritch Cane, Manacles of the Abyssal Army, Arc Arcanum Ring, Mantle of the Fell Arcanist, Sarakhan Ballista (http://boards1.wizards.com/showpost.php?p=6746794&postcount=29)

by Von Crown
Ring of Ghostly Defense (http://boards1.wizards.com/showpost.php?p=6833863&postcount=71)


by wuyanei
Orbs of Eldritch Binding: Bakemono no Tamago (http://boards1.wizards.com/showpost.php?p=6248073&postcount=752)
Every flavour beans, Endless bag of (http://boards1.wizards.com/showpost.php?p=6382199&postcount=868)
Flower of Life (Seeds, Pouch of) (http://boards1.wizards.com/showpost.php?p=6400523&postcount=878)


Prestige Classes

by Zombomaniac (Cazic)
Mind of Tortured Metal, Mind of Tortured Wind, Mind of Transcended Earth, Mind of Transcended Fire, Mind of Transcended Metal (http://boards1.wizards.com/showpost.php?p=6737497&postcount=13)


by Dogurasu Thanatos
Helldragon Magician, Fortunate Dracomancer, Spelldeck Arcanist (http://boards1.wizards.com/showpost.php?p=6743752&postcount=24)
Knight of Devimaston's Curse, Mind of the Tortured Fire, Nagamian Whirler, Fiend Arcanist, Brother of Fire (http://boards1.wizards.com/showpost.php?p=6746837&postcount=30)
Karmamancer, Psychomagus, Soul Duelist (http://boards1.wizards.com/showpost.php?p=6293018&postcount=775)


by DolArrah
Mind of Tortured Earth (http://boards1.wizards.com/showpost.php?p=6180167&postcount=680)


by Silent Infinity
Shadow Magus (http://boards1.wizards.com/showpost.php?p=6763284&postcount=43)


by Von Crown
Mind of Tortured Water (http://boards1.wizards.com/showpost.php?p=7045781&postcount=143)


by wuyanei
Knight of Lassa (http://boards1.wizards.com/showpost.php?p=6180167&postcount=679)


Miscellaneous

by Dogurasu Thanatos
manaweave (http://boards1.wizards.com/showpost.php?p=6226026&postcount=727)

by Von Crown
Darktail (http://boards1.wizards.com/showpost.php?p=6833863&postcount=71 )

Links to other PrC found on the boards
The Soulfire Warrior (http://boards1.wizards.com/showthread.php?t=450223) by Xorial
Eldritch Warrior (http://boards1.wizards.com/showthread.php?t=452931) by gordo98



Link (http://boards1.wizards.com/showpost.php?p=6243484&postcount=751)to post with the collected links to stuff posted by Dogurasu Thanatos
Link (http://boards1.wizards.com/showpost.php?p=6227300&postcount=729)to post with the collected links to stuff posted by wuyanei.
De Batavier

07-19-05, 05:29 AM
Oké I believe i have enough space for now. So feel free to post after this post. I'll be filling up the other post now. Thanks for waiting

:cool:
De Batavier

07-19-05, 05:51 AM
Invocations

Armored Flesh
lesser 4th
With this invocation the Warlock turns his flesh into a strong metal without losing all his flexibility. This provides him a +4 bonus on AC. The maximum dex bonus allowed is +4. The armor has a ASF of 5% and is counted as medium armor in this respect.
Armored Flesh reduces the Warlocks speed as if he is wearing medium armor. Electric damage dealt to the Warlock in this state is doubled.
Duration is 24 hours or untill dismissed/dispelled

Combustion Blast
lesser 4th essence
With this invocation the Warlock changes his Eldritch Blast in a combustion blast. Instead of the normal Eldritch Blast damage this blast deals 4d6 of fire damage. If the target misses a reflex save it also combust into flames, dealing an additional 4d6 fire damage the next round, unless the target uses a full round action to extinguish the flames.

Freezing Blast
lesser 4th essence
With this invocation the Warlock changes his Eldritch Blast in a Freezing blast. Instead of the normal Eldritch Blast damage this blast deals 4d6 of cold damage. If the target misses a fortitude save it also freezes over, dealing an additional 4d6 cold damage the next round, unless the target uses a full round action to heat himself up (rubbing, jumping up and down)

Inkling of action
least 2nd
The Warlock using this invocation can feel what action he must take. When using this invocation the Warlock gains a +5 bonus on his next skill check. This invocation can be used when creating magical items, but the arcane energies cause interference. There’s a 10% chance the magical item malfunctions (DM discretion in what way).

Inkling of danger
lesser 3th
The Warlock using this invocation gains a small look into the future. He knows when he’s going to be attacked. When using this invocation as a standard action the Warlock gains a +2 dodge bonus to AC for this and the next round.
The Warlock can also use this invocation as an immediate action. It gives the Warlock a +2 doge bonus to AC for this and the next round, but the strain to use this power out of time deals 1 point of temporary constitution damage.

Mantis Leap
least 1st
With this invocation the Warlock gains a +6 on jump checks. He also can always take 10 on jump checks while under the influence of this invocation.
Duration 24 hours.

Monkey tricks
least 2nd
With this invocation the Warlock gains +4 on tumble and +4 on sleight of hand checks. He also can always take 10 on tumble while under the influence of this invocation.
Duration 24 hours.


Mouth Parasite
lesser 3th.
When the Warlock uses this invocations he calls forth a Speech Parasite from the depths of hell. This parasite will incubate for 1 round in the tongue of an enemy. A fortitude save negates.
After the incubation periode. The parasite will deal 1 point of damage for every word the inflicted person uthers. There is only room for one parasite in a tongue.
If the host is a caster and he uses a spell with verbal components, the parasite grows stronger due to the arcane energies. The casting deals 1d6 damage per spell level.
The parasite dies if the host hasn't spoken for 1 day. Also cure disease removes the parasite.

Feats

Spell Mimicry
After time a Warlock becomes so familiar with arcane energy that he can emulate the arcane or divine power of others.
preq: imbue item, 16 ranks spellcraft
ben: When a Warlock with this feat identifies a spell by using spellcraft, he can opt to replace one of his invocations with this spell for 24 hours. The invocation must be of the same level or higher than the level of the spell. The Warlock can use the spell as a spell-like ability for 3+char mod. times in 24 hours. After 24 hours the Warlock regains his invocation and loses the spell.

Items

Warlock's cloak
This cloak was developed by a powerfull warlock to enhance his defences and his natural charms. This cloak grants a +2 to charisma. It also adds the charisma modifier bonus (if any) to the AC of the Warlock.
Strong transmutation; CL 18; eagle's splendor, greater mage armor, Craft Wonderous Item, Craft Magical Arms and Armor; Price 98000 gp; Weight 1 lb.


Warlock's blade
For once time per day per Charisma bonus of the wielder (if any), this +1 longsword allows the wielder to add his Charisma bonus to attack and damage rolls for one melee attack when using the sword. Furthermore, when channeling an eldritch blast through the sword, such as with the hideous blow invocation, the sword deals an additional +2d6 damage.
Strong evocation; CL 17; holy smite, or chaos hammer, or order's wrath,or unholy blight; Craft Magical Arms and Armor; Price 89315 gp; Weight 4 lb
technodemon

07-19-05, 09:37 AM
The Spelldeck Arcanist is a cool concept but would not work for the warlock cause of the special and spell requiremnts. Remember Warlock are very limited and restict for Prestige Classes cause of they can do normally.
De Batavier

07-19-05, 10:33 AM
Greetings technodemon. I see i haven't put you in the members list. Do you want me to add you to the list?


You seem to be the first to find his way to our new humble abode. Hope all others will find it too before our old place will be destroyed by the higher powers


:cool:
lostone

07-19-05, 10:52 AM
Curiousity Question: Has anyone every played or considered playing a Ghost Warlock? :D

The Lost One sits and ponders the choices that led him to his current undead state, and the possibilities of exploring different fates.
Zombomaniac

07-19-05, 12:01 PM
You might want to change the Cazic to Zombomaniac in the member list. Also i altered the Transended Mind PrCs to 5 levels to help balance them.
Zombomaniac

07-19-05, 12:12 PM
IC: The Wizard Cazic looks over to the Lich and scans him for a brief moment. "Topics? There are numerous topics. There are always topics. Currently m’Lord ..." The Wizard says this with undeniable sarcasm dripping from it. "We are continuing our normal discussion of invocations, magic, and people. The main topic not among the norm right now would be the Tortured Minds. Information has been gathered on the Minds of Tortured Water, Earth, and Fire. My men have found information on The Minds of Tortured Wind and Metal. As well they have found information pertaining to a group of these Minds that could be of use to us. Though from the tales I have heard there are five of these useful ones, though I have only been able to find three. I only await the arrival of the messenger to know what has been learned." Cazic then pauses for a moment and then moves to open the door. "Speak of the Devil." A young and very surprised Elf-maiden walks into the hall and bows to Cazic. She has wild red-gold hair and is wearing traveling cloths. You can tell she has been in a hurry coming strait here. She then hands a scroll to the Wizard. “The information you asked for Master.” Cazic looks over the scroll and then gives thanks to the young beauty. Turning to you he shows the scroll to all. “This is the information for which I have been waiting.” He then lays it on the center table of the hall and takes his normal seat in one of the few lighted areas of the hall.

OOC: AT LAST! They are COMPLETED! Here they are. I left two of them unmade since I thought it would be good for you all to get into it since I made the last 2 tortured and the first 3 Transcended. :cool: I hope you enjoy and on the subject of "Warlocks have too few invocations" I am planing on creating some variants. The one that is going throught my head is a Wizard style one. So many invocations......... :devil:

Mind of Tortured Metal
Mind of Tortured Metal
Requirements~~~~~~~~~~~~~~~~~
Base Attack Bonus: +5
Skills: Survival 8
Special: Must have suffered some horrible psychological depravity, from the loss of your love to the death of your family and must feel bitter or betrayed.
--------------------------------------
Hit Die: d12
Class Skills
The Mind of Tortured Metal's class skills (and the key ability score for each skill) are as follows: Concentration (Con), Intimidate (Cha), Knowledge (nature) (Int), and Survival (Wis).
Skill Points at Each Level: 2 + Int modifier.
Table: Mind of Tortured Metal

Level BaB Fort Ref Will Special
1st +1 +2 +0 +2 Drive, Tortured Mind, Metallic Magnetism
2nd +2 +3 +0 +3 Iron Skinned
3rd +3 +3 +1 +3 Metal Forms
Class Features
All of the following are class features of the Mind of Tortured Metal.
Weapon and Armor Proficiency: Minds of Tortured Metal gain no additional proficiency in weapons or armor.
Drive (Ex): A Mind of Tortured Metal is driven to right whatever wrong he feels caused his insanity. He has a 50% chance to be forced to make a DC 25 Will save every time he interacts with someone, including close friends. If he fails a Will save he is forced to make, he is immediately thrown into a blind rage, attacking whoever is closest. He gains a +2 to Strength and Constitution per class level, a +1 morale bonus on all Will saves per class level, and a -1 penalty to Armor Class per class level, and it lasts for a number of rounds equal to 1/level + his newly improved Constitution modifier. Unlike a barbarian's rage, he suffers no drawback or lack of focus from this rage.

Tortured Mind (Ex): A Mind of Tortured Metal loses 2 points of Intelligence and Wisdom each time he gains a level in this class. These points can only be restored by bonuses gained through level benefits, but neither score can be brought below 1.

Metallic Magnetism: At first level the Mind of Tortured Metal gains the ability to control metal in all its forms. This ability works just like the Telekinesis spell, but when it says “your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer)” use Charisma not Intelligence, this ability only works on metallic objects/beings/etc, and when it says “caster levels” use character level. Using this ability is a standard action.

Iron Skinned: At 2nd level the Mind gains metallic skin. This skin is not the original skin changing, but new skin all together. Once the Mind gains the second level all metal within 100 ft of the Mind is drawn toward them until an amount of metal equal to 1/4 of the Mind’s weight is gathered. This metal is fused with the Mind’s body and much of it seeps into the Mind’s body turning their insides and outsides in to living metal, thus becoming a living construct and gaining a +2 to natural armor. The “drawing” of metal is the Mind unconsciously using their Metallic Magnetism ability until the 1/4 weight of metal is gathered. The Mind is not “using” this ability and thus can use it still even though they are “using” it on an unconsciously level.

Metal Forms: At Third level the Mind gains two abilities as shown below.
*The Mind has the ability to change the forms of metal in range of their Metallic Magnetism. They can change solid metals to liquid metals and vies versa. They can still control this metal with their Metallic Magnetism ability since it is still metal. When solidifying the metal they can have it form into something (a sword, a wall, a shield, piece of armor, etc). All things made in this way are always of poor condition. They can also change themselves into a liquid form because of their metallic body. When in this form they gain ooze traits, a slam attack dealing damage equal to their character level halved (plus Str. modifier), and the ability to fit through any holes or cracks, no matter how small. Also the Mind in this form gains full concealment when in liquid metal. This ability can be used a number of times per day equal to their Char. Mod. minimum of 1.
*The Mind has the ability to change their size by combining other metals with themselves. For every 15 per size catagory above normall pounds of metal absorbed they grow one size category. They can be in a solid or liquid form with the new size. The new size lasts one hour/character level minus 30 minutes per category above natural; once the duration is finished all metal used to increase size separates from the Mind and the Mind returns to normal size. After using this ability the Mind becomes tired and this ability can only be used once a day. Also it is a stander action.

Mind of Tortured Wind
Mind of Tortured Wind
Requirements~~~~~~~~~~~~~~~~~
Base Attack Bonus: +5
Skills: Survival 8
Special: Must have suffered some horrible psychological depravity, from the loss of your love to the death of your family and must feel bitter or betrayed.
--------------------------------------
Hit Die: d8
Class Skills
The Mind of Tortured Wind's class skills (and the key ability score for each skill) are as follows: Concentration (Con), Intimidate (Cha), Knowledge (nature) (Int), and Survival (Wis).
Skill Points at Each Level: 2 + Int modifier.
Table: Mind of Tortured Wind

Level BaB Fort Ref Will Special
1st +1 +2 +0 +2 Drive, Tortured Mind, Storm Winds
2nd +2 +3 +0 +3 Wings of Storm and Wind
3rd +3 +3 +1 +3 Wind Mastery
Class Features
All of the following are class features of the Mind of Tortured Wind.
Weapon and Armor Proficiency: Minds of Tortured Wind gain no additional proficiency in weapons or armor.
Drive (Ex): A Mind of Tortured Wind is driven to right whatever wrong he feels caused his insanity. He has a 50% chance to be forced to make a DC 25 Will save every time he interacts with someone, including close friends. If he fails a Will save he is forced to make, he is immediately thrown into a blind rage, attacking whoever is closest. He gains a +2 to Strength and Constitution per class level, a +1 morale bonus on all Will saves per class level, and a -1 penalty to Armor Class per class level, and it lasts for a number of rounds equal to 1/level + his newly improved Constitution modifier. Unlike a barbarian's rage, he suffers no drawback or lack of focus from this rage.

Tortured Mind (Ex): A Mind of Tortured Wind loses 2 points of Intelligence and Wisdom each time he gains a level in this class. These points can only be restored by bonuses gained through level benefits, but neither score can be brought below 1.

Storm Winds: The Mind at 1st level gains the ability to control the winds as using the Control Winds Spell, but when it says “caster levels” use character level. Using this ability is a standard action.

Wings of Storm and Wind: At second level the Mind gains a pair of wings made of fast spinning air in the form of two large wings. This gives the Mind a flight speed equal to half their land speed and average maneuverability. Also the Mind’s body arcs with sparks of lighting and thus has energy resistance to electricity 5 and those touched by the Mind take 1d6 electricity damage.

Mastery of Storm: At third level the Mind gains the Air subtype and their flight speed is now equal to their land speed with good maneuverability. Also the Mind gains the ability to cast the spells Chain Lightning and Call Lightning as spell-like abilities, but when it says “caster levels” use character level. Because of the Mind’s increased oneness with winds and lighting the Minds body now arcs with enough lighting to provide light equal to a candle and those touched by the Mind take 1d8 electricity damage and they now have energy resistance to electricity 10. The Mind can use each of the spell-like abilities granted above a number of times per day equal to their Char. Mod.

Intro to the Transcended Minds
Madness; It is something that all of us on some level fear. There are the mad, the crazy, the deranged, and some many more, but there are those who have lived within true madness which we could never comprehend. These poor souls, these outcasts, these Tortured Minds are the victims of a insanity that we could never understand, but even they who are beyond our simple names of the mentally disturbed there are those among them that have gone above that level. They have returned to the land of the sane. Whether this be for good or evil is a matter all in it self, but these beings have come back from their darkness and their depravity. They have stepped past their tortured minds and Transcended.

*note* Some abilities say "replaces" and some say "the same as." This is not because I do or dont like the replaced abilities. It is because saying "replaced" made things a lot easier for me.

Mind of Transcended Earth
Requirements~~~~~~~~~~~~~~~~~
Class: Must have at least one level of Mind of Tortured Earth.
--------------------------------------
Hit Die: d10
Class Skills
The Mind of Transcended Earth's class skills (and the key ability score for each skill) are as follows: Concentration (Con), Intimidate (Cha), Knowledge (nature) (Int), and Survival (Wis).
Skill Points at Each Level: 2 + Int modifier.
Table: Mind of Transcended Earth

Level BaB Fort Ref Will Special
1st +1 +2 +0 +2 Focused Drive, Controlled Move Earth, Meld into Stone
2nd +2 +3 +0 +3 Replenish Earth
3rd +3 +3 +1 +3 Nature’s Gift
4th +4 +4 +2 +4 Focused Retributive Attack
5th +5 +4 +2 +4 Judgment of the Earth
Class Features
All of the following are class features of the Mind of Transcended Fire.
Weapon and Armor Proficiency: Minds of Transcended Fire gain no additional proficiency in weapons or armor.
Focused Drive: Transcended Minds no longer strike out at those around them because of their former madness, though they still may have touches of madness and are still driven it is no longer in the fashion it once was. They still wish to right the wrongs committed, but they now include the wrongs they inflicted when in the depths of madness.

Controlled Move Earth: This ability is only gained if the Transcended Mind has the Move Earth ability granted from the Mind of Tortured Earth PrC. This ability is gained at the first level. This ability works just like the Move Earth ability granted from the Mind of Tortured Earth PrC, but the ability no longer happens without the Mind of Transcended Earth’s knowledge. Also this ability now can be used a number of times per day equal to their Mind of Tortured Earth levels + their Mind of Transcended Earth levels + their Char. Mod.

Meld into Stone: At the first level the Transcended Mind gains the ability to meld into stone, as the Meld into Stone spell. This ability can be use a number of times per day equal to their Mind of Transcended Earth levels + their Char. Mod.

Replenish Earth: This ability is only gained if the Transcended Mind has the Deprive Earth ability granted from the Mind of Tortured Earth PrC. This ability is gained at the second level. The Mind no longer drains the earth of all nutrients. Instead the Mind is now able to give bake to the Earth. As a standard action the Mind can give nutrients to the Earth, thus making the choen area (15 ft radius around the Mind) fertile. After using this ability the Mind goes one step up in stages of hunger. The Mind can use this ability any number of times per day, but for every time they use it they go up to the next step in hunger and can die from it if used too much. Eating after every use solves this problem.

Nature’s Gift: At third level the Mind has become closer to the Earth and has been gifted by nature it self giving the Mind food they dont even eat, thus the Mind need only eat 1/3 of the food they once needed to eat.

Focused Retributive Attack: This ability is only gained if the Transcended Mind has the Retributive Attack ability granted from the Mind of Tortured Earth PrC. This ability is gained at the Forth level. This ability works just like the Retributive Attack ability from the Mind of Tortured Earth PrC, but can now enclose someone or someplace that is equal to 10 sq ft per character level and can only be used a number of times per day equal to their Mind of Transcended Earth levels + their Char. Mod.

Judgment of the Earth: This ability is gained at the Fifth level. The Transcended Mind now has the ability to summon Earth Elementals. The size of the Elemental is depended on the number of levels in Mind of Tortured Earth, smallest size being Medium. For example if the Transcended Mind has 2 levels of Mind of Tortured Earth, then the Elemental is Large sized. The Transcended Mind can summon a number of Elementals per day equal to their Char. Mod. The summoning time for one Elemental is one round.

Mind of Transcended Fire
Mind of Transcended Fire
Requirements~~~~~~~~~~~~~~~~~
Class: Must have at least one level of Mind of Tortured Fire.
--------------------------------------
Hit Die: d8
Class Skills
The Mind of Transcended Fire's class skills (and the key ability score for each skill) are as follows: Concentration (Con), Intimidate (Cha), Knowledge (nature) (Int), and Survival (Wis).
Skill Points at Each Level: 2 + Int modifier.

Table: Mind of Transcended Fire

Level BaB Fort Ref Will Special
1st +1 +2 +0 +2 Focused Drive, Focus of the Inferno's Master
2nd +2 +3 +0 +3 Weapons which burn
3rd +3 +3 +1 +3 Sanity of Corona
4th +4 +4 +1 +4 Gift of The Blaze

5th +5 +4 +2 +4 Blessing of Fire
Class Features
All of the following are class features of the Mind of Transcended Fire.
Weapon and Armor Proficiency: Minds of Transcended Fire gain no additional proficiency in weapons or armor.
Focused Drive: Transcended Minds no longer strike out at those around them because of their former madness, though they still may have touches of madness and are still driven it is no longer in the fashion it once was. They still wish to right the wrongs committed, but they now include the wrongs they inflicted when in the depths of madness.

Focus of the Inferno's Master (Su): This ability is only gained if the Transcended Mind has the Inferno's Master ability granted from the Mind of Tortured Fire PrC. This ability replaces the Inferno's Master ability given to a Mind of Tortured Fire at 1st level. This ability is gained at the first level. A Mind of Transcended Fire is able to control fire and comfortably live around it, thus gaining fire resistance 10 and the ability to create, animate, and disperse fire.
Create Fire: As the produce flame spell, as a caster of twice their Mind of Transcended Fire level + their Mind of Tortured Fire level. However, their flames instead deal 1d8 + their Charisma modifier points of fire damage. Also this spell lasts one hour per level in Mind of Transcended Fire and Mind of Tortured Fire x2.
Animate Fire: As the animate fire (couldnt find this spell were is it?) spell, with the following changes. They may have a number of animated fires equal to their Mind of Transcended Fire levels + Mind of Tortured Fire levels and they may merge them to create an animated fire one size larger, up to Large size (requiring 4 Small fires or 2 Medium ones).
Disperse Fire: He may use pyrotechnics, as the spell, at will as a caster of twice his Mind of Tortured Fire level + his Mind of Transcended Fire level.

Weapons Which Burn: At 2nd level the Mind of Transcended Fire generates enough that when focused merely touching them deals 1d6 points of Fire damage. This damage can only be put to one weapon or part of the body at a time. The Transcended Mind can suppress or resume this ability as a free action, but changing the area or object heated is a standard action. For example the Transcended Mind whose hand is heated can suppress this heat as a free action, but changing it so that his weapon is heated would require a standard action.

Sanity of Corona (Su): This ability replaces the Blazing Corona ability given to a Mind of Tortured Fire at 3rd level. If the Mind of Transcended Fire does not have the Blazing Corona ability then they still get this ability, but do not lose the mentioned ability. At 2nd level, a Mind of Transcended Fire has an aura that exudes palpable heat and light, thus gaining fire resistance 15 and they produce so much heat that any creature adjacent to them take 1d6 + their Charisma modifier + their levels in Mind of Tortured Fire points of fire damage per round. They also shed light as a candle. This ability stacks with the Weapons Which Burn ability in that those near them take the motioned damage and if they tough them they take damage as they would through the effect of Weapons Which Burn.

Gift of the Blaze: At the Forth level the Transcended Mind has been gifted with a breath weapon of flame. This breath weapon is a 30-foot line of Fire that deals 4d6 damage, Reflex save for half (DC twice Mind of Transcended Fire level + Char. Mod.). The Breath Weapon can be used a number of times per day equal to the Mind’s levels in Mind of Transcended Fire.

Blessing of Fire: This ability replaces the Magmatic Might ability given to a Mind of Tortured Fire at 3rd level. If the Mind of Transcended Fire does not have the Magmatic Might ability then they still get this ability, but do not lose the mentioned ability. At 5th level the Transcended Mind gains certain traits and abilities as noted below:
*If the Transcended Mind already had the Magmatic Might ability then they keep the Elemental (fire) type, but if they didn’t they gain the Fire subtype.
*If the Transcended Mind already had the Magmatic Might ability then they keep the ability to turn into a mass a magma, thus any thing flammable they touch (or that touches them) while in this form must succeed on a Reflex save (DC 15 + the Mind’s Con modifier) or start to burn, taking 1d6 points of fire damage per round. This ability lasts as long as they wish; however, they take 4 points of nonlethal damage every round they spend in this form. But if they didn’t have the Magmatic Might ability then they gain the ability to turn into a Fire Elemental of their size. The Elemental form lasts one round/twice their level in Mind of Transcended Fire + their level in Mind of Tortured Fire.
*Their aura extends to 15 ft.
*Their created fire deals a extra 3d4 fire damage
*Fire now heals them: For every 3 points of fire damage they take, they heal 1 point of damage as if by a cure spell.

Mind of Transcended Metal
Mind of Transcended Metal
Requirements~~~~~~~~~~~~~~~~~
Class: Must have at least one level of Mind of Tortured Metal.
--------------------------------------
Hit Die: d12
Class Skills
The Mind of Transcended Fire's class skills (and the key ability score for each skill) are as follows: Concentration (Con), Intimidate (Cha), Knowledge (nature) (Int), and Survival (Wis).
Skill Points at Each Level: 2 + Int modifier.
Table: Mind of Transcended Fire

Level BaB Fort Ref Will Special
1st +1 +2 +0 +2 Focused Drive
2nd +2 +3 +0 +3 Steel Skinned
3rd +3 +3 +1 +3 Minor Golem Formation
4th +4 +4 +1 +4 Focused Metal Forms
5th +5 +4 +2 +4 Greater Golem Formation
Class Features
All of the following are class features of the Mind of Transcended Fire.
Weapon and Armor Proficiency: Minds of Transcended Fire gain no additional proficiency in weapons or armor.
Focused Drive: Transcended Minds no longer strike out at those around them because of their former madness, though they still may have touches of madness and are still driven it is no longer in the fashion it once was. They still wish to right the wrongs committed, but they now include the wrongs they inflicted when in the depths of madness.

Steel Skinned: This ability is only gained if the Transcended Mind has the Iron Skinned ability granted from the Mind of Tortured Metal PrC. This ability is gained at the 2nd level. This ability adds to the Iron Skinned ability granted from the Mind of Tortured Metal PrC. Once the 2nd level is gained the Transcended Mind unconsciously draws all metal in a 100 ft radius of the Mind, but unlike before when the Mind had no control over whether or not metal was drawn to them they can now will a number of metal objects equal to twice their Mind of Tortured Metal levels + their Wis. Mod. For example his could be used to keep from absorbing their own sword, armor, their allies’ weapons and armor, etc. The Mind will draw metal toward them until 1/8 their weight has been absorbed into their body. Because of this greater amount of metal in their body their natural armor now increases by +2. If the Mind does not gather the needed amount of metal with 1 day/ twice levels in Mind of Transcended Metal + levels in Mind of Tortured Metal then this ability is lost.

Minor Golem Formation: At the Third level the Transcended Mind gains to ability to create a number of temporary metal golems. The Mind can create a number of Golems equal to twice their Mind of Transcended Metal levels + Char. Mod. To create these Golems the Mind must gather 15 pounds of metal per Golem being made. Each Golem has BaB, Natural Armor, Saves, Abilities, HP, HD, and speed equal to ½ the Transcended Mind’s. The Golems has a LA of ½ the Mind’s character level. These Golems last 1 round/twice Mind of Transcended Metal level + Mind of Tortured Metal levels + Wis. Mod.

Focused Metal Forms: This ability is only gained if the Transcended Mind has the Metal Forms ability granted from the Mind of Tortured Metal PrC. This ability is the same as Metal Forms ability except as noted below.
*When solidifying metal they can have it form into something (a sword, a wall, a shield, piece of armor, etc). All things made in this way are always of good condition.

Greater Golem Formation: This ability is just like the Minor Golem Formation, but the Golems are now Medium size and are ¾ of every thing mentioned instead of 1/2.
technodemon

07-19-05, 12:48 PM
Curiousity Question: Has anyone every played or considered playing a Ghost Warlock? :D

The Lost One sits and ponders the choices that led him to his current undead state, and the possibilities of exploring different fates.

Depends on what you mean by that? It can mean several things
De Batavier

07-19-05, 12:52 PM
Greetings member, formally know as Cazic, Zombomaniac. I've updated the link to your marvelous creations.

On your idea of creating a wizardlike Warlock. I don't know if you know the psionic class Erudite. I think this could be the way to handle such a thing.
This class works with something called unique powers. It works as followed.

Say the Erudite knows 7 powers of first level and he has 3 unique power slots at first level. Once he manifest one of his powers know he uses up one of the unique slots. As soon as he manifest two different powers he uses up his other slots. Now he can only use those three powers (of his 7 known) for the remainder of the day. Think if we figured something similair for the Warlock he could know more invocations, but use the same amount (for balance maybe less) then a "normal" Warlock.

Cool concept.
lostone

07-19-05, 01:00 PM
Depends on what you mean by that? It can mean several thingsWhat I meant was has anyone ever thought about the possibilities of a Warlock that has the Ghost template.
DireHawk

07-19-05, 01:10 PM
Mykal snaps his fingers and his entire hand takes on a dark purple, almost black aura of evil energy. With his razor-clawed index finger, he traces out mystic runes that glow with the same strange energy that covers his hand. With the final movement, his foot errupted in emerald flame. He whipped his hands to the right, spinning on the balls of his feet and twisting his hips to bring the heel of his foot in a wide arc to strike the floor where the rune had been carved. The room exploded in a blinding flash. When visibility returned, wind from nowhere seemed to whip around the Mykal's demonic figure. Terrible cries and blood-curddling screams shook the room and objects flew around smashing into walls and people. In barely a whisper, Mykal uttered, "I thought you might be interested. I've learned the true nature of the warlock. And it is a path of many roads, to more power than even I could have imagined."

Just though you guys might like to see this little preview. As I *think* I said before, I'm working on variant warlocks, PrCs, and lots of new invocations. Here's a sketch of a warlock specializing in spirits and undeath.

http://home.uchicago.edu/~hawk68/Pictures/deathwarlock.jpg

BTW, this is a repost of my last post from the first thread since I have the worst timing ever and posted it just before the move. Also, Iostone, though this isn't an actual ghost warlock, this does follow a ghost theme. When I post the variant you guys may be quite pleased. But the 5 variants, 2 PrCs, and about 60 new invocations I'm planning aren't quite ready yet to be revealed.
De Batavier

07-19-05, 01:15 PM
I was thinking about what Zombomaniac said about a Wizard like Warlock.
Here is my idea. It's a work in progress.

Made some changes in the class

Invocating Arcanist
Where Warlocks gain there powers through a pact with a higher power or can trace his ancestry back to someone that made such a pact, the Invocating Arcanist gains his knowledge through study and arcane rituals.

Invocating Arcanist have the following game statistics
Abilities: A high intelligence score makes an Invocating Arcanist invocation harder to resist.
Alignment Any evil or lawful
Hit Dice d4

Class Skills
concentration, craft, decipher script, knowledge (all skills taken individually), profession, spellcraft and use magic device
Skill points at 1stlevel: (2 + int modifier) x4
Skill points at each additional level: 2 + int modiefier


level BAB Fort Ref Will
1 0 0 0 2
2 1 0 0 3
3 1 1 1 3
4 2 1 1 4
5 2 1 1 4
6 3 2 2 5
7 3 2 2 5
8 4 2 2 6
9 4 3 3 6
10 5 3 3 7
11 5 3 3 7
12 6/1 4 4 8
13 6/1 4 4 8
14 7/2 4 4 9
15 7/2 5 5 9
16 8/3 5 5 10
17 8/3 5 5 10
18 9/4 6 6 11
19 9/4 6 6 11
20 10/5 6 6 12




level Special Unique Ìvocations Eldritch
Invocations Known Blast
1st Ritual of Learning 1 least 1 1d6
2nd Detect magic 2
3rd Ritual of Action 2 2d6
4th Deceive item 2 least 3
5th Ritual of Protection 3 3d6
6th Lesser Invocations 1 lesser 4
7th Ritual of Insight 4 4d6
8th 5
9th Ritual of Action 2 lesser 5 5d6
10th 6
11th Greater Invocations Ritual 1 greater 7 6d6
of protection
12th Imbue item 7
13th Ritual of Insight 8 7d6
14th 2 greater 8
15th Ritual of Action 9 8d6
16th Dark Invocations 1 dark 10
17th Ritual of Protection 10 9d6
18th 11
19th Ritual of Insight 2 dark 11 10d6
20th 12


Invocations Know the Invocating Arcanist gains these for free. Must use the Ritual of Learning to gain more.

Ritual of Learning: With this ritual the Invocating Arcanist makes contact with the realm where the higher powers reside. During this contact the Invocating Arcanist can learn a new invocation besides the ones he gains through progression in level. The contact has it’s toll however. For every level of the invocations learned it will cost the Invocating Arcanist 20xp. {20xp x level)

Ritual of Action: Through this ritual the Invocating Arcanist gains a +1 on initiative rolls, this increases to a +2 at level 9 and a +3 at level 15

Ritual of Protection: Through this ritual the Invocating Arcanist gains a +1 deflection bonus to AC, this increases to a +2 at level 11 and a +3 at level 17

Ritual of Insight: Through this ritual the Invocating Arcanist gains a +1 on to hit rolls, this increases to +2 at level 13 and a +3 at level 19

Unique Invocation: The Invocating Arcanist can only use a limited number of invocations. He uses his unique power slots. Every time he uses an invocations he uses up one unique invocation slot. If then uses another invocation he uses up another slot. Once the slots are filled he can only use those invocations for the remainder of the day.
Example. If a Invocating Arcanist knows two least invocations and has one unique slot for that level, then when he uses one of those invocations he uses up his slots. Which means he can only use that invocation for the day.



Version 2


level Special Unique Ìvocations Eldritch
Invocations Known Blast
1st Ritual of Learning 1 least 1 1d6
2nd Detect magic 2
3rd Ritual of Action 2 2d6
4th Spellcrafting Master 2 least 3
5th Ritual of Protection 3 3d6
6th Lesser Invocations 1 lesser 4
7th Ritual of Insight 4 4d6
8th 5
9th Ritual of Action 2 lesser 5 5d6
10th 6
11th Greater Invocations Ritual 1 greater 7 6d6
of protection
12th Imbuer of Items 7
13th Ritual of Insight 8 7d6
14th 2 greater 8
15th Ritual of Action 9 8d6
16th Dark Invocations 1 dark 10
17th Ritual of Protection 10 9d6
18th 11
19th Ritual of Insight 2 dark 11 10d6
20th 12


Spellcrafting Master At 4th level and higher the Invocating Arcanist studies result in such a familiarity with spells and their effects that he gains the ability to take 10 on spellcraft checks even if distracted or threatened

Imbuer of Items At 12th level the Invocating Arcanist familiarity with spells and their effect allows him to imbue items like a Warlock does with imbue item. The Invocating Arcanist however uses spellcraft instead of use magic device for this ability.


New feat:
Extra unique invocation.
The Invocating Arcanist can have one extra unique invocation slot.
Preq: The ability to use unique invocation slots.
Ben:: You gain an extra unique invocation slot.
Special: This feat can be taken more than once. Every time it is taken the unique slot must be of another level (least, lesser, greater, dark)
De Batavier

07-19-05, 01:27 PM
Just though you guys might like to see this little preview. As I *think* I said before, I'm working on variant warlocks, PrCs, and lots of new invocations. Here's a sketch of a warlock specializing in spirits and undeath.

http://home.uchicago.edu/~hawk68/Pictures/deathwarlock.jpg


Cool.

Edit:

If you have stuff in the Library Archive III (the one with links), you should repost that stuff in this thread. Once the old thread gets pruned the links won't work and the stuff is lost (well got a 1.5 mb txt file with all the stuff). So repost please.
thasis

07-19-05, 04:26 PM
w00t! A new thread, maybe I can catch up on stuff!
Demonfey

07-19-05, 09:40 PM
Did we just completely scrap the boat idea?
Zombomaniac

07-19-05, 10:43 PM
I like the flying boat idea. mabye we could have that be our guild house. just throwing out ideas.
Demonfey

07-19-05, 10:58 PM
That was the plan. How about we just buy a ship with a sky keel?
Dogurasu_Thanatos

07-20-05, 01:45 AM
Helldragon Magician
With a disdainful grunt, the armor-clad warlock tore the heart of his latest victim, a noble barbarian, from the katana he had just impaled the foolish warrior on. Gazing directly into his paladin friend's eyes, he crushed the heart in his talon, dark blood coating his hand. A slow, fanged grin crossed the dire arcanist's face as he dropped what remained of the heart to the ground. "Apsu is very pleased," he said slowly, taking the blade back into both hands once more. "He will soon be more pleased with the heart of a paladin, slain in his honor."

The next moment saw the paladin being struck down by a blast of dark energy. The next saw the paladin's life end.

The roars of Apsu, or helldragon magicians, are an organization of 'arcane blackguards' that serve the clergy of Apsu, known as the 'Devil Dragon God.' Combining the diabolic powers of the warlock with the draconic magic of the sorcerer, a roar of Apsu is a being that is not to be handled lightly by those who favor living over a brutal death.

Requirements
To qualify to become a helldragon magician, a character must meet the following criteria.
Alignment: Any evil.
Feats: Dragonthrall.
Skills: Bluff 8 ranks, Intimidate 4 ranks, Knowledge (arcana) 8 ranks, Knowledge (religion) 4 ranks, Speak Language (Draconic).
Spells: Able to spontaneously cast 2nd-level arcane spells and use least invocations.
Special: Must have Apsu (or an evil dragon god, such as Tiamat) as a patron deity.

Class Skills
The helldragon magician's class skills (and the key ability score for each skill) are as follows: Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 2 + Int modifier.
Hit Die: d6.

BAB Fort Ref Will Special Spells per Day/Spells Known
1. +0 +0 +0 +2 Dragon spells +1 level of sorcerer
2. +1 +0 +0 +3 Scales of hell (+1) +1 level of sorcerer/+1 level of warlock
3. +2 +1 +1 +3 -- +1 level of sorcerer/+1 level of warlock
4. +3 +1 +1 +4 Claws of hell +1 level of sorcerer/+1 level of warlock
5. +3 +1 +1 +4 Scales of hell (+2) +1 level of warlock
6. +4 +2 +2 +5 -- +1 level of sorcerer
7. +5 +2 +2 +5 Fangs of hell +1 level of sorcerer/+1 level of warlock
8. +6 +2 +2 +6 Scales of hell (+3) +1 level of sorcerer/+1 level of warlock
9. +6 +3 +3 +6 -- +1 level of sorcerer/+1 level of warlock
10.+7 +3 +3 +7 Hell's roar +1 level of warlock


Class Features
The following are class features of the helldragon magician.
Weapon and Armor Proficiency: Helldragon magicians gain proficiency with the bastard sword as a martial, two-handed weapon. (This can be replaced with the given deity's favored weapon.)
Spells: At every level except for 5th and 10th, a helldragon magician gains new spells per day (and new spells, if applicable) as if he had also gained a level in an spontaneous-casting arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved familiar abilities, a bonus feat, and so on). If he had more than one spontaneous-casting arcane spellcasting class to which he belonged before becoming a helldragon magician, he must decide to which class to add each level for the purpose of determining spells per day and spells known. (This is listed as 'sorcerer' for simplicity.)
Invocations: At every level except for 1st and 6th, a helldragon magician learns new invocations as if he had also gained a level in an invocation-using arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved damage reduction, fiendish resilience, and so on). If he had more than one invocation-using spellcasting class to which he belonged before becoming a helldragon magician, he must decide to which class to add each level for the purpose of determining spells per day and spells known. (This is listed as 'warlock' for simplicity.)
Dragon Spells: The helldragon magician may learn and cast spells from any two of his deity's domains as arcane spells. He still may not know more spells than listed in his spells known table. (For Apsu, the available domains include Destruction, Evil, Strength, Trickery, and War.)
Scales of Hell (Ex): As a helldragon magician takes levels in this class, his body begins to take on the appearance of his evil god. He begins to grow scales at 2nd level, giving him a +1 natural armor bonus. This bonus increases to +2 at 5th level and +3 at 8th level.
Claws of Hell (Ex): At 4th level, a helldragon magician's transformation now includes claws. The helldragon magician gains two primary natural claw attacks that deal damage as a short sword of the character's size. If he already had claws, his claws deal damage as if they were one size larger.
Fangs of Hell (Ex): At 7th level, a helldragon magician's transformation now includes fangs. The helldragon magician gains one secondary natural bite attack that deals damage as a dagger of the character's size. If he already had a bite attack, his bite deals damage as if it were one size larger.
Hell's Roar (Su): At 10th level, a helldragon magician earns his draconic name. Three times per day, he may emit a loud roar; at the same time, he breathes a violent blast of crackling indigo energy. This roaring blast duplicates the effect of an unholy blight spell of your caster level, except that it fills a 30-ft. cone extending from your mouth.


Fortunate Dracomancer
The silvery light of the moon on that cloudless night was all the light he needed to take down the servant of evil that stood before him. As the warrior of darkness drew forth his blackened katana, the servant of Zarius pulled forth his scimitar, letting it flip once in the air as he grinned. Though this fiend took his friends from him, that thrall of Apsu's would not live to take yet another life. Flippantly, confidently, the Zarius-favored warlock took a combat stance with his scimitar.

"I'm feeling lucky tonight, creature of darkness," he said with a wry grin. "You've got to ask yourself: 'do I feel lucky?' Well, do you?"

Arcane power of all kinds comes from many sources. The Zarius' favored derive their arcane might from the power of Zarius, the Luck Dragon of Light. Meshing spontaneous spells with evocative invocations and adding in a dash of heavenly protection, these 'fortunate dracomancers' (as they are sometimes called) take to adventuring with fervor and a charismatic attitude, helping those that need it most along the way.

Requirements
To qualify to become a fortunate dracomancer, a character must meet the following criteria.
Alignment: Chaotic good.
Feats: Dragonfriend.
Skills: Appraise 2 ranks, Diplomacy 4 ranks, Knowledge (arcana) 8 ranks, Speak Language (Draconic), Spellcraft 4 ranks.
Spells: Able to spontaneously cast 2nd-level arcane spells and use least invocations.
Special: Must have Zarius (or a good dragon god, such as Bahamut) as a patron deity.

Class Skills
The fortunate dracomancer's class skills (and the key ability score for each skill) are as follows: Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 2 + Int modifier.
Hit Die: d6.

BAB Fort Ref Will Special Spells per Day/Spells Known
1. +0 +0 +0 +2 Dragon spells +1 level of sorcerer
2. +1 +0 +0 +3 Dragon's luck +1 level of sorcerer/+1 level of warlock
3. +2 +1 +1 +3 -- +1 level of sorcerer/+1 level of warlock
4. +3 +1 +1 +4 Dragon's fortune +1 level of sorcerer/+1 level of warlock
5. +3 +1 +1 +4 Aura of resolve +1 level of warlock
6. +4 +2 +2 +5 -- +1 level of sorcerer
7. +5 +2 +2 +5 Wings of the luck dragon +1 level of sorcerer/+1 level of warlock
8. +6 +2 +2 +6 Greater dragon's luck +1 level of sorcerer/+1 level of warlock
9. +6 +3 +3 +6 -- +1 level of sorcerer/+1 level of warlock
10.+7 +3 +3 +7 Draconic soul +1 level of warlock


Class Features
The following are class features of the fortunate dracomancer.
Weapon and Armor Proficiency: Fortunate dracomancers gain proficiency with the scimitar. (This can be replaced with the given deity's favored weapon.)
Spells: At every level except for 5th and 10th, a fortunate dracomancer gains new spells per day (and new spells, if applicable) as if he had also gained a level in an spontaneous-casting arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved familiar abilities, a bonus feat, and so on). If he had more than one spontaneous-casting arcane spellcasting class to which he belonged before becoming a fortunate dracomancer, he must decide to which class to add each level for the purpose of determining spells per day and spells known. (This is listed as 'sorcerer' for simplicity.)
Invocations: At every level except for 1st and 6th, a fortunate dracomancer learns new invocations as if he had also gained a level in an invocation-using arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved damage reduction, fiendish resilience, and so on). If he had more than one invocation-using spellcasting class to which he belonged before becoming a fortunate dracomancer, he must decide to which class to add each level for the purpose of determining spells per day and spells known. (This is listed as 'warlock' for simplicity.)
Dragon Spells: The fortunate dracomancer may learn and cast spells from any two of his deity's domains as arcane spells. He still may not know more spells than listed in his spells known table. (For Zarius, the available domains include Chaos, Good, Healing, Luck, and Protection.)
Dragon's Luck (Ex): At 2nd level, the fortunate dracomancer gains the power of good luck. Once per day, he may reroll one roll he has just made, before knowing of its success or failure. Until he reaches 8th level, he must take the result of the new roll, even if it's worse than the original roll. At 8th level, he may choose the better of the two rolls.
Dragon's Fortune (Su): When a fortunate dracomancer reaches 4th level, he has earned his name in the form of this supernatural ability. He now adds his Charisma modifier as a luck bonus to his Armor Class.
Aura of Resolve (Su): A fortunate dracomancer of 5th level begins exuding an aura of resolve. He becomes immune to charm and complusion effects and gives all allies within a 10 ft. radius a +4 morale bonus on saves versus these effects.
Wings of the Luck Dragon (Su): At 7th level, a fortunate dracomancer earns his wings -- literally. A cloak of silvery energy flows behind the fortunate dracomancer, and he may fly with good maneuverability at a speed of 60 ft. This ability can be activated or dismissed at will as a free action.
Draconic Soul (Su): A fortunate dracomancer of 10th level gains spell resistance equal to 15 + his class level.


Spelldeck Arcanist
Every day, it was the same thing. Everyone wanted to come up against him in a game of cards, and he would oblige, the champion of the cards swiftly putting an end to each challenge. Today was different, however; he didn't always have someone drawing a knife on him and accusing him of cheating. However, a flick of his wrist had a metal-edged card imbedded in the belly of the assailant -- and soon, that would-be attacker was ablaze from a fireball card.

"Next!" the champion called. "Oh, and get this accuser out of here. He's burning my game cards."

Spelldeck arcanists are overconfident and, at times, flamboyant with their powers. Often drawn to games of chance and strategy, especially card games, a spelldeck arcanist is also drawn to duels of magic, using power cards and extra spells that are 'up his sleeve' to defeat other arcanists in the battle they claim to be able to defeat any mage in. Wielding an odd weapon for a mage -- for anyone, really -- the spelldeck arcanist is still not to be taken as a pushover -- especially when he calls a Large fiendish monstrous scorpion from one of his favorite cards.

Requirements
To qualify to become a spelldeck arcanist, a character must meet the following criteria.
Feats: Exotic Weapon Proficiency (shuriken), Weapon Focus (shuriken).
Skills: Craft (weaponsmithing) 8 ranks, Knowledge (arcana) 8 ranks, Profession (gambler) 4 ranks, Spellcraft 4 ranks.
Spells: Arcane caster level 3rd.

Class Skills
The spelldeck arcanist's class skills (and the key ability score for each skill) are as follows: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 2 + Int modifier.
Hit Die: d6.

BAB Fort Ref Will Special Spells per Day/Spells Known
1. +0 +0 +0 +2 Deal with melee, scribe card, --
imbue card (+1)
2. +1 +0 +0 +3 Precise strike +1d6 +1 level of existing arcane spellcasting class
3. +2 +1 +1 +3 Power card 1/day +1 level of existing arcane spellcasting class
4. +3 +1 +1 +4 Imbue card (+2) --
5. +3 +1 +1 +4 Cardslinger feat +1 level of existing arcane spellcasting class
6. +4 +2 +2 +5 Power card 2/day, precise +1 level of existing arcane spellcasting class
strike +2d6
7. +5 +2 +2 +5 Imbue card (+3) --
8. +6 +2 +2 +6 Cardslinger tech +1 level of existing arcane spellcasting class
9. +6 +3 +3 +6 Power card 3/day +1 level of existing arcane spellcasting class
10.+7 +3 +3 +7 Imbue card (+4), precise --
strike +3d6


Class Features
The following are class features of the spelldeck arcanist.
Weapon and Armor Proficiency: Spelldeck arcanists gain no additional weapon or armor proficiencies. However, a spelldeck arcanist often carries around a deck of razor-edged cards. These are treated as shuriken for all purposes, though they can also be used with the abilities of this class.
Spells: At 2nd, 3rd, 5th, 6th, 8th, and 9th levels, a spelldeck arcanist gains new spells per day (and new spells, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved familiar abilities, a bonus feat, and so on). If he had more than one spellcasting class to which he belonged before becoming a spelldeck arcanist, he must decide to which class to add each level for the purpose of determining spells per day and spells known.
Deal with Melee (Ex): Though not a fan of close combat, a spelldeck arcanist knows that it's all too likely to happen in a setting such as a card gaming table. He never provokes an attack of opportunity when throwing shuriken in melee, having learned to whip cards around as deadly weapons.
Scribe Card (Su): A spelldeck arcanist is rarely without a deck of cards that he himself has created. Some of these cards are also likely magical. A spelldeck arcanist learns how to fit spells onto these cards, essentially gaining a variant of the Scribe Scroll feat for free, using a different medium. However, he may only scribe cards like these with magic of a level equal to his class level. For example, a wizard 7/spelldeck arcanist 3 can only scribe cards with 3rd-level spells.
Imbue Card (Su): A spelldeck arcanist sees combat quite often with all sorts of weird creatures and magically protected sore losers. To that end, he has learned to empower his shuriken attacks. Any shuriken he throws is treated as a magic weapon for the purposes of overcoming damage reduction and has an effective enhancement bonus of +1 at 1st level, plus an additional +1 every three levels thereafter (+2 at 4th level, +3 at 7th level, etc.).
Precise Strike (Ex): Wanting to end battles as soon as possible, a spelldeck arcanist quickly learns where best to strike a person for increased damage with his cards. When throwing shuriken, a spelldeck arcanist deals an additional +1d6 damage, plus an additional +1d6 damage every four levels after (+2d6 at 6th level, +3d6 at 10th level, etc.). This extra damage does not apply to targets that are immune to critical hits.
Power Card (Sp): At 3rd level, a spelldeck arcanist can channel any spell he can cast into a shuriken. Using this ability requires a move action, and the spelldeck arcanist loses the prepared spell or spell slot as if he had cast the spell. The channeled spell affects the next target successfully struck by the shuriken (saving throws and spell resistance still apply), though the weapon itself does not have to deal damage to have this effect. Even if the spell normally affects an area or is a ray, it affects only the target. The spell is discharged from the weapon, which can then hold another spell. A spelldeck arcanist can only channel his spells into one shuriken at a time. Spells channeled into a shuriken are lost if not used in 8 hours. Characters that can use an eldritch blast may channel this spell-like ability into the card, as well.
Cardslinger Feat: When a spelldeck arcanist reaches 5th level, he gains a bonus feat, even if he does not meet the prerequisites. He may choose Precise Shot or Rapid Shot, but these feats are only effective when he throws shuriken.
Cardslinger Tech (Ex): A spelldeck arcanist of 8th level can use his cardlike weapons with supreme skill. He deals damage with his shuriken as if they were two sizes larger and is also treated as having the Manyshot feat, but only when using shuriken.
De Batavier

07-20-05, 04:52 AM
Greetings all.

Dogurasu Thanatos have edited the link in the Archive III

Demonfey Zombomaniac I did scrap the flying boat idea, because we weren't getting anywhere and than ofcourse the IFGW I came to an end/ armistice.
Then there is the fact that i don't think i will participate with a character in this next installment of the WARS.

But ofcourse i still like the idea of the guild base being a flying ship. So i don't mind thinking about it on this thread, but someone else needs to take charge if you want to use it in game.

:cool:
Dogurasu_Thanatos

07-20-05, 12:09 PM
Eldritch Power
Least; 1st; Blast Shape
When you activate this invocation, you gain a bonus to all melee damage rolls equal to the number of dice of damage your eldritch blast deals for 24 hours. However, this also renders your eldritch blast unusable until the invocation is dismissed, dispelled, or otherwise ended.
For example, Sabaron the 3rd-level tiefling warlock uses eldritch power to get an advantage over the paladin he is fighting in melee. He gains a +2 bonus on all melee damage rolls, but until the start of his next turn, he can't invoke his eldritch blast to lash out at that annoying archer just 40 feet away...

Fiendish Senses
Least; 2nd
You invoke this ability to gain acute senses. You gain a +6 bonus on Listen, Search, and Spot checks for 24 hours.

Soulshock Blast
Lesser; 4th; Eldritch Essence
This eldritch essence invocation allows you to change your eldritch blast into a soulshock blast. A soulshock blast deals electricity damage. Any creature struck by a soulshock blast must make a Fortitude save or be stunned for 1 round.
For example, our friend Sabaron finally reaches 15th-level and uses his soulshock blast to lash out at a paladin of O-Relinai (lawful good goddess of healing and demonslaying). The paladin fails his Will save and is stunned by the demonic power of Sabaron's soulshock blast for 1 round. Triumphant over the paladin, he prepares to turn his sights on the hero's favored soul lover...

Eldritch Bolt
Lesser; 4th; Blast Shape
This blast shape invocation allows you to invoke your eldritch blast as a 60-ft. long, 5-ft. wide line. The eldritch bolt deals normal eldritch blast damage to all targets within the area. This is not a ray attack, so it requires no ranged touch attack. Any creature in the area of the line may attempt a Reflex save for half damage.

Armor of Darkness
Greater; 5th
Invoking the powers of darkness, you call forth a cascading flow of shadowy energy to protect your body. You gain a deflection bonus to your AC equal to +1 plus an additional +1 for every five levels you have. You also gain concealment, causing all attacks to have a 20% miss chance against you, as with a blur spell. This invocation can also hide or reveal your appearance, at your own discretion. Armor of darkness lasts for 24 hours.

Demoncry Blast
Greater; 6th; Eldritch Essence
This eldritch essence invocation allows you to change your eldritch blast into a demoncry blast. A demoncry blast deals sonic damage. Any creature struck by a demoncry blast must make a Will save or be panicked for 1 round for every five class levels you have. A demoncry blast deals d4 sonic damage normally; it deals d8 damage to crystalline creatures or structures. Multiple applications of a demoncry blast do not increase the duration of the fear effect, nor does a second demoncry blast reset the duration.

Eldritch Animation
Dark; 7th; Blast Shape
This blast shape invocation allows you to turn your eldritch blast into an animated warrior of energy, granting your eldritch blast coherence, mobility, and a semblance of life. The animated energy then attacks whomever or whatever you designate and has the following characteristics.
Type: Construct.
Subtypes: If you apply any eldritch essence invocation to this blast shape invocation, the animated blast gains the subtype associated with any energy the eldritch essence invocation uses. Otherwise, it has the chaotic subtype if you are chaotic and the evil subtype if you are evil.
Size: Medium.
Hit Dice: Equal to the number of dice of damage your eldritch blast deals, including any bonuses. The Hit Dice are 10-sided. It also receives 20 bonus hit points.
Speed: 60 ft., fly 60 ft. (good).
AC: The animated eldritch blast has a +3 natural armor bonus as well as a deflection bonus equal to the number of dice of damage your eldritch blast deals, including any bonuses.
Attacks: The animated blast makes two slam attacks with a base attack bonus according to its hit dice. It also gains a bonus on attack rolls equal to the number of dice of damage your eldritch blast deals. It strikes as a magic weapon for the purposes of overcoming damage reduction.
Damage: The animated blast deals 1d6 points of bludgeoning damage with each successful hit. If an eldritch essence invocation that changes your eldritch blast damage to a certain kind of energy damage is also used, the animated blast deals additional energy damage equal to the number of dice of damage your eldritch blast deals; otherwise, this extra damage has no specific type.
Special Qualities: If you use an eldritch essence invocation with this blast shape invocation, any creature striking the animated blast is subject to its side effect. If the eldritch essence invocation also changes your eldritch blast damage to a certain kind of energy damage, the attacker also takes energy damage equal to the number of dice of damage your eldritch blast deals.
Construct traits: The animated blast is immune to mind-affecting effects, and to poison, magic sleep effects, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The animated blast is not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, and death from massive damage.
Saves: The animated blast has no good saves. All of its save bonuses are 1/3 of its Hit Dice plus the appropriate modifier. It also gains a bonus to all saving throws equal to the number of dice of damage your eldritch blast deals.
Abilities: The animated blast has the following abilities: Str (12 + the number of dice of damage your eldritch blast deals), Dex 10, Con --, Int --, Wis 1, Cha 1.
Alignment: Same as yours.
For example, at 20th-level, Sabaron the warlock invokes a soulshock animation, which would have the following statistics:
Medium construct (chaotic, electricity, evil); HD 9d10+20; hp 74; Init +0; Spd 60 ft., fly 60 ft. (good); AC 22, touch 19, flat-footed 22; Atk +6/+6 (1d6+5+9 electricity plus stun, slam); SQ soulshock, construct traits; AL CE; SV Fort +12, Ref +12, Will +7; Str 21, Dex 10, Con --, Int --, Wis 1, Cha 1.
Using this invocation renders your eldritch blast unusable until you dismiss the animated blast or the animated blast is destroyed, whichever comes first.

Abyssal Pact
Dark; 8th
As an ally of dark and deadly powers, you may use this invocation to return to life if slain -- at the cost of a portion of your very life force. When you use this invocation, you sacrifice two points of Constitution. While this invocation is in effect, you cannot heal that lost Constitution by any means; it is lost forever. However, should you be slain while under the influence of this power, you are instantly revived and restored three rounds later as if by a resurrection spell. You still lose a level from the effect. If this invocation is dispelled before you are slain, you do regain the two lost points of Constitution, but you will not receive the benefits of this invocation until you use it again by sacrificing another two points of Constitution.

Diabolic Duplicity
Dark; 9th
Summoning forth the very essence of your magic-infused soul, you create a fiendish duplicate of yourself over the course of a full-round action. This creature is an incorporeal, half-fiendish version of you, and will follow your every command. It shares all of your abilities, skills, feats, and resistances (as well as gaining all the qualities of an incorporeal creature and the half-fiend template), but has only mundane (non-magical) versions of your magical equipment, and is only able to invoke your eldritch blast; all other invocations, spells, and spell-like abilities (including blast shape and eldritch essence invocations, as well as abilities from the half-fiend template) are unusable by this half-fiendish ghost double. As with all incorporeal creatures, your creation has no armor bonus, shield bonus, or natural armor bonus to AC, but it does have a deflection bonus to its AC equal to its Charisma modifier. Unlike other incorporeal creatures, however, its weapons and eldritch blast can affect creatures on the Material Plane normally. This being lasts only for as long as you concentrate on it (a full-round action) or until it is destroyed; when you lose (or dismiss) concentration on the invocation, or when this duplicate is slain, you are dazed for one round as your essence returns to you.
To clarify, your duplicate is you, with the following changes:

Batlike wings (fly at twice your land speed, average maneuverability)
No armor or natural armor bonuses to AC; deflection bonus to AC equal to its Charisma modifier
Natual bite (damage equivalent to a short sword of your size), 2 claws (damage equivalent to daggers)
Darkvision out to 60 ft.
Immunity to poison
Acid, cold, electricity, fire resistance 10 (does not stack with present resistances)
Damage reduction 10/magic
Spell resistance 25
+4 Str, +4 Dex, +2 Con, +4 Int, +2 Cha
Incorporeal subtype (though its physical attacks and eldritch blast still affect the Material Plane normally)

While concentrating on this invocation, the only other action you can take is a five-foot step. You can defend yourself normally, but you may not use any other abilities or move (other than taking a five-foot step).

Demonic Lore
Least; 2nd
You may invoke this ability to open your mind to demonic knowledge. You gain a +6 bonus to all Knowledge (arcana), Knowledge (the planes), and Knowledge (religion) checks you make over the next 24 hours. You can also make any of these Knowledge checks untrained while this invocation is in effect; however, if you do, you are dazed for 1 minute afterward from tapping into the dire knowledge of the Lower Planes.

Eldritch Blade
Least; 2nd; Blast Shape
This blast shape invocation allows you to turn your eldritch blast into a swordlike beam, which you can wield with proficiency. This weapon deals slashing damage equal to half the number of dice of damage that your eldritch blast deals plus your Strength modifier. This blade lasts as long as you hold onto it, or until you choose to use a normal eldritch blast. It can be sundered (it has hardness 5 and 5 hit points), and you can be disarmed of it; in either case, it is gone and you must invoke your eldritch blade once again.

Dread Word
Lesser; 3rd
You can use dread word (see page 93, Book of Vile Darkness) as the spell. If you do not have that book, use the following description:
You utter a single word of the Dark Speech so foul that it harms the very soul of one who hears it, dealing 1d3 points of Charisma damage to one target within close range (25 ft. + 5 ft./2 levels) unless they succeed on a Will save. You are protected from the knowledge and the sound of the word by the power of the invocation.

Bestow Pain
Lesser; 4th
When you use this invocation, your touch becomes capable of transferring your pain and wounds to a targeted creature. The target takes your wounds as damage, either 1 point per caster level or enough to bring you to full hit points, whichever is less. You heal yourself of an equal amount of damage, as if healed by a cure spell. Furthermore, you also transfer the pain of those wounds, inflicting a -4 penalty on all attack rolls, skill checks, and ability checks the target for one round. A Fortitude save negates the pain effect, though you still inflict damage to your target and heal your own wounds.
For example, during a fight with a druid who just didn't appreciate his 'redecoration' of her forest, tiefling warlock Sabaron gets slashed by her scimitar for a decent 9 points of damage. In reply, Sabaron lashes out with his red-glowing hand, invoking bestow pain. He regains those 9 hit points, transferring the arm wound to the druid and sending a jolt of pain with it. Shocked by the pain, she retreats -- but not before calling on her dire wolf ally...

Warlock's Eye
Dark; 8th
Using this invocation grants you sight beyond that of many mortals and certainly beyond that of non-spellcasters. You gain the benefits of greater arcane sight and true seeing, as well as the ability to discern the alignments of all creatures within the 60 ft. cone of effect, for 24 hours.

Eldritch Missile
Lesser; 3rd; Blast Shape
This blast shape invocation allows you to turn your single eldritch blast into many smaller eldritch missiles. You may divide twice the total number of dice of damage that your eldritch blast deals into smaller missiles, as long as they each deal at least 1d6 damage. Each missile requires a ranged touch attack; no two targets can be more than 15 feet apart, and you must fire at least two missles at two separate targets -- you can't target one person more than once with these missiles.
For example, our old buddy Sabaron, presently a 17th-level tiefling warlock, faces a whole party of four crusading heroes. Rather annoyed at the appearance of so many 12th-level goody-goodies, he decides to show them all that he means business, lashing out at the whole of the party at once with four soulshock missiles, each one dealing 4d6 points of electricity damage. While the favored soul and gold dragon-blooded sorcerer both succeed on their saving throws, the paladin and exalted rogue both fail and are stunned, leaving them open to the attacks of Sabaron's hexblade ally...

Eldritch Touch
Least; 1st; Blast Shape
This blast shape invocation allows you to deliver your eldritch blast attack as a melee touch attack instead of a ranged touch attack.

Blood of Fire
Greater; 5th
By cutting a mystical pattern into your hand, you enchant the blood from the wound with destructive power. The invocation can create up to one missile of blood per four caster levels (maximum of five missiles), which you can then send streaking at separate targets. Each missile requires a ranged touch attack and deals 2d8 points of damage with no saving throw allowed as they explode on impact. Creatures within 5 feet of a targeted creature must make a Reflex save or take half that damage. Using this invocation deals 2 points of damage per missile to you as you have to cut yourself for the magic to work; however, doing this does not force a Concentration check.

Demand Submission
Dark; 9th
With the hellish might of this invocation, you can force one person that can hear your voice to make a Will save. If he fails, that person submits to you as if you were his absolute sovereign for one week, doing whatever you ask as if every request were a suggestion spell against which the target cannot resist with a saving throw. He is still fully aware of his actions, but he is compelled to do as commanded. However, when a creature succeeds on a saving throw against this ability, it is forever immune to your demand submission invocation. This invocation can only be used against one target at a time; if you successfully use demand submission against a second target, the first is automatically dismissed (though that target is not immune to a second use of this ability).

Forceful Blast
Greater; 6th; Eldritch Essence
This eldritch essence invocation turns your eldritch blast into a forceful blast. A forceful blast deals force damage; hence, it does not face the miss chance against incorporeal creatures. Instead of rolling d6s for the damage of a forceful blast, you roll d8s.

Imperial Garment
Lesser; 3rd
This invocation causes one target's clothing to be rendered invisible and somewhat intangible, effectively showing the target in his undergarments -- if he's wearing any. This not only distracts the target for one round as he tries to figure out where in the world his clothing and armor vanished to (no Dex to AC, -4 to Listen, Search, Sense Motive, and Spot checks), but it has the added effect of giving all attacks made against the target a 20% chance of ignoring his armor bonus to AC. The invisibility lasts for 24 hours, but the intangibility lasts only 1 round/level. After the 1 round/level is up, the character can see his own armor.
For example, the male lizardfolk Komodo (warlock 8) gets into an intense argument with a male aasimar, Radiant (paladin 10), as Komodo is openly gay and Radiant is homophobic. Radiant, in his righteous zealotry, lashes out at the lizardfolk warlock with a smite attempt; he misses, and his smite attempt is wasted (Komodo is chaotic neutral). Komodo answers with imperial garment, drawing attention to the overzealous aasimar and embarrassing the Celestia out of him. On the next round, Komodo lashes out with his tail for 4 points of nonlethal damage while Radiant is distracted. He rolls d% and gets 18%, enough to strike through Radiant's half-plate. Before the fight can escalate any further, however, the city guard separates the two. For 24 hours, the aasimar is the subject of ridicule as he appears to walk around the city's jail cell stark naked -- with a long-term male cellmate that continues to give him catcalls during his night in jail... for indecent exposure.

Evil Eye
Lesser; 3rd
Through the combined powers of this invocation and your own focus of malevolent wishes, you can inflict a curse of bad luck on anyone that meets your evil eye. You gain a gaze attack for 24 hours which forces anyone affected by your gaze to make a Will save. Any target that fails this save takes a -4 luck penalty to attack rolls, saving throws, skill checks, and ability checks until the next sunrise. A target that succeeds on its saving throw is immune to your evil eye for 24 hours, even if you dismiss and then reinvoke this ability again. This effect is treated as a curse, and can be dispelled by remove curse and similar spells and effects.

Malevolent Ego
Greater; 6th
Channeling the mental faculties of fiendish powers, you become more like them in mind and spirit. By invoking this invocation, you gain the outsider type (and the native subtype) for 24 hours. You may choose to have the chaotic subtype if you are of a chaotic alignment or the evil subtype if you are of an evil alignment; if you choose this option, natural and manufactured weapons you wield are all considered to be chaotic or evil for the purposes of overcoming damage reduction. You also gain a +4 enhancement bonus to your Charisma score and the ability to speak telepathically to any creature within 100 ft. that has a language.

Ravenous Umbrage
Greater; 5th
You can create an area of amorphous shadow (as thecreeping darkness wu jen spell) that is filled with bats (as the bat swarm, page 237 of the Monster Manual, except the swarm fills every square occupied by the darkness). The ravenous umbrage can move up to 20 ft. per round while you concentrate on it, and it can pass through any opening large enough for the bat swarm to pass through. You are immune to the attacks of your own ravenous umbrage, but you are still subject to the effects of the darkness. The ravenous umbrage remains as long as you concentrate on it (like concentrating on a spell). If the bat swarm is destroyed, the darkness disappears as well.

Vampiric Blast
Greater; 6th; Eldritch Essence
This eldritch essence invocation turns your eldritch blast into a vampiric blast. If you successfully deal damage with your vampiric blast, you are healed of a number of points of damage equal to the number of dice of damage your vampiric blast dealt.
For example, Teanami the 12th-level warlock is getting ready to be smashed by a very upset victim of her not-so-skilled thievery: a giantess with a literal king's ransom (the poor, captive prince). After being hammered by a glancing blow from the giantess' greatclub for a good 12 points of damage, Teanami backs away, countering with her newly-learned vampiric blast. She connects with the hill giantess for a (luckily!) maximized 36 points of damage, and Teanami is healed of 6 points of it. Taking as much of the ransom as she can carry before the giantess can recover from her surprise, Teanami makes a run for it...

Unraveling
Greater; 6th
This invocation allows you to use dispel magic as the spell. However, you can only use it as a counterspell, to 'unravel' the castings of other spellcasters; therefore, to use this invocation properly, you must have a readied action to counterspell. Unlike dispel spell, however, this invocation can counterspell any spell, including the spells that dispel magic cannot. Furthermore, if successful, you have the option of returning the spell at the caster as the spell turning spell, but this option is ineffective against spells that are unaffected by spell turning. Alternatively, you may steal the effect of the spell for yourself. Both of the optional abilities (spell turning and effect stealing) work only against spells of 5th level or lower. This invocation is usually learned by mage-slayer warlocks and warlocks finding themselves challenged to duels by other arcanists.

Eldritch Barrier
Dark; 6th; Blast Shape
This blast shape invocation allows you to invoke your eldritch blast as an eldritch barrier, sheathing you in your own offensive energy. While so protected, you may not use your eldritch blast or any other blast shape invocations. Any target striking at you with a natural or handheld weapon takes 1d6 points of damage, plus additional damage equal to the number of dice of damage your eldritch blast deals, and they are also affected by any eldritch essence invocation you may have connected this blast shape invocation to. Creatures wielding ranged weapons or weapons with exceptional reach (such as longspears) are safe from this effect.

Phantom Blast
Greater; 5th; Eldritch Essence
This eldritch essence invocation allows you to turn your eldritch blast into a phantom blast. A phantom blast is invisible. Creatures targeted by a phantom blast are considered flat-footed unless they can see invisibility.

Tarterian Rage
Lesser; 4th
By using this mind-affecting invocation, you may unleash every enraging thought in the target's mind all at once, throwing them into a frenzy -- the likes of which have never been seen but in hellish fiends of fury. The target is allowed a Will save to avoid the effect altogether. An affected target gains a +4 morale bonus to Strength and Constitution, +10 ft. to her base land speed, an extra attack at her highest base attack bonus (and all attacks take a -2 penalty), and a +2 morale bonus to her Will saves. However, she takes a -2 penalty to her Armor Class due to her sheer recklessness, and she has a 50% chance of attacking the closest living (or unliving) creature instead of fighting normally. This fit of rage lasts for 1 round/level, after which the target is fatigued.

Shattering Blast
Dark; 6th; Eldritch Essence
This eldritch essence invocation allows you to turn your eldritch blast into a shattering blast. A creature struck by a shattering blast must make a Fortitude save or lose a number of points of damage reduction and spell resistance equal to half the number of dice of damage your shattering blast deals. Unlike most invocations, your shattering blast is not subject to spell resistance. Multiple shattering blasts do not stack.
For example, while facing off against his spell-enhanced paladin nemesis, Sabaron the tiefling warlock (lv. 17) fires a shattering blast, targeting the paladin (who is enhanced with spell resistance and stoneskin spells at CL 13th for SR 25 and DR 10/adamantine). The unlucky paladin fails his saving throw (for the sake of the example, noble guy that he is) and loses 4 points of his two defenses in addition to taking 8d6 points of eldritch blast damage, leaving the knight with SR 21 and DR 6/adamantine (and lower hit points). With this advantage in mind, demonic Sabaron moves in, his heavy sickle prepared to strike into the heart of this crusader in the name of Master Graz'zt...

Eldritch Burst
Least; 2nd; Blast Shape
This blast shape invocation allows you to invoke your eldritch blast as a small burst around you, striking out at everything within 5 ft. of your position. This is not a ray attack, so it requires no ranged touch attack. Any creature in the area of the burst may attempt a Reflex save for half damage.

Warmockery
Greater; 5th
With the power of magical energy and the darkness in your soul, you can create a quasi-real duplicate of yourself out of materialized power. It is indistinguishable from the real version of you, though its true nature can be discerned with true seeing and similar spells. It has all of your normal abilities, but only mundane (non-magical) versions of your equipment and only half your normal hit points. It can use your eldritch blast at half damage as well as one invocation of yours, plus an additional invocation per five levels you have, at half your caster level. It cannot use any other spells or spell-like abilities, but it can use your supernatural abilities at half your level (where level modifiers are applicable). This being is real, not an illusion; however, once it reached 0 hit points, it is utterly destroyed. Any part of the duplicate's body or equipment that is separated from it for more than one minute dissolves into shadowy mist that soon dissipates.
The caster may see and hear what is going on around his warmockery at a distance of 60 ft., as if he were really there. This invocation has no range and may travel as far as it desires on the same plane that the caster is on, but it winks out of existance as though destroyed if it should cross a planar boundary. The warmockery exists indefinitely until it is dismissed or destroyed; however, only one may be in existance at any time.

Eldritch Forcefield
Greater; 5th; Blast Shape
This blast invocation allows you to turn your eldritch blast into an eldritch forcefield. An eldritch forcefield creates a barrier of energy around you, providing protection from physical damage equal to the amount of damage your eldritch blast would have dealt. You may also make a touch attack while using this invocation; if you hit, you deal damage equal to the number of dice of damage your eldritch blast deals. This eldritch forcefield lasts for 24 hours or until discharged or dismissed; while it is in use, its magic restricts you from using any other invocations. If it is discharged before it is dismissed, you take the stored damage.
For example, Teanami the (now) 16th-level warlock gets into a fight with a bodyguard whose charge -- a large, magical, and priceless jewel -- she is trying to steal. Taking initiative, Teanami invokes a hellrime forcefield, rolling a total of 28. The bodyguard, a 12th-level fighter that has mastered the use of the longsword, takes a swing at her and deals an impressive 14 damage -- or he would have, had the forcefield not been up. Instead, her forcefield takes the damage and is reduced to 14 points of protection. Teanami laughs at the blow and touches him in the chest, dealing 7 points of cold damage and chilling him to the bone, penalizing his Dexterity by -4 and moving past him to go for her prize. However, as she provokes an attack of opportunity, the freezing guard strikes again, dealing 15 damage -- and suddenly, as her forcefield breaks apart, Teanami takes a total of 29 damage. With both her pride and body severely wounded, Teanami makes a run for it, vowing to try for that gemstone another time.

Darkling Slave
Least; 2nd
Calling upon the denizens of the lower planes, you bring forth a special slave to obey your every whim for 1 hour. However, you have only a 50% chance to succeed; if your summons fails once, it will continue to fail for the remainder of the day. This warlock-loyal creature will not attack you, and no one else can gain control of it, unless the other controller is also a warlock; if that happens, both of you make opposed Charisma checks, and the winner gains control of the slave for the remaining time.
A darkling slave can be a human warrior or adept of 3rd level with the fiendish template. Their stats are shown below.
Darkling Warrior Slave: Medium outsider (extraplanar, evil); HD 3d8+6; hp 19; Init +5; Spd 30 ft.; AC 13, touch 11, flat-footed 12; Base Atk +3, Grp +5; Atk claw +5 melee (1d4+2); Full Atk 2 claws +5 melee (1d4+2), bite +0 melee (1d6+1); SA smite good 1/day (+0 atk, +3 dmg); SQ SR 8, cold and fire resistance 5, darkvision 60 ft.; AL NE; SV Fort +5, Ref +2, Will +1; Str 15, Dex 13, Con 14, Int 12, Wis 10, Cha 8; Skills/Feats -- Climb +8, Handle Animal +2, Intimidate +5, Jump +8, Ride +4; Cleave, Improved Initiative, Power Attack.
Darkling Adept Slave: Medium outsider (extraplanar, evil); HD 3d6; hp 11; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk +1, Grp +0; Atk claw +1 melee (1d4-1); Full Atk 2 claws +1 melee (1d4-1), bite -4 melee (1d6-1); SA smite good 1/day (+0 atk, +3 dmg), spells; SQ SR 8, cold and fire resistance 5, darkvision 60 ft.; AL NE; SV Fort +1, Ref +3, Will +5; Str 8, Dex 14, Con 10, Int 12, Wis 15, Cha 13; Skills/Feats -- Concentration +6, Heal +9, Knowledge (arcana) +4, Knowledge (religion) +4, Spellcraft +7; Combat Casting, Silent Spell, Still Spell.
Spells Prepared (3/3, caster level 3rd, DC 10 + spell level + 2): 0th -- touch of fatigue (3), 1st -- cure light wounds (2), inflict light wounds.
Your summoned slave remains with you for 1 hour, or until slain or dismissed. You cannot use this invocation to summon any other darkling slaves as long as your present one is in existance.

Darkling Servant
Lesser; 4th
Calling upon the denizens of the lower planes, you bring forth a special servant to obey your every whim for 1 hour. However, you have only a 50% chance to succeed; if your summons fails once, it will continue to fail for the remainder of the day. This warlock-loyal creature will not attack you, and no one else can gain control of it, unless the other controller is also a warlock; if that happens, both of you make opposed Charisma checks, and the winner gains control of the minion for the remaining time.
A darkling servant can be a human warrior or adept of 6th level with the fiendish template. Their stats are shown below.
Darkling Warrior Servant: Medium outsider (extraplanar, evil); HD 6d8+12; hp 39; Init +5; Spd 30 ft.; AC 15, touch 11, flat-footed 14; Base Atk +6, Grp +9; Atk claw +9 melee (1d4+3); Full Atk 2 claws +9 melee (1d4+3), bite +4 melee (1d6+1); SA smite good 3/day (+0 atk, +6 dmg); SQ SR 11, cold and fire resistance 5, DR 5/magic, darkvision 60 ft.; AL NE; SV Fort +7, Ref +3, Will +2; Str 16, Dex 13, Con 14, Int 12, Wis 10, Cha 8; Skills/Feats -- Climb +12, Handle Animal +5, Intimidate +8, Jump +12, Ride +7; Cleave, Extra Smiting, Improved Initiative, Power Attack.
Darkling Adept Servant: Medium outsider (extraplanar, evil); HD 6d6; hp 27; Init +2; Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk +3, Grp +2; Atk claw +2 melee (1d4-1); Full Atk 2 claws +5 melee (1d4-1), bite +0 melee (1d6-1); SA inflict light wounds 3/day, smite good 1/day (+0 atk, +6 dmg), spells; SQ SR 11, cold and fire resistance 5, DR 5/magic, darkvision 60 ft.; AL NE; SV Fort +2, Ref +4, Will +8; Str 8, Dex 14, Con 10, Int 12, Wis 16, Cha 13; Skills/Feats -- Concentration +9, Heal +13, Knowledge (arcana) +7, Knowledge (religion) +7, Spellcraft +12; Combat Casting, Rooted Spell (use a spell slot to gain a spell-like ability 3/day), Silent Spell, Still Spell.
Spells Prepared (3/2/2, caster level 6th, DC 10 + spell level + 3): 0th -- touch of fatigue (3), 1st -- cure light wounds (2), 2nd -- mirror image, scorching ray.
Your summoned servant remains with you for 1 hour, or until slain or dismissed. Alternatively, you can attempt to summon 1d3 darkling slaves with a 75% chance for success with this invocation. If you have used this invocation, you cannot use it again while your summoned darkling servant or darkling slaves are in existance.

Darkling Vassal
Greater; 6th
Calling upon the denizens of the lower planes, you bring forth a special vassal to obey your every whim for 1 hour. However, you have only a 50% chance to succeed; if your summons fails once, it will continue to fail for the remainder of the day. This warlock-loyal creature will not attack you, and no one else can gain control of it, unless the other controller is also a warlock; if that happens, both of you make opposed Charisma checks, and the winner gains control of the trooper for the remaining time.
A darkling vassal can be a human warrior or adept of 9th level with the fiendish template. Their stats are shown below.
Darkling Warrior Vassal: Medium outsider (extraplanar, evil); HD 9d8+12; hp 39; Init +5; Spd 30 ft.; AC 17, touch 11, flat-footed 16; Base Atk +9, Grp +12; Atk claw +12 melee (1d4+3); Full Atk 2 claws +12 melee (1d4+3), bite +4 melee (1d6+1); SA smite good 3/day (+0 atk, +9 dmg); SQ SR 14, cold and fire resistance 10, DR 5/magic, darkvision 60 ft.; AL NE; SV Fort +8, Ref +4, Will +3; Str 17, Dex 13, Con 14, Int 12, Wis 10, Cha 8; Skills/Feats -- Climb +15, Handle Animal +8, Intimidate +11, Jump +15, Ride +10; Cleave, Extra Smiting, Great Cleave, Improved Initiative, Power Attack.
Darkling Adept Vassal: Medium outsider (extraplanar, evil); HD 9d6; hp 40; Init +2; Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk +3, Grp +2; Atk claw +2 melee (1d4-1); Full Atk 2 claws +5 melee (1d4-1), bite +0 melee (1d6-1); SA inflict light wounds 3/day, smite good 1/day (+0 atk, +9 dmg), spells; SQ SR 14, cold and fire resistance 10, DR 5/magic, darkvision 60 ft.; AL NE; SV Fort +3, Ref +5, Will +9; Str 8, Dex 14, Con 10, Int 12, Wis 17, Cha 13; Skills/Feats -- Concentration +12, Heal +16, Knowledge (arcana) +10, Knowledge (religion) +10, Spellcraft +15; Combat Casting, Rooted Spell (use a spell slot to gain a spell-like ability 3/day), Silent Spell, Still Spell, Sudden Empower.
Spells Prepared (3/3/3/1, caster level 9th, DC 10 + spell level + 3): 0th -- touch of fatigue (3), 1st -- cure light wounds (2), 2nd -- mirror image, scorching ray (2), 3rd -- lightning bolt.
Your summoned vassal remains with you for 1 hour, or until slain or dismissed. Alternatively, you can summon 1d3 darkling servants with a 75% chance for success or 1d4+1 darkling slaves without fail with this invocation. If you have used this invocation, you cannot use it again while your summoned darkling vassal, darkling servants, or darkling slaves are in existance.

Darkling Thrall
Dark; 8th
Calling upon the denizens of the lower planes, you bring forth a special thrall to obey your every whim for 1 hour. However, you have only a 50% chance to succeed; if your summons fails once, it will continue to fail for the remainder of the day. This warlock-loyal creature will not attack you, and no one else can gain control of it, unless the other controller is also a warlock; if that happens, both of you make opposed Charisma checks, and the winner gains control of the retainer for the remaining time.
A darkling thrall can be a human warrior or adept of 12th level with the fiendish template. Their stats are shown below.
Darkling Warrior Thrall: Medium outsider (extraplanar, evil); HD 12d8+12; hp 66; Init +5; Spd 30 ft.; AC 19, touch 11, flat-footed 18; Base Atk +12, Grp +16; Atk claw +16 melee (1d4+4); Full Atk 2 claws +16 melee (1d4+4), bite +7 melee (1d6+2); SA smite good 5/day (+0 atk, +12 dmg); SQ SR 17, cold and fire resistance 10, DR 10/magic, darkvision 60 ft.; AL NE; SV Fort +10, Ref +6, Will +5; Str 18, Dex 13, Con 14, Int 12, Wis 10, Cha 8; Skills/Feats -- Climb +19, Handle Animal +11, Intimidate +14, Jump +19, Ride +13; Cleave, Extra Smiting (x2), Great Cleave, Improved Initiative, Power Attack.
Darkling Adept Thrall: Medium outsider (extraplanar, evil); HD 12d6; hp 54; Init +2; Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk +3, Grp +2; Atk claw +2 melee (1d4-1); Full Atk 2 claws +5 melee (1d4-1), bite +0 melee (1d6-1); SA burning hands 3/day, scorching ray 3/day, smite good 1/day (+0 atk, +3 dmg), spells; SQ SR 14, cold and fire resistance 10, DR 10/magic, darkvision 60 ft.; AL NE; SV Fort +3, Ref +5, Will +9; Str 8, Dex 14, Con 10, Int 12, Wis 18, Cha 13; Skills/Feats -- Concentration +12, Heal +16, Knowledge (arcana) +10, Knowledge (religion) +10, Spellcraft +15; Combat Casting, Rooted Spell (x2) (use a spell slot to gain a spell-like ability 3/day), Silent Spell, Still Spell, Sudden Empower.
Spells Prepared (3/3/3/2/1, caster level 12th, DC 10 + spell level + 4): 0th -- touch of fatigue (3), 1st -- cure light wounds (3), 2nd -- mirror image, resist energy (2), 3rd -- lightning bolt (2), 4th -- wall of fire.
Your summoned thrall remains with you for 1 hour, or until slain or dismissed. Alternatively, you can summon 1d3 darkling vassals with a 75% chance for success or 1d4+1 darkling servants without fail with this invocation. If you have used this invocation, you cannot use it again while your summoned darkling thrall, darkling vassals, or darkling servants are in existance.

Dark Mercy
Greater; 6th
This invocation gives the power to heal others... for a price. By using this invocation, you may heal another creature of a number of points of damage equal to twice your caster level. However, that creature is subject to a price for your generous grant of succor in the form of a negative level, as per the enervation spell. This negative level is not bestowed by negative energy, but instead by unholy power, as is the healing; thus, while death ward and similar effects will not protect the target, protection from evil and similar spells prevent both the negative level and healing. Alternatively, you can take the damage you heal into yourself, personally accepting the price of healing another with dark forces. This invocation cannot be used to heal yourself, and the opposing target must be willing.

Thanatotic Blast
Dark; 9th; Eldritch Essence
This eldritch essence invocation allows you to turn your eldritch blast into the fatal thanatotic blast. A thanatotic blast is a death effect. A creature struck by a thanatotic blast must make a Fortitude save or die instantly. A creature that succeeds on its save takes half the normal damage of your eldritch blast and is immune to the death effect of your thanatotic blast for 24 hours.

Blooded Servant
Dark; 8th
By utilizing the powers of the Lower Planes, you can wrench a soul back into its recently slain body as if casting a raise dead spell on it. However, the target must make a Will save (using its living bonuses) to resist being forcibly drug back into its own body. If it fails, the soul is brought back to its body and, furthermore, is enslaved by you as though by a dominate monster spell. This spell can only have one person under your control at a time; if it used to attempt to revive another target, the first target is released from the spell, whether or not your invocation is successful. This can only be invoked on a target that has been dead for only one round, after which the soul is beyond your dark grasp.

Warlock's Message
Least; 1st
This simple invocation leaves a series of comprehensible sigils on a solid object that last for one week. When read, these sigils have one of the effects shown below, determined by you when you use the invocation. Each can be negated with a successful Will save.

Dazed: The target is dazed for 1d4 rounds.
Fatigued: The target is fatigued for 1d4 rounds.
Fright: The target is shaken for 1d4 rounds.
Hypnotized: The target is fascinated for 1d4 rounds.
Slumber: The target is put to sleep for 1d4 rounds.


Hopeless Hex
Dark; 8th
This invocation allows you to bestow a powerful curse, similar to the bestow curse spell. When you invoke this invocation, you may choose to apply a -6 penalty to two of your target's ability scores, apply a -8 penalty to all attack rolls, saving throws, ability checks, and skill checks, or cause the target to lose his round of actions 75% of the time. A Will save negates this curse and renders the target immune to the warlock's hopeless hex, but even if a target succeeds, he is the subject of a crushing despair spell for 1 minute.

Cursed Blast
Lesser; 4th; Eldritch Essence
This eldritch essence invocation allows you to inflict a mild curse with your eldritch blast. Any creature struck by a cursed blast must make a Will save or become subject to a curse that forces him to take a -2 luck penalty to Armor Class, attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 minute. Multiple cursed blasts do not stack, nor does a new one reset the duration.

Soulless Void
Dark; 9th
By howling out to the powers of ultimate destruction, you replace yourself with a pit of absolute nothingness. For three rounds, you vanish. Everything within 30 ft. of your previous position must succeed on a Strength check opposed by your Charisma check or be pulled toward the black hole that you have become (treat as a bull rush attempt, except you use your Charisma). If anything comes into contact with the pit you have become, they must succeed on a Fortitude save or be slain as their life force is annihilated; if they succeed, they still take 3d6 points of damage. After the three rounds, you reform as the pit closes, and are stunned for one round as your body restores itself.

Destiny Bond
Greater; 5th
You target one creature and force it to make a Will save. If it fails, you and the targeted creatures share the same destiny -- if you die, so does the target. If the target dies, however, you may make a Will save; if you succeed, you take damage equal to half your maximum hit points. Failure brings about your own death. The destiny bond lasts for 24 hours; if it is dispelled on you or your target, it is dispelled on both targets.

Wrath of Hell
Greater; 6th
Channeling the energies of the Lower Planes into yourself, you become akin to a furious fiend of Hell. While in this frenzy, you become so connected to your more physical, demonic side that you refuse to use any spell or spell-like ability, including your eldritch blast. All other present invocations on you are dismissed, but you gain a number of powers from this one. You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +3 resistance bonus to all saves, and two natural primary claw attacks (longsword damage) as well as a natural secondary bite attack (short sword damage). Your base attack bonus becomes equal to your caster level, and you gain a +2d6 bonus to the damage of your claws as your baleful energies radiate wildly from your hands. This is the raw energy of your eldritch blast and not subject to any kind of energy resistance (though spell resistance still applies to this extra damage alone). You gain a +10 ft. bonus to your land speed and the ability to fly at your improved land speed with good maneuverability as demonic wings sprout from your back. While under the influence of this invocation, you cannot use any spells or spell-like abilities. You also lose the ability to use any Charisma, Dexterity, or Intelligence skills (save for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience and concentration. You cannot activate magic items that require a command word, a spell trigger, or spell completion to function, similar to a barbarian's rage. This invocation lasts for 1 round/level or until dismissed, after which you are fatigued for the remainder of the encounter.

Abyssal Serpents
Greater; 5th
This invocation calls forth black, burning, serpentine demons from the Lower Planes, lashing out for victims. This invocation functions in the same manner as Evard's black tentacles, except that each grappled creature in the area of the invocation takes 2d6 points of fire damage each round and must also make a Fortitude save or be poisoned in one of three ways:

1d6 Str/exhaustion 1 minute.
1d6 Dex/paralysis 1 minute.
1d4 Con/1d4 Con.


Spooky Shadows
Least; 1st
This invocation creates a dark mist, similar to that created by the fog cloud spell. This does not block line of sight, but it does grant concealment. Furthermore, the shadows dancing in the dark mist have glowing eyes and a penchant to repeatedly say "Boo!" and laughing maniacally to anything inside the cloud. Any creature (besides yourself) inside the cloud must make a Will save or be shaken for 1d4 rounds. The shadows can only affect any given creature once, and the fog and shadows last for 1 minute unless affected by any moderate or stronger wind or any fire larger than a torch.

Dark Messenger
Lesser; 4th
When you use this invocation, you send a message to a sleeping target. This message causes the recipient to have a vivid nightmare if he fails a Will save, interrupting his natural healing for the night. Furthermore, whenever the target sees you during the next day, he becomes shaken.

Mystic Denial
Dark; 7th
By using this invocation, you surround yourself with a 5 ft. radius antimagic field. You cannot be affected by any magic in any way unless this invocation is dismissed, dispelled, or is ended after 24 hours.

Mirror Force
Greater; 6th
The use of this invocation gives you spell resistance equal to 10 + your caster level. Furthermore, your spell resistance is reflective in nature; if a spell cannot defeat your spell resistance and is able to be turned (as the spell spell turning), then that spell rebounds on its original caster. Once this invocation has successfully turned a number of spell levels equal to your spell resistance, the ability ends.
Dogurasu_Thanatos

07-20-05, 12:18 PM
Soul Chiller
Least; 2nd
This invocation imbues your hands with an icy touch, allowing you to make a melee touch attack for 1d8 points of negative energy damage. This also inflicts a -2 penalty to an ability score of your choice for one minute, and slows the target for the same duration. Multiple uses of this invocation on the same target overlap (the effects do not stack). A Fortitude save negates the penalty.

Nightshade Tendrils
Lesser; 3rd
This invocation allows you to conjure poisonous, vinelike tendrils around one target within medium range (100 ft + 10 ft/level). These tendrils bind the victim, entangling him on a failed Reflex save until he makes an Escape Artist check (DC 15) or breaking the bonds with a DC 15 Strength check. These tendrils also deliver a contact poison, dealing 1d6 Dex/1d6 Dex damage (Fortitude save negates). These tendrils last for 10 minutes, after which they turn into shadowy vapor and are gone.

Twilight Talon
Dark; 7th
The powers of darkness spring forth from your hand, turning into a three-fingered Large talon of black energy. The floating talon of energy has a flight speed of 30 ft. (perfect), but must remain within close range. Since this talon is directed by you, its ability to notice or attack invisible or concealed creatures is no better than your own. You can have only one twilight talon in existance at any given time; creating a second one instantly dispels the first.
The twilight talon attacks once per round, with an attack bonus equal to your caster level plus your Charisma modifier, +10 for the talon's strength (31), -1 for being Large, and it deals 2d6 points of slashing force damage (plus its Strength modifier of +10). It can also grapple creatures or move objects with this same bonus, though it has a +4 modifier for being Large instead of -1. It does not damage targets it grapples, nor can it attack while grappling. Redirecting the twilight talon is a move action, and it lasts for 1 round/level.
The twilight talon can be damaged like any other creature, and it has an AC of 10 + half your caster level as a natural armor bonus + your Cha modifier as a deflection bonus, with a -1 penalty due to being Large. It has hit points equal to half of your full hit point total, but most magical effects that don't cause damage don't affect it. It cannot move through an antimagic field or a wall of force, but suffers the full effects of a prismatic wall or prismatic sphere. The twilight talon makes saving throws as its caster, and disintegrate or a successful dispel magic destroys it.

Portal of Darkness
Dark; 9th
Calling on the powers of the planes, you open a small gateway to another plane of existance. This invocation can serve one of two functions -- planar scrying or communicating with extraplanar beings.
Planar Scrying: This effect functions as the scrying spell, except that it works to scry on any plane. Scrying other planes is difficult, however, and you have only a 50% + 1% per caster level of successfully scrying on other planes from where you are. Failure on this check results in the failure of the spell. Alternatively, if you scry on creatures in the same plane as you, you may choose to communicate with them. The portal of darkness appears to them as a circle of eldritch fire, through wich they can see you and your surroundings. You may communicate with them freely, but all attacks made from either side simply fail, passing through the portal as if it were an illusion.
Communion with Extraplanar Beings: You may use this invocation to have one question per caster level answered by an extraplanar being of your choice. In order to use this ability of the invocation safely, you must succeed on a Concentration check with a DC equal to the target's Hit Dice after each question; otherwise, it is free to simply leave if it wishes. It must answer truthfully on a failed Will save with at least a one-word answer, though if it chooses, it can go into as much detail as it likes. "Unclear" is a legitimate answer, as these beings are not necessarily omniscient.

Gluttonous Mimicry
Dark; 8th
By touching one target, you instantly shrink it down to the size of a pea, which you must then eat; if you do not, the target returns to normal size on its next action (as a free action) and can act normally. While it is the size of a pea, it cannot be harmed as it is put into stasis. You cannot target anything that has more Hit Dice than your caster level, nor can you 'eat' more than one target; you cannot use this invocation a second time while the first is still in effect. Your target can resist the invocation by making a Will save.
While you have this target 'eaten,' you take on all of its extraordinary abilities (including feats) and supernatural abilities (though you lose access to your own supernatural abilities for the duration of this effect). You also gain the type and subtype of the new form (such as outsider (native) for eating an aasimar). You, however, do not change form. The target of this invocation is shunted into an extradimensional 'gullet,' where he takes 1d6 points of crushing damage and 1d6 points of acid damage every round. He may escape this extradimesnional space by dealing 20 points of damage to this 'gullet' with a piercing or slashing weapon. It has an AC of 10 + your Constitution modifier (as a natural armor bonus) + your Charisma modifier (as a deflection bonus). If this happens, the invocation ends and your target appears in front of you.
You may also choose to end the invocation and 'spit out' the target creature. Treat this as a ranged attack with a maximum range of 60 feet (no range increments) that deals 5d6 bludgeoning damage (piercing damage if he was wearing spiked armor) to both the target of the invocation and the target of the ranged attack (Fortitude save for half for both targets). You may choose to make the target of the invocation appear as anything you like when you 'spit him out;' however, this is also purely cosmetic and the character takes his own form when the attack is resolved. The target of the invocation, if used in this way, is considered to be knocked prone after the attack; the target of the ranged attack may make a Strength check (DC equal to the spell's DC) to stay on his feet.

Grasping Doom
Greater; 6th
By using this invocation, you conjure a quivering web of sticky tentacles. This duplicates the effects of a web spell, with the following changes. These tentacles surround a sticky black sphere that is suspended in space at a point within close range that you designate, filling a 10 ft. radius burst with writhing blackness. Anything that comes into the area of this spell must make a Reflex save or else become entangled. Anything that is entangled must make an additional Fortitude save or suffer the effects of partial blindness and 1d4 points of Constitution damage. Targets must repeat these saves each round they are in the radius of the effect. These tentacles last for 1 round/level or until dismissed. The partial blindness causes one affected by it to treat all other creatures as having partial concealment (20% miss chance) and take a -2 penalty on Search checks and most Strength- and Dexterity-based checks, and a -8 penalty on spot checks.

Chlorine Breath
Greater; 5th
You breathe a cloud of miasmic green vapor that extends out to a 30 ft. cone. Once in place, the vapors last for 10 minutes; a moderate wind disperses the cloud in 1 minute, and a strong wind disperses the cloud in 1 round. Anyone inside the vaporous cloud must make a Fortitude save or take 1d6 points of Constitution damage; targets that save against the vapor become nauseated for as long as they remain within the vapors and for 1 minute afterward. In either case, a target can only take one instance of Constitution damage. This is considered a poison and can be dispelled by a neutralize poison spell.

Arcanist Aptitude
Least; 2nd
You use this invocation to gain a deeper understanding of the use of magical power. You gain a +6 bonus on all Concentration, Spellcraft, and Use Magic Device checks for 24 hours.

Shadow Stealth
Lesser; 4th
By invoking this ability, you become exceedingly adept at the art of stealth. You gain a +8 bonus on all Hide and Move Silently checks for 24 hours, and you gain concealment in shadowy areas while under the influence of this invocation.

Baatorian Scouting
Lesser; 4th
By invoking this ability, you gain acute perception and an uncanny ability to use it. You gain a +8 bonus on all Listen and Spot checks for 24 hours, and you may make one of each of these checks per round as free actions while under the influence of this invocation.

Tanar'rian Interrogation
Lesser; 4th
By invoking this ability, you gain the ability to effectively interrogate, using the methods preferred by demon princes. You gain a +8 bonus on all Intimidate and Sense Motive checks for 24 hours, and while you are under the influence of this invocation, any creature you are interrogating cannot speak any deliberate or intentional lies, as the zone of truth spell; attempting to do so while under your gaze causes the liar to take 1d10 points of damage as pain courses through his body. A Will save negates this effect.

Subtlety In Motion
Least; 2nd
You invoke this ability to become more sneaky and subtle. You gain a +6 bonus on all Hide, Move Silently, and Sleight of Hand checks for 24 hours.

Bestial Dust
Lesser; 4th
With a flick of your hand, you create a 5 ft. radius burst of sparkling dust at any point within close range. This dust drains the mind but enhances the body (and, if you are using the Book of Vile Darkness and the rules on drugs, is highly addictive as the targets feel their newfound strength flow through their bodies). Treat this as a natural, inhaled poison (2 Intelligence, 2 Wisdom, 2 Charisma for primary damage and lack of focus (side effect from barbarian rage) for 1 round/level for secondary damage) with the side effect of granting a +4 enhancement bonus to Strength and Constitution for 1 round/caster level. The Fortitude save DC to avoid the effects of the spores is 10 + half your caster level + your Charisma modifier. Any creature that fails a Fortitude save takes the damage from the poison but also gains the bonus to Strength and Constitution. Targets that succeed on the first save gain neither effect; failure on the second save only deals the given damage.
If you are using the Book of Vile Darkness chapter on drugs, treat the dust as a drug with an initial effect of 2 Intelligence, 2 Wisdom, and 2 Charisma damage; a secondary effect of lack of focus (as the side effect of barbarian rage); and a side effect of a +4 enhancement bonus to Strength and Constitution. The dust has a high addiction rating (Fort DC 14; Satiation 2 days; Damage 1d6 Dex, 1d6 Wis, 1d2 Con).

Wrath's Potency
Greater; 6th
With a flick of your hand, you create a ray of liquid. This liquid causes severe pain and damage to the body, but it increases combat skill and power (and, if you are using the Book of Vile Darkness and the rules on drugs, is extremely addictive as the targets feel great power enter their bodies). Treat this as a natural contact poison (3d6 points of acid damage for primary damage, and severe pain for 1 hour (as the symbol of pain spell) for secondary damage) with the side effect of granting the effects of a divine power spell for 1 round/level at your caster level. The Fortitude save DC to avoid the effects of the fluid is 10 + half your caster level + your Charisma modifier. Any creature that fails a Fortitude save takes the damage from the poison but also gains the effect of divine power. Targets that succeed on the first save gain neither effect; failure on the second save only deals the given damage.
If you are using the Book of Vile Darkness chapter on drugs, treat the dust as a drug with an initial effect of 3d6 points of acid damage; a secondary effect of severe pain (as the symbol of pain spell) for 1 hour; and a side effect of the effects of divine power. The liquid has an extreme addiction rating (Fort DC 25; Satiation 1 day; Damage 1d6 Dex, 1d6 Wis, 1d6 Con).

Mirror Shades
Lesser; 4th
When you use this invocation, you create 1d4+1 mirror images of yourself, similar to the mirror image spell. However, these images are actually made of shadowstuff and can act on their own. They are friendly toward you at the time of their creation and last for 1 round/level. Each mirror shade has 1 hp per caster level. They weigh nothing and cannot manipulate objects; however, they are able to make a melee touch attack that deals 1d6 damage plus an additional point of damage for each 1d6 points of damage that your eldritch blast deals. This damage is supernatural in nature, similar to the supernatural damage of a wall of perilous flame.

Gravity Crush
Greater; 6th
At your command, a field of super-gravity comes into existance at any point within close (25 ft. + 5 ft./2 levels) range. This field of gravity is spherical, with a 10 ft. radius, and it lasts for 1 round/level. Anyone inside or entering this field of supergravity that fails a Fortitude save is subject to paralysis and 2d6 points of crushing damage each round; those who succeed on their Fortitude saves are merely slowed and take 1d6 points of crushing damage as long as they remain in the field. A slowed person may make a Strength check (DC 20) to pull someone free from the field; someone unaffected by the field may make a similar check (DC 15) to do the same. Creatures normally immune to paralysis are still subject to the paralysis from this invocation, as it is based on being unable to move due to the force of super-gravity.

Lightless Guardian
Least; 2nd
By wielding the power of this invocation as a full-round action, you call forth a Tiny guardian creature. Its appearance may be as you see fit, but its abilities remain the same, though they increase as your caster level rises.
The lightless guardian is an outsider with a number of Hit Dice equal to half your caster level (rounded down), an Armor Class of 10 + its relevant modifiers (size, Dexterity), and a natural armor bonus equal to its Hit Dice. You may choose its feats as you wish, and it uses the elite array for its ability scores (15, 14, 13, 12, 10, 8; modified by +4, +4, +2, +2, +0, -2 as you see fit), modified by its size. See the table below for the lightless guardian's abilities.
A lightless guardian lasts for 24 hours, until dismissed, or until destroyed. Your lightless guardian is always the same one you summoned the first time you used the invocation to create it. If the lightless guardian is destroyed, you may not use this invocation again until you gain a new level. Furthermore, you must succeed on a Fortitude save or lose 200 XP per caster level; a successful save reduces this to 100 XP per level.
A lightless guardian stops gaining Hit Dice and abilities when you reach caster level 5th.

Heartless Guardian
Lesser, 4th
This invocation requires you to have a lightless guardian. When you first use this invocation on an existing lightless guardian, it becomes a heartless guardian; from here on, you may use this invocation instead of lightless guardian to call your guardian, which is the same as before (though it now continues to grow until caster level 10th). It now grows to Small size.
Losing a heartless guardian to death renders this invocation useless until you gain a new level. Furthermore, you must succeed on a Fortitude save or lose 300 XP per caster level; a successful save reduces this to 150 XP per level.

Merciless Guardian
Greater, 6th
This invocation requires you to have a heartless guardian. When you first use this invocation on an existing heartless guardian, it becomes a merciless guardian; from here on, you may use this invocation instead of heartless guardian to call your guardian, which is the same as before (though it now continues to grow until caster level 15th). It now grows to Medium size.
Losing a merciless guardian to death renders this invocation useless until you gain a new level. Furthermore, you must succeed on a Fortitude save or lose 400 XP per caster level; a successful save reduces this to 200 XP per level.

Soulless Guardian
Dark, 8th
This invocation requires you to have a merciless guardian. When you first use this invocation on an existing merciless guardian, it becomes a soulless guardian; from here on, you may use this invocation instead of soulless guardian to call your guardian, which is the same as before (though it now continues to grow until caster level 20th). It now grows to Large size.
Losing a soulless guardian to death renders this invocation useless until you gain a new level. Furthermore, you must succeed on a Fortitude save or lose 500 XP per caster level; a successful save reduces this to 250 XP per level.


A Warlock's Guardian
Class Skills
The warlock's guardian's class skills (and the key ability score for each skill) are as follows: Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (all) (Int), Listen (Wis), Perform (Cha), Search (Int), Spellcraft (Int), and Spot (Wis).
Skill Points at Each Level: 8 + Int modifier.
Hit Die: d8.

BAB Fort Ref Will Special
1. +1 +2 +2 +2 Tiny size, range restriction,
improved evasion, claw attack,
speed 10 ft.
2. +2 +3 +3 +3 Bolster master, utter loyalty
3. +3 +3 +3 +3 Small size, bite attack, speed 20 ft.
4. +4 +4 +4 +4 Second claw attack, zealous heart
5. +5 +4 +4 +4 Minor Eldritch blast,
share invocations
6. +6 +5 +5 +5 Medium size, interpose, speed 30 ft.
7. +7 +5 +5 +5 Master immunity, spell resistance
8. +8 +6 +6 +6 Large size, improved grab, speed
40 ft.
9. +9 +6 +6 +6 Improved mettle
10.+10 +7 +7 +7 Invincible protection


Class Features
The following are class features of the warlock's guardian.
Weapon and Armor Proficiency: Warlock's guardians are proficient with no weapons or armor, though they may learn to be.
Size: A warlock's guardian gorws in size as its master grows in power. It starts out as Tiny, then increases in size as it becomes more powerful.
Range Restriction: A warlock's guardian cannot move beyond 25 ft. + 5 ft. per Hit Die away from its master. It simply stops at the edge of this range.
Improved Evasion (Ex): As the monk ability.
Claw Attack (Ex): A warlock's guardian gains a claw attack that deals damage equal to a dagger of its size as a primary natural weapon.
Speed: The warlock's guardian's base land speed.
Bolster Master (Su): When within 5 ft. of its master, a warlock's guardian provides a +2 morale bonus on attack and weapon damage rolls.
Utter Loyalty (Su): A warlock's guardian's loyalty cannot be swayed by mundane, magical, psionic, or any other means short of divine intervention. It gains complete immunity to charm and compulsion effects, and cannot be made to attack its master in any way.
Bite Attack: A warlock's guardian gains a bite attack that deals damage equal to a short sword of its size as a secondary natural weapon.
Second Claw Attack: A warlock's guardian gains a second claw attack.
Zealous Heart (Ex): Powerful warlock's guardians fear nothing. They gain immunity to fear effects.
Minor Eldritch Blast (Sp): A warlock's guardian can use a 30 ft. range eldritch blast that deals 1d4 points of damage for every two Hit Dice it has.
Share Invocations (Su): A warlock's guardian that is within contact with its master at the use of an invocation also gains the benefits of that invocation.
Interpose (Ex): If standing next to its master, a warlock's guardian may choose to intercept an attack directed at its master. It makes a Reflex save against the attack roll, and if it succeeds, the attack is resolved as if the attack were directed at the warlock's guardian.
Master Immunity (Su): A warlock's guardian is immune to its master's attacks, though it never turns on its master. This makes it safe for the warlock to attack creatures while the warlock's guardian is in the area of effect.
Spell Resistance (Su): A warlock's guardian gains spell resistance equal to 10 + its master's caster level.
Improved Grab (Ex): With its claws, as the monster ability of the same name.
Improved Mettle (Ex): As improved evasion, but for Fortitude and Will saves.
Invincible Protection (Su): For 1 round/level, once per day as a swift action, a warlock's guardian may choose to envelop its master. This renders its master immune to all forms of attack for the duration of this ability, while still allowing the warlock to attack with his invocations. If the warlock's guardian dies during this time, the warlock must make a second Fortitude saving throw or gain a negative level. The DC to purge this negative level is 18 + the master's Charisma modifier.
Dogurasu_Thanatos

07-20-05, 01:04 PM
Double Essence
By focusing, you can attach two eldritch essences to your eldritch blast.
Prerequisites: Ability to use lesser invocations, including at least two eldritch essence invocations; ability to invoke an eldritch blast.
Benefit: As a full-round action, you may invoke an eldritch blast with two eldritch essence invocations in it. For example, you could invoke a vitriolic brimstone blast. In the case of two energy-damage eldritch essence invocations, the blast's damage is half of one energy and half of the other.
Normal: You can only use one eldritch essence invocation with an eldritch blast.
Special: If you have the Quicken Spell-Like Ability feat, this feat's ability requires only a standard action.

Soul-Force Blast
You can bring forth the power of your soul into your eldritch blast.
Prerequisites: Cha 13, ability to invoke an eldritch blast, warlock level 3rd, Weapon Focus (ranged spell).
Benefit: When you deal damage with your eldritch blast, you may add your Charisma modifier to the total damage dealt. This bonus damage cannot exceed your character level.

Channeled Blast
By focusing the energy of your soul, you can boost the damage of your eldritch blast.
Prerequisites: Cha 15, ability to invoke an eldritch blast, warlock level 6th, Concentration 4 ranks.
Benefit: When you deal damage with your eldritch blast, you may add 1 point of damage to every die of damage dealt. You must succeed on a Concentration check (DC 15 + the number of dice your eldritch blast will deal) for this feat to be effective.
For example, if you are a 20th-level warlock wearing a chasuble of greater power and expending 5 charges from your warlock's scepter, the DC for your Concentration check is 31. The damage would come to a total of 15d6+15.

Vicious Blast
Focusing your soul and life force, you can unleash a mighty eldritch blast, but you must also accept the backlash of power.
Prerequisites: Cha 17, ability to invoke an eldritch blast, warlock level 9th, Soul-Force Blast, Channeled Blast.
Benefit: When you deal damage with your eldritch blast, you may add an amount of points of damage equal to your Charisma modifier plus the number of dice of damage your eldritch blast deals to the total damage dealt. You also take this extra damage, and it cannot be reduced or resisted; however, you may refuse to use the feat altogether. For example, if a warlock with Cha 17 (+3 modifier) deals 5d6 points of damage with his eldritch blast, he could choose to take 15 points of damage to inflict an additional 15 points of damage.

Soulwielder
You can bring forth a fragment of your magical soul to form a solid blade of energy.
Prerequisites: Cha 13, ability to invoke an eldritch blast that can deal at least 2d6 damage, base attack bonus +2.
Benefit: You can use up 1d6 of your eldritch blast damage to create a blade of energy, called a soulsabre. This weapon is considered a magic weapon for the purposes of overcoming damage reduction, deals 1d6 points of slashing damage, and deals double damage on a critical hit. You can wield this light weapon with proficiency. If you let go of this weapon, it vanishes; therefore, you cannot use it to make ranged attacks. This is a supernatural ability.
Special: You are still able to invoke your eldritch blast, but it deals one less die of damage while your soulsabre is in existance. For example, a 3rd-level warlock with the Soulwielder feat would only be able to deal 1d6 points of damage with his eldritch blast while his soulsabre was in existance.

Improved Soulwielder
You have learned how to increase the power of your energy blade.
Prerequisites: Cha 15, ability to invoke an eldritch blast that can deal at least 3d6 damage, base attack bonus +4, Soulwielder.
Benefits: When you create your soulsabre, the damage increases to 1d8, deals damage as a magic weapon of your alignment, and it increases its threat range to 19-20.
Special: You are still able to invoke your eldritch blast, but it deals two less dice of damage while your soulsabre is in existance. For example, a 6rd-level warlock with the Improved Soulwielder feat would only be able to deal 1d6 points of damage with his eldritch blast while his soulsabre was in existance.

Greater Soulwielder
You have discovered deeper secrets of your inner warrior spirit, granting you access to a stronger energy blade.
Prerequisites: Cha 17, ability to invoke an eldritch blast that can deal at least 4d6 damage, base attack +6, Improved Soulwielder.
Benefits: When you create your soulsabre, the damage increas to 1d10 and deals triple damage on a critical hit. Furthermore, you can perform a flurry of slashes with your soulsabre, allowing you to make an attack at your highest base attack bonus, though all attacks in that round take a -2 penalty (including the extra one).
Special: You are still able to invoke your eldritch blast, but it deals three less dice of damage while your soulsabre is in existance. For example, a 9th-level warlock with the Soulwielder feat would only be able to deal 2d6 points of damage with his eldritch blast while his soulsabre was in existance.

Twofold Soulwielder
Prerequisites: Soulwielder, Two-Weapon Fighting.
Benefit: When you create your soulsabre, you may make a second, identical soulsabre appear in your off-hand, ideal for two-weapon fighting. Any other feats that apply to your original soulsabre (such as Improved Soulwielder and Greater Soulwielder, above) also apply to this new soulsabre.

Still Invocation
You can invoke your invocations without moving.
Benefit: This feat allows you to ignore the somatic components of your invocations three times per day, including your eldritch blast.

Essence of Aura
Your very aura can be empowered with the power of one of your eldritch essences.
Prerequisites: Cha 15, ability to use eldritch essence invocations, Double Essence.
Benefit: As a astandard action, you may invoke an edritch essence. The effects of your essence extend to a 10-ft. radius around your square, and saving throws and spell resistance applies. Creatures within the aura take no damage from the aura itself, and any damaging side effects from the aura are reduced by half. For example, the use of a brimstone blast aura only inflicts 1d6 fire damage to someone affected by your essence of aura. Creatures with immunity to spells of the level of the eldritch essence are not affected by your essence of aura.
Special: While your aura is in effect, you cannot make use of your Double Essence feat or any other feats that allow the use of your eldritch essence invocations (such as Greater Soulwielder).

Spirit Render
Drawing upon the power of your fiendish side, you can use your eldritch blast to strike into an enemy's soul.
Prerequisites: Ability to invoke an eldritch blast, alignment chaotic neutral or chaotic evil, Soul-Force Blast, Ranged Spell Specialization, Weapon Focus (ranged touch spell).
Benefit: By foregoing 1d6 points of your eldritch blast damage, you can instead strike at a target's very mind and soul, dealing 1 point of Intteligence, Wisdom, or Charisma damage. The ability damage and normal damage can be split up as you see fit; for example, a 9th-level warlock could deal 3d6 points of eldritch blast damage and 2 points of Charisma damage.

Internal Victor
Because of the will you have to surpass the darkness in your soul, you can use your eldritch blast to the benefits of others.
Prerequisites: Ability to invoke an eldritch blast, alignment chaotic good, Iron Will, Point-Blank Shot, Precise Shot.
Benefit: You may target an ally with your eldritch blast. For one round, that ally gains a total deflection bonus to his Armor Class and/or a resistance bonus to one or more saves equal to the amount of dice your eldritch blast deals as the blast circles him protectively. This bonus lasts for one round for every four class levels you have, during which time you may not use your eldritch blast. You may not use this ability on yourself.
For example, Dimitri Stellar (CG warlock 16) fights alongside his paladin son, Joseph Stellar (paladin 13), against a monstrous foe -- Badty Breathor, a warp-touched hexblade (Lv. 19). Desperate to guard his beloved child, the crusading arcanist uses his eldritch blast to protect Joseph, granting the warrior a +4 deflection bonus to his AC and a +3 resistance bonus to his Will saves (7d6 = +4 AC, +3 Will) for 5 rounds. As the diabolical bat goes to attack Joseph with a combination of his hexblade's curse and his deadly katana Metallisoul, Joseph is protected from both, the curse absorbed and dispelled by the blast even as the blade strikes against it, parrying for the young holy knight...

Drilling Blast
Like a fighter cleaving through enemies with his greatsword, your eldritch blast can drop multiple foes.
Prerequisites: Ability to invoke an eldritch blast.
Benefit: If you drop the target of your eldritch blast, you may choose to strike an enemy directly behind it in line for the remainder of the damage. For example, as a 5th-level warlock, if you drop a goblin with 6 points of your 16-point eldritch blast damage, you may target another goblin in the same line to deal 10 points of damage to it. Should that blast drop that goblin, you may not continue the ray's line of effect, even if you have damage remaining. This feat only works within the range of your eldritch blast (60 ft., or 250 ft. for an eldritch spear).
Special: You may not use this feat in conjunction with blast shape invocations that do not require ranged touch attack rolls.
You may take this feat multiple times; each time you take it, you may attack an additional target in the line. In the above example, you could continue your blast to strike a third goblin in that line, but not a fourth unless you took this feat again.

Eldritch Torch
You can turn your hand into an effective source of light.
Prerequisites: Ability to invoke an eldritch blast.
Benefit: As a free action, you can create a ball of light in your hand. It sheds light as a torch.

Blood Mythos
You can draw upon the power of your own blood to increase the strength of your magic.
Prerequisites: Knowledge (arcana) 8 ranks, Toughness
Benefit: You may draw upon your own blood (never the blood of others) to cast your magic. If you have a slashing weapon in hand (such as a dagger), you may inflict an amount of damage equal to the spell's level upon yourself in order to increase the effect of the spell. You do not need to make a Concentration check to maintain the spell when damaging yourself in this way. You may choose to either increase the save DC by two, or increase your effective caster level by one.
Special: Warlocks using this feat may instead choose to increase their eldritch blast damage by +1d6 in the same manner.

Devoted Arcanist
By forsaking your inner demons and walking the path of the righteous, the heavenly powers show you great favor indeed.
Prerequisites: Smite evil, eldritch blast, Consecrate Spell-Like Ability (eldritch blast), alignment lawful good.
Benefit: Your paladin and warlock levels stack for the purpose of determining your eldritch blast damage. Furthermore, your eldritch blast deals no damage to good-aligned creatures and only half damage to neutral creatures, and it gains the Good descriptor.
Your paladin and warlock levels also stack when determining the extra damage of your smite evil ability.
Any damage reduction to cold iron you may have acquired from the warlock class becomes damage reduction to silver.
You may also multiclass freely between the paladin and warlock classes and may even gain additional warlock levels, though you are no longer chaotic or evil (in fact, you are quite the opposite). You must remain lawful good to retain your paladin abilities and take paladin levels. You still face the normal XP penalty for having multiple classes more than one level apart.

Implacable Blast
Your force of will has become so strongly focused into your eldritch blast that you can occasionally use it in places and during times where lesser magic would fail.
Prerequisites: Base Will save +5, Cha 15, ability to invoke an eldritch blast.
Benefit: If you succeed on a DC 20 Will save, you may invoke your eldritch blast despite impeding effects, such as an antimagic field. However, your blast damage is reduced to 1d6 points of damage, regardless of your caster level.
Special: For every five points your Will save exceeds 20, you may deal an additional 1d6 points of damage.
Dogurasu_Thanatos

07-20-05, 01:07 PM
Tome of Graz'zt: While wizards are certainly known to carry books filled to the covers with arcane knowledge, they are not the only ones. Books can hold magical power just as any other item can, and clever warlocks have found them to be both a suitable way to expand their repertoire of invocations as well as a disguising prop, to make them seem more like wizards. The tome of Graz'zt is one of these books -- a volume of dire appearance, bound in black dragonhide with pages of gold, locked with a skeletal, six-fingered hand.
When a tome of Graz'zt is first discovered, it has 100 pages. Fifty of these are blank and can hold a spell of any level. The other fifty contain notations so dire and strange that no wizard can decipher them. In truth, only a few of those pages provide any pertinent information; the rest of them are nothing but gibberish. The pertinent pages in a tome of Graz'zt actually contain the powers of a single warlock's invocation, but it is never an eldritch essence or a blast shape invocation, nor is the contained invocation ever of dark grade. When grasped tightly and the proper word spoken, the tome of Graz'zt will automatically invoke the magic contained within it.
Strong universal; CL 15th; Craft Wondrous Item, creator must be a warlock, limited wish, secret page; Price 81,300 gp (least), 141,300 gp (lesser), or 181,000 gp (greater); Weight 3 lb.

Eldritch Cane: This large, ornate rod is usually made of mithral and tipped with a large sphere of onyx. Usually unadorned otherwise, a few are also decorated with dark ruby, sapphire, or topaz dust in the form of runes; some of these rods also include the decoration of an animal that is seen to be 'evil,' such as a dire bat or fiendish cobra protecting the sphere. An eldritch cane acts as a +2 greatclub that bestows a +2 profane bonus to ranged attack rolls made with it as well as a +2 deflection bonus to Armor Class. In addition, a warlock (or any other creature capable of invoking an eldritch blast) can choose to spend charges from the cane to increase the amount of damage his eldritch blast deals.

1 charge: +1d6
2 charges: +2d6
3 charges: +3d6
5 charges: +4d6

The cane's wielder can spend up to 5 charges in any 24-hour period. An eldritch cane is created with 50 charges. When all these charges are used up, the cane remains a +2 greatclub, but it no longer provides a bonus on ranged attack rolls or Armor Class.
Moderate necromancy; CL 10th; Craft Magic Arms and Armor, Craft Rod, bestow curse, shield of faith; Price 36,000 gp; Weight 6 lb.

Manacles of the Abyssal Army: These black iron manacles, studded with large rubies or sapphires, have no chains attached, making them appear as very large bracelets (and they take up the same spot on the body). Once per day, a character wearing these manacles may invoke one of the darkling invocations to call forth minions from the Lower Planes, depending on the strength of the manacles. A warlock with these manacles may use them even if he has already summoned a creature via a darkling invocation of the same strength as the manacles.
Various conjuration; CL 3rd (least), 7th (lesser), 11th (greater), or 15th (dark); Craft Wondrous Item, summon monster II (least), summon monster IV (lesser), summon monster VI (greater), or summon monster VII (dark); Price 1,500 gp (least), 5,600 gp (lesser), 13,200 gp (greater), or 24,000 gp (dark); Weight 2 lb.

Arc Arcanum Ring: This simple black ring is usually adorned with no more than six jewels, though it does indeed provide a warlock with a definitive strategic edge. Instead of invoking his normal eldritch blast, a warlock wearing this ring may instead fire a number of rays equal to one plus the number of attacks he has, each of which deal three points of damage for every die of damage his normal eldritch blast deals, similar to an archer with the Rapid Shot feat using a bow. The warlock's blast shape invocations do not apply for these rays, though he can still apply a single eldritch essence invocation to all of the rays. A warlock wearing two arc arcanum rings may not fire more rays than a single ring would allow. Any non-warlock who even dares to don this ring is instantly given a negative level. This negative level never converts to true level loss, but it may not be healed by any means until the ring is removed.
Moderate evocation; CL 9th; Forge Ring, magic missile, scorching ray; Price 18,000 gp; Weight negligible.

Mantle of the Fell Arcanist: This black, rune-inscribed cloak provides a deflection bonus to Armor Class (+1 to +5, depending on the type) as well as the same enhancement bonus on attack and damage rolls. It also provides a +1d6 bonus to the wearer's spells or spell-like abilities that deal damage. Any non-chaotic character who even dares to don this mantle is instantly given a negative level. This negative level never converts to true level loss, but it may not be healed by any means until the mantle is removed.
Strong various; CL 17th; Craft Wondrous Item, protection from law, divine favor, chaos hammer or creator must be able to invoke an eldritch blast, creator must be chaotic, creator's caster level must be at least one-third the bonus imbued into the mantle; Price 14,000 gp (+1), 32,000 gp (+2), 62,000 gp (+3), 104,000 gp (+4), or 158,000 gp (+5); Weight 1 lb.

Sarakhan Ballista: First found to be constructed by Sarakha (and a few menial laborers), these large, crossbow-like siege engines can be mounted onto a tower and are equipped with a single seat at the end, complete with a large, hemispherical bloodstone in a table before it. While this massive weapon can be loaded and used like any other ballista when in an antimagic field, a character can sit in the seat and control the aim of the ballista mentally, so long as both of his hands are touching the hemisphere. The Sarakhan ballista can fire a single eldritch spear once per round that deals 5d6 points of damage on the success of a Use Magic Device check (DC 22), with the added difference of having a range increment of 200 feet (maximum amount of range increments as normal for a ballista). If the character in the seat of the Sarakhan ballista is a warlock, he may use his own eldritch blast damage, if it is higher.
Moderate evocation (chaotic); CL 9th; Craft Wondrous Item, creator must be able to invoke an eldritch blast as an eldritch spear, creator must have 5 ranks in Use Magic Device; Price equal to the cost of the ballista + 36,000 gp; Weight as the ballista.
Dogurasu_Thanatos

07-20-05, 01:13 PM
Knight of Devimaston's Curse
He was certainly a beautiful being, and he knew it -- all too well, as many would say, given the knight's narcissistic nature. Another well-known fact about Voltaire Hexus was the power he held in the cold glare of his eye, in the sharp gesture of his hand, in the black gleam of his scythe. He had been chosen by the darkest of forces, the power of his spirit becoming the bane of any who dared cross him and his dread masters. In his eyes, his gestures, his weapon -- in his very presence -- he carried a deadly curse.

Devimaston's curse.

The knights of Devimaston's curse, or cursed knights for short, are a loosely-knit group of arcanists focused on the dark power and deadly potential of the curse -- a kind of spell that debilitates its target without slaying them, making them truly suffer. Only an arcanist that has known the despair of such a curse knows how to truly access and amplify that power, and out of these few survivors have risen the knights of Devimaston's curse.

Requirements
To qualify to become a knight of Devimaston's curse, a character must meet the following criteria.
Alignment: Any nongood, nonlawful.
Skills: Intimidate 10 ranks, Knowledge (arcana) 10 ranks, Knowledge (religion) 2 ranks, Knowledge (the planes) 2 ranks.
Spells: Arcane caster level 7th.
Spells: Ability to cast bestow curse as an arcane spell, use the curse of despair invocation, or ability to use a greater hexblade's curse.
Special: Must have been the victim of one of the above abilities.

Class Skills
The knight of Devimaston's curse's class skills (and the key ability score for each skill) are as follows: Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Hit Die: d8.

BAB Fort Ref Will Special Spells
1. +1 +0 +0 +2 My will, my curse --
2. +2 +0 +0 +3 -- +1 level of arcane spellcasting class
3. +3 +1 +1 +3 My strike, your curse --
4. +4 +1 +1 +4 -- +1 level of arcane spellcasting class
5. +5 +1 +1 +4 My presence, my curse --
6. +6 +2 +2 +5 -- +1 level of arcane spellcasting class
7. +7 +2 +2 +5 My power, your curse --
8. +8 +2 +2 +6 -- +1 level of arcane spellcasting class
9. +9 +3 +3 +6 My weapon, my curse --
10.+10 +3 +3 +7 -- +1 level of arcane spellcasting class
11.+11 +3 +3 +7 My confidence, your curse --
12.+12 +4 +4 +8 -- +1 level of arcane spellcasting class
13.+13 +4 +4 +8 My eyes, my curse --

Class Features
The following are class features of the knight of Devimaston's curse.
Weapon and Armor Proficiency: Knights of Devimaston's curse gain proficiency with all simple and martial weapons and with light armor. They gain no proficiency with shields.
Spells: At each even-numbered level, a cursed knight gains new spells per day (and new spells, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (stronger hexblade's curse, improved familiar abilities, a bonus feat, and so on). If he had more than one arcane spellcasting class to which he belonged before becoming a knight of Devimaston's curse, he must decide to which class to add each level for the purpose of determining spells per day and spells known.
My Will, My Curse (Su): The knight of Devimaston's curse's passing thought is enough to provoke a curse upon a given target. He may use this curse once per day per level as a free action. The curse lasts for one hour. This curse inflicts a -4 penalty on all attack rolls, saving throws, skill checks, and ability checks. A Will save (DC 10 + 1/2 the knight's caster level + his Cha modifier) negates the curse.
My Strike, Your Curse (Su): At 3rd level, the cursed knight's curse improves. He now inflicts a -2 penalty to Armor Class against any target that fails to save against his curse. This ability stacks with "My Will, My Curse" (the curse now inflicts a -4 penalty on rolls and a -2 penalty to AC).
My Presence, My Curse (Su): At 5th level, the knight of Devimaston's curse surrounds him like a palpable field of energy. Any creature adjacent to the knight of Devimaston's curse must make a Will save or become subject to a half-strength curse (-1 AC; -2 rolls). This curse lasts as long as the creature is within his aura.
My Power, Your Curse (Su): At 7th level, the cursed knight's curse is further enhanced. He now inflicts a -6 penalty to any single ability score against anybody that fails their saving throw against his curse. This ability stacks with "My Will, My Curse" and "My Strike, Your Curse" (the curse now inflicts a -4 penalty on rolls, a -2 penalty to AC, and a -6 penalty to any single ability score; -1 AC, -2 rolls, -3 ability score in the aura).
My Weapon, My Curse (Su): At 9th level, the knight of Devimaston's curse can now channel his curse through his melee weapon. Any creature struck by the knight's weapon must succeed on a Will save against his curse or else be cursed.
My Confidence, Your Curse (Su): At 11th level, the cursed knight's curse becomes even more dire. Any creature failing their save against his curse has a 50% chance to take no action at all as their confidence fails them. This ability stacks with "My Will, My Curse," "My Strike, Your Curse," and "My Power, Your Curse" (the curse now inflicts a -4 penalty on rolls, a -2 penalty to AC, a -6 penalty to any single ability score, and a 50% chance to lose their action; -1 AC, -2 rolls, -3 ability score, 25% chance to lose actions in the aura).
My Eyes, My Curse (Su): At 13th level, the knight of Devimaston's curse has a glance that can inflict a curse just as devastating an effect as his will. Instead of inflicting his curse once per day per level, the cursed knight now has a gaze attack with a range of 60 feet that inflicts his curse.

Mind of the Tortured Fire

All of them were fools. They had no idea what they were up against; he wielded -- nay, he commanded the utter obedience of fire. They had no idea of what he had been put through, and now they wanted to burn him at the stake for being a 'witch.' Fire was not his ally; it was his slave, conquered after he watched his family, a family of benevolent warlocks, die by fire at the hands of a superstitious theocracy. These witch-hunters dared to think of slaying him in the same manner? He would show them all a true trial by fire... yes, he would show them that he was master of their fire, their gods-damned, family-stealing fire!

He would show them all!!

Requirements
To qualify to become a mind of the tortured fire, a character must meet the following criteria.
Base Attack Bonus: +5.
Skills: Survival 8 ranks.
Special: Must have suffered from a horrible psychological depravity by a trauma or tragedy caused by fire.

Class Skills
The mind of the tortured fire's class skills (and the key ability score for each skill) are as follows: Concentration (Con), Intimidate (Cha), Knowledge (nature) (Int), and Survival (Wis).
Skill Points at Each Level: 2 + Int modifier.
Hit Die: d8.

BAB Fort Ref Will Special
1. +1 +2 +0 +2 Drive, tortured mind, inferno's master
2. +2 +3 +0 +3 Blazing corona
3. +3 +3 +1 +3 Magmatic might


Class Features
The following are class features of the mind of the tortured fire.
Weapon and Armor Proficiency: Minds of the tortured fire gain no additional proficiency in weapons or armor.
Drive (Ex): A mind of the tortured fire is driven to right whatever wrong he feels caused his insanity. He has a 50% chance to be forced to make a DC 25 Will save every time he interacts with someone, including close friends. If he fails a Will save he is forced to make, he is immediately thrown into a blind rage, attacking whomever is closest. He gains a +2 to Strength and Constitution per class level, a +1 morale bonus on all Will saves per class level, and a -1 penalty to Armor Class per class level, and it lasts for a number of rounds equal to 1/level + his newly improved Constitution modifier. Unlike a barbarian's rage, he suffers no drawback or lack of focus from this rage.
Tortured Mind (Ex): A mind of the tortured fire loses 2 points of Intelligence and Wisdom each time he gains a level in this class. These points can only be restored by bonuses gained through level benefits, but neither score can be brought below 1.
Inferno's Master (Su): A mind of the tortured fire is able to control all fire, gaining fire resistance 15 and the ability to create, animate, and disperse fire.
Create Fire: As the produce flame spell, as a caster of twice his mind of the tortured fire level. However, his flames instead deal 1d6 + his Charisma modifier points fire damage. Also, his fire lasts for as long as he desires.
Animate Fire: As the animate fire spell, with the following changes. He may have a number of animated fires equal to his mind of the tortured fire level + 1, or he may merge them to create an animated fire one size larger, up to Large size (requiring 4 Small fires or 2 Medium ones).
Disperse Fire: He may use pyrotechnics, as the spell, at will as a caster of twice his mind of the tortured fire level.
Blazing Corona (Su): At 2nd level, a mind of the tortured fire has an aura that exudes palpable heat and light. Not only does he become immune to fire, but any creature adjacent to him takes 1d6 + his Charisma modifier points of fire damage per round. He also sheds light as a (very large) candle.
Magmatic Might (Su): At 3rd level, a mind of the tortured fire can become a mass of magma. He gains the elemental (fire) type, a slam attack that deals 1d8 + 1.5x his Strength modifier damage, and any flammable he touches (or that touches him) while in this form must succeed on a Reflex save (DC 20 + his Con modifier) or start to burn, taking 1d6 points of fire damage per round. This ability lasts as long as he wishes; however, he takes 3 points of nonlethal damage every round he spends in this form.
His created fire deals double damage, his aura extends to 10 ft., and fire now heals him: For every 3 points of fire damage he takes, he heals 1 point of damage as if by a cure spell.


Nagamian Whirler

His movements were fluid, flowing easier than coins over a dragon's claws. He danced -- not just danced, no, but he spoke through his motions, telling a thousand-thousand stories with the turn of his lithe form... the gaze of his charming eyes... the twist of his wrist and the great scimitar that seemed to be a living extension of his arm. He was a snake: that was what the assorted barroom ruffians thought of him as they stood, prepared to strike down this person where he stood for their own drunken pleasure...

His movements were fluid. His dances told tales upon tales, all without a word eluding to their meaning: dominance and victory.

Nagamian whirlers are seductive dancers, combining the power of charming others with the hypnotic movements of a snake into a versatile combination. Their patron deity, Boa Nagamia, gives the whirlers their name; being a god of dominance, lust, and snakes -- a risen demon, in fact -- his being the patron of a group of male dancer-warriors gives them an interesting reputation indeed; whether it is deserved or not depends on each given Nagamian whirler. Nevertheless, they make very... interesting... traveling companions.

Requirements
To qualify to become a Nagamian whirler, a character must meet the following criteria.
Gender: Male.
Alignment: Any chaotic.
Skills: Bluff 8 ranks, Knowledge (nature) 2 ranks, Perform (dance) 4 ranks.
Feats: Exotic Weapon Proficiency (great scimitar) or (whip-dagger).
Spells: Caster level 3rd.
Spells: Ability to cast charm person or use the charm invocation.

Class Skills
The Nagamian whirler's class skills (and the key ability score for each skill) are as follows: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Perform (Cha), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level: 6 + Int modifier.
Hit Die: d6.

BAB Fort Ref Will Special Spells per Day/Spells Known
1. +0 +0 +0 +2 Dance of the snake +1 level of existing class
2. +1 +0 +0 +3 Slashing fangs --
3. +2 +1 +1 +3 Serpent strike --
4. +3 +1 +1 +4 Snake's charm +1 level of existing class
5. +3 +1 +1 +4 Dance with the snake --
6. +4 +2 +2 +5 Improved reaction --
7. +5 +2 +2 +5 Nagamian caress +1 level of existing class
8. +6 +2 +2 +6 Greater serpent strike --
9. +6 +3 +3 +6 Snake pit samba --
10.+7 +3 +3 +7 Dance as the snake +1 level of existing class


Class Features
The following are class features of the Nagamian whirler.
Weapon and Armor Proficiency: Nagamian whirlers gain no additional proficiencies.
Spells: At 1st, 4th, 7th, and 10th level, a Nagamian whirler gains new spells per day (and new spells, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved turning/rebuking undead, improved familiar abilities, a bonus feat, and so on). If he had more than one spellcasting class to which he belonged before becoming a Nagamian whirler, he must decide to which class to add each level for the purpose of determining spells per day and spells known.
Dance of the Snake (Ex): A Nagamian whirler's dance gives him a measure of defensive ability. He gains a bonus to his Armor Class equal to one plus one-fourth his class level (+1 at 1st level, +2 at 4th level, +3 at 8th level). Also, he may add his one point of his Charisma modifier to his Armor Class per class level. This total bonus is lost when the Nagamian whirler wears any armor, carries more than a light load, or is denied his Dexterity bonus to his Armor Class.
Slashing Fangs (Ex): At 2nd level, a Nagamian whirler's training with his preferred weapon -- the great scimitar or the whip-dagger -- allows him to treat this weapon as an extension of his dance. The great scimitar can be used as if it were a light weapon, and the whip-dagger may be used in melee without provoking an attack of opportunity.
Serpent Strike (Ex): At 3rd level, the connection a Nagamian whirler has with his dance and his weapon becomes closer. When unarmored, he may execute a flurry of blows with his preferred weapon, gaining an additional attack at his highest attack bonus while taking a -2 penalty on all attack rolls in that round, including the additional attack.
At 8th level, he gains a second additional attack at his highest attack bonus, but he must still take a -2 penalty on all attack rolls, including both additional attacks.
Snake's Charm (Su): When a Nagamian whirler reaches 4th level, he learns how to speak with a forked tongue. Three times per day, a Nagamian whirler can speak with one person for at least 1 full round to produce a suggestion effect at a caster level equal to the Nagamian's caster level. He must be unarmed and unarmored for this ability to work. The target may make a Will save (DC 10 + 1/2 class level + whirler's Cha mod) to negate the effect.
Dance With the Snake (Su): A Nagamian whirler of at least 5th level can summon an anarchic constrictor or an anarchic Medium viper by dancing for his god for a full round. He may do this a number of times per day equal to his Charisma modifier, but he must do so while unarmored. This serpent lasts for 1 round/class level.
Improved Reaction (Ex): At 6th level, a Nagamian whirler can react quite suddenly to changes in his surroundings. He may choose the Improved Initiative feat or the Combat Reflexes feat and gain it for free; if he has both of these, he gains a +2 bonus on initiative checks.
Nagamian Caress (Su): At 7th level, an unarmored Nagamian whirler can make a touch attack against one target, forcing them to make a Will save (DC 10 + 1/2 class level + whirler's Cha mod) or fall under the effects of a charm monster spell. He may use this touch ability a number of times per day equal to his Charisma modifier.
Snake Pit Samba (Su): At 9th level, a Nagamian whirler's summoning dance allows him to call an anarchic viper swarm or an anarchic giant constrictor snake (which also has the viper's poisonous bite). However, this requires a Perform (dance) check at DC 25; if the check fails, no snakes answer the call. This potent summons lasts for 1 round/two class levels.
Dance As the Snake (Su): When a Nagamian whirler reaches 10th level, his dancing can become a blur. For a total of 10 rounds per day, a Nagamian whirler of this level may act as though hasted. These rounds need not be continuous.


Fiend Arcanist

It was all becoming clearer to him now. The magic of the warlocks was open to him, as open to him as his spellbook, and he could use their arcane power as his own. With the right words, the right gestures, he could also channel dark and chaotic energies through his body. His power had grown tenfold since he had left the teachings of O-Relinai far behind.

He smiled. He would certainly enjoy turning those foolish initiates into his slaves...

The fiend arcanists are a cabal of jealous (or at least curious) wizards that have seen the powers of the warlock and covet them for their own. Despite the name of the class, however, fiends are not the only creatures called to gather this information; slaadi are also called, usually by those who have more qualms with dealing with the lower planes. With the combined powers of warlock and wizard at their fingertips, fiend arcanists make for diabolical villains and powerful allies.

Requirements
To qualify to become a fiend arcanist, a character must meet the following criteria.
Alignment: Any chaotic or any evil.
Skills: Intimidate 4 ranks, Knowledge (arcana) 8 ranks, Knowledge (the planes) 8 ranks, Speak Language (Abyssal or Slaadi), Use Magic Device 4 ranks.
Spells: Able to prepare and cast 5th-level arcane spells.
Spells: Ability to cast lesser planar binding.

Class Skills
The fiend arcanist's class skills (and the key ability score for each skill) are as follows: Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 2 + Int modifier.
Hit Die: d6.

BAB Fort Ref Will Special Spells per Day/Spells Known
1. +0 +0 +0 +2 Prepare eldritch blast +1 level of existing arcane spellcasting class
2. +1 +0 +0 +3 Know invocations +1 level of existing arcane spellcasting class
3. +1 +1 +1 +3 Fiendish resilience 1 +1 level of existing arcane spellcasting class
4. +2 +1 +1 +4 -- +1 level of existing arcane spellcasting class
5. +2 +1 +1 +4 Convert eldritch blast +1 level of existing arcane spellcasting class
6. +3 +2 +2 +5 Fiendish resilience 2 +1 level of existing arcane spellcasting class
7. +3 +2 +2 +5 -- +1 level of existing arcane spellcasting class
8. +4 +2 +2 +6 Deceive item +1 level of existing arcane spellcasting class
9. +4 +3 +3 +6 Fiendish resilience 3 +1 level of existing arcane spellcasting class
10.+5 +3 +3 +7 Eldritch blast +1 level of existing arcane spellcasting class


Class Features
The following are class features of the fiend arcanist.
Weapon and Armor Proficiency: Fiend arcanists gain no new proficiencies with weapons, armor, or shields.
Spells: At each new level, a fiend arcanist gains new spells per day (and new spells, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved familiar abilities, a bonus feat, and so on). If he had more than one spellcasting class to which he belonged before becoming a fiend arcanist, he must decide to which class to add each level for the purpose of determining spells per day and spells known.
Prepare Eldritch Blast (Sp): A fiend arcanist begins his path to becoming a warlock by learning the secrets of the eldritch blast. He may prepare any of his spell slots as an eldritch blast that deals 1d6 points of damage per spell level.
Know Invocations (Ex): Starting at 2nd level, a fiend arcanist begins learning from various abyssal powers the secrets of casting an invocation. By casting a planar binding spell of any grade, the fiend arcanist can learn any invocation as a spell of the invocation's level. This costs as much as researching a spell of the same level (except that you pay the demon). Also, invocations with a duration of 24 hours have this duration reduced to 1 hour/level. Unlike with normal spells, a fiend arcanist can only know a certain amount of invocations. His limit on invocations known is one for every two class levels he gains.
Fiendish Resilience (Su): When a fiend arcanist reaches 3rd level, he has learned the secret of fiendish resilience. Once per day, as a free action, he may enter a state that lasts for 2 minutes. While in this state, the fiend arcanist gains fast healing 1. This improves by an additional point of fast healing every three levels (fast healing 2 at 6th level, fast healing 3 at 9th level).
Convert Eldritch Blast (Sp): A fiend arcanist learns the deeper secrets of his eldritch blast at 5th level. He can now convert any prepared spell into an eldritch blast that deals 1d6 points of damage per spell level. As with any other spontaneous casting, the fiend arcanist must use a full-round action to enhance this blast with metamagic feats.
Deceive Item (Ex): At 8th level, a fiend arcanist becomes able to effortlessly trick items into working for him instead of the people it was intended for. He can take 10 on any Use Magic Device check, even if he's rushed or threatened.
Eldritch Blast (Sp): When a fiend arcanist reaches 10th level, he has mastered his eldritch blast. He may now use his eldritch blast at will, exactly as a warlock of his caster level can. For example, a wizard 9/fiend arcanist 10 can deal 8d6 points of damage with his eldritch blast spell-like ability.


Brother of Fire

He laughed inwardly as the idiotic human before him drew forth a sword of flame, his sorcerous ally preparing a fireball spell. Who did they think they were kidding? He was a brother of fire -- there was nothing he couldn't do when it came to fighting with flame! Worse, these creatures had the audacity to attack his lord's Keep -- and he would not stand for it!

"You've both just forfeited your lives!" the brother of fire said. "Lord Bowser is going to enjoy turning you both into Chain Chomp food -- and I'll be the cook!"

The brothers of fire are an elite force of fire-wielding warriors that serve King Bowser Koopa with unwavering loyalty. Combining a soaring confidence with the destructive power of flame, these prestigious guardians of Bowser's Keep are quite capable of turning anyone foolish enough to fight them into Pirahna Plant fertilizer.
In order to qualify for this class, however, a brother of fire must survive the week of training. They are made to engage in fully lethal combat training with brothers of fire, usually in places like the sides of a volcano or in the middle of a desert -- any place with severe heat dangers to add to the already deadly training of lethal combat. Once the week is over, however, he will have earned the right to call himself a brother of fire.

Requirements
To qualify to become a brother of fire, a character must meet the following criteria.
Alignment: Any chaotic.
Base Attack Bonus: +4.
Feats: Point Blank Shot, Precise Shot.
Skills: Intimidate 8 ranks, Knowledge (arcana) 4 ranks, Use Magic Device 2 ranks.
Spells: Arcane caster level 3rd.
Special: Must have sworn fealty to King Bowser Koopa (or a similarly tyrannical figure). This class also requires one week of very intense training, as shown above.

Class Skills
The brother of fire's class skills (and the key ability score for each skill) are as follows: Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis), and Use Magic Device (Cha).
Skill Points at Each Level: 2 + Int modifier.
Hit Die: d8.

BAB Fort Ref Will Special Spells per Day/Spells Known
1. +0 +2 +0 +2 Armor mastery, flame --
2. +1 +3 +0 +3 Koopa confidence (fear) +1 level of existing arcane spellcasting class
3. +2 +3 +1 +3 Fire resistance 10 --
4. +3 +4 +1 +4 Flaming weapon +1 level of existing arcane spellcasting class
5. +3 +4 +1 +4 Improved flame --
6. +4 +5 +2 +5 Koopa confidence (charm) +1 level of existing arcane spellcasting class
7. +5 +5 +2 +5 Fire resistance 20 --
8. +6 +6 +2 +6 Volcanic weapon +1 level of existing arcane spellcasting class
9. +6 +6 +3 +6 Koopa flame --
10.+7 +7 +3 +7 Fire mastery +1 level of existing arcane spellcasting class


Class Features
The following are class features of the brother of fire.
Weapon and Armor Proficiency: Brothers of fire gain proficiency with all simple weapons and light armor, but not shields.
Spells: At each even-numbered level, a brother of fire gains new spells per day (and new spells, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved familiar abilities, a bonus feat, and so on). If he had more than one spellcasting class to which he belonged before becoming a brother of fire, he must decide to which class to add each level for the purpose of determining spells per day and spells known.
Armor Mastery (Ex): A brother of fire can cast arcane spells in light armor without the chance of spell failure. If he could do that before, he instead gains the Battle Caster feat for free.
Flame (Su): A brother of fire can throw or spit explosive fireballs at will as a thrown splash weapon with a range increment of 60 feet. He may throw as many fireballs as he has attacks in the round. These fireballs explode upon contact, dealing 1d6 bludgeoning damage plus 1d6 points of fire damage on a direct hit, and 1 point fire damage to all creatures within 5ft. of the explosion. He does not provoke attacks of opportunity when using his flame. As he gains levels in this class, a brother of fire's skin turns red in color; this is a purely cosmetic effect.
Koopa Confidence (Ex): A brother of fire of 2nd-level is confident in his combat prowess to the point of fearlessness. He is immune to all fear effects. At 6th level, this immunity spreads to charm and compulsion effects, as well.
Fire Resistance (Ex): A brother of fire is so used to heat that he gains the ability to resist fire damage. At 3rd level, he gains fire resistance 10. This improves to resistance 20 at 7th level.
Flaming Weapon (Su): At 4th level, any weapon a brother of fire wields channels his internal flames, making it a flaming weapon for as long as it is in his hands.
Improved Flame (Su): At 5th level, a brother of fire learns how to use his internal flames with much more natural ease. He is treated as having the Rapid Shot feat, but only when using his flame. His fireballs now deal 1d6 bludgeoning damage plus 1d8 points of fire damage on a direct hit, and 1d2 points fire damage to all creatures within 5ft. of the explosion.
Volcanic Weapon (Su): The flaming weapon ability of a brother of fire improves when he reaches 8th level. His weapons are now treated as flaming burst weapons.
Koopa Flame (Su): When a brother of fire reaches 9th level, he is practically one with his flame. He is treated as having the Manyshot feat, but only when using his flame. His fireballs now deal 1d6 bludgeoning damage plus 2d6 points of fire damage on a direct hit, and 1d6 points fire damage to all creatures within 5ft. of the explosion.
Fire Mastery (Ex): When a brother of fire reaches 10th level, he is one with flame. If he is fighting a foe with a flaming or flaming burst weapon or touching fire, he gains a +1 bonus on all attack and damage rolls. Furthermore, he gains the fire subtype, and any creature that attacks him with a natural or handheld weapon takes a number of points of fire damage equal to his Charisma modifier.
De Batavier

07-20-05, 03:13 PM
Edited the links D T hope i got everything. Saw you renamed some stuff. Some things are still only in the old thread or did i miss renamings?

:cool:
Dogurasu_Thanatos

07-20-05, 05:58 PM
OOC, De Batavier: The things still only the old thread are things that I didn't quite like, and so I have removed them from my own library. If/When the other thread should be 'pruned,' as it were, and those links inaccessible, I won't really care too much; I have everything I want to have here on this thread. Speaking of libraries, I personally kinda like how I actually named the 'books' that I had. Perhaps others will follow that example, perhaps not.

IC:
Sarakha has stayed on the ground, mostly, though he was certain to get himself a place to stay on the aerial galleon. The mad warlock has recently been associating with similar beings -- though only similar in the fact that they need no material things to become powerful warriors. He seems to have the hardest time communicating with monks, though odd clerics of some sort have been acting as negotiators between each of the parties involved. Whatever Sarakha could be planning, though, seems to have no ill impact -- yet -- on either the forsaken tower of the Warlock's Circle or the aerial galleon that now houses the formidable arcanists.
As he speaks with the groups, certain leaders emerge from the remaining people, including a monk whose arms are laced with tattoos and ki energy, a soulknife that wields a blade that makes him look more like a 'soulaxe,' and a warlock bedecked in mithral armor and bearing a holy and regal appearance -- almost paladin-esque. Standing at a large, flat rock, they each sign something before parting ways, and Sarakha begins flying back with his psuedodragon pet... who is now clad in studded leather barding and breathing the occasional gout of eldritch energy.
He lands on the deck, his dragon landing on his head like a hat. "That's taken care of," he says, appearing rather proud of himself as he clenches a finely wrought scroll of cloth-of-gold. "Soon, we shall have new allies." He slides it into a mithral scroll tube that is traced with runes of diamond and sapphire dust.

OOC: Yes, I am planning something -- something, perhaps, not quite sinister, but then again, who can tell with warlocks? And, yes, my psuedodragon has started taking warlock levels. :D
Demonfey

07-20-05, 10:25 PM
Does anyone mind if I just take the ship into my own hands to just get that taken care of?
De Batavier

07-21-05, 05:00 AM
Oke D T that's cleared up than. It will take a while before they realy start pruning, but better save than sorry.
Yes i noticed the names for your different books. They're cool.

ALL If you want your stuff in the old thread (and that is only linked in Archive III) to stay around on these boards. You'll better repost it in this thread.

Demonfey I don't mind you taking care of the flying ship. If you want the description in the first post edited or changed or something, just let me know.

:cool:
Aurelius_Shadowstryke

07-21-05, 06:43 PM
A figure steps from the shadows in the corner of the cabin. At first, it seems that he is dressed in leather armour, dyed a deep red colour with a matching cloak. As he steps forwards into the light, it becomes evident that the leather is in fact his skin and that his 'cloak' is actually a pair of bat-like wings.

"Well, it seems that my master was correct. The Warlock Circle has been forced to move it's home. Fortunately, my sources of information are very rarely incorrect. Unfortunately, I was recently forced to relocate also and I was hoping that you had room for another onboard this fine vessel of yours. It seems that the 'common' folk have a certain prejudice against those who look like I do at the moment." He begins to pace around the table, muttering to himself. It almost seems that he is holding a conversation with somebody who is not present. After a short time he pauses and listens intently. A decidedly nasty grin passes across his features. "It seems that I have some business to take care of. I await your decision." With this, his physical form explodes into a swarm of bats, which fly out through every window and head towards the north.

I am currently working on a couple of new invocations to add to the list, but I did find one piece of interesting information in CA which I though would be worth passing on. Certain members have been asking whether invocations that duplicate spells can be used to meet the pre-requisites for prestige classes. The official answer from CA is that they can. In the Arcane Feats chapter there is a small paragraph entitled Specific Spell Requirements which states that states "A requirement based upon a specific spell measures whether the character or creature in question is capable of producing the necessary effect, and as such, invocations and spell-like abilities that generate the relevant effect meet the requirements for specific spell knowledge." I guess a whole bunch of PrC's just opened up for those who choose other paths to power!
Von Crown

07-22-05, 02:20 AM
Suddenly, a loud buzzing sound can be heard from all around the ship, along with a constant roar, like that of a modern airplane engine. Scrambling up on deck/ to any nearby viewholes, you see that on all sides is a massive armada of flying ships, most about half the size of your new vessel, and shaped like dragonflies. Many others can be seen to be well-converted githyanki vessels, while others still look massive flying spiders (Salvaged Neogi ships). But the two that catch you eye are two in close proximity with each other. One seems so unbeleivably massive, it is a wonder it cen even get off the ground, let alone at any appreciable speed. The other looks like it may have one been a sailing ship, long ago, but is now covered in so much metal plating and other upgrades it seems that that was very long ago indeed. One of the most notable features of the smaller craft is the wooden deck, upon which Mordred standes, bent over and conversing with a gnome in massive goggles over some sort of plans. He the turns to the new ship, and waves to the pilot to get a bit closer. The vessel draws in, and Mordred leaps across onto the deck of the circle's new home. "I figured that since the ship is new, I should bring some of the Dauthaar Air Force and Transport along for an escort for your first trip. In other news, the portal is just about done and needs only to be anchored to a physical location in this world. Let me know if you have any suggestions. Also, would you ming terribly if we flew by the Stormhand Federation? I'd love to see the look on their faces when they realize what resources I have at my disposal, plus you would never believe how good this kind of advertising is for business."
De Batavier

07-22-05, 06:48 AM
Karl Abend nods. Your name will be added to our list of members Aurelius Shadowstryke. A cabine will be provided to you.
Quite a collection of little flying ships you got there Mordred. We could indeed use them as protection and as small craft for mission that require stealth and speed instead of..a real show of power.
But our ship still needs to be adjusted to our needs. I think we could use more than just a few fog cloed to cloak our precense as defense.

Ofcourse i've relinquished all "formal" control of the Ship to Demonfey. But we can start incorparate it in our Warlocks Circle RP LORE.
De Batavier

07-22-05, 07:01 AM
Insight of Direction
Least, 1st
A Warlock using this invocation knows in which direction he is traveling in three dimensional space.
Duration 24 hours
Thus a Warlock using this invocation knows if he is going up or down.

Fiendish Manna (evil), Heavenly Manna(good)
least 2nd
A Warlock using this invocation can create one piece of manna per Warlock level. This piece of manna is enough food to substain a creature for a day and heals 1+Warlock level hitpoints if the creature is of the same alignment as the manna. The manna deals 1d6+Warlock Level damage to creatures of opposite alignment of the manna.
Eating more than one piece of manna a day deals 1 point of constitution damage per extra piece of manna as a result of exposure to the power infused within the manna.
This invocation can only be used once a day. Manna decays within one hour after creation.

:cool:
Aurelius_Shadowstryke

07-22-05, 09:02 AM
The Many Faces of Evil
Lesser, 3rd

This Invocation is, in many respects, similar to the Arcane spell Alter Self. There are a few subtle differences, however, that need to be mentioned before use. Firstly, the invocation has a duration of 24 hours, during which the Warlock can alter his form as often as he chooses. This transformation is a full-round action, following which the warlock is disorientated for 1 round, suffering a -4 to AC and all rolls. The major drawback of this Invocation is that cold iron not only dispels the effect, but also forces the Warlock into the shape of whatever being grants him his power. The warlock acquires the physcial appearance of this creature, but gains none of the special abilities of the creature. Should the warlock be struck by cold iron whilst using this invocation, he will be trapped in the form of whatever granted him his power until the duration of the Invocation is up. The invocation cannot be dispelled or recast until the warlock regains his own form. If the Warlock should be forced to carry cold iron (such as by being forced to wear cold iron manacles), he will be trapped in this alternate form until 24 hours after he succesfully rids himself of the cold iron.
technodemon

07-22-05, 09:18 AM
The Many Faces of Evil
Lesser, 3rd

This Invocation is, in many respects, similar to the Arcane spell Alter Self. There are a few subtle differences, however, that need to be mentioned before use. Firstly, the invocation has a duration of 24 hours, during which the Warlock can alter his form as often as he chooses. The major drawback of this Invocation is that cold iron not only dispels the effect, but also forces the Warlock into the shape of whatever being grants him his power. Should the warlock be struck by cold iron whilst using this invocation, he will be trapped in the form of whatever granted him his power until the duration of the Invocation is up. The invocation cannot be dispelled or recast until the warlock regains his own form. If the Warlock should be forced to carry cold iron (such as by being forced to wear cold iron manacles), he will be trapped in this alternate form until 24 hours after he succesfully rids himself of the cold iron.

Ok this could be used very effectively for races that shapeshift normally, like changelings :D ;) . Think about it, changelings with this would be a small upgrade in ther already form changing.. This invocation would be good for my character cause I am playing a changeling warlock right now.
De Batavier

07-22-05, 09:26 AM
Greetings technodemon do you wish to board our vessel (join the members list).

First Library (http://boards1.wizards.com/showpost.php?p=6735600&postcount=3) update :w00t:
It's a bit empty.
I'll repeat: If you have stuff from Archive III in the old thread. Repost here, because those links will probably not work after the pruning.

:cool:
technodemon

07-22-05, 10:12 AM
Greetings technodemon do you wish to board our vessel (join the members list).

Might as well
Silent Infinity

07-22-05, 10:24 AM
ELDRITCH MULTI-BLAST [GENERAL]
You are skilled in the quick execution of your eldritch blast.
Prerequisite: Base Attack Bonus +6, Eldritch Blast +6d6
Benefit: You can use a full-attack action with your eldritch blast. Each additional eldritch blast does 4d6 less damage than the original. Hence, an 11th level warlock can fire an eldritch blast of 6d6 damage at their normal base attack and a second eldritch blast of 2d6 at their base attack –5. If the base eldritch blast damage of an attack would be +0d6 or lower before adjustments for magic items or other abilities then you do not gain another eldritch blast. Hence, not until 20th level would a warlock gain a third eldritch blast attack, even if he had a chasuble of fell power or a warlock’s scepter. A fourth (or more) eldritch blast is not attainable until epic levels.

Shadow Magus by Robert Pontious <LrdArystar@gmail.com>
"Strange is it not? That of the myriads who before us pass'd the door of darkness through, not one returns to tell us of the road, which to discover, we must travel to."

Some beings are embraced by the shadow. In the soothing darkness come whispers promising their deepest desires, immortal gifts offered for a price of eternal loyalty. For the opportunity to work against the world of light that so scorns and scorches them, it is a price most gladly pay. These creatures, beloved and enslaved by the darkness, are members of a rare fold. Greatest among them are the shadow magi, spellcasters who have learned to harness the power of darkness. Great power lies hidden in darkness, waiting for those willing to explore the dark road.

Blending subterfuge and dark arts, the Shadow Magus perfects his talent through demanding ritual, practice and study. Few are prepared for the subject’s philosophical and psychological ramifications. The door that opens to darkness leads down a path of trials and bargains. The Shadow Magus gains for his soulful dedication increased magical power, the ability to see in darkness, the aid of dark beings, and the help of the shadows themselves. The Plane of Shadows has many secrets hidden in its depths, and the Shadow Magus knows this better than anyone.

Most Shadow Magi are evil warlocks who have learned to harness the dark powers that suffuse their souls. Neutral warlocks attempt to put their curse to use while in battle for they must always hide in the shadows, wary of those who fear them. NPC Shadow Magi will most often not be encountered until an opportune moment of attack presents itself. The individual may stalk a group of heroes for some time before finally acting.

Hit Die: d6

Requirements
To qualify to become a Shadow Magus, a character must fulfill all the following criteria.
Alignment: Any non-good.
Skills: Hide 4 ranks, Knowledge [Planes] 4 ranks, Spellcraft 8 ranks
Feats: Stealthy
Spells: Ability to use darkness as a spell-like ability or the darkness invocation, eldritch blast 3d6.
Spells or Spell-Like Abilities: Arcane caster level 5th.

Class Skills
The shadow magus’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Knowledge [arcana] (Int), Knowledge [religion] (Int), Knowledge [planes] (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int) and Use Magic Device (Cha). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.

Skill Points at each level: 2 + Int modifier

The Shadow Magus

Base Fort Ref Will
Class Level Attack Bonus Save Save Save Special Spells per Day
1st +0 +0 +0 +2 Dark Spell Focus, Low-light Vision, +1 level of existing class
Shadowstuff
2nd +1 +0 +0 +3 Shadow Glide 5’, Shadow Resistance +1 level of existing class
3rd +2 +1 +1 +3 +1 level of existing class
4th +3 +1 +1 +4 Shadow Blend, Shadow Glide 10’ +1 level of existing class
5th +3 +1 +1 +4 Darksight +1 level of existing class
6th +4 +2 +2 +5 Shadow Glide 15’ +1 level of existing class
7th +5 +2 +2 +5 Hide in Plain Sight +1 level of existing class
8th +6/+1 +2 +2 +6 +1 level of existing class
9th +6/+1 +3 +3 +6 Dark Familiar +1 level of existing class
10th +7/+2 +3 +3 +7 Shadow Blessed +1 level of existing class


Class Features
All the following are class features of the Shadow Magus prestige class.
Weapon and Armor Proficiency: Shadow Magi gain no additional proficiency in any weapon or armor.
Spells per Day: When a new Shadow Magus level is gained the character gains new spells per day as if he had also gained a level in a spellcasting class that he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a shadow magus, he must decide to which class he adds the new level for purposes of determining spells per day.
Dark Spell Focus (Ex): The Shadow Magus’s strength to the power of shadows and darkness grows. He gains the ability to cast spells with the darkness descriptor, the shadow sub-school or to use related invocations as if he had the Spell Focus (or a minor Ability Focus) feat applying to those spells. Add +1 to the Difficulty Class for all spells and relevant invocations.
Related Invocations include beshadowed blast, chilling tentacles, dark discorporation, enervating shadow, frightful blast, hungry darkness, utterdark blast, wall of gloom.
Low-light Vision (Su): The Shadow Magus gains low-light vision. If the character already had low-light vision, it increases to three times normal human sight.
Shadowstuff (Su): The Shadow Magus has a limited link to the Plane of Shadow. By a concentration of will, he can gather shadowstuff, material from the shadow plane, into objects for his use. This ability is as minor creation but with the duration of one hour. Only one such object may exist at a time.
Shadow Glide (Ex): The Shadow Magus glides upon the essence of shadow, increasing his speed by 5’ at 2nd level, becoming 10’ at 4th level and 15’ at 6th level.
Shadow Resistance (Ex): By 2nd level, a Shadow Magus is intimately familiar with the workings of darkness and shadow related magic. The character now gains a bonus equal to his shadow magus level on all saving throws made to resist the effects of spells with the darkness descriptor or from the shadow subschool to a maximum of +5 at 5th level.
Shadow Blend (Su): By 4th level, a Shadow Magus has become attuned to the cool darkness of shadows. Whenever a shadow magus is within an area of shadowy illumination, his form blurs slightly into the surrounding darkness, granting him total concealment. Darkvision foils this concealment unless the shadowy illumination is from a magical or supernatural source, such as the darkness spell. True Seeing also negates the benefit of this ability.
Darksight (Su): A Shadow Magus gains darkvision up to 60 feet. If the Shadow Magus already has darkvision, it increases another 30 feet. This darkvision even penetrates magical darkness and similar effects.
Hide in Plain Sight (Su): The shadows beckon the Shadow Magus into their fold, granting him the Hide in Plain Sight ability.
Dark Familiar: So long as the Shadow Magus is able to acquire a new familiar, he may choose a shadow creature from the following list. The alignment of the familiar changes to match that of the Shadow Magus. For sake of the familiar’s abilities, they are dependant on the total of all the shadow magus’s arcane caster levels. You are immune to the abilities only of your familiar. You may have any spell-like ability you cast on yourself also affect his familiar but in all other ways this mimics Share Spells.
· Cloaker
· Shadow
· Shadow mastiff
· Wraith
Shadow Blessed (Su): The Shadow Magus is blessed by the dark power of the Shadow Plane. He gains two supernatural abilities from the list below. (This is similar to a shadow creature’s abilities. Pg 190 MotP)
· +2 luck bonus on all saving throws
· Cause fear 1/day as a 5th-level caster
· Damage reduction 5/magic
· Evasion (as the rogue class feature)
· Mirror Image 1/day as a 5th-level caster
· Plane Shift 1/day as 15th-level caster (to or from the Plane of Shadow only)
· Fast healing 2
DireHawk

07-22-05, 12:28 PM
The Many Faces of Evil
Lesser, 3rd

This Invocation is, in many respects, similar to the Arcane spell Alter Self. There are a few subtle differences, however, that need to be mentioned before use. Firstly, the invocation has a duration of 24 hours, during which the Warlock can alter his form as often as he chooses. The major drawback of this Invocation is that cold iron not only dispels the effect, but also forces the Warlock into the shape of whatever being grants him his power. Should the warlock be struck by cold iron whilst using this invocation, he will be trapped in the form of whatever granted him his power until the duration of the Invocation is up. The invocation cannot be dispelled or recast until the warlock regains his own form. If the Warlock should be forced to carry cold iron (such as by being forced to wear cold iron manacles), he will be trapped in this alternate form until 24 hours after he succesfully rids himself of the cold iron.

Personally, I think shapeshifting fits the warlock concept, but mechanically it should be severely controlled. Thinking about this, I was at first hesitant but the limitations of the alter self spell seem stringent enough to prevent abuse. You may want to add the changing form takes a full round action and leaves you disoriented, since alter self normally only lets you choose one form for the duration of the spell.

And as for the final part of the spell, though it is interesting conceptually, it is way overpowered and much too vague. First of all, you must clarify what you mean by "being that grants you your power". Some warlocks are born with the power and may not necessarily have a dark patron. Others may have fiendish or faerie blood (or celestial, undead, or aberrant blood if your in one of my games). And still, others might have made a pact with some being. Unless your in that last option, you don't know what being you'll change into. Not that this is necessarily a bad thing, but like I mentioned, in some situations its not very relevant if your character concept has you drawing from your own power within yourself and have no links to other beings for your power.

Now for my second point about it being overpowered. What if in your character history you made a pact with a Pit Fiend and he is giving you your power? What if you claim your worship of the tarrasque gives you your power? Or perhaps a daelkyr? Do you see? If a 6th level warlock wants to become and uber-broken munchkin, all he must do is use this invocation and carry a piece of cold iron with them.

Instead, why don't you have them petrify for the duration of the invcation or as long as the cold iron remains in contact, whichever is longer? Except, rather than stone, it would turn them into a giant block of cold iron. That would be interesting, and you could probably get away with a slightly more powerful invocation that way. And can you imagine the fun of smelting a cold iron warlock? That's definitely one way to supercharge your cold iron items!
Demonfey

07-22-05, 12:33 PM
Nevermind on me taking care of the ship. Someone else much more suited has shown up...
DireHawk

07-22-05, 12:35 PM
ELDRITCH MULTI-BLAST [GENERAL]
You are skilled in the quick execution of your eldritch blast.
Prerequisite: Base Attack Bonus +6, Eldritch Blast +6d6
Benefit: You can use a full-attack action with your eldritch blast. Each additional eldritch blast does 4d6 less damage than the original. Hence, an 11th level warlock can fire an eldritch blast of 6d6 damage at their normal base attack and a second eldritch blast of 2d6 at their base attack –5. If the base eldritch blast damage of an attack would be +0d6 or lower before adjustments for magic items or other abilities then you do not gain another eldritch blast. Hence, not until 20th level would a warlock gain a third eldritch blast attack, even if he had a chasuble of fell power or a warlock’s scepter. A fourth (or more) eldritch blast is not attainable until epic levels.

I have one problem with this, and it's 2 words: Eldritch Cone. Unless you include something about using blast shapes and essence invocations, can you imagine someone with this feat having three eldritch blast attacks and each one using eldritch cone and utterdark blast? You could potentially drain 6 levels from multiple creatures in a single round! As cool as that would be, I must say it is pretty broken.

[EDIT]: Ok, maybe its not THAT broken, but you can certainly see room for abuse here. Especially if you can apply one blast shape and essence invocation to one eldritch blast, and than another blast shape and essence invocation to the other eldritch blast.
Von Crown

07-22-05, 03:27 PM
Nevermind on me taking care of the ship. Someone else much more suited has shown up...

Do you mean me, or someone else you know?
DireHawk

07-22-05, 03:53 PM
Yes, who is this you speak of DF?
Aurelius_Shadowstryke

07-22-05, 06:06 PM
Personally, I think shapeshifting fits the warlock concept, but mechanically it should be severely controlled. Thinking about this, I was at first hesitant but the limitations of the alter self spell seem stringent enough to prevent abuse. You may want to add the changing form takes a full round action and leaves you disoriented, since alter self normally only lets you choose one form for the duration of the spell.

And as for the final part of the spell, though it is interesting conceptually, it is way overpowered and much too vague. First of all, you must clarify what you mean by "being that grants you your power". Some warlocks are born with the power and may not necessarily have a dark patron. Others may have fiendish or faerie blood (or celestial, undead, or aberrant blood if your in one of my games). And still, others might have made a pact with some being. Unless your in that last option, you don't know what being you'll change into. Not that this is necessarily a bad thing, but like I mentioned, in some situations its not very relevant if your character concept has you drawing from your own power within yourself and have no links to other beings for your power.

Now for my second point about it being overpowered. What if in your character history you made a pact with a Pit Fiend and he is giving you your power? What if you claim your worship of the tarrasque gives you your power? Or perhaps a daelkyr? Do you see? If a 6th level warlock wants to become and uber-broken munchkin, all he must do is use this invocation and carry a piece of cold iron with them.

Instead, why don't you have them petrify for the duration of the invcation or as long as the cold iron remains in contact, whichever is longer? Except, rather than stone, it would turn them into a giant block of cold iron. That would be interesting, and you could probably get away with a slightly more powerful invocation that way. And can you imagine the fun of smelting a cold iron warlock? That's definitely one way to supercharge your cold iron items!

My reading of the Warlock led me to believe that even those who were born with the power gained it from an ancestor who bargained with a power of some kind, although some of the concepts floating around do not need this. Although I had originally envisaged the Warlock acquiring the form, but not the powers, of their patron I neglected to put this into the description (D'oh!).

However, I like your thought of turning the Warlock into a cold iron statue of himself much better, but the problem with that is that he is essentially wearing cold iron and is therefore stuck as a statue indefinately!

As for the other idea of the time and the disorientation I will edit it that way.
DireHawk

07-22-05, 07:06 PM
Nah, not really. I mean, you could say the the cold iron of the warlock is a less stable version and therefore requires that small bit of material from actual cold iron to remain in existence. Or you could just not explain it and say, "It's magic! That's why you change back!" :P Anyways, its your invocation and you can do what you like.

/me goes back to smelting a cold iron warlock into an empowered warlock's sceptor.
Dogurasu_Thanatos

07-22-05, 09:06 PM
OOC: I have penned new invocations in The Malice Eldritch, built a possible siege engine for our aerial fortress and put it up for sale in the Warlock Shopping Network Catalog, and added a new technique in On the Many Eldritch Paths to Power and The Uses of Such Techniques. Feel free to look them all up.
The Malice Eldritch: New Guardian invocations. (They really need a revising, I know, but I wrote that stat block in the middle of a storm, and storms scare me when I'm trying to use a computer...
Warlock Shopping Network Catalog: The Sarakhan ballista.
On the Many Eldritch Paths to Power and The Uses of Such Techniques: Implacable Blast.
De Batavier

07-23-05, 08:00 AM
technodemonPermission to come a board granted. Watch your step it's a long drop down

D TEdited the existing links to contain your new stuff.
S I Edited the links so they link your post here, i hope ;)

Updated my Warlock/Erudite attempt. Made it a bit more different from the Warlock. Called it Invocating Arcanist (http://boards1.wizards.com/showpost.php?p=6738024&postcount=18)

:cool:
DireHawk

07-23-05, 10:38 PM
Not sure if this is against the rules of posting here, but as a fellow gamer I felt it my duty. I just recently came across this site at http://www.dndonlinegames.com/index.php?

Its by far the best PbP site I've ever seen. I just thought maybe someone in here would like to run a warlock campaign here or something. Anyways, check it out if you like.
lostone

07-24-05, 09:32 AM
Its by far the best PbP site I've ever seen. I just thought maybe someone in here would like to run a warlock campaign here or something. Anyways, check it out if you like.You're the one plugging the site, you run a warlock themed game. :D Seriously, if anyone does choose to run a Warlock themed game (think mid-high levels to give us more room to develop unique characters based on the Warlock), I would LOVE to play in it. :)
DireHawk

07-24-05, 10:19 AM
I would run it, but I'm already running 2 games on that site. I wanna play! :P

BTW, if you really want, both of those games are still looking for players. Both games take place in the End of Days campaign. Eberron is the setting. Anyone here that wants to is more than welcome to sign up.
Dogurasu_Thanatos

07-24-05, 11:44 PM
I read somewhere once about an invoking Hexblade. Perhaps this isn't such a bad idea -- give them a maximum of four invocations, starting with a least invocation at 4th level, giving them a second invocation at 8th level, a third invocation (least or lesser) at 12th level, and their fourth and final invocation at 16th level, all as a caster of half their class level. They wouldn't have access to a warlock's eldritch blast or any of the blast shape or eldritch essence invocations, of course, but could it fit, flavorwise? The rest of the class would remain the same.
De Batavier

07-26-05, 07:11 AM
Earth Shock
least 2nd
With this invocation the Warlock can shake the ground. By stomping on the ground with his foot, the Warlock creates a shockwave of 120ft long (line effect). Every creature in this line must make a reflex save or fall prone. The effect also deals 1d6 per two Warlock levels damage (max 5d6). If the save is made they don't fall prone and the effect only deals half damage.
lostone

07-26-05, 07:44 AM
Earth shock
lesser 4thMy biggest problem with this is that it does twice as much damage up to level 10 as the eldritch blast, and still does more damage than Eldritch Blast all the way to level 20 without a Greater Chasuble. Also as a line effect it can effect multiple creatures whereas the eldritch blast can only effect one creature unless you combine it with something like eldritch chain/cone/doom. So a warlock with this one invocation would only ever use his eldritch blast against creatures not touching the ground. It just seems too much for one invocation.
De Batavier

07-26-05, 12:30 PM
Thanks for the feedback. I agree. I've edited the invocation. Reducing the damage and slowing the progression.

:cool:
Demonfey

07-26-05, 12:47 PM
Do you mean me, or someone else you know?
Has anyone else decided to bring a fleet of flying ships into the area? No. Therefore, you're who I meant, Von Crown.
Need_A_Life

07-28-05, 10:08 AM
The invocations I made are not all that great but I want to keep them all the same.

Balors Resilience
Least; 1st
You mimick the powers of powerful demons and heal wounds. You convert 1 point of damage into nonlethal damage. Damage caused by Cold Iron cannot be healed with this invocation.
NOTE: Substitute the name with Infernal/Abyssal Resilience, Nymph's Resilience or Might of the Solar as appropiate, if so desired.

Fleetfooted
Greater(?); 4th
You mimick the innate ability to flee from dangers that demons and devils share. You may use teleport (as the spell) except as follows: You roll 1d8 to determine direction (1. North, 2. North-east, 3. East, 4. South-East, 5. South, 6. South-west, 7. West, 8 North-west) and then 2d100 to determine distance (in miles). You appear on a roughly horizontal surface and never appear within a solid object (the DM chooses a location in the area).

Shadow Form
Lesser; 3rd
You become living shadow, granting you +20 on hide checks in shadowy illumination or darker. If you attempt to hide within magical darkness you must succeed on a caster check [1d20+caster level] against DC 10 (if created by you) or DC 20 (if another caster).
De Batavier

07-28-05, 01:30 PM
Greetings NAL I've updated your link in Archive III. Thanks for reposting.

:cool:
lostone

07-28-05, 02:25 PM
Reposting from the old thread.

Eldritch Warmth (Not Playtested)
Lesser Invocation
Benefit: You create a healing eldritch blast, which heals an amount of damage equal to the number of damage dice your eldritch blast can create. If your eldritch blast normally deals 4d6 damage Eldritch Warmth heals 4 damage.This makes it useful for saving an ally who is at negative hit points, or between fights for healing yourself and allies, but not useful in combat like Heal is. And since it is not useful in a fight there is no reason to limit it to a number of times per day. That is the one thing a Warlock has going for it is the unlimited uses, if you start limiting invocation uses you might as well play a wizard.
De Batavier

07-28-05, 02:50 PM
Okidoki updated the link

:cool:
lostone

07-28-05, 03:13 PM
It's Lostone not Iostone (I wish I could change the capitalization of my handle, everyone gets it wrong unless they copy and paste :bigeyes: )

Here's one I just thought up. Not Playtested.

Eldritch Wrath [Metamagic]
When a warlock really desires their enemy dead they can recklessly channel their anger and hatred into their Eldritch Blast for increased power, but at a cost of backlash damage.

Prerequisites: Eldritch Blast 4d6 or more damage.
Benefit: As a free action you can increase the damage of your Eldritch Blast up to a number of bonus dice equal to your hit dice or less. However you take the total amount of damage you inflict on your enemies. If you would somehow normally be immune to this damage (such as being immune to acid through a magic item or racial ability and using a vitriolic blast), you are not immune to the damage when this feat is used. If you survive the damage you can heal it as normal.

Example: A 20th level Warlock could add a maximum of 20d6 bonus damage to their Eldritch Blast for 29d6 damage and combine it with a blast shape. If they hit 4 enemies for 102 damage, the Warlock will take 408 damage. That same Warlock could increase the Eldritch Blast by 5d6 for a total of 14d6 and will most likely survive their blast unless they are already wounded.
Master_of_Flames

07-28-05, 04:08 PM
*blasts the door down*
finally got CA. :D
going to work on making a warlock pc.
Pelor the Inconspicuous

07-28-05, 08:45 PM
A massive figure suddenly appears out of nowhere. You can hardly see his face or any part of his body. You can only see the glowing red eyes under his hood and large horns poking out of his head.
"Buggering wizzards, never told me teleportation would be so bloody... wierd... Well anyway, you people seem to know much about warlockery and what-not, do you mind terribly if I join your fine Circle? I can do a few things that probably you all know how to do, but I wish to learn more."
gordo98

07-28-05, 08:55 PM
Greetings all,

I have a number of new Invocations for your consideration (see below), along with a presitge class I could use some feedback on.

First, feel free to peruse my Eldritch Warrior (http://boards1.wizards.com/showthread.php?t=452931), a melee oriented Warlock PrC.

Then, take a look below at these invocations I came up with. I haven't reviewed everything already in the library; my apologies if someone's already come up with any of these.

Invocations by gordo:
================

-Compel (Greater): As the spell Greater Command. In addition, on a successful DC 15 Concentration check, a Warlock may ignore the somatic components of the Invocation.

-Deafening Blast, Least, 2nd: This eldritch essence invocation allows a Warlock to change his Eldritch Blast into a Deafening Blast. Any creature struck by a Deafening Blast must succeed a Will save or become Deafened for 1 round.

-Dessicating Blast, Least, 2nd: This eldritch essence invocation allows a Warlock to change his Eldritch Blast into a Dessicating Blast. Any creature struck by a Dessicating Blast must succeed on a Fortitude save or become dehydrated. (for all you Sandstorm players)

-Eldritch Enhancement, Least, 2nd: a Warlock may apply his Charisma bonus to any one ability score (up to a maximum of +5). This effect lasts 24 hours. Only one ability score may be affected by Eldritch Enhancement at any one time.

-Forceful Blast, Least, 2nd: This eldritch essence invocation allows a Warlock to change his Eldritch Blast into a Forceful Blast. Any creature struck by a Forceful Blast must succeed a Reflex save or become knocked down.

-Forceful Hand, Least, 2nd: As the Mage Hand spell except Forceful Hand can lift 10 pounds/level. The duration of this Invocation is concentration.

-Greater Devil’s Own Luck, Lesser, 4th: as the Invocation Devil’s Own Luck, except that the bonus is applied to 2 saving throws, not 1. This effect lasts 24 hours.

-Greater Forceful Hand, Greater, 5th: as Forceful Hand, except that the invoker hand may lift 20 pounds/level. In addition, the invoker may use the Hand to grapple or attack. If used to make a melee attack, The Hand has a Base Attack Bonus equal to the invoker's, Strength equal to the invoker's Charisma, and does 2d6 points + Invoker's Charisma bonus bludgeoning damage. If used to grapple, The Hand may attempt to pin an opponent. If successful, The Hand does 1d6 crushing damage per round. The duration of this Invocation is Concentration.

-Improved Beshadowed Blast, Lesser, 4th: As Beshadowed Blast, except that the duration is one minute per 4 caster levels.

-Improved Fearful Blast, Lesser, 4th: As Fearful Blast, except that affected creatures are panicked for 1 minute for every 4 caster levels.

-Improved Flee the Scene, Greater, 6th: as the Invocation Flee the Scene, except that the range is doubled and the number of major images created is equal to a character's Charisma bonus. These images appear randomly within the effective range of the Invocation and last for 2 rounds.

-Improved Forceful Blast, Lesser, 4th: As Forceful Blast, except that an affected creature is considered blown away.

-Improved Stunning Blast, Greater, 5th: As Stunning Blast, except that the duration of the Stun effect is extended to 1 minute per 4 caster level.

-Insist (Least): As the spell Command. On a successful DC 15 Concentration check, a Warlock may ignore the somatic components of the Invocation.

-Spirit Leech, Lesser, 4th: The Warlock chooses a target within 20'. The target must make a Fortitude save, or suffers 1d4 points of Constitution damage. For every point of constitution lost, the Warlock gains 1d6 temporary hit points which last 1 minute per caster level.

-Stunning Blast, Least, 2nd: This eldritch essence invocation allows a Warlock to change his Eldritch Blast into a Stunning Blast. Any creature struck by a Stunning Blast must succeed a Will save or become Stunned for 1 round.

-Withering Blast, Greater, 5th: eldritch essence invocation allows a Warlock to change his Eldritch Blast into a WitheringBlast. Any creature struck by a Withering Blast must succeed on a Fortitude save or suffer 1d6 Constitution damage.
De Batavier

07-29-05, 07:22 AM
Greetings all,

Welcome aboard Pelor the Inconspicuous

gordo98 Your prestige class is already in our Archive III. Added your invocations to the library.

With so many invocations in the library it's inevitable that some are (almost) the same. It's imposible to remember them all. Some are inspired on things other members posted. I think that's good.
Master_of_Flames

07-29-05, 03:28 PM
here's a feat for warlocks based off dbz ;)

Focused Blast:
By charging your eldritch energies, you can deal far more damage than normal
Prerequests: must be able to use eldritch blast and use greater invocations
benefit: You can 'charge' your eldritch blast for up to five rounds. Multiply the number of rounds you 'charge' your blast by your blasts initial damage. For example: A 14th level warlock can 'charge' his eldritch blast for five rounds and on the sixth round deal 45d6 damage. You must replace a greater invocation with this feat in order to use it. While you are 'charging' you blast, you can only move 5ft. Moving more than 5ft in any round during the time you'charge' you blast, results in it being lost and you needing to charge it again.


look god? i think it may be too powerful, what do you say?
Von Crown

07-30-05, 06:02 AM
Hmm... Maybe overpowered, maybe not. I like the concept, even if I'm not... overly fond of DBZ. In other news, welcome, all (counts) three new members. My, that was quick. Must have something to do with the being moved to the new thread, I guess. Anyways, here's my repost.

Darktail

Darktail
Tiny Vermin
Hit Dice: 1/2 d8+2 (4 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 14 (+2 size, +2 natural), touch 12, flat-footed 14
Base Attack/Grapple: +0/–8
Attack: Claw +2 melee (1d2–4)
Full Attack: 2 claws +2 melee (1d2–4) and sting –3 melee (1d2–4 plus poison)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Constrict 1d2–4, improved grab, poison, attach, implant
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits, negative energy absorbtion, energy conversion, pounce, prodigious leap
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 3, Dex 10, Con 14, Int —, Wis 10, Cha 2
Skills: Climb +0, Hide +12, Spot +4
Feats: Weapon FinesseB

The creature here resembles a tiny monstrous scorpion, with two exceptions- it's body is jet black, and it's eyes gleam a malevolent red.

Constrict (Ex): A darktail deals automatic claw damage on a successful grapple check.

Improved Grab (Ex): To use this ability, a darktail must hit with a claw attack. A darktail can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Poison (Ex): A darktail has a poisonous sting.
DC12 1d2 Con

Negative Energy Absorbtion (Su): A darktail gathers negative energy given off by any nearby undead. Each round on the darktail's turn, each undead creature within 5 ft. of the darktail takes 1 point of damage. The darktail heals an equal amount of damage. The darktail is also healed by negative energy as if it were undead.

Energy Conversion (Su): A darktail can convert the negative energy it gains through its Negative Energy Absorbtion ability (see above) into positive energy. As a free action at the start of its turn, the darktail can transfer some or all of the healing gained by its Negative Energy Absorbtion to a living creature within five feet. The creature is healed of hp damage equal to the transfered amount, just as if subject to a cure spell. The darktail heals that much less hp that turn.

Pounce (Ex): If a darktail charges a foe, it can make a full attack, even if it had moved more than 10 ft. in that round.

Prodigious Leap (Ex): A darktail can make prodigious leaps as part of a charge attack. During the movement phase of a charge, the make a single jump as if it had a speed of 100 ft. instead of a speed of 20 ft. This gives the draktail a +28 bonus to its jump checks. Furthermore, the darktail does not need to double the jump check DC if it has not gotten a running start. The darktail gains a +8 racial bonus to all jump checks (for a total of +36 for a charging jump).

Attach (Ex): If a darktail hits with a jumping charge attack, it uses its six pincers-legs to latch onto the opponent's body. An attached darktail is effectively grappling its prey. The darktail loses its Dexterity bonus to AC and has an AC of 14, but holds on with great tenacity. Darktails have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

An attached darktail can be struck with a weapon or grappled itself. To remove an attached darktail through grappling, the opponent must achieve a pin against the darktail.

An attached darktail automatically hits each round with all of its natural weapons, and female darktails can implant an egg sac. Any undead the darktail is attached to loses an additional +1d6 hp per round, and the darktail heals an equal amount.

Implant (Ex): A female darktail (50%) that is attached to a foe can implant an egg sac into the foe's body with a standard action. This deals 1d3-4 damage to the foe.

If the egg sac is implanted into a fleshy, undead (such as a zombie or a ghoul), the egg sack hatches in 1d3 days, and the young darktails grow inside the undead creature. This causes a behavior change in the undead. It is still mindless, but its mindset becomes vermin-like, more concerned with self-perservation than evil. After another 3d6 days, the undead crumbles to dust and the young darktails emerge from the putrid remians.

If the egg sac is implanted into a living creature, the creature must make a DC 12 Fortutide save or contract Darktail fever. Darktail fever is a non-contagious disease (actually it is more akin to an allergic reaction), with DC 12, damage 1d2 Con per day, plus the character is automatically fatigued, no matter how much she rests.


Ring of Ghostly Defense

Ring of Ghostly Defense
(Minor Artifact)
The wearer of this Platinum ring, decorated with five rubies equidistant along it's outer edge, grants the wearer a deflection bonus to AC equal to their Charisma bonus. Also, five times per day, the wearer can become incorporeal for an number of rounds equal to their Charisma Modifier as an immediate action. As a final effect, all undead have their initial attitudes toward the wearer improved by one step (maximum helpful).


Dark-Charged and Dessiccating Blasts

Dark-Charged Blast
Greater; 5th; Eldritch Essence
This eldritch essence invocation allows you to change your eldritch blast into a dark-charged blast. A dark-charged blast deals negative energy damage, and as such it heals undead. If this healing goes over their maximum hit points, they gain the excess as temporary hit points that last for one minute. Temporary hit points from multiple dark-charged blast stack. If these temporary hit points equal or exceed the undead's maximum hit points, the undead explodes violently, releasing all it's stored negative energy in a 20 foot burst that deals an amount of damage equal to the undead's hit points (temporary and regular) at the time of the explosion. This is also negative energy, so it also heals in the same fashion as the dark-charged blast, thus posing the possibility of another explosion, and possibly even a chain reaction.

Dessiccating Blast
Greater; 6th; Eldritch Essence
This eldritch essence invocation allows you to change your eldritch blast into a dessiccating blast. A dessiccating blast deals dessiccation damage and also requires the target to make a fortitude save or decome dehydrated. Against plants or creatures with the water subtype, the die type of your dessiccating blast increases to d8. In addition, anything that fails it's fortitude save cannot heal the dessiccation damage (even by magical means) until they drink at least a quart of water.


And now, for IC:

Mordred seems lost in thought for a moment, tilting his head as if to jar a few memories out of the corners of his mind. He brings his gauntleted right hand up, then bashes his head with his left. "I'm such an idiot. The stupid thing's been right in front of me the entire time." He brings his right hand up further, 'till it's level with his face. "Look familiar, anyone?" You then realize that the gauntlet, made of a unusual black, shiny metal and covered in many sharp bits looks very similar to the ones worn by th tortured minds, although the others seem like children's toy compared to tha dark power this gauntlet seems to exude. "That's probably what drove most of them over the edge. Hmm... I guess this dosen't make any sense to any of you. perhaps a demonstration is in order..." With his gauntleted hand, he reaches to his side and unsheathes a katana seemingly made of the same strange material as the gauntlet. Raising it over his head, he brings the blade down in a swift stroke, leaving what could only be described as a ...gash? in the air. As the gash widens, you can see vast armies of demons and devils clashing on the side of a giant cube, suspended among other large metallic shapes.he brings his hand across, sealing up the gash. You see, this gauntlet is a powerful item known as the Hand of the Void. Within this object is sealed enough pure destruction to bring an end to all life, in every reality. Eons ago, nearly all the gods, fearing for their own well-being if not for that of others, placed a seal on the gauntlets powers, a seal which I have merely damaged enough to draw forth enough power for my own purposes. This gauntlet is, of course, sought after by many which is why... well, perhaps I should just show you. He pulls his sleeve up high enough that you can clearly see that the gauntlet has been fused cleanly to his flesh. "You see, I was in a bit of an accident, when I was fairly young. I had just finished reassembling a powerful artifact spear, the Dragon's Fang, when the damaged and unstable magical energies of the completed spear exploded, altering my body. I now posses the... unique ability to absorb magical items into myself, normally completely. However, if you hadn't already guessed, the hand of the void was a special case. In attempting to meld with the gauntlet, I encountered the seal placed on it long ago by the gods, and damaged it, allowing for a partial absorbtion, and freeing up a great deal of the gauntlet's immense poential. I'd go so far as to say I'd have died long ago if it weren't for it. No wait, that wouldn't be right. I'd have been destroyed long ago if I hadn't had it. For any who hadn't allready guessed, I died a long time ago anyways..."
Demonfey

07-30-05, 01:07 PM
It has been a while since I've been in these halls...
Dogurasu_Thanatos

07-31-05, 12:42 AM
OOC: My ideas have come to a standstill, at least for warlocks; it probably doesn't help that I've been trying to create my own campaign setting. However, if I ever come up with something new (for warlocks), I'll be sure to let you all know. Sorry I can't keep contributing.

IC: Sarakha walks out as Mordred speaks, standing by his door and listening intently, a set of maps in his hands. Once Mordred is done, he tilts his head slightly, then speaks. "Is it just me, or does Mordred seem to have something better than what each of us comes up with or reveals?" he asks innocently. "Dogurasu shows up, and Mordred reveals that he is a greater deity. The fey'ri grants us this ship; Mordred appears with a fleet. Now he has an artifact that can destroy existence." The warlock blinks a couple of times as he processes this. "Or maybe it's all just in my head that Mordred is trying to show everyone up. That could be a distinct possibility."
His piece spoken, Sarakha sits down, continuing to scribe notes and the like, his pet psuedodragon peeking over his shoulder before it looks up to the others, somewhat curiously...
Von Crown

07-31-05, 02:22 AM
"Ehe... was a greater diety. Being a god's no fun, I've just stored enough power to keep me in the running and able to fight them, largely the ability to negate some divine traits. And, I did say earlier that I own a flying ship construction corporation, though that may have been before you came to these halls. As for the artifact, at least this way we don't need to worry about it being uncovered by some cult who may somehow be able to break the seal. And I'll be honest, I've taken it upon myself to make sure things... continue ticking. I've sealed away various dangerous artifacts within my body in order to prevent their use. It's far to early for this or any other world to end. Why do you think I've taken such an interest in destroying the tortured minds? I believe there to be a force behind them that seeks to destroy reality as we know it, using it's agents to corrupt and weaken the fabric of the multiverse. Why do you think I have so intensivly studied the Far Realms? To prevent an incusion. I have thwarted well over five separate attempts at bringing a permanant portal into existence. I guess the greatest irony is that in my attempt to stop such forces, I myself tap into them, perhaps far to regularly. But who is to say how much is too much? I personally am worried over my failed attempt to do away with the Hand of the Void, but I see now it is far beyond even my current power."

In any case, I personally bame my DM for running me into way to many major artifacts of uber destruction. Honestly, sometimes I think he wanted me to try to destroy the world...

And in any event, I'm not conciosly trying to show everyone up. I'm not making this up as I go, I've probably gone too long without retiring Mordred. Although, it is rare for him to adventure anymore anyways. Lately I've taken over DMing for the people I know in general, so I've been working on my Campaign setting, since my previous DM didn't really flesh it out much and I honestly quite like how It's coming. In any event, there are quite a few powerful nemesis for Mordred in Dauthaar, I've had more challenging fights than one would think for being level 180ish. A friend of mine who's taken over DMing for when I do adventure is really good at coming up with bizzare opponents/crazy cults based around destroying the world/ NPCs in general. My most memorable opponent has to be "Frehd the Terrible". The DM had forgotten to come up with a name for the dracodemilich mastermind behind this one dungeon, so when asked he said his name was fred. I thouth that was kinda boring so I ased "You mean Fred with an 'H', right?"
DM:"Uh, yeah. Sure, that."

Anyways, he's a great DM if a bit odd (keep in mind, this isn't the one who gave me a ton of artifacts and stuff, he was pretty much insane.) I've actually had to retreat once and develope an epic spell because Undead with regeneration = Cheap. Until you make a spell that causes regeneration to run backwards. It's when one is put up againts a seemingly impossible obstacle that one is at one's best, especially in terms of creativity.
De Batavier

07-31-05, 07:26 AM
Greetings all,

Updated your links Von Crown. Did i miss your PrC or didn't you repost it?

Master of Flames like the concept of your feat. Do think that it's a lot of damage. On the other the touch attack still needs to hit and the opponent must still be in range. Also you are basically doing nothing for 5 rounds. I think i would add something like that a concentration check is needed (as with spells) if you take damage during charging. And maybe put a max on the damage (20d6 or something like that)

:cool:
lostone

07-31-05, 09:36 AM
Eldritch Wrath [Metamagic]
When a warlock really desires their enemy dead they can recklessly channel their anger and hatred into their Eldritch Blast for increased power, but at a cost of backlash damage.

Prerequisites: Eldritch Blast 4d6 or more damage.
Benefit: As a free action you can increase the damage of your Eldritch Blast up to a number of bonus dice equal to your hit dice or less. However you take the total amount of damage you inflict on your enemies. If you would somehow normally be immune to this damage (such as being immune to acid through a magic item or racial ability and using a vitriolic blast), you are not immune to the damage when this feat is used. If you survive the damage you can heal it as normal.

Example: A 20th level Warlock could add a maximum of 20d6 bonus damage to their Eldritch Blast for 29d6 damage and combine it with a blast shape. If they hit 4 enemies for 102 damage, the Warlock will take 408 damage. That same Warlock could increase the Eldritch Blast by 5d6 for a total of 14d6 and will most likely survive their blast unless they are already wounded.Nobody liked my latest post? Or was it lost in the mass entrance of reposts and new members to the circle? :)
De Batavier

07-31-05, 10:35 AM
I've put it in the library and i changed your name from Iostone to loston.
So didn't miss your post ;)
The feat seems to be less usefull the more damage you deal especially if you hit more then one creature.
Like the concept.

:cool:
lostone

07-31-05, 10:40 AM
I've put it in the library and i changed your name from Iostone to loston.
So didn't miss your post ;)
The feat seems to be less usefull the more damage you deal especially if you hit more then one creature.
Like the concept.I figured it would be more useful for monstrous characters with regeneration since they could recover from it. But it is more intended for someone to use as a kill all the badguys now and hope the group can res me later, or a little extra damage here and there at a price.
De Batavier

07-31-05, 03:38 PM
New link in the first post:
A totally different WARLOCK core class! (http://boards1.wizards.com/showthread.php?t=470467)

lostone Oké it's meant as some sort of last resort ability. In our group we don't use resurection, so i never think of that kind of tactics.

:cool:
Master_of_Flames

08-01-05, 01:47 AM
Li'ruak silently apeared from a hidden door, a few cloaked figures followig him. And just as silently, he dissapeared into the corridors.


when not trying to get on someones goodside, li'ruak never talks. :D
Dyne

08-01-05, 02:18 AM
After Li'ruak, a man in black plate armor enters. A violet cloak billows behind him, and he has a royal countenance.

"I am known as The Stormhand, and I represent The Stormhand Federation. I am a friend of the Children of the Planes. I thought to visit here because I believe the Children of the Planes and the Warlock Circle are allies.

"In any case, I would like to offer an alliance between the Stormhand Federation and the Warlock Circle. We are already bonded to each other in other ways, and I think it would be fitting for us to officially be allies."

I believe the Warlock Circle will be in the game, correct?
Master_of_Flames

08-01-05, 02:23 AM
considering it has one of the most mebers, and already has an alliance (as well as 75% of its members) with the GoUE? :D
Dyne

08-01-05, 02:35 AM
That reminds me, I need to update the members list for some recent additions. :D
Zombomaniac

08-01-05, 02:37 AM
I think the alliance will be a good. :)
And I am not just saying that because i am a member of the SF. :D
Aurelius_Shadowstryke

08-02-05, 08:33 AM
Transcendant Blast
lesser, 4th, Eldritch Essence

This Invocation transforms a Warlock's Eldritch Blast into pure Ethereal Energy. A blast with this essence will affect ghosts and other other ethereal creatures as though as a Force effect. Unfortunately, it will now only do jalf damage against living creatures, and has no effect at all against inanimate objects. This does have one advantage, however, in that the blast can be fired blindly through solid matter, if the Warlock so chooses.

Greetings once more, my brothers. My Patron Urial has seen fit to grant me another Invocation that I thought I would share with you. As for this alliance with the "Storm Federation", I can see that it would be useful. Since we have very few, if any, points of contact with their speciality then we have no reason to fight - at least until I (sorry we) become the ultimate power. Until we next meet again.
lostone

08-02-05, 09:38 AM
Transcendant Blast
lesser, 4th, Eldritch EssenceVery useful. I had thought of something like this (affecting incorporeal enemies) but thought it had already been done or I would have taken a stab at it a few weeks ago. :)
De Batavier

08-03-05, 01:29 PM
Greetings all,

Library had been updated.

If you are not in the members list, and want to be, let me know.

Dyne I think i will not make a character for the new IFWG.
Ofcourse there are members here that do want to participate, which they are free to do. So i think the Warlock Circle will be in the IFWG. There hasn't been a leader elected/choosen/stepped forward for the Circle in game however.

Though in my opinion Warlocks wouldn't be that orginised anyway (chaotic or evil alignments only).

Karl abend greets The Stormhand. Welcome to the Circle. I don't know if i have the time to concern myself with the politics of this place, but i think that several important members of the Circle would welcome an alliance. So i accept this offer. And ofcourse alliances can always be broken when they are of no use anymore, Karl thinks.
Dogurasu_Thanatos

08-03-05, 05:29 PM
OOC, De Batavier: I don't know, my friend -- anybody can be organized with enough Charisma and ranks in Diplomacy. And just because we're all chaotic and/or evil doesn't mean that we can't all get along, even with people of lawful and/or good alignment. We're just predictably less predictable. For example, though, we're all doing research or gaining something from the research; we're all gaining protection in our numbers and from the grand ship we're flying around in; we're all benefiting from having testers for what could possibly be life-threatening new invocations -- what, then, would we have to gain from being wantonly destructive (besides a few moments of pleasure)? We gain more by working together than falling apart, and I would think that we warlocks would have the Intelligence and/or Wisdom to realize that the alliance is a good thing.

IC: The psuedodragon on Sarakha's shoulder crawls down his back. It seems to have gotten larger recently; he is now about the size of a large cat. *Do not mind my human friend, Mordred,* he says telepathically. *He is... preoccupied with his research of a new world, as well as trying to formulate new spells and invocations.* He looks around, a plume of eldritch energy coming from his nose as he starts to purr. *So, are there any other psuedodragons around here?* He grins, his stinger-tipped tail whipping back and forth.
Von Crown

08-03-05, 10:49 PM
"Well, if he's not to busy, a I plan on holding a tour of Dauthaar's capital city, Nievduun, in the near future. All members of the circle are welcome to come, and I encourage all, especially those seeking employment and/or government research funds. The portal shall open soon at the Blackstar Syndicate.

(See sig for link)
Aurelius_Shadowstryke

08-04-05, 06:56 PM
The psuedodragon on Sarakha's shoulder crawls down his back. It seems to have gotten larger recently; he is now about the size of a large cat. *Do not mind my human friend, Mordred,* he says telepathically. *He is... preoccupied with his research of a new world, as well as trying to formulate new spells and invocations.* He looks around, a plume of eldritch energy coming from his nose as he starts to purr. *So, are there any other psuedodragons around here?* He grins, his stinger-tipped tail whipping back and forth.

Aurelius looks up from his latest Grimoire and grins at the creature, "Unfortunately, o friend of my ally, I have not seen many psuedodragons on board this fine ship. It seems that either nobody likes the taste, or somebody likes it too much. Have no fear from me, though. Dragon meat gives my terrible gas." He smiles and his eyes glaze over for a second as he remembers something. "If you can get your hands on some Celestial wings - fried if possible - I will be in your debt. I may even reveal something of how I gained my power, without actually sacraficing my soul for it. In the meantime I will continue my own research, especially into some Eldritch Locks for my quarters. I am considering placing locks on my quarters that require a precisely tuned Eldritch Blast (i.e. a blast of the correct level of damage with the precise blast shape and eldritch essence). Anything else would be reflected straight back at the user, including Arcane and Divine magic, dealing damage to the user based upon the power of the spell. It still requires some fine tuning - at the moment it just reflects everything and never opens the lock - but once it is complete I will share it with you all."
He returns to his Grimoire, smiles and walks to the bookshelf for a certain Arcane spellbook and makes some notes in his notebook. He then tries his new form on a small box besides his chair. For a moment it seems as though it will work, but then his blast rebounds into his face. "Maybe it could do with some more work."
De Batavier

08-06-05, 12:14 PM
OOC, De Batavier: I don't know, my friend -- anybody can be organized with enough Charisma and ranks in Diplomacy. And just because we're all chaotic and/or evil doesn't mean that we can't all get along, even with people of lawful and/or good alignment. We're just predictably less predictable. For example, though, we're all doing research or gaining something from the research; we're all gaining protection in our numbers and from the grand ship we're flying around in; we're all benefiting from having testers for what could possibly be life-threatening new invocations -- what, then, would we have to gain from being wantonly destructive (besides a few moments of pleasure)? We gain more by working together than falling apart, and I would think that we warlocks would have the Intelligence and/or Wisdom to realize that the alliance is a good thing.
(...)


I don't argue that a Warlock wouldn't see the benefit in joining and staying with a group. I do think, however that such a group would be less structered than a pure lawfull group.

Karl listens to the conversation. I haven't seen other pseudodragons too He says. I wonder if there are any true dragons in our little Circle. He thinks out loud.
Karl remembers that the allies from the psionic foundation are led by a dragon. He wonders if all the old alliances are still in place. The Childeren of the Planes are one of the first to come to offer an alliance but Karl hasn't heared from them for some time now. The appearences of The Stormhand has offered some new possibilities. Karl however realizes he hasn't got the time to truely involve himself in the politics of this place. Keeping track of all the members and keeping all the lore orginesed put's enough strain on his precious time.

:cool:
Master_of_Flames

08-07-05, 02:17 AM
we need an artifect for this guild. anyone have any ideas?
De Batavier

08-08-05, 03:28 AM
Well in the first thread we were talking about making the ship one large artifact. Giving it true sentience, like some oversized warforged or by imbueing it with the spirits of Warlock that died.
And ofcourse several other handy powers, including the ability to enhance the Eldritch Blast of Warlocks and combining them into one huge blast.

:cool:
Aurelius_Shadowstryke

08-08-05, 07:50 AM
Well in the first thread we were talking about making the ship one large artifact. Giving it true sentience, like some oversized warforged or by imbueing it with the spirits of Warlock that died.
And ofcourse several other handy powers, including the ability to enhance the Eldritch Blast of Warlocks and combining them into one huge blast.

:cool:

Fantastic! Eldritch Blast cannons! However, if we end up with any one-eyed Warlocks with parrot familiars I'm leaving! ;)

I like the idea of imbuing the ship with the spirits of dead Warlocks (well, at least those who stay dead! - Can I see a new Guild in the creation? The Guild of Deceased Warlocks!)
lostone

08-08-05, 08:25 AM
Fantastic! Eldritch Blast cannons! However, if we end up with any one-eyed Warlocks with parrot familiars I'm leaving! ;) ARRRrrrrrrrrrr! Ye land-lubber warlock scum, don't ye be badmouthin' my fiendish parrot familiar, ye scurvy half-wit. :D

Seriously, if the eldritch cannons happen they need to be able to handle essence and shaping invocations. Imagine the ship using eldritch doom. :devil:
Zombomaniac

08-08-05, 09:30 AM
I think the eldritch cannons are a good idea, but if they get overpowered they should have limited use of essence and shaping invocations. That will help balance it if needed. :)
The cannons should add some power to the blast to make them worth it and the combining them as one big blast is cool. :cool: Also i think that the ship should be about to save unused eldirtch blasts.
De Batavier

08-08-05, 10:01 AM
Greetings all,

Karl dissapears for a few days. When he returns he is carrying a litle notebook. Did a little search of our former base and found this little book which is full of plans we once had for our ship




materials
livewood or other wood Varandrum dragon parts, skull, wings etc. demon skins ?
powers
standard Warlock powers and abilities spelljamming regeneration dragon powers and abilities ?
energy/power source(s) Warlock souls dragon souls empowered by a higher being (for example a demon) Netheril Sphere ?
flight magical balloons Golems moving fans ?
defences
Netheril Sphere, always a power source compressed balloons that pop up when hit by anti magic standard Warlock defences immunities dragon defences immunities demonic defences immunities spell resistance always concealed in (dark) clouds. Unless we want to frighten the natives :evillaugh ?
Shape/Size/other attributes
shaped like ship size about HMS Victory extra boats ?




:cool:
Aurelius_Shadowstryke

08-09-05, 06:48 PM
Greetings all.

I have been thinking about our ship, and I'm wondering if a ship is right for us at all. Don't get me wrong, I like the mobility that the ship would give us, but I think we might be better off with a flying castle. I'm not sure that a ship would have sufficient room for all of us, and besides the image would suit us better. Could you imagine living in a mountain fortress and waking up one morning to see Castle Dracula (for example) rising through the clouds to greet you instead of the sun!

A ship always seems to put people in mind of pirates, whereas a forbidding castle always seems to suggest a sense of permanence (i.e we're here to stay as opposed to we'll get what we came for and then leave).

I don't know if this has been discussed before, but if it has please feel free to ignore it and we can get on with designing the ship.

In the meantime I have a new addition to the library - a rare Tome of Eldritch Might that I discovered on my travels. Details below.

Tome of Eldritch Might
There are a number of variations of this book, but each acts in essentially the same manner. Each tome descibes a single Invocation, and details a lengthy process that allows a Warlock to use that Invocation as though he had learned it until he next sleeps (or for 24 hours if he has no need for sleep). In order to use the Tome a Warlock must spend one uninterrupted hour studying the tome. He must then make a Use Magic Device check (DC equal to the check to use an equivalent level spell scroll). He is then able to use the Invocation along with all other Invocations that he knows for 24 hours or until he next sleeps (and being knocked unconscious counts as sleeping). A Warlock can benefit for only one Tome of Eldritch Might in any one 24 hour period.

I'd put a price on it and put some rules for creating these Tomes, but I have no idea how that works. Could somebody please help?

Until next time.
Zombomaniac

08-09-05, 09:35 PM
I like the idea for the Castle, but it has been done so many times that it is getting a little old to me. I really like the idea of our flying ship and the armada of smaller ones. :)
Dogurasu_Thanatos

08-09-05, 10:35 PM
I heard you all talking about the Eldritch Cannons, and I would just like to ask if my Sarakhan ballista is just not good enough or something... :weep: If you want to look it over, it's in this thread; just check out the library.
lostone

08-10-05, 07:34 AM
The ballista idea sounds good to me except for the range. Medieval siege weapons had longer ranges than that and in order to hold our own the ship(s) should be able to fire farther than that. However if you want to tweak your ballista that would actually fit the job quite well in my opinion, don't know how I had missed those previously.
Solarious

08-10-05, 06:33 PM
Grasp of the Dark One
Dark; 8th
Using this Invocation allows for the use of Telekinesis at will as a spell-like ability. In addition to it's normal effect, any creature that is targeted by this Invocation and subsequently used in the Violent Thrust maneuver must succeed at an additional Will save or be dazed for 1d4 rounds.
Dogurasu_Thanatos

08-10-05, 11:54 PM
Orcus' Crush
Lesser; 3rd
This invocation allows you to call up a constricting band of solid black energy that wraps itself around a victim withing close (25 ft. + 5 ft./2 levels) range. For as long as you concentrate on this invocation, you deal 1d6 points of force damage per round, up to a maximum of 1 round/level, as well as hold your target immobile. You can only take a move action while concentrating on this effect. A successful Fortitude save negates the spell, and the target can make such a save each round.

Arisjachiskgix: This impressive, Draconic name is actually given to an unassuming 'magic item.' The word translates into Shadow Star's Claw, a helpful little construct that is a boon for anybody that could use, well, a halping hand. An animated gauntlet given the power to fly and carry items, it basically duplicates the effects of a mage hand spell for the person it is attuned to (which requires one hour of wearing the gauntlet). One major difference, however, is that it can carry up to 25 pounds instead of the normal 5 that mage hand can handle.
Faint transmutation; CL 3rd; Craft Wondrous Item, mage hand, bull's strength; Price 6,000 gp.
De Batavier

08-11-05, 11:12 AM
Library and Archive III updated.

Aurelius Shadowstryke Ofcourse you and every other member can comment on the "base." I agree that a flying castle has it's own appealing factors.
Oh and i'm not that familiar with itemcreation rules. So can't help you in that department. :(

All
Personnaly i like the fact that a ship indeed gives a less permenant feeling. Going with the flow as it were. The association with pirates is a good one i think. If you see the Warlock ship, you start running...:evillaugh

Though i agree that a ship has limited space. But i don't see all Warlock staying in one location (though it's a mobile location) at the same time. It's seems we all have our own schemes. ;)

But because i don't intent to play in the IFWG and the base would be or could be an important part in the games, i leave it to those that do participate to finalize the ship. If nescessary i'll adjust the first post (and if someone feels inspired to make a better description of what we have already, i'll post it too) ;)

Oh

:cool:
Master_of_Flames

08-11-05, 11:52 AM
guess which one of us is in the gladiator matches :D
start cheering for me, before i kill/put into a coma everyone
De Batavier

08-11-05, 12:34 PM
Karl Abend looks up when one of the members comes fort and proclaims he's going to be a gladiator. An interesting job for one of us. I would think gladiatorial fight were more for the sword swinging type. But now i think of it, our abilities do lend themselfs for prolonged combat. I wish you good luck in the coming battles. Hope you bring glory and honour to the Circle.

:cool:
Master_of_Flames

08-11-05, 12:39 PM
i'm having my followers put on a fireworks display, warlock style. it involves 50 something warlocks, an equal number of dire hawks, soveriegn glue, and kegs of blackpowder mixed in with copper and sulfer.

:D
the blood adds extra red coloring.
Aurelius_Shadowstryke

08-11-05, 05:07 PM
i'm having my followers put on a fireworks display, warlock style. it involves 50 something warlocks, an equal number of dire hawks, soveriegn glue, and kegs of blackpowder mixed in with copper and sulfer.

:D
the blood adds extra red coloring.

An interesting idea, Master of Flames, although I would hold off until we have an official launch of our fleet for a more interesting send off. I personally would use some more interesting components, such as Elves or Wizard's Familiars, but that's just a personal choice. ;)

As it seems many of us wish to use the flying ship approach, I will offer my own contribution for our flagship, Mila'trak Nurka Trall(the Black Wind of Death)

The fleet stands ready, above the dark stormclouds, waiting for the perfect moment to strike at its enemies, when the lookout spots a disturbance in the clouds ahead. Lightning plays around the mast of a dark ship ascending towards you. As it ascends, you see that the ship is a huge, dark shape. The ribs of the ship are made from the bones of some great beast, and stretched between the ribs is the dark leathery skin of an unrecognisable beast. The figurehead is the preserved remains of an Elven female. Extending from the sides of the ship are a pair of great, black Draconic wings. Emblazoned upon the black sails and upon the wings in dark red is a symbol - three skulls blowing a tornado, within which spins a humanoid skeleton.

It has various defenses, to be arranged in discussion with the rest of the circle at a later date.
Dogurasu_Thanatos

08-11-05, 06:33 PM
IC: Sarakha notes the Black Wind of Death with some interest. However, as motion sick as he's recently been, he decides that his contribution should be... well, less mobile. Immediately the warlock begins to start making plans for a new stronghold, calling in various favors from various beings. A sign hangs outside his door, and now Dracos (who has started referring to himself as Sjachisk -- Shadowstar, in Draconic) the psuedodragon warlock prowls the ship with frequency...

OOC: While I love the idea of the ship, De Batavier has noted that we also have our own plans sometimes. Mine just happen to include a stronghold, with a few minor twists. If anybody is curious, PM me or just ask Sjachisk IC. Of course, the stronghold will be open to the other Warlocks that want to explore it, and I'm calling in some additional help from 'friends' of mine... :D
Orcy The Green Wonder

08-12-05, 11:10 PM
It has been a while since Orcy made a prestiege class, but this one came into his head today and he just had to. Tell Orcy what you think of it... he might even try it out in the games...

Eldritch Lancer
The warlock walked the empty road heading out of town. They had figured out who and what he was, not a good thing in his line of... "work." He moved slowly, walking carefully over the unstable road in the darkness. Something was coming now, he could hear it in the distance.

Horses perhaps? This was not good. Soon the soldiers had closed the distance. The brought their horses around and blocked his path. These men were known for toying with criminals and killing them when they had finished. Well... at least he had that going for him. He smiled at the leader and bowed in an elaborate flourish.

"Greetings gentlemen, I know what you intend to do, but before you do it, may I intrest you in a challenge? I will joust you."

The Soldiers laughed loudly at this, their leader moving foreward he brought forth his lance and his shield.

"Very Well, pick a horse from my men, and you will have your chance to... provide me with entertainment for a short time."

The warlock smiled, and shook his head.

"I will not need to choose one of your horses. I have my own mount... and will use my own lance. I'm sure it will be quite effective."

With that he began to wave his hands, dark energies flowing around him. Soon a black mass began to form to his side. A creature grew to the size of a horse, red eyes shining from within flowing black energy. Six limbs sat upon the ground, wicked claws extending from each. Massive shadowy wings rose from the creature's back, the warlock pulling himself up onto it's back and resting just below them. He smiled as the remaining energy formed itself into a lance, grasped in his hand. He nodded to the knight with a smile.

"Your Move."

Hit Die: d6

Requirements:
BAB: +4
Skills: Ride 4 Ranks, Concentration 8 ranks
Feats: Mounted Combat
Invocations: Eldritch Spear, Hideous Blow


Level BAB F/R/W Special Invocations
1 +0 2/0/2 Eldritch Lance, Summon Mount -
2 +1 3/0/3 Lance Essence (least) +1 Existing class level
3 +2 3/1/3 Ride the Darkness -
4 +3 4/1/4 Lance Essence (lesser) +1 Existing class level
5 +3 4/1/4 Superior Eldritch Lance -
6 +4 5/2/5 Lance Essence (greater) +1 Existing class level
7 +5 5/2/5 -
8 +6 6/2/6 Lance Essence (Dark) +1 Existing class level
9 +6 6/3/6 -
10 +7 7/3/7 Ultimate Beast +1 Existing class level


Skills:
Concentration (con), Craft (int), Intimidate (cha), Knowledge (arcana) (int), Knowledge (the planes) (int), Profession (wis), Ride (dex), Spellcraft (int)
Skill Points at each level: 4+int mod

Weapons/Armor:
An Eldritch Lancer is proficient with their Eldritch Lance.

Invocations:
The lancer gains another level in the warlock class at every other level for the purposes of what invocations he/she can use only.

Eldritch Blast:
The lancer gains full progression with his/her eldritch blast as if having gained a level in warlock at every level of this prestiege class.

Eldritch Lance:
The Eldritch Lancer has learned to focus his/her eldritch energies into a lance. Through combining their Hideous Blow and Eldritch Spear abilities they form this weapon. To form an Eldritch Lance the lancer must make a concentration check. The DC for this check is 20-Eldrtich Lancer levels. This is because as the lancer becomes more comfortable with his/her lance, he/she can form it much easier. This lance can gain different powers through the power of the lancer's Eldritch blast. These powers are gained by "paying" d6s that would usually be used in an eldritch blast. This ability lasts for 24 hours or until the lance is released by the Lancer and may be used at will but not while the lance is still active. Before any additions, the Eldritch Lance is identicle to any other lance that the Warlock would be able to weild for a character of his/her size. When this ability is active the Eldritch Lancer cannot use his/her eldritch blast.


Lance Powers: Cost:
Reach 15ft 1d6
Reach 20ft 2d6
Damage (2d6) 1d6
Damage (2d8) 2d6
Bludgeoning 1d6
Slashing 1d6
Enhancement 1d6/+1 bonus

Summon Mount:
The Lancer has the ability to summon forth a mount with various powers. These powers and the mount's form are made by spending the d6's that would usually compose the lancer's eldritch blast. To form this mount the lancer must make a concentration check equal to 15+the number of d6's that are used in creating the mount. The following are the abilities that the mount may have. The base mount statistics can be found below. This ability lasts for 24 hours or until the mount is slain. It can be used at will but not while a mount is already active.


Mount Powers: Cost:
Fly 40ft 1d6
Fly 80ft 2d6
Bite (1d8) 1d6
Bite (2d6) 2d6
Breath xd6*
Claws (1d4) 1d6
Claws (1d6) 2d6
Quill shot(1d6) 1d6
Quill Shot(1d8) 2d6
Extra Limbs 1d6/limb (up to 2 additional)
Speed +20ft 1d6
Speed +40ft 2d6
Natural AC 6 1d6
Natural AC 10 2d6

*For each 1d6 used in this ability the mount gains a breath weapon that deals 1d6 damage.

Lance Essence:
At level 2 the Lancer gains the ability to infuse his Lance with an eldritch essence of the least level. This has the same effect that it would as if it were used on an Eldritch Blast. At level 4 the lancer may use lesser eldritch essences to enhance his/her lance. At level 6, Greater. At level 8, Dark essences may be used.

Ride the Darkness:
At level 3, the lancer gains a bonus to ride checks equal to half his/her class level.

Superior Eldritch Lance:
For the Purposes of determining the Eldritch Lance's abilities, the Lancer gains 2d6 points of Eldritch Blast. This does not actually increase the damage done by an eldtritch blast and can only be used toward the eldritch lance, not the mount.

Ultimate Beast:
The lancer gains the ability to increase the power of a mount. For each 1d6 used to create the mount, the lancer may add additional abilities using an equal amount of d6s. The lancer also gains an additional 3d6 to use in the creation of his mount. At this level, the bonus to ride checks from Ride the Darkness increases to the Lancer's full class level.


Mount Powers: Cost:
DR 5/cold iron 1d6
DR 10/cold iron 2d6
+2 Str 1d6
+4 Str 2d6
+2 Dex 1d6
+4 Dex 2d6
Darkvision 120 1d6
SR 10+level 1d6
SR 15+level 2d6
Multiattack 1d6
Paralysis(ex) 2d6


Base Mount:
Hit Dice: 5 HP/class level +5 x the warlocks charisma modifier
Initiative: +2
Speed: 30ft
Armor Class: 16 (10 +2 dex +4 natural)
Base attack/Grapple: +1/lancer's class level/+4
Attack: Slam +4 (1d4+3) (replaced by any bought attack forms)
Full Attack: 2 Slams +4 (1d4+3)
Space/Reach: 10ft/5ft
Special Attacks: none
Special Qualities: Darkvision 60ft
Saves:
Abilities: Str 16, Dex 14, Con --, Int 2, Wis 10, Cha 6
Skills: none
Feats: Weapon Focus (slam or bite)
De Batavier

08-13-05, 09:49 AM
Library updated with Orcy's PrC.

Nice description of the PrC Orcy.
Like the idea of spending d6s to gain an other ability.

Do i understand it correctly that the Lance also deals hideous blow damage?
If so than i don't think you should be able to change 1d6 into 2d6.

:cool:
Orcy The Green Wonder

08-13-05, 11:32 AM
The damage delt does not channel the eldritch blast. Instead the Lance deals damage for a Lance of the character's size. For a medium character that damage is 1d8. The 1d6 paid increases the damage to 2d6. So, the lance doesnt have any abilities that the invocations used to create it would usually have. Instead the d6s of damage are paid to create the lance and mount.
De Batavier

08-13-05, 01:19 PM
Oké and what happens with any rest d6s from your eldritch blast. Are those added to the damage on a succesfull hit, like hideous blow?

:cool:


New cool feautre with sblock. If you put {sblock=xxxx} it will say xxxx, instead of spoiler. Look at my sig or this sblock for an example

:cool:
Orcy The Green Wonder

08-13-05, 01:26 PM
Nope, any d6 not spent on the Lance or the Mount arent used. Though Orcy doesn't see why you wouldnt use the d6s in the first place. The invocations are just used to create the lance, they have no effect once the lance has been made.
De Batavier

08-13-05, 01:27 PM
Oké that clears it up for me, thanks.

:cool:
Master_of_Flames

08-13-05, 05:56 PM
i have an interestin idea for a base defense, but it only works with castles or the like.
Dogurasu_Thanatos

08-13-05, 10:15 PM
IC: Sjachisk pads over to the person calling himself Master of Flames. *A castle defense?* he asks telepathically. *Tell me more -- my pet human is busying himself with constructing a palace at this very moment...* He sits up and looks at the other curiously, licking his muzzle.
De Batavier

08-14-05, 01:34 PM
Greetings all,

Karl interest is peaked when he hears that there are ideas for the base defence. Please tell us your ideas. Maybe we can even adapt them for our ships. Then Karl takes out a strange metallic looking stone. Whispers suddenly can be heard aboard the flagship of the fleet. This little thing gave me an idea for a new invocation


Insidious Whispers [mind affecting]
Least 1st
With this invocation the Warlock gains the ability to whisper strange things directly into the mind of others. These strange thoughts are maddening for the target. The only way to relieve the tension is to carry out the orders.
The Warlock can use this invocation on one target within sight and within 25+5ft/level. Once a target is established, range doesn't matter as long as the Warlock and the target stay on the same plane. The target makes a will save.
If the will save is missed, the target doesn’t have to carry out the orders. But not carrying out the orders puts a lot of strain on the target and it gains one subdual point of damage every round, until he carries out the orders. The target believes the strange thoughts are his own. If the Warlock stops whispering, the stress for the target ends.
If the will save is made, the target still hears the whispers in his mind. The target recognises these whispers as foreign to his own thoughts. He will also recognise the voice of the Warlock (assuming he hears or has heared that voice).
The duration is as long as the Warlock continues whispering his orders (concentration). The Warlock can only target one target at the time.
Von Crown

08-14-05, 03:34 PM
What's the range?
De Batavier

08-14-05, 03:40 PM
Once a target has been established range isn't a problem anymore, but when you chose your target is must be within close range.

:cool:
Von Crown

08-14-05, 06:57 PM
you should put something in about the once established bit
De Batavier

08-15-05, 05:41 AM
I've put that into the invocation and some other things that clear it up, i hope.

:cool:

The prune is getting closer. If you still have stuff in our old thread. Repost it here or lose it.
De Batavier

08-17-05, 05:24 PM
Seems things are going slow here. Well seeing how much stuff we've already created it's no wonder that creating more new stuff is getting difficult.

Maybe we should have a theme every month (or just use the theme they have already. Which is aquatic this month, IIRC).

Bump
minor 0-level
With this invocation a Warlock can place his guild to the top.

Though it was more of a joke, maybe we should create a minor category of invocations. They could be trivial or things you can only use a few times a day if they are more powerfull.


:cool:
Dogurasu_Thanatos

08-17-05, 10:07 PM
Well, then, if we're going with the aquatic theme, then I will borrow from the aquatic tanar'ri and other watery evils in the Fiend Folio. The abilities might not be aquatic themselves, but hey, they're inspired by aquatic demons -- and more!

Skulvyn Survival
Lesser; 4th
Through the power of this invocation, you gain a swim speed of 30 feet. You have the ability to breathe underwater, and can also act freely underwater as with the freedom of movement spell. This last benefit does not extend to anything other than underwater movement. The invocation lasts for 24 hours.

Blood of Myrmyxicus
Greater; 5th
This dreadful invocation turns your blood into an unholy ichor for the next 24 hours. Any creature within five feet of you dealing piercing or slashing damage to you must make a Reflex save or become nauseated by your 'blood' for 1d4 rounds. Good-aligned creatures that come into contact with your blood also take 2d6 points of unholy damage.

Wall of Stygian Ice
Greater; 5th
You can conjure a wall of ice as the spell with this invocation. Half the ice damage from the wall results from supernatural power and is therefore not subject to being reduced by resistance to fire. Creatures slain by a wall of stygian ice are animated as zombies 1 round later. They are not under anyone's control.

There, some ideas to think about. Any thoughts on these invocations?
Drijen

08-18-05, 01:29 AM
From out of shadows in the corner of the chamber strides a dark-skinned halfling. "Know that I am Morai Blackwand and know that I come here with no ill intentions towards you" he rasps in a particularly rough voice. As he turns and walks towards the center of the room his golden eyes become apparent, looking as orbs of burnished metal. "In my travels I have often heard of the dark knowledge held by this circle and it is this that I desire above all else." His rough voice hardens and he speaks more softly; "For the atrocities I have seen and the crimes I have unknowingly committed I must seek justice" His mouth twists into a sneer with this last word, as if the concept is contemptible to him. Raising his voice again he continues, "In the memory of the ruined city of Theyvesh I act, but I require more power lest I fall before my charge is completed".

I would become a member of the Warlocks Circle if you will have me.
De Batavier; do you know that the s-block tags in the archives I and II do not function? Is thier any way to access the new invocations/feats/items etc in those archives? My DM is allowing 3rd party material and I've shown him some of the things you guys have come up with and we would both like to see the material in archives I&II if that is at all possible.
De Batavier

08-18-05, 05:53 AM
A quick respons.

The Sblocks seem to be working fine for me. I've heard that other people also experience problems. To see what's inside, you could quote the post and copy/paste the contents to words.

I'll add you to the members list, welcome.

Follow up respons

Updated the Library
DT As always cool invocations. I like the blood thing.

:cool:
DolArrah

08-19-05, 08:14 AM
Hey, sorry I have been gone so long. DT, I think that your blood thing would make more sense if it was "Any creature within five feet that deals peircing . ."
Orcy The Green Wonder

08-19-05, 04:58 PM
A soldier bearing the crest of the Knights Von Drache enters the halls. He looks about and opens a scroll in his hands. He quickly reads off the scroll to any of those gathered in the guild's main hall.
"Greetings good sirs, you are hereby invited to Ghashmal Keep for a ball held in the spirit of peace and brotherhood. It is our hopes that you, the members of this guild, will come to join us for this event. It is required that any weapons be left in the care of our own, so as to keep the peace should tempers rise."
technodemon

08-20-05, 07:20 AM
Any good aerial combatant prestige classes for the warlock to use after 6th level, fell flight anyone ;)?
Dogurasu_Thanatos

08-20-05, 11:52 AM
Not yet. I can try to make one, though, if you'd like (even if we are aquatically-focused this month, I think).

Edit: If anybody would want to give me a theme to go off of, I could probably attempt to make more warlock stuff. Just a random thought, since I'm out of ideas right now.
Aurelius_Shadowstryke

08-20-05, 04:00 PM
Well DT, I can't think of any aquatic themes for you, but I have been trying to build an Eldritch Infiltrator (a sort of Warlock spy). I've had a few ideas, but I haven't been able to build anything as yet. Hopefully you'll have better luck than I did ;)
technodemon

08-20-05, 04:36 PM
Not yet. I can try to make one, though, if you'd like (even if we are aquatically-focused this month, I think).

Edit: If anybody would want to give me a theme to go off of, I could probably attempt to make more warlock stuff. Just a random thought, since I'm out of ideas right now.

That would cool. I am not that good at building classes, balance problems. :)
technodemon

08-20-05, 04:47 PM
Well DT, I can't think of any aquatic themes for you, but I have been trying to build an Eldritch Infiltrator (a sort of Warlock spy). I've had a few ideas, but I haven't been able to build anything as yet. Hopefully you'll have better luck than I did ;)

How about an Eldritch Demolitionist where they can delayed Eldritch blast or have other blast effects? :D
Aurelius_Shadowstryke

08-20-05, 06:21 PM
Greetings again.

I'm currently working on my Warlock webpage (link in my sig) and I'm going to include a section on Patrons of all varieties and was hoping that people could help me with a few. My own personal Patron is Urial, demon of Magic, and i was wondering which Patrons others had chosen. I am also planning to put many, if not all, of the Invocations and PrC's from this board on also and would like permission to use them. All credit will be given to the creators. I know that others are also creating websites with this material on them, but you can never have too many!

Also I may include a story section, so I will be asking for contributions for that at a later date. If you have a story you would like included, but aren't a writer then send me the idea and an outline and I'll try to write it up. I'll let you know when I'm starting this up though, as I am slightly busy at the moment.
Dogurasu_Thanatos

08-21-05, 02:29 AM
Here are some more new invocations, influenced by Von Crown. I think the effective spell levels definitely need help, and I'm not so proud that I won't ask for it. :help:

Alluro's Whim
Least; 2nd
By utilizing the power of this invocation, your voice becomes an echoing, hypnotic tone. You can target one creature per four levels within close (25 ft + 5 ft./2 levels) range with this power, none of which can be more than 15 ft. away from each other. Each target becomes becomes fascinated upon failure of a Will save. Furthermore, all who are fascinated with you immediately become passive enough to obey any nonagressive suggestions you give them. This means that they will not take any action that will obviously harm a person, though they could be suggested to pull a lever that, unknown to them, will drop something heavy on their friends. The fascination effect, including any suggestions given, lasts for 1 round/level.

Decay of Ages
Greater; 5th
Using this invocation causes one target within close range to feel his body and mind slowly decay, as though aging rapidly. If the target fails a Will save, he takes a -2 penalty on all ability scores, appearing ten years older. He can make a Will save each round to end this effect (and the penalties already in place), until his Constitution becomes effectively 0. At that point, he falls into a comatose state for 1d4 hours and the penalties vanish (and his appearance slowly reverts to normal). During this time, he cannot be awakened normally; in order to awaken the target, damage must be dealt to him.

Entropic Blast
Lesser; 4th; Eldritch Essence
By using this invocation, you turn your eldritch blast into an entropic blast. Your blast deals twice as many dice of damage when targeting nonliving matter (including constructs and undead); however, it deals only half its normal damage against living matter.

Yugoloth's Hatred
Lesser; 3rd
You use this invocation to create undying, unyielding hatred in a single target within close range. Upon a failed Will save, the target now perceives everyone as his hated enemies, treating them as effectively hostile, and must find ways to defeat them or escape them before they do him harm. He may use any means at his disposal; he is not forced to slay them outright (though he might choose to do so anyway). The effect lasts for one minute per level.

Seeds of Discord
Greater; 5th
By touching a target, you 'plant' the seeds of discord into him. He does not get a save to avoid this effect, and he begins emanating an aura that extends to a 30 ft. radius. Anyone entering that aura must succeed on a Will save or treat the target as his hated foe, believing (or remembering) that he has caused problems in their life. NPCs that fail their saves are treated as hostile toward the victim, and PCs become certain that the target is going to turn on them for reasons known or unknown. This aura lasts for 1 round/level, but the effect of the aura lasts for a full day. Targets who save against this aura canot be affected by that particular use of seeds of discord.

Now for an idea of my own...

Eldritch Eyes
Dark; 7th; Blast Shape
By using this invocation, your eldritch blast becomes continually channeled through your very gaze. The blast becomes a gaze attack with an effective range of 60 ft. that deals 1d4 points of damage per 1d6 that the blast would normally deal, including any bonuses from items or the like. This ability does not require a ranged touch attack, but targets can make a Will save to take half damage. This invocation lasts for 24 hours or until dismissed or dispelled; during this time, you may use eldritch essence invocations (each one replacing the one before it instead of stacking), but you may not use your normal eldritch blast or any blast shape invocations.

Aurelius Shadowstryke: For your Eldritch Infiltrator, look up the shadow scouting (lesser) and subtlety in motion (least) invocations I made up, at least until I can come up with a prestige class or better invocation set.

Technodemon: Hopefully, the entropic blast above will help you make an Eldritch Demolitionist until I can come up with something better, maybe in the form of a PrC.

Wuyanei: Where are you?! :weep: At this rate, I may have to re-pen some of your scrolls (as I liked the dark-blessed weapons, as well as a few other invocations I'd like to work with) so that they don't get lost in the destruction of the old Tower...

Everyone: As stated above, I'm sure these invocations need some sort of balancing help or the like. Feel free to offer critique or comments at your leisure!
technodemon

08-21-05, 10:57 AM
Hmmm where is the destructive blast Invocation? I could not find it or I missed it while looking through.
lostone

08-21-05, 11:33 AM
Eldritch Eyes
Dark; 7th; Blast Shape
By using this invocation, your eldritch blast becomes continually channeled through your very gaze. The blast becomes a gaze attack that deals two points per die of damage that the blast would normally deal, including any bonuses from items or the like. This ability does not require a ranged touch attack, but targets can make a Will save to take half damage. This invocation lasts for 24 hours or until dismissed or dispelled; during this time, you may use eldritch essence invocations (each one replacing the one before it instead of stacking), but you may not use your normal eldritch blast or any blast shape invocations.I love the flavor of this one. maybe instead of a flat amount of damage change the eldritch damage from d6s to d4s. What is the effective range on a gaze attack? I'm not seeing one listed in the Gaze Attack section of the SRD other than it being limited when in fog and other concealment effects.
Dogurasu_Thanatos

08-21-05, 07:07 PM
Technodemon: ...typo on my part. Try looking for entropic blast instead... :D

Lost One: Range added. Thanks for pointing that out.
Von Crown

08-21-05, 11:51 PM
Nice job with those ideas DT... I wanna learn some of those...

To Aurelius, Mordred Von Crown is patron to several warlocks, you could go ahead and use him for your site. Commonly associated with vermin, deception, corruption, undead, and conquest.
Arshes

08-22-05, 12:20 AM
hmm, could anyone try thier hand at making a psionic warlock? i'd love to see the result.
Dogurasu_Thanatos

08-22-05, 10:19 AM
Aurelius: Here are a few ideas for patrons.
Dogurasu M. Thanatos: Though powerful physically, this demon (who takes the shape of a black fiendish anthropomorphic manticore) is a patron of many arcane spellcasters; hexblades, warlocks, and sorcerers are favorites. He has no particular like of one style of magic over another -- he's just as likely to charm as to utterdark blast a given person.
Zacharius the Serpent: A kelvezu (Monster Manual II) with an attitude, Zacharius could be persuaded to take on a subservient apprentice on the path to becoming a warlock. He has a taste for archery, fear, and (of course) snakes; his favorite apprentices are yuan-ti abominations (snake-headed) and Shinomen nagas that have turned to chaos and evil (Oriental Adventures).
The Stellar Family: Not your everyday warlock patrons, the royal family of a crystalline city called Teranar has a bloodline of male warlocks. This isn't to say that they are evil; on the contrary, even the darkest among this family -- a powerful man named Trinax -- has proven himself to be a good man, and the crown prince Joseph is, in fact, a paladin/warlock! Associated with redemption and light, the Stellar family would make excellent patrons for warlocks or any other adventurers.
If you're looking for a magical patron, Vorelsjach (Beautiful Shadow) the shadow dragon (and Trinax's trusted ally) has learned how to pass her inborn powers of dire magic onto someone she deems able to wield them.

Arshes: Do you mean a warlock whose powers are psionically based, or a warlock/psion PrC, or what? I could make either; I just need to know what you want.
De Batavier

08-23-05, 07:21 AM
Library updated.


The prune is getting closer. If you still have stuff in our old thread. Repost it here or lose it.
Von Crown

08-23-05, 12:12 PM
"Since it would seem that everyone is sharing their encounters, I might as well show you my own." He closes his eyes and all vision seems to fade to black. When it returns, you are standing over what must be a vast ocean. Nearby is an ship clad in some strange metal with areas of green and purple tint, a pirate vessel if the tattered flag is any indication. The ship is powered by two large screw-like mechanisms on the back. On the deck stands Mordred, looking much like he does today, with the addition of a black captain's hat. Across from him, a large floating dragon's skull glares menacingly with small red points of light. <<You may have defeated me this time,>> it rasps, <<But this is far from over.>> With that, a massive tidal wave strikes the side of the ship. <<I have a new friend I'd like you to meet...>> With that, the skull dissapears, chanting what sounds like greater teleport. As it fades from view, a slim, agile looking man can be seen standing behind the demi-dracolich. His features are concealed by a few items of armor, notably a gauntlet similar in appearance to the one worn by Yanei's attacker, and a somewhat-tight looking waterproof leather suit. He gestres with the gauntleted hand, and a blast of water flys towards Mordred, glancing away at the last second due to some sort of field. Mordred then jumps to the side, pulling a rod that looks like a petrified centipede out of seemingly nowhere. Throwing the rod to the ground, it becones a large black centipede covered in an unusually thick carapace and sporting wickedly spiked mandibles. Pointing a finger at the attacker, Mordred utters a few unintelligible words, after which the centipede turns and rushes towards the attacker. When the centipede drws near, the attacker leaps high over it, sending it crashing over the side of the boat due to it's momentum. The attacker then raises one arm overhead, then suddenly dissolves completely into water. He then liquidly swirls around behind Mordred, slamming with a fistlike shape made of water. Mordred spins and jumps back, hovering in midair out of the assailant's reach, and begins chanting a few words, the sounds of which sount dissonant and at odds with reality itself, and with a gesture of his hand, a the attacker is instantly held in place, returning to human form. Mordred descends, transforming into an illithid on the way down, where ... Suddenly the image gets cut off... "Ehe... it was to see if I could learn anything about his origins. But, alas, he had descended to far into madness, and I gained no benefit... other than the one I gained next Illithid Savant level...

NOTE: Mordred is not an Illithid, see Dauthaar House Rule Below.

Mind of the Tortured Water
HD: d8

Requirements

Base Attack Bonus: +5
Skills: Survival 8
Special: Must have suffered some horrible psychological depravity, from the loss of your love to the death of your family and must feel bitter or betrayed.

Class Skills
Concentration, Intimidate, Knowledge (nature), Survival.
Class Skills:2+Int Mod

Class Abilities

Weapon and Armor Proficiencies: They gain none.
Tortured Mind: A Mind of the Tortured Water loses two points of Int and Wis per level, but never below 1.
Water Manipulation: At will, the Mind of the Tortured Water can manipulate water. This ability can be used either one of two ways.
A- Water Shot: The Mind of the Tortured Water can shoot a blast of water at an opponent, making a ranged touch attack to deal 1d8/level points of bludgeoning damage.
B- Tidal Wave: The Mind of the Tortured Water that is at sea or near any large enough quantity of water can create a tidal wave, which starts as a 5-foot by 5-foot wall of water, moving at 10 feet a round, which grows at a rate of an additional 5 feet of width (side to side) for every 10 feet it travels, and accelerates by 5 feet every 10 feet it gains. When it is up to 30 feet wide, it thickens to become 10 feet thick. This wall continues to gather mass and velocity until it impacts something with at least half as much space as the wave has width, or until it travels up to two miles per class level, whichever comes first. If the wave hits anything large enought to stop it, everything in the area takes 1d10 per 10 feet of width of the wave points of bludgeoning damage. Anything not large enough to stop it is carried along in front of the wave, and will take damage if it hits anything.
Drive: The Mind of the Tortured Earth tries to fix whatever happened to drive them insane or, barring that, attack whoever they can as they regress mentally. They become entirely hostile, and will attack without provocation.
Sea Adaptation: At 2nd level, the Mind of the Tortured Water can breathe underwater and gains immunity to the damage from the impact of their Tidal Waves, allowing them to use them as a damaging means of transport.
Water Form: At will, the Mind of the Tortured Water can dissolve into motile water. This grants them ooze traits, a slam attack dealing damage equal to their Water Shot (plus STR modifier), and the ability to fit through any holes or cracks, no matter how small. As an added bonus, a Mind of the Tortured Water in Water form gains full concealment when in water, and a swim speed equal to their base land speed, although their land speed is halved if trying to go up any slope.

Dauthaar House Rule: If you can change into a race at will and gain all of that race's abilities, you may spend a month (In game time) among members of that race. If you do, you count as that race in addition to your normal race for the purposes of qualifiying for Prestige Classes.

Just a little repost I forgot before
De Batavier

08-24-05, 06:53 AM
Updated your Archive III link Von Crown

:cool:
Master_of_Flames

08-24-05, 05:03 PM
here's one DT: an edlritch assasin. he has the abilities of a warlock, but the skills of an assasin.
(it would fit real well with my character's cohort design.)
technodemon

08-27-05, 07:51 AM
Any good Least Invocations that will help the party out during combat? I'm looking for Least Invocations with an area effect.
De Batavier

08-29-05, 01:37 PM
The only one i can think of right now is Earthen Grasp. Don't know if it's any good.

:cool:
Dogurasu_Thanatos

08-31-05, 01:45 AM
My first attempt at an 'eldritch assassin,' and he's turned out to be very darkness-based... maybe he's a little too mixed-up? Opinions, please!

Nightshadow
It was a very cloudy night. Sight was next to impossible, even in the darkness, for the elven noble and her bodyguards. She was afraid -- she knew someone was out to kill her, and her bodyguards had went silent. Too quiet. The night had suddenly got much, much colder...
He walked away with the elven noble's heart in his hand. This job had been too easy.

Nightshadows are eldritch assassins, an organization of deadly warriors whose sole purpose is to combine the power of eldritch energy and invocations with the power of death itself. Mercenary nightshadows are also known to turn on their patrons once they've earned their reward.

Requirements
To become a nightshadow, a character must fulfill the following requirements.
Alignment: Any evil.
Feats: Stealthy.
Skills: Concentration 8 ranks, Hide 4 ranks, Move Silently 4 ranks.
Spells: Able to use the devil's sight invocation.

Class Skills
The nightshadow's class skills (and the key ability score for each one) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.
Hit Die: d6.


BAB Fort Ref Will Special Spells per Day/Spells Known
1. +0 +0 +2 +0 Death attack, sneak --
attack +1d6
2. +1 +0 +3 +0 Darkness +1 level of existing arcane spellcasting class
3. +2 +1 +3 +1 -- +1 level of existing arcane spellcasting class
4. +3 +1 +4 +1 Sneak attack +2d6 --
5. +3 +1 +4 +1 Deeper darkness +1 level of existing arcane spellcasting class
6. +4 +2 +5 +2 -- +1 level of existing arcane spellcasting class
7. +5 +2 +5 +2 Sneak attack +3d6 --
8. +6 +2 +6 +2 Walk unseen +1 level of existing arcane spellcasting class
9. +6 +3 +6 +3 -- +1 level of existing arcane spellcasting class
10.+7 +3 +7 +3 Sneak attack +4d6, --
shadow of death


Class Features
The following are class features of the nightshadow.
Weapon and Armor Proficiency: Nightshadows gain no additional proficiencies.
Spells: At every level except 1st, 4th, 7th, and 10th, a nightshadow gains new spells per day (and new spells, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (fiendish resilience, energy resistance, etc.). If he had more than one arcane spellcasting class to which he belonged before becoming a nightshadow, he must decide to which class to add each level for the purpose of determining spells per day and spells known.
Death Attack (Ex): As the assassin ability, but the nightshadow does not have the option of paralyzing his target.
Sneak Attack (Ex): As the rogue ability.
Darkness: At 2nd level, a nightshadow learns the darkness invocation.
Deeper Darkness: At 5th level, a nightshadow replaces his darkness invocation with the deeper darkness invocation.
Walk Unseen: At 8th level, a nightshadow learns the walk unseen invocation.
Shadow of Death (Su): At 10th level, a nightshadow's connection with the darkness of death reaches its zenith. When he uses his deeper darkness invocation, once per day, he may charge it with negative energy for a number of rounds equal to his Charisma modifier. Anything within this darkness is inflicted with a negative level each round, unless the target makes a Fortitude save against DC 15 + the nightshadow's Charisma modifier.

Deeper Darkness
Lesser; 3rd
You may use deeper darkness at will, as the spell.
----------
As for this one... well, I think he needs a better name and probably more reworking. Help is welcome... requested... heck, I'm not too proud to beg!

Ruinmaker
One minute, the warrior's guild was standing strong; the next, it was in ruins. A madman, flailing energy-covered fists and cackling like a banshee, was tearing through the warriors and the walls alike, occasionally blasting a large hole in the building with an explosive spell. Nothing was safe from this dervish of destruction, and no one would escape completely unharmed.
It was the last time that the members of the warrior's guild stole a book from the arcanist's guild.

Ruinmakers are rather self-explanatory: they make ruins. Destruction is all that these arcanists live for, and the less they need to do so with, the more they can destroy; therefore, the ruinmakers train themselves to fight unarmed. Neither living being nor reinforced stockade is safe from these apparently slaad-blooded barbarians of arcane magic.

Requirements
To become a ruinmaker, a character must fulfill the following requirements.
Alignment: Any chaotic.
Feats: Empower Spell-Like Ability (eldritch blast), Improved Unarmed Strike.
Skills: Concentration 8 ranks.
Spells: Able to invoke an eldritch blast, able to use the hideous blow invocation.

Class Skills
The ruinmaker's class skills (and the key ability score for each one) are Concentration (Con), Intimidate (Cha), Knowledge (arcana) (Int), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 2 + Int modifier.


BAB Fort Ref Will Special Spells per Day/Spells Known
1. +0 +0 +0 +2 Weapon Focus (unarmed strike) --
2. +1 +0 +0 +3 Hideous flurry +1 level of existing arcane spellcasting class
3. +2 +1 +1 +3 Eldritch sphere +1 level of existing arcane spellcasting class
4. +3 +1 +1 +4 Increased damage --
5. +3 +1 +1 +4 -- +1 level of existing arcane spellcasting class
6. +4 +2 +2 +5 Heighten Spell-Like Ability +1 level of existing arcane spellcasting class
(eldritch blast)
7. +5 +2 +2 +5 Delayed blast --
8. +6 +2 +2 +6 Increased damage +1 level of existing arcane spellcasting class
9. +6 +3 +3 +6 -- +1 level of existing arcane spellcasting class
10.+7 +3 +3 +7 Maximize Spell-Like Ability --
(eldritch blast)


Class Features
The following are class features of the ruinmaker.
Weapon and Armor Proficiency: Ruinmakers gain no additional proficiencies.
Spells: At every level except 1st, 4th, 7th, and 10th, a ruinmaker gains new spells per day (and new spells, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (fiendish resilience, energy resistance, etc.). If he had more than one arcane spellcasting class to which he belonged before becoming a ruinmaker, he must decide to which class to add each level for the purpose of determining spells per day and spells known.
Weapon Focus (Unarmed Strike): A ruinmaker gains the Weapon Focus feat for free with his unarmed strike.
Hideous Flurry (Su): When using his hideous blow invocation on his unarmed strike, a ruinmaker of 2nd level or higher can deal eldritch blast damage on all of his unarmed attacks in that round.
Eldritch Sphere: A 3rd-level ruinmaker learns the eldritch sphere invocation.
Increased Damage (Ex): At 4th level, a ruinmaker's unarmed strike damage increases as if he were one size larger. It increases again at 8th level.
Heighten Spell-Like Ability (eldritch blast): A 6th-level ruinmaker gains the Heighten Spell-Like Ability feat for his eldritch blast for free.
Delayed Blast: A 7th-level ruinmaker learns the delayed blast invocation.
Maximize Spell-Like Ability (eldritch blast): A 10th-level ruinmaker gains the Maximize Spell-Like Ability feat for his eldritch blast for free.

Eldritch Sphere
Lesser; 4th; Blast Shape
Using this invocation, you can change your eldritch blast into an eldritch sphere. This allows you to affect a 10-ft. radius burst with your blast anywhere within close range (25 ft. + 5 ft./2 levels). This is not a touch attack, but all targets within the area get a Reflex save to take only half damage.

Delayed Blast
Greater; 4th; Eldritch Essence
Using this invocation changes your eldritch blast into a delayed blast. You may delay the effects of your eldritch blast by 1 to 5 rounds; if you do not consciously decide, you automatically delay the blast's effects for the full 5 rounds.
De Batavier

09-01-05, 01:44 PM
Library updated.
Cool stuff D T :tiphat:

:cool:
Aurelius_Shadowstryke

09-01-05, 07:42 PM
Good evening, fellows.

DT I loved the Nightshadow and am in the process of talking my GM into letting me play one. Thanks a lot for that :D

As for your Deeper Darkness invocation, how about calling it Light of the Abyss? Just a thought.

Anyway, onto the other reason I'm here today - sharing a piece of knowledge I stumbled across.

Eldritch Blade
lesser, 4th, Blast Shape
With this Invocation, a Warlock can shape his Eldritch Blast into semi-physical weapon. (Despite the name the weapon can be of any type the Warlock chooses, as long as it is a melee weapon.)
The Warlock can add other features to the weapon according to the table below, so long as he can envision a weapon that will allow the feature (requiring a concentration check to create it)

Property________Cost (dice of damage)_____Concentration DC
Basic Weapon_________0d____________________10
5' reach______________1d___________________ _+5
Improved Trip_________1d____________________+5
Set vs Charge_________1d____________________+5
Improved Disarm_______1d____________________+5
Weapon Break_________1d____________________+5
Ghost Touch__________2d____________________+10

The weapon remains as long as the Warlock maintains concentration, and the Warlock may not use his Eldritch Blast or any other Invocations while the Blade is active. The Blade may be modified by a single Eldritch Essence at the time of creation for no additional cost, but if the Warlock chooses to change Essences then he needs to recreate the Blade, making the Concentration check again.

There may be other feature that can be added to the weapon, although I have not yet found them as yet. Any suggestions or other feedback wil be greatly appreciated.

Aurelius enters the common room from his cabin with a strange look on his face. It takes a moment to realise it, but it seems to be respect. "My brothers, I have found certain rumours in a tome I have been researching that lead me to believe that I may yet find an Artifact that I have been seeking for many years now. Contrary to popular belief, the Heart of Mir'esnov was not destroyed. As I am sure many of you know, Mir'esnov the Black was the first to learn the ways of the Warlock millenia ago. For centuries he has been believed to be a myth, but I have found proof of his existence. I believe that I may be able to retrieve his Heart from its hiding place and bring it here to grant its power to the Circle. I will depart now, and when next we speak I will have the Heart. Farewell, Brothers."
With these words he leaps aboard his flagship, Mila'trak Nurka Trall, and sails it due north. After a short time a black vortex materialises before the craft and swallows it whole. As the vortex closes, you can almost hear malevolent laughter ringing through the air.
Dogurasu_Thanatos

09-02-05, 12:24 AM
Magus -- Note: This isn't meant to undermine De Batavier's Invocating Arcanist in any way. This is merely my take on a wizardlike warlock. Thank you, De Batavier, for the idea.
* Edit: And for the constructive criticism. :D
Class Skills
The following are class skills (and the key ability for each) for the magus: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Alignment: Any lawful or any evil.
Hit Die: d4.


Level BAB Fort Ref Will Special ------Invocations------
Grade Daily Known
1st +0 +0 +0 +2 Eldritch blast 1d6, Least 1 1
magus scrolls, rite
of erudition
2nd +1 +0 +0 +3 Meditated blast Least 1 2
3rd +1 +1 +1 +3 Guardian ritual Least 1 3
4th +2 +1 +1 +4 Eldritch blast 2d6, Least 2 4
decieve item
5th +2 +1 +1 +4 Bonus feat Least 2 5
6th +3 +2 +2 +5 Arcane sight Lesser 3 6
7th +3 +2 +2 +5 Eldritch blast 3d6 Lesser 3 7
8th +4 +2 +2 +6 Weapon Focus Lesser 3 8
(eldritch blast)
9th +4 +3 +3 +6 -- Lesser 4 9
10th +5 +3 +3 +7 Eldritch blast 4d6, Lesser 4 10
bonus feat
11th +5 +3 +3 +7 -- Greater 5 11
12th +6 +4 +4 +8 Imbue item Greater 5 12
13th +6 +4 +4 +8 Eldritch blast 5d6 Greater 5 13
14th +7 +4 +4 +9 Darkened soul Greater 6 14
15th +7 +5 +5 +9 Bonus feat Greater 6 15
16th +8 +5 +5 +10 Eldritch blast 6d6, Dark 7 16
Greater Weapon Focus
(eldritch blast)
17th +8 +5 +5 +10 Timeless body Dark 7 17
18th +9 +6 +6 +11 -- Dark 7 18
19th +9 +6 +6 +11 Eldritch blast 7d6 Dark 8 19
20th +10 +6 +6 +12 Bonus feat, diabolic Dark 8 20
perfection

Class Features
The following are the class features of the magus.
Weapon and Armor Proficiency: As sorcerer.
Eldritch Blast (Sp): As warlock, but with damage progression shown here.
Invocations: A magus uses invocations in a similar way to a warlock. However, his saves are based on Intelligence, and while he knows more than a warlock, a magus must study his scrolls (see below) to prepare fewer of them per day. Those the magus prepares, he may use until he prepares another set. The amount of invocations he learns for free (without using the Rite of Erudition; see below) and the number he can prepare per day are given in the table above. He may not know an invocation of a grade not available to him (also shown above).
Magus Scrolls: A magus must record his invocations on special scrolls in the same way a wizard must scribe spells in his spellbook. This works exactly as a wizard must, with the same costs and page requirements (for spell level equivalents).
Rite of Erudition (Ex): A magus may learn new invocations as long as he has room in his magus scrolls. To do this, he must spend eight hours a day in meditation, for a number of days equal to the level equivalent of the invocation he wishes to learn. At the end of this meditation, he must pay 25 XP per spell level equivalent to learn the invocation and scribe it into his magus scrolls for later. For example, if a magus wished to learn soulshock blast (4th level equivalent), he would have to pay 100 XP (25 x 4).
Meditated Blast (Su): By spending a full-round action, a magus of at least 2nd level can focus his eldritch blast to deal much greater damage than normal. By succeeding on a Concentration check (DC 10 + magus' level), the magus can use his full-round action to deal 1d6 points of damage per magus level with his eldritch blast. Since this requires a full-round action, he cannot modify this blast with any feats or invocations.
Guardian Ritual (Su): A magus of 3rd level begins to enjoy a deflection bonus to his Armor class equal to one-third his level (+1 at 3rd, +2 at 6th, +3 at 9th, and so on). This ability remains in effect while the magus wears no armor (though a mage armor spell cast on him doesn't count as armor).
Decieve Item (Ex): As the warlock ability.
Bonus Feat: The magus gains a bonus feat every five levels, chosen from the following list: Ability Focus, Empower Spell-Like Ability, Heighten Spell-Like Ability, Maximize Spell-Like Ability, Corrupt Spell-Like Ability, Combat Casting, or any item creation feat.
Arcane Sight (Su): At 6th level and above, the magus continually benefits from an arcane sight ability at his caster level.
Weapon Focus: A magus of 8th level gains the Weapon Focus feat for his eldritch blast for free.
Imbue Item (Su): As the warlock ability.
Darkened Soul (Su): A magus that reaches 13th level gains spell resistance equal to 10 + his magus level.
Greater Weapon Focus: A magus of 16th level gains the Greater Weapon Focus feat for his eldritch blast for free.
Timeless Body (Ex): As the druid ability.
Diabolic Perfection: At 20th level, a magus becomes so attuned to his dark magics that he becomes an outsider. He gains the outsider (native) type and damage reduction 5/silver.
De Batavier

09-02-05, 05:34 AM
Updated the Library

Cool Class D T
Do have an observation about the Rite of Erudition. The higher the level of the Magus the more it cost, even if it's about the same level of spell.
In your own example if he's 10th level he would have to pay more xp for the same level invocationl.
Dogurasu_Thanatos

09-02-05, 10:18 AM
Thanks, De Batavier, for the idea. I might change his name later, but in any case, the idea was great, and you're the one to be thanked for it. I just made it in my own fashion, which I have a habit of doing, so I'm sorry if I've offended you by taking and altering your idea. :embarrass

By the way... what happened to everybody else? This place has gotten quiet...
De Batavier

09-02-05, 10:34 AM
I don't mind. I think it's good people get inspired to create more stuff. It's getting harder and harder to think up something completely original for Warlocks. We've got a verry big library (archives included).

Yes it's getting slower. Everybody is back to school, work etc. etc. and sometimes it just slowes down. But as long as some of use make new stuff are discuss ideas and things the Circle will continue.

:cool:
Siberys

09-02-05, 04:07 PM
IT IS DONE!!! Come to the Warlock's Circle Boards (http://siberys.proboards44.com/index.cgi?board=warlock) at my site (Main site link in sig)!

Now, there's an ENTIRE BOARD solely for TWC!
Dogurasu_Thanatos

09-02-05, 08:02 PM
Siberys: Thank you. :D The Warlock Circle deserves and needs its own board.
Siberys

09-02-05, 11:17 PM
Your Welcome. Now we just need more people to register, and my site may actually get a solid fan-base! :w00t:

Well, yaknow, my CS is almost complete. Maybe when I'm done, ya'll should check it out...
De Batavier

09-03-05, 11:46 AM
Looks cool S.

:cool:
De Batavier

09-05-05, 05:14 AM
New link in the links section of the First Post:
Warlock tatics! (http://boards1.wizards.com/showthread.php?t=489357)

As always, I haven't truly read all the posts in the thread, but it sounded useful.

:cool:
Dogurasu_Thanatos

09-05-05, 11:05 AM
A new invocation I'm attempting to work on:

Futile Defenses
Dark; 7th
An aura of flickering lights surrounds you and spreads out to a 20 foot radius, negating the defenses of many different monsters. This nebula of multicolored light doesn't affect sight (other than making things look awfully weird); instead, it weakens or negates the defenses of all targets within the area. Spell resistance and damage reduction are reduced by a number of points equal to half your caster level. Incorporeal creatures are able to be struck by material effects with only a 20% miss chance. Concealment is negated, while total concealment gives only a 20% miss chance. Armor and shield bonuses to AC, whether magical or mundane in nature, are negated; deflection bonuses to AC are halved. This aura lasts for 1 round/level, and also affects you.

I'm also trying to come up with something for this month's theme (Alternate Magic), but warlocks already seem alternate enough...
De Batavier

09-06-05, 07:17 AM
Library updated D T.

Think it's quite powerful. Especialy the fact that you even affect the mudane defenses as shields and armor bonusses. I can imagine hampering the magical bonusses to shield and armor, but the mudane bonusses I find a little harder to imagine.
Don't know if the abscence of saves make it to strong. Though the duration is short, that doesn't realy matter with a Warlock.

Don't get me wrong, I certainly like the idea of an effect that negates the defences. I just feel that it's to strong at the moment, but as you say in the post it's work in progress.

:cool:
De Batavier

09-06-05, 11:18 AM
Water Sprout
lesser 3rd essence
With this invocation you change your eldritch blast into a powerful and very focussed stream of water. The stream deals the normal Eldritch Blast damage, except against creatures with of the fire subtype then it deals twice the normal amount of damage. When used against objects the Water Sprout ignores 2 points of hardness.

Sand Stream
lesser 3rd essence
With this invocation you change your eldritch blast into a powerful and very focussed stream of sand. The stream deals the normal Eldritch Blast damage, except against aquatic creatures then it deals twice the normal amount of damage. When used against objects the Sand Stream ignores 2 points of hardness.

:thinks:
De Batavier

09-07-05, 10:35 AM
Greetings all,

I've updated the library.
If one of you still has stuff in the old thread, time is running out to repost it here. Don't know when the prune will be, but do think time is running out.

:cool:
lostone

09-07-05, 10:56 AM
If one of you still has stuff in the old thread, time is running out to repost it here. Don't know when the prune will be, but do think time is running out.I got the impression it would be sometime this month.
De Batavier

09-07-05, 11:00 AM
Yes I thought that too. So time is running out ;)
apesamongus

09-07-05, 01:15 PM
This is a twist on the Remorseless Charm spell from champions of ruin
-----------------------------
Remorseless Contagion
Dark?? 6th
Saving Throw: will negates; see below
With a touch, the Warlock can give the target a disease-like curse that can spread to anyone touched by an "infected" individual. The warlock can continue to hold the "charge" indefinately as long as he uses no other invocations and casts no other spells. A touched individual (either by the warlock or by an already infected creature) gets a will save to avoid the effect entirely. This save occurs whichever creature touches or attacks the other (ie striking a warlock holding the charge with a natural attack has a chance of spreading the curse) Prolonged or intimate contact gives a -2 penalty to this save.

The curse eliminates normal inhibitions and silences the subject's conscience. Under it's effect's a good creature might commit acts of extraordinary evil without any feelings of remorse. This spell effect's the target's norms and expectations; for example, once affected, a good aligned target might be willing to attack his friends when urged to do so through a suggestion.

The effect may be broken by a break enchantment or similar spell or can be removed by the warlock. Otherwise, the subject gets to make a will save each day to break the curse. A success means that the subject is not affect for that day, but three consecutive successes are needed to permanently break the effect.
-----------------------------------
The invocation can affect multiple creatures, unlike the spell. But the spell is permanent until broken and can be prepared beforehand, so it seems balanced to me.

Thoughts?
Zombomaniac

09-07-05, 11:50 PM
Outside your halls you hear mighty thunder and see that it comes from the diraction of Bristol. As you look at it a mighty storm covers the city and lighty flashes again and again. The storm is like no other you have ever seen and looks almost alive.
De Batavier

09-09-05, 05:26 AM
Library updated.

Cool invocation apesamongus. Don't have Champions of Ruin, so can't compare it to the spell.
IIRC, 6th level is a greater invocation. Oops now see that 6th level is shared by greater and dark.

least = 1st and 2nd
lesser = 3rd and 4th
greater = 5th and 6th
Dark = 6th, 7th, 8th and 9th
According to p 8 in CA.
Von Crown

09-09-05, 05:38 AM
Ahh... 4:30 in the morning, the ligh burns...
Anyways, greak invocation. Putting that in the 'list of invocations I want to get swapped in next time I cast wish.'
De Batavier

09-13-05, 12:59 PM
Seems I'm not the only one who lacks time (inspiration) at the moment to actualy post something with substance.

As the theme is alternate magic, I think we posted enough in the past.
The invocation system is, I think, a good alternative for the standard wizard system. I also like the psionic system. I hope to get my hand on the new Magic of Incarnum, which sounds realy cool. Ofcourse next month is Magic of Eberron..

:cool:
Silent Infinity

09-13-05, 01:25 PM
I hope to get my hand on the new Magic of Incarnum, which sounds realy cool. Ofcourse next month is Magic of Eberron..

:cool:

Magic of Incarnum does sound interesting, but I'm not sure how much I'd use it in an existing campaign. If I did, it would probably be a minor use, such as a feature of a quest.

Magic of Eberron will hopefully be a great book (content and book itself). I hope for some great information on the magic styles and traditions of Eberron with a few interesting spells and PrCs. I think Eberron needs more well defined and thought out flavor, there's plenty of crunch already.

I run a DragonLance campaign (of all wizards, it's great) and play in an Eberron campaign. The DM is quite bothered by books like Five Nations which is full of errors, restated information and a poor binding.
De Batavier

09-21-05, 09:39 AM
Yes there is some lack of consistency in the Eberron books. Same goes for errors/liberties taken in the novels.

Still haven't seen MAgic of Incarnum :(
De Batavier

09-26-05, 04:01 PM
Knock out
greater 5th, essence
With this invocation the Warlock add a force effect to his eldritch blast to knock out opponents. When the Eldritch blast hits, the opponents must make a fort save or be knocked unconscious (falls prone if not held up by something) for 1 round.

:thinks:
Silent Infinity

09-26-05, 05:35 PM
Knock out
lesser 4th, essence
With this invocation the Warlock add a force effect to his eldritch blast to knock out opponents. When the Eldritch blast hits, the opponents must make a fort save or be knocked unconscious (falls prone if not held up by something) for 1 round.

:thinks:

I have to say I like your idea DeBatavier but I'm afraid that being knocked unconscious (and thus, helpless) is too much for lesser, maybe make it greater.

Although that inspires a new idea: What about a chance to knock prone and a chance to disarm/knock objects out of creatures hand? You could do a fortitude save for knocked prone and a reflex save for the other?
Silent Infinity

09-26-05, 05:37 PM
Still haven't seen Magic of Incarnum :(

I forgot to mention that I've seen Magic of Incarnum.

There are four invocations in it, one of each grade least to dire. Each deals with essentia (the incarnum magic energy) in one way or another.
De Batavier

10-05-05, 05:49 AM
Greetings all,

Library updated.

Thanks for the feedback S I. Switched it to a greater essence. Yes invocations that effect purely peoples items would be cool. Let me think about that. Knocking only prone sounds familiar to me. Maybe it's already in one of the libraries. But I must confess that we have so much stuff here I can't remember half of it :embarrass

:w00t: I've got Magic of Incarnum. Nice to see that they've put invocations in it. Gives me hope that future books may support the Warlock also.

Seems I'm not the only one who hasn't had the time to post here regulary. :(

Later.
Need_A_Life

10-05-05, 09:27 AM
Those warlocks outside might not even see the creature approaching, and those who do will doubt what they see. A man, no more than twenty years, rides the wind towards the ship; none of them has seen him before, but those who have delved deep in lore books recognize his black uniform to be that of the Redfang family - a family known to serve Dispater, and those who have heard of that family have no doubt heard of a terrible massacre where a boy murdered his siblings, all but one; his youngest sister.
His name is Caladeen, born in the most magic bloodline in the realm, trained in magic from an infant and the most famous of all the Redfangs in this century (if you overlook an incident with a demon...).
"I am Caladeen," He announce as he elegantly lands on the deck. "I have long watched you from afar, studied the knowledge you have delved in and now I join you," As he is close you can see a burn on his neck, unknown to you it was caused by one of his siblings when they first tried to kill him, a vitrolic blast that took him days to recover from. "One of your former colleagues led me here, I encountered him and he attacked me, I shall take his place"

---

Made a new character, he hasn't seen play yet but I am working out the statistics so that he can. He is built using a lot of custom material, as a tribute to this circle. He uses Manaweave (new skill), new invocations, and I am thinking of giving him one of the warlock variant classes instead (though he is currently a pure warlock, I won't settle for less than full caster advancement!), basically he is a true warlock, with all the evil flavor you can get.

He is from a family that breeds new types of warlocks, mixing blood with magical races to enhance their abilities, Caladeen is fully human but the union of a sorceress (against her will) and a powerful warlock (who specializes in mindcontrol).
The incident about killing his siblings is an overstatement, he killed one, finished off another and the rest was killed by magical wards around one of his other brothers. His youngest sister survived and she is p***ed at him, so he has to thread carefully. She is also an evil warlock.
Need_A_Life

10-06-05, 03:15 PM
I have a little something here, it's basically just a minor change in an existing template, but it uses invocation and requires a warlock:

Monster of Fell Power
Wizards and sorcerers may create spellstitched creatures, imbuing the creatures with their arcane energies; the warlock does this more frequently than one might assume, wizards are the people best known for creating permanent items but when you think about it a warlock has endless energy to pour into his creations and those who master the technique of manipulating the composition of the undead quickly rise in power.
Warlocks crafting a monster of fell power must have the 'craft wondrous item' feat and the 'the dead walk' invocation and capable of invoking the invocations to imbue the Monster with. The creation process takes a number of hours equal to the creatures charisma score multiplied by the creatures HD and require the expenditure of 1,000gp and [500xp*the creatures Charisma score] due to the complicated process required to create a Monster of Fell Power.


Creating a monster of fell power
"Monster of fell power" is an acquired template that may be added to any corporeal undead with a charisma score of 10 or higher (referred to herafter as th base creature).
A monster of fell power uses all the base creature's statistics except as noted here.
Special Attacks: A monster of fell power retains all the special attacks of the base creature and gains the following special attack.
Invocations: A monster of fell power can be imbued with invocations similar to those of a warlock, they vary in range from least to greater and require a high enough charisma score.
Once the invocation is chosen it cannot be changed, though increasing your charisma score and going through the ritual once again can grant you an additional invocation, though this is an expensive way of doing things. The invocations are typically offensive ones, such as earthen grasp or chilling tentacles but sometimes a warlock find it useful to have an invisible servant to do his bidding.
A creature with a charisma score higher than 10 will know multiple invocations, each of which can be used twice per day (except for the greater invocations, which can be used only once per day); so a creature with a charisma of 15 will know 2 least and 2 lesser invocations. The save DCs on the invocations are 10+spell equivalent+charisma modifier and the caster level is equal to their Hit Dice plus any warlock levels the creature might have.

Times
Charisma Invocations per day
10 1 least 2
11-12 2 least 2
13-14 1 lesser 2
15-16 2 lesser 2
17-18 2 lesser 2
19 or higher 1 greater 1
Special Qualities: A monster of fell power retain all special qualities of the base creature and gains the following special qualities.
Damage Reduction (Ex): Monsters of fell power with 1-3 HD have no damage reduction, those with 4-11 HD have damage reduction 5/magic or silver, and those with 12 or more HD have damage reduction 5/magic and silver.
Spell Resistance (Ex): A monster of fell power has spell resistance equal to 10+Charisma modifier.
Turn Resistance (Ex): Monsters of fell power gains a +2 turn resistance (added to the base creatures turn resistance, if any).
Saves: Monsters of fell power get a +2 profane bonus on all saving throws.
De Batavier

10-07-05, 10:00 AM
Cool.

Updated the library.
Dogurasu_Thanatos

10-08-05, 06:54 PM
Here's something I've been wanting to work on for a while, and I hope I'm coming close to having it right: the eldrimorph, a warlock who not only wields his eldritch blast -- he downright becomes it.

Eldrimorph

He was a brilliant nebula of energy, gazing out at the beings that dared to threaten his life -- as if they had a chance of hurting him. His body was pure, eldritch power; he was power. These ignorant, arrogant fools would dare to stand in his way? He would show them their folly, the folly of attempting to stand in the way of an eldrimorph.
"Your lives are forfeit," he muttered, his energy-body turning black with negative energy. "For going against me, you deserve nothing less than to die."

Eldrimorphs have delved into the energy of their own souls for so long and with such skill that they have tapped it directly. Such a power does not go without its effect on the body, however, and doing this has allowed the invoker to become a deadly force of eldritch energy -- the same energy that powers his eldritch blast now forms his body, and there is no one that can stand in his way to stop him.

Requirements
To become an eldrimorph, a character must fulfill the following requirements.
Feats: Ability Focus (eldritch blast), Heighten Spell-Like Ability (eldritch blast).
Skills: Concentration 8 ranks, Spellcraft 8 ranks, Use Magic Device 4 ranks.
Spells: Able to invoke an eldritch blast.

Class Skills
The eldrimorph's class skills (and the key ability score for each one) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 2 + Int modifier.
Hit Die: d4.


BAB Fort Ref Will Special Spells per Day/Spells Known
1. +0 +0 +0 +2 Eldrimorph 1/day, eldritch +1 level of existing arcane spellcasting class
touch 1d6
2. +1 +0 +0 +3 Morph item +1 level of existing arcane spellcasting class
3. +1 +1 +1 +3 Personal essence +1 level of existing arcane spellcasting class
4. +2 +1 +1 +4 Eldrimorph 2/day +1 level of existing arcane spellcasting class
5. +2 +1 +1 +4 Eldritch touch 2d6 +1 level of existing arcane spellcasting class
6. +3 +2 +2 +5 Blasting zone +1 level of existing arcane spellcasting class
7. +3 +2 +2 +5 Eldrimorph 3/day +1 level of existing arcane spellcasting class
8. +4 +2 +2 +6 Discorporation +1 level of existing arcane spellcasting class
9. +4 +3 +3 +6 Eldritch touch 3d6 +1 level of existing arcane spellcasting class
10.+5 +3 +3 +7 True eldrimorph +1 level of existing arcane spellcasting class


Class Features
The following are class features of the eldrimorph.
Weapon and Armor Proficiency: Eldrimorphs gain no additional proficiencies.
Eldrimorph (Su): The ability that gives eldrimorphs their name, this power allows the eldrimorph to alter his form into that of pure, eldritch energy. He gains the incorporeal subtype, appearing as a creature formed of eldritch energy, for a number of rounds equal to 3 + his Charisma modifier. During this time, he loses all the benefits of his equipment (but see morph item, below) while he is in this incorporeal form (unless the equipment itself is incorporeal or is ghost touch equipment). He may not enter an antimagic field or similar effect while in eldrimorph.
Eldritch Touch (Su): While in eldrimorph, an eldrimorph gains an incorporeal touch attack that deals the indicated damage.
Morph Item (Su): An eldrimorph of 2nd level or higher may take a standard action to make a Use Magic Device check (with the same DC as for activating an item blindly) while in eldrimorph. If he succeeds, the chosen item becomes usable while in eldrimorph (as if it were a ghost touch item). This ability fades when the eldrimorph becomes corporeal or when the item leaves the eldrimorph's person.
Personal Essence (Su): While in eldrimorph, an eldrimorph of 3rd level and above is able to apply an eldritch essence to himself. Anybody touching him with a melee attack is subject to the effects of the eldritch essence, though characters with reach weapons are exempt from this ability. The essence also applies to his eldritch touch.
Blasting Zone (Su): An eldrimorph of 6th level and beyond may tap into his eldritch energies and fuel multiple eldritch blasts at once by making a full-attack action. He takes 1 point of damage per die of damage his eldritch blast deals per attack he makes. For example, a warlock 11/eldrimorph 6 with a +11/+6/+1 base attack bonus could fire three 8d6 eldritch blasts, and he would take 24 points of damage. Only the eldrimorph's personal essence (if he has one active) applies to these blasts.
Discorporation (Su): At 8th level and higher, an eldrimorph becomes able to turn himself into a swarm of energy particles. He can now fill any four adjacent squares, automatically dealing eldritch touch damage to anything in the squares he occupies (his personal essence, if any, applies). He may remain in this form for a number of rounds equal to his Charisma modifier (or until he becomes corporeal); when he reincorporates, he is stunned for 1 round.
True Eldrimorph (Su): When an eldrimorph reaches 10th level, he has become one with his eldritch energies. He permanently gains the incorporeal subtype and can use his class abilities at will.

I'm also wanting to think up something for this month's theme (Oh, the HORROR!!), but again, in the right hands, almost any warlock can be truly horrifying...
Need_A_Life

10-09-05, 08:19 AM
An item:

Eldritch Cannon
Long steel devices, covered in dragonscales and a dragonskull, these devices are an impressive sight, but Without a warlock to operate it, it is useless. The cannon allow you to channel your eldritch blast through it, applying an eldritch shape without you needing to know that shape. You gain a bonus on your attack roll equal to half your charisma bonus. Usually the cannon is infused with eldritch spear.
Price: --

A couple of feats:
Final Blast [Warlock]
The eldritch energies within you are released in a destructive explosion when you die.
Prequisite: Eldritch Blast 1d6 or higher
Benefit: When you are killed (usually by being reduced to -10 hp (or 0 if undead), ability damage or level drain), your body explodes in a colorful blast
of eldritch energy. Everything within 60ft. is subject to the effect. Your final blast deal twice the normal eldritch blast damage (though magic items cannot modify the damage, nor can weapon specialization or other feats or spells that change the amount of damage). Each creature in the area may make a fortitude save to halve the damage. The blast also delivers any one eldritch essence of your choice (as long as you know it and you are able to invoke it). This ability leaves your corpse unable to be ressurected by any means other than true ressurection, wish, miracle or the intervention of a deity.
Example: Morthos, a powerful warlock (level 20) has failed to lock his window at night and an assassin sneaks in and performs a coup de grace on the sleeping warlock. Morthos dies instantly and everything in a 60ft. radius is affected by an 18d6 utterdark blast. The assassin crumbles to dust and ischeated out of his pay as he never reports back to his employer and Morthos' corpse has been destroyed by the blast.

Grim Scholar [Warlock]
You learn how to study new invocations
Prequisites: Warlock level 3
You may learn new invocations as long as you have a number of empty pages in a book equalling the equivalent spell level of the invocation (just like a
wizard scribing spells into a spellbook). To do this, he must spend eight hours a day in meditation, for a number of days equal to half the level equivalent of the invocation he wishes to learn (rounded down). At the end of this meditation, he must pay 25 XP per spell level equivalent to learn the invocation and scribe it into his books for later.
This does not allow you to use more invocations than your normal daily maximum (the warlock class presented in Complete Arcane has 12 + No. of Extra invocation feats), you start each day with all your daily slots empty, when you use an invocation you fill one slot (of the appropiate level or higher) and when all slots are filled you cannot use any invocation you haven't already used that day.
Special: You may now progress as a warlock as long as you are of a non-lawful or evil alignment (as opposed to chaotic or evil).
Example: If Thelas, a half-orc warlock wished to learn eldritch spear (2nd level equivalent), she would have to pay 50 XP (25 x 2) and use up two pages in a book, after spending eight hours in meditation.
Now, Thelas is a level 1 warlock and so has only one daily invocation, Baleful Utterance, but knows two invocations. Now she is faced with an opponent in fullplate armor early in the morning as a paladin moves in to kill her and decides to use baleful utterance to shatter the armor. Later that day she is faced with an archer and wishes to use the invocation she studied, eldritch spear, but since her daily slot is filled she is unable to do so; she curses her bad luck as she tries to run out of the archers range and to safety.

Note: Heavily inspired by the invocing arcanist and the magus by De Batavier and Dogurasu_Thanatos respectively. I simply wanted to do it without alternate classes.

Three new invocations:
Devoted Guardian
Least; 1st
You summon the powers of your patron and creates a little creature that is forever loyal to you. Its appearance is whatever you wish, though it doesn't affect its physical abilities (you can even make armor or equipment look different). The guardian is a Medium Outsider with HD equal to half your caster level (rounded down, minium of 1 HD however) and uses the elite array (15, 14, 13, 12, 10, 8) which you may modify by +4, +4, +2, +2, +0 and -2 as you see fit. The guardian is proficient with light, medium and heavy armor as well as all simple and martial weapons, though the guardian carries no weapons or armor when you summon it for the first time.
The Devoted Guardian only remains summoned for 24 hours or until dismissed or destroyed. The guardian is always the same as when you summoned it the first time. If the Devoted Guardian is destroyed you take 2d10 damage and you cannot summon it for 1d4+1 days as it regenerates, furthermore it will remember whether you sent it into a suicidal situation or whether it was an accident (and react to you as such, though it will not disobey direct commands).
Any item you give to the Guardian will still be with the guardian when you summon it once again, it is in the same state as when you dismissed the guardian.
A guardian may be any distance from the warlock without disappearing (though after 24 hours it is returned to its home plane), but must remain on the same plane as the warlock. The guardian uses the same skill modifiers (except ability modifiers) as the warlock who summoned it.
Example: Khandarr, a warlock from the southern lands, has Devoted Guardian as his one and only power (he is a warlock 1). He is about to travel through a
shady area and feels that he needs a bodyguard. He casts devoted guardian and makes it look like a city guard (though it has no armor yet), it has 1d8 HP (half his HD, rounded down, but its a minimum of 1. He uses Outsider BAB, HD and saves), with the following stats Str 15+4(19), Dex 14+4(18), Con 13+2(15), Int 8+2(10), Wis 12+0(12), Cha 10-2(8), he finds a heavy branch and gives it to the guardian (used as a club) but makes it look like the broadsword used by the town militia. He moves through the area undisturbed. He cannot however change the appearance of the guardian later, nor can he change the stats or anything. This becomes a problem when the guardian is mistaken for a member of the militia and killed my a group of mercenaries paid to protect the area from the law.

Eldritch Arrow *Special*
Lesser; 3rd; Eldritch Essence
Your Eldritch blast range increases to 400ft+40ft/caster level, allowing you to match the ranges of wizard spells, a great advantage in open terrain (where you can blast anything to death before you get within range of their crossbows).
Special: If you have Eldritch Spear and take Extra Invocation you may exchange Eldritch Spear for Eldritch Arrow.

Unholy Restoration
Dark; 6th
The powers of your dark patron restore your life as you are injured, allowing you to fight on fearlessly. You gain regeneration 5/good or cold iron. Lasts for 24 hours or until dismissed or dispelled.
De Batavier

10-09-05, 09:39 AM
Library Updated.

Cool stuff D T and N A L.
I believe you meant Final Blast for the feat name, so I put it as such in the Library. Let me know if it was not how you meant it N A L
technodemon

10-09-05, 11:17 AM
Need_A_Life, your missing something at the end of Devoted Guardian envocation!
Master_of_Flames

10-09-05, 12:16 PM
A black clad warforged walks into the room, crystal etching into it's hand. It takes a step back, then launches an eldritch blast at a nearby vase, incinerating it.

My First version of the Eldritch Warforged, Mark I. I'll get some stats up soon.
technodemon

10-09-05, 02:04 PM
Hey all, need some advice on choosing the right invocations at 6th level. The one Invocation I gonna choose and keep is Fell Flight. The other is eldritch Spear. I have the Extra Invocation feat already so I deciding which one sto keep and which one to sitch out.

Any thoughts or ideas?
Dogurasu_Thanatos

10-09-05, 06:04 PM
technodemon: Beguiling Influence is a nice choice if you're the party's 'face,' or see the unseen if you're the party's scout.

My latest idea: a barely-changed, invoking Hexblade. My major switch was just the invocations, and the removal of arcane resistance for a bonus feat at 1st level.

Hexblade -- Note: This is an idea for an invocation-wielding hexblade.
Class Skills
The following are class skills (and the key ability for each) for the hexblade: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Ride (Dex), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Alignment: Any nongood.
Hit Die: d10.


Level BAB Fort Ref Will Special ----Invocations----
Grade Known
1st +1 +0 +0 +2 Hexblade's curse 1/day, -- 0
bonus feat
2nd +2 +0 +0 +3 -- -- 0
3rd +3 +1 +1 +3 Mettle -- 0
4th +4 +1 +1 +4 Summon familiar Least 1
5th +5 +1 +1 +4 Hexblade's curse 2/day, Least 1
bonus feat
6th +6 +2 +2 +5 -- Least 1
7th +7 +2 +2 +5 Greater hexblade's curse Least 2
8th +8 +2 +2 +6 -- Least 2
9th +9 +3 +3 +6 Hexblade's curse 3/day Least 2
10th +10 +3 +3 +7 Bonus feat Least 3
11th +11 +3 +3 +7 -- Least 3
12th +12 +4 +4 +8 Aura of unluck 1/day Least 3
13th +13 +4 +4 +8 Hexblade's curse 4/day Lesser 4
14th +14 +4 +4 +9 -- Lesser 4
15th +15 +5 +5 +9 Bonus feat Lesser 4
16th +16 +5 +5 +10 Aura of unluck 2/day Lesser 5
17th +17 +5 +5 +10 Hexblade's curse 5/day Lesser 5
18th +18 +6 +6 +11 -- Lesser 5
19th +19 +6 +6 +11 Dire hexblade's curse Lesser 6
20th +20 +6 +6 +12 Aura of unluck 3/day, Lesser 6
bonus feat

Class Features
The following are the class features of the hexblade.
Weapon and Armor Proficiency: A hexblade is proficient with all simple and martial weapons and light armor, but not with shields.
Hexblade's Curse (Su): Once per day, as a free action, a hexblade can unleash a curse upon a foe. The target must be visible to the hexblade and within 60 feet. The target of a hexblade’s curse takes a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour thereafter. A successful Will save (DC 10 + 1/2 the hexblade’s class level + hexblade’s Cha modifier) negates the effect. At every four levels beyond 1st (5th, 9th, 13th, and 17th) a hexblade gains the ability to use his curse one additional time per day, as indicated on the above table. Multiple hexblade’s curses don’t stack, and any foe that successfully resists the effect cannot be affected again by that same hexblade’s curse for 24 hours. Any effect that removes or dispels a curse eliminates the effect of a hexblade’s curse.
Bonus Feats: At 1st level, 5th level, and every five levels thereafter (10th, 15th, and so on), a hexblade gains a bonus feat, which must be selected from the following list: Ability Focus (one invocation), Combat Casting, Greater Spell Penetration, Greater Ability Focus (one invocation), and Spell Penetration. He may also choose any feat that requires his hexblade's curse as a prerequisite.
Mettle (Ex): At 3rd level and higher, a hexblade can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that would normally have a lesser effect (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle.
Invocations: As the warlock, but the hexblade uses them as a warlock of one-half his caster level. Also, because he does not get an eldritch blast, he cannot take eldritch essence or blast shape invocations.
Familiar: Beginning at 4th level, a hexblade can obtain a familiar (see below). Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The hexblade chooses the kind of familiar he gets. As the hexblade advances in level, his familiar also increases in power. Treat the hexblade as a sorcerer of three levels lower for determining the familiar’s abilities. If the familiar dies or is dismissed by the hexblade, the hexblade must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per hexblade level; success reduces the loss to one-half that amount. However, a hexblade’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. A character with more than one class that grants a familiar may have only one familiar at a time.
Greater Hexblade's Curse (Su): When a hexblade attains 7th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage checks incurred by a target of the hexblade’s curse becomes -4 instead of -2.
Aura of Unluck (Su): Once per day, a hexblade of 12th level can create a baleful aura of misfortune. Any melee or ranged attack made against the hexblade while this aura of unluck is active has a 20% miss chance (similar to the effect of concealment). Activating the aura is a free action, and the aura lasts for a number of rounds equal to 3 + the hexblade’s Charisma bonus (if any). At 16th level and higher, a hexblade can use his aura of unluck twice per day. A 20th-level hexblace can activate this aura three times per day.
Dire Hexblade's Curse (Su): When a hexblade attains 19th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage checks incurred by a target of the hexblade’s curse becomes -6 instead of -4.
Master_of_Flames

10-09-05, 06:20 PM
Hey all, need some advice on choosing the right invocations at 6th level. The one Invocation I gonna choose and keep is Fell Flight. The other is eldritch Spear. I have the Extra Invocation feat already so I deciding which one sto keep and which one to sitch out.

Any thoughts or ideas?
Well, is you character a damage dishing one, or one that likes to stay in the shadows and trick foes?
technodemon

10-09-05, 08:37 PM
Well I made him to be like a spaghetti western type character that is the gambler undertaker that in secret is a gunslinger. So in part the warlock is the undertaker, gambler profession and the gunslinger can be both the eldritch blast and a wand (or two) to get the feel.
Von Crown

10-10-05, 01:07 AM
D_T, you may want to either give them an Eldritch Blast or mention that they can't take blast shape or eldritch essence invocations due to the lack thereof.
De Batavier

10-10-05, 03:45 PM
Library updated.

:cool:
De Batavier

10-10-05, 03:53 PM
Greetings all,

I think you should take a look at this thread and post in it to show how big the fanbase is.


Complete Warlock Petition (http://boards1.wizards.com/showthread.php?t=515550)


:cool:
Dogurasu_Thanatos

10-10-05, 10:45 PM
Von Crown: Thanks for the thoughts. Right now, I don't want to give the hexblade an eldritch blast, since he's already a full warrior. If I knock his HD down to a d8, reduce the amount of times his eldritch blast would increase in damage, and take away the thing that makes him a hexblade (his curses), I could see giving him an eldritch blast; however, I really want him to keep that neat little curse of his.

Any thoughts? I'd love to give this neo-Hexblade an eldritch blast...
Von Crown

10-10-05, 11:26 PM
I'd say just signifigantly hack down his eldritch blast damage. I'd look at sneak attack for viable slowed progressions.
*Gets out complete adventurer*
Maybe a progression somewhat similar to the scout's skirmish? 1 every 4 levels? You could maybe start it at 3rd/4th level, then it'd get to max at 19th/20th level. Of course, if you pick 4th level, you may want to bump the invocations up/down 1 or so, perhaps?

Also consider reducing BAB and/or saves with this.
gordo98

10-11-05, 06:37 PM
To all -

I have a Warlock - 7th level - focused heavily on CHA skills and Beguiling Infleunce. (I like role playing as opposed to roll-playing)

In your collective and esteemed wisdom,

(A) is the Mindbender PrC worth a hoot? I like the telepathy ability, but am underwhelmed. It does, however, fit so well w/my character concept (slick but kinda creepy, fast talking, can't trust him but you do anyway, selfish, petty guy) that I'm tempted. Any thoughts?

(B) if you were to craft an invocation based on the spell Suggestion, what grade would you make it? what bounds would put on it? is it feasible to allow someone to have essentially unlimited uses of what can be a pretty powerful spell? could this be balanced out?

I'm eager for your input...
gordo98

10-11-05, 06:45 PM
To all -

I have a Warlock - 7th level - focused heavily on CHA skills and Beguiling Infleunce. (I like role playing as opposed to roll-playing)

In your collective and esteemed wisdom,

(A) is the Mindbender PrC worth a hoot? I like the telepathy ability, but am underwhelmed. It does, however, fit so well w/my character concept (slick but kinda creepy, fast talking, can't trust him but you do anyway, selfish, petty guy) that I'm tempted. Any thoughts?

(B) if you were to craft an invocation based on the spell Suggestion, what grade would you make it? what bounds would put on it? is it feasible to allow someone to have essentially unlimited uses of what can be a pretty powerful spell? could this be balanced out?

I'm eager for your input...
gordo98

10-11-05, 07:26 PM
To all -

I have a Warlock - 7th level - focused heavily on CHA skills and Beguiling Infleunce. (I like role playing as opposed to roll-playing)

In your collective and esteemed wisdom,

(A) is the Mindbender PrC worth a hoot? I like the telepathy ability, but am underwhelmed. It does, however, fit so well w/my character concept (slick but kinda creepy, fast talking, can't trust him but you do anyway, selfish, petty guy) that I'm tempted. Any thoughts?

(B) if you were to craft an invocation based on the spell Suggestion, what grade would you make it? what bounds would put on it? is it feasible to allow someone to have essentially unlimited uses of what can be a pretty powerful spell? could this be balanced out?

I'm eager for your input...
Dogurasu_Thanatos

10-11-05, 09:29 PM
Gordo98: Try not to post three times.
Gordo98: Try not to post three times.
Gordo98: Try not to post three times.

:P

A: I have an invocation called malevolent ego around here somewhere that grants telepathy and more. However, if you want the mindbender's powers, then so be it; played right, you can do a lot with it -- in character and in game.
B: There's another invocation I made on here somewhere called Alluro's whim. It is a least/lesser invocation that works more like the hypnotism spell, but your suggestion can't be a violent one.
Dogurasu_Thanatos

10-11-05, 09:43 PM
Von Crown: I was thinking that dropping the EB damage would be a good idea. However, I don't want to make his BAB worse; I've waited to flippin' long to find an arcanist with full BAB, and by the gods, I'm gonna keep him that way!

Maybe the best idea would be to take the invocations and eldritch blast as they would be for the neo-Hexblade and instead make a whole new class. Any thoughts on that, or should I stick with the Hexblade, perhaps trading bonus feats for dice of EB damage?
Von Crown

10-11-05, 10:15 PM
Dropping Bonus feats should work too, maybe. I'd stick with the class as is, modified as necessary.
gordo98

10-12-05, 05:00 AM
Gordo98: Try not to post three times.
Gordo98: Try not to post three times.
Gordo98: Try not to post three times.

:P

A: I have an invocation called malevolent ego around here somewhere that grants telepathy and more. However, if you want the mindbender's powers, then so be it; played right, you can do a lot with it -- in character and in game.
B: There's another invocation I made on here somewhere called Alluro's whim. It is a least/lesser invocation that works more like the hypnotism spell, but your suggestion can't be a violent one.

sorry 'bout the triple post...connectivity problem. on this end it looked like it never went through.

but thanks for the tips. i'll look for those.

cheers!
Need_A_Life

10-12-05, 06:57 AM
It was indeed Final Blast, but I messed up Copy&Paste badly, meaning that some sentences were lost, think I've got it all now, though.

There's another invocation I made on here somewhere called Alluro's whim. It is a least/lesser invocation that works more like the hypnotism spell, but your suggestion can't be a violent one.
Is hypnotism even remotely balanced as an at will capability? You can change people's oppinion about anything!
You "You should let me leave peacefully, even though I'm carrying your regents head on a stake"
Crowd "Okay..."

As for the Mindbender PrC, I'd take a 1 level dip, just for telepathy. I love the idea of driving someone insane with voices in their heads (you don't need any rule, but saying: "Moo!" to someone 24/7 will do it), and you won't miss out on EB progression either.
Dogurasu_Thanatos

10-12-05, 12:56 PM
Need_A_Life: You can't target a whole crowd with Alluro's whim, just the right people -- hopefully. Nonviolence also forces more creative thinking, in some cases. For example, you might target the regent's spouse, maybe even all four guards at 20th level (but then you could have just vitriolic doomed them all), but then what's to stop a horde of commoners, militiamen, and heroes (or villains) of this town from overwhelming you, no matter how often you use eldritch doom? Eventually, everybody and their familiar is going to realize "Hey! He's using magic!", and things will get ugly. Very fast.

Also, has anybody noticed that invocations are not truly at will, because they all require a standard action without the use of particular applications of Quicken Spell-Like Ability? Even then, you have to choose only one invocation (which does include eldritch blast) that can be quickened, and only three times per day. Even sorcerers have it better than this...

Vocalize Invocation
You can use the sound of your voice to produce the effects of one of your invocations, instead of using gestures.
Prerequisites: Ability to use invocations, Perform (chant) 4 ranks.
Benefit: Instead of performing the somatic component of your invocation, you may attempt to chant it, using a verbal component. You must succeed on a Perform (chant) check against a DC of 15 + the invocation's effective level in order to successfully use the invocation.
Special: This feat does not work in an area of silence.
De Batavier

10-14-05, 08:43 AM
Library updated.

:cool:
technodemon

10-14-05, 04:45 PM
Hey guys, I got news for you. Go to my thread (http://boards1.wizards.com/showthread.php?t=518820) I created for info new stuf for the warlock in Heroes of Horror. Like a Prestige class, The Tainted Scholar, that requires the ability to use an invocation in it's requirements.
technodemon

10-14-05, 05:59 PM
I have a question for guys, do any of you see the Warlock going into another spellcaster class, standard or prestige? I personally can not cause them like the 24 hour invocations they get.
Dogurasu_Thanatos

10-14-05, 07:42 PM
Technodemon: Maybe into hexblade. The added curses as free actions at up to 60 ft. away (like his eldritch blast), the bonus to base attack, the added hit points, and the arcane resistance ability are all good additions to the warlock. Acolyte of the skin and blood magus are also alright, depending on where you are in the warlock class.
technodemon

10-14-05, 07:50 PM
It's more on why whould they go into that class with spell slots and spells perday when their invocations give them something better like it lasts longer?
Dogurasu_Thanatos

10-14-05, 09:07 PM
That's the thing -- a warlock doesn't want to go into another spellcasting class for the spells. Prestige classes give him maybe a few more levels of his own spellcasting (including increased EB damage), but anytime a warlock wants a new class, its for new abilities, not different spells.
Dogurasu_Thanatos

10-15-05, 02:27 AM
IC:
"Finish it. Finish it now!"
After the sounds of clanging and sparking, held at bay only by the peals of thunder, everything seems to go silent -- silent as the moment of a respected paladin's burial, as if waiting for something horrible to be unleashed.
The sounds of quiet, fiendish chuckling can be heard as Sarakha walks out of his chamber slowly. It is in the middle of a stormy night on the Warlock Circle's vessel, a night so fierce as to almost be generated by a violent, vindictive druid. Still the mad warlock walks along the deck, clutching in his hand a sheet of metal -- one of his odd 'scrolls,' no doubt -- watching the lightning bolts crash ever closer to him.
Sarakha begins to walk faster... faster still... he is now jogging, running, sprinting, flying to the prow of the ship that hovers hundreds of miles in the turbulent atmosphere; his cackling proves louder than the storm god's lightning, his intensity all the greater, his crimson eyes strangely gleaming in the darkness of the storm as he suddenly hurls himself from the ship!!
No cloak appears to catch him. No talon of black energy halts him. No force or magic seems even to slow Sarakha Ti'Titea as he plummets into the depths of the storm clouds, into the arms of death itself...
Dogurasu_Thanatos

10-15-05, 10:51 PM
IC:
Thunder continues to rumble. The storm's intensity is all that masks the silence, the winds slowly dying down and the whispers of confused voices muffled in the cloying atmosphere. The echoes of mad Sarakha's final laughter continue to sear through the clouds... and they, too, grow in intensity.
Suddenly, the lightning of the storm is echoed in gouts of supernatural flame, the roars of dragons -- dragons! -- piercing the twisted storm as surely as Sarakha's cackling scythes through the thunder. Bursts of eldritch energy mock the storm in the form of soulshock bolts, dragonfire turning the clouds into memories and glowing eyes rendering the stars impotent.
Sarakha Ti'Titea exults in his accomplishment, clutching his metal tablet in one arm and his scepter in his free hand. He rides on the back of the largest of these dragons, these forms of blackest black and darkest amethyst. Scores of these dragons appear around the ship, making no move to attack; in fact, one of the smaller ones (still larger than a horse!) lands on the ship carefully, stalking toward Mordred himself.
"One good pet deserves another," the mad arcanist says, swooping in on the shadowy wings of a fell flight invocation, landing on the prow of the ship. "I have forged a pact of Nepthas with the dread dragons, for the glory of all of the Warlock Circle, and to you, Mordred, I present a young dread dragon. As the ancient githyanki have done with the red dragons, so have I -- representing the whole Circle -- struck a mutually beneficial bargain with these mighty allies. No one shall stand in the way of the Warlock Circle -- there is no army of warriors more powerful, no library of wizards more knowledgable, no temple of clerics or cabal of druids more capable of manipulating as much power as we, the great and glorious Warlock Circle, have gathered and shall continue to obtain!!"

OOC: I know it needs so much more work, but all in all... I hope to have created a monster. :D

Dread Dragon
Dragon
Environment: Underground
Organization: Solitary or clutch (2-5)
Challenge Rating: To be calculated
Treasure: Triple standard
Alignment: Always chaotic evil
Advancement: See table
Dread dragons are a race of dragons whose arcane power is generated by their blacker hearts and minds. Where most dragon's magic is like that of the sorcerer, a dread dragon's eldritch might comes in the form of magic similar to that of the warlock.
Dread dragons appear lithe and powerful from birth, covered in glossy scales of midnight black and a second dark color, usually indigo or crimson. As they grow older, these dragons become even darker still, with glowing eyes; their colored scales seem to merge seamlessly with the darkness that makes up the rest of their bodies.

Category Size SR WCL HD Str Dex Con Int Wis Cha Breath Fright
Wyrmling M 10 -- 7d12 13 10 11 14 15 20 1d8 --
Very Young L 13 -- 10d12 15 10 11 14 15 20 2d8 --
Young L 16 1st 13d12 17 10 13 16 17 22 3d8 --
Juvenile L 19 3rd 16d12 19 10 15 16 17 22 4d8 24
Young Adult H 22 5th 19d12 21 10 17 18 19 24 5d8 26
Adult H 25 7th 22d12 25 10 19 18 19 24 6d8 28
Mature Adult H 26 9th 25d12 29 10 19 20 21 26 7d8 30
Old G 28 11th 28d12 31 10 21 20 21 26 8d8 32
Very Old G 30 13th 31d12 33 10 23 22 23 28 9d8 34
Ancient G 32 15th 34d12 35 10 25 22 23 28 10d8 36
Wyrm C 33 17th 37d12 37 10 27 24 25 30 11d8 38
Great Wyrm C 35 19th 40d12 39 10 27 24 25 30 12d8 40

Category Speed Init AC Ability
Wyrmling 60 ft., fly 150 ft. (poor) +0 14 (+4 natural) Telepathy, immunity to mind-affecting effects
Very Young 60 ft., fly 150 ft. (poor) +0 16 (-1 size, +7 natural)
Young 60 ft., fly 150 ft. (poor) +0 19 (-1 size, +10 natural) DR 5/magic
Juvenile 60 ft., fly 150 ft. (poor) +0 22 (-1 size, +13 natural) Beguiling influence
Young Adult 60 ft., fly 150 ft. (poor) +0 24 (-2 size, +16 natural) DR 10/magic
Adult 60 ft., fly 150 ft. (poor) +0 27 (-2 size, +19 natural) Deeper darkness
Mature Adult 60 ft., fly 150 ft. (poor) +0 30 (-2 size, +22 natural) DR 15/magic
Old 60 ft., fly 200 ft. (clumsy) +0 31 (-4 size, +25 natural) Charm
Very Old 60 ft., fly 200 ft. (clumsy) +0 34 (-4 size, +28 natural) DR 20/magic and 5/cold iron
Ancient 60 ft., fly 200 ft. (clumsy) +0 37 (-4 size, +31 natural) Dark discorporation
Wyrm 60 ft., fly 200 ft. (clumsy) +0 36 (-8 size, +34 natural) DR 20/magic and 10/cold iron
Great Wyrm 60 ft., fly 200 ft. (clumsy) +0 39 (-8 size, +37 natural) Dreadful presence

Caster Level: Unlike most dragons, a dread dragon's caster levels are drawn from the warlock class, not the sorcerer class. Dread dragons gain invocations and eldritch blast damage as a warlock of the appropriate level.
Breath Weapon (Su): A dread dragon's breath weapon is a cone of supernatural fire. Half of the damage it deals does not derive from any energy type and is therefore unaffected by spells such as resistance to energy (fire).
Telepathy (Su): A dread dragon can speak telepathically with any creature within 100 ft. that has a language.
Beguiling Influence (Su): A dread dragon of at least juvenile age gains a +6 insight bonus to Bluff, Diplomacy, and Intimidate checks.
Deeper Darkness (Sp): A dread dragon of at least adult age may use deeper darkness at will, as a sorcerer of a level equal to his age category.
Charm (Sp): A dread dragon of at least old age can use the charm invocation. However, he may have a number of targets charmed equal to his age category.
Dark Discorporation (Sp): An ancient dread dragon may use dark discorporation, as the invocation. However, he is limited to a number of rounds equal to his age category.
Dreadful Presence (Su): A great dread wyrm's frightful presence panics anyone who fails a save if they have fewer HD than the dread dragon. Anyone who fails their save that has more HD than the dread dragon is only shaken. The effect lasts for 4d6 rounds.
Von Crown

10-16-05, 12:36 AM
As you watch the dragon approach what you presume to be Mordred, who is currently leaning in among several shadows, the figure steps out, revealing the form of a young woman in the garb of a priestess, with a black cloak and several impromptu sinister ornamentations sewn on. "I'm sorry to say that my master could not be present at this time, due to... personal problems..."
She speaks again, but Mordred's voice says the same thing in unison, seemingly coming from her. "Now, now, I wouldn't exactly say I couldn't be here, I am just experiencing a few difficulties as I have... misplaced my body, for the time being. It is rather complicated, and my memories are still rather hazy... This pact is a great accomplishment, however."
Aurelius_Shadowstryke

10-17-05, 07:58 AM
A chill wind rises, bringing with it the smell of decay. A rift opens in the clouds above the ship, and a lone figure falls from it to the deck far below him. The figure struggles to his feet, but he is barely recognisable as being human. As you look upon him, trying to determine if he is friend or foe you realise that this is all that remains of Aurelius, once a healthy young man. What remains is a twisted, undead entity. You can see his no longer beating heart through the rents torn in his chest. He struggles to speak.
"My brothers, I have failed in my quest. The Heart of Mir'esnov was a trap for those foolish enough to attempt to claim it's power. I was barely able to survive this trap, using an Invocation I discovered on my journey. It turned me into this monstrous being you see before you, but at least it saved me from destruction. Heed my advice - leave the Heart of Mir'esnov where it rests. It's power is not for any - mortal or Immortal - to control."

Well, as you can see I have finally returned from my quest, although not quite as I expected. I did return with some new knowledge which I will share with you when I have recovered somewhat from my ordeal. Suffice to say, I have at least one new Invocation and knowledge of a new form of Undead.
davethebrave371

10-17-05, 11:43 AM
Eyes of the Dead
Least; 2nd
As the Feat Lifesense from Libris Mortis.
Need_A_Life

10-17-05, 01:43 PM
Character news!

Caladeen Redfang has made much progress and has changed his ways, he is level 9 and pursuing the lich template, hoping that it might help him defeat his greatest enemy so far, a Great Wyrm Pyroclastic dragon which he has one year to defeat before it lays claim on the city that holds his fortress (well, the old inhabitants passed away quite suddenly, so did their bodyguards, closest relatives and anyone who happend to be nearby).
In other news he is going to fight a league of wizards (including an archmage) in near future, in game it is to prevent them from weakening the city's defenses before the dragon comes to claim it but out of game it is to prove that the warlock is superior to the wizard :D
He is going to attract followers to protect his fortress, which has built-in planar travel (therefore his economy has seen better times) and I am looking for tactics in defeating wizards...

Caladeen appears in a puff of smoke, with him is an attractive elven woman and a warrior in full plate armor. "Greetings, fellow warlocks. I have come so that I may be guided by your experience, how may one defeat a wizard without spending money on expensive scrolls or wands, I have not as much experience as many of you but you'll find that my knowledge of invocations is great for I have 'inherited' a libary of arcane knowledge"
strenoth

10-18-05, 03:47 AM
Posting to add to my watched threads, makes it easier to find :)
De Batavier

10-18-05, 05:50 AM
Library Updated.
Master_of_Flames

10-18-05, 07:02 AM
acually, if you take away the wizard's and the warlock's miagic items, then send them after eachother, the longer fights will come out with the warlock victorius.
example:
1st level:
warlock, 1d6 damage a round, almost every round.
wizard, 1d4+1 damage for five, six rounds max.
:D
technodemon

10-18-05, 05:13 PM
well members, I have surive anothe night have gain my lesser level in invocation which I decided to get Fell Flight (i have planned this for a awhile now). My delima now is I am seriously debating swithing out a Hideous Blow invocation for something else since I can now fly. As of now I have Eldritch spear, Baleful Utterance, Earthen Grasp, Fell Flight and Hideous Blow. I got the extra invocation feat at first level.

Any suggestions if I should keep hideous blow or sitch out for something else?
Master_of_Flames

10-18-05, 05:16 PM
try an essence invocation such as sickening blast. that can come in handy during a long fight.
Von Crown

10-18-05, 10:15 PM
Entropic Warding is good because it combines three effects that can come quite in handy. See the Unseen and Spiderwalk are also good choices in many situations, though Spiderwalk is less useful now that you have Fell Flight. Neither of the least eldritch essence invocations are particularly better than the other, but Sickening blast is more likely to affect a given target. I'm also particularly fond of Breath of the Night and Miasmic Cloud, but that may just be because I love fog, perhaps. Devil's Sight is also worth considering, as sight in magical darkness is somewhat rare. It works particularly well, of course, if you have Darkness, but it is still good on it's own.
VampiricBloodlustNemesis

10-18-05, 11:46 PM
"Warlocksssssss......the small reptilian creature emerges from the shadows, shrouded in a tattered cloak, astride the back of a gruesome looking lizard which hisses as much as its master, a longbow strapped across his back and a spiked gauntlet encasing one hand, the other tucking a wickedly curved sickle into his belt. "Teach me your wayssss............"
De Batavier

10-19-05, 10:09 AM
Welcome to the Circle VampiricBloodlustNemesis

Hmm warlcok vs wizard. Difficult to predict it is. Depend on many things it does.
The warlocks strong point is that his power is always on. Once you get the wizard drained of his spells, you have the advantage. The warlock also doesn't need to rest to regain his power, so keep harrasing the wizard. Don't let him get a good nights rest. Without rest and spells toast he is.
Ofcourse the Warlock needs to survive untill then.

:cool:
De Batavier

10-19-05, 10:47 AM
Here's a new Warlock link that I added to the first post. Again I only looked at a few post in the thread, but it seemd interesting enough.


Are Warlocks too powerful? (http://boards1.wizards.com/showthread.php?t=518109&page=1&pp=30)


:cool:
Siberys

10-19-05, 03:21 PM
Offsite (http://siberys.proboards44.com/index.cgi?board=warlock&action=display&thread=1125676867) Library updated :cool:
VampiricBloodlustNemesis

10-19-05, 03:26 PM
Welcome to the Circle VampiricBloodlustNemesis
i thank you
Need_A_Life

10-19-05, 04:15 PM
"I thank you for your council," Caladeen says, and bows, his pale undead face is grateful. "the wizards shall be defeated in the name of the Warlocks," He promises, "though I must ask of you, how does one prevent a wizard from using a disintegrate spell on you, for I no longer posses the fortitude of my living form,"

My fortitude save suffers greatly from the fact that I am now undead, I have no feats to spare (in fact I am one short already) and Dark One's Own luck could give me a great bonus, but is it worth it?

* Ironwyrm golems have immunity to all magic, not just the ones that allow SR, they are immune to spells, spell-like abilities and supernatural abilities and have 40 HD. Oh, and they're dragonshaped; that's just cool. I also believe that they get a breath weapon... though I could simply be daydreaming...
Need_A_Life

10-19-05, 04:27 PM
I have (after play-testing it) decided to change the devoted Guardian Invocation, simply add this part to the invocation (covering all the aspects of the invocation, making the description close to fool-proof).

You have an empathic bond with your Devoted Guardian, letting him know what you wish him to do without verbal communication, this allows him to act exactly as you would have him.
A Guardian affected by banishment, trap the soul or any other effect that would permanently make him unavaliable to return to you destroys him (dealing 2d10 damage to you) and he returns after the normal 1d4+1 days. If the devoted guardian is wounded or dying when you dismiss him, the wounds will be healed as if the guardian had fast healing 1.
Should the guardian die on the plane of Ysgard, the warlock can decide to let the corpse remain on the plane allowing it to be restored after 24 hours (as normal in the plane of Ysgard), though you must make a concentration check every hour (11+1 per previous check) or have the corpse disappear and let it regenerate in the normal 1d4+1 days.
The guardian (while sharing your skill ranks) has seperate feats from you, and gains them as normal (1st. 3rd. 6th. 9th. etc.).
technodemon

10-19-05, 05:12 PM
Do you all think Warlock would make a good class for necromancer type characters, if done right with any homebrew invocations that he picks?

I'm trying look at homebrew feats and invocations that would be good to help his mortician/undertaker side of character.
technodemon

10-19-05, 06:25 PM
Doppelganger's Skin
Lesser, 2nd
The Warlock calls upon the shapeshifting abilities of the Doppleganger to hide and disguise themselves. The Warlock can assume the shape of any Small or Medium humanoid as if through the Alter Self spell, freely designating the new form's minor physcial qualities (such as hair color, hair texture, skin color, and facial features) within the normal ranges for that species. The new form's significant qualities (such as hight, weight, and gender) are also under her control, provided they fall withing the normal ranges for the new form's race. When used as part of a disguise, this invocation provides a +10 circumstance bonus to Disguise checks. The Warlock can maintain this new form for 10 minutes per level.

Ok saw this over at Sibery's Ring website and this would be great invocation for changeling warlocks. So what would if a changeling uses this invocation? Do they all the benifits of being small and since they can do this already naturally do they anothe +10 (since they gain +10 normally, that would mean it will be +20 total) or just +2?
VampiricBloodlustNemesis

10-19-05, 07:22 PM
statting a lvl 12 Half-Black Dragon Kobold Warlock for me?

thank you
Demonfey

10-19-05, 08:44 PM
You should go with different dragon types for each. Like for here, you should go with a half pyroclastic dragon (immunity to either fire or sonic, breath weapon is both), or maybe the shadow dragon (immunity to energy drain, breath weapon is energy drain (1 level))
VampiricBloodlustNemesis

10-19-05, 08:59 PM
kobold half pyroclastic or hellfire wyrm warlock 12

anyone think they can do either one?
Demonfey

10-19-05, 09:06 PM
Haven't seen stats for a hellfire wyrm half dragon.
VampiricBloodlustNemesis

10-19-05, 09:20 PM
well, there ya go, work with it
Need_A_Life

10-20-05, 05:01 AM
As the powerful wind blows and lightning splits the sky, the mighty ship flies silently and unharmed through the wind. Impressive to view, the majestetic ship cleaves the sky with impunity, traveling towards a goal far off into the horizon. It is the remains of a great dragon, one of great bulk just as the one Caladeen is to slay, perhaps he will use its corpse the same way...
The half-decayed body of Caladeen brings with it the sickly sweet scent of rotting flesh, only partially hidden by preserving oils. The two people at his side are not more pleasant to look at, the elven woman has changed before your very eyes, her eyes burn with knowledge so vile that it was never meant for the mortal mind to know, she is branded by evil no doubt, and she has voluntarily agreed to it, the arcane flames that burn all over her body leaves no doubt of her identity as a warlock. A small bolt of cloth rests on her arm, and it moves; it is unclear what monster lies beneath the cloth, but it is surely not mortal.
The third man has never been a mortal, his body is composed of pure shadow, he is no doubt a Devoted Guardian, summoned by a weak invocation but when fortified by magick still quite a challenge for most mages. Two glowing points exist where his eyes should be and they look at each of you in defiance, remaining silent but challenging you.
"I thank you for your council, fellow Warlocks," Caladeen says, but his voice reveals no gratitude, "I will leave my wife here with my Guardian; should I find them hurt, I shall show you the true wrath of hell,"
VampiricBloodlustNemesis

10-20-05, 03:50 PM
:bump: shall we?
Uberman

10-24-05, 05:29 AM
So how do I join?
lostone

10-24-05, 07:23 AM
1. Sacrifice your first born if you have one, your second born if you have one, and then the rest of your offspring as well all pets and spouses.
2. Send a check or money order for $500 payable to: lostone :evillaugh
3. Roleplay an introduction for yourself here.

While I highly encourage number 2, all that is really required is number 3.
Silent Infinity

10-24-05, 08:33 AM
1. Sacrifice your first born if you have one, your second born if you have one, and then the rest of your offspring as well all pets and spouses.
2. Send a check or money order for $500 payable to: lostone :evillaugh
3. Roleplay an introduction for yourself here.

While I highly encourage number 2, all that is really required is number 3.

I think it's a good sign that I saw Uberman's post in my email and I came here to post something quite similar to numbers 1 and 2.

We are truly a family of like mind.
De Batavier

10-24-05, 10:10 AM
So how do I join?

You just did. Now your soul belongs to us :evillaugh

Welcome to the Circle.
De Batavier

10-24-05, 10:15 AM
Library Updated
De Batavier

11-08-05, 10:38 AM
:bump:

Just to make sure this thread will not be labelled inactive when they start pruning. Which will happen soon now.
Dogurasu_Thanatos

11-08-05, 12:28 PM
I realize it would be a little unorthodox to post such things on this thread, but I'm actually thinking about making my own versions of the celestial/elemental/fey/psionic variants of the warlock. Would I be able to post them here for feedback, despite their not-so-evil-ness?
lostone

11-08-05, 12:41 PM
I wouldn't mind seeing them. If people don't want you posting them here, post them to another thread and post the links here. But personally I say post them here.
De Batavier

11-08-05, 01:03 PM
In my opinion you can and should post them here. I started this thread to discuss all aspects of the Warlock and to create new Warlocky stuff.
Ofcourse also posting your stuff on the base/prestige board would be wise too, because of the feedback you can get.

So just post it more than once.

:cool:
Von Crown

11-08-05, 04:26 PM
One of my many projects running around now is a variant warlock as well. I'm waiting 'till it's done to tell anyone anything about it, though, 'cuz I hope for people to guess at the source of its power.
Demonfey

11-08-05, 05:36 PM
Evil? wait a sec that's already been done...
Let's see...analyzing how your character Mordred works, I'd guess it would be through genetic material.
technodemon

11-08-05, 05:45 PM
I like to see a warlock variant based around necromnacy or undead. Cause for some reason I see alot cool things with a necromantic theme for a variant.
Von Crown

11-08-05, 06:55 PM
DF: Close, but not a direct hit. Some splash damage maybe.
Sephiroth Do'Urden

11-11-05, 10:32 PM
Been a while, eh? My excuse for being dormant for so long is that some local druid or the like sent a little cyclone past my house. It ripped of the south wall and, More importantly, severed my Internet conection... But I have been working and experimenting and not just slacking. Here have few bytes of new Invocations:

Most of these Invocation’s were created late at night and thus the spelling and grammar might be a bit off course. Please excuse me!

Lesser Shadow run
Least 3rd
The Warlock who calls upon the power of this invocation becomes supernaturally quick with the ability to leap tremendous distances and transparent shadows can be seen trailing behind your form in a blur as you move. Your land speed increases by 10 feet plus an additional 5 ft equal to your con modifier. The durabation is 24 hours.

Shadow run
Lesser, 4th
As Lesser Shadow run, but the shadows now confuse your attackers whenever you move. In any round that you move at least 5 feet your entire form becomes blurry and you enjoy one half concealment (20% miss chance) as by the blur spell.

Greater Shadow run
Greater, 7th
As Shadow run, but the Warlock is now even faster, increasing his speed with 20 feet instead of 10 and 10 feet times his con modifier instead of 5.

True Shadow run
Dark, 8th
As Greater Shadow run, but now the Warlock moves so impossibly quick that while this invocation is active that his movement does not provoke attacks of opportunity. Furthermore the Warlock gains a +4 haste bonus to his AC.

Epic Shadow run
Dire, 10th
With speed only rivalled by the gods and paragons the Warlock under the effects of this invocation sprints across the battlefield like a speeding bullet. The Warlock gains an extra move action per round while this Invocation is active. All the benefits from True Shadow run is included in this version, but the speed bonus is increased to 50 feet with the bonus gained from the con modifier remains at 10 feet.

Anyspell
Greater, 5th
This unusual invocation works just like the spell with the same name except that it takes 5 minutes to prepare instead of 15 and instead of using a spell slot (Which most Warlocks haven’t got anyway) the use of this Invocation is suppressed until the spell has been cast. Once it’s been cast, the Warlock can prepare a new spell again and again… The save is calculated from the leveel of the Invocation and not the level of the spell.
For those of you that do not know of manyspell: The spellcaster trades a spell slot of level 3 to prepare any arcane spell of level 2 or lower. He must either know it or have a scroll or a spell book to copy it into the slot.


Greater Anyspell
Dire, 10th
As Anyspell, except that you can prepare and cast any spell of 6th level or lower and the preparation time is reduced to a single minute.

Eldritch Strike
Lesser, 5th Blast shape
The Eldritch Strike channels your Eldritch Blast into a vertical column which roars down upon your enemies, both high and low. The Warlock can place summon forth the blast anywhere within 60 feet and the cylinder is 10 feet wide and 40 feet high. A successful reflex save halves the damage.

Eldritch Pillar
Dark, 8th Blast shape
A massive pillar of Eldritch energy slams down upon your enemies when you invoke this Invocation, Just like a stronger version of Eldritch Strike. The cylinder can be evoked at a distance of 80 feet and the cylinder is 20 feet wide and 80 feet high. A successful reflex save halves the damage.

Wings of the Balor
Greater, 7th
You make majestic, tattered, crimson leather wings sprout from your shoulder blades which have an wing span of approximately 20 feet. You can take to the air only if you have at least 20 feet of free space around you with a fly speed of 90 feet (Good). Furthermore, the crimson leather grows from the wings to cover the rest of your body, granting you a natural armour bonus equal to +2 plus one per every 5 caster level.

Arcane Riposte
Dark, 8th
How many a foolish mage has not tried to blast away a Warlock only to meet his fate seconds later as his arcane energy roars back at him!
This powerful Invocation let’s the Warlock grab a hold of the weave and tear a hole in it, big enough for him to fit inside and, as he is having a hold of the weave of magic, he can redirect magical energies aimed his way. You activate this Invocation with an immediate action, making a large circular movement with both of your hands which must both free and not holding anything. Once properly activated, you are surrounded by a anti-magic field that stretches out one feet from your body and keeps you and all of your equipment safe from (Magical) harm. Furthermore, you can use the “curtains” of the weave to strike back at any arcane spell caster foolish enough to try, which works just like a maximized spellturning but you may choose where to reflect the spell if there are manny possible targets. Every time you activate this Invocation you lose a standard action from your next round (If you activated it on someone else’s turn) or from your current round. You can keep it active for as many rounds you like but it requires a standard action each round. Dismissing it at the start of your turn is a free action. When it’s active you cannot make AOO’s, attack or anything that require a standard action but you can move.
Note that this Invocation is only effective against Arcane spells and all the spellike abilities of outsiders.

The Atheist’s choice
Dark, 8th
Bold and brave the Warlock using this Invocation denies everything that is divine. Her conviction is so strong that he becomes immune Divine magic as per the Arcane Riposte, exept that it’s only effective against Divine magic and all the spell like abilities of outsiders. The warlock has to keep his hands clasped around his heart when he uses this Invocation and cannot use them at all for the duration, again as per Arcane Riposte.

Positive charged blast
Greater Blast Essence, 6th
Beholders, dead magic areas, the anti-magic field spell. All of these things give Wizards, Sorceress and Warlocks alike severe headaches at best, and loose heads at worst. But Clever Warlocks learned a technique to get around, or rather blast through, the dreaded anti-magic field. Whenever this blast reaches a anti-magic field make a casterlevel check against a dc of 10+ the caster level of the field and the warlock adds his Cha modifier to this check. If the check is successful the blast slashes through the field and affect the target(s) normally.

Penetrating blast
Greater Blast Essence, 7th
Deflection bonuses to armour class is useless to a blast enhanced with this essence. The blast ignores bonuses of that kind completely Those damn ghosts deserve it…

Greater Focused Blast
Greater Blast essence, 6th
Your Eldritch blast’s colour (Whichever colour it is) takes on a darker hue and the blast becomes more intense… And deadly. The Blast now does d10’s instead of d6’s.

True Focused Blast
Greater Blast essence, 8th
Even more powerful then Greater Focused Blast, This blast essence makes your blast so hellishly powerfull that few creatures dares to stand in your way. The Blast now does d12’s instead of d6’s.

I would also like to make one thing perfectly clear: I really missed you guys!
Dogurasu_Thanatos

11-12-05, 01:25 AM
Von Crown: Shapeshifting, perhaps?

Sephiroth Do'Urden: A compelling menagerie of invocations. However, I do have a few concerns...
1. Why are so many of them scaled? A single shadow run invocation would work, and then you could make a separate invocation for the other effects.
2. Anyspell is a bit much, and a bit confusing when they have no spells to prepare. How do they do so? Perhaps they make Spellcraft DCs in a similar manner that they do to substitute spells to imbue items with Use Magic Device?
3. Wings of the balor needs to be a Dark invocation, or else its effective level needs to be dropped. Similarly, you should recheck your Complete Arcane for spell level equivalents and invocation grades they would fall under.
4. We missed you, too.
Sephiroth Do'Urden

11-12-05, 09:18 AM
Dogurasu_Thanatos: Thank you for the quick response and for the feedback Now let me shed some light on my murky doings:

1. I am sorry if I confused you with the scaling Invocations, as they don't make much sense whiitout the Invocation chain feat. I should have posted with the last post, but I'll describe it below instead.

2. Perhaps I should remove it completly:weep:... I just felt like it would be fun to be able to cast a true strike or magic missile from time to time... Wait a minute!!! I just had an idea! This is much better than anyspell. I'll post it later.

3. I could see this one comming^^ I'll change it asap. But you have to admit; It turned out pretty cool huh? As for the level equivalents, I have been a little distracted by a book called Magic of Incarnum and I haven't done my homework. Sorry^^

4. Thanks. It's good to be home. It's feels kind of like 70's Show; a bunch of nice goofs sittning around a table chating. Exept that we are Warlocks^^

Now then, the feat that will explain it all:

Invocation chain
You trade dark knowlege much easier than others
Preq: Warlock level 1st.
This feat lets you trade Invocations in a chain. A "chain" ís made up by a number of related Invocations of different level. For example, The Shadow Run chain is made up by 5 Invoacations from least to Dire. They are all very simmular and lerning each of them would be waste of Invocation slots.
But using this feat a warlock will have a posibility to scale up in power without using up more slots.
For example: Zorren is a 6th level Warrlock about to take his first lesser invocation. The invocations he knows so far are Lesser Shadow run, Earthen Grasp and Summon swarm. He also has the Invocation Chain feat. Zorren decides that he wants to increase his mobilty further an selects Shadow run as his first lesser invocation. Because of his feat, he forgets lesser Shadow run and can choose a diffrent least invocation instead. When he reaches 11th level he can choose to learn Greater Shadow run and switch Shadow Run with another lesser invocation.

Sorry about the murky explanation but it was the best I could do. This post took me nearly 3 hours to write you know^^

By the way; More feedback please! I love feedback
Von Crown

11-14-05, 07:57 AM
*Pulls idea tarp away*
Disease!

Ideas so far:
-Lose 1 constitution/gain 1 charisma per level
-New disease related invocations
-Spell resistancefortheselves that protects fro any spells that cure disease, but see below
-Any disease curing spell that hits them deals some aount of damage, even if it fails to penetrate SR. Conversely, Contagion and other such spells heal them
-Less eldritch blast damage, but eldritch blast carries unique disease
-Type change at 20th level. Maybe Abberation?

Also in the works:
-Psionic Core class that gains it's power from a mental disease
-Prestige class that woks on the same principal as the Geomancer
technodemon

11-14-05, 08:27 AM
For some odd reason I can almost see a new variant that might fit well with the Complete Psionic book coming out. Psionic Abilitiy base class variant to a warlock.
Sephiroth Do'Urden

11-14-05, 08:33 AM
I still find that idea quite repulsive.
*RETCHES*

The soulsold power of the Warlock should remain magic exclusive. That is what I wish. The Pis... Sorry Psilock would simply become a tasteless copy. I like the idea of a Psi who gains his power from a mental disease. A very fresh idea!
De Batavier

11-14-05, 10:51 AM
Library Updated.

Though i'm looking forward to Complete psionics and hope that there are new cool base classes, I would like to see a Psionic Warlock class in a new book based on the Warlock and invocations.
But anyway I would love to see a good psionic variant of the Warlock class. Think that would be hard to make, becease of the auto-augmentation of psylike-abilities.
And ofcourse the Wilder is a class that has few powers and many power point, thus basicaly functioning as a Psi-warlock.
Sephiroth Do'Urden

11-14-05, 12:01 PM
Hi Da Batavier! It's been a while! While I would love to see more official books about Warlocks (Complete Eldritch someone:cool:?) I can't stand the thought of a Psilock... (Runs over to the nearest couldron and Retches. A few seconds later he rises again, bile still dripping from his mouth.)
I Belive I just ruined Von Crown's dinner. Sorry^^

By the way, have you guys seen the 4 new Invocations from MOI?
Dogurasu_Thanatos

11-14-05, 01:06 PM
Well, here are a couple of abilities to boost the wilder. One turns him into a barbarian; the other gives him a mental blast attack similar to that of the warlock. Sorry, Sephy.

Euphoric Frenzy (Psionic)
When you tap into your surging psionic power, you can enter a euphoric state of mind that matches the frenzy of barbarians.
Prerequisites: Wild surge class ability, surging euphoria class ability, Cha 15.
Benefit: By expending your psionic focus and spending a number of points equal to your manifester level in the class that grants you wild surge and surging euphoria, you can fly into a brief rage. You may use this ability only once per encounter, and it lasts for a number of rounds equal to your Charisma modifier. While in this frenzy, you gain the bonuses of your surging euphoria, plus the additional benefit of a bonus to your Strength and Constitution equal to the maximum intensity of your wild surge. However, you take a penalty to your Armor Class equal to the bonus gained from surging euphoria. You also lose the ability to focus, similar to a barbarian in a rage.

Surging Blast (Psionic)
You have learned how to focus your wild psionic power into a blast of pure mental energy.
Prerequisites: Wild surge class ability, Concentration 6 ranks.
Benefit: By expending your psionic focus, you may choose to release a blast of focused psionic energy at any target within close range (25 ft. + 5 ft./2 levels), requiring a ranged touch attack roll (power resistance applies). Your blast deals up to 1d6 points of damage per point of wild surge you choose to use. For example, an 11th-level wilder could deal up to 4d6 points of damage, though she could choose to deal less damage. This is a psi-like, psychokinetic ability.
Special: When you use this feat, you are subject to psychic enervation, as if using your wild surge ability to increase your manifester level.

Yeah, they probably should have been placed on a psionics board, but I wanted to put Surging Blast here since it could make a wilder warlockish.
De Batavier

11-14-05, 01:09 PM
Yep:

Drain Incarnum, least 2nd
Incarnum Blast, greater 6th essence
Incarnum Shroud, Dark 8th
Steal Incarnum, lesser 4th

Can't tell more because of copyright ofcourse.
But they all have to do with the new incarnum kind of magic.

:cool:
Demonfey

11-14-05, 01:12 PM
Is the Warlock Circle IG?
Dogurasu_Thanatos

11-14-05, 01:14 PM
The soulsold power of the Warlock should remain magic exclusive. That is what I wish.
By the way, what about magical variants on the warlock, especially dark variants such as the magus I've posted (based on De Batavier's invocating arcanist), and an invoking hexblade of some sort? While still soulsold, as you put it, they're not the warlock; is this bad?
De Batavier

11-14-05, 01:15 PM
Well I add them to the library anyway D T ;)

Library updated


:cool:
De Batavier

11-14-05, 01:19 PM
Is the Warlock Circle IG?

I'm not, but don't know about others in the Circle and if one of them takes the role of leader IG.
If someone want to do that feel free to do so. Only thing I ask is not to clutter this thread with to much Inter Foundation stuff.
Sephiroth Do'Urden

11-14-05, 01:22 PM
By the way, what about magical variants on the warlock, especially dark variants such as the magus I've posted (based on De Batavier's invocating arcanist), and an invoking hexblade of some sort? While still soulsold, as you put it, they're not the warlock; is this bad?

NAY! Thoose are just fine, great even! What I meen is that a Psilock (*BARF*) is a tasteless idea. I want no part of it! The Warlocks have great roleplaying fluff and style and should not be simply converted into a MR. MENTAL BLAST kind of class. Probably won't even have aligment requirement. (He begins to cry).
De Batavier

11-14-05, 01:29 PM
NAY! Thoose are just fine, great even! What I meen is that a Psilock (*BARF*) is a tasteless idea. I want no part of it! The Warlocks have great roleplaying fluff and style and should not be simply converted into a MR. MENTAL BLAST kind of class. Probably won't even have aligment requirement. (He begins to cry).


I see. Now I understand what bugs you. Yes if you see the Warlock or similair classes as an arcane class, I agree that a mental class wouldn't fit.

You could see the Psi-Lock as a class that has gained special abilties from the higher power not through arcane means but by gaining a better body and mind. The higher power is improving that person by granting "super"powers or something like that.
Or just a totaly different fluff than the Warlock.

But I agree it's hard to see a psionic variant using the same fluff as the Warlock. That doesn't seem to fit right.

:cool:
Sephiroth Do'Urden

11-14-05, 01:48 PM
Thank you for understanding. I just feel so riped off by the whole Psilock ting. Psi blast? Bah! Have you seen the Psilock thread? They copy our Invocations and rename them to better fit the psi style.
Fell Flight: Psychokinetic flight.
*SuperdupermegaBARF!*
Von Crown

11-14-05, 04:46 PM
I also recently found the Fullmetal Alchemist inspired Alchemist Core Class (http://boards1.wizards.com/showthread.php?t=498216&page=1&pp=30), which is based off of the warlock. I'm also in a discussion further down about tweaking it a few ways.
Sephiroth Do'Urden

11-15-05, 12:33 PM
Yeah, it seems like he was inspired by the warlock class a bit, but that build of his has some style. I made my own Alchemist core class once but I decided that I shouldn't post it now. Would look like I was some simple copy-cat.

Btw, I never got to see Full Metal Alchemist. Is it worthwhile?
Von Crown

11-15-05, 05:28 PM
I'd say so. Possibly one of my current favorites, though that may change when the next season of Ghost in the Shell airs.

That aside, dos anyone think simple Contagion invocation would be overpowered? I wouldn't think so,but I thought I should pose the question beforehand.
Silent Infinity

11-15-05, 05:38 PM
Btw, I never got to see Full Metal Alchemist. Is it worthwhile?

My favorite anime. I've yet to see the new movie but I eagerly want to do so.
Sephiroth Do'Urden

11-15-05, 07:15 PM
I might check it out then. Von crown, it would be very posible to make contagion into a Invocation. Perhaps with the range of touch. Plauge touch anyone?
Von Crown

11-15-05, 09:42 PM
Yeah, I didn't think there'd be any problems.

AND NOW-

http://home.comcast.net/~n.sattler/

IT IS BORN!

This site is for an audio drama thing I've been working on with a friend of mine for a while now. I finally got a site up for it, even if it isn't much to look at yet. Expect further updates, of course, as well as extra stuff. Unless plans change, there will probably eventually be game-rule related extras as well (just don't expect the to be too serious)
[/shamelessplug]
lostone

11-16-05, 08:05 AM
I might check it out then. Von crown, it would be very posible to make contagion into a Invocation. Perhaps with the range of touch. Plauge touch anyone?Contagion normally has a range of touch.
Sephiroth Do'Urden

11-16-05, 09:04 AM
Contagion normally has a range of touch.

I qoute Yoshimo from Baldurs Gate 2:

Ach, Embarrassing!

As for Von Crowns site, I wish you good luck. I could never muster enough patiance to make my own web page.
Von Crown

11-16-05, 05:25 PM
Well, I' not completely alone in that. I'm the voice actor for Mordred, and the tech guy in general. I also help out with the writing (Mid-Boss and I brainstorm overall ideas, then he goes more in-depth). Mid-Boss does the in-depth writing (as I said) and is the voice actor for Shorteus. He's also working on a banner and icon. We've also got another meber, but she doesn't have a screen name on this forum. She's going to be voice acting a future character, as well as helping out with some artwork. I've got a few other people in mind who could voice act minor characters as well.
Sephiroth Do'Urden

11-16-05, 07:36 PM
Roleplayers all eh?
Tiefling_Warlock

11-17-05, 07:44 PM
Suddenly from the walls a magical blackness starts to seep through the walls. When it is through it forms in a dark misty cloud. From within the cloud you hear a deep, rich, voice say “I have studied your guild for some time now and wish to join, if you deem me worthy enough that is. If you do not I must ask if you would let me hang around for a while talking and such.”

So how do you guys like my bad RPing?
Any ways I'd like to join.(I don't have a guy made yet)
But I will soon(once you guys help me hone some stuff) and other things(like telling me how to make attachments)
first thing on my list for you to check....

Eldritch Invoker

Requirements: Eldritch Blast, at least three invocations, 8 ranks in Spellcraft.

Level BAB Fort Ref Will Special Invocations
1 +0 +0 +0 +2 +1d6 Eldritch Blast 1
2 +1 +0 +0 +3 Magic Transmutation 1
3 +2 +1 +1 +3 +2d6 Eldritch Blast 2
4 +3 +1 +1 +4 Magic Transmutation 3
5 +3 +1 +1 +4 +3d6 Eldritch Blast 3
6 +4 +2 +2 +5 Magic Transmutation 4
7 +5 +2 +2 +5 +4d6 Eldritch Blast 5
8 +6 +2 +2 +6 Magic Transmutation 5
9 +6 +3 +3 +6 +5d6 Eldritch Blast 6
10 +7 +3 +3 +7 7
Eldritch Blast: This is how much more damage your Eldritch Blasts do, this is not communitive, it is the full bonus.
Magic Transmutation: You take one spell like ability (DR, Detect Magic, etc…) and turn it into a invocation of any level you could normally pick from.
You gain higher level invocations (least, lesser, greater, dark) as if your Eldritch Invoker levels stacked with your Warlock.
d6 skills same as warlock.

I need help on balancing, naming, and abilitys.
What I want to happen is to have a guy who has
1) more invocations
2) better eldritch blast
in that order (DO NOT MAKE ELDRITCH BLAST WORSE THAN WARLOCK'S!)
plz respon soon!
( I hope this comes thru this is only my 2nd pos)
Dogurasu_Thanatos

11-17-05, 09:17 PM
Sarakha looks the tiefling warlock over, grinning slightly. "Looks like someone's been learning from the master of madness and mayhem," he comments. "Look at those steel plates. Nice touch with the forgery."

Okay, out of character. Hi, tiefling. Those feats of yours look rather familiar. I believe I've seen Soul-Force Blast and Channeled Blast somewhere before. Maybe my friends in the Warlock Circle can remind me where I saw them?
*checks earlier posts*
Oh, silly me. I wrote them.
Of course, feel free to refute my absolutely outrageous accusation if you have proof to do so. :D
Note: No offense is really intended; I just enjoy being sarcastic.
Tiefling_Warlock

11-17-05, 11:11 PM
OH im soooooooooo sorrry i was copying/pasting from some of my stuff and some of my favorrite stuff u guys wrote and i messed up.... sorry!
Tiefling_Warlock

11-17-05, 11:23 PM
oh um so i didn't really mean to add thoes feats in. They slipped in... all I want looked at is the PrC. I think I'll try to edit it...
Dogurasu_Thanatos

11-18-05, 01:05 AM
Well, it's alright. I was hoping you weren't trying to pass them off as your own work or the like; as you can see, I get a little touchy over that. I try to give some credit to those that influence my works.

As for your class... well, why don't you look over the whole Complete Arcane? PrCs that grant "+1 level of arcane spellcasting class" or the like increase the warlock's eldritch blast damage as well as teach him new invocations as if he had gained a level in warlock. What you seem to want to do is make the increase faster... not a bad idea, but where's the added flavor?

Anyway, hope you decide to stay with us!
De Batavier

11-18-05, 07:12 AM
Members list updated: Welcome Tiefling Warlock. Also added your Elrdirch Invoker to the Library. So if you make adjustments just edited that post.

Not all parts of the board allow attachments, the Guild House is one of those parts that don't allow attachments. If it's possible to post attachments then it's shown in the small posting rules block. Which is, for me, in the lower leftside corner.


:cool:
De Batavier

11-18-05, 08:29 AM
Because of the feedback I got on the PrCboards I've made some changes to the class. So I'll post both versions here too.

Eldritch Blaster

Version 1

Some Warlocks specialize in their eldritch blast ability. They are called Eldritch Blasters. This specialization comes with a price. They don’t gain new invocations.

Requirements
Eldritch Blast 3d6

Hit Die: d8
Skillpoints 4 + int
Skills same as Warlock


LEVEL BAB FORT REF WILL SPECIAL
1st +1 +0 +2 +0 EB +1d6 Eldritch Sneak 1d6 Blast level +1
2nd +2 +0 +3 +0 EB +1d6 Eldritch spear
3rd +3 +1 +3 +1 EB +1d6 Eldritch Sneak 2d6 Blast level +2
4th +4 +1 +4 +1 EB +1d6 Eldritch Energy Split Blast
5th +5 +1 +4 +1 EB +1d6 Eldritch Sneak 3d6 Blast level +3
6th +6 +2 +5 +2 EB +1d6 Improved Eldritch Spear
7th +7 +2 +5 +2 EB +1d6 Eldritch Sneak 4d6 Blast level +4
8th +8 +2 +6 +2 EB +1d6 Eldritch Shape
9th +9 +3 +6 +3 EB +1d6 Eldritch Sneak 5d6 Blast level +5
10th +10 +3 +7 +3 EB +1d6 Greater Eldritch Spear Two for One Vitriolic Blast

EB (Eldritch Blast): Every level the damage of the Eldritch Blast is increased by 1d6. So at level 10 it has increased a total of 10d6
Eldritch Sneak: The Eldritch Blaster is specialized in finding the weak spot. In situations where a rogue would gain sneak attack damage, the Eldritch Blaster gains Eldritch Sneak. The only exception is that he doesn’t gain this bonus when flanking. Also he only gains this on his Eldritch Blast. This stacks with the normal sneak attack damage (or comparable abilities like skirmish).
Blast level: The Eldritch Blast of an Eldritch Blaster is more potent. The level of the blast increases. The max bonus gained is a plus 5 on blast level. This bonus even applies to blast that are modified by an essence or blast shape. However the level of the blast can’t exceed 9.
Eldritch Spear: The Eldritch Warrior gains this invocation for free. If he already has this invocation, he doesn’t gain any benefit.
Improved Eldritch Spear: The Eldritch Warrior gains this invocation for free. If he already has this invocation, he doesn’t gain any benefit.
Greater Eldritch Spear: The Eldritch Warrior gains this invocation for free. If he already has this invocation, he doesn’t gain any benefit.
Eldritch Energy: The Eldritch Blaster gains the ability to make his Eldritch blast of a certain energy:
- Fire: This Blast deals 1 point of fire damage per damage die in the blast. (a 5d6 blast thus deals 5 extra points of fire damge)
- Cold: This Blast deals 1 point of cold damage per damage die in the blast
- Electricity: This blast adds +2 to the check to overcome spellresistance.
- Sonic: This blast deals 1 point less per damage die, but deals full damage to objects
Split Blast: The Eldritch Blaster can split his Eldritch Blaster over multiple targets. He has to choose how many damage die he puts in each split blast and which target if any is effected by Eldritch sneak. Example if he has an Blast of 5d6. He can choose to make 5 blast of 1d6, 1 of 4d6 and 1d6 or any combination as long as he doesn’t exceed the 5d6.
Eldritch Shape The Eldritch Blaster gains more flexibility in his blast shape. He can choose what shape his blast has as if he had gained the Blast Shapes: Eldritch chain and Eldritch Cone.
Two for One: Three times a day the Eldritch Blaster can make two full Eldritch Blast attacks in one round.
Vitriolic Blast: The Eldritch Blaster gains this invocation for free.


Improved Eldritch Spear:
Lesser 4th Blast Shape
This blast shape invocation extends your eldritch blast to great distances. Improved Eldritch spear increases the range of an Eldritch Blast attack to 250ft with a maximum of 5 range increments (normal range penalties apply).

Greater Eldritch Spear
Greater 6th Blast Shape
This blast shape invocation extends your eldritch blast to great distances. Improved Eldritch spear increases the range of an Eldritch Blast attack to 250ft with a maximum of 10 range increments. Penalties for range increments are also reduces to cumulative –1 per range increment.

Version 2
Changes compared to version 1
hd from d8 to d6
BAB from full to ¾
removed eldritch sneak
removed two for one
Split Blast at a higher level
Eldritch Shape removed
Changed Vitriolic Blast into Blast of penetration
Added +2 to save DC for electric blast


Some Warlocks specialize in their eldritch blast ability. They are called Eldritch Blasters. This specialization comes with a price. They don’t gain new invocations.

Requirements
Eldritch Blast 3d6

Hit Die: d6
Skillpoints 4 + int
Skills same as Warlock


LEVEL BAB FORT REF WILL SPECIAL
1st +0 +0 +2 +0 EB +1d6 Blast level +1
2nd +1 +0 +3 +0 EB +1d6 Eldritch spear
3rd +2 +1 +3 +1 EB +1d6 Blast level +2
4th +3 +1 +4 +1 EB +1d6 Eldritch Energy
5th +3 +1 +4 +1 EB +1d6 Blast level +3 Split Blast
6th +4 +2 +5 +2 EB +1d6 Improved Eldritch Spear
7th +5 +2 +5 +2 EB +1d6 Blast level +4
8th +6 +2 +6 +2 EB +1d6
9th +6 +3 +6 +3 EB +1d6 Blast level +5
10th +7 +3 +7 +3 EB +1d6 Greater Eldritch Spear Blast of penetration

EB (Eldritch Blast): Every level the damage of the Eldritch Blast is increased by 1d6. So at level 10 it has increased a total of 10d6
Blast level: The Eldritch Blast of an Eldritch Blaster is more potent. The level of the blast increases. The max bonus gained is a plus 5 on blast level. This bonus even applies to blast that are modified by an essence or blast shape. However the level of the blast can’t exceed 9.
Eldritch Spear: The Eldritch Warrior gains this invocation for free. If he already has this invocation, he doesn’t gain any benefit.
Improved Eldritch Spear: The Eldritch Warrior gains this invocation for free. If he already has this invocation, he doesn’t gain any benefit.
Greater Eldritch Spear: The Eldritch Warrior gains this invocation for free. If he already has this invocation, he doesn’t gain any benefit.
Eldritch Energy: The Eldritch Blaster gains the ability to make his Eldritch blast of a certain energy:
- Fire: This Blast deals 1 point of fire damage per damage die in the blast. (a 5d6 blast thus deals 5 extra points of fire damge)
- Cold: This Blast deals 1 point of cold damage per damage die in the blast
- Electricity: This blast adds +2 to the check to overcome spellresistance. Increases save DC by 2, if applicable (example if the blast is enhanced by an essence that requires a save)
- Sonic: This blast deals 1 point less per damage die, but deals full damage to objects
Split Blast: The Eldritch Blaster can split his Eldritch Blaster over multiple targets. He has to choose how many damage die he puts in each split blast and which target if any is effected by Eldritch sneak. Example if he has an Blast of 5d6. He can choose to make 5 blast of 1d6, 1 of 4d6 and 1d6 or any combination as long as he doesn’t exceed the 5d6.
Split Blast: The Eldritch Blaster can split his Eldritch Blaster over multiple targets. He has to choose how many damage die he puts in each split blast and which target if any is effected by Eldritch sneak. Example if he has an Blast of 5d6. He can choose to make 5 blast of 1d6, 1 of 4d6 and 1d6 or any combination as long as he doesn’t exceed the 5d6.
Blast of penetration: The Eldritch Blast of the Eldritch Blaster ignores spell resistance





Also posted here (http://boards1.wizards.com/showthread.php?p=7784628) for discussion.
Sephiroth Do'Urden

11-18-05, 09:09 AM
[QUOTE=De Batavier]

Improved Eldritch Spear:
Lesser 4th Blast Shape
This blast shape invocation extends your eldritch blast to great distances. Improved Eldritch spear increases the range of an Eldritch Blast attack to 250ft with a maximum of 5 range increments (normal range penalties apply).

Greater Eldritch Spear
Greater 6th Blast Shape
This blast shape invocation extends your eldritch blast to great distances. Improved Eldritch spear increases the range of an Eldritch Blast attack to 250ft with a maximum of 10 range increments. Penalties for range increments are also reduces to cumulative –1 per range increment.QUOTE]

What is this I see? Da Batavier, could it be that you have found some insperation in my work? Could this be an *GASP* Invocation Chain?

If that is the case I am glad.
De Batavier

11-18-05, 09:14 AM
Yup, it's an invocation chain. Swapping the lower out for the higher and better versions for those classes that don't gain them for free (ofcourse you don't have to swap them out, but then you have a useless invocation somewhere ;) )
Sephiroth Do'Urden

11-18-05, 09:33 AM
It makes you feel like your Invocations scale in power, huh? And switching the old for one of the same level is a good deal for a mere feat.

I will post more invocations soon. With and without chains.^^
Tiefling_Warlock

11-18-05, 05:43 PM
The black cloud that is Tiefling_Warlock turns into a young elvish girl and starts running around in circles screaming at the top of his lungs. After 10 minutes he stops, prays for another 10 minutes, and starts screaming again. He continues screaming until he screams himself asleep.

I have a perfectly logical explanation to this. I didn't know exactly how much I took when I posted my first post. I just relized that the Invoker PrC that someone made (not sure who) has almost the exact same stuff my PrC has. I am sorry for this. The name I got because my PrC has good Invokations and good eldrich blasts. I did not mean to in any way copy it. In fact I totally forgot about it. Sorry!

Another thing, the Imp. spear is a good idea but look at eldritch arrow I think it gives a range of 400+40 per caster level and is lesser so you idea is good but already is taken.

Another thing, I don't know how to make a block so help would be nice.

One more thing(which might mean 3 or 4 more things) (but of course won't now because I just typed that, funny how that works)

Oops one more thing( i guess saying now it won't happen offset it again) but if you made something like what I posted I did NOT mean to try to take your stuff it was an accident.

Final thing for about 4 days I worshipped you guys like demi-dieties so getting what you think (and adding my stuff to your library) is like better than the best thing ever.

Wait one more thing! I found a problem with one of your guys invoc. it adds your Cha modifier to one of you stats so if someone with 18 Cha uses it on his Cha it goes to 22 (18+modifier of 4=22) but 22 has a modifier of 6 so 18+6=24 but 24 has a modifier of 7 so 7+18=25 and it stops there. But it gets worse the more Cha you have.

I'm close to making a new Warlockish Base Classe.

this is a really long thingy. <(o.o)>

I do think the Eldritch Blaster is a good idea but in 1 turn he can do 35d6 maybe more (that is lvl 10 warlock lvl 10 Eldritch Blaster and he gets 2 hits using ability with a sneak attack)

For the records I am not a flavor person.
also I think a good theme for the month(or the next one) is invocations for multiclassing. I know there are a couple for bringing up skills=good multiclass rogue. Also could you plz state each month's theme, I cannot find it.

I just can't stop typing. I have edited this like 50 times.(37 to be exact)

The base class is basically take away the warlocks class abilities and give him a new invocation for each one he doesnt get and have him get Eldritch Blast every 2 lvls. Maybe he should do a 1 invoc per level instead.
Sephiroth Do'Urden

11-18-05, 06:59 PM
Tiefling_Warlock, in my most humble opnion, the Eldritch arrow is simply to overpowerd perhaps even for a Dark Invocation.

I like the EB PRC to!^^

Now I must rest...
Tiefling_Warlock

11-18-05, 07:42 PM
The young elven girl gets up, brushes himself off and says sorry about that. I paniked slighty. Anyway I have buisness to attend to, I must leave for a time. If you wish to speak with me I shall be where you had your meetings before the flying ship.
10 minutes later

The boy emerges from his portal, his money bag lighter and about a dozen cups of cofee twirling around him. he says, "Hey you know your old metting place? Ya it's a Starbucks now :D

Is it just me or is the Eldritch Blaster PrC too good? Check my last post.

Another thing my base class (my last post on bottom) I was thinking that you become one by being in a high magic area (so there are a lot of elvish ones) or if someone casts like a dominate person spell on you but you get a natural 20 and absorb some of its magic or something like that. I'm not actually posting it yet because I want to think it over a bit and maybe add some other more "flavor" touches to it.

Why do you think eldritch arrow is overpowered? I can see it might be greater but Dire? Not available that's kinda radical don't you think? I mean it's the range spellcasters get on lots of spells like fireball I mean that's a common spell and it IS a blast shape meaning you can't use another one. I think you are overreacting a little bit.

Wow. I just had the best idea
Varient Rule
When you get your first level 1 spell without your main spell attribute (Int for Wizards, Cha for bards) instead you get and invocation.
You get a new Invocation the next time you would normally get another spell per day or if you get a new level or spell 3 levels after your first invocation and from then on it is whenever you would've gotten (a) spell/s
the next level higher. You gain acess to a higher type of invocations (least, lesser, greater, dark) whenever you gain a new odd level spell. Your old main spellcasting attribute is used for the DC.
Example: Bob our favorite level 5 paladin is now level 6. Beacause he normally would get his first spell then he gets one least invocation instead. The DC is the invocation llevel+his Wis score+10. At level 9 he is 3 levels higher than when he got his first invoc. (otherwise he would get and invoc. at level 14) at level 10 he would get another invoc. and at 12 another one and this time its a lesser, then he'd get his last one at 15.

This is using the paladin from ver. 3.0 (or a different one, the one I mean is not the newest one but the one before it.

I would like to dedicate this varient rule to my bathroom (I am not kidding) specifically my toilette and the wall and picture in frotn of it. That is where I come up with my best and most devious ideas. I AM NOT KIDDING! :cheer:

another thing add anti-teleport spells to ship!

Oh and when I was praying, I was praying to De Batavier.
________________________________________ __________________________
:invasion::invasion::invasion::invasion: :invasion::invasion:
vs
:fight!: :fight!: :fight!: :fight!: :fight!:
When did I relize you guys were gods? It was when I was prayinig and relized I was talking to you.
-Inspired by a Guy
(if you know who tell me!)
Tiefling_Warlock

11-19-05, 12:45 PM
This is my experiance with the tourtured minds series
I pick up the power word death scroll with a smirk, this would be easy. I walked to the edge of the island town and saw him. I walked up to him (he was a mind of the tourtured water) and asked, "Is it done?" , he replies "Yes." i say " good, now one more thing, die!" with that I activate the scroll, it burns to a crisp by my ledritch flame and a red lightning bolt fl;ys out of my right hand, hitting him in the chest. He is dead. The other people around my look at me in shock. I Start to rise casting eldritch chains all around. After and hour I hear a rumbling, good I think his magic is till working even though he is dead. I countinue to slaughter villagers until the tsunami get too close and I must get away, I destroy the rest of the ships leaving (I had been destroying thoes as well) and then pull up high. I watch as the large tsunami crashes upon the city. I revel in all of the deaths. As I fly away a single thought came to mind.
My trip to Atlantis went very very well.

Essence Wielder

Amaril was walking through the woods finding
berries when he found them, skeletons raised from
the dead. They were making machines, war
machines. He had to get back to his village and
warn them. He turned around and saw a man in
black leather armor. The man made some
movements, uttered an incantation, then...Amaril
was cast into his mind. He heard a little voice
suggest that he join the dead and help, let them
rest, Amaril thought “NO!” and with a mighty
wrench pulled himself back from the spell and
ran to his village. Out of breath he told the
Elder what he saw. The Elder told him sternly
not to lie. Amaril tried to tell him it was true but
he wouldn’t listen. Exasperated Amaril tried
prayed that he would listen, then he begged
the Elder to listen, but it wasn’t just words,
it was magic, a charm spell. The Elder listened
and sent his warriors to attack the dead and
won. From then on the boy could use charm and
a manner of other spells without training.

Essence Wielders are people who were attacked
by spells but lived. They either resisted the spells
with luck (natural 20) or mundane ways (was under
something). Either way he/she has absorbed some
magic, magic now under their control and now are
learning how to harness it, with other abilities from
the raw magic.



Level BAB Fort Ref Will Special Invocations
1 +0 +0 +0 +2 Magic’s essence, 1
Least invocation
2 +1 +0 +0 +3 2
3 +2 +1 +1 +3 Magic’s essence 3
4 +3 +1 +1 +4 4
5 +3 +1 +1 +4 Magic’s essence 4
6 +4 +2 +2 +5 Lesser invocation 5
7 +5 +2 +2 +5 Magic’s essence 6
8 +6 +2 +2 +6 7
9 +6 +3 +3 +6 Magic’s essence 7
10 +7 +3 +3 +7 8
11 +8 +3 +3 +7 Magic’s essence 9
Greater invocation
12 +9 +4 +4 +8 10
13 +9 +4 +4 +8 Magic’s essence 11
14 +10 +4 +4 +9 11
15 +11 +5 +5 +9 Magic’s essence 12
16 +12 +5 +5 +10 Dark invocation 12
17 +12 +5 +5 +10 Magic’s essence 13
18 +13 +6 +6 +11 14
19 +14 +6 +6 +11 15
20 +15 +6 +6 +12 16

Magic’s essence: The Essence Wielder picks a
type of spell (enchantment, transmutation, conjuration,
evocation, etc.) and picks one spell in that category
for each level of spells on the wizard/sorcerer or the
cleric or the druid list. At level one he gets his first
level spell and can use it 2/day. At thirds level when
he gets Magic’s essence again he gets his 2nd level
spell, usable 2/day and so on. He can use these spells
1 more times a day three levels later. Or instead at level
one he gets eldritch blast. At every odd level from then
on in this class he gets plus 1d6 to it.
Least invocation: can only get least invocations per
invocations known.
Lesser invocation: can get lesser or 2 more Least
invocations per invocations known.
Greater invocation: can get greater or 2 lesser or
4 least or 1 lesser and 2 least per invocations known.
Dark invocation: can get 1 dark or 2 greater or 4
lesser or 8 least or 2 greater and 2 lesser or 1
greater and 1 lesser and 2 least or any other
combination per invocations known.
He can only get blast/essence invocations if he
picked the eldritch blast for magic’s essence.

hp=d6
skills=the warlocks

Sorry about nothing being strait it's the conversion between the 2 softwares. Also sorry about the dots but that is to stop the mushing.

Yes I do pray 2 hrs. a day to De Batavier.
I say:
De Batavier guides me. De Batavier Save me.
In your light I shine and am humbled,
In your wisdom I am shamed.
-inspired by Terry Goodkinds Sword of Truth sieries
:bow::bow::bow::bow::bow:
Tiefling_Warlock

11-19-05, 07:43 PM
how do i delete this thing?
De Batavier

11-20-05, 09:15 AM
Another thing, the Imp. spear is a good idea but look at eldritch arrow I think it gives a range of 400+40 per caster level and is lesser so you idea is good but already is taken.


I assume you mean this feat:
Eldritch Arrow
preq: pointblank shot, eldritch blast, eldritch spear invocation
benefit: Once a round, as a free action, the Warlock can transfrom his Eldritch Blast into an arrow. He can shape this arrow so that it can be used with a bow or crossbow. Until this arrow is fired the Warlock can’t use his eldritch blast ability. The arrow will deal normal damage for an arrow and the normal Eldritch blast damage. The arrow can benefit from circumstances (feats, spells, powers, invocations, items etc etc) that enhance ammunition and/or eldritch blast, essentially counting as both.

The main drawback is that it takes a feat. But ofcourse I like this feat ;)
It has ofcourse the added benefit of also dealing "arrow" damage beside the EB damage

Edit: Oh..I see that there is an invocation with the same name in the Library. Shows how good a Librarian I am ;)
Actually I don't see a lot of problems with that invocation. Better than spear, but indeed equal to long range spells.


Another thing, I don't know how to make a block so help would be nice.


I assume you mean the code block. To ways to make this use one of the buttons onder the pull down menus that you see when you are making a post it's the # button I believe.
Or type the code yourself. All code has two parts. An opening and a closing. You type the code between [the code text] and close it so [/ the code text]
For the code block the code texts is code (sorry for using the word code so much)

You get this [ code ] [/ code ] but without the spaces. To see how it works just quote a post (but don't click the submit button if you don't want to quote it for real).


Final thing for about 4 days I worshipped you guys like demi-dieties so getting what you think (and adding my stuff to your library) is like better than the best thing ever.


Yeah my ascension start here :evillaugh


Wait one more thing! I found a problem with one of your guys invoc. it adds your Cha modifier to one of you stats so if someone with 18 Cha uses it on his Cha it goes to 22 (18+modifier of 4=22) but 22 has a modifier of 6 so 18+6=24 but 24 has a modifier of 7 so 7+18=25 and it stops there. But it gets worse the more Cha you have.


Hmm..that could indeed happen. I would rule that you don't recalculate after using the invocation.


For the records I am not a flavor person.
also I think a good theme for the month(or the next one) is invocations for multiclassing. I know there are a couple for bringing up skills=good multiclass rogue. Also could you plz state each month's theme, I cannot find it.


The board as a whole has a new theme every month. The theme can be found in the RPG Boards Business (http://boards1.wizards.com/forumdisplay.php?f=46) forum

Theme is "It's all good" this month.
So that would translate in Angelic Warlock Stuff or something like that..hmmm...cool.


:cool:
De Batavier

11-20-05, 09:32 AM
how do i delete this thing?

You can't delete post. Believe only the Wizo's have that kind of power on the boards :D

Updated the library.

Have made adjustments to the Eldritch Blaster. Version two can be found
here on the PrCboards (http://boards1.wizards.com/showthread.php?p=7784628#post7784628) or here on the Circle (http://boards1.wizards.com/showpost.php?p=7784620&postcount=283)


Oh..I haven't had time to look over the stuff posted (as always, computer problems this time) sorry :embarrass

:cool:
Tiefling_Warlock

11-20-05, 10:17 AM
another thing ive been having problems posting classes my first one mushed and the second one had a ton of dots ( i did that to stop mushing) how do i post without mushing?
I've figured the big problem out but now the invoc. wont be straight
De Batavier

11-20-05, 11:55 AM
I've had that problem too. Sometimes it just doesn't line up. I've added or removes spaces untill it aligned right. But don't know what the problem was those times. Maybe the size of the lettertype in Word is different than what they use here or so.

:cool:
DolArrah

11-20-05, 02:00 PM
Wow, I have been gone a long time. Remember me?

So, is there anything I need to know?

I plan to continue now.
Tiefling_Warlock

11-20-05, 02:59 PM
The elf looks at Lostone oddly then uses a shatter scroll made by a red mage (lvl 20+20 more from cirle at her request) upon Lostone's Rod of Lordly Might

unfortunetly i dont have that much time

The thing i really like about this gui;d is De Batavier posts all of our stuff fast
W00t :w00t:W00t :w00t:W00t :w00t:W00t :w00t:W00t :w00t:W00t :w00t:W00t :w00t:W00t :w00t:W00t :w00t:W00t :w00t:W00t :w00t:W00t :w00t:W00t :w00t:W00t :w00t:W00t

Another thing, PLZ look at my Base Class and give suggestions (I am thinking of playing it in a game and want it to be balanced)

Also I was thinking Eldritch Boost 1-4 could be a chain
Dogurasu_Thanatos

11-20-05, 09:45 PM
Okay, so maybe this is a little shameless. Would anybody here mind going into this thread (http://boards1.wizards.com/showthread.php?t=469624) and telling what they think of the setting so far?
De Batavier

11-21-05, 09:55 AM
Wow, I have been gone a long time. Remember me?

Yup. Welcome back.


So, is there anything I need to know?


The only important thing is that they will prune the first thread. So if you have stuff there that is only linked (Archive III). You must repost it here if you want to keep it.




:cool:
Sephiroth Do'Urden

11-21-05, 10:14 AM
Allright Allright! If you like Eldritch Arrow then by all means use it. I just figured it to be cheap with unlimited 3d6 blasts per day from that distance at level six. If you find a high enough cliff you can wipe out entire armies alone.
Still I over reacted when I said that it was to powerfull to be dark. Sorry! :D
It might even be the final link in the Eldritch Spear chain. Hmmmm...

Dogurasu_Thantos: I'm not finsihed with "This thread" yet, but I like what I've seen so far. I'll be back when I'm finshed!
Tiefling_Warlock

11-21-05, 07:15 PM
I would like to point out that Sephiroth Do'Urden has posted on page 9 2 exaxtly the same invocations except one does less. (one is greater and changes EB damage to d10 while the other one is to d12 and you dont need on to get the other!)

I'd like some input on my base class (im gonna play it soon)

sorry if im being a little pushy but I know it has some problems and am trying to work on them but Really need it done soon.

I remember someone said something about a map maker, could you post the link/adress again?
Sephiroth Do'Urden

11-21-05, 08:09 PM
It's an Invocation Chain, dude. It's suposed to be like that. Btw, I am allredy working on your class. No need to rush!
HaikenEdge

11-21-05, 10:14 PM
Not a member of this circle yet, but I thought I'd contribute some stuff; it's much more active here than it is on d20forge.

Eldritch Cannon
Dark; 6th; Blast Shape
This blast shape alters an eldritch blast attack into a long-range, high-velocity projectile. An eldritch cannon attack has a range of 1000 feet, with no range increments; in addition, the high velocity of the attack allows it to penetrate spell resistance as if it wasn't there.

Feedback's appreciated.
De Batavier

11-22-05, 05:24 AM
Not a member of this circle yet, (...)

You just have to say you want to be a member or clearly make a RP post in which you want to become a member. Just let me know what you want and I'll add you to the memberslist.


Eldritch Cannon
Dark; 6th; Blast Shape
This blast shape alters an eldritch blast attack into a long-range, high-velocity projectile. An eldritch cannon attack has a range of 1000 feet, with no range increments; in addition, the high velocity of the attack allows it to penetrate spell resistance as if it wasn't there.
Feedback's appreciated.

Powerfull, but it's dark so you'll expect those to be powerfull.
I've added it to the library.

Library Updated.

:cool:
Sephiroth Do'Urden

11-22-05, 05:31 AM
Eldritch Cannon
Dark; 6th; Blast Shape
This blast shape alters an eldritch blast attack into a long-range, high-velocity projectile. An eldritch cannon attack has a range of 1000 feet, with no range increments; in addition, the high velocity of the attack allows it to penetrate spell resistance as if it wasn't there.

Feedback's appreciated.

Lovely flavour, but can a blast shape invocation add an effect to the blast like that? Sounds like a Essense/Shape mix to me. I like it though. :D

Welcome to the Circle by the way!
Tiefling_Warlock

11-22-05, 04:30 PM
Good idea but there is an item by the same name. Also Eldritch Arrow is 400+40ft so at like level 7 you'd be shooting about that much (of course eldritch arrow has some major issues so this is pretty good)

Also I just read in the CA and I belive D'orden's Feat Chain Invocation is under powed. In the CA it states that when you get and invocation you can trade one of your other ones for a different one of the same catagory or lower.
HaikenEdge

11-22-05, 07:30 PM
You just have to say you want to be a member or clearly make a RP post in which you want to become a member. Just let me know what you want and I'll add you to the memberslist.

I'd love to join the Warlock Circle, although I won't the RPing at all. Hope you don't mind about that.

Lovely flavour, but can a blast shape invocation add an effect to the blast like that? Sounds like a Essense/Shape mix to me. I like it though.

Well, I don't think I'm changing the essense of the blast; if anything, the form of the blast is a high-velocity projective. Think of it like shooting a tennis ball out of a rail gun; providing the tennis ball isn't disintegrated, getting hit by the thing will leave a hole in you.

Anyways, here's more contributions:

Devouring Blast
Greater; 5th; Eldritch Essense
A devouring blast is filled with your hunger. Upon successfully striking a target, it immediately devours a single object on the creature's person. Only magical items get a save (DC 15 + the Warlock's Charisma modifier); any mundane object (or a magical object that fails its save) is immediately destroyed.
Weapons, shields and any other held items are immuned to the effects of a devouring blast; such a blast first targets body armor, then clothes (by piecemeal), and then an entire backpack (only the backpack; the objects inside all come tumbling out). A devouring blast against a creature without possessions on its body has no additional effects.

Thank you for coming.

[edit 11/23/2005, 6:23 PM PST] Removed Soul Blast. It was much more mechanically unsound than I realized. I guess my DM just runs a sloppy campaign.
Tiefling_Warlock

11-22-05, 10:19 PM
How do you know what has a soul?
I consider undead to have souls because I belive that they are things with souls pushed back into them. So technically this could be varying in power. It's ok but I suggest that you say something like this doesn't effect undead or golems or something.

"Wow" explains the elven girl looking into a nearby cauldron. "Who knew I loved Beef stew with vomit? It'e perfest!" then she starts eating...

Soul Sabre

Perquisites: Base Attack Bonus +5, 4d6 Eldritch Blast, Soulwielder feat.

Skills:2+int
Same as Hexblade

level BAB Fort Ref Will Special
1 +1 +2 +2 +0 Improved Soulwielder
2 +2 +3 +3 +0 Greater Soulwielder
3 +3 +3 +3 +1 Two Weapon Fighting
4 +4 +4 +4 +1 Twofold Soulwielder
5 +4 +4 +4 +2 Improved Two Weapon Fighting

Also you add your Soul Sabre level to your level for higher invocations.
Example: Dill is a level 7 warlock and level 3 Soul Sabre, if he gets another level in Warlock he would basically be level 11 (3+8=11) he would get access to greater invocations.
d8
this was inspired by D_T's feats with the word "soulwielder" in them. Oh and thanks for the stew!
one more thing, ok so why would I waste a feat on invocation chain? I mean even if I didn't have the swap thing I waste a feat and take an invoc. for d10 then later get another one for d12 when I could've used the feat for something else and then got the d12.
Dogurasu_Thanatos

11-23-05, 01:23 AM
Soul Sabre
(...)
this was inspired by Sehpy's feats with the word "soulwielder" in them. Oh and thanks for the stew!
...didn't I invent the Soulwielder feats?
Am I just, I don't know, invisible? Could somebody please cast invisibility purge on me, or at least see the unseen?
I'd like to get credit for my creations...
De Batavier

11-23-05, 06:56 AM
Members List and Library updated.


Example: Dill is a level 7 warlock and level 3 Soul Sabre, if he gets another level in Warlock he would basically be level 11 (4+7=11) he would get access to greater invocations.

You might want to edited this example. See boldparts in quote ;)

Edit:
Seems I read it wrong :embarrass. But still, then it would be 8+3. Because Warlock increases and not Soul Sabre
Sephiroth Do'Urden

11-23-05, 03:50 PM
From Dogurasu_Thanatos:
...didn't I invent the Soulwielder feats?

Yup, you sure did, but I am just to good a theif. I can steal credit from you without even trying. MWAHAHAHAHA!!! :cool:

Tiefling_Warlock:
Also I just read in the CA and I belive D'orden's Feat Chain Invocation is under powed. In the CA it states that when you get and invocation you can trade one of your other ones for a different one of the same catagory or lower.

It's not under powed, but my feat let's you make an aditional trade of Invocation. This allows you to fell like your Invoactions in the chain increases in power. It's a feat built for flexibility, not power.

"Wow" explains the elven girl looking into a nearby cauldron. "Who knew I loved Beef stew with vomit? It'e perfest!" then she starts eating...

That stuff dossen't come cheap you know. That'll be one soul please. Preferbly Da Batavier's. :D

HaikenEdge:
Well, I don't think I'm changing the essense of the blast; if anything, the form of the blast is a high-velocity projective. Think of it like shooting a tennis ball out of a rail gun; providing the tennis ball isn't disintegrated, getting hit by the thing will leave a hole in you.

Still, Magic resistence is the single most powerful defence against Eldritch blasts. I don't know what to say really...
HaikenEdge

11-23-05, 04:20 PM
Still, Magic resistence is the single most powerful defence against Eldritch blasts. I don't know what to say really...
Very true. However, quadruple strength eldritch spear as a Dark invocation seems underwhelming, and I can't think of any energy type to make it while retaining the flavor of the invocation. Maybe I should change it to where it just negates half the magic resistance instead?
Von Crown

11-23-05, 04:43 PM
How do you know what has a soul?
I consider undead to have souls because I belive that they are things with souls pushed back into them. So technically this could be varying in power. It's ok but I suggest that you say something like this doesn't effect undead or golems or something.
Gotta get something in on this...
Well, I'll say now that youcannot look at mechanical precidents for this. If you try, and take everything printed as the final word, you will go insane. The book Magic of Incarnum says that anything tht doesn't have a constitution score doesn't have a soulin the section on monsters. I completely and utterly disregard this, as well as the Undead Meldshaper feat, because every other thing I've seen pertaining to constitution is that it basically pertains to BODILY HEALTH and such. That makes absolutely no sense as a distintion. My final statement would be this- overall, avoid mentioning souls when at all possible. In any event, a given campaign should probably define this for themselves. For Dauthaar, my campaign setting, anything with a charisma score has a soul. I've been wondering about what to do, if I should leave it that undead that meldshape use wisdom, or if they should change it to charisma. In any event, undead meldshapers needing feats would seriously hinder the introduction of incarnum into Dauthaar, as it is, to put it lightly, a very undead-heavy setting.

P.S.- Good to see so many new faces at the circle! I haven't checkedin a few days, and I saw at least two people I didn't recognize upstream.

And D_T, maybe it's 'cuz you've made so much good stuff that people can't remember what's yours, and what other people have made... :P
Tiefling_Warlock

11-23-05, 06:31 PM
ok im sorry for saying Sephy made the soulwielder feats. Dogurasu_Thanatos did. I was confused. Also I was thinking, perhaps they should be invovcations not feats, I just think 3 feats for a 1-10 18-20x3 is a little under powered. Maybe it should be one feat but gets more powerful as you gain levels and your soul becomes stronger. Also I think the two soul sabre feat should be made so it gives you 2 weapon fighting for that weapon only.

BASE CLASS TIME!!!!


Soul Blade

Int+2 or Int +2 times 4 for first level
Same as Fighter list
d8




Level BAB Fort. Ref. Will Special
1 +1 +2 +2 +2 Soul Wielder
2 +2 +3 +3 +3 Dark One’s Armor
3 +3 +3 +3 +3 Eldritch Enchantment
DR 1/cold iron
4 +4 +4 +4 +4 Entropic Warding, soullblade +1
5 +5 +4 +4 +4 Twofold Soul Wielder
6 +6/1 +5 +5 +5 Improved Soul Wielder
7 +7/2 +5 +5 +5 Soul’s Essence
DR 2/cold iron
8 +8/3 +6 +6 +6
9 +9/4 +6 +6 +6 Greater Soul Wielder, soulblade +2
10 +10/5 +7 +7 +7 Bonus Feat
11 +11/6/1 +7 +7 +7 DR 3/cold iron
12 +12/7/2 +8 +8 +8 Soul’s Essence, soulblade +3
13 +13/8/3 +8 +8 +8
14 +14/9/4 +9 +9 +9 Bonus Feat
15 +15/10/5 +9 +9 +9 DR 4/cold iron
16 +16/11/6/1 +10 +10 +10 Vampiric Transformation, soulblade +4
17 +17/12/7/2 +10 +10 +10 Bonus Feat
18 +18/13/8/3 +11 +11 +11
19 +19/14/9/4 +11 +11 +11 DR 5/cold iron
20 +20/15/10/5 +12 +12 +12 Bonus Feat, soulblade +5

Soul Wielder: As Feat
Dark One’s Armor: As Invocation
Eldritch Enchantment: As Invocation
Entropic Warding: As Invocation
Soulblade +#: the nuber is the blade's enchanment bonus.
Twofold Soul Wielder: As Feat but also get Two Weapon
Fighting for Soul Sabre only.
Improved Soul Wielder: As Feat
Soul’s Essence: Get an Eldritch Essence Invocation from
least, or lesser list, can be added to soulsabre. The 2nd
time you get this it is for greater as well.
Greater Soul Wielder: As feat.
Bonus Feat: You get a bonus feat form the following list:
Eldritch Infusion, normal, lesser, and greater, weapon
focus Soul Sabre, Weapon specialization Soul Sabre,
Weapon Finesse Soul Sabre and greater weapon focus.
You do not have to meet and prequisites except if it is
improved you must have th normal version as well with
greater. If you have all of these
feats look at Fighters bonus feat list.
Vampiric Transformation: As Invocation


Sorry this is a bit sloppy but im in a rush

Also this Base Class has many invocations/feats made here.
the soulwielder feats are by D_T and the others by people who just have to tell me that they made it and ill add you.
Sephiroth Do'Urden

11-23-05, 09:19 PM
Very true. However, quadruple strength eldritch spear as a Dark invocation seems underwhelming, and I can't think of any energy type to make it while retaining the flavor of the invocation. Maybe I should change it to where it just negates half the magic resistance instead?

But a Shape Invocation still shuoldn't ever add a benefit beyond the new shape of the blast. Or at least that is what I could make out from the CA. Perhaps you could revise it a bit? Turn it into a 1000 ft long, 5 ft wide line instead.
Von Crown

11-23-05, 09:48 PM
I'm glad to see my invocation put to good use. Interesting class. The locked-in invocations is an interesting idea. (Especially when you use one I made ;) )

I can see both sides in the blast shape argument here. Perhaps the invocation counts as both a blast shape and an eldritch essence invocation at the same time? Less flexibility, more bang for your invocation slot. That's actually an idea I may want to try at some point, even if it isn't used here. That aside, a 1000 ft. line sounds hand,if maybe a tad over powered, I don't know. Another idea for a blast shape that I have but am not interested enough in to make (I'm quite busy) is this- within some range you can create a burst of 10 foot radius or so. Effectively like a smaller fireball. Probably a dark invocation, unless the range is pretty short.
HaikenEdge

11-23-05, 10:24 PM
But a Shape Invocation still shuoldn't ever add a benefit beyond the new shape of the blast. Or at least that is what I could make out from the CA. Perhaps you could revise it a bit? Turn it into a 1000 ft long, 5 ft wide line instead.

If I changed it to a 1000 ft. long, 5 ft. wide line it would be unoriginal, plus it wouldn't fit the original favor of the cannon concept... I could just change it into a blast shape/eldritch essense combo, I guess...

Thanks very much for the feedback. It'll help me in developing more invocations, I think...

New feat:

Charge Invocation [General]
Prerequisites: Ability to use invocations, Concentration 8 ranks, Spellcraft 8 ranks
Benefit: You may charge an invocation as a standard action. While an invocation is charged, you may discharge the invocation as a swift action and activate its effects as normal; however, while you have an invocation charged, you cannot use or store any other invocations.
Normal: Using an invocation is a standard action that provokes Attacks of Opportunity, and invocations may not be stored.

Arcane Battery [General]
Prerequisites: Ability to use invocations, Concentration 12 ranks, Spellcraft 12 ranks, Charge Invocation.
Benefit: You can use invocations while you have another invocation charged and may maintain more than one charged invocations. Whenever you attempt to charge an invocation after the first, you must make a succeed in making a Concentration check (DC = 10 + the invocation's spell level + the total spell level of all other invocations you have charged). If you succeed at making this check, you can charge the desired invocation for later use; however, if you fail the check, all of the charged invocations are immediate discharged without their effects being activated.
Normal:: You may not charge invocations without the Charge Invocation feat, and may only charge once invocation with that feat.
Note: I'm considering having all the released invocations deal damage to the warlock trying to charge extra invocations on a failed Concentration check.
Von Crown

11-23-05, 10:28 PM
Another idea I just wanna toss out there is a line ending in a burst. Just a quick thought I had a few seconds ago.
Dogurasu_Thanatos

11-24-05, 12:56 AM
Another idea for a blast shape that I have but am not interested enough in to make (I'm quite busy) is this- within some range you can create a burst of 10 foot radius or so. Effectively like a smaller fireball. Probably a dark invocation, unless the range is pretty short.

Eldritch Sphere
Lesser; 4th; Blast Shape
Using this invocation, you can change your eldritch blast into an eldritch sphere. This allows you to affect a 10-ft. radius burst with your blast anywhere within close range (25 ft. + 5 ft./2 levels). This is not a touch attack, but all targets within the area get a Reflex save to take only half damage.

-- Something like this, Von Crown?
De Batavier

11-24-05, 05:47 AM
That stuff dossen't come cheap you know. That'll be one soul please. Preferbly Da Batavier's. :D


:w00t: He believes I still have a soul that can be taken ;)

:ahem: And it's De Batavier ;)

Good to see more activity here. Good job creating new stuff people...and other beings.

Library Updated.

Oh and please tell if you post new stuff or are showing older stuff for reference in the future. This time I remembered seeing Eldritch Sphere by D T before and checked the library, but well my memory isn't always working the way I would want it to work ;)
Maybe using tags or something else that even I must understand ;)

:cool:
Sephiroth Do'Urden

11-24-05, 11:15 AM
And it's De Batavier

There was a fun pun intended here, with Da as in the. Thus The Batavier. Oh well, if there's no soul left in you where did you put it?

Thanks very much for the feedback. It'll help me in developing more invocations, I think...

No need to thank me. It's :D solidarity :D brother! It... is brother right?

Brand new Invocation chain: The Phlgem chain! A messy smelly and obnoxious one. Fit for Warlocks such as De Batavier and Dogurasu_Thanatos... Just kidding!

Spit phlgem
Least Invocation, 2nd
With a loud, disgusting snort you spit a glob of gray-green phlem. This glob can target a ememy or a 5ft square whithin 60 ft. To hit a moving target a moving creature you need to make a touch attack. The effect of the phlgem is identical to the grease spell, save for the area and the durabition which s 1 minute/level, and thus you can target an oponents items as well.
Note:The Phlgem created by this spell is, in emergencies, actully edible and quite nourishing for anyone but the Warlock who generated it. It does not taste exactly like hunny though...

Violent exhalation of phlgem
Lesser Invocation, 4th
With a tremendous burp you unleash a roling wave of phlgem from "The bowles of hell" onto your foes. You spit phlgem in a 20ft cone, covering yor unlucky enemies in it. Those inside the area are subject to the effects of Grease and the Stinking cloud spells. Both effects last for 1 round/level.

Now how's that for "Flavour"?

I'll post the other two links later when I have more time. So long!
Tiefling_Warlock

11-24-05, 11:28 AM
Sounds yummy
HaikenEdge

11-24-05, 11:29 AM
De Batavier, thought you should know, but Arcane Battery & Charge Invocation are not invocations, but feats; under the library, you've got them under the invocation section.

Anyways, nice base class TW. Looks kinda like the soulknife, so you may want to tone down the BAB a bit and just give the soul blade Weapon Focus (Soul Blade) and Greater Weapon Focus (Soul Blade) instead. Otherwise, given that I haven't play tested it, it looks good.
De Batavier

11-24-05, 11:55 AM
De Batavier, thought you should know, but Arcane Battery & Charge Invocation are not invocations, but feats; under the library, you've got them under the invocation section.


Fixed

Sephiroth Do'Urden
Sorry. Not so familiar with slang ;)
Cool invocations. Are they inspired by Clive Barkers Imajica?
Though there spit did more damage..
HaikenEdge

11-24-05, 12:01 PM
Yeah, Sephiroth, this one's a homeboy. The flavor with your phlegm invocations is pretty good, although I still don't see why anybody would want to eat it. Possibly subject the normal spit phlegm victims to the stinking cloud effect as well. Also, maybe make it so that, if the warlock is sick, it could spread the disease, like in real life, when you cough on somebody?
Tiefling_Warlock

11-24-05, 01:16 PM
I hesitate to give my base class weapon focus and greater weapon focus because he can pick them as bonus feats. aslo I dont have the Expanded psionics handbook aor the old one so I dont know what the soulknife build looks like...I might go to a store and check it out.
De Batavier

11-24-05, 01:44 PM
Psionics is a part of the 3.5 SRD (http://www.wizards.com/default.asp?x=d20/article/srd35). So you can spare yourself the trip. Though if you like psionics I think you should buy the XPH.



SOULKNIFE
Alignment: Any.
Hit Die: d10.

Class Skills
The soulknife’s class skills (and the key ability for each skill) are Autohypnosis* (Wis), Climb (Str), Concentration* (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (psionics)* (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), and Tumble (Dex).
*New skill or expanded use of existing skill.
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

Table: The Soulknife
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +2 Mind blade, Weapon Focus (mind blade), Wild Talent
2nd +1 +0 +3 +3 Throw mind blade
3rd +2 +1 +3 +3 Psychic strike +1d8
4th +3 +1 +4 +4 +1 mind blade
5th +3 +1 +4 +4 Free draw, shape mind blade
6th +4 +2 +5 +5 Mind blade enhancement +1, Speed of Thought
7th +5 +2 +5 +5 Psychic strike +2d8
8th +6/+1 +2 +6 +6 +2 mind blade
9th +6/+1 +3 +6 +6 Bladewind, Greater Weapon Focus (mind blade)
10th +7/+2 +3 +7 +7 Mind blade enhancement +2
11th +8/+3 +3 +7 +7 Psychic strike +3d8
12th +9/+4 +4 +8 +8 +3 mind blade
13th +9/+4 +4 +8 +8 Knife to the soul
14th +10/+5 +4 +9 +9 Mind blade enhancement +3
15th +11/+6 +5 +9 +9 Psychic strike +4d8
16th +12/+7 +5 +10 +10 +4 mind blade
17th +12/+7 +5 +10 +10 Multiple throw
18th +13/+8 +6 +11 +11 Mind blade enhancement +4
19th +14/+9 +6 +11 +11 Psychic strike +5d8
20th +15/+10/+5 +6 +12 +12 +5 mind blade

Class Features
All the following are class features of the soulknife.
Weapon and Armor Proficiency: Soulknives are proficient with all simple weapons, with their own mind blades, and with light armor and shields (except tower shields).
Mind Blade (Su): As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium soulknife materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19–20/x2). Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.
The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.
A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.
A soulknife’s mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).
Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.
Weapon Focus (Mind Blade): A soulknife gains Weapon Focus (mind blade) as a bonus feat.
Wild Talent: A soulknife gains Wild Talent as a bonus feat. (This class feature provides the character with the psionic power he needs to materialize his mind blade, if he has no power points otherwise.)
Throw Mind Blade (Ex): A soul knife of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet.
Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below).
Psychic Strike (Su): As a move action, a soulknife of 3rd level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue’s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.)
A mind blade deals this extra damage only once when this ability is called upon, but a soulknife can imbue his mind blade with psychic energy again by taking another move action.
Once a soulknife has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the soulknife next materializes it.
At every four levels beyond 3rd (7th, 11th, 15th, and 19th), the extra damage from a soulknife’s psychic strike increases as shown on the Table above.
Free Draw (Su): At 5th level, a soulknife becomes able to materialize his mind blade as a free action instead of a move action. He can make only one attempt to materialize the mind blade per round, however.
Shape Mind Blade (Su): At 5th level, a soulknife gains the ability to change the form of his mind blade. As a fullround action, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a soulknife shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1-1/2 times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.
Alternatively, a soulknife can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the soulknife would otherwise create with a single mind blade.
Mind Blade Enhancement (Su): At 6th level, a soulknife gains the ability to enhance his mind blade. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1.
At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a soulknife can add to his weapon improves to +2, +3, and +4, respectively. A soulknife can choose any combination of weapon special abilities that does not exceed the total allowed by the soulknife’s level.
The weapon ability or abilities remain the same every time the soulknife materializes his mind blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities.

Weapon Special Ability Enhancement Bonus Value
Defending +1
Keen +1
Lucky* +1
Mighty cleaving +1
Psychokinetic* +1
Sundering* +1
Vicious +1
Collision* +2
Mindcrusher* +2
Psychokinetic burst* +2
Suppression* +2
Wounding +2
Bodyfeeder* +3
Mindfeeder* +3
Soulbreaker* +3
*New special abilities

A soulknife can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife.
Speed of Thought: A soulknife gains Speed of Thought as a bonus feat at 6th level.
Bladewind (Su): At 9th level, a soulknife gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent.
As a full attack, when wielding his mind blade, a soulknife can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the soulknife’s regular mind blade.
When using bladewind, a soulknife forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell).
The mind blade immediately reverts to its previous form after the bladewind attack.
Greater Weapon Focus (Mind Blade): A soulknife gains Greater Weapon Focus (mind blade) as a bonus feat at 9th level.
Knife to the Soul (Su): Beginning at 13th level, when a soulknife executes a psychic strike, he can choose to substitute Intelligence, Wisdom, or Charisma damage (his choice) for extra dice of damage. For each die of extra damage he gives up, he deals 1 point of damage to the ability score he chooses. A soulknife can combine extra dice of damage and ability damage in any combination.
The soulknife decides which ability score his psychic strike damages and the division of ability damage and extra dice of damage when he imbues his mind blade with the psychic strike energy.
Multiple Throw (Ex): At 17th level and higher, a soulknife can throw a number of mind blades per round equal to the number of melee attacks he could make.


:cool:
Thig

11-24-05, 02:07 PM
After having taken a read at the Warlock Circle II, I think we're all talking about a lot of work that has at least already been given a tremendous start. I'm going to get into that thread and start trying to condense the work into a pdf we can all use and be proud of.

Please follow the link De Batavier provided to continue the development discussion over there, as I won't be searching all over the `Net for info to compile.

Thig
I just posted this in the Complete Warlock Petition thread. If it's not too much of an imposition, I'd like to compile a lot of the data you folks have put together into a pdf so we can get some final editing together and make it available to the community.

Before I go into a great deal of effort on this thing, is there anyone that has made a contribution to this effort so far that would have a problem with seeing the information compiled, formatted, and released as a pdf community netbook? If so, please let me know so I don't wind up stealing your work... I'm not selling it or anything (as it's going up as a Netbook), but I want to make sure we give credit where it's due and don't share things authors don't want shared.

Anybody interested in dividing the labor on this project? Let me know...

Thig
HaikenEdge

11-24-05, 02:09 PM
I hesitate to give my base class weapon focus and greater weapon focus because he can pick them as bonus feats. aslo I dont have the Expanded psionics handbook aor the old one so I dont know what the soulknife build looks like...I might go to a store and check it out.

In all seriousness, to qualify for Greater Weapon Focus, a soul blade would need 8 levels of fighter, which seems unfeasible for the build. Unless, of course, you want to make it so that the soul blade won't need to meet the requirements for taking the feat.
HaikenEdge

11-24-05, 02:14 PM
I just posted this in the Complete Warlock Petition thread. If it's not too much of an imposition, I'd like to compile a lot of the data you folks have put together into a pdf so we can get some final editing together and make it available to the community.

Before I go into a great deal of effort on this thing, is there anyone that has made a contribution to this effort so far that would have a problem with seeing the information compiled, formatted, and released as a pdf community netbook? If so, please let me know so I don't wind up stealing your work... I'm not selling it or anything (as it's going up as a Netbook), but I want to make sure we give credit where it's due and don't share things authors don't want shared.

Anybody interested in dividing the labor on this project? Let me know...

Thig

Graphic designer here. Hit me up if you need help. AIM - HaikenEdge
lostone

11-24-05, 02:30 PM
If I had a problem with people using my stuff I wouldn't have posted it on the internet. :D Just give me credit for my few meager contributions to this thread.
De Batavier

11-24-05, 03:33 PM
[legal]I too don't mind someone using my stuff as long as it's clear that I am the original author and that it's for a free publication. Furthermore I ofcourse reserve the right to publish my own stuff at a later date under my screen, real or any other name I think up..[/legal stuff] ;)

I don't know how much effort you're planning to put into this Thig, but some stuff from the old thread isn't reposted here and some of the threads that are linked in the first post also contain interesting homebrew stuff. Don't have time to help you with the pdf.

A personal request is that, when you have created the pdf that it can be read with old editions of Adobe, because I've got a very old computer with a very old Adobe version 5.0.
And ofcourse that you tell us here where to find the pdf.
Sephiroth Do'Urden

11-24-05, 03:57 PM
HaikenEdge:
The flavor with your phlegm invocations is pretty good, although I still don't see why anybody would want to eat it.QUOTE]

Never been stranded in Pandemanium for six weeks straight, have you^^ That's how I playtested it. The party (Exalted bastards who wished that all would make it safely home) gave all of their food to the warlock, who fed them with tasty Phlgem in return. We realised that it tasted slightly like whatever the Warlock had eaten before he, well, coughed it up. :D

[QUOTE] Possibly subject the normal spit phlegm victims to the stinking cloud effect as well. Also, maybe make it so that, if the warlock is sick, it could spread the disease, like in real life, when you cough on somebody?

That would be slightly overpowerd, wouldn't it? That's basicly two spells in one least Invocation. While I thought that it would be underpowerd at first, I changed the durabtion to one minute/level. Besides, the main use for me was to pick of mountain climbers who got to close. :D I really like your idea on spreading disease with the phlgem.


Btw, what do you mean with "this one's a homeboy"?

De Batavier:
Cool invocations. Are they inspired by Clive Barkers Imajica?
Thanks! They were insired by a recent flu I got. It lasted for six weeks...

There is one thing I wonder: Where is Wuyani????
De Batavier

11-24-05, 04:14 PM
Thanks! They were insired by a recent flu I got. It lasted for six weeks...

There is one thing I wonder: Where is Wuyani????

Six weeks of Flu that's not good. But atleast you got inspired to make invocations ;)

Haven't checked, but I believe she hasn't even posted in this thread. To bad she made good stuff.
Sephiroth Do'Urden

11-24-05, 04:20 PM
Haven't checked, but I believe she hasn't even posted in this thread. To bad she made good stuff.

Yep, I miss our old debates.

To Thig: By all means use my stuff as long as I get my credit! :D I really hope that Wotc might hire the Ingenius Warlock Circle's staff for some future book. Perhaps even the Spell compendium?
Dogurasu_Thanatos

11-24-05, 04:29 PM
Before I go into a great deal of effort on this thing, is there anyone that has made a contribution to this effort so far that would have a problem with seeing the information compiled, formatted, and released as a pdf community netbook? If so, please let me know so I don't wind up stealing your work... I'm not selling it or anything (as it's going up as a Netbook), but I want to make sure we give credit where it's due and don't share things authors don't want shared.

No problem from me, just make sure you know who posted what.
Tiefling_Warlock

11-24-05, 05:33 PM
I have no problem with you posting/revising my work as long as u give me credit.
Aslo someone should deleate the mind blade class cuz i think that is illegal.
Sephiroth Do'Urden

11-24-05, 06:45 PM
I was thinking the same thing.
HaikenEdge

11-24-05, 08:12 PM
That would be slightly overpowerd, wouldn't it? That's basicly two spells in one least Invocation. While I thought that it would be underpowerd at first, I changed the durabtion to one minute/level. Besides, the main use for me was to pick of mountain climbers who got to close. :D I really like your idea on spreading disease with the phlgem.
Well, in that case, why not just make them stink, without the stinking cloud effect?

Btw, what do you mean with "this one's a homeboy"?
Sorry, thought you were more adept at slang. "Homeboy" is the male variation of "homie", which basically means "friend"; its female counterpart is "homegirl."
Tiefling_Warlock

11-24-05, 11:04 PM
For Thanksgiving dinner I have Roasted (with brimstone blast of course) our most beloved bird...BigBird!
HaikenEdge

11-24-05, 11:53 PM
Had meatloaf in phlegm sauce, served with an ample helping of trout steamed with an brimstone blast... mmm-mmm-mmm toasty!
De Batavier

11-25-05, 07:46 AM
Aslo someone should deleate the mind blade class cuz i think that is illegal.

If you refering to the Soulknife, it's a quote from the SRD and that you can "quote" here with no problem, I believe.
It's not like I'm giving away contents that can't be found on the internet, for free, already.
lostone

11-25-05, 08:19 AM
If you refering to the Soulknife, it's a quote from the SRD and that you can "quote" here with no problem, I believe.
It's not like I'm giving away contents that can't be found on the internet, for free, already.Correct. Anything found in the System Resource Document (http://www.wizards.com/default.asp?x=d20/article/srd35) can be posted elsewhere as long as you don't try to take credit for it as your own work/property. It is allowed under the Open Gaming License (http://www.wizards.com/d20/files/v35/Legal.rtf), which happens to be in the first file on the SRD.
dedicated

11-25-05, 08:52 AM
Almost correct, it's still illegal unless he says it can only be used under the terms of the OGL
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
De Batavier

11-25-05, 09:04 AM
Let's quite this discussion on whether or not I may post the Soulknife here. I already reported my post (with the statement that I may post it) to the Wizo's. I'll hear from them if I must remove the Soulknife or not, further discussion of this subject should be done in the appropiate forum.

Thanks

DB


:cool:
Tiefling_Warlock

11-25-05, 10:55 AM
ok my bad
Thig

11-25-05, 12:31 PM
Been doing a little thinking and compiling (I have everything from the thread and one-step links up through post #283 copied into a Word doc, but have to go to work), and have a couple of little things for your consideration:

There are Ancestry or Bloodline feats in several sources. That's the basis for what I want in my Warlocks: a 1st-level-only feat that specifies the origin of the bloodline. From there, invocation lists explode outward, and the invocations you've all posted get split down those lists.

I have a pretty long list of descriptors, and am now in the process of condensing them along common lines (in particular, according to commonalities among the things that bypass DR). Anybody have any points of origin that particularly stand out? Each Plane (Outer, Inner, and Transitive) should have one, each major Outsider template... This gets us into the neighborhood of 35-40 origin feats before condensing for similarity. Anybody have any other ideas (Hag-spawned? Scion of the Ogre Magi?) I can be working on compiling, condensing, and ultimately writing up?
Master_of_Flames

11-25-05, 02:48 PM
anyone want to help kick the GoPG's butt?
Von Crown

11-25-05, 03:29 PM
Far Realms, for those origin feats.

Also, D_T, yeah, that's pretty much exactly what I had in mind :D
I just had no idea what level it should be. I have a tendency to think anything I think up should be dark... dunno why.
Von Crown

11-25-05, 04:02 PM
One more thing- An invocation I recently thought up.

Thundercloak
[unsure of grade or level, probably dark]; Blast Essence (i.e. both)
As a full-round action, you charge one cloak or other similar garment you hold but are not wearing with eldritch electricity. You store a total of three times your eldritch blast damage (in dice) in the cloak, which you can discharge as a standard action requiring a ranged touch attack, as per a normal eldritch blast. You can also discharge it as a melee touch attack, in which case it does an additional +1 point of damage per die. You need not discharge all of the energy in one attack, but you cannot further charge a given garment while it still retains prior charge, and you may charge only one garment at a time. If you give the garment to anyone else, they may attempt a reflex save to drop it, on a failed save it discharges all remaining energy as if you had suceeded on a melee touch attack, on a success it discharges into the ground. You must make a free action to concentrate to maintain the charge, and must make a concentration check if damaged to maintain the charge. If you do not concentrate or fail a check, all the remaining energy is discharged in a 10 foot radius burst, dealing one third the remaining damage. All the damage dealt is electricity damage. Lastly, a warlock with at least one rank in Perform (Dance) may make such a check one per round as a move action, or as part of any other move action. When this is done, all viewing the warlock must make a will save (DC 10 + one half the perform (dance) check result + the warlock's charisma modifier) or be dazed for one round.
Kobold_Ur_Priest

11-25-05, 04:14 PM
Priest steps into the realm of warlocks, his hood drawn over his head, he drops a small scroll at the Circle and walks off

As Master of the GoUE Outpost bring you a proposal for an alliance against the GoPG.
De Batavier

11-27-05, 11:20 AM
Library Updated.

:cool:


Edited the Invocating Arcanist due to feedback I recieved

:cool:
Malancthon

11-27-05, 04:28 PM
A new prestige class, although mechanically is meant for normal arcane users, I specifically made it for Warlocks. Unfortunatly, I had to create a new Invocation to make it accessable (name yoinked from Zelin)

Unseen Hands
Greater; 5th
Using this invocation allows you to use Telekinesis as a spell-like ability. You manipulate the powers of darkness to manipulate objects telekinetically.

This invocation allows a Warlock to qualify for the Duelist of the Unseen Hand and the Master of the Unseen Hand prestige classes.

And now, the class:

The swashbuckler downed another mug of ale, giving a disgusted look to the pale man in the corner. The pale man had a thin sickly look to him, the kind usually seen on necromancers and other slight magic slingers. Normally, that wouldn’t bother the swashbuckler, but this eldritch fool carried five swords strapped to his belt. ‘A waste’, the swashbuckler thought with a drunken humor, ‘to see those beauties on that pathetic waist.’ The ale fueling him, the swashbuckler got up on unsteady feet and sauntered over to the pale man.

“Wha’tya need alla dem swords for?” he brayed to the man, leering down. “A real man, he needa only one sword!” Pulling out his own fine rapier, the swashbuckler pointed it’s tip towards the sitting duelist. Smiling sardonically, the man replied “Shall we test our skills, then? Will a simple display illuminate why I carry my swords?”

A crowd began to gather, and cheered at the sitting man’s response. The audience moved to give the two duelists room for the fight. The swashbuckler managed to cut a couple of skilled slashes in the air to clear his mind of the ale, drawing gasps of excitement from the crowd.

The pale duelist merely smiled again as he stood to the other side of the makeshift arena. Casually flicking his hands, the duelist summoned eldritch powers, lifting his five swords from their sheaths telekinetically and settling them behind him, each blade tip pointed at the swashbuckler. Silence filled the tavern as everybody stared at the unusual sight. Having gained the initiative, the pale duelist snapped his hand forward, and three swords followed, streaking unerringly towards the swashbuckler. The swashbuckler was able to deflect the first flying blade, but the next two slashed against the swashbuckler’s arms. First blood, and the match, went to the telekinetic Duelist. Silently, the blades floated back into their sheaths. The master duelist smirked once more, paid for his mug of ale, and left the awestruck tavern.


Duelist of the Unseen Hand
Like their brethren, the Duelists of the Unseen Hand use their telekinetic abilities to wield weapons, becoming suprising fencers without the usual skill. Able to hold aloft more weapons than one would think possible, Duelists delight in showcasing their skills, blocking strikes by using only their will-controlled weapons and lashing out to foes beyond their normal reach.

Hit Die: d6
Prerequisites:
To qualify to become a Duelist of the Unseen Hand, a character must fulfill the following requirements.
Skills: Concentration 8 Ranks.
Feats: Proficiency in all simple and martial weapons.
Spells: Able to cast the Telekinesis spell, or access to telekinesis as a spell-like or supernatural ability.

Class Skills
The Duelist of the Unseen Hand’s class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Intimidation (Cha), Knowledge (Arcana) (Int), Profession (Wis), Spellcraft (Int).
Skill Points per Level: 2+ intelligence modifier.

Class Features
Weapons and Armor Proficiency: The Duelist of the Unseen Hand is proficient in light armor and all simple and martial weapons, but not with shields.

Spells per Day: At 1st level and every odd level, the Duelist of the Unseen Hand gains new spells per day as if he had gained a level in a previous spellcasting class. He does not gain any other benefits of the spellcasting class. If the character had more than one spellcasting classes before he became a Duelist of the Unseen Hand, he must decide to which class he adds his Duelist spellcasting levels for the purpose of determining spells per day.

Telekinetic Wielder (Ex): A Duelist of the Unseen Hand develops the ability to wield weapons with his telekinetic power. By maintaining concentration on the combat maneuver version of telekinesis, a duelist can make a single attack with an unattended weapon or one that he is holding, moving the weapon up to 20 feet before the attack. Resolve the attack as normal, except the weapon’s movement doesn’t provoke attacks of opportunity. The Duelist of the Unseen Hand’s base attack bonus on this attempt is equal to his caster level plus his Intelligence modifier (if a Wizard) or Charisma modifier (if a Sorcerer or a creature with the telekinesis supernatural or spell-like ability). Any weapon-related feats the Duelist of the Unseen Hand has (such as Weapon Focus or Power Attack) do not apply when he’s telekinetically wielding a weapon.

The Duelist of the Unseen Hand is especially adept at holding more than one weapon with his telekinetic ability, and is able to wield a number of weapons equal to his levels of Duelist of the Unseen Hand. The unseen hand is only able to wield one-handed weapons, and the Duelist suffers any non-proficiency penalties he might suffer when using the weapon in his hands.

The weapon wielded can be one the Duelist of the Unseen Hand took from a foe on a successful disarm attempt.

Sustained Concentration (Ex): A Duelist of the Unseen Hand is quickly able to move and fight while maintaining his telekinetic ability. It only takes a move action, not a standard action, to use the sustained force version of telekinesis (or simply to maintain concentration so the ability doesn’t end). The Duelist of the Unseen Hand can even cast another spell while maintaining concentration on telekinesis, but doing so requires a successful Concentration check as if the cast was being distracted by a nondamaging spell (Concentration check DC equal to the save DC of telekinesis). It still takes a standard action to use the combat maneuver or violent thrust versions of the ability.

Defensive Stance (Ex): By holding various weapons about him, the Duelist of the Unseen Hand is able to defend himself better. When he has reached 2nd level and is using his telekinetic ability to wield multiple weapons, he can surround himself with his weapons and gain a shield bonus to Armour Class equal to the number of weapons he’s telekinetically holding. A Duelist of the Unseen Hand can only be in one stance at a time, and changing stances is a move action.

Offensive Stance (Ex): Having studied the art of telekinetically wielding weapons, the Duelist of the Unseen Hand has learned how to telekinetically wield his weapons in a manner that inflicts more damage. At 3rd level, while using his telekinetic ability to wield multiple weapons, he can hold them behind him for more powerful strikes, gaining an insight bonus to damage equal to the number of weapons he’s telekinetically holding. This damage bonus only applies to weapons that he is telekinetically wielding. A Duelist of the Unseen Hand can only be in one stance at a time, and changing stances is a move action.

Weapon Thrust (Ex): The Duelist of the Unseen Hand has developed the skill to use the violent thrust more effectively, and at 4th level, the Duelist may thrust as many weapons as he can telekinetically wield to a target within 20 feet of the Duelist. He uses his caster level in place of his base attack bonus when making the attack roll plus his Intelligence modifier (if a Wizard) or Charisma modifier (if a Sorcerer or a creature with the telekinesis supernatural or spell-like ability). If the Duelist is in the Defensive Stance when he uses the weapon thrust ability, his shield bonus drops by how many weapons he has thrown. Likewise, if the Duelist is in the Offensive Stance and uses the weapon thrust ability, the damage bonus is lowered by how many weapons he has thrown. The Duelist gains a bonus to damage equal to his Intelligence modifier (if a Wizard) or Charisma modifier (if a Sorcerer or a creature with the telekinesis supernatural or spell-like ability) while using his weapon thrust ability. Unlike a normal violent thrust use of telekinesis, the weapon thrust does not end the telekinesis effect. A Duelist calls back his weapons on the next round, restoring his stance bonuses, but he cannot make another weapon thrust until the following round.

Multi-Weapon Attack (Ex): A master Duelist of the Unseen Hand can attack rapidly against multiple opponents, using all of his weapons in a flurry of slashes. At 5th level, by using a full-combat action, the Duelist is able to strike with all of his telekinetically-wielded weapons as if he had the Multi-Weapon Fighting feat, using his caster level in place of his base attack bonus when making the attack roll plus his Intelligence modifier (if a Wizard) or Charisma modifier (if a Sorcerer or a creature with the telekinesis supernatural or spell-like ability). He also gains the ability to make additional attacks of opportunity equal to the number of weapons he is telekinetically wielding, similarly to the feat Combat Reflexes. Lastly, the Duelist gains the Whirlwind Feat even if he doesn’t meet the prerequisites for the feat, but the Duelist can only use the feat with his telekinetically wielded weapons. The Duelist is only able to use these abilities to areas he’d threaten as if he was wielding the weapons physically.

BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Telekinetic Wielder, Sustained Concentration
2. +1 +0 +0 +3 Defensive Stance
3. +1 +1 +1 +3 Offensive Stance
4. +2 +1 +1 +4 Weapon Thrust
5. +2 +1 +1 +4 Multi-Weapon Attack

Spells per Day/ Spells Known
1. +1 level of existing spellcasting class
2. -
3. +1 level of existing spellcasting class
4. -
5. +1 level of existing spellcasting class

Notes: The class is shamelessly based off of Joachim Armster of the video game Castlevania: Lament of Innocence (Expect to see stats of Joachim soon as a Warlock/Duelist example character!).

The full BAB of the Master of the Unseen Hand is a waste, since the BAB used is the caster level. So the Duelist is able to use the poor BAB and still come out strong. This class was originally supposed to be a 10 level class (with a 7/10 spell caster level progression), however, Wizards don't get Telekinesis until 9th level, Sorcerors at 10th level, and with the Unseen Hands invocation, Warlocks won't until 11th level. So, I decided a 5 level PrC would suffice.

If anybody has any ideas for refining abilities, please, do share. Likewise, I don't like the names for the Weapon Thrust or Multi-Weapon Attack, so variant names are very welcome.

Hope you guys like him.
De Batavier

11-29-05, 05:36 AM
Greetings Malancthon

Library has been updated.

:cool:
Von Crown

11-29-05, 04:43 PM
So, any suggestions for what grade you think Thundercloak should be? Or does everyone think dark sounds right?
Dogurasu_Thanatos

11-29-05, 06:19 PM
Thundercloak seems alright as a dark invocation, though I would limit it to 1d6/level (max 20d6), and leave the eldritch blast usable.
Vacerious

12-01-05, 11:13 PM
You hear the door creak open, and the wind blows hard as you see a young man, no older than 22, walk in. He is shrouded in a black cloak with a crimson trim. Though you can tell he has a slim face with green eyes, most of his face is covered by a pure white mask that has a strange, almost demonic mark, splattered across it in red dye. You can tell that he has flown in, as his cloak, once a set of shadowy wings, now starts to change back into its original form. He looks up and asks in a gritty, emotionless tone, "Pardon my intrusion, brothers and sisters, but I have heard much of your guild, and I would be honored to learn from the masters. My name is Darius Felron, and I seek power so I can remove a horrible curse that has been placed on my bloodline for many generations. I seek powers untapped so I may slay the foul beast with the very same powers he invested in me and my kin. When I heard of your guild, I searched the world far and wide for your galleon. I plead that you allow me to join your ranks."

OOC: Finally, someplace made exclusively for warlocks. I just hope my DM is willing to let me try some of the invocations you all have listed here. I'll try to bring in some creative material when I can.
De Batavier

12-02-05, 06:00 AM
Karl Abend looks up when the newcomer introduces himself.
So you want to become a member to fight your heritage. So be it. I'll add your name in my book.
Karl dips his pen in the red inkt and signs Vacerious in the big leathery book that resides on his desk.


Welcome Vacerious. Looking forward to your contributions.

:cool:
Vacerious

12-06-05, 01:19 PM
OOC: I'm not quite sure whether this is how you guys post new invocations, but forgive me if I'm mistaken.

Locking and barring the door behind him, Darius turns to Karl and says in his usual monotone voice, "I thank you for your gratitude. In return, allow me to show you a trick I learned from a rogue I once knew. As you all know, our powers allow us to conceal ourselves in the darkness. However, when faced with a situation that hinders our ability to move unseen, such as a locked and barred door, we typically have no choice but to either tear it down and blow our cover or return and find a rogue to open it for us. However, allow me to introduce a newer, more subtler method of opening doors." Darius, now a good 30 feet away from the door, starts to move his fingers and chant an incantation. As his hands glow with eldritch energy, Darius' fingers move slowly, as though performing some delicate task. Upon finishing the incantation, the sound of the door lock opening can be heard, along with the sound of the bar slowly sliding off its hold. Darius opens the door and asks, "It's a little warm in here. Allow me to let some fresh air in." A slight dignified smile crawls across his face.

Deft Hands of the Baatezu
Least, 2nd
You can use Knock as the spell, except the range has been decreased to Close.
Need_A_Life

12-06-05, 04:20 PM
"A task best done with a scroll, if you even need magic," Caladeen the Archwarlock [IMC anyway, he's epic so...], "Any warlock here who cannot stand an open battle but must hide in the shadows as rats or vermin," he sneered, "is not worthy of being here," He throws a small gem at Vacerious' feet and says, "Don't waste your time with that invocation, use that to pay for something better," The Lich touches a golden ring on his finger and a golden chair - though throne would not be misleading - appears and he sits down. "My time upsetting the cosmic balance of things is over, I shall stay here to guide the younger warlocks,"

Now, the invocation is sort of underwhelming, I have a single rank in Open Lock and take 20, adding in my insane ability score modifiers to get one open silently, otherwise I simply blast at the mechanism until it breaks (Traps with contact poison is nasty, though I have since become immune to it I refrain from touching a door unless I have to).
Oh, and if you're new to this I am not trying to insult you in any way, but my character is an arrogant bastard with little patience for those less capable than him (he hasn't found anyone more capable than himself yet).

The warlock class is growing on me, I am playing another warlock now; an imp warlock.
I love the fact that simply taking a devil for my race means that I already have the powers that many invocations are supposed to mimick by the time I take my first warlock level [Imp 7/Warlock 3 ATM].
Von Crown

12-06-05, 04:56 PM
Mordred reads over the invocation carefully. "It's interesting, but limited in scope. I would think that perhaps a short-range, high precision telekineses effect may perhaps be somewhat more useful? Such an invocation would allow one to directly open the mechanism, but would also have other uses as well. Leave the spell that can be specifically warded against to the mages, and create something useful in more situations that the abjurers won't forsee. Also, thatidea would not be able to, say, disarm a trap.But a short-range telekinesis, however... Do you seemy meaning? Think more broadly than what the mages have already created! There is far more magical potential thatis yet unharnessed! We must secure forourselves what power we can, my fellows. And Caladeen," Mordred wheels on the lich, "do not idly mock those who do notchoose an overt display of force in every action. The guile and cunning of some is always more than you will count on. If you do not understand the value of subtelty, then perhaps have not reached as far in the grand scheme of things as you have thought. And now, I must take my leave of this place for the time being." Mordred leaps off the edge of the airship, and a massive Dread Dragon catches him on it's back and wheels around toface the ship "And Sarakha, I have not yet thanked you properly for this fine pet. I had been wondering for a whilewhat sort of dragon to take for a steed, and this ft the bill perfectly. I raised him in a plane with a different flow of time, if you hadn't guessed. Until next we meet, farewell!" The dragon flies off into the distance.

Also, I just thought of another invocation that would will that role-
I'm just doing this off the top of my head, so it'll need work.

Glas Chairm
Lesser, 3rd
This invocation has three effects. First, it may open a lock as the knock spell. Second, you may target one canine creature (DM's discretion), who must then make a will save or be unable to make any sounds vocally for one round/level, and last, you may choose to gain a +15 circumstance bonus on diplomacy checks made against subjects of the opposite gender.

I'll give a cookie to anyone who can tell me where I got that.
Vacerious

12-06-05, 09:29 PM
"A task best done with a scroll, if you even need magic," Caladeen the Archwarlock [IMC anyway, he's epic so...], "Any warlock here who cannot stand an open battle but must hide in the shadows as rats or vermin," he sneered, "is not worthy of being here," He throws a small gem at Vacerious' feet and says, "Don't waste your time with that invocation, use that to pay for something better," The Lich touches a golden ring on his finger and a golden chair - though throne would not be misleading - appears and he sits down. "My time upsetting the cosmic balance of things is over, I shall stay here to guide the younger warlocks,"

Now, the invocation is sort of underwhelming, I have a single rank in Open Lock and take 20, adding in my insane ability score modifiers to get one open silently, otherwise I simply blast at the mechanism until it breaks (Traps with contact poison is nasty, though I have since become immune to it I refrain from touching a door unless I have to).
Oh, and if you're new to this I am not trying to insult you in any way, but my character is an arrogant bastard with little patience for those less capable than him (he hasn't found anyone more capable than himself yet).

The warlock class is growing on me, I am playing another warlock now; an imp warlock.
I love the fact that simply taking a devil for my race means that I already have the powers that many invocations are supposed to mimick by the time I take my first warlock level [Imp 7/Warlock 3 ATM].

OOC: fair enough, but allow me to make a few points.
A: The character's name is Darius , not Vacerious.
B: That was my first attempt at making any form of spell/invocation...ever. so its fair to say i'm new at this.
C: With only 9 HD, it's pretty clear Darius isn't epic yet, so the Epic Skill Focus feat still isn't an option yet.

either way, time for a short retort. no hard feelings. thanks for the critique everybody.

As the gem rolls and taps his boot, Darius stares back at the lich with a cold glare. Picking up the gem, Darius vaporizes it with some eldritch energy and says, "If I wanted the pity of a rotting corpse, I'd find a cleric to speak to the dead for me. Some of us are not given our powers with no strings attached." Opening the door, Darius' cloak turns back into the shadowy winged form. Turning his head, Darius said, "Just you wait, lich. One day, I will come back, and you will have your challenge. For now, though, I'll develop my powers. Now if you all will excuse me, I have drow to slaughter." Darius then takes a running leap off the deck and soars back down to the surface.
Tiefling_Warlock

12-06-05, 09:35 PM
New Idea!

Soul Eater, Lesser
When you kill a person when you are under this effect you heal hp equal to your levels in a spellcasting class. To gain your the life you must end your turn within 5 feet of that person's corpse. The "soul" where you get the life from dissapates after 3 turns so you cannot pick up the life. When under this effect you lose one hp per turn. You can turn this ability off and on as a full round action.

Is this a little over or under powered?
This was pulled from the new Prince of Persia game, Prince of Persia3: The Two thrones I suggest for you all to buy all three!

Also...
Soul Chain, least or lesser
You make a chain which you are proficient in. As a free action you can put blades(to make it into a spiked chain) or take them away make it up to 20 feet in legth( but only has a 15 foot rea and gain plus 4 to climb and use
rope checks with this. It takes a move turn action to make the chain. It does damage equal to half of your eldritch blast damage. This weapon cannot hurt you. When this is formed you cannot use eldritch blast.

And a chain for leaps and bounds giving a total of +6 for least +10 for lesser (but climb is added as well) +14 for greater and +18 at dark
Von Crown

12-07-05, 06:37 PM
Woah... that's like... colorful man...

Anyways...

Soul Eater

A little indefinite. I'd specify if they're temporary hit points or actual healing. I'd also just say 'caster level' to imply warlock, 'cuz the alternative seens like it'd have several loopholes. I'd also clarify what you mean by the soul dissipating in three turns, as this could mean you lose the HP at thattime,that during that time they cannot be brought back from the dead, that after that time they cannotbe brought back from the dead (with exceptions), orany number ofother things. Then,I'd specify that you take damage not subject to any reduction, not lose HP, for semantics reasons.

Soul Chain

I'd put the +4 bonus in a differentsentence, as that seems a bit odd as is. 'Move Turn Action' is killing me. Since it uses EBdamage and prevents you from using EB whle it's in effect, I'd make it a Blast Shape invocation. And I'd change 'When this is formed' to 'While this chain is formed'. Again, semantics.

Anyways, no opinions or guesses for Glas Chairm?
Tiefling_Warlock

12-08-05, 07:13 PM
The elf girl walks down the stairs and you wonder "when did she leave?" when she gets to the bottom the says " I have found a very...interesting item" she then holds up a flame red bra decorated with red feathers and beads. "I will give a copy of this to whoever can guess it's use. I am now going to my room to put it on... good bye." and she walks off

no it doesn't control fire elementals...but it does have to do with fire...
Von Crown

12-08-05, 07:42 PM
"It doesn't control fire elementals, does it? My other guess would be that it is similar in function to a chasuble of fell power..."
Ravenscroft

12-08-05, 11:04 PM
a flame red bra decorated with red feathers and beads.

no it doesn't control fire elementals...but it does have to do with fire...

This is a Major Artifact , part of a set known as :
"The Lingerie of the Hag Countess"
(her picture is on page 157 of The Book of Vile Darkness).
All these items relate to Guile and Seduction.
The full set includes Brassiere , Panties(Thong) and Fishnet Stockings.

The basic ability all have in common is :
Total Immunity to Fire (magical or mundane).
Von Crown

12-08-05, 11:54 PM
"That was more to check that you weren't making a horrid pun on an existing item, for the most part. Due to your mentioning it here, is it safe to presume it has something to do with warlocks, correct? Perhaps it allows the wearer to deal fire damage with eldritch blasts, perhaps duplicating the effect of the brimstone whatever invocation, I've never been a particular fan of fire damage... Perhaps it functions similarly to a Crimson coat of Irwhatever? A few obvious fire references aside, I've another avenue of thought to purue... Does it pertain in some way to Phoenixes or Firebirds? Or perhaps Phoera or Phoelarchs?"
Tiefling_Warlock

12-09-05, 05:46 PM
none right to far...
yes it is a pun on an existing item though...
ill give a hint a day..
todays hint is it is a girls best defense
no it does not (oddly) have to do with warlocks (though it does have to do with arcane magic)
Von Crown

12-09-05, 10:47 PM
"Would it perhaps be a brassiere of armor, would it?? Or some other item typically designed as a bracer? What my first thougth was along the lines of a brassiere of Comanding fire elementals, a more obvious pun."
Tiefling_Warlock

12-10-05, 01:13 PM
No it's not that
You are looking the wrong direction is my hint today
De Batavier

12-11-05, 12:18 PM
Library Updated.
Hope I didn't miss stuff ;)
Other things to do.
Later

:cool:
Tiefling_Warlock

12-11-05, 05:51 PM
todays hint is the base item is in the dungeon masters guide. 2 more days until i reveal what it is!
gabrion

12-11-05, 06:56 PM
Um...is it an item that has the same effect as the Robe of the Inferno?
Tiefling_Warlock

12-11-05, 07:06 PM
I don't think so. I have never heard of a Robe of Inferno but im pretty sure it isn't
gabrion

12-11-05, 07:26 PM
I don't think so. I have never heard of a Robe of Inferno but im pretty sure it isn't

Lol...I read your early post that said "...Dungeon Master's Guide. 2 more days..." and I didn't see the period, so I thought you were talking about the DMG2 (which has the Robe of Inferno in it). My bad.
Demonfey

12-11-05, 07:29 PM
You know, you should put some of this on the materials approval thread. So much of this would come in handy...
Tiefling_Warlock

12-11-05, 10:15 PM
See I don't own DM2 but I have read a lot of it (thanks to my dm) so i know some items and not others.
Von Crown

12-12-05, 04:50 PM
"Does it work like a necklace of fireballs or helm of brilliance, perhaps?"
Tiefling_Warlock

12-12-05, 06:11 PM
Good job! The name of this marvolous magic item is a Bra of Fireeball! You will fing one (or the necklace version of it) in your room!

todays hint was the beads were the important part.
Tiefling_Warlock

12-12-05, 06:12 PM
Good job! The name of this marvolous magic item is a Bra of Fireball! You will find one (or the necklace version of it) in your room!

todays hint was the beads were the important part.
Von Crown

12-12-05, 09:45 PM
Aha! Which type, or is there something different?

Anyways, at The Adventures of Mordred and Shorteus (http://home.comcast.net/~n.sattler/), scene 4 has arrived! Huzzah!
Telathidar_Mhaelin

12-13-05, 03:14 PM
I am in the process of writing an OGL supplement featuring several warlock characters. Is the content (new feats, Invocations, classes and PrC's, equipment) here considered OGL? how do I go about using it properly and appropriately if so? Please PM, and post reply here! Thanks!
De Batavier

12-13-05, 04:06 PM
Concerning this I'll quote my reaction to a similar request.


[legal]I too don't mind someone using my stuff as long as it's clear that I am the original author and that it's for a free publication. Furthermore I ofcourse reserve the right to publish my own stuff at a later date under my screen, real or any other name I think up..[/legal stuff] ;)



If you request money for your publication, I want to be paid for my creations.
Telathidar_Mhaelin

12-13-05, 04:54 PM
how about if it's free? is it sufficient to list the members of the Warlock's Circle and the content generated by those members, or does each specific thing have to be credited to each specific member?
De Batavier

12-14-05, 06:47 AM
If it's free I personaly don't mind, but I do want that it's clear what I created. Which isn't hard to find out. All stuff in the linked libraries is by member and in the other libraries I've put a small list in front of the stuff telling who created what... :D

So if it's a free publication use my stuff but make it clear that it is my (De Batavier) stuff. Can't speak for the other members, but seeing they posted their stuff here, I don't think they will have a problem with a free publication as long as their names are mentioned with their stufff, but, as I said, I can't speak for the others.

I also would like a copy (E and/or hard) of the publication, or a link to it here on the Circle.

Good luck with your publication :)

:cool:
Telathidar_Mhaelin

12-14-05, 12:10 PM
thanks. it will be quite some time before the thing is ready (1 year plus). i thought i'd ask now so i didn't have to do tons of revision if permission was denied.
De Batavier

12-15-05, 04:08 PM
Fiendish Inspiration
lesser 3rd

Using this invocation the warlock becomes feverish and itches to create a piece of art. Once he starts his project he can't help himself but to spend all his time creating.

Whenever a Warlock using this invocation makes a perform or craft check, he can throw two dices and use the highest. He also gains a +4 fiendish bonus on his craft or perform check. Also the creation time is for his piece of art1 is cut in half2
These benefits come with a price. The Warlock almost literally burns with inspiration. Every hour he takes 2 points of subdual heat damage3. A Warlock under the influence of this invocation however does gain a +1 on saves against cold effects.

If the Warlock wants to stop creating, he must make a will save against DC 13 + his own charisma modifier. He has basically enchanted/cursed himself. This save can be made once a hour every hour. If the Warlock doesn’t make the save a cumulative 2 extra points4 of subdual damage are gained. So a second missed save would deal 4 points of extra subdual damage and a third missed save 6 points of extra subdual damage etc

Duration of this invocation is until the product is finished or the Warlock makes his save. This invocations is similar to a curse in the sense that remove curse5 is needed to end the invocation before a finished product when saves are missed. The Warlock can’t use remove curse on himself in this way.

Special: The Warlock can use this invocation only once per product. So he can’t stop during creation to later come back and use this invocation again. To continue creation on a product on a product once stopped before completion requires a new relevant check with a –4 penalty, because the Warlock lacks the inspiration required. Also completion requires the normal amount of time.

1. Art is the subjective experience of the Warlock. He considers everything he creates under influence of this invocation art.
2. This is applied after other reductions due to feats or class abilities have been calculated.
3. This is comparable to the heat damage gained in a desert or other hot environment.
4. Besides the damage already gained that hour by usage of this invocation
5. Of course other more powerful spells that remove curses can also be applied.

Clarification: When a Warlock stops creating (by making the save) you basically divide the creation process in two parts. One part under the influence of this invocation, with the bonus and the time reduction and one part not under the influence of this invocation, with the penalty and normal creation rules and time.

Heavenly Inspiration
lesser 3rd

The Warlock gets divine inspiration to create a piece of art.

A Warlock under the influence of this invocations gains a +10 celestial bonus to a single craft or perform check.
Special: This invocation can only be used once per product created.




:thinks:

:cool:
Von Crown

12-15-05, 04:36 PM
Very cool. One thing, however, is a question I have.

The Warlock using this invocation can make two checks and use the highest on any perform or craft check.
Do you mean you can take twenty, or you can traet those skills as if you had ranks in them equal to your highest craft or perform skill, ranks equal to the maximum skill ranks for you class, or something else entirely? Also, if the third of those, is the skillcap 1/2 normal for cross-class skills? Oh wait, or is it you roll twice and use the highest? That what it looks like now, but I didn't see that before. You may want to change the wording to make that clearer.
also-
Also he must make a will check agains DC 12 + his own charisma modifier, if he wants to stop creating.
Will check? Is there any difference between that and a will save? Also, I'd specify what type of action it takes to try stopping, or at least state that you can only try once per round, and even then maybe only once a inute or hour or something, that's up to you.
Lastly, maybe you might want to have a penalty that lasts a while when you stop, and/or a negative consequence for failing a will check/save other than not being able to stop. Just a thought.
De Batavier

12-16-05, 06:01 AM
Thanks for the feedback. I agree I could phrase it a bit clearer. Will edit the post.

:cool:
De Batavier

12-16-05, 06:43 AM
Library Updated.


:cool:
Need_A_Life

12-16-05, 02:12 PM
OOC: fair enough, but allow me to make a few points.
A: The character's name is Darius , not Vacerious.
B: That was my first attempt at making any form of spell/invocation...ever. so its fair to say i'm new at this.
C: With only 9 HD, it's pretty clear Darius isn't epic yet, so the Epic Skill Focus feat still isn't an option yet.

either way, time for a short retort. no hard feelings. thanks for the critique everybody.

As the gem rolls and taps his boot, Darius stares back at the lich with a cold glare. Picking up the gem, Darius vaporizes it with some eldritch energy and says, "If I wanted the pity of a rotting corpse, I'd find a cleric to speak to the dead for me. Some of us are not given our powers with no strings attached." Opening the door, Darius' cloak turns back into the shadowy winged form. Turning his head, Darius said, "Just you wait, lich. One day, I will come back, and you will have your challenge. For now, though, I'll develop my powers. Now if you all will excuse me, I have drow to slaughter." Darius then takes a running leap off the deck and soars back down to the surface.

"Bold words for one so young," Caladeen says to himself as Darius flies away. "With that attitude he won't last long," he added, almost as an afterthought.
OOC:
I know that it was your first try and it was probably better than my own first tries, but I tried to give critisism(sp?) on it, my character expressed himself quite rudely, but that is not to be taken seriously out of game.
Von Crown

12-16-05, 06:36 PM
Critique part two (more questions have occured)

Also the creation time is for his piece of art is cut in half
Does the invocation function only for 'artwork', or any craft checks? If the former, what counts as 'art'?

Every hour he takes 2 points of subdual heat damage.
Is this the same as fire damage, or do you mean it's treated as subdual damage from heat, like in a desert?

If the Warlock wants to stop creating, he must make a will save against DC 13 + his own charisma modifier. He has basically enchanted himself.
Does that meanthat this should be considered a mind-affecting effect? If so, thewhole thing, or just that part? I'd say thewhole thing is mind-effecting, and I can't recall whether you can lower immunities by default.

Duration of this invocation is until the product is finished or the Warlock makes his save.
What happens if someone dispells the invocation? I could see specifying that the invocation actually has an instantaneous duration, and perhaps even that the aftereffects (such as not stopping) could posibly be nonmagical. Another thing I think would really add to the flavor would be saying that it can't be dispelled normally, and it takes something that can get rid of a curse (i.e. remove curse, etc.) for someone else to get rid of it (I could even see any adventureidea now, warlock starts project actually too difficult to finish within his lifetime, and someone poisoned him to lower is will save. Someone needs to use remove curse to save him).

Also,did you intentionally leave the bonus for Heavenly Inspiration non-typed?

I hope I don't seem too pesky with all these questions...
And no feedback on Glas Chairm? If anyone want's to know, check this (http://www.pantheon.org/articles/g/glas_chairm.html) out.
Tiefling_Warlock

12-16-05, 09:13 PM
Um what exactly is this thingy guild war thing that u were making your ship for? Is it on the internet? Or do I have to live somewhere? What do i need to do to join? Any other info would be nice as well.
Sephiroth Do'Urden

12-17-05, 12:23 AM
Ahhh! The happy Warlock bunny has taken hold of our Tiefling_Warlock I see! :D

Comming up tomorrow: More Phlgem and something more...
Zombomaniac

12-17-05, 12:54 AM
@everyone
My old PC Cazic is coming back. He will still be Wizard, but his race and personality are going to change. I'll have him make a intro post pretty soon. That is assuming you'll still have him in your guild?

Um what exactly is this thingy guild war thing that u were making your ship for? Is it on the internet? Or do I have to live somewhere? What do i need to do to join? Any other info would be nice as well.
The Guild Wars in the Forum your posting in right now. :rolleyes:

Yes it is on the internet and no you dont have to live somewhere. Well mabye on the planet Earth, but we've been debating that little issue. ;)

Just post here in the Guild House Forum, make a character, blah, blah, blah. :D
In the Please Read: Important Threads on the Boards sticky you will find everything you need. If you dont understand something or you think something is done wrong dont hesitate to comment on it. The perspectives of everyone here is what makes this such a great place.

Anything else you need to know?
Tiefling_Warlock

12-17-05, 11:07 AM
I can't find forum. can you plz make a link there?

wait you mean like post my char. here? Or like make it off some software somewhere in the Wizards website?

When does it start again?
De Batavier

12-20-05, 09:15 AM
Critique part two (more questions have occured)


Does the invocation function only for 'artwork', or any craft checks? If the former, what counts as 'art'?


It's art in his mind, for everybody else it's just an object or something created through performance.


Is this the same as fire damage, or do you mean it's treated as subdual damage from heat, like in a desert?


Like in a desert


Does that meanthat this should be considered a mind-affecting effect? If so, thewhole thing, or just that part? I'd say thewhole thing is mind-effecting, and I can't recall whether you can lower immunities by default.

It's not pure an effect of the mind. Not only is the "inspirational" better, also the ability to physically complete the "art" is better.


What happens if someone dispells the invocation? I could see specifying that the invocation actually has an instantaneous duration, and perhaps even that the aftereffects (such as not stopping) could posibly be nonmagical. Another thing I think would really add to the flavor would be saying that it can't be dispelled normally, and it takes something that can get rid of a curse (i.e. remove curse, etc.) for someone else to get rid of it (I could even see any adventureidea now, warlock starts project actually too difficult to finish within his lifetime, and someone poisoned him to lower is will save. Someone needs to use remove curse to save him).


Good points. i think I'll edit them in and maybe make the not realy art part clearer.


Also,did you intentionally leave the bonus for Heavenly Inspiration non-typed?


Yep. Or do you have a good suggestion.


I hope I don't seem too pesky with all these questions...
And no feedback on Glas Chairm? If anyone want's to know, check this (http://www.pantheon.org/articles/g/glas_chairm.html) out.

No go ahead and keep asking questions.
Sorry don't have feedback for you :embarrass
Von Crown

12-20-05, 05:09 PM
On heavenly inspiration, perhaps it could be something alng the lines of a celestial bonus, or something? The main reasonI asked is becausein the other one you specified the bonus as a fiendish bonus.
A bit of pseudo-flavor kinda hit me on fiendich inspiration, dunno what you'd think. Maybe anything created while under the effects of the invocation is sort of 'twisted' or disturbing in some way, etc.You ight even say something along the lines of + 25%sales price toevil creatures, -25% sales price to good creatures or something along those lines. Just an idea that hit me.

So no-one thing Glas Chairm is too utilitarian or anything? No cries of 'Three discrepant boni! He must be mad!"? In that case, I'll say it's done once I get level stuff. Does lesser sound okay?

One last thing, how do you do that superscript format thing? I.E.it looks like blah squared, if ya don't get that. ;)
De Batavier

12-21-05, 07:40 AM
Glas Chairm
This invocation has three effects. First, it may open a lock as the knock spell. Second, you may target one canine creature (DM's discretion), who must then make a will save or be unable to make any sounds vocally for one round/level, and last, you may choose to gain a +15 circumstance bonus on diplomacy checks made against subjects of the opposite gender.


Oké I'm giving the feedback a try, now that I have the time to do it properly. ;)

I assume that the effects are instantaneous. So can you create all effects at the same time or do you have to specify which is used.
Example, guard before locked door. Can you knock the door and diplo check the guard at the same time or does that require an extra round of using this invocation?

I assume canine as in dogs and wolfs, how would it effect werecreatures or magical beast that resemble canine's. Does it effect gnolls, though they do remind me more of hyena's. ;)

Other than that I don't see things at this point. Think Lesser is okay if you need to use the invocation seperatly for each useage.

Superscript and subscript can be created with the following code tags:

[ sup ] for super
[ sub ] for sub


Have edited the celestial bonus in :D

:cool:
Tiefling_Warlock

12-25-05, 09:19 PM
Can you put in a link for where i should post my Char. for playing online?
Deviston

12-29-05, 09:46 AM
New topics of research.

1. Incarnum and warlockry combining and new PRCS (( such as the Soulcaster ))
2. The shade template and warlockry/incarnum/illumians.
3. New Illumian sigils to accompany all casting (( divine, arcane, psionic and what have you )) and warlockry, along with incarnum and warlockry.
Dark Voivode

12-30-05, 02:35 PM
While I have been lurking at this board absorbing all the Warlock goodness, I have never posted here until now.

I have been talking with Dogurasu_Thanatos about this for a while and ChaoSlayer had the same idea which he submitted to UnCon about converting the Bard to a Warlock-type class... Converting the spellcasting and Bardic music into invocations and giving the EB a sonic scream twist.

What I was wondering is if this is the wrong place to make such a proposal and if anyone is interested in this idea. Being that so many of you have a much greater knowledge of the workings of the Warlock, your help would be greatly appreciated. Especially since I'm not even sure how to start. :embarrass

If I have intruded, or offended, I ask your pardon. Thank you.
De Batavier

01-04-06, 10:32 AM
Go ahead. This place is for discussing the Warlock and creating new stuff. Think a Warlocklike bard is cool.
De Batavier

01-04-06, 10:36 AM
Can you put in a link for where i should post my Char. for playing online?

think you can find your answers here (http://boards1.wizards.com/showpost.php?p=5996186) Think you should check out the whole thread here (http://boards1.wizards.com/showthread.php?t=417444)

I hope these are the most current versions of the rules.


:cool:
Dark Voivode

01-07-06, 05:11 PM
Thanks for the go ahead De Batavier, I really appreciate this.

Alright, let's start with some simple things.

The Choralist

BAB: Since both the Bard and the Warlock share the same BAB, I figured I'd just leave that alone.

Saves: I've decided to use the Bard's saves. Suits the idea better.

Skills: So far I can't think of any reason not to go with the Bard's skill set and skill points.

Weapons and Armour Proficiencies: Again, I decided just to stick with the bard on this one, with one minor change: No shields.

So, as far as pieces from the Warlock, I was thinking that Damage Reduction and Fiendish Resilience were unnecessary to the equation. Energy Resistance specific to sonic damage would be included, however.

I was also thinking of reducing the blast to 1st, 3rd and every three levels thereafter or is that too much of a reduction?

Since I'm using Invocations instead of a spell list and bardic music, should I double the number Invocations? Is that enough?

Everything else is a process of seeing which of the Warlock Invocations fit the concept, adding the bardic music and some select (mainly sonic) spells to the list, and renaming everything. Yeah, the hard part.

Questions? Comments? :help:
De Batavier

01-08-06, 08:41 AM
Thanks for the go ahead De Batavier, I really appreciate this.

No problemo.


BAB: Since both the Bard and the Warlock share the same BAB, I figured I'd just leave that alone.


Seems resonable


Saves: I've decided to use the Bard's saves. Suits the idea better.


Agree


Skills: So far I can't think of any reason not to go with the Bard's skill set and skill points.


It would fit with the fact that all other things are more bardlike too.
On the other hand the Warlock has only 2 skillpoints and the bard 6, maybe 4 would be more fitting depending on the other strengths.


Weapons and Armour Proficiencies: Again, I decided just to stick with the bard on this one, with one minor change: No shields.


agree.


So, as far as pieces from the Warlock, I was thinking that Damage Reduction and Fiendish Resilience were unnecessary to the equation. Energy Resistance specific to sonic damage would be included, however.


Yes changing it to sonic is good. The other abilities depend on how powerfull the class becomes. Seeing that you keep the UMD abilities it should suffice.



I was also thinking of reducing the blast to 1st, 3rd and every three levels thereafter or is that too much of a reduction?


Depens on the flavor you want to give the class. Even removing it entirely, or making it an optional thing seems fitting to me.


Since I'm using Invocations instead of a spell list and bardic music, should I double the number Invocations? Is that enough?


This entirely depend on how you resolve the above points. Giving more invocations is very powerfull.
Think the bardic music abilities should be changed in free "invocations" or spellike abilities that can be used a number of times a day (at least equal to bardic music) and that you then can stick with the normal Warlock progression. Seeing how detect magic is an ability the Warlock gains, maybe a Choralist should also gain identify. Giving it more the Loremaster flavor a bard has, imo.


Everything else is a process of seeing which of the Warlock Invocations fit the concept, adding the bardic music and some select (mainly sonic) spells to the list, and renaming everything.

Yes agree. The Bardic Music should be kept in one way or another. Sonic spells, illusions, maybe even divinations are fitting the flavor, imo.

Cool idea

:cool:
LiamDeclan

01-11-06, 03:03 PM
Hi, I am looking for a more consolidated list of all the Warlock stuff that has been created on your Warlock Circle. I may just have gotten them all by now but was wondering if anything new has been made or if there are other links other than the library, and the 2 circle threads for Warlocks.
De Batavier

01-12-06, 08:01 AM
All the Circle's stuff should be in the Library or one of the Archives. In the first post there are links to other Warlock threads, some of them may have homebrew stuff in them.

:cool:
Malancthon

01-12-06, 03:00 PM
So, it's been a little more than a month since I posted this (http://boards1.wizards.com/showpost.php?p=7855251), but other than getting it in the library, no real responce.

Any criticisms? Yay or nay?

I did create a sample character, but not sure if I should put it here or not.

Another thing. What would it cost, beit feat or an LA template, to gain the ability to have one 'floating' invocation? Such as, a Warlock has the ability to change, once per day, one invocation per rank (least, lesser, greater, dark).
Von Crown

01-12-06, 10:24 PM
Sounds a bit much for just one feat, though I could possibly see specifically for each grade, each requiring the onea single step lower. Even then,It's a very powerful ability, IMO.

With the PrC, you might wanna specify that it's your caster level for telekinesis for the BAB with telekinetic wielder, and just say it uses your relevant ability score modifier for telekinesis (On the off chance of, say, a creature with an int-based telekinesis supernatural ability, for example).
Sephiroth Do'Urden

01-12-06, 10:52 PM
I have read through your Prc and I like it a lot! I would sugest a few changes in names though:
Off stance: Flying Daggers ^^ :P
Def stance: Wall/Barrier of swords
Multi Attack: Rain of blades

The Invocation seems a little overpowerd tough...

Floating Invocation? Sorta like the Chamelon bonus feat right? Perhaps you could take a floating Invocation and use it on lower level Invocations?

And keep on with your work! Good work!
Malancthon

01-12-06, 11:14 PM
Truthfully, I was thinking a template or one of those "can only be taken at first level" feats, to represent a bloodline, for the floating invocation (yep, just like the Chameleon's floating feat).

Keep in mind, the Invocation requires at the earliest, 11th level. That's a long wait. Granted, I am not the most profiecent in using the telekinesis abilities, but it was mostly used for flavour when I playtested the character. He was strong, but he was also 17th level.

Name changes are pretty good... but I'd probably use them as more of a character device instead of a class ability name.

I pretty much ripped the description of what the relevent ability is from the Master of the Unseen Hand, so I place most of the blame for the wording on WotC. It's been suggested before to rewrite the description to allow different relevent attributes.
Sephiroth Do'Urden

01-12-06, 11:30 PM
I was just joking with Flying daggers :D No offence, but a pun, intended!
I seem to recall that we allready have a Invocation for telekinesis but with a range of short. Hmm...
HaikenEdge

01-15-06, 01:55 PM
Sorry for sleeping on this thread. Been a little busy lately, basically making wallpapers for friends and such...

Anyways, here's my contributions for today:

Eldritch Wrath
Dark Invocation, Eldritch Essense & Blast Shape, 9th
Unlike a normal eldritch blast, Eldritch Wrath requires you to make a melee touch attack rather than a ranged touch attack against your target. On a successful hit, your victim takes damage as if your eldritch blast was intensified (maximized, then doubled); additionally, the victim of the Eldritch Wrath must make a Fortitude saving throw (DC 10 + Warlock's class level + Charisma modifer) or die instantly. Eldritch Wrath ignores spell resistance.

However, after using Eldritch Wrath, you are unable to use any invocations until you have rested without interruption for a full 10 rounds (1 minute), which is impossible during combat.

For example, on a successful Eldritch Wrath, a 16th level warlock with a Charisma score of 18 would deal a total of 7d6 maximized and doubled, or 84 damage. Moreover, her/his victim would be required to make a Fortitude saving throw against DC 30 (10 base + 16 warlock levels + 4 Cha modifier), or die instantly. Afterwards, however, the warlock would be unable to use any invocations for the remainder of the encounter and then some.

Notes: This invocation was inspired by of Scar from Full Metal Alchemist. Personally, I think it's a tad bit underpowered due to its drawbacks, but I think, flavor-wise, it feels relatively balanced. I kind of imagined it like a one-shot, barbarian rage deal; of course, compared to the rage, this feels much too weak. Maybe if I add a tidbit about having to save against massive damage on top of the Fort save for the invocation?


Arcane Grounding [General]
Like a magical lightning rod, you attract eldritch energies to yourself to augment your powers.
Prerequisites: Arcane Battery, Charge Invocation, Empower Spell-like Ability, Concentration 15 ranks, Knowledge (arcana) 15 ranks, Spellcraft 15 ranks
Benefits: All eldritch blasts aimed at you, or anything within 5 feet of you, automatically hits you, whether you are its intended target or not. You take half damage from eldritch blasts and are not affected by the eldritch essense(s) applied. Moreover, the next eldritch blast you cast is considered to be empowered, although it does not count against your limit for Empowered Spell-like Ability.
Normal: You do not attract eldritch blasts, you don't take half damage from eldritch blasts, you don't ignore eldritch essenses, and you damn-well don't empower eldritch blasts simply because you got hit by one.


Arcane Short Circuit [General]
When you die, you go boom!
Prerequisite: Ability to use invocations, Arcane Battery, Charge Invocaton, Spellcraft 15 ranks
Benefits: When you die, your body explodes in a blast of eldritch energy, dealing 1d6 damage per spell level charged to everything within a 20 foot radius, Reflex save (DC 10 + Warlock level + Cha modifier).
Normal: You don't explode when you die.
Special: Because your body is destroyed when you die, you can't be raised by a Raise Dead. Moreover, if you are killed by a spell or effect that destroys your body (such as disintegrate, you don't explode.
gabrion

01-15-06, 05:29 PM
One thing to take note of is that there are a couple ways that a character can become immune to fatigue, which would make this a really dangerous invocation.
HaikenEdge

01-15-06, 06:09 PM
So, maybe make the warlock straight up unable to use invocations until (s)he rests those 10 minutes? Or should I just make it the duration of the encounter?
gabrion

01-15-06, 07:24 PM
So, maybe make the warlock straight up unable to use invocations until (s)he rests those 10 minutes? Or should I just make it the duration of the encounter?

I think either of those options would do the trick.

BTW, I love anything inspired by FMA!
HaikenEdge

01-15-06, 08:28 PM
Editted with the fix (10 minutes of uninterrupted rest). Honestly, Scar can use the ability multiple times in a row, but, then again, it's an attribute of his arm, not of himself, so I think it's relatively fair as is.

I also like FMA. Lots and lots.
gabrion

01-16-06, 01:38 AM
Editted with the fix (10 minutes of uninterrupted rest). Honestly, Scar can use the ability multiple times in a row, but, then again, it's an attribute of his arm, not of himself, so I think it's relatively fair as is.

Ya, I think his arm would pretty much have to be an artifact in D+D terms, since it contains the essences of a whole $hitlo@d of dead people (didn't it hold the essence of the philosopher's stone?).
technodemon

01-16-06, 10:45 AM
I all I am back, and I am now an 8th Warlock. I survived this long, surpisingly :)
Anyway I can now attack twice and wanted to know what would be the best tactic for a warlock for combat. Like what would be a good seconary attack after using the Eldritch Blast?
Von Crown

01-16-06, 11:29 AM
You mean in the rund after, right? 'Cuz since Eldritch Blast is a standard action, not an attack action, you can't do anything except move if you haven't (or other move-equivalent action). In any event, I'd say eldritch blast again, perhaps? :mage:

Also-

On Eldritch Wrath-
Honestly, I could see it being safe making them have to just rest for 1 minute. 10 seems a tad harsh, but that might just be me...

Revising...
Glas Chairm
This invocation has three effects. First, it may open a lock as the knock spell. Second, you may target one canine creature (DM's discretion), who must then make a will save or be unable to make any sounds vocally for one round/level, and last, you may choose to gain a +15 circumstance bonus on diplomacy checks made against subjects of the opposite gender. You may use only one of these effects each time you use the invocation, but you still have acsess to all three. A canine creature includes any creature that is similar in form to normal canines, such as blink dogs, werewolves in wolf form, etc.

And I don't know abut Gnolls, because I can't remember if Hyenas are considered canines or not.

Edit: They aren't, so it wouldn't work on Gnolls
tharivol266

01-16-06, 01:48 PM
I think either of those options would do the trick.

BTW, I love anything inspired by FMA!

who doesnt love FMA? im kinda sad that scar dieed. him and greed were my favorite non-protagonist characters.

anyways i personally would drop the rest time down to one minute because one use of it could mess up the entire party if something surprised them like right after(including adding to the encounter)
HaikenEdge

01-16-06, 03:40 PM
Ya, I think his arm would pretty much have to be an artifact in D+D terms, since it contains the essences of a whole $hitlo@d of dead people (didn't it hold the essence of the philosopher's stone?).

Actually, I think Scar's arm is the Philosopher's Stone.

Yeah, I guess the 10 minutes thing is too harsh... I'll change it to 1 minute.
tharivol266

01-16-06, 07:46 PM
Actually, I think Scar's arm is the Philosopher's Stone.

Yeah, I guess the 10 minutes thing is too harsh... I'll change it to 1 minute.

actually it was string the souls so that when the time came he could use the stored souls and make the stone inside himself. he transferred it to al though and then completed the big circle so now al has the stone in him. consider it kidney stones except benificial.
De Batavier

01-17-06, 07:32 AM
Library Updated.

:cool:
Von Crown

01-22-06, 12:50 AM
Mordred walks out onto the deck, a small grin on his face. "Ooh, I think you're gonna like this one..." His grin widens. "I know I do..." He holds the index finger of his left hand in the air and closes his eyes momentarily. "Perfect, no wind..." He utters a short incantation, and a three-dimensional grid of glowing lights appears, strongly contrasted against the cloudy night sky. A slight breeze blows through, and the grid ripples and deforms slightly. Mordred raises his hand to one side, and a sphere of eldritch energy forms inside it. You feel weak winds picking up as he hurls the sphere into the center of the grid. As it reaches the center, it explodes into a normal-looking eldritch sphere. However, moments later, a massive gush of air rushes into the sphere, pulling all of the lights rapidly into the blast, and you can tell that even garments a good distance away from the blast were affected by the current. "Well, what do you think? It needs to have a few kinks worked out, but you'll all be the first ones to know once it's finished."
De Batavier

02-01-06, 12:18 PM
Does anyone has a complete list of printed Warlock resources, like in dragon so and so...As far as I know if only seen new Warlock stuff in Magic of Incarnum, but a friend of my told dragon magazine has Warlock stuff.

:cool:
technodemon

02-12-06, 12:51 PM
Are there any good fan made feats for spell-like abilities, especially for Eldritch Balst dealing with cover?
Von Crown

02-12-06, 03:26 PM
I saw a feat called Charmed Archery with a PrC that would be handy for eldritch blast
HaikenEdge

02-12-06, 06:09 PM
Man, I thought this thread was being slept on... I guess we're back in business..


Magic Archer
Lesser; 3rd
You can use magic missile as a spell-like ability, although this effect creates one missile per two caster level, up to a maximum of ten missiles; however, all the missiles created by this effect target the same creature.

Dark Archer
Dark; 8th
You can use magic missile as a spell-like ability, although this effect creates one missile per caster level, up to a maximum of twenty missiles; however, all the missiles created by this effect target the same creature.

Any suggestion on the power level of these two invocations? I think they're bordering on too strong, since Dark Archer can potentially do double the damage of an eldritch blast to a single target. Of course, Dark Archer still has to overcome SR and can't be modified to do so via other invocations...

Thoughts?
HaikenEdge

02-12-06, 06:48 PM
Are there any good fan made feats for spell-like abilities, especially for Eldritch Balst dealing with cover?

Hard Cover [General][Fighter]
You are skilled at using cover defensively when engaged in ranged combat.
Benefit: When you have hard cover (cover not provided by other creatures), you may take a move-equivalent action that provokes Attacks of Opportunity to conform to the cover and gain an additional +2 cover bonus to your Armor Class; this bonus stacks with the bonus ordinarily granted by cover. Breaking away from cover is a free action that does not provoke Attacks of Opportunity.

Fire From Cover [General][Fighter]
You are skilled at ranged combat from behind cover.
Prerequisite: Base Attack Bonus +3, Hard Cover, Point Blank Shot, Dex 15
Benefit: As long as you have hard cover (cover not provided by other creatures) and conform to it, you gain a +2 circumstantial bonus to ranged attack rolls made with crossbows and ranged touch attack rolls made with spells and spell-like abilities.

I kind of like thinking about the first feat as ducking down behind cover, and the second feat as popping up to squeeze of a few shots and then ducking back down. They look good to me, but they might warrant a Hide skill check or something of that nature.
Von Crown

02-12-06, 09:01 PM
Nice feats Edge!
technodemon

02-13-06, 12:53 AM
any without taking point blank shot or presice shot, like one that does both something similar? i saw some like that for regular spells in Dragon magazine.
HaikenEdge

02-13-06, 03:00 PM
Nice feats Edge!

Thank you. Now, can you review the two invocations? I'm thinking on using them in exchange for eldritch blast...
Von Crown

02-13-06, 05:15 PM
Well, lets crunch some numbers, then...

You'll need to use the weaker of the two until 16th level...

6th level
EB 12 damage avg. (3-18)
MA 12 damage avg. (6-15)

10th level
EB 17.5 damage avg. (5-30)
MA 17.5 damage avg. (10-25)

14th level
EB 24.5 avg. (7-49)
MA 24.5 avg. (14-35)

17th level
EB 28 avg. (8-56)
DA 59.5 avg. (29-85)

Now, maybe having to use a Dark invocation slot justifies it, I dunno, but it seems like Dark Archer seems to ake eldritch blast pretty outdated, especially considering that the missiles won't require an attack roll. I'd say that the missiles should have a slower rate of gain, and then be able to target more than one opponent per use... Just my thoughts.
HaikenEdge

02-13-06, 10:05 PM
Well, lets crunch some numbers, then...

You'll need to use the weaker of the two until 16th level...

6th level
EB 12 damage avg. (3-18)
MA 12 damage avg. (6-15)

10th level
EB 17.5 damage avg. (5-30)
MA 17.5 damage avg. (10-25)

14th level
EB 24.5 avg. (7-49)
MA 24.5 avg. (14-35)

17th level
EB 28 avg. (8-56)
DA 59.5 avg. (29-85)

Now, maybe having to use a Dark invocation slot justifies it, I dunno, but it seems like Dark Archer seems to ake eldritch blast pretty outdated, especially considering that the missiles won't require an attack roll. I'd say that the missiles should have a slower rate of gain, and then be able to target more than one opponent per use... Just my thoughts.

How about if I drop the spell level down to 4th? Then it wouldn't even penetrate a globe of invulnerability. Plus, as a magic missile effect, anybody who casts shield or uses a booch of shielding would be immuned to itse effects.
technodemon

02-14-06, 02:28 PM
Could and should warlocks get a familiar? would they be able to benefit from them?
HaikenEdge

02-14-06, 06:37 PM
Could and should warlocks get a familiar? would they be able to benefit from them?

Arcane Caster feat from Complete Arcane. 4 ranks of Spellcraft & Arcane caster level 3rd for a familiar.
De Batavier

02-15-06, 05:56 AM
Library Updated.
De Batavier

03-11-06, 11:34 AM
Camouflaged pit
least 1st
With this invocation the Warlock instantly creates a camouflaged pit. The pit is 10ft deep and covers a 5ft square. There is no save but a spot check

Spiked pit
lesser 3rd
Creates a camouflaged pit with spikes at the bottom. The number of spikes at the bottom equals the Warlocks level. Spikes make an hit roll +0 and deal 1d6 damage
This pit is 20ft deep and covers two 5ft squares

Poisoned pit
greater 5th
Same as the spiked pit, but must also make a fort save to resist poison (dam. 1 dex, 1dex)
Pit is 30ft deep and covers three 5ft squares

Acid pit
dark 8th
An acid pit deals 1d8 damage per caster level.
Pit is 40ft deep and covers four 5ft squares

Special for all pits: The Warlock can only have one pit in existence at any time. As a standard action a Warlock can dismiss an existing pit.

:thinks:
HaikenEdge

03-12-06, 12:50 AM
Are these pits illusionary, or real? If they're real, I don't see how you could just dismiss them; however, if they're illusionary, shouldn't the victim get a Will saving throw or something?

Unless, of course, you could always go something like this:

Chasm
Lesser Invocation, 5th
You split the ground, creating a chasm that measures 5 foot in length per two caster levels and 5 foot in width per three caster levels. The chasm is 10 feet deep per four caster levels.
thasis

03-12-06, 01:27 PM
I like all of the cool new invocations, I just don't see how a Warlock would get such power.... I've been in the real world for to long though :P
tharivol266

03-12-06, 03:34 PM
with the pits i think its more along the lines of a temporary displacement of the matter used to create the pits. rather than only being able to have one at a time you could make them only last 24 hours or something.
De Batavier

03-13-06, 04:43 AM
Are these pits illusionary, or real? If they're real, I don't see how you could just dismiss them; however, if they're illusionary, shouldn't the victim get a Will saving throw or something?

Unless, of course, you could always go something like this:

Chasm
Lesser Invocation, 5th
You split the ground, creating a chasm that measures 5 foot in length per two caster levels and 5 foot in width per three caster levels. The chasm is 10 feet deep per four caster levels.

Seems tharivol266 sees it more the way how I meant it. But I like Chasm. A invocation that grows with level, cool.

with the pits i think its more along the lines of a temporary displacement of the matter used to create the pits. rather than only being able to have one at a time you could make them only last 24 hours or something.

My main problem with this is that a Warlock can keep creating pits. So restrictions must be inplace and I felt "collapsing" of the pits after 24 hours a bit to little. Seeing The Warlock can create them 24 hours a day. So there are always multiple pits "active". The Warlock needs to be a Warforged or something like it to pull this off, but it's possible.

But thanks for the feedback. Think they need some adjusting or fluff text to clarify things...

:cool:
tharivol266

03-13-06, 04:12 PM
the reason i said 24 hours is because 1000 pits isn't really more helpful than one so just shear numbers dont really matter and with the perm. ones you can bypass like several thousand gp worth of construction if you make a pit trap for a stronghold. another reason was that if you could make as many as you wanted then creative pcs could use it to dig temporary tunnels by angleing the pits.
De Batavier

03-14-06, 05:10 AM
I do believe that sheer numbers would help or at least hinder opponents. As you say linking and positioning the pits together could create other structers, tunnels, acid lakes, trenches.

That's why I choose for a semi-permanent (untill dimissed or dispeled) single object. It doesn't complicate matters further. Ofcourse other invocations could be made to incorperate other features. :thinks:
tharivol266

03-14-06, 07:50 AM
i guess sheer numbers would help if you were running a battlefeild game.but anywhere else the enimies would almost always have a way around it.
redhase

03-17-06, 10:04 PM
lets see first thing on agenda, make new character 7th ecl.

fey'ri warlock maybe? like the ideal.

have to look at the warlock class and see the la on it.
the flying ship is out unless we could get the gold together and have someone else make the mythallar to provide magic power to the ship, the living ship ideal I still like
would it not be possabile to combine both of the ideals.
aliving ship that is powered by an mythallar.
could work, we would just have to take landlord feat, all of us to get enough gold to do this.



I will look at the warlock class, if the gm,s approve the class.
turalisj

03-17-06, 10:06 PM
2 problem with the landlord feat thing.

1. The new game will be starting at 7th level, so no landlord feat.

2. Even so the feat can only be used for a stronghold.

Sorry, but I had to point that out before people stated getting crazy ideas...
redhase

03-17-06, 10:18 PM
and that is what it will be used for to improve the strong hold, imroved defensive things so the strong hold could be better prepared if attacked and such.

if a ship were part of the strong hold defense it could work, make be other things to improve the defense capabilities ad make it more homie.
we do needsome kind of living improvements to add to the place.
and adding some more defensives wound not hurt.
you never know where another guild might want to try and take over the guild.

I understand what you mean turalisj, buts it would go to the guild hall. for buliding improvemnt and defensives.
the kind of ships that im thinking about are two man ships to patrol our area.
like in corymer and other fr cities have, small ships to patroll or area, this would fall under defense building fund. along with other improvemnets to the building defensive capabilities.
not to mention spending most on fixing up the building, in some ways.

bigger rooms, knock out a few walls to make an bigger rooom. a bigger library room maybe too.
what else could we improve on in the guild hall.
have to see where we need to expand and improve the guild hall.

defensive is one of the areas of the guild improvemnt area.
along with guild improvemnts, changing this and remaking that
having this made bigger or hidding rooms so we can be alone for awhile to work on things.
technodemon

03-18-06, 05:32 PM
I have just leveled to 9th and I am not sure if I should continue in warlock or multiclass. I am playing a changeling warlock, concept: the undertaker that becomes a warrior/spellslinger (think the old west gunslinger that become the town's undertaker, but reversed).

What is the good way to go for this concept? keep leveling in warlock or multiclass? Pick up fighter feats to get ranged attack feats or get a magic item made for this?

Also, why do warlocks get 2 to 3 base attack bonus at higher levels when they can only use the eldritch blast only once?
redhase

03-19-06, 05:36 AM
How many players are going to make characters for the guild, I would like to have one here myself. what about the rest of you.
Dogurasu_Thanatos

03-21-06, 10:05 PM
...Just bear with me. I didn't want to come back without something new. :eek:

Metarcanumist


Okay. So, this is just a basic idea right now, but I really want to know if anybody thinks it will fit in anywhere...
However, think about this. First came wizards, with their use of preparation for spells. Sorcerers came next with spontaneous casting. Third, there were warlocks -- wielders of arcane energy at will, drawn from their very souls to power self-centric invocations. Finally, meldshapers appeared, wielding soul energy to form 'magic items' around their bodies. Is there a connection?
Perhaps there is -- in the metarcanumist.
Requires Complete Arcane and Magic of Incarnum to understand.
Etymology is as follows:
Meta-: Above, beyond, or superior to.
Arcanist: Wizard, sorcerer, bard, warlock, and so on.
Incarnum: The soul energy that incarnates, soulborn, and totemists use.

Requirements
To qualify to become a metarcanumist, a character must meet the following criteria.
Alignment: Neutral: To learn so many forms of magic, one must adhere to a strict neutrality.
Skills: Concentration 13 ranks (to focus on so many forms of magic), Knowledge (arcana) 13 ranks (for the knowledge of the various workings of these magics), Spellcraft 13 ranks (to identify each form of magic).
Spells: Able to prepare and cast 5th-level arcane spells.
Feats: Extend Spell (to emulate the long durations of warlock invocations and soulmelds), Sculpt Spell (to mimic meldshaping), Spell Mastery (to begin spontaneous casting).

Class Skills
The metarcanumist's class skills (and the key ability score for each skill) are as follows: Concentration (Con), Craft (Int), Decipher Script (Cha), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int). Metarcanumists are much more focused on their spellwork that few skills apply to them anymore.
Skill Points at Each Level: 2 + Int modifier.
Hit Die: d4.

BAB Fort Ref Will Special Spells per Day/Spells Known
1. +0 +0 +0 +2 Prepare eldritch blast +1 level of existing arcane spellcasting class
2. +1 +0 +0 +3 Spontaneous spells, know +1 level of existing arcane spellcasting class
invocations
3. +1 +1 +1 +3 Ability increase (Int +2) +1 level of existing arcane spellcasting class
4. +2 +1 +1 +4 Craft soulmelds +1 level of existing arcane spellcasting class
5. +2 +1 +1 +4 Spontaneous spells +1 level of existing arcane spellcasting class
6. +3 +2 +2 +5 Ability increase (Int +2) +1 level of existing arcane spellcasting class
7. +3 +2 +2 +5 Fuse soulmelds +1 level of existing arcane spellcasting class
8. +4 +2 +2 +6 Spontaneous spells +1 level of existing arcane spellcasting class
9. +4 +3 +3 +6 Craft soulmelds +1 level of existing arcane spellcasting class
10.+5 +3 +3 +7 Font of arcane energy +1 level of existing arcane spellcasting class


Class Features
The following are class features of the metarcanumist.
Weapon and Armor Proficiency: Metarcanumists gain no new proficiencies with weapons, armor, or shields.
Spells: At each new level, a metarcanumist gains new spells per day (and new spells, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved familiar abilities, a bonus feat, and so on). If he had more than one spellcasting class to which he belonged before becoming a metarcanumist, he must decide to which class to add each level for the purpose of determining spells per day and spells known.
Prepare Eldritch Blast (Sp): A metarcanumist begins his path of learning all forms of magic by learning the secrets of the eldritch blast. He may prepare any of his spell slots as an eldritch blast that deals 1d6 points of damage per spell level.
Spontaneous Spells (Su): At 2nd level, and again at 5th and 8th levels, a metarcanumist gains the Spell Mastery feat for free. These and all earlier uses of Spell Mastery may now also be used to spontaneously cast a mastered spell by expending an empty spell slot.
Know Invocations (Ex): Starting at 2nd level, a metarcanumist begins learning from various lore the secrets of casting an invocation. The metarcanumist can learn any invocation as a spell of the invocation's level. This costs as much as researching a spell of the same level. Also, invocations with a duration of 24 hours have this duration reduced to 1 hour/level. Unlike with normal spells, a metarcanumist can only know a certain amount of invocations. His limit on invocations known is one for every two class levels he gains.
Ability Increase (Ex): As a metarcanumist studies more and more about all forms of magic, his mental faculties increase to contain it. He gains a +2 bonus to his Intelligence score at 3rd and 6th levels.
Craft Soulmelds (Sp): When a metarcanumist reaches 3rd level, he learns how to shape his arcane energies into incarnum and then use that to form a soulmeld. He learns how to make a number of soulmelds equal to his Intelligence modifier, though he can only have one shaped at a time. To shape this soulmeld, he must expend one arcane spell slot; the soulmeld lasts a number of hours equal to the spell level expended. He also gains one point of essentia. At 9th level, he can have a second soulmeld crafted at the same time, and he gains a second point of essentia. All DCs for these soulmelds only are Intelligence-based.
Fuse Soulmelds (Su): Upon reaching 9th level, a metarcanumist can sacrifice a certain spell slot to power a fusion between crafted soulmeld and chakra. The joining between soulmeld and chakra costs a 2nd-level spell slot if the soulmeld binds to a least chakra (crown, feet, hands), a 4th-level spell slot if the soulmeld binds to a lesser chakra (arms, brow, shoulders), a 6th-level spell slot if it binds to a greater chakra (throat, waist), or an 8th-level spell slot if it binds to the heart chakra. You cannot use this ability to fuse a crafted soulmeld to your soul chakra.
Font of Arcane Energy (Su): When a metarcanumist reaches 10th level, he gains a bonus spell slot in every spell level he can cast. This applies to future spell levels as well as all past spell levels; therefore, a wizard 10/metarcanumist 10 would have a base of five spells of each level.

Ex-Metarcanumists
A metarcanumist that becomes non-neutral, either ethically or morally, loses all access to his spell-like and supernatural abilities from this class until he atones, as with the atonement spell. The path of the metarcanumist requires strict neutrality, so a metarcanumist can learn all kinds of magic without bias. Furthermore, multiclassing out of this class before reaching the final level (save for epic levels, if used) makes it impossible to continue further in this class. A metarcanumist must follow his pursuit of all arcane lore zealously, lest he stray from that path and fall short of his goal. This is similar to a paladin or monk's multiclassing restriction.


Any thoughts...? It's still warlock-related... slightly... :embarrass
HaikenEdge

03-25-06, 08:59 AM
I have just leveled to 9th and I am not sure if I should continue in warlock or multiclass. I am playing a changeling warlock, concept: the undertaker that becomes a warrior/spellslinger (think the old west gunslinger that become the town's undertaker, but reversed).

What is the good way to go for this concept? keep leveling in warlock or multiclass? Pick up fighter feats to get ranged attack feats or get a magic item made for this?

Also, why do warlocks get 2 to 3 base attack bonus at higher levels when they can only use the eldritch blast only once?

Considering that, unless you get Quicken SLA, Eldritch Blast can only be used once per round; not a very efficient six-shooter, no?

Personally, I think the build would probably work best in gestalt; Warlock 20//Hexblade 3/Fighter 1/Martial Rogue 16. That'll give you a slightly better BAB and a lot more feats to work with. Without gestalt, I don't see how you can max out EB damage and still multiclass...

Wait... how about Warlock 7/Hexblade 3/Eldritch Knight 10? That, however, requires that your DM rules that the ability to cast 3rd level spells can be met by your invocations. Even then, though, you'll be majorly hungry for feats.
De Batavier

04-12-06, 06:56 AM
Sorry it took so long, but the library has been updated.




Prepare Eldritch Blast (Sp): A metarcanumist begins his path of learning all forms of magic by learning the secrets of the eldritch blast. He may prepare any of his spell slots as an eldritch blast that deals 1d6 points of damage per spell level.

Cool. Should be a feat any caster could take. Powerswise it's far below what normal spells could deal, I believe, because of the automatic scaling by casterlevel must spells have.
thasis

04-12-06, 09:24 AM
Nice to see yah back Batavier!
tharivol266

04-13-06, 09:05 PM
i personally like metarcanumist. the class is good too. its got a nice feel to it but personally the abilities that you have to prepare them for (eb, leave empty for spontaneous) should just be "drop an empty spell slot or a spell of equivilent level." so like you can prepare a knock spell just in case but you can drop it if you need to for example and maybe at like 5th level grant the ability to have a shape or essence of the EB using spell level sacrificed - 1 for damage for each invocation and the sum of the mod. spell levels can't be more than the class level.
Von Crown

04-18-06, 06:22 PM
*Stretches* I think I'll have to remember to check back here more regularly...
thasis

04-18-06, 07:13 PM
VON CROWN!!! Missed yah. Consider staying for IFWG Round 3. It'll be fun! :D
Von Crown

04-19-06, 12:27 AM
I think after the way the last IFGW broke down, I'll just be keeping my distance this time. That way I can avoid the explosion, and I'll be far enough off to enjoy the fireworks...
tharivol266

04-19-06, 06:35 PM
not to be a noob but whats IFGW?
thasis

04-19-06, 08:28 PM
It's a community RPG that everybody is invited to, with large focus of guilds in the gameplay. The main city is Tyrranor, which is where a large portion of the action takes place. We're entering Round 3 of the game. I'm also trying to preserve Round 2, so it doesn't crumble.
Sephiroth Do'Urden

04-20-06, 06:20 PM
Neat! I've allways wanted to play D&D online (Not the mmorpg mind you). D&D players are simply to scarce in Scandinavia...
thasis

04-20-06, 07:26 PM
Yah, it seems more popular in the North America's. I didn't realize it was still called Scandinavia. I thought they changed the name. I was just discussing that the other day. Thanks for the clarifcation.

As for D&D groups online, it's pretty good here to play. I've been enjoying it for some years now.
sir_dwar

04-20-06, 09:13 PM
Wow... That's a lot of invocations!

I'd like to join. I would like my title to be- sir_dwar, Psion of the Warlock circle!
thasis

04-21-06, 01:26 AM
Welcome sir_dwar, nice to see a Psion who's intressted in Warlocks. We need Warlocks to go core like Psionics :D
Wadash

04-21-06, 08:56 AM
Hi everyone.

While looking for interesting feats for my kobold (yes, kobold!) warlock, I found SPELL REHEARSAL a tactical feat from Races of the Dragon.
I am somewhat uncertain if a warlock can take this feat, the prerequisite is: Casterlevel 1.
Hmm, well that means I can take it, but will it actually help me? ;)
But the text states that "you must cast a specific spell two or more times in succession".

So it boils down to this: Does the Warlock actually CAST a SPELL or does he USE an INVOCATION (or ACTIVATE a SPELLLIKE Ability or somesuch)

I seem to recall this is stated somewhere, but I can't recall where. Please help.
thasis

04-21-06, 07:47 PM
Well first of all, being a Warlock doesn't give you Caster Levels. Second, they're spell-like abilities. I hope that clears things up for yah.
Von Crown

04-24-06, 11:44 PM
Actually, I'm pretty sure Warlock does give you caster levels. What it doesn't give you is Spell Levels. That aside, the feat still wouldn't help, for the reason you said. But Warlocks do get Caster Level, see the Warlocks and PrC's thing in Complete Arcane.
De Batavier

04-25-06, 04:51 AM
Wow... That's a lot of invocations!

I'd like to join. I would like my title to be- sir_dwar, Psion of the Warlock circle!

Welcome Sir Dwar. I'll add you to the members list. We don't have titles here though.

While looking for interesting feats for my kobold (yes, kobold!) warlock, I found SPELL REHEARSAL a tactical feat from Races of the Dragon.
I am somewhat uncertain if a warlock can take this feat, the prerequisite is: Casterlevel 1.
Hmm, well that means I can take it, but will it actually help me?
But the text states that "you must cast a specific spell two or more times in succession".

So it boils down to this: Does the Warlock actually CAST a SPELL or does he USE an INVOCATION (or ACTIVATE a SPELLLIKE Ability or somesuch)

I seem to recall this is stated somewhere, but I can't recall where. Please help.

Warlock has caster level. He doesn't have spells. So he can take feats PrC with caster level requirement, but not those that require you to be able to cast a spell of a certain level. (page 18 CArc.)

:cool:
thasis

04-25-06, 09:41 PM
Even though you gain caster levels, most feats that require spell caster levels boost spells, and things that increase the power of spells don't increase the power of spell-like abilities which if I'm correct invocations are. Now I'm not positive on this.
Von Crown

04-25-06, 10:33 PM
You're right, you couldn't gain any benefit from the feat, but you could take it. I just wanted to ake sure he knew that he did get caster levels from warlock.
lateforwork

04-26-06, 06:29 PM
He should definitely get the levels for that.
Mordar

05-02-06, 09:18 PM
*comes in from the shadows, after days of exploration of the warlock circle 1 as an unknown entity, has a black studded leather armor with fire motifs, and a red cape that shrouds his left arm completely, his face exhudes calmness and pure confidence in his power's, but somehow a dark fiery aura surrounds him, like he likes the taste of war, the exhuberance of the clashing steel, and the blood of warriors*


good day people, I am Mordar, I've been studying your warlock circle carefully and find it somehow intriguing and interesting, and would like to join up in your ranks, my knowledge is veeeeeeeeery far from an elder dragon maybe an elf, but somehow I espect to be of some help and use in your circle
Sephiroth Do'Urden

05-03-06, 04:24 AM
Hail Mordar, Son of mother! (His, not mine) :D
And hail to sir_dwar as well. Let's celebrate your arival with a new Invocation!

Rain's Blast
Eldritch essence
Dark, 7th

Your Eldritch Blast is composed of pure kinetic force. The blast deals force damage. When hit by the blast, the target is under your telekinetic control (as the sustained force version of telekinesis) for 1 round.

The Invocation was inspired by Rain from Mortal Kombat, hence the lame name.
thasis

05-03-06, 08:47 PM
Welcome both of you. Nice to see other Warlock fans. Cool invocation by the way.
De Batavier

05-04-06, 01:35 PM
Greetings,

It seems that posts or changes to posts after the first of may will be lost. So I will update members list and the library when it's save to post.

:cool:
sir_dwar

05-04-06, 09:01 PM
I'm back! Wow, lots and lots of invocations. Just so everyone knows, We may see a few invocations in future books. Why do I think so, you ask. MAGIC OF INCARNUM HAS 3 NEW INVOCATIONS. Incarnum featured invocations, perhaps, but invocations none the less.
swordspell_mage

05-07-06, 04:19 PM
*You see a cloaked tall elven figure enter the room. He comes unarmed. He is wearing no armor, and his skin is a pale tan. His eyes are shining in the torchlight, as though they were metallic.*

I would like to join your prestigious circle. My name is Cylyn Ruali. All warlocks do not have to be evil, eh? I was endowed with my power by Baelreth Ansraliavel. Will you accept me?
thasis

05-07-06, 05:27 PM
Comming from the darkness is a deep growly voice, "The circle of warlocks excepts all who follow the path of invocations. We hope your stay in long and painful. If you are ever intressted in the darker arts, I offer an invintation to the Guild of Ultimate Evil"
swordspell_mage

05-07-06, 06:47 PM
Must I be evil though? I follow the path of invocation rigourously. I work with both the combat and non-combat aspects of our way. If you would like a demonstration, I would be happy. Just give me a few combat dummies.

*You see a silvery energy sword materialize in his hand*
thasis

05-07-06, 09:10 PM
"You must not be evil, though evil grants the most power, the most strength, the most freedom". The figure then smiles wickedly.
swordspell_mage

05-07-06, 09:30 PM
Thank you. Now, may I join. I am not good, I am neutral. I am not lawful, I am chaotic. Do I qualify? And, if so, can I get in?

You notice something like a quiver on his belt

This is the Quiver of Ehlonna. It holds my weapons. I had it made by my one of my friends. I am a sort of police, however. My order guards the realms. We are the Dream Monks. I will have to leave for a short time if something comes up. Will this all be fine?
thasis

05-07-06, 10:27 PM
"I'm not the leader of this guild, but you are for sure welcome. There is no alignment restrictions for this guild, only that you either use invocations or are intressted in the art"
swordspell_mage

05-08-06, 07:14 AM
Thank you. I have been trained as a Dream Monk, a kind of warlock and monk. I am honored to join this Circle.

*he bows in gratitude*
De Batavier

05-08-06, 02:11 PM
Welcome Spellsword Mage.
Due to the fact that post after may 1 will be lost in the upgrade, I won't edit the members list or the Library untill than.
So save your posts untill then.

There are no limitations on membership of any guild, circle or whatever here.

The rules in Complete Arcana state that a Warlock can have any evil or any chaotic alignment. So chaotic neutral is allowed.

:cool:
swordspell_mage

05-08-06, 03:27 PM
:w00t: :w00t: :w00t: This is an awesome Circle. I will contribute as much as possible, such as this, the race I use, and was roleplaying, and am as a member of this Circle:

This race is based off of Sylvaroth's Aerlhun (http://boards1.wizards.com/showthread.php?t=262326&page=1&pp=30), and I'm trying to make this +0 LA. Please [constructively] criticize and comment.

Nenvylaens


Nenvylaens are tricky customers, chaotic in nature and resourseful. They can beat humans in most games that involve dexterity, but they don't gloat about. They do relish in their acrobatic prowess and think that there's always a way to do it if they have to.

Personality: Nenvylaens are sarcastic, and very curious. They prefer fights to sitting in a room with scholars and trouble to being a "goody two-shoes." They'll protect the cause of Dallah Thaun to the end, along with their clans within Nenvylae, Dallah Thaun's realm. They also seem to HATE small areas.

Physical Description: Nenvylaens stand 2' 10" to 3' 6" tall, weighing from 25 to 35 pounds. There is almost no difference in male and female height and weight. Their skin is usually a sky blue, though in some cases it can range from ice to dark . They usually have black hair, though that can range from blue to white in some cases. Oddly enough, their hair seems to have a feathery texture to it, though it is as thick aast human hair. Nenvylaens have a slim build and seem like halflings from a distance. Their eyes can be any color, though they are usually a metallic color, gold and copper being most common, and silver occuring rarely.
Nenvylaens reach adulthood at 100 and can live to 600, though when they reach 400 or so, for males, they are almost completely bald. When Nenvylaens die, their energy leaves their body in an eldritch state, and continues to serve Dallah Thaun, [part of the] god of the halflings, as a sentient being and scout. It changes nothing physically, though they can fly better.

[B]Relations: Nenvylaens tend to get along with everybody but dwarfs and gnomes because of their chaotic nature. They feel that dwarfs and gnome's society is to rigid and constrictive. Nenvylaens get along with halflings and elves the best. Halflings, well, they're superevolved from them, and they respect elves for their arcane prowess and their ability to fend for themselves.

Alignment: Nenvylaens are often chaotic nuetral. they have no outlook on the rest of the mateirial plane's doings, but tend to not follow laws and do what they please.

Nenvylaen Lands: The Nenvylaens live in Nenvylae for the most part, serving Dallah Thaun in the best way possible, helping her keep her realm at peace. They are the arcane peacekeepers in their land. Nenvylae is a mostly peaceful place, seemingly on ground, but most things there can float or fly, so they have adapted to live in the air most of the time (they can't in the mateirial plane without training).

Religon: Most all Nenvylaens worship Dallah Thaun, the deity who rules their realm. Nenvylaen clerics, however, worship Yondalla, god of Halflings.

Language: Nenvylaen language is closely related to Draconic and Halfling. The first from their arcane nature and the second because they ARE super-evolved halflings.

Names: Nenvylaens have a first name, a clan name, and a nickname. The first name is chosen when they become adults, and the clan name is of all the people in their family's. Their nickname is in common and describes them.

Male First Names: Laucian, Nenvyl, Eldon, Usto, Vyl, Nyvael, Fraed

Female First Names: Xaelyn, Nyx, Araemos, Restae, Gaolyn

Clan Names (with translation into common): Xaenvar (Swordbow), Arxar (Magic Gem), Xaenxar (Sword Gem), Argaens (Magic User), Raentar (Person of Magic), Raentxaen (Person of Sword), Arxaenvar (Magic Swordbow)

Adventures: Nenvylaens often adventure because they want to see what the rest of the Mateirial Plane does, or because they don't want to become a peacekeeper in Nenvylae. Sometimes, however, it's just for the adrenilan rush that you get (a trait they kept from being a halfling).


[B]Nenvylaen Racial Traits

~-2 Strength, Constitution, Wisdom- Nenvylaens have hollow bones, and are a little too curious to stop looking around
~+2 Dexterity, Charisma- Nenvylaens are agile and have a forceful personality, and they are good spell casters
~Small Creature: +1 Attack Bonus, +1 AC, +4 on hide, 3/4 carrying capacity
~Base Land Speed 20ft, Flight (Within Nenvylae without Wingless Flight [see below]) 40ft [Average]
~Proficiency with: Swordbow (Races of the Wild), Bastard Sword, Hand Crossbow, and Shuriken- Nenvylaens are trained from an early age (25) to use weapons to help Nenvylae
~Automatic Languages: Common and Nenvylaen, Bonus: Sylvan, Draconic, Halfling, Dwarven, Orc, Abyssal, Gnome- Nenvylaens need to associate with a variety of creatures
~Wingless Flight: Within borders of Nenvylae, Nenvylaens can fly. Outside, they need the Wingless Flight feat [below]. This is a super-natural ability and can be suppressed by Anti-Magic feilds. Nenvylaens can only fly with a light load. They do this by making themselves and their equipment slightly lighter than air, but they are corporeal and can attack while in the air.
~Claustrophobic: When a Nenvylaen is in a space of less than 30ftx30ft, they temporarily lose 1 point of wisdom/hour in this space. If any smaller than 30ft, increase the wisdom loss by 1/10ft less.
~Favored Class: Warlock- No multiclass penalty for a multiclass Nenvylaen's warlock levels. Any descriptor of warlock that makes a black thing, the object becomes silver for Nenvylaens. Nenvylaens can also not take the Fell Flight incovation.
~LA: +0 (I hope)

New Feat:

WINGLESS FLIGHT [regional feat]
Prerequisites: +15 Concentration, Nenvylaen
Benefit: Through intensive mental training you have mastered the
...Nenvylaens' innate magical abilities to such an extend that you now
...are able to overcome the bounds of gravity and fly.
...You have the ability to fly as if in Nenvylae. You may
...fly up to a total of [up to] 5 hours in this way; this amount
...can be split among many flights, but each one, no matter how
...small, counts as a 1-round use of this feat.
Normal: A character without the Wingless Flight feat can
...fly only within the boundaries of Nenvylae.
Special: You can gain this feat multiple times. Its effects stack.
...Each time you take the feat, the maximum rounds per day
...you may fly increase by 5 hours.

Nenvylaens also qualify for any Raptoran feat in Races of the Wild.
thasis

05-08-06, 06:10 PM
Looks good! I realy like it! I'm not positive about the LA. It looks like the LA is right (because of the way you balanced it) but I might be wrong.
swordspell_mage

05-08-06, 06:27 PM
I think the claustrophobia AND the penalties balance the proficiencies, flight in Nenvylae, and the bonuses. Also, what do you think of the feat?

*You see Cylyn crouching, and he begins to speak*

I heard that you are fighting a war. I might be of use. I might specialize in melee fighting, but I have mid-level dreamshapes and several weapons at hand if you need me. Outside, I could be usesful. If you'll excuse me, I need a little air. I don't love the inside. But, before I go, do you need any of my services? Or some recon? Or some infiltration? I would like to help as much as possible. If you need anything pummeled to death....(enemy ships, etc.) I would be ecstatic to help.
Sephiroth Do'Urden

05-08-06, 07:21 PM
THIS IS MARELOUS NEWS!!!!!! I Found this at Sorcerer's Place and I think it's worth the effort of reading!!

Recently we've had the chance to talk about the upcoming Neverwinter Nights 2 with the game's Lead Designer, Ferret Baudoin. Our current interview focuses on the game's conversion to the 3.5e of the Dungeons & Dragons rules.

SP: One of the revealed new base classes is the relatively unknown warlock from the Complete Arcane supplement. Can you tell us what has prompted the inclusion of the warlock, and what the players can expect from this class? How does it differ from the standard wizard and sorcerer classes?

Ferret Baudoin: When Obsidian Entertainment first landed the Neverwinter Nights 2 project there was much rejoicing – queue Sir Robin’s minstrels. After the minstrels fell into their drunken stupor, us designers got to decide what could we do that’s new and hasn’t been seen before in a Dungeons and Dragons computer game. One thing there’s never been in these games is a new base class – and that seemed like something really overdue especially in light of all of Wizard of the Coast’s new Complete series of books.

So why the Warlock, you ask? Because it’s a class that provides a completely new way to play a spellcaster - all in one sleek, malevolent package. Warlocks can cast their invocations at will which means that spell conservation and the whole spell level concept isn’t really relevant to them. Wizards and sorcerers always have a finite resource they’re trying to stretch out for their day. They have to juggle concepts like spells per day, spell levels, and memorization. A warlock is well suited to fighting dozens of battles in one fun-filled computer game session – and they’re easy for new people to “grok”. And they’re just plain fun. :)

I celebrate by making a cremé Phlgem in the black cauldron (*HARLKE-SPIT*) and serve you all a hefty filling!
swordspell_mage

05-08-06, 07:59 PM
:bounce: YAY! YAY! :dancin: :w00t: :cloud9:
thasis

05-09-06, 12:34 AM
Well this makes Thasis happy, and when Thasis is happy less of the staff of the various RPG companies die.
Sephiroth Do'Urden

05-09-06, 12:37 PM
:dancin: Doin the little dance of joy! :dancin:

And now we just need some new Invocations! I hope there'll be some new ones in PHB II.
Sephiroth Do'Urden

05-10-06, 06:07 PM
Breaking News!!! Eldritch blast caught on tape!!!


I have seen the E3 video preveiw for NN2 and it's a CGM featuring two angry warlocks battleing it out! It's over at this site:
http://www.sorcerers.net/index.php#001707

BTW: How are they gonna handle the life saving Invocation Fell Flight? It's one of the reasons I play as a Warlock you know...
swordspell_mage

05-10-06, 07:48 PM
I think it's the Hideous Blow Incovation, but AWESOME! :w00t: :bounce: :cloud9:
swordspell_mage

05-10-06, 09:57 PM
I'll have a write up of the character I'm RPing here tommorow.
Is Gestalt OK? 'Cause I used it.
thasis

05-11-06, 12:46 AM
For the free-form Gestalt is ok, but for the IFWG no.
swordspell_mage

05-11-06, 07:21 AM
IFWG? What? Also Free-Form? Sorry, I haven't been playing for long-just a few months.
swordspell_mage

05-13-06, 04:01 PM
Here is my new class, using Thasis' advice for format :

PEACH! This is my FIRST class and I tried. I've been thinking about for a while. Illusion is a underrated thing and I wanted to make something because of it.

Disguiser

http://worldofwarcraft.gameamp.com/modules/wow/class_images/warlock.jpg

Never trust your eyes.-Laucain Arxaenvar, a disguiser

A disguiser is someone who makes semi-solid illusions, but from power within him(er). (S)He can mimic others, and make them think (s)he is casting a spell that (s)he doesn't know. You'll never know what they're up to. They can come from pacts with the devil, a demon, an angel, or even a deity. All they know is that their power is within their soul.

Making a Disguiser

Adventures: Many disguisers adventure to see haw they can do in the real world, and how the other people react to them.

Abilities: Dexterity and Charisma are most important. The majority of the things the disguiser mimics are ranged, as well as the changing blast, and charisma makes the force of their mimics stronger.

Races: The most often race that comes up as a disguiser is a Nenvylaen (homebrew of mine). Their abilities help them, as well as their dexterity, charisma and their flying abilities. Halflings are next because they were drawn to the idea of a disguised spellcaster. Elves are also common, their dexterity and their drawing towards the arcane makes this a common class for an elf. Among the other races, gnomes, half-elves, and humans are the second most common. Among the other races, they are rare at best.

Alignment: Any neutral. Someone who makes things seem as they aren't must not have any inclination towards any side.

Background: The disguiser almost always has someone along the line who has made a pact with some other plane. Any disguiser who has an idea of who this is will worship that entity. Most have lost their family (either by the disguiser or because of him(er)).

Starting Gold: As sorcerer

Starting Age: As sorcerer

Class skills
The disguiser's class skills and the key ability for each skill are: Balance (DEX), Bluff (CHA), Concentration (CON), Craft (INT), Diplomacy (CHA), Disguise (CHA), Gather Information (CHA), Heal (WIS), Intimidate (CHA), Jump (STR), Knowledge (Arcana) (INT), Knowledge (The Planes) (INT), Move Silently (DEX), Perform (any) (CHA), Sense Motive (WIS), Sleight of Hand (DEX), Use Magic Device (CHA)
Skill Points At First Level: 4+Intelligence Modifier(x4)
Skill Points after First: 4+Intelligence Modifier

Hit Dice: d4

Level BAB Fort Ref Will Abilities Mimics Maximum level Mimic
1 +0 +0 +2 +0 Changing blast +1d6 1 Least
2 +1 +0 +3 +0 Detect Magic 2 Least
3 +2 +1 +3 +1 Changing Blast +2d6 3 Least
4 +3 +1 +4 +1 Decieve Item 4 Least
5 +3 +1 +4 +1 Changing Blast +3d6 5 Least
6 +4 +2 +5 +2 Changing Blast lvl +1 6 Lesser
7 +5 +2 +5 +2 Changing Blast +4d6 7 Lesser
8 +6 +2 +6 +2 Changing Blast Lvl +2 8 Lesser
9 +6 +3 +6 +3 Changing Blast +5d6 9 Lesser
10 +7 +3 +7 +3 Changing Blast Lvl +3 10 Lesser
11 +8 +3 +7 +3 Changing Blast +6d6 11 Greater
12 +9 +4 +8 +4 Changing Blast Lvl +4 12 Greater
13 +9 +4 +8 +4 Changing Blast +7d6 13 Greater
14 +10 +4 +9 +4 Changing Blast Lvl +5 14 Greater
15 +11 +5 +9 +5 Changing Blast +7d6 15 Greater
16 +12 +5 +10 +5 Changing Blast Lvl +6 16 Awesome
17 +12 +5 +10 +5 Changing Blast +8d6 17 Awesome
18 +13 +6 +11 +6 Changing Blast Lvl +7 18 Awesome
19 +14 +6 +11 +6 Changing Blast +9d6 19 Awesome
20 +15 +6 +12 +6 Changing Blast Lvl +8 20 Awesome

Proficiencies: Disguisers are proficient in light armor, and can ignore any ASF from it. They are also proficient in all simple weapons, as well as the hand-and-a-half sword, and the spiked chain.

Changing Blast: The disguiser's main ability is his(er) changing blast. It can mimic one (they can choose) of the 5 elements (fire, cold, acid, sonic, electricity) in composition, or from shadow, light, or darkness blast. The last three do these damages in order: electricity, fire, and cold. It increases as the disguiser levels up, peaking at 9d6 damage. The level also increases with level (starting at 6, +1 every other level after that). A disguiser can add his(er) charisma bonus to the damage of the blast. Target is allowed a will save of DC 15 to realize the damage is illusionatory and mental.

Decieve Item: As warlock abillity

Detect Magic: As spell.

Mimics: A mimic is a spell-like ability that a disguiser can use an unlimited amount of times per day, but only once per round (1/round).

Playing a Disguiser
Disguisers are sneaky, an odd subschool of my way.-Eldon Hilltopple, Warlock
Other Classes: The disguiser gets along extremely easily with bards, warlocks, wu jen, and sorcerers. They have respect for their instant spellcasting, and with warlocks, they are a subclass of warlocks. Wizards, warmages, and hexblades (s)he gets along with (not extremely well) because of their arcane ability. Paladins, rangers, clerics, fighters, and all other classes disguisers are indifferent towards.
Religion: Most disguisers worship either the deity that granted them power or their religious deity.
Daily Life: A disguiser, unless people don't know him(er), is distrusted, except by his closest friends. The good thing is if they are disguised, they aren't known, so they can pass. On their average day, a disguiser is usually suspect to 4-10 insults, depending on where they live.
Notables: Disguisers cover their path well. This man did, but someone found out. He was Xaelan Argaen, a Nenvylaen warlock, later to become a disguiser. He was a great person. Chaotic to the end, but always helped where he thought it was right to do so. He is known because he defeated the conquerer of Nenvylae, Ehlonna. She wanted to take Dallah Thaun's realm for herself, but she was stopped by a band of specializing warlocks. One of them was Xaelan. He invented every mimic known, and is the founder of the Disguiser Union.
Orginization: The Disguiser Union, in Nenvylae. Any disguiser or warlock is welcome there, to resupply, rest, and if possible, help police Nenvyale with the rest of the Nenvylaens, even if of another race.

NPC Reaction
NPCs will usually first underestimate them without correct information. They look like a fighter without good armor, most of the time. But if drawn into combat with anyone with energy or force weakness...

Disguisers in your campaign
NPC Disguisers: A NPC Disguiser is usualy found on the road, and can be a good challenge for any group (especially a purely melee one).
Adaptation: You can take spells from another school of magic, change the name and blast. Or you could make them evil, using mimics for personal gain. Or good, using them for others.

Mimics
Any mimic cast, that grade of mimics must be "recharged":
Least: 4 rounds
Lesser: 5 rounds
Greater: 6 round
Awesome: 7 rounds
Any Illusion School Wizard Spell with grading like so:
Least: 0-2
Lesser: 3-4
Greater: 5-6
Awesome: 7-8

And These:
Least- Changing Spear: Changes Changing Blast to 250ft range instead of 100
Lesser- Changing Chain: Changing Blast Leaps from person to person
Greater- Changing Cone: Changing Blast becomes a 30ft cone
Awesome- Changing Area: Changing Blast becomes an area attack (30ftx30ft)

Feats
Extra Energy
Preq: Changing Blast 5d6 Class ability
Benefit: Each time you take this feat, you can use a different kind of energy on your blast.

Items
Disguiser's Cane: +2 Greatclub- Has 50 charges, 1 charge: +1d6 to Changing Blast, 2 charges: +2d6 to Changing Blast, 3 charges: +3d6 to Changing Blast, and 5 charges: +4d6 to Changing Blast. Up to 5 charges can be used per day, +2 to ranged touch rolls, +2 deflection mod to AC. (Don't know how to price or how to do CL)
Disguiser's Chasuble: Constantly adds 2d6 to Changing Blast. (Same)

What do the warlocks themselves think of my variant (that I'm not RP-ing, now without the hexblade part)
Sephiroth Do'Urden

05-14-06, 04:30 PM
I think it's the Hideous Blow Incovation, but AWESOME!

I was refaring to the blast from the human Warlock. That blue one that riped the ground open.
swordspell_mage

05-14-06, 07:30 PM
I see. But what do you think of my variant ( I think it's balanced now...)?
swordspell_mage

05-15-06, 07:24 PM
I know it's weird, but I wrote up a fun build (CL 12) for myself (well, it's for a campaign I'm playing in).

Character Name: Laucian Arxaenvar
Class and Level: Disguiser 12 (12th)
Race: Nenvylean
Alignment: Chaotic Neutral
Deity: Dallah Thaun
Size: Small
Age: 103
Gender: Male
Height: 3’6”
Weight: 33lb
Eyes: Silver
Hair: Blue-Gray
Skin: Ice Blue

Ability Scores
14, 17, 12, 16, 15, 14
Strength: 13 [15-2] +1
Dexterity: 25 [15+2+2+6 (Gloves of Dexterity)] +7
Constitution: 12 [14-2] +1
Intelligence: 16 [16] +3
Wisdom: 12 [14-2] +1
Charisma: 26 [17+2+1+6 (Cloak of Charisma)] +8

Combat
Speed: 30ft/40ft Flight (Good)
Subsection: Saves
Fortitude: 9 [4+1+4]
Reflex: 19 [8+7+4]
Will: 9 [4+1+4]
Subsection: Defense
AC: 37 [10+6+7+ 4+2+3+1+4]
HP: 66
Spell Resistance: 21
[u]Subsubsection: Armor
-Crimson Coat of Ilpharzz (+4 leather armor, Flame Burst 3/day), Improved Shadow, Glamered
-Bracers of Armor +3
-Belt of Spell Resistance (21)
-Ring Of Protection +4
Subsection: Attacks
BAB:10
-Changing Blast, AB 13, 6d6-12d6, Electricity or Fire, 100ft, x2, Up to 12d6/Disguiser’s Cane, 8d6 with Disguiser’s Chasuble, Variants: Changing Chain (250ft), Changing Chain (Jumps), Changing Cone (30ft Cone)
Subsubsection: Weapons
-Mithral Great Swordbow, AB 11, 2d4+1d6+2 (Greatsword), 1d6+1d6+2 (Comp. Longbow), 17-20/x2 (Greatsword), 18-20/x3 (Comp. Longbow), Special: Keen (Both), Frost (Greatsword), Blurstrike (Greatsword), Defending +2 (Greatsword), +1 STR Bonus (Comp. Longbow), 110ft, Peirc./Slash Ammo: Blurstrike Flaming Darkwood Arrows (60), Housed in Quiver of Ehlonna
-Adamantite Hand-and-a-half Sword, AB 11, 1d8+1d6+2, 17-20/x2, Special: Keen, Shock, Blurstrike, Hideaway, +1, Slashing, Defending +2, Housed in Quiver of Ehlonna, 2 of them
-Disguiser’s Cane, AB 12, 1d8+3, 18-20/x2, Special: Keen, +2, Up to +4d6 to Changing Blast, Housed in Quiver of Ehlonna

Other Items
-Disguiser’s Chasuble-+2d6 to Changing Blast
-Gloves of Dexterity +6
-Cloak of Charisma +6, 2lb
-Goggles of the Night- Darkvision
-Ring of Chameleon Power-+10 to hide, Disguise Self
-Boots of Striding and Swinging-+5 Jump, +10ft Land Speed
-Quiver of Ehlonna-2lb, 60 Arrows, 18 Javelin Sized Objects, 6 Bow Sized Objects
-Heward’s Handy Haversack, 5lb, containing:
2 day’s rations, bedroll, flint & steel, hooded lantern w/ 3 pints of oil, Antitoxin, Holy Water, Alchemist’s Fire, Flask of Acid, Everburning Torch, Waterskin, Tindertwig, Thunderstone, Smokestick, Sun Rod, Tanglefoot Bag, Wand of Hold Person, Wand of Knock, Wand of Cure Serious Wounds, Wand of Wall of Fire, Wand of Magic Missile (5th)
-Circlet of Persuasion-+2 to CHA based checks
-Vest of Resistance 4-+4 to saving throws

Special Abilities
-Detect Magic
-Deceive Item
Subsection: Mimics
Changing Chain-Lesser
Changing Spear-Least
Changing Cone-Greater
Disguise Self-Least
Greater Invisibility-Greater
Mirror Image-Lesser
Major Image-Lesser
Phantasmal Killer-Lesser
Mislead-Greater
Shadow Walk-Greater
Veil-Greater
Shadow Evocation-Greater

Feats
-Wingless Flight
-Improved Flight
-Two-Weapon Fighting
-Extra Type (Fire)
-Weapon Focus (Changing Blast)

Skills
Points: 105
Class: Balance 2 (9), Bluff 4 (14), Concentration 15 (16), Craft: Alchemy 4 (7), Diplomacy 4 (14), Disguise 6 (16), Intimidate 4 (14), Gather Information 4 (12), Heal 1 (2), Jump 4 (10), Knowledge: Arcana 4 (7), Knowledge The Planes 4 (7), Move Silently 6 (13), Perform (Dance) 1 (11), Perform (Song) 1 (11), Perform (Acting) 2 (12), Sense Motive 15 (16), Sleight of Hand 4 (11), Use Magic Device 15 (23)
Non-Class: N/A

Carrying Capacity
Light: 38lb
Medium: 39-76lb
Heavy: 77-114lb
Lift over head: 114lb
Lift off ground: 228lb
Push/Drag: 570lb

Description
Laucian is about three and a half feet tall, and is very thin. He wears red leather armor, and a black silver trimmed cloak. He has a black cloth that he wears as a belt, and around his neck is a black cloth with silver designs. He has a quiver on his belt. He seems to carry no weapons, but they are all housed in this extra dimensional quiver. He has a brown leather backpack on his back. He has icey-blue skin, and blue-gray hair. His eyes are all-around silver, with no pupils.

Personality
Laucian is a sarcastic person. He often puts a comment in. He is rather carefree, and goes into battle freely. He likes to be occupied.

Background
Laucian was born 103 years ago in Nenvylae. He was going to be trained to become a melee fighting police, but a Disguiser (Xaelan Argaen) (The founder of the Disguisers) intervened. He saw the magic in Laucian. He took Laucian to a tower in the grasslands of Nenvylae (Laucian could fly then-he was 20). He trained him for over 50 years, but then Laucian received a horrible thing. It was a note. It said that his parents were killed on a trip to the outside world. He then got extremely mad, and left. They found his room trashed. Laucian was later found in the outside world by a friend of his, Xaelan Xaenar. Xaelan told him everyone missed him back in Nenvylae, and that he should come back home. There was one thing. Argaen had died. Laucian decided there was no reason to ever go back unless it was urgent and they needed his skills and abilities. He decided to adventure, to learn more, and to find out where there were others like him, even if they didn’t make illusions. He found out about warlocks. He now associates with them often, and he feels great.
thasis

05-16-06, 12:50 AM
Personally I think the idea is cool... but I'm a little confused on the mechanics. I've only took a brief skim and it's late so I'll take a better look later.
swordspell_mage

05-18-06, 07:43 PM
:bump:-:bump:ity-:bump:-:bump:, :bump: :bump:!

Anyone have any other comments on the character or class? Also, De Batavier, can you add my name to the list, and my class? It would be nice, since the update isn't until the 31st
malroth00

05-20-06, 06:15 PM
Agonizing Blast: Eldritch Essence invocation least, 2nd
This essence invocation allows a warlock to change their eldritch blast into a non-lethal agonizing blast. An agnozing blast deals 1d4 points of nonlethal damage instead of each d6 of damage their eldritch blast normally does. In addition those struck by the blast must make a will save or take a -2 penalty to all skill checks attack rolls and saving throws for 1 round from the horrible pain this invocation causes this is a mind affecting effect.

Venemous Blast: Eldritch Essence Invocation Lesser, 4th:
A warlock who knows this invocation may turn their eldritch blast into a Venemous blast. When this invocation is used the warlock chooses Stregnth Dexterity, Chrasisma, or Intelligence. Those affected by this invocation must in addition to the normal damage caused by the eldritch blast, must make a fortitude save after 1d4 rounds or take 1 point of damage to the chosen attribute for each d6 of eldritch blast damage dealt, spells and abilities that affect poisons also affect your venemous blasts.

Lifeforce Blast : Eldritch Essence Invocation Greater 6th:
Prerequisites: Healed by positive energy, Posesses a constitution score.
A warlock who knows this invocation may channel their own life force into a blast of positive energy. Living creatures affected by this blast are healed for an amount equal to your eldritch blast damage. Undead hit by a lifeforce blast take 1d10 points of damage for each d6 of your eldritch blast damage. Every time you use this invocation you take 1 point constitution damage.

Backfire blast: Eldritch Essence Invocation Dark 8th:
A warlock no longer has to fear those with high spell resistances once he learns the backfire blast. Against creatures with no spell resistance or that voulntarily lower their spell resistance a backfire blast does normal Eldritch blast damage and prevents them from gaining spell resistance by any means for 2d4 rounds. Against targets with spell resistance a backfire blast deals full damage even when a warlock fails his check to penetrate spell resistance, In addition a backfire blast deals 2 points of damage for each number a warlock fell short of penatrating the spell resistance. The target must also make a will save or loose spell resistance equal to 1/4 the damage dealt. lost spell resistance recovers at the rate of one point per hour.
De Batavier

05-21-06, 04:59 AM
Also, De Batavier, can you add my name to the list, and my class? It would be nice, since the update isn't until the 31st

Yup, your name and ofcourse Mordar have been added to the members list.
Also the library has been updated. Hope I didn't miss something.

:cool:
swordspell_mage

05-21-06, 08:07 AM
Thanks. I really will try to do more stuff for the circle. Mostly base classes, but...
Sephiroth Do'Urden

05-24-06, 04:22 PM
Mimics? Where are they? Or did I simply miss something?
swordspell_mage

05-24-06, 05:55 PM
Before feats and after adaptation. It's in bold, blue letters.
Sephiroth Do'Urden

05-28-06, 06:56 PM
So you can choose just about any Illusion spell you want right?
swordspell_mage

05-30-06, 07:26 AM
Below eigth level, yes. But they have to charge before you can use 'em.
swordspell_mage

06-02-06, 07:37 PM
I know you think it's odd, a monk on a warlock's thread! But this monk is a monk with the inborn ability to tap into the Astral Plane, converting astral constructs into eldritch energy which they can use to charge their fists, and eventually weapons, along with eventually projecting it.

Dream Monk

http://www.dark-chronicle.co.uk/sr1/getimage.php?image=EldRaz2.JPG

Weapon? Why would I need a weapon? I AM a weapon.-Ruaen Anuath, Elven Dream Monk

The Dream Monk is someone who was raised in a monastery, not because (s)he was deserted, but because (s)he was found to have the ability to tap into the astral plane, and by pulling matierial out, create eldritch energy from the astral substance. They also, in the monastery, learn to manipulate the astral matierial to cast what seem like spells , known as dreamshapes. It is odd, you see a man or a woman walking down the street and (s)he is glowing with energy, or just their eyes or hands. These people [for the most part], are Dream Monks. They wander the countryside or drift between cities, and then they go back to the monastery, and show what knowledge and wisdom they have learned.

Making a Dream Monk

Abilities: The most important ability by far for any Dream Monk is Wisdom. It determines the extra AC bonuses they get (very important for no armor), and the extra damage the Eldritch Fist Attacks do. The second most important is either strength or dexterity. Dexterity is important if you choose the Weapon Finnese bonus feat, and Strength is important if you choose the Power Attack bonus feat. The third most important is Constituiton. It keeps them alive on the battle feild and is important because of the lack of armor.

Races: Elves and halflings show up the most in monasteries. An elf's aptitude with magic makes them more likely to be able to tap into the Astral Plane, and halflings because their lucky nature makes them more likely to have the ability to tap into the Astral Plane. Humans and gnomes are nest most likely, humans because of their wide range of abilities, and gnomes because of their gift in magic. Among the other races, Dream Monks are rare at best.

Alignment: LN, NG, TN, CN. Any non-evil neutral. It is impotant for them to follow their own path, and to do good.

Starting Gold: 3d4x10 (75gp)

Starting Age: As sorcerer

Class skills and features

Class Skills: The Dream Monk's class skills and the key ability for each skill are: Balance (DEX), Bluff (CHA), Concentration (CON), Craft (INT), Diplomacy (CHA), Disguise (CHA), Escape Artist (DEX), Gather Information (CHA), Heal (WIS), Hide (DEX), Intimidate (CHA), Jump (STR), Knowledge (Arcana) (INT), Knowledge (The Planes) (INT), Move Silently (DEX), Perform (any) (CHA), Sense Motive (WIS)
Skill Points At First Level: 4+Intelligence Modifier(x4)
Skill Points after First: 4+Intelligence Modifier

Hit Die: d8


Level BAB Fort Will Reflex Special
Save Save Save
----------------------------------------------------------------------------
1 0 2 0 2 Eldritch Fist 1d6, Least Dream Shapes
Improved Unarmed Strike
2 +1 3 0 3 Bonus Feat
3 +2 3 1 3 Eldritch Fist 2d6, Speed +10ft
4 +3 4 1 4 Weapon Focus(Eldritch Fist)
5 +3 4 1 4 Eldritch Fist 3d6, AC +1
6 +4 5 2 5 Lesser Dreamshapes, Speed +20ft
7 +5 5 2 5 Eldritch Fist 4d6
8 +6/+1 6 2 6 Eldritch Flamewrath 1
9 +6/+1 6 3 6 Eldritch Fist 5d6, Speed +30ft
10 +7/+2 7 3 7 Eldritch Weapon, AC +2
11 +8/+3 7 3 7 Eldritch Fist 6d6, Greater Dreamshapes
12 +9/+4 8 4 8 Throw Fist, Speed +40ft
13 +9/+4 8 4 8 Eldritch Fist 7d6
14 +10/+5 9 4 9 Eldritch Flamewrath 2
15 +11/+6/+1 9 5 9 Eldritch Fist 8d6, Speed +50ft, AC +3
16 +12/+7/+2 10 5 10 Astral Dreamshapes, Throw Fist 2
17 +12/+7/+2 10 5 10 Eldritch Fist 9d6
18 +13/+8/+3 11 6 11 Eldritch Flamewrath 5, Speed +60ft
19 +14/+9/+4 11 6 11 Eldritch Fist 10d6
20 +15/+10/+5 12 6 12 Eldritch Weapon 2, Throw Fist 3, AC +4
(Thanks to MagicWar1 for the table!)

Dreamshapes Known:

Lvl Known
1 1
2 2
3 2
4 3
5 3
6 4
7 4
8 5
9 5
10 6
11 7
12 7
13 8
14 8
15 9
16 10
17 10
18 11
19 11
20 12

Weapon and Armor Proficiencies: Elven Lightblade, Elven Thinblade, Shuriken, Longbow and Shortbow (Composite as well), Dagger, Punching Dagger, Kukri, Longsword, Rapier, Quarterstaff, Light and Heavy Crossbows, and Sai. Dream Monk weapons can be charged with eldritch energy in place of an eldritch fist. A Dream Monk is proficient with no armor or sheilds, as they interfere with his AC Bonus and Speed abilities.

Eldritch Fist [Sp]: The Eldritch Fist is the main ability of the Dream Monk. It is the first ability they are trained in. Depending on the person, it can be any color. It creates a kind of nimbus of magical energy around the Dream Monk's fist. It does 1d6 damage every other level, and it is considered a light weapon for the uses Weapon Finnese. You add your wisdom modifier to the damage. It is considered a 1st level spell without the use of dreamshapes. It also a touch attack after the 9th level. It has a somatic component (the movement of the hands beforehand). It has no saving throw, but it can only be used once per round, as a standard action. It is a spell like ability and suspect to spell resistance. It deals bludgeoning and magical damage. It counts as a first level spell unless shaped or added to by an essence.

Dreamshapes [Sp]: A Dream Monk doesn't prepare or even cast spells like the ordinary spellcaster. Instead (s)he makes dreamshapes, which, in a way, mimic spells. They can be used an unlimited amount of times per day (well, as a move action, except for shapers, which are part of the Eldritch Fist standard action, as well as Essences). They are spell like abilities suspect to spell resistance. They can learn least dreamshapes from level 1, lesser from 6th, greater from 11th, and astral from 16th. Dreamshapes known cannot be changed after they choose unless they retrain. Only one dreamshape can be active at once. The dreamshapes are gauged to spell level as here: Least 1st, Lesser 3rd, Greater 6th , and Astral 8th.

Bonus Feat: At the 2nd level, a Dream Monk with a Dexterity of 13 or higher is given Weapon Finesse as a bonus feat. A Dream Monk with a Strength of 13 or higher is given Power Attack as a bonus feat. If a Dream Monk has both of these traits at 13 or higher they may choose.

Weapon Focus (Eldritch Fist): At the 4th level, a Dream Monk is given the feat Weapon Focus (Eldritch Fist) as a bonus feat.

AC Bonus [Ex]: When unarmored and only carrying a medium load, a Dream Monk is given his(er) Wisdom modfier as an armor bonus, along with the bonuses given at the 5th, 10th, 15th, and 20th levels.

Speed Bonus [Ex]: At the 3rd, 6th, 9th, 12th, 15th, and 18th levels, the Dream Monk gains a cumulative +10ft bonus to his(er) base land speed.

Eldritch Flamewrath [Su]: At the 8th level, the Dream Monk gains the ability to sheath his(er) body in magical energy (that look like wisps of flame) that does no damage to them. Anyone making contact (unarmed, touching, with a weapon) with them takes 1d6 magical damage, and this increases to 2d6 at level 14 and 5d6 at level 18. It lasts for 2 minutes or until wanted by the Dream Monk (free action). It is usable 1+Wis Mod/day.

Eldritch Weapon [Sp]: At the 10th level, the Dream Monk can create any weapon that they are proficient in out of eldritch energy. It deals magic damage that matches the damage of the weapon. It counts as a 5th level spell.

Throw Fist [Sp]: At the 12th level, the Dream Monk gains the ability to "throw" the Eldritch Fist with the same damage as it usually deals for 10ft. It is a ranged touch (ray) attack. It increases to 20ft at the 16th level and 40ft at the 20th level. It counts as a 6th level spell.

Dreamshapes


Least, Shape
Nimbus of the Sun: This dreamshape turns the nimbus into a 1’ in radius one that does 1 dice less damage, minimum 1d6.
Swung Fist: The Eldritch Fist can be a ranged attack with a 5' range.
Bestial Fist: Eldritch fist can do slashing/piercing damage for 24 hours.
Least, Essence
Sickening Fist: Instead of dealing damage, subject makes a fortitude save of DC 10, and if fails, becomes sickened
Frightful Fist: Instead of dealing damage, subject makes a will save of DC 10 and if fails, becomes shakened
Least, Passive
Shattering Speech: Verbal Component, 1 subject is the target of the spell shatter
Soothing Words: You gain a +6 bonus to Bluff, Diplomacy, and Heal checks
Silvery Mist: Use fog cloud as the spell.
Darkness: Use darkness as the spell
Luck of the Hero: Gain a +1 bonus to any one saving throw for 5 rounds.
Sight through the shadow: Gain the ability to see through mundane and magical darkness 60’ for 24 hours
Invisible Hand: Use mage hand as the spell except 10lb/level
Entropic Warding: Be able to deflect incoming ranged attacks, leave no trail, unable to be tracked for 24 hours
Cloud Step: Gain a +6 bonus to jump, balance and tumble checks
Shadowed Space: Grants total concealment to an area of 5ft/2 levels
See the Hidden: Use the spell see invisibility and 30’ Darkvision for 24 hours
Move along the walls: Use spiderwalk as the spell for 24 hours
Sense Eldritch energy: Use detect magic as the spell for 24 hours
Lesser, Shape
Eldritch Chain: Fist jumps from one enemy to the closest within 10'
Lesser, Essence
Brimstone Fist: Fist deals fire damage and subject must make DC 15 reflex save or catch fire
Hellrime Fist: Fist deals no damage and subject must make a DC 20 reflex save or get -2 dexterity for 10 rounds
Beshadowed Fist: Fist deals 2 dice less damage (minimum 1d6) and subject must make a DC 20 will save. If they fail, their opposite from the Plane of Shadow distracts and taunts them for 5 rounds
Lesser, Passive
Beguile: Get 1 person to regard you as their friend for 24 hours
Unluck: Give one target a -1 penalty to all rolls for 24 hours
Revitalize: Use cure moderate wounds as the spell
Dream Flight: Gain a fly speed of 60’ (good) for 24 hours
Abundant Step: Use dimension door as the spell and leave behind a major image spell of self
Wind Movement: Gain a 60’ increase to land speed for 24 hours.
Stony Grasp: Use stony grasp as the spell.
See in the void: Gain blindsense for 30’ for 24 hours
Take it away: Use dispel magic as the spell.
Stealthy movement: Use invisibility(self only) as the spell.
Never moving wall: Use force wall as the spell
Greater, Shape
Quickened Moves: Fist can make two attacks/each normal attack they would get in the round at the first attack’s bonus
Decisive Strike: After you roll for damage, roll again. If the roll is above 10, double the damage. If below, don’t change anything.
Greater, Essence
Vitrolic Fist: Fist ignores SR and does acid damage for 5 rounds
Repelling Fist: Fist makes subject make a DC 15 reflex save or get knocked back 10'
Bewitching Fist: Target must make a DC 15 will save or become confused for one round
Greater, Passive
Dream Tentacles: Use Evard’s black tentacles as the spell and it deals 2d6 extra cold damage to area.
Eat the energy: Use targeted greater dispel magic as the spell, and gain 1 temporary HP/level of spell dispelled
Concealing Darkness: Gain total concealment in dark areas and impose a -2 STR penalty to any enemy adjacent to you for 2 rounds
Magical Weapon: Use any Dream Monk weapon as if it was a +5 shocking weapon
Wall of Fire: Use wall of fire as spell
Monk’s Call: Use telepathy as the spell
Astral, Shape
Dream Doom: Fist is slammed into ground and creates a damaging effect to all enemies on ground in 20' radius
Astral, Essence
Utterdark Fist: Subject must make a DC 25 fortitude save or gain 2 temporary negative levels
Astral, Passive
Energy Absorption: Gain DR 4/adamantite
Foresight: Use foresight as the spell and communicate telepathically with a target of the effect
Walk of Darkness: Use shadow walk as spell and gain fast healing 2
Backlash Stealth: Use greater invisibility(self only) as the spell that deals 5d4 damage in a burst if dispelled
Shape the World: Use polymorph as the spell
swordspell_mage

06-03-06, 05:28 PM
I just read through the guild character thread, and it says that you can only use a core class for RPing. Can I still RP my dream monk?
thasis

06-04-06, 08:52 PM
This is not true. If you want to use non-core material, that isn't already approved (see the Aproval Thread for more info on this), then you have to get it approved (also see the Aproval Thread for more info on this).
swordspell_mage

06-04-06, 08:58 PM
I actuallly found that out. If you look at the last post of the approval thread, It's my request for the Dream Monk to be aloud.
thasis

06-04-06, 09:02 PM
Mmmk.... I havn't gone through all the threads yet so I wasn't aware of that.
swordspell_mage

06-04-06, 09:13 PM
Thasis (and everyone else)--

What do you think of my class? So far, I've heard it's pretty balanced.
thasis

06-04-06, 09:40 PM
It's like a Warlock-Monk with unique flavor. My initial comment (as I didn't do an in detail look through it) is, you definitly need more Dreamshapes, and I'd suggest giving all the rules for them, and hopefully making them unique. If you make a class make unique abilities. even if they're based of another ability, still make them original (atleast in Name).
swordspell_mage

06-04-06, 09:51 PM
I tried to make it mirror the warlock. Sometime next week I'll modify the names.
thasis

06-04-06, 11:06 PM
Ah yes, I am quite fond of the Warlock way of designing things. The Soul Hunter and Necrologist (see my sig) were both designed using the Warlock-ish system. It's definitly a good way of designing things.
swordspell_mage

06-05-06, 03:35 PM
Rather simple to design and use it, too.
swordspell_mage

06-05-06, 08:24 PM
Thasis, you better be happy! I did ALL of the dreamshapes, mirroring (or replacing) all of the warlock incovations.
thasis

06-05-06, 08:59 PM
Very very very very very very much better. Now all you need is more unique ones :D :P
swordspell_mage

06-05-06, 09:10 PM
I replaced ones that didn't fit with new ones of equal power! That's unique! And unique ones take alot of time!...

But I DID do all unique shapes! (And some essences!)
thasis

06-06-06, 12:30 AM
I congragulate you for that. Definitly a good class. But I can definitly say more original powers are good. The key to making a expert looking class is to have a wide variety of unique abilities.
swordspell_mage

06-06-06, 09:13 AM
It took me more than a hour just to do this! Plus, a ton of the flavor AND a ton of the mechanics are different.
thasis

06-06-06, 08:20 PM
My classes took me weeks of improving, and I'm still spending alot of time on them :P (not to brag or anything)
swordspell_mage

06-06-06, 08:47 PM
I do that too. Don't feel alone... :D. However, I won't have time to do that now, as I'm working on my other classes for my campaign setting.
thasis

06-07-06, 01:45 AM
Mmm... I can attest to doing the same. Except instead of other classes taking priority I have homework *shakes fist*
swordspell_mage

06-07-06, 07:17 AM
So Do I!
thasis

06-07-06, 05:55 PM
Blasted homework. Schools almost over though *dances with joy*
swordspell_mage

06-10-06, 10:22 PM
Mine was recently over (halleluyeah!) (I think I spelled that right). :D

EDIT: Made some edits to the Dream Monk
thasis

06-11-06, 03:06 PM
I'll check out the Dream Monk in a bit. And damn you lucky. I still have like a week and a half left. Finals are a biatch!
Kobold_Ur_Priest

06-11-06, 03:38 PM
A tall, well bodied elf with obvious fiendish heritage steps from the shadows.

"My name is Bishop, and I've come to seek refuge within your Guild....will you take me in or shall I force my way through?"

With that, his hand drops to his side where a heavy mace shaped like a screaming devil's skull hangs; and a gruesome spiked chain is wrapped around his right arm.
thasis

06-11-06, 04:26 PM
Alastor raises an eyebrow as Bishops entrance, "You fancy yourself as a frightening fellow don't you. You will have to prove yourself before any such respect is given to you. But we will accept you into the guild. Just try to be a little less pushy, or someone might remove your head. I'm contemplating it already".
swordspell_mage

06-11-06, 04:36 PM
I had to change a little RP for myself to go with my dream monk, Cylyn Ruali.

[i]*Cylyn walks quickly out from the shadows, and starts to speak*[i]

Hello, my fellow elf (of feinds). I would be happy to help you, if, as Alastor said, you weren't so pushy. Use pleasantries, for Baelreth's sake! It makes EVERYONE more happy. Even us chaotic folk.
Kobold_Ur_Priest

06-11-06, 04:59 PM
Bishop smirks at Alastor's remarks, s cruel looking smile forming over his needle sharp teeth.

Ah, I like your style friend....though killing me would make things worse.....for you, of course; not for me."

He then walks past Alastor, turning to give him a quick devilish grin once again, and then departs to the inner sanctum of the Guild.
thasis

06-11-06, 05:05 PM
"This figure certainly has a certain attitude about him. He will be a great pawn in Thasis's plan". Alastor then smirks and walks out of the chambers.
swordspell_mage

06-11-06, 05:09 PM
*Cylyn stands, gaping*

Did he just go into the inner sanctum?

*He storms into his quarters*
Kobold_Ur_Priest

06-11-06, 05:24 PM
An unholy glow filters through the shadows of the inner sanctum & from within, devilish laughter can be heard.
thasis

06-11-06, 08:06 PM
:D

Hellball, Lesser
Dark Invocation
You can make a ranged touch attack (range 60ft). If succesful the target, and all creatures within 30ft, must make a fortitude save or take 5d12 profane damage.
swordspell_mage

06-11-06, 08:19 PM
I think it's a LITTLE powerful, but it's good.
thasis

06-11-06, 08:39 PM
I was thinking a little powerful, but if I dumb it down I have a feeling it will become underpowered.
Kobold_Ur_Priest

06-11-06, 08:59 PM
I Like it

nuff' said
swordspell_mage

06-11-06, 10:03 PM
I Like it

nuff' said

I do too, it's just a little powerful.
Kobold_Ur_Priest

06-11-06, 10:04 PM
I do too, it's just a little powerful.
i agree with him though, if it's toned down, it will seem underpowered

and it IS a DARK Invocation after all, so it's meant to be high level
thasis

06-11-06, 11:03 PM
Mmm... thanks for backing me up Kobold. Honestly, it's a dark invocations. It's ment to be powerful. I think the only unbalancing factor is that it's an area spells. But I have to succead and a ranged touch attack and they all get a fortitude save that if they make they will negate the complete effect.
Kobold_Ur_Priest

06-12-06, 09:50 AM
no prob bro

:rolleyes:
swordspell_mage

06-12-06, 03:59 PM
I guess it works pretty well. It's just that that's more damage than the warlock can normally do. But the 5d12 makes it so that the lowest is lower than the warlock's regular damage.
Kobold_Ur_Priest

06-12-06, 04:10 PM
I guess it works pretty well. It's just that that's more damage than the warlock can normally do. But the 5d12 makes it so that the lowest is lower than the warlock's regular damage.
yeah, at the lowest, it'll do 5 damage.... :rolleyes:
swordspell_mage

06-12-06, 04:16 PM
yeah, at the lowest, it'll do 5 damage.... :rolleyes:

Exactly my point.
Kobold_Ur_Priest

06-12-06, 04:20 PM
Exactly my point.

but even so, its much better coming from me! haha j/k :P


:rolleyes:
swordspell_mage

06-12-06, 04:23 PM
ALSO my point. :D
Kobold_Ur_Priest

06-12-06, 04:36 PM
ALSO my point. :D
Isn't it better when I'm always right?

lol j/k :rolleyes:
swordspell_mage

06-12-06, 06:25 PM
Wait...you and (possibly) thasis aren't always right? AAAAAAAAAAHHHHHHHHHHH!!!!!!!! :OMG! :mymy: :crazy: :D :mage:
thasis

06-12-06, 06:27 PM
Ur_Priest isn't always right. Thasis is always right though. You see, Thasis is god. Any mistakes were intentionaly made to see if others could figure them out. :D
Kobold_Ur_Priest

06-12-06, 06:38 PM
We'll see.

:rolleyes:
swordspell_mage

06-12-06, 06:42 PM
And...my post was a JOKE!! Mwahahahahah!!!!!!!!!!!
Kobold_Ur_Priest

06-12-06, 06:44 PM
And...my post was a JOKE!! Mwahahahahah!!!!!!!!!!!
hrmm...nevermind ill keep my comment about the coathanger abortion to myself... :rolleyes:
swordspell_mage

06-12-06, 07:19 PM
What?!?!?! :d
thasis

06-12-06, 08:10 PM
You realy don't want to know. But you see, Thasis already knows. As he's god :D
swordspell_mage

06-12-06, 08:43 PM
:bow::bow::bow::bow::bow::bow::bow::bow: :bow::bow: to All-Mighty THASIS!!!!!!!!!!!!!!!
thasis

06-12-06, 09:29 PM
Finnaly someone who shows me the respect I deserve :D :P

I'm siging that btw :P
swordspell_mage

06-12-06, 10:03 PM
YAAAAAAAAAAAAAAAAAAY!!!!!!!!!!! I've been SIGGED by the ALL-MIGHTY THASIS!!!!!!!!!!!!!!!!
:bow::bow::bow::bow::bow::bow::bow:
:bow::bow::bow::bow::bow::bow::bow:


These are [a small portion of] the people bowing to the ALL-MIGHTY THASIS!!!!!!!!!!!!!!!!
Kobold_Ur_Priest

06-12-06, 10:26 PM
What?!?!?! :d
Well, I was going to say that if you dont agree with me, I'd invent a time machine, go back in time, and abort you with a coathanger.

LMAO!
:rolleyes:

dont ask, my friend and I made that up a long time ago
swordspell_mage

06-12-06, 10:36 PM
AAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHH HHH!!!!!!!!!!!!!!!!!!!!!!!!!! :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek:
Kobold_Ur_Priest

06-12-06, 10:45 PM
:rolleyes: I was JOKING! :rolleyes:

:confused:

ugh, nevermind...
swordspell_mage

06-12-06, 11:05 PM
SO WAS I!!!!!!!!!!!!!! :D :D :D
swordspell_mage

06-12-06, 11:06 PM
--double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post----double post--
thasis

06-12-06, 11:47 PM
OMG OMG OMG! I'm going to make myself a god! :D :D :D

*goes off to write statistics for Thasis the Poster as a god*
Kobold_Ur_Priest

06-13-06, 02:08 AM
@ Mage: Holy horseshit Batman, got enough "Double Posts" on that one?!
:confused:
@ Thasis: you should be slapped; very, very hard :rolleyes:
but it's ok, i forgive you
turalisj

06-13-06, 02:43 AM
@ Mage: Holy horseshit Batman, got enough "Double Posts" on that one?!
:confused:
@ Thasis: you should be slapped; very, very hard :rolleyes:
but it's ok, i forgive you
*charges his +5 BFG and aims at priest*
you have 5 seconds and the connection to the astral plane in this area has been severed. :P
Kobold_Ur_Priest

06-13-06, 03:02 AM
*charges his +5 BFG and aims at priest*
you have 5 seconds and the connection to the astral plane in this area has been severed. :P
you, my friend should also recieve the uber-slappage

and please, can we stop spamming with pointless crap...i wanna get back to the RP
turalisj

06-13-06, 03:28 AM
You started it :P


Zik floated in from the floor, juggling orbs of eldritch energy. Someone lose these? I found them outside of Ver'hejing. And since the mindbolds never use magic of any kind, I figured they might be yours.


Anyone have any ideas for a psionic version of the warlock? (his eldritch blasts could be pure, undistilled blasts of psionic energy.)
swordspell_mage

06-13-06, 09:04 AM
All you have to do is change the SU and SPs, call the EB the psionic blast, and change up the incovations. AND THE DOUBLE POST THING WAS A JOKE!!!!!! And I cant beleive it! I was SIGGED by the ALL-MIGHTY THASIS!!!!!!!!!!!!!!!!!!! :bow:

*Cylyn walks in*

So you're one of those psi-warlocks, huh? I didn't lose them. In fact, I don't even really BLAST my eldritch energy. Ask around the Circle, though.

*He leaves*
Kobold_Ur_Priest

06-13-06, 11:27 AM
From within the darkened corner, Bishop's voice echoes, a hint of interest in his voice.

"A Psi-lock...interesting....and if you do not require them, I'll take them off your hands."

With that, he closes his glowing eyes; slowly stemming the flow of energy emanating from them. He opens them again, their green orbs shining from the darkness.
swordspell_mage

06-13-06, 02:16 PM
A what now? I don't understand your post, mighty (not all-mighty) Kobold_Ur_Preist. Slight :bow:ing!! Only one person bows to Kobold_Ur_Preist. You must feel sad. No one :bow:s to me, though, don't feel alone.
Kobold_Ur_Priest

06-13-06, 02:32 PM
I was reffering to Zik, I thought he was a Psionic Warlock (Psi-Lock)

nevermind

:bow: :king: :bow:
swordspell_mage

06-13-06, 03:16 PM
Aaahhhhh. Psi-lock. I thought it was like the X-Men character. :D
turalisj

06-13-06, 03:27 PM
Let me clear some things up:
1. Zik is a sorcerer. A ghost, but a sorcerer none the less.
2. Ver'hejing is the capital city of the mindbold in my homebrew world, where magic is kept out by twoers emitting a 'signal' that disrupts a spellcasters ability to cast.
3. The psilocks are a order within the city who hunt down anyone foolish enough to try and destroy the towers.
4.(and most improtant) MINDBOLDS PWN J00!!11 :D



(I just had to add that last one)
Kobold_Ur_Priest

06-13-06, 04:03 PM
oh, well screw my last comment about PsiLocks then

nevermind. Im off to the Alliance
swordspell_mage

06-13-06, 05:01 PM
Don't worry Kobold_Ur_Preist, I don't think the mindbods pwn'd j00. They did pwn me, however. Let me TELL YOU, MINDBOLDS ARE NOT NICE PEOPLE!!! NOT NICE PEOPLE!!!!!!!!!!!!!!!! *shivers* Trust me.
turalisj

06-13-06, 05:21 PM
How would you know? I made them..... Unless someone playtested them without telling me.
swordspell_mage

06-13-06, 05:33 PM
I made my own Mindbold just for fun a while ago, they were kobolds who went wrong. They practiced Illithid like things, like eating BRAINS!!! I hadn't seen yours at the time. I was talking about my own mindbolds, I lost the paper though, and forget their stats.
thasis

06-13-06, 08:28 PM
I'm bored, after I finish my current project (which I'm having a bit of trouble statting up a 500 HD monster... :P) I'll start on it.
swordspell_mage

06-13-06, 09:27 PM
Cool. I'll help/co-create through PM if you want.
thasis

06-13-06, 09:42 PM
Sounds good. I just need to finish my current project (I give it a week tops, though it might be earlier :D)
Kobold_Ur_Priest

06-13-06, 10:09 PM
I'm bored, after I finish my current project (which I'm having a bit of trouble statting up a 500 HD monster... :P) I'll start on it.
If its the WD, im smacking you myself when you get here....I cant wait for that thing!
thasis

06-13-06, 10:37 PM
It's the World Defiler (now called Overmind), and I'm there, and I'm working on it. It's a real ***** though... D&D just doesn't handle that powerful of monsters without great difficulty.
Kobold_Ur_Priest

06-13-06, 10:43 PM
you think THAT'S hard, you should see the CR 9000+ thing from Dice Freaks i think it was
thasis

06-13-06, 11:08 PM
I didn't even know it was possible... I'm just going to curl up in a corner and cry now... :weep:
Kobold_Ur_Priest

06-13-06, 11:42 PM
I'm just gonna say that I dont even want to know what the thing is if it's CR is over 100.

My highest was 98.
thasis

06-14-06, 12:16 AM
CR100... is... gah... my creatures is over CR100... gah...
Kobold_Ur_Priest

06-14-06, 12:30 AM
well, finish the bastard already and ill see if he can stand up to my friends' epic PCs
thasis

06-14-06, 01:38 AM
I'm slow... what can I say. I usualy make some good quality stuff though :D
turalisj

06-14-06, 03:57 AM
So it's a creature that can take on the entire dnd pantheon?
Kobold_Ur_Priest

06-14-06, 12:51 PM
@ Thasis: slow's the least of your worries...you shoulda heard what the H00k3rz said.... :rolleyes:

@ TuralisJ: basically that, and any other Pantheon introduced through D&D all at once
swordspell_mage

06-14-06, 09:41 PM
I added labels for [Sp], [Su], and [Ex] on the Dream Monk (see Thasis, you were right! I am always revising!!).
thasis

06-15-06, 12:47 AM
I'm a Warlock! *dances*

And yah, this guy will basically ass**** you for eternity.
Kobold_Ur_Priest

06-15-06, 12:54 AM
:rolleyes:

wow. now that's just wrong.....

lmao!
thasis

06-15-06, 01:09 AM
I could expand on the concept... but let's not :P
Kobold_Ur_Priest

06-15-06, 01:46 AM
yes, let's not even dwell on that mental image

:rolleyes:
swordspell_mage

06-15-06, 09:49 AM
:confused: :confused: :confused: :confused: :confused: :confused: :confused: :confused: WHAT?
Kobold_Ur_Priest

06-15-06, 12:07 PM
You REALLY DONT want to know. :rolleyes:
swordspell_mage

06-15-06, 12:56 PM
*shudders, and starts rocking back and forth*I don't wanna know-I don't wanna know-I don't wanna know-I don't wanna know-I don't wanna know-I don't wanna know-I don't wanna know-I don't wanna know-I don't wanna know-I don't wanna know-I don't wanna know-I don't wanna know-I don't wanna know-I don't wanna know-I don't wanna know*shudders again*
thasis

06-15-06, 01:44 PM
I'm pretty sure this thread (and numereous other threads that we seem to dwell on) have been overspammed... alot. We should realy get on topic.
Kobold_Ur_Priest

06-15-06, 02:15 PM
I'm on topic, just waiting for some IG action. :rolleyes:
swordspell_mage

06-15-06, 02:45 PM
Oh but spamming is so fun ;)

I don't agree. If I have another class or anything I'll post it. Right now I don't. But, I took that out of context. It's from the approval thread, second page, and it's after jaggar telling people to stop spamming. So it seems that thasis contradicts himself. But, everyone contradicts themselves. Like I am right now. I'm spamming to say that spam isn't fun. But that's a lie. :D
Okay, we really should stop spamming this thread. Anyone else agree?
Kobold_Ur_Priest

06-15-06, 02:58 PM
By agreeing it only increases the level of spam, but what the hell:

Aye!

That said, I agree, and am still awaiting IG responses.... :rolleyes:
Sephiroth Do'Urden

06-15-06, 05:56 PM
Sweden just beat the meat out of Paraguay!!!!! Phlgem-cookies for everyone!!!
:cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie:
And welcome to the Circle, Kobold. I asume that you're in here to fight evil like the rest of us hmmmmmmm?

And has someone seen my glow in the dark hovering Phlgem globes?

And were is De Batavier?
Kobold_Ur_Priest

06-15-06, 08:23 PM
Thanks Sephy....anyways...Zik had the damned things....

:rolleyes:

also, Sephy, would you want to join the upcoming online RPG?
thasis

06-15-06, 10:12 PM
Fight... evil... that'd be the day :P

But honestly, what am I supposed to respond to. I don't remember the last time in-game context has gone inside here. However, just to be cool I'll start some...

A tall figure shrouded in mist, but still seen clear enough, seems to appear from the ground. It resembles a tall beautiful lady with pale-blue skin and seaweed green hair. Her eyes glow a fierce dark blue. Her voice emanates through the hallways in a way that resembles the blowing of the wind, "Hello beings of the council. I am Queen Cecilia of the Thrones of Wind. I come here from a banishment forced upon me from the invaders who took my once beautiful lands. I am a Warlock who uses her powers to control the nature of the winds around me. I hope that you allow me to take a place in your council". With that she gives a sort of courtesy.
Kobold_Ur_Priest

06-15-06, 10:31 PM
Within the shadows, a concealed form nods solemnly.

"Welcome to the Circle..."
swordspell_mage

06-16-06, 09:41 AM
*Cylyn begins to speak*

I welcome you as well, Lady.
Kobold_Ur_Priest

06-16-06, 01:23 PM
Mage, you dont have to do the "*" "*" asterisks, just make your speaking/acting font different colors.

lol :rolleyes:
swordspell_mage

06-16-06, 03:54 PM
But I like to...

Fine, I won't anymore.

hmph!
Sephiroth Do'Urden

06-16-06, 04:28 PM
Thanks Sephy....anyways...Zik had the damned things....

:rolleyes:

also, Sephy, would you want to join the upcoming online RPG?

Thanks for finding them.

And as for the Online-Rpg: HELL YEA
Ehhh... I get to keep my soul, right?
Kobold_Ur_Priest

06-16-06, 07:57 PM
no prob

eh-we'll see about the soul thing... idk... :rolleyes:


so far it's

Thasis
Supernerd
Kobold_Ur_Priest
Sephy

for the online RPG...as soon as we get one more person, and a site to host it, we'll start


ECL 7, anything core is OK, non-core must be approved


----EDIT---- I'm thinking of gettin us a personal forum over on RPOL maybe? or any better suggestions?
Kobold_Ur_Priest

06-16-06, 08:46 PM
:P Got it, link's now in sig. :D
thasis

06-16-06, 10:06 PM
I was saying we could host it at my Fallen Sun Campaign boards (which is also being used as my Undeath and its Beauties project boards). I've been meaning to get that game up and going. The RPOL works fine to.
Kobold_Ur_Priest

06-16-06, 10:14 PM
Already got it completely established on RPOL, hit the link and join.

Are you gonna Co-DM?

you can post your Undeath & It's Beauty their on the Review page

**ALSO** My name on their is Kobold_Ur_Priest, though in some areas it will appear as Bishop since I will run him as an NPC in game as well as being DM.
thasis

06-16-06, 10:29 PM
I'll Co-DM if I get a cool little title (such as DM) :D . Having more then one DM is good anywayz. Keeps problems from happening.
Kobold_Ur_Priest

06-16-06, 10:32 PM
just sign up on the forum i made and ill setup your stuff, post on the DM/Co-DM board
Sephiroth Do'Urden

06-18-06, 06:35 PM
I have been making a build for an Incarnate, but I should have asked you first; Is it cool for me to use and play as an Incarnate oh Ur-Priest?
Kobold_Ur_Priest

06-18-06, 06:42 PM
As long as it's ECL 7, and PLEASE go signup at the RPOL thread, and ill get you started In-Game ok?
thasis

06-18-06, 07:34 PM
I have Magic of Incarnum and it's very clearly balanced. I would say it's allowed, but in the end it's up to Ur_Priest.
Sephiroth Do'Urden

06-18-06, 07:38 PM
One NE Incarnate comming right up! But how do I know what my stats are gonna be? Do I roll them up by meself or do you roll for me? And I am gonna be an Azurin if that is cool too. :cool:
Zombomaniac

06-18-06, 07:53 PM
One NE Incarnate comming right up! But how do I know what my stats are gonna be? Do I roll them up by meself or do you roll for me? And I am gonna be an Azurin if that is cool too. :cool:
We use a 32 point buy system to determin stats. If you don't know what that is just ask.
We make use of Max HD.
We get a certian amount of gold to play with to buy items and such, but I dont remeber how much. It is in the DMG somewhere.
I don't know 100% but I think MoI is approved since it is balanced.
Kobold_Ur_Priest

06-19-06, 11:08 AM
Yep, MoI is fine, and as long as your character is ECL i dont care what race/class combo you play

^_^ cuz' im cool like that
De Batavier

06-19-06, 01:54 PM
Seeing the upgrade has been postponed, again, I've updated the library. Hope I didn't miss anything.

Though we've got some leeway here and I don't mind a little chatter the spamming rule from the CoC still applies. So please don't wander to far off topic.

(...)And were is De Batavier?

Due to the fact I've got a fulltime job and a job on saterdays I'll not be able to update the library or post as frequent as I used to.

Oh and welcome to the Kobold Ur Priest. Your soul name has been added to my...the members list ;)
Kobold_Ur_Priest

06-19-06, 03:07 PM
Thanks Batavier

also, anyone else looking to join the new campaign we've started on RPOL, fee free; link's in my sig.
Sephiroth Do'Urden

06-19-06, 05:51 PM
Originally Posted by The Chaos Curse; The Cleric Quintet - Book Five
"Scaladi looked at the wretched zombies, and to Rufo's dismay, the priest smiled. They were corporeal animations and nothing more, Scaladi knew, had to belive with all his heart. Secure in that faith, the man looked Rufo straight in the vampire's blood-red eyes, straight in the vampire's drooling, animal-like face.

'I am more than my body,' Romus Scaladi proclaimed.

Rufo snapped the Oghman's head back, shattering neck bones. With one hand, the outraged vampire heaved Scaladi across the foyer, where he crashed into a wall and crumpled at its base.

Histra hissed wickedly, and Thobicus chimed in, a horrid applause as the two circled their master. Caught up in the frenzy, Rufo dismissed Scaladi's damning words and hissed and snarled with all his wicked heart.

' . . . more than my body,' came a whisper from the side. The three vampires stopped their macabre dance and song and turned as one to the broken priest, propped on his elbows, his head flopping weirdly.

'You are dead!' Rufo declared, a futile denial of the priest's words.

Scaladi promptly corrected him. 'I have found Oghma.'

And the man died,secure in his faith."

This is one of my favorite parts too! You've got great taste, Zombomaniac-San! And thanks for all the info!

Due to the fact I've got a fulltime job and a job on saterdays I'll not be able to update the library or post as frequent as I used to.


Welcome back oh Circle-leader! Missed you lot's! :D
thasis

06-19-06, 05:59 PM
I have to say next to Reavers of the Blood Sea, the Cleric Quintet is my favorite book (series I guess) ever. It was sooooo well done. I congragulate those who get through the whole thing (I read the whole series in silent reading back in grade 6).
swordspell_mage

06-19-06, 06:54 PM
So, Mr. Kobold_Ur_Preist, I'll join your game as said by PM! Just when are (we?) playing?
Sephiroth Do'Urden

06-19-06, 07:20 PM
I have to say next to Reavers of the Blood Sea, the Cleric Quintet is my favorite book (series I guess) ever. It was sooooo well done. I congragulate those who get through the whole thing (I read the whole series in silent reading back in grade 6).

It's my favorite book, coupled with the other Drizzt stories and the Amazing works of Rumiko Takahashi.

So, Mr. Kobold_Ur_Preist, I'll join your game as said by PM! Just when are (we?) playing?

Good point. The site seams to be down for the time being. :(
Sides, I think a certain Thasis has a headstart. :P

Btw, Bishop, Thanks for the nice Avatar. It looks great!!! :cool:
Kobold_Ur_Priest

06-19-06, 07:31 PM
ongoing game, join in at anytime

no problem, i did your avatar and character description as well as Rava's and Thasis and i will do anyone else's if they wish.

thanks all for the participation
swordspell_mage

06-19-06, 08:49 PM
Good point. The site seams to be down for the time being. :(

And that means I can't join at all (yet)! :mad: :( :weep:
Kobold_Ur_Priest

06-19-06, 09:03 PM
I know, I'm sorry bout that...but we'll see ya when it's back up :D

you liked the avatar? good. I couldnt find an actual damned Sephiroth pic on there, but I did come across a few good Drow- so, perhaps i'll find you a good Drow pic later if you want?
swordspell_mage

06-19-06, 09:05 PM
Is warlock considered core? :D :cool: :ayyyy!:
Kobold_Ur_Priest

06-19-06, 09:15 PM
Is warlock considered core? :D :cool: :ayyyy!:
No, but since Bishop is one, it's all good

if you want something Non-Core approved just post on the Review & Approval area when the site's up
swordspell_mage

06-19-06, 09:20 PM
Fun. I'm going to be a Elven Warlock! Hehe! I'll just be swordspell_mage on the site. His name will be Cylyn Ruali, using RoW's name table (that's aloud, right?). It means Onyx-bolt Dream-shadow. Lots of passive incovations. How should I post the character? IFWG form? Or what? Can I use the Feindish Flamewrath thing from the PHB II? (Next level, 1d6 damage!)
Kobold_Ur_Priest

06-19-06, 09:56 PM
Fun. I'm going to be a Elven Warlock! Hehe! I'll just be swordspell_mage on the site. His name will be Cylyn Ruali, using RoW's name table (that's aloud, right?). It means Onyx-bolt Dream-shadow. Lots of passive incovations. How should I post the character? IFWG form? Or what? Can I use the Feindish Flamewrath thing from the PHB II? (Next level, 1d6 damage!)
ANYTHING CORE is allowed, and as far as a name, who the hell cares? use anything you see fit


their is a way to post it listed there, the stat block is on the NPC thread, and the general block is on the character thread which is listed for after they are approved

if you're doing Fiendish Flamewrath, I'd suggest going Half-Fiend Elf Warlock, though that limits you to 3 class levels (but Bishop is one, and it's worth it) also im gonna lookin into FF for him next level too ;)
thasis

06-20-06, 02:26 AM
I'm playing a female half-wind elemental elven warlock... :D

And yah, the games got a headstart. I'm mainly just talking to some people.

And yes, the RPOL is back online.
Kobold_Ur_Priest

06-20-06, 03:12 AM
so we have 2 warlocks who will be in the party...nifty
swordspell_mage

06-20-06, 07:53 AM
Lots of blasting! YAY!! I don't really want the Half-Feind part, but what's the forum name for the game?
Sephiroth Do'Urden

06-20-06, 11:02 AM
I am gonna play an Incarnate! :D
Kobold_Ur_Priest

06-20-06, 01:22 PM
ok mage, nvm it was just a suggestion

just click my sig link it'll put you right at the forum
swordspell_mage

06-20-06, 05:41 PM
Yeah, I got it.
swordspell_mage

06-20-06, 09:19 PM
As long as it's okay, I'm going to play a beguiler instead. I reall like it, and I have the book on hand instead of on the computer. Different name, still an elf (probably).
Kobold_Ur_Priest

06-20-06, 10:06 PM
i dont care what you play, i would just like to know, post on the OOC board, and i will setup your profiles and avatars
swordspell_mage

06-20-06, 10:11 PM
Fine. I'll post the character tomorrow night.
Kobold_Ur_Priest

06-20-06, 10:50 PM
I need a name and character race/class for everyone so i can do your profile and avatars
swordspell_mage

06-21-06, 07:55 AM
Name: Cylyn Ruali
Race: Elf
Class: Beguiler

My posting name is still swordspell_mage.
Kobold_Ur_Priest

06-21-06, 01:22 PM
you need to REQUEST TO JOIN the game, for some reason you're not on the list
swordspell_mage

06-21-06, 03:45 PM
Where?
Kobold_Ur_Priest

06-21-06, 03:56 PM
on the RPOL forum

duh :rolleyes:
Sephiroth Do'Urden

06-21-06, 06:09 PM
Mr Kobold priest, I have posted my Char now and I hope It's alright.
As for all us other Initiates in the Warlock Circle: I have found some info on our Favo class:

From Wikipedia, the free encyclopedia
Jump to: navigation, search
For other meanings of the term, see warlock (disambiguation).
Warlocks are, among historic Christian traditions, said to be the male equivalent of witches (usually in the pejorative sense of Europe's Middle Ages), and were said to ride pitchforks instead of broomsticks. In some pop culture TV shows like Buffy the Vampire Slayer and Bewitched warlocks are male witches. In the TV show Charmed a warlock is an evil witch or wizard, a "traitor to an oath" who steals other witches' powers, while any good male witch featured retains the title "witch"

As used by most Wiccans and witches, the term warlock refers to a witch who has been expelled for breaking oaths, revealing secrets, working black magic or committing some other betrayal.

Etymology
The normal etymology derives warlock from the Old English wærloga meaning deceiver, or "oathbreaker".[1] However, one source suggests that the word may come from the Old Norse varð-lokkur, "caller of spirits".[2] Varðlokkur is also translated by some as 'ward-locks' or 'protections', and is an invocation chant used in spæ (scrying).[3]

A highly speculative etymology interprets 'wærloga' as 'the man of the logs' alluding to the small pieces of wood the Anglo-Saxon and Scandinavian priests and wise men used to divine by means of the runes. This etymology seems to have been created to support neopagan beliefs about the past, inasmuch as warlock then appears to be a slang word of Christian coinage pejoratively used for those who remained Pagan and practising the art of the runes. However, its dependence upon sarcastic Christians referring to small pieces of wood as 'logs' makes it extremely unlikely, especially since the etymological roots of 'log' are believed to refer to felled trees or equally massive objects.

[edit]
Warlocks in books and comics
In the Sword of Shannara books by Terry Brooks, the Warlock Lord was Brona, a druid who delved too deeply and quickly into forbidden knowledge and was corrupted by it.

Christopher Stasheff wrote a series of science fiction/fantasy novels about a technological warlock, beginning with The Warlock in Spite of Himself.

Warlocks are an alien race in the comic book series Nemesis the Warlock, which was adapted into a Commodore 64 video game. There, a warlock possesses the ability to alter his body to become different objects, and he finds sustenance by absorbing the energy from organic materials, leaving a lifeless husk in its wake.

In JK Rowling's Harry Potter, Albus Dumbledore is Chief Warlock of the Wizengamot. As Dumbledore is one of the chief protagonists of the series, the term seems to have no negative connotation here.

In Mollie Hunter's Thomas and the Warlock, Hugo Gifford is a wicked and fearsome warlock with black eyes who casts no shadow due to a trick he played on the devil.

In the book "Warlock" by Wilbur Smith, the egyptian slave Taita becomes "The Warlock", after spending years in the desert, studying and praying.

[edit]
Warlocks in games
In the Shadowgate series, the Warlock Lord, Talimar, betrayed the Circle of Twelve and summoned the Behemoth, but was unable to control it.

In the Warcraft series, warlocks are evil sorcerers, drawing their powers from demonic sources in exchange for their souls. In World of Warcraft, a warlock is a cloth-wearing spellcasting character class. It can summon and enslave demons to fight alongside itself, although those requiring enslavement can turn on the warlock and his allies. The warlock plays a valuable support class role, handing out healthstones to other players and storing the souls of its allies, allowing them to reincarnate after death. The warlock is a master of powerful curses and can also do some direct damage to its enemies by, for example, burning their souls.

There was a game called Warlock for the Sega Genesis that involved a powerful warlock attempting to gain a series of rune stones that the player (a Druid) is pressed to seek out first. The game is known for its extreme difficulty and unique yet solid control scheme.

In the Shadowbane MMORPG, warlocks are psychokinetic telepaths that attack and defend themselves using only the will of their minds, utilizing self-awareness and intense focus where other classes would rely on magic, armor, or physical strength and dexterity. In Shadowbane, Warlocks can be mage or fighter-based, and are known somewhat for their rare damage type, (mental), and for their ability to take on a wide variety foes without the help of others.

In Dark Age of Camelot, the warlock is a spellcasting character class in the realm of Midgard. Norse, Frostalf, and Kobold are the races capable of becoming a warlock. Warlocks in DAoC are unique casters in their ability to cast and land two spells at once, although they trade longer casting times for this ability. Their other defining trait is the ablitity to "chamber" spells: they can cast and hold spells to trigger for instant effect.

In Battle Realms, the warlock represents the "flower" of the Lotus Clan. The Lotus Clan's religion centers on three brothers that tend the Yin side of the Tree of Life, the Tree of Corruption. The Lotus Clan studies the Forbidden Path, which is about death and corruption. Since being a warlock means mastering this path, they are immune to the effects of aging and are near-immortal.

In Tactics Ogre, a Warlock was a scholarly type of magician who researched ancient languages. They could boost the power of nearby golems and help troops out with support magic, slow down enemies with status-inducing magic, or use Dragon Magic to attack all enemies at once. They were very fragile and easily killed, however. In Tactics Ogre: The Knight of Lodis, Warlocks were changed from a pure spellcaster to a hybrid of an attacker and a spellcaster. Their preferred weapon of choice was a sword and they could use their ability, Barren Soul, to attack an enemy with a sword of the opposite element. (It did not work on enemies of the Virtue or Bane elements, however) If they weren't aiding the front lines, they were in the back slowing down the enemy with status inducing spells or aiding allies with spells.

In Dungeons & Dragons, Warlocks are an alternative arcane spell-casting Core Class introduced in the Complete Arcane sourcebook. Warlocks do not learn or gain spells like other mages, instead they have access to a small pool of Invocations, special Spell-Like Abilities that suffer some of the drawbacks of conventional spells, such as the ability to be interrupted and the requirement of somatic components. They also have other special abilities, such as their primary weapon; the Eldritch Blast. What makes them a match of other mages is that their Invocations can be used an unlimited amount of times per day, so they do not run the risk of running out of spells. Warlocks gain their power through ties, forged intentionally or unintentionally, with alien, chaotic forces, primarily fiends.

In Rifts, Warlocks are spellcasters who join into a pact with Elementals, and bind themselves to their power. Warlocks have a kind of brotherhood with both Elementals and other Warlocks, and will treat each other cordially and with respect, even if they're about to battle each other.

There is an online game server, Warlocks, which is based on the game Spellbinder by Richard Bartle.[4]

In The Legend of Zelda, Ganondorf is a warlock who can change into Ganon.

In Eternal Champions and its follow-up, Eternal Champions: Challenge from the Dark Side, the character Xavier Pendragon's backstory shows him to be a warlock.

In the Myth series, mainly in Myth II: Soulblighter and Myth III: The Wolf Age, there are the Warlocks of Scholomance, they cast powerful fireballs as their main attack.

In Halo 2, it is a small, 8-player multiplayer map.

In Lineage II, its one of the three advanced jobs that can be chosen by a player who has taken the Human Wizard path, after completing the quest "Mark of the Summoner". Warlocks are mages specialized in summoning magic, using the "arcana" (the path to other realms) to make a vow with extradimentional beings ,which become their "servitors", and to call for magical spirits known as "cubics" . Warlocks can summon Kai the Cat, as well as Kat the Cat and Mew the Cat (Human Wizards can summon Kat and Mew only), which are player controlled servitors, as well as Binding and Storm Cubics (non controlled spirits that assist the player). When a servitor is defeated or a cubic called by a Human Wizard vanishes, the player must wait three before summoning again. In the other side, Warlocks can do summoning magic instantly after their servitors are defeated. They can summon instantly after the servitor or cubic "contract time" expires. Warlock's equivalent should be Elves' Elemental Summoner and Dark Elves' Phantom Summoner.

[edit]
Warlocks in film and television
Warlock is a 1959 film based on a novel by Oakley Hall.
The movie Warlock, from director Steve Miner, shows a warlock as being the son of Satan.[5]
In the television series Dark Shadows two warlocks make their presence known. In 1968, the evil warlock Nicholas Blair appeared. Later, in 1970, the decapitated head of warlock Judah Zachery unleashed terror upon the Collins family. Both warlocks received their powers from a diabolic source.
[edit]
Music
In music, the guitar company B.C. Rich, has an electric guitar body design called the Warlock. Warlocks are commonly seen with the widow headstock, but occasionally have a standard electric guitar headstock. Mick Thompson of the band Slipknot used to play a signature solid black warlock B.C. Rich electric guitar, but he switched over to Ibanez.

The Warlocks was also the original name of the San Francisco-based 1960's rock band that came to be known as the Grateful Dead. The band's original core members included Jerry Garcia (lead guitar), Bob Weir (rhythm and lead guitar), Phil Lesh (bassist), Ron "Pigpen" McKernan (organ and harmonica), and Bill Kreutzmann (drums).
Kobold_Ur_Priest

06-21-06, 07:17 PM
damn Sephy, nice research- im on my way to RPOL so I'll see ya there tonight
Sephiroth Do'Urden

06-21-06, 08:00 PM
Tnx! :D

Ya know, I can actually read and speak Old Norse and it's really cool to see how other deceipfer it.
I'll see you again tomorrow! Oyasumi Nasai! :zzz:
Zombomaniac

06-21-06, 08:10 PM
Hey Kobold here is the Sniper Thread (http://boards1.wizards.com/showthread.php?p=9432156#post9432156) I set up. :cool:
There has been a lot of avtivity and there has also been talk of a Warlock Sniper. :eek: :devil:
Just to let you know I fudged the reasons for why we need the build. It was easier to do it with the reasons I gave than explain the whole thing and it increased the chances for success.
Just go with it. :ayyyy!:
Kobold_Ur_Priest

06-21-06, 08:36 PM
If we could put it into the stat block that a character sheet from

http://pathguy.com/cg35.htm

i would have like the ultimate uber-evilgasm heartattack


dude, seriously, you are my saviour

let me know when someone can slap a build into that stat format- EDIT - SEE OTHER POST BELOW


and i want the actual STATS, not a build... :weep:
swordspell_mage

06-21-06, 08:43 PM
I'll post later, or after the weekend (my character, that is). I'll request now.
Kobold_Ur_Priest

06-21-06, 08:48 PM
Also, that last guy who posted it in a table said about a GREAT X-BOW...let's use that, it's 1d12 for Tiamat's sake.... :rolleyes:

also, remind them to MAX everything, including class/prestige class levels (i.e 20 lvl class, 10 lvl PrC)

EDIT***


ask: ksbsnowowl

that's who i like

see if he can max everything, and stat it in the statblock from the link i gave you


OMFG i freaking love this!
Kobold_Ur_Priest

06-21-06, 09:59 PM
Thanks Z, I appreciate all your help, im so freaking excited now

although i want to slap the **** out of Thannin.... :rolleyes:
swordspell_mage

06-22-06, 07:56 AM
I requested.
Kobold_Ur_Priest

06-22-06, 01:22 PM
And you're in.
swordspell_mage

06-22-06, 02:29 PM
Cool.
Kobold_Ur_Priest

06-22-06, 04:12 PM
yup

& Zombomaniac, tell them to get the stat block from that site, go to the bottom and click "generate character sheet"
swordspell_mage

06-22-06, 05:35 PM
I'll make the character over the weekend.

EDIT: It was posted on the Aproval and Reveiw Thread
Kobold_Ur_Priest

06-22-06, 07:02 PM
iight, on my way
swordspell_mage

06-22-06, 07:27 PM
As I said, should I post over in the RP thread?
Kobold_Ur_Priest

06-22-06, 07:39 PM
sure, i guess everyone shall have a Neutral orient right now, since thanks to Thasis we are in the wrong damn Ward....
swordspell_mage

06-22-06, 07:44 PM
But I'm already CN!
Kobold_Ur_Priest

06-22-06, 08:03 PM
But I'm already CN!
which is NEUTRAL oriented, meaning it's neutral based

everyone will end up evil eventually...probably :rolleyes:
swordspell_mage

06-22-06, 08:24 PM
With my actions...you're probably right.
Kobold_Ur_Priest

06-22-06, 08:40 PM
oh they will...trust me.
swordspell_mage

06-22-06, 09:08 PM
You Bound My Character's Soul To Your Npc! Why?!?!? Why?!?!?
Kobold_Ur_Priest

06-22-06, 09:11 PM
:rolleyes: cuz im good like that.

it's not really bound to Bishop, rather to the Orchids' deity;

a Half-Fiend Satyr Black Dragon Disciple 20(Dragon 5)/Soul Hunter 20/Soul Knife 20

gotta love it....

basically a satyr-like beast, covered in black scales instead of fur, with vile looking curved horns....
swordspell_mage

06-22-06, 09:36 PM
Oh fine...and as of my post in the game, is there beer in the middle of the night at the inn?
Kobold_Ur_Priest

06-22-06, 10:04 PM
beer, wine, nymphs...and more :rolleyes:
Kobold_Ur_Priest

06-22-06, 10:13 PM
Also, to others seeking to join, I'll warn you now...it is a "Mature" game due to graphic violence, language, and suggestive themes.
:rolleyes:
thasis

06-22-06, 10:33 PM
Our game isn't that mature (yet). Realy if we get overely "GAH!" about things, I call that immature. But that has yet to happen, so I reserve judgement.

Also, I'd suggest getting to non-spam non-one-liner posts. It looks like a chat-room... not a message boards.
Kobold_Ur_Priest

06-22-06, 10:38 PM
hence why i removed all of those pointless threads and kept the character one, the one with info on RG, and the IG one

and "overly GAH!" is not what i meant...i mean it'll end up-- ah hells, read the game description...
Zombomaniac

06-22-06, 11:32 PM
hence why i removed all of those pointless threads and kept the character one, the one with info on RG, and the IG one
Wait. . . :uh-huh:
You "removed" the . . . :blink: :tantrum: :banghead:
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!
MY ABERRATION POST!!!!!!!!!!!!!!!!!!!
:rant:
How are we going to know what non-WotC matriel is approved? How are we going to submit PCs? How are we going to post OOC? How are we going to make random jokes OOC? And more importantly how am I going to bask in the glory of my Aberration Post!?
:bigeyes: :weep: :ghosted:
Kobold_Ur_Priest

06-22-06, 11:39 PM
Meh...sorry

*edit*

any response from the sniper builders?
Zombomaniac

06-22-06, 11:53 PM
Meh...sorry
Avoiding the questions that didn't have to do with the Aberration Post won't make them go away. Sooner or later we will want to talk OOC; be it random chatter or disscusing weither or not something is legal .

any response from the sniper builders?
There hasn't been much posting since yesterday. I'm going to wait another day then try and breath some life into it. Though I think what they have posted already is all we might get and God knows it is already a lot.

Also I am not going to play Rava in RoR. Rava was ment to be a IFWG PC anyway and I am wanting to make a Aberration PC so this works out. I'm going to make a Half-Farspawn. He will either CN with a strong side of Evil or just plane CE.

I am kind of thinking the Confused, but ultimatly mean, Half-Breed kind of thing.
Kobold_Ur_Priest

06-23-06, 12:20 AM
Feel free to use the Half-Far Spawn in UoR, we can ditch if you'd like

also...if i piece together the type of build from those suggested, could you stat it?

all help's greatly appreciated
swordspell_mage

06-23-06, 08:05 AM
I it's mature already. But does it say that on the main menu?
Kobold_Ur_Priest

06-23-06, 01:29 PM
Yeah, it's in the game description
Zombomaniac

06-23-06, 05:02 PM
Feel free to use the Half-Far Spawn in UoR, we can ditch if you'd like

Ditch Rava?
or what?
I'll be getting LoM tonight so I should have my PC show up tommorrow mabye have the stats up tonight.
Kobold_Ur_Priest

06-23-06, 05:03 PM
I meant, if you wanna ditch him for the RPOL game, we can swap in the Half-Far Spawned
Zombomaniac

06-23-06, 05:05 PM
I meant, if you wanna ditch him for the RPOL game, we can swap in the Half-Far Spawned
ok yeay thats what I thought.
Kobold_Ur_Priest

06-23-06, 05:06 PM
sweet, cant wait to see him in action

what is his whole race/level thing gonna be?

also, hit RPOL
Zombomaniac

06-23-06, 05:48 PM
sweet, cant wait to see him in action

what is his whole race/level thing gonna be?

also, hit RPOL
Half Farspawn Half Human.
The Farspawn makes him a Native Outsider and give him two tentecles and tent attacks to go with them.

La +4 so 3 levels of fighter. The non-fighter feats are going toward Aberration feats to give him more "Aberration" power and the Fighter ones are going to focus on the natural attacks from the Tents.
Kobold_Ur_Priest

06-23-06, 06:45 PM
sweeeeeeet! :D
swordspell_mage

06-23-06, 06:51 PM
Okay. I didn't look...
Kobold_Ur_Priest

06-23-06, 09:28 PM
liar.
swordspell_mage

06-24-06, 07:20 AM
I saw it on the others, but not on this!
Kobold_Ur_Priest

06-24-06, 11:17 AM
lol

either way, you saw it :rolleyes:
Sephiroth Do'Urden

06-25-06, 07:38 PM
Hey, KUP! What is gonna happen now? How will I know what to do in UoR?
Kobold_Ur_Priest

06-25-06, 08:27 PM
just go on instinct, im just the DM, and so is Thasis, but we cant tell you how to play the game
Zombomaniac

06-25-06, 09:12 PM
Hey, KUP! What is gonna happen now? How will I know what to do in UoR?
What should you do?
Post, what else? :rolleyes:
Maybe Play a little? :P
Or perhaps have fun? :eek:
Kobold_Ur_Priest

06-25-06, 10:19 PM
Couldnt have said it better myself. :rolleyes:
swordspell_mage

06-26-06, 03:41 PM
I'm sorry, but I don't have time for the game anymore. You can just kill off my character in any way you want. I'm really sorry!
Kobold_Ur_Priest

06-26-06, 04:27 PM
Uh...What? :confused:






:mad:






:weep:
swordspell_mage

06-26-06, 06:34 PM
I've got a ton of stuff, 3 campaigns to run, plus stuff during the day w/o internet. I'm really busy. I really wanted to play in the campaign, but I've 3 to do myself. I have to DM/GM them too. Plus I'm playing in another. Once again, I'm sorry!
Zombomaniac

06-26-06, 07:08 PM
I've got a ton of stuff, 3 campaigns to run, plus stuff during the day w/o internet. I'm really busy. I really wanted to play in the campaign, but I've 3 to do myself. I have to DM/GM them too. Plus I'm playing in another. Once again, I'm sorry!
Don't worry man we know how it is.
I was tempeted not to join in since I have work that takes up a lot of time.
I decided to stay as this is one of my few grips on sanity. ;)

@Kobold
I say instead of killing him we send him on a "Top secret special mission" basicly for all IG purposes he is gone and doesn't affect us. This way when Swordspell comes back he can pick the character back up again if he wants to.
If he does we will up the charcter's level to that of the other PCs.
Kobold_Ur_Priest

06-26-06, 07:30 PM
Good idea Z.

ill get on it...maybe he can be on the DoH part with us, or installing himself in a seat of power within Raven's Gate....
swordspell_mage

06-26-06, 07:52 PM
Huh...what now?
Zombomaniac

06-26-06, 07:58 PM
Huh...what now?
Here is what I purposed.

Instead of killing you'r PC we are putting him on NPC statues. This way when you come back you can start using him again if you want to.

I suggested having him go on some type of "Super secret mission" that will be seperate from all the other players.
Kobold_Ur_Priest

06-26-06, 08:31 PM
Send him on a diplomatic mission to another demiplane?
Zombomaniac

06-26-06, 09:06 PM
Send him on a diplomatic mission to another demiplane?
Just something that we don't see.
Send him on Diplomatic mission, but dont show us what happens.
Send him on a Assasinasion mission, but dont show us what happens.
Send him on a Spy mission, but dont show us what happens.
Basicly what ever you want (for the sake of politeness run it by Swordspell), but don't tell us what it is or happens inbetween him being told to go and him coming back.

That way we won't need Swordspell, we won't risk miss playing his PC, and when he comes back he can easily pick up and play from there or scrap the PC and start a new one.
Kobold_Ur_Priest

06-26-06, 10:53 PM
works for me
De Batavier

06-27-06, 01:33 PM
:confused:

Is all this "chatting" about Warlocks, the IFWG or something else here on the WotC board, because I don't understand what you're talking about.

As I stated before I don't mind some chatter between people on this thread. The point of the "Guilds" is some bonding between people with the same interests. But I think some of you went overboard :teach:

So please keep it more on topic. :rant:

Nice post about Warlocks Sephiroth Do'Urden. Added a link to your post in the library.

:cool:
swordspell_mage

06-27-06, 04:06 PM
Yeah, let's get back on topic...
thasis

06-28-06, 01:22 AM
Yes, on topic people. For talking about the RPOL game I suggest we talk about it in the off-discussion thread set up there.
swordspell_mage

06-28-06, 08:09 AM
So, we have to get on topic! No spamming! Mmm...spam!
turalisj

06-28-06, 04:24 PM
Yes, on topic people. For talking about the RPOL game I suggest we talk about it in the off-discussion thread set up there.
What is the games name? I might want to join....
swordspell_mage

06-28-06, 06:27 PM
REPLACE ME! It's called uprise of rebellion.
Zombomaniac

06-28-06, 11:02 PM
What is the games name? I might want to join....
Uprise of Rebellion (http://www.rpol.net/game.cgi?gi=17854&gn=Uprise+of+Rebellion&date=1150504802)
We could fit you in real easy I would think.
Hope to see you there.
thasis

06-29-06, 01:06 AM
Priest and I are DMing. I'm DMing the main game (at the momment) while priest is DMing a side adventure with Areiz...
turalisj

06-29-06, 02:01 AM
*pushes the big red button repeatedly, causing it to overload and expload*
Hope you like seeing interplanar chaos...
Zombomaniac

06-29-06, 03:02 AM
*pushes the big red button repeatedly, causing it to overload and expload*
Hope you like seeing interplanar chaos...
I'm a Aberration. It is going to be hard to weird me out. :P

But come on guys this is off-topic again.
swordspell_mage

06-29-06, 08:07 AM
Yup. NO MORE SPAM! But I love spam...
thasis

06-29-06, 11:34 AM
Yah guys... always seems to get off-topic. I think the reason is because there seems nothing to talk about. We need something to discuss. I'd say start a project... but I'm a little overloaded in those.
turalisj

06-29-06, 12:51 PM
I'm still waiting to be let in the game.
Zombomaniac

06-29-06, 02:49 PM
I'm still waiting to be let in the game.
Have you made an Account?
If so PM Thasis(Cecilia over there) or Kobold (Bishop over there) to get it activated.
After that you can start postingbut only post in the OOC thread until you get a PC made. To get "in" the game make a ECL 7 character.
We use 32 PB and max HD. You get 19,000 gp to spend as you please. We don't have any restriction on the price of you'r items, so you can spend all 19,000 on one itme if you want.

Use this to outline you'r PC

NAME:
NICKNAME:
GENDER:
RACE:
AGE:
PHYSICAL DESCRIPTION:
Body type:
Skin Color:
Hair Color:
Eye Color:
Height:
Weight:
Any physical markings (body piercings, tattoos, scars, etc):
MENTAL/EMOTIONAL DESCRIPTION:
HISTORY:
ALLEGIANCE(Good, Evil, Neutral):
RESIDENCE:
OCCUPATION:
ANY ADDITIONAL INFORMATION:

(Name), (Race) (Class levels)
(alignment)
Size:
Height:
Weight:
Skin:
Eyes:
Hair:

Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:

Total Hit Points:
Speed:
Armor Class: = 10 +
Touch AC:
Flat-footed:
Initiative modifier: + = + [dexterity]
Fortitude save:
Reflex save:
Will save:

Languages:

Attacks:

Items (19,00gp):

Feats

Traits:
Skills:
?? points
Skill: +Ranks (Ranks+Ability Mod)



Once you have that made PM it to Kobold. He will post it in the Character thread and then you can join in on the game.

Before posting in the in In-Game Thread talk to Thasis to get a good time to come into the game without messing up his plans as GM.

If you have any more questions post them in UoR OOC thread or PM me so that we can stop spamming this thread.
thasis

06-29-06, 04:05 PM
Hey all, I'm currently righting an article (the first in a planned out series) called Depression [A Touch of Realism]. The article goes over the real life facts of depression and clinical depression, and how it can be realistically incorporated into Dungeons and Dragons. The article will include new invocations, soulmelds, spells, a Prc, some monsters, etc to compliment it. Once I get the rules for Depression written up (yes, I'm making a system for it) I'm going to start working on the new complimentry stuff, starting with invocations. I'll post a link to the post here if you guys are intressted.
turalisj

06-29-06, 05:33 PM
Have you made an Account?
If so PM Thasis(Cecilia over there) or Kobold (Bishop over there) to get it activated.
After that you can start postingbut only post in the OOC thread until you get a PC made. To get "in" the game make a ECL 7 character.
We use 32 PB and max HD. You get 19,000 gp to spend as you please. We don't have any restriction on the price of you'r items, so you can spend all 19,000 on one itme if you want.

Use this to outline you'r PC

NAME:
NICKNAME:
GENDER:
RACE:
AGE:
PHYSICAL DESCRIPTION:
Body type:
Skin Color:
Hair Color:
Eye Color:
Height:
Weight:
Any physical markings (body piercings, tattoos, scars, etc):
MENTAL/EMOTIONAL DESCRIPTION:
HISTORY:
ALLEGIANCE(Good, Evil, Neutral):
RESIDENCE:
OCCUPATION:
ANY ADDITIONAL INFORMATION:

(Name), (Race) (Class levels)
(alignment)
Size:
Height:
Weight:
Skin:
Eyes:
Hair:

Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:

Total Hit Points:
Speed:
Armor Class: = 10 +
Touch AC:
Flat-footed:
Initiative modifier: + = + [dexterity]
Fortitude save:
Reflex save:
Will save:

Languages:

Attacks:

Items (19,00gp):

Feats

Traits:
Skills:
?? points
Skill: +Ranks (Ranks+Ability Mod)



Once you have that made PM it to Kobold. He will post it in the Character thread and then you can join in on the game.

Before posting in the in In-Game Thread talk to Thasis to get a good time to come into the game without messing up his plans as GM.

If you have any more questions post them in UoR OOC thread or PM me so that we can stop spamming this thread.
No, I don't have an account. That is why Wilds is in one of the games I run. :rolleyes:
swordspell_mage

07-05-06, 06:49 PM
Does anyone else think a beguiler focusing in illusion and a warlock with mostly offensive incovations would make a great team? I really do. They've got almost everything covered. The warlock and beguiler can both heal with wands. They've got stealth. They've got trapfinding. They've got spellcasting. They've got range. All they need now is the cleric or fighter to act as a tank. Anyone else agree with me?
Drow_Paladin

07-08-06, 10:12 PM
*fires Eldritch Blast at random butterfly and actually hits*

Is that enough to get in?
Zombomaniac

07-09-06, 12:19 AM
So has anyone seen PotC: Dead Man's Chest?
I saw it today and it was awsome! :cool:
turalisj

07-09-06, 01:03 AM
Anyone else think Davy Jones resembles a certain creature?
swordspell_mage

07-09-06, 09:34 AM
*coughKrakencough*
Zombomaniac

07-09-06, 12:29 PM
Anyone else think Davy Jones resembles a certain creature?
Mindflayers?
Ya.
I would say his whole crew, except the Kraken, are Aberrations.
swordspell_mage

07-09-06, 03:19 PM
I feel stupid....I wasn't thinking in DnD terms....
Zombomaniac

07-09-06, 09:51 PM
I feel stupid....I wasn't thinking in DnD terms....
Don't worry you're just not as addicted as we are. ;)
swordspell_mage

07-10-06, 09:00 AM
My intrest goes from MnM to DnD, and right now it's more MnM. Wait a month. Then I'll be as addicted as you.
Sephiroth Do'Urden

07-15-06, 09:56 PM
So has anyone seen PotC: Dead Man's Chest?
I saw it today and it was awsome! :cool:

Haven't seen it yet, but I know that Bootstrap Bill is played by a famous Swedish actor that rocks!

Nice post about Warlocks Sephiroth Do'Urden. Added a link to your post in the library.


Oh! Thanks for the compliment! But it's just a regular GTF from Wikipedia. Just so you know.
And yes, we should stop talking about UoR now, at least on this site. Let's discus NWN2 instead: How are they gonna fix Fell flight? Will they take it away or just nerf it?
Those who don't like NWN2 can discus Final Fantasy instead. :D
De Batavier

08-04-06, 01:39 PM
I've seen PotC II. I rate it a 7 on a 10 point scale. PotC I - I would have given an eight.

I think we should make the theme for the thread, for now, Pirates and Warlocks.

:thinks:
Zombomaniac

08-06-06, 01:43 PM
Heres an idea for you.
A Warlock of the High Seas.
One that could be a great pirate or whatever.
HaikenEdge

08-09-06, 10:56 AM
I'm gone for a few months, and this has degenerated into an off-topic thread...

What happen to posting homebrew Warlock ish?
swordspell_mage

08-10-06, 08:16 AM
Well, I'M in Thailand.
redhase

08-12-06, 03:23 AM
Sister and brothers of evil, it is time to take action against the forrest guild and their supporters.

I have been here watching with my Fey'ri Keril and her Fery'ri clan.
The time is close to strike the forrest guild. any who wish to partake and have your old 15 level characters help your invited to partake.
if you don't have a 15 level character then make one and submit it to the character thread, I guess.

the living ship would help now, we could bombard the forrest foundation with magic and items, in their tree houses.
Von Crown

08-17-06, 05:56 AM
I'm back!

I had at least one mildly humorous invocation idea the other day, and now Ican't remember it... I'll write it up when (if) I remember.
redhase

08-29-06, 09:01 AM
Karel has some wounded fey'ri with her and they go into her room and close the door.

karel looks out her door for a brief moment then closes the door, karel and the other inside her rooms then leave by other means they have made. Leaving her guards and other magical things in place. no one can enter with out a ward stone, ward spell level 4. you will be teleported else where, even pass wall spells.

a few can enter who have the ward stone, (De Bataiver, Zombomanic and others) I gave too. Please feel free to come and visite Karel.
the warning is ment to keep out the ones who hate us and what we do.
De Batavier

09-04-06, 10:23 AM
I've seen PotC II. I rate it a 7 on a 10 point scale. PotC I - I would have given an eight.

I think we should make the theme for the thread, for now, Pirates and Warlocks.

:thinks:

Thinking about that glass eye that seems to escape...

Arcane eye
By sacrificing one of his eyes the Warlock makes room for this insidious item. Though carefully placed in the eye socket it sometimes tries to escape.

Artificial eye that grants the Warlock one extra eldritch blast as a swift action three times a day. It also gives a +2 arcane bonus to spot checks.
Tiefling_Warlock

09-12-06, 10:33 PM
Just popping in to say hi.... I haven't posted here for like a year lol, but could anyone PM me about any new happenings... Im thinking of writing intresting character idea (stoyline).
Sephiroth Do'Urden

09-13-06, 04:53 PM
My internet is finally back on track! And what do I find if not new Invocations! You must all check out this thread now for some fluffy crunch!!!!:cool:

http://boards1.wizards.com/showthread.php?t=699117
Tiefling_Warlock

09-13-06, 08:00 PM
I was just reading posts 40s-50s and I was thinking, because warlocks get turned into cold iron, why not make our ship out of the warlocks that have angered us...
Tiefling_Warlock

09-14-06, 06:07 PM
Just a little more spam...
Can someone PM me a web address or info on the guild wars thing. Also, I might want in on the game too, PM stuff on that.

NOW FOR SOME WARLOCK STUFF!

Eldritch Chains (is an Eldritch chain)

least 2, Eldritch Pull, shape

Half inch strands of Eldritch Power flow from you fingers drawing in you enemies.

You make a ranged touch attack on one person within 60ft of you. They must make a strength check each round (DC 10+cha) to resist moving 10ft closer to you. They can attempt a str check (DC 10+cha) to break you grasp. This doesn't do any damage although you can add essences to it. Holding them is a full round action, they move one round after you have a hold on them. If the target is brought over an edge of something the magic attempts to hold them up but cannot, causing the invocation to stop. During the time that the invocation holds them up, they can grab an edge if they so desire.

Eldritch Grasp, lesser, 4

You make a ranged touch attack against someone within 60 feet of you. They must succeed in a str check 12+cha or be pulled to you. They can attempt a str check to break free. This does 1/5th of you eldritch blast damage. You can add essences. If the target is brought over the edge they drop but they get a +4 to thier reflex save to catch themselves.

Eldritch Grip, greater, 5

See eldritch Grasp but they can be moved away or to you (but not out of range) DC is 14+cha and damage is 1/4 eldritch blast damage.

Eldritch Force, Dark, 8

See Eldritch Grasp but targe can move virtically as well. They can move over gaps. DC is 16+cha. Does 1/2 blast damage.


Melee Blast, least, least 2

You scrap length and focus on fatter beams.

You can make eldritch blasts in melee with a +1 bonus to attack and damage. This stacks with PBS.

Melee Blast lesser, lesser 3'

You make an eldrich blast with +1 damage and attack as well as 1d6 more damage.

Melee Blast Greater, Greater 5

You make an eldritch blast with +2 attack and damage as well as 2d6 more damage. Can split damage between two adjacent people.

Melee Blast Dark, Dark 7

+3 attack and damage, +3d6 as well and can split damage between 3 adjacent people.

Feat: Warlock level 1, 13 years old.
When you become 18 years old you get one more invocation and plus 1d6 eldritch blast damage.

These invocations and feats/stuff was inspired by the movie The Covnent

Also I can't see where homebrew rules can be added or cna they in the guild wars? I wanna try some of the stuff here.
Sephiroth Do'Urden

09-14-06, 06:26 PM
Half inch strands of Eldritch Power flow from you fingers drawing in you enemies.

You make a ranged touch attack on one person within 60ft of you. They must make a strength check each round (DC 10+cha) to resist moving 10ft closer to you. They can attempt a str check (DC 10+cha) to break you grasp. This doesn't do any damage although you can add essences to it. Holding them is a full round action, they move one round after you have a hold on them. If the target is brought over an edge of something the magic attempts to hold them up but cannot, causing the invocation to stop. During the time that the invocation holds them up, they can grab an edge if they so desire.

Ever played Mortal Kombat? The words "GET OVER HERE!" fits your Invocation well!
Tiefling_Warlock

09-16-06, 10:18 PM
Ok here are some projects to work on.

First, whos our leader in the guild wars (I belive De Batavier is out)

Second, We need to think up tactics for fights. I'll keep the list. Anything at all. But it has to be approved (no using a new item you came up with 2 seconds ago.

Third, Take 5 min and brainstorm ideas for feats, invocations, items, or skills. Just type on for 5 min nonstop. If you can't think of anything, then just write that. It doesn't matter if it's bad or already used. Then pick the best idea and turn it into something. We should make a point of doing this EVERY TIME WE POST. This will make spamming much less...spamish. Just pick a word or two, and see what you think of when u think of thoes and warlocks.

Where is everyone? Has Orcy and Co. abandoned us for his grappler guild? NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOo
thasis

09-18-06, 12:15 AM
A cold wind flows from the shadows and unto those who dwell in the Warlock Circle. A tall figure shrouded in black cloaks apears out of the darkness. Long platnium hair flows out of his hoods.
The man pulls his hood back to reveal a thin pale elven face, almost handsome in nature. His eyes are black and have a staring sort of look to them.
"If it is a leader that you seek, then a leader you have found. I am Morphius... I am a master of the invocation art, and a willing commander. I do not demand alliegence and servitude, but I do wish for organized efforts from all. If anyone wishes to oppose my claim to rulership, they can duel me for it".

This guy is a level five elven warlock. I'll be using him for the ECL5 Guild Wars.
GimliGloinson

09-18-06, 11:07 AM
Greetings. Since I didn't receive much in the way of input under the Magic and Spells, I was looking around and found y'all. Hopefully I can get some more feedback...

Please take a look at this Thread:
http://boards1.wizards.com/showthread.php?t=703018
henebry

10-02-06, 09:45 PM
At your greeting, the gnarled ancient looks up at you and scowls, takes a long slug from his stein, then makes gruff reply: "No you didn't see me here all this while. I've been lurking."

But he warms up after that, and soon he's excitedly blathering on about a strange corps of warlocks he met in his travels, warlocks who have bound themselves to the elemental forces of wind and water. He spills it all out, almost in one breath, then sits back, eyeing you unhealthily, evidently hoping for approval. "What a wierd old man," you think. "I bet he's really a newcomer to our circle and not a lurker as he claimed." But his strange, bloodshot glare holds you fast, and it looks as though you'll have to tell him what you think before he'll let you go.

Warlocks of Wind and Wave
I've based this closely on the class and invocations listed in Complete Arcane; I'm very conservative as a DM, and I worked hard to frame this "flavor" of warlock with minimal changes whereever possible. Warlocks of Wind and Wave are associated with Faeries and with the elemental forces of wind (primarily) and water (to a lesser extent). The association with Faeries neatly explains the acquisition of Damage Reduction /Cold Iron and Energy Resistance.

In most cases, I've managed to rename invocations or make minor alterations; two tough exceptions where I'd appreciate your help/advice:

Dark Disincorporation isn't right at all. I'd like to replace this with an invocation granting the warlock the power to summon an Air or Water elemental. Summon Monster VII allows a Wizard or Sorcerer to summon a Huge elemental, so I figure that's about the right equivalency for a "Dark" invocation marked in the book as spell level 8. But I noticed that none of the invocations in Complete Arcane grant the power to summon monsters, with the exception of swarms. I suspect this is because all invocations are standard actions (whereas summon spells require a full round to cast) AND becuase you can cast as many invocations as you please. My solution is the old rule for Conjure Elemental from AD&D 1st ed: only a fifth level spell, but the Wizard must maintain concentration or the elemental will break free and attack the caster. Here's how I'd handle the rule in 3.5:
Conjure a Huge Air or Water elemental to fight for you (16 HD), OR two Large (8 HD each), 3 Medium (4 HD each) or four Small (2 HD each). You must concentrate to maintain control over the elementals; if you lose concentration (by being attacked, etc.), the elemental(s) will turn to attack you. If this happens, you cannot regain control but you can dismiss the elemental(s) by making a Caster Level check, DC 10+total HD of the elemental(s) which have broken free from your control. How does this sound? Is the disadvantage (the potential of a rogue elemental attacking the caster) too great or the DC for the check to dismiss the elemental too high?

Other significant changes:
Darkness becomes Dust Devil (a small windstorm moves with the caster, giving partial cover and blinding (fort save) creatures in surrounding squares.

Enervating Shadow becomes Tornado (a great windstorm moves with the caster, giving partial cover and doing damage to creatures as per the Windstorm generated by a Large Air Elemental).

Devil's Sight (see in magical darkness) becomes Greater Fey Sight (True Seeing, as per the spell).

In place of insect and bat swarms, I've created "Windling swarms" (tiny air elementals that buffet and blind with grit) and "Firefly swarms".

Everything else is simply renamed, with a few slight changes:
Baleful Utterance = Thunderclap
Beguiling Influence = Fey Enticement (+ to Get Info, not Intimidate)
Beshadowed Blast (essence) = Scirocco Blast (sand blinds)
Bewitching Blast (essence) = Dazzling Blast (dazed, not confusion)
Breath of the Night = Morning Mist
Brimstone Blast (essence) = Lightning Blast (electricity, Fort sv or -2 str)
Charm = Fey Enchantment
Chilling Tentacles = Prickly Vines (addnl piercing dmg, not cold dmg)
Curse of Despair = Oberon’s Curse
Dark Discorporation = Conjure Elemental (Major Change: see below)
Dark Foresight = Urania’s Foresight
Dark One’s Own Luck = Puckish Luck
Darkness = Dust Devil (see above)
The Dead Walk = The Trees Walk (see above)
Devil’s Sight = Greater Fey Sight (see above)
Devour Magic = Devour Magic
Earthen Grasp = Earthen Grasp
Eldritch Chain (shape) = Eldritch Chain (shape)
Eldritch Cone (shape) = Eldritch Cone (shape)
Eldritch Doom (shape) = Eldritch Doom (shape)
Eldritch Spear (shape) = Eldritch Sniper (shape)
Enervating Shadow = Tornado (Significant change: see below)
Entropic Warding = Capricious Winds
Fell Flight = Wind Glide
Flee the Scene = Faerie Door
Frightful Blast (essence) = Raven Blast (essence)
Hellrime Blast (essence) = Arctic Blast (essence)
Hideous Blow (shape) = Eldritch Blade (shape)
Hungry Darkness = Firefly swarm (see above)
Leaps and Bounds = Cricket Jump
Miasmic Cloud = Skunk Cloud
Noxious Blast (essence) = Skunk Blast (essence)
Path of Shadow = Tree Stride
Repelling Blast (essence) = Hurricane Blast (essence)
Retributive Invisibility = Puckish Invisibility
See the Unseen = Fey Sight
Sickening Blast (essence) = Stinkbug Blast (essence)
Spiderwalk = Spider’s gait
Stony Grasp = Stony Grasp
Summon Swarm = Summon Windling Swarm (see above)
Tenacious Plague = Greater Windling Swarm (see above)
Utterdark Blast (essence) = Stingray Blast (Fort DC or Paralyzes)
Vitriolic Blast (essence) = Bombadier Beetle Blast (essence)
Voidsense = Windsense
Voracious Dispelling = Voracious Dispelling
Walk Unseen = Chameleon Skin
Wall of Gloom = Faerie Ring
Wall of Perilous Flame = Wall of Green Flame
Warlock’s Call = Word on a Wing
Word of Changing = Puckish Prank
Sephiroth Do'Urden

10-03-06, 11:03 AM
Devil's Sight (see in magical darkness) becomes Greater Fey Sight (True Seeing, as per the spell).

Isn't True seeing a bit too powerful to be avialible 24-7. On level 1?
henebry

10-03-06, 12:31 PM
Isn't True seeing a bit too powerful to be avialible 24-7. On level 1?
Yes, indeedy. Of course it is.

I neglected to mention that, in changing Devil's sight into Greater Fey Sight, I also upped it from a Least to a Greater Invocation (the only such change I made.)
Sephiroth Do'Urden

10-03-06, 05:41 PM
My bad!:D
Other than that, the class looks good, but I kinda prefer the evilish Warlock as it is now, but that's just me. If you look at De Bataviers colection of links (In The Warlocks libary) there is a similar rewriten version of the Warclock.
De Batavier

10-06-06, 11:27 AM
Welcome henebry.

Library has been updated.

Arcane eye
By sacrificing one of his eyes the Warlock makes room for this insidious item. Though carefully placed in the eye socket it sometimes tries to escape.

Artificial eye that grants the Warlock one extra eldritch blast as a swift action three times a day. It also gives a +2 arcane bonus to spot checks.

Lowers max hps by 10 when placed for the first time, which requires removal of excisting eye. This damage is halved when you have a free eye socket (Har har matey).
When the extra blast is used, make DC 13 reflex save to prevent eye from escaping. When save fails, the eye falls out of the eyesocket and rolls away with speed 10
Sephiroth Do'Urden

10-06-06, 11:10 PM
Welcome henebry.

Library has been updated.

Arcane eye
By sacrificing one of his eyes the Warlock makes room for this insidious item. Though carefully placed in the eye socket it sometimes tries to escape.

Artificial eye that grants the Warlock one extra eldritch blast as a swift action three times a day. It also gives a +2 arcane bonus to spot checks.

Lowers max hps by 10 when placed for the first time, which requires removal of excisting eye. This damage is halved when you have a free eye socket (Har har matey).
When the extra blast is used, make DC 13 reflex save to prevent eye from escaping. When save fails, the eye falls out of the eyesocket and rolls away with speed 10

LOL!!!:D
THis little trinket of your arrived at exactly the right time; for there is now an (official mind you) Invoacion that let's you remove your eye and another for removing your Hand (Vecna warning!). Have a look and don't forget to thank Razz!

http://boards1.wizards.com/showthread.php?t=714651
Weirgreif

10-09-06, 01:24 PM
Having warlock-summoned monsters cost the blasting action each turn is the only balancing factor I've been able to come up with; I've been tossing something like "manifest ego" around for awhile, where one's eldrich blast is shaped into a self-shaped summon that engages in face-eating...

That said, Henebry's elemental invocation needs to note what kind of concentration check is necessary for maintaining concentration. Either losing concentration should be rare, and the elementals should be stubbornly persistent in this plane, or vice-versa.
Perhaps you should be able to scale the amount of summoned elementals, if you don't trust your caster level to roll above 26 all the time? And it certainly seems like you should be able to summon more as you gain experience, if you want to dance on the knife's edge...
SolkaTruesilver

10-16-06, 09:50 PM
A nice and fat figure gets out of the night, closing on the Warlock Circle. Those with the unholy power to see trough darkness can clearly see him as a fat human being, with a nice smile. He inspires confidence...

However, none here are fools. Everybody quickly detects the powerful illusion and enchantment aura emanating from that man. He is not who he appears to be, and the Warlocks clearly saw trough the deception, because Such if Our Gift.

Hi all, I am SolkaTruesilver. A nice fellow, with a lot of good ideas to add to this nice Circles. I have been approached by a man knows as Sephiroth Do'Urden, who had the genius to show me how a Duskblade/Warlock/Eldritch Theurge had potential.

The fat man rises his belt, and sit on a stone nearby. And aura of trusting and confidence sourrounds him, and everybody here knows that this man could "blend in" almost in any crowd, of any race. Because Such was the power he chose.
cheezgrater

10-17-06, 05:17 AM
A frail, elderly man wanders in aimlessly. He bumps into a couple people and apologizes profusely.

"Is this the Third Annual Knitting Convention? Or the gathering of masters of the demonic arts? I never can remember. Am I supposed to be a master of Demons or Doilies?

I am joining on the invitation of Sephiroth Do'Urden. I have a couple invocations written and ideas for several more. I hope to be able to contribute some new material for use by the community of warlocks at large.
cheezgrater

10-17-06, 05:46 AM
I've been tossing something like "manifest ego" around for awhile, where one's eldrich blast is shaped into a self-shaped summon that engages in face-eating...


Hmm....this brings to mind the Animate Breath spell
7th level Sor/Wiz.

So "Manifest Ego" (...sounds psionic) would have to be a dark invocation.

How's this for a start?


Awakened Blight

Awakened Blight
Dark, 7th.
Duration: 24 hours

You imbue your Eldritch Blast with coherence, mobility, and a semblance of life. The animated blast attacks whomever or whatever you designate. The animated blast uses the statistics of a Huge fire elemental (MM 99), with the following exceptions.
-The creature gains no subtype
-The creature's Slam damage is reduced to 2d6+4 (from 2d8+4)
-The creature deals 2d6 point of untyped damage with each successful slam attack (instead of 2d8 points of fire).
-The creature has no energy immunities or vulnerabilities
-The creature does not have the burn ability.

You cannot use your eldritch blast while this invocation is in effect.

Blast Shapes cannot be applied to this. However, you can apply Eldritch Essences. If an essence applies an effect, add that effect to the Awakened Blight's slam attack (save DC is the same as if you had used that eldritch essence on a normal blast). If the essence changes you Eldritch Blast's damage to an energy type (ie. Brimstone Blast changes it to fire) the Awakened Blight's slam attack deals damage of that energy type instead of untyped damage. In this case, it also gains that elemental subtype, and immunity to that element.

If the Awakened Blight is slain, its body instantly disincorporates. You regain use of your Eldritch Blast again immediately afterwards with no penalty.


Concept/Inspiration: Weirgreif
Reference: Animate Breath, Spell Compendium 11-12


May need some tweaking, but it doesn't seem to bad.

Maximum damage he could do on a full-round action is 56 (28 per hit) with an average of 36 (18 per hit). That is close enough to the normal power of a lvl. 20 Warlock to not be a problem (lvl 20 with G.Chausuble would blast for 66max avg 38.5), and it's also not overpowered since that much damage depends on a full-round action, which the Awakened Blight won't be able to do every single round.

It would basically just free up the Warlock to cast control/utility spells like Walls, Chilling Tentacles, etc. without being completely useless for damage.
cheezgrater

10-17-06, 05:54 AM
And now, my Invocation library. Let me know what you think of these.



Abhorrent Affliction

Abhorrent Affliction
Dark, 7th
Range: Long (400 ft + 40ft/level)
Target: Up to 3 creatures

You speak a word of the Dark Speech, which conjures a vile disease to infest the target(s) unless it succeeds on a Fortitude save.

Once it has infected the creature, the disease immediately deals 1d6 points of Strength and Dexterity damage, and it deals the same damage each subsequent day. A creature is allowed an additional saving throw each day to avoid that day’s damage. As with mummy rot (DMG 292), successful saves do not allow the creature to recover. The symptoms persist until the creature dies or finds some magical means to remove the disease.

The disease can be removed by first casting break enchantment or remove curse on the subject (Requiring a caster level check DC 10+the caster level of the invocation for either spell), after which a remove disease, heal, or similar spell will cure the victim.


Reference: Scourge, Spell Compendium 181


Abominable Distortion

Abominable Distortion
Dark, 7th
Range: Medium
Target: 1 creature

You speak a word of the Dark Speech, and the spells affecting the creature warp and twist, injuring the creature.

The subject takes 1d12 points of damage per functioning spell, spell-like ability or supernatural ability currently affecting it (Maximum 25d12). It can attempt a Will Save for half damage. Any creature that fails its will save must then succeed on a Fortitude Save or be dazed for 1d6 rounds.

Only spells specifically targeted on the creature in question can be used to create this backlash effect. Spells that affect an area cannot be used with this invocation to deal additional damage to creatures within their area. Likewise, persistent or continuous effects from magic items can’t be used to deal extra damage, but targeted effects can be.

Once the effect is resolved, the spells affecting the creature function as normal


Alternatively,
You can choose to halve the damage (Will save for half of this halved damage) to make a dispel check as if using Greater Dispel Magic against the effect with the highest caster level. Once damage is resolved, if the check succeeds, that single effect is dispelled.

Reference: Reciprocal Gyre, Spell Compendium 170


Awakened Blight

Awakened Blight
Dark, 7th.
Duration: 24 hours

You imbue your Eldritch Blast with coherence, mobility, and a semblance of life. The animated blast attacks whomever or whatever you designate. The animated blast uses the statistics of a Huge fire elemental (MM 99), with the following exceptions.
-The creature gains no subtype
-The creature's Slam damage is reduced to 2d6+4 (from 2d8+4)
-The creature deals 2d6 point of untyped damage with each successful slam attack (instead of 2d8 points of fire).
-The creature has no energy immunities or vulnerabilities
-The creature does not have the burn ability.

You cannot use your eldritch blast while this invocation is in effect.

Blast Shapes cannot be applied to this. However, you can apply Eldritch Essences. If an essence applies an effect, add that effect to the Awakened Blight's slam attack (save DC is the same as if you had used that eldritch essence on a normal blast). If the essence changes you Eldritch Blast's damage to an energy type (ie. Brimstone Blast changes it to fire) the Awakened Blight's slam attack deals damage of that energy type instead of untyped damage. In this case, it also gains that elemental subtype, and immunity to that element.

If the Awakened Blight is slain, its body instantly disincorporates. You regain use of your Eldritch Blast again immediately afterwards with no penalty.


Concept/Inspiration: Weirgreif
Reference: Animate Breath, Spell Compendium 11-12


Cloak of Corruption

Cloak of Corruption
Lesser, 4th

A field of dark, unholy energy wraps around you like a cloak.

You gain spell resistance equal to 12+your caster level against spells with the lawful and/or good descriptors.


Reference: Mantle of Chaos, Spell Compendium 137
Additional Reference: Mantle of Evil, Spell Compendium 137


Corrosive Fog

Corrosive Fog
Lesser, 3rd
Range as Medium Spell (100 ft + 10ft/caster level)
Duration: 1 round/level

You create a bank of smoke similar to a fog cloud spell.

In addition to the normal effects of fog cloud, the cloud deals 1d6 points of acid damage per round to all creatures within. Furthermore, its fumes burn the eyes, imposing a -5 penalty on all attack rolls and Search and Spot checks unless the creature succeeds on a Fortitude Save (repeated each round the creature is in the cloud). These penalties last as long as the subject remains in the cloud, plus an additional 2 rounds thereafter.

If a creature within the cloud takes acid damage from any other effect, it must succeed on a Fortitude Save (using this Invocation’s save DC) or be blinded for 1 round.

Reference: Caustic Smoke, Complete Mage 98

For Reference: Fog Cloud
Fog Cloud (from SRD)

Fog Cloud
Conjuration (Creation)
Level: Drd 2, Sor/Wiz 2, Water 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. level)
Effect: Fog spreads in 20-ft. radius, 20 ft. high
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No

A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).

A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.




Dark Expulsion

Dark Expulsion
Dark, 7th
Range: Close (25ft + 5ft/2 levels)
Targets: One or more extraplanar creatures, no two of which may be more than 30 ft apart

You can force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished.

A successful Will Save negates this effect.
Any creature that makes a successful Will Save against Dark Expulsion gets a +4 bonus on saves against subsequent castings of Dark Expulsion by that particular warlock for 24 hours. This bonus is cumulative (2 successful saves against same warlock’s Expulsion gives a +8 bonus on the third save). This bonus does not apply to castings of Dark Expulsion by a different warlock.


Reference: Banishment, PHB 203


Eldritch Hellrain

Eldritch Hellrain
Dark, 8th; Blast Shape

By using this invocation as a full-round action, you can make as many attacks with your Eldritch Blast (at the normal 60’ range) as your Base Attack Bonus will allow. Effects such as haste which add or allow extra attacks have no effect on this invocation.

Use of this invocation leaves the user dazed for the remainder of the round (he can act normally at the beginning of his next turn)


Original Concept: SolkaTruesilver
Invocation Name: Sephiroth Do’urden

This has made it through CharOp with virtually no brokenness, but it does enable the warlock to churn out enough damage to keep pace with the better blasters.
(Warlock 15 / Grey Hand Enforcer 5 can use this to do 40d6/round in four hits which is the same as damage done by 6th level spells (disintegrate))

This invocation has already been examined by CharOp, and it seemed more or less balanced in there.


Fellguard

Fellguard
Lesser. 4th

When this invocation is active, you may use your Charisma bonus as an armor bonus to AC. You may also add an additional +1 bonus per five invocation caster levels. This armor has no arcane spell failure chance.

The total of this armor bonus cannot exceed your total invocation caster level.

This invocation does not function if you are wearing armor or carrying more than a light load.

Reference: Monk class abilities, PHB


Hell’s Halation

Hell’s Halation
Greater, 4th

Your body bursts into black flame.

The flames created by this spell do not harm you or any equipment you carry or wear. Each round, on your turn, the flames do 3d6 points of fire damage and 2d6 points of negative energy damage to any creature grappling you (or any creature you grapple).

Any creature that strikes you with a natural or handheld weapon takes 2d4 fire damage and 2d4 negative energy damage. Weapons with reach do not endanger their users in this way.

Reference: Balor Nimbus, Spell Compendium 24
Additional Reference: Death Armor, Spell Compendium 60


I’m not too sure on Hell’s Halation. It seems a bit too good to be a lesser invocation, but not quite good enough to be a greater?

Purging Wall

Purging Wall
Dark, 8th
Range Close (25 ft + 5ft/2levels)
Duration 1 minute/level

You conjure a barrier (straight wall with an area up to one 10ft square/level) that cannot be seen or felt by ordinary means (or even with a see invisibility spell). Detect magic will indicate the presence of the effect, and True Seeing reveals its presence.

Any creature or object passing through the barrier becomes the target of a greater dispel magic effect at your caster level. A creature or object that remains inside the wall is subject to the effect each round they remain within the barrier. A summoned creature targeted in this way can be dispelled by the effect.


Reference: Wall of Dispel Magic, Wall of Greater Dispel Magic, Spell Compendium 233




Updated 10/20/06: Reworded a couple places to try to clarify. Added Awakened Blight and Fellguard so that all my invocations can be indexed to one post.
Sephiroth Do'Urden

10-17-06, 11:06 AM
Welcome Truesilver, Welcome Cheezy!:D I welcome you to the Warlock Circle; the best Warlock forum online! Make sure that you browse through the Warlock Circle libary for some inspiration later!

The fat man rises his belt, and sit on a stone nearby.

A tall, manshaped shadow steps into the light. His face is completly overshadowed by his exremly wide brimmed, pointy hat and all that can be seen through the darkness is two scarlet orbs, shining maliciusly. He wears a robe and has two adamadntie wing folded on his back. The only thing that hints at his Warforged nature is the way his jonints sounds when he moves. The Alloy of the Warlock is jet black.
He stares at the Fat man, briskly

"Too good for our hospitality, are you now? There are chairs and couches and private rooms that you may claim for yourself and yet you sit on a boulder?!

The agitated Warforged exits to his room.

That was Black Waltz, a Warforged Warlock 18/Incarnate 2. He is my avatar.

Awakened blight is awesome, but sadly, it has more or less already been made:

By Dogurasu Thanatos
Eldritch Animation
Dark; 7th; Blast Shape
This blast shape invocation allows you to turn your eldritch blast into an animated warrior of energy, granting your eldritch blast coherence, mobility, and a semblance of life. The animated energy then attacks whomever or whatever you designate and has the following characteristics.
Type: Construct.
Subtypes: If you apply any eldritch essence invocation to this blast shape invocation, the animated blast gains the subtype associated with any energy the eldritch essence invocation uses. Otherwise, it has the chaotic subtype if you are chaotic and the evil subtype if you are evil.
Size: Medium.
Hit Dice: Equal to the number of dice of damage your eldritch blast deals, including any bonuses. The Hit Dice are 10-sided. It also receives 20 bonus hit points.
Speed: 60 ft., fly 60 ft. (good).
AC: The animated eldritch blast has a +3 natural armor bonus as well as a deflection bonus equal to the number of dice of damage your eldritch blast deals, including any bonuses.
Attacks: The animated blast makes two slam attacks with a base attack bonus according to its hit dice. It also gains a bonus on attack rolls equal to the number of dice of damage your eldritch blast deals. It strikes as a magic weapon for the purposes of overcoming damage reduction.
Damage: The animated blast deals 1d6 points of bludgeoning damage with each successful hit. If an eldritch essence invocation that changes your eldritch blast damage to a certain kind of energy damage is also used, the animated blast deals additional energy damage equal to the number of dice of damage your eldritch blast deals; otherwise, this extra damage has no specific type.
Special Qualities: If you use an eldritch essence invocation with this blast shape invocation, any creature striking the animated blast is subject to its side effect. If the eldritch essence invocation also changes your eldritch blast damage to a certain kind of energy damage, the attacker also takes energy damage equal to the number of dice of damage your eldritch blast deals.
Construct traits: The animated blast is immune to mind-affecting effects, and to poison, magic sleep effects, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The animated blast is not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, and death from massive damage.
Saves: The animated blast has no good saves. All of its save bonuses are 1/3 of its Hit Dice plus the appropriate modifier. It also gains a bonus to all saving throws equal to the number of dice of damage your eldritch blast deals.
Abilities: The animated blast has the following abilities: Str (12 + the number of dice of damage your eldritch blast deals), Dex 10, Con --, Int --, Wis 1, Cha 1.
Alignment: Same as yours.
For example, at 20th-level, Sabaron the warlock invokes a soulshock animation, which would have the following statistics:
Medium construct (chaotic, electricity, evil); HD 9d10+20; hp 74; Init +0; Spd 60 ft., fly 60 ft. (good); AC 22, touch 19, flat-footed 22; Atk +6/+6 (1d6+5+9 electricity plus stun, slam); SQ soulshock, construct traits; AL CE; SV Fort +12, Ref +12, Will +7; Str 21, Dex 10, Con --, Int --, Wis 1, Cha 1.
Using this invocation renders your eldritch blast unusable until you dismiss the animated blast or the animated blast is destroyed, whichever comes first.

I still like your version though!:D
Not to mention the other Invocations!:cool:
Do you have any new Ideas, Truesilver?
SolkaTruesilver

10-17-06, 01:14 PM
(My gosh, RED is talking in RP, and italic is acting? I got it all wrong...)

"No hospitality is too good for me, Sephiroth. However, I will wait to know each of you a little more before actually accepting what you offer. I hope you understand some of my... concerns about self-security..."

Then, the nice fat man let out a little laugh, smiling to everyone, trying to put them at ease.. (Diplomacy check +34)
(Gosh.. I AM a DnD addict..)

I have not created anything.. except maybe these Epic Invocation, with some flavor added to it... This is a quote from a long-lost post (you can find it on google by searching "SolkaTruesilver")

It is Epic Invocation based on the ultimate "Deal with the Devil"..

I got my inspiration of the gameplay implication (with the Demon "deal") from www.dominic-deegan.com


Note: I will need help for setting the proper Skill checks for keeping all this balanced.
Suggestions and comments would be appreciated


Epic Invocations

Through the power of the Archdukes and Demon Princes, the Warlock channels the most powerful Spell-Like abilities.

Requierment: The Warlock needs to master as much his link with magic as possible, through the use of the Use Magic Device and have studied the Arcane Art through Knowledge (Arcana) or Spellcraft.
FEAT: Warlock of [Archfiend]
Other: The Warlock must also strike a bargain with one of the Archfriends, trading something for the awesome power he will now master at will. He must also be of the proper alignment... (except if the Archfiend is compelled into striking the bargin...)

A link establishes between the Archfiend and the Warlock. He becomes his Agent into the World. A telepathic link can be establishes if the Warlock desires it. If the Patron dies, so does the Warlock. The Archfiend gain usually in return a bonus to ability scores equal at half the Warlock's Level (Rounded Down). The Archfiend can spend the bonuses freely when he bond, but only when the bond if first made. At his death, the Warlock becomes a fiend (usually Succubuses, Glabrezu, Marilith, Cornugeons).

The Archfiend can, at will, kill his bonded Warlock, but rarely do so, because of the power he gains.

Note: The ArchFiend can also lend the bond to one (or more) of his servant(s), to empower him. Half of the bonuses are spent among direct servants, but spread as the Archfiend desires it. The other half remains to him. If the Servants dies, the Warlock must succeed on a Fortitude Save equal to 20 + the number of Level Demons just "lost" through the fiend's death. Even on success, the Warlock falls extremely ill.

VARIANT: You could also make this power more flexible. A bond is created between a Warlock and the ArchFiend, and at every Warlock level, the Warlock can reshape lightly the Invocation (to reflect the increase in mastery of the skill. Free to DMs and Player to agree on). I think it's cool to see a granted power to grow in power and preferences as you grow in power.

Example of Epic Invocation:


DEMAND SUBMISSION
Archfiend: Asmodeus, Lord of the Ninth.
skill Check DC: 70 (??)
Alignment Required: Lawful Evil

Effect: Once per round, as 1 round long action, the Warlock can force any single creature who can hear and understand his voice to attempt a Will saving throw (DC: 29 + Cha Bonus + Other Bonuses (Feat?)). If the creature fails, it submits to the Herald of the Ruler of Hell for 10d10 days, doing whatever Asmodeous ask as if every request of his was a suggestion(the spell) against which the target cannot resist with a saving throw. Once a creature succeeds with a saving throw against this ability, it is forever immune to the effect.

Asmodeus do not grant this ability to any Warlock who come asking. He has to genuinely have a level of trust Toward the begger(or at least, faking it - it's The Lord of the Nines, after all :). The Archfiend usually exchange this power against an Eternal Duty as Herald of Asmodeus.



The Voice
Archfiends: Grazzt, the Dark Prince
Skill Check: 39 (??)
Sex Requierd: Female
Alignement Required: Chaotic Evil/Neutral

Effect: At will, the Warlock can spend a full-round action to make a Suggestion (DC: 23 + Cha) to someone. Her voice resonnate deeply. (Just like in Dune).

Grazzt usually ask for the fertility of the Woman he empower (if the Warlock knew she was sterile, no deal is possible), and ask for the death of all her living children. He is usually even more generous toward virgin Warlock.



Rusting Grap
Archfiend: Dispater, the Iron Duke.
Skill Check: 45
Alignement Required: Lawful Evil

Effect: Every metal the Warlock touches is corroded and turn to rust, falling to pieces and becoming useless immedietly. The size of the object is limited to 200 pounds - a full suit of armor rusts away as quickly as a sword. Non-magical metal objects gets no saving throw against this effect. Magic armor, a magic weapon, or any other magic item made of metal must succeed at a Reflex save (DC 17 + Cha) or be dissolved.

A metal weapon dealing damage to the Warlock must also make a save of corrode immediatly. Wood, Stone are usually unnafected.

Dispater rarely ask for anything. This Invocation is a much a curse as a power, because into no cimcurstance the power stops. No even under an Antimagic field. The Warlock has no control over it. Usually taken by Warlock who shares the Iron Duke's paranoid view of the world, to amuse the Lord of the Second.

RolePlay Hook: It is known that Talos, the Triple-Iron Golem, is immune to a Warlock of Dispater's Power. A rumor spreads among Dispater's servant that their soul fuels him.



Neverdeath
Archfiend: Karnak, Demon Lord of Wounds
Skill Check: 160
Alignement Required: Chaotic Evil

Effect: The Warlock can never die of wounds. He can be at -10000000 hit points and his heart will still keep on beating. Eventually, disperced pieces of cadaver will regroup and remake the Warlock. When 50% of the original mass is re-assembled, the rest dies. The Warlock eventually regrow what needed.

Karnak always causes an everbleeding wound on his Mark. For him, Warlocks are like pets. The nastier the wound, the better. Usually, he takes the eyes or the feet.



Demon Lust
Archfiend: Baaleth, Demon Lord of Greed
Skill Check: 100
Alignement Required: Lawful Evil

Effect: The Warlock can create and area where every people who fails on a Will Check (DC: 20 + Charisma) see a way to improve their material assets or to gain status or satisfer lust. They will take any mean necessary. This ability is doable at will, can be dispelled at will, and affect everyone in a radium of 20 feets/level away from the central point. Is immune who the Warlock wants.

And to be true, have been thinking recently in a way to Re-mold the Prestige Classes of "Thrall of..." and "Disciple of..." into making it Warlock-Only PrC. There would be some caster progression for some of them, but they would offer some invocation dedicated. It is still cooking in my brain, but it would have something to do with:

Disciple of Baalzebul, Requirement:
Invocation: "Swarm" (don't remember the exact name), "Beguiling Influence"
Feat: Disciple of Darkness
Benefits: Something along improving the Manipulation part of Beguiling Influence + some Eldritch Swarm (after all, Baalzebul IS the Lord of the Flies).
the Disciple of Baalzebul would be something along the kind of an infiltrator/assassin

Disciple of Asmodeus
Requirement:
Invocation: Beguiling Influence, Charm
Feat: Leadership, Disciple of Darkness
Benefits: something along: The benefits of Beguiling Influence also applies to Sense Motive, I was also considering an "Eldritch Leash", wich is a special essence, allowing the Disciple of Asmodeus to Dominate the target, but he has to keep concentration.
The Disciple of Asmodeus would be the "No-Fight, All-Might" kind of character..

Disciple of Dispater
Requirement:
Invocation: (? no freaking idea)
Feat: (?)
Benefits: Eldritch Armor, You can trade 1d6 of your Eldritch Blast to gain a +1 Profane bonus on your armor class
The Disciple of Dispater would be Warlock turtle, with a lot of protection.

But these Prestige Classes still have to be worked on...

What do you think of the Epic Invocations?
Requirement:
Sephiroth Do'Urden

10-18-06, 01:02 PM
(My gosh, RED is talking in RP, and italic is acting? I got it all wrong...)

Don't worry, you just write as you see fit!

How often do you get theese epic Invocations? If you need more inspiration have a look at Wuynei's Epic Invocations. They can be found in the Libary!
Keep up the good work you two!
SolkaTruesilver

10-18-06, 02:01 PM
How often do you get theese epic Invocations?

You can get 1 if you take the feat "Epic Invocation" and you HAVE to strike a bargain with the Devil (which one is up to the power you want).

But you can cast all of them at will. What if the point of having invocation (even Epic) if it's not at will???
Sephiroth Do'Urden

10-18-06, 02:49 PM
Yeah, I know that they can be used at will, I just wondered how often you recived them as an Epic Warlock.
Did you check out the other Invocations yet?
SolkaTruesilver

10-19-06, 04:28 PM
Oh, you need the Epic Feat : Epic Invocation.

All these feat grants you 1 Epic Invocation, but you have to strike the bargain with an Archfiend to even get the superpower. So your "Epic Invocation" feat is useless until you do so.

I have dabbled trough, but I haven't really found any epic invocation except the +2d6 to EB
Sephiroth Do'Urden

10-19-06, 05:48 PM
Oh, you need the Epic Feat : Epic Invocation.

All these feat grants you 1 Epic Invocation, but you have to strike the bargain with an Archfiend to even get the superpower. So your "Epic Invocation" feat is useless until you do so.

I have dabbled trough, but I haven't really found any epic invocation except the +2d6 to EB

They're right here, By Wuyanei!

http://boards1.wizards.com/showpost.php?p=6735603&postcount=5
SolkaTruesilver

10-20-06, 06:37 PM
I like them (or at least, most of them). However, there isn't any indication about how the Warlock can gain access to them. It is trough a feat?

But I really like the appelation "Dire" for Epic Invocation! :clap:
Sephiroth Do'Urden

10-20-06, 06:54 PM
I like them (or at least, most of them). However, there isn't any indication about how the Warlock can gain access to them. It is trough a feat?

But I really like the appelation "Dire" for Epic Invocation! :clap:

Like it too! You have to pay with an Epic feat per Invocation. Does anyone here have Complete Mage yet?
cheezgrater

10-20-06, 08:35 PM
I have Complete Mage.
What are we looking for?
cheezgrater

10-20-06, 09:04 PM
And here's another invocation for those warlocks (like me) who hate burning a bunch of feats to get a good AC.

Fellguard

Fellguard
Lesser. 4th

When this invocation is active, you may use your Charisma bonus as an armor bonus to AC. You may also add an additional +1 bonus per five invocation caster levels. This armor carries no arcane spell failure chance.

The total of this armor bonus cannot exceed your total invocation caster level.

This invocation does not function if you are wearing armor or carrying more than a light load.

Reference: Monk class abilities, PHB
SolkaTruesilver

10-21-06, 02:10 AM
Fellguard is definitly going to be the perequisite Invocation for the Disciple of Dispater. May I, cheez?
SolkaTruesilver

10-21-06, 02:15 AM
Like it too! You have to pay with an Epic feat per Invocation. Does anyone here have Complete Mage yet?

Not quite. You have to pay with an Epic Feat AND strike a deal with a fiend AND pay something back in return. Have you read what each of the fiends asks in return for their powers? Some of them necessite a good Role Play..

I juste hate the idea of a Warlock going in a library to "research" obscure spells (I hate the idea of Sorcerers going in a library to research epic spell, but that's for another guild).

A warlock is supposed to be a willing pawn in the Archfiend's games. A helluva powerful pawn, but still a pawn. Both as a source of power for the fiend (which gains ability bonuses, don't forget!) and of pleasure, 'cause he gain a servant (untrustful servant, but still bonded to him).
cheezgrater

10-21-06, 09:07 AM
Fellguard is definitly going to be the perequisite Invocation for the Disciple of Dispater. May I, cheez?

By all means, go for it.
Sephiroth Do'Urden

10-22-06, 07:58 AM
And here's another invocation for those warlocks (like me) who hate burning a bunch of feats to get a good AC.

Fellguard

Fellguard
Lesser. 4th

When this invocation is active, you may use your Charisma bonus as an armor bonus to AC. You may also add an additional +1 bonus per five invocation caster levels. This armor carries no arcane spell failure chance.

The total of this armor bonus cannot exceed your total invocation caster level.

This invocation does not function if you are wearing armor or carrying more than a light load.

Reference: Monk class abilities, PHB


I luv Fellguard! And it does not even seem owerpowered!

Not quite. You have to pay with an Epic Feat AND strike a deal with a fiend AND pay something back in return.

Wait, I was taliking about Wuyanei's Dire Invocations! They require a feat per Inovocation learned!
Kadasbrass

10-27-06, 07:47 PM
Hello :D I seem to be in the wrong foundation...

but the new Warlock Info is up at the WotC site
http://www.wizards.com/default.asp?x=dnd/ei/20061027a

But I think it already needs a errata... one of the feats says "As a full-round action... Using this ability is a standard action"
Sephiroth Do'Urden

10-27-06, 09:20 PM
I just started an discusion thread over by the Epic section. Check it out why don't you. What are your thoughts so far? I like the idea of using all the powerword spells whenever I want!
Qatharsis

11-09-06, 08:49 AM
Do you have any sample warlock builds or some accumulated advice on invocation selection? I didn't see anything in the table of contents.

I've been musing about how I would build a warlock, and find it hard to choose from all those nice invocations. For example, is it a valid strategy to capitalize on debuffing essence invocations, and taking Chain and Cone as soon as possible to spread the effects to several foes? The essences affect all targets at full strength, regardless of whether the damage is halved by chaining or a successful save against the cone, right?

Is Baleful Utterance really as useful as they say? Don't weapons and armors tend to be magical at mid levels already?
Sephiroth Do'Urden

11-10-06, 11:04 AM
Do you have any sample warlock builds or some accumulated advice on invocation selection? I didn't see anything in the table of contents.

I've been musing about how I would build a warlock, and find it hard to choose from all those nice invocations. For example, is it a valid strategy to capitalize on debuffing essence invocations, and taking Chain and Cone as soon as possible to spread the effects to several foes? The essences affect all targets at full strength, regardless of whether the damage is halved by chaining or a successful save against the cone, right?

Is Baleful Utterance really as useful as they say? Don't weapons and armors tend to be magical at mid levels already?

I am putting together an Invocation compendium, wich weighs the pros and cons against eachother for each and every invocation.

Baleful utterance is useful from level 1-500. If you really feel the urge to shatter an opponents weapon then just dispell it and then shatter. Just remember that it's your loot youre destroying!
technodemon

11-17-06, 02:32 PM
Does anyone know if there is an offical invocation that is similar to Stone Shape spell?
Siberys

11-27-06, 11:12 PM
I'm DMing a solo campaign right now, and the player wanted some interesting things. He was gestalting with Warlock, so invocations seemed perfect.

How do these sound to you


Eldritch Companion
Least, 2nd
Once per day, for 24 hours, you may summon a companion creature. This creature is treated as a druidic companion, and your druid level for the purposes of this invocation is equal to your Warlock level (Druid levels do not increase this total). The only difference is that the Companion Creature is now affected by a single template from the following list;


Anarchic, Axiomatic, Celestial, or Fiendish (alignment must match)
Shadow
Psuedonatural
Spellwarped


You may change this creature each day, but it requires ten minutes of focusing your eldritch power. Also, you may choose advanced animal companion creatures if your level is high enough.


Poison Blast
Least, 2nd
Your Eldritch Blast does one die less damage, but now delivers Viper Poison (1d6 Con/1d6 Con). A successful Fortitude save negates the poison.

How do they look?

cheers,
Siberys
Weirgreif

11-28-06, 05:02 AM
:o Syberis speaks to me! </kobold warlock>

Eldritch Companion: I would object to having the companion be less flexible than the druid's animal companion. Part of the fun of being a warlock is to be able to Do Fun Stuff with magic with freedom and abandon. If you need a striking boar to impress the boar-totem barbarian tribe, you ought to be able to get one. Especially if you have to re-summon your companion at the same time as you cast your daily spiderclimb and devil's sight. Is this a particular creature you have a special bond with?

Poison Blast: is too good for first level. It's a long time before 1d6 con damage is irrelevant, especially when that's your main effect, and it's easy to pile DC improvements into the Eldrich Blast. It fizzles against the undead and golems, of course, but consider the other warlock stat-damage abilities.
Hellrime Blast is a lesser invocation, and imposes a -4 dex penalty that doesn't stack with itself. Viper Poison deals at least one Lesser Restoration (a second-level spell, which is pretty rare at least-invocation level) in con damage, and can be used again next round. It makes PC clerics angry!
It also is a death spiral. If you fail the saving roll once, you're less likely to save against it next time. And it lets the blast still do typeless magical damage? That's definitely a problem.
Siberys

11-28-06, 05:16 PM
:o Syberis speaks to me! </kobold warlock>

Eldritch Companion: I would object to having the companion be less flexible than the druid's animal companion. Part of the fun of being a warlock is to be able to Do Fun Stuff with magic with freedom and abandon. If you need a striking boar to impress the boar-totem barbarian tribe, you ought to be able to get one. Especially if you have to re-summon your companion at the same time as you cast your daily spiderclimb and devil's sight. Is this a particular creature you have a special bond with?

I did this to balance the template; Also, the guy I made these for was planning on having a snake tattoo that could leap off of his skin, and I liked the Idea. Would it be balanced to allow it to change on a daily basis?

Poison Blast: is too good for first level. It's a long time before 1d6 con damage is irrelevant, especially when that's your main effect, and it's easy to pile DC improvements into the Eldrich Blast. It fizzles against the undead and golems, of course, but consider the other warlock stat-damage abilities.
Hellrime Blast is a lesser invocation, and imposes a -4 dex penalty that doesn't stack with itself. Viper Poison deals at least one Lesser Restoration (a second-level spell, which is pretty rare at least-invocation level) in con damage, and can be used again next round. It makes PC clerics angry!
It also is a death spiral. If you fail the saving roll once, you're less likely to save against it next time. And it lets the blast still do typeless magical damage? That's definitely a problem.

And this invocation was actually WHY I posted these two; It seemed very good, but small, medium, and large vipers (all at or below CR 1) have this exact poison. Also note that until third level (when Lesser restoration becomes available), the warlock won't do any nontyped damaged with this, as the damage is 1d6. But you make valid points, exactly as I was hoping for.

Also, as I'm sure you all figured, it's an Eldritch Essence invocation. Sorry!

Any more constructive criticism would be welcomed!

Cheers,
Siberys
Sephiroth Do'Urden

12-01-06, 08:41 PM
Any more constructive criticism would be welcomed!

Right:

1. Even if a Viper of CR one can do 1d6/1d6 con damage it certainly won't be able to do so with a touch attack from 60 ft away. Or in a 30 ft cone or 60 ft line...

2. I don't like it when people tries to justify a powerful effect by lowering the damage output for EB's. I would rather have the blast do 1d6/none con damage instead. If it were up to me I would make it do 1d3 instead of 1d6. There is a 1st level spell from the Wu jen spell list that let you do that much con damage in a cone so it seams balanced enough. This gives the Warlock a cool, sinister touch but he still won't be overpowered. Just a bit deadlier...

3. I can really picture how cool this Invocation would be together with Hideous Blow. The Warlock, a poison dripping longsword in hand, howering over a crippled Bard just waiting to be finished off.
Mmmmmmmm...
Siberys

12-01-06, 09:25 PM
1. Even if a Viper of CR one can do 1d6/1d6 con damage it certainly won't be able to do so with a touch attack from 60 ft away. Or in a 30 ft cone or 60 ft line...

Point taken...:D

2. I don't like it when people tries to justify a powerful effect by lowering the damage output for EB's. I would rather have the blast do 1d6/none con damage instead. If it were up to me I would make it do 1d3 instead of 1d6. There is a 1st level spell from the Wu jen spell list that let you do that much con damage in a cone so it seams balanced enough. This gives the Warlock a cool, sinister touch but he still won't be overpowered. Just a bit deadlier...

so...

Poison Blast
Least, Eldritch Essence, 2nd
Your Eldritch Blast now delivers poison (1d3 Con / --). A successful Fortitude save negates the poison. This improves to (1d3 Con / 1d3 Con ) at sixth level, (1d6 Con / 1d3 Con) at eleventh, and (1d6 Con / 1d6 Con) at sixteenth.

That way, there's some scaling, and besides, at the higher levels, many things will be immune / resistant to poison.

3. I can really picture how cool this Invocation would be together with Hideous Blow. The Warlock, a poison dripping longsword in hand, howering over a crippled Bard just waiting to be finished off.
Mmmmmmmm...

Yeah, the player'll like that imagery too.

Any more help?

cheers,
Siberys
Sephiroth Do'Urden

12-02-06, 01:07 PM
A lot better! I'm not fond of scaling Essenses but that is just me. I hope you have loads of fun with it!
Weirgreif

12-05-06, 10:07 PM
I can get behind that poison. It's still powerful, but it looks much more reasonable. It doesn't inherently kill orcs (who advance with class levels and can be dangerous, but don't have a 43 con like some monsters do) easily, for example.

I don't think changing the summoned animal daily would be overpowered. There aren't that many good choices, right? A wolf is the best for fighting at first level, and the only variations are for flying and aquatic animals.
How about being able to resummon it during the day? If you give the invocation a casting time of ten minutes, that would make it require downtime. And you could trade a buffalo for something portable when you enter the halfing's dungeon.
Siberys

12-06-06, 06:44 PM
I can get behind that poison. It's still powerful, but it looks much more reasonable. It doesn't inherently kill orcs (who advance with class levels and can be dangerous, but don't have a 43 con like some monsters do) easily, for example.

I don't think changing the summoned animal daily would be overpowered. There aren't that many good choices, right? A wolf is the best for fighting at first level, and the only variations are for flying and aquatic animals.
How about being able to resummon it during the day? If you give the invocation a casting time of ten minutes, that would make it require downtime. And you could trade a buffalo for something portable when you enter the halfing's dungeon.

good idea; yoinked and changed.
LiamDeclan

01-08-07, 09:51 AM
I am looking for some advice on what type of Warlock build to take for a going Epic campaign.

All Wotc books and Dragon mags.
Can be any campaign setting stuff.
Starting at level 9 with 1/2 that in starting cash.

Group has a Fighter, Arcane Gish, Cleric, Rogue/Hexblade, and Warforged Psion/Metamind (who is planning on that Schism trick for unlimited power points or something).

I am looking for Warlock tricks to keep me in the same cheese category as the psion/metamind infinite power points guy.

Leaning a lot towards the Hellfire Warlock and/or combining with Bloodline levels or Legacy Champion
De Batavier

01-22-07, 01:13 PM
Hi People,

As you have probably guessed, I don't have the time to visit the boards on a regular basis. This means I don't have the time to keep the library up to date. So feel free to start over. I won't mind....to much :weep:

:cool:

De Batavier
Sephiroth Do'Urden

01-24-07, 08:31 AM
I refuse to start over. This thread has lived on for too long to just disaper! I say we keep it alive!
Zombomaniac

01-24-07, 02:59 PM
YA! :monk: This thread has been the birth place of far to many wonders for us to simply start over!:mad:

We will keep coming here so you dont need to worry De Batavier.:D
Tiefling_Warlock

01-24-07, 04:36 PM
Bah. If you can't spend enough time to archive our stuff then you can't. Just try as hard as you can and we will help as much as we can! I won't lets this die, not now. Not for a long time.

w00t 800!
Siberys

01-24-07, 05:24 PM
Let this thread flounder and die in a dark recess in the alleys of the board archives? NEVAR!
redhase

01-24-07, 08:03 PM
The guild won't die, we will all try to keep the guild going even if De bativer has less time than to spend.

The guild is being used in the Forgottten Kingdoms games just like the rest of the guilds.
turalisj

01-24-07, 08:08 PM
Never heard of the forgotten kingdoms game.... But the guild wont die. If anything, it's neededmore than ever with the game orcy has going :P
redhase

01-24-07, 08:17 PM
My mistake in the name: it the fallen Kingdoms in the game section.
as well as the goue, the forrest dwelllers foundation, the Purple knights of Coymer, the Dwarf foundation, and most of the other guilds. is a countaitaion of the 15 level game.
Right now we are about to face one of the Dark Lords Underlings and his army.
I have done this and that to the forrest foundation characters.

The same thread where orcy has his game also.
Tiefling_Warlock

01-24-07, 08:57 PM
So its like a huge inter-guild free for all? At level 15? Where do I sign up?

Also, I am going to make a sniper PrC for Warlock. If anyone has any ideas (skills feats invocations etc, or even other PrCs like it) please post them.
thasis

01-25-07, 12:02 AM
Hey, I'll make sure to check in here more often, help keep this place active.
redhase

01-25-07, 08:01 PM
The warlock Circle is being represtented in the fallen Kingdoms game on the Legends of the guilds thread.
My fey'ri have been using the warlock circle as karel is still a memeber and her fey'ri clan use the guild as a base along with the goue my other character.
I have in the game become a shop owner in Trynor proper and sell anything that makes a profit.
You would be suprised as to what the local rouge guild in trynor proper wants, drugs, posions, stoled magic items.
The drow have good drugs that can be resold at a mark up.
underground prices and above ground prices do make an differance. It does help to have contracts with drow merchants and be one their very few contacts to sell their drugs, magic items and other things.
Sephiroth Do'Urden

02-04-07, 06:39 PM
YA! :monk: This thread has been the birth place of far to many wonders for us to simply start over!:mad:

We will keep coming here so you dont need to worry De Batavier.:D

Damn right! But we will still need our mascot.
*Inserts a onyx into the sleeping Bataviers mouth. *Now, which Warlock here knows the dead walk?

Also, I am going to make a sniper PrC for Warlock. If anyone has any ideas (skills feats invocations etc, or even other PrCs like it) please post them.

Are you Still working on that?! Oh well...
Drake_the_Windseeker

02-08-07, 02:46 PM
A heavy thud resonates over the bulk of the ship, as a great weight is dropped onto it. The door of the cabin flies open and black smoke crawls into the room. Amidst the smoke, a large figure strides through the door, great wings furled against his back. Blood-red scales peek out from beneath the black robes that encircle the man, whose mouth and nose are more akin to a reptilian snout. Hornlets sprout from his chin, and a vain, mirthless expression lines his mouth. From the cowl of his robe, eldritch light burns around the figure's eyes.
"I am Drake. I come in search of more knowledge." His voice is a gutteral, resonating growl, echoing slightly against the walls with their power.
Stado

05-15-07, 05:44 AM
As suggested to me by a fellow board member, I thought I might submit my Eldritch Sapper (http://boards1.wizards.com/showthread.php?t=837865) prestige class for general critiquing from the Warlock Circle and archived-ness. Yes... well, to ask one simple question, do any of the members here feel this class to be an acceptable warlock PrC? Also, relative to other homebrewed warlock prestige classes, how does this one fare in terms of power and creativity?
Sephiroth Do'Urden

05-15-07, 06:48 AM
As suggested to me by a fellow board member, I thought I might submit my Eldritch Sapper (http://boards1.wizards.com/showthread.php?t=837865) prestige class for general critiquing from the Warlock Circle and archived-ness. Yes... well, to ask one simple question, do any of the members here feel this class to be an acceptable warlock PrC? Also, relative to other homebrewed warlock prestige classes, how does this one fare in terms of power and creativity?

I am not sure about the PRC just yet. I will need some time to think about it (Though I love the style of it!:D )

Btw, I just thought of a trick that makes it posible for Warlocks to get Epic spell casting and start reasearhing his own epic spells.

Anybody wanna know how?

A heavy thud resonates over the bulk of the ship, as a great weight is dropped onto it. The door of the cabin flies open and black smoke crawls into the room. Amidst the smoke, a large figure strides through the door, great wings furled against his back. Blood-red scales peek out from beneath the black robes that encircle the man, whose mouth and nose are more akin to a reptilian snout. Hornlets sprout from his chin, and a vain, mirthless expression lines his mouth. From the cowl of his robe, eldritch light burns around the figure's eyes.
"I am Drake. I come in search of more knowledge." His voice is a gutteral, resonating growl, echoing slightly against the walls with their power.

As a senior member of the Warlock Circle I, Sephiroth Do'Urden, Bids you welcome Drake_the_Windseeker! Have a blast!
Sephiroth Do'Urden

05-20-07, 08:25 AM
That trick I mentioned is in this link. Help me out why don't you.:D

http://boards1.wizards.com/showthread.php?p=12445226#post12445226
Deviston

05-21-07, 12:35 PM
Got a problem. Hideous blow. do you take a standard to activate it and the next attack you have adds damage or is it activated WITH the standard action attack? I ask because i just picked up NWN2 and you have to activate it (standard) and THEN use it (another standard) and if this is right... ong teh suxxors you know??
Sephiroth Do'Urden

05-22-07, 06:12 AM
Got a problem. Hideous blow. do you take a standard to activate it and the next attack you have adds damage or is it activated WITH the standard action attack? I ask because i just picked up NWN2 and you have to activate it (standard) and THEN use it (another standard) and if this is right... ong teh suxxors you know??

Nope. In the real world... never mind, in D&D it just takes a standard action.
Niek

06-23-07, 04:15 PM
A neatly folded letter materializes. It reads:

"It has come to the attention of the Council of Archmages that your guild has become somewhat inactive as of late. Likewise, we too have had a recent decline in participation. It is the oppinion of the Council that the best course of action to benefit both our parties would be a merger of our two guilds. You warlocks are, afterall, fellow practitioners of the arcane arts, albeit in a different manner than most of our members. I await your response."
-Lord Gerald Deaus, Governor of Monim Province, Archmage Graduate of the Academy of the Guiding Moon, Heir of Petor, and Archmage of Abjuration
redhase

06-27-07, 01:47 AM
After reading the letter Karel pulls the hood over her head then goes to ask the others what they think.

It would be good to have others in the guild give their oppions on the matter.

For those of you who don't know who Karel is, she is my Fey'ri who has been in the guild a little while. And her Fey'ri clan also.
Drake_the_Windseeker

06-27-07, 09:15 AM
Drake snorts, his disgust for the wizards lining his face as it contorts into an expression of loathing. "Archmages? Hardly. I say let the damn fools stay where they are, out of eyesight and earshot. I'm sure they'd like it that way anyways, knowing their dislike to have to study that which we are, in and of ourselves. They want knowledge? Let them keep looking in their tomes and dusty crypts. While they grow old and feeble looking for the secrets to magic, I suggest we LIVE as magic. Who's with me?"
sculyblast

06-27-07, 01:35 PM
A Flouting Black ball, bathed in waving Shadows enters the Hall, As it unfolds The former Zenith Archmage of Shadow Magic appears from it. a Rather Young eying Elfling, prestigiously Dressed in Dark robes And Speaking Very eloquently

"Dear Warlock Drake, My Apologies for my Bluntness, but you have us wrong. Again Stereotyping nearly Killed what seems to be most beneficial to all involved. First of all, we are only a council of Archmages in name; Would you have taken to trouble to walk among our midst you would have noticed that we are not merely populated with Age Archmages, Such as is an Minority in our Council, but you will find young wizards who are only just learning the the extentness of the Arcane gift, but also Warlusty Sorcerers and even Pasifistic Bards. Would you have spend your time in our numberous debates you might even have noted Taeneron, Who only Knew enough Magic To be The Greatest Magical blacksmith of his time.

as for the core of archmages, Most of us are unlike the average archmage, Which is Recognized by his Diligence in study. Sure we study What others grand so that we will not repeat the mistakes that generations of Mages have made before us, When they can be easily avoided by a little effort in studying. Though, most of us found our Passion of magic not in studying, but during our adventures. I started as a Simple combat wizard, but My Banishment on the Plane of Shadows Provided me with Ambition and Means to become Archmage of Shadow Magic.

So Please, Do not judge from mere words, come and visit our halls for a while, and then Judge from what you see. you are all welcome. I rest my case"

Thus Spoke Quarius Citakaira, Archmage of Shadow magic
redhase

06-27-07, 05:29 PM
Well that was nice, sculyblast. This is something that does need to be decided from within.

Things do need to be discused from within and discions made as to what will be done.

We doe not all come back at the same time, since we do have things we are all doing.

But my mind is not made up either way, it might take some things away that I have here. That I need to have access too.

We should have went went with the living ship with the netheril helm, or an iron wood ship with the netheril helm.
princeofcincinnati

07-19-07, 02:52 AM
Not certain if I can post, but found this from another site. I have some new invocations I would like everyone to tell me what they think.

Dark Plauge Lesser, 4th
The warlock calls up his inner coruption and spits it out as one of the four Humors that govern health. The warlock spews out corrupted spittle that with a range touch attack of 10' will infect the victim. With the one exception, this invocation follows the rule for the Spell Contagion.

Hades’ Watchful Eye Least, 2nd
When this invocation is evoked, the warlock’s eyes glaze over with the black, inky waters of the Styx. The warlock sees Death’s influence on all beings. Allso, the warlock is able to detect the presence of Undead when he concentrates.
This invocation works as the Spells Deathwatch and Detect Undead, lasting 24 hours.

Kiss of Orcus Dark, 8th
By using this invocation the warlock channels negative energy through out his body, taking on the mantle of undeath, if for only a little while.
This invocation works just like the spell Veil of Undeath (Heroes of Horror) .

Life Death Greater, 5th
The warlock abandons life’s warm embrace and enters the cold arms of Death. During the duration of this Invocation, the warlock is truly dead.
As a standard action the warlock wills this invocation to take place. His eyes roll back in his head and his body convulses and goes limp.
During the time Life Death is invoked, the warlock is dead. His body is nothing more than a corpse. While in this state all damage done to the corpse is healed when the warlock comes back to life, with the following exceptions:
Decapitation of the head
Total disintegration of the body.
Spells that brings a body back to life ends this invocation. If any vital parts are pierced by an object and kept in while the invocation is in progress, the warlock cannot come back to life.
Example:
Azazel invokes Life Death and someone puts say a wooden stake through his heart, Azazel cannot come back to life until the stake is removed.
The duration of Life Death is ten minutes per class level. The warlock cannot control the duration of this invocation.
Example:
Azazel who is a 16th level warlock invokes Life Death. Azazel will be dead for one hundred and sixty minutes. He cannot come back to life until then.
There are Advantages and Disadvantages to being dead. They include:
Advantages
All spells that affect a person (such as Bestow Curse) that ends at the death of a person, ends with this evocation.
Damage done to a corpse(except decapitation of the head and disintegration) is healed when the warlock regains life. This includes Natural diseases .
Spells that affect corpses ( such as preserve Body) works.
The warlock could use this invocation to be past up by enemies on the battle field.
A corpse easily gets past the town guards ( “We’re transporting poor uncle Shamus’s body to the graveyard”. )
While in this state the warlock is immune to becoming undead.
Also, spells that takes ones soul do not work on a warlock in this state.

Disadvantages
As stated before, the warlock cannot turn on and off this ability.
From the moment this invocation starts the body starts to rot like any other body.
Items left in vital parts stops the body from reverting back (be careful of rot!)
A warlock is advised to let his adventuring companions know of this ability or else he might find himself regaining life somewhere he does not want to be ( as can be illustrated in the story of Bran, the warlock who’s friends in their grief built a funeral pyre and quickly stuck a fire to it. Much to the dismay of Bran as he woke up to find the flames licking his delicate flesh. )

Mammon’s Desire Least, 2nd
The warlock uses the Hellish Duke’s greedy senses to find precious metals and gems. This invocation works as the spell Treasure sense (Spell Compendium) .

Path of the Dream King Lesser, 4th
The Warlock(and those he chooses .up to eight people)are able to travel the road of dreams. This invocation works like the spell Dream Walk . While in the Dream Realm, the warlock (and only the warlock) is considered to have the feat Oneiromancy.

Set’s Hunger Dark, 8th
By channeling the unholy hunger of the snake god Set, the warlock is able to swallow his victim whole just as a snake does.
This invocation works just like the spell “Bite of the King” except that if the victim escapes by cutting his way out the warlock takes five points of damage.

Whispers of Madness Dark, 7th
The Warlock whispers dark secrets to the victim. The victim can be anywhere on the same plane as the warlock when this invocation is used. Though the victim may not be present in the warlock’s vicinity, he hears the whispers very loudly. These dark secrets are too much for one mind to take, driving the subject insane. If the victim doesn’t make the first saving throw, than once every 24 hours he can make a save to regain his sanity but at a +5 to the difficulty until the difficulty becomes a 30. After this time if the save is not made, then the person gets no more saves. The warlock must have meet the victim and know at least the victims first name. Beside as noted here, Whisper of Madness works just like the spell Insanity.
This is a mind-effecting affect.
Drake_the_Windseeker

07-19-07, 10:28 AM
Drake growls, and an eerie mist that one could mistake for the beginnings of fire emanates from his mouth. He glared at the vision, and then proceeded to chuckle violently. "Diligence... hardly. You have not the patience to be stoned in your own home villiage for others calling you a freak because of your power. You have not had to endure living off of the wild, using every strength at your disposal just to live another day. Diligence?! BAH!" He spat, and the smell of brimstone lingered for a moment. He growled softly, ominously, "You know nothing of diligence..."
technodemon

07-23-07, 06:44 PM
hey all I'm back and needing some advice. I have a chance to do another warlock and was wandering could a warlock with the right feats, invocation and equipment be a good frontline warrior?
turalisj

07-23-07, 09:31 PM
If your DM is nice enough to make Hideous Blow to where it does not take AoO, then he could in theory be a good front line warrior.
technodemon

07-23-07, 10:02 PM
If your DM is nice enough to make Hideous Blow to where it does not take AoO, then he could in theory be a good front line warrior.

I was thinking of using Eldritch Glaive more than Hideous Blow.
turalisj

07-23-07, 10:32 PM
There's that too. There might be some stuff in Complete Mage, but I don't have the book.
Weirgreif

08-02-07, 10:02 PM
Nauseating Blast inflicts the following: "Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn." If you can inflict that on people you are front-line-fighting, there is a significant chance of success. That's a Greater invocation though, so it would take some time to reach and restricts class choices. But with Glaive, you can make people nauseated with an Attack of Opportunity. That's one way of making sure the ogre doesn't reach your squishy friends.

With Battlecaster you can wear mithril full plate. Reasonably good AC, and you can pretend to be a golem or something by never walking, but only teleporting and making copies of yourself.
Pitiless_Interfector

09-11-07, 11:04 PM
Greetings. I am Caelex (KIGH-lecks), Bereaved of Heaven and Earth. My powers far outstrip those of most mortals; Balors and Tyranugons (pit fiends) quake in fear at my name. I have traveled the planes in my quest for knowledge. I have journeyed to the floors of bottomless oceans, scaled mile-high towers of cracked obsidian overlooking rivers of blazing hellfire, braved seas of blood on ships of bone whose sails of skin were blown by a thousand dying breaths. I have tasted power. Now, drink from my cup, for it runneth over.

100 homebrew invocations (http://forums.gleemax.com/showthread.php?t=864614"), from faithful minion (which creates an unseen servant) to scourging death (which kills dozens of [weak] creatures with a single standard action)
Feats and Invocations for epic warlocks (http://forums.gleemax.com/showthread.php?t=794066), including eldritch detonation (which turns your eldritch blast into a siege weapon), Eldritch Empowerment (which lets you Empower your eldritch blast an unlimited number of times per day), and utterance of doom (a blasphemy so powerful it causes an earthquake).
Prome

10-16-07, 02:47 PM
First post here. I'm starting with my first warlock in a few weeks and designed this as an alternative to Eldritch Glaive.

Eldritch Blade
Least ; 2nd ; Blast Shape.
This invocation stabilizes the eldritch blast in a weapon.
Upon acquisition of the invocation, the warlock must decide the appearance of his weapon, which must be a melee weapon without reach (according to his size). The form dictates the type of damage (piercing, slashing, bludgeoning) and the critical range (20/x3 or 19-20 x2)
The warlock is considered proficient with his eldritch blade. Creating the weapon requires a standard action (spell-like ability utilisation). The weapon stays in existence as long as the warlock has it in hand (he can be disarmed) or uses his eldritch blast.
The eldritch blade is a magical weapon for damage resistance. It is not subject to spell resistance. Eldritch blade damage are decided according to the following table.

Blast Damage/Blade Damage
1d6 1d6
2d6 1d8
3d6 1d8
4d6 1d10
5d6 1d10
6d6 2d6
7d6 2d6
8d6 2d8
9d6 2d10

If a blast essence is applied to the eldritch blade, the effects are done accordingly to each hit with the weapon except for :

Brimstone Blast :as Flaming Burst weapon
Hellrime Blast : as Frost Burst weapon
Utterdark Blast : bestows only 1 Neg. Lvl, otherwise as usual.
Vitriolic Blast : as Keen, Acidic Burst W.
Hammer Blast (CM) : as Adamantine Weapon
Penetrating Blast (DM) : normal effect (still needs to beat SR to take effect).

So if someone could PEACH, please...
For_Mandalore

03-11-08, 08:23 PM
Speaking as a long-time warlock fan that usually refuses to take the following invocation and bans it from his campaigns, am I the only one who thinks that eldritch glaive is incredibly broken?
NightScreamer20

03-15-08, 04:01 AM
No, it's not. It takes a full-round action to perform and is a reach weapon... Which means if someone is next to you you cannot attack them and that you can do nothing else in the round...

Unlike Eldritch Blast with Eldritch Spear... which can hit a target from 250 ft away... or hideous blow which can deal EB damage + melee damage...

Maybe you aren't reading it correctly I guess...
For_Mandalore

06-11-08, 07:45 AM
But it does allow you to make full-attacks with it, easily allowing a 20th level warlock to deal 27d6 damage per round with no saving throw. And that's assuming he doesn't have a chasuble of fell power or some levels in hellfire warlock. Not to mention, the whole "make attacks of opportunity with your touch attack weapon" is pretty overpowered.