The Warlock Circle [Archive] - Wizards Community

Post/Author/DateTimePost
De Batavier

11-27-04, 02:35 PM
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 ;)

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 offcourse. The rules are simple. Only the strong will survive. Knowledge and power are the goals of the circle.

Links to other Warlock threads:

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)




For those who are not familair 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)
De Batavier

11-27-04, 02:35 PM
De Batavier
Dyne
Demonfey
thasis
hieratical
Kratilim Valqui
Parion
Lothor Bolvreck IFWG character Lothor Bolvreck (http://boards1.wizards.com/showpost.php?p=5144016&postcount=76)
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
Cazic
Deviston
Syberys
Dogurasu Thanatos
lostone
apesamongus
Need A Life
DireHawk
De Batavier

11-27-04, 02:36 PM
Library archive I (http://boards1.wizards.com/showpost.php?p=4930785&postcount=24)
Library archive II (http://boards1.wizards.com/showpost.php?p=4930831&postcount=25)


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
Combustion Blast, Freezing Blast (http://boards1.wizards.com/showpost.php?p=6222697&postcount=725)
Mantis Leap, Monkey Tricks (http://boards1.wizards.com/showpost.php?p=6278523&postcount=765)
Inkling of Danger, Inkling of Action (http://boards1.wizards.com/showpost.php?p=6672827&postcount=1018)
Armored Flesh, Mouth Parasite (http://boards1.wizards.com/showpost.php?p=6726829&postcount=1043)


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 Minion, Darkling Trooper, Darkling Retainer, 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=6199584&postcount=707)
Soul Chiller, Nightshade Tendrils, Twilight Talon, Portal of Darkness (http://boards1.wizards.com/showpost.php?p=6275044&postcount=762)
Gluttonous Mimicry (http://boards1.wizards.com/showpost.php?p=6331724&postcount=807)
Ravaging Hunger (http://boards1.wizards.com/showpost.php?p=6353886&postcount=826)
Mirror Shades, Gravity Crush (http://boards1.wizards.com/showpost.php?p=6457682&postcount=921)
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 Iostone
Eldritch Warmth (http://boards1.wizards.com/showpost.php?p=6331351&postcount=806)


by Need A Life
Balors Resilience, Fleetfooted, Shadow Form (http://boards1.wizards.com/showpost.php?p=6632425&postcount=1003)


by Silent Infinity
Eldritch Multi-Blast (http://boards1.wizards.com/showpost.php?p=6366385&postcount=859)


by Solarious
Grasp of the Dark One (http://boards1.wizards.com/showpost.php?p=6206279&postcount=718)


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=6351738&postcount=825)


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=6623605&postcount=989)


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 (http://boards1.wizards.com/showpost.php?p=6203499&postcount=716)
Devoted Arcanist (http://boards1.wizards.com/showpost.php?p=6480576&postcount=930)


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
Warlock Cloak, Warlocks Blade (http://boards1.wizards.com/showpost.php?p=6222697&postcount=725) with help from wuyanei here (http://boards1.wizards.com/showpost.php?p=6228833&postcount=733)

by Dogurasu Thanatos
Tome of Graz’zt, Eldritch Cane, Manacles of the Abyssal Army, Arc Arcanum Ring, Mantle of the Fell Arcanist (http://boards1.wizards.com/showpost.php?p=6231603&postcount=740)

by Von Crown
Ring of Ghostly Defense (http://boards1.wizards.com/showpost.php?p=6351738&postcount=825)


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 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=6333350&postcount=809)


by Dogurasu Thanatos
Knight of Devimaston's Curse (http://boards1.wizards.com/showpost.php?p=6233952&postcount=744)
Mind of the Tortured Fire, Nagamian Whirler, Fiend Arcanist, Brother of Fire (http://boards1.wizards.com/showpost.php?p=6279694&postcount=766)
Karmamancer, Helldragon Magician/Roar of Apsu, Fortunate Dracomancer/Zarius' Favored, Spelldeck Arcanist, 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=6286970&postcount=770)


by Von Crown
Mind of Tortured Water (http://boards1.wizards.com/showpost.php?p=6255385&postcount=756)


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=6351738&postcount=825 )

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.
Dyne

11-27-04, 07:42 PM
I don't have Complete Arcane, but I'd like to join.
Demonfey

11-27-04, 07:57 PM
I have it. The warlock class is a group of casters who have some connection with the lower planes. They have a power called eldritch blast, which does more damage as you become stronger, and instead of normal spells, they have powers known as invocations, which act as spell like abilities. They are more limited in choices than sorcerors, or even bards, because their list is really limited. Also, you must be evil or chaotic.
{The doors to the room open, and the room becomes noticeably darker. A fey'ri with a metallic arm strides through the doorway, and the doors shut behind him. You notice that he has bony protrusions all over his body, and a serpent's tail and a third eye. He looks around, and then says to you}
Even though I am not a warlock, I would like to join you. My name is Crowley Maelhaevek, and I am a wizard of no small power. I am interested in how this guild will develop.
Dyne

11-27-04, 07:59 PM
I have it. The warlock class is a group of casters who have some connection with the lower planes. They have a power called eldritch blast, which does more damage as you become stronger, and instead of normal spells, they have powers known as invocations, which act as spell like abilities. They are more limited in choices than sorcerors, or even bards, because their list is really limited. Also, you must be evil or chaotic.
{The doors to the room open, and the room becomes noticeably darker. A fey'ri with a metallic arm strides through the doorway, and the doors shut behind him. You notice that he has bony protrusions all over his body, and a serpent's tail and a third eye. He looks around, and then says to you}
Even though I am not a warlock, I would like to join you. My name is Crowley Maelhaevek, and I am a wizard of no small power. I am interested in how this guild will develop.

What? Evil or Chaotic? But I'm Neutral Good! Oh well, I think I'll join anyway.
Demonfey

11-27-04, 08:04 PM
You also have to have either made a deal with, be the descendant of someone who made a deal with, or be related to a creature from the lower planes, such as Hell.
Dyne

11-27-04, 08:05 PM
You also have to have either made a deal with, be the descendant of someone who made a deal with, or be related to a creature from the lower planes, such as Hell.

Hmmm. Do you have to be an Arcane Spellcaster?
Demonfey

11-27-04, 08:06 PM
It's a base class.
Dyne

11-27-04, 08:11 PM
It's a base class.

Hmmm. Heh heh heh....

A figure in a dark, hooded cloak enters the place. His cloak is pulled up over his face, but you see two red eyes staring at you from beneath it. "I am Alak Coborel, and I wish to join this Order of yours. I am not yet a Warlock, but it would be very interesting to learn to become one."
Demonfey

11-27-04, 08:12 PM
From what I have been told, it is something you are born into.
Dyne

11-27-04, 08:15 PM
From what I have been told, it is something you are born into.

"Damn you." The figure disappears.

Another figure enters the chamber of the Warlock Circle. "I am a Warlock, and I wish to join your Order."

The class sounds interesting. I don't have Complete Arcane yet though. I will pick it up as soon as I have money. Demonfey, you couldn't perhaps PM me the stuff about Warlocks?
Demonfey

11-27-04, 08:17 PM
I'll send it as soon as I understand it enough to summarize without butchering it.
Dyne

11-27-04, 08:21 PM
I'll send it as soon as I understand it enough to summarize without butchering it.

Summary? I want all the juicy stuff on it. Oh well, I only really need the stats and such, until I get Complete Arcane (although, that will likely be quite awhile before I can get it).
Demonfey

11-27-04, 08:22 PM
Yeah, but I don't want to be accused of plagiarism.
Dyne

11-28-04, 12:10 AM
Well, from the looks of it, Warlocks sound pretty cool. And, I think I already have an idea for an invocation. Is there one that makes the Eldritch Blast heal, rather than destroy?
Demonfey

11-28-04, 12:12 AM
Nope. Sorry. I'll post them once I get them straight.
Dyne

11-28-04, 12:13 AM
It would be nice to be able to quickly heal yourself or your allies in a tight situation.
Demonfey

11-28-04, 12:35 AM
That's what healing tiles are for. Basically, tiles are a variation on potions so that they can be used without exposing your neck.
Dyne

11-28-04, 12:38 AM
That's what healing tiles are for. Basically, tiles are a variation on potions so that they can be used without exposing your neck.

Oh yeah, I read about variant forms of magical items in the Complete Arcane excerpt.
Demonfey

11-28-04, 12:41 AM
Those can really come in handy. All you really have to do is place them in spots that you would likely be hit, and they could activate. Unless I'm mistaken, of course.
Dyne

11-28-04, 01:34 AM
Those can really come in handy. All you really have to do is place them in spots that you would likely be hit, and they could activate. Unless I'm mistaken, of course.

But, then you would have to roll on a body chart or something to determine where each individual attack landed.

It has come to my attention that it is possible to be a Chaotic Good Warlock. So, of course that's what I'll be. :D I could make him a Tiefling or something that only seeks to do good, despite his ancestry.

What do you think of my idea for an invocation that alters the Eldritch Blast to heal, rather than cause damage?
Demonfey

11-28-04, 01:36 AM
It's all worth a shot.
De Batavier

11-28-04, 06:27 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

11-28-04, 06:56 AM
original post deleted to make space for archive II

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)
Demonfey

11-28-04, 10:03 AM
I like it, although it seems to be something a good warlock would choose more than an evil one.
De Batavier

11-28-04, 10:37 AM
Maybe. The title could be changed to something of a more ominous sounding.
Demonfey

11-28-04, 11:21 AM
Oh, one thing about their armor choices: light armor is the exception. They suffer no arcane spell failure chance from light armor.
De Batavier

11-28-04, 11:34 AM
Yes and there is a feat which can upgrade to medium armor. :w00t:
Dyne

11-28-04, 03:34 PM
Even though I don't totally understand invocations, I like it.

I still want to explore the idea of a healing invocation. Maybe we could limit it to a certain number of times per day? Maybe it would heal less than the Eldritch Blast does damage?
De Batavier

11-28-04, 03:43 PM
Maybe a special PrC for the Warlock that focusses on healing. The Warlock gives up his eldritch blast for something different that heals.
Dyne

11-28-04, 06:22 PM
Maybe a special PrC for the Warlock that focusses on healing. The Warlock gives up his eldritch blast for something different that heals.

Wha? But, then he wouldn't be able to blast stuff. :noway:
De Batavier

11-28-04, 06:47 PM
I agree. Giving up eldrich blast would be to much. But then again i'm not the one wanting him to be a healer ;)

The circle is now three strong. I think soon others will gather here to ask if they can join us. We shall see if they are strong enough to join the circle. The weaklings will be disposed of :evillaugh
Demonfey

11-28-04, 07:10 PM
I have put out word amongst a few other guilds. If they are interested, then they will join. Also, I am the descendant of a demon warlock (strange, huh?) I just haven't bothered to access that power...yet. :shifty:
De Batavier

11-28-04, 07:14 PM
SOme of us discover their talents early in live others later. You will find the path to true power sooner or later.
Demonfey

11-28-04, 07:26 PM
In the mean time, I have the shadowstarfire at my command.
{With that, he lifts one hand. Black flames grow from it, and a beam shoots from it, and makes a pentagram on the floor.}
Step into the pentagram if you want to learn my path to power.
De Batavier

11-28-04, 07:29 PM
If you have powers or knowledge to share do so. It sounds interesting.
Demonfey

11-28-04, 07:32 PM
You must step in the pentagram, first. The power can only be bestowed upon a being through a ritual. Your bodies, unfortunately, are only able to contain one of the powers at this point.
Shadowstarfire is talked about in the HEF, CoA, and my char. sheet in the player thread.
De Batavier

11-28-04, 07:38 PM
Yes, stepping into a suddenly appearing pentagram. Created by someone claiming demons as his ancestor. It is certainly a positive thing for joining the circle to have some demonblood flowing through your veins, but trust is a different thing. But then again you don't look like someone stupid. I will trust you...this time.Steps into the pentagram
Demonfey

11-28-04, 07:47 PM
Yes, stepping into a suddenly appearing pentagram. Created by someone claiming demons as his ancestor. It is certainly a positive thing for joining the circle to have some demonblood flowing through your veins, but trust is a different thing. But then again you don't look like someone stupid. I will trust you...this time.Steps into the pentagram
You mean you really couldn't tell from the giant bat wings sprouting out of my back? Besides, the pentagram didn't appear. It is actually altered stone, which is now shadowstarfire in metal form.
{As De Batavier, steps in, Crowley makes arcane gestures. The pentagram flashes, and the flames that made it rise up and bind themselves to your flesh. You feel incredible, horrible power flow through your veins, and you fall to your knees, clutching your head. A thought pierces into your mind, clearer than any you have ever had before.}
Choose one of the powers. They are the power to shield, attack, and create. You only get one of the three...
De Batavier

11-28-04, 07:50 PM
The power. I want it. I want it more. Give me all. You will give me all. But shield will do...for now

:cool:
Demonfey

11-28-04, 07:56 PM
SO BE IT!
{You suddenly have instructions seared into your mind, in how you can shield yourself or others from either magical or physical attacks. You realize that the shield can only take ten hits of either before breaking. Your mind fills with power, and you begin using it randomly. Crowley then speaks to you}
You cannot contain any more of the powers than you already have. This is because your essence is still too weak to handle it all.
De Batavier

11-29-04, 06:32 AM
Well thank you demonfey. An interesting ability of yours. in the future i aspect to gain more of these powers.

So the number of post is on the increase, the members list is not :weep:

I have added a few linkt in the library and an invocation.
If you come accross new interesting and relevant threads post them so i can add them.
New invocations are also welcome. In the library i have put a link to a thread that focusses on new invocations.

:cool:
thasis

11-29-04, 09:54 AM
Three figures covered completly by black cloaks enter the room. They all raise there heads and say in a eerie unsion "We are the Dark Three, servents of Thasis. He has commanded us to further are abilities and knowledge of are Warlock powers. We wish to join your guild to increase are powers and knowledge and to serve as a repensation of Thasis for the time being untill he learns about the powers of the warlocks better"

Asome guild over here. So basically what I'm saying up top is that Thasis knows nothing of warlocks and there powers except there powerful. So what he's going to do is send some of his minions (the Dark Three) to learn about the arts of the Warlock. Once he understands it better (in-game, I or ready understand it in real life. I own the Complete Arcane after all) he will come here himeself.
De Batavier

11-29-04, 10:01 AM
Take your seats in the circle. Motions to the simple wooden chairs.So you serve an other, thasis, does this mean you three are weaklings? We of the circle seek knowledge and power, weaklings don't survive this search.

New member :w00t:

Greetings thasis, i will add you to the members list.


On a side note it seems you wanted your sig in size=1, i think you forgot the [/size] at the end of your sig.
thasis

11-29-04, 10:05 AM
"We are certainly not weaklings. We as a single being probally could withstand the force of you or the other members but we work together in perfect harmony making us superior to you mortal beings. Don't presume to insult us or we shall destroy you and all in this guild!!!"

My sig seems fine. I just looked at it and nothing was wrong. Maybe your computer just isn't proccesing it right? Thats happened to me before.
De Batavier

11-29-04, 10:29 AM
Ah there is fire in you. This is good. Working together can have it's benefits. We shall see if you survive our quest for power and knowledge.

On the sig. My computer displays the beginning of your sig with [SIZE=1] which it wouldn't do if it were closed with /size, just trying to help. If it looks fine to you, then it is fine to me. :cool:
De Batavier

11-29-04, 11:28 AM
Oké people. If put several links in the The Library (http://boards1.wizards.com/showpost.php?p=4926575&postcount=3) to interesting (sounding) threads.
If you have other interesting links post them and then i will add them to the library.

What feats are high on the wish list of a Warlock?

Before we can answer that we must determine which feats can be used with the eldritch blast. You can't use the standard meta-magic feats, because it's not a spell.

If seen people use Point blank shot and other ranged attack feats.
Can you use weapon focus with the blast? I would say yes.

Which item creation feats would you take if any?

A drawback of the blast is spell resistance. So spell penetration is an option, but is it allowed?

Well if someone has ideas or better yet answers on these topics, let's hear them.
hieratical

11-29-04, 12:49 PM
A handsome pale man with black hair appears in the room. He wears a red overgarment with silver arcane symbols and words in infernal embroidered into it, it looks kind of like a poncho, or something a priest would wear. The rest of his clothing is black leather. He carries a mace that is extremely well made.

" I am Kalaish Kajatheth, son of the demonlord of Underfell. I will join your circle."
De Batavier

11-29-04, 02:18 PM
Welcome Kalaish

I will add you to the members list hieratical
Demonfey

11-29-04, 03:26 PM
Does that mean that you are a half fiend, then?
hieratical

11-29-04, 05:42 PM
Does that mean that you are a half fiend, then?
Kalaish looks at you. "My father's influence is seen in my warlock abilities."

In completely unrelated news, look up the Chasuble of Fell Power and the Warlocks Sceptre in the magic items section of the book.


Edited to sound less abrupt.
Demonfey

11-29-04, 07:06 PM
And my father is mounted over my fireplace. ;)
Demonfey

11-29-04, 08:40 PM
Well thank you demonfey. An interesting ability of yours. in the future i aspect to gain more of these powers.

So the number of post is on the increase, the members list is not :weep:

I have added a few linkt in the library and an invocation.
If you come accross new interesting and relevant threads post them so i can add them.
New invocations are also welcome. In the library i have put a link to a thread that focusses on new invocations.

:cool:
Hmmm...That's odd. Your warlock abilities seem to have been affected by your eldritch blast. It seems that you can use it at will, although there is a limit, which is simply until you get used to it. You seem to be limited to thirty charges right now. If you build up a stamina for this, then you can use it more.
De Batavier

11-30-04, 04:56 AM
There is nothing wrong with my stamina. I've been using my powers from the day i discovered them. Your gift will soon be used an other thing i can throw into battle.
De Batavier

11-30-04, 02:03 PM
Have entered a character for the IFWG and thus also entered the circle :evillaugh
De Batavier

11-30-04, 03:56 PM
Added new links to the library (http://boards1.wizards.com/showpost.php?p=4926575)

New links are welcome. Oh and if someone actualy has completely read some of the threads that are linked and finds that these links can be removed from the library let me know.

Karl Abend sits in the circle. He looks at the others present.
A challenge has been issued. A tournement will be held. Three of our circle can enter. If two of you will join me we can accept the challenge.
Demonfey

11-30-04, 06:52 PM
There is nothing wrong with my stamina. I've been using my powers from the day i discovered them. Your gift will soon be used an other thing i can throw into battle.
Let me rephrase that. Your stamina is good, but you have to get used to using it.
De Batavier

11-30-04, 06:57 PM
Which will just be a matter of time. Practice makes perfect and our usual array of powers can be practiced as much as we want. :evillaugh
Demonfey

11-30-04, 07:01 PM
The best way to counter the exhaustion would be to become an outsider or an elemental. Preferrably both.
De Batavier

11-30-04, 07:07 PM
I like being human to much to contemplate such a drastic step. My energy is better spent in learning more arcane lore. the more we know the better we can make handy gadgets for us to use.
Demonfey

11-30-04, 07:11 PM
I meant the Acolyte of the Skin and Elemental Savant.
De Batavier

12-01-04, 08:37 AM
I've heard of Warlocks following those paths to gain power. They are not for me. I do not wish to have a demons skin.

It are cool PrC that can be gained by warlocks.
hieratical

12-01-04, 09:38 AM
Warlocks who have died and been reborn can gain much from following the path of blood.


If they take Blood Magus from 13-20 they can use the blood-themed Scribe Scroll and Brew potion powers of the Blood Magus very well. Also at 8th the blood magus gets at 10d6 attack that could be used the same turn as the Eldritch Blast, but only once a day.
De Batavier

12-01-04, 09:45 AM
After the Warlock gains imbue item, item creation becomes a very interesting option for them. The only drawback is it take feats, but the use magic device checks shouldn't be that difficult at high levels. So you can create any item, arcan or divine and use it.


Added new links in the library (http://boards1.wizards.com/showpost.php?p=4926575).
Again i have selected them on title and in some cases quickly scanned the contents
Demonfey

12-01-04, 04:28 PM
It was altered in Complete Arcane. The Bloodwalk power is tenth level.
Demonfey

12-01-04, 04:29 PM
:censored: double post.
hieratical

12-01-04, 05:10 PM
It was altered in Complete Arcane. The Bloodwalk power is tenth level.

Yes, but I seem to recall they have an attack power that does 10d6 once a day at 8th level. It might even be a free action and so usable on the same turn as Eldritch Blast. I'll check when I have books in front of me. I think it's called Call to Blood or something.
De Batavier

12-01-04, 05:21 PM
They gain Awaken Blood at 8th level. It is a once a day ability and also a melee touch attack. Can't remeber if there is a invocation taht makes the eldritch blast melee, but if so than you can deal both...:evillaugh
Demonfey

12-01-04, 05:48 PM
There's one that makes it go to a melee weapon. I lent out my copy of Complete Arcane for a bit, so I can't go into specifics.
De Batavier

12-02-04, 04:32 AM
Yes i recall that too. SO that would be one high damage blow...:evillaugh
De Batavier

12-02-04, 03:36 PM
Karl Abend returns to the Circle

I've lost. How can i have lost. HE defeated me with a singel confusion spell.

Well lost a mage duel to Orcy in the Arena. Darn. He had initiative and i missed the save against the first spell he used, confusion. :weep:
Demonfey

12-02-04, 03:49 PM
You win some, you lose some. At least you didn't lose your life as well.
De Batavier

12-02-04, 03:55 PM
Yes the only thing realy hurt are my ego and the reputation of our Circle. Some might think we're weaklings. Seems i need to learn better ways to counter my opponents or gain better protection.

Yeah. I had bad luck, though my saves are a weak point.
hieratical

12-02-04, 05:20 PM
Perhaps the dark ones own luck should be our first choice for invocations then? At first level where should it be placed? Will would have helped your battle.

Then use the Blast or a crossbow for long range attacks?
Demonfey

12-02-04, 06:08 PM
There is supposed to be a new ECL arena test zone. Does anyone want to fight the competitors? There is more information in the HEF at the moment.
De Batavier

12-03-04, 06:48 AM
Perhaps the dark ones own luck should be our first choice for invocations then? At first level where should it be placed? Will would have helped your battle.

Then use the Blast or a crossbow for long range attacks?

Yes the bonus to a save could certainly help. Though personaly i don't find the invocation fitting my style. I more for the abilities like spider climb. But maybe with dark luck i could have saved my day. Though is missed initiative and his first spell was confusion...darn..

The eldritch spear invoction is a good one to gain a resonable range.

Will check that new thread oud demonfey.
De Batavier

12-03-04, 08:16 AM
New invocation

Eldritch hailstorm:
greater, blast shape

You can distrubute 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

Opinions please :thinks:

I see the primary use of this ability if you are swarmed by low hitdice (low on hp) attackers. Am i overlooking abuse problems?
Kratilim Valqui

12-03-04, 08:50 AM
A cloacked figure steps in, as he removes his cloak you see that he is wearing a leather armor painted in dark flames and an intimidating look on his face while a few of his long black hairs hang in front of his face. "Is a warlock such as I welcome in this circle of yours? I discovered my powers not so long ago..."

Hey, nice circle you got here... Very intresting, I like the class. I'm was trying to get a thread started on the Magic and spells forum, but it isn't realy busy... I hope to have more luck here :schemes:

The new Invocation looks good, if you let the essences effect all the attacks and change it to Dark.. It would be a lot of fun, and IMO quite balanced... Tho you may need to put a cap on the amount of attacks...
De Batavier

12-03-04, 08:56 AM
Greetings and be welcome in our circle. Please take a seat.

Thanks for your comments on the invocation. :)
Maybe a greater Eldritch hail can allow the essences on all separate attacks and be dark. :thinks:

The cap on the number of attacks is the amount of damage dice you have. A blast that can deal 7d6 can only result in a maximium of 7 attacks, each dealing only 1 d6. What i could clarify is that it is damage dice based on the class and thus excluding extra damage dice from items and other thingys...

Thoughts?
Kratilim Valqui

12-03-04, 09:12 AM
The firgure takes a seat and nods as thanks... "I am still in the early stages of discovering theese powers, but I know a trick or two"

What do you think of this invocation I just thought up... not sure if it's balanced, but I think it's a rather good deal if you are in a nasty situation...

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 ammount of damage of your level. The maximum ammount of damage is half you caster level.

Thought's???
De Batavier

12-03-04, 09:30 AM
Nice work. Now were getting somewhere.

I'm not the best person to ask balance questions. When i'm building characters i mostly look at rp things, and thus are not familiar with what is optimum usages and what is unbalanced.
But i'll try to give some insights we can discuss.

At high levels the Warlock has fast healing (don't know the exact amount) but adding one or two extra damage dice would be for free (or almost free). So that could be an issue.
Also an all out blast could mean, for 30pt of hp damage, an extra 10d6 on top of the standard 9d6. But he won't be doinig that for many rounds ;)

So the biggest issue, i think, is not with an all out blast but with those one or two extra damage dice. The vitriolic blast however deals an extra 2d6 for several rounds following the hit. Which makes this, if put down as an essence, balanced.

You change the nature of the blast (deal more damage), so i would say it is an essence.

:cool:
De Batavier

12-03-04, 09:36 AM
So we have three new invocations to debate:
Thoughts on balance, hight of the invocations (least, lesser, etc.), type of invocation (essence, blast or other) or any other relevant issue.
All will add them to the library if we have discussed them or if now new input is given. :cool:

New invocation

Eldritch hailstorm:
greater, blast shape

You can distrubute 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

Greater Eldritch hailstorm:dark, balst shape

Same as eldritch hailstorm, but an essence invocation works on all separate attacks instead of one.

Eldritch Body fuel
Grater, 7th, Eldrtich Essence ( not sure if it is an essence or blast shape)

You Can add more damage die to your Eldritch blast.
For each 1d6 you add to you blast you take 3 HP damage.
You can only add a maximum of die equal to half your caster level.
Kratilim Valqui

12-03-04, 09:37 AM
I've changed it a little so it now forces you to deal the max extra damage... This way abuse isn't possible... and at high levels, 30 pt of dmage can be quite cripling... changed it to essence to :D
De Batavier

12-03-04, 09:44 AM
okidoki. Will you be so kind to post this new version. So that everybody can participate in the debate.

By making only one option available, max or not, would you still pick the invocation? The damage you must take is high, so it wouldn't be abused. But it also loses a lot of it's flexibility. Compared with the vitriolic blast,which deals additional 2d6 for following rounds, i believed the original was balanced.
Though as i said, i'm not that good at judging balance issues. ;)
Kratilim Valqui

12-03-04, 09:54 AM
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 ammount of damage of your level. The maximum ammount 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.


There you go... I allso addedc something spicy... Not sure if it's a dark or grater but we'll have to see.. :D have fun blasting. :mage:
De Batavier

12-03-04, 10:05 AM
That certainly spices it up.
Maybe you should state clearly that the other essence is not the eldritch body fuel.... ;)


Edit: Yeah good saves are important, at least when fighting Orcy character. Again lost initiative and my first (and only) will save. Result lost the battle.
Dyne

12-03-04, 11:02 PM
I don't know what's going on here right now. I've decided to make my character just a Chaotic Neutral Tiefling who likes to blast stuff. And Demonfey, I'm still waiting for the Invocations stuff, as soon as you can send it.
Demonfey

12-03-04, 11:44 PM
The book is currently with a friend. I'll get it back Monday.
De Batavier

12-04-04, 10:15 AM
I've made Karl Abend also chaotic neutral. I'm thinking about letting his powers come form fey.
Silmarien Aldalome

12-04-04, 10:26 AM
There is a sudden explsions of silveryblue - a super hot spherical eruption that crackles with magical fires and Silmarien appears out of the eruption as the magic vanishes.

She bows

"DeBatavier" she says and a scroll appears in a flash of blue that she gives to you. Opening it you read

DeBatavier,

The Shadow spreads. We come to seek Council. Will you tolerate Good folk here - to discuss matters at hand

Demonfey - Children of the Planes is next on my list of things to do. I've been planning something.
De Batavier

12-04-04, 10:33 AM
OOG: Are you sure you want to talk to this Warlock character or my, to be created, psionic character?


Karl Abend looks up when Silmarien arrives I didn't expect to see you here. Don't you believe Warlock are evil? Well that believe would be true in most cases, but not all. This Circle will accept any negotiation based on mutual respect

:cool:
Silmarien Aldalome

12-04-04, 10:52 AM
OOG: Are you sure you want to talk to this Warlock character or my, to be created, psionic character?

Goodness - my apologies. You are to be what you choose, not what I think. If psionic is your wish sobeit. If magic is your wish, sobeit.

Karl Abend looks up when Silmarien arrives I didn't expect to see you here. Don't you believe Warlock are evil? Well that believe would be true in most cases, but not all. This Circle will accept any negotiation based on mutual respect

:cool:

Silmarien studies you thoughtfully, but with cautious vigilance. She shifts in her stand, changing weight from one foot to the other, leaning on her staff.

"Not evil" she pauses "for that depends on how you use your magic, not what name you give yourselves.

How do you fare - during these times? Where do you see you threats and allies? For I see that the Shadow gathers and my home and my children are threatened. Or do you take a neutral position. For we rally our forces and ever could use allies for aid".
De Batavier

12-04-04, 11:04 AM
Goodness - my apologies. You are to be what you choose, not what I think. If psionic is your wish sobeit. If magic is your wish, sobeit.

No, what i mean is i have two in game characters, though i haven't posted a character for the psionic foundation, i did play him in the Drow murder mysterie.
My point that your in game character would probably want to join forces with my in game psionics character and not with Karl Abend and his Warlock Circle.



Silmarien studies you thoughtfully, but with cautious vigilance. She shifts in her stand, changing weight from one foot to the other, leaning on her staff.

"Not evil" she pauses "for that depends on how you use your magic, not what name you give yourselves.

How do you fare - during these times? Where do you see you threats and allies? For I see that the Shadow gathers and my home and my children are threatened. Or do you take a neutral position. For we rally our forces and ever could use allies for aid".

Good and evil do mean little to me. In most cases it is just a point of view. Same goes for laws. And it seems you don't like my close ally the childeren of the planes. But to answer your question i see several threats. You are one of them. But that can be solved by making an non-agression pact.Karl Abend cuts his hand with a knife. You can see he has already done this quite resently. He extends his bloodied hand, non-agression?
Silmarien Aldalome

12-04-04, 11:24 AM
No, what i mean is i have two in game characters, though i haven't posted a character for the psionic foundation, i did play him in the Drow murder mysterie.
My point that your in game character would probably want to join forces with my in game psionics character and not with Karl Abend and his Warlock Circle.

Ahh. Thanx

Good and evil do mean little to me. In most cases it is just a point of view. Same goes for laws. And it seems you don't like my close ally the childeren of the planes. But to answer your question i see several threats. You are one of them. But that can be solved by making an non-agression pact.Karl Abend cuts his hand with a knife. You can see he has already done this quite resently. He extends his bloodied hand, non-agression?

She studies you grimly and say, body stiff "it is as I thought. But in all good conscience I could not call you 'enemy' until you spoke it to me directly yourself. Very well!" She clicks the heel of her staff on the stone and she is suddenly burning incandescent with silveryblue.

"You shall do battle with me! And it will be **NOW** if you **move** but one inch towards me!! And if not here - then ***SOON***

For the allies of the Evil Outsiders are a threat to the earth!"
De Batavier

12-04-04, 11:33 AM
Karl, still standing with his outstreched bleeding hand, look puzzeled.
I did not call you an enemy. I called you a threat. In your zeal you have already put us on par with the those of the guild of ultimate evil. And thus essentialy calling us enemy. You coming here makes up for that..mistake. Now you refuse to a non-agression pact. Then so be it. Leave. NOW.

;)
De Batavier

12-04-04, 11:41 AM
Well lost my fight against Tribbles character Timothae. Though it was a close call.
Dyne

12-04-04, 12:12 PM
A man in black hooded robes enters the Circle of Warlocks. His hood is pulled up over his head, and you cannot see his face. He walks with a staff of ebony, but he does not lean on it. "I see that Silmarien has paid you a visit. She is quite the political one. I would advise you not to ally with the Half-Elves, for they are manipulators. Instead, ally with the Guild of Ultimate Evil, for they can be trusted (well, some of them can). For we know the path to true power, and none shall stand in our way."
De Batavier

12-04-04, 01:02 PM
Karl laughs when Aseir Pashar says the guild of ultimate evil can be trusted.
It's the nature of evil to betray. Sooner or later they would betray us. Some of them would do it only if it benefited them others just for the fun of it. No i think i would not align our circle with them. But my voice is just one in the circle. I would rather stay neutral
Demonfey

12-04-04, 05:28 PM
I am trying to see if Stav is willing to back up the threat of my character's destruction.
Orcy The Green Wonder

12-04-04, 06:18 PM
Orcy doesnt know if she CAN kill you. You are epic after all. Though Gurgetar could actually make your powers fairly useless with a 50% chance. Making you into a hamster and all...
Dyne

12-04-04, 06:23 PM
Orcy doesnt know if she CAN kill you. You are epic after all. Though Gurgetar could actually make your powers fairly useless with a 50% chance. Making you into a hamster and all...

Aseir would have a good chance of taking Crowley out. He could make himself totally undetectable, then use Instant Death spell after Instant Death spell until one of them succeeds.
Silmarien Aldalome

12-04-04, 08:00 PM
I forgot Demonfey one thing. Once you have burned all bar one Hit Point - you cannot recover those HP for 24 hours - and while you are not prone, you have no access to other Outsider power and if you use the power in Realmspace, you are trapped there for 24 hours. All your Hits and all that are still good and any powers that come by way of class, not monster still run.

I did not call you an enemy. I called you a threat. In your zeal you have already put us on par with the those of the guild of ultimate evil. And thus essentialy calling us enemy. You coming here makes up for that..mistake. Now you refuse to a non-agression pact. Then so be it. Leave. NOW.

Unwaveringly - she says in voice that pummels you with waves of the force of fast airs

YES.

An Alliance between anything that is evil brings brings the Taint of Shar upon you and your Foundation - and you are named the Traitor's of the Free, The Unmaker's of Trust and The Deceivers.

She holds her staff above her head and she brings it down hard - in a wide sweeping arc - and emits a volley of magical fires....the airs crackles

fffsstt-BBOOOMM as the searing incandescence strikes the rocks that make chairs for the witches circle - two seats explode into a shower of rock spliters.

Delivering a scathing glance to each of you, one at at time - she clicks her fingers - and vanishes in a flash of silver and azure
Dyne

12-04-04, 08:03 PM
"Those who follow Shar know the path to true power. Karl, did you not just witness her actions? Vandalizing another guild's property, harming members of other guilds, and all this is common from her. I tell you, the scheming devils of the Guild of Ultimate Evil are much more trustworthy than her."
Silmarien Aldalome

12-04-04, 08:11 PM
.....a voice trails off in the distance.....

....He speaks sooth where Evil and its allies are concerned......Evil cannot be trusted. Neutrality will be suffered - but only when unallied to evil.

You are foooollllllssssss........
Dyne

12-04-04, 08:15 PM
.....a voice trails off in the distance.....

....He speaks sooth where Evil and its allies are concerned......Evil cannot be trusted. Neutrality will be suffered - but only when unallied to evil.

You are foooollllllssssss........

"See? Needless insults. That, and she never seems to actually leave when she exits a place."
Silmarien Aldalome

12-04-04, 08:17 PM
"See? Needless insults. That, and she never seems to actually leave when she exits a place."

:bow:

erm, needful insults - to get you GOING.

your servant

stavros
Demonfey

12-05-04, 02:05 AM
How about we stick with allying with other beings considered outcasts by society?
De Batavier

12-05-04, 02:45 PM
(...)

Unwaveringly - she says in voice that pummels you with waves of the force of fast airs

YES.

An Alliance between anything that is evil brings brings the Taint of Shar upon you and your Foundation - and you are named the Traitor's of the Free, The Unmaker's of Trust and The Deceivers.

She holds her staff above her head and she brings it down hard - in a wide sweeping arc - and emits a volley of magical fires....the airs crackles

fffsstt-BBOOOMM as the searing incandescence strikes the rocks that make chairs for the witches circle - two seats explode into a shower of rock spliters.

Delivering a scathing glance to each of you, one at at time - she clicks her fingers - and vanishes in a flash of silver and azure

You speak of evil as if it is something you can grasp. If you allone can define morality and be the judge and executioner of those who fail in your eyes. Here you our condemming those who's only crime is seeking friends you don't like.
Show me proof the that the childeren have killed, destroyes without any reason to do so. I know enough of magic that the spell most call detect evil will also point out the cheap money hearding innkeeper, though the fellow hasn't done any crime or hurt anybody Well i know such innkeeper that sells a rather terrible ale :D

And you came here to seek friends. I offered my hand and you scorn me. Seems to me you are picking fights. I wish to stay neutral, but if you keep behaving this way then you give me no choice.

:cool:
Dyne

12-05-04, 03:02 PM
A Tiefling, who has been sitting quietly throughout this whole ordeal, speaks. "I've heard that we're now allied with the Guild of Evil. Is this true?"
De Batavier

12-05-04, 04:18 PM
No this is not correct. It is not my intention to have an allience with them. Though if all others want this, i'll accept their judgement.
Dyne

12-05-04, 08:09 PM
No this is not correct. It is not my intention to have an allience with them. Though if all others want this, i'll accept their judgement.

"It looks like Silmarien is spreading lies, then. She said that we were allied with them, and that's why she hates us so much."
Demonfey

12-05-04, 08:12 PM
She won't believe me if I say anything about it. Someone else should go.
Dyne

12-05-04, 08:13 PM
She won't believe me if I say anything about it. Someone else should go.

"Not me. I hear she has something against those of fiendish ancestry." He points to the horns sticking out of his head.
Demonfey

12-05-04, 08:14 PM
Why do you think she won't believe me?
Dyne

12-05-04, 08:17 PM
Why do you think she won't believe me?

"Well, we're all of similar ancestry, right? So, I guess it's hopeless, even if we are good creatures (which I'm not :D )."

My character is a Chaotic Neutral Tiefling. He doesn't usually get involved where good and evil are concerned. In fact, he usually doesn't get involved in much of anything. He just is kinda there, sitting quietly and standing unnoticed by everyone else.
Demonfey

12-05-04, 08:18 PM
CE, personally.
Dyne

12-05-04, 09:37 PM
CE, personally.

Personally, I think you're too good and honor-bound to be Chaotic Evil.
Demonfey

12-05-04, 09:40 PM
Or am I? For all you know, I could be really good at acting...
De Batavier

12-06-04, 05:20 AM
Maybe she is objecting against the pact i have made with the Cihilderen of the planes. This should however not concern her. The pact is a defensive pact not a way to further aggressive goals. If one should examine my alignment it would show chaotic neutral. But than i do not realy put any value on those kind of spells. Alignment is a fluid thing not some static value.
thasis

12-06-04, 09:55 AM
Whats up boys? (That didn't sound right but whatever). Let me re-phrase. Ows it going? Whats new?
De Batavier

12-06-04, 10:34 AM
Several things are happening.
I've put my character three times in the arena, lost three times.
I've been putting up some links in the library (http://boards1.wizards.com/showpost.php?p=4926575) to some interesting (sounding) threads.
I've also put some of the invocations that members here have made in the library.

Made a mutual defense pact with the Childeren of the Planes.
Silmarien has been here and we are not on her best side ;)

That's about it. Unless i missed something.
Membership is still a bit low. :weep:


Edit

@all. If you have a character for the warlock circle post the link, then i'll add the link at the members list.
Parion

12-06-04, 03:10 PM
A middle-aged man robed is black leather enters the room. As he draws back his hood, a flicker of light glints off hair seemingly made from blue steel. Bowing deeply, he quietly says "Hail, good sirs. Would you have room for one such as I in your circle?" As he stands, clearly visible are his battered leather armour and scabbard.
De Batavier

12-06-04, 03:16 PM
Karl Abends stands up and motions the stranger to a his chair.

Greetings take this seat on the circle. I have to fetch some new chairs. Someone destroyed e few of the other chairs.

Karl points to ashes of two destroyed wooden chairs

Will add you to the members list
De Batavier

12-06-04, 03:24 PM
Karl Abend paces around in the gathering area of the circle.

Stormclouds are gathering. If made an allience with the Childeren of the Planes. I want te stear a neutral course in the coming conflicts, but i'm afraid we could become pulled in by others. So what do you think we should do?

:cool:
Parion

12-06-04, 03:51 PM
The man smiles gently, and takes his place.
"To show my gratitude, I bear lore of forgotten kingdoms. It may prove usefull."
As he says this, he places a small book before you. The pages are weathered and damaged by flame, but some sections are still largly legible.

Feat - 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

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.

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

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

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
De Batavier

12-06-04, 05:15 PM
:cool:


Will add them to the library

Thank you for sharing this knowledge
Demonfey

12-06-04, 07:15 PM
Stay hidden, and let the coming war blow over.
Can I ask what your character is, Parion? If he is an elemental savant, I would know, as a fellow savant.
hat

12-06-04, 07:23 PM
Can someone help me with the invocations known and gained at each level.

That is, how many invocations does a warlock have at each level and when does he gain the respective power levels (least, lesser, greater and dark).

I find the table a little confusing. When it says new invocation (least or whatever) is that when you can start taking that level of invocation?

Would someone like to make a list with each level and the invocations known at that level if you took the highest level available each level, for example:

1 Least 1
2 Least 2
3 Least 3
4 Least 4
etc.

Thanks for any help proffered

Hat ;)
thasis

12-06-04, 07:42 PM
Well I bought the Complete Arcane through PDF (legaly don't worry) so I don't know enough about Warlocks without it. I have restricted assess to the intrenet with the rest of my family on the computer all the time. I think I'll print up the section on warlocks though. Might be usefull.
De Batavier

12-07-04, 07:30 AM
(...)

That is, how many invocations does a warlock have at each level and when does he gain the respective power levels (least, lesser, greater and dark).

I find the table a little confusing. When it says new invocation (least or whatever) is that when you can start taking that level of invocation?

YOu have two things to look for. One is the most right part of the table which is the number of invocations known. If this increases when you level up, you gain one.
The second thing is under the colum special. There it says when you can learn new (higher) invocations.

Would someone like to make a list with each level and the invocations known at that level if you took the highest level available each level, for example:

1 Least 1
2 Least 2
3 Least 3
4 Least 4
etc.

Thanks for any help proffered
Hat ;)

We have copyright to think about ;) , but the end result is you know 3 from each level at level 20

:cool:
thasis

12-07-04, 09:57 AM
Whooo dude, I was just looking at the Complete Arcane. I printed up the Warock and I relized , damn Warlocks have much potentional for Power Gaming. You make him just right and on top of that add some custom feats or powers you could make him realy powerfull. Damn, that Eldritch Blast thing is realy powerfull. Now am I correct or is that a ability he can use as many times he wants per day?
De Batavier

12-07-04, 10:20 AM
Yes it can be used at will, once a round in combat (it's a standard action to use, IIRC).

The balancing factor is that the Warlock knows only a few invocations. The blast deals less damage than an other caster of equel level could achieve with a spell. And there are no save or die invocations, IIRC.

But i'm not sure if it is totaly balanced. If there are many (combat) encouters the Warlock will still have his best ability, while other casters will run out of spells eventualy.

Lost my arena battles though.

:cool:
Parion

12-07-04, 04:36 PM
"The only true refuge from a storm is in the Eye. Make what allies you can whilst they're still amicable. and when the storm hits, carve out a hole, and defend it till death takes you beyond."

By the way, Parion is an Elan Warlock/Green Star Adept(with a slight fluff alteration). He keeps his colouring hidden with a customised Hat of Disguise.
And yes, He's a Natural Blue :D

About warlocks: we are REALLY easy to prepair for, thanks to the limited IN. selection. A reasonably well prepaired adversary can trump our every move.
What warlocks really excel at in my experience is Espionage. Spiderwalk+Fell Flight+Walk Unseen will get you past pretty much everything.
And now i'll stop stating the obvious
Dyne

12-07-04, 05:12 PM
Or am I? For all you know, I could be really good at acting...

Or just be really bad at plotting... :P
hat

12-07-04, 06:20 PM
YOu have two things to look for. One is the most right part of the table which is the number of invocations known. If this increases when you level up, you gain one.
The second thing is under the colum special. There it says when you can learn new (higher) invocations.



We have copyright to think about ;) , but the end result is you know 3 from each level at level 20

:cool:

Thanks for that. That is pretty much how I thought it worked but just wanted to get an other opinion.

Hat :D
hat

12-07-04, 06:44 PM
YOu have two things to look for. One is the most right part of the table which is the number of invocations known. If this increases when you level up, you gain one.
The second thing is under the colum special. There it says when you can learn new (higher) invocations.



We have copyright to think about ;) , but the end result is you know 3 from each level at level 20

:cool:

Thanks for that. That is pretty much how I thought it worked but just wanted to get an other opinion.

Hat :D
De Batavier

12-08-04, 06:28 AM
"The only true refuge from a storm is in the Eye. Make what allies you can whilst they're still amicable. and when the storm hits, carve out a hole, and defend it till death takes you beyond."

Yes sitting out the storm will be smart. Though hiding in the eye will probably attract to much attention


About warlocks: we are REALLY easy to prepair for, thanks to the limited IN. selection. A reasonably well prepaired adversary can trump our every move.
What warlocks really excel at in my experience is Espionage. Spiderwalk+Fell Flight+Walk Unseen will get you past pretty much everything.
And now i'll stop stating the obvious

Yes i agree that an opponent who knows he'll be facing a warlock can prepare for must of the invocations. The Eldritch blast is still an attack roll. So making yourself difficult to hit by touch attacks or providing concealment will certainly make the live of a warlock difficult.

:cool:
De Batavier

12-09-04, 06:08 AM
Added a few more links in the library (http://boards1.wizards.com/showpost.php?p=4926575)

For the IFWG i thought our foundation could be more of a rogue group that meets in secluded places once in a while. Say the basement of an inn, which changes after every meeting.

So RP it would sound a bit like this
Karl stands up from the circle now the meeting is concluded and says Next meeting will be in the basement of The Three Kegs

It has the air of secrecy i like about Warlocks. It also makes our circle difficult to target. New members still can find the circle if they talk with the right innkeepers (that work for pay, friendship or under threat of force for us)

What do you think?

:thinks:


:cool:
Parion

12-09-04, 07:07 AM
Sounds cool. Trouble making defences if we're found though. :plotting:
Idea: perhaps base the circle off a ship? or an astral skiff?
Then you remain mobile, and can still have a defencible position. Also, a relatively set place for the library :D
Astral skiffs would give us a Big advantage with hiding, but trasport too and from would be difficult. also, a 3 man skiff costs 100,000gp

Question about the 'cellars' idea... do you mean meeting in other foundations, or just posting different locations in this thread?
De Batavier

12-09-04, 07:19 AM
Yes being found would not be nice. Though finding us would be difficult. Specialy since most Warlocks, or other arcane spell users can have invisibility.

A mobile base: cool idea.
I would go for the astral skiff, because of our allience with the Childeren of the Plane
OR
An Eberron Airship.

The cellars idea is indeed assuming the in game posting here takes place in different locations, though letting posting take place in other foundations basements sounds cool...but would make finding us a bit eassier.

I don't want to make a fortress for two reasons:

Other foundations are doing it and i want us to be different
Think it would cost to much energy (time) for to little gains


But a mobile base is an interesting option.
So we've got two options for our Circles base

A different location each time the circle meets, for example the basement of an inn. Or maybe even that of an other foundation...
A mobile base, ship, airship or astral skiff


So what do you think?
:thinks:
Parion

12-09-04, 07:27 AM
[Mental Image]
On a dark, fog-filled night, a brief, sulpherous breeze blows over the fishing port of LakeHold. Dogs howl at nothing, children stir in thier sleep, and for an instant, the torches of the Watch burn blue.
In their rooms, psychics and seers huddle under the covers, as a ship, black as death, stalks out of the mist. The Warlocks have arrived.[/Mental Image]

Edit:
You posted whilst i was typing! no fair! :D
De Batavier

12-09-04, 07:31 AM
:cool:

[mental image]
Is it a bird, is it a plane, no it's the Warlocks Circle's Airship[/ mental image]

Ivocation:
Dark Fast typing
The Warlock can finish his message faster a specialy while others are still working on theirs.

;)
Parion

12-09-04, 07:35 AM
:rolleyes:
Damn you! You'll pay for this :cool:


:D
De Batavier

12-09-04, 07:38 AM
:evillaugh

I beginning to like the idea of a fixed mobile base more than the also mobile but each time different base (basement idea).
Parion

12-09-04, 08:05 AM
oooh! Living Ship 12/Warlock 3!!! :mage: :ayyyy!:
De Batavier

12-09-04, 08:08 AM
:cool:

Where can i find Living ships? Is this based on the series by Robin Hobb?
Parion

12-09-04, 08:29 AM
Kinda, but not quite so cool. Comes from the Player's guide to the Planes.
collossal constructs (the example would be 40ft long), speed 50ft in a gravity well, pilot's (INT*10)+30ft otherwise. The pilot sits in a chair in the belly of the ship, and bonds mentally with it, allowing 360 degree vision, and complete control.
De Batavier

12-09-04, 08:35 AM
Sounds realy cool. Now all we'll need is a pilot with a high int. :blink:

I believe i have seen somewhere we can spend 200.000 gp on our foundation, defenses and such.
How much would this ship cost us?
Parion

12-09-04, 08:41 AM
Here comes the problem - It says you need Knowledge(The Planes)10 & craft construct, but not how much it costs to make.
It also says they're not sold normally, but can be found/inheritted/stolen ect.

Edit:
Also in the book are rules for Astral Skiffs & Gate Zeppelins. Both would work quite well, save that zeppelins are slow, and skiffs can carry at most 3 people.

stupid fingers. Can't spell today :mad:

Of course, with eberron flying ships, we'd need a dock
De Batavier

12-09-04, 08:47 AM
Stolen = free of charge.

Now just to find a place where we can steal one.

Or maybe one of our members has such a ship stashed away. Wouldn't suprise me with all those pacts with powerfull outsiders, fey or things unspeakable for their warlock powers

But is we do this for the IFWG i think we must find a way the GMs approve.
But i like this idea a lot. Makes our Circle different from the rest.
De Batavier

12-09-04, 12:37 PM
Oke there are a few points on the agenda for the circle meetings for the IFWG


what kind of base do we want
not one base, but moving from place to place mobile base, ship, living ship etc etc other options
allies, who? (already allied with Childeren of the Planes and working on psionic foundation)
items and artifacts for our circle, which to build
Demonfey

12-09-04, 06:04 PM
Yes being found would not be nice. Though finding us would be difficult. Specialy since most Warlocks, or other arcane spell users can have invisibility.

A mobile base: cool idea.
I would go for the astral skiff, because of our allience with the Childeren of the Plane
OR
An Eberron Airship.

The cellars idea is indeed assuming the in game posting here takes place in different locations, though letting posting take place in other foundations basements sounds cool...but would make finding us a bit eassier.

I don't want to make a fortress for two reasons:

Other foundations are doing it and i want us to be different
Think it would cost to much energy (time) for to little gains


But a mobile base is an interesting option.
So we've got two options for our Circles base

A different location each time the circle meets, for example the basement of an inn. Or maybe even that of an other foundation...
A mobile base, ship, airship or astral skiff


So what do you think?
:thinks:
I will see what I can do in that case...
Sounds realy cool. Now all we'll need is a pilot with a high int.

I believe i have seen somewhere we can spend 200.000 gp on our foundation, defenses and such.
How much would this ship cost us?
Well, you lucked out on that department.
INT: 37
Demonfey

12-09-04, 06:06 PM
Oke there are a few points on the agenda for the circle meetings for the IFWG


what kind of base do we want
not one base, but moving from place to place mobile base, ship, living ship etc etc other options
allies, who? (already allied with Childeren of the Planes and working on psionic foundation)
items and artifacts for our circle, which to build

You can do what the CotP did, and make the artifact your base, of course...
Sssargoth

12-10-04, 12:28 PM
A red dagon pops inout of nowhere. He looks around, "Hmm... Iseem to have arrived at the correct location... I am the great and powerful Sssargoth and I have come to solidify an alliance with you."
Parion

12-10-04, 12:57 PM
We could make a Living/Flying ship our artifact.
Or, (If we can get a Ship for free), perhaps an 'engine'or weapon system for it?

Talisman of the Eldritch Path :evillaugh
This 6ft diameter Orb of Black Quarz is inactive unless installed in a lessel with a fly speed. Anyone who places both hands upon the orb and consentrates(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 contoler 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 controler 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 capapble 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 Controler 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)

Forgive the bad spelling & grammar, but I had very little time to type this out.
Please discuss.
De Batavier

12-10-04, 01:19 PM
A red dagon pops inout of nowhere. He looks around, "Hmm... Iseem to have arrived at the correct location... I am the great and powerful Sssargoth and I have come to solidify an alliance with you."

Karl Abend bows to the dragon
Greetings. I'm glad you accept this allience.
Karl cuts his hand. Two scars from similair wounds are visible. Karl extents his bloodied hand to the dragon


Parion:
Cool.
Do you see all the Warlocks laying their hands on the orb for the weapon ability?
De Batavier

12-10-04, 04:53 PM
Added your item to the library Parion.

Any comments on our library (http://boards1.wizards.com/showpost.php?p=4926575) :whatsthis
thasis

12-10-04, 06:13 PM
Hows everybody doing. So.... I've been reviewing the Warlock some more. I realy like the idea. The problem is he needs more invocations. I think they should create invocations and Prc's in future products for the Warlock. If they don't I'll be seriously ****** off. I'm also thinking of designing some more Invocations and Prc's myself. Any thoughts on custom stuff or stuff that should be put into upcoming products?
Sssargoth

12-10-04, 07:48 PM
Karl cuts his hand. Two scars from similair wounds are visible. Karl extents his bloodied hand to the dragon

The dragon cuts his claw open and takes Karl's. "It is settled then. If you and your members ever need to retreat, you are all welcome in my keep."
De Batavier

12-11-04, 07:25 AM
Hows everybody doing. So.... I've been reviewing the Warlock some more. I realy like the idea. The problem is he needs more invocations. I think they should create invocations and Prc's in future products for the Warlock. If they don't I'll be seriously ****** off. I'm also thinking of designing some more Invocations and Prc's myself. Any thoughts on custom stuff or stuff that should be put into upcoming products?

For homebrew stuff, check out our library. If put up, i hope, all the stuff we've made here and also put up links to other threads. Some of those contain new invocations.


Sssargoth:
I f we need your help we will ask. When you call upon us, we will answer.
De Batavier

12-11-04, 12:04 PM
New link in library.

:whatsthis

:cool:
Demonfey

12-11-04, 01:06 PM
For homebrew stuff, check out our library. If put up, i hope, all the stuff we've made here and also put up links to other threads. Some of those contain new invocations.


Sssargoth:
I f we need your help we will ask. When you call upon us, we will answer.
Ah. Now, we are all allied with each other. Who shall we petition next? Maybe the Archmages?
De Batavier

12-11-04, 01:17 PM
If our alliences becomes to big, we will soon become involved in the starting conflicts. WE must think carefull about additional members of our pact.

Maybe we should look for small foundations to join us.
Demonfey

12-11-04, 01:21 PM
If our alliences becomes to big, we will soon become involved in the starting conflicts. WE must think carefull about additional members of our pact.

Maybe we should look for small foundations to join us.
The thing is that if we join with more powerful allies, then we are protected by them and they are protected by us. Also, sooner or later, we would have to become involved.
De Batavier

12-11-04, 01:52 PM
Later would be better. There are clearly some groups that will try to wipe each other out. After that we can mend the pieces or destroy the left overs. I do not realy care. I think we must not align ourselfs with the pure evil and the pure good guilds. They are quit ridgid in their beliefs. Eventualy such an allience would not hold. You were thinking about the Counsil of Archmages? I don't know if they like our psionic ally.

:evillaugh

:cool:
Demonfey

12-11-04, 01:55 PM
Later would be better. There are clearly some groups that will try to wipe each other out. After that we can mend the pieces or destroy the left overs. I do not realy care. I think we must not align ourselfs with the pure evil and the pure good guilds. They are quit ridgid in their beliefs. Eventualy such an allience would not hold. You were thinking about the Counsil of Archmages? I don't know if they like our psionic ally.

:evillaugh

:cool:
Then what better emissary than one who is allied with both? And in any case, Turalisj's men did start attacking a member who was willing to help him, and it kind of snowballed from there.
De Batavier

12-11-04, 02:03 PM
I'm not aware of any fighting. Please explain the details to me.

No clue as to what you are refering. :confused:

:cool:

If you want to be a go between and cement an other treaty. Please do.
Sssargoth

12-11-04, 02:08 PM
You were thinking about the Counsil of Archmages? I don't know if they like our psionic ally.

"Maby a being of arcane aptitude, such as myself, may convince them of an alliance. We dragons tend to be quite persuasive."
Demonfey

12-11-04, 02:14 PM
I'm not aware of any fighting. Please explain the details to me.

No clue as to what you are refering. :confused:

:cool:

If you want to be a go between and cement an other treaty. Please do.
There was general confusion in the sovereign throne, one thing led to another, and melee broke out.
De Batavier

12-11-04, 02:16 PM
That was to be expected with a powerless king that hides behind his laws ;)

Do you mind telling which goups fought with eachother?
Demonfey

12-11-04, 04:17 PM
That was to be expected with a powerless king that hides behind his laws ;)

Do you mind telling which goups fought with eachother?
You do realize that I work for him, right? In any case, it was turalisj, Sil, Vadok, and Aseir, with Gurgetar joining in after turalisj's man attacked him.
You were there, remember? And I know that Aseir was Dyne because I was in the GoUE when he changed.
De Batavier

12-11-04, 04:24 PM
Thought you working for him was just a ploy. Power behind the throne kind of thing. The wolf in sheepclothing so to speak

Yes i posted, once, after the fight. The fight itself i missed and because it were several pages didn't read the particulairs of it.
Dyne

12-11-04, 04:25 PM
"What's been going on here? I have been away for a while, wandering about and such."
Demonfey

12-11-04, 04:28 PM
Thought you working for him was just a ploy. Power behind the throne kind of thing. The wolf in sheepclothing so to speak

Yes i posted, once, after the fight. The fight itself i missed and because it were several pages didn't read the particulairs of it.
Better to work for the devil than be in his path.
De Batavier

12-11-04, 04:32 PM
"What's been going on here? I have been away for a while, wandering about and such."

WE have established alliences with the Childeren of the Planes and the Psionic Foundation. It's a kind of NATO thingy. A defensive pact that includes all three.

Have been trying to keep the library updated.

We're debating what kind of base we should have.
I like Parions idea of a Living ship as base.

Hmmm...can't think of anything else at the moment.
Sssargoth

12-11-04, 04:38 PM
I like Parions idea of a Living ship as base.

he watches too much Farscape, then again, so do I... :twitch: :twitch:
De Batavier

12-11-04, 05:02 PM
Only watched that show a few times. I thought of the Living Ships from the Hobb books.

He's got the idea from the Planar Handbook, IIRC.
Dyne

12-11-04, 07:41 PM
We could have some sort of castle like Hogwarts in Harry Potter.
thasis

12-11-04, 08:00 PM
I vote for Living Ships. :D
Dyne

12-11-04, 08:20 PM
I vote for Living Ships. :D

What the heck is a living ship? Is it a sea ship, or a starship? The closest thing I can relate that to is Anakin Skywalker's living starship in Star Wars.
Demonfey

12-11-04, 11:57 PM
Airship. With cannons. :D
Dyne

12-12-04, 12:05 AM
Airship. With cannons. :D

Nevermind. I vote for that, as long as their's an alchemist's lab so that I can blow stuff up. :D (I'm a chemist, don't ya know)
Lothor Bolvreck

12-12-04, 01:08 AM
Before you stands a man twisted and haggard with age. His gray hair which falls down to his shoulders, is scraggly and unkempt. Both his teeth and nails are long, jagged and splintered, and his skin is a pasty white covered in liver spots and various small tumor like growths. He stands hunched over causing him to appear only about 4 feet tall, instead of having feet, bird like talons appear instead. Clothed in tattered and decaying robes, the stench of rot and decay wafting from within. Upon closer inspection you notice that his hands are charred, black and severely cracked, an eerie blue flame seems to emanate from within the cracks, and his eye radiate an unearthly purple glow.
“Greetings all I am Lothor Bolvreck, only recently have I managed to return to the prime material plane. My centuries of imprisonment have left my powers greatly diminished, and I would like to see what new invocations and magical items have been created during my absence. I petition entrance to your guild if you would have me.”
De Batavier

12-12-04, 05:00 AM
Greetings and welcome to our Circle. Eh why were you imprisoned? Oh nevermind, welcome

Will add you to the members list.

On the base:
I believe most of us are for the Living Ship idea. Because there is no price indication for those things (right Parion?). I assume we use up the bulk of our foundation money the acquire it (bying or hiring someone to steal one).
For more funds i posted for this foundation in the Murder Mystery. And made clear we warlocks will not play the games of the Drow.
Feel free to add to this..if that thread ever comes to live again :cool: ..
Parion

12-12-04, 07:50 AM
*Nods in greeting to the newcomers*
Sorry about the delay - see my sig for why :)
One thing about the living ship idea that bothers me is how big it would be.
Btw, living ships have a 50ft fly speed in a gravity well. I.E. On any plane with fixed gravity, or near big enough rocks on other planes.

The Image I had in mind for the talisman was the orb floating about a foot above the deck of the ship, surrounded by arcane symbols, with 6 or 7 warlocks circling it (Not touching it), and one in the center directing it.
Then A green bolt of energy launching from the orb, and turning a castle's back wall to powder.
When it's in a living ship, loose the controler, and shift the orb to the hold.
The Bolt of green would then come from certain points on the hull, which are in turn marked with arcanne symbols.

One thing for the look of living ships.... If we put the skull of a dragon or fiend on the prow, and mark a Disintegrate firing point in the mouth... :evillaugh

One final note, if we went for an eberron skyship & the talisman... When invisible, the firelight from the ellemental would still be visible. So when people see a crimson ring against midnight clouds, they know they'rs seeing a Warlock Circle *grins*

Fear my bad punning skills :D

Edit:
They are indeed Priceless ;)

WOuld be interested in the Murder Mystery, but i need to finish my Character first (Need to get the level ration & items finished.)
De Batavier

12-12-04, 08:05 AM
The size is not so important at the moment. The Circle doesn't have many members :weep: YET :evillaugh

Yes the airship from Eberron are also an option. Don't recall if those are priced in the book.

Also we could use our crafting abilities, magical or mudane, to create bombs.
Think alchemist fire could serve as our own little napalm bomb :evillaugh
thasis

12-12-04, 12:02 PM
Did you say ebberon!!! I love ebberon. I havn't actualy got the rule book but I've looked through it and it's a excellent storyline. Now on the airship. Lets make it big. Realy big. Big and full of special magical weapons. And a chamber that has blood baths for Thasis and his men.
Demonfey

12-12-04, 12:05 PM
Greetings and welcome to our Circle. Eh why were you imprisoned? Oh nevermind, welcome

Will add you to the members list.

On the base:
I believe most of us are for the Living Ship idea. Because there is no price indication for those things (right Parion?). I assume we use up the bulk of our foundation money the acquire it (bying or hiring someone to steal one).
For more funds i posted for this foundation in the Murder Mystery. And made clear we warlocks will not play the games of the Drow.
Feel free to add to this..if that thread ever comes to live again :cool: ..
Astral skiffs are about 10,000 gp.
Demonfey

12-12-04, 12:09 PM
*Nods in greeting to the newcomers*
Sorry about the delay - see my sig for why :)
One thing about the living ship idea that bothers me is how big it would be.
Btw, living ships have a 50ft fly speed in a gravity well. I.E. On any plane with fixed gravity, or near big enough rocks on other planes.

The Image I had in mind for the talisman was the orb floating about a foot above the deck of the ship, surrounded by arcane symbols, with 6 or 7 warlocks circling it (Not touching it), and one in the center directing it.
Then A green bolt of energy launching from the orb, and turning a castle's back wall to powder.
When it's in a living ship, loose the controler, and shift the orb to the hold.
The Bolt of green would then come from certain points on the hull, which are in turn marked with arcanne symbols.

One thing for the look of living ships.... If we put the skull of a dragon or fiend on the prow, and mark a Disintegrate firing point in the mouth... :evillaugh

One final note, if we went for an eberron skyship & the talisman... When invisible, the firelight from the ellemental would still be visible. So when people see a crimson ring against midnight clouds, they know they'rs seeing a Warlock Circle *grins*

Fear my bad punning skills :D

Edit:
They are indeed Priceless ;)

WOuld be interested in the Murder Mystery, but i need to finish my Character first (Need to get the level ration & items finished.)
@Lothor: Greetings, Lothor.
@Parion: We could have that in addition to a couple of cannons with Polaris Ray beam shots. We could also christen the ship The DeathStar. ;)
Demonfey

12-12-04, 12:10 PM
Did you say ebberon!!! I love ebberon. I havn't actualy got the rule book but I've looked through it and it's a excellent storyline. Now on the airship. Lets make it big. Realy big. Big and full of special magical weapons. And a chamber that has blood baths for Thasis and his men.
I'm good with that. We could also have an area for people who can fly to take off and begin attacking the other side.
Lothor Bolvreck

12-12-04, 01:50 PM
"Is it posibal to bind diferent otherworldly entities when creating an Eberron Skyship, perhaps something a bit more findish would be aproprate."
Demonfey

12-12-04, 06:21 PM
"Is it posibal to bind diferent otherworldly entities when creating an Eberron Skyship, perhaps something a bit more findish would be aproprate."
We could just decorate it to look fiendish.
De Batavier

12-13-04, 08:14 AM
Karl Abend listens to the suggestions for what to buy, airships, livingships, astral skiffs. Also he hears the ideas of the weapons the ship must have and even someone saying that he needs blood baths. Karl realises that this a divers group of beings. He must step forward and take charge of the procedings before nothing happens. Karls just don't like to give orders, but he likes taking orders even less.

It is settled. We will try to gain a Living Ship. With it we can travel the planes. Something we couldn't do with an airship. We have 200.000 gp in our coffers. I think we shouldn't spend more than half of it on buying or stealing such a ship. The other half we should use for upgrading the ships weapons. If you have special wishes for your cabin, those things will have to come out of your own pocket.

Will PM a GM for this. :cool:
Xen155

12-13-04, 11:37 AM
A man wearing Banged up but sturdy looking Full-Plate armor walks in. His hair is black but dirty and his skin seems like it could use more sun.
Greetings, I am a Represinitive of the Hamerforge Corporation. It is not beyond are ability to create a flying ship for extremly cheap, If you are intrested, please contact us at the Merchants Guild. With that, the man bows, clicks his heel on the ground, and disappears.
De Batavier

12-13-04, 12:07 PM
Karl Abend listens to the representative from the Hammerforge Corp. He decides he should go to them and invite them to talk somemore about building the Living Ship the Circle wants. He leaves the present temporary base.
De Batavier

12-13-04, 12:32 PM
I saw this psionic power and thought this could also be a cool invocation.

Body Equilibrium
Psychometabolism
Level: Psion/wilder 2, psychic warrior 2
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
Power Points: 3
You can adjust your body’s equilibrium to correspond with any solid or liquid that you stand on. 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.


Invocation
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

What do you think? I've been thinking about an other name, Scorn Water

:thinks:



:whatsthis
Lothor Bolvreck

12-13-04, 03:24 PM
A living ship is a colossal construct which has 8hp +1 per 10 feet it requires the crafter to have the craft construct feet and at lest 10 ranks in knowledge planer, however it list no cost for creating the construct.
It can be made from any type of material from wood to steel and would infulence the cost.
My guess would be the cost would be 30,000gp x the material cost for the ship. This is based off of looking at other constucts.
De Batavier

12-13-04, 03:48 PM
If the Hammerforge Corp. will built it for about 30.000 gp. Then we would still have 170.000 gps for the Circle left.

I think we should built alchemic items with this money, outfit the ship with weapons (mudane and magical), maybe buy some astralskiffs for liveboats on the Living ship...Also we could save some money and store it for future use.
Sssargoth

12-13-04, 03:56 PM
I don't know if I can be of any help, but I started this (http://boards1.wizards.com/showthread.php?t=289407) thread for a similar purpose, and a much larger budget to work with........
De Batavier

12-13-04, 04:12 PM
Thanks for the link S. But i think we our thinking of something of a smaller scale.

The GM approved our Living Ship at a max of 100.000gp. Ofcourse if we can get one for less....
NightScreamer20

12-13-04, 06:55 PM
A small clockwork bird flies onto your shoulder. It opens it's mouth and an image of Caronath comes from it's beak projected onto the floor.

"Greetings oh members of the Warlock Circle, I Caronath the Nightscreamer, master Artifex and builder of wondrous creations come to bring news of new discoveries. It seems that if we constructed a ship out of a special material called 'livewood' not to mention the binding of the Elementals to the ship, the ship itself IS sentient. The three Elementals as one become the mind whilst the wood of the airship is of course the body.

This special craft, with special modifications brought to you only by Hammerforge Corp., allows our ship to heal itself indefinately, as long as the whole being isn't disturbed.

Along with this craft comes, my patented Storm Protection charm, allowing you to cruise through even the most powerful of storms as if they weren't there.

However of course there is always a price involved. For now I rest the price @ 78,000 gp, 70,000 gp without the charms, and 60,000 gp without the livewood... I will await your responc eot our offer."

With the the beak of the mechanical bird closes, the image of Caronath slowly fades and it whisks itself into the air, then automatically it disintegrates itself in a flash of green light.

**Notably speaking a living Airship of Colossal size is an average 70 ft. long, not to mention most likely slower and prolly can't carry as much cargo. The one I have built you not only obeys your will undecernably (thanks to yours truely), can fly indefinately, has 'fast healing' 2, hardness 6, 10 hp per inch of thickness (god that's a long calculation), not to mention the ability to not be affected by detrimental weather effects, can carry up to 150 tons of cargo (or 250 coldiers), not to mention a ram and 6 firing platforms (1 aft, 1 fore and 4 amidship). Not to mention it's 130 ft. length... but it's up to you**
Lothor Bolvreck

12-13-04, 07:08 PM
Don't Forget the planeshift drive
Gate 1/day (no Summoning)
56,000 gold
Lothor Bolvreck

12-13-04, 09:22 PM
NEW FEAT
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/showpost.php?p=4892766&postcount=1)
Demonfey

12-13-04, 09:44 PM
A small clockwork bird flies onto your shoulder. It opens it's mouth and an image of Caronath comes from it's beak projected onto the floor.

"Greetings oh members of the Warlock Circle, I Caronath the Nightscreamer, master Artifex and builder of wondrous creations come to bring news of new discoveries. It seems that if we constructed a ship out of a special material called 'livewood' not to mention the binding of the Elementals to the ship, the ship itself IS sentient. The three Elementals as one become the mind whilst the wood of the airship is of course the body.

This special craft, with special modifications brought to you only by Hammerforge Corp., allows our ship to heal itself indefinately, as long as the whole being isn't disturbed.

Along with this craft comes, my patented Storm Protection charm, allowing you to cruise through even the most powerful of storms as if they weren't there.

However of course there is always a price involved. For now I rest the price @ 78,000 gp, 70,000 gp without the charms, and 60,000 gp without the livewood... I will await your responc eot our offer."

With the the beak of the mechanical bird closes, the image of Caronath slowly fades and it whisks itself into the air, then automatically it disintegrates itself in a flash of green light.

**Notably speaking a living Airship of Colossal size is an average 70 ft. long, not to mention most likely slower and prolly can't carry as much cargo. The one I have built you not only obeys your will undecernably (thanks to yours truely), can fly indefinately, has 'fast healing' 2, hardness 6, 10 hp per inch of thickness (god that's a long calculation), not to mention the ability to not be affected by detrimental weather effects, can carry up to 150 tons of cargo (or 250 coldiers), not to mention a ram and 6 firing platforms (1 aft, 1 fore and 4 amidship). Not to mention it's 130 ft. length... but it's up to you**
This gives me an idea. We should have an orb of storms.
Lothor Bolvreck

12-14-04, 12:23 AM
NEW INVOCATION
Comand 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

sugestions, comments?
Droga

12-14-04, 12:35 AM
You probably have show sigs once per page on. It gets rid of the sigs except for the first time you post on a page.
Sssargoth

12-14-04, 12:44 AM
You probably have show sigs once per page on. It gets rid of the sigs except for the first time you post on a page.

It's like that throughout the boards. I think it happened during the upgrade as an automatic thing.
De Batavier

12-14-04, 05:17 AM
A small clockwork bird flies onto your shoulder. It opens it's mouth and an image of Caronath comes from it's beak projected onto the floor.

"Greetings oh members of the Warlock Circle, I Caronath the Nightscreamer, master Artifex and builder of wondrous creations come to bring news of new discoveries. It seems that if we constructed a ship out of a special material called 'livewood' not to mention the binding of the Elementals to the ship, the ship itself IS sentient. The three Elementals as one become the mind whilst the wood of the airship is of course the body.

This special craft, with special modifications brought to you only by Hammerforge Corp., allows our ship to heal itself indefinately, as long as the whole being isn't disturbed.

Along with this craft comes, my patented Storm Protection charm, allowing you to cruise through even the most powerful of storms as if they weren't there.

However of course there is always a price involved. For now I rest the price @ 78,000 gp, 70,000 gp without the charms, and 60,000 gp without the livewood... I will await your responc eot our offer."

With the the beak of the mechanical bird closes, the image of Caronath slowly fades and it whisks itself into the air, then automatically it disintegrates itself in a flash of green light.

**Notably speaking a living Airship of Colossal size is an average 70 ft. long, not to mention most likely slower and prolly can't carry as much cargo. The one I have built you not only obeys your will undecernably (thanks to yours truely), can fly indefinately, has 'fast healing' 2, hardness 6, 10 hp per inch of thickness (god that's a long calculation), not to mention the ability to not be affected by detrimental weather effects, can carry up to 150 tons of cargo (or 250 coldiers), not to mention a ram and 6 firing platforms (1 aft, 1 fore and 4 amidship). Not to mention it's 130 ft. length... but it's up to you**


78.000 gp. Sounds fair. Does this ship have the ability to travel the planes?
De Batavier

12-14-04, 05:39 AM
The Library has been updated.
I have also updated the first post. I added an IFWG stat block for our foundation.

As can be seen we have a pact with two other foundations. Others have come forward and want to join us. This is in the Childeren of the Planes thread.

:cool:
Parion

12-14-04, 05:31 PM
NightScreamer20: Would this ship be an actual Living ship from the Planar book, or is it a modded standard?
De Batavier

12-15-04, 04:48 AM
Seems the Childeren of the Planes are thinking about accepting new allies and so do the psions. I think we must decide if the Warlock Circle would rather align with "evil" or with the "good" foundations. I think staying neutral, my preference, will be hard if not impossible.
De Batavier

12-15-04, 05:07 AM
Several groups have been hit by murders and thiefs. They have recieved threats of what will happen when they don't pay up. Some of those hit are our allies. Chances are we will be hit too. It seems that building our Living Ship has become a lot more important. We should use our powers to become invisible and use our powers to see invisibility, this way i hope we will detect intruders in our present base. Intruders should be dealt with extreme prejudice. Shoot first, ask question later and if some of the intrudes die in the proces, so what. We must not allow any harm to our Circle and our Allies. Be on guard.


Edit1:
If you want to give input on the building of our Ship/base. I direct you to the Merchant Guild. If you follow the directions you will find it here (http://boards1.wizards.com/showthread.php?p=5054839#post5054839)

:cool:

Edit2:
Think we should use some of our foundation funds to create mudane or magical items. Ideas?
:thinks:
Dyne

12-15-04, 07:48 PM
Seems the Childeren of the Planes are thinking about accepting new allies and so do the psions. I think we must decide if the Warlock Circle would rather align with "evil" or with the "good" foundations. I think staying neutral, my preference, will be hard if not impossible.

"I don't really much prefer either. But, hearing what some of the "good" foundations have done, I think the "evil" foundations may be more desirable. It depends on who ends up on top in this war of there's."
Lothor Bolvreck

12-15-04, 10:03 PM
I am putting the finishing touches on my charature and would apreciate som imput
Lothor Bolvreck

12-16-04, 12:30 AM
A new PrC for Warlocks
Invocation Master (http://boards1.wizards.com/showpost.php?p=5061982)
Lothor Bolvreck

12-16-04, 01:16 AM
Life Leech
Lesser (Eldrich Essence)
3rd Level

You heal 1/3 of the damage done to you oponent
De Batavier

12-16-04, 01:17 PM
"I don't really much prefer either. But, hearing what some of the "good" foundations have done, I think the "evil" foundations may be more desirable. It depends on who ends up on top in this war of there's."

Yes. I agree. We'll see who wins the battle at HEF. Then we will choose our next allies.
De Batavier

12-16-04, 01:21 PM
I am putting the finishing touches on my charature and would apreciate som imput

Looks good to me.
Did you roll all your stats?
I believe 32 point buy is used for ability scores
Also for hps i believe the avarege die roll is used (3.5 for a d6).

I will put your new stuff in the library ;)
Lothor Bolvreck

12-17-04, 07:53 PM
Are we supose to be 15.5 or 16.75 I have heard both, right now I am 16.75 but I would like to know for certaint.
Also I would like some comments and criticism on my PrC since I am using it I don't wan't it to be overpowered.
Demonfey

12-17-04, 09:42 PM
Technically, the GoUE just won, because the GoPG ran away and the HEF is currently closed.
Dyne

12-17-04, 09:45 PM
Technically, the GoUE just won, because the GoPG ran away and the HEF is currently closed.

"We are victorious! Bow down to me! You there, spit shine my boots."

The above is the ever-egotistical Aseir Pashar, Shadow Adept.
Demonfey

12-17-04, 09:48 PM
"We are victorious! Bow down to me! You there, spit shine my boots."

The above is the ever-egotistical Aseir Pashar, Shadow Adept.
Aseir, control yourself. Don't get cocky. Whenever a mage gets cocky, a dagger ends up between their shoulder blades.
Dyne

12-17-04, 10:23 PM
Aseir, control yourself. Don't get cocky. Whenever a mage gets cocky, a dagger ends up between their shoulder blades.

"I am unstoppable! AH, HA HA HA HAAA!"

The unnamed Tiefling, getting annoyed at Aseir, tosses a dagger at him, which lands between his shoulder blades.

Aseir chokes from the wound. He then retreats to his lab at the Merchants Guild.
De Batavier

12-20-04, 04:12 AM
Karl Abend looks around and sees that there hasn't been much activity.

:cool:
hieratical

12-20-04, 12:17 PM
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.)
De Batavier

12-20-04, 01:10 PM
Added your stuff to the Library hieratical.

:clap:


:cool:
De Batavier

12-20-04, 01:19 PM
Due to the end of the IFWG i've removed all my characters and the link to my (now missing) Warlock.
Shall i remove your link to Lothor Bolvreck, Lothor ?

:weep:
Lothor Bolvreck

12-20-04, 06:09 PM
Now that the wars are over I plane on putting Lothor up to his real power level. Leave the link as it is a good example of what a warlok could be.
Lothor is a old PC of mine that I am now using as an NPC in one of my games
Demonfey

12-20-04, 07:36 PM
Just because the war is over doesn't mean that the characters are useless.
Dyne

12-20-04, 08:31 PM
The game may start up again.
De Batavier

12-21-04, 08:12 AM
Well if i need a character in the future i'll make a new one.

Will leave the link Lothor.

Ofcourse we continue RP-ing even now the Wars are over.

Think that Warlocks good be good assassins. Especialy with a few levels rogue :evillaugh
hieratical

12-21-04, 10:12 AM
One of the more interesting builds I've seen is:

Rogue 1 (With the feat that gives you mage hand as an SLA)/Warlock 4/Assassin 5/Arcane Trickster 10

Put your AT Levels toward Warlock and end with 14th level Warlock Blast and invocations, along with 5th level Assassin Casting and 6d6 sneak Attack.
hieratical

12-21-04, 10:23 AM
Tenacious Plague the best invocation for several reasons:

Best Range. No other warlock ability or invocation can match it.

Potential Nausea with higher DC (Add your Cha Mod to the Swarm Distraction DC)

Shapeable Area of Affect

Discuss. Prove me wrong.

For Reference here is the Text of Insect Plague


Insect Plague

Conjuration (Summoning)

Level: Clr 5, Drd 5

Components: V, S, DF

Casting Time: 1 round

Range: Long (400 ft. + 40 ft./level)

Effect: One swarm of locusts per three levels, each of which must be adjacent to at least one other swarm

Duration: 1 min./level

Saving Throw: None

Spell Resistance: No

You summon a number of swarms of locusts (one per three levels, to a maximum of six swarms at 18th level). The swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area). You may summon the locust swarms so that they share the area of other creatures. Each swarm attacks any creatures occupying its area. The swarms are stationary after being summoned, and won’t pursue creatures that flee.


and the text of locust swarm

LOCUST SWARM

Diminutive Vermin (Swarm)

Hit Dice:
6d8–6 (21 hp)

Initiative:
+4

Speed:
10 ft. (2 squares), fly 30 ft. (poor)

Armor Class:
18 (+4 size, +4 Dex), touch 18, flat-footed 14

Base Attack/Grapple:
+4/—

Attack:
Swarm (2d6)

Full Attack:
Swarm (2d6)

Space/Reach:
10 ft./0 ft.

Special Attacks:
Distraction

Special Qualities:
Darkvision 60 ft., immune to weapon damage, swarm traits, vermin traits

Saves:
Fort +4, Ref +6, Will +2

Abilities:
Str 1, Dex 19, Con 8, Int —, Wis 10, Cha 2

Skills:
Listen +4, Spot +4

Feats:


Environment:
Temperate plains

Organization:
Solitary, cloud (2–7 swarms), or plague (11–20 swarms)

Challenge Rating:
3

Treasure:
None

Alignment:
Always neutral

Advancement:
None

Level Adjustment:



A locust swarm is a cloud of thousands of winged vermin that devours any organic material in its path.

Combat

A locust swarm surrounds and attacks any living prey it encounters. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move.

Distraction (Ex): Any living creature that begins its turn with a locust swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Skills: A locust swarm has a +4 racial bonus on Listen and Spot checks.
De Batavier

12-21-04, 01:14 PM
How effective is the swarm against undeath?


I think vitriolic blast is the best Greater invocation. At those levels spell resistance is quite common.

Think best least is Eldritch spear. The range is to good to pass over
I like flee the scene as lesser invocation
Dark, difficult, think i go for retributive invisibility. With a few levels rogue or something that gives sneak attack, it's ideal.

:cool:
hieratical

12-21-04, 01:46 PM
How effective is the swarm against undeath?


Tenacious Plague does not distract undead, and so does only the base 2d6 damage. However, at long range, this in the only way to do damage that the warlock has AT ALL.

As far as I can tell, this invocation is the only way a warlock has to do damage at long range. There is very little that others can do when you are 720+ ft. away. Never mind bowshot, since you are at ~ 7 range increments away for -14 to hit.

Is there an invocation with a longer range?
De Batavier

12-21-04, 01:54 PM
Don't know if an other invocation has long range. This does indeed make this Plague interesting.
:evillaugh
hieratical

12-23-04, 12:01 PM
Here's the character I never got around to submitting for the IFWG.

He might be better as a build with 3 levels of Blood Magus. That would allow him to take advantage of Imbue Item.

Quickdraw is for the Sceptre or any wands he might come across.

Comments?

Full Character Sheet hidden in spoilerblock

Kalaish Kajathek
Male Human Warlock 15
Chaotic Good
Representing Hieratical

Strength 10 (+0)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 13 (+1)
Wisdom 12 (+1)
Charisma 22[16] (+6) [+6 Cloak]

Medium Size, 6' 5", 180 lb
Skin: Pale, Eyes: Black, Hair: Black; Wavy; Beardless

Total Hit Points: 83
Speed: 30 feet
Armor Class: 17 = 10 +4 [chain shirt] +3 [dexterity]
Touch AC: 13
Flat-footed: 14
DR 5/cold iron
Initiative modifier: +7 = +3 [dexterity] +4 [improved initiative]
Fortitude save: +12 = 5 [base] +2 [constitution] +5 [magic]
Reflex save: +13 = 5 [base] +3 [dexterity] +5 [magic]
Will save: +15 = 9 [base] +1 [wisdom] +5 [magic]

Attacks
Warlock’s Scepter: +13/+8/+3 = 11 [base] +2 [magic]
(unarmed): +11/+6/+1 = 11 [base]
Eldritch Blast: +16= 11 [base] +3 [dexterity] + 2 [profane]
Grapple check: +11/+6/+1 = 11 [base]

Languages: Common Infernal

Eldritch Blast [9d6, crit x2, magic]
Warlock’s Scepter [1d6+2, crit x2, 1 lb, light, blud]
Chain shirt [light; +4 AC; max dex +4; acp -2; 25 lb.]

Feats:
Improved Initiative
Quick Draw
Danger Sense [Re-roll initiative 1/day]
Greater Resiliency [+1 DR/cold iron]
Quicken SLA: Walk Unseen [3/day]
Mortal-bane [+2d6 to Eldritch Blast 5/day]
Sudden Still

Skill Name Key
Ability Skill
Appraise Int 1 = +1
Balance Dex* 3 = +3
Bluff Cha 11 = +6 +5
Climb Str* 0 = +0
Concentration Con 20 = +2 +18
Diplomacy Cha 12 = +6 +2 [bluff] +2 [Knowledge, nobility] +2 [sense motive]
Disguise Cha 3 = +3
Escape Artist Dex* 3 = +3
Forgery Int 1 = +1
Gather Information Cha 6 = +6
Heal Wis 1 = +1
Hide Dex* 3 = +3
Intimidate Cha 8 = +6 +2 [bluff]
Jump Str* 0 = +0
Knowledge (nobility) Int 6 = +1 +5
Listen Wis 1 = +1
Move Silently Dex* 11 = +3 +8
Ride Dex 3 = +3
Search Int 1 = +1
Sense Motive Wis 6 = +1 +5
Spellcraft Int 19 = +1 +18
Spot Wis 1 = +1
Survival Wis 1 = +1
Swim Str** 0 = +0
Use Rope Dex 3 = +3
* = check penalty for wearing armor
Bluff >=5 ranks gives +2 on disguise checks to act in character.

Human:
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)

Warlock:
Core class from "Complete Arcane"
Save vs. a warlock's magic is 10 + equivalent spell level + charisma modifier
At level 15:
Know 3 invocations of greater, lesser, or least level
Tenacious Plague [DC 18]
Chilling Tentacles
Devour Magic
Know 3 invocations of lesser or least level
Flee the Scene
Fell Flight
Walk Unseen
Know 3 invocations of least level
Eldritch Spear
See the Unseen
Entropic Warding
Eldritch blast 7d6
Detect magic at will
Deceive item
Damage reduction 4/cold iron
Fiendish resiliance 2
Energy resistance 5 (Acid, Fire)
Imbue item (use item creation feat)

Magic Items:
Greater Chasuble of Fell Power [+2d6 Eldritch Blast]
Warlock's Scepter [Light Mace +2, +2 Profane to hit w/EB]
Vest of Resistance +5
Cloak of Charisma +6
Ring of Evasion
Ring of Spell-Battle


More about Kalaish Kajathek:

This is a Battle Warlock design intended for the IFWG
Lothor Bolvreck

12-23-04, 12:49 PM
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.
De Batavier

12-24-04, 05:14 AM
Here's the character I never got around to submitting for the IFWG.

(...)
Comments?


I'm wondering why you didn't put ranks in Use Magic Device.
Parion

12-24-04, 08:18 AM
Lothor: Two things about Witch Blood
Firstly, prequisites. Isn't "Warlock Lvl1, Must be taken at 1st lvl" redundant?
Maybe replace with "Character Level 1st, ability to use Eldritch Blast"?
Secondly, the fact that it's maxed by warlock class level will really hurt multiclassers. Any particular reason for this?

Everyone else: Quick question about prestige classes. Is the Max. Invocation level (least, lesser ect) a function of Spells known, spells per day, or caster level? same for Eldritch blast damage. This is important for classes such as GSA, and also for the Practiced spellcaster feat (I think this is what it's called. Cant check right now).
De Batavier

12-24-04, 08:56 AM
I would say the highest invocation known will also increase with prestige classes that have +1 level, but the text is, IMO, not very clear at this point.
De Batavier

12-25-04, 07:04 AM
Merry Christmas everybody :dancin:

Here are some presents
:ayyyy!:

:gift: :gift: :gift: :gift: :gift:

:pint:
Demonfey

12-25-04, 08:09 AM
Merry Christmas, Happy Holidays!
:gift: :gift: :gift: :gift: :gift: :gift: :gift: :gift: :gift: :gift: :gift: :gift:
Von Crown

12-26-04, 02:03 PM
A portal wreathed in black flames opens, and a dark figure with dimly glowing red eyes steps in. As he steps into the dim torchlight, you can see he has pale skin and small fangs. He wears somewhat baggy black clothes embroidered with a fine gold thread and quite a few rubies attached to gold ornaments. From his right ear hangs a gold earring bearing a skull-and-crossbones motif, and he wears a black bandanna over his long hair with the same. "I am Mordred Von Crown. I am interested in joining this foundation. I am a Warlock, although this pathetic duplicate I use on this world is not."
Demonfey

12-26-04, 06:33 PM
A portal wreathed in black flames opens, and a dark figure with dimly glowing red eyes steps in. As he steps into the dim torchlight, you can see he has pale skin and small fangs. He wears somewhat baggy black clothes embroidered with a fine gold thread and quite a few rubies attached to gold ornaments. From his right ear hangs a gold earring bearing a skull-and-crossbones motif, and he wears a black bandanna over his long hair with the same. "I am Mordred Von Crown. I am interested in joining this foundation. I am a Warlock, although this pathetic duplicate I use on this world is not."
Hey, Mordred. Pull up a chair.
De Batavier

12-27-04, 05:11 AM
Greetings and be welcome to our circle Mordred

Will add you to the members list.. Like to point out our library (http://boards1.wizards.com/showpost.php?p=4926575) where the lore of this foundation is stored.


Can i add your feat Lothor or do you want to adjust it after Parions advise?

Hope everybody had a nice Christmas.
Dyne

12-28-04, 01:39 AM
Did we ever get the stats for the Living Ship?
De Batavier

12-28-04, 08:02 AM
Nope. We didn't. Now that the IFWG are down, for the moment, i don't think there's much hurry to find out.
Lothor Bolvreck

12-29-04, 01:04 AM
I made some changes to the feat, you can add it to the library
Dyne

12-29-04, 01:07 AM
The IFWG is starting up again. But, all the rules will have to be completely finished before anything begins. We might be able to work on the Living Ship and the foundation defenses, though.
De Batavier

12-29-04, 07:08 AM
Added the feat Lothor.
----
Somewhere on the merchant thread there are some stats of the ship. It only didn't have any real defenses against attacks, magic or mudane. Think fire resistance and other resistances must be added. Probably spell resistance too. Think having the ship as base would be protection enough. Don't know if they took the Living Ship from the Planar Manual or made an own creation. IIRC, i would say the later.

Think we could make/invent some defences ourselfs. Parions item for example would do nicely.
Think adding mirror image as a defence would be cool. Creating alchemic items is also very handy.

-----
Yes i see the IFWG is starting up again. Hope i saved my character somewhere on my comp or i'll need to build a new one.

:cool:
De Batavier

12-29-04, 11:04 AM
Feat
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.

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.

:thinks:



Reactions
:whatsthis
Demonfey

12-29-04, 11:18 AM
{A chill comes into the room, which is quickly banished by a great amount of heat. The doors creak open, and a tall, dark figure walks through. Red, glowing marks cover his body, and he looks more draconic than anything else. He also looks demonic and elven.}
I am here to cover the absence of my boss, Crowley. I am Sulkyr of the Bloodwraith Clan.
De Batavier

12-29-04, 12:00 PM
Crowley will be missed. I hope he'll return soon. Be welcome to stay here in his place Sulkyr
Demonfey

12-29-04, 01:21 PM
He has more things to take care of. I am a warlock, so he decided that I should take over his position here. Thank you for your hospitality.
De Batavier

12-29-04, 05:35 PM
Hope Crowley can take care of his buisness soon. But you are of course welcome to stay even if he comes back. Feel free to look through our library and add your own ideas.

:cool:
Lothor Bolvreck

12-30-04, 07:54 PM
I like the new feats De Batavier
Demonfey

12-30-04, 08:33 PM
On the airship, Crowley left me some notes. These include safety precautions. "How about hang gliders or drogue wings in case of major problems?"
On the topic of weaponry, in addition to what we have, we should install what Crowley calls 'wand gatling guns', which have a certain set of wands that fire in rapid succession if you press a trigger down. "Ammo would be expensive, but Nightscreamer could probably help us out with that and the long range problems, as well as new weaponry" is what he has here.
We could install a gate ship drive to make gates.

Translation: Hang gliders or drogue wings for those of us without the ability to fly with or without magic
4 ballistas (possibly), two catapults (possibly), wand gatling guns could be interesting
Nightscreamer has things like his version of missile launchers
rotating platforms for weaponry
Ballistas like the one on the forest crawler (arms and equipment)
Launch platforms (spring loaded foot places to launch people with hang gliders and drogue wings and whatnot to get far away from the ship and to get maximum dodge speed to avoid ammo coming at them.
Silmarien Aldalome

12-30-04, 11:51 PM
Hi there everyone, just a quick post to invite/ask you to post to the polling thread, just cut, this forum.

Your view is important.

regards
stav
De Batavier

12-31-04, 06:31 AM
I like the new feats De Batavier

Thanks. Have added them to the Library.

On the Living Ship.
So far we have a lot of offensive ideas. It's the defensive capabilities that i'm worried about. One good hit and the ship could be destroyed or badly damaged.
Cloaking shouldn't be to hard.
Some spell and energy resistance is nescessary.
Extra hull plating wouldn't be bad
Believe i saw that it would have fast healing, which is good. Regeneration would be better, because a lot of damage would be subdual. Does subdual damage influence constructs (living constructs like this ship will be).


Like the idea of extra gliders/ dive bombers on the ship ;)

:cool:
grimclaw

12-31-04, 07:19 AM
special forces paratroopers.
De Batavier

12-31-04, 07:24 AM
Who uses fell flight invocation last, competition ;)
:cool:
Demonfey

12-31-04, 11:52 AM
Who uses fell flight invocation last, competition ;)
:cool:
What if the ship accidentally goes into a no magic zone?
Demonfey

12-31-04, 01:12 PM
How about a layer of mithral?
De Batavier

12-31-04, 02:02 PM
Yes being under an anti-magic effect would be a disaster for a flying ship. Unless the flying would be a supernatural ability of the Living Ship.

Mithral or an Adamantium layer would be cool. Think a prefer adamantium for ramming other ships that lack such protection.

Maybe a spell reflecting capability?
Invisibility?
Concealment?
Illusion of moving cloud?

:thinks:
Von Crown

12-31-04, 04:07 PM
"I have something that may be of help. It is a material I may be able to import that generates a spell turning effect on itself every so often. 'S called Varandrum. There is also a far rarer and more expensive version that has constant spell turning, but there is only enough of that available to perhaps make a cloak or two from fibres. In terms of hardness the material is nearly as hard as adamantine, but not quite.Also, I remember Thasis saying something about an indestructible material."

The more common type is spell turning on self automatically every 1d4 rounds, the rarer can be made into cloaks that allow you to reflect any spell back at the caster with a sucsessfull reflex save (spell save DC +3).

stats as adamantine exept -2 hardness and one less hp per inch of thickness.
Demonfey

12-31-04, 06:41 PM
Yes being under an anti-magic effect would be a disaster for a flying ship. Unless the flying would be a supernatural ability of the Living Ship.

Mithral or an Adamantium layer would be cool. Think a prefer adamantium for ramming other ships that lack such protection.

Maybe a spell reflecting capability?
Invisibility?
Concealment?
Illusion of moving cloud?

:thinks:
Also, what about someone trying to rely on fell flight in an antimagic zone?
We should have large balloons that inflate like a zeppelin's.
hieratical

01-01-05, 06:45 PM
Why not simply have the ship (or the helm) be able to amplify the power of the warlock pilot? Add to his Eldritch Blast, allow him to aplly his fiendish resilience to the entire ship, allowing it to heal itself, have a hight DR/Cold Iron, and increase the range and power of other invocations so that they can either be used on the ship itself or on other ships?

This is the Warlock's Circle, we should have a ship that represents us, not just some large magic do-dad.

I would be satified with a ship that allowed all the warlocks present to pool their abilities so that the pilot could use any of the invocation of those present as ship abilities. A ship that allowed warlocks on it to use powers they can normally only use on themselves on the ship itself.

A ship that uses the combined power of the Warlock's Circle!

Invisible, with devastating blasts, raining down tenacious plagues upon our enemies, dispelling the mightiest spells directed at us. This is what we need. Not some do-dad.
De Batavier

01-02-05, 10:48 AM
Good idea. :cool:

Parion's Talisman from our library fits into that.

I still think that the ship should be an entity in itself. A living thing that can think, but that also can be controlled by a Warlock. Maybe the ship itself is a kind of Warlock?

:thinks:

:cool:
Demonfey

01-02-05, 06:31 PM
Why not simply have the ship (or the helm) be able to amplify the power of the warlock pilot? Add to his Eldritch Blast, allow him to aplly his fiendish resilience to the entire ship, allowing it to heal itself, have a hight DR/Cold Iron, and increase the range and power of other invocations so that they can either be used on the ship itself or on other ships?

This is the Warlock's Circle, we should have a ship that represents us, not just some large magic do-dad.

I would be satified with a ship that allowed all the warlocks present to pool their abilities so that the pilot could use any of the invocation of those present as ship abilities. A ship that allowed warlocks on it to use powers they can normally only use on themselves on the ship itself.

A ship that uses the combined power of the Warlock's Circle!

Invisible, with devastating blasts, raining down tenacious plagues upon our enemies, dispelling the mightiest spells directed at us. This is what we need. Not some do-dad.
I like. I like a lot. Of course, there should always be more defenses, and safety precautions, but I like this plan. Also, we should have something that allows the natural spell like and supernatural abilities of the warlock circle to be used by the ship in proportionate size. We should acknowledge that this has gone into the artifact classing, though.
redhase

01-02-05, 07:55 PM
yes I would like my daemonfry to jion this organazation to help it. They have been dealing with the drow and have some ideals for your air ship. some spells that could help it against enemies.
Demonfey

01-02-05, 08:35 PM
yes I would like my daemonfry to jion this organazation to help it. They have been dealing with the drow and have some ideals for your air ship. some spells that could help it against enemies.
Feel free to do so. My master has given me information on you, so I can vouch for you.
Von Crown

01-02-05, 10:31 PM
:( has everyone completely ignored the new material I posted???
De Batavier

01-03-05, 10:07 AM
Sorry that i missed your post about Varandrum Von Crown :embarrass

I shall list the ideas i remember for the ship


It's a living ship
Von Crowns Varandrum
Enhances Warlock powers and/or has them in itself. In essence it is a Warlock :evillaugh
Parions Talisman
The ship must have regenaration, fast healing, energy resistances.



Maybe the ship is a gift from some mysterious power from which some of us gain their abilities :thinks:


Edit
Lothor: changed the link to your character so it links to the new PC thread ;)

Von Crown: Do you want Varandrum added to the Library? Please post what you want added if you do.

All: If i missed ideas in the above list post them, thanks.
redhase

01-03-05, 04:17 PM
there are ways to make it out of metal, and make the metal light. a ship weighting 15 tons normale could wieight half a ton, and for inteligence give the ship inteiligene and the ability to defend it self against others. this vcould be done by palcing permants wards on the sides and they ship could use the spelss as it feels it should and when it should. the glyphs or wards could be in ruin form with different symbols. Crowly knows how to make the metal, and how to make it light. A full suit of plate mail can be made to weigh 1 pound, with a ship half a ton or less. metal hardness 20 to 30 depends on how dense you make the metal the purity of the metal.

Lets just say I have certain knowledge about a race that made wood metal, stone metal, and oter types of metal, they had spell jammer ships they made out of wood metal.
De Batavier

01-04-05, 12:52 PM
Yes permanent spells, ward, runes etc etc can be added to the ship.
There are many materials we can choose from.

We could use
a metal, including Varandrum ;)
do something more sinister and use the skins of demons/devils.
livewood (from the Eberron book) or an other wood variant. The wood metal of redhase ;)
combination of the above things
something else?


I like the idea of the "intelligence" of the ship be an actual power, a fey preferably, but a demon/devil would be good too. It is/was a Warlock in it's unbound days. How does this sound as background for the ship?

The great Warlock, Azematius, died. His pupils, however, found a way to keep their mentor and leader with them. They contained his soul in an object. Not any object, but a Living Ship capable to travel the seas, the skies and even the planes. Azematius powers only grew this way. He became aware of many things.
Then one of the other warlocks died. His soul was added to the ship. It was however consumed by the alrady present soul of Azemantius. Who became stronger by it and so the Ship. Now the feeding of the souls has become a tradition. Nobody knows which soul now controls the ship.
To keep the Ship under control an object of powers has been added to the ship. With it a Warlock can give the ship orders.

:thinks:

The object of power could be the Talisman that Parion made, for example.


Group Invocation, dark
Binding of the soul
With this invocation two, or more, Warlocks can start a 24 hour ritual to bind the soul of a recently deceased to an item. This item becomes an intelligent item that contains the soul of the deceased. This means it has all memories and mental powers the deceased had in live.
All Warlocks in the ritual must use the invocation in the ritual. The source of the invocation doesn't matter, it could come from an magic item the Warlock has in his possesion
For every additional Warlock, past the minimum two, participating in the ritual the contained soul gains power (need to figure this out)

What do you think?
I find it difficult to see if any PC would ever take this Invocation, thus making it NPC stuff entirely.

What do you think of the idea of Group Invocations (rituals) for Warlocks?

:thinks:
Demonfey

01-04-05, 03:13 PM
Yes permanent spells, ward, runes etc etc can be added to the ship.
There are many materials we can choose from.

We could use
a metal, including Varandrum ;)
do something more sinister and use the skins of demons/devils.
livewood (from the Eberron book) or an other wood variant. The wood metal of redhase ;)
combination of the above things
something else?


I like the idea of the "intelligence" of the ship be an actual power, a fey preferably, but a demon/devil would be good too. It is/was a Warlock in it's unbound days. How does this sound as background for the ship?

The great Warlock, Azematius, died. His pupils, however, found a way to keep their mentor and leader with them. They contained his soul in an object. Not any object, but a Living Ship capable to travel the seas, the skies and even the planes. Azematius powers only grew this way. He became aware of many things.
Then one of the other warlocks died. His soul was added to the ship. It was however consumed by the alrady present soul of Azemantius. Who became stronger by it and so the Ship. Now the feeding of the souls has become a tradition. Nobody knows which soul now controls the ship.
To keep the Ship under control an object of powers has been added to the ship. With it a Warlock can give the ship orders.

:thinks:

The object of power could be the Talisman that Parion made, for example.


Group Invocation, dark
Binding of the soul
With this invocation two, or more, Warlocks can start a 24 hour ritual to bind the soul of a recently deceased to an item. This item becomes an intelligent item that contains the soul of the deceased. This means it has all memories and mental powers the deceased had in live.
All Warlocks in the ritual must use the invocation in the ritual. The source of the invocation doesn't matter, it could come from an magic item the Warlock has in his possesion
For every additional Warlock, past the minimum two, participating in the ritual the contained soul gains power (need to figure this out)

What do you think?
I find it difficult to see if any PC would ever take this Invocation, thus making it NPC stuff entirely.

What do you think of the idea of Group Invocations (rituals) for Warlocks?

:thinks:
I like it, personally. Is there a large dragon skull at the front of the ship? Because that would look cool. Also, what about a group invocation that does more damage and causes any active altering invocation to be mixed in with the strengthened blast (What I mean is, a blast that adds the total damage each participating warlock can do alone with an eldritch blast together into one huge, damage dealing shot.)
Orcy The Green Wonder

01-04-05, 03:22 PM
I like it, personally. Is there a large dragon skull at the front of the ship? Because that would look cool. Also, what about a group invocation that does more damage and causes any active altering invocation to be mixed in with the strengthened blast (What I mean is, a blast that adds the total damage each participating warlock can do alone with an eldritch blast together into one huge, damage dealing shot.)

Hmm... Orcy likes this. He would say that there should be a backlash added on. Perhaps a certain amount of the damage delt is sent back at the warlocks in the group. The backlash coming from the immense amount of power being channeled.

Orcy himself has found a new love for warlocks. A great class and he actually plans to be bringing a warlock character into the games. Though he probably wont be working for any guilds.
Demonfey

01-04-05, 03:27 PM
Hmm... Orcy likes this. He would say that there should be a backlash added on. Perhaps a certain amount of the damage delt is sent back at the warlocks in the group. The backlash coming from the immense amount of power being channeled.

Orcy himself has found a new love for warlocks. A great class and he actually plans to be bringing a warlock character into the games. Though he probably wont be working for any guilds.
Join us, Orcy.
*In the background:yes, join us, Orcy.*
hieratical

01-04-05, 05:34 PM
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.


What do you guys think? Too strong? Just right? Some features deserve their own feats?
redhase

01-04-05, 07:12 PM
livewood (from the Eberron book) or an other wood variant. The wood metal of redhase
the wood from Eberron could be used to make the wood metal, the wood will surive the process, it will be just transformed to wood metal. Harder, stronger and with weightlessness spell cast on the wood metal it will be light. this could bright down the weight a lot. Are we going to use a spell jammer helm or have a pyshic tell the ship witch wat to turn and such. their are classes of races that are connected to living ships and that can connect with them and be the polit.
GreyWanderer

01-04-05, 07:47 PM
The door swung open; a dark mist seeped into the room.
In strode a very tall man, impeccably dressed in black leather with a flowing cape and hooded face – he smelled of spell battle, his clenched fists still glowing with recently discharged energies. Once within, he pulled of his hood to reveal a handsome countenance. He nodded towards the central throne.

“Greetings. In the common tongue, I am known as Cole. I apologize for the manner of my entrance, but those hunting me have been fierce. I seek to join this esteemed Council of Warlocks. Long have I sought others of my kind, to share knowledge and power, and with whom to weather the coming Storm.”

Cole gestured; a bottle of Battorian wine and several glasses floated in behind him. It offered itself to the Council members.





http://www.pen-paper.net/rpgdb.php?op=showcreator&creatorid=10095
Demonfey

01-04-05, 07:53 PM
The door swung open; a dark mist seeped into the room.
In strode a very tall man, impeccably dressed in black leather with a flowing cape and hooded face – he smelled of spell battle, his clenched fists still glowing with recently discharged energies. Once within, he pulled of his hood to reveal a handsome countenance. He nodded towards the central throne.

“Greetings. In the common tongue, I am known as Cole. I apologize for the manner of my entrance, but those hunting me have been fierce. I seek to join this esteemed Council of Warlocks. Long have I sought others of my kind, to share knowledge and power, and with whom to weather the coming Storm.”

Cole gestured; a bottle of Battorian wine and several glasses floated in behind him. It offered itself to the Council members.





http://www.pen-paper.net/rpgdb.php?op=showcreator&creatorid=10095
{Sulkyr glides down from a window. He looks at the new arrival.}
Greetings.
De Batavier

01-05-05, 06:40 AM
Greetings Cole (GreyWanderer). Be welcome in our circle. Knowledge and power are indeed our goals. At the moment we are contemplating the creation of a powerfull base. A Living Ship which will have untold powers of destruction. It will be the anvil for our hammers :evillaugh

redhase Yes the weight reduction spell would be good. Would make the top speed and manouvrebality of the ship better. I'm not familair with the spell jammer helm. I assume it's some kind of communication device through which the helmsmen controls the ship with his thoughts. Sounds good.

hieratical Like the feat. I think feats are a good way to improve on the eldritch blast or the invocations. I'm not a good judge on balance. The benefits don't sound that particulair unbalanced, IMO.
Do you want it added to the library or do you want to wait for some more feedback

Demonfey
Yes a dragon skull would be cool. Maybe the ship should look like an very big dragon. Though i think other dragons wouldn't like such a thing ;)
How about making the combining of eldritch blasts a feat:

Combine Eldritch Blast
preq: eldritch blast ability
Benefit. With this feat a Warlock can combine the Eldritch Blast of other willing Warlocks with his own. He can add one half of their damage die to his own blast, with a minimum of 1d6.

Though a group invocation would be cool too. As with the other group invocation i don't know if a PC would ever choose it over the other invocations. It's use is severly limited, because it depends on the presence of other friendly Warlocks.

Orcy Good to see you want to play a Warlock. But keep in mind you beat one with Gurgetar several times ;)

Don't think there should be a penalty to using a group invocation that let's Warlocks combine their Blast in one big Blast. A Warlock choosing such an invocation has penalized himself already by using one of his rare slots for such an invocation.
I do think that such invocations should be at the greater or dark level of invocations.
De Batavier

01-05-05, 10:27 AM
So i'll try to complete the group invocation.

Group Invocation, dark
Binding of the soul
With this invocation two, or more, Warlocks can start a 24 hour ritual to bind the soul of a recently deceased to an item. This item becomes an intelligent item that contains the soul of the deceased. This means it has all memories and mental powers the deceased had in live. Further more the item gains all other Warlock abilities from which it could benefit.. It gains DR cold iron and fiendish resilience.
All Warlocks in the ritual must use the invocation in the ritual. The source of the invocation doesn't matter, it could come from an magic item the Warlock has in his possesion
For every additional Warlock, past the minimum two, participating in the ritual the contained soul gains power.
A third will add +1 to the Charisma score of the contained soul
A fourth will add +1 to the Intelligence score of the contained soul
A fifth will add +1 to the Wisdom score of the contained soul
A sixth will add +2d6 to the Eldritch Blast
A seventh will add 2 to the DR

Comments?

:thinks:

:cool:
Demonfey

01-05-05, 04:13 PM
[color=red]Greetings Cole (GreyWandererDemonfey
Yes a dragon skull would be cool. Maybe the ship should look like an very big dragon. Though i think other dragons wouldn't like such a thing ;)
How about making the combining of eldritch blasts a feat:

Not if the skull was from an unpopular dragon. :D
De Batavier

01-05-05, 04:45 PM
Yeah, but those are probably the most powerfull dragons ;)

But then again we have little use of a wyrmlings skull :D

:cool:
Demonfey

01-05-05, 06:03 PM
Yeah, but those are probably the most powerfull dragons ;)

But then again we have little use of a wyrmlings skull :D

:cool:
Part of the epic campaign involves a moat with an advanced great wyrm red dragon in it. My group, for which Crowley was designed, managed to kill the dragon with an epic item and a couple of well placed spells, including a spell resistance lowering spell. I think I can supply a suitable skull. ;)
Von Crown

01-05-05, 08:22 PM
Maybe the ship is a gift from some mysterious power from which some of us gain their abilities
*Ahem*
I could manage that, if you guys wanted.

Mordred steps into the center of the room, removing a small metal cube from his cloak. Twisting several parts of it, a portal similar to the ones crowley often uses for sending messages opens up. A slithering sound emerges from the dark portal, and you thing you see some glistening objects move along the floor. There is a sudden flash, and the area through the portal is illuminated in a bright orange and purple flame. In the center of the flame, you see a figure atop a high stone throne surrounded and partially covered by skulls, mostly humanoid. The figure has large horns, massive batlike wings, and cloven feet. A long tail wraps around the throne, and Demogorgon is chained to it. Asmodeus and Orcus both kneel before the seated figure, and it speaks. "I hear you intend to construct a living ship. I find that you are quite worthy of my support. I can provide any materials you need, as well as any funding and manual labor."
Demonfey

01-05-05, 08:27 PM
And our artifact is born!
GreyWanderer

01-06-05, 01:02 AM
So i'll try to complete the group invocation.

Group Invocation, dark
Binding of the soul
With this invocation two, or more, Warlocks can start a 24 hour ritual to bind the soul of a recently deceased to an item. This item becomes an intelligent item that contains the soul of the deceased. This means it has all memories and mental powers the deceased had in live. Further more the item gains all other Warlock abilities from which it could benefit.. It gains DR cold iron and fiendish resilience.
All Warlocks in the ritual must use the invocation in the ritual. The source of the invocation doesn't matter, it could come from an magic item the Warlock has in his possesion
For every additional Warlock, past the minimum two, participating in the ritual the contained soul gains power.
A third will add +1 to the Charisma score of the contained soul
A fourth will add +1 to the Intelligence score of the contained soul
A fifth will add +1 to the Wisdom score of the contained soul
A sixth will add +2d6 to the Eldritch Blast
A seventh will add 2 to the DR

Comments?

:thinks:

:cool:
Cole Speaks:
'Perhaps an Incantation (from UA) would be more appropriate - and not use a precious Evocation slot'
GreyWanderer

01-06-05, 01:09 AM
*Ahem*
I could manage that, if you guys wanted.

Mordred steps into the center of the room, removing a small metal cube from his cloak. Twisting several parts of it, a portal similar to the ones crowley often uses for sending messages opens up. A slithering sound emerges from the dark portal, and you thing you see some glistening objects move along the floor. There is a sudden flash, and the area through the portal is illuminated in a bright orange and purple flame. In the center of the flame, you see a figure atop a high stone throne surrounded and partially covered by skulls, mostly humanoid. The figure has large horns, massive batlike wings, and cloven feet. A long tail wraps around the throne, and Demogorgon is chained to it. Asmodeus and Orcus both kneel before the seated figure, and it speaks. "I hear you intend to construct a living ship. I find that you are quite worthy of my support. I can provide any materials you need, as well as any funding and manual labor."



Cole Speaks:
'What will be the price for accepting help from such a source? Though many of us (myself included) owe our power to such as them, does this Council truly wish to be beholden to anyone? Pacts of nonagression, even alliance are one thing - accepting this gift may be quite another. How says the Council?'

http://www.pen-paper.net/rpgdb.php?op=showcreator&creatorid=10095
De Batavier

01-06-05, 01:57 PM
Greetings all.

If you have a skull Demonfey of appropiate size, then we certainly can use it. A Flamethrowing or Firebreathing weapon will have to be added to make it a functional skull.

Karl Abend responds to Cole's question
I agree with Cole that some gifts have a high prize. If we can manage to build it ourself or let someone built it for gold, we would be safer. Also could we truly trust a Living Ship from such a source. Would it serve us or it?
Don't forget that not all of us gain our abilities from demons and/or devils. I have gained my powers from te most powerfull fey of the unseelie court.

On a side note. Though the rules are not set, I doubt we could just recieve such a powerfull object in game, IFWG (though we don't have to let that limit our RP here). Think we have to make it or buy it or gain it through some in game means.

I have to look up the incantations rules GreyWanderer. UA must be around here somewhere... :thinks:
De Batavier

01-06-05, 02:34 PM
Added a new link to the library. As always i have not looked the whole thread over.
Suggestions for other threads that should be in the Library are ofcourse welcome.
Anyone looked at some of the threads? Should some be removed?

:cool:
Demonfey

01-06-05, 04:30 PM
Greetings all.

If you have a skull Demonfey of appropiate size, then we certainly can use it. A Flamethrowing or Firebreathing weapon will have to be added to make it a functional skull.

Karl Abend responds to Cole's question
I agree with Cole that some gifts have a high prize. If we can manage to build it ourself or let someone built it for gold, we would be safer. Also could we truly trust a Living Ship from such a source. Would it serve us or it?
Don't forget that not all of us gain our abilities from demons and/or devils. I have gained my powers from te most powerfull fey of the unseelie court.

On a side note. Though the rules are not set, I doubt we could just recieve such a powerfull object in game, IFWG (though we don't have to let that limit our RP here). Think we have to make it or buy it or gain it through some in game means.

I have to look up the incantations rules GreyWanderer. UA must be around here somewhere... :thinks:
I'm saying I can get one. Chances are not that one, but I'll put it this way: there are skulls from dragons who died because of adventurers, or of natural causes. I have a draconomicon OOG, and Crowley has dragon familiars that teach him about the habits of larger dragons. I can figure out a way to get the skull storywise.
Parion

01-07-05, 07:26 AM
Hell, why stop with a skull? There's been all this talk about what to make the ship from, why not base it around a dragon's skeleton? Turn the ribcage & spine upside down for braces, and coat it in dragonscale. The wingbones can be used to support the sails, and we can use sinew for rigging.
If we get a dragoncrafter to make it, we could maybe get energy/Magic resistances out of the parts. If we want an inteligent craft, We could maybe use the spirit of the dragon itself (In this case, I think we would want a neutral volentier (sorry about the spelling)).
A 'breath weapon' could be either a simple wand of fireball useable by the spirit, or we could mount a Thayan Bombard in the mouth.

Partially OT: currently working on a fluffy Prestige class, a dragon with warlock abilities, and a couple of invocations, magic items, and a feat :)

Edit---

Just occured to me, in case of antimagic/dead magic zones.
Have a couple of airship(zeppelin) sized airbags full of lighter than air gasses, and then reduce them in size with permanent magic.
As soon as the magic goes out, then the constraining magics would be annuled, and the bags would return to full size, providing the necessary lift to avoid fiery death. if constraining magics are too boring/annoying/ugly, then ExtraDimentional containment could be used to similar effect.
Demonfey

01-07-05, 03:07 PM
Hell, why stop with a skull? There's been all this talk about what to make the ship from, why not base it around a dragon's skeleton? Turn the ribcage & spine upside down for braces, and coat it in dragonscale. The wingbones can be used to support the sails, and we can use sinew for rigging.
If we get a dragoncrafter to make it, we could maybe get energy/Magic resistances out of the parts. If we want an inteligent craft, We could maybe use the spirit of the dragon itself (In this case, I think we would want a neutral volentier (sorry about the spelling)).
A 'breath weapon' could be either a simple wand of fireball useable by the spirit, or we could mount a Thayan Bombard in the mouth.

Partially OT: currently working on a fluffy Prestige class, a dragon with warlock abilities, and a couple of invocations, magic items, and a feat :)

Edit---

Just occured to me, in case of antimagic/dead magic zones.
Have a couple of airship(zeppelin) sized airbags full of lighter than air gasses, and then reduce them in size with permanent magic.
As soon as the magic goes out, then the constraining magics would be annuled, and the bags would return to full size, providing the necessary lift to avoid fiery death. if constraining magics are too boring/annoying/ugly, then ExtraDimentional containment could be used to similar effect.
Since we want the ship to be able to heal itself and possibly reflect spells, we are planning on using Von Crown's material and living wood. at least, I think so...
What sails? We are planning an Eberron style airship.
De Batavier

01-07-05, 03:56 PM
(...)Partially OT: currently working on a fluffy Prestige class, a dragon with warlock abilities, and a couple of invocations, magic items, and a feat :)


Looking forward to your creations


Edit---

Just occured to me, in case of antimagic/dead magic zones.
Have a couple of airship(zeppelin) sized airbags full of lighter than air gasses, and then reduce them in size with permanent magic.
As soon as the magic goes out, then the constraining magics would be annuled, and the bags would return to full size, providing the necessary lift to avoid fiery death. if constraining magics are too boring/annoying/ugly, then ExtraDimentional containment could be used to similar effect.

Smart move. i like this idea.


Since we want the ship to be able to heal itself and possibly reflect spells, we are planning on using Von Crown's material and living wood. at least, I think so...
What sails? We are planning an Eberron style airship.


Don't have ideas for the sails. I like the idea of a balloon popping up when we hit a antimagic zone. If we use a dragon skull think we should use dragon wings instead of sails...:thinks:

[Side note]: In the last post i was more wondering about getting the ship as a gift, outside IFWG, then the Skull.[/side note] ;)

Seems activity is picking up. I like it. Soon our Circle will have enough power...
redhase

01-07-05, 05:24 PM
they would work, they collect the magic in the air or space, and then cuases the ship to move. a anti magicx zone would be a bad thing, unless you could find a away to tap in to the magic weave it self. because sliver fire works inside a anti magic zone, so finding a way to tap into the weave it self and drawinf power directly from a magc would stop a anti magic zone in theary. somthing like a Netheril sphere. the kinds that they used to power their floating cities, a wish spell couls make one. you would have to name the size of the sphere, maybe a 5ft. or 10 ft. could power the ship. I have 3 gold dragon harts for wish or limited wish spells. We would have to build a housing for the sphere, out of stone metal. it would work, you could feed the magic energy dirctly to the sails and have cut off the power by closing the outlet door.
thus one couls make a shhere and the housing would have to be made forst, becuase to see the magic power would kill one if too close to it. so I f we made the housing first and then used a wish or limited wish spell to make the shhere inside the housing it would work. We would have to have different windows or ports for different directions, close one open the other one. this could work, why didn't i think of this sooner.
I do like the ideal, even with the living wood as is (heavy) and the ship made of living wood the sphere could make it move, lighter living wood wound be nicer to work with and make the ship lighter, stronger, and harder to defeat. easy process. cna share with you. and the stone metal process also, for the housing, would look like a shing mirror.
GreyWanderer

01-07-05, 05:38 PM
Cole Speaks:

'The planning goes well; I support the Councils efforts. As an alternative, I would mention that the fiendish ship Demonwing is for sale. If we buy it outright, we would be free of obligations. Of course, we'd have to clean out the current residents, but I trust our power in this. Just an alternative.'
Demonfey

01-07-05, 08:13 PM
Cole Speaks:

'The planning goes well; I support the Councils efforts. As an alternative, I would mention that the fiendish ship Demonwing is for sale. If we buy it outright, we would be free of obligations. Of course, we'd have to clean out the current residents, but I trust our power in this. Just an alternative.'
Does it allow us to enhance the circle's power?
redhase

01-07-05, 09:33 PM
they might be willing to stay on and help us with our quest. who knows we might be able to work with them.
Demonfey

01-07-05, 09:36 PM
they might be willing to stay on and help us with our quest. who knows we might be able to work with them.
Yes, but does it have the same powers as what we want, though.
redhase

01-07-05, 09:40 PM
the seller should be able to give dimastration of it's abilities and such, if it is not what we seek then we proceed with our own ship. We don't have to commit to buying just see what it has and can do.
redhase

01-07-05, 10:00 PM
the netheril globe would allow us to acces it's power and we would be able to use it, like the shavador do in their own city. they are able to draw power from the mythallar directly by using the glyps and wards that gives them access to using the power. this is knowen in the realms,we could do the same to the ship for sale or the one we make, just use a wish spell and dead magic zones and anti magic zone have no effect, just like silver fire does, draw power directly from the magic source. Silver fire is used to fix dead magic zones. and the chosen of mystra can still use their silver fireinside a anti magic zone, so a mythallar is more powerful and draws in more magic power just like sil staff does, what does she call it silverstarfire same thing. the mythallar orb would be more powerful than her staff. and we could use it to draw power from it to the circle of warlocks.

I know some of the gm out their might question this knowledge, my charater is from the realms and knows from capatured elves and others that the shavador are back and they have a bigger mythallar keeping their city a float, she just don't know what size would work for a ship or the proper arangement of the wards, but can find the proper ones. by experminting with a smaller orb. as for the realm ships, she knows that the elves and a few other nations have spell jammer ships, even the high elves. might take some time to figure out the size of the mythallar and wards and glyphs. but it can be done, just have to expermint on one she has allready, or make a second one and use that one. the metals she has knowledge about from old records brought from her lair on metals. how to contact one of the space faring races for a space jammer sail, not cheep if you ask me. but would work with the orb.
Demonfey

01-07-05, 11:30 PM
the netheril globe would allow us to acces it's power and we would be able to use it, like the shavador do in their own city. they are able to draw power from the mythallar directly by using the glyps and wards that gives them access to using the power. this is knowen in the realms,we could do the same to the ship for sale or the one we make, just use a wish spell and dead magic zones and anti magic zone have no effect, just like silver fire does, draw power directly from the magic source. Silver fire is used to fix dead magic zones. and the chosen of mystra can still use their silver fireinside a anti magic zone, so a mythallar is more powerful and draws in more magic power just like sil staff does, what does she call it silverstarfire same thing. the mythallar orb would be more powerful than her staff. and we could use it to draw power from it to the circle of warlocks.

I know some of the gm out their might question this knowledge, my charater is from the realms and knows from capatured elves and others that the shavador are back and they have a bigger mythallar keeping their city a float, she just don't know what size would work for a ship or the proper arangement of the wards, but can find the proper ones. by experminting with a smaller orb. as for the realm ships, she knows that the elves and a few other nations have spell jammer ships, even the high elves. might take some time to figure out the size of the mythallar and wards and glyphs. but it can be done, just have to expermint on one she has allready, or make a second one and use that one. the metals she has knowledge about from old records brought from her lair on metals. how to contact one of the space faring races for a space jammer sail, not cheep if you ask me. but would work with the orb.
Personally, I like the balloon idea, and if we used clockwork and a golem, two huge fans could possibly propel us through the sky.
De Batavier

01-08-05, 10:30 AM
First thank you all for participating and contributing to our discussion about our future, in game, base of operation. I see you've all put time and effort in making your thoughts known. :clap: :cheer:

I shall make a list of the ideas sofar. I hope i got them all.


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 ?

Probably missed something. Feel free to copy the above and add the things i missed in your post.

Further i like the new ideas about group invocations, adding Warlocks blast together etc etc. We have made quite some progress the last few pages. Even our members list has grown :w00t:
De Batavier

01-08-05, 10:39 AM
Added this link Warlock Errata by Rich Baker (http://boards1.wizards.com/showthread.php?t=360534&highlight=warlock) in the Library.

:cool:
Demonfey

01-08-05, 12:05 PM
The list is good. Why not a warlock dragon's corpse? They have to happen some times...
De Batavier

01-10-05, 05:39 AM
I agree. It's possible. The list is a summary of things (i hope all things) we thought of. Adding one of them to the Ship doesn't exclude an other thing. So Warlock soul and dragon thingies could go together, IMO.

Same goes for the flight category. We'll probably end up using all things, magical flight, balloons and the golems using the fans to propel us forward.

:cool:
redhase

01-10-05, 06:05 PM
One thing I should let you know about the netheril mythallar, the ship has to be made and the housing be made first. once the small mythallar is made it will stay in that place, only a god of magic can move it around or a wish spell.. I don't want to wast a wish spell on moving it.
the dragon bone would be a good ideal for the ship demonfey, the spine for the ship al all the rest. can we get a whole dragon bones and build a frame around it.
the Cult of the dragon won't give one up so easly. the living wood is a good ideal amd make it lighter by the spell and transforn it to living wood metal hardness of 25. what else we should get started since we have the time to before this starts again.
Parion

01-12-05, 06:15 AM
Three things:
First, materials. Since we're considering both Dragonscale & Demonskin plating on the hull, why not do both? By this I mean kill & skin an Old Half-Fiend Pyroclastic dragon :D :evillaugh
Secondly, I don't think we can have regeneration, simply because it states in the definition of regeneration that it can only be possesed by creatures with a Constitution score. This rules out constructs. Fast healing should work though.
Lastly, RedHase, were you intending to use official spells create your sphere and/or "wood metal", or are they self made? (Livewood with an Ironwood spell on it?)
I would tend away from either, if only because I dislike the idea of materials stronger than adamantium that arn't made purely from Force. I mean, isn't hardness 20 enough?
De Batavier

01-12-05, 06:25 AM
First, materials. Since we're considering both Dragonscale & Demonskin plating on the hull, why not do both? By this I mean kill & skin an Old Half-Fiend Pyroclastic dragon

Yes combining both would be good.


Secondly, I don't think we can have regeneration, simply because it states in the definition of regeneration that it can only be possesed by creatures with a Constitution score. This rules out constructs. Fast healing should work though.


Hmm didn't think of that. Then again we could make it a living construct, like the Eberron warforged. Regeneration would have the added effect that it restores the Ship.
I suddenly have to think of the Stephen King book based movie Christine (I think it's named), the one about the car that restores itself. ;)

:cool:
redhase

01-12-05, 02:03 PM
I said before that a wish or limit wish for the orb, to capture the creative magic that binds all things. the housing has to be made of strong metal, livng wood would be strong enought to stop the constie flow of magic and you have to have your wards and glyphs put inside the houseing walls before the orb is made, to tap the power of the orb for to make the ship move and make thewarlock circle tao into the engery. you could have sliding ports to or windows to the warlocks to be focused by them group.
the housing has to be made of silver, or gold or stone metal, since stone metal is cheaper to make than the rest, we can polish the inside to shine like a mirror to focus the raw power.
If you put the living wood through even the stone metal process it would be stronger than the living wood it self. this is a process of tranfroming the living metal to stone metal and a spell of weightlessness woud make it light about 200 lbs could wieght 1 lb.
this is up to you about changing the living wood, I would becusae the netheril did and they made space jammer ships as light as a couple of tons but the real weight was very much heaver. I would guess 15 to 20 tons with out the weighlessness spells on the metal. their ships weight at the most 2 to 5 tons, makes a difference in controlling the ship and the strenght of the ship.
this is all by the book, and a psonist who can talk to a living ship and steer it would be nice, unless you want to make a spell jammer helm, very hard to make and very expensive.
the sail could be spell jammers sails they collect the magic out of the air or space and move the ship, the small mythallar could keep the ship in the air by the ward palced inside the housing.
we might have to talk to a space jammer guild for the sails or if some one can dirrect the mythaller that could make us move to the warlock circle could controll the movenment of the ship by concentrating the magic engery. a dead magic zone has no effect on the mythallar, a anti magiv zone has no effecy on a mythallar.
this is why because in the realms, spell fire and the chosen silver fire can wrok inside anti magic zones, spell fire is the same thing we have in the mythallar, it is a orb that will constly pull in the raw power of magic and will work in a anti magic zone, because it draws in the same power that made the anti magic zone and has more raw magical power than a anti magic zone.
the only proublem is if the other guilds find out they will try to destroy the small orb, which can be done if they succed then a big magical explosen will take place and make a dead magic zone. so we have to proctect the orb and make sure its proctetd at all times. it could move the ship and the warlocks could use the raw magic in spells and it can do much more.
it can work you have to make the housing first.
think of the mythallar as the hefs mythalla of their statue of their god, the same thing except we don't use trap people inside it to make it. it can do the same thing, very powerful.
Demonfey

01-12-05, 05:43 PM
Three things:
First, materials. Since we're considering both Dragonscale & Demonskin plating on the hull, why not do both? By this I mean kill & skin an Old Half-Fiend Pyroclastic dragon :D :evillaugh
Secondly, I don't think we can have regeneration, simply because it states in the definition of regeneration that it can only be possesed by creatures with a Constitution score. This rules out constructs. Fast healing should work though.
Lastly, RedHase, were you intending to use official spells create your sphere and/or "wood metal", or are they self made? (Livewood with an Ironwood spell on it?)
I would tend away from either, if only because I dislike the idea of materials stronger than adamantium that arn't made purely from Force. I mean, isn't hardness 20 enough?
1. My character is half pyroclastic dragon and half demonfey, so that would be a little too close to home for him.
2. What I meant is that the living wood was close to regeneration, and at the time I thought it did regenerate.
redhase

01-13-05, 12:00 AM
we could have the spell put on the ship once its made and make it permint. this would slove the proublem. On the whole ship at once or two or three clerics one after the other putting the ruins on the ship, then seal them with permanacy.
Parion

01-13-05, 12:15 PM
Demonfey: What, you don't have any annoying uncles to spare? :D Fair 'nough. How about a Half-fiend Radiant then?

Redhase: You missed my point about regeneration. Regeneration is reserved for the living. Constructs (including sentient constructs) can only have fast healing.

and lastly, a feat
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).

Hooray for the absence of spellcheckers!
Demonfey

01-13-05, 04:04 PM
Demonfey: What, you don't have any annoying uncles to spare? :D Fair 'nough. How about a Half-fiend Radiant then?

Redhase: You missed my point about regeneration. Regeneration is reserved for the living. Constructs (including sentient constructs) can only have fast healing.

and lastly, a feat
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).

Hooray for the absence of spellcheckers!
Okay.
redhase

01-13-05, 04:21 PM
this is a vital question.
What is the length of the ship, it will make a differance on the size.
here's what i have based on a 100 foot lenght ship so far.
with all the calalations i've made at one for a floating city, 150 ft radius.
if the city is 1/2 mlie radus for ship would be 17.6 ft radius for ship
if the city is 1/3 radius then 11.73 ft.radius for ship
if 1/4 mile radius then 9.66 ft radius for ship
all at 100 ft length of ship.
what is the lenght of the ship, I need to know so to ask for right size on spell.
De Batavier

01-14-05, 06:49 AM
I've updated the library with your feat Parion.

That is an import point you mention redhase the shape and size of our construction.

I want a ship shape. The length must be suffiecient to house all of us and leave room for storage, labratories etc etc. But i'm absolutly terrible at figuring out what size it should be to fullfill these requirements. Add to that that i think in meters and not in feet.
Don't know how large the old wooden warships were. Think we should make our ship about that size. Thinking about a Master and Commander sized ship or larger.

Aye yous got to walk the plank matey.

:cool:
Parion

01-14-05, 07:36 AM
Make that a second vote for an actual ship.
remember that the bigger we are, the easier we'll be spotted.
I vote frigate sized (aprox. 150ft long, 40ft wide). However if we really want a bruiser, we can rip the measurements of the HMS Victory (226 ft long, 51 wide) :D
Do we want ship's boats? We could give them Feather Fall & Levitate to get them down to water/land and back again :)

RedHase: Where can I find these spells, and what are they called?

Ot: If my Land speed is 30ft and I have Boots of springing & strinding on (land speed 40), and I cast Fell Flight, do I gain a flight speed of 30ft or 40ft?
De Batavier

01-14-05, 09:25 AM
Well a big ship would be better. Think we could indeed use smaller boats, maybe astral skiffs, for other tasks.

Fell flight give flying speed equel to your land speed. So i would say the boots that increase land speed will increase flying speed, but you must be wearing the boots before you use the invocation. Putting them on in flight wouldn't change a thing, IMO
De Batavier

01-14-05, 09:28 AM
I shall repat the list of the ideas sofar and add the things about shape


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 ?
take over the ship Demonwing (Is this a premade or a homebrew ship GreyWanderer?)



Probably missed something. Feel free to copy/quote the above and add the things i missed in your post.
redhase

01-14-05, 12:36 PM
RedHase: Where can I find these spells, and what are they called?

limited wish and wish, first your charater has to know of the exsistance of the spears and how the are used. to even be able to make a spear,a lomit wish will give it partail power not full magical weave power, a full wish will give it full power. you just have to word it right, so I have to write a pm when it's time to a gm and they will tell me the size and how its glows (how much weave power it has). for the wish spell. wish spells can do wonderous things, like make a netheril sphere. and my charater does know about the sphere's and the history of them and about spell jamming ships form records and caputerd elves and others. how could the high elves still be making spell jammer ships and most of the worlds don't know about them. a lot of the forgotten realms does and the high elves have a space port in the realms and so does a lot of races.
Von Crown

01-14-05, 02:36 PM
Hey guys, sorry I haven't posted in a while, I've had finals and I've been really busy. Neways, on to IG-

*Clears throat*"I would not hold you obliged, I volunteer sbecause it's been so long since I last built a flying ship. Now that I think of it, I haven't built any since I modified the Skullhaven, have I? Hmmm... Well, anyways, I could probably build it so long as you provide materials, that's for sure. Ah, yes... the Unseelie court... I should get in touch with the Queen again sometime... Ah, yes, that reminds me. I have an ability I am willing to grant to any who wish it"

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.
redhase

01-14-05, 05:14 PM
the metal wood is a process, in witch the wood is cut in to sizes to fit in to a melding pot and the process will make it meatle wood, it comes out looking like a silverish metal and when poured into a mold for the ship, say the sides. it would look like silverish metal with a wood look to it, you can change the clolr to brown by adding a brown coloring addative.



Limit wish is what my charater has, and she is going to ask for a +2 or +3 feet because limited wish will limit the Netheril mythallar ability and make it smaller or bigger than asked for.
The extra power would not hurt also, the Netheril spehere can't be made by normal means no more since all spells are limited to 9th level, but it is a tenth level spell to make one, she could ask for the ability to make one and then the spell would be gone forever after casting it.
na, I will just use the linited wish spell and make one.
has anyone came up with a size we can use for the lenght, because once the ship is amde I will know the size to wish for.

what else, once the ship is amde we can make the housing first. we have to decide on the top deck or on the 1st level of the ship, if on the first levelthen can make slide ports to allow the mythallar to flow magical engery to the spell jammers sail, or ithe one we make. witch should do the same.
my charater can help on other things untill we decide on the lenght of the ship.

she can help make the living wood into wood metal for the sides of the ship and the deck the mast and the other parts. it will be just hard to nail it in, might have to use screws and bolts instead of nails. regular nails would break on the wood metal. if you still want to go with the living wood and not make it wood metal thats fine too.

you cna find the mythallar spell in the 2e module Netheril: emplire of magic.10 or 11th level out of our legue unless a person uses awish spell on themself. easer to use a wish spell to make one.
De Batavier

01-15-05, 03:17 PM
Thanks for the knowledge Von Crown. I've stored it in our library so all can read about it and learn this ability for themself.

Thanks for the input redhase. If i asses the situation correctly, i don't think we've realy chosen a power source, yet.
I think your Nethril Sphere is one of the prime candidats.
But the Eberron version of an Elemantal is also an option, or the soul of an ancient Warlock who is using fell flight on the ship continously.

Think we doing a good job at brainstorming about the ship.
The size of the library is also on the increase. :w00t:
Though we haven't had new members in a while :weep:

:cool:
Demonfey

01-15-05, 03:27 PM
Thanks for the knowledge Von Crown. I've stored it in our library so all can read about it and learn this ability for themself.

Thanks for the input redhase. If i asses the situation correctly, i don't think we've realy chosen a power source, yet.
I think your Nethril Sphere is one of the prime candidats.
But the Eberron version of an Elemantal is also an option, or the soul of an ancient Warlock who is using fell flight on the ship continously.

Think we doing a good job at brainstorming about the ship.
The size of the library is also on the increase. :w00t:
Though we haven't had new members in a while :weep:

:cool:
Evil idea...the body looks and acts like a dragon on the outside, and the inside is like a cushy fort. It could be controlled by a warlock dragon, and if we had it use a mix of fell flight and its own fly speed, we could have a fast ship at good maneuverability that could still fly and move on the ground. In other words, we make a living construct ship, that looks and moves like a dragon. All dragons also swim, by the way, its just a difference in being built for combat underwater or not.
Think about it. Flying living construct, no worry about crashing in a dead magic zone, because it makes its own magic (also my way of explaining how a dragon or elemental can enter a dead magic zone, where they really should not be able to exist), and modifications can add more powers.
redhase

01-15-05, 09:00 PM
why not combine the two.
the mythalar and the Flying living construct, the construct could draw power form the mythallar and so could the warlock circle. there would be enought power for all even defensive spells and offensive spells for hte living ship. I don't see why it woulnd not work.
heres why, the living construct draws power from magic it self right, so if a mythallar does the same thing the living construct could draw power from the mythallar and increase it own power. it would work, just like a floating city does, the wards and glyps keep it a float and and the floating city draws power directly from tha mythallar to stay afloat. the living construct is a ward and glyphs at the same time and it could draw power from the mythallar.
Demonfey

01-15-05, 09:10 PM
why not combine the two.
the mythalar and the Flying living construct, the construct could draw power form the mythallar and so could the warlock circle. there would be enought power for all even defensive spells and offensive spells for hte living ship. I don't see why it woulnd not work.
heres why, the living construct draws power from magic it self right, so if a mythallar does the same thing the living construct could draw power from the mythallar and increase it own power. it would work, just like a floating city does, the wards and glyps keep it a float and and the floating city draws power directly from tha mythallar to stay afloat. the living construct is a ward and glyphs at the same time and it could draw power from the mythallar.
And also produces enough of its own magic to work in dead magic zones and think, like most constructs would (It does say that constructs work in antimagic and dead magic zones, so there you go for that), and the dragon could control it. I got the idea from a book.
redhase

01-15-05, 09:27 PM
they both work in dead magic zones and the construct could draw power from the orb. raw magic power like the mythallar works in dead magic zones and anti magic zones the sorce ios the same its raw magic power to use, just don't draw into much, or somthing bad could happen.
De Batavier

01-17-05, 05:24 AM
So i'll repeat the list for easy reference now thath we are on a new page.


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 ?
take over the ship Demonwing (Is this a premade or a homebrew ship GreyWanderer?)




At the moment opinions are leaning towards the following

Living construct
shaped like a dragon OR a ship
can use Warlock powers
has a Nethril Sphere as (extra) power source
is built from enhanced Livewood, which becomes wood metal
?




Hope i didn't miss a thing.

:cool:
Parion

01-17-05, 05:45 AM
What do you favour, DeBatavier?
De Batavier

01-17-05, 05:52 AM
My personal vote would go to a ship like living construct with Warlock powers.

I choose the ship because you could easier add things. If you go for a Dragon shape, i think you should act the role. Which means no visible liveboats, no size bigger than a realy big dragon.

Living construct, so the ship can take care of itself. And support us.

Warlock powers, well that's what we are.

Think the powers should come from a deceased Warlock whoms soul is added to the living construct.

Though i like the idea of the Nethril Sphere, it doesn't fit my personal taste.

But this is a Circle. Everybody has an equal say.

:cool:
GreyWanderer

01-17-05, 01:12 PM
Cole Speaks:

'I suggest an alternative - is there not a high-level spell that creates a personal demiplane? We could create it in the shape of a vessal - or even a small floating city - and pilot it to any world/plane we wish. It would have the advantage of (technicall) being on another plane at all times, thus protected from outside asttacks. The proposed Nethril Sphere would still be needed to power weapons and defensive spells.

Thus is my proposal. I stongly feel it is the solution we seek - but in the end, I will support the decission of the Circle'
fudgemonkey

01-17-05, 01:38 PM
A man swathed in white robes and a turban walks calmly into the room, all that you can see of him are his large hazel eyes and this alone is not enough to distinguish him as anyone familiar to you. Speaking softly he enquires 'May I be so rude as to tear you away from your current affairs? I wish to enquire about membership. I am Bors. I believe we may provide each other with interesting... opportunities.'
De Batavier

01-17-05, 02:59 PM
Greetings Bors. Ofcourse you may join the Circle. Be welcome.

Will add you to the memberslist fudgemonkey

:cool:
De Batavier

01-17-05, 03:03 PM
Cole Speaks:

'I suggest an alternative - is there not a high-level spell that creates a personal demiplane? We could create it in the shape of a vessal - or even a small floating city - and pilot it to any world/plane we wish. It would have the advantage of (technicall) being on another plane at all times, thus protected from outside asttacks. The proposed Nethril Sphere would still be needed to power weapons and defensive spells.

Thus is my proposal. I stongly feel it is the solution we seek - but in the end, I will support the decission of the Circle'


Karl Abend responds to the suggestions of Cole.

Your proposal is noted Cole. It's a good idea. Though it would gice us less mobility on the different material planes. Maybe we can do both. Create our own demi-plane and our own Living Ship. Our allies the Childeren of the Planes can help with the demiplane, i think

:cool:
Demonfey

01-17-05, 04:17 PM
Karl Abend responds to the suggestions of Cole.

Your proposal is noted Cole. It's a good idea. Though it would gice us less mobility on the different material planes. Maybe we can do both. Create our own demi-plane and our own Living Ship. Our allies the Childeren of the Planes can help with the demiplane, i think

:cool:
We could...that is, if any of the stronger members had ever returned. In any case, Crowley has researched planes quite a bit, and has yet to come across a spell that would allow such fine manipulation of a demiplane, at least to my knowledge
{A portal opens up, and Crowley walks through.}
I heard about your plan. While it bears interest, I have only heard of deities having that kind of control over a dimension, and even then only in the strongest of them. This is simply because it takes massive quantities of energy to make a dimension inside of another, much less keep one going indefinitely.
In other words, I think its possible, but probably only through epic magic beyond even the likes of Elminster. In any case, though, the point may soon become irrelevant, because of debates on whether or not to have artifacts.
redhase

01-17-05, 06:33 PM
and it will not be artifact, if we tryed to bring in one from another world no, but we make yes. just have to get spell speck from the fr boards. the dm's know and are going to allow to make. it will be smaller than a city, alot smaller, just big enough for the ship.
Demonfey

01-17-05, 06:39 PM
Then we should probably go back to the original plan of a normal Eberron skyship if we have to pay for it. A warship is priced at 100,000 gp, by the way, and a galley is 120,000 gp. Modifications for blimp attachments could possibly be figured out from the zeppelin, and weaponry would be easier to buy.
redhase

01-17-05, 06:45 PM
then we should see who is involved in the guild and since from what i've read so far is a pool for the money from all the players charaters. we ned to see who's in the guild and dived so we know how much we each have to put in the pot and for the weapons that we would want to come with the ship.
Demonfey

01-17-05, 06:51 PM
then we should see who is involved in the guild and since from what i've read so far is a pool for the money from all the players charaters. we ned to see who's in the guild and dived so we know how much we each have to put in the pot and for the weapons that we would want to come with the ship.
Alchemist bombs are always handy...
I can contribute at least 30,000-40,000 gp to the project, but anymore and I go broke with Sulkyr. To explain where we find people with the knowledge of making it, we hire Eberron artificers (makes sense, since the item is from Eberron)
redhase

01-17-05, 10:40 PM
comes into through the portal, then walks up to the fey'ri leader. they talk for a moment, then the women with the red translutatant armor is handed a ring by the fey're. she puts it on then disappears

"something came up Demonfey, but we can continue now. that a good ideal, they cost to all could be lesser than we all think once we know how many of us there are. I can do the same,I would like to hear from the rest of the members." Karel says.
De Batavier

01-20-05, 04:48 AM
A new invocation:

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 as a secondary attack or as one of his normal attacks.

Comments?
:thinks:
hieratical

01-20-05, 01:15 PM
A new invocation:

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 as a secondary attack or as one of his normal attacks.

Comments?
:thinks:

Does this work on land? It might be useful to landbound Warlocks for the combat advantages alone. If you limited it somehow, so it was only usable under water for example, I think you could even lower the catagory.

Gaining a 2d6 attack as a possible normal attack is really powerful. That's up there with the damage a fighter does using a greatsword with Weapon Specialization.
De Batavier

01-20-05, 01:31 PM
Yes it would work on land. Didn't think of that before.

I don't think the bite attack is too powerfull, because the Eldritch blast is already 6d6 by the time he could take this invocation.
But what if a changed it in this.


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

:thinks:
hieratical

01-20-05, 01:31 PM
Eldritch Cantrips, Least
The Warlock is able to use prestidigitation at will.
De Batavier

01-20-05, 01:33 PM
Eldritch Cantrips, Least
The Warlock is able to use prestidigitation at will.

Cool. Is the duration 24 hours?
hieratical

01-20-05, 01:44 PM
Yes it would work on land. Didn't think of that before.

I don't think the bite attack is too powerfull, because the Eldritch blast is already 6d6 by the time he could take this invocation.
But what if a changed it in this.


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

:thinks:
Looks good. Effectively an invocation that gives you +1 AC and +2d6 on Hideous Blow with some other stuff.
I might take this, especially since Greater doesn't have many cool personal range invocations besides Blindsense.
hieratical

01-20-05, 02:00 PM
Originally Posted by hieratical
Eldritch Cantrips, Least
The Warlock is able to use prestidigitation at will.


Cool. Is the duration 24 hours?

I went with at will and the standard duration, but it might be better with "The Warlock is able to use prestidigitation with a duration of 24 hours. Specific effects still only last 1 hour."

Hmm. Yes. I like it better that way too.
De Batavier

01-20-05, 02:04 PM
If you be so kind to post your final version, then i can add it to the library.

:cool:
De Batavier

01-20-05, 02:10 PM
To keep to the present theme.

Invocation

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.

:cool:
hieratical

01-20-05, 02:10 PM
Eldritch Cantrip, Least
The Warlock is able to use prestidigitation with a duration of 24 hours. Specific effects still only last 1 hour.
Parion

01-21-05, 02:22 AM
I wonder what Shark of the Sea & Jungle lord together would look like :)
Eldritch Cantrip is cool
De Batavier

01-21-05, 08:09 AM
Shark skin and fur, well think the Warlock that uses both mustn't look in a mirror.

What do you think about this item? What would the prices be?

Ring of extra invocation: versions: least, lesser, greater, dark.
While wearing this ring a Warlock gains one extra invocation known of the appropiate level.
If the Warlock loses the ring or if he doesn't wear it, he loses the extra invocation known

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 humani n conditions of poor illuminations, three times as far if the Warlock already has low light vision.
Duration is 24 hours.
Mandarbgrim

01-21-05, 01:45 PM
Hello, I am playing a Warlock named Ked.
I was curious if it wouldn't be appropriate to put up a list of good feats for Warlocks? <Published one's.>
I offer Nymph's Kiss<Which everyone has thought of, I imagine.>, Otherworldly<From the Players Guide to Fauren..if you can talk your DM into using it.>, and Mortalbane.

Anyone have any thoughts to more Fey flavored Invocations and/or Feats?
De Batavier

01-21-05, 01:56 PM
There are a lot of options.

Extra invocation from CA is a good one i think

I've been thinking about the group, pointblank shot/PHB, wild talent (or hidden talent if allowed), psionic shot, greater psionic shot/XPH. Would give a few extra d6 on the eldritch blast. Maybe even the psionic meditation to do it every round.
Ofcourse instead of wild talent to become psionic you could start with a psionic race.

Want to be a member Mandarbgrim or are you just visiting?
Avihs

01-22-05, 11:32 PM
Stepping from the shadows, like a phanotm rejected by the night, a figure appears amonst your midst...
"Good evening, master De Batavier and company... Please fogive my intrusion.
I am Pathos, and I would seek council with the one known as hieratical, or anyone else who could teach me more of this style of combat known as the Midnight School."

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.
If I am reading this feat right...
Round one, you move in for an attack.
Round two, you bop on over to the opponents other side and attack, with a +2 flanking bonus.
Round three, repeat round two with an additional 50% chance of a miss on your opponents first attack.
De Batavier

01-23-05, 06:01 AM
That's the same as how i understand the feat.

The move in for attack is by flee the scene, the feat grants an attack. Which isn't possible normaly because invocations are a standard action.

Flanking bonus because the opponent is flanked by you and your major image.

Concealment, because he has a realy hard time figuring out which one is the real one.

:cool:
Avihs

01-23-05, 12:07 PM
Bowing...
"Many thanks for your timely attention to my querries master De Batavier."

Cool... I just wanted to make sure I was reading it right.
On question though, why so light on the prerequisites? The tactical feats, as given in the CW, generaly are geared towards a 6th minimum requirement. Even the one geared towards Monks requires the PC to be 6th level. This feat also stands out in that it is unique among the Tactical feats, where the three manuvers are an escalating extension of each other.
Don't get me wrong, I like the feat. In fact, I'm looking to bring this feat before my DM for approval. For now, I am looking to use Dodge, Mobility and BAB of +5 as additional prereqs, when I do submitt it to him. Just wanted to get your thoughs on this.
De Batavier

01-23-05, 04:36 PM
Well maybe we're both wrong ;)

Don't have CW. Only seen it once. So don't have any insights into tactical feats.

:cool:
redhase

01-23-05, 04:38 PM
De Batavier
I and demonfey have talk about the ship costs, could you get ahold of teh other members and ask them if how much they would be willing to contribute to the making of the ship.
Demonfey Quote:
Originally Posted by redhase
then we should see who is involved in the guild and since from what i've read so far is a pool for the money from all the players charaters. we ned to see who's in the guild and dived so we know how much we each have to put in the pot and for the weapons that we would want to come with the ship.


Alchemist bombs are always handy...
I can contribute at least 30,000-40,000 gp to the project, but anymore and I go broke with Sulkyr. To explain where we find people with the knowledge of making it, we hire Eberron artificers (makes sense, since the item is from Eberron)
01-17-05 06:45 PM
it would be nice to know how much we all need to spend and what extra's we can aford withe everbody helping.
just a request.
De Batavier

01-23-05, 05:02 PM
If people want to contibute they would post, i assume.
I'm not going to pm people for this, if that is what you asking.

For two reasons:
If they are following this and they want to join in this particulair project, i think they will post. Let's not forget that not everybody will want to participate in the IFWG. The Circle, as all foundations, are to discuss a particulair part of D&D. For us it's the Warlock. Some of the members may want to do only that.

Secondly, i believe that people should for themself decide if they want to play in the IFWG, and if they play in the IWFG on what they spend their money. I don't want them feel pressured to put the Circle before their character. If they have money left, they are free to contribute if not it's fine by me.

Also:
At the moment the rules are, still, not clear. Last time every foundation could spend 200.000 gp.

Characters could/can also spend 200.000.

It's however unclear how foundations can gain new gps.
Characters could bet or win games, but still nothing about a steady stream of gps.

This said, if i create/re-post my character for the IWFG and the standard foundation funds aren't enough, i will also contibute 30k-40k on the Ship.

Hope that clarifies my position on this.
De Batavier

01-23-05, 05:07 PM
So i'll repeat the list for easy reference now that we are on a new page.
The only main change is the suggestion that we also could opt for a demi-plane.

The ideas about the 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 ?
take over the ship Demonwing (Is this a premade or a homebrew ship GreyWanderer?)




At the moment opinions are leaning towards the following

Living construct
shaped like a dragon OR a ship
can use Warlock powers
has a Nethril Sphere as (extra) power source
is built from enhanced Livewood, which becomes wood metal
?
OR/AND Demiplane




Hope i didn't miss a thing.

:cool:
Kingside_Bishop

01-24-05, 03:13 AM
You find a blank note attached to the front door of your guildhouse... blank, except for three symbols... Upon examination, there appears to be a message written in ink visible only to the arcane eye...

-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~--~-~-~-~-~-~-~-~-~-~-~-

ךּבֿסּ


The Shadow's Breath and Blade


The Contract TermsHerein lie the terms that all patrons of the Assassin's Guild must agree to when contracting a task. All contracts are considered binding by the Assassin's Guild.

The contracting guild agrees to pay the Assassin’s Guild an amount determined by the Assassin’s Guild, which will be disclosed before the pact is made, and which will be paid upon completion of the contract. Half of this amount is kept by the Assassin’s Guild, while the other half is paid directly to the assassin performing the task.

The Assassin’s Guild agrees to perform the agreed upon task during the month specified by the contracting guild. If a month is not specified, the Assassin’s Guild will perform the task within three months.

The contracting guild may request a specific assassin to perform the task, but this increases the cost of the task, administered by increasing the cost Multiplier of the contract by one.

In the event that the Assassin’s Guild does not complete the task, the contracting guild receives a single reduction in the cost of one future contract, administered by reducing the cost Multiplier of said contract by one.

If a party does not fulfill its contract obligations (by not paying the Assassin's Guild the agreed upon amount), they are subject to full persecution by the Assassin's Guild.The Price GuideThe Assassin’s Guild requires payment for its services. The cost of this payment will vary depending on the difficulty of the agreed upon task. Following is a guide for the pricing of assignments. Assignments are classified into three distinct groups. Each group has a corresponding Base Price and a set of possible Mulitpliers. To find the cost of a potential task, multiply the Base Cost by the total Multipliers. A task always costs at least as much as the Base Price, regardless of Mulitipliers.Espionage:Base Cost: 5,000 gp
Multipliers: +1 per article of information contracted for, if information is specific
+1 per 2 months of assignment, if assignment is on-going
+1 per 3 members below 10 assigned guild has
+1 per 5 ranks of Sense Motive assigned guild's Guild Master hasSabotage:Base Cost: 7,500 gp
Multipliers:+1 per target item, holding, etc. if target(s) are specific
+1 per month of assignment, if assignment is on going
+1 per 3 members above 3 assigned guild has
+1 per 5 ranks of Spot/Listen (whichever is higher) target guild's Guildmaster has
+1 if target item, holding, etc. is protected from dimensional travelAssassination:Base Cost: 10,000 gp
Mulitipliers: +1 per 2 levels of the target above 13
+1 per 5 ranks of Spot/Listen (whichever is higher) target has
+1 per 5 points of Fortitude Save bonus beyond +5 target has.
+1 per 5 points of Will Save bonus beyond +5 target has.
+1 if target is protected from dimensional travel
+3 if target is immune to critical hitsContracting an AssassinTo contract an assassin for the performance of a task, an individual (acting on his own or representing a guild) must contact the Guildmaster of the Assassin's Guild in a private communication detailing the nature of the proposed contract. The Guildmaster will then respond to the contracting individual in a similarly private communication, detailing the price of the contract. If the contracting affirms the contract through a final communication, the Guildmaster will then dispatch an assassin of his choosing to perform the contracted task. A party may request a specific assassin whose work they know, but this increases the price of the contract. Because the name of the assassin performing a task is never given to the contracting party, they must describe any taks that the specific assassin has done to contract for that assassin.


-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~--~-~-~-~-~-~-~-~-~-~-~-
hieratical

01-24-05, 10:10 AM
Bowing...
"Many thanks for your timely attention to my querries master De Batavier."

Cool... I just wanted to make sure I was reading it right.
On question though, why so light on the prerequisites? The tactical feats, as given in the CW, generaly are geared towards a 6th minimum requirement. Even the one geared towards Monks requires the PC to be 6th level. This feat also stands out in that it is unique among the Tactical feats, where the three manuvers are an escalating extension of each other.
Don't get me wrong, I like the feat. In fact, I'm looking to bring this feat before my DM for approval. For now, I am looking to use Dodge, Mobility and BAB of +5 as additional prereqs, when I do submitt it to him. Just wanted to get your thoughs on this.

If you must increase the prerequisites, I would be more inclined to use one or more of BAB +4, Combat Casting, or Dodge. Keep in mind that lesser invocations such as Flee the Scene Invocation are only available at sixth level or above.

Furthermore you have to cast a lot of teleports while threatened with this feat, so it's not quite so powerful as it seems. Also the miss chance only applies to the person you are 'flanking', anyone else can just attack you normally.

The manuvers in Combat Brute (I think) can be used together, so there is some precedent. I modeled it after the Sun School feat.

Talk with your GM about it, but Midnight School might synergize very well with a Quickened Hideous Blow. In fact, that gives me an idea....
hieratical

01-24-05, 02:44 PM
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.

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.

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.
Avihs

01-24-05, 03:28 PM
If you must increase the prerequisites, I would be more inclined to use one or more of BAB +4, Combat Casting, or Dodge. Keep in mind that lesser invocations such as Flee the Scene Invocation are only available at sixth level or above.

Furthermore you have to cast a lot of teleports while threatened with this feat, so it's not quite so powerful as it seems. Also the miss chance only applies to the person you are 'flanking', anyone else can just attack you normally.

The manuvers in Combat Brute (I think) can be used together, so there is some precedent. I modeled it after the Sun School feat.

Talk with your GM about it, but Midnight School might synergize very well with a Quickened Hideous Blow. In fact, that gives me an idea....
Ahh.. (thumbing through CA) I do believe you are right. My bad. Lesser Invocations are 6th level. :blush: Some good points there. thankies. :bow:
De Batavier

01-25-05, 05:55 AM
New stuff in the Library (http://boards1.wizards.com/showpost.php?p=4926575&postcount=3)


I'll repost the following item, because of the new page. Anyone know what the prices would be?

Ring of extra invocation: versions: least, lesser, greater, dark.
While wearing this ring a Warlock gains one extra invocation known of the appropiate level.
If the Warlock loses the ring or if he doesn't wear it, he loses the extra invocation known
Parion

01-25-05, 08:38 AM
Would the extra Invocation be Set at creation, or can the Warlock choose?
De Batavier

01-25-05, 08:54 AM
It's the Warlocks choice. Essentialy it gives one extra invocation known.

Ofcourse items that grant a specific invocation would be cool too.

:cool:
hieratical

01-25-05, 12:43 PM
Anyone know what the prices would be?

Ring of extra invocation: versions: least, lesser, greater, dark.
While wearing this ring a Warlock gains one extra invocation known of the appropiate level.
If the Warlock loses the ring or if he doesn't wear it, he loses the extra invocation known

Based on the
Use-activated or continuous= Spell level x caster level x 2,000 gp2

And

2If a continuous item has an effect based on a spell with a duration measured in .... If the spell has a 24-hour duration or greater, divide the cost in half.

I would price them at SLxCLx1000:
Least: 6000
Lesser: 28000
Greater: 66000
Dark: 120000
If the Invocation was fixed at creation, and SLxCLx2000:
Least: 12000
Lesser: 56000
Greater: 132000
Dark: 240000
If the Warlock just chooses a new Invocation when they put it on.

Actually I would reccomend against the choosing a new invocation whenever option. It effectively gives the Warlock whatever invocation they want, whenever they want, just by taking the item off and putting it back on.
De Batavier

01-25-05, 03:32 PM
Thanks.
Didn't think about taking off the ring to gain an other invoncation known.
Parion

01-25-05, 04:42 PM
Still seems a little cheap. *shrugs*
oh well
How's this sound for creation Prereqs? :-
CL 12. Creator must be able to cast Invocations of the appropriate level.
Must be able to cast the Invokation to be stored in the ring (only really applies for single Invocation rings), or Limited Wish.

Quick aside: What exactly do we do with invocations? Cast them? Manifest them? Invoke them? If there's none already there, may I sugest 'Calling'?

And, lastly, for a vessel, I would go for a Ship shaped vessel, Victory sized or smaller, crafted from Livewood & Dragonbone, with a Dragonscale or Demonhide sheath on the hull. For powers Fast Healing & 'Limb' regeneration (NOT full regeneration), with at least Spell resistance, and probably acid/sonic resistances too (Hardness can take care of the rest). A few warlock powers would be interesting, as long as we don't go overboard.
Giving it Entropic shield, & Miasmic Cloud (I think it's called) would suffice.
The whole thing would be powered with a Bound Warlock/Elemental Savant (Eberron airships run on Bound Fire elles. Nobody said that they have to have been born that way :D ). Flight would be standard Eberron fare. Maybe a little faster. If we gave it warlock powers, then Path of Shadow would be a good way to get around.

The Netheril Sphere & 'Metal Wood' are interesting concepts, but i think they're just not Warlocky enough. Sorry RedHaze :(

Edit----

If a warlock has the invocation Brimstone Blast, does the blast gain the [Fire] descriptor? If so, and we gave said warlock the Invocations Hideous Blow, Eldritch Lance, & Eldritch Chain, would he meet the Spellcasting Prerequisites for becoming an Elemental Savant?
hieratical

01-25-05, 05:44 PM
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.
NineInchNall

01-25-05, 11:26 PM
Wouldn't the Midnight School feat's concealment be the same as that for displacement? That way it would be more like 20% miss chance, I think.
De Batavier

01-26-05, 06:20 AM
New link and hieraticals invocation in the
the library (http://boards1.wizards.com/showpost.php?p=4926575)

Parion calling is a good word.
I think it's invoking, but it are spell-like abilities. I think you cast those. I would choose the word that fits in the roleplaying of the Warlock. Maybe you could even call it Willing, as it is a thought that is sufficient to create the effect.
Don't know the answer to your edit question.


:cool:
hieratical

01-26-05, 09:18 AM
Wouldn't the Midnight School feat's concealment be the same as that for displacement? That way it would be more like 20% miss chance, I think.

The Miss Chance for Displacement is 50%. Midnight School is actually worse than displacement, because it only apllies to the first attack from the flanked character per turn. Basically the miss chance is because they don't know which of two completely different squares the warlock is in, once they know that, by hitting or missing, they attack the correct one.

Reference Section:
Displacement

Displacement
Illusion (Glamer)
Level: Brd 3, Sor/Wiz 3
Components: V, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. However, unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true location.

Material Component: A small strip of leather twisted into a loop.

Midnight School

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 every turn thereafter that the warlock successfully uses Double Vision.
Lothor Bolvreck

01-27-05, 02:01 AM
I found both of these PrC on the board
ArchWarlock (http://boards1.wizards.com/showpost.php?p=5311306&postcount=1)
Heritage Researcher (http://boards1.wizards.com/showpost.php?p=5319889&postcount=1)
The heritage resercher needs some work but the ArchWarlock is amazing
De Batavier

01-27-05, 07:06 AM
Thanks for the links Lothor i've added them to the prestige class section of the library.

:cool:
hieratical

01-28-05, 11:56 AM
Image Page (http://www.infinitelybetter.com/index.cfm/page/productmemodetail/prodid/853/productzone/Memorabilia/head/3/cat/3)
Imagining this as a Lens that focuses your eldritch blast.

This is a tentative desine for a custom magic item in the game I'm in. The GM definitely rewards interesting and creative magic invention. The next question is, what does it do?

I would like it to up the damage, but it might also act as a metamagic rod of Reach spell for Curse of Despair.

Ideas?
De Batavier

01-28-05, 12:40 PM
Cool picture.

Maybe it could give an additional blast per round, but think that would be unbalancing. Perhaps a split ray kind of thing?

This is the only other idea that comes to mind:
The frozen eye of the beholder
Besides providing a +2 on spot checks the eye has the following abilities,
You can only activate one ability per round
1/day: an extra eldritch blast in round the eye is used
3/day: dispel magic
once a round: ray of frost (this is a free action)
Silmarien Aldalome

01-30-05, 05:49 AM
The seven polls are out - they are:

1. Portal Concepts for the Inter-Foundation Games-II (ignore the other one) (http://boards1.wizards.com/showthread.php?t=371737)
2. PC Concepts-II (ignore the other one) (http://boards1.wizards.com/showthread.php?t=371732)
3. Frameworks for Overarching Rules (http://boards1.wizards.com/showthread.php?t=371740)
4. Black Operations (http://boards1.wizards.com/showthread.php?t=371743)
5. Newcomers, Recruits and Managing Level Variation (http://boards1.wizards.com/showthread.php?t=371744)
6. Roles, Hierarchies and In-Game Promotion Opportunities (http://boards1.wizards.com/showthread.php?t=371747)
7. In-Game Rewards and Penalties (http://boards1.wizards.com/showthread.php?t=371748)

My apologies for the error in the Portals thread (that meant I had to close Ver1 of it) and for the second thread, I closed (I couldn't edit polls, after they're cut).

I'll see if I can get the URLs and post them here.

regards
stav
De Batavier

01-30-05, 01:24 PM
I thought this psionic power could be changed into an invocation

Power
Ego Whip
Telepathy [Mind-Affecting]
Level: Psion/wilder 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft. +10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half; see text
Power Resistance: Yes
Power Points: 3
Your rapid mental lashings assault the ego of your enemy, debilitating its confidence. The target takes 1d4 points of Charisma damage, or half that amount (minimum 1 point) on a successful save. A target that fails its save is also dazed for 1 round.
Augment: For every 4 additional power points you spend, this power’s Charisma damage increases by 1d4 points and its save DC increases by 2.

Invocation
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.

Because the Warlock can use his abilities 24/7 i made it ore difficult to actualy deal the damage. Therefore a to hit and a save.


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.
De Batavier

02-01-05, 07:11 AM
I've updated
The library (http://boards1.wizards.com/showpost.php?p=4926575)
Kaboth

02-01-05, 11:51 AM
First, I like this thread on Warlocks. I think its very neat and informative. While I think the feats, invocations and PrC's are cool, I do not think my DM would allow them until the errata or new information is officially comes out and gives specific rules for it.

Please add my name to the that wish to join the circle.

I just retired my wizard in favor of playing a warlock and I been doing plenty of planning for him. I just hope my DM does not take it personally as he think they are a "little cheesy". After the things I have read I am inclined to think they are not as bad as I was intially informed.

Well, I was thinking of a new magic item and would like to ask the circles help in fleshing it out. I posted it elsewhere but seems to be ignored. I just want to make sure it is balanced. It is not warlock specific but it would benefit them greatly.

The idea is based off the Bracers of Archery and something like a ring of shooting stars (if the damage component is added), the first option I thought of this morning. The thing I am worried about is the extra component, such as the bracers of archery grant the weilders the use of all bows and trying to convert that in to a caster equivalent is difficult. I have a couple of Ideas but here is what I have so far, and the two power choices to fill the first slot will be listed below.

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

So what do you think?
Lothor Bolvreck

02-02-05, 03:27 AM
Combat Warlock (http://boards1.wizards.com/showpost.php?p=5365160&postcount=1#) I found this PrC on the Boards
De Batavier

02-02-05, 04:55 AM
Welcome to our circle Kaboth

Cool item.

Will add that link to the Library Lothor also added your bracers Kaboth
hieratical

02-02-05, 09:21 AM
This (http://boards1.wizards.com/showthread.php?t=370164) is an interesting thread on alternate warlocks.
De Batavier

02-02-05, 11:31 AM
So i'll repeat the list for easy reference now that we are on a new page.
For new readers. This is for the IFWG, but can be discussed by any member.


The ideas about the 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 ?
take over the ship Demonwing (Is this a premade or a homebrew ship GreyWanderer?)




At the moment opinions are leaning towards the following

Living construct
shaped like a dragon OR a ship
can use Warlock powers
has a Nethril Sphere as (extra) power source
is built from enhanced Livewood, which becomes wood metal
?
OR/AND Demiplane


My personal view:

Living construct
Ship shape
Warlock powers for the living construct, imbued Warlock gives these powers
energy resistance
spell resistance
made of
livewood or dragonparts not demon parts because i want to represent all alignments and not only evil...
possibility of traveling the planes/ spelljaming
extra smaller vessels attached to the ship, to be used as shuttles, fighters or escape pods.
Balloons that pop up in anti-magic zone
?
De Batavier

02-02-05, 12:19 PM
Added the link hieratical

New feat:

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.

:thinks:
redhase

02-02-05, 06:13 PM
since a spelljammaer works on magic to propell it, then the netheril sphere would be the perfect item to make it move. that way we don't need to have a spell jammer wizard casting spells, or using a spell jammer fire helm (uses magical items thrown into the fire to propell the ship, or use a demoncoffen, which uses a demonsoul traped in a coffen and you have to place live victims in the coffen to make it move. (a demon coffen will suck the life out of a victim put inside the coffen and then they magic is transformed into magic that makes the ship move) a spell jammer helm). go to spelljammer.org and look at the different typs of helms to make a ship move, good stuff. I would rather use a mythallar that way one charater could mentally talk to the ship and tel it witch way to move. a spell jammerhelm requires aspelljammer wizard to cast low levle spells into the helm to make it move.
I don't like using a spell jammer helm unless we can use a mythallar and there is a helm that can be used for ship weighing 2 or 20 tons, with wightlessness spell cast on the wood and ship we could use aminor helm like this one. and not have to make or buy a major helm witch is expensive 100,000 gp or more.
redhase

02-06-05, 09:22 PM
This is one that the rest of you can go to I have other things that preoccupy me and can not go and even if I din't I still would not go anway.
so the choice is up to you, i will not attend.
De Batavier

02-07-05, 05:36 AM
I've updated the library.


This is one that the rest of you can go to I have other things that preoccupy me and can not go and even if I din't I still would not go anway.
so the choice is up to you, i will not attend.

What kind of meeting is this?
Explain yourself. What is this meeting you're talking about?
Caratharos

02-07-05, 07:41 AM
hi, i'm new to the COMmunity, and i was hoping that you would let me join the warlock circle. i am currently trying to make up a new epic prestige class for the warlock (the Witch King), and i'd appreciate the feedback. i know i'm kinda late into it, but i thought i'd ask anyway
De Batavier

02-07-05, 07:43 AM
Offcourse you can join. Welcome. Will add your name to the members list.
Caratharos

02-07-05, 07:55 AM
Thank You!!! :d
Von Crown

02-07-05, 03:36 PM
I'm back, and I have a new invocation for you guys.

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.

Whaddya think?
Von Crown

02-07-05, 04:16 PM
Here's another one I came up with as a Sorceror, Warlock, and Cleric who draws his power from the Far Realms.

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
redhase

02-07-05, 04:25 PM
the meeting at the hef and all the guilds are invited to go to and every charater. I will not go to the meeting, repersentavies from Thay are going to see this elf for themselves. I am busy and my charaters is not even on this planet right now, went some were else to take care of bussiness. but will be back. Yes I have the means to world walk. and will do so untill things are worked out. my charaters have more than just themselves to think about other responabilities.
CapriciousFate

02-08-05, 05:57 PM
Hi, I'd like to join the circle as well. Been kicking around an idea of a warlock PrC alternative to the Holy Liberator, just trying to work out a few balance and other issues with my DM before I toss it out there for some comments. Also, a couple of invocation ideas I was working on....

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.

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.

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.

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.


Not sure, but the last one might need to be dark...still thinking on that one.
De Batavier

02-09-05, 05:01 AM
Ofcourse you can join. Welcome. Will add you to the members list.
De Batavier

02-09-05, 05:21 AM
Have updated the library. Added the stuff from Von Crown and CapriciousFate

All: I've had little time to realy look over all things posted. If i missed something that must be added to the library let me know.

Also if you want your stuff changed, removed etc etc, let me know.

Nice new stuff. Didn't have time to realy look it over. So can't say something about the power level of the invocations.
redhase

02-09-05, 03:33 PM
elves or are they come through and leave 3 trunks by the door with no hinges or opening by the door. they go to karel and she talks to them for a minute then they open dimsion doors and they leave through them again.
Just some things for some friends, they should be along to fetch them.. We do need to decide on a ship did any of you get a chance to look at those spell jammer helms. some are easy to make, their is one called the demon casket, that one i like, it's a live demon soul captured in a casket and the demon spoul feeds off from beings put inside the caasket. all we have to do is provide the beings to make the ship move then."
De Batavier

02-09-05, 04:20 PM
I've looked (quickly) at the helms. It's a good idea. It comes close to our other idea to imbue the ship with a Warlock soul. So i think maybe we can combine these two. A few pages back i talked about a soul of a dead Warlock that wanted to be immortal, by taking over the ship (living construct). Every dying Warlock gets fed to this soul...or cna battle this soul to gain control. We only have to make something to control the Warlock Soul.

The Wars will come again. Our project is still far from completion. It's time to make final decissions. I say we build a Living Constuct in the shape of a ship. To give it ability to fly and travel the planes. It must have great powers and enhancing ours. It must strike terror in the hearts of our enemies and warmth in the hearts of our allies. A place for us to be safe and to plot our next moves. We must build this ship soon!

:cool:
Kingside_Bishop

02-09-05, 04:48 PM
A purple dimension door opens up, and a group of men step through. One's tiny, shorter even than a halfling, but distinctly human. He's dressed in the garb of a jester. He speaks...

"Good evening, ladies and gentlemen. My name is Ryn Tryindell, the Dark Jester. I was informed that I could find a series of packages for me here... indeed, there they are!" He gestures at the three chests lying on the ground. "We'll just be taking those! Thank you, thank you very much!" The men, dressed in black cloaks, reach down, pick up the trunks, and move back through another dimension door. Before Ryn's door closes, he pokes his head back through, "If you even need some entertainment, just give me a call!" He sets a small piece of paper down on the ground, with three symbols scribed onto it, and then steps the rest of the way through the portal.ךּבֿסּ
Demonfey

02-09-05, 05:01 PM
A purple dimension door opens up, and a group of men step through. One's tiny, shorter even than a halfling, but distinctly human. He's dressed in the garb of a jester. He speaks...

"Good evening, ladies and gentlemen. My name is Ryn Tryindell, the Dark Jester. I was informed that I could find a series of packages for me here... indeed, there they are!" He gestures at the three chests lying on the ground. "We'll just be taking those! Thank you, thank you very much!" The men, dressed in black cloaks, reach down, pick up the trunks, and move back through another dimension door. Before Ryn's door closes, he pokes his head back through, "If you even need some entertainment, just give me a call!" He sets a small piece of paper down on the ground, with three symbols scribed onto it, and then steps the rest of the way through the portal.ךּבֿסּ
Hold it, assassin.
{A tentacle forms from the shadows, and grabs one of the chests. Two more grab the other two.}
We need proof that you are the recipient first before you can have the chests. What kind of people would we be if we just let anyone take something left here?
{Crowley steps out of the shadows behind Ryn, causing everyone in the room-even the assassin-to be startled.}
redhase

02-09-05, 06:08 PM
their just picking up some things that belong to them, it's always useful to have friends in place that can help us.
Demonfey

02-09-05, 06:18 PM
their just picking up some things that belong to them, it's always useful to have friends in place that can help us.
Ah. Sorry about detaining you, then. After millenia of distrust, it becomes ingrained so far that you rarely trust anyone
redhase

02-09-05, 09:25 PM
yes lets do talk about the ship, what ever kind of helm you use, major or minor it would be great and work with the suggestion by De Batavier for the warlock ship, and the mythallr could have power directly drawn fron it by the ship. no need for a fire helm, or demon coffen helm. a demon coffen helm we would have to keep feeding it npc's all the time while the ship took the person essance and converted it to magic and other uses. a mythallar would work, tha way we get to keep our npc's alive. and not go around and keep stealing them from where ever. We could use a spell jammer and make a band that binds the ship to the will of the spell jammer wizard, that could work. or maybe we could let me think, the person who can talk to the ship could be able to use an magic item head band or belt to be able to talk to the ship it would be better to controll the ship by the device, but if we have to may be the two the warlock ship and the spelljammer wizard cound agree on a course, they would just have to convence the ship it's better to go this way instead of that way.
getting a stubburn warlock ship would be bad, we might want to have controll over teh sprit and then be able to controll it that way. living ships can be tempermental sometimes. thats all I can think of.
Demonfey

02-09-05, 09:43 PM
yes lets do talk about the ship, what ever kind of helm you use, major or minor it would be great and work with the suggestion by De Batavier for the warlock ship, and the mythallr could have power directly drawn fron it by the ship. no need for a fire helm, or demon coffen helm. a demon coffen helm we would have to keep feeding it npc's all the time while the ship took the person essance and converted it to magic and other uses. a mythallar would work, tha way we get to keep our npc's alive. and not go around and keep stealing them from where ever. We could use a spell jammer and make a band that binds the ship to the will of the spell jammer wizard, that could work. or maybe we could let me think, the person who can talk to the ship could be able to use an magic item head band or belt to be able to talk to the ship it would be better to controll the ship by the device, but if we have to may be the two the warlock ship and the spelljammer wizard cound agree on a course, they would just have to convence the ship it's better to go this way instead of that way.
getting a stubburn warlock ship would be bad, we might want to have controll over teh sprit and then be able to controll it that way. living ships can be tempermental sometimes. thats all I can think of.
How about a normal ship with a few perks, if we can't decide on what spirit we would use?
redhase

02-09-05, 10:09 PM
there are alot of choices to but them from, the High elves might be selling some of their ships, they would be not a newer version. the newer elves version's are something to see, but they do have the older version like the bounty (clipper styles, and such), we can talk to who ever could get us the nest deal.
A fire helm would best if using the mythallar, since it consumes magic items to make the ship move, the mythallar could give it constant magic flow. and a spelljammer or such person could then controll the ship.
the elves are selling off their old clipper style ships, that land in water only, but with an mythallar it could be made to stay in one place abpve the ground.
a fire helm is a lot cheap to make than some of the other helms. and if I remember right cost 5,000 gold pieces to have put in and the elves are putting them on their ships they work better.
Or we could go talk to the other race demonfey suggested and buy or have them make the ship. all we would need is some one who could control the fire helm and move the ship that way. their are spells out their that can if made permenant move the ship at 90ft. per round or fast. put it on hte helm and it will keep the ship floating in the air with the mythallar magic.
we do need to decide on a ship. a wooden ship is fine with me, lets just start on it and get this going.
We need to at least agree on one ship warlock or wood clipper or man- o-war style.
I like the man-o-war style, like the one from master and comander.
Demonfey

02-10-05, 04:18 PM
there are alot of choices to but them from, the High elves might be selling some of their ships, they would be not a newer version. the newer elves version's are something to see, but they do have the older version like the bounty (clipper styles, and such), we can talk to who ever could get us the nest deal.
A fire helm would best if using the mythallar, since it consumes magic items to make the ship move, the mythallar could give it constant magic flow. and a spelljammer or such person could then controll the ship.
the elves are selling off their old clipper style ships, that land in water only, but with an mythallar it could be made to stay in one place abpve the ground.
a fire helm is a lot cheap to make than some of the other helms. and if I remember right cost 5,000 gold pieces to have put in and the elves are putting them on their ships they work better.
Or we could go talk to the other race demonfey suggested and buy or have them make the ship. all we would need is some one who could control the fire helm and move the ship that way. their are spells out their that can if made permenant move the ship at 90ft. per round or fast. put it on hte helm and it will keep the ship floating in the air with the mythallar magic.
we do need to decide on a ship. a wooden ship is fine with me, lets just start on it and get this going.
We need to at least agree on one ship warlock or wood clipper or man- o-war style.
I like the man-o-war style, like the one from master and comander.
Fire helm, eh? Does it really have to do with flame? Also, what I meant was an Eberronian flying ship, which is specialized for transport and possible combat. I vote for a man-o-war style boat, personally.
De Batavier

02-10-05, 04:42 PM
Though i like the brainstorming about the ship, i think it's time to make a descission.
I've made a list of views. I don't know if i did them right so please comment if you don't agree with the things i put behind your name.

At the moment i have only three views, probably could find more by searching the entire Circle thread, but maybe people changed their minds. So i only looked at this page.

If you want to add your opinion, or correct and add to the things i put down behind your name, please qoute this post and add it in the list (delete the qoute tags afterwards and for clearity please put the changed parts in italic)



De Batavier
Living construct
Ship shape
Warlock powers for the living construct, imbued Warlock gives these powers
energy resistance
spell resistance
made of
livewood or dragonparts not demon parts because i want to represent all alignments and not only evil...
possibility of traveling the planes and/or spelljaming
extra smaller vessels attached to the ship, to be used as shuttles, fighters or escape pods.
Balloons that pop up in anti-magic zone
?

redhase
Ship Shape
Mythallar Sphere
Spelljammer helm
Livewood enhanced to metal wood
?

Demonfey
Eberron flying ship
Enhancements
?
Lothor Bolvreck

02-10-05, 04:50 PM
The Wars will come again. Our project is still far from completion. It's time to make final decissions. I say we build a Living Constuct in the shape of a ship. To give it ability to fly and travel the planes. It must have great powers and enhancing ours. It must strike terror in the hearts of our enemies and warmth in the hearts of our allies. A place for us to be safe and to plot our next moves. We must build this ship soon!

I agree with this statement.[/QUOTE]
De Batavier

02-10-05, 04:58 PM
Added you in the list Lothor. There you agreed with me i've put you behind my name. If you have additional comments add them to the list or let me know.


De Batavier and Lothor Bolvreck
Living construct
Ship shape
Warlock powers for the living construct, imbued Warlock gives these powers
energy resistance
spell resistance
made of
livewood or dragonparts not demon parts because i want to represent all alignments and not only evil...
possibility of traveling the planes and/or spelljaming
extra smaller vessels attached to the ship, to be used as shuttles, fighters or escape pods.
Balloons that pop up in anti-magic zone
?

redhase
Ship Shape
Mythallar Sphere
Spelljammer helm
Livewood enhanced to metal wood
?

Demonfey
Eberron flying ship
Enhancements
?
redhase

02-10-05, 08:44 PM
Demonfey
Fire helm, eh? Does it really have to do with flame? Also, what I meant was an Eberronian flying ship, which is specialized for transport and possible combat. I vote for a man-o-war style boat, personally.
Afire helm is basicly a big box with an opening and fire proctection for the ship.
It's has a magical fies that causes when a scroll is throw into it the the spell jammer to cause the ship to move.
Mostly scrolls of 1st and 2nd level spells are use for this.~~~~~
A mythallar with it's magic flowing into the fire would elimate the need of wasting magic items and we would have an permant magic flow to the fire helm.
I like the fire helm, cheap to make or have made than an major or minor helm.
If I remember right a minor helm cost any where form 25,000 to 75,000gp
a major helm cost any wheer from 50,000 to 250,000 gp
Fire helm is cheaper and works just as good 5,000 gp to 10,000 at the most depending on the size.
I like the man-o-war ship, we could all get on this, the high elves are selling thier old man-o-wars ships. Thier not cheap thought, so we might have to have on built, I believe the cost was over 100,000 gp for the old elven man-o-wars ships.
we could have it made cheaper, by the one's you mention. I think they could out a fire helm on it to at the same time.
Demonfey

02-10-05, 10:07 PM
Demonfey
Fire helm, eh? Does it really have to do with flame? Also, what I meant was an Eberronian flying ship, which is specialized for transport and possible combat. I vote for a man-o-war style boat, personally.
Afire helm is basicly a big box with an opening and fire proctection for the ship.
It's has a magical fies that causes when a scroll is throw into it the the spell jammer to cause the ship to move.
Mostly scrolls of 1st and 2nd level spells are use for this.~~~~~
A mythallar with it's magic flowing into the fire would elimate the need of wasting magic items and we would have an permant magic flow to the fire helm.
I like the fire helm, cheap to make or have made than an major or minor helm.
If I remember right a minor helm cost any where form 25,000 to 75,000gp
a major helm cost any wheer from 50,000 to 250,000 gp
Fire helm is cheaper and works just as good 5,000 gp to 10,000 at the most depending on the size.
I like the man-o-war ship, we could all get on this, the high elves are selling thier old man-o-wars ships. Thier not cheap thought, so we might have to have on built, I believe the cost was over 100,000 gp for the old elven man-o-wars ships.
we could have it made cheaper, by the one's you mention. I think they could out a fire helm on it to at the same time.
I can easily take care of energy protections, due to having access to mage spells such as energy immunity. Those spells come in handy so much. :D
If we found a druid sympathetic with us, we could have them use ironwood on the ship, too.
Meanwhile, the mythallar could be modified to give warlocks more powers, link them to the ship, and/or create massive blasts of magical destruction, and on a faster ship that is designed to hold cargo, weapons, troops, and (maybe) siege weapons.
I can't get us cheaper prices from unknown beings without it being considered cheating, either.
redhase

02-10-05, 10:45 PM
are we still thinking about using the mythallar to power the ship it could do that to. and still have enought power coneected by glyphs to give power to the warlocks also.
Wilds

02-10-05, 11:02 PM
As the teentacles reach out to grap the boxs and Crowley appears behind Ryn, one of the black cloaked men pulls pack his hood. You see a young male human, looking around. "Hey, lets keep things clean. We are just here to pick up some goods, nothing more. We mean no harm, just want the boxs." "I am Kelreth, follower of the Dark Jester." "Trade is good for our organizations, it keeps things moving and make for more and better business." "I bid thee farwell" Follows Ryn back through the dimensional hole.
I wish I was

02-13-05, 06:24 PM
Hello all, would you mind if I joined this Warlock Circle. I had DMed a campaign once, and had an NPC warlock, and he was really cool, and fun to role play. I will probably just extend him up to 15 if I can. Human, warlock/chaos mage, perhaps even lich. Who knows. Well thank you in advance if I can join. Have a nice time!
Mandarbgrim

02-13-05, 11:07 PM
Can I get some suggestions for new Least Invocations flavoured for a Warforged Warlock/Scout in the Eberron setting. I am not allowing certain invocations because of their organic nature..and I want some others to replace them. I am already making the damage reduction X/ Adamantine, and am most likely giving a different ability besides Fiendish Resilience. Melee invocations are out because of the Skirmish damage on the build. I am not sure what else to offer the player.
De Batavier

02-14-05, 06:31 AM
Hello all, would you mind if I joined this Warlock Circle. I had DMed a campaign once, and had an NPC warlock, and he was really cool, and fun to role play. I will probably just extend him up to 15 if I can. Human, warlock/chaos mage, perhaps even lich. Who knows. Well thank you in advance if I can join. Have a nice time!

Ofcourse you can join. Welcome. I'll add you to the members list.
De Batavier

02-14-05, 06:45 AM
Can I get some suggestions for new Least Invocations flavoured for a Warforged Warlock/Scout in the Eberron setting. I am not allowing certain invocations because of their organic nature..and I want some others to replace them. I am already making the damage reduction X/ Adamantine, and am most likely giving a different ability besides Fiendish Resilience. Melee invocations are out because of the Skirmish damage on the build. I am not sure what else to offer the player.

First i think a Warlock Warforged is a cool idea. You can imagine all kind of things go wrong in the forging chambers. Even being possed by some evel being or maybe one of the other planes is just emerging or something like that.

It thought the scout allowed the extra damage work on melee attacks. Though you'll have to take the spring attack feat tree to gain the most benefits.

Sounds like you want some more thematic invocations for a warforged warlock. Changing the names of existing ones and changing the visual appearance can go a long way. Instead of eldritch energy it could be a jet of steam. Instead of spider walk it could be some sort of sucksion device growing on the warforged for the duration.

Changing damage reduction to adamantium is a good idea. It fits the flavor.

Don't know if we have the things you seek in the invocation section of our library. There are some links to thread where new invocations are posted.

:cool:
Demonfey

02-14-05, 05:32 PM
As the teentacles reach out to grap the boxs and Crowley appears behind Ryn, one of the black cloaked men pulls pack his hood. You see a young male human, looking around. "Hey, lets keep things clean. We are just here to pick up some goods, nothing more. We mean no harm, just want the boxs." "I am Kelreth, follower of the Dark Jester." "Trade is good for our organizations, it keeps things moving and make for more and better business." "I bid thee farwell" Follows Ryn back through the dimensional hole.
I had already released them, Wilds.
Wilds

02-14-05, 05:49 PM
I know, just trying to meet some new people and get some RP in.
I wish I was

02-14-05, 10:55 PM
Hey wilds, nice rp, have a nice time.
Well, thanks for letting me join or whatever. I am asuming that this foundation will be competing in the guildwars? That is what the ship is all about. It sounds really neat, a force to be reckoned and such.
Well, if "we" are competing, then I should make my character, assuming we can have multiple. I have decided I will probably go Human Warlock/Wild Mage 7/8 with kobald cohort.
Mandarbgrim, that warforged warlock sounds really neat. But yeah, I agree with De Batavier, you could probably just change some things with the existing invocations and whatnot around to fit the idea of the build and you would be fine.
Well, thanks again all, untill next time...
De Batavier

02-15-05, 05:10 PM
Oké. Think we reached some kind of consensus. What do you think about this list for the ship? Did i miss something (probably)?


sort of ship
Living construct (same as Warforged, but shaped like a ship)
energy source
Mythallar sphere
powers
Warlock powers enhancing our power
defenses
passive
resistances
energy magic autorepair/regeneration/fast healing active
activation of powers that conceal or make invisible activation of shields
offensive powers Warlocklike blast (enhanced by number of present warlocks "normal" shipweapons
soul of the ship Warlock soul (maybe changed when a new warlock soul becomes available..)
other abilities
flight planes traveling/spelljaming sailing ;)
???


-----------
I wish I was: Yes i think this foundation will enter the wars, if they ever start again. Ofcourse it will be up to the individual members if the want to. I think i will participate, when they start. I think i will play my character from the last games again a level 15 human Warlock. Maybe change some items and invocations.

Wilds: Feel free to RP here :)

:cool:


All: Any one actualy used some of the things in our library (excluding your own stuff ofcourse). I haven't, but it's weeks since my last game and there are no warlocks in it. If so, what worked and what didn't.
Parion

02-16-05, 04:54 AM
I would prefer it if it was a full Construct, not a living one, and we dropped the Mythallar Sphere.

As an aside - If we create it as a Construct/Living construct, couldn't we get armour forged for it (i.e. amour plating for the hull)? If so, giving spell/energy resistance to the armour would probably be cheaper than enchanting a vessel.
De Batavier

02-17-05, 12:18 PM
I think if we go with Living construct, we could even use the Warforged feats for the armour. Though it would mean at least one of us should take the leadership feat. So we can make an NPC ship.

This is one of the reasons i like it to be living.
Personaly i don't have a particulair preference for the Mythallar sphere, but i rather at the ideas of others to the ship then to substract options to the things we all want.
De Batavier

02-21-05, 01:02 PM
Karl Abend paces around. He looks at the empty seats around him.
Where have you gone my friends? We are so close to completing our Ship of Power.

:bump:
Demonfey

02-21-05, 02:30 PM
X-box games got me.
redhase

02-21-05, 04:32 PM
Oké. Think we reached some kind of consensus. What do you think about this list for the ship? Did i miss something (probably)?


sort of ship
Living construct (same as Warforged, but shaped like a ship)
energy source
Mythallar sphere
powers
Warlock powers enhancing our power
defenses
passive
resistances
energy magic autorepair/regeneration/fast healing active
activation of powers that conceal or make invisible activation of shields
offensive powers Warlocklike blast (enhanced by number of present warlocks "normal" shipweapons
soul of the ship Warlock soul (maybe changed when a new warlock soul becomes available..)
other abilities
flight planes traveling/spelljaming sailing ;)
???


-----------
I wish I was: Yes i think this foundation will enter the wars, if they ever start again. Ofcourse it will be up to the individual members if the want to. I think i will participate, when they start. I think i will play my character from the last games again a level 15 human Warlock. Maybe change some items and invocations.

Wilds: Feel free to RP here :)

:cool:


All: Any one actualy used some of the things in our library (excluding your own stuff ofcourse). I haven't, but it's weeks since my last game and there are no warlocks in it. If so, what worked and what didn't.


most of us ar waitnig for us all to decide of the ship, the mythallar would help give the warlocks power and give the living ship extra power. the warlocks would be able to directly boost thier power with a + to hit and to damage from the raw magic power, they pull from the mythallar.
and the mythallar could be used to defend the ship in more ways than one. So we sould get started on this project and build the ship.
Kaboth

02-21-05, 09:08 PM
I would offer something but I am only good at blowing things up, I am not very good at constructing things :D
Dyne

02-21-05, 10:46 PM
A shadowy figure in a black hooded cloak enters the guild house. His hood is pulled over his head, so you cannot see his face. He looks around at the other people inside before speaking.

"My name is irrelevant. I'm here because of some offer of knowledge in arcane magic. I came to see what it was all about." He looks around at everyone once more. His demeanor is cold and calculating, and he seems to be sizing you up, scrutinizing you with the eyes beneath his hood.
Wyrd Bearer

02-21-05, 10:54 PM
From out of the shadows steps a short figure who is hooded and robed. He takes back his hood from his face and all can see that he is a gnome of sorts. Beardless, an oddity amidst gnomes, his face shows no emotion. However, his eyes glow an odd colour, almost purple in hue, as if bale-fire burned behind them. He bows to all present and then gestures with his free hand. His lips move but emit no sound. Then a quiet, almost inaudible whisper brushes past your ears.

"I have been watching from the shadows for some time. I am pleased by what I have observed and wish to join your circle."

He approaches Karl Abend and stops a few paces short. He reaches within his robes and pulls out a rolled parchment. As his robes are momentarily parted, you catch a glimpse of shadowy armour and a familiar, skull-topped rod beneath. He bows and presents the scroll to Karl and speaks aloud this time.

"As a sign of good faith, I present a gift to the circle; the gift of knowledge."

On the scroll, which appears to be made of cured human flesh, are the gestures and verbal pronuciations for two invocations.

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 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.

As you glance at the scroll, he continues to speak audibly

"I hope that this is a sufficient sign of my willingness to cooperate. I await this circle's decision."

With that, he pulls his hood back up over his head and stands before the circle, arms crossed across his chest
I wish I was

02-21-05, 11:10 PM
A tall human male, nearing middle-age, enters. Clothed in a large cloak of deep purple, trimmed in silver, the man smiles wide, and states heartily, "Greetings, I have little to offer you all, but my own gifts, and that of my allies." He bows low, then saunters over to a nice spot, then plops down on the floor, sitting cross-legged, and begins to meditate.
Cazic

02-21-05, 11:33 PM
A tall cloaked figure walks into the guild hall. He pulls back his hood revealing that he is a Drow and by the books and small bags he carries you can tell he is a Wizard. On a peice of metal on his chest you see the symbol of the SBaB.
"I was told that I could learn here."
redhase

02-22-05, 12:06 AM
A elf looks at all of the arivals, "A portal needs to be opened to take you to the place, we don't make the items at the guild but away from prying eye's.
If you still want to learn how to make things that can help your guild you will hav eto go throught the portal, they are expecting some of you. there are things you can learn that will help. You have to go through the portal and I need to know if you want ot go first. the items and spells have to be proctected. tell me if you wish to go and study the spells and learn how to make new items." Karel looks at the three of you, the female drow is over by the wall the one that visited your guild.
(if you go through the portal this needs to be done by email or pm boxes because its somthing that shoul d not be talked about in the open. but their is things to help and spells.)
I wish I was

02-22-05, 12:14 AM
Sorry about the confusion, I am here seperate from my other guild: The Shadow's Breath and Blade, and with a different character, a warlock (what a suprise). The above, was from that character, I am a new member. Sorry again.
De Batavier

02-22-05, 05:28 AM
I would offer something but I am only good at blowing things up, I am not very good at constructing things :D

Well it's my intention that the Ship will be able to blow things up, so ideas are welcome.
De Batavier

02-22-05, 05:33 AM
From out of the shadows steps a short figure who is hooded and robed. He takes back his hood from his face and all can see that he is a gnome of sorts. Beardless, an oddity amidst gnomes, his face shows no emotion. However, his eyes glow an odd colour, almost purple in hue, as if bale-fire burned behind them. He bows to all present and then gestures with his free hand. His lips move but emit no sound. Then a quiet, almost inaudible whisper brushes past your ears.

"I have been watching from the shadows for some time. I am pleased by what I have observed and wish to join your circle."

He approaches Karl Abend and stops a few paces short. He reaches within his robes and pulls out a rolled parchment. As his robes are momentarily parted, you catch a glimpse of shadowy armour and a familiar, skull-topped rod beneath. He bows and presents the scroll to Karl and speaks aloud this time.

"As a sign of good faith, I present a gift to the circle; the gift of knowledge."

On the scroll, which appears to be made of cured human flesh, are the gestures and verbal pronuciations for two invocations.

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 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.

As you glance at the scroll, he continues to speak audibly

"I hope that this is a sufficient sign of my willingness to cooperate. I await this circle's decision."

With that, he pulls his hood back up over his head and stands before the circle, arms crossed across his chest



Welcome to the Circle.

KArl Abend looks the scrolls over. He nods
This is good stuff. It certainly would fit in our library. I'll add it when i have the time

Will add you to our members list and i'll update the library as soon as possible.
Kaboth

02-22-05, 10:21 AM
Well it's my intention that the Ship will be able to blow things up, so ideas are welcome.


Well, when comes to personal arcane things I am good at that, when comes to ships and artillary for them, well that is not really my cup of tea.

I did manage to come up with this while this planning session was going on.


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.
Demonfey

02-22-05, 10:56 AM
This burst of activity is quite a pleasant surprise, don't you agree, Karl?
redhase

02-22-05, 02:42 PM
"Some of you are rangers and more their are spels we can show you, to help that we know thar could help you in your trade. Dhe goes over to the drow and tells you to grab her hand, she waits till you do then tells you to look at the walls.
their is more than this we can show you.
De Batavier

02-22-05, 04:25 PM
This burst of activity is quite a pleasant surprise, don't you agree, Karl?

Yes it is good. The purpose of the Circle is interaction between the members. So it goes as it should go Crowley (or is it Sulkyr this time)
De Batavier

02-22-05, 04:47 PM
Updated
The library (http://boards1.wizards.com/showpost.php?p=4926575)

If been thinking about knowledge to combine our martial and Eldritch abilities. This is what i've discovered. What do you think of it?

New Feat:

Eldritch infusion
preq: eldritch blast ability
Benefit: The warlock can infuse a weapon with his Eldritch energy. Once a round as a free action the Warlock can infuse his weapon (or ammunition) with Eldritch energy. Weapons or ammunition infused with this energy deal an extra 1d6 damage on a succesful hit. The energy dissapates in one round if it is not used or the attack missed.

Eldritch infusion, improved
preq: Eldritch infusion
Benefit: same as Eldritch infusion, but the extra damage is 2d6

Eldritch infusion, greater
preq: Eldritch infusion, improved
benefit: same as Eldritch infusion, but the extra damage is 3d6
Kaboth

02-22-05, 04:52 PM
Updated
The library (http://boards1.wizards.com/showpost.php?p=4926575)

If been thinking about knowledge to combine our martial and Eldritch abilities. This is what i've discovered. What do you think of it?

New Feat:

Eldritch infusion
preq: eldritch blast ability
Benefit: The warlock can infuse a weapon with his Eldritch energy. Once a round as a free action the Warlock can infuse his weapon (or ammunition) with Eldritch energy. Weapons or ammunition infused with this energy deal an extra 1d6 damage on a succesful hit. The energy dissapates in one round if it is not used or the attack missed.

Eldritch infusion, improved
preq: Eldritch Arrows
Benefit: same as Eldritch infusion, but the extra damage is 2d6

Eldritch infusion, greater
preq: Eldritch arrows, improved
benefit: same as Eldritch infusion, but the extra damage is 3d6

Those seem more like invocations rather than feats, and what are Eldritch Arrows? Can it be applied to every attack if you took a full round action? Would not Hideous Blow seem more like a pre-requisite than just Eldritch Blast?
De Batavier

02-22-05, 05:02 PM
Oops. Changed the name of the feat at the last moment, so that's where arrows comes from (edited the post). Forgot all about hideous blow. First it was a ranged weapon thingy only, but then i thought that was a a bit limited in use.

If it should be invocations. Well i based the idea (the arrow thing) on the psionic shot feat tree and there you use psionic focus to gain extra damage, here you use Eldritch energy (eldritch blast) to power an attack. Maybe it works better if i changed it back to it's original arrow state and put point blank shot as preq.
:thinks:
redhase

02-23-05, 02:30 PM
the half elf then opens a demsion door and five minutes altter ten demsion doors portals open and elves and drws and half elves step out. they go to a room that Karel points to and they start setting up the room. after a few minutes they come back out and one of them tell them the room ready.
"It's set uo so if you care to jion me we can show you some spells , how they work and some more." She has her people go to the room and once in side there are ten books on the table. she open's one of the books and goescalls the members over.
Inverted Dice

02-23-05, 08:40 PM
A black-robed wizard wearing a silver mask materializes out of the air, the auras of illusory magic sloughing off his frame. Despite all of your divinations none of you managed to detect him.

"I represent the Dark Jester, and I demand to speak with one Redhase!" he declares imperiously, "I was told that I might learn a spell here!'
Cazic

02-23-05, 09:07 PM
The young Drow that was sitting in a dark corner watching Redhase's lesson stands up. You can see anger in his eyes and you see that he has the sign of the Assasin's guild on his clothing. He steps toward you but you can not see him move. He seems to move toward you or mabye you moved toward him, you can not tell.
"Speak with respect! This is a place of learning. If you wish to increase your knowledge than ask. Do NOT domand. The lady will teach us all, but show Respect."
redhase

02-23-05, 09:21 PM
the wizards/ sorcerers can learn at the table ( the one teaching is Reba ahe has dark redish ahair she is a 15 level wizard), and the assassins, rangers can learn with the the half elf looking one dressed in the dark cloth with a black robe and hood. the third table has some items one it.
Inverted Dice

02-23-05, 09:38 PM
"Did I not say that I demanded to speak with her? I have no business with you. Do not allow your temper ahead of yourself drow!"

Thali merely goes about his business with Reba.

Note: He is not within any learning hall, just within the threshold of the guild as he had not arrived at the same time as any others of the guild.
Kaboth

02-23-05, 09:45 PM
An arcane prescence with long black hair and blue eyes, in Black and Red full plate armor, with a black cloak with a dark royal purple interior sits at the table with items

I have unlocked some new eldritch magic. May I present the Rings of Eldritch Infusion, the are in four strengths of power. The rings will allow the wearer to use an invocation he has not learned for himself up to 3 times per day if it is an Essence or Shaping Invocations, any other Invocation is one time per day, the power of the invocation is dependent on type of ring. Only Walocks with the appropiate stength of Invocation can use the rings to their full potential, weaker Warlocks can use stronger rings but only up to the invocation strength they can invoke. They are Platnium rings with a skull with two rubies inset for eyes and the writing on the inside of the band can be Infernal or Abysal.

**Game Stats - Out of Character -and Official Write up**

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

[edit -Made some text edits.]
De Batavier

02-28-05, 04:26 AM
Sorry it took so long. I'm going to update the library after this post Kaboth.
Demonfey

02-28-05, 02:53 PM
A black-robed wizard wearing a silver mask materializes out of the air, the auras of illusory magic sloughing off his frame. Despite all of your divinations none of you managed to detect him.

"I represent the Dark Jester, and I demand to speak with one Redhase!" he declares imperiously, "I was told that I might learn a spell here!'
{The shadows part behind Crowley, and Sulkyr and a strange figure, wearing a pale white mask without any features, appear.}
This is the wrong place to learn spells. Our trade is invocations.
De Batavier

03-01-05, 05:08 AM
I believe redhase is using our base as a point of contact for..friends from the Shadows breath and blade group. I think we can..tolerate this as a sign of goodwill and ofcourse to acknowledge the work redhase does here. Maybe this could prove to be an oppertunity to recruit an additional member to our alliance. Assassins could be a valuable asset in the comming wars. :evillaugh
Kaboth

03-01-05, 01:16 PM
So what do you think of the rings?
Demonfey

03-01-05, 01:16 PM
Behind me is my head of assassination, next to Sulkyr. His name is Tetsuo.
I wish I was

03-01-05, 07:35 PM
Wait a tick. I am confused. A warlock guild that is not exclusively for warlock's? I have a cleric for the SB&B who is pretty awesome. Or is it just for arcane casters?
I have been trying to work on my warlock, but it is slow going. I have alot on my plate around now.
Demonfey

03-01-05, 07:56 PM
Wait a tick. I am confused. A warlock guild that is not exclusively for warlock's? I have a cleric for the SB&B who is pretty awesome. Or is it just for arcane casters?
I have been trying to work on my warlock, but it is slow going. I have alot on my plate around now.
Others are let in from what I see. The main reason is that the warlock is still making a name for itself in the game, and so still needs time to gain true popularity, like the wizard or the barbarian classes.
Kingside_Bishop

03-01-05, 08:15 PM
I believe redhase is using our base as a point of contact for..friends from the Shadows breath and blade group. I think we can..tolerate this as a sign of goodwill and ofcourse to acknowledge the work redhase does here. Maybe this could prove to be an oppertunity to recruit an additional member to our alliance. Assassins could be a valuable asset in the comming wars. :evillaughA dimension door appears just outside the guild boundary... through it steps the jester who visited here before, dressed in his trademark black and purple checked outfit, his face painted black and purple, with a black and purple belled cap and pair of belled shoes, with one purple and one black stalking, and standing only two and a half feet tall... he enters just in time to hear the last comment.

When the warlock laughes, Ryn's face splits into a tremendous grin, showing pearly white teeth. "Yes, indeed, assassins do provide a valuable service... though at a fair price, I understand! Indeed, if I knew a few assassins, I would have several less enemies than I presently do -- although, come to think of it, I don't have many enemies at all! If I ever happen to run across an assassin, though, I'll let him know that you're looking for... service."

He sees the table set up, where several students are learning new spells from a master. His smile widens, he does a quick, ridiculous jig, and then dances over to the table, where he promptly sits down next to the other students, picks up a book, and begins to read... the smile never leaves his face.
Demonfey

03-01-05, 09:31 PM
A dimension door appears just outside the guild boundary... through it steps the jester who visited here before, dressed in his trademark black and purple checked outfit, his face painted black and purple, with a black and purple belled cap and pair of belled shoes, with one purple and one black stalking, and standing only two and a half feet tall... he enters just in time to hear the last comment.

When the warlock laughes, Ryn's face splits into a tremendous grin, showing pearly white teeth. "Yes, indeed, assassins do provide a valuable service... though at a fair price, I understand! Indeed, if I knew a few assassins, I would have several less enemies than I presently do -- although, come to think of it, I don't have many enemies at all! If I ever happen to run across an assassin, though, I'll let him know that you're looking for... service."

He sees the table set up, where several students are learning new spells from a master. His smile widens, he does a quick, ridiculous jig, and then dances over to the table, where he promptly sits down next to the other students, picks up a book, and begins to read... the smile never leaves his face.
{Tetsuo disappears from behind Crowley, only to appear behind Jester, blades out. Crowley gestures, and Tetsuo stops himself from plunging two shortswords into the sudden arrival's back, and then smoothly sheathes them.}
I am sorry. He has a tendency to be a little overzealous in his duties, including those as a guardian.
Kingside_Bishop

03-01-05, 10:08 PM
{Tetsuo disappears from behind Crowley, only to appear behind Jester, blades out. Crowley gestures, and Tetsuo stops himself from plunging two shortswords into the sudden arrival's back, and then smoothly sheathes them.}
I am sorry. He has a tendency to be a little overzealous in his duties, including those as a guardian.After Crowley motions, the image of Ryn quickly winks out of existence. Then, Ryn fades into sight and steps into the guild hall.

"Well, I say, that may have been a close shave, hmmm? But a good jester is always wary -- or didn't you know that, my dark friend?"

Ryn smiles at Tetsuo. Then, reaches inside his coat, and throws a card at the would-be assassin's feet.

"If you're ever interested, give me a call."

The card reads:ךּבֿסּ
Demonfey

03-01-05, 10:12 PM
After Crowley motions, the image of Ryn quickly winks out of existence. Then, Ryn fades into sight and steps into the guild hall.

"Well, I say, that may have been a close shave, hmmm? But a good jester is always wary -- or didn't you know that, my dark friend?"

Ryn smiles at Tetsuo. Then, reaches inside his coat, and throws a card at the would-be assassin's feet.

"If you're ever interested, give me a call."

The card reads:ךּבֿסּ
{The ninja takes it, and it disappears inside his shroud.}
Von Crown

03-01-05, 11:17 PM
"Ninja and rings and warlocks, oh my." Mordred steps out of a portal that closes behind him "I see things here are as they unusually are. I'm still waiting to hear if you want any, and if so how much, Varandrum you want shipped. Oh, by the way, you saw me do this." Mordred waves his hand, and matter begins to collect in the air in front of his hand. When it settles at his feet, there is a small white duck. He open a portal and kicks it in. "Now that prior obligations have been dealt with, How fares my favorite association of the oft-dissassociated?"
De Batavier

03-02-05, 07:44 AM
So what do you think of the rings?

I like them. I've toyed around with a similair idea, but it didn't work the way i wanted. These look fine.

Wait a tick. I am confused. A warlock guild that is not exclusively for warlock's? I have a cleric for the SB&B who is pretty awesome. Or is it just for arcane casters?
I have been trying to work on my warlock, but it is slow going. I have alot on my plate around now.

There are two things to keep separate: the "foundation" aspect here and the roleplay/ IFWG aspects here.

The first is about Warlocks. We discuss warlocks. We think of new materials for warlocks.

The second is less connected to Warlocks. Though it is still clear that the non-Warlocks are on Warlock territory ;)

Good to see you Mordred. I don't know if we need your special materials. There has of yet been no real descission about making the ship. I almost feel i should just have one built, but hey we're in this together. But i think i have to decide for us all sooner or later. There are some fine new additions in our library. There is lore on the creation of rings to increase our powers. But there is lot's more, so check it out if you want.

Oh at the present we do not require special eliminations Ryn, but you never know what the future brings. I do believe we could manage most things ourself, but assistance from an outsider could be needed sometimes
Kaboth

03-02-05, 10:59 AM
Well, they are obviously based off the rings of wizardry. Intially it was any invocation 3 times per day (for what str level it was) but I thought that to be a bit much as they could then take 3 more invocations, so I split it. I am still toying with the idea of modifying it some more.
Kingside_Bishop

03-02-05, 04:26 PM
Oh at the present we do not require special eliminations Ryn, but you never know what the future brings. I do believe we could manage most things ourself, but assistance from an outsider could be needed sometimes Oh, very well then... At any rate, you know who to give a call if you need some... entertainment!
De Batavier

03-04-05, 04:30 AM
Oh, very well then... At any rate, you know who to give a call if you need some... entertainment!

I most certainly do. We have your card. So when we do need help with..entertainment. W'll call upon your expertise in the field of..entertainment to help us out. Speaking of entertainment. Do you have a specialty?
Cazic

03-04-05, 08:38 AM
I most certainly do. We have your card. So when we do need help with..entertainment. W'll call upon your expertise in the field of..entertainment to help us out. Speaking of entertainment. Do you have a specialty?
The Jesters Guild can fill all your...entertaiment needs. We have many members so I am sure we have the...entertainment you are looking for and for any occation.
Kingside_Bishop

03-04-05, 10:49 AM
I most certainly do. We have your card. So when we do need help with..entertainment. W'll call upon your expertise in the field of..entertainment to help us out. Speaking of entertainment. Do you have a specialty?The Jesters Guild can fill all your...entertaiment needs. We have many members so I am sure we have the...entertainment you are looking for and for any occation."Indeed, we have specializations of all kinds within our ranks! My specialization, the most noble of all of course, is bufoonery and comics, although I'm quite a good dancer as well!"

At this point, he breaks into another ridicuous, yet comical, jig. Then, a mischevious grin spreads across his painted face,

"I'm also quite skilled at hiding the fact that I'm a jester at all... you know, to see what kind of entertainment our patrons' hearts would be most vulnerable towards..."
redhase

03-04-05, 04:37 PM
something came up that is causing me to quite for now.
I don't know if i'll be back.
Demonfey

03-04-05, 08:47 PM
something came up that is causing me to quite for now.
I don't know if i'll be back.
We'll miss you redhase. :weep:
Cazic

03-04-05, 11:32 PM
something came up that is causing me to quite for now.
I don't know if i'll be back.
We look forward to when you return.
De Batavier

03-06-05, 04:20 PM
"Indeed, we have specializations of all kinds within our ranks! My specialization, the most noble of all of course, is bufoonery and comics, although I'm quite a good dancer as well!"

At this point, he breaks into another ridicuous, yet comical, jig. Then, a mischevious grin spreads across his painted face,

"I'm also quite skilled at hiding the fact that I'm a jester at all... you know, to see what kind of entertainment our patrons' hearts would be most vulnerable towards..."

Yes it's as with most things. Don't show your cards to early.

redhase
Sorry to hear you have to quite for now. You're always welcome to return when you can. :cool:

This talk of entertainment made me think we should choose it as a theme for new invocations or other Warlock related stuff. Any ideas?

:thinks:
Cazic

03-06-05, 04:55 PM
This talk of entertainment made me think we should choose it as a theme for new invocations or other Warlock related stuff. Any ideas?

:thinks:
A Jester Warlock. Now that I would like to see. :D
Demonfey

03-07-05, 12:13 AM
{Crowley goes still for a minute, and then looks at the circle.}
The Children of the Planes are preparing to act as a safe haven for all interested. You remember our alliance. It is now completely official. I would suggest a representative meet with our small council soon.
De Batavier

03-10-05, 12:28 PM
Well been thinking about a themed invocation. How about this?

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.

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.
CapriciousFate

03-11-05, 12:16 AM
That just seems really out of theme for a warlock. If you want to be a bard, be one.
Cazic

03-11-05, 09:16 AM
Can someone either PM me or post the class features for the Shaman class (if there is one). It would realy help in a PrC I am making. :)
I wish I was

03-12-05, 12:00 AM
Well, there is a shaman in complete devine, but I don't have that book right now. I like the one in oriental adventures better, but it's 3.0, and it's alot more like the cleric, and I don't have that book right now either.

Those invocations seem ok, but not really for me. The warlock I'm in the process of making right for this guild has nice and large cha score, and leadership. He will have a lot a "soldiers". I'm not too sure what I will do with them all.

Now I have a question for you all, do you ever play "good" warlocks, alignment type of thing? I kindof like the idea of the person who is tries to be moral and good, and yet, thanks to his/her ancestry or such, has crazy, demonic, magical powers. But what does everyone else think about that?

I guess that is about it for now. Thanks for your time, bye.
jedrious

03-12-05, 02:27 AM
I actually play a CG Warlock in one of the games I'm in, little bit of background: Was whisked away from my parents by a wizard under the guise of having a special gift for magic, while being tortured in this "Tutelage", I befriended a small sprite that was also being "Taught" the ways of magic. One day, after about a year of captivity, the sprite approached me with a plan on how to escape, "I will teach you a dark secret of the Seelie Court, but before I do, you must swear to always liberate anyone that is imprisoned for deeds not of their own," he told me. I thought about this great pledge for a week before I finally agreed. That day began the most terrifying year of my life, the sprite guided my nights through hellish nightmares while I learned how to harness the raw power of magic. When the sprite declared my training complete I was overcome with a strong sense of purpose, with a simple word I destroyed our prison, and with a simple gesture I threw all of my rage and terror at our captor in an endless stream of raw magic. When our escape was certain my friend and teacher turned to me and said, "This is where we must part, for what I have shown you, my own kind with hunt me and destroy me, I accept this fate as better than endless torture, I only ask that you honow your pledge and save those who cannot save themselves." With tears in our eyes we embraced and parted our ways......Now I am the Liberator of the Oppressed, the hand of Trithereon the great God of Freedom, where I walk let no man be shackled....
De Batavier

03-12-05, 08:14 AM
(...)
Now I have a question for you all, do you ever play "good" warlocks, alignment type of thing? I kindof like the idea of the person who is tries to be moral and good, and yet, thanks to his/her ancestry or such, has crazy, demonic, magical powers. But what does everyone else think about that?

(...)

Yes it would be difficult to be good if the world around you would define you as evil, because of the strange demonic powers. It would be a hard and upstream battle to prove that you are good, despite the source of your powers.

Think it would be quite rewarding roleplaying wise. Though it would get complicated when the DM says: hé this is a new player his character is a paladin...
jedrious

03-12-05, 12:34 PM
Think it would be quite rewarding roleplaying wise. Though it would get complicated when the DM says: hé this is a new player his character is a paladin...
However if the Paladin attacks you simply because of the power you wield, he's not long for paladinhood, paladins have their detect evil ability so that they can confirm or deny their own suspicions of someone's evilness, and if a paladin strikes you down even after his suspicions are proven false, he'll at the very least lose his paladin abilities until he atones, part of the atonement would most likely be bringing you back from the dead
De Batavier

03-12-05, 02:23 PM
Yes that's true. But if it's clear that the powers come from an evil source, though the Warlock doesn't doe evil with them, i think a paladin should respond to usage of such powers. He doesn't have to strike down the "good" Warlock but, IMO, a lively debate of refusing the power of this evil source...

But ofcourse the source of the Warlock power doesn't have to be demonic. Personaly i too think the feycourts are a good source.
Failed (or maybe not) magical experiments are a good source too, i think.

:cool:
Frostbite_Ravenheart

03-13-05, 09:45 PM
Frostbite entered the halls of the warlocks and found a
“I come here on behalf of both myself and the Council of Archmages. I come here to help divine the future.”

He glanced up at the silent men for a second before speaking again “Between the two of us, we hold all the magical cards. No foundation, no force has more magic then between the two of us. That’s means you’ve got a couple of options.

You could attempt a coup and kill us all early, thus making yourselves the only real magical-dependent power.

Or you could decide your better off working with us and we could form a grand alliances making us the number one greater magical superpower…if not simply the greatest two-man alliance.

What say Warlocks?”

;)
-Frosty
Demonfey

03-13-05, 09:52 PM
Frostbite entered the halls of the warlocks and found a
“I come here on behalf of both myself and the Council of Archmages. I come here to help divine the future.”

He glanced up at the silent men for a second before speaking again “Between the two of us, we hold all the magical cards. No foundation, no force has more magic then between the two of us. That’s means you’ve got a couple of options.

You could attempt a coup and kill us all early, thus making yourselves the only real magical-dependent power.

Or you could decide your better off working with us and we could form a grand alliances making us the number one greater magical superpower…if not simply the greatest two-man alliance.

What say Warlocks?”

;)
-Frosty
How about we begin with a few comparisons: we're both still allies with the CoTP, and we are both powerful groups.
ShiverTheBard

03-13-05, 11:08 PM
I, Disciple of the Dark Flames, wish to join this mighty house of my brethren.

A bald man dressed in monk's clothing comes to entrance and bowing, asks for admittance. He has many things with which to share from training of his demon blood with asceticism.

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.

Makes it nice to multiclass Monk/Warlock with either in a mixed amount or focusing either way. I think it's nicely balanced.
I wish I was

03-14-05, 12:12 AM
I suppose, but wouldn't that mean one who took advantage of that feat would have to be LE? That would be a bummer for me, not a big fan of that one. But the feat is still good.
De Batavier

03-14-05, 10:19 AM
Frostbite entered the halls of the warlocks and found a
“I come here on behalf of both myself and the Council of Archmages. I come here to help divine the future.”

He glanced up at the silent men for a second before speaking again “Between the two of us, we hold all the magical cards. No foundation, no force has more magic then between the two of us. That’s means you’ve got a couple of options.

You could attempt a coup and kill us all early, thus making yourselves the only real magical-dependent power.

Or you could decide your better off working with us and we could form a grand alliances making us the number one greater magical superpower…if not simply the greatest two-man alliance.

What say Warlocks?”

;)
-Frosty

Yes, an allience between our groups would benefit us. We could wield great magical power over all. We are already allied with the psions and the Childeren of the planes. So i say we join forces, but i don't know what the othes want to do. I will ally myself with you.Karl Abend cuts his hand and extends his bloodied hand to Frostbite

ShiverTheBard welcome to our circle. I'll add your lore to our library.
Lady Rolindin

03-14-05, 07:12 PM
could the guild master send a character list to the character thread so we can get this going. this is for the guilds and to get ready for the guild wars game to start.
ShiverTheBard

03-14-05, 10:11 PM
Yeah, except the power of the feat really comes from taking a lvl in Monk than going straight Warlock and picking up Extra Stunning. So take three levels in monk, then go chaotic (this won't let you advance in Monk anymore but you don't lose class features.) So that works all nice and dandy. You got the fist-throwing Warlock from heck. Or Heaven. Whatever.

Nice to be part of the guild and have my first thing ever published.

Two more Offerings for the Library:

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.

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.

Someone had to come up with the epic bonus to damage some time, so why not me? I really like the second one because I don't believe the Warlock pays attention to how powerful it's magical manipulation of items is.
De Batavier

03-15-05, 06:36 AM
could the guild master send a character list to the character thread so we can get this going. this is for the guilds and to get ready for the guild wars game to start.

I'm not quite sure what you want me to do. I don't know which members want to participate in the IFWG. I don't know who have characters with stats. So not quite clear what to do.
I wish I was

03-15-05, 09:44 AM
Well, I wouldn't mind competing in the IFGW, and am hard at work creating my character: Aman, half-elf warlock, I am not sure if I should take prestige classes or what, and I am taking Leadership, and have to create my cohort, so that is what the delay is about.
But anyway has any dm's used warlocks as rivals to the PCs in their campagns. I have, and they do splendidly to fill that role. But yeah, I guess that's all I have to say, bye!
Aravilar Faenya

03-15-05, 11:46 AM
A shrouded figure enters the room, as it steps into the light you see red and black armor. "I am Aravilar. I request permission to join this enclave of warlocks."
Frostbite_Ravenheart

03-15-05, 02:52 PM
As the Archbard continues to hold his conversation with the leaders of the foundation he looks up at the new stranger appearing before him.

"Do thine eyes decive me? Hath thou cast off ye cloak of darkness and rejoined our realms, my good old golden friend?"

-Frosty
Sssargoth

03-15-05, 04:35 PM
The Umbragen: Shadow Elves of Xen'drik
by Kieth Baker
Dragon 330

In the Eberron campagn setting, the drow reside on the shattered continent of Xen'drik. The common image of the Xen'drik drow is one of a tribal hunter wearing chitin armor, his skin ritually scarred by acidic venom. Cruel and cunning, these nomadic drow are deadly hunters who own the shadows of Xen'drik and prey on giant and humanoid alike.
While the majority of the drow of Xen'drik live in tribes, there are exceptions-elves who have held onto the arcane secrets of the past, using them to develop strange new spells. The computer game Dragonshard reveals one of these hidden sects: the umbragen, also known as shadow elves.
This artical provides an overview of the umbragen, allowing you to incorporate these enigmatic elves into your campagn. It provides the flavor of the race depicted in the Dragonshard real-time strategy game, but it is not intended to be a perfect map of the abilities of the umbragen units in Dragonshard.

History
Tens of thousands of years ago, elves were the slaves of the giants of Xen'drik. Elven legends claim that giant wizards created the drow by harnessing the essence of night and binding it to an elvin frame. While this might be nothing more than a myth, some drow did serve the giants during the great uprising, using stealth to penetrate the elven strongholds that the massive giants could never breach. While the majority of the drow fought the giants or simply sought to avoid the conflict entirely, the treachery of few turned the wider elven population against the dark elves. Even then, the drow were regarded with fear and distrust, and when the ancestors of the Aereni fled the dark elves were left to face the doom of Xen'drik alone. Soon the dragons came to Xen'drik, and the civilization of the giants fell in a blaze of dragonfire and mystical power. Hunderds of thousands died in the conflict, and the land was twisted by magical forces that modern wizards have yet to understand.
The ancestors of the umbragen escaped the worst of this cataclysm by fleeing beeath the surface of the world, delving into the world of Khyber, the Dragon Below. The underworld was filled with its own terrors, but nothing so deadly as the final battles between giant and dragon. After a long and dangerous journey one tribe found sanctuary beneath a region known as the Ring of Storms. This subterranean fortress had been constructed and later abandoned by the Qabalrin, an isolated clan of elves whose powe matched the mightiest giants. The Qabalrin were long dead when the tribe arrived-struck down in a disaster that some call divine vengance-but their works remained.
Life in Khyber remained a constant struggel. Aberrations howled at the gates, while famine and plague ravaged the tribe as they fought to adapt to subterranean life. Searching for tools to aid in their struggle for survival, the tribe discovered a set of abalrin mystical inscriptions. These writings revealed ways to tap into a vast force of spiritual energy-a dark well the elves called Umbra. Over the course of generations, the elves performed terrible arcane rituals that bound body and soul to the Umbra, blending the shadowy force with elven flesh. From this point on, they were drow no more: they were the umbragen, shadow elves, the children of darkness.
The horrors of the underworld remained and the umbragen never knew peace. Deep within their cavern forterss the elders continued to plumb the secrets of darkness, searching for ways to increase the power of their race. The concept of returning to the surface never occured to them; the legends of the surface world were filled with slavery, war, and betrayal. Eventually, however, it became the only option. While the history of the umbragen was one of constant conflict, this usually involved random attacks by disorganized monsters. In 997 YK, a new force rose in the underworld. A daelkyr lord had stirred in the depths and the umbragen found themselves besieged by a disciplined force of beholders, mind flayers, and lesser aberrations. It is a vicious struggle and so far the shadow elves have been able to hold the aberrations at bay, but it is a losing battle. Recently, umbragen forces have been sent to the surface world, seeking any sort of weapon or power that might drive the aberrations back into the depths of Khyber. The umbragen fled one battle and they don't intend to be driven from their second home.
The Dragonshard real-time stategy game chronicals the umbragen attempt to seize the Heart of Siberys, a dragonshard of immense size charged with energy of the Qabalrin. However, the quest for power could take the umbragen anywhere in Xen'drik-or even across the Thunder Sea and into Khorvaire.

Racial Description
The umbragen are an offshoot of the drow race twisted by generations of arcane experamentation and devotion to the powers of shadow.
Personality: A shadow elf has the personality of a predator. His fellow umbragen are his allies in the hunt, and they alone have his respect and loyalty. All other creatures are potential prey, unworthy of respect or pity. With this in mind, the shadow elf is always for ways to turn a situation to his advantage or to exploit weakness in a foe.
While he is ruthlessly efficient when required, if given the opportunity a shadow elf prefers to play with his prey. Conflict is the one pleasure of the umbragen, and a shadow elf would rather lead an opponent into an ambush than kill him outright. The umbragen are not fools however, and refuse to throw away victory for a fool's game. If the odds are even a shadow elf draws out the conflict to savor the victory.
Umbragen society is split into two paths: the Council of War and the Vault of Shadows, with a king who sits on both counsels. Those who follow the path of war battle on the front lines while the students of the Vault search for ways to increase the mystical power of the race. Rank is earned through conflict, and any leader-even the king-can be challenged by a direct subordinate. These ascendancy duels take on many different forms of challenge, as there is more to being a general than skill at arms and the strongest fighter is not necessarily the best commander. While it might seem that this policy would create a very chaotic society, challenges are relatively rare. Leaders hold thei positions by maintaining the respect of the people, and only an incompitent leader risks being challenged. Rank is not a matter of personal ego- it is a question of who can ensure the survival of the race, and true leaders are reviered and valued by those beneath them.
Physical Description: Shadow elves have jet black skin, pale hair, and slender elven builds. At a distance, umbragen are indistinguishable from drow, but up close, a few distinctive features become visible. The eyes of a shadow elf are pure black, with no iris or white, while the skin of the Umbragen has an oily gleam, almost as if liquid shadow was flowing across their skin.
Dragonmarks: Umbragen do not possess dragonmarks.
Religion: The shadow elves believe that the Umbra slowly devoures everything it touches, including the umbragen themselves. Those who are closest to the Umbra become colder and more ruthlessas their dark powers grow. To the umbragen, the exchange of power for their souls is a fair one and the people respect this sacrifice. Most umbragen rulers possess the Dark Blood feat.
An outside observer might come to the conclusion that these elves worship the Shadow, which is true in a sense. Umbragen clerics should use the listing for the Shadow to determine their domains.
Language: The umbragen speek Elven. However, they have been seperated from the Aereni elves for tens of thousands of years and their use of the elven tongue has drifted over the years. When umbragen first encounter elves of other cultures, the DM might want to require a DC 5 Intelligence check to understand the full meaning of the statement. However, after a brief period the speakers learn to bridge this gap. Umbragen also learn Undercommon as a result of their long conflict with the creatures of Khyber. The Common tongue has never been a part of their culture and an umbragen who selects this as a bonus language has presumably made contact with explorers of Khorvaire.
Names: A shadow elf begins life with a simple birth name. These are typically monosyllabic, reminiscent of changeling aming patterns. When the elf embraces the Umbra-represented by acquiring an umbragen racial feat or a level in one of the classes linked to the shadows-he chooses his final name.
Male Names: Dulos, Hulaje, Jalaen, Satros, Turaje.
Female Names: Delake, Haeri, Mekali, Solake, Ulari.
Umbragen Adventurers: The majority of umbragen encountered in the world are searching for weapons to use in the war against the forces of Khyber: powerful artifacts, forgotten spells, or anything else that could turn the tide. To find what they seek they also need to learn about the surface world. A group might encounter an umbragen agent who is simply gathering information about the people and cultures of the world above. There are also a few shadow elves who have abandoned the conflict of their people, choosing to seize a place among the soft people of the upper world instead of battling the endless hordes of Khyber.

Umbragen Racial Traits
Umbragen are drow elves. What makes the umbragen unique is their bond to shadow, reflected by racial feats. Except where noted below, umbragen possess all of the racial traits of drow elves as defined in the Monster Manual.
+2 racial bonus on Hide and Move Siletly checks. This replaces the drow bonus to saving throws against spells and spell-like effects.
Weapon Proficiencies: Longbow, shortbow, long sword, and rapier. These replace the standard drow weapon proficiencies.
Automatic Languages: Elven, Undercommon. Bonus Languages: Common, Draconic, Giant, and Terran.
Favored Class: Warlock. This class is described in Complete Arcane, if you are not using this sourcebook, use sorcerer as the favored class.


Touched by Darkness
From the moment of birth, a shadow elf feels the call of the Umbra within him. It is a whisper hidden beneath his thoughts, a cold shroud wrapped around his heart. Through discipline and devotion an umbragen becomes a conduit of this power, shaping the shadows to produce a wide array of effects. These arts are reflected by racial feats and the classes most commonly found among the umbragen: The warlock and the soulknife. Shadowdancers are also found among the umbragen, but they are less common than these other two classes; a character must be at least 8th level to take his first level of shadowdancer, and the prestiege class lacks the pure offensive power the umbragen gain from these other traditions.

The Umbral Warlock
Shadows flow through the blood of the umbragen. An umbral warlock learns to harness this energy to deadly effect. The most obvious manifestation of this poweris the warlock's eldritch bolt; a blast of chilling darkness that vaporizes solid matter, leaving only shadows behind. This is only the least of his powers. A gifted walock can take to the air on spectral wings (fell flight), crush an opponent with tendrils of shadow (chilling tenticles), or even merge with the shadows themselves (dark discorporation and path of shadows). Brimstone blast produces flames formed from pure shadow, yet they still burn like mundane fire. Other common invocations include beshadowed blast, darkness, devil's sight, enervating shadow, entropic warding, frightful blast, hellrime blast, hungry darkness, miasmic cloud, tenacious plague, utterdark blast, and wall of gloom. Visually, these powers always reflect their umbral source. The creatures in a tenacious plague are not natural insects; they are formed of solid shadow and fade away at the end of the effect. Entropic warding wraps the caster in an umbral shroud.
Warlock is the favored class of the umbragen, and many umbragen merge the shadowy talents of the warlock with the skills of other classes. The pious templar blends the gifts of the warlock with the healing power of the cleric, while the dread knight strikes down his enemies with shadow and steel. Regardless of class, any time an umbragen spellcaster uses magic the DM consider ways that the appearance of the spell can reflect the source of ots power. A Tenser's floating disk should be formed from solid darkness. Color spray should be a cone of whirling shadows. Even cure light wounds could manifest as solid shadows that cling to the flesh and bind injuries. Whatever the class of the caster, umbral magic should be disturbing and very distinctive.
The warlock is presented in Complete Arcane. If you are not using this book in your campagn, the favored class should be changed to sorcerer. The warlock is well suites to the umbragen because of its combat focus-the use of light armor, d6 Hit Die, and unlimited eldritch blasts-but the spontanious casting abilities of the sorcerer are a good substitute.

The Shadow Soulknife
The sword and bow have always been important to the umbragen; their ancestors were accomplished archers long before they fled to the depths of Khyber. The shadow soulknife studies the art of blade and bow, and learns to forge deadly weapons from the pure essence of shadow. This is a purely magical effect, and the shadow soulknife must concentrate to maintain his weapon while in an antimagic field, just as a normal soulknife is affected in an antipsionic field. The psychic strike remains unaffected by this; it is still a mind-affecting effect, blasting the spirit of the victim with the pure horror that lies within the umbra.
The shadow soulknives are the eyes of the umbragen. For generations they have patrolled the deep caverns and during surface operations the soulknives spu on enemy troops and locate mission objectives. As a result, many shadow soulknives also acquire ranger levels, merging the deadly weaponry of the soulknife with the reconnaissance skills of the ranger.
Shadow soulknife is a racial substitution level, providing options that many umbragen take in lieu of the normal abilities of the class. A shadow soulknife can choose up to three racial subststitution levels: one at 1st level, one at 6th level, and the last at 9th level.

HD: d8
Class skills: Shadow soulknife substitution levels grant the class skills of the base soulknife class, plus Knowledge (dungeoneering) and Survival (Wis). Replace Knowledge (psionics) with Knowledge (arcana).
Skill points per level: 4 + Int modifier

Shadow Soulknife Racial Substitution Levels

Level BaB Fort Ref Will Special
1st +0 +0 +2 +0 Mind Blade, Stealthy, Weapon Focus (mindblade)
6th +4 +2 +5 +5 Mind blade enchantment +1, Shadow bow
9th +6/1 +3 +6 +6 Greater Weapon Focus (mind blade), Improved shadow bow

Class Features
All of the following are class fetures of the shadow soulknife racial substitution levels.
Stealthy: A shadow soulknife gains stealthy as a bonus feat. This reflects a minor ability to draw on the Umbra to create a minor cloak of clinging shadows and quiet brooding.
Shadow Bow (Su): At 6th level, a shadow soulknife expands his ability to reshape his mind blade. As a full round action, he can change his mind blade to replicate a shortbow (damage 1d6, 60 ft. range incriment). The bow maintains the enchantment bonus and abilities possessed by the previous form of the mind blade; however, the soulknife cannot channel his psychic strike through his bow. When making attacks with the shadow bow, the soulknife forms arrows out of pure umbral energy. This is an automatic action that requires no effort on the part of charicter, but the shadow soulknife can only form two arrows per round. As a result, a charicter with multiple attacks might not be able to make a full attack using the bow. The soulknife cannot fire normal arrows with the shadow bow, and weapon feats based o the mind blade-such as Weapon Focus or Improved Critical- do not transfer to the bow. The soulknife does not add his strength bonus to the damage he inflicts with the shadow bow.
Improved Shadow bow (Su): At 9th level a shadow soulknife gains an improved ability to manifest the shadow bow. He can choose to have the bow replicate a composite shortbow (damage 1d6, 70 ft. range incriment) or composite longbow (damage 1d8, 110 ft. range incriment). The shadow bow replicates a composite bow matched to the strength of the soulknife, allowing him to add his Strength midifier to the damage that he inflicts. He may produce up to three arrows each roud when making a full attack. In addition, he may use his psychic strike with a ranged attack. However, the damage of the psychic strike is reduced by one die- so a 9th level soulknife could only add 1d8 to a ranged attack using a psychic strike. The soulknife cannot use the knife to the soul ability in conjunction with the shadow bow.

Racial Feats
The warlock and the soulknife are two possible ways to represent the powers of the umbragen. In addition, the touch of the Umbra can take other forms. These feats provide additional abilities that reflect the dark powers of the umbragen. Some, like Shadow Shift, are common talents that any shadow elf may possess.Others represent a mastery of umbral energies only found among the champions of the race.
Unless otherwise mentioned, these feats are extraordinary abilities.

Cloak of Shadow [Racial]
You can draw the light out of your immediate surroundings.
Prerequisite: Umbragen race, Shadow Shift, warlock level 1.
Benefit: While you are in shadow form, you may choose to reduce the lighting within a 10-foot radius around you to shadowy. You may maintain this effect as long as you wish, although it ends immediately if you are killed, rendered unconcious, or leave shadow form.
Cloak of Shadows is a supernatural ability.
Special: Multiple charicters with Cloak of Shadows cannot stack the effects of this feat in order to reduce a area of bright illumination to full darkness.

Dark Blood [Racial]
It is said that the Umbra devouers all that it touches, and you are cought in its web. Your efforts have brought you power-but the Umbra has its hooks in your soul. Your emotions are slipping away and when you die the Umbra will claim the last vestiges of your soul.
Prerequisite: Umbragen race, three or more umbragen racial feats.
Benefit: Your racial spell resistance is increased by +2. This feat counts as two feats for determining the number of times per day that you can enter shadow form.
Special: A charicter with this feat cannot be raised from the dead, resurrected, reincarnated, or otherwise returned to life by magical or psionic means.

Dread Shadow [Racial]
By filling yourself with the power of the Umbra, you can expand your size and strength.
Prerequisite: Umbragen race, two or more umbragen racial feats.
Benefit: Once per day as a full round action, you may call on the power of the Umbra to expand your size by one catergory, duplicating the effects of enlarge person. You must be in shadow formto use and maintain this effect. Aside from this restriction, you may maintain this effect as long as you wish, although it immediately ends if you are killed, rendered unconcious, or leave shadow form.
Dread Shadow is a supernatural ability.

Indistinct [Racial]
Your shadow form is especially wraith-like and indistinct.
Prerequisite: Umbragen race, Shadow Shift.
Benefit: While you are in shadoe form, you have no scent and leave practically no trail behind. You cannot be tracked or located with the Scent ability. The DC to track you using the Survival skill increases by +4.

One withe the Darkness [Racial]
Your ties to the Umbra are more powerful than most.
Prerequisite: Umbragen race, shadow shift.
Benefit: You may assume shadow form as a free action. In addition, you are treated as two levels higher for determining the duration of your shadow shift.

Shadow Shift [Racial]
You can wrap yourself in the essence of the Umbra, becomig shadowy and indistinct.
Prerequisite: Umbragen race
Benefit: As a move action, you may assume shadow form. This provides you with a +2 circumstance bonus on Hide skill checks and a +5 circumstance bonus on Disguise skill checks made to conceal your identity.
You may only enter shadow form a number of times per day equal to 1+ the number of umbragen racial feats you possess. You return to your normal state after a number of minutes equal to your total charicter level. You may leave shadow form as a standard action. If you are killed or rendered unconcious, you automatically return to your normal state.

Strength of the Shadows [Racial]
You can channel the power of the Umbra to enhance dark magic.
Prerequisite: Umbragen race, Shadow Shift.
Benefit: When you cast a spell with the shadow or darkness descriptor while in shadow form, your caster level is increased by +1. In addition, the saving throw DC of such spells is also increased by +1.

Voices of the Void [Racial]
The souls boud within the Umbra whisper around you, although only you can hear them. With a mental effort you can control these silent voices and get them to pronounce the verbal components of your spells.
Prerequisite: Umbragen race, Indistinct, Shadow Shift.
Benefit: While you are in shadow form and in an area of shadowy or no illumination, you may remove the verbal components of any spells that you cast or invocations that you perform. This has no effect on the spell slot used by the spell. This ability does not function within the area of a silence or similar magical effect.
Special: This feat cannot be used with bard spells.

Wings of the Wraith [Racial]
A skilled warlock can take to the air on wings of dark energy. You have mastered this power and whe you assume your shadow form you can strengthen your wings and fly at great speed.
Prerequisite: Umbragen race, Shadow Shift, fell flight invocation.
Benefit: When you use fell flight while in shadow form, your flight speed is increased by 30 feet.
De Batavier

03-16-05, 05:15 AM
A shrouded figure enters the room, as it steps into the light you see red and black armor. "I am Aravilar. I request permission to join this enclave of warlocks."

Premission granted. You are welcome. I'll add your name in our books.
Dyne

03-16-05, 05:40 PM
Hi yall.

I haven't posted in a while, but just to let you know I'm still a member and interested in this stuff.

However, None of the spoiler blocks in the first post will work for me for some reason, so I'm quoting it here to see if I can get it to work. Hope you don't mind.

This is the library. Here we will store the lore discovered by the circle


With the search function and by searching i found some interesting soundig threads. Only glanced at the contents though.

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)

Invocations

Command the Darkness (by Lothor Bolvreck)
Dark One’s Armor (by hieratical)
Dark Tiger (by De Batavier)
Debilitating Blast (by CapriciousFate)
Eldritch Binding (by Wyrd Bearer)
Eldritch body fuel (by Kratilim Valqui)
Eldritch Cantrip (by hieratical)
Eldritch hailstorm (by De Batavier)
Eldritch hailstorm, greater (by De Batavier)
Eldritch Lash (by Wyrd Bearer)
Eldritch Overchannel (by Von Crown)
Eldritch purge (by Parion)
Eldritch Shield (by CapriciousFate)
Far Summons (by Von Crown)
Fleh puppet (by Parion)
Jungle Lord (by De Batavier)
Life Leech (by Lothor Bolvreck)
Oppressive Blast (by CapriciousFate)
Ratcatcher (by De Batavier)
Resonating Blast (by CapriciousFate)
Shadowy Thoughts (by Parion)
Shark of the sea (by De Batavier)
Sink i will not (by De Batavier)
Soulblast (by De Batavier)
SpellRend (by Parion)
Starlight Blast (by De Batavier)
Steal strength (by De Batavier)
Vampiric Transformation (by Von Crown)
Warlock Song (by De Batavier)


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 humani n 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.

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 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.

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

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

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.

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.

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

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.

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

Eldritch Knowledge (by Parion)
Epic Eldritch Blast (by ShiverTheBard)
Feel the Darkness (by hieratical)
Fists of Darkness (by ShiverTheBard)
Healing touch (by De Batavier)
Hideous Warrior (by Parion)
Inflicting touch (by De Batavier)
Manipulation of Fate (by ShiverTheBard)
Midnight School (by hieratical)
Night Wing Style (by hieratical)
Obtain Eldrich Familiar (by Lothor Bolvreck)
Power over the Undead (by De Batavier)
Stroke of Midnight (by hieratical)
Witch Blood (by Lothor Bolvreck)
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

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.

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

Boots of Mobility (by Kaboth)
Bracers of Magical Might (by Kaboth)
Rings of Eldritch Infusion (by Kaboth)
Talisman of the Eldritch Path (by Parion)
Warlock’s Vestment (by hieratical)
Warlock’s Vestment, improved (by hieratical)
Warlock’s Vestment. greater (by hieratical)
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 (by lothor Bolvreck)
ArchWarlock (by Mirikon Not a member of this Circle)
Heritage Researcher (by Savras Not a member of this Circle)
Warlock PrC- Combat Warlock (by FabulousRex Not a member of this Circle)
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)
Warlock PrC- Combat Warlock (http://boards1.wizards.com/showpost.php?p=5365160)




EDIT: Piece of crap, I hate these things sometimes....
EDIT2: Geez, this is gonna be harder than I thought.
EDIT3: If this doesn't do it, then I give up for now.
EDIT4: Ah, I give up. Well, we know why I'm not a computer programmer. :rolleyes: Maybe my computer just hates spoiler blocks sometimes.
De Batavier

03-16-05, 06:03 PM
Strange indeed. I don't have trouble opening those blocks in your post or my own on the first page.
But i do remember that once i had a spoiler block not working for me too (one of several (that did work) in someones sig). Maybe the Gremlins got internet too ;)


:cool:
Sssargoth

03-16-05, 07:34 PM
See post 501 for a race whos favored class is Warlock. I find the wierdest things, don't I?
Cazic

03-16-05, 11:24 PM
See post 501 for a race whos favored class is Warlock. I find the wierdest things, don't I?
We are happy you do. :)
Dyne

03-16-05, 11:25 PM
I just realized something. Weird doesn't follow the "i before e except after c" rule.

Oh well, at least you don't notice weird useless stuff.
Sssargoth

03-16-05, 11:36 PM
We are happy you do. :)

Your welcome

I just realized something. Weird doesn't follow the "i before e except after c" rule.

Oh well, at least you don't notice weird useless stuff.

Meh, I never claimed to be the best speller anyway. When Im not sure of something, I just spell it how it sounds. ;)
Dyne

03-16-05, 11:59 PM
That's how dragons are, I think. It would explain why there are a lot of "k"s and no "c"s.
Cazic

03-17-05, 12:32 AM
That's how dragons are, I think. It would explain why there are a lot of "k"s and no "c"s.
Are you trying to insult Dragons? Cause if you are then we might have to make you go swiming with the fishs. ;)
Dyne

03-17-05, 12:49 AM
Of course not. I'm a dragon myself. At least, one of me is. :thinks:
Jharviss

03-17-05, 01:08 AM
Shifting through the shadows, a figure moves, unknown to the Council. Suddenly, a shadow leaps over the heads of several council members and lands in the center. It pulls down its hood, showing an light elven face with a hideous brand burned upon it. Evil seems to resonate from the elf as he bows.

Greetings. I would like to introduce to you a different take on the warlock. Perhaps it has been done before, perhaps not. I have fused the idea of rogue and warlock together, and come up with some interesting ideas. Either way, enjoy yourselves as I reveal a handful of simple invocations I have designed for you, the council.

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

Piercing Shuriken - Invocation
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 – Invocation
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.

Lesser Summoning – Invocation
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.


Perhaps you shall like them, I certainly hope you do.
Silent Infinity

03-18-05, 03:21 PM
The shadows are a paranoid hive mind entity. Each shadow lingers upon the horizon of the sun's bright rays and the moon's glow at evening. The dawn and the dusk bid the shadows to dance but never can they stay for long. Constantly running from the brilliance, constantly stretching away from darkest oblivion, the shadows yearn to survive.

The mixed blood child of day and night, a shadow was born and from that shadow there came another until this fierce entity had blanketed the world. Each begets another and they have pooled their dark radiance to form a community of fear and mystery. Their brethren by blood or magic, sometimes both, traverse shadowed paths and work foul spells. The Warlocks.

Might I entreat entrance to the guild?
Sssargoth

03-18-05, 03:38 PM
The shadows are a paranoid hive mind entity. Each shadow lingers upon the horizon of the sun's bright rays and the moon's glow at evening. The dawn and the dusk bid the shadows to dance but never can they stay for long. Constantly running from the brilliance, constantly stretching away from darkest oblivion, the shadows yearn to survive.

The mixed blood child of day and night, a shadow was born and from that shadow there came another until this fierce entity had blanketed the world. Each begets another and they have pooled their dark radiance to form a community of fear and mystery. Their brethren by blood or magic, sometimes both, traverse shadowed paths and work foul spells. The Warlocks.

Might I entreat entrance to the guild?

AHHH!!! Your an Umbragen (http://boards1.wizards.com/showpost.php?p=5680531&postcount=501) !!!! Wait, your a shadow elf? Sweet.
Silent Infinity

03-18-05, 05:28 PM
AHHH!!! Your an Umbragen (http://boards1.wizards.com/showpost.php?p=5680531&postcount=501) !!!! Wait, your a shadow elf? Sweet.

Yes, I'm designing an Umbragen Warlock actually.

I have that Dragon Magazine, a very good one in fact.

I reccomend everyone purchase the issue (#330) rather than take the information straight from the boards. Support your local gaming magazine/gaming store. Ha.
Sssargoth

03-18-05, 05:36 PM
Yes, I'm designing an Umbragen Warlock actually.

cool, I want to see one of these in action

I reccomend everyone purchase the issue (#330) rather than take the information straight from the boards. Support your local gaming magazine/gaming store. Ha.

I agree with you on that, but if I have the mag, I will type the article up if anyone needs it.
De Batavier

03-20-05, 08:46 AM
The shadows are a paranoid hive mind entity. Each shadow lingers upon the horizon of the sun's bright rays and the moon's glow at evening. The dawn and the dusk bid the shadows to dance but never can they stay for long. Constantly running from the brilliance, constantly stretching away from darkest oblivion, the shadows yearn to survive.

The mixed blood child of day and night, a shadow was born and from that shadow there came another until this fierce entity had blanketed the world. Each begets another and they have pooled their dark radiance to form a community of fear and mystery. Their brethren by blood or magic, sometimes both, traverse shadowed paths and work foul spells. The Warlocks.

Might I entreat entrance to the guild?

Oh sorry i'm a bit late, but ofcourse you may enter our guild.

Jharviss: Do you want toe "enter" the guild or are you just visiting. If the later, do you wish your creations added to our library or not?
Silent Infinity

03-22-05, 12:53 AM
Please feel free to take a look at The Soulsinger (http://boards1.wizards.com/showthread.php?t=399313)

It is a bard/warlock combination.

Also, a new feat I created is incorporated in the class. It is the Eldritch Performer (http://boards1.wizards.com/showthread.php?t=399297).
De Batavier

03-22-05, 09:23 AM
Your Lore has been added to our Library Silent Infinity

:cool:
Jharviss

03-22-05, 05:59 PM
I just figured to entice you with my information, as I had it and my recently killed-by-goody-good-monks character no longer had any use of the invocations. I need no entrance, and you may merrily add to your library.
De Batavier

03-23-05, 05:29 AM
I just figured to entice you with my information, as I had it and my recently killed-by-goody-good-monks character no longer had any use of the invocations. I need no entrance, and you may merrily add to your library.

You are ofcourse free to visit and post here anyway. Membership is not required for that ;)
I've added your invocations to our library.
De Batavier

03-29-05, 03:44 AM
Well trafic is slow here at the moment.

I haven't played a Warlock in a party. Only during the first IFWG. So don't have playtested things we have in our library. Anyone who uses things we have in the library and want to chare his or hers experience with them?

I think the Warlock can perform a lot of roles in a party. With the right invocations he can be as sneaky as a rogue. At high levels he can create healing items, so could be the party healer (if no other beter class is present).
The biggest drawback for me is the lack of skillpoints.
Kaboth

03-29-05, 02:37 PM
Right now, I am in an unusual campaign were its hard to level up my warlock. Meaning I still level up but about the only thing I get is my BAB, and Saves... any other powers I have to go through a ritual to level up completely and it cost money. So right now my power output is low as I am sort of two levels behind the group and as such my evaluation is a little hampered.

Yea the lack of skill points drives me nuts as well. The other thing is how feat starved the class is but I do accept it.
De Batavier

03-29-05, 02:47 PM
Sounds like a good idea for RP reasons. To bad you lack behind on your partymembers. Do they have to perform rituals for their powers?

Yes the lack of feats is also frustrating, but we can't have everything...
Kaboth

03-29-05, 02:52 PM
Well kinda sorta, wizards and clerics have to quest for spells above 4th level, wizards still get their "free" spells...

Socerers, Warmages, Bards, Warlocks, etc... Have to go through a ritual that is based on percentage. You can do certain things to raise your chances and so forth. You can get a permanent focus (for the ritual), each rtual NEEDS material components that cost 200gp times the level you are trying to achieve. Then there is things like a "site of power", religous devotion, using demon blood all to increase the chance. Some PrC's fit this scope of the rules as well.

Any other class does not have to worry about it really and levels up normally.
Silent Infinity

03-29-05, 03:18 PM
Any other class does not have to worry about it really and levels up normally.

Hrm, well I'm of the opinion that if you are going to require training, rituals, downtime to learn, etc. it should be for every character, every class, etc.

However your DM might have other ideas.

To report on Warlock playing:

I'm going to have a bardess become a Gifted (one of Shadowfoot's warlock variants) and then take the feat and PrC I developed for a bard/warlock bond.

Also, I'm going to be playing an Umbragen Warlock in an upcoming Eberron campaign though that's probably a month or two away.

I'm currently developing some warlock related material. It is a shame that it is so feat hungry and the class is feat-less. Also, the Warlock is in need of more good Prestige Classes.

(And might I note, there are like 20 blue jays out my window at the moment. How odd, but nice.)
De Batavier

03-29-05, 04:32 PM
I have a monk character that was going to take a special Legendary class from FFG book Path of the Sword. Before you can enter you must complete a quest. It was fun role playing and it made the reward greater.
But i didn't have to do stuff for the class abilities. Don't know if i would like it if i didn't get the standard stuff for free, but it could be good for story development and give the feeling you realy earned your abilities.


I like Eberron. It's a cool setting. We can take a lot of the cool stuff for our own campaign world ;)

Hope the Warlock gets more attention in other books, but the chance is it won't. It could use more prestige classes. Think it's cool the Umbragen have the class as their favored class.

Think the class deserves extra attention in future products. Looking at the amount of post on these boards about Warlocks they seem quite popular, despite the fact that most people claim them to be underpowered past midlevels. I don't have game experience with the Warlock so i don't know if that is realy the case. But there are certainly some limiting factors for the Warlock.
:cool:
De Batavier

04-01-05, 11:41 AM
Feat

Eldritch Arrow
preq: pointblank shot, eldritch blast, eldritch spear invocation
Once a round 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. The arrow must be fired in the round it is created. If not fired the arrow will dissapear. The arrow will deal damage equal to the amount a normal Eldritch blast can deal. Items, feats etc that increase blast damage increase the amount the arrow deals.
This created arrow can benefit from all feats, spells, powers, items, that would benefit normal ammunition.

Comments?

:thinks:
Kaboth

04-01-05, 12:41 PM
sounds okay, but why would they do that when they could just blast for touch AC? I mean in the unlikely event you had to shoot at long distance it might be okay but that would take an archer geared for range.

I am curious as to why pointblank shot? I would think weapon focus (bow or X-bow) would be a better choice and fit better.
De Batavier

04-01-05, 12:47 PM
Point Blank because i've seen that used as preq with other feats (psionic shot for example), thus no "real" reason other than to have a feat as preq.


Other feats, powers, spells, items, that effect ammunition would effect the arrow(I will edited the feat to clearify this) Which could be a big benifit, even within the normal range increments (even with eldritch spear).
De Batavier

04-02-05, 03:02 PM
Rewrite on the 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.


Have updated the library. Besides the above feat there are two new links.

:cool:
Dyne

04-04-05, 12:14 AM
I wish I could open the sblocks. :(
De Batavier

04-04-05, 04:56 AM
Well then i post the library without sblocks just for you and others that can't open the sblocks.



With the search function and by searching i found some interesting soundig threads. Only glanced at the contents though.

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)



Invocations

Command the Darkness (by Lothor Bolvreck)
Dark One’s Armor (by hieratical)
Dark Tiger (by De Batavier)
Debilitating Blast (by CapriciousFate)
Eldritch Binding (by Wyrd Bearer)
Eldritch body fuel (by Kratilim Valqui)
Eldritch Cantrip (by hieratical)
Eldritch hailstorm (by De Batavier)
Eldritch hailstorm, greater (by De Batavier)
Eldritch Lash (by Wyrd Bearer)
Eldritch Overchannel (by Von Crown)
Eldritch purge (by Parion)
Eldritch Shield (by CapriciousFate)
Far Summons (by Von Crown)
Fleh puppet (by Parion)
Illusion (by Jharviss )
Jungle Lord (by De Batavier)
Lesser Summoning (by Jharviss)
Life Leech (by Lothor Bolvreck)
Oppressive Blast (by CapriciousFate)
Piercing Shuriken (by Jharviss)
Poison Needles (by Jharviss)
Ratcatcher (by De Batavier)
Resonating Blast (by CapriciousFate)
Shadowy Thoughts (by Parion)
Shark of the sea (by De Batavier)
Sink i will not (by De Batavier)
Soulblast (by De Batavier)
SpellRend (by Parion)
Starlight Blast (by De Batavier)
Steal strength (by De Batavier)
Vampiric Transformation (by Von Crown)
Warlock Song (by De Batavier)



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 humani n 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.

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 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.

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 oponent

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

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.

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

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.

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

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

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.

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

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


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 (by lothor Bolvreck)
ArchWarlock (by Mirikon Not a member of this Circle)
Heritage Researcher (by Savras Not a member of this Circle)
Soulsinger (by Silent Infinity)
Warlock PrC- Combat Warlock (by FabulousRex Not a member of this Circle)


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)
Xaxor

04-04-05, 08:13 PM
A Moon Elf with long silver hair, emerald eyes and angular facial features steps over the threshold. He is dressed rather simply, black tunic, breeches, and leather boots and an ankle length midnight blue cloak. "I hear you are looking for those with souls of a darker sort..."

Yay for the warlock. Though I still prefer playing the good but tortured sort. I'd like to join the group.
De Batavier

04-05-05, 06:26 AM
Greetings Xaxor. Welcome to the Circle

Will add you to the members list.

Warlocks don't have to be evil. All chaotic alignments are also possible. Several members, including myself, find that using the fey as originators of the Warlock powers an excellent way to give the Warlock a good (or neutral) background.

I think chaotic would be more defining for a Warlock than evil. Ofcourse if the "Power" that gave the Warlock his abilities has a more hands on approach i can see lawful (evil) as a possibility. "Do what i tell you or i stipe you of your powers (though probably it would be more of a life threat or eternal damnation thing)"
De Batavier

04-07-05, 08:41 AM
Scorpions tail
lesser 4th
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 Warlock can use the tail as a secondary attack (with the normal -5 penalty on to hit).
The duration is 24 hours.

:cool:
Silent Infinity

04-07-05, 01:37 PM
Ooo, you beat me to it. I've been trying to think of a scorpion themed invocation for the warlock due to the umbragen/drow in Eberron.

I really like this by the way. Making the tail a secondary weapon is good to note. Thus, a warlock can use it to make a Hideous Blow but it will be with a penalty (the -5 since it is a secondary).

I might suggest that in this special case the poison DC is based on the Warlock's Charisma instead of Constitution. I'm a bit undecided on the true power level considering it is a Least invocation, you have to be in melee to use the stinger (thus useful with Hideous Blow), but also considering it is based on size, the damage will be limited.

Hm. Still, very nice!
De Batavier

04-07-05, 02:06 PM
Yes having the poison deal charisma damage or being charisma based makes sense. I will put the formula down in the invocation

You could use hideous blow with the stinger, but only if you make one attack (standard action to use HB). So whether to use the stinger in that instance depends on you other weapons i think. The poison effect could be a factor in that determination. Ofcourse making an extra invocation or feats so that they can stack is possible.


The level of the invocation is a bit difficult. I thought that the extra attack made it powerful. The extra poison effect also indication for higher. And ofcourse he can use it al day.
On the other hand it is indeed dangerous for the Warlock to depend on melee combat. I'll keep it a lesser invocation, but reduce it to level 3.

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.

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
Silent Infinity

04-07-05, 03:46 PM
Ah I like Scorpion Doom very much.

I think maybe the DC for the Scorpion tail poison should be the 10 + level of the spell + charisma modifier like any invocation. You may have a very good reason for 1/2 warlock levels (maybe caster level?) though. Any reason in particular?
De Batavier

04-07-05, 03:53 PM
Yes i agree that the normal DC for spells could be used. The reason i used 1/2 warlock level is because they use 1/2 hd of the creature when they calculate poison DC. It's the creature (the tailpart at least) that makes the poison and not the spell. So that's the reason i used that methode of calculation, but i can see the benefits of the other method.

I used Warlock levels, because IMO that is what counts for this invocation.
It makes me think of the fact that maybe the internal poison of his warlock heritage comes out this way.

:cool:
Rim-Soulfang

04-08-05, 02:41 PM
A half elf with white hair enters, he's wearing a dark grey robe and mithral breastplate, the dampened light in the chamber is reflected in his white eyes and his dark bronze skin is covered with scars forming arcane runes and symbols.

"Are those the halls of the ones touched by shadow? The ones whose interaction with ancient forces of destruction and chaos have granted them the ability to bend the eldritch forces of magic by their will? I have came here to lend my powers to the warlock circle."
Sephiroth Do'Urden

04-09-05, 04:18 PM
A female human enters, flowing through the air with a cape composed of utter darkness trailing behind her. Her face is beautiful with *extermly* sharp fetures and it is so pale it pains your eyes looking at it to long. She pulls her ravenblack hair back and a horrible and yet arousing scent of whiterd roses fills the room. Her blood lips curls up in a wry smile reveiling sharp teath, maybe fangs, and she lands elegantly in an empty seat.

"Call me Man eater", She purrs. "My very soul is yours to command."
Cazic

04-09-05, 08:25 PM
[deleted] please forget this post ever excisted.
De Batavier

04-10-05, 08:48 AM
Rim-Soulfang and Sephiroth Do'Urden i'll add you to the members list. Though not stated i'm assuming that's what your posts are about. Nice RP ;)

:cool:
Sephiroth Do'Urden

04-10-05, 12:53 PM
WOOOO! I'm in! I have tons of stuff I want to share with you and I would like to say that I would appreciate feedback very much.

I'll post some stuff later! Ciao ne!
Silent Infinity

04-10-05, 03:07 PM
WOOOO! I'm in! I have tons of stuff I want to share with you and I would like to say that I would appreciate feedback very much.

I'll post some stuff later! Ciao ne!

Wonderful, I appreciate your sharing and would be happy to work with you in the future.
wuyanei

04-10-05, 03:49 PM
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.
wuyanei

04-10-05, 03:51 PM
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 d8 instead of d6 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 d4 instead of d6 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 d8 instead of d6 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 d4 instead of d6 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.

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 d8 instead of d6 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 d4 instead of d6 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.

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 d8 instead of d6 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 d4 instead of d6 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.
wuyanei

04-10-05, 03:56 PM
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.

Note: A combination of Rat Catcher and Warlock's Song invocations -- they really should be the same thing.



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 your 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.
De Batavier

04-11-05, 05:31 AM
Great invocations wuyanei I've added them to the library. I haven't added you to the members list, because i didn't see a statement that you wanted that. If you want to be on the members list, let me know.

(...)Note: A combination of Rat Catcher and Warlock's Song invocations -- they really should be the same thing

Glad to see other invocations inspired you to make one. Though i, ofcourse, don't agree that those two together are the same as yours ;)

I especialy like your four alignment blasts. I do think you should make the duration of the extra effect the same for all four, 1 round or a variable.
One other problem with them is, that i thought that an eldritch blast was not effected by damage reduction. Which would make these invocations less usefull, but i could be wrong here. Wouldn't be the first time ;)

All in all i took me some time to put them all in the library

:cool:
Rim-Soulfang

04-11-05, 06:26 AM
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 1, 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 1, Eldrich Boost 2, Eldrich Boost 3
Increases the damage of your eldritch blast by an additional 1d6. Always active. This invocation can only be taken once.

"A little reserch i did for those that just like me hungers for greater power and doesn't care about the price."
wuyanei

04-11-05, 07:04 AM
Thank you, De Batavier! I'm really glad that you liked them! :)

Of course I'd like to join the circle! I didn't ask in the previous posts because I haven't written up my roleplaying character yet. I though it was neccessary to have a character before you joined...

I'll probably write up an 'arrival' scene later today. I'll work on it right away!

Regarding the 'Alignment' blasts, 'the special effects against some creatures' mostly means the ability to deal lethal damage to devils, solars and other (mostly epic or near-epic, true) creatures with regenerative abilities: "Takes normal damage from spells with the Holy/Unholy/Lawful/Chaotic descriptor." For non-epic play, I admit, it is quite uncommon.

As for making the durations identical... I hesitate. Blinding or Dazing is far more potent than slowing or sickening. A slowed mage still casts one spell each turn, a sickened fighter is merely inconvienienced, while a sickened mage is hardly affected at all. Blind or daze, OTOH, utterly ruins you for one turn, no matter who you are... hmmm... I'll have to give it some serious thought.

The Song of Temptation... well, I loved the Pied Piper image of Rat Catcher, but really couldn't justify spending an o'-so-precious invocation slot on such a purely 'flavor' ability, sorely tempted though I was. But then I remembered that the Pied Piper could also charm children, causing them to caper after him away from the City of Hamlin, so I decided to mix Rat Catcher with the Bard's fascinate ability and so came up with Song of Temptation. I think its a good balance of flavor and utility, if I might say so myself :P .


And finally another not-so-nice invocation for the budding (literally) alienist deep within us all...

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 ;) !


Also, while it has been done many times before, I'd still like to share my personal version of the classical Prismatic Blast.

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, coruscating 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).
wuyanei

04-11-05, 09:12 AM
... and a new feat for all of us to play with:

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.
De Batavier

04-11-05, 11:16 AM
(...)
Of course I'd like to join the circle! I didn't ask in the previous posts because I haven't written up my roleplaying character yet. I though it was neccessary to have a character before you joined... (...)


I'll add you to the members list then. It is not neccessary to have a RP character for any foundation. Though i like the members list, it's actualy more for show. Whether you on it or not everybody can post here.
But as i said, i like members list so i'll put you on it.

I'll update the library later, don't have the time right now.

But cool new additions from you and Rim-Soulfang and they will certainly be added.

:cool:
De Batavier

04-11-05, 11:53 AM
Well updated the library. This was more difficult then normal, because it's getting to big (more than 5000 characters, which seems to be the size limit).

So i moved the link section to the first post. Chances are i'll have to shift things around a bit in the future.

:cool:

Edit: seems i can't count zero's the library had over 50.000 characters
Rim-Soulfang

04-12-05, 05:39 AM
You could write it as Eldritch Boost 1-4 instead. It would free up at least a few characters.
De Batavier

04-12-05, 05:57 AM
You could write it as Eldritch Boost 1-4 instead. It would free up at least a few characters.

Well i've already made some adjustments to your Eldritch boosts (shortened the list of preqs).

But your right i could do that, it's that i don't see us stopping making new stuff. So it's something that must be done. Funny thing is that they probably count the vB code things too. So removing size=1 and sblocks could give more room, but the result would be a bigger post. ;)

:cool:
Sephiroth Do'Urden

04-12-05, 06:32 AM
Prismatic blast... Why didn't I think of that? I am SO in love with this!
Sephiroth Do'Urden

04-12-05, 08:18 AM
All right! It's time for me to add something myself...

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.

Focused Blast
Lesser 3rd, Eldritch essense.

Your Demonic powers focuses. Your Eldritch Blast now does d8's insted of d6's.
De Batavier

04-12-05, 08:22 AM
I'll see if i can fit them in ;)

Don't have Vile Darkness. So don't know what the tongue does.

:cool:

Edit: Yep had to remove some text and code, but it fits now.
Sephiroth Do'Urden

04-14-05, 04:54 AM
The basic function of the spell is that your tounge grows imensly long and you can make grapple and disarm atemps with a 15 foot reach. It's a bit unerving and creepy, and I thougt it would fit well with the warlock.

New 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.
De Batavier

04-14-05, 08:38 AM
Updated the library. Had to move the prestige classes to the first post, because of the size restraints.

Cool invocation Sephiroth Do'Urden
wuyanei

04-14-05, 11:48 AM
De Batavier, you are going to hate me, I just know it :D -- here's a huge New Item post for you to deal with :P PS: I love this place! :D

Magister’s Wand (inspired by the wands in Harry Potter, obviously)

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 36600 gp; a +1 ghost touch wand costs 16600 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

Concentration: This wand is enchanted to help its wielder maintain focus. It grants a +5 competence bonus to Concentration checks. Faint evocation; CL 5th; Craft Rod, commune; Price +3750 gp;

Concentration, Improved: As Concentration, but +10 competence bonus to Concentration checks. Moderate evocation; CL 10th; Craft Rod, commune; Price +15000 gp;

Concentration, Greater: As Concentration, but +15 competence bonus to Concentration checks. Moderate evocation; CL 15th; Craft Rod, commune; Price +33750 gp;

Wand Cores: The wands mentioned above have wand cores made out of magical, but not really rare or powerful, substances such as spider’s silk, cat’s whiskers, etc. Some wands, however, are made out of more exotic materials. Some special materials and their known effects are listed below.

Phoenix Tail Feather[/b]: Only the best quality feathers given voluntarily from a living phoenix will work. A wand with a phoenix tail feather core adds +1 to your caster level when casting spells of the Abjuration, Conjuration, and Necromancy schools. Abjuration – Patronus; Shielding spell; Conjuration – Accio Firebolt; Killing Curse; Necromancy – Voldemort’s Wand; Crucio;

Dragon Heartstring: Heartstrings must be harvested within three days of the dragon’s death for the magic to remain potent. Fortunately, once harvested, the heartstrings may be magically preserved near indefinitely. A wand with a dragon heartstring core adds +1 to your caster level when casting spells of the Evocation and Transmutation schools. Evocation – Lumos; Nox; Conjure blue flames; Transmutation – Transmute Git to Ferret; Appearation;

Unicorn Tail Hair: The hairs must be plucked from willing unicorns. Any deceit or coercion ruins the magic of the hair. A wand with a unicorn tail hair core adds +1 to your caster level when casting spells of the Enchantment, Illusion, and Divination schools. Enchantment – Oblivate; Cheering Charm; Imperio; Illusion – Disillusion; Veil; Divination – Foretelling;

Nymph’s Hair: The hairs must be gifted from willing creatures, or else there is a high chance that the wand will end up cursed. A wand with a nymph’s hair core adds +1 to your caster level when casting spells of the Enchantment school, and also grants a +1 to the saving throw DC to spells of the charm or compulsion sub-schools.

Displacer Beast Guts: The guts must be processed within three hours of the creature’s death. A wand made with a Displacer Beast Gut core adds +1 to your caster level when casting spells of the Illusion school, and grants an additional +1 to the saving throw DC to spells of the figment, phantasm, or glamour sub-schools.

Wand Material: For the most part, the physical dimensions (length, thickness etc), characteristics (swishy, ridge, pliable, stiff), or material (rosewood, teak, mahogany, holly, yew) of a wand does not affect its performance in any way. Usually, a magus will simply choose a material and design that he feels most comfortable with. It is an aesthetic choice and nothing more. Sometimes, however, additional enhancements may be put on a wand, and these enhancements may require the wand to be of a specific size, shape or composition. Some known wand enhancements are listed below.

Yew: Yew symbolizes death, but also resurrection. Wands made of yew can be further enchanted to add +1 to the DC of any spell cast through the wand that makes use of negative energy.

Holly: Holly repels evil; it symbolizes life and hope. Wands made of holly can be further enchanted to add +1 to the DC of any spell cast through the wand that makes use of positive energy.

Willow: The Willow has always been known as a tree of dreaming, inspiration and enchantment. Willow wands are used whenever there is a need to connect with intuition, dreams, seer-ship, visions and poetically inspired writing or images. Wands made of willow can be further enchanted to add +1 to the DC of any mind-affecting spell cast through the wand.

Vinewood: The vine, through the Greek god Dionysus, is associated with several key concepts. One was rebirth after death, symbolically echoed in tending vines. Each year the vines are pruned back sharply and left to become dormant through the winter, ready to bear fruit in the following spring. Another concept is that under the influence of wine we can connect with nature. At these times a man might be greater then himself and do works he otherwise could not. Wands made of vinewood can be further enchanted to add +1 to the DC of any emotion-affecting spells cast through the wand. The wand also adds a +1 ability bonus to any ability-enhancing spell.

Rowan: In Scandinavian myths the first woman was formed from the rowan and the first man from alder. The red berries of the rowan were considered sacred by most cultures and are symbolic of the forces of creation -- blood, life, death and renewal. Rowan is associated with intuition and the feminine. Wands made of rowan wood can be further enchanted to add +1 to the DC of any charisma-related spells (such as charm, suggestion etc.) cast through the wand.

Oak: Through the ages oak was revered by many cultures particularly for its protective qualities, and in Britain it still stands proud as the “King of the Forest”. Wands made of oak can be further enchanted to add +1 to the DC of any warding spell cast through the wand.
De Batavier

04-14-05, 11:53 AM
:raincloud :headexplo :censored:

Well ofcourse my problems shouldn't stop you from posting new things. I have already moved the current content and the prestige classes to a archive post. I have room for about four more of such post on the first page. Then i realy have a problem.

So i probably clear out the current library for your new stuff.
wuyanei

04-14-05, 12:06 PM
:eek: Err.... you don't really have to do it, if it troubles you. I'm just trying to share what I've come up with; I'm not trying to cause any trouble!

I'd rather hear your opinions on the items/invocations/feats themselves. I really wouldn't mind if you didn't put it in the library, for whatever reason. That's not why I posted, though it IS a boon. If its any trouble to you, just don't do it. I promise I won't take offense! :)

Thank you for all the hard work you've done (moderating, compling the library), De Batavier. This really is a great thread! ^_^

(BTW, if the library is really squeezed for space, maybe you could use links to the posts instead? That would save a lot of space.)
De Batavier

04-14-05, 12:37 PM
Already done :D
We have a lot of space now. So keep it coming ;)

Linking is a good idea. But this works too and is less work, i think.
And ofcours having everything at one location...two locations is good ;)
Silent Infinity

04-14-05, 12:37 PM
Thank you for all the hard work you've done (moderating, compling the library), De Batavier. This really is a great thread! ^_^

(BTW, if the library is really squeezed for space, maybe you could use links to the posts instead? That would save a lot of space.)

Indeed, thank you very much from all of us.

I think using links for some of the things, especially if they are somewhere in this thread, is a great idea.

Using a link for this large post of wuyanei's is probably a good place to start, ha.
De Batavier

04-14-05, 01:20 PM
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 (Normaly 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 suffication effect while under the influence of this invocation.
Duration is 24 hours

:thinks:
De Batavier

04-14-05, 01:24 PM
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

:thinks:
De Batavier

04-14-05, 01:36 PM
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, untill 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

:thinks:
wuyanei

04-14-05, 01:51 PM
Terror from below: I love this one! :D The other two are also really nice (especially Wounding Blast!), but I like this invocation best!

You know, one of the reasons I like warlocks so much is that with the right invocations you can emulate nearly any monster in the MM.

Swim, fly, teleport, charm, even tunnel! Sure, wizards can cast spells to do it, but the warlock does it with an innate ability, all the time -- which makes the ability seem 'part of him' instead of 'added on'. With the right invocations a warlock can seem more 'fiendish' than a half-fiend, more 'fey-like' than a half-fey. This is really one of the most flavorful classes ever!
De Batavier

04-14-05, 02:07 PM
Yes i agree. With the right invocation a Warlock can do anything. The very limited amount of invocations is a good balancing factor.

The Terror from below is inspired by the Ankheg.
I think we could find a lot of inspiration in the Monster Manuals for Warlock invocations, feats etc.

:cool:
Demonfey

04-14-05, 05:32 PM
:mymy: This really has grown quite a bit since I took a leave of absence from here. Does anyone know if we ever finished the boat?
Lothor Bolvreck

04-14-05, 08:39 PM
wow I get traped in padimonium for a few months and look what happens
Dyne

04-14-05, 08:44 PM
:mymy: This really has grown quite a bit since I took a leave of absence from here. Does anyone know if we ever finished the boat?

Ditto. Whatever happened to that, anyway? And I thought it was an airship.
Sephiroth Do'Urden

04-15-05, 06:05 AM
Cool invocation Sephiroth Do'Urden

Thank you. Your new invocations are wonderfull too. And I agree that looking in the MM was a godd idea; Look here!

Balor's Embrace
Greater 6th

You Summon hellish flames to surround your body. This invocation has two major effect's; You gain the Fire subtype and anyone grappeling with you takes a anmonut of damage equal to your Eldritch blast (As Fire damage of course) per round. The durabation is 24 hours, but any use of Eldritch blast during this time instantly dispells Balors Embrace.

Breath of entropy
Lesser or Greater (I haven't decided yet!) Blast shape

Your Blast takes the foorm of a breath weapon, like that of a Dragon or Lindorm. Thus, you do not need to use ANY components, not even somatic.

Feast of the Bhargest (RRRRRRRRRRRRAAAARGHH! I CAN'T SPELL IT RIGHT!! Corrections greatly apreciated)
Dark 9th.

(This description assumes that you are medium size)

You devour the body of a dead or (Preferbly) 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 roud action to use this invocation.
After this feast, regardless if you eat the maximum ammount availible 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.

The main use of this ability tough, is to infuse the Warlock with a permanent boost to his constitution; For every 5 hit dice in one feeding the Warlock consumes, his constitution permanently incresses by one. This does not meen that he can waltz into a Halfling village and start gobbeling down.
He can only gain the boost once from a specific ammount of hit dice.

Example: Maneater has captured two pesky halflings,Mary Manybeats(5th lvl Rouge) and Lindus farbeen(lvl 16 Fighter), thats been a thorn in her side lately and have them securely tied up in her camp, facing eachother.
She moves up to the female first and leans in as if to whisper something, putting her lips to the side of the Mary's head. Mary didn't even manage a scream as Maneater jaws closed around her head and all the way down to her cheast. As Maneater deavours Mary's life force and grows permanently tougher from it, gaining +1 Constitution from her five hit die. She moves over to the pitifuly sobbing Lindus who stuttres a pray to Yondala. Maneater's tounge extends from her mouth an wraps around his neck, forcing him to look into the gaping maw of the Maneater. Then he knew no more. After this feast Maneter has increased her Constitution by 3(One from Mary and two from Lindus). Two days later she is attacked by a vengenceful halfing Paladin (Lvl 11). She makes short work of him but she gains no Con boost this time, since she has allredy gained a bonus from a creature as high as 15 hit die. She didn't complain tough; Paladins are so good to eat...

NOTE: Does not work on incorperal, constructs and undead cretures.(You CAN eat undead, but you won't gain anything) And keep in mind that this Invocation i VERY Evil...

If anyone has any thing to say I WOULD LOVE SOM MORE FEEDBACK!

SO LONG!!
De Batavier

04-15-05, 06:31 AM
:mymy: This really has grown quite a bit since I took a leave of absence from here. Does anyone know if we ever finished the boat?

There is a post somewhere in which i have put all the ideas we had together. We never realy finished it though. It's not that important at the moment anyway, because the IFWG hasn't started jet. When it does it would be not that difficult, a bit of searching, to find the ideas again. In that case the new members can also have their say in things. Maybe i look it up later.
wuyanei

04-15-05, 07:50 AM
Thank you. Your new invocations are wonderfull too. And I agree that looking in the MM was a godd idea; Look here!

Balor's Embrace
Greater 6th

Great flavor, but IMHO damage equal to eldritch blast might be a bit too powerful (a real balor only get 6d6 damage per round!).... and the limitation of 'no eldritch blasts allowed' might be a bit to severe (remember, a warlock cannot use any other invocations while grappling). In other words, this invocation seems to be a little too extreme on both ends.

Consider: a warlock's normal MO is to blast from a distance, therefore he would not have Balor's Embrace constantly activated. So on the opponent's turn, the opponent can grab you and start grapple without fear. Once in grapple, the warlock *cannot use invocations*, therefore he cannot invoke Balor's Embrace!

As written, Balor's Embrace can only be used by specially designed warlock/brawlers, with emphasize on melee/Hideous Blow powers. Other warlocks would find it somewhat difficult to use.

Perhaps you might consider something similar changes?

"You call upon Abyssal powers to wreath you in unholy flame. Any creature that enters your space takes 1d6 fire damage / four caster levels. Creatures that strike you with a natural weapon also take 2d6 damage each time they hit you. All creatures that remain in your space take an equal amount of damage on the beginning of your turn. This includes any creature grappling with you. The fire does not harm you or your equipment. The duration for this invocation is 24 hours."

(IMHO, Fire subtype is too powerful for a greater invocation... I'd not allow such a transformation until Dark, at the very least. However, I've not forbidden eldritch blasts. This version of your invocation is based in the Fire Shield spell.)

Breath of entropy
Lesser or Greater (I haven't decided yet!) Blast shape
Your Blast takes the foorm of a breath weapon, like that of a Dragon or Lindorm. Thus, you do not need to use ANY components, not even somatic.


This might be better as a feat phrased...

I Will It, So it Shall Be: Choose an invocation, you can use that invocation without somatic components three times per day.

Take the above feat, Eldritch Cone and Hellrime/Brimstone/Vitrolic Blasts and you imitate a dragon far better then those puny half-dragon types!

Feast of the Bhargest (RRRRRRRRRRRRAAAARGHH! I CAN'T SPELL IT RIGHT!! Corrections greatly apreciated)
Dark 9th.

Barghest

Very cool, but also way overpowered :D . Permanent Con boosts require Wishes, and are not readily available even to Epic characters!

A better barmeter would be the Death Knell spell: by killing a creature at near death, you gain +2 unnamed Str and +1d8 temporary hit points. Both benefits only last for 10 minutes per HD of the slain creature.

For this invocation, perhaps you couls tweak it to go something like:

By devouring the flesh of a newly dead (dead no more than 1 round per hit dice of the creature) or still-living creature, you can drink in its life force to enhance your own vigor....

... you gain a +1 bonus to your constitution for every four HD worth of creatures consumed. However, you can never gain more than +5 bonus to your constution at any single moment. The bonuses last for 24 hours, or until you are next exposed to natural sunlight (not only a daylight spell), whichever comes first.
Sephiroth Do'Urden

04-15-05, 09:42 AM
I guess that you're right about the breath weapon. And the Balor's embrace should probably be Dark too. The reason I Made it so potent is that I felt like warlocks could not do any good in a grapple otherwise.

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 grappeling with you or passes through your space takes an amonut of damage equal to half of your Eldritch blast (As Fire damage of course) per round. The durabation is 24 hours. The damage also apply to your natural weapons, if any.

I now that Feast of the Barghest looks overpowerd, but It is not unbalancing or at least not the part that gives you more Constitution for there is a Psion class that exactly duplictes this inovaction. But perhaps the last part should be left for the epic levels. I shall rewrite:

Feast of the Barghest
Dark 9th.

(This description assumes that you are medium size)

You devour the body of a dead or (Preferbly) 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 roud action to use this invocation.
After this feast, regardless if you eat the maximum ammount availible 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.
Sephiroth Do'Urden

04-15-05, 09:50 AM
I am thinking about Epic Invocations. Has anyone got some Ideas of how we should handle thoose?
wuyanei

04-15-05, 10:37 AM
Well, I have no cut and set rules, but I am considering introducing 'Dire' invocations into my games. An epic warlock can take the 'Dire Invocation' feat, which gives them access to Dire invocations (they gain access only, they do not learn any dire invocations yet). Each dire invocation costs an extra feat to learn, and you must spend gold and XP to develop the ability.

From what I can tell, least invocations duplicate 1st or 2nd level spells; lesser invocations duplicate 2th to 4th level spells, greater duplicates 4th to 7th levels spells, while dark invocations duplicate 6th to 9th level spells.

Short-duration spells lengthened to 24 hours (such as Walk Unseen vis a vis invisibility) generally counts as one invocation grade higher. Incapaciating abilities (such as sicken etc) are also bumped to one grade higher (nausea is usually a 3rd ~ 4th level spell, but it is a Greater invocation). So an invocation that mimics the _gaseous form_ spell (3rd level spell) ability should be a Lesser + 1 = Greater invocation.

Warlocks should never get any abilities that help others, just like bards do not get flashy damage-dealing spells. Healing, bless, etc. are all out. A warlock' eldritch blast should deal about half the direct damage of a sorcerer, but include a secondary ability worth about equal to the blast itself (slow and hellrime blast, confuse and bewitching blast etc.).

Dire invocations, therefore, allow limited duration and/or save-or-die spells up to 9th level, such as shapechange powers (Mien of the Patron: change form into any evil outsider; Wyrm Form: change form into a Old Red Dragon etc), insta-kill powers (Death Blast: an eldritch blast that also serves as a _finger of death_; Syllable of Death: basically Power word: Kill, etc.), or other powerful spells (Wall of Lights: prismatic wall; My Word is Your Command: Dominate Monster etc.)

Dire invocations should not be able to mimic Epic spells. That is the wizard's territory. Unique invocations might be allowed with the DMs approval.
wuyanei

04-15-05, 11:33 AM
I guess that you're right about the breath weapon. And the Balor's embrace should probably be Dark too. The reason I Made it so potent is that I felt like warlocks could not do any good in a grapple otherwise.

Well done :D ! No problems here! Fire subtype is fine as a Dark invocation, IMO. My greatest problem with the previous version was the inability to blast while maintaining hellfire, which rendered the invocation usless as a 'preventative' measure. I think this new version is perfectly fine. (And just as uber-cool! :cool: )

I now that Feast of the Barghest looks overpowerd, but It is not unbalancing or at least not the part that gives you more Constitution for there is a Psion class that exactly duplictes this inovaction. But perhaps the last part should be left for the epic levels. I shall rewrite:

Feast of the Barghest
Dark 9th.

Actually, I left this part (the no need for food part) out in my post above because I had no problems at all with it. Basically, this is a very limited _create food and water_ 1/day plus _cure serious wounds_ once per 2 hours. I'd consider this invocation balanced as a Lesser invocaton (or even a Least invocation, since you cannot share the food or healing with other party members). In any case it is a 3rd level spell at most.

The part that I considered overpowered (even as a Dark invocation) was the permanent, ulimited-stacking, Con bonus. Remove that part, or simply add an upper limit to the bonus and a maximum duration to the bonus, would do much to balance things, IMHO.
Sephiroth Do'Urden

04-16-05, 09:36 AM
Well done :D ! No problems here! Fire subtype is fine as a Dark invocation, IMO. My greatest problem with the previous version was the inability to blast while maintaining hellfire, which rendered the invocation usless as a 'preventative' measure. I think this new version is perfectly fine. (And just as uber-cool! :cool: )

THNX!
Sephiroth Do'Urden

04-16-05, 09:41 AM
[QUOTE=The part that I considered overpowered (even as a Dark invocation) was the permanent, ulimited-stacking, Con bonus. Remove that part, or simply add an upper limit to the bonus and a maximum duration to the bonus, would do much to balance things, IMHO.[/QUOTE]

THIS WAS the part that I meant! There is a Psionic prestige class that EXACTLY duplicates this ability allmost to the letter and they WOTC states that it is not unbalanced since you won't be able to gain a con bonus untill your level is sufficantly high. You don't gain any bonuses for gobbeling lot's of 5 HD creatures you see.
wuyanei

04-16-05, 10:12 AM
If you say so...

I don't have the books on Psionics (don't think they mix well in fantasy -- I think you should have psionics OR magic in a setting, not both at the same time), so I havn't seen the PrC. If you think it is balanced, then by all means use it :) . Everything I say is IMHO only, as should be abundantly obvious :D !

Regardless, I do like the flavor. Too creepy to allow for a PC, perhaps, but for a villian... Mweh heh heh.... :schemes:
Sephiroth Do'Urden

04-17-05, 09:19 AM
Wuyani, I did not meen to be rude! :P
I did like the flavour too, but the players did not fancy seeing their Halfling heros become snacks for the DM's lapdog! :D My Warlock actually killed three heros per player before they finally overpowerd her! A clever combination of Eldritch Doom+repaling blast on a birdge 500 ft over a sea filled with dire sharks made my day... :D
Sephiroth Do'Urden

04-17-05, 10:21 AM
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 succed on a will save or suffer the effects of an imprisonment spell.

Dissinterating 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 equpment remains unharmed. If they succed on a fort save, they ½ of your usual Eldritch blast damage witch can still kill and dissintegrate them.
Cazic

04-17-05, 12:42 PM
I am very glad to see that you all are very much alive. i plan on making a Warlock. I am thinking a Bard style.
Silent Infinity

04-17-05, 04:04 PM
I am very glad to see that you all are very much alive. i plan on making a Warlock. I am thinking a Bard style.

Well, I heard there's some Bard/Warlock PrC out there called the Soulsinger or something. The link is in the library.

It might be good or something...

(Not that anyone has ever given me feedback on it, haha.)
De Batavier

04-18-05, 09:45 AM
:eek:
Need to update the library :D
Cool stuff Sephiroth Do'Urden
Hope i didn't miss anything in all those post and that i got the latest versions.
De Batavier

04-20-05, 04:15 PM
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.
The Stray

04-21-05, 05:23 AM
A shadow rustles in the corner, then forms into a man of average height and build. His face is handsome and chisled, with a strong jaw and noble features. His blonde hair suddenly darkens to black as his face thins and takes on an olive complexion, gaining Arabic features. This changes into the softer, more feminine contours as "he" becomes "she".

"We are known as Mobius" comes a whisper from the changeling. "We have an interest in this guild."
De Batavier

04-21-05, 08:51 AM
Greetings Mobius. Welcome to our circle

Added you to the members list The Stray, because i assumed that was what your post meant.
if not let me know
Demonfey

04-21-05, 04:24 PM
Here are a few weapons that I feel you will like, even if they aren't exactly warlock based. They are good for use on ships, or forts
Little toy of mine:
Claymore: rigging up a barrel of smokepowder with a few pounds of nails around it, you create a medieval claymore. Light the fuse, launch it, and watch everything ignite while being run through by dozens of nails. :D Also good for the vampire hunter targeting several vampires, just replace the nails with stakes.
Damage: 2d6 fire, 5d6 piercing/bludgeoning, reflex DC 20 for half, 30 foot radius. Easy to rig up, and costs as much as a few pounds of nails and a barrel of smokepowder would.

Big toy of mine:
Blade gun: Using spring loaded firing systems, you launch saw blades at your opponents like skeets at a target practice site. Can be configured for rapid fire, launching up to three blades per round. Due to the nature of the weapon, it is suitable only as a fortress defense weapon because it is meant to target large groups without much protection from above (in other words, it is a weapon that is too inaccurate to be fired at singular entities and hit, but is great for large groups where you can't help but hit something). One round equals twenty circular blades.
Cost: 1000 gp
Damage: 2d6
Size of weapon: Huge
Size of ammo/what ammo effectively is: large; greatswords
Shears through wooden equipment due to design of ammo

Wand gatling gun: This contraption holds up to four wands and begins making them spin rapidly. This weapon activates the wands when it is at a certain point, shooting a charge of magic at the targets. Each round, up to two wands can let loose a charge each, although they must both be aimed at the same spot. Reloading a wand gatling gun takes three rounds. Wands of different spells can be used, and the user of the device only has to make a use magic device check once with each wand in the device, and gains a +5 to the check. No two wands have to be the same.
Cost: 1000 gp, plus the price of the four wands
NOTE: IT IS MAGICAL.
The Stray

04-22-05, 12:45 AM
Oh, it was, it was...I've never joined a foundation before, and that sort of in-character post seemed to be the accepted format...:D

"We thank you. There is much we can offer each other. for instance, we have developed certain...unique abilities that we feel you might be interested in adding to your library."

The dark changling Mobius smiles, her features smothing into those of her natural form, a thin woman with waxy gray skin, long white hair, and large yellow eyes, indicative of doppelganger blood. She begins to speak...

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.

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.

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.

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.

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.
De Batavier

04-22-05, 09:18 AM
Your words of wisdom have been stored in our library Mobius. Your lore Demonfey has no place in our library, but we could use it when we will built our base. :evillaugh
The Stray

04-22-05, 04:11 PM
Mobius nods. "We are pleased that our abilities are worthy of recording. We also wonder if there is any projects we may undertake, to put such abilites to pratical use?"
De Batavier

04-24-05, 12:47 PM
Mobius the Circle is more of a meeting place for individual Warlocks to share their knowledge and to grow in their power. Ofcourse i would like to see us as a well organised group, but we aren't. Maybe to many of us have problems with authority ;) . I do like the idea of projects. Many of the researched powers are based on the abilities of the monsters we encounter in our world. I think that we should continue on that road. See it as a kind of themed research. But use it more as an inspirational tool than as a rule, i do hate rules. Unless ofcourse when i can break them :evillaugh
Demonfey

04-24-05, 06:08 PM
Your words of wisdom have been stored in our library Mobius. Your lore Demonfey has no place in our library, but we could use it when we will built our base. :evillaugh
That was the point.
De Batavier

04-25-05, 06:39 AM
That was the point.

I figured as much ;)
Seems to me the IFWG will start again soon. Maybe then we will finaly complete our flying fortress.

:cool:
DolArrah

04-26-05, 08:41 PM
The door opens and a man walks in. His silver cape is blown about by some unseen wind and he announces, " I wish to join your fine organization!" His hair shines in the dim light and his light blue eyes are as if you were looking into a depp well. When you look closely, you can see that his feat never really touch the ground and that his voice always sound like wind rustling through the leaves always sound like he is whispering as well as
Silent Infinity

04-26-05, 08:55 PM
The door opens and a man walks in. His silver cape is blown about by some unseen wind and he announces, " I wish to join your fine organization!" His hair shines in the dim light and his light blue eyes are as if you were looking into a depp well. When you look closely, you can see that his feat never really touch the ground and that his voice always sound like wind rustling through the leaves always sound like he is whispering as well as

A smooth voice rolled out from the shadows. Like a dark wave of midnight ink, the torrent of words rushed over the initiate. "I doubt you will have any trouble in finding a place among our order, but I suggest you check that enthusiasm at the horizon."

"Dedication and creative efforts will aid you far better in traversing these paths at night."


Seriously, welcome! I'm sure DeBatavier will appear shortly and formally welcome ya!
DolArrah

04-26-05, 09:00 PM
"True, and, although my father is very flighty, I have the dedication to work on any task you throw at me. I may be exuberant, but I am not afraid of hard work, and thank you for that welcome."

Yes. Thank you.
Silent Infinity

04-26-05, 09:10 PM
"True, and, although my father is very flighty, I have the dedication to work on any task you throw at me. I may be exuberant, but I am not afraid of hard work, and thank you for that welcome."

The shadows spoke again in yet another inky wave, "For now you survive the flood. Make sure to keep your head above water and you'll be fine. We are always willing to help fellow members learn how to tred, unless we wish for them to drown." Laughter echoed from the depths of nothing, but if the soul of oblivion could muster an emotion it was grudging acceptance.
The Stray

04-26-05, 09:52 PM
"True, and, although my father is very flighty, I have the dedication to work on any task you throw at me. I may be exuberant, but I am not afraid of hard work, and thank you for that welcome."

"Your father does not concern us. We neither know nor care who he is. You, on the other hand, are here, and talent is best known by seeing action, not hearing words...another reason why we wish to prove ourselves in some task." The Changeling whispers from the shadows. "But we offer you welcome, until such time as you prove unworthy of it."
Cazic

04-26-05, 11:38 PM
From the center of the room and one of the few beings not dwelling from within the shadows, the robed wizard that has been sitting and listening for some time sence he was invited here speaks.
"Hello dear brother and sister spellcasters. I have been but a observer for some time now enjoying the scene. It has been most....entertaning. Although I am not a Warlock as your selves I have grown rather interested in the works of you group and am wondering if perhaps I would be welcome amoung you despite my lack of invocations. I beleive who could be of use to eachother."
His voice speaks out sounding as wind going over the ocean.
De Batavier

04-27-05, 05:15 AM
Welcome DolArrah and Cazic.

A not Warlock joining our Circle. Hmmm...it opens possibilities. Yes i think it's possible to let you join.

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.
DolArrah

04-27-05, 05:06 PM
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.
DolArrah

04-27-05, 05:09 PM
De Batavier, I think your could stand being more powerful, like 2 point of dex damage.
Frostbite_Ravenheart

04-27-05, 05:31 PM
Its time for me to continue my spread of the infamous Council of Archmages politics. Now is not the time to sign open treaties between one another. Much work is still to be done on my side of the fence.

However I do consider, De Batavier, that you start weighing your options. Can you risk open war with us? I do not wish for such things to happen and I would much like to see what would happen with our powers combined. A great friendship between the two of us and our great foundations could mean dominations of magical powers.

You think about it. I'll be back when my foundation is ready to discuss foreign politics. If you wish though, you may PM me personally for a conversation about a personal alliance.

-Frosty
DolArrah

04-27-05, 05:32 PM
"I havn't had much contact with you mortals, so would you mind summing up what has happened? I have been training in the mountains, mastering my powers."
De Batavier

04-28-05, 05:50 AM
De Batavier, I think your could stand being more powerful, like 2 point of dex damage.

I thought about having one point of dex dam depend on the save, but think falling prone in a combat situation on a missed save is bad enough. And the dex damage is dealt every time this invocation is used, which could be quite a lot in a Warlocks case ;)

Updated the Library :cool:

Its time for me to continue my spread of the infamous Council of Archmages politics. Now is not the time to sign open treaties between one another. Much work is still to be done on my side of the fence.

However I do consider, De Batavier, that you start weighing your options. Can you risk open war with us? I do not wish for such things to happen and I would much like to see what would happen with our powers combined. A great friendship between the two of us and our great foundations could mean dominations of magical powers.

You think about it. I'll be back when my foundation is ready to discuss foreign politics. If you wish though, you may PM me personally for a conversation about a personal alliance.

-Frosty

I see the benefits of an allience between us. We've already been allies with the psionic foundation and the Childeren of the Planes. We certainly see you giving an addad value to this great allience of power. On the other hand, i don't know if those alliences are still valid. Time has passed and things have happened (were made during the last IFWG, IIRC). We shall see what the future holds for us. It would be nice to call you friend. There are so many that we now must call...well those are all death. Friends would be a nice change. Feel free to come again to discuss this further.
wuyanei

04-28-05, 11:18 AM
A lighthearted music drifts in from the council chamber’s door, and the faint rap-tap-tap of light footsteps alerts you to a newcomer’s arrival. You see no one, but that is hardly an uncommon occurrence for a gathering of such powerful beings, and you are not surprised when motes of rainbow-colored lights gather from the corners of the gloomy room. The lights swirl, like many-colored fireflies, condensing into a whirlwind just beyond the chamber entrance, within which a shimmering human-shaped globe of light takes form.

You barely have time to estimate the dimensions of the globe, before it gives off a flash of light and then solidifies into a young woman of about twenty-five summers. She is of average height, with rather slender build, and wears a drab-gray cloak along with a somewhat tattered forest-green, wide-brimmed, pointy-tipped hat, with a large silvery feather attached. In her hands she carries a beautiful golden harp, while a large oaken broom is somewhat incongruously strapped behind her back. A mace and a crossbow are casually strapped on a utility belt on her waist, along with a scroll organizer full of magical scrolls. Despite her age, you recognize in this woman an experienced traveler – no debutante, this one – for she carries herself with a confidence that only years of hard travel can bestow.

The young woman’s face is partially obscured by the brim of her hat, but you can see that she is smiling – a wide, open, infectious smile that is almost enough to move one as steeped in darkness as you. Almost.

As you watch, she finishes her tune with a flourish, then stows away her golden harp and moves to take off her hat. Her fingers are slender, you notice, and her complexion is of a light olive hue. She wears a large red-stone ring on her right hand – a seal, you guess – in addition to a smaller ring that you, with your detect magic ability, instantly recognize as magical.

Her hair is copper-red and wild; her eyes are vivid green and smiling. Even to one such as you, who has seen so many charismatic people in your long journeys, she is one upon whom a person’s gaze would linger, if only for an instant…. but then the instant passes, and you gauge her anew with the eyes of an experienced adventurer. Yes, this one has power. Her good cheer is real, in the same way that a mountain’s tranquility is real – the mountain’s tranquility does not prevent it from cascading into an avalanche; this young woman’s cheerfulness would not prevent her from dispatching her foes with ruthless efficiency.

A moment’s silence ensues; you gaze at each other. Then her smile widens, almost imperceptibly, and the impasse is broken. She sweeps her hat before her – trailing a line of multi-colored butterflies that illuminate the chamber with a rainbow’s span of colors – and bows to all present…. gallantly.

She straightens, and smiles. Her hat has somehow vanished. She speaks confidently, easily. Her voice is musical, and filled with mirth.

“Greetings, good sirs! I have heard lore of your august gathering! I am Yanei, traveler, singer, and teller of stories, and I dare say this sepulcher of a council chamber could do with a dash of color! Allow me to amuse you with a tall tale or two, and perhaps we shall indulge each other by swapping a few legends.”


OOC: Sorry for dissappearing, everyone (and especially Sephiroth Do'Urden!). Midterms caught me, so I had to study for a bit.
On the positive side, I've *finally* got my character done: a Warlock/Wild Mage character with a bardic flavor. Won't be too powerful but should be a blast to play ^_^! I made her fairly high level in order to take advantage of Dark invocations. However, I can always scale her down to any level if neccesary. Now lets let the story roll on!



Name: Yanei Wu

Race, Gender, Age: Human, Female, 24

Background: Ashkala (Amn)

Religion: Tymora(*), Shaundakul, Sune; (*)patron deity

Languages: Common, Chondathan, Sylvan, Draconic,

Reputation: +8/+2 (famous as performer / low-profile as adventurer)

Height, Height: 114 lbs., 5'6"

Eyes, Hair: vivid green; copper-red, wild & bushy; light olive complexion;

Level: 8 Warlock / 9 Wildmage

Hit Points: 8d6 +9d4 +17 [68 hp, 48 lethal]

6+5+6+1+4+1+5+2 +2+2+1+1+3+4+4+1+3

Ability Scores: 28 point buy: 16, 14, 14, 12, 10, 8

Str 10(+0); Dex 18(+4); Con 12(+1);
Int 14(+2); Wis 8(-1); Chr 22(+6);

Ability bonuses: 4th-Dex; 8th-Cha; 12th-Dex; 16th-Cha;

Initiative: +4 (Dex)

Speed: 40 ft. (fly 30ft. good)

AC: 25 (+4 Dex, +3 Shld, +7 Armor, +2 Natural) [13 touch, 21 flat-footed]

Base Attack Bonus: +10;
Grapple Bonus: +10

Attack Roll:
Mace +11 melee (+1 MW);
Eldritch blast +17 Ranged touch (+1 WpnFcs, +4 Dex, +2 Warlock's Wand);

Damage: Light Mace 1d6 bludg; Eldritch Blast 8d6;

Special Attacks:
Eldritch Blast (CL 17, Rng 65ft, Dmg 8d6);
Random Deflector, 3/day;
Reckless Dweomer;

Special Qualities:
Decieve Item;
DR 1/Cold Iron;
Fiendish Resilience 1;
Wild Magic;
Student of Chaos;
Chaotic Mind (non-detection DC 32, immmune to confusion, insanity);

Invocations Known: 5+1/4/4/1

Detect Magic; Psychedelic Blast; Entropic Warding; Eldritch Spear; Devil's Sight(1); See the Unseen(2); Eldritch Chain; Fell Flight; Song of Temptation; Flee the Scene (3); Prisimatic Blast; Noxious Blast; Repelling Blast; Chilling Tentacles (4); Retributive Invisibility; [Path of Shadows];

Saves (F/R/W): +10/+16/+12 [Base: +5/+8/+9]

Skill Ranks: Prfm(Wind) +13; Prfm(String) +8; UMI +15; SpCr +9; Conc +10; Dipl +10; Bluff +10; SMot +5; [Total 84]

Skills: Prfm(Wind) +29(*,#); UMI +27(*); SpCr +13; Conc +16; Prfm(String) +20(*,#); Dipl +24(*); Bluff +19(*); SoH +8($); SMot +5; [Total 84]
(*) includes +3 from Circlet of Persuasion
(#) includes +2 MW instrument bonus
($) includes +3 from familiar
(%) includes +2 from familiar [alertness]
(!) all saves & skills include +1 luck bonus

Feats:
Cosmopolitan (Perform); Magical Aptitude; Obtain Familiar; Extra Invocation(1); Extra Evocation(2); Extra Invocation(3); Extra Invocation(4);

Familiar: [Alertness]

---------------------------------------------------------------------

Alignment: Chaotic Neutral (flighty, impulsive, irresponsible)
Familiar: Seerick [monkey familiar]

---------------------------------------------------------------------
De Batavier

04-28-05, 11:29 AM
Cool RP wuyanei

Karl Abend applaudes. Good show. We do indeed need some color and more music here. I must say i do tend to find these halls a bit empty, now so few of our Circle visit regulary. I'm very interested in hearing your stories.

If you character is for the IFWG there are creation rules. One of them is, i believe, highest level 15.
Also they've some sort of format in which you would have to post the character in the player statistic thread. The most recent rules and hyperlinks can be found in the Welcome to the guild house sticky.

Which reminds me i have to repost en remake my own IFWG character of Karl Abend. Where did i hide him on mine computer :thinks:


:cool:
Silent Infinity

04-28-05, 12:15 PM
If you character is for the IFWG there are creation rules. One of them is, i believe, highest level 15.
Also they've some sort of format in which you would have to post the character in the player statistic thread. The most recent rules and hyperlinks can be found in the Welcome to the guild house sticky.

Hm, interesting. Maybe I'll make one up and post it.
wuyanei

04-28-05, 12:29 PM
... and several new invocations to play with! These invocations were invented by others, but I love them so much that I decided to steal them and expand them into a entire chain!

Credit where credit is due: The 'Beastform' chain is inspired by the fantastic 'Beastform' invocation discovered by Lord Schpungus.

Beastform, lesser
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
Beastform

Greater, 5th; inspired by Lord Schpungus

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
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.

Credit where credit is due: The 'Summon Servitor' chain is inspired by the uber-cool 'Lesser Summoning' invocation discovered by Jharvis.

Summon Servitor, lesser
Summon Servitor, lesser

Lesser; 3rd; Conjuration (Summoning); inspired by Jharviss

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
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
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.)

And now, two invocations inspired by our fearless leader, De Batavier himself!

Credit where credit is due: The 'Vitriolic Blood' chain is inspired by the awesome 'Acid Blood' invocation discovered by De Batavier himself!

Vitriolic Blood
Vitriolic Blood

Lesser; 4th; inspired by De Batavier

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 from 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
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.

Finally, a bit of lore this humble wanderer has gathered on her travels.

Ghoul Touch
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.
Burst of Terror
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.
Mantle of Horror
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.
Mind-devouring Blast
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.

Ah, 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.

Eye of the Beholder
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.
Death Blast
Death Blast [Death]

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.
Word of Death and Damnation
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
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.
Mien of the Patron
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.
De Batavier

04-28-05, 01:35 PM
:OMG!



It took some time but i've updated the Library. Good that you were inspired by the invocations of other people. :cheer: Including me :w00t:
Nice work wuyanei :tiphat:


Hope i didn't skip any during copy and pasting ;)

One question: Why did you base Word of Death and Damnation on hitpoints and not on hitdice?
Main difference beinig that a 20th level wizard can have less hitpoints than a 10th level Barbarian (probably a lot less).
wuyanei

04-28-05, 01:49 PM
Well, Word of Death and Damnation is basically a combined Power Word: Kill, Power Word: Stun, and Power Word: Blind. All Power Word spells are based on hit points... they are designed to be save-less mage-killers. Their main drawback is that they are [Death], [Mind-affecting], [Enchantment(complusion)] spells, which means that are many methods (Death Ward etc.) that a high-level mage can employ to negate them.

I simply copied the Power Word spells into the description for Word of Death and Damnation. As an epic invocation, the combination is not overpowered (I think), since epic characters tend to have many, many defenses active. However, to avoid a warlock WoD&D-ing every turn (and so keeping an opponent blind via the 1 round blindness), I added the limitation that a creature can only be affected by a warlock WoD&D once per day.

Hope that clears thing up a bit! And a big thank you for adding the invocations to the library, o' fearless leader ^_- ! This place wouldn't be as it is without your hard work!
De Batavier

04-28-05, 01:55 PM
Oops shows my not knowing much about spells from the PHB... :embarrass
wuyanei

04-28-05, 02:00 PM
Heh! Don't worry. It happens to the best of us. ;)
Silent Infinity

04-28-05, 02:59 PM
Well, Word of Death and Damnation is basically a combined Power Word: Kill, Power Word: Stun, and Power Word: Blind. All Power Word spells are based on hit points... they are designed to be save-less mage-killers. Their main drawback is that they are [Death], [Mind-affecting], [Enchantment(complusion)] spells, which means that are many methods (Death Ward etc.) that a high-level mage can employ to negate them.

That's what I was figuring. I think your stuff is very well done. Bravo.
wuyanei

04-28-05, 03:35 PM
Thank you, Silent Infinity! I'm flattered by your praise (and loving it ;) )!

... and here are a few feats to add to our athenaeum.

I Will It, So It Shall Be
I Will It, So It Shall Be
Benefits: Choose an invocation, you can use that invocation without somatic components three times per day.
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.
Sudden Combine Essence
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.
De Batavier

04-28-05, 03:54 PM
YOu like to see me sweat, don't you... ;)
Library has been updated
Silent Infinity

04-28-05, 03:58 PM
YOu like to see me sweat, don't you... ;)
Library has been updated

People are often their most productive, and enticing, when put under pressure.

;)
DolArrah

04-28-05, 09:48 PM
A shimmering book appears in the air, its pages rippled by ever-flowing air. "I would share some lore with you, forgotten lore that is known ony because of my mother."

Eldritch Warrior

A warlock of mythical power, her name now forgotten, developed a technique that strengthened the arcane power flowing through them, manifesting itself in their unique blasts. Their power was siphoned of to accentuate their Eldritch Blast, and their invocations suffered. The lore was forgotten, lost on the Elemental Plain of Air. Thirty-seven years ago, a woman, Elaidra, recieved this forgotten grimoire from her husband, a lord of the Elemental Planes. She perfected the art and the lore was returned to our world.
The Eldritch Warrior sacrifices Invocations for Eldritch Blast power.
Hit Die: d8

Requirements

Base Attack Bonus: +5
Eldritch Blast: 3d6

Class Skills

As warlock

]Level BAB Fort Ref Will Special Invoc
1 +0 +0 +0 +2 Eldritch Blast +1d6, +0
Prescise Blast +0
2 +1 +0 +0 +3 +1
3 +2 +1 +1 +3 Eldritch Blast +2d6 +1
4 +3 +1 +1 +4 +1
5 +3 +1 +1 +4 Eldritch Blast +3d6 +2
6 +4 +2 +2 +5 Blast Invocation +2
7 +5 +2 +2 +5 Eldritch Blast +4d6 +2
8 +6/+1 +2 +2 +6 Essense Invocation +3
9 +6/+1 +3 +3 +6 Eldritch Blast +5d6 +3
10 +7/+2 +3 +3 +7 Elemental Blast +3



Weapon and Armor Proficiencies: The Eldritch Warrior doesn't gain or lose any weapon or armor proficienceis.
Eldritch Blast: At every odd level, the Eldritch Warrior's eldirtch blast damage increases by 1d6. It is not commulitive. The number listed on the table is the toal bonus.
Prescise Blast: An Eldritch Warrior gains a bonus on eldritch blast attack rolls equal to her charisma bonus (ot +1, which ever is higher).
Blast Invocation: At 6th level, the Eldritch Warrior gains the ability to manipulate her eldritch blasts when she has a blast invocation on one. She can chose to avoid certain targets in the area of her blast.
Essense Invocation: Any Eldritch Blast modified by an Eldritch Essense' DC is increased by 5.
Elemental Blast: You can choose any Eldritch Blast, 3/day, to be affected by the Blast Shape essence Eldritch Doom and the Essence Invocation Uterdark Blast. The warlock can still apply other effects, following normal rules.
Rim-Soulfang

04-29-05, 04:34 AM
DolArrah, it's rather hard to read when you write in that color.
wuyanei

04-29-05, 06:35 AM
YOu like to see me sweat, don't you... ;)
Library has been updated

You’re cute when you’re nervous. .^_-.

… an updated version of I Will It, So It Shall Be. I’ve given it some thought, and I really couldn't come up with a good reason to retain the verbal component. Therefore, I've expanded the feat to cover verbal components as well. Basically, the feat turns an invocation into a spell-like ability (that may have an XP cost), usable three times per day. Could I trouble you to please update the library with this new version? Thank you very much!

I Will It, So It Shall Be
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.
De Batavier

04-29-05, 06:54 AM
:eek: More stuff for the library. :cheer:
Keep up the good work people :clap:

Have updated the library. I have kept the hyperlink to PrC format as with the old archived library, but skipped the sblock format for it.

I do agree that it would be nice if you would edit your color choice DolArrah ;) Uses new invocation on DolArrahs post...

Invocation
Colorfull words
least 1st
With this invocation a Warlock can change the color of of any written text to his own liking.

:cool:

Edit: It worked :w00t: Thanks DolArrah ;)
couchmonkey

05-01-05, 02:20 AM
Hi I'm new here and just recently I've come to realize the shear genius of the Warlock class. It's like a mage but it has the cutomization potential of the fighter and the flavor of almost any MM creature you want. Which brings me to my predicament. There are so many combinations of invocations that it gets kind of daunting. It's alot like the first day I looked at the fighter and had no idea of what options I wanted to use, though I knew I wanted a fighter of some sort. Does anyone know if there is a list of flavors and gameplay using the different combinations of invocations with or without feat selection? Is there a recourse that could inform me of how to optimize my invocation choices to obtain specific character concepts?
De Batavier

05-01-05, 06:18 AM
Greeting couchmonkey,

Yes the Warlock has to make some tuff decisions because there is much to choose from and so little to take home ;)
I agree totaly that it is as much an inovation to spell casting classes as the psionic system (which i like a lot) is. I would say that if they (and i hope this is still way way..way in the future) make a 4th edition, they should scratch the sorcerer and put the warlock in its place.

In the first post of this thread there are some links to other threads that could (or couldn't, because i haven't checked them out) help.

An other place to try is the character optimization forum (http://boards1.wizards.com/forumdisplay.php?f=339). This forum is specialised in optimization.

Ofcourse you could also post your character concept(s) here for discussion.

Hope this helped.

:cool:
Thoom

05-01-05, 12:34 PM
Hello I was directed to this community for Warlock questions.

Questions:

I bought CA, I like the Warlock...... So the DM said to us, pick a unusual race up to +8 lvl adjust.

I picked a pure blood Yuan-Ti <yes I know lol> Any other suggetions on race?

DM then said hey you have 21 lvls to play with, have a ball <yeah the guy is nuts!>

He then says, "He he he hope you guys can fight demons, and celestials after what I gave you... hmmm maybe a demi-god"

Oh for equipment money take 200,000gps

So what would you guys make?

I am Toying with 1 lvl in warlock, 1 lvl in Fighter, 9 in Greenstar adept, 10 in Mage slayer.
Also in Mageslayer can the spell focus be used on Eldritch blast?


Thank you guys
Demonfey

05-01-05, 12:42 PM
Half farspawned is the strangest thing I can think of. Better yet, make a half dragon whose base is another dragon. Do it correctly, you have a dragon without a weakness to any element. :D
Use a pyroclastic dragon as the base and you get three elemental immunities. Also, if you go effigy master, you could possibly construct an effigy of a half dragon hecatoncheires.
Hell, if you wanted to get really strange, I have so many books that I could give you any number of creatures that are strange and devious...
De Batavier

05-01-05, 01:39 PM
Greetings Demonfey. Nice to see you here once again. Ship is still not completed ;)

Thoom. There are many interesting races to choose from, but do not underestimate the extra power 8 levels of classes could give a ordinary human compared to a LA +8 creature ;)

I'm not a good character optimizer, so the only thing i can do for you is point to the forum where many of the experts are: The character optimization forum. (http://boards1.wizards.com/forumdisplay.php?f=339)

It seems you will be dealing with creatures that have damage reduction and spell resistance. I suggest that you look into the vitriolic blast invocation: it ignores spell resistance.

Well good luck with your quest for the ultimate demon/celestial/demigod slaying Warlock.

:cool:
wuyanei

05-02-05, 12:05 PM
OOC: I'm a bit busy lately, so posting might be erratic, although I'll do my best to keep up. ^_^

couchmonkey, Thoom: Welcome! I cannot claim to be a good optimizer, so I am afraid I can only be of limited help. However, If you can tell us what kind of character you would like to play (beyond 'A powerful one' ;) ), we might be able to brainstorm some thing up.

IMHO, warlocks (and most spellcaster types), work best with low LA races. Use drow, or even better, winged drow, at LA +3 for the SR and flight (save a precious invocation slot), but it I would not recommend anything beyond that. The SLAs of outsider types are very nice for a warlock, but usually not worth giving up that many class levels for.

Beyond that, since you do not get new invocations after 20th level, feel free to take Practiced Spellcaster and some fighter (or even paladin -- or blackguard :devil: -- levels).

.... but I am sure you know all of this already. Post your character concept if you want to, and we'll try to think of something. Remember to talk with your DM, since the warlock is fairly limited without house rules (too little published material). Most importantly, remember to have fun! :)

... and no post of mine is complete without something new to bother De Batavier with! ;)

ITEM: Mark of the Beast
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.

In Katernin’s case, her Mark was an oval-shaped birthmark above her breasts and just below her collarbones. As she grew in power, the birthmark also grew, as if it were a tumor. Katernin spent much effort researching the mark, and finally, during a long and painful ritual (more than 1000 times as painful as a normal cut! :eek: ) she succeeded in awakening her birthright. The tumor pealed open wetly, to reveal a glaring, red-rimmed tri-lobed eye with violet flecks shot through the void-black iris. The eye can use flesh to stone, disintegrate and repelling eldritch cone each three times per day, at 17th caster level, but it is not entirely under Katernin’s control and sometimes acts on its own.
Thoom

05-02-05, 12:51 PM
As I posted elsewhere today, GM informed us we will be fighting Astral Devas, outsiders ect. 20th lvl critters

So now I have a direction, and any suggestions welcome. My race is Yuan-Ti pure blood <GM let us take up to a +8 lvl adjusted creature as if it has no adjustment> So what should I take besides warlock <I love the warlock> feats and otherwise to fight these creatures.

Gm gave us 21 lvls to create with, starting from scratch. Plus I have 200,000gold to buy any non-wish magic devices ect. The Deva is what concerns me lol!!
De Batavier

05-02-05, 02:02 PM
Updated the library. Nice rp stuff wuyanei :)

Thoom. If your DM ignores LA that much the better.

Astral devas are immune to acid i see. So vitriolic blast is less effective, but maybe the other monsters the DM will throw at you don't have this immunity. I still think you should take it. It's also immune to cold and has resistance of 10 against fire. So fire seems to be a "weak" point. It's damage reduction is overcome by evil thingies. So buying "evil" weapons or having an ability that makes your attacks evil would be a big plus. The Deva has spelllike abilities, so maybe being able to "uncharm" partymembers (dispelling) would be a good thing to have. It's seeing invisibility only works seven times a day. So being invisible isn't that handy, because the encounters probably won't last that long for it to need all 7.
One other strong point is it's spellresistance. Overcoming that would help.

I don't know if one of the others has any pointers, but i'm out of ideas.

Hope you will show your character here when it's complete.

Happy gaming Thoom

:cool:
Silent Infinity

05-02-05, 03:12 PM
Submitted for approval of the Midnight Society...

This substitution level class was created for the Umbragen (http://boards1.wizards.com/showpost.php?p=5680531&postcount=501). What y'all think?


Shadow Warlock by Robert Pontious <LrdArystar@gmail.com>
"You see but your shadow when you turn your back to the sun."

The umbragen soul is a suffusion of shadow and mortal elf. The warlock learns to channel that power into blasts of darkness to aid their cause. A shadow warlock delves deep into the Umbra to awaken power that aids in their surprise and snipe attacks, as well as reconnaissance with the shadow soulknives.

Shadow warlock is a racial substitution level, providing options that many umbragen take in lieu of the normal abilities of the class. A shadow warlock can choose up to three racial substitution levels: one at 1st level, one at 3rd level, and the last at 12th level.

Hit Die: d6

Requirements
To take a shadow warlock substitution level, a character must be an umbragen on the cusp of taking 1st, 3rd and 12th level in the warlock class.
For further examples of similar substitution levels, see Chapter 2 of the Planar Handbook.

Class Skills
Shadow warlock substitution levels grant the class skills of the base warlock class, plus Knowledge [dungeoneering] (Int) and Survival (Wis).

Skill Points at each level: 2 + Int modifier

Shadow Warlock Racial Substitution Levels
Class Base Fort Ref Will
Level Attack Save Save Save Special Invocations Known
1st +0 +0 +0 +2 Eldritch Blast 1d6, invocation (least), stealthy 1
3rd +2 +1 +1 +3 Eldritch Blast 2d6, indistinct 2
12th +9/+4 +4 +4 +8 Hide in Plain Sight 7

Class Features
All the following are class features of the shadow warlock’s racial substitution levels.
Stealthy: A shadow warlock gains stealthy as a bonus feat. This reflects a minor ability to draw on the Umbra to create a minor cloak of clinging shadows and quiet brooding.
Indistinct: A shadow warlock gains indistinct as a bonus feat. This reflects the powerful connection the warlock has made with the Umbra, infusing himself to the point of ghost-like materiality. If the shadow warlock cannot shadow shift, then Indistinct does not grant the character any ability until he or she can shadow shift. This ability replaces the warlock’s damage reduction normally gained at this level. At all future levels when the warlock gains increased damage reduction, treat the damage reduction as one less than listed. Thus, the shadow warlock will not gain damage reduction until 7th level, which will be 1/cold iron.
Hide in Plain Sight (Su): The shadow warlock gains Hide in Plain Sight as the shadow-dancer ability. This ability replaces the warlock’s Imbue Item class ability.
De Batavier

05-02-05, 03:49 PM
I like the concept of racial substitution levels. It gives more flavour to racial choices.
Think that giving up imbue item is only for Warlock that won't create items.
Silent Infinity

05-02-05, 04:29 PM
I like the concept of racial substitution levels. It gives more flavour to racial choices.
Think that giving up imbue item is only for Warlock that won't create items.

Yeah, I agree. They are a great concept.

It's also cool you only have to take the levels you want. I can't imagine many umbragen warlocks would be item crafters myself. HiPS seems like a fitting replacement.
De Batavier

05-02-05, 04:47 PM
Yes i agree. It would be nice to be able to customize any class to your taste. It would be Taste substitution levels. Or is that to much flavour... ;)
Silent Infinity

05-02-05, 05:26 PM
Yes i agree. It would be nice to be able to customize any class to your taste. It would be Taste substitution levels. Or is that to much flavour... ;)

Haha, that's probably going too far.
Thoom

05-02-05, 05:53 PM
Sorry for being stupid, but how does one calculate the dc save for the Eb?

So I know what to do to jack it up to overcome spell resistance. Umm what I mean how does one calculate the power of a Eb in relation to overcoming spell resistance? Does caster lvl apply?
The Stray

05-02-05, 06:03 PM
I'm interested in generating stats for Mobius for any IFWG that might be being organized...where can I find guidelines? (I can't use the stats I made for my own campaign...too many house rules implemented, and I doubt a Gestalt character will work...)
De Batavier

05-03-05, 02:02 PM
Thoom. IIRC spell resistance needs a caster check (1d20+caster level which must be greater than the spell resistance. ).

To an unmodified Eldritch Blast there are no saves, remember you have to make a ranged touch attack to hit.

If you use one of the invocations with your EB the DC of a save would be 10+ spelllevel + charisma mod.

The Stray. One of the stickies contains all the information (or links to it) on character creation rules for the IFWG.

:cool:
Thoom

05-03-05, 04:07 PM
Hate to cross post, but , would the Dragon Disciple Prc work for the Warlock?

I know there is very little written officially for the warlock when if comes to past Prc's, but there has to be some sort of backwards compatibility somewhere.
De Batavier

05-03-05, 04:14 PM
Thoom. I assume you are thinking about the bonus spells of the PrC. The Warlokc doesn't gain bonus invocations from high charisma. I don't think he gains from this ability of the PrC. But as you said it's difficult to backtrack things this way.
De Batavier

05-05-05, 05:44 AM
Well despite the fact that search is down i've found a new thread to add to our links section (currently in the first post)
The new link:
Warlock Handbook (http://boards1.wizards.com/showthread.php?t=393586)

:thinks:


:cool:
The Stray

05-05-05, 03:44 PM
Hate to cross post, but , would the Dragon Disciple Prc work for the Warlock?

I know there is very little written officially for the warlock when if comes to past Prc's, but there has to be some sort of backwards compatibility somewhere.

Looking at the Prerequisites for Dragon Desciple:

Spellcasting: Ability to cast arcane spells without preparation

Looking at the "Warlocks and Prestige Classes" section of the Prestige Class chaper of Complete Arcane:

A warlock cannot qualify for prestige classes with spellcasting level requirements, as he never actually learns to cast spells.

So technically, the Warlock does not qualify for the Dragon Desciple class, since the Warlock does not cast spells.
Thoom

05-05-05, 08:01 PM
What metamagic feats can a Warlock have?
Cazic

05-05-05, 10:17 PM
But a Warlock can multiclass. So he could just take a level of Sorc. and then go Dragon Desciple.
Thoom

05-06-05, 12:01 AM
Looking at the Prerequisites for Dragon Desciple:

Spellcasting: Ability to cast arcane spells without preparation

Looking at the "Warlocks and Prestige Classes" section of the Prestige Class chaper of Complete Arcane:

A warlock cannot qualify for prestige classes with spellcasting level requirements, as he never actually learns to cast spells.

So technically, the Warlock does not qualify for the Dragon Desciple class, since the Warlock does not cast spells.

Errata CA: Eldritch blast is the equivalent of a first level spell. Any other references to eldritch blast being something other than the equivalent of a 1st level spell should be disreguarded. So does this work?
The Stray

05-06-05, 01:16 AM
Errata CA: Eldritch blast is the equivalent of a first level spell. Any other references to eldritch blast being something other than the equivalent of a 1st level spell should be disreguarded. So does this work?

If that is the case, then, I suppose, the Warlock CAN qualify for the Dragon Desciple PrC, though like De Batavier said, the extra spell slots per day wouldn't really help the Warlock, since they can cast their invocations at will anyway.

Though IIRC, just because the Eldritch Blast is the equivilent of a 1st Level spell, that does not mean it actually counts as a spell for spellcasting requirements, since it's still a spell-like ability. I believe that the ruling only affects the fact that originally the Eldritch Blast's equivelent spell level increased with level, which made for funkiness when it interacted with stuff like Wild Magic (the higher level the Warlock is, the harder it becomes to cast his signature power) and wonkiness with saving throws (it hightened itself for the purposes of Eldritch Essence and Blast Shape Invocations).

Spell-like abilites that don't directly duplicate spells are given level equivilencies to provide a baseline for the DM to ajudicate stuff like Dispel Magic and other things that rely on a spell's level, but don't actually count as spells being cast.
De Batavier

05-07-05, 10:40 AM
Invocation:
With this invocation a poster can bump the thread to top of the forum. He may also use a specialy developed icon for this.
:bump:
Deviston

05-07-05, 11:21 AM
:: post to put on sub list ::
De Batavier

05-08-05, 11:03 AM
Greetings Deviston,

I'll put you on the members list.

:cool:
De Batavier

05-09-05, 02:25 PM
Scream of Doom
greater 6th

Whe he uses this invocations the Warlock starts a ear shattering scream. This scream deals 6d6 1d6 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 deafend for 4 rounds. The invocation also works as the a shatter spell in the targeted area.
Duration is instantaneous

:thinks:
DolArrah

05-09-05, 07:17 PM
20d6 damage at will? plus a shatter? Plus a cone!

Wow, way way wya wya way way way way overpowered. Imagine! 20d6 a round, no way to stop it except for a readied counterspell! a fortitude save halves it but still, 10d6 a round, plus it is dealt to everyone in a cone!
De Batavier

05-10-05, 06:22 AM
Yeah you're right it's a wee bit overpowered ;)

Scream of Doom
greater 6th

Whe he uses this invocations the Warlock starts a ear shattering scream. This scream deals 6d6 +1 per Warlock level 1d6 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 deafend for 4 rounds. The invocation also works as the shatter spell in the targeted area.
Creatures immuun to sonic damage or those that don't have a constitution score are not affected by this invocation.
Duration is instantaneous

:thinks:

Do you think it's more balanced now?
DolArrah

05-10-05, 01:57 PM
Stil, they can do 56 damage a round to everyone, and shatter everyones things. I would certainly take it, but you could leave it as iot is, since is doesn't affect undead or constructs, although I think that the effect should be able to hurt the constructs.
Silent Infinity

05-10-05, 08:50 PM
Stil, they can do 56 damage a round to everyone, and shatter everyones things. I would certainly take it, but you could leave it as iot is, since is doesn't affect undead or constructs, although I think that the effect should be able to hurt the constructs.

I also think it should affect constructs.

Also consider at 11th level (the first level you can take a greater invocation) you have just attained 6d6 eldrith blast. If you took the cone blast shape, you could basically achieve this invocation. Except it would be a reflex save instead of a fortitude save. That is the limit of it's nature.

Saying undead aren't affected (as I'm going with the idea constructs should be affected) is probably not enough to make this invocation less powerful than your eldritch blast with the cone shape. The deafened chance and the shatter effect make it considerably more powerful than an eldritch cone effect at 11th level. Hmmm. I don't think another invocation should be more powerful than your eldritch blast plus a blast shape. What do you guys think?
DolArrah

05-11-05, 08:47 AM
Well, you will get 9d6 at 20th level in a cone, but I still think this is over-powered. It is a good idea, though.
De Batavier

05-11-05, 11:14 AM
Let's tweek it some more then shall we.

I've reduced the damage, but included dubble damage against constructs. Raised the level of the invoction by one. Changed the area in a line, but increased the range.

Shattering Scream of Doom
greater 7th

When he uses this invocations the Warlock starts a shattering scream of doom. This scream deals 6d6 per Warlock level sonic damage to objects and creatures in a 120ft line. Fortitude save halves. If the save is missed the targets are also deafend for 4 rounds. The invocation works as the shatter spell in the targeted area.
The spell deals dubble damage against creatures of the construct type, including living constructs.
Non-construct type creatures that have no form of hearing are immune to this invocation.
Duration is instantaneous

:thinks:

Ideas, opinions?
Rim-Soulfang

05-11-05, 12:02 PM
6d6 per level?
Silent Infinity

05-11-05, 12:08 PM
6d6 per warlock level? Or did you mean just 6d6?

I'd also go back to the cone shape. It seems to be getting overly complicated now. You have a great idea in this invocation but it seems to be getting stifled by our attempts to balance it.

For that, my apologies.

What if you returned it to the last incarnation and make it 5d6 damage + 1 per warlock level. Also make it as a 5th level spell perhaps? Keep it a cone, let it affect constructs, fort save half (though constructs do have horrid fort saves), and things in the area of effect are shattered but someone who passes their fort save doesn't have any of their equipment affected.

And creatures that aren't deaf should be deafened when they fail the fort save.

What about that? This really is a tricky one.
De Batavier

05-11-05, 12:24 PM
Let's put Shatter up so we can quickly see what it does precissely


Shatter
Evocation [Sonic]
Level: Brd 2, Chaos 2, Clr 2, Destruction 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area or Target: 5-ft.-radius spread; or one solid object or one crystalline creature
Duration: Instantaneous
Saving Throw: Will negates (object); Will negates (object) or Fortitude half; see text
Spell Resistance: Yes (object)
Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.
Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.
Alternatively, you can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.
Arcane Material Component: A chip of mica.


Due to the nature of Shattering Scream of Doom the Shatter part only destroys "nonmagical objects of crystal, glass, ceramic, or porcelain"
So that isn't realy bad. Certainly not at the level this invocation will be.

Some more tweeking:
I'll adjust the invocation to 5th level (is that still greater?) and reduce the damage to 5d6 +1/warlock level.
I'll keep the dubble damage against constructs.
I'll make it a cone again.

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 deafend for 4 rounds. The invocation works as the shatter spell in the targeted area.
The spell deals dubble damage against creatures of the construct type, including living constructs.
Creatures normally not affected by sonic damage are immuun, unless they are of the construct type.
Duration is instantaneous
Sephiroth Do'Urden

05-12-05, 09:26 AM
Rimefire Blast
Greater essanse

Calling upon the Mystical powers of the Rimefire Ediolons your Eldritch blast deals pure rimefire damage! Thus half the dammage you deal is cold and half of it is fire damage.
DolArrah

05-12-05, 10:26 AM
That blast, Do'Urden, isn't very powerful at all. Maybe increase the damage by 2d6 and make a small splash?
Von Crown

05-12-05, 10:14 PM
A metallic hoop about a foot in diameter suddenly pops out of mid-air. A slight smell of ozone surrounds the ring, and a small amount of electricity crackles around it. The hoop turns so that it's outer rim faces up and down, and a silvery liquid leaks through the inner rim. The liquid floats freely in the air, coalescing into a sort of floating puddle in the middle. This process continues until the inside of the hoop seems to be covered in a shimmering membrane, a sort of liquid mirror. Suddenly the center begins to vibrate, and a somewhat tinny voice is heard.
"Testing, testing. Message transmit prototype, designation MTSYS-003. Can you hear me?"
Cazic

05-12-05, 10:43 PM
Cazic, the only non-Warlock member, stands up from his seat in the middle of the room and walks to the loop looking it over.
"Most interesting......Yes we can hear you. Why pray tell have you summoned this here?"
Cazic continues to walk around the loop and looking it over.
De Batavier

05-13-05, 07:47 AM
Greetings. The Library has been updated.


A metallic hoop about a foot in diameter suddenly pops out of mid-air. A slight smell of ozone surrounds the ring, and a small amount of electricity crackles around it. The hoop turns so that it's outer rim faces up and down, and a silvery liquid leaks through the inner rim. The liquid floats freely in the air, coalescing into a sort of floating puddle in the middle. This process continues until the inside of the hoop seems to be covered in a shimmering membrane, a sort of liquid mirror. Suddenly the center begins to vibrate, and a somewhat tinny voice is heard.
"Testing, testing. Message transmit prototype, designation MTSYS-003. Can you hear me?"

Yes i can hear you. Don't keep us waiting and tell us the purpose of this...visit

Do you still like it here with us Warlocks Cazic?
Cazic

05-13-05, 08:31 AM
"Yes my friend it is most....entertaining. The growing Libary provides great reading material. I realy must look in to how your people are birthed. It could prove a powerful undertaking."

I need to find a CA so I can read up on Warlocks. The local bookstore had one, but someone bought it. :( I will find one somewhere though. :)
Silent Infinity

05-13-05, 08:39 AM
"Yes my friend it is most....entertaining. The growing Libary provides great reading material. I realy must look in to how your people are birthed. It could prove a powerful undertaking."

I need to find a CA so I can read up on Warlocks. The local bookstore had one, but someone bought it. :( I will find one somewhere though. :)

You don't have one? Oh my. How do you survive? The two CA's rock out loud. (That's Complete Arcane and Complete Adventurer.) Just ask the bookstore to hold you one when they come in next. Then, the dark powers of the Warlock can be yours...

If the price is right!
Cazic

05-13-05, 08:52 AM
I survive through a lot of other books. Its hard and I have had to go to the Hospital for a lack of DnD several times, but thankfully I have been able to survive on a diet of wolf's bane, Elf's blood, and Dragon scales. ;) :D
De Batavier

05-13-05, 12:55 PM
I agree both Complete A books are good. I think the Warlock is one of the most interesting classes. I hope that they get some attention in future products. Maybe Eberron products because of the Umbragen. That would be an interesting book to have i think. :D

Hope you too can soon behold the coolness of the Warlock class Cazic. :D

:cool:
Von Crown

05-13-05, 04:35 PM
"Ah, good, it's working. I contacted you a while ago with an offer to build your flying ship. That offer still stands, and if you want a product demonstration of one of our other ships, we'd be happy to oblige."
DolArrah

05-13-05, 09:51 PM
"You have found a way to make ships fly? Hmm, that intrigues me. I have made a . . . study of that particular element. Please share your knowledge."
A soft wind blows around, and the light voice seems to reverberate of all the walls.
Cazic

05-13-05, 10:44 PM
"A powerful enough Fly spell that has been proberly changed for this could handle it I suppose. Though .... it does not have the level of imagination that I would like in such a plan. If there is anything I could do to aid in this, please do not hesitate to ask. I must find buisness after all if my orginazation, The Dragon's Breath, is to function."

If I can I will likely have my Wizard take levels of Warlock once I get a good source of info.
Von Crown

05-14-05, 12:30 AM
"I have a well-established custom flying ship comstruction firm based in an alternate reality from whence I hail. I contacted this group earlier with an offer, and have called again to say that that offer still stands. I am a member, but circumstances dictate that I cannot be pesent at this time, so I have sent this devce in my place. I will be arriving shortly."
wuyanei

05-14-05, 03:53 PM
OOC: Welcome back, Sephiroth Do'Urden! Where have you been? We've missed you!

Yanei looked around her, at the various powers seated around the council table. Ah! She smiled. Lively discussion. How nice it is!

There was really nothing she disliked more than dreary somnolence. Bards (and she certainly fancied herself a bard!) thrived on the energy of their audiences. There are few things more disheartening than performing to an empty theater!

Yanei shook her head slightly, then tossed her cloak as if to toss away some old and unpleasant memories. She let her gaze wander over the seated powers, stilling her sight on DolArrah, who was floating serenely in a corner, quietly perusing a large tome suspended in midair.

Yanei nodded to herself. Might as well introduce myself. She slung her handy haversack into the ground. Then, after a few seconds of rummaging, pulled out a long bounded scroll of excellent-quality vellum. She tapped the scroll against her cheek, and smiled impishly. ... and now, to make an impression!

"O' Wild West wind," she sang loudly as she approached the studying DolArrah "thou breath of Autumn's being, -- Thou from whose unseen presence the leaved dead -- Are driven like ghosts from an enchanter fleeing,..."

DolArrah looked up, mildly annoyed at the disruption of his study, to see Yanei standing before him with a broad smile and an open scroll.

"Fair greetings, O' Child of the Winds, many songs I have heard in praise of illustrious Akadia. Her gifts shine forth brilliantly in your blood, and I, a wind-swept drifter like the leaves upon a pond, would gladly listen to any storied you might be willing to share.

"In particular, I have heard legends. Legends of the Wind Knights, Guardians of Akadia. I seek insight into the verity of these legends -- perhaps you, who have doubtlessly seen and heard before your mother's throne, might shed some light on this subject?"

Knight of Akadia/Knight of Lassa
Knight of Lassa

CONCEPT: Flying mage-warriors; masters of the skys; templars of the
Lady of the Winds. While any arcane magic user can become a Knight
of Lassa, the most adept of them all are warlocks. It is said that
the Order was founded by a warlock descending from Lassa herself,
a half-human child of one of Lassa's many sylph daughters.

INTRODUCTION:

REQUIREMENTS:
In order to become a Knight of Lassa, a character must meet the
following criteria:

Alignment: Neutral Good, Chaotic Good or Chaotic Neutral (ie. within
one step of Lassa herself, you may freely change this to suit your
story-world).

Base Attack Bonus: +4

Skills: Knowledge (the planes) +4, Tumble +4,

Feats: Dodge, Mobility,

Special: Arcane Caster Level 5th. Must be trained by the Knights
of Lassa at their fortress home on the Plane of Air (#).

(*) The character does not need to actually have a fly speed to
be a Knight of Lassa, since all creatures gain an ability to fly in
the plane of air. However, few of the Knight's special abilities
function while the knight is 'landbound', so in order the take
advantage of the class's abilities, the character must have some
way to fly.

(#) This is for flavor only. If you wish to increase the number of
Knights of Lassa, the requirement can be waived.

Class Skills: Concentration (Con), Craft (Int), Handle Animal (Cha),
Intimidate (Cha), Knowledge (arcana, religion, the planes) (Int),
Profession (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex).

Skill Points per Level: 2 + intelligence modifier

Hit Dice d6

ABILITIES PROGRESSION TABLE: the Knight of Lassa

LV Base Fort Will
Att Ref Spellcasting
1 +1 +0 / +2 / +2 , Improved Manuverability; Windwall
2 +2 +0 / +3 / +3 +1 arcane, Fly-by Attack
3 +3 +1 / +3 / +3 +1 arcane, Air Mastery -1
4 +3 +1 / +4 / +4 , I Own the Skies +1; Whirlwind (medium)
5 +4 +1 / +4 / +4 +1 arcane, Improved Manuverability
6 +5 +2 / +5 / +5 +1 arcane, Air Mastery -2
7 +6 +2 / +5 / +5 , I Own the Skies +2; Whirlwind (large)
8 +6 +2 / +6 / +6 +1 arcane, Improved fly-by attack
9 +7 +3 / +6 / +6 +1 arcane, Air Mastery -3
10 +8 +3 / +7 / +7 , I Own the Skies +3; Whirlwind (huge)

CLASS FEATURES:

Weapon and Armor Proficiency: as Warlock.

Air Mastery (Ex): Airborne creatures suffer -1 to attack and dam-
age rolls when fighting against an airborne Knight of Lassa.
The penalty that airborne creatures suffer when attacking the
knight increases by one point every three class levels, to -2 by
6th level, and -3 by 9th level.

I Own the Skies (Ex): A Knight of Lassa gains a +1 bonus to attack
rolls, and to damage rolls with melee, thrown or projectile wea-
pons when fighting while airborne. A Knight must be within 30 ft.
of her opponent to take advantage of the extra damage. The winds
guide her weapons, delivering them true to her foes.
The bonus that the knight enjoys while fighting airborne incre-
ases by one point every three class levels above 4th lvl, to +2
by 7th level, and +3 by 10th level.

Improved Manuverability (Ex): Whenever the Knight flies in an air-
filled environment (i.e. not in a vacumn), favorable winds whirl
around him and help him maneuver. The knight's manuverability
rating is improved by one grade (from good to perfect etc.). If
the knight's manuverability rating is already perfect, his flying
speed improves by +15ft per round (regardless of the source).

Fly-by Attack: The knight gains this feat regardless of whether he
meets the requirements.

Improved Fly-by Attack: The knight gains this feat regardless of
whether he meets the requirements.

Windwall (Sp): A Knight of Lassa can use _Wind Wall_, as the spell,
1/day, except that the wall is always in the shape of a circle
just large and high enough to surround the knight, and that the
winds that form the wall blow horizontally, like a cyclone. This
circular wall of wind moves with the knight. The duration for Wind-
wall is one round per class level, or until dismissed.
Upon reaching 4th level, the Knight gains another use of the
Windwall ability per day. The duration for his Windwall is three
rounds per class level, or until dismissed.
Upon reaching 7th level, the Knight may use Windwall for up to
three times per day. The duration for his Windwall is one minute
per class level, or until dismissed..
Upon reaching 10th level, the duration for the Knight's Windwall
becomes 24 hours, or until he choses to dismiss to effect.


Whirlwind (Su): Upon reaching 4th level, the Knight of Lassa can
cause a whirlwind to form around him. This exactly the same as a
whirlwind created by a medium-sized air elemental, except that
it is centered on the knight and he is never adversly affected
by the winds (he floats serenely on the updraft in the middle of
the cyclone). A Knight of Lassa can use this ability 3/day. The
knight must be airborne in a air-filled environment (i.e. not a
vacumn) to use this ability.
Upon reaching 7th level, the knight can create a whirlwind of
the same size as created by a large-sized air elemental. By 10th
level, the knight can create a whirlwind of the same size as one
created by a huge-sized elemental.

NPC MOTIVATIONS:

NPC Knights of Lassa are serve Lassa as guardians and enforcers.
They are seldom seen away from their temples, and rarely leave the
plane of air. A Knight of Lassa found on the Prime Material Plane
is certainly on some mission for her temple. Despite their chaotic
tendencies, Knights of Lassa can be frightningly focused when they
need to be.

ADAPTION: DMs can easily change Lassa to any other air god(ess) or
air elemental lord, such as Akadi in the Forgotton Realms.

--------10--------20--------30--------40--------50--------60--------70

Lassa , Lady of the Air Elementals

Alignment: Chaotic Good
Domains: Air, Good, Luck, Plant, Sun
Worshippers: Any
Favoured Weapon: None

Lassa, lady of Air, has countless minions arrayed in sub-kingdoms
below her. She rules most of the fae, as well as the Storm Giants
and many others. Her servants are the trees and the other plants,
for when she desires a great wind, she causes all the trees to bow
and sway and drive the air before them.
Her temples are always at the highest location in a city, and are
a number of roofless rooms with walls of white marble. Priests of
Lassa are forbidden to block out the sky except with a light screen
of cloth or canvas for protection from the sun and rain, but never
from the wind. At the very top of the temple is a little platform
from which sacrifices (often diamonds, feathers and leaves) are
hurled out into the sky. Lassa is the patron of singers, orators,
nobles and kings. She also favours hunters, glassmakers and fine
craftsmen. She is often also worshipped by traders, explorers and
other far-wanderers.
"Of course," She continued after unbounding the scroll, "I would be glad to trade you information for your troubles. In my travels I have taken pains to gather all sorts of forgotten lore. Here is but a sample. I would gladly trade more for a few stories."

Command
Command [Language-dependent, Mind-affecting]
Lesser 3rd; Enchantment (Compulsion); V (see text)
You may use command as the spell, except that the activities continue for 1d3 plus your charisma modifier rounds. At the start of each commanded creature’s action after the first, it gets another Will save to attempt to break free from the enchantment.
There is no somatic component for the Command invocation, but there is a verbal component instead.
Amorphous Form
Amorphous Form
Greater; 5th; Transmutation;
You gain some of the qualities of oozes and puddings. You may polymorph yourself into a gelatinous creature (Savage Species, p117) version of yourself, at will. Unlike a normal polymorph, you also gain the special attacks and some special qualities of the gelatinous creature template. You do not gain blindsight, but you aquire all other special qualities. You do not gain any hit points when changing into amorphous form. The duration of amorphous form is 24 hours. DMs should note that while gelatinous creatures lose any natural flight ability, magical flight, such as with the fell flight invocation, is still applicable (though your DM might rule that your fly speed is halved).
Gelatinous Creature (Savage Species, p117)
Size & Type: Creature type changes to Aberration
Speed: half base creature’s normal
AC: Natural Armor –2 (minimum 0)
Attacks: Gain secondary slam attack (1d6 medium; 1d4 small)
SA:Acid attack (+1d4 medium; +1d3 small)
SQ: Blindsight 60ft.; Resilient (Cannot be flanked, takes –1d6 damage on sneak attacks, takes half the additional damage on critical hits); Immunities (Immune to polymorph and stunning); Racial saving throw bonus (+4 bonus vs. mind-affecting effects, poison, sleep and paralysis);
Base Saves: all poor
Abilities: Con +6; Dex –4; Int 1; Wis –4; Cha –4;
Skills: +4 racial bonus to Hide checks due to translucent form
Blessing of Jubelix
Blessing of Jubelix

Dark; 6th; Transmutation

Choose one specific type of ooze or pudding that has HD equal to your caster level or less. You can transform into this specific creature type, as with the polymorph spell, at will. You do not gain any hit points from the transformation. You must still abide by the restrictions given in the polymorph spell. You can take this invocation more than once. You choose a different ooze or pudding form each time you take the invocation. The duration for this invocation is 24 hours.
Call Forth the Savage Within
Call Forth the Savage Within

Greater; 7th; Transmutation

You call forth and embrace the bestial savage that resides deep within the primal psyche of every man, including yourself. You become larger, meaner, and tougher once the thin veneer of civilization is pierced, growing iron sinews, pronounced fangs and wicked claws. You become a virtual fighting machine — stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can’t cast spells or use spell-like abilities, even from magic items.

For the duration of this invocation you gain some qualities of the feral creature (Savage Species p115) template, as if you were polymorphed into a feral creature version of yourself (you do not gain any hit points from the transformation). You also gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, +4 natural armor bonus to AC (does not stack with natural armor due to the feral creature template), +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).

You lose your spellcasting ability, including the ability to use spell-like abilities and your ability to use spell activation or spell completion magic items, just as if the spells were no longer on your class list.

The duration of this invocation is 1 round per caster level. This invocation cannot be dismissed, though it can be dispelled as per normal.

DM’s note: This is a combination of a polymorph into a feral creature version of yourself, and a Tenser’s Transformation spell. Also, note that the racial ability bonus due to the feral creature template stacks with any enhancement bonuses to abilities.

Feral Creature (Savage Species p115)
Size & Type: Creature type changes to Monstrous Humanoid
Speed: +10 ft.
AC: Natural Armor +6 or as base creature, whichever better
Attacks: Gain two primary claw attacks (1d8 medium; 1d6 small)
SA: Based on racial Hit Dice (1 HD for most humanoids). Abilities are cumulative.
1~ 3: Improved Grab
4 ~ 7: Pounce
8 ~ 11: Rake
12+: Rend
SQ: Based on racial Hit Dice (1 HD for most humanoids).
1 ~ 3: Darkvision 30 ft.; Fast Healing 2;
4 ~ 7: Darkvision 60 ft.; Fast Healing 3;
8 ~ 11: Darkvision 90 ft.; Fast Healing 4;
12+: Darkvision 120 ft.; Fast Healing 5;
Abilities: Str +4; Con +2; Dex –2; Int –4 (min 2); Wis +2;
Eldritch Weapon
Eldritch Weapon
Lesser; 3rd; Blast Shape

This blast shape invocation allows you to focus the energy of your eldritch blast into to shape of a melee weapon made of pure eldritch energy. The weapon can be of any type you are proficient with, and any feats or abilities you possess regarding to such weapons apply. However, the weapon winks out of existence the instant it leaves your hand, so it cannot be used as a thrown weapon. The weapon deals normal damage for a weapon of its type, plus 1d6 extra damage every four caster levels (round down). This extra damage is the same as your eldritch blast (including eldritch essence invocations), but it is not multiplied by critical hits or other similar situations.

An eldritch weapon lasts for up to 24 hours. However, you cannot use your eldritch blast ability while the weapon exists, as you must channel your eldritch blast energy into the weapon. Dismissing an eldritch weapon is a free action that does not provoke attacks of opportunity (you merely cease to maintain it). The eldritch weapon also winks out of existence the instant it leaves your hand (including when you are stunned or unconscious). The eldritch weapon is treated as a normal weapon of its type for purposes of disarming attempts. An eldritch weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it.

If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the eldritch weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.
Temporal Blast
Temporal Blast [Force]
Greater; 6th; Eldritch Essence
This eldritch essence invocation allows you to change your eldritch blast into a temporal blast. The blast manifests as a whirling storm of sub-atomic particles. This blast deals force damage, so it is not subject to the 50% miss chance when attacking incorporeal creatures. Additionally, any creature hit by a temporal blast must make a Will save or be shunted one round into the future. The creature vanishes, only to reappear one round later at exactly the same place and position at the start of your next turn. To the creature, no time has passed, and it must wait until its turn to act, as per normal.
Temporal Twin
Temporal Twin

Dark; 9th; S, XP

With this invocation, you pull your future self into the present, to fight alongside you or to offer yourself advice. When you use this invocation, you pull a future version of yourself from 1d4+1 rounds in the future back into the present. The future self can only remain in the present for 1d4+1 rounds (the same number of rounds you rolled before), and any damage that you take in the present, the future self takes as well (basically, if you are wounded now, the wounds remain into the future, so your future self also suffers the wounds). If you are healed, your future self is heal an equal amount. However, the reverse is not true, as your future self can suffer or heal damage without affecting you. If you are slain, both you and your future self die. If your future self dies, see below.

After the 1d4+1 rounds have passed, both you and your future self (live or dead) vanish for 1d4+1 rounds (same 1d4+1 your rolled as before), as you return to your pass to aid yourself. You reappear in the exact same condition (damage, etc.) as your future self was when you and it vanished. If your future self was dead, you vanish and reappear as a corpse.

Beware of causing a temporal paradox. Temporal paradoxes occur when cause and result are violated. For example, if your future self uses an item that your present self had drained of charges. The universe is fairly robust, and will try to correct for any temporal paradoxes (similar to effects of a wish)… but the side effects are seldom pleasant for anyone involved. The default side effect is the forceful recombination of you and your future self (roll randomly to see if you are pulled into your future self or vice versa), dealing 20d6 damage to you (no save), 20d6 damage to all creatures within 15 ft. of you (reflex halves), 10d6 damage to all creatures within 45 ft. of you (reflex halves), and 5d6 damage to all creatures within 105 ft. of you (reflex halves). In addition, there is a 50% chance that a rip in space-time forms, sucking you and all creatures within 5 ft. of you onto a random place and time on the astral plane (no save).

Each time you use this invocation, you must pay 750 XP.
"Such is only a small part of the lore I have gathered. Child of the Winds, let us aid each other. I am certain that it shall be most profitable."

OOC: Well, De Batavier, what can I say except: :P
DolArrah

05-14-05, 07:00 PM
You are evil! Imagine how much work he will have! :evillaugh

"Your information intrigues me. Hmm, I shall have to pay more attention to matters other than my scrolls from now on. How I used to love music! Oh well. Maybe you would like to hear a story and recieve some lore in return?"

Mind of the Tortured Earth

Once, long ago, there was a monk who lived in a temple on the far side of (insert campain place here). He lived queitly, mededating often. The animals came at his call and he was at peace.
His name was Heral (hair-ral (as in rally)), and to this day his name lives in infamy. You see, one day, a woman, by the name of Asterai, came to his little temple in the woods. The instant he saw her, he fell in love. He tried everything he knew to woo her, but she never responded.
One night, after being rejected another time, he sat awake thinking bitter thoughts. He dozed of and, when he woke up, his room was destroyed. The walls were crushed and the floor was broken. All his belongings were smashed, but his bed remained untouched.
Dazed, he went out to check on his beloved. She lay in a tomg of earth, only her head protruding to show she was even there. He wept long and the animals stayed away from him, revulsed by his horrible act.
Heral tried to give Aterai a proper burial but it seemed that the earth that was forced to do this horrible act wanted not the horrible man to touch the girl.
He walked of, feeling betrayed. Those feeling magnified, going ffrom bitter to resentment, to outright hate. Everywhere Heral walked, the earth twisted reflecting his anguished mind.
He changed after that, and found his could manipulate the earth to an extent no others could. However, he never cared, his hatred being the ony thing he could htink of.
Everywhere he went, he was drivven out. Villages where destroyed, lives taken, all because of this one man.
Some other tortured souls, those who has been in touch with nature before, have followed in his path, but it is one they know not they take.
This prestige class is a good choice for an NPC, but because of the members insanity, PCs rarely pursue it. Any one who lived with nature (and this means anyone), can join this prestge class. Most often, though, it is hermits or others like them, not spellcasters, although some tortured warlocks do join.
HD:d10

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 Earth loses two points of Int and Wis per level, but never below 1.
Move Earth: At will, the Mind of the Tortured Earth can move the earth, as the Move Earth spell. This often happens without the Mind of the Tortured Earth's knowledge.
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.
Deprive Earth: At 2nd level, the never needs to eat or drink, as she drains the earth of all nutrients. Nothing can be grown there and animals will shun the spot.
Retributive Attack: At will, the can make the earth enclose someone or someplace that is equal to 5 sq ft per level (not just levels). They can not move, and suffocate.


Level BAB Fort Ref Will Special
1st +1 +2 +0 +2 Tortured Mind, Move Earth, Drive
2nd +2 +3 +0 +3 Deprive Earth
3rd +3 +3 +1 +3 Retributive Attack

"My family, going back generations, has had to put down these menaces, whose powers mimic our own, although we have control. I am sharing this forgotten lore with you so that we can defend against them. These creatures are no laughing matter, and the story I told you was true."
Cazic

05-14-05, 07:16 PM
Mabye you could call them "Minds of the Tortured Earth." Also you may want to reread it there were some spelling and grammer errors that make the abilities kinda hard to understand. Like "Drive" I have no idea what that does. :weep:
DolArrah

05-14-05, 07:45 PM
Sorry about the spelliing and grammar. I am really tired. I am normally not that bad at typing. Most of it was that I am slugish, and holding my fingers down to much.
I fixed drive to, hopefully, be more clear.

Thanks
Cazic

05-14-05, 08:34 PM
Much better. :)

One thing I see is "Retributive Attack" it says they can't move. What if they have a ability that lets them move through dirt. Like the Xorn. You might want to change that since since there are creatures that live in dirt like the creatures on the Elemental pane of Earth. Just my thoughts.
Von Crown

05-14-05, 09:40 PM
"I have heard tales similar to that in my own land, though where they walked, fires raged and bodies burned. To my people, there is no greater desecration that the destruction of a corpse, for it disturbs the soul in the afterlife, and prevents its use for the greater good of the community as an undead. Also, during my days as a pirate, I heard tales of some who walked across the sea and whos madness brought massive tidal waves. I believe there is some corrupting essence behind it, but know nothing of the nature of this corruption. I have also heard of some who say it has a link to some being of madness escaping from the far realms into the elemental planes, but know little of the accuracy of that theory."
gabrion

05-14-05, 09:45 PM
Hello all! I had an idea about a Warlock Invocation, but I don't ever play them, so I thought I would run it by all of you to see what you think. The basic idea is to use some of the warlock's life power to enhance his weapon. I know they don't usually do the "imbue weapon with power thing," but I think the way I want to do it could be balanced. Let me know what you think.

Dark-blessed Weapon
Lesser Invocation (4th)

The warlock is able to use part the power in his soul to enhance his weapon. He can imbue his weapon with any ability equal or lesser than his level divided by three. For instance, a third level warlock could make his weapon +1, while a fifteenth level warlock could make his weapon +5, +1 and dancing, or any combination of equal power. The power he gives to his weapon comes from his soul, so as long as the invocation is active, he loses a number of Constitution points equal to the weapon enhancement. These Constitution points cannot be regained in any way, save cancelling the invocation.

I want to get your opinions on balance. Like I said before, I don't ever use these things, so this could be horribly bad for all I know. I am sure though that letting them give their weapon any enhancement is super powerful, hence the CON loss, but is this still over the top? Let me know what you think. Also, if it is bad but can be saved, please offer ideas on how to fix it!

Thanks!
Von Crown

05-14-05, 09:51 PM
I'm not the best for balance,but maybe you could bump it up a slot, kill the CON loss, and make it 1/2 instead of 1/3, so that at 20th level a Warlock who picked it wouldn't be behind everyone else, who can have a weapon of up to +10 overall enhancment. Just be sure to stipulate that you can't get more than a +5 flat bonus, the rest has to go to enhancements.
Cazic

05-14-05, 09:57 PM
"I have heard tales similar to that in my own land, though where they walked, fires raged and bodies burned. To my people, there is no greater desecration that the destruction of a corpse, for it disturbs the soul in the afterlife, and prevents its use for the greater good of the community as an undead. Also, during my days as a pirate, I heard tales of some who walked across the sea and whos madness brought massive tidal waves. I believe there is some corrupting essence behind it, but know nothing of the nature of this corruption. I have also heard of some who say it has a link to some being of madness escaping from the far realms into the elemental planes, but know little of the accuracy of that theory."


"This is truely dark news indeed for I have met one of metal. He was a deadly one who killed a great many of my fellow Drow long ago. These beings are not the allys of good or evil. Madness has brought them to a level that is beyod such simple descripsions. If ever one pleages these lands you count count me among those who will hunt this being down."
Von Crown

05-14-05, 11:05 PM
"If one could be captured so I could study it's powers more closely, I may be able to find the true root of this power. For if what I believe is true, hunting them down will not put an end to the plauge. Only by destroying the source could the occurrences tuly be stopped."
Siberys

05-14-05, 11:26 PM
I shall join!
gabrion

05-15-05, 12:13 AM
I'm not the best for balance,but maybe you could bump it up a slot, kill the CON loss, and make it 1/2 instead of 1/3, so that at 20th level a Warlock who picked it wouldn't be behind everyone else, who can have a weapon of up to +10 overall enhancment. Just be sure to stipulate that you can't get more than a +5 flat bonus, the rest has to go to enhancements.

Thanks for the input. I'm afraid to make it a greater invocation, since it won't be available till 11th level that way. Since it has a scaling effect, I don't see why it shouldn't be available sooner. Maybe I'm wrong though.

I was thinking about this, and I came up with another option. What if the weapon enhancement was equal to the Warlock's Eldritch Blast, and he was no longer able to use the blast while the invocation was active. It seems pretty balanced to me, since each weapon special ability that does +1d6 damage is a +1 enhancement. Thoughts?
wuyanei

05-15-05, 07:25 AM
Old post text.DolArrah: Thank you! I try my best! :devil:

The prestige class is very interesting, especially with the elemental variants other people mentioned. They are perfect for a campaign with a 'corrupted or unbalanced nature' theme, or as victims or minions of the evil elemental lords.

I'll come up with a RP reaction soon. Right now I'd just like to pipe up and say 'cool!' ^_^

Siberys: Welcome, Siberys! Please take a look around, and don't hesitate to comment and critique.

gabrion: Well, that was what I did in 'Eldritch Weapon'. However, I am a bit leary of allowing all special weapons abilities, such as bane or unholy or even ghost touch.

You see, special abilities such as bane are exceedingly good against their destinated foes, but against all other creature types they are just expensive baggage -- a +1 holy disruption undead bane heavy mace is an excellent weapon against liches, but against a Chaotic Neutral bandit it is no better than a +1 mace. Will you carry it, or will you sell it and buy a 'plain' +5 shocking longsword? With the mace, you can crush undead with impunity, but the longsword would probably deal more damage in the long run.

Similar issues arise with wounding, keen, or vorpal weapons and creatures immune to critical hits, and with brilliant energy weapons and monsters with natural armor.

IOW, the power of these weapons is balanced by the opportunity cost they extract.

Special abilities that deal damage to all foes equally (flaming, frost, vicious etc.) suffer fewer balance issues from this issue, but the ability to 'swap' damage type is still iffy, because some creatures have resistance. I already felt that I was 'pushing it' with Eldritch Weapon, when I allowed eldritch essence modifications to the extra damage, but I rationalized it that if the character aready possessed the eldritch essence invocation, he could just blast instead of bash, so the energy issue is tolerable (ie. it is unlikely that a warlock would possess both hellrime blast and brimstone blast, and even if he did, it is still a heavy cost -- 2/3 of his lesser invocations!).

IOW, the warlock should pay a price to 'buy' the versatility he gains.

Furthurmore, when considering weapon enhancement bonuses, it is important to take the fact that a weapon might 'hit' more than once per round into account.

A weapon that grants +1d6 damage grants +1d6 every time it hits, in every encounter, without ever running out. Therefore, it is not appropriate to balance weapon bonus damage with spells or with eldritch blast damage, since it applies more than once per round.

IMHO, +1 per 3 lvls or +1 per 4 lvls are appropriate, balance wise. I choose +1 per 4 lvls for Eldritch Weapon to compensate for the 'versatility factor' mentioned above.

As for the 'keep up with everyone else' issue, I do not think it will be a problem. While others might have weapons of higher enhancement, their weapons are not optimized for the foe you face -- yours is. This gives you a massive power boost right there. Furthurmore, any gold you save (200000 gp :gasp:) can go to other items, that enhance your power in other ways. This must also be taken into account.

So, conclusion, here is a suggestion that would be my interpretation of what would be a balanced (IMO) invocation that carries the flavor of your invocation (as understood by me). All of it is my opinion only. I cannot emphasis that enough.

The invocations limit the number of special abilities, but still give the warlock a very solid weapon to play with. This is also in line with a paladin's Holy Sword spell, which is gained at 14th or 15th level.

Of course, balance is highly subjective, so your mileage may vary. All the above are my personal suggestions only. Use or discard at your discretion.

Dark-blessed Weapon, least
Dark-blessed Weapon
Least Invocation (2nd)
The warlock is able to use part the power in his soul to enhance his weapon. Choose any single special ability with +1 or lesser base price modifier (such as flaming, frost, shocking or bane[one creature type]). The warlock's weapon gains +1 enhancement bonus, and the choosen special ability. Any previous enhancement upon the weapon is suppressed for the invocation's duration. The duration of this invocation is 24 hours. The warlock may take this invocation more than once. The effects do not stack. Each time, he may choose a different special ability.
Dark-blessed Weapon, lesser
Dark-blessed Weapon
Lesser Invocation (4th)
The warlock is able to use part the power in his soul to enhance his weapon. Choose any single special ability or combination of abilities with +2 or lesser total base price modifier (such as holy, unholy, flaming burst or disruption). The warlock's weapon gains +1 enhancement bonus per four warlock levels (maximum +5 at 20th level), and the choosen special abilities. Any previous enhancement upon the weapon is suppressed for the invocation's duration. The duration of this invocation is 24 hours. The warlock may take this invocation more than once. The effects do not stack. Each time, he may choose a different set of special abilities.
Dark-blessed Weapon, greater
Dark-blessed Weapon
Greater Invocation (6th)
The warlock is able to use part the power in his soul to enhance his weapon. Choose any single special ability or combination of abilities with +3 or lesser total base price modifier (such as speed, magic eating, holy and keen etc.). The warlock's weapon gains +1 enhancement bonus per four warlock levels (maximum +5 at 20th level), and the choosen special abilities. Any previous enhancement upon the weapon is suppressed for the invocation's duration. The duration of this invocation is 24 hours. The warlock may take this invocation more than once. The effects do not stack. Each time, he may choose a different set of special abilities.
Dark-blessed Weapon, dark
Dark-blessed Weapon
Dark Invocation (8th)
The warlock is able to use part the power in his soul to enhance his weapon. Choose any single special ability or combination of abilities with +5 or lesser total base price modifier (such as vorpal, holy and speed, defending and dancing etc.). The warlock's weapon gains +1 enhancement bonus per four warlock levels (maximum +5 at 20th level), and the choosen special abilities. Any previous enhancement upon the weapon is suppressed for the invocation's duration. The duration of this invocation is 24 hours. The warlock may take this invocation more than once. The effects do not stack. Each time, he may choose a different set of special abilities.
Deviston

05-15-05, 09:51 AM
:: door loudly creaks open, a cloaked man walks in throws off his hood and closes the door ::

oh, I'm late . . sorry. :: in a voice not unlike the Dunmer from Morrowwind ::

:: he makes his way to his seat and takes off his cloak and sits ::

(( An albino man with a large tatoo on his forhead and pate clad in a black breastplate with black spandex underneath and with a small belt at his waist, a golden hewed greatsword at his back. The man's shoes can only be described as small and leathery adorn his feat. His slanted red eyes scan the room as if waiting for something every few seconds. On his left hand is a ring with a wheat grain design. On everything you see on him, not counting the ring, you see symbols of his tatoo. Whether forged into his armor or stitched into the cloth, it is there. ))

(( OOC= to see the symbol, look up the "Beast Rune" in concurrence with the gaem Suikoden2 ))
wuyanei

05-15-05, 09:54 AM
Deviston: Well met and welcome! Your presence is a great boon to our council.

... and now I shall attempt the blasphemous -- to design an invocation that allows the warlock to heal. :eek:

It is well accepted that a warlock should be a 'selfish' class. His abilities are varied, but all hold true to the theme that they should benefit no one but himself. Chaotic the warlock may be, but this one rule is for them a dictum.

However, there are some individuals who struggle against their natures. With all their might they strive to bend selfishness itself to the benefit of others. They use their powers, born of chaos and sometimes evil itself, to help forment law and goodness throughout the world.

Chaos resents law; Evil dispises goodness. These individuals are often partially successful at best... yet no one in Toreil can ever call them anything but heroic.

Rejuvenating Touch
Rejuvenating Touch
Lesser; 3rd; Conjuration (Healing)
With a soothing touch you can take the pains and suffering of others onto yourself. By touching a living creature (a touch attack), you can transfer up to 1d6 hp damage per two caster levels from the touched creature to yourself. You cannot transfer more HP in damage than the amount that would reduce you to 0 HP. Nor will you take more damage than the amount needed to fully heal the touched creature. The touched creature is cured of up to 1d6 per two caster levels damage, and you suffer an equal amount. This damage to you cannot be negated in any way. If you can remain in contact with the target creature for one full round, that use of Rejuvenating Touch is automatically maximized.
DMs notes: Warlocks should not be a cleric-style healer. That is a axiom that I think should not be violated. Not only is the warlock a arcane caster, which is not know for its healing abilities, the warlock's abilities generally stem from chaotic or evil sources.
Therefore, the above is what I think a healing warlock should look like -- instead of a divine gift-bringer like the cleric, he is a martyr struggling against his own nature. Instead of healing the victims' hurts, he shares and allevates their suffuring. The above invocation, combined with fiendish resilience and possibly the The Wicked Live Forever feat, adds up to a decent second-tier healer. Of course, the best way for a warlock to heal is still via a Wand of Cure Light Wounds.
Von Crown

05-15-05, 12:18 PM
The metallic hoop seperates into several segments, each connected by a metalic wire. The segments then move outwards, forming a portal of about 6 foot diameter. Within the porals depths, strange, churning shapes can be seen to move about. You think you can make out the outline of some sort of giant slug. A walkway made of force makes its way from the portal off into the distance. Up this walkway comes a pale man somewhere around five and a half feet tall, dressed in black. His clothes seem to be durable and well-worn, but still designed to make the wearer seem presentable in a royal court. He wears a few bits of armour here and there, most notably gauntlets and boots. He has striking red eyes, and one gold earring hangs from his slightly pointed ear bearing a skull-and-crossbones motif, and he wears one adamantine ring set with a single large ruby. He steps out of the portal and takes in the scene. "Ah, it is good to be back. It's been a while." He then notices Yanei and walks over. he kneels and offers to kiss her hand "Mademoiselle, you are more beautiful than even your voice suggested. I am Mordred Von Crown, at your service."
Cazic

05-15-05, 05:26 PM
... and now I shall attempt the blasphemous -- to design an invocation that allows the warlock to heal. :eek:
:eek: OH MY GOD! :P
Looks good to me. I can even see people basing characters around this for the heck of it. :D
DolArrah

05-15-05, 09:06 PM
"I am alarmed! I knew not what has been transpiring in those other worlds. Where I come from, our earth has been tainted, and most of my race has taken to the skies, to flee persecution and corruption. If there are others in different worlds . . . if they can use things other than the earth . . . I wonder how long it will be before all the worlds are tainted, the rivers polluted, the ground barren, the sir poisonous, and the fire unchecked.
Hmm, I must check up on this."

His blue hair flying wildly, gets up and exits the room in his aloof manner.
Cazic

05-15-05, 10:14 PM
"We will need to learn a great deal more of these beings. Once my network is complete I will have all of my men keep eyes open for these beings."
Von Crown

05-15-05, 10:43 PM
"For all those interested, I will soon be opening a portal from Carceri here to my world. I will inform you when the gate is open."
gabrion

05-16-05, 12:04 AM
wuyanei, thanks so much for looking at the invocation for me. I think your suggestions are very good, and I will probably suggest those invocations to my DM. We both saw the same problem you pointed out (too much versatility), but since I was really only looking to use the invocation for one special ability, using the lesser version that makes you choose one will work fine.

My only question now is whether using multiple such invocations should stack. Weapon special abilities should obviously still be kept under +10, but would a lesser dark-blessed weapon granting blurstrike and a greater dark-blessed weapon granting speed stack? My guess is no, but I will have to think about it.

On the topic of you healing invocation, I don't know enough to really critique it, but...

Of course, the best way for a warlock to heal is still via a Wand of Cure Light Wounds.

A wand of lesser vigor will serve you better is you are healing out of combat. ;) I like the invocation though.
De Batavier

05-16-05, 06:58 AM
Greetings all,

Seems there has been a lot of activity in just a few days. :w00t:
Nice new stuff. I took some time, but i've updated the library. I discovered that we again has reached the maximum size of a post. So i had to archive the library again :eek:

:cool:
DolArrah

05-16-05, 07:47 AM
For the library, just make it view single post. It takes up few words and you don't need to copy and paste much.

Both of your archives go to the same place . . .
De Batavier

05-16-05, 12:10 PM
Yes, if we get it once again filled to the limit i'll switch to post links. That will take a bit longer to fill up.

Ah..and i thought i just had to up the postcount thing by one..fixed link, thanks for alerting me DolArrah... :cool:

:D
wuyanei

05-16-05, 12:12 PM
Hides old post to avoid crowding the field.OOC: Wow! This thread really grows, doesn't it?

Cazic:Looks good to me. I can even see people basing characters around this for the heck of it.Thank you! I thought of this invocation when considering how to build a paladin-type warlock. Hideous blow + eldritch blast (or even better: Holy Blast) ~ Smite Evil; Rejuvenating Touch + fiendish resilience ~ Lay on hands; Dark One's Own Luck could be seen as a weak version of Divine Grace; Just get a big, white warhorse, a shiny suit of mithril chainmail, and walk about 'curing' the masses and smiting 'evil'. Claim to be a paladin and who's to tell the difference? Certainly not the peasants or common laborers! But somehow, despite some 'questionable' actions, you just never seem to fall from grace, no matter what you do... (obviously, it must be because the gods approve of your actions. The gods move in mysterious ways, not to be understood by mere mortals. So shut up, Church of Hieroneous, and cough up the logistic support :devil:. )

I just :love: the way you can 'fake' anything with the warlock, yet still add a unique, semi-sinister twist to it!

gabrion:My only question now is whether using multiple such invocations should stack. Weapon special abilities should obviously still be kept under +10, but would a lesser dark-blessed weapon granting blurstrike and a greater dark-blessed weapon granting speed stack? My guess is no, but I will have to think about it.Well, as the invocations are written (and according to my intent when I wrote the invocations), the effects do not stack: Any previous enhancement upon the weapon is suppressed for the invocation's duration. This was ment to include any previous spell or invocation that enhances the weapon (similar to a paladin's Holy Sword spell).

This was partly in order to avoid the messy +10 issue. Also, the market price varies with the bonuses squared, it would not really be balanced price-wise if you allowed a +1 from a least invocation to stack with, say, the +5 form the dark invocation version.

Power-wise, a single Lesser Dark-blessed Weapon plus a single Least DbW probably would not unbalance things, but the stacking could be abused if a player were determined to do so: Three Least DbWs plus a Lesser Dbw would equal a +2 (+5) weapon at sixth level. ('market price' 98000 gp, when the standard wealth for a 6th level PC is only 13000 gp!)

Granted, the character would have had to give up quite a bit as well, but compaired to say, a 6th level ranger, such a character would still have a unfair edge. (BTW: A ring of invisibility is worth 20000 gp, wings of flying are worth 54000 gp <note: Wings of flying fly at 60 ft., so it is better than fell flight>, which gives a general guideline for the gp worth of a lesser invocation e.g. Walk unseen & Fell flight. A +2 (+2) weapon is worth 32000 gp, which is in the ball park, plus the invocation scales up to +5 (+2) which is worth 98000 gp, so the invocation is probably on the high-end already.)

So, my inclination is to not let the powers stack. However, I do recognize that a character with Lesser DbW might be unhappy later on, since the opportunities to swap spells comes only rarely for a warlock by the RAW.

In my campaign, I have introduced a Ritual of Spellswap which allows warlocks to swap out invocations at the price of time, gold and XP:

Ritual of Spellswap
Ritual of Spellswap:
A warlock can perform a ritual in which he cleanses one of his invocations and discovers another in its place. A warlock chooses one invocation he knows and permanently forgets (loses) it. In its place, he gains another invocation of the same grade. Performing the ritual takes one week per grade of the swapped invocation, requires materials costing 1500 gp per invocation grade, and the warlock must pay 500 XP per invocation grade at the conclusion of the ritual.Sorcerers and bards can also use the ritual, at 2 days, 500 gp, plus 250 XP per spell level of the swapped spell. You might want to try to persuade your DM to introduce this ritual. The time requirement ensures that you do not step on the wizard's toes, while the XP requirement ensures that the ritual is only performed sparingly. However, it does prevent one bad spell or invocation choice from crippling a character (even if you swap it out at the first chance you get, that is at least 4 levels later for a sorcerer, 5 levels later for a warlock).



...old post material....and Yes, a Wand of Lesser Vigor will do nicely indeed. Or even better, Rejuvenating Touch plus lesser vigor on yourself -- you can 'top off' the entire party with one single charge from the wand.

De Batavier: Wai! :cheer: Go! Go! Warlock library! Ignition and... Blast Off!

Thanks again, De Batavier for keeping this place in order. Three cheers for the fearless leader! Hip, hip, hurray! :cheer:

Err... having said that, there is something that I'd like to trouble you with. When I looked through the entries in the library, I noticed a few errors I forgot to correct:

[1] In the text for Lesser, Greater and Dark Dark-blessed Weapon invocations, I forgot to add a maximum enhancement bonus (red text). Would you mind adding it into the library version?
The warlock's weapon gains +1 enhancement bonus per three warlock levels (maximum +5), and the choosen special abilities.[2] After a bit of consideration, I believe Rejuvenating Touch should be a Least invocation, spell level 1st. I originally choose Lesser because I wanted to place it near fiendish resilience, as that was the combo I had in mind when I designed the invocation. However, Rejuvenating Touch is too weak for a Lesser invocation, and I now realise that it can be used with lesser vigor or simply as first-aid to prevent party death. 1st level, least invocation it is.

[3] Finally, I believe gabrion deserves most of the credit for Dark-blessed Weapon. I merely offered some C&C; the invocation was still his idea originally. Perhaps you could edit the credit page to give him his well deserved accolades?

Thank you for all the trouble you've gone through! I'll be good for the next few days, I promise! (BTW, I'm Chaotic Neutral... :angelhide )

Now to write up another IC post... cracks knuckles!
wuyanei

05-16-05, 04:25 PM
Yanei smiles amusedly at Von Crown's antics, then plays along and sketches a curtsy, noticably less practiced than the sweeping bow she had performed earlier.

"Ah! gallant enchanter!" She laughed lightly, "How many young ladies have thee made swoon before thy charms? For it is true that:

"THE greatest bliss
Is in a kiss--
A kiss of love refin'd,
When springs the soul
Without controul,
And blends the bliss with mind.

For if desire
Alone inspire,
The kiss not me can charm;
The eye must beam
With chasten'd gleam
That would my soul disarm.

"Thy grace is misspent in wastes of Carceri! Perhaps we could join forces later, and gather a band of like-minded travelers, to roam and adventure and sample to songs of the world!"

"And yet," Yanei turned to speak to DolArrah and Cazic, "I, too, am greatly concerned about these warped disciples of nature. Not only are they a blight, a scar upon the beauty of the world, but I had one the misfortune of fighting one -- not that I knew what he was, back then -- and was fortunate to have survived."

So saying Yanei drew a scroll from her belt, then broke the seal and unfurled with a single practiced action. Holding the scroll before her, she spoke in a clear, ringing voice a series of arcane words that you easily recognize as the components of major image.

A mist forms before you, yet soon clears. In the middle you see the image of a woman -- Yanei, but a year or two younger -- studying a series of runestones carved into the base of what seems to be a temple wall.

So engrossed was she in her studies of the temple wall, that the Yanei in the image almost missed the faint whistle of a blade ripping through the air – and she would have, with dread consequences, if not for the screeched warning from her dear companion and familiar, Seerik.

Yanei ducked instinctively, barely fast enough to avoid having her head cut off by a wicked, barbed, flame-charged clawed gauntlet, that bit deep into the stone wall before her, causing the wall to explode in a shower of shards and half-molten stone. Yanei used the blast’s momentum (and the sudden surge of adrenaline) to tumble aside and and try to assess her attacker. She scrambled to her feet and took to the air immediately, hoping to put some distance between herself and her attacker.

It was a mistake.

Her attacker leapt at her. A prodigious leap that propelled her foe at least twice as fast as she could fly. An explosion of pain centered on her upper abdomen screamed to her that the enemy had connected, yet her mind was in no condition to listen, as she fell to towards the ground, stunned.

Yanei stood woozily -- the earth seemed to move beneath her. Correction. The earth was moving beneath her: rising and falling in massive 30 ft. swells. The land itself rolled like an ocean surface, pebbles and boulders tumbling like white-tops; the crashing of trees and grinding of stones sounding eerily similar to the roar of the waves.

The moving earth would have thrown any other person, but Yanei luckly was no stranger to challenges of balance. Her head was clear as the foe charged once again, and Yanei managed dodge the attack while firing a brilliant, multi-colored, coruscating beam of light at her foe. It connected, and her foe roared in pain as acidic energy ate at his flesh and bone.

The foe charged -- more like a maddened beast than a trained warrior -- he grasped at Yanei with his right hand -- Yanei bashed him away with the butt of her crossbow -- but his left hand followed the right, faster than Yanei could react. He succeddfully grabbed her left arm, then proceed to roll his weight against her elbow, nearly dislocating her arm.

In desperation, Yanei spoke a word, "Shazarkth!" A flash of light burst forth from just below her collerbones, and the foe was flung 30 ft. through the air to crash against a still-standing wall. The foe fell to the ground, then made to stand. But Yanei would not give him a chance. A coruscating beam shot forth once more, connecting solidly. Flame erupted about the enemy, even as his body whitened and calcified swiftly transforming into a marble statue....

Yanei staggered towards the statue. She examined the face -- frozen in a snarl of pain as the fire consumed him -- but no memory surfaced. She turned away to leave, walked five steps, then turned around again as shatterer the statue into ten thousand pieces with a well-placed blast of eldritch power.

"Even today, I know not who he was, or why that person choose to be my enemy. I had put it out of my mind till before -- but now I recognize him as one of the lost soul of which you spoke.

Perhaps I shall join your endeavors to eliminate such dangers."
Von Crown

05-16-05, 05:20 PM
"I spoke only of meeting in Carceri because soon this wrold will be near to mine, in terms of movement throught the far realms. Carceri will be the closest point, so we would jump from Carceri here to Carceri on my world, because we have a similar planar layout. It is the easiest way to get there, it would take me far more energy to open a portal here, and I would only be able to sustain it long enough for one or two people to get there. I rarely ever visit Carceri, there's nothing to do there. The Abyss is far more amusing, in my opinion. Besides, keeps the demons in check, so less worrying about fiendish invasions as well. Also, that attack on you... the attacker's gauntlet... I have seen one of very similar make at my home. Perhaps it is just coincidence, but a year or so back a portal prototype was stolen from one of my laboratories... It's possible whoever was behind that attack came from Dauthaar. What was in those ruins?
DolArrah

05-16-05, 08:08 PM
DolArrah floats back into the room, and syas, "I have consulted with my father. He is very displeased about this foul news. He has sent . . . emissaries to your worlds, and will help with these mad men.
There are other matters at hand. In my world, a young man found a grimoire of Invocations. They are written in an arcane hand, so I have brought it in. Please help me interpret these old powers.
We have done two so far.

Wall of Lost Souls
Greater; Level 7
In my world, souls all gather at one place. This invocation kidnaps these souls, forces them into a corporeal state.
Effect: The warlock summons a wall of grasping soul. A wall of up to 10 ft. x 10 ft for every 4 warlock (or any other class that allows a warlock to gain invocations) levels. Any creature who passes through this malevolent wall must make a Fortitude save DC 10+1/2 level+7 or die. Even if they suceed, the creature still takes 2d6+7 points of damage. The warlock takes 4 points of Constitution damage for each wall he has active past the first. This effect lasts 10 rounds +1 per warlock level.

[COLOR=DarkOrange]Soul of Fire
Lesser; 5
The warlock bursts into flame, dealing 1d6/level to everyone within 10 feet. The warlock is uneffected by the flames, but his allies arn't.
Dogurasu_Thanatos

05-17-05, 02:04 AM
Original post removed for the Zokunen Kurenai.

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.
De Batavier

05-17-05, 07:21 AM
Greetings all,

Due to the enormous contribution by Dogurasu Thanatos (welcome to the circle :) ) i decide to switch the library to the link system (as some of you already propoed to me ;) )

So don't re-post changed versions of your stuff, but edit the original post :cool:

We'll see how much extra time this will buy the Lirbray. Seeing the large amount of new stuff, it won't help that much ;)

DolArrah
Nice new invocations. I miss a duration in the first one and the second one needs some clarification. As i read it now, it only deals damage to the Warlock that uses it... ;) I assume your meaning is that the flames deal damage to those around the Warlock and that the Warlock is uneffected by them.
wuyanei

05-17-05, 10:59 AM
OOC:

Dogurasu_Thanatos: Welcome to our circle, Dogurasu_Thanatos! Beautiful invocations you have here! I especially admire the mechanics for the Eldritch Animation invocation. Very creative.

I've considered writing up something like that, but with the living spell template instead of with constructs. Unfortunately, my local bookstore does not have the Eberron setting. Later, perhaps.

On the invocations themselves, I have a few personal opinions. These are all IMO, IMC only, and should be treated as such. :twocents:

Soulshock Blast: Suggest: Raise spell level equivalent to 4th level, and force Fortitude save instead of Will. The ability is better than a straight lightning bolt, so I think the spell level should reflect that. Also, you ususally resist stunning with fortitude instead of will. Neither of the above have anything to do with balance, though.

Demoncry Blast: Sonic damage should deal d4 instead of d6, since few creatures have sonic resistance. Panic itself is a very powerful ability, so there is no danger of the invocation being too weak. Suggest add something like: ‘A demoncry blast deals d4 sonic damage normally; it deals d8 damage to crystalline creatures or structures.’

Blood of Fire: Change to 2d6 per four caster levels, to bring the power in line with eldritch blast. It is already marginally better, even at 2d6/4 Lvls, sine it deals splash damage as well (the hp cost is negliable at 10th level and above).

Imperial Garment: Very amusing, but unfortunately I cannot use it IMC, since we have a mixed-sex gaming group (simply more trouble than it is worth, IME). I perhaps will remove the 'invisibile clothes' part and call it 'Emporer's Armor' or something...

Evil Eye: Suggest Add: ‘Any creature that succeeds at its saving throw becomes immune to your evil eye for 24 hours.’ Gaze attacks are basically a free action spell each turn, so it is far more powerful than a normal bestow curse already. Allowing the ability to affect all creatures in range each round would probably be better than even a dark invocation (of all the wizard spells, only shapechange grants gaze attacks, as I recall).

Forceful Blast: Overpowered as written (in the sense that noone would ever choose say, hellrime blast over it). Suggest that you either change it to a Greater invocation (so it must contend with vitriolic blast), or reduce the damage to d6 (force damage is already better than most energy damage types. A damage bonus on top of it all is simply too good.)

Eldritch Power: Up to +10 to attack and damage (effectively +30 to damage rolls when used with power attack!) that stacks with everything else!? On every attack!? Way too powerful. I suggest that you change it to damage rolls only… it would still be very good (effectively, a smite ability usable at will), but probably not overwhelming.

Phantom Blast: Overpowered when used in combination with Arcane Trickster types. Suggest you change the last sentence to ‘Creatures targeted by a phantom blast are treated as flat-footed unless they can see invisible.’ This way Sneak Attack isn’t automatically successful, and Uncanny Dodge can still protect rogues and barbarians. Basically, this makes it better than Walk Unseen, but not as good as Retributive Invisibility – and that is exactly how it should be.

Shattering Blast: Too powerful when considering that DR tops at about 15 in 3.5ed (Even the Tarrasque only has DR 15/epic, SR 32. With two Shattering Cones, it is down to DR -- and SR 12, which can basically be ignored). Furthermore, Assay Resistance only lowers the target’s resistance for the caster alone. Allowing several warlocks to strip away a creatures’ SR, weakening it for other casters to attack it is a bit too good IMHO. Unfortunately, I am not quite certain on how to fix this.



As for the other invocations, I have but one word for you: "Yoink!"

I can hardly wait to use them against my players! :devil:


DolArrah: I seem to be unable to open the spoiler block for the first invocation. I am not certain what is wrong. The second invocation seems to be missing target or range information... perhaps something was lost during the cut-and-paste?
Deviston

05-17-05, 11:09 AM
:: raises hand and passes note forward ::

Note contents =


When one is under the benefits of Walk Unseen, does one's Blast hit on AC of 10?
De Batavier

05-17-05, 11:17 AM
I think you gain all benefits from being invisible. So it could be AC 10. There are however other things that increase touch AC besides dex. Monks wisdom bonus for one.
Don't forget the +2 on to hit.

Hope that helped.

:cool:
wuyanei

05-17-05, 11:18 AM
:: raises hand and passes note forward ::
When one is under the benefits of Walk Unseen, does one's Blast hit on AC of 10?

Eh? I am afraid I do not understand your question.

When you are invisible, you gain a +2 bonus to attack rolls, and the defender losses any bonus to AC due to high Dexterity (Dex bonus to AC). This does make an opponent easier to hit, but the hit is not automatic, if that is what you are asking about.

Edit: Preempted by the fearless leader. That'll teach me to type faster. :p
Deviston

05-17-05, 11:39 AM
That's what I thought. So if you are invisable, your enemy is denied DEX bonus to ac, using Blast it is a touch attack, and you get a +2 to hit! (( btw, where is that written? )) So when one is invisable, all you have to hit is AC 8 actually! er . . plus deflection boni and other things thow wouldn't help that much. Very interesting . .

:: sits back down and is muttering to self ::
wuyanei

05-17-05, 12:06 PM
That's what I thought. So if you are invisable, your enemy is denied DEX bonus to ac, using Blast it is a touch attack, and you get a +2 to hit! (( btw, where is that written? )) So when one is invisable, all you have to hit is AC 8 actually! er . . plus deflection boni and other things thow wouldn't help that much.

Yes, it is very nice.

At 5th level, most enemies will have +2 deflection bonus at most (actually, only clerics or incorporeal undead will have that high a deflection bonus). With +4 BAB, and a +2 Dex Modifier, you have a 80% ~ 90% chance to hit. Invest a bit if gold for a pair of Gloves of Dexterity, and you can get 95% hit chance easily. If you are small (halfling warlocks!) or your opponent is large, the chances improve even more.

Unfortunately, by 5th level most foes you face will be able to survive 2 ~ 3 eldritch blast hits (or, if they are mage-types, will have mirror image up and running), so the effects of the hit will be less dramatic.

Plus, fighter-types get their second attack by 6th level, so the damage they can do scale up drastically as well (especially archers). (And what about mage-types? Mage-types get fireball at 5th level. Enough said.)
De Batavier

05-17-05, 01:48 PM
Multiclass rogue is also interesting. If you deny dex bonus to targets, you can use sneak attack. :cool:
Dogurasu_Thanatos

05-17-05, 02:20 PM
OOC:

wuyanei: Thanks for the input, wuyanei. I was hoping to get plenty of feedback on the invocations I had created, and I plan to edit the post for the ideas you've given me, as well as clarify a few things that weren't obvious. I still have scrolls of feats to put up (they're not spells and I don't have enough to put in a book, anyway), and I'd love to get some help with those as well, once I look them over and post them.

Anybody else with helpful information on my invocations is welcome to offer their 2cp!

(This post has been edited for ideas as well as new feats.)

IC:

As the tome he has brought is examined by fellow warlocks, the unnamed newcomer begins to examine the room, taking note of the people there as well as looking briefly into his robe a couple of times. He nods, then continues examining the area...

He begins looking through the assorted tomes in the Library, taking mental notes on the assorted volumes -- War's Demonic Blessing, Mocking the Light, How to Fight Your Darkness, and Bringing Forth One's Soul, for example -- and occasionally glances through the penned books and scrolls. He brings forth a large needle and a thin sheet of metal from his robes, muttering softly to himself as he begins to take down notes rapidly, the needle sparking as it burns and etches arcane symbols into the steel...

Now finished writing, he puts both needle and 'page' away, pulling forth a small, basic book. He reads over it to himself, occasionally setting it aside to revert to taking notes on the steel sheet with the sparking needle. Something about this activity seems to scream madness, though he otherwise appears mostly sane.

Another thing that seems to scream 'wrong' about this being is the presence of his apparent familiar. A draconic creature quite suddenly flies out of his robe to perch on his shoulder. It's just slightly smaller than a cat, with dark, purple-red skin and black horns, claws, and stinger. The warlock smiles and puts his needle away long enough to pay attention to the psuedodragon, drawing a soft purring noise from it.

As the tiny dragon takes over his lap, his smaller book falls to the ground, revealing its contents -- instructions on how to manipulate the energy in one's soul without learning invocations...


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.
Von Crown

05-17-05, 06:14 PM
"I see great potential for possible combinations in this tome. Has anyone else though of using Phantom Blast with Eldritch Animation? That seems to me to have quite a bit of potential. Anyways, the portal is open.

The Portal (http://p097.ezboard.com/bdauthaar)
Solarious

05-17-05, 07:31 PM
Hello there, members of the Warlock's Circle! This is a long-time lurker, but a first-time poster. ;) It is wonderful to see such activity and love going towards the Warlocks: they're shafted out of many class options because of their unique abilities. Being different can be so painful. :weep: But you guys take that pain and turn it into manianical laughter as I...

>_>
<_<

I'm not finishing that sentence.

Anyways!

I wish to comment on a few things. Specificly, Dogurasu_Thanatos...

Unraveling: Strictly worse than Voracious Dispelling, which has no such silly requirements and has an extra effect tacked on to boot. However, it has some interesting flavour abilities that can be expanded on... Maybe to make it worthwhile, you could have it reflect the countered spell as if it had been turned back with a Spell Turning effect. Alternatively, if the spell's range is personal, you could retarget the spell onto yourself, similar to the effect of Reaving Dispel.

You know, having both abilities on that Invocation makes it quite interesting. Just limit the levels of the spells to anything lower than the Invocation level, and you're set. What say the rules lawyers and balance experts?

Soulwielder: Seems to be mildly overpowered. Certainly, it will add a great deal of damage to your blasts and makes you a certified damage terror, in addition to all those wonderful Invocations. The high Cha requirement softens the blow somewhat, but most Warlocks will want a high Cha to boost up their Invocation DCs. In all honesty, I don't really know. It costs three valuable feats, which takes away from the feats that could be taking Extra Inovation, of which we know all Warlocks want. Also, all serious heavy Eldritch Blast users need to take Point Blank Shot, and Percise Shot, to prevent killing your teamates off accidentally. :devil:

Just an observation.

And because I can...

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.

*runs away :evillaugh with the Clownz*
Cazic

05-17-05, 08:38 PM
Ok, here’s my response to Yanei’s Major image. Sorry if it is a bit big, but I think you’ll like it. :cool:

Cazic looks upon the fading image of Yanei’s battle with memories of his own flooding back and you can see that they almost overtake him in the pain they arouse. Speaking quietly he reprimands himself.
“No! That is past. They are dead!”
Cazic seems too gaze upon nothing for a bit and then pulls out the components of what you see is also a Major Image.
As the familiar fog lessens above you and you see the image form it become apparent that the scene before you is the candle lit class room of an Underdark school of magic. As you gaze in you see the young students, all male Drow children and you can see that they are playing a Drow game of Magic, using their innate abilities and the things they have learned. You can see one child in particular who is winning the game. He looks to be a young Cazic, little more than 12. As he flings cantrips you can’t help but laugh at the little game and you almost forget these are Drow you are viewing. Within moments the game is ended as the teacher enters the room and begins the lesson for the day. You see a variety of 1st and 2nd levels spells, even a couple 3rd levels for such young ones, but the peaceful lesson is quickly ended as alarms and screaming ring in the air.
You can see them scramble out of the room to the courtyard and as they get there you see the horror which is the source of this disruption. All about the courtyard bodies of the dead and dieing lay astrue, you hear the moans of the dieing all about you, see the remains of at least thirty Drow, but you find it odd that there are no shared remains, no poisoned arrows protruding from corpse, nothing but the neat slices of a finely sharpened blade. You see with hope that all the Drow in the area alive are reaching for hidden weapons and preparing spells, but knowing the reason this image is before you, you know there is … nothing they can do. Finally the image falls upon the source of this ever growing supply of carrion.
He is a large Dwarf covered in a very odd armor, it looks as if he took the pieces of weapons, armors, utensils, and random other bits of metal and put them together on his skin, but though the armor is chaotic in design you still see commonalities in the fact that runes cascade all over it and you find one thing that seems as if it is the only one that belongs on the being, his gauntlet. It shins with an unnatural light and it is covered in barbs that drip a silvery substance. He merely stands there for a moment, which to those viewing seems an eternity, but then there is an explosion of movement and carnage. He begins screaming at a pitch you would not think a natural being could achieve and it is so full of madness that you know this is no longer the intelligent being it once was. Once the scream ends it begins flinging objects through the air with nothing more than its will. As the projectiles fly toward their targets many Drow dodge the attacks and those who don’t are dead or wounded by the shier force of the attacks. The Clerics and Wizards have already set to work on their spells and the warriors have begun their charge at the lone Drow. As you look upon it you are amazed at just how many Drow seem to come for nothingness raising their weapons and beginning their dark work of dispatching the insane Drow. Once again you feel hope rising up in you and for a moment you believe the warriors have a chance, but these hopes are dashed against the wall as the metal weapons of the warriors suddenly turn upon them and are killed in that mere blink of the eye moment. Then suddenly you hear the screams of more dieing as you see that the blades of many Clerics and Wizards were as well turned upon them and they join the dead at the side of Lolth.
In all this just a passing of seconds the dead have piled and many Drow have led with what ever means they could, but there are still the few who remain; The Masters of the Schools of Melee, Clerics, and Wizards, several students, and the young Cazic still standing in place absorbing all that has been laid out before him with grim horror. Before his very eyes his whole class has been slain and he only alive because he rarely wears any form of metal and he makes a silent thanks to Lolth that this is so of himself.
Suddenly an uncountable number of spells fall upon the Dwarf and there is a fiery explosion that burns the eyes because f its sheer brightness of it and you know that there is not way a Dwarf could survive such a onslaught……but you are once again amazed and horrified at the sheer power of this Dwarf , this thing. As you look upon it you see plainly how it survived. As the blast closed in it called upon all the metal in the area to form several protective walls around it, but the blast did have its toll on the monster. Its armor now nothing more than the gauntlet and the Dwarf it skin burned beyond what a normal being could survive. You can are astounded that it survived and can tell easily that the Drow feel the same, but then suddenly you hear a simple word “Sleep” and the monster falls to the ground snoring loudly as only a Dwarf could. Then the young Cazic strolls forward to the thing and kicks it on to its back looking upon it and then he looks to the Masters and all those viewing and speaks a simple, but painful sentence “Now was that so hard?”

Cazic, the real one, then looks to you all.
“This is my experience with those of the Tortured Mind.”He then looks to the newcomers.
“I am most glad that you have joined us and we thank you for these tomes.”
Cazic says all this with no emotion on his face, but you can tell it is a forced expression on his face.

Very nice invocations everyone! :ayyyy!: I really like them. For those of you who are new my PC is Cazic the Drow Wizard and the only non-Warlock member in this Circle. :cool:
De Batavier

05-18-05, 06:50 AM
Greetings all,

I've updated the Library.

It's not clear to me if you want me to add you to the members list Solarious. If you want to be added, just let me know in your next post here ;)
Just to make it clear for you, or others that just visit here: You don't have to be on the list to post here. Posting is free ;)

:cool:


(...) and you get a +2 to hit! (( btw, where is that written? )) So when one is invisable, all you have to hit is AC 8 actually! er . . plus deflection boni and other things thow wouldn't help that much.
(..)

Look in tables 8-5 and 8-6 on PHB p. 151.
Yes if the defender has no additional bonusses to touch AC, you have to hit at least AC 10 and you have a +2 on that hit roll.
wuyanei

05-18-05, 08:22 AM
OOC:

Dogurasu_Thanatos: Most glad to have been of help :) . I also really admire your RP write-ups. Very natural-seeming. English isn't my first language, so I know my grammar is rather stilted at times... I wish I could write as fluidly as you can :( .

As for the new feats, here are some personal opinions. Again, IMHO, IMC, YMMV, and all such disclaimers apply :P .

Soul-Force Blast, Channeled Blast, Vicious Blast: Perhaps surprisingly, I have fewer qualms against Vicious Blast than against Soul-force Blast or Channeled Blast. Why? Because the warlock must pay a price (backlash) when he invokes a Vicious Blast. This limits the occasions that a character will want to use the feat, but does not significantly reduce its power.

BTW, IMHO, Soul-Force Blast is fine as a stand-alone feat. There is no need to make it the end of a feat chain. It is actually the other two feats that, IMHO, need stricter prerequisites.

As for Channeled Blast, +1 dmg per die is basically 1/3 of a d6 dice on average, so you are basically granting a character +3d6 eldritch blast damage for the price of one feat. +10 pts damage at 20th level is not exactly overpowering, but adding 30% damage power at the price of one feat is still quite good. I'd have to think long and hard before I allowed it into my campaign. Perhaps you could add some drawback -- perhaps doing so requires a full-round action, similar to a sorcerer using the empower spell metamagic feat. Channeled Blast is weaker than empower spell, but it does not use up a higher spell slot, so I'd call it balanced. Of course, many players complain that full-round action metamagic unfairly weakens sorcerers, so ... shrug I dunno.

Soul-Force Blast is basically equal to Warmage edge... a bit better than a feat, IMHO, since it is the main shtick of the warmage. OTOH, blaster-warlocks are the extreme warmages, in a sense, so it might actually fit. My main problem is Cha 18+ characters that take the feat at 1st level. 1d6+4 damage is death to most 1st level characters (except for Con monkey barbarians -- fighter types will likely put their highest score in Str. Of course, PCs get maximum HP at 1st level). And since, unlike a warmage, you can eldritch blast for an unlimited number of times... what, exactly, do you need the others party members for? Ans: To set off traps, of course!

Perhaps you could add Point Blank Shot and Weapon Focus (ray) as prerequisites, and call the extra damage precision-based damage (in that it only applies once per blast, only on targets within 30 ft., and only applies to blasts that require an attack roll). With this restriction, only blaster-type warlocks will want the feat. Since blaster-type warlocks will want Point Blank Shot and Weapon Focus (ray) anyways, it doesn't hurt them significantly. Other warlocks, however, will not be able to just pick up the feat and out-blast a warmage. Of course, you will have to remove Soul-Force Blast as a prerequisite for Vicious Blast if you do so.

Soulwielder: We seem to have a glut of weapon-shaping invocations recently :) . No problem on my end, though. The more the merrier! However, 1d6 20/x2 is a bit weak, IMHO. A shortsword deals 1d6 19~20/x2, a longsword 1d8 19~20/x2, a rapier 1d6 18~20/x2, a scimitar 1d6 18~20/x2. And these are just normal (unenchanted) weapons.

Perhaps you could write it as something like: "This weapon is considered a magic weapon with your alignment for the purposes of overcoming damage reduction, deals damage as a longsword of your size (1d8 for medium-sized creatures, 1d6 for small creatures), threatens a critical hit on a natural 19~20, and deals double damage on a critical hit. The weapon is always considered a light weapon." This is better than a straight longsword (which only costs 15 gp, after all), even better than the eldritch blast damage sacrificed. But you since have to enter melee (deadly to warlocks) to use it, the benefits are far from overwhelming. It is a solid secondary weapon, and a last-line defense against grappling. (You can use light weapons in a grapple.) Good, but not overwhelming.


Solarious: Welcome to our circle, Solarious! "Laugh Manically" is a vital skill (8 ranks required) for any BBEG prestige class, which we all strive to qualify for. Once you understand that, you will fit right in ;) . And accidents do seem to happen so very often around here, especially just before the loot is to be divided...

Grasp of the Dark One: Very nice invocation! However, since telekinesis is so useful in so many different situations, I'm afraid the ability to do so at will might be too powerful. I suggest reducing the range to Close Range (25ft. + 5ft./5 lvls), similar to what they did with Flee the Scene. I'd also add some special, semi-sinister visual effect, to limit the mischief the warlock could do in say, a marketplace.

Perhaps something like: "A cloying, greasy, ooze-like darkness flows from your open hand to grasp and manipulate objects with suprising force and dexterity. This invocation functions as the telekinesis spell, except the range is limited to close range (25ft. + 5ft./2 lvls). In addition to the spell'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."


Cazic: Beautiful RP! I shall have to write up an IC reply as soon as I can!
Dogurasu_Thanatos

05-18-05, 10:18 PM
OOC:

Dogurasu_Thanatos: Most glad to have been of help :) . I also really admire your RP write-ups. Very natural-seeming. English isn't my first language, so I know my grammar is rather stilted at times... I wish I could write as fluidly as you can :( .

As for the new feats, here are some personal opinions. Again, IMHO, IMC, YMMV, and all such disclaimers apply :P .

Soul-Force Blast, Channeled Blast, Vicious Blast: Perhaps surprisingly, I have fewer qualms against Vicious Blast than against Soul-force Blast or Channeled Blast. Why? Because the warlock must pay a price (backlash) when he invokes a Vicious Blast. This limits the occasions that a character will want to use the feat, but does not significantly reduce its power.

BTW, IMHO, Soul-Force Blast is fine as a stand-alone feat. There is no need to make it the end of a feat chain. It is actually the other two feats that, IMHO, need stricter prerequisites.

As for Channeled Blast, +1 dmg per die is basically 1/3 of a d6 dice on average, so you are basically granting a character +3d6 eldritch blast damage for the price of one feat. +10 pts damage at 20th level is not exactly overpowering, but adding 30% damage power at the price of one feat is still quite good. I'd have to think long and hard before I allowed it into my campaign. Perhaps you could add some drawback -- perhaps doing so requires a full-round action, similar to a sorcerer using the empower spell metamagic feat. Channeled Blast is weaker than empower spell, but it does not use up a higher spell slot, so I'd call it balanced. Of course, many players complain that full-round action metamagic unfairly weakens sorcerers, so ... shrug I dunno.

Soul-Force Blast is basically equal to Warmage edge... a bit better than a feat, IMHO, since it is the main shtick of the warmage. OTOH, blaster-warlocks are the extreme warmages, in a sense, so it might actually fit. My main problem is Cha 18+ characters that take the feat at 1st level. 1d6+4 damage is death to most 1st level characters (except for Con monkey barbarians -- fighter types will likely put their highest score in Str. Of course, PCs get maximum HP at 1st level). And since, unlike a warmage, you can eldritch blast for an unlimited number of times... what, exactly, do you need the others party members for? Ans: To set off traps, of course!

Perhaps you could add Point Blank Shot and Weapon Focus (ray) as prerequisites, and call the extra damage precision-based damage (in that it only applies once per blast, only on targets within 30 ft., and only applies to blasts that require an attack roll). With this restriction, only blaster-type warlocks will want the feat. Since blaster-type warlocks will want Point Blank Shot and Weapon Focus (ray) anyways, it doesn't hurt them significantly. Other warlocks, however, will not be able to just pick up the feat and out-blast a warmage. Of course, you will have to remove Soul-Force Blast as a prerequisite for Vicious Blast if you do so.

Soulwielder: We seem to have a glut of weapon-shaping invocations recently :) . No problem on my end, though. The more the merrier! However, 1d6 20/x2 is a bit weak, IMHO. A shortsword deals 1d6 19~20/x2, a longsword 1d8 19~20/x2, a rapier 1d6 18~20/x2, a scimitar 1d6 18~20/x2. And these are just normal (unenchanted) weapons.

Perhaps you could write it as something like: "This weapon is considered a magic weapon with your alignment for the purposes of overcoming damage reduction, deals damage as a longsword of your size (1d8 for medium-sized creatures, 1d6 for small creatures), threatens a critical hit on a natural 19~20, and deals double damage on a critical hit. The weapon is always considered a light weapon." This is better than a straight longsword (which only costs 15 gp, after all), even better than the eldritch blast damage sacrificed. But you since have to enter melee (deadly to warlocks) to use it, the benefits are far from overwhelming. It is a solid secondary weapon, and a last-line defense against grappling. (You can use light weapons in a grapple.) Good, but not overwhelming.

OOC, wuyanei: I am very grateful for the input, and out of everybody that I've seen, you've been very active -- thanks! If I may, however, I'd like to explain my reasoning behind the Soulwielder feat.

First of all, I wanted to make the feat weaker than the soulkinfe's ability to generate a mind blade -- why play a soulknife if you can take a feat that gives a warlock a similar ability? Second, Soulwielder is to be the beginning of a feat tree that will improve the energy blade created by the warlock. The energy blade would become 'equalish' to the mind blade of a soulknife for the warlock that is disarmed and unable to use invocations for some reason. I plan to add those feats in there in an edit, and I would love to see any additional ideas for that; as always, suggestions are welcome!

Solarious: Thanks for the thoughts on unraveling. Now that I look at it, it does seem underpowered, and if you don't mind, I think I will use your very wise suggestions! As for Soulwielder, I personally think it's balanced -- while it does allow for a new weapon that the warlock can simply hide, it takes eldritch damage damage to power, and it has to be used in melee. The advantage is to have a weapon on hand -- rather, on soul -- often.

*Note: wuyanei, did you mean to say that Vicious Blast was good enough as a stand-alone feat?

Ideas to come: More feats, new invocations, and maybe a couple of items -- and a prestige class, if I can find out how to make one of those Code Tables. :D
wuyanei

05-18-05, 11:56 PM
OOC, wuyanei: I am very grateful for the input, and out of everybody that I've seen, you've been very active -- thanks! If I may, however, I'd like to explain my reasoning behind the Soulwielder feat.

Ah! That changes things. I was C&Cing under the assumption that the Feat was a one-shot item, so I had to perserve long-term usability (unlike with an invocation, you cannot swap out useless feats!). If, in addition to its own abilities, the feat also offers entry to a feat tree (thus raising its medium-to-long-term 'value'), a weapon similar to a Mindblade would be fine.

However, I still suggest that the weapon be compairable to a shortsword. You need not worry about a Soulwielder blade over powering a soulknife in this regard, because unlike a mindblade, a Soulwielder blade requires a feat!

IME, spending feat is a greater investment than a 1-level dip.

A warlock only get 7 feats at most. Unless he wants to be a soulknife-style warlock (and he will be weaker than a pure soulknife in that case. For one thing, the soulknife can get feats to boost his abilities. For another, the warlock cannot take the Soulwielder feat until 3rd level at the least. By then, the Soulknife already has the Psychic Strike (+1d8 dmg) and [u]Throw mind blade abilities.), he will not be able to spend all feats on the Soulwielder tree. All you have to do is spread to 'goodies' over six ~ seven feats, and you will be fine. You will end up with a 'Mystic Thurge' type character, but probably a bit weaker.

Hmm... looking at the soulknife, I suspect that I may have made Dark-blessed weapon and Eldritch Weapon overpowered.... though Dark-blessed weapon is partially balanced by the fact that you cannot swap enhancement bonuses like with Mind Blade Enhancement or Knife to the Soul. That and the fact that Dark-blessed weapon and Eldritch Weapon are a spell-like abilities, and are thus vulnerable to dispeling and AoO when invoked...

FWIW, I had balanced Dark-blessed weapon against Shillelagh (Drd 1), Spikes (Drd 2 or 3, not sure) and Holy Weapon (Pal 4th, about equal to Clr 8th).

As for a possible feats in the tree, 'classics' such as:

FellbladeFellblade
Prerequisites: Soulwielder, Weapon Focus (soulblade), able to use at least one eldritch essence invocation.
Benefit: You can infuse your soulblade with an eldritch essence invocation that you know. The blade deals no extra damage, but any creature sturck by the blade suffers the special effect of the eldritch essence, if any. The struck creature may save as per normal.
are always nice.

BTW, I assume the soulbalde is a supernatural ability? You might want to spell it out explicitly.

*Note: wuyanei, did you mean to say that [U]Vicious Blast was good enough as a stand-alone feat?

Errk! Yes, I meant Vicious Blast. Sorry if I have caused any confusion. :embarrass
Dogurasu_Thanatos

05-19-05, 04:20 PM
OOC: Alright, I've added a few more invocations and feats to my previous posts, and I'm about to get to work on trying to invent items and maybe even a prestige class or two that are suited to warlocks (and perhaps are wizardly drow friend). Eventually, my plan is to make a book of invocations to rival the 50 invocations that are in the Complete Arcane, if only to say that I can do it. :D

Also, another quick note on the Soulwielder feat that I failed to mention. It might be underpowered (even though now it can be used as a light weapon, making it usable in grapples no matter how many Soulwielder-tree feats you take), but I wanted to match it to some of the weapons that the warlock could already use, meaning simple weapons -- such as the sickle (1d6/x2, light), for example. I'm thinking about making it possible to turn it into a spear and a mace, as long as the weapons are also light, allowing for the same damage but with different types (for those pesky skeletons and... uh... creatures that have damage reduction x/piercing).

In any case, I have my work cut out for me, but who's gonna say that that's about to stop this wizard of a warlock from researching and creating more lore for the 'good' of the Circle?
De Batavier

05-19-05, 04:42 PM
Greetings all,

Also thought up some new invocations.
Good luck with your book Dogurasu Thanatos. :cool:
I wonder how many pages the total contents of library would fill. Especialy if there was some art work. :ayyyy!:

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)


:thinks:

I had an idea for Warlock items, but well i don't seem to get to develop it further then that. Maybe you can help complete these ideas

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

:thinks:
Von Crown

05-19-05, 10:15 PM
Just to point out, if you wanted these items to be explicitly for warlocks, you may want to add a negative level clause. Sorcerors and even some rogues would also value such items. Also, the sword should probably be either very prohibitivley expensive, or have some sort of drawback. As is, it's pretty much a Smite Whatever You Feel Like that is constant and active on every attack.
Dogurasu_Thanatos

05-20-05, 12:29 AM
OOC: Okay, I think I have all the invocations up that I'll be posting for a while, and I've added a few feats into my feats post. Now to introduce an idea that's completely different -- at least, one that I haven't yet seen anywhere on the boards...

IC:

In a flurry of needle-sparks on steel that frightens his pet psuedodragon back into his robe and a maniacal laugh that... seems to make his robe squawk and growl as much as it starts flowing... the mad warlock begins scribing notes of eldritch information.

"I think I've finally done it!!" he cries out, striding around the room as he writes. "I've tapped into how to channel the source of arcane magic -- I can tap into the Aether!!"

With a resounding clang, he smacks the steel plate on the table, even as he continues to write all over it so fast that his hand and scribing needle are just a bright purple blur. However, even as he writes, you can make out what the most important parts of the notes are...


Manaweave -- (Cha, Trained Only)
Use this skill to tap into the power of arcane magic, producing basic effects similar to the powers of a wizard or sorcerer -- affecting the minds of others, dealing damage directly, or producing light.
This skill is similar to the Craft, Knowledge, Perform, and Profession skills in that you must buy ranks in each different effect separately. For example, having 10 ranks in Manaweave (create light) doesn't give you 10 ranks in Manaweave (direct damage).
Check: The DC depends on what you are trying to do.
Create Light: No save DCs required. Light lasts for 1 minute per check.

DC 5 -- Create light equivalent to a candle.
DC 10 -- Create light equivalent to a lamp.
DC 15 -- Create light equivalent to a torch.
DC 20 -- Create light equivalent to a sunrod.

Affect Other: Save DC = total roll - DC of effect. Lasts 1 round.

DC 5 -- Dazzle (Fortitude save)
DC 10 -- Confuse (Will Save)
DC 15 -- Daze (Will Save)
DC 20 -- Shaken (Will Save)
DC 25 -- Stun (Fortitude Save)
DC 30 -- Panic (Will Save)
DC 35 -- Paralyze (Fortitude Save)

Direct Damage: Save DC = 10 + 1/2 ranks in Manaweave.

This is a ray attack, and requires a ranged touch attack to hit.
Damage = half the total roll (round down). For example, a roll of 18 deals 9 points of damage.
The target can attempt a Reflex save for half damage.

Action: Creating light is a standard action that provokes attacks of opportunity. Both affecting others and direct damage are attack actions.
Try Again: Yes.
Synergy: If you have 5 ranks in Spellcraft, you gain a +2 bonus on Manaweave checks.
De Batavier

05-20-05, 04:55 AM
Just to point out, if you wanted these items to be explicitly for warlocks, you may want to add a negative level clause. Sorcerors and even some rogues would also value such items. Also, the sword should probably be either very prohibitivley expensive, or have some sort of drawback. As is, it's pretty much a Smite Whatever You Feel Like that is constant and active on every attack.

Thanks for the feedback. I don't mind other classes to use the cloak or blade. The design will mark it as Warlock items with all social backlash that comes with being Warlock. Maybe i'll add that in the description. I'll think about that blade

Dogurasu Thanatos Cool skill. Don't know if it's balanced. The fact that everyone has to pay for is as a crossclass skill balances it a bit.

All The new library system means that due to editing of the post, the links will be outdated in their description. Please post or send me an updated link so i can edit that into the library.

Thank you.

:cool:
wuyanei

05-20-05, 06:52 AM
2 variant rules, 60 invocations, 7 feats, 3 items and 1 PrC in total! Wai! :cheer:

New Rules:
Epic Invocation Rules: Short semi-introduction to Epic Invocations.
Ritual of Spellswap: A ritual to learn a new invocation in place of an old one.


Invocations:

Eldritch Essence invocations:

Aligned Eldritch Essence invocations:
Anarchic Blast: Blast foes with Anarchic power and slow them.
Axiomatic Blast: Blast foes with Axiomatic power and daze them.
Holy Blast: Blast foes with Holy power and blind them.
Unholy Blast: Blast foes with Unholy power weaken them.

Other Eldritch Essence invocations:
Amber-field Blast: Blast that traps opponents in an amber-colored force field.
Blast of the Iridescent Spheres 'Gift of Yog-Sothoth': Blast that causes corporeal instability..
Mind-devouring Blast: Blast with powers of feeblemind.
Prismatic Blast: Blast with powers of a prismatic ray.
Psychedelic Blast: Blast with powers of a colour spray.
Slime Gout Blast: Blast of green slime that deals acid damage.
Soporiferous Blast: Blast that causes foes to fall asleep.
Temporal Blast: Blast that shunts foes forward in time.


Blast Shape invocations
Eldritch Explosion: Blast strikes target then explodes, harming all within 10ft.


Other invocations:

Transformative:
Amorphous Form: Gain ooze-like qualities.
Blessing of Jubelix: Polymorph into an ooze.
Beastform invocation chain (Inspired by Lord Schpungus): Change to an animal.
Call Forth the Savage Within: Transform into a savage beast of destruction.
Force of Nature (Inspired by Dogurasu Thanatos): Change into a single type of elemental.
Iron From: Your body becomes living iron.

Dragon breath
Apsu's Roar (Shamelessly stolen from Dogurasu Thanatos): 30ft. cone-shaped breath weapon that duplicates an unholy blight.
Zarius' Wrath: 30ft. cone-shaped breath weapon that duplicates a holy smite.
Zov's Fury: 60ft. line-shaped breath weapon that duplicates an order's wrath.
Saih's Ire: 60ft. line-shaped breath weapon that duplicates a chaos hammer.

Summoning/Binding:
Summon Servitor invocation chain (Inspired by Jharvis): Call forth a extraplanar servant.
Voorish Binding invocation chain: Bind a Thyng from Beyond into a host creature and then enslave it.

Weapon-shaping:
Dark-blessed Weapon invocation chain (Inspired by gabrion): Imbue your weapon with powers.
Eldritch Weapon: Create a weapon formed of eldritch powers.

Drug-based invocations:
Hallucinogenic Spores: 30 ft. cone-shaped burst of spores causes foes to become confused.
Psychostimulant Spores: 30 ft. cone-shaped burst of spores that improves strength at a price.
Xylomorphic Spores: 30 ft. cone-shaped burst of spores that improves natural armor at a price.
Soporiferous Spores: 30 ft. cone-shaped burst of spores causes foes to fall asleep.

Life-essence invocations
Consume Essence: Feed on dying creature's life force, restoring yourself to heath and vigor.
Devour Essence: Draw forth dying creature's life force and use it to fuel your own power.
Ensnare Essence: Trap dying creature's spirit and compel it to serve you.

Mind-affecting invocations
Beguiling Gaze: Hyphonize creatures that meet your gaze.
Burst of Terror: Cause terror in a 20ft. burst around you.
Command: Speak a command that creatures obey.
Mantle of Horror: Cause terror in a 30ft. burst around you as a swift action.
Song of Temptation: Fascinate creatures and cause them to follow you.

Misc other invocations
Eldritch Asylum: Use maze as a touch spell, and drive mazed creatures insane.
Dread Guardian: Create animated construct.
Curse of the Medusa: Turn enemies to stone.
Ghoul Touch: Paralyze your foes with a touch.
Rejuvenating Touch: Heal others at a price to yourself.
Temporal Twin: Bring back your future self to aid or advise you.
Vitriolic Blood (Inspired by De Batavier): Turn your blood to corrosive poison.
Vitriolic Touch (Inspired by De Batavier: Deliver corrosive poison with a touch.
Shadow-borne Ascension: Shadowy mists allow you to levitate.


Epic invocations:
Death Blast (Epic): A blast with the power to slay instantly.
Eye of the Beholder (Epic): Create an anti-magic cone like a beholder.
Word of Death and Damnation (Epic): Destroy foes with a word.
Wyrmform (Epic): Shapeshange into a dragon.
Mien of the Patron (Epic): Shapechange into a chaotic or evil oursider.



Feats:
Combine Essence [Meta-magic]: Apply two eldritch essence invocations at the same time.
I Will It, So It Shall Be [Meta-magic]: Use invocations without verbal or somatic components.
Sudden Combine Essence [Meta-magic]: Apply two eldritch essence invocations at the same time without extra casting time.
The Wicked Live Forever [General]: Increase fiendish resilience power.

Dire Invocations [Epic]: Gain access to Dire (Epic) invocations.
Extra Epic Invocation [Epic]: Learn one Epic invocation.
Multiblast [Epic, Metamagic]: Use eldritch blast while simultaneously casting a spell or invocation.



Items:
Magister's Wand (Inspired by the wands in Harry Potter): Useful aid to all magic users.
Mark of the Beast: Mystical growth that can use spell-like abilities.
Orb of Eldritch Binding: Trap spiritual creatures and bind them to your service.

PrCs:
Knight of Akadia/Knight of Lassa: Templars of the Goddess of Air.
De Batavier

05-20-05, 07:03 AM
Wow.

Nice post wuyanei. It wasn't exactly what i meant though. :embarrass
What i meant is that the links that are now in the library go to post in which extra contents is being posted. Those new invocation, feats etc are now not mentioned in the link to that post. For example those of Dogurasu Thanatos who has posted additional invocations and feats.

Sorry :embarrass

forgive me :bow:

:cool:
Dogurasu_Thanatos

05-20-05, 08:57 AM
OOC, De Batavier: Thanks for the input on the Manaweave skill. If you have any ideas as to how to balance it further, I'm all ears -- or eyes, given that these are visual posts -- and very willing to accept ideas. I just kept hearing how sorcerers aren't sorcerous enough, and thought I would invent something to give these people a touch of what all of we warlocks enjoy: magic at our fingertips whenever it strikes our fancy to use it.
De Batavier

05-20-05, 11:25 AM
Put a link in the library to your link post wuyanei :D

Dogurasu Thanatos
I miss a duration on the creation of light option of your manaweave, i assume it's meant to last 1 round.

Also i personanly wouldn't allow the metamagic options. I believe that should stay the domain of feats.

Hope that helped.
wuyanei

05-20-05, 12:04 PM
De Batavier: What?! Not what you meant?! And after I slaved for hours digging up those old post? :tantrum: :tantrum: :tantrum:

Seriously though, it's alright. I was just joking. I've needed to consolidate the invocation posts anyways. From now on, I can add a link to this post on my sig. A golden opportunity for shameless self-promotion, that's what I'll call it! ;)

Edit: Thanks for the link, De Batavier!

Everybody else: Even though our fearless leader had not requested it, I still say that everbody making a list of your new invocations, feats, items and PrCs, then adding a short description to each and providing a link to their place on the thread would be a very good idea.

That way, De Batavier could copy our lists and compile a library from them. They also help new arrivals look up an invocation or feat. Plus, it helps with self promotion, and self promotion is always good :D .

What do you say, fellow warlocks?

Dogurasu_Thanatos: Wow! You're posting waaay too fast for me to keep up with! This is so cool! :cool: I'll try to write you a detailed C&C over the weekend. At the moment, I'm still on Shadow Mockery and Darkling Slave. Right now I'll just say that I especially liked the Blooded Servant, Soulless Void, and Abyssal Serpent invocations. Very, very yoink-worthy :love: .

BTW, Zokunen Kurenai -- worldliness, worldly ambition, unholy desires; deep red, crimison. I'm not quite sure what you mean with this combination. Care to enlighten me? :) (If you want 'Red desires', 'Akai no Zokunen' might be better... not that I am an expert in Japanese, mind you...)


C&C for De Batavier: Put in a spoiler block to avoid making too large a post.Combustion Blast, Freezing Blast: Very interesting and novel concept -- forcing the opponent to choose between taking extra damage or giving up a round. This puts enemy spellcasters in an especially tight dilemma -- waste a precious round, or try to cast a spell knowing that they must make a Concentration check at DC 10 + SpLvL +9 (half the average of 5d6)or lose the spell.

OTOH, 5d6 +5d6 as a lesser invocation (ie. available at 6th level, when the warlock's normal eldritch blast deals only 3d6 per blast) is a bit too good. How about a compromise: the blast deals only one-half normal eldritch blast damage intitally, but the opponent must use a full turn to suppress the building blast effects or they take full eldritch blast damage on their next turn (Fortitude save for half damage).

Thus the choice for the nemey is, unless they give up a turn, they take full eldritch blast even if they save, and 1.5 times elderitch blast damage if they fail the save. All the while, you are blasting them again and again and again...

Warlock 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.

Hmm... there is nothing *wrong* with the cloak... I'd specify the Charisma bonus to be an enhancement bonus, and the AC just to keep things clear. All that remains is the pricing.

+2 enhancement bonus to Charisma: 4000 gp

Cha-bonus to AC: This is the hard one.

Since the bonus stacks with everything, I'd have to call it an non-standard bonus. The price for a non-standard AC bonus is bonus squared x 2500 gp. At the levels where this cloak will come into play (12+ level), a warlock should easliy have 20(+5) to 24(+7) charisma (15 base +3 character +2 item = 20, 15 base +3 character +6 item = 24; this does not take high starting Cha, Inherent Bonuses -- such as those due to wishes -- or higher level into account). Lets call it an +6 Cha-bonus on average.

Price of the Cha-bonus to AC = 6 x 6 x 2500 gp = 90000 gp

Total price = 90000 gp + 2 x 4000 gp = 98000 gp. A big pile of money, but still cheap for the benefits it bring.

So, in conclusion we have:

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.


Next one, please!

Warlock's blade
This is a +1 longsword. 1+ charisma modifier a day the blade let's the warlock add his charisma modifier bonus to to hit and damage rolls (in addition to the +1 of the weapon).
This weapon is also better in channeling the Warlocks Eldritch Blast, whenever the weapon is used together with the Eldritch Blast (through feats or invocations) it deals an extra 2d6 damage.

Suggest: Change the text to read: "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."

On pricing: I would price the extra damage as similar to a bane or spell-storing weapon. That is to say, a +1 price modifier. The Charisma bonus to attack and damage is harder to price, but to simplify things let us just call it a +6 to attack rolls and to damage (the reason is as with the Warlock's Cloak), six times per day.

A +2 weapon costs 8000 gp.

What does +6 to attack and damage, 6/day cost?

Well, actually, I'd probably price it as a quickened true strike 6/day, use activated. Yes, I know that true strike does not actually give you a bonus to damage, but if you have power attack, you wouldn't care about a puny +6 bonus to damage anyways.

The price for quickened true strike, 6/day is:

5 SpLvl x 9 CL x 2000 * (6/5) = 108000 gp. Hmm... .

108000 gp + 8000 gp = 116000 gp

A +6 weapon costs 72000 gp, a +7 weapon 98000 gp, a +8 weapon 128000 gp. This sword is basically a +2 weapon that acts like a +8 weapon for 6 melee attacks per day. I don't think it is worth 116000 gp.

So. DM fait time. Lets give the quickened true strike, 6/day a 75% modifier. Say that it is because +20 insight bonus could become +6 to attack, +24 to damage in the hands of a character with power attack and a two-handed weapon, which is far better than +6 / +6.

108000 gp x 75% + 8000 = 81000 + 8000 = 89000 gp.

This is between a +6 and a +7 weapon, which is about right by my reckoning. Furthermore, the +81000 gp is an add-on cost, which does not increase if you add more enhancements to the sword (such as flaming, frost or simply an additional +1 bonus).

So, we have:

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.

Of course, all of the above are IMHO only. Hope I've been helpful! Bye bye!
De Batavier

05-20-05, 03:22 PM
Thanks for the great feedback wuyanei. I'll shamelessly take over your versions of the items ;)


Combustion Blast, Freezing Blast: Very interesting and novel concept --forcing the opponent to choose between taking extra damage or giving up a round. This puts enemy spellcasters in an especially tight dilemma -- waste a precious round, or try to cast a spell knowing that they must make a Concentration check at DC 10 + SpLvL +9 (half the average of 5d6)or lose the spell.(...)

Well i wouldn't call it novel. Seeing hellrime and brimstone are the CArcana lesser essence invocations ;) Brimstone actualy works in quite the same way i see now. I'll tone down the damage to a static 4d6. At a higher levels brimstone may then be the better choice, due to the fact it deals the normal EB damage.

:cool:

Edit:
Oh and your idea that everyone makes a post with links to all their stuff is good and cool. But... :embarrass at the moment i don't have time (or i'm to lazy) to look up all my own stuff, and i deleted my first invocation to make room for the archive.
Ofcourse i'll add links to the post with the links to the posts.. :confused: ;)

:cool:
De Batavier

05-20-05, 03:29 PM
:w00t: the thread has had 10.000 views :cheer:
Dogurasu_Thanatos

05-20-05, 03:35 PM
OOC, De Batavier: Thanks for the additional input. That was my absolute first time working with a skill, and I was looking to make something high-magic; I guess it still needs work, but hey, practice makes perfect!

However, all of this gives me a new idea: Why not make a series of magic-like skills for a new, sorcerous class?

OOC, wuyanei: I have/had a lot of ideas, and I wanted to make sure I got them all up! :D As for the invocations you mentioned were 'yoink-worthy' -- blooded servant, soulless void, and abyssal serpents, among others you mentioned in previous posts -- I would like to see where they're going in your campaign. I'm also a bit worried about their balance, because I tend to either make something too powerful, or worry too much about overpowering it and then wind up underpowering it... :confused:

As for the book title, I was mostly looking for something that sounded cool, and Zokunen Kurenai worked for me -- I was looking for something like 'Unholy Desires in Crimson,' as if written by a mighty warlock with a name like "Vorta Nehalem the Crimson" (name shamelessly stolen from the Complete Arcane; he's the Acolyte of the Skin example).

Also, I'm not quite sure how I'd go about making those links. I'm better at writing in English (as can be told by my horrible misuse of Japanese! :rofl: ) rather than in HTML... and as for my ideas, I'm not even through yet! So hang on to your steepled hats, black mages; I'm going to do my best to make a library of my own -- eat my eldritch dust! :evillaugh

OOC, anyone: On a side note, does this place have a full description, or would anybody mind my writing out a kind of 'map' to this Warlock's Circle stronghold/dungeon/well-furnished cave?
De Batavier

05-20-05, 03:44 PM
However, all of this gives me a new idea: Why not make a series of magic-like skills for a new, sorcerous class?

Cool idea.


Also, I'm not quite sure how I'd go about making those links. I'm better at writing in English (as can be told by my horrible misuse of Japanese! :rofl: ) rather than in HTML... and as for my ideas, I'm not even through yet! So hang on to your steepled hats, black mages; I'm going to do my best to make a library of my own -- eat my eldritch dust! :evillaugh

Links can be made using the hyperlink button and copy past the url. To link to a post, click the postnumber for the url.


OOC, anyone: On a side note, does this place have a full description, or would anybody mind my writing out a kind of 'map' to this Warlock's Circle stronghold/dungeon/well-furnished cave?

I don't mind.
Deviston

05-20-05, 04:13 PM
I don't mind.

OOC:


Then how about you do it on Dungeon Crafter? That's a nifty little majigger there! Already have SEVERAL maps done with it!
Cazic

05-20-05, 05:54 PM
Cazic: Beautiful RP! I shall have to write up an IC reply as soon as I can!
Thanks. I look forward to everyones responses to it.

I really like all the invocations that have been showing up. They are really good! :cool:
Dogurasu_Thanatos

05-20-05, 06:15 PM
OOC: Thanks for the input and permission. The map might take me a while, but I hope it'll all be worth it.

IC:

The commotion in the newcomer's robe has finally built to an uproar. A total of four creatures -- a psuedodragon, a corollax, a shocker lizard, and a tiny phoenix -- all come rushing out of the robe, creating an unholy racket as they flutter and clamber all over the menagerie-robed magician. He struggles a little, and more items come out of the robe, not to mention the fact that the warlock's rod drops to the ground with a clatter of sparks as he tries to get these four pets under control.

"This is why I use steel and sparks to write my notes!" he yells, pulling off his over-robe. "Alright, everyone, back into the pockets! Dracos, Pattern, Solaris, Stormy, all of you -- get back in there!"

As each of the creatures in turn make their way back into his robe and vanish, the warlock starts picking up the items, chuckling to himself about how he just had to have a few pets to keep him company...


New Warlock Items
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.
Dogurasu_Thanatos

05-20-05, 06:29 PM
OOC: Then how about you do it on Dungeon Crafter? That's a nifty little majigger there! Already have SEVERAL maps done with it!

OOC: Alright, but now there's one problem -- where do I find it?
Solarious

05-20-05, 07:43 PM
Hello again! Thank you for the invitation, De Batavier, but I humbly decline. I don't have the time to properly RP or contribute fully to the Warlock's Circle, and it would feel a lot like cheating if I joined anyways. ;) However, I would like to become an assosiate of the Warlock Circle, and if I were to suddenly and inexplicably aquire a long-term source of free time, then I'll reconsider. Until then. :P

wuyanei: Well, I have Braids, Cabal Minion as my avatar for good reasons. Not all of them sane, but that's a secondary concern. :smirk: In RL, I have perfected several types of evil laughs, which range from the little evil chibi-giggles and aristocratic female villian laughs, to full-power evil genius laughs, cackling witch/hag laughs, and even the dreaded Cl0wnz laugh!

:evillaugh ph33r M3! :evillaugh

Ahem. :shifty:

I also have developed the ability to smile and slightly buldge out my eyes, which works wonders at creeping people out. It also clears out lines, makes people move out of the way in hallways, and excellent for good-ole' scaring the crap out of people. On a second note, I love the Joker from Batman. Betcha didn't see that comming! :devil:

:confused: Why are you looking at me like that? :confused:

I especially love the update in The Batman. Pengiun's upgrade, with his Kabuki Twins minions (mime-like, cartwheeling, claw-dagger performers rock! :D) is also nice, but I don't like Mr. Freeze's devolution into a plain megalomanicanical villian. He was more interesting when he was a tragic villian looking for a cure for his wife... the new look is wicked, regardless.

As for the loot, there is no period when the loot is being divided up, since it all mysteriously disappears.... I, of course, have nothing to do with it. :rolleyes:

Back to the subject at hand.

Thank you for your insights into the workings of Invocations! I will take your advice into consideration... however, I don't think that cutting down to Close range (I assume you meant 25' + 5'/2 lvls? ;)) is really all that neccessary. First, Dark Invocations are somewhat lacking in power already... sometimes, I see myself looking at those Greater Invocations, and sunconciously thinking how I could cram some Extra Invocation feats in the last levels to grab them. I only don't consider tossing out the Dark ones because of ingrained habits and such.

But the second reason is that you start getting Dark Invocations the same time spellcasters (complete with full casting PrCs) access 9'th level spells... which also means Shapechange. I rest my case.

Dogurasu_Thanatos: Heya! Good to see that you liked my suggestions... it's definitely balanced, since although it is fairly powerful, it's still a basic Dispel Magic... limited to a maximum CL bonus of +10. Geeheehee. :smirk: Looking through your invocations, I'm still finding problems... the animate invocation one jumps out at me at the moment, since you don't specify anything about it, like where it appears, the range... things like that. I'll debug your invocations thourghly when I get the chance, k?

See you all later! :chicken:
Dogurasu_Thanatos

05-20-05, 10:19 PM
OOC, Solarious: I think I'll hold you to that as a promise, about the invocation debug thing. I could always use more advice!

OOC, anyone: Where do I find this Dungeon Crafter thing I have been told about? :confused:

Edit: Never mind, found it! :D
Dogurasu_Thanatos

05-21-05, 01:22 AM
OOC: No IC ranting here. This is just me attempting to make a warlock's prestige class.

Here -- my first prestige class (which probably needs major work), the Knight of Devimaston's Curse. Personally, I think it would be great for a BBEG, but then again, I'm also the one that just said it needed a lot of work. Any comments or help would be welcome and encouraged!

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.
DolArrah

05-21-05, 07:09 AM
Wow, I am so taking htat prestige class. But there are a few tiny adjustment that you need to make. The first change is small but, well, anyway, if a spellcaster enters that PrC on Greater Bestow Curse, they don't gain very many benefits. I would say that you should change it so that, instead of saying the curse becomes -6, say the penalty the curse inflicts in increased by a number, giving everyone a benefit.

Also, for a 13th level class, this is pretty good, and better than many. If you curse someone twice per round, you can make them blind, and deaf, then kill them unless they have blindsence.
Dogurasu_Thanatos

05-21-05, 10:13 AM
DolArrah: Thanks for the input, but I've already altered the class thnaks to some ideas from the Prestige Classes board. (Some of those people can be rude, though...) As it stands, I've lowered the class' abilities, making it weaker than before -- at least until 9th level. It's still subject to debate and change, however, as I'm still striving for game balance and stuff.

Also, my idea wasn't to make all the curses in the Book of Vile Darkness available, though that's always a good touch. As it stands, thanks to your post, I decided to make the knight's particular curse impermanent -- unless, of course, he uses bestow curse or curse of despair.

The idea behind this was mostly to put a powerful curse into evil hands (and blades, and eyes, and auras, et cetera). The training required restricts the class to warlocks, wizards, sorcerers, wu jen (do they have bestow curse?), and hexblades (who need Practiced Spellcaster to get in at the earliest possible time) of at least 7th level. Having 13 levels in the class was both for flavor and for time consumption -- another way to weaken the class' abilities in some small manner.

Anyway, I've edited the idea, and I'm still open to all comments!
Cazic

05-21-05, 10:20 PM
You are evil! Imagine how much work he will have! :evillaugh

"Your information intrigues me. Hmm, I shall have to pay more attention to matters other than my scrolls from now on. How I used to love music! Oh well. Maybe you would like to hear a story and recieve some lore in return?"

Mind of the Tortured Earth

Once, long ago, there was a monk who lived in a temple on the far side of (insert campain place here). He lived queitly, mededating often. The animals came at his call and he was at peace.
His name was Heral (hair-ral (as in rally)), and to this day his name lives in infamy. You see, one day, a woman, by the name of Asterai, came to his little temple in the woods. The instant he saw her, he fell in love. He tried everything he knew to woo her, but she never responded.
One night, after being rejected another time, he sat awake thinking bitter thoughts. He dozed of and, when he woke up, his room was destroyed. The walls were crushed and the floor was broken. All his belongings were smashed, but his bed remained untouched.
Dazed, he went out to check on his beloved. She lay in a tomg of earth, only her head protruding to show she was even there. He wept long and the animals stayed away from him, revulsed by his horrible act.
Heral tried to give Aterai a proper burial but it seemed that the earth that was forced to do this horrible act wanted not the horrible man to touch the girl.
He walked of, feeling betrayed. Those feeling magnified, going ffrom bitter to resentment, to outright hate. Everywhere Heral walked, the earth twisted reflecting his anguished mind.
He changed after that, and found his could manipulate the earth to an extent no others could. However, he never cared, his hatred being the ony thing he could htink of.
Everywhere he went, he was drivven out. Villages where destroyed, lives taken, all because of this one man.
Some other tortured souls, those who has been in touch with nature before, have followed in his path, but it is one they know not they take.
This prestige class is a good choice for an NPC, but because of the members insanity, PCs rarely pursue it. Any one who lived with nature (and this means anyone), can join this prestge class. Most often, though, it is hermits or others like them, not spellcasters, although some tortured warlocks do join.
HD:d10

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 Earth loses two points of Int and Wis per level, but never below 1.
Move Earth: At will, the Mind of the Tortured Earth can move the earth, as the Move Earth spell. This often happens without the Mind of the Tortured Earth's knowledge.
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.
Deprive Earth: At 2nd level, the never needs to eat or drink, as she drains the earth of all nutrients. Nothing can be grown there and animals will shun the spot.
Retributive Attack: At will, the can make the earth enclose someone or someplace that is equal to 5 sq ft per level (not just levels). They can not move, and suffocate.


Level BAB Fort Ref Will Special
1st +1 +2 +0 +2 Tortured Mind, Move Earth, Drive
2nd +2 +3 +0 +3 Deprive Earth
3rd +3 +3 +1 +3 Retributive Attack

"My family, going back generations, has had to put down these menaces, whose powers mimic our own, although we have control. I am sharing this forgotten lore with you so that we can defend against them. These creatures are no laughing matter, and the story I told you was true."

We might want to make the different versions of this since we are going to make a adventure out of it and all.

We might also want to give them all some idvidual abilities since their element is all that sepperates them. Stuff like Water get to breath in water, fire is imune to fire, etc. I have many ideas going through my head on how to seperate these classes, but still keep them so simmilar that perple know they are linked.

We could also put in stuff about the gauntlet since that is becoming a theme.
Cazic

05-22-05, 12:12 AM
I forgot to put this in. I made this for those who need to review what has happened and to those who are new to the situation.

Dol Arrah's first mentioning (http://boards1.wizards.com/showpost.php?p=6181234&postcount=680) :drool:

Von Crown's mentioning of his world's versions (http://boards1.wizards.com/showpost.php?p=6182083&postcount=684) :shocked:

Cazic's mentioning of his (http://boards1.wizards.com/showpost.php?p=6182181&postcount=687) :(

Von Crown's plan (http://boards1.wizards.com/showpost.php?p=6182596&postcount=688) :plotting:

Dol Arrah is alarmed and checks stuff (http://boards1.wizards.com/showpost.php?p=6188788&postcount=696) :eek:

Cazic's promise (http://boards1.wizards.com/showpost.php?p=6189264&postcount=697) :angelhide

Yanei's incounter with one of fire (http://boards1.wizards.com/showpost.php?p=6195043&postcount=704) :OMG!

Von Crown's idea (http://boards1.wizards.com/showpost.php?p=6195577&postcount=705) :lightbulb

Dol Arrah returns (http://boards1.wizards.com/showpost.php?p=6197127&postcount=706) :twitch:

Cazic's incounter with metal. (http://boards1.wizards.com/showpost.php?p=6206814&postcount=719) :mymy:

Me bringing this thing back to life (http://boards1.wizards.com/showpost.php?p=6239242&postcount=747) :uh-huh:

Von Crown's incounter with water. (http://boards1.wizards.com/showpost.php?p=6255385&postcount=756) :shifty:

Dogurasu_Thanatos' birth of fire and more (http://boards1.wizards.com/showpost.php?p=6279694&postcount=766) :cool:

Cazic mentions two Tortured Minds and three Transcended (http://boards1.wizards.com/showpost.php?p=6333350&postcount=809) :evillaugh
Solarious

05-22-05, 12:49 AM
Dogurasu_Thanatos: I will keep that promise, just when things cool down over in my RL... the world is such a chaotic place. Don't worry about Kedi, he's an ass in several places in the boards, and is generaly acknowledged as a troll. Remember, don't feed the trolls. But only because you can't punch their faces in! If you have a device that allows you to stab people's faces over the internet, then feel free to mutilate their public images for the rest of their lives. Otherwise...

And I like the PrC. Only medium BAB, one good save... pretty much weak until you get to level 9 for the curse Gaze attack. I suggest upgrading your curse ability to once for every two class levels, in order to make it less underpowered (I would say pitiful, but I'm not into using stronger language than neccessary). My Weapon, My Curse still refers to a permenant curse, which is misleading. I don't have time to go over this one with a magnifying glass either, but commenting on what I have seen always helps in my book.
Dogurasu_Thanatos

05-22-05, 01:34 AM
Cazic: Thanks for the story updates. Now I can at least figure out what's been going on in the RP since long before I ever came to the Wizards' boards. :)

Solarious: ...wow. Didn't catch that until now. :D But as for it being too weak... well, maybe I could add in a couple more abilities (such as a debilitating Intimidation check, a fear aura, or even just a higher BAB). Think any of these will work? I want to keep the number of levels at 13 now simply for flavor, since 13's supposed to be an unlucky number...
Dogurasu_Thanatos

05-22-05, 02:54 PM
OOC, All: Ahh... my addition to the library in totality -- so far. I already have a couple more ideas for prestige classes and invocations, I'm trying to come up with more skill thoughts, and feats are getting ready to be born in my mind even as I type. I'll keep posting my updates both here and in each separate post, as well as putting this into my signature, so feel free to check on this place occasionally. :D

50 New Warlock Invocations (http://boards1.wizards.com/showpost.php?p=6199584&postcount=707)
Least Invocations
Darkling Slave: Call a fiendish slave from Devimaston.
Demonic Lore: Gain a +6 bonus on certain Knowledge checks.
Eldritch Blade: Wield a blade formed from your eldritch blast.
Eldritch Burst: Your energy lashes out at all adjacent creatures.
Eldritch Power: Your energy allows you to smite foes.
Eldritch Touch: Deliver your eldritch blast as a touch attack.
Fiendish Senses: Gain a +6 bonus on Listen, Search, and Spot checks.
Spooky Shadows: Shadows startle and say "Boo!" to all within fog.
Warlock's Message: A written message with an added effect.

Lesser Invocations
Bestow Pain: Give the damage and pain of your wounds to another.
Cursed Blast: Your blast delivers a debilitating curse.
Dark Messenger: Send a nightmarish message to a sleeping target.
Darkling Servant: Call a fiendish servant from Devimaston.
Dread Word: Your vile word damages one person's Charisma.
Eldritch Bolt: Fire a line of eldritch energy from your hands.
Eldritch Missile: Your blast can be split into multiple blasts.
Evil Eye: Your gaze focuses malevolence on targets.
Imperial Garment: Cause clothing and armor to apparently vanish.
Soulshock Blast: Your blast becomes a stunning arc of lightning.
Tarterian Rage: Invoke deep-seated, blinding rage in a target.

Greater Invocations
Abyssal Serpents: Burning snakes grapple and poison targets.
Armor of Darkness: Dark shadows provide deflection and concealment.
Blood of Fire: Your blood becomes a series of missiles.
Dark Mercy: Heals damage at a price to recipient or caster.
Darkling Vassal: Call a fiendish vassal from Devimaston.
Demoncry Blast: Your sonic-based blast panics affected creatures.
Destiny Bond: If you or your target dies, so does the other.
Eldritch Forcefield: Your eldritch blast protects you from damage.
Forceful Blast: Your force-based blast deals greater damage.
Malevolent Ego: Your demonic mind manifests and can contact others.
Mirror Force: Gain a reflective kind of spell resistance.
Phantom Blast: Your blast becomes invisible.
Ravenous Umbrage: Conjure moving darkness that consumes creatures.
Unraveling: Counter spells and possibly turn them or steal their effects.
Vampiric Blast: Drain your blast target's hit points from them.
Warmockery: Create a quasi-real, spying version of yourself.
Wrath of Hell: You furiously channel the powers of Devimaston itself.

Dark Invocations
Abyssal Pact: Pay Constitution to return from death.
Blooded Servant: Revive a recently dead being -- and enslave it.
Darkling Thrall: Call a fiendish thrall from Devimaston.
Demand Submission: Force one person to obey your every command.
Diabolic Duplicity: Summon the essence of your fiendish power.
Eldritch Animation: Turn your eldritch blast into a construct.
Eldritch Barrier: Your blast becomes a sheath of power around you.
Hopeless Hex: A powerful curse; but even saving brings despair.
Mystic Denial: You deny all magic.
Shattering Blast: Your blast pierces the special defenses of targets.
Soulless Void: Replace yourself with a black hole.
Thanatotic Blast: Your weaker blast gains the ability to instantly slay.
Warlock's Clarity: See alignment, magical auras, and pierce illusions.


14 More New Warlock Invocations (http://boards1.wizards.com/showpost.php?p=6275044&postcount=762)
Least Invocations
Arcanist Aptitude: You gain a +6 bonus on Concentration, Spellcraft, and Use Magic Device checks.
Soul Chiller: A negative energy touch that penalizes an ability.
Subtlety In Motion: You gain a +6 bonus on Hide, Move Silently, and Sleight of Hand checks.

Lesser Invocations
Baatorian Scouting: You gain a +8 bonus on Listen and Spot checks and scouting ability.
Bestial Dust: Create a burst of drug-powder that makes people feral.
Nightshade Tendrils: Entangle one foe in poisonous shadow-plants.
Shadow Stealth: You gain a +8 bonus on Hide and Move Silently checks and hiding ability.
Tanar'rian Interrogation: You gain a +8 bonus on Intimidate and Sense Motive checks and force others to tell the truth -- or else.

Greater Invocations
Chlorine Breath: You can breathe a thick cloud of poisonous vapor.
Grasping Doom: Create a web of toxic, sticky tentacles.
Wrath's Potency: Conjure a liquid drug that grants power for pain.

Dark Invocations
Gluttonous Mimicry: Consume a target and mimic their abilities.
Portal of Darkness: Open a small portal to another plane.
Twilight Talon: Bring forth a talon of dark energies.

15 New Warlock Feats (http://boards1.wizards.com/showpost.php?p=6203499&postcount=716)
Blood Mythos: Improve your casting ability by taking damage.
Channeled Blast: Focus your blast energy to deal additional damage.
Double Essence: Use two eldritch essence invocations on one blast.
Drilling Blast: Your blast cleaves through targets.
Eldritch Torch: You can use your hand as a light.
Essence of Aura: You can infuse your aura with an eldritch essence.
Greater Soulwielder: Your soulsabre becomes more powerful.
Improved Soulwielder: Your soulsabre becomes stronger.
Internal Victor: Your good spirit allows you to defend with your blast.
Soul-Force Blast: Add your Charisma modifier to blast damage.
Soulwielder: Sacrifice blast potential to make an energy weapon.
Spirit Render: Your evil spirit allows you to deal mental damage.
Still Invocation: You can ignore motions for your invocations 3/day.
Twofold Soulwielder: You can create two soulsabres.
Vicious Blast: Take damage to deal stronger blast damage.

1 New Warlock Skill (http://boards1.wizards.com/showpost.php?p=6226026&postcount=727)
Manaweave: Channel the very fabric of arcane magic in assorted ways.

5 New Warlock Items (http://boards1.wizards.com/showpost.php?p=6231603&postcount=740)
Arc Arcanum Ring: A ring that turns one blast into multiple smaller rays.
Eldritch Cane: A powerful weapon that channels eldritch energy.
Manacles of the Abyssal Army: Bracers that call forth fiendish soldiers.
Mantle of the Fell Arcanist: A cloak to protect and serve warlocks.
Tome of Graz'zt: A small spellbook with an invocation.

1 New Warlock Prestige Class (http://boards1.wizards.com/showpost.php?p=6233952&postcount=744)
Knight of Devimaston's Curse: A dark knight whose very presence is cursed.

4 More New Warlock Prestige Classes (http://boards1.wizards.com/showpost.php?p=6279694&postcount=766)
Brother of Fire: A fire-slinging guardian of Bowser's Keep.
Fiend Arcanist: A wizard that channels a warlock's powers.
Mind of the Tortured Fire: A mad being that demands the obedience of all fire.
Nagamian Whirler: A male dancer/servant of an ascended demon.

4 More New Warlock Prestige Classes (http://boards1.wizards.com/showpost.php?p=6293018&postcount=775)
Fortunate Dracomancer: A lucky and benevolent caster of light magic.
Helldragon Magician: A devastatingly powerful arcanist of darkness.
Spelldeck Arcanist: A spellcaster that utilizes cards for weapons and magic.
Psychomagus: An arcanist that has finally been driven insane.
wuyanei

05-23-05, 04:06 AM
OOC: Some road worker cut the fiber-optic line that carries our broadband service last Firday, and the connection was not fixed until now. Ugh! Two-and-a-half days with no web access -- I don't now how I survived the withdraw! *twitches miserably*

BTW, if any one can think of a better name than 'Amber-field Blast (Ugh!),' I'd be eternally grateful. Thanks!

C&C for Dogurasu_ThanatosWarmockery: Warmockery sounds... funny. And I mean 'funny' as in 'funny, ha! ha!' which is probably not what you are aiming for. Perhaps a name like 'Shadow Mockery', 'Shade Likeness', or 'Mirror-born Servitor'. Or something like that.

Also, I would suggest changing 'taking the equipment it started with along for the ride.' to: Any part of the duplicate's body or equipment that is separated from it for more than 1 minute dissolves into shadowy mist that soon dissipates. It is generally the same thing, but basically forbids transfering items.

IMC, I would charge 100 XP per use of this ability. This is a non-standard component for invocations, but I think it is neccessary to prevent 'de-mining'.


Darkling Slave, Darkling Minion, Darkling Trooper, Darkling Retainer: Interesting idea. However, the name needs a bit of work. Minion... Trooper... Retainer just does not seem... sinister enough. For a rough suggestion, how about: Darkling Slave, Darkling Servant, Darkling Vassal, Darkling Seneschal. You could also use Darkling Sergeant instead of Darkling Vassal, to have every name as DS.

I would also suggest reducing the HD limit of Darkling Slave to 1 HD. It is generally a bad idea to allow a summoned creature more powerful than the summoner. Furthermore, I suggest adding a few lines in each invocation to specify that the summoned darkling is always the same creature, and if killed cannot be summoned for 24 ~ 48 hours. This is so that the player does not treat the darkling as totally expendable. For example, by using the darkling to open every single door, not making even a token effort to detect and disable the traps. If the darkling becomes unsummonable if it dies, or remains weakened if poisoned, the players will only use it to open doors that seem obviously trapped, which is better for you the DM.


Dark Mercy: This one I do not like. For one thing, curses, charms, and diseases overlap, and can be dispelled or cured with a single spell. For another, paladins are immune to disease, while many creatures are immune or resistant to charms. Spells like protection from evil or mind blank also negate the penalty. A party could spend a round or two to prepare itself, then simply treat this invocation as unlimited healing. Not good.


Thanatotic Blast: As you can see, I personally consider Death-spell type EBs to be in the realm of epic invocations, since the natural 1 = auto-fail rule for saves means, that given a minute or two (less if you can quicken your EB, or otherwise find a way to EB more than once per round), you can always slay any living thing once you've learned to death-blast, which is too good a power for a 15th level character to have. However, if you must introduce a death-blast type power, I would suggest that instead of -2 Con, just make that creature immune to the death effect of your Thanatotic Blast for 24 hours. In that case, you force a save-or-die once, then must switch to normal EB. That would not be unbalanced.


Blooded Servant: This I like. Especially since it will be more likely used against the party than by it - I can always have my BBEG 'autosave'... mweh heh heh...


Warlock's Message: Interesting. A weak version of Symbol. However, I am hard-pressed to think of a situation that the invocation would be useful. As a trap, the penalties fade too quickly; as a ambush spell, it must be read, so it can affect 1 creature at most. Personally, I would suggest rewriting the spell to be something more like sepia snake sigil, perhaps poison-based instead force-based. That might be more useful as a trap.


Hopeless Hex: A very powerful curse. I would probably add a bonus for each save after the first (or simply make anyone that succeeds at the save immune for 24 hours), to avoid letting the warlock keep cursing until it 'takes'. Generally, I would do so for all save-or-debilitate invocations. Otherwise, the invocation is fine.


Cursed Blast: This I like :love: . Very 'warlock'. It works so well, in fact, that I wonder why they didn't think of it the CA? (For that matter, why didn't I tjink of it myself?)


Soulless Void: As I said, this is one of my favorites. I retooled the mechanics to make it more like a sphere of disintegration (2d6 / caster lvl; 1d6 / 4 caster lvls if save successful) to make it effective against undead, constructs and objects, and changed the strength check to 'tornado-force winds (Fort save DC 10 + 1/2 your warlock level + your Charisma modifier) suck everything in a 30ft. radius towards you'. I left everything else alone. My players are only 7 ~ 9 level at the moment, so they won't meet it for a while, but we do have several doomsday-cult like organizations in our campaign, and this just fits like a glove.


Destiny Bond: Not much to say about this one. You can force somebody to protect you, I guess, but intelligent creatures would just turn on you (using subdual attacks), and non-intelligent creatures would not know enough to pull their punches, even it they will die after killing you. That, and it would be a rather cheesy thing if you 'bonded' a tarrasque (or a great wyrm red dragon) then just let your allies kill you.


Wrath of Hell: Hmm... Call Forth the Savage Within is similar to this one, although the fiendish touch is nice. I didn't use it because I wanted the warlock to remain humanoid. Still, nice invocation. :thumbsup

OTOH, there is a small glitch in the text. By the RAW, if you cannot concentrate, you cannot use spells or spell-like abilities, including eldritch blast. This is one of the reasons why barbarian-sorcerers don't work well (although the d12 hit dice is nice). I suggest that you remove the 'except for eldritch blast' part of the text, and add something like: You deal +2d6 damage with your claw attack. This damage consists of baleful destructive energy not of any particular type.
This basically adds +4d6 damage per round, which is about 1/2 the damage of an eldritch blast. If you include claw damage, you would likely deal more damage with your melee attack routine that if you used the blast.


Abyssal Serpents: Another uber-cool invocation! I like it even better than the CA version (Dark Tentacles or whatever it's called). I would change the damage back to 2d6, but say that it is dealt to grappled creatures only. I would also change the poison to 1d6 Str / 1d6 Str for extra nastiness. (Yes, my players hate me. Why do you ask?)


Spooky Shadows: It is really hard to design a balanced least invocation, isn't it? ^_-


Dark Messenger: I don't know if any character would use this invocation often enough to justify an invocation slot. However, that is a campaign issue, and not in the realm of balance. Still, I can see uses for a social-oriented warlock - or for a villain to use against the PCs. :devil


Mystic Denial: This is too powerful. Shaped anti-magic fields are just... wrong. Especially if you allow attacks through the field as well (and using equipment to cast spells counts as an attack through the field in this sense)! I am afraid I cannot allow this into my campaign.

Mirror Force: You should probably add a turning limit (in spell levels) per use of Mirror Force, as in the spell turning spell. Otherwise, the invocation is fine.

Orbs of Eldritch Binding: Bakemono no tamagoOrbs of Eldritch Binding: Bakemono no tamago
This object appears to be a warty, dull-gray-and-dirty-brown egg, about the twice the size of a human fist. In truth, it is a magical container that serves as a trap for spiritual creatures (i.e. ghosts, incorporeal creatures, or creatures native to the ethereal plane), and which can be used to compel them into a character's service.

Once the orb is complete, you can attempt to trap a single spiritual creature into the orb as a full-round action by making an opposed charisma-modified character-level check against the creature's total HD plus charisma-modifier (see special DM notes). The creature must be within 30ft. of both you and the orb. The orb can be hidden. If the creature is aware of the orb and its true nature (any intelligent spirit creature automatically becomes aware of the orb's true nature after the first opposed check), it gains a +4 bonus to the opposed check. The creature can resist the trapping attempt with spell resistance (check each time). However, you can use the higher of you or the orb's caster level to overcome the creature's spell resistance. If you win the opposed check, and successfully over come the creature's spell resistance, the spiritual creature is drawn into the orb.

The creature will continue to struggle to break free even after it is drawn into the orb. You and the spiritual creature must continue to make opposed charisma-modified character-level checks each round (with no +4 bonus to the creature). This is a full-round action for both you and the creature. The loser of each opposed check takes 1d4 points of charisma damage (spell resistance, if any, does not apply). If you manage to reduce the creature to 0 charisma, you subdue the creature and trap it until released. If you break off the contest, or if you are reduced to 0 charisma, the creature breaks free of the orb of eldritch binding and the orb is ruined. Typically, the creature then makes a best-effort attempt to kill you.

To bind a trapped creature to you, you must follow a ritual that contains several steps:

First, you must use your blood to write several mystical sigils on your palm. Writing the sigils correctly takes one minute, and requires a spellcraft check at DC 20 to be done correctly. This check is rolled in secret, so you are never sure if you have done the sigil correctly. However, if you are under no particular pressure, you can take 10 on the check. If you are willing to spend 20 minutes to write the sigils carefully, you may take 20.

Then, you must release the trapped creature by spilling at least one ounce of your blood on the orb. This causes the orb to split, and release the trapped creature in a nimbus of light. The light persists brightly for 1d4+1 rounds (DM rolls secretly), during which the creature is inactive (treat as stunned). You must then press your palm against the creature - the magic of the orb and the sigils on your palm allow you to do so even if the creature is incorporeal.

With your palm pressed against the creature, you may then implant one or more commands into the creature's mind. Typical commands include 'never attack me or those of my blood,' 'obey my commands,' 'defend my personage,' 'never lie to me,' and so on. As a rule of thumb, you can implant twenty-five words worth of commands in one round's time. The magic of the orb allows the creature to comprehend your words, but the creature's intelligence still limits the creature's understanding of complex concepts. On the other hand, a stupid creature is less likely to twist your words to your detriment later on. You must weight the risks and rewards yourself.

The creature is constrained to obey all of the implanted commands to the best of its ability (but see below). Nor can the creature deliberately misunderstand the meaning of your words. However, you should use caution when issuing these commands, since if any two or more of the commands conflict, the creature is free to choose which one takes precedence.

Finally, as the light of the nimbus fades, you must speak the final ritual words that establish you as the creature's master, and give the creature a new name. This name will be used in the future to call forth the creature, and to compel it to do your bidding. The creature is then drawn into your body, in a way similar to a possession. You take a -1 penalty to constitution for every 10 HD (round up) of the creature (see special DM notes). This constitution penalty cannot be removed by any means while you are still linked to the creature. From now on, the creature resides within you, drawing upon your life force, its survival forever linked to yours. If you should ever die, the creature must make a Fortitude save against DC 15 + half your character level + your charisma modifier or be utterly destroyed (they are dragged along with you into the final death). If it succeeds at its Fortitude save, it is free of your service (and typically will seek revenge on your friends or next of kin).

If for any reason you fail to bind a released creature, it is free to do as it wishes after the 1d4+1 rounds are up. Typically, it first tries to kill you, then seeks revenge on whoever trapped it.

You can order a bound creature to do whatever you want. However, if the order is for something against the creature's nature, it may attempt to resist your orders with an opposed Charisma-modified character-level check. You gain a +10 bonus to the opposed check. If the order is for something the creature would be strongly, or even violently, opposed to, it may receive a bonus to the check ranging from +0 to +20, at the DM's option. If you win, the creature obeys your command. If the creature wins, it resists that command but remains under your service. If the creature wins by +10 or more, it immediately breaks free from your service (and typically seeks revenge).

Some spiritual creatures have the ability to control other creatures. You gain no particular immunity from being controlled by creatures under your command, but you may forbid them from doing so, or punish them if they dare make the attempt.

Finally, you can release a creature from your service with a day-long ritual. Often this is done near the end of a caster's life, in return for a promise to leave the caster's friends and kin alone. There is nothing in particular that forces the released creature to honor its promise, although the caster can use other magics to make the promise binding.

Special DM notes: In D&D 3.5 edition, some undead posses a ridiculous number of hit dice for their CR. DMs may consider using the undead creature's CR instead of HP for the opposed character level check and for the constitution penalty.
This item is inspired by the Japanese Shinto stories of binding oni (ogre-like monsters) or bakemono (wayward spirits) into service.

Strong necromancy; CL 20th; Craft Wondrous Item, binding, planar binding, or greater planar binding, dominate monster; Market Price 40000 gp.

Eldritch ExplosionEldritch Explosion
Lesser; 3rd; Blast Shape
This blast shape invocation allows you to invoke your eldritch blast as a splash weapon. The eldritch explosion deals eldritch blast damage to the target, and deals half normal damage to all creatures within a 10 ft. burst centered on the target. All creatures in the splash area (except for the initial target) may attempt a Reflex save to further reduce the damage taken by half (to one quarter normal eldritch blast damage).

Eldritch Asylum Eldritch Asylum
Dark; 9th; Conjuration (teleportation) (but see text);
You can use maze as a touch spell. In addition, the howling, maddening winds of Pandemonium rage through the corridors of your extradimensional maze unceasingly. Any creature caught in your extradimensional maze must make a Will save each round or become confused (as the confusion spell) for one round. If a creature should ever fail three such saves in a row, it is driven permanently insane (as the insanity spell). This is considered a mind-affecting, enchantment (compulsion) effect.

Amber-field Blast [Force]Amber-field Blast [Force]
Greater; 6th; Eldritch Essence; Evocation [Force]; XP (see text)
This eldritch essence invocation allows you to change your eldritch blast into a amber-field blast. The blast takes the shape of a sepia-colored serpent composed of pure force that springs forth from your hand and strikes at the target. The blast deals force damage, and the target must succeed at a Will save or be engulfed in a shimmering amber field of force and immobilized (helpless) for 1 minute or until the invocation is dismissed or dispelled. Each round after the first, the immobilized creature may attempt a Will save as a full-round action to break free of the force field. However, if the force field is ever sealed (see below), the Will save per round to break free is no longer allowed.

You can seal the immobilizing force field by touching the subject and investing 100 XP into the field. This is a full-round action that provokes attacks of opportunity. Since you must concentrate to do so, it can be disrupted by anything that disrupts the casting of a spell. A sealed force field lasts for 1d4 days + one day per caster level, and the immobilized creature may no longer attempt a Will save each round to break free. You can extend the duration of immobilization for as many times as you wish - the durations overlap. However, the immobilized creature is always allowed to make a Will save at the end of each duration segment (i.e. 1d4 days + one day per caster level, rolled secretly by the DM) to break free of the immobilization effect.

You can also invest 100 XP into the blast from the very beginning. In that case, the immobilizing field is automatically sealed.

While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is not unconscious, but neither is it truly awake. It is preserved in a state of suspended animation, unaware of its surroundings. It can make Will saves and be affected by mind-affecting spells, but cannot take any actions, even purely mental ones. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. However, a dying subject does not lose hit points or become stable until the spell ends.
Deviston

05-23-05, 08:41 AM
Amber-field Blast [Force]Amber-field Blast [Force]
Greater; 6th; Eldritch Essence; Evocation [Force]; XP (see text)
This eldritch essence invocation allows you to change your eldritch blast into a amber-field blast. The blast takes the shape of a sepia-colored serpent composed of pure force that springs forth from your hand and strikes at the target. The blast deals force damage, and the target must succeed at a Will save or be engulfed in a shimmering amber field of force and immobilized (helpless) for 1 minute or until the invocation is dismissed or dispelled. Each round after the first, the immobilized creature may attempt a Will save as a full-round action to break free of the force field. However, if the force field is ever sealed (see below), the Will save per round to break free is no longer allowed.

You can seal the immobilizing force field by touching the subject and investing 100 XP into the field. This is a full-round action that provokes attacks of opportunity. Since you must concentrate to do so, it can be disrupted by anything that disrupts the casting of a spell. A sealed force field lasts for 1d4 days + one day per caster level, and the immobilized creature may no longer attempt a Will save each round to break free. You can extend the duration of immobilization for as many times as you wish - the durations overlap. However, the immobilized creature is always allowed to make a Will save at the end of each duration segment (i.e. 1d4 days + one day per caster level, rolled secretly by the DM) to break free of the immobilization effect.

You can also invest 100 XP into the blast from the very beginning. In that case, the immobilizing field is automatically sealed.

While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is not unconscious, but neither is it truly awake. It is preserved in a state of suspended animation, unaware of its surroundings. It can make Will saves and be affected by mind-affecting spells, but cannot take any actions, even purely mental ones. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. However, a dying subject does not lose hit points or become stable until the spell ends.



:: raises hand and begins to speak ::

This would be very useful for our own purposes . . . uh, preservation and all I mean.

:: meekly sits back down, blushing ::
De Batavier

05-23-05, 10:27 AM
A quick post.

The library is updated, including the links.

:cool:
Dogurasu_Thanatos

05-23-05, 12:08 PM
wuyanei: Thanks for the comments and criticism for my invocations. When I can find enough time to break away from reality, I'll see what I can do to balance them out. However, in the case of thanatotic blast (which is the only one I can think of off the top of my head to talk about, given the screaming two-year-old nearby), I was wanting to give the warlock something that he could use that was similar to the wizard spell finger of death; in any case, it probably needs a powerful cost to use anyway, so I'll see what I can think up. Oh, there's also the fact that I agree with you when it comes to the darkling invocations; however, my idea was to give the warlock a summonable ally to fight off those vicious heroes. Like I said, when I can break from reality, I'll give things a thorough looking-over to see how I can balance them.

Speaking of thinking things up, what about the name transfixing blast instead of amber-field blast? Just my two coppers' worth. Thanks for looking through my invocations, and I do want to know how they turn out when you use them in your own campaign (assuming you decide to). :D
Von Crown

05-23-05, 10:37 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.

Whaddya think? Overpowered? I don't thinks so because this is really more of an NPC PrC due to the fact that you attack people on sight... Wooh.. long post...
Cazic

05-24-05, 12:09 AM
Very nice Von Crown. :clap:
I will have to make the PrC class for the one I showed. :plotting:
Mind of Tortured Metal coming soon. :cool:
Deviston

05-24-05, 09:08 AM
OOC : Have any of you played Diablo2? For those who have, see the Necromancer when you choose him at character selection, but change the color to shadows. For the rest of you . . . .

IC:

Arille stands up and walks down to the center of the open area. He slaps his hands together, eyes closed, obvious magicks about to be worked. His hands glow in shadows as the Eldritch Shield Shape takes hold, he slaps his hands together and he appears to burst into flame! A flame of shadows!

After the commotion abbates he he dismisses the shadow flames and walks back to his seat, passing a note forward with the explanation.

Dark Eldritch Shield, Blast Shape

Dark:8-9?

This can ba added to any Eldritch Blast. At the time of invoking, the invokier also chooses any blast escence that will apply. From the time this is invoked, to any free action where the invoker decides to dismiss it, it applies. The flames protect the waerer in a dark way. For every 1d6 sacrificed, the wearer gains +1 profane bonus to AC.
While this shape is in effect, anyone who attacks the wearer and succeeds take what is left of the E.B. damage with any escences that apply.
Should the wearer choose to turn those 1d6's left into 1d3's then the +1 profane bonus are now +2 profane boni.
Dogurasu_Thanatos

05-24-05, 02:42 PM
OOC, All:Due to wuyanei's suggestions, I have made a few alterations to my invocations. Please feel free to look again over the Zokunen Kurenai and offer your C&C -- I'll be looking forward to it!

Deviston: An interesting idea that shows some promise. Perhaps the eldritch essence invocation added (if any) could protect the caster in some way, as well? I have no ideas on that at the moment (unless it makes him immune to the effect/energy damage while the shield is in effect), but it's still a thought...

To the "Mind of the Tortured Element" creators: With enough time, I would like to think of and invent the "Mind of the Tortured Fire," if I may...
Cazic

05-24-05, 10:30 PM
To the "Mind of the Tortured Element" creators: With enough time, I would like to think of and invent the "Mind of the Tortured Fire," if I may...
I dont think any of us would mind. The main people to ask would be DolArrah, since he made the idea :cool: , and wuyanei since he(she?) made mention of the fire one, but so everone knows metal is mine. :D
DolArrah

05-25-05, 02:53 PM
No [drawling unapeallingly] who posts on these boardsso that others can use their stuff? Certainly not me . . .

Sorry, anyway, yes, anything I post can be expanded upon. I don't mind, and you don't have to ask.
Dogurasu_Thanatos

05-26-05, 12:46 AM
OOC: Alright, then -- I'll wait for wuyanei's reply to my question, so I don't steal anybody's ideas. I'd rather switch to a different element than make someone upset with me. :D

Until then, I'm still making things up -- in fact, I'm 'penning a new book' of invocations, starting with four (rather roughly-made) invocations. I would like to give credit to the maker of grasp of the Dark One, Solarious, for the idea behind twilight talon. :)

I would also like to thank De Batavier for the idea behind my new skill-based invocations and wuyanei for the idea behind my new drug-based invocations.

IC:

The unnamed warlock now leaves behind a small scrap of paper on the table that says "Sarakha", nodding once to the group. "If I may," he says, "I would like to inhabit an empty room for a while, so I can continue my... unique form of research. If I am needed, please feel free to contact me; if I am unwanted, please feel free to tell me to get the Nine Hells out of your tower."

With a smirk, the warlock walks away, looking for an empty room and shutting himself into it. After a few moments, he comes out and hangs an odd-looking box on the wall, then he returns to cloistering himself...

On occasion, one or more of his creatures will fly or crawl through the windowlike opening in the door, clenching small scrolls in their claws or fangs. These scrolls always wind up neatly wrapped and placed in the box. These animals no longer seem like familiars more than they do trained pets, perhaps adding to the warlock's exotic persona -- or perhaps making him seem outright hilarious.


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; however, a circlet of energy appears on your head. Removing this circlet (by you or anyone else) ends the invocation's effect on you; three rounds later, the circlet of energy restores the 'eaten' character in the position of the energy circlet. This energy circlet cannot be broken, though it can be mentally formed into any hat shape; this is purely cosmetic and has no game effect.
You may also choose to end the spell 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).
wuyanei

05-26-05, 03:02 AM
Dogurasu_Thanatos: Ehh? Why would I be offended? The PrC was DolArrah's idea in the first place -- I just played with it a bit. And even if it was my idea, I would not have posted it here if I did not want it to be used.

Just for the record, everything I have posted on the thread may be freely used, altered, adapted, stretched, twisted, spindled, mutiltated etc. whereever and whenever you or anyone else wants. I do not and will not mind at all. As a measure of respect, I try to list the source of inspiration for invocations inspired by others. I would ask you to retain the 'inspired by xxxx' note if you wish to use one of those invocations.

However, I do not require anyone to list my name beside any invocation you have thought up. If you can improve on what I have done here in any way, I should be the one thanking you, not the other way around.

So, Dogurasu_Thanatos feel free to use anthing you want! As long as the library grows, I will be happy. (And I will be even happier when I use the stuff in the library against my players! :devil: )

As for thanatotic blast, the finger of death is not the problem. The problem is thanatotic blast + eldritch doom = 'party-friendly' wail of the banshee that also deals hp damage every single turn. The above combination is clearly better than a 9th level spell.

A wizard will have one 9th level spell-slot at 17th level. The warlock can thanatotic doom every turn -- or even worse, he can use thanatotic cone at 15th level every turn, when the wizard has just learned symbol of death... I hesitate to allow such a invocation into my games.

DolArrah: Congratulations on discovering a PrC that has inspired such activity! MotTE is indeed a very intriguing PrC. Great work, DolArrah!

Cazic: Thank you, Cazic, for bringing us all up to date! However, I'd like to point out that the foe in question was one of earth, instead of fire.

BTW: Yes, I am a 'she'. I can tolerate being mistaken as a boy. Its hard to tell over the internet. But a 'question mark' after the 'she'!? Now that's just plain insulting. ;)

Yanei: Warlock, monkey familiar Seerik
Foe: Monk / Warlock / Enlightened Fist / Mind of Tortured Earth

RND 0:
Foe: Charges -- Power attack for 5 points... and misses! Hits wall instead. (DM fudged ^_- )

Roll init.: Yanei wins.

RND 1:
Yanei: Moves 20 ft. (Tumble at half-speed through the foe's space), move 10 ft. then rise 20 ft. into air. This is a double move.
Foe: Jumps -- he probably has a Ring of Jumping or something like that, plus the monk's speed bonus -- into range and makes a stunning fist charge attack. Hit and crit.

RND 2:
DM: Foe moves earth as free action, Balance check DC 17.
Yanei: Succeeds at balance check. -- still stunned --
Foe: Attacks. Yanei (no longer stunned) dodges.

RND 3:
Yanei: Succeeds at balance check. Prismatic blast, hits. Rolls 3 on 1d8: acid d8 damage.
Foe: Attempt to start grapple --> provokes AoO in which Yanei hits --> fail to start grapple. Attempt to start grapple with second attack --> Yanei is out of AoOs --> touch attack, succeed in starting grapple --> opposed grapple check, wins easily --> establish hold --> move into Yanei's space.

RND 4:
Yanei (grappled, and in dire danger): Activate item 'Mark of the Beast' with command word "Shazarkth". Mark of the Beast unleashes an 'Repelling Cone', Foe is flung into the air for 1d6 x 10 ft. Foe crashes into wall for extra damage and falls prone. Stands up as a move action...
Foe: Stands up as move action, (moves tactically behind a wall, since he cannot attack again this round).

RND 5:
Yanei: (Flies. Moves tactically to get line-of-sight with the foe.) Attacks with Prismatic spear, hits. Roll 8 on 1d8, roll again twice for 1 and 5. Deal d4 fire damage, and Foe must make fortitude save or be petrified... Foe fails Fort save...
Foe: -- turns into stone, still snarling --

END COMBAT

Yanei: Eldritch blast on statue. Shatters statue into a million pieces.

COMBAT RESULT: A lucky win for Yanei. She was lucky to win intitative, and even more lucky that her foe failed two crucial saves (A Ref against Repelling cone, and a Fort against Prismatic spear), including a save-or-die. This is not a common occurance for monk-types. Furthermore, the DM (that would be me) had the foe Power Attacking most of the time, even though it was clearly sub-optimal, resulting in a large number of misses.

Solarious: Er... that's... nice? (Edges away slowly. ;) ) Seriously, welcome again to the circle.

As for the invocation, the at will nature of invocations means that all invocations must carry their own use-limiting feature with them. For combat oriented invocations, the limit is obvious -- a character will spend 20~25 rounds in combat between rest periods at most. This is because even if the warlock can go in forever, the other party members cannot. For utilitarian invocations, each invocation must carry a drawback (not neccessarily a 'mechanical' drawback, just something that will make the warlock unwilling to use the invocation all the time), suffer a severe limitation to its power, or emulate something that is always 'on' anyways.

The reason I suggested the 'black ooze' aspect is the provide a drawback. The warlock will not be able to go around tweaking people's cheek's at will, because the 'black ooze' links the effect back to him. As for the 'close' range, 'eldritch spear' has a range of 250 ft. If you allow long range telekinesis as will, the telekineses will soon become the warlock's main attack method (with a handful of arrows it does better damage, has longer range, and can be used to grapple or bull rush to boot). By limiting to ability to short range (starting at 65ft at 15th level), it becomes about the same as eldritch blast (actually, it still does better damage -- 1d6/lvl -- but you need a large supply of arrows for that, so I'll let it pass for now).

The above are the reasons for my suggestions. Still, it is your invocation, so you are the final judge. Good luck! I hope you have fun here!
De Batavier

05-26-05, 04:48 AM
Greetings,

You do keep me busy...Keep up the good work :D

Library had been updated, again ;)

:cool:
De Batavier

05-26-05, 01:21 PM
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.

:thinks:
Dogurasu_Thanatos

05-26-05, 03:34 PM
OOC: Alright... He takes a deep breath. Wuyanei, who is now definitively known to be female, I have taken your earlier advice with the thanatotic blast ability, as well as agreeing on most of the other invocation ideas you had to alter my ideas. The help is always welcome, you see; I personally run high-power campaigns, so I have trouble with balance. :confused: However, I will continue to look over everyone's ideas and plan/alter accordingly, that I may make up for my rather high-powered (or low-powered, in the case of PrCs) mistakes. Speaking of PrCs, I'm about to post a bookful here; all can eventually be accessed by warlocks (hence why they're here) or they have something to do with warlocks (fiend arcanist), and any help would be much appreciated. This will include the Mind of the Tortured Fire, and overall, as I've looked through those, I've been thinking: Are they connected to the wu jen any? Fire, Water, Earth, Metal (to be) -- next up might come Wood, then perhaps Air and Void if you wanted to go Rokugani with it. Also speaking of the MotT- PrCs, I have a thought: Should the tragedy be connected with the element? As for your invocations, De Batavier, I would personally find a way to make mantis leap more like monkey tricks -- a 2nd-level invocation that provides a +4 bonus on two checks and allows taking 10 on them. Maybe +4 on Balance and Jump, since mantises walk along thin branches a lot? He starts panting, out of breath. That is a lot of suggestion. :mymy:

Note: Yes, the Brother of Fire is supposed to be the Fire Brother of Super Mario Brothers 3 fame. :D Also, Cazic, thank you for being the only known non-warlock among us; you are the reason the fiend arcanist exists. :mage:

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.
DolArrah

05-27-05, 09:47 AM
:OMG! :OMG! :OMG! :OMG! :OMG! :OMG! :OMG!
:OMG! :OMG! :OMG! :OMG! :OMG! :OMG! :OMG!

4 prestige classes!!!!!!!!!!


GREAT JOB!

He should be named Warlock of the Month
De Batavier

05-27-05, 10:53 AM
Yes DolArrah i agree that Dogurasu Thanatos has made substantial contributions and wuyanei also has posted a lot of new stuff for the library.

I think they could make a whole new book, Complete Warlock :cool: , with all the stuff created in our Circle. Though they should playtest some of it, maybe some things are a bit..overpowered.. ;)


Nice work and keep it coming. :D

Library has been updated.


:cool:
Silent Infinity

05-27-05, 11:25 AM
"I agree," hissed the darkness. An inky silhouette emerged from gathered shadows, his head bent in mock reverence. "The circle appreciates all efforts, failed or successful, by our brothers and sisters to darkness...some more than others." Though the hood of his dark cowl was pulled too low to view the sinister handsomeness of his face, one could tell at the smile that played there now."

Indeed. Thank you all for what you have shared with us.
Silent Infinity

05-27-05, 11:57 AM
While a sorcerer or wizard could eventually benefit from this prestige class, first they must attain the darkness spell-like ability or invocation. As a straight sorcerer/wizard PrC this would be far too powerful, but with careful alteration of the prerequisites we have changed its portence.


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
wuyanei

05-27-05, 01:52 PM
Dogurasu_Thanatos: The Fiend Arcanist is just beautiful! This is what a devil trafficking, power hungry diabolist/demonlogist should be like. You really do seem to be on a roll. Perhaps we should crown you as the First Among Readers of the Warlock Library! Beautiful, beautiful PrC, Dogurasu_Thanatos, and thank you for sharing it with us! d :) b


Silent Infinity or Robert Pontious, which do you perfer to be called?: I like it. A 'Shadow Adept (FRCS p53)' style PrC for warlocks makes excellent role-playing sense.

If it were IMC, I would probably restrict the +1 caster level to 2nd, 3rd, 5th, 6th, 8th and 9th levels, since the gained abilities are generally quite good (basically, compaires with an invocation). With Practiced Caster, the 4 lost caster levels would not affect the characters' spell power. I would, however, grant the full shade template at 10th level (or the shadow creature template, if you do not have FRCS). Perhaps spread the abilities through the ten levels a bit...

Wonderful PrC, Silent Infinity. Two thumbs up to you!
Dogurasu_Thanatos

05-27-05, 02:05 PM
Dol Arrah and De Batavier: While I have been contributing a great amount of information to the Circle, it is for naught if the ideas won't work. Therefore, for everything I've posted -- for those of you that actually want to dig through it all -- I'm still open to any ideas, comments, questions, praise, criticism, etc. Please, keep it coming; how else will I be able to come up with more ideas for the Circle if I don't have inspiration? :D

wuyanei: I'm glad you like the idea behind the fiend arcanist, though I think I'm still looking for a possibly better name. As for crowning me that, well, all I'm doing is what everybody else is doing: putting in ideas. I'm just putting in a lot of ideas in a short amount of time, because I have little better to do on the long van rides to job sites beyond thinking up new ideas for stories and D&D stuff. Not that I'm complaining about the praise; far be it from me to keep anybody from boosting my ego! However, I promise you all this... It's only the beginning. :schemes:

Silent Infinity: Thank you for the praise, and you and everyone else are welcome to the information I've gathered/created and posted. :)

As for your Shadow Magus class, I think it's pretty good the way it is. Some ideas I have are possibly altering it in such a way as to eventually grant the shadow creature template itself to the Shadow Magus, as well as a few extra abilities (such as the shadow/dark spell focus). Second, since they're so connected with the darkness, perhaps this comes at a tangible price, such as taking damage or becoming powerless in sunlight. Third, just a couple of typos or possible errata you may have missed: can someone enter on the darkness spell (instead of a spell-like ability/invocation)? And did you mean to put 'charmer' in the Spells per Day area? :blink:

If you were to include my invocations in the dark spell focus, other related invocations might include the following: armor of darkness, dark messenger, nightshade tendrils, phantom blast, ravenous umbrage, soulless void, spooky shadows, and twilight talon. Seriously, I love the class; I'm just looking at it from other angles. :thinks:
Silent Infinity

05-27-05, 02:39 PM
Wuyanei: Haha, silentinfinity or Rob are just fine! Yeah, I think the prc is very fitting for a warlock in FR, as warlocks seem to very "shadow weave" concentrated.

I feel most of the abilities are 'least invocations' equivalent in regard such as darkvision and dark sight. Hide In Plain Sight is good, but you are basically losing imbue item which is much more powerful and useful with a warlock's abilities. Shadow Blend is quite useful but can be easily defeated with daylight. That I believe is one of the strongest abilities. Also, you lose ongoing DR and fast healing progression, and energy resistance if not altogether. Granted you get them at the end, or later if you take warlock levels, but that's after much waiting. Eldritch blast damage debatable, I do not believe spellcasting levels for a warlock are comparable to that of a sorcerer/wizard.

As for the Shade/Shadow Creature template, I felt they both too powerful to be gained in the course of this prestige class. You gain most of what the shadow creature gets by the final level. I felt one supernatural ability for every 4 HD was too much. Shade grants spell resistance, relative invisibility and more and I felt that was far too much. Shadow Magus was a vision from the shadow creature but more through study and power of the warlock.

Thank you very much for your words though and ideas. I do not have any problem with you altering it for your own use if you wish, provided you give me a bit of credit. ;)

Dogurasu_Thanatos: Thanks again! I'm glad you like the class. Going a bit further to include the shadow creature template in its entirety would alter my vision of the class somewhat, and probably demand a loss of one or two spellcasting levels. You would gain cold resistance, move silently bonuses, the extraplanar subtype and more supernatural abilities (1 per 4 HD) afterall. To me, the Shadow Magus strengthens his power through study of the Plane of Shadow, not becoming a part of it as it were.

The idea of 'price' through this PrC I feel would lessen the idea of gaining power through shadow. Shadow needs light to exist after all, and the darkness aspect of course. The shade template is quite useless in bright light while the shadow creature hasn't any mentioned weakness to light other than less useful abilities and I feel that's the way to go with this PrC. One could always take a level adjustment type class to gain a template. Or if you wish to gain the full shadow template, perhaps a small 'price' to pay in that regard is not hard to imagine. Hm, that is something to consider.

Thank you for the typo of charmer. I do not feel anyone should be able to enter this class via being able to cast the darkness spell. This PrC is far too powerful for any sorcerer or wizard to gain that way. If a sorc/wiz multiclasses with warlock to gain the darkness invocation and then takes this PrC and chooses the spellcasting levels for sorcerer/wizard that is fine in my mind but ultimately not the way to go. If someone has darkness as a spell-like ability they could gain the class while take sorc/wiz levels so perhaps altering this to only benefit "invocation" casters is not a bad idea. I could even require a certain amount of eldritch blast damage so as to increase the number of warlock levels needed flat out. Hm.

Please, in your use of the prestige class, add your invocations to those affected by the Dark Focus! That is how it should indeed be! You and wuyanei have many good ones to include.

Thanks all!
wuyanei

05-27-05, 03:09 PM
Silent Infinity: Having taken a second look... you're right. The PrC's class abilities are better than 'plain' warlock, but not so good as to deserve a -4 existing class hit. Perhaps no +1 existing class at 1st and 6th class levels? This basically means you lose 1 invocation, plus one feat (for Practiced Spellcaster).

Actually, I'm less concerned about Hide in Plain Sight and more about Shadow Glide. +15 ft. movement bonus is a very nice thing to have (not 'unbalancing' very nice. Just plain very nice), and would be useful all the time. That alone would be worth a lesser invocation, by my estimation. The rest are very flavorful, but more ultimately fluff than crunch.... hmm... I'll have to think about it.
Dogurasu_Thanatos

05-28-05, 03:13 AM
OOC, sort of:
The warlock calling himself Sarakha opens the door to his room. With a psuedodragon perched in his untamed, matted hair, a shocker lizard hanging onto one voluminous robe-sleeve by its fangs, a corollax calling "Crazy caster, crazy caster!!" and flying around his head, and a houou clutching the warlocks free hand, he looks like an overall circus train wreck. However, he somehow manages to drag his battered body to his box, stick a book into it, and pull himself back into his room. As he closes the door and settles to sleep, the following is heard:
"Crazy warlock, crazy caster!!"
A loud thud, as that of a book slamming into a wall.
"Got the point, shutting up."
And so, with his work finished -- for now -- Sarakha decides to take a brief break for a couple of small luxuries for a job well done, such as food and sleep.

Helldragon Magician/Roar of Apsu

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 roar of Apsu, 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 3rd-level arcane spells, including dragon breath, or use lesser invocations.
Special: Must have Apsu as a patron deity.

Class Skills
The roar of Apsu'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: d8.

BAB Fort Ref Will Special Spells per Day/Spells Known
1. +0 +0 +0 +2 Devil magic/dragon spells --
2. +1 +0 +0 +3 Scales of Apsu (+1) +1 level of existing arcane spellcasting class
3. +2 +1 +1 +3 Armor mastery --
4. +3 +1 +1 +4 Claws of Apsu +1 level of existing arcane spellcasting class
5. +3 +1 +1 +4 Scales of Apsu (+2) --
6. +4 +2 +2 +5 -- +1 level of existing arcane spellcasting class
7. +5 +2 +2 +5 Fangs of Apsu --
8. +6 +2 +2 +6 Scales of Apsu (+3) +1 level of existing arcane spellcasting class
9. +6 +3 +3 +6 -- --
10.+7 +3 +3 +7 Apsu's Roar +1 level of existing arcane spellcasting class


Class Features
The following are class features of the roar of Apsu.
Weapon and Armor Proficiency: Roars of Apsu gain proficiency with all simple weapons, the bastard sword (as a martial, two-handed weapon; Apsu's favored weapon), and light armor, but not shields.
Spells: At every even-numbered level, a roar of Apsu 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 roar of Apsu, he must decide to which class to add each level for the purpose of determining spells per day and spells known.
Devil Magic: A spontaneous arcane spellcaster that becomes a roar of Apsu gains the ability to invoke an eldritch blast and gains invocations as a warlock of his roar of Apsu level.
Dragon Spells: A user of invocations that becomes a roar of Apsu gains the ability to spontaneously cast spells from any two of Apsu's domains (Destruction, Evil, Strength, Trickery, War) as arcane spells, gaining spells as a sorcerer of his roar of Apsu level.
Scales of Apsu (Ex): As a roar of Apsu takes levels in this class, his body begins to take on the appearance of his evil god. He begins to grow midnight blue scales at 2nd level, giving him a +1 natural armor bonus. This bonus increases to +2 at 5th level and +3 at 8th level.
Armor Mastery (Ex): At 3rd level, a roar of Apsu learns how to cast his spells in light armor without arcane spell failure. If he already had this ability, he gains the Battle Caster feat for free.
Claws of Apsu (Ex): At 4th level, a roar of Apsu's transformation now includes claws. The roar of Apsu 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 Apsu (Ex): At 7th level, a roar of Apsu's transformation now includes fangs. The roar of Apsu 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.
Apsu's Roar (Su): At 10th level, a roar of Apsu earns his 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/Zarius' Favored

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 Zarius' favored, 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 3rd-level arcane spells, including dragonskin, or use lesser invocations.
Special: Must have Zarius as a patron deity.

Class Skills
The Zarius' favored'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 Lucky magic/dragon spells --
2. +1 +0 +0 +3 Zarius' luck 1/day +1 level of existing arcane spellcasting class
3. +2 +1 +1 +3 Armor mastery --
4. +3 +1 +1 +4 Zarius' favor +1 level of existing arcane spellcasting class
5. +3 +1 +1 +4 Zarius' luck 2/day --
6. +4 +2 +2 +5 -- +1 level of existing arcane spellcasting class
7. +5 +2 +2 +5 Wings of the luck dragon --
8. +6 +2 +2 +6 Zarius' luck 3/day +1 level of existing arcane spellcasting class
9. +6 +3 +3 +6 -- --
10.+7 +3 +3 +7 Zarius' presence +1 level of existing arcane spellcasting class


Class Features
The following are class features of the Zarius' favored.
Weapon and Armor Proficiency: Zarius' favored gain proficiency with all simple weapons, the scimitar (Zarius' favored weapon), and light armor, but not shields.
Spells: At every even-numbered level, a Zarius' favored 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 Zarius' favored, he must decide to which class to add each level for the purpose of determining spells per day and spells known.
Lucky Magic: A spontaneous arcane spellcaster that becomes a Zarius' favored gains the ability to invoke an eldritch blast and gains invocations as a warlock of his Zarius' favored level.
Dragon Spells: A user of invocations that becomes a Zarius' favored gains the ability to spontaneously cast spells from any two of Zarius' domains (Chaos, Good, Healing, Luck, Protection) as arcane spells, gaining spells as a sorcerer of his Zarius' favored level.
Zarius' Luck (Su): Starting at 2nd level, the luck of the luck dragon himself starts to rub off on the Zarius' favored. Once per day, the Zarius' favored can force a reroll of any ally's saving throw or any enemy's attack roll before he knows the outcome. He must take the reroll, even if it's worse than the first. He may use this ability an additional time per day at 5th level, and a third time at 8th level.
Armor Mastery (Ex): At 3rd level, a Zarius' favored learns how to cast his spells in light armor without arcane spell failure. If he already had this ability, he gains the Battle Caster feat for free.
Zarius' Favor (Su): When a Zarius' favored 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 all saves and as a luck bonus to his Armor Class.
Wings of the Luck Dragon (Ex): At 7th level, a Zarius' favored earns his wings -- literally. A cloak of silvery energy flows behind the Zarius' favored, and he may fly with good maneuverability at a speed equal to twice his land speed. This ability can be activated or dismissed at will as a free action.
Zarius' Presence (Ex): When a Zarius' favored reaches 10th level, the presence of his patron surrounds him like a palpable, benevolent aura. The Zarius' favored becomes immune to mind-affecting effects, and any ally within 10 ft. of the Zarius' favored gains a +4 luck bonus on all saving throws against such effects.


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), Scribe Scroll.
Skills: Craft (weaponsmithing) 8 ranks, Knowledge (arcana) 8 ranks, Profession (gambler) 4 ranks, Spellcraft 4 ranks.
Spells: Able to cast 2nd-level arcane spells.
Special: Must have access to the schools of Conjuration and Evocation magic.

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), 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 Never lose a card, scribe card (+1) --
2. +1 +0 +0 +3 Deal with melee +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 Scribe 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 +1 level of existing arcane spellcasting class
7. +5 +2 +2 +5 Scribe 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 Deckbuilder, scribe card (+4) --


Class Features
The following are class features of the spelldeck arcanist. Note that the words 'card' and 'shuriken' are interchangable here; spelldeck arcanists' shuriken are normally in the form of metallic cards, which is purely cosmetic.
Weapon and Armor Proficiency: Spelldeck arcanists gain no additional weapon or armor proficiencies.
Spells: At 2nd, 3rd, 5th, 6th, 8th, and 9th level, 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.
Never Lose a Card (Su): A spelldeck arcanist is nothing without his special cards. To that end, he learns the trick of imbuing them with a special power that brings them back to him. Any shuriken that he throws is considered a returning weapon.
Scribe Card (Ex): Expanding on his ability to scribe scrolls, a spelldeck arcanist can now scribe cards. He may imbue shuriken with any weapon ability of +1 value, but it requires one hour per shuriken and special materials costing 75 gp. This ability works for one week, after which the magic fades and must be rescribed. Alternatively, he may erase a given shuriken and rescribe a new ability on it. The spelldeck arcanist can scribe more powerful cards as he goes up in level, imbuing his shuriken with abilities totaling +2 in value (costing 150 gp) at 4th level, +3 (225 gp) at 7th level, and +4 (300 gp) at 10th level. Furthermore, his shuriken are treated as magic weapons for the purposes of overcoming damage reduction.
Deal With Melee (Ex): At 2nd level and above, a spelldeck arcanist never provokes an attack of opportunity when throwing shuriken in melee combat.
Power Card (Sp): At 3rd level, a spelldeck arcanist can channel any spell he can cast into his card. 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 card (saving throws and spell resistance still apply), though the card 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 card are lost if not used in 8 hours.
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.
Deckbuilder (Ex): At 10th level, a spelldeck arcanist is never without a deck of cards that serve as his aces in the hole. He may now prepare additional spells equal to the amount of bonus spells he would get based on his Intelligence score on a small deck of cards, which he must then cast them from (a full-round action) in order to use their spells. Each card so scribed can be used multiple times, but cannot be changed without erasing and rescribing the card. Scribing cards for this purpose requires one card per spell level and costs 50 gp in special materials per card. Only the spelldeck arcanist can use these cards. For example, a wizard with Intelligence 20 could prepare an additional 2 1st-level spells and 1 additional spell of each of 2nd, 3rd, 4th, and 5th levels. He would require 16 cards and 800 gp to prepare these spells.


Psychomagus

This class has no description. There is only a picture of someone familiar, and not quite familiar -- almost as if the person looks... new. There is a name beneath the picture, and things become clear as the picture matches the name.

Sarakha.

Psychomagi are not born, nor are they trained. A certain series of events, leading them down the path of madness and into the arms of the power that lies in their own, horribly twisted psyche. Through the combination of being subjected to mind-affecting spells and digging through obscure, maddening lore, an arcanist might find that his mentality simply slips away... leaving behind the psychomagus he will soon become.

Requirements
To qualify to become a psychomagus, a character must meet the following criteria.
Base Attack Bonus: +3.
Skills: Concentration 8 ranks, Intimidate 4 ranks, Knowledge (arcana) 8 ranks, Spellcraft 4 ranks.
Spells: Arcane caster level 3rd.
Special: Must have been subject to a confusion effect, a charm or compulsion effect, and a fear effect.

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

BAB Fort Ref Will Special Spells per Day/Spells Known
1. +1 +2 +0 +2 Madness --
2. +2 +3 +0 +3 Sublimate +1 level of existing arcane spellcasting class
3. +3 +3 +1 +3 Dementia +1 level of existing arcane spellcasting class


Class Features
The following are class features of the psychomagus.
Weapon and Armor Proficiency: Psychomagi gain no additional weapon or armor proficiencies.
Spells: At each new level, a psychomagus 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 psychomagus, he must decide to which class to add each level for the purpose of determining spells per day and spells known.
Madness (Ex): A psychomagus is irretrievably mad. He loses 2 points of Wisdom and gains 2 points of Charisma for every level he gains in this class, and from now on, he uses his Charisma for Will saves instead of his Wisdom modifier.
Sublimate (Ex): At 2nd level, a psychomagus has learned how to sublimate his mentality even further to boost his physical might. Once per day, for a number of rounds equal to his class level + his Charisma modifier, he may choose to take a -6 penalty to his Intelligence to gain a +8 to Strength and Constitution. While his mentality is sublimated, he may not use spells, invocations, or spell-like abilities; however, he may use supernatural abilities, focusing them through his mental rage. Otherwise, this ability functions as a barbarian's rage, though the psychomagus suffers the effects of being shaken afterwards, instead of fatigue.
Dementia (Ex): By the time a psychomagus reaches 3rd level in this class, his mind is warped and twisted beyond recognition. He becomes immune to fear, charm/compulsion, and confusion effects, except for his own. For example, he could be affected by his own confusion spell if it were turned on him, and he is still shaken at the end of his sublimation. Furthermore, any creature attempting to directly contact the mind of a psychomagus (such as with a detect thoughts spell or telepathy) must make an opposed Charisma check as a free action against the psychomagus. Failure means that the spell is lost and the contacter is subject to a confusion effect that lasts for one hour. However, this madness takes a physical toll, reducing hit point gains -- past and future -- by 1 hit point per Hit Die. Furthermore, all of his physical ability scores (Strength, Dexterity, Constitution) are permanently reduced by 2.
DolArrah

05-28-05, 11:08 PM
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 5th.
Spells: Ability to cast charm person or use the charm invocation.

Why are they male only? An what is a great scimitar?

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-fourth his class level (+1 at 1st level, +2 at 4th level, +3 at 8th level). Also, he may add his Charisma modifier to his Armor Class. 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.

Those numbers you listed arn't 1/4 of their class level. Also, if you make it 1/2, they would round down, right?
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.

Does this count as a spell for the purposes of concentration checks? Also, you should say they have to make a Perform (Dance) check to summon one.

Also, why is there no level 10 ability?

Also, why would a warlock choose this? I read through it, but I might have missed osmething that said that wrlocks gain invocations per level as before, or something like that, because otherwise, they would lose to much for this to be a good choice.
DolArrah

05-28-05, 11:13 PM
Just noticed the prestige classes you just posted.

For the love of god, stop! We can't review so many at a time!

JK. No, you are doing really well. I am sorry I can't contribute as much, but I have school and exams are coming up.

De Batavier, you seriously should have a Warlock of the Month award, going out on the last day of each month. It should go to the person who posted the most information that month.

Great job everyone.
DolArrah

05-28-05, 11:38 PM
Life: At 7th level, a karmamancer can affect a creature's very life force. He may grant a positive or negative level for every four karmic points spent. The karmamancer is healed of 5 points of damage for every positive level bestowed, and he takes 5 points of damage for every negative level bestowed.

I am so taking this prestige class. The only problem I see is Life. You can give your allies unlimited levels (sort of) and get unlimited life. There is no penalty for giving levels, only losing the Karma points. Also, what happens when you give sumone a level? Do they get stuff as if they had recovered a negative level?
Also, again warlocks are screwed, as you don't include them in the spellcasting level bonuses.
Other than those two things, I really like this, and I don't think that you should change anything else.

Spells: At every even-numbered level, a roar of Apsu 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 roar of Apsu, he must decide to which class to add each level for the purpose of determining spells per day and spells known.

Again, warlocks are givin the short end of the stick.

Devil Magic: A spontaneous arcane spellcaster that becomes a roar of Apsu gains the ability to invoke an eldritch blast and gains invocations as a warlock of his roar of Apsu level.

Do warlocks get the same things, adding the levels of the Roar of Apsu PrC to his warlocks to get invocations and eldritch blast damage.

Dragon Spells: A user of invocations that becomes a roar of Apsu gains the ability to spontaneously cast spells from any two of Apsu's domains (Destruction, Evil, Strength, Trickery, War) as arcane spells, gaining spells as a sorcerer of his roar of Apsu level.

Do sorcerors add this to their levels?

Great concept, but the changes are practically pointless, and I don't think this is very powerful, defenitly underpowered.

Fortunate Dracomancer/Zarius' Favored

Spells: At every even-numbered level, a Zarius' favored 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 Zarius' favored, he must decide to which class to add each level for the purpose of determining spells per day and spells known.

Warlocks?

Lucky Magic: A spontaneous arcane spellcaster that becomes a Zarius' favored gains the ability to invoke an eldritch blast and gains invocations as a warlock of his Zarius' favored level.

Warlocks stack?

Dragon Spells: A user of invocations that becomes a Zarius' favored gains the ability to spontaneously cast spells from any two of Zarius' domains (Chaos, Good, Healing, Luck, Protection) as arcane spells, gaining spells as a sorcerer of his Zarius' favored level.

Sorcerors stack?

Zarius' Luck (Su): Starting at 2nd level, the luck of the luck dragon himself starts to rub off on the Zarius' favored. Once per day, the Zarius' favored can force a reroll of any ally's saving throw or any enemy's attack roll before he knows the outcome. He must take the reroll, even if it's worse than the first. He may use this ability an additional time per day at 5th level, and a third time at 8th level.

Does he get to see the roll, or does he have to choose blindly?

Like always, a great concept.

Spelldeck Arcanist
Spells: At 2nd, 3rd, 5th, 6th, 8th, and 9th level, 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.

Broken record . . .

Warlocks?

And great concept.

Psychomagus
Spells: At each new level, a psychomagus 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 psychomagus, he must decide to which class to add each level for the purpose of determining spells per day and spells known.

Do I need to say it?

Madness (Ex): A psychomagus is irretrievably mad. He loses 2 points of Wisdom and gains 2 points of Charisma for every level he gains in this class, and from now on, he uses his Charisma for Will saves instead of his Wisdom modifier.

That can seriously throw your wisdom down, and then a few spells and you are comatose.

Dementia (Ex): By the time a psychomagus reaches 3rd level in this class, his mind is warped and twisted beyond recognition. He becomes immune to fear, charm/compulsion, and confusion effects, except for his own. For example, he could be affected by his own confusion spell if it were turned on him, and he is still shaken at the end of his sublimation. Furthermore, any creature attempting to directly contact the mind of a psychomagus (such as with a detect thoughts spell or telepathy) must make an opposed Charisma check as a free action against the psychomagus. Failure means that the spell is lost and the contacter is subject to a confusion effect that lasts for one hour. However, this madness takes a physical toll, reducing hit point gains -- past and future -- by 1 hit point per Hit Die. Furthermore, all of his physical ability scores (Strength, Dexterity, Constitution) are permanently reduced by 2.

Theres a perfect spy for you, besides the whole insane thing, of course.

Great idea, just great.

Soul Duelist
Spells: At 1st, 4th, 7th, and 10th level, a soul duelist that wields a soulsabre 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 soul duelist, he must decide to which class to add each level for the purpose of determining spells per day and spells known. If the soul duelist wields a mind blade, he instead gains a bonus psionic feat.

Warlocks

Enhanced Mind Blade/Soulsabre (Su): A soul duelist's favored weapon continues to grow in power. Levels in soul duelist stack with levels that grant a mind blade for the purpose of enhancement bonuses to attack and damage. A soulsabre can now be brought into existance and maintained even within an antimagic field or similar effect, if its wielder succeeds on a Will save (DC 20). If he is successful, he maintains his soulsabre for a number of rounds equal to his class level.

This might be stupid, but what is a soulsabre?

Wow, great.

You have so many, it is scary. Where do you find the time? You must be a sleep deprived genius. Good lord, you have so much here.
Dogurasu_Thanatos

05-29-05, 12:00 AM
Why are they male only? And what is a great scimitar?

Nagamian whirlers are male only because of the campaign they were meant to be in. Their patron deity, Boa Nagamia, is gay; therefore, his dancers are male. That is not to say that all whirlers are gay -- just their patron.

Great Scimitar: One-handed exotic slashing melee weapon, 1d8/18-20/x2; can be wielded in two hands as a martial weapon; found in Sandstorm. It's basically a slightly bigger scimitar.

Those numbers you listed arn't 1/4 of their class level. Also, if you make it 1/2, they would round down, right?

Ack! I forgot to add in the phrase "one plus" in there... It's supposed to read "equal to one plus 1/4 of their class level," et cetera. Thanks for pointing out the typo!

Does this count as a spell for the purposes of concentration checks? Also, you should say they have to make a Perform (Dance) check to summon one.

As a supernatural ability, I don't consider it to be a spell, though it might be a good idea -- I'm really not too sure on that one. However, the Perform (dance) check is probably a good idea.

Also, why is there no level 10 ability?

...There is a lv. 10 ability: Dance as the Snake. You can act as though hasted for a total number of 10 rounds per day, though the duration doesn't have to be continuous.

Also, why would a warlock choose this? I read through it, but I might have missed something that said that warlocks gain invocations per level as before, or something like that, because otherwise, they would lose to much for this to be a good choice.

Warlocks gain invocations and increased eldritch blast damage as often as a wizard or sorcerer gains additional spells per day/spells known from this class. A warlock 10/Nagamian whirler 10 would have invocations and eldritch blast damage as a 14th-level warlock, for example.

Warlocks may lose spellcasting power, but in return, they get to put their Charisma scores to use, boosting Armor Class and initiative checks should they go that far in the class. If you want more of a caster warlock, then look into the psychomagus and the eldrimorph idea I might be able to put up here, assuming I ever find the patience to write everything down about the Incorporeal subtype.

Thanks for your input, DolArrah!
Dogurasu_Thanatos

05-29-05, 12:23 AM
For those of you that do not realize this, I will say it now.

WARLOCKS AND PRESTIGE CLASSES
Warlocks benefit in a specific way from prestige classes that have "+1 level of existing arcane spellcasting class" or "+1 level of existing spellcasting class" as a level advancement benefit. A warlock taking levels in such a prestige class does not gain any of his class abilities, but does gain an increased caster level when using his invocations and increased damage with his eldritch blast. Levels of prestige classes that provide +1 level of spellcasting effectively stack with the warlock's level to determine his eldritch blast damage (treat his combined caster level as his warlock level when looking at Table 1-1: The Warlock to determine his eldritch blast damage). A warlock also gains new invocations known at these prestige class levels as though he had gained a level in the warlock class.

This should clear up any and all misunderstandings concerning my prestige classes and warlock invocation and eldritch blast advancement.
Dogurasu_Thanatos

05-29-05, 12:26 AM
DolArrah: A soulsabre is what an eldritch blast user gains by taking the Soulwielder feat that I invented. To see that, look in my signature -- that will lead you to everything I've put into the library, from which you can access the feats that I've made. Soulwielder is there, along with some other nifty stuff. :D

...yes, I said 'nifty.' That's 'cause I'm mad. :looloo:

Also, positive levels are the exact opposite of negative levels. +1 competence bonus to all attacks, saves, and checks, 1 effective level/HD (for the purposes of such things as frightful presence), and spellcasters gain a spell slot (and spell prepared, if applicable) of their highest level. These fade away in 24 hours or less; they never convert to positive level gain. They can be removed by restoration and similar spells.
Undead treat these as negative levels for all intents and purposes.
I also rule in my campaigns that if you gain too many positive levels, you are immolated by the overflow of positive energy. (That would be bad karma, not good.)

Roar of Apsu/Zarius' Favored: The effective levels of warlock that the (most likely) sorcerer gets and the effective levels of sorcerer that the warlock gets do not stack with other existing levels of warlock or sorcerer. It was made to be one or the other, giving the character a little something extra that he wasn't supposed to have had before.

As for the lucky reroll, he gets to see the roll, but he must choose to reroll before he knows the actual result. For example, he would probably choose to reroll a 2 rather than an 18, even when a 2 might work and an 18 might not. However, if he knows what the result of that roll would be, he cannot choose to reroll.

Spelldeck Arcanist: ...actually, warlocks can't get into that class, and I need to remove it from the boards (unless we have a potential fiend arcanist/spelldeck arcanist here). When I posted these from my Notepad, I was just about to fall asleep. :D However, I'm glad you like the concept, anyway!

Psychomagus: I was drawing, at first, off of the derro racial madness. They take a -6 penalty to Wisdom and gain a +6 to Charisma, using their Charisma modifier for their Will saves. Then I added in Sublimate (oddly adapted from the maenad's racial outburst ability) and Dementia (self-created). Personally, I thought the combination was overpowered...

Overall: Overall, I'm just sleep-deprived, or just plain crazy. I find the time while riding to various cities to count things for people who work in malls and stores.

Comment: I know I have some new invocations around here somewhere. If you find them and the time to look them over, anyone, please help me balance them!
wuyanei

05-29-05, 09:56 AM
OOC: Sorry, Dogurasu_Thanatos, no C&C today.... so tired... must sleep... zzzzt.

Soporiferous SporesSoporiferous Spores [Wood]
Least; 1st; Conjuration (creation)
With a flick of your finger you can send forth a cloud of soporiferous spores in cone-shaped burst out to a range of 30 ft. These spores are sleep inducing, mildly hallucinogenic, and (if you are using the BoVD chapter on drugs) moderately addictive. Any creature that falls asleep due to the spores is blessed with incredibly vivid, exotic, beautiful, and (sometimes) erotic dreams, and even after awaking he has some difficulty separating his dreams from reality. Treat the spores as a natural inhaled poison with primary damage: sleep for 1 minute; secondary damage: sleep for 3d6 x 10 minutes. This sleep is not magical. Anything that can awaken a creature from normal sleep awakens a creature that has fallen asleep due to the spores. Elves are not immune to this poison, but creatures that are immune to natural poisons are. 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 and falls asleep is dazed for 1d3-1 rounds after awakening, and suffers a -2 penalty to his Wisdom score for 1 hour.

If you are using the BoVD chapter on drugs, treat the spores as a drug with initial effect: sleep for 1 minute; secondary effect: sleep for 3d6 x 10 minutes while experiencing vivid, exotic and beautiful dreams; side effect: dazed for 1d3-1 rounds after awakening from the spore-induced sleep, -2 penalty to Wisdom for 1 hour. The spores have a medium addiction rating (Fort DC 10; Satiation 5 days; Damage 1d4 Dex, 1d4 Wis).

You are never affected by your own soporiferous spores.
Soporiferous BlastSoporiferous Blast [Mind-affecting]
Least; 1st; Eldritch Essence; Enchantment (compulsion)
This eldritch essence invocation allows you to change your eldritch blast into a soporiferous blast. The blast takes the shape of a burst of glittering, gold-and-silver dust. The blast deals non-lethal damage, and any creature struck by the blast must succeed at a Will save or fall into a deep magical slumber. The magical slumber only lasts for 1d4 minutes, but a sleeping creature will continue to sleep (non-magically) until it is disturbed (by a loud noise, for example) or it wakes up naturally (this is generally within 1d6+2 hours for a human, but may be several years later for a dragon). Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).

Note to DMs: The above version of the invocation was designed with a Chaotic Good or Chaotic Neutral warlock in mind. DMs who wish for a more sinister version may change the text to:

'The blast takes the shape of a blast of dark-hued amethyst sand. The blast deals non-lethal damage, and any creature struck by the blast must succeed at a Will save or fall into a deep magical slumber filled with strange and disturbing nightmares. The magical slumber only lasts for 1d4 minutes, but a sleeping creature will continue to sleep (non-magically) until it is disturbed (by a loud noise, for example) or it wakes up naturally (this is generally within 1d6+2 hours for a human, but may be several years later for a dragon).'

Heartfelt thanks to Dogurasu_Thanatos for the idea behind this version of the invocation!
Consume EssenceConsume Essence [Evil, Death]
Least, 1st; Necromancy
You feed on the ebbing life force of a creature, restoring yourself to heath and vigor. Upon using this invocation, you touch a living creature that has -1 or fewer hit points. If the subject fails a Fortitude save, it dies. On any day that you have fed on more than 1 HD worth of life force, you do not need to eat for that day (but you still must drink normally). If you were exhausted before you used this invocation on a creature with 1/2 or more hit dice, you become fatigued instead. If you were fatigued before you used this invocation on a creature with 1/2 or more hit dice, you are no longer fatigued afterwards. Additionally, if the slain creature had 1 or more hit dice, you are healed of 1 point of damage to all ability scores, and 1d8 + the creature's hit dice in hit points.

Note to DMs: The 'still needs to drink' clause is more an issue of 'D&D physics' than an issue of balance. Basically, I can see you drawing energy from a creature's life-force, and thus negating the need to eat. However, you still sweat, salivate, and (although we generally ignore this issue in D&D) urinate, and the water has to come from somewhere. Hence the need to drink. DMs who do not want the hassle of seperating food from drink can freely ignore this requirement without unbalancing anything.

Devour EssenceDevour Essence [Evil, Death]
Lesser, 3rd; Necromancy
You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon using this invocation, you touch a living creature that has -1 or fewer hit points. If the subject fails a Fortitude save, it dies, and you gain 1d8 plus the hit dice of the creature temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell and invocation effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells or invocations. For every +2 bonus to your caster level, your eldritch blast damage increases by 1d6.) These effects last for 10 minutes per HD of the subject creature.

DMs note: IMC, eldritch blast is simply a least invocation that deals 1d6 damage plus 1d6 damage for every two levels above 1st.
Ensnare EssenceEnsnare Essence [Evil, Death]
Greater; 7th; Necromancy
Upon using this invocation, you touch a living creature that has -1 or fewer hit points. If the subject fails a Fortitude saving throw, it dies. Any aberration, animal, dragon, giant, humanoid, magical beast or monstrous humanoid slain by this invocation must immediately make a Will saving throw or have its life force trapped within your body.

As a full-round action, you can call forth a trapped essence to perform one service in return for its freedom. However, you can only control the essence for 1 round per caster level. If you dismiss the trapped essence before the duration is up, the essence is freed and goes on to the other world. If you fail to dismiss the trapped essence before the duration ends, the essence becomes uncontrolled and most likely will turn upon you. An uncontrolled essence lingers on this world for 1d4 rounds plus 1 round per HD of the essence, before passing on to its final reward.

Each time you trap a new essence, and each time you release an essence to perform a task, you must make a Charisma-modified character-level check against a DC of 10 plus the total HD of creatures trapped within your body. You make this check after the creature has failed its Will saving throw, or before you call forth the trapped essence to perform a service (basically, you make the check when you 'open the gates', so to speak). Rolling a natural 1 on this check always results in a failure. A failure on this check means that all trapped essences instantly escape from your body, uncontrolled. The essences will likely seek revenge against you. Each essence lingers on this world for 1d4 rounds plus 1 round per HD of the essence, before passing on to its final reward.

A trapped essence that is turned or rebuked is immediately freed from your control. Such a creature is subject to the normal effects of turning or rebuking, but automatically passes on to the other world in 1d4 rounds plus 1 round per HD of the essence. Essences trapped within your body are also subject to turning (but not to rebuking). If the essences trapped in your body are turned, they immediately escape from your body and flee from the source of the turning. Essences trapped in your body gain a bonus to their turn resistance equal to your Charisma modifier.

Finally, if you die, all trapped essences are immediately freed.

A trapped essence gains several specter-like qualities, as listed in the trapped essence template below:

Trapped Essence
Appearance: A trapped essence appears much as if it did during life. However, any items or clothing it appears to carry or wear are merely decorative and have no function.
Size & Type: The creature's type changes to undead, and it gains the incorporeal subtype.
Hit Dice: All the creature's hit dice are changed to d12.
Speed: Fly 80 ft. (perfect).
AC: The creature loses all natural-armor bonuses, but gains a deflection bonus equal to +1 or the creature's charisma modifier, whichever higher.
Attacks: The creature looses all attacks and gains an incorporeal touch attack.
Damage: The creature's incorporeal touch attack deals damage as listed below, plus energy drain. Fine: 1d2; Dim: 1d3; Tiny: 1d4; Small: 1d6; Medium: 1d8; Large: 2d6; Huge: 2d8; Gargantuan: 4d6; Colossal: 4d8;
Class Abilities: A trapped essence loses all spellcasting abilities, supernatural abilities and spell-like abilities gained from class levels. Natural and extraordinary abilities still exist (but see Special Attacks below), but abilities based on physical contact do not work for a trapped essence.
Special Attacks: A trapped essence loses the all of base creature's special attacks and gains energy drain.
Energy drain (Su): Any living creature struck by a trapped essence's incorporeal touch attack gain 1d3 negative levels. The DC for the fortitude saving throw to remove the negative level is (10 + half the trapped essence's hit dice + the trapped essence's Charisma modifier). For each such negative level bestowed, the trapped essence gains 5 temporary hit points.
Special Qualities: A trapped essence gains Darkvision 60 ft., Incorporeal traits, Undead traits, plus the special qualities described below.
Turn resistance (Ex): A trapped essence has +2 turn resistance.
Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a trapped essence at a distance of 5 feet. They can sense a trapped essence trapped within your body. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
Sunlight Feebleness (Ex): Trapped essences are severely weakened by natural sunlight (not merely a daylight spell). A trapped essence caught in sunlight has its effective Charisma reduced to 1, takes a -4 penalty to all saves, attack rolls, skill checks and AC, can take only a single move or attack action in a round, and cannot use its energy drain ability.
Abilities: Str --; Dex +2; Con --; Int +0; Wis +0; Cha +4;
Skills: +8 racial bonus to Hide, Listen, Search and Spot checks.
Slime Gout BlastSlime Gout Blast [Wood] (overpowered. suggestions begged for)
Dark; 8th; Eldritch Essence; Conjuration (creation)
With this eldritch essence invocation, you can turn your eldritch blast into a slime gout blast. The blast takes the shape of a jet of conjured green slime. The blast deals acid damage, and any creature struck by the blast must make a Reflex save or be covered with one patch of green slime for every 5 feet of its face. Green slime devours flesh and organic materials on contact, and even dissolves metal.

A patch of green slime deals 1d6 points of temporary Constitution damage per round while it devours flesh. Against wood or metal, green slime deals 2d6 points of damage per round, ignoring the hardness of metals but not that of wood. Green slime does not harm stone.

On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away (applying damage to the victim as well). Extreme cold or heat, sunlight, or a remove disease spell destroys the green slime. Unlike normal green slime, the slime created by this spell gradually evaporates, disappearing by the end of 1 minute.
Curse of the MedusaCurse of the Medusa [Earth]
Dark; 6th;
An obsidian aura covers your hand, allowing you to use flesh to stone as a touch spell. You can also use a version of this invocation to lift to effects of a Curse of the Medusa cast by you (but not to reverse petrifaction due to any other cause).
Dread GuardianDread Guardian
Greater; 6th;
You may use animate objects as the spell. The animated objects obey simple commands from you, but these are limited to one or two rudimentary concepts such as - 'stay in this room and attack anyone but me who enters' or 'kill anyone but me who opens this chest'. You may choose to invest 100 XP per HD of the animated object into the object when using this invocation. If you do so, the effect is permanent, and can be dispelled only by a caster of higher level than you when you used the invocation. This invocation is often used on a suit of arms and armor, to create tireless and incorruptible guardians to serve the warlock.
De Batavier

05-29-05, 09:59 AM
Library has been updated.


DolArrah. Though it's clear that some members do contribute more to the library or in general post more on the thread, i don't believe in giving titles (even temporary ones). That's why i use the simple list code and no numbers or titles in the members list. :cool:

:cool:

Edit: :rant: See you just beat me to the post wuyanei Now i have to update, again. :D

:cool:

Library had been updated, again ;)
Dogurasu_Thanatos

05-29-05, 01:56 PM
OOC: Sorry, Dogurasu_Thanatos, no C&C today.... so tired... must sleep... zzzzt.

S'okay. I understand completely. However, allow me to C&C your stuff -- I just hope that after consuming a few essences, you'll be ready to examine again. :D

Soporiferous SporesSoporiferous Spores [Wood]
Least; 1st; Conjuration (creation)
With a flick of your finger you can send forth a cloud of soporiferous spores in cone-shaped burst out to a range of 30 ft. These spores are sleep inducing, mildly hallucinogenic, and (if you are using the BoVD chapter on drugs) moderately addictive. Any creature that falls asleep due to the spores is blessed with incredibly vivid, exotic, beautiful, and (sometimes) erotic dreams, and even after awaking he has some difficulty separating his dreams from reality. Treat the spores as a natural inhaled poison with primary damage: sleep for 1 minute; secondary damage: sleep for 3d6 x 10 minutes. This sleep is not magical. Anything that can awaken a creature from normal sleep awakens a creature that has fallen asleep due to the spores. Elves are not immune to this poison, but creatures that are immune to natural poisons are. 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 and falls asleep is dazed for 1d3-1 rounds after awakening, and suffers a -2 penalty to his Wisdom score for 1 hour.

If you are using the BoVD chapter on drugs, treat the spores as a drug with initial effect: sleep for 1 minute; secondary effect: sleep for 3d6 x 10 minutes while experiencing vivid, exotic and beautiful dreams; side effect: dazed for 1d3-1 rounds after awakening from the spore-induced sleep, -2 penalty to Wisdom for 1 hour. The spores have a medium addiction rating (Fort DC 10; Satiation 5 days; Damage 1d4 Dex, 1d4 Wis).

You are never affected by your own soporiferous spores.
This could be pure evil, assuming the campaign in question uses the drug rules. You could enslave a few people with the drug itself, maybe invent a more potent form of it to get under the skin of those nasty little do-gooders -- take them for everything they have... :plotting:

Soporiferous BlastSoporiferous Blast [Mind-affecting]
Least; 1st; Eldritch Essence; Enchantment (compulsion)
This eldritch essence invocation allows you to change your eldritch blast into a soporiferous blast. The blast takes the shape of a burst of glittering, gold-and-silver dust. The blast deals non-lethal damage, and any creature struck by the blast must succeed at a Will save or fall into a deep magical slumber. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).
Hmm... not exactly screaming 'warlock' to me, but then again, all it would need is the alteration of the look and maybe a bit of the effect -- perhaps making it an amethyst sand blast and inflicting mild nightmares would spice it up a bit. Just something to think about. :devil:

Consume EssenceConsume Essence [Evil, Death]
Least, 1st; Necromancy
You feed on the ebbing life force of a creature, restoring yourself to heath and vigor. Upon using this invocation, you touch a living creature that has -1 or fewer hit points. If the subject fails a Fortitude save, it dies, and you are healed of 1 point of damage to all ability scores, and 1d8 + the hit dice of the creature in hit points. If you were exhausted before you used this invocation, you become fatigued instead. If you were fatigued before you used this invocation, you are no longer fatigued. Additionally, on any day that you have fed on more than 1 HD worth of life force, you do not need to eat for that day (but you still must drink normally).
I do believe I like this one. All I would change is the fact that you need to drink (why bother with that, unless you're emphasizing deserts somewhere?), and maybe raise the target's possible HP to 1, but other than that, an interesting invocation: "Bring me my next meal!" "But sir, we're fresh out of nobles!" "Oh, very well... bring me one of those adepts, then; the one in the leaf-sewn robe looked tasty." :evillaugh

Devour EssenceDevour Essence [Evil, Death]
Lesser, 3rd; Necromancy
You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon using this invocation, you touch a living creature that has -1 or fewer hit points. If the subject fails a Fortitude save, it dies, and you gain 1d8 plus the hit dice of the creature temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell and invocation effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells or invocations. For every +2 bonus to your caster level, your eldritch blast damage increases by 1d6.) These effects last for 10 minutes per HD of the subject creature.

DMs note: IMC, eldritch blast is simply a least invocation that deals 1d6 damage plus 1d6 damage for every two levels above 1st.
This is purely a matter of tastes, but I prefer the consume essence ability to this. Consume essence just has the whole 'touch of dire evil' thing going on in my head, using someone's life force mostly just to feed themselves. Don't get me wrong; it's a great invocation, just not quite my personal style. :)

Ensnare EssenceEnsnare Essence [Evil, Death]
Greater; 7th; Necromancy
Upon using this invocation, you touch a living creature that has -1 or fewer hit points. If the subject fails a Fortitude saving throw, it dies. Any aberration, animal, dragon, giant, humanoid, magical beast or monstrous humanoid slain by this invocation must immediately make a Will saving throw or have its life force trapped within your body.

As a full-round action, you can call forth a trapped essence to perform one service in return for its freedom. However, you can only control the essence for 1 round per caster level. If you dismiss the trapped essence before the duration is up, the essence is freed and goes on to the other world. If you fail to dismiss the trapped essence before the duration ends, the essence becomes uncontrolled and most likely will turn upon you. An uncontrolled essence lingers on this world for 1d4 rounds plus 1 round per HD of the essence, before passing on to its final reward.

Each time you trap a new essence, and each time you release an essence to perform a task, you must make a Charisma-modified character-level check against a DC of 10 plus the total HD of creatures trapped within your body. You make this check after the creature has failed its Will saving throw, or before you call forth the trapped essence to perform a service (basically, you make the check when you 'open the gates', so to speak). Rolling a natural 1 on this check always results in a failure. A failure on this check means that all trapped essences instantly escape from your body, uncontrolled. The essences will likely seek revenge against you. Each essence lingers on this world for 1d4 rounds plus 1 round per HD of the essence, before passing on to its final reward.

A trapped essence that is turned or rebuked is immediately freed from your control. Such a creature is subject to the normal effects of turning or rebuking, but automatically passes on to the other world in 1d4 rounds plus 1 round per HD of the essence. Essences trapped within your body are also subject to turning (but not to rebuking). If the essences trapped in your body are turned, they immediately escape from your body and flee from the source of the turning. Essences trapped in your body gain a bonus to their turn resistance equal to your Charisma modifier.

Finally, if you die, all trapped essences are immediately freed.

A trapped essence gains several specter-like qualities, as listed in the trapped essence template below:

Trapped Essence
Appearance: A trapped essence appears much as if it did during life. However, any items or clothing it appears to carry or wear are merely decorative and have no function.
Size & Type: The creature's type changes to undead, and it gains the incorporeal subtype.
Hit Dice: All the creature's hit dice are changed to d12.
Speed: Fly 80 ft. (perfect).
AC: The creature loses all natural-armor bonuses, but gains a deflection bonus equal to +1 or the creature's charisma modifier, whichever higher.
Attacks: The creature looses all attacks and gains an incorporeal touch attack.
Damage: The creature's incorporeal touch attack deals damage as listed below, plus energy drain. Fine: 1d2; Dim: 1d3; Tiny: 1d4; Small: 1d6; Medium: 1d8; Large: 2d6; Huge: 2d8; Gargantuan: 4d6; Colossal: 4d8;
Class Abilities: A trapped essence loses all spellcasting abilities, supernatural abilities and spell-like abilities gained from class levels. Natural and extraordinary abilities still exist (but see Special Attacks below), but abilities based on physical contact do not work for a trapped essence.
Special Attacks: A trapped essence loses the all of base creature's special attacks and gains energy drain.
Energy drain (Su): Any living creature struck by a trapped essence's incorporeal touch attack gain 1d3 negative levels. The DC for the fortitude saving throw to remove the negative level is (10 + half the trapped essence's hit dice + the trapped essence's Charisma modifier). For each such negative level bestowed, the trapped essence gains 5 temporary hit points.
Special Qualities: A trapped essence gains Darkvision 60 ft., Incorporeal traits, Undead traits, plus the special qualities described below.
Turn resistance (Ex): A trapped essence has +2 turn resistance.
Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a trapped essence at a distance of 5 feet. They can sense a trapped essence trapped within your body. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
Sunlight Feebleness (Ex): Trapped essences are severely weakened by natural sunlight (not merely a daylight spell). A trapped essence caught in sunlight has its effective Charisma reduced to 1, takes a -4 penalty to all saves, attack rolls and skill checks, can take only a single move or attack action in a round, and cannot use its energy drain ability.
Abilities: Str --; Dex +2; Con --; Int +0; Wis +0; Cha +4;
Skills: +8 racial bonus to Hide, Listen, Search and Spot checks.
This one seems positively delightful... however, I would like to ask something: Could one put the ensnared essence into a receptacle for soul-energy (see the Book of Vile Darkness, Souls As Power)? :schemes:

Slime Gout BlastSlime Gout Blast [Wood] (overpowered. suggestions begged for)
Dark; 8th; Eldritch Essence; Conjuration (creation)
With this eldritch essence invocation, you can turn your eldritch blast into a slime gout blast. The blast takes the shape of a jet of conjured green slime. The blast deals acid damage, and any creature struck by the blast must make a Reflex save or be covered with one patch of green slime for every 5 feet of its face. Green slime devours flesh and organic materials on contact, and even dissolves metal.

A patch of green slime deals 1d6 points of temporary Constitution damage per round while it devours flesh. Against wood or metal, green slime deals 2d6 points of damage per round, ignoring the hardness of metals but not that of wood. Green slime does not harm stone.

On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away (applying damage to the victim as well). Extreme cold or heat, sunlight, or a remove disease spell destroys the green slime. Unlike normal green slime, the slime created by this spell gradually evaporates, disappearing by the end of 1 minute.
Hmm... I would say just lower the Constitution damage to 1/round, which would be similar to being hit with a wounding weapon once every round. The most one would lose, then, is 10 -- not terrible, but still rather painful. Maybe make it 2 Con/round if you really want to be evil. :plotting:

Curse of the MedusaCurse of the Medusa [Earth]
Dark; 6th
You can use flesh to stone as a touch spell. You can also use a version of this invocation to lift the effects of a Curse of the Medusa cast by you (but not to reverse petrifaction due to any other cause).
Again, not a bad invocation. Maybe give people a warning through a scaly pattern appearing on the warlock's hands, or maybe as his hand moves through the air it could sound like the hissing of a snake... however, that's just an opinion that doesn't mess around with game mechanics. This, I feel, is a great invocation. :clap:

Dread GuardianDread Guardian
Greater; 6th
You may use animate objects as the spell. The animated objects obey simple commands from you, but these are limited to one or two rudimentary concepts such as - 'stay in this room and attack anyone but me who enters' or 'kill anyone but me who opens this chest'. You may choose to invest 100 XP per HD of the animated object into the object when using this invocation. If you do so, the effect is permanent, and can be dispelled only by a caster of higher level than you when you used the invocation. This invocation is often used on a suit of arms and armor, to create tireless and incorruptible guardians to serve the warlock.
... :love:
No, wait. :inlove:
I may have to take this idea and run with it! Come on -- coupling a combo of flee the scene as heroes enter the evil arcanist's hall d'armour with a demoralizing speech and a cliché'd to death "Say 'ello to me leetle friends!" and evil laugh while invoking dread guardian to create an army of bodyless magic armor soldiers wielding dark-blessed weapons -- you know what, I'm inspired now. :mage:

Overall, your contribution to the library is, as always, a great advantage to the whole of the Circle. I may post in quantity; however, it is wuyanei that always manages to post in quality. :bow:
Solarious

05-29-05, 02:33 PM
:eek:

Someone has been busy. :mymy: A pair of someones anyways. :uh-huh:

C&Cs will come... maybe when I recover... :twitch:

*faint*
Dogurasu_Thanatos

05-29-05, 03:35 PM
If people like us weren't busy with adding information to the Library of the Circle, where would the Library of the Circle be? In the same exact place. With fewer books.
De Batavier

05-29-05, 03:47 PM
Yep, the library would still be there. Though it probably wouldn't have two archived post ;)

Ritual of the Librarian
This ritual turns a formidable Warlock into a Librarian so he can archive the lore of the Warlock Circle. It gives him acces to the secret invocation archive

Archive
lesser than least 0-level
The Warlock using this invocation gains glasses and knows to put books in the correct order (though sometimes this is only clear to him).

;)
Cazic

05-29-05, 04:00 PM
Sorry for the lack of postyness (thats right I made that up on the spot :D ) recently. I have been working on some PrCs for the Circle and some RP stuff that should be very fun. A update on what I have is:

Mind of Tortured Metal :w00t:
Mind of Tortured Wind :dancin:
and 5 other things that will be very fun and could turn the power of the Minds to our side. :smirk:

I should be making some more posts on stuff for the Library soon. Also I was able to find a store that has CA and I THANK GOD FOR IT! :bounce:
Once I find out how much it is and get the money I will be able to finish reading about Warlocks and I will be on :cloud9:
Yep, the library would still be there. Though it probably wouldn't have two archived post ;)

Ritual of the Librarian
This ritual turns a formidable Warlock into a Librarian so he can archive the lore of the Warlock Circle. It gives him acces to the secret invocation archive

Archive
lesser than least 0-level
The Warlock using this invocation gains glasses and knows to put books in the correct order (though sometimes this is only clear to him).

;)
We should have a Librarian like that. It would be good for RP, realy funny and make things harder for enemies if they sneak in. :D
Dogurasu_Thanatos

05-29-05, 04:22 PM
The power of the Minds, Cazic...?

At first reading, I was thinking psionics; however, I think that making a psionic warlock might be something I'll undertake in the future...

Meanwhile, about that ritual, mind if I borrow that? I need to archive the information on materials I'm researching. :D
Cazic

05-29-05, 05:06 PM
The power of the Minds, Cazic...?

At first reading, I was thinking psionics; however, I think that making a psionic warlock might be something I'll undertake in the future...

Meanwhile, about that ritual, mind if I borrow that? I need to archive the information on materials I'm researching. :D
Ya when I typed that I feared someone might think that, but was to lazy to fix it. :D
Siberys

05-29-05, 10:01 PM
OOC: I haven't been paying very close attention to the RP here, but I'm gonna try to more.

My Character, Ralin Wolfeborne,Is a shifter. He's an actual character in an Eberron campaign I'm playing in, so I'll often make remarks relating to Eberron.

Character Intro
Ralin Wolfeborne was a vagrant as a child, living in the city of towers, Sharn. The only things he owned were his ragged clothes and a book, The Leupail Grimmoarrai. It detailed the pact a great werewolf of the Eldeen Reaches once made with a force of great evil, thousands of years ago. In return for servitude, the force, which went unnamed, granted eldritch power to the werewolf, and the werewolf's sons, and their sons, and so forth. But for some terrible transgression against the unnamed force, the power was cut off.

On Olarune 20th, 994 YK, Ralin was, for some reason, exploring Breland's Border. Then came the Mourning.

Ralin had been developing sorcerous abilities when the Mourning had struck. The Mourning, however, Warped these powers and awakened the power of his ancestor's pact. Ralin would no longer be pushed around by those wealthier than he, for he now knew dark, eldritch secrets capable of tearing them apart limb from limb with a simple thought. Ralin now had power.

Ralin is currently a third level Shifter warlock with the dreamsight shifter trait. For those of you without the ECS or RoE, thaty means for a certain amount of time each day (shifting), he gains skill bonuses and the ability to speak with animals. He also has the Dreamsight Elite feat, which, while shifting, allows him to see invisible creatures. Ralin is LE, a grim outlook he recieved from his mistreatment as a child and his constant view of death.


*Regally Steps through door*

"An odd group we've here. True, but a group that may help me in my... Endeavors. *climbs up wall and sits on nearest surface [has spiderwalk invocation]* Perhaps you have a library? or a lounge? I find that I need rest."

Note 1: I may be breaking this up too much into mechanics, but I like to be clear why I can do specific things

Note 2: He's supposed to be VERY proud-like, dontcha Know?
wuyanei

05-30-05, 01:07 AM
OOC:

Siberys: Hello, Siberys! Your name seems familiar, have you been here before? If so, welcome back! If not, feel free to look around, especially into the libraries. ( :bold-faced plug, because I have no shame: especially into *my* entries in the libraries :D ) I hope you will find this place as interesting and fun as I have! ^_^

Dogurasu_Thanatos: Thank you for the wonderful, thoughtful and detailed C&C! I'll try to reply in depth, and return the favor as soon as I can.

This could be pure evil, assuming the campaign in question uses the drug rules. You could enslave a few people with the drug itself, maybe invent a more potent form of it to get under the skin of those nasty little do-gooders -- take them for everything they have... :plotting:

Yep. That's a major part of it. Or even better, use the invocation on your 'allies' when they are asleep -- perhaps when you are standing guard in camp. Sweet dreams, my dear 'friends'. :devil:

I had debated raising this invocation to lesser, since 'sleep' is one of the best 1st level spells (at least at the lower levels). With the coup de grace rules, a save-or-unconsciousness at low levels is basically a save-or-die. While not overpowered as a spell (since you only have very limited spell-slots at low level), as an at will invocation its power seemed a bit to great.

However, in the end I decided to add the 'this is not magical sleep etc.' part, and keep it as a least invocation. My reasoning was because IMC, sleeping people (but not anyone put into a magical sleep) have a -10 penalty to Listen checks, but if they succeed at the check, they wake up. Since the Listen check DC to hear a combat is 0, a character that falls asleep due to the spores have a 50% chance to wake up each round even if unaided (check once each round after the first as a full-round action, unless there is some other, extremely loud, sound). At higher levels, this chance swiftly approaches 100%. So the invocation's main combat power actually lies in it's daze ability, which is okay for a least invocation since daze does not allow a coup de grace (actually, it doesn't even allow sneak attacks).

As for a more potent form, I've thought of a few but haven't written them down yet. I would be grateful if anyone wishes to do so. The idea is, this 'drug' concept would be a mechanism to introduce spells such as mass bull's strength (or mass bear's endurance, mass cat's grace, mass enrage, mass haste, or any other 'buff' spells) into a warlock's arsenal.

Being a very 'selfish' class, a warlock should never be allowed to buff others, and only rarely be allowed to buff himself. However, a 'buff' with a drug-like drawback fits well with the 'power at a price' 'instant gratification, pay the price later' warlock concept, and is also distinctly different from the cleric-style buff spells. Any ally that accepts the warlock's 'help' is taking a great risk -- and potentially putting his fate and freedom into the warlock's hands.

Of course, the drawbacks to each 'buff' must balance the benefits. (Actually, the drawbacks should slightly outweight the benefits -- we *are* talking about vile drugs, here.) These are hard to weight, especially since they are a potential source of PvP conflict. Personally, I'd probably wait until I've play-tested this 'milder' invocation for a while before I'd introduce any other, more powerful, version.

Hmm... not exactly screaming 'warlock' to me, but then again, all it would need is the alteration of the look and maybe a bit of the effect -- perhaps making it an amethyst sand blast and inflicting mild nightmares would spice it up a bit. Just something to think about. :devil:

Well, I originally thought of the invocation when trying to design a CG dryad-like warlock. entangle --> Nightshade Tendrils (change the flavor text so the 'tendrils' are poisonous vines), charm --> charm, tree stride -- flee the scene (with the major image directed to walk into a tree), etc. The only ones missing are speak with plants and deeper sleep, and hence the invocation.

OTOH, the amethyst sand blast is a great idea. I'll add a DMs note below the invocation for an alternate version of the invocation.

"Note to DMs: The above version of the invocation was designed with a Chaotic Good or Chaotic Neutral warlock in mind. DMs who wish for a more sinister version may change the text to:

'The blast takes the shape of a blast of dark-hued amethyst sand. The blast deals non-lethal damage, and any creature struck by the blast must succeed at a Will save or fall into a deep magical slumber filled with strange and disturbing nightmares. The magical slumber only lasts for 1d4 minutes, but a sleeping creature will continue to sleep (non-magically) until it is disturbed (by a loud noise, for example) or it wakes up naturally (this is generally within 1d6+2 hours for a human, but may be several years later for a dragon).'

Heartfelt thanks to Dogurasu_Thanatos for the idea behind this version of the invocation!"

I do believe I like this one. All I would change is the fact that you need to drink (why bother with that, unless you're emphasizing deserts somewhere?), and maybe raise the target's possible HP to 1, but other than that, an interesting invocation: "Bring me my next meal!" "But sir, we're fresh out of nobles!" "Oh, very well... bring me one of those adepts, then; the one in the leaf-sewn robe looked tasty." :evillaugh

Well, the 'drink' issue is more an issue of 'D&D physics' than an issue of balance. Basically, I can see you drawing energy from a creature's life-force, and thus negating the need to eat. However, you still sweat, salivate, and (although we generally ignore this issue in D&D) urinate, and the water has to come from somewhere. Hence the need to drink.

Of course, I recognize that we are talking 'magic' here, so physics has nothing to do with it. I'll probably keep the water requirement IMC -- it just feels more 'right' to me, and it's not as if water is rare -- but you can always remove the requirement it without unbalancing anything. I'll add a DMs note to the invocation explaining this.

Note to DMs: The 'still needs to drink' clause is more an issue of 'D&D physics' than an issue of balance. Basically, I can see you drawing energy from a creature's life-force, and thus negating the need to eat. However, you still sweat, salivate, and (although we generally ignore this issue in D&D) urinate, and the water has to come from somewhere. Hence the need to drink. DMs who do not want the hassle of seperating food from drink can freely ignore this requirement without unbalancing anything.

Raise the target's possible HP to 1? Why? Or do you mean raise the 'HD' to 1 or greater, to prevent the 'bag of one-hundred mice = 100d8 hp worth of healing' trick. In that case, you are probably right... hmm... I'll change it to:

'... If the subject fails a Fortitude save, it dies. On any day that you have fed on more than 1 HD worth of life force, you do not need to eat for that day (but you still must drink normally). If you were exhausted before you used this invocation on a creature with 1/2 or more hit dice, you become fatigued instead. If you were fatigued before you used this invocation on a creature with 1/2 or more hit dice, you are no longer fatigued afterwards. Additionally, if the slain creature had 1 or more hit dice, you are healed of 1 point of damage to all ability scores, and 1d8 + the creature's hit dice in hit points.'

A bit of a mouthful, but legalese is like that, unfortunately.

This is purely a matter of tastes, but I prefer the consume essence ability to this. Consume essence just has the whole 'touch of dire evil' thing going on in my head, using someone's life force mostly just to feed themselves. Don't get me wrong; it's a great invocation, just not quite my personal style. :)

Heh heh. Actually I agree with you. This invocation is basically word-for-word with the death knell cleric spell in the SRD, so it is less tailored to a warlock and thus more... bland. Maybe I should 'evil it up' a bit... I'll see what I can do.

This one seems positively delightful... however, I would like to ask something: Could one put the ensnared essence into a receptacle for soul-energy (see the Book of Vile Darkness, Souls As Power)? :schemes:

Well, nothing prevents you from doing so. And I *did* have that in mind when I wrote the invocation.

I would rule, IMC, that the ensnared essence gets a Will save (against the capture DC of the receptacle) to avoid capture -- they want freedom, so they will probably not obey an order to enter a soul-prison willingly. A trapped essence that succeeds on its save becomes uncontrolled, but you can still try to trap it with the receptacle each round for up to 1d4 + 1 rnd/HD. You can use various methods to increase your chances of success: trapping them when under natural daylight when they suffer a penalty to their saving throws; constraining them with a magic circle vs evil directed inwards so you can try again and again etc. With a bit of effort, you are almost guaranteed to succeed.

Hmm... I would say just lower the Constitution damage to 1/round, which would be similar to being hit with a wounding weapon once every round. The most one would lose, then, is 10 -- not terrible, but still rather painful. Maybe make it 2 Con/round if you really want to be evil. :plotting:

I thought about that, but I didn't like it. Green Slime is notorious in D&D, and I wanted to take advantage of its infamy to terrify my players. I would rather not have some new 'green-slime lite'. I've also thought about allowing a Fort save each round to take half (or no) Con damage, but didn't like it for the same reason.

Ah well, I have a few months at least until I have to worry about it. I'll keep thinking on it. Thanks for the imput, Dogurasu_Thanatos! I really appreciate it! :)

Again, not a bad invocation. Maybe give people a warning through a scaly pattern appearing on the warlock's hands, or maybe as his hand moves through the air it could sound like the hissing of a snake... however, that's just an opinion that doesn't mess around with game mechanics. This, I feel, is a great invocation. :clap:

Hmm... how about:

'An obsidian aura covers your hand, allowing you to use flesh to stone as a touch spell.'

I may have to take this idea and run with it! Come on -- coupling a combo of flee the scene as heroes enter the evil arcanist's hall d'armour with a demoralizing speech and a cliche''d to death "Say 'ello to me leetle friends!" and evil laugh while invoking dread guardian to create an army of bodyless magic armor soldiers wielding dark-blessed weapons -- you know what, I'm inspired now. :mage:

That's beautiful! :inlove:

This was designed to be a more advanced (and less evil) version of The Dead Walk. The XP cost is greater, but so is the versatility (since you can have animated objects of many different shapes). Even better, the evil warlock in your example can use several statues painted and glamored to look just like himself (or his Ftr 5 / Blk 7 cohort :devil: ), so that the so-called 'heros' :sneer: never knows which one is the real villian! Mweh heh heh heh!


Overall, your contribution to the library is, as always, a great advantage to the whole of the Circle. I may post in quantity; however, it is wuyanei that always manages to post in quality. :bow:

You flatter me! :blush:

Thank you again for your thoughtful comments, Dogurasu_Thanatos. I'll try to type up a detailed C&C on your PrCs as soon as possible!

Thanks again! ^_^

Ja ne! from,
Yanei Wu
Siberys

05-30-05, 01:35 AM
OOC:

Siberys: Hello, Siberys! Your name seems familiar, have you been here before? If so, welcome back! If not, feel free to look around, especially into the libraries. ( :bold-faced plug, because I have no shame: especially into *my* entries in the libraries :D ) I hope you will find this place as interesting and fun as I have! ^_^


yes, I joined a couple of pages back. And the name is that of a prominant feature of the Eberron CS.

Anyway, I'm already having fun. Got all the Warlock stuff from here printed
(Hurry up with those Minds of thge tortured X PrCs!!!). I'm going to try and come up with some new warlock stuff, too, so I'll need to plan a brainstorm session.

Yup; you and Dograsu clearly "da' best"

(Oh! how'dya like my backstory?)
Dogurasu_Thanatos

05-30-05, 02:11 AM
Siberys: Thanks for your compliment, but I still don't feel I deserve the title of 'best.' Like I try to tell everyone else, I post in bulk -- I make a lot of ideas, and hope they're all balanced, putting little thought into true game use. My friend wuyanei, however, actually puts great thought into everything she posts, and always winds up with creations of great quality -- both with game balance and with campaign flair. If anyone can be considered 'the best' on here, I would personally say it would be her.

As for breaking your character down into the game information... well, that's not bad, really, as long as you don't expect everybody to match you in power or even play completely by the rules (I see this place as being more freeform; somebody tell me if I'm incorrect in assuming that the real rules aren't taken extremely seriously, save for in the creation of invocations).

As for me... well, my breakdown is below.
Sarakha Ti'Titea (shu-RAH-kha tih-TIH-tee-ey)
CN Human Male warlock 14/psychomagus 3 (I've been in a high-powered campaign, as the lowest-level character after making so much junk...!), with the following pets: Pattern the corollax (Monster Manual II), Dracos the psuedodragon, Stormy the shocker lizard, and Solaris the houou (a monster in Creatures of Rokugan; a tiny, minor phoenix, really). Other pets may be as yet unknown.
Sarakha also makes scrolls with his newest creations on them, with pets placing them in the box outside his modest room. These are scribed, usable scrolls -- though warlocks invoking their power (through Use Magic Device) are well-advised by the sign on the box that they are very likely to be untested... and very dangerous.
Sarakha uses at least one copy of any item he has invented, or at least shows them off from time to time. Furthermore, his robe has been enchanted with familiar pockets, giving him extradimensional spaces to store his little friends. He is currently working on gathering lore from very strange planes, such as "the Mushroom Kingdom" and "Mobius" by name...
...oh, and if the psychomagus prestige class doesn't give it away, Sarakha Ti'Titea is also quite irretrievably mad.
Cazic

05-30-05, 02:33 AM
(Hurry up with those Minds of thge tortured X PrCs!!!).
Oh don't worry, I already have Metal and Wind made. I just need to finish the others that I am making. I got arealy good idea and now have to make 5 more classes that are strongly linked to the Tortured Mind classes. I have one made and almost the second. The other three are almost at the half way point. I hope to have them up some time tomorrow or the next day, plus a big RP to go with them. :cool:
De Batavier

05-30-05, 06:43 AM
(...)Once I find out how much it is and get the money I will be able to finish reading about Warlocks and I will be on

The price on the back of the book is $29.95.


We should have a Librarian like that. It would be good for RP, realy funny and make things harder for enemies if they sneak in. :D

I have glasses ;)
Siberys

05-30-05, 09:24 AM
Oh don't worry, I already have Metal and Wind made. I just need to finish the others that I am making. I got arealy good idea and now have to make 5 more classes that are strongly linked to the Tortured Mind classes. I have one made and almost the second. The other three are almost at the half way point. I hope to have them up some time tomorrow or the next day, plus a big RP to go with them. :cool:

wow, that sure is a lot of PrCs. I just gotta schedule a "brainstorm Session", so that I might make some worthwhile PrCs and RP things too.
Siberys

05-30-05, 09:40 AM
<snip>

Yeah, You may not be the best. But you're still being modest! :D

Nice idea for a character. I didn't expct people to play by the rules - Thiks is RP, not RPG! still, I am bordering on ruleslawyerish behavior, and, as such, use the rules often for even lightly connected subjects like this RP.


I have the perfect catch phrase for the MotTX PrCs!
¿Por qué me torturas tanto?

Correct me if I'm wrong, but I believe that means "Why do you torture me so?" in spanish. of course, leave me a margin for error, native language English.

But it's still fun to say... :P
Cazic

05-30-05, 02:32 PM
I have the perfect catch phrase for the MotTX PrCs!
¿Por qué me torturas tanto?

Correct me if I'm wrong, but I believe that means "Why do you torture me so?" in spanish. of course, leave me a margin for error, native language English.

But it's still fun to say... :P


Ya that sound correct. I am taking Spanish in school and that sounds like the right way to say it. Dont take my word on this thought I suck at Spanish. :weep:
wuyanei

05-30-05, 02:59 PM
Dogurasu Thanatos: The first half of the C&C I promised you. I'll finish the rest tomorrow.

Soul Chiller
Least; 1st
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, though multiple uses do not stack on the same ability. A Fortitude save negates the penalty.
A solid least invocation, although I do not know if it would be worth taking over sickening blast.

Sickening blast: Fort save or be sickened for one minute. Sickened: The character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Since -2 penalty to attack and damage rolls is basically a -4 penalty to strength, you are trading -2 penalty to all physical scores plus range attack for +1 damage on average, and the ability to penalize mental scores. I think you could afford to up the power a bit.... maybe add a slowing effect? A weak version of the lich's touch? Perhaps:

'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).'

Nightshade Tendrils
Lesser; 3rd
This invocation allows you to conjure poisonous tendrils around one target. 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).
I like it! I will probably change the flavor text a bit, so that the tendrils become poisonous vines. Who said druids have monopoly over plants and trees?

BTW, if the invocation can be dispelled, it would probably be best to add a maximum duration for the tendrils, just to be safe. (The magic disperses and the tendrils vanish by then. Otherwise you wouls be creating an infinite supply of rope!) 10 minutes would be fine, since anyone can escape the check before then with a take 20. Also, the traget range need to be specified -- medium range (100 ft. + 10 ft./level) would be fine.

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.
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 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.
Hmm... a Bigby's Clenched Fist (8th lvl) plus Bigby's Grasping Hand (7th lvl), but 2d6 slashing damage instead of 1d8 bludgeoning, and cannot stun struck creatures. Basically a summoned creature with Str 30, 1 attack per round... about the level of a dire wolf...

The invocation is good, but you might want to add a sentence limiting the warlock to one twilight talon at a time. I would also limit the talon to half the caster's total. This is because, unlike a wizard or sorcerer, the warlock can call up an infinite number of twilight talons, one after another. It would be too good a tank if it had full hit points.

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 travel or communicating with extraplanar beings.
Planar travel: For as long as you concentrate and for 1 round after, you may create and hold open a portal to another plane of your choice. However, you must succeed at a Concentration check (DC 25) each round you concentrate on it to hold the portal to the same place; otherwise, the portal's destination shifts and, 1 round later, the portal breaks down and is undone. Unlike the gate spell, this portal cannot redirect attacks to another plane.
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 each round; otherwise, it is free to come through your portal to attack you or simply leave. 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.
:frown: The two functions -- Conjuration (teleportation) and Divination -- don't seem to mesh very well thematically. Furthermore, there is potential for abuse in that the warlock could strike a bargain with the extraplanar being, then fail the will save on purpose and basically call the creature to the Prime with no XP cost (Gate costs 1000 XP when used to call creatures).

I suggest removing the Planar travel version, and replacing it with a scrying effect on any plane, but only with a limited chance of success. The warlock needs a scrying-type invocation anyways, and a warlock that wishes to travel to another plane can already do so with Path of Shadow. Just a suggestion.

Any invocation that opens a direct portal to another plane will run into balance problems unless you include an XP cost, since with some bargaining they can emulate a planar ally spell at the very least. but to simply avoid the issue, IMHO.

Prestige Classes

Knight of Devimaston's Curse
Urk. Dizzy... My Xxxx, My Yyyy... My Zzzz, Your Nnnn... confused, confused... :crazy: .^_^.

As I said before, a gaze attack is basically a free action spell against all opponents every round. Being able to use a greater curse against all opponents as a free action each round is a really, really good ability -- akin to a quickened symbol of insanity every round, I'd say -- and I would suggest placing it at 13th level. In contrast, a half-strength curse against all within 5 ft. is basically a fancy aura of despair, which all blackguards gain at 3rd level. I suggest upping the range to 10ft., and moving it up to 9th level.

Actually, if the My weapon does not count towards the 1 per day per level limit, I would suggest moving it up to 5th level, so we have: 1st My will; 5th My presence; 9th My weapon; 13th My eyes. This moves the powerful gaze attack to 20th character level, and the My presence gives the knight a general +1 bonus in melee (actually, it gives his foes a -1 AC penalty, but lets not quibble).

I have not seen the Hexblade core class, so I cannot balance this PrC against it. Even as you have written it, it is not overpowered -- the PrC is a flavored frontline fighter, with the usual weaknesses against Will spells. Its curse has little effect against a spellcasting foe -- which is good. I would think such a character would be especially suited to be a mage's guardian -- the knight enters melee while cursing his foes (-4 saves plus -6 to Wisdom/Constitution equals -7 to Will/Fort saves), opening them up for a magical assault (Finger of Death, Fear etc.).

Mind of the Tortured Fire
I don't really think there needs to be a skill requirements.... the special requirement is restrictive enough. With the hefty wisdom penalty, it not as if the MoTF will be using survival skill a lot anyways....

Magmatic Might. This is beautiful. :love: I think you should turn this ability into an invocation all on its own. Perhaps as a Greater; 6th level invocation? Why should we let druids hog all of the elemental-shaping fun? ;)

BTW: 'Sheds light as a bonfire' would do well enough, I think.

Nagamian Whirler
Since the Nagamian is not a primary caster or a primary warrior, it would probably be best to reduce the caster level requirement to 3rd or even 1st, and drop the BAB requirement to +3. A 1 sorcerer/ 5 rogue, for example, would certainly benefit form the PrC. As would a single-class 5th level bard. The skill requirement will limit the entry level to 5th and above.
Dance of the Snake (Ex): It might be best to limit the AC bonus to the Nagamian class level at most, in order to prevent 1-level dipping.
Improved Reaction (Ex): Potentially a +6 or greater bonus to initiative that stacks with everything... this is the only potentially abuseable feature in the PrC. I think it would be better if you changed it to something like: '... the Nagamian gains the Improved intitative feat as a bonus feat. If he already has the feat, he gains a +2 bonus to all initiative checks.' However, to tell the truth, I think something along the Combat Reflexes chain would suit the flavor of a snake-like dancer better than Impro. Init.

Fiend Arcanist
My favorite! :ayyyy!:

This *is* the ideal for the power-hungry, demon trafficking arcanist. The Demonlogist and Diabolist PrCs in the BoVD were just to nich. The diabolist got, what, +3d6 damage at 9th level... :pbbbtt: ! And the demonlogist was not even a full caster! Using invocations the represent the dark secrets a devil/demon trafficking mage learns from his fiendish patrons... this is pure genius! And it even makes sense meta-game-wise: because the fiends powers are mostly spell-like abilities, it makes sence that the secrets they teach, the 'gifts' they offer come in the form of spell-like powers. Beautiful! :tiphat:

Seriously, I would drop Intimidate as a requirement, remove the new weapon and armor proficiencies, and reduce BAB to Poor -- these have nothing to do with the 'forbidden knowledge' flavor of the PrC. The hit dice can remain as d6, equal to a sorcerer, but since he is a full caster already, he shouldn't gain other non-magical benefits.

I would also drop armor mastery and add fiendish resilence instead. Let the fiendish resilence grant fast healing 1 at 3rd level, fast healing 2 at 6th level, and fast healing 3 at 9th level. It is actually quite a bit less powerful than armor mastery, but I believe it fits the 'fiendish' theme better.

I :inlove: it! :dance:

Brother of Fire
Heh heh! I realize that this is a 'humor' PrC, so the following is probably not as important. However, it should be noted that a simple Resist Elements (fire) [Clr 2, Drd 2, Fire 3, Pal 2, Rgr 1, Sor/Wiz 2] will completely shut this PrC down. Even Koopa Flames will only deal 12 points fire damage at most, and that is at 14th character level. Thus, it is not really a PrC suited for PCs.

One way to patch this weakness up, if you want to do so, is to slightly change the way Flames, Improved Flame, and Koopa Flame work. Change Flames (Su) to something like:

Flames (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.

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.

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.

This way the BoF can add his strength modifier to the damage of each fireball (although he must now hit the foe's normal AC instead of touch AC).

BTW, I cannot believe I have just seriously discussed translating Super Mario Bros to D&D. :lol: Sleep... need sleep.... I'll finish the rest tomorrow.

Bye, everyone! See y'all tomorrow!
Dogurasu_Thanatos

05-30-05, 03:31 PM
Heh, yeah, the Brother of Flame is strictly for humor, though hey, if I can get it to work... :rofl:

Thanks for the detailed C&C. If I could, I would probably try to get the base classes I'm working on here, but they're not warlock-related. Therefore, I shall not. Even though the C&C here is not only great, it's frequent. :weep:

Portal of darkness had me worried about balance... I wanted to create something that the warlock could use to gain information for new invocations (like I would use!), but that also had the deadly drawback of possibly summoning a creature to the plane that the warlock couldn't handle -- and thereby die at the hands of. However, your suggestion is, as always, a very good idea. That goes for the other suggestions as well, and I'll be sure to take those all into account and post them.

Combining a Knight of Devimaston's Curse with characters like the Fiend Arcanist and the Roar of Apsu would indeed be devastating to heroes of all kinds, even those annoyingly (divine) graceful paladins and (unearthly) graceful guardians. Thanks for the thought... :evillaugh

The Magmatic Might ability has potential, but I'm presently experimenting with incorporeality -- I'm attempting to make what I call an Eldrimorph, who not only embraces his eldritch blast, he is his blast on occasion.

You're also right about the Nagamian whirler's dance. It's something I should have seen before, really, but I was actually rather sleepy... As for altering Improved Reaction, you've given me a couple of options; I'll have to think a while on which I'd like better.

I'm glad you like the Fiend Arcanist so much! :w00t: My idea, originally, was to turn the wizard into a warlock (such as Cazic, for example); however, with the thoughts you've given me, it seems like a good idea to shift my thoughts just a little bit. However, I would like to keep Intimidate -- all the better to prepare to scare the living daylights out of someone, including fiends and friends alike. :devil:

As for the Brother of Fire... :rofl: I'm still picturing the Brothers of the Hammer and Boomerang! No, I'm not done using games for inspiration; just wait until I can come up with a Kirby or Sonic prestige class for warlocks! :evillaugh

As always, wuyanei, thanks for the C&C!
Cazic

05-30-05, 03:53 PM
Magmatic Might. This is beautiful. :love: I think you should turn this ability into an invocation all on its own. Perhaps as a Greater; 6th level invocation? Why should we let druids hog all of the elemental-shaping fun? ;)

Oh dont worry in the classes I am making Elementals are showing up here and there in different forms. :cool:
De Batavier

05-31-05, 12:22 PM
Greetings all,

Got to use a Warlock as a NPC in an e-mail game i'm running with a friend. With the use of charms, darkness (creating dark spots and ofcourse on an object that she carried with her) and spiderclimb she could evade the PC. Beceause her death wasn't nescessary story wise he gave up the pursuit.

Also used a Warmage in the same session. He got killed in one hit by a Greataxe (low level game so the NPC didn't have many hps). The PC is an orc with rogue, barbarian and scout levels.

:cool:
wuyanei

05-31-05, 03:26 PM
OOC: ... and now for the rest. Whew!

As usuall, all the following comments are IMHO only. Each campaign, DM, group and player has their own perferences, style and dislikes. I do not pretend to know to 'one true way' for D&D balance. Please use whatever you find useful, and feel free to discard the rest. G'night!

Karmamancer

The battle between the two knights had been going on for a long while, neither paladin nor hexblade seeming to gain an upper hand. The ally of the paladin, a man who was said to 'dabble in probability,' noticed how the hexblade's ally was preparing to poison the holy knight. With a glance, the man focused on the spirits of the honorless warriors -- and suddenly, a needle flew into the hexblade's neck, dropping him to the ground, paralyzed.

"That will come back to haunt me, I am certain," the man said wistfully, smirking. "Ah well, so is the way of karma."

A rare breed of luck-altering spellcasters, the karmamancer wields the very fabric of karma to his own -- and others' -- peril. When he uses the power of karma to aid others, he in turn is aided; when he uses karma to harm others, he in turn finds that misfortune has visited him. Overall, the karmamancer wields his unique ability as he will, knowing the consequences of his actions.

Requirements
To qualify to become a karmamancer, a character must meet the following criteria.
Base Attack Bonus: +3.
Skills: Knowledge (arcana) 6 ranks, Knowledge (religion) 2 ranks, Profession (gambler) 2 ranks, Spellcraft 8 ranks.
Spells: Caster level 3rd.
Special: Must have been affected in some way by 'karma,' either through karmic powers or otherwise (inflicting a critical hit and then taking a critical hit in the same round, for example).

Class Skills
The karmamancer's class skills (and the key ability score for each skill) are as follows: Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (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 Karmic power (resist) --
2. +1 +0 +0 +3 Karmic power (strike) +1 level of existing class
3. +2 +1 +1 +3 Karmic power (wound) --
4. +3 +1 +1 +4 Karmic power (guard) +1 level of existing class
5. +3 +1 +1 +4 Karmic power (magic) --
6. +4 +2 +2 +5 Karmic power (might) +1 level of existing class
7. +5 +2 +2 +5 Karmic power (life) --


Class Features
The following are class features of the karmamancer.
Weapon and Armor Proficiency: Karmamancers gain no additional proficiencies with weapons or armor.
Spells: At each even-numbered level, a karmamancer 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 familiar abilities, a bonus feat, and so on). If he had more than one spellcasting class to which he belonged before becoming a karmamancer, he must decide to which class to add each level for the purpose of determining spells per day and spells known.
Karmic Powers (Su): The powers of the karmamancer affect balance in the universe itself. While he can grant bonuses or penalties to others, he takes a similar bonus or penalty himself. At each level, the karmamancer can affect the powers of karma in one new way. Each ability allows a saving throw (Will DC 10 + class level + Charisma modifier) to negate the effect. His 'karmic pool' is equal to twice his class level; he may use these points each day to use any of his powers, as shown below, as a standard action that does not provoke an attack of opportunity. He must be able to see the target, which must be within 10 feet per class level. The effects last for 1 round/class level for the recipient and karmamancer, but the karmamancer's alteration begins the moment he requires the altered ability.
Resist: At 1st level, a karmamancer can affect the resistances of creatures. He may grant a bonus or penalty equal to +/-1 to all saving throws for every karmic point spent. The karmamancer takes an equal bonus or penalty on his own saves.
Strike: At 2nd level, a karmamancer can affect a target's accuracy. He may grant a bonus or penalty equal to +/-1 to all attack rolls for every karmic point spent. The karmamancer takes an equal bonus or penalty on his own attack rolls.
Wound: At 3rd level, a karmamancer can affect the damage a creature does. He may grant a bonus or penalty equal to +/-1 to all damage rolls for every karmic point spent. The karmamancer takes an equal bonus or penalty on his own damage rolls.
Guard: At 4th level, a karmamancer can affect the direct defenses of a creature. He may grant a bonus or penalty equal to +/-1 to Armor Class for every karmic point spent. The karmamancer takes an equal bonus or penalty on his own Armor Class.
Magic: At 5th level, a karmamancer can affect a target's magical power. He may grant a bonus or penalty equal to +/-1 to caster level for every two karmic points spent. The karmamancer takes an equal bonus or penalty on his own caster level.
Might: At 6th level, a karmamancer can affect a creature's physical abilities. He may grant a bonus or penalty equal to +/-1 to Strength, Dexterity, or Constitution for every two karmic points spent. The karmamancer takes an equal bonus or penalty on his own ability score.
Life: At 7th level, a karmamancer can affect a creature's very life force. He may grant a positive or negative level for every four karmic points spent. The karmamancer is healed of 5 points of damage for every positive level bestowed, and he takes 5 points of damage for every negative level bestowed.


:( First, a few notes. I don't really like meta-game classes such as fatespinner, whose whole concept is based on manipulating numerical game abstracts. I consider these abilities 'twinky' and would not allow them even if they are balanced, so my opinions below are probably biased. Keep that in mind as you read the comments below.

General: As I see it, you are basically giving the karmamancer the ability to potentially buff friendlies without cost. For example, he can add a +4 bonus to his ally's attack & damage rolls, and gain the +4 bonus himself. Yet we must consider that a bull's strength only grants +2 to attack and damage: a +4 bonus to attack and damage is actually +8 to strength, which is actually an epic territory enhancement. I must say that all of these 'karmic' abilities are horribly overpowered.

Even 'good' saving throws only progress at +1 / 2 levels. The ability to lower saving throws directly is a devastating ability, especially when coordinated with an ally with save-or-disable spells. The price of AC bonuses progresses geometricly; caster level bonuses are *death* when combined with holy word type spells. These abilities can usually only be gain through class levels, and anything above +2 or +3 per 10 level PrC is already potentially unbalancing.

I... I'm not sure how this particular mechanism can be salvaged. Taking the fate spinner as a standard, perhaps you could reduce the 'karma' to one roll, and redesign the text so that the blow-back is always bad for the karmamancer... but as long as you allow a creature to twink with another creature's rolls, you will have a potentially abusable situation on your hands.

In conclusion, these 'karma points' should probably be treated as extra action points. I have not played Ebberon. Perhaps this 'karma' will be acceptable in a world where 'action points' -- which allow you to automatically succeed or automatically force a moster to fail -- exist. In any case, I probably could not allow such a PrC into my (FR based) games.

Helldragon Magician/Roar of Apsu

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 roar of Apsu, 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 3rd-level arcane spells, including dragon breath, or use lesser invocations.
Special: Must have Apsu as a patron deity.

Class Skills
The roar of Apsu'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: d8.

BAB Fort Ref Will Special Spells per Day/Spells Known
1. +0 +0 +0 +2 Devil magic/dragon spells --
2. +1 +0 +0 +3 Scales of Apsu (+1) +1 level of existing arcane spellcasting class
3. +2 +1 +1 +3 Armor mastery --
4. +3 +1 +1 +4 Claws of Apsu +1 level of existing arcane spellcasting class
5. +3 +1 +1 +4 Scales of Apsu (+2) --
6. +4 +2 +2 +5 -- +1 level of existing arcane spellcasting class
7. +5 +2 +2 +5 Fangs of Apsu --
8. +6 +2 +2 +6 Scales of Apsu (+3) +1 level of existing arcane spellcasting class
9. +6 +3 +3 +6 -- --
10.+7 +3 +3 +7 Apsu's Roar +1 level of existing arcane spellcasting class


Class Features
The following are class features of the roar of Apsu.
Weapon and Armor Proficiency: Roars of Apsu gain proficiency with all simple weapons, the bastard sword (as a martial, two-handed weapon; Apsu's favored weapon), and light armor, but not shields.
Spells: At every even-numbered level, a roar of Apsu 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 roar of Apsu, he must decide to which class to add each level for the purpose of determining spells per day and spells known.
Devil Magic: A spontaneous arcane spellcaster that becomes a roar of Apsu gains the ability to invoke an eldritch blast and gains invocations as a warlock of his roar of Apsu level.
Dragon Spells: A user of invocations that becomes a roar of Apsu gains the ability to spontaneously cast spells from any two of Apsu's domains (Destruction, Evil, Strength, Trickery, War) as arcane spells, gaining spells as a sorcerer of his roar of Apsu level.
Scales of Apsu (Ex): As a roar of Apsu takes levels in this class, his body begins to take on the appearance of his evil god. He begins to grow midnight blue scales at 2nd level, giving him a +1 natural armor bonus. This bonus increases to +2 at 5th level and +3 at 8th level.
Armor Mastery (Ex): At 3rd level, a roar of Apsu learns how to cast his spells in light armor without arcane spell failure. If he already had this ability, he gains the Battle Caster feat for free.
Claws of Apsu (Ex): At 4th level, a roar of Apsu's transformation now includes claws. The roar of Apsu 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 Apsu (Ex): At 7th level, a roar of Apsu's transformation now includes fangs. The roar of Apsu 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.
Apsu's Roar (Su): At 10th level, a roar of Apsu earns his 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.


I am not quite certain what you are trying to do with this class. Especially concerning the 'Devil magic/dragon spells' ability. As written, it seems as if you are introducing a gesalt character into a non-gesalt game. If it is so, it would always be unacceptable -- but I'm not sure if that is what you meant.

If you are trying to build a mystic thurge type character, except with warlock/sorcerer instead of wizard/cleric, the requirements should be rewritten to require 2 ~ 3 Sorcerer levels and 2 ~ 3 warlock levels before entrance.

Furthermore, I don't think it is a good idea to allow a sorcerer to cast spells in armor. If the sorcerer really need armor, there are bracers of armor that he can use. The ability to ignore Spell Failure is not a small matter. I don't think it should just be given like that.

Finally, I am not quite sure where the d8 comes from. This is still a caster class, not melee. d6 is good enough, IMO.

In the end, I'm just not sure what kind of role the RoA is expected to play as it is written. It's a secondary caster, but it does not have good melee abilities either. Getting 10 warlock or sorcerer levels for free is just not acceptable -- and anyways, what would happen if a 6 Sor / 6 Warlock decided to pick up an RoA level?

Anyways, if you want to go mystic thurge style, here's what I think it should look like.

Spells: Able to spontaneously cast 2nd-level arcane spells, eldritch blast damage +2d6.

Lvl BAB Fort Ref Will Special Spells per Day/Spells and Invocations Known
1. +0 +0 +0 +2 Dragon spells --
2. +1 +0 +0 +3 -- +1 level spontaneous-casting arcane spellcasting class; +1 level invocation using spellcasting class
3. +2 +1 +1 +3 Scales of Apsu (+1) +1 level spontaneous-casting arcane spellcasting class; +1 level invocation using spellcasting class
4. +3 +1 +1 +4 Claws of Apsu +1 level spontaneous-casting arcane spellcasting class; +1 level invocation using spellcasting class
5. +3 +1 +1 +4 -- +1 level spontaneous-casting arcane spellcasting class; +1 level invocation using spellcasting class
6. +4 +2 +2 +5 Scales of Apsu (+2) --
7. +5 +2 +2 +5 Fangs of Apsu +1 level spontaneous-casting arcane spellcasting class; +1 level invocation using spellcasting class
8. +6 +2 +2 +6 -- +1 level spontaneous-casting arcane spellcasting class; +1 level invocation using spellcasting class
9. +6 +3 +3 +6 Scales of Apsu (+3) +1 level spontaneous-casting arcane spellcasting class; +1 level invocation using spellcasting class
10. +7 +3 +3 +7 Apsu's Roar +1 level spontaneous-casting arcane spellcasting class; +1 level invocation using spellcasting class

Spells: At every level except for 1st and 6th, a roar of Apsu 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 roar of Apsu, he must decide to which class to add each level for the purpose of determining spells per day and spells known.

Invocations: At every level except for 1st and 6th, a roar of Apsu 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 roar of Apsu, he must decide to which class to add each level for the purpose of determining spells per day and spells known.

Dragon Spells: The Roar of Apsu may learn and cast spells from any two of Apsu's domains (Destruction, Evil, Strength, Trickery, War) as arcane spells. He still may not know more spells than listed in his spells known table.

So one possibility is a Warmage 4 / Warlock 3 / RoA 10. At 17th level, he casts spells as a 12th level warmage, and a 11th level warlock. With two Practiced spellcaster feats, his CL is 16/15 which is not bad. He can blast with the best of them thanks to his warmage levels ( 10 15d6 orbs of acid, plus 12 12d6 scorching rays: this is probably better damage than a pure 17th level warlock can put out, since you will only be in battle for ~25 rounds per day anyways), and can use see the unseen, fell flight, flee the scene, Dark one's own luck, Fiendish sight etc. invocations. Not a bad combination, really. Of course, by 17th level the wizards are gating in balors... but that will always be a weakness of the warlock -- the wizard can only do so 1/day.

Fortunate Dracomancer/Zarius' Favored

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 Zarius' favored, 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 3rd-level arcane spells, including dragonskin, or use lesser invocations.
Special: Must have Zarius as a patron deity.

Class Skills
The Zarius' favored'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 Lucky magic/dragon spells --
2. +1 +0 +0 +3 Zarius' luck 1/day +1 level of existing arcane spellcasting class
3. +2 +1 +1 +3 Armor mastery --
4. +3 +1 +1 +4 Zarius' favor +1 level of existing arcane spellcasting class
5. +3 +1 +1 +4 Zarius' luck 2/day --
6. +4 +2 +2 +5 -- +1 level of existing arcane spellcasting class
7. +5 +2 +2 +5 Wings of the luck dragon --
8. +6 +2 +2 +6 Zarius' luck 3/day +1 level of existing arcane spellcasting class
9. +6 +3 +3 +6 -- --
10.+7 +3 +3 +7 Zarius' presence +1 level of existing arcane spellcasting class


Class Features
The following are class features of the Zarius' favored.
Weapon and Armor Proficiency: Zarius' favored gain proficiency with all simple weapons, the scimitar (Zarius' favored weapon), and light armor, but not shields.
Spells: At every even-numbered level, a Zarius' favored 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 Zarius' favored, he must decide to which class to add each level for the purpose of determining spells per day and spells known.
Lucky Magic: A spontaneous arcane spellcaster that becomes a Zarius' favored gains the ability to invoke an eldritch blast and gains invocations as a warlock of his Zarius' favored level.
Dragon Spells: A user of invocations that becomes a Zarius' favored gains the ability to spontaneously cast spells from any two of Zarius' domains (Chaos, Good, Healing, Luck, Protection) as arcane spells, gaining spells as a sorcerer of his Zarius' favored level.
Zarius' Luck (Su): Starting at 2nd level, the luck of the luck dragon himself starts to rub off on the Zarius' favored. Once per day, the Zarius' favored can force a reroll of any ally's saving throw or any enemy's attack roll before he knows the outcome. He must take the reroll, even if it's worse than the first. He may use this ability an additional time per day at 5th level, and a third time at 8th level.
Armor Mastery (Ex): At 3rd level, a Zarius' favored learns how to cast his spells in light armor without arcane spell failure. If he already had this ability, he gains the Battle Caster feat for free.
Zarius' Favor (Su): When a Zarius' favored 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 all saves and as a luck bonus to his Armor Class.
Wings of the Luck Dragon (Ex): At 7th level, a Zarius' favored earns his wings -- literally. A cloak of silvery energy flows behind the Zarius' favored, and he may fly with good maneuverability at a speed equal to twice his land speed. This ability can be activated or dismissed at will as a free action.
Zarius' Presence (Ex): When a Zarius' favored reaches 10th level, the presence of his patron surrounds him like a palpable, benevolent aura. The Zarius' favored becomes immune to mind-affecting effects, and any ally within 10 ft. of the Zarius' favored gains a +4 luck bonus on all saving throws against such effects.


I really like the flavor, but the general comments are the same as Roar of Apsu: 'What role does this PrC play in a adventure party?' Melee? Tank? Damage-dealing caster? Buffing caster? Battlefield shaper? Sniper/rogue? I think you might need to decide on a role, then tweak the class to better fit its place.

Zarius' Luck (Su): This is too powerful, when you consider that it stacks with the divine blessing gained by a Holy Liberator (of simply a CG paladin), ant the bonus gained due to Dark One's Own Luck. I suggest you simply give him the Luck domain's domain power. It's considered one of the best domain powers already, so there is no fear the ability being too weak.
Wings of the Luck Dragon (Ex): Extraordinary wings should not be 'dismissable'. You grow non-magical wings. You cannot just will them away. I suggest simply removing the last sentence. If the Zarius' favored wishes to hide his nature, he can use the alter self spell. Also, I suggest giving the wings a flat 60ft. fly speed, to prevent monk/barbarian crazyness...

... and I still don't like Armor Mastery. ;)

BAB Fort Ref Will Special
1. +0 +0 +0 +2 Lucky magic/dragon spells
2. +1 +0 +0 +3 --
3. +2 +1 +1 +3 Zarius' luck 1/day
4. +3 +1 +1 +4 Zarius' favor
5. +3 +1 +1 +4 --
6. +4 +2 +2 +5 Zarius' luck 2/day
7. +5 +2 +2 +5 Wings of the luck dragon
8. +6 +2 +2 +6 --
9. +6 +3 +3 +6 Zarius' luck 3/day
10.+7 +3 +3 +7 Zarius' presence


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), Scribe Scroll.
Skills: Craft (weaponsmithing) 8 ranks, Knowledge (arcana) 8 ranks, Profession (gambler) 4 ranks, Spellcraft 4 ranks.
Spells: Able to cast 2nd-level arcane spells.
Special: Must have access to the schools of Conjuration and Evocation magic.

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), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 2 + Int modifier.
Hit Die: d6.

[B] BAB Fort Ref Will Special Spells per Day/Spells Known
1. +0 +0 +0 +2 Never lose a card, scribe card (+1) --
2. +1 +0 +0 +3 Deal with melee +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 Scribe 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 +1 level of existing arcane spellcasting class
7. +5 +2 +2 +5 Scribe 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 Deckbuilder, scribe card (+4) --


Class Features
The following are class features of the spelldeck arcanist. Note that the words 'card' and 'shuriken' are interchangable here; spelldeck arcanists' shuriken are normally in the form of metallic cards, which is purely cosmetic.
Weapon and Armor Proficiency: Spelldeck arcanists gain no additional weapon or armor proficiencies.
Spells: At 2nd, 3rd, 5th, 6th, 8th, and 9th level, 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.
Never Lose a Card (Su): A spelldeck arcanist is nothing without his special cards. To that end, he learns the trick of imbuing them with a special power that brings them back to him. Any shuriken that he throws is considered a returning weapon.
Scribe Card (Ex): Expanding on his ability to scribe scrolls, a spelldeck arcanist can now scribe cards. He may imbue shuriken with any weapon ability of +1 value, but it requires one hour per shuriken and special materials costing 75 gp. This ability works for one week, after which the magic fades and must be rescribed. Alternatively, he may erase a given shuriken and rescribe a new ability on it. The spelldeck arcanist can scribe more powerful cards as he goes up in level, imbuing his shuriken with abilities totaling +2 in value (costing 150 gp) at 4th level, +3 (225 gp) at 7th level, and +4 (300 gp) at 10th level. Furthermore, his shuriken are treated as magic weapons for the purposes of overcoming damage reduction.
Deal With Melee (Ex): At 2nd level and above, a spelldeck arcanist never provokes an attack of opportunity when throwing shuriken in melee combat.
Power Card (Sp): At 3rd level, a spelldeck arcanist can channel any spell he can cast into his card. 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 card (saving throws and spell resistance still apply), though the card 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 card are lost if not used in 8 hours.
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.
Deckbuilder (Ex): At 10th level, a spelldeck arcanist is never without a deck of cards that serve as his aces in the hole. He may now prepare additional spells equal to the amount of bonus spells he would get based on his Intelligence score on a small deck of cards, which he must then cast them from (a full-round action) in order to use their spells. Each card so scribed can be used multiple times, but cannot be changed without erasing and rescribing the card. Scribing cards for this purpose requires one card per spell level and costs 50 gp in special materials per card. Only the spelldeck arcanist can use these cards. For example, a wizard with Intelligence 20 could prepare an additional 2 1st-level spells and 1 additional spell of each of 2nd, 3rd, 4th, and 5th levels. He would require 16 cards and 800 gp to prepare these spells.


I like it! :cool: Flashy but not over-complicated. I will probably be introducing this one soon!

Never Lose a Card (Su): This is not really neccessary (and the 3.5 ed returning ability is worthless anyways). An arcane archer is 'nothing' without arrows. Does she need to make every one of her arrows returning?

Just add an equipment entry: Deck of 54 metal cards: cost 2 gp, wt 1/2 lb., and treat the cards like normal ammunition.

Scribe Card (Ex): This may be better if it is treated like the arcane archer's enhance arrow ability:

Enhance Arrow (Su): At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archer's magic arrows only function for her. For every two levels the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency (+1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level).

If you want other special abilities (such as flaming), you can enchant the special decks of cards as per normal (I'd house rule that you can enchant 54 cards at a time, instead of only 50 pieces of ammunition).

Power Card (Sp): I would probably be best to specify: '...can channel any spell that he can cast with a target other than personal...' to prevent abuse.
Deckbuilder (Ex): Actually, just place this a 1st level and call it a Scribe Scroll with an alternate medium. The gp cost can be reduced drastically, but you should never be allowed to create magical items wthout an XP cost.

You might need to make up a new 10th level ability, though.

Psychomagus

This class has no description. There is only a picture of someone familiar, and not quite familiar -- almost as if the person looks... new. There is a name beneath the picture, and things become clear as the picture matches the name.

Sarakha.

Psychomagi are not born, nor are they trained. A certain series of events, leading them down the path of madness and into the arms of the power that lies in their own, horribly twisted psyche. Through the combination of being subjected to mind-affecting spells and digging through obscure, maddening lore, an arcanist might find that his mentality simply slips away... leaving behind the psychomagus he will soon become.

Requirements
To qualify to become a psychomagus, a character must meet the following criteria.
Base Attack Bonus: +3.
Skills: Concentration 8 ranks, Intimidate 4 ranks, Knowledge (arcana) 8 ranks, Spellcraft 4 ranks.
Spells: Arcane caster level 3rd.
Special: Must have been subject to a confusion effect, a charm or compulsion effect, and a fear effect.

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

BAB Fort Ref Will Special Spells per Day/Spells Known
1. +1 +2 +0 +2 Madness +1 level of existing arcane spellcasting class
2. +2 +3 +0 +3 Sublimate +1 level of existing arcane spellcasting class
3. +3 +3 +1 +3 Dementia +1 level of existing arcane spellcasting class


Class Features
The following are class features of the psychomagus.
Weapon and Armor Proficiency: Psychomagi gain no additional weapon or armor proficiencies.
Spells: At each new level, a psychomagus 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 psychomagus, he must decide to which class to add each level for the purpose of determining spells per day and spells known.
Madness (Ex): A psychomagus is irretrievably mad. He loses 2 points of Wisdom and gains 2 points of Charisma for every level he gains in this class, and from now on, he uses his Charisma for Will saves instead of his Wisdom modifier.
Sublimate (Ex): At 2nd level, a psychomagus has learned how to sublimate his mentality even further to boost his physical might. Once per day, for a number of rounds equal to his class level + his Charisma modifier, he may choose to take a -6 penalty to his Intelligence to gain a +8 to Strength and Constitution. While his mentality is sublimated, he may not use spells, invocations, or spell-like abilities; however, he may use supernatural abilities, focusing them through his mental rage. Otherwise, this ability functions as a barbarian's rage, though the psychomagus suffers the effects of being shaken afterwards, instead of fatigue.
Dementia (Ex): By the time a psychomagus reaches 3rd level in this class, his mind is warped and twisted beyond recognition. He becomes immune to fear, charm/compulsion, and confusion effects, except for his own. For example, he could be affected by his own confusion spell if it were turned on him, and he is still shaken at the end of his sublimation. Furthermore, any creature attempting to directly contact the mind of a psychomagus (such as with a detect thoughts spell or telepathy) must make an opposed Charisma check as a free action against the psychomagus. Failure means that the spell is lost and the contacter is subject to a confusion effect that lasts for one hour. However, this madness takes a physical toll, reducing hit point gains -- past and future -- by 1 hit point per Hit Die. Furthermore, all of his physical ability scores (Strength, Dexterity, Constitution) are permanently reduced by 2.


Simple and to the point. :ayyy:

I would drop the Skill requirement, as the Spells requirement is enough to limit entry level. However, the Madness (Ex) ability is quite powerful, so I would not give +1 level of existing arcane spellcasting class at 1st level. Otherwise, great PrC.

Soul Duelist

They stood facing one another, alike yet different, on the same path but having reached it different ways. He was a disciplined soulknife, focused and ready to fight. His opponent was a warlock, his blade formed of arcane energy. Somehow, though, they knew the same techniques of the reikendo training. It was absolutely maddening! And so it was with that thought in mind that the disciplined soulknife struck first...

...and at the end of the duel, the warlock struck last. "And that's all that counts."

Soul duelists are divided into two groups: the arcanists and the psychics. Invented by an evil cerebromancer of obscure infamy, they first served as elite assassins, striking out at mortal and celestial alike -- until they began to see the light. To this day, the disparate groups cannot see eye to eye despite their agreements on the secret reikendo techniques they can all learn. They are prone to arguments over whether magic or psionics is superior, and it is the leading cause of duels between the separate clans.

Requirements
To qualify to become a soul duelist, a character must meet the following criteria.
Alignment: Any chaotic (soulsabre wielders) or any lawful (mind blade wielders).
Base Attack Bonus: +4.
Feats: Soulwielder, Twofold Soulwielder (or Two-Weapon Fighting and see Special, below).
Skills: Balance 5 ranks, Concentration 8 ranks, Jump 5 ranks, Tumble 5 ranks.
Special: Mind blade and shape mind blade class abilities (or see Feats, above).

Class Skills
The soul duelist's class skills (and the key ability score for each skill) are as follows: Balance (Dex), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Sense Motive (Wis), Search (Int), Spot (Wis), and Tumble (Dex).
Skill Points at Each Level: 2 + Int modifier.
Hit Die: d8.

BAB Fort Ref Will Special Spells/Feats
1. +1 +0 +2 +2 Enhanced mind blade/soulsabre +1 level of existing arcane spellcasting class/bonus psionic feat
2. +2 +0 +3 +3 Reikendo technique --
3. +3 +1 +3 +3 Acrobatics --
4. +4 +1 +4 +4 -- +1 level of existing arcane spellcasting class/bonus psionic feat
5. +5 +1 +4 +4 Improved Soulwielder --
6. +6 +2 +5 +5 Reikendo technique --
7. +7 +2 +5 +5 Skill mastery +1 level of existing arcane spellcasting class/bonus psionic feat
8. +8 +2 +6 +6 -- --
9. +9 +3 +6 +6 Greater Soulwielder --
10.+10 +3 +7 +7 Reikendo technique +1 level of existing arcane spellcasting class/bonus psionic feat


Class Features
The following are class features of the soul duelist.
Weapon and Armor Proficiency: Soul duelists gain no new proficiencies with weapons, armor, or shields.
Spells: At 1st, 4th, 7th, and 10th level, a soul duelist that wields a soulsabre 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 soul duelist, he must decide to which class to add each level for the purpose of determining spells per day and spells known. If the soul duelist wields a mind blade, he instead gains a bonus psionic feat.
Enhanced Mind Blade/Soulsabre (Su): A soul duelist's favored weapon continues to grow in power. Levels in soul duelist stack with levels that grant a mind blade for the purpose of enhancement bonuses to attack and damage. A soulsabre can now be brought into existance and maintained even within an antimagic field or similar effect, if its wielder succeeds on a Will save (DC 20). If he is successful, he maintains his soulsabre for a number of rounds equal to his class level.
Reikendo Technique (Su): As a soul duelist's training continues, he unlocks various secrets of the reikendo technique. At 2nd, 6th, and 10th levels, he may learn one of the following abilities, usable while he wields his mind blade or soulsabre.
Saberedge: You can attack two adjacent squares with one slash. However, if you use the full-attack action, you must strike those same two squares.
Shatterer: By using a move action and making a Concentration check, you can deal extra damage on your next strike and ignore the hardness of objects. You deal 1 extra point of damage for every 3 points of your Concentration check (DC 18 = 6 extra damage).
Shielding: You can add one point of your Charisma modifier per level as a bonus to your Armor Class.
Shockwave: You can take a standard action to make a shockwave slash, dealing your mind blade or soulsabre damage to everything along a 15 foot line.
Soulreach: Your melee attacks with your mind blade or soulsabre gain reach, allowing you to strike targets five feet away.
Spinrazor: By taking a full-attack action, you can strike at all squares adjacent to you.
Steadying: You may take a standard action to deliver a steadying strike. If the target fails on a Fortitude save (DC = damage dealt + Cha modifier), the target is stunned for one round.
Acrobatics (Ex): A 3rd level soul duelist may start adding his class level as a competence bonus on Balance, Jump, and Tumble checks.
Improved Soulwielder (Su): At 5th level, a soulsabre wielder gains the Improved Soulwielder feat for free. A mind blade wielder can now deal 1d8 points of damage with his short sword mind blade(s), and it now deals damage as a magic weapon of his alignment.
Skill Mastery (Ex): A 7th level soul duelist can take 10 on any Balance, Jump, or Tumble check, even if rushed or threatened.
Greater Soulwielder (Su): At 9th level, a soulsabre wielder gains the Greater Soulwielder feat for free. A mind blade wielder can now deal 1d10 points of damage with his short sword mind blade(s), and he can execute a flurry of slashes, taking a -2 penalty on all attack rolls in that round to gain an additional attack at his highest base attack bonus (with the -2 penalty).

Not to much to say about this one. It looks good, but the Soulwielder feat chain it is based on is too new for me to have had any experience with it. I do think, however, that this migh work better as a mind-blade style core class than as a PrC... or maybe not. Can't tell at the moment, sorry.
Dogurasu_Thanatos

05-31-05, 09:05 PM
Hmm... a lot of negaties this time, but then again, I guess I can't win them all, huh? Ah well. In any case, thanks for your time with the C&C. I'm glad that at least the psychomagus mostly balanced out, or at least seemed to.

I have to agree with you on the karmamancer, especially after looking over your information. You make a lot of good arguments, and doing something like taking all spellcasting out would just make it weird. Scratch one idea -- like I said, I can't win them all!

With the sorcerer/warlock classes, again I have to agree -- but not so much this time. However, you've taken the idea (at least that for the roar of Apsu) and altered it enough to suit a campaign. The idea behind them was to make an arcane spellcaster of a particular dragon god, and since one was evil and the other chaotic (good), I figured that adding in warlock would work out well -- especially in the case of the Zarius' favored, which is perfect for a warlock fighting evil with zeal. In any case, they're supposed to be casters with a touch of their gods in them. I can probably work with the added template and the ideas you've provided to make some (arcane!) magic happen.

The spelldeck arcanist was a bit of a mistake to put on this board. Effectively, a full warlock can't become one, so... oops! However, with your suggestions, I could probably make it work better. I've also been given the suggestion of making the class more 'Gambit-like,' giving them an ability similar to the soulknife's psychic strike since the shuriken is so weak. I was thinking a move action to give them +1d6, with it rising at certain levels (probably up to just +2d6). Any thoughts?

Ah, my psychomancer. The Madness ability was actually derived from the derro racial madness, but I can see it being overpowering. Losing the first additional level of arcane spellcasting wouldn't be bad.

As for the soul duelist... well... I'm really not too sure about it, either, frankly. I'll probably scratch that one completely, as well, in the end. Again, can't win them all.

Thanks again, wuyanei; I'll work with your suggestions when I can find the time -- reality rears its ugly head, and lo, I must face it lest I be slain.
lostone

06-01-05, 02:40 PM
Yet another dark figure enters. It is of a height a human would consider average and is wearing a heavy, tattered cloak. Due to the shadowy light in the room and the deep hood it is impossible to make out the features on the face, but it is possible to see two pin-pricks of red light under the hood. The sickly-sweet stench of decaying flesh wafts from this figure, but not strong enough to be overpowering. It looks around at each individual as if weighing their souls, then proceeds to the nearest chair and sits. In a raspy voice it says, "Carry on about your business. I seek not for permission to join your circle, because that is a foregone conclusion. I have been observing you from afar and have decided this circle is worthy of my presence." :king:

I'm very intrigued by the idea of a Lichlock :evillaugh

I'm new to this Guilds board, anything I should know?

I just found this thread and skimmed until I got burned out, then I skipped about 22 pages and read the last 25 posts or so. :blink: A few comments:
I like what I see here. I did not read everything in depth but what I did read seems to be well thought out for the most part. Some of it I'd allow in my own game, some things might require some tweaks, and some things are too powerful when considering that they could be done every round all day. I can't say I like all the bard-like abilities though, if you want to play a bard...play a bard. Bard-like characters just don't fit the flavor of a warlock in my mind.

Maybe I missed them but these are some things I'd like to see (and if they are already here kindly point them out to me):
Ways to get more invocations, 12 by level 20 seems pretty limited.
My group allows Supernatural Transformation (feat from savage species) to be used on the Eldritch Blast, however it seems that WotC or the sage or someone ruled against this. So maybe it would be good to create a feat that will change the Eldritch Blast to a supernatural ability, thus getting rid of that pesky Atttack of Opportunity problem.
What is this arena that De Batavier is/was participating in? I didn't think WotC still had arenas. Granted this is 6 months ago...

Kinda, but not quite so cool. (Living ship) Comes from the Player's guide to the Planes.Player's Guide to the Planes? I have Manual of the Planes and Planar Handbook, I did not see it in either (I didn't look to hard). Is that a 2E book or do I need to look at those books again? Page number and correct book title would be helpful if it is one of those two books. :)

And lastly, here are a creation of my own (not playtested):

Eldritch Warmth
Lesser Invocation
Benefit: You creating 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 someone who is at negative hit points, or between fights, but not useful in a fight. 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.
Dogurasu_Thanatos

06-01-05, 03:24 PM
IC:

Almost as if on cue, after the newcomer's egotistical entry, Sarakha strides out of his cloistered room, a new pet -- a phase wasp that almost looks like it was re-inflated after being squished -- walking from one shoulder to the other. He looks over the creature, seems to think for a couple of moments, and he nods a bit.

Whipping a scroll out from his belt, he unrolls it and lets it hang in midair, the runes on the open parchment glowing and floating from the page. With a command word, Sarakha brings his hand to the back of the scroll, pushing it toward the arrogant new arrival, whose outer robes instantaneously vanish, leaving his normal remaining clothing all that remains.

"Greetings, fell lich, from the Warlock's Circle," Sarakha states in a clear voice. "I am the mad warlock Sarakha, and if you would care to join our circle, then perhaps we could spare a place for someone so arrogant as yourself." He grins and snaps once, dispelling the apparent invisibility enchantment on your clothing. "Come along, B-L-Z-Bug. There is more research to be done!"

Cackling insanely as 'B-L-Z-Bug' flies around his head, Sarakha strides back to his cloistered chamber. Once inside, mutterings about some places called 'Popstar' and 'the Mushroom Kingdom' can be heard, just before he closes the door. Soon after, B-L-Z-Bug flies through the window in the door, carrying a small scroll and placing it into the box beside the door, where various other scrolls have stacked up. A sign saying "Use at your pleasure and peril" is written on the box in various languages, most prominently in Common and Fiendish.

New Invocation
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; however, a circlet of energy appears on your head. Removing this circlet (by you or anyone else) ends the invocation's effect on you; three rounds later, the circlet of energy restores the 'eaten' character in the position of the energy circlet. This energy circlet cannot be broken, though it can be mentally formed into any hat shape; this is purely cosmetic and has no game effect.
You may also choose to end the spell 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.

OOC: Welcome to the Circle, lostone! Don't get sore at the IC post; my character is quite literally mad and is prone to killing and blooded servanting small magical animals that annoy him (hence the pets), long hours of invocational research of all kinds, and pulling crazy stunts (such as striking out at an apparent war-lich, if you will) when the opportunities arise. :D If you can see signatures, mine should have a link to a page that has links to all the warlock stuff I've made, should you want to look over it (the only thing that won't be on there is my newest invocation; thanks, Kirby!). Enjoy your stay!
lostone

06-01-05, 03:45 PM
Whipping a scroll out from his belt, he unrolls it and lets it hang in midair, the runes on the open parchment glowing and floating from the page. With a command word, Sarakha brings his hand to the back of the scroll, pushing it toward the arrogant new arrival, whose outer robes instantaneously vanish, leaving his normal remaining clothing all that remains.

"Greetings, fell lich, from the Warlock's Circle," Sarakha states in a clear voice. "I am the mad warlock Sarakha, and if you would care to join our circle, then perhaps we could spare a place for someone so arrogant as yourself." He grins and snaps once, dispelling the apparent invisibility enchantment on your clothing. "Come along, B-L-Z-Bug. There is more research to be done!"OOC: Well I won't be a nitpicker about spell-resistance and all that. :D

It would have been more amusing to witnesses if there was enough flesh on its face to form an expression of shock or surprise. What is now visible is a human lich wearing noblemans clothing in a combination of rich blues and purples, and wearing a princes crown and many pieces of begemmed jewelry. This lich is apparently old, having most of its flesh gone leaving a bleached skeleton. It glares after Sarakha and after the offender is out of sight turns that baleful glare on the rest of the gathered crowd and then shrugs to itself. Muttering under his breath, "Well I should have expected something like that from that clown. He won't get the best of me next time." The Lost One proceeds to pull up a chair and look around at the crowd. Speaking in a strong commanding voice he asks, "So, what is the topic of discussion? It has been a while since I had a real conversation. You may call my m'Lord or Lost One, for I am truly lost to my people, as they are lost to me."
Cazic

06-01-05, 06:01 PM
OOC: Well I won't be a nitpicker about spell-resistance and all that. :D

It would have been more amusing to witnesses if there was enough flesh on its face to form an expression of shock or surprise. What is now visible is a human lich wearing noblemans clothing in a combination of rich blues and purples, and wearing a princes crown and many pieces of begemmed jewelry. This lich is apparently old, having most of its flesh gone leaving a bleached skeleton. It glares after Sarakha and after the offender is out of sight turns that baleful glare on the rest of the gathered crowd and then shrugs to itself. Muttering under his breath, "Well I should have expected something like that from that clown. He won't get the best of me next time." The Lost One proceeds to pull up a chair and look around at the crowd. Speaking in a strong commanding voice he asks, "So, what is the topic of discussion? It has been a while since I had a real conversation. You may call my m'Lord or Lost One, for I am truly lost to my people, as they are lost to me."

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.
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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.

[EDIT] I am going to change these classes to a 5-10 level PrC to help balance.
Mind of Transcended Earth
Requirements~~~~~~~~~~~~~~~~~
Class: Must have at least one level of Mind of Tortured Earth.
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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.
Dogurasu_Thanatos

06-02-05, 07:18 AM
Cazic: The animate fire spell can be found in the Complete Arcane; basically, it allows you to turn a 5' x 5' cube of fire into a Small animated object with hardness 0 and the burn special quality (as a Small fire elemental).
Cazic

06-02-05, 09:00 AM
Cazic: The animate fire spell can be found in the Complete Arcane; basically, it allows you to turn a 5' x 5' cube of fire into a Small animated object with hardness 0 and the burn special quality (as a Small fire elemental).
Ah! No wonder I couldn't find it. Thanks. :)
De Batavier

06-02-05, 09:59 AM
Updated the Library


Yet another dark figure enters. It is of a height a human would consider average and is wearing a heavy, tattered cloak. Due to the shadowy light in the room and the deep hood it is impossible to make out the features on the face, but it is possible to see two pin-pricks of red light under the hood. The sickly-sweet stench of decaying flesh wafts from this figure, but not strong enough to be overpowering. It looks around at each individual as if weighing their souls, then proceeds to the nearest chair and sits. In a raspy voice it says, "Carry on about your business. I seek not for permission to join your circle, because that is a foregone conclusion. I have been observing you from afar and have decided this circle is worthy of my presence." :king:

Greetings and be welcome to our circle. Though i would find the time to find the right speaking tone around here, if i were you. Not all are as forgiving as i am.


I'm new to this Guilds board, anything I should know?

As long as you abide by the CoC you can do nothing wrong here. Just make clear what is RP and what's not (your use of color shows you know that trick, but keep in mind that even RP can fall under CoC.)

The stickies in the guild house explain this also. You can join as many of the guilds/foudations/circles as you want.



Ways to get more invocations, 12 by level 20 seems pretty limited.
My group allows Supernatural Transformation (feat from savage species) to be used on the Eldritch Blast, however it seems that WotC or the sage or someone ruled against this. So maybe it would be good to create a feat that will change the Eldritch Blast to a supernatural ability, thus getting rid of that pesky Atttack of Opportunity problem.
What is this arena that De Batavier is/was participating in? I didn't think WotC still had arenas. Granted this is 6 months ago...



There is a feat in Complate Arcana, extra invocation, that you can take
Looking forward to the end result. ;)
The arena is Ocy's Mountain top Arena. This is/was part of the Inter Foundation War Games. It's a thread right here in the guild house.



Player's Guide to the Planes? I have Manual of the Planes and Planar Handbook, I did not see it in either (I didn't look to hard). Is that a 2E book or do I need to look at those books again? Page number and correct book title would be helpful if it is one of those two books. :)

IIRC, it's round page 70, vehicles, in the Planar Handbook


Hope that answered your questions.

:cool:
lostone

06-02-05, 10:26 AM
Greetings and be welcome to our circle. Though i would find the time to find the right speaking tone around here, if i were you. Not all are as forgiving as i am.So I see. I apologize for my arrogant manner, it was merely a test of character. I no longer have a rightful claim to the title of Prince though it is amusing to occasionally resume the title. I am pleased to know that this fine collection of individuals does not solve all its problems with brute force.
IIRC, it's round page 70, vehicles, in the Planar HandbookFound it, not sure how I missed it.
DolArrah

06-02-05, 01:09 PM
Syberis protect, this is becoming a more serious problem then I thought. Anyway, lostone, we welcome you , although I hope you will not betray us, as we all know how . . . treacherous you undead are.

My studies have unearthered an ancient technique, known as Dreaming. It shows us a way to see into the future, and I have seen many things with this power, including the future of this circle, many possible futures, all intertwinded.


*note, this is nothing against you lostone, my character dislikes undead and saw many of his friends killed by them.*

Dreaming
Least; Level 3

With this invocation, the warlock can put herself in a sleep-like state, called Dreaming. In this, the warlock goes to another realm, Dal Quor in Ebberon or some dream plane in another cosmology. Anything done to the warlock in that plane affects her body, and vice-versa. Quori are there, who will hinder the warlock but, with an act of will, the warlock can force them to leave. With a Charisma check, DC 15 + the HD of the creature (or creatures, in which case the check is the total HD of all the creatures) she is trying ot repel. They must stay 20 feet away, although their magic can afect you.
In Dal Quor, the warlock can go anywhere, including 'Where you need to be', and can talk with anyone who uses this same power. Ancient warlocks used to use this for that purpose. In addition, you can go into the dreams of any one person, and ask them a question. They may answer, but you can affect their dreams, using a nightmare spell that only deals 1 point of constitution damage, +1 per every 4 levels.
lostone

06-02-05, 01:43 PM
Syberis protect, this is becoming a more serious problem then I thought. Anyway, lostone, we welcome you , although I hope you will not betray us, as we all know how . . . treacherous you undead are.Indeed.My studies have unearthered an ancient technique, known as Dreaming. It shows us a way to see into the future, and I have seen many things with this power, including the future of this circle, many possible futures, all intertwinded.And what advice would you offer based on what you have seen?*note, this is nothing against you lostone, my character dislikes undead and saw many of his friends killed by them.* I take no offense to things said in character. I have in my past played many characters that are far different from myself, whether they be racist, criminals, even sexual predators. None of those reflect myself and I realize other roleplayers are the same way. Roleplaying is a way to escape reality for a while and be something other than what you really are. :D
DolArrah

06-02-05, 02:19 PM
Do you wish to know what lies in the future, lich? Do you really want to know your future? Do not walk the path you are taking, for that will lead to madness. You shall betray your friends and join your enemies. You shall remain true, but that shall be your downfall. You shall break all ties and study a realm of magic. That is what I see, for you. More oft than not, I see horrible horrible things, but the rare good things, well, they are worth it.
Dol Arrah slumped on the table, his energy spent on the magic. He wispers a word and disapears in a puff of white smoke.
lostone

06-02-05, 02:56 PM
Do you wish to know what lies in the future, lich? Do you really want to know your future? Do not walk the path you are taking, for that will lead to madness. You shall betray your friends and join your enemies. You shall remain true, but that shall be your downfall. You shall break all ties and study a realm of magic. That is what I see, for you. More oft than not, I see horrible horrible things, but the rare good things, well, they are worth it.
Dol Arrah slumped on the table, his energy spent on the magic. He wispers a word and disapears in a puff of white smoke.The Lost One chuckles in that raspy and turns back to the rest of the group, seeming content to listen to other conversations for now.

Nice little prophecy, good and vague.
Dogurasu_Thanatos

06-02-05, 06:20 PM
OOC: ...that prophecy reminds me of Sarakha, at least the first and last sentences. :D

As for the dreaming invocation, it seems a little too powerful for a least invocation -- the 3rd-level spell equivalent proves that, even though I think it might be even better suited at 4th-level equivalent for its versatility. In any case, it needs to be a lesser invocation, in my opinion -- something you can't just pick up from level 1.
Dogurasu_Thanatos

06-02-05, 11:13 PM
OOC: I've updated my library (http://boards1.wizards.com/showpost.php?p=6243484&postcount=751), for those who wish to see some of my new invocations, as inspired by fellow warlocks in the Circle. All comments and criticism are always welcome!
wuyanei

06-03-05, 02:34 PM
Reply to Dogurasu_Thanatos:Hmm... a lot of negaties this time, but then again, I guess I can't win them all, huh? Ah well. In any case, thanks for your time with the C&C. I'm glad that at least the psychomagus mostly balanced out, or at least seemed to.

Did it really seem that way? :( That certainly was not my intention! :blush: I blame sleepiness and lack of good coffee. It hard to write lighthearted C&C when you are half dropping alseep. Sorry 'bout that! :)

In truth, my net impression of your PrCs were far more positive than negative. The karmamancer would need rebalancing, and it still might not fit my games even then, but as a PrC class itself was actually very innovative.

The fact is, if I did not like it, I would not have bothered to C&C ;)

I have to agree with you on the karmamancer, especially after looking over your information. You make a lot of good arguments, and doing something like taking all spellcasting out would just make it weird. Scratch one idea -- like I said, I can't win them all!

Actually, the karmancer need not lose 'all' spellcasting -- just enough levels to bring it's power in line. Basically, I would treat imposing a -4 to a save (or +4 to an ally's DC) is the equivalent of casting a ranged bestow curse (Sor/Wiz 4+1 = 5the level spell) on the foe in question (actually it is a but better, since rays still require a ranged touch attack -- but we will ignore this minor point for now). Imposing a -8 penalty to saves / AC (or +8 to DC / to hit) is the equivalent of a ranged bestow greater curse (Sor/Wiz 8+1 = 9th level spell). So this clearly sets an upper limit to the power you can grant to the karmamancer.

Personally, I would set an upper limit of +4/-4 to saves, skills, attack rolls or AC, since you can increase your power while lowering your enemies'. This will solve most of the problems of balance (such as imposing a -10 to saves, then following up with a finger of death).

Now, I don't suppose you will want to give the karmamancer a 9th-level equivalent supernatural ability 20/4 = 5 times per day, even at 10th level, so you might need to adjust the number of karma points granted, but all of this can be finessed later. In conclusion, I thought it was good, but I simply could not work it into my games. It was not my intention to sound discouraging. :)

With the sorcerer/warlock classes, again I have to agree -- but not so much this time. However, you've taken the idea (at least that for the roar of Apsu) and altered it enough to suit a campaign. The idea behind them was to make an arcane spellcaster of a particular dragon god, and since one was evil and the other chaotic (good), I figured that adding in warlock would work out well -- especially in the case of the Zarius' favored, which is perfect for a warlock fighting evil with zeal. In any case, they're supposed to be casters with a touch of their gods in them. I can probably work with the added template and the ideas you've provided to make some (arcane!) magic happen.

Nods. This is why you should always treat any offered C&C as 'FYI' only. I misunderstood your idea for the class. :blush:

In this case, I would suggest giving them 4/5 caster levels, but not adding invocation powers to spontaneous casters, or vice versa. The caster level penalty is mostly to pay for the 3/4 BAB and better HD -- the additional special abilities are basically balanced with the abilities granted by loremaster, or other full-caster PrC classes (remember, you pay a 1-feat entry price, which is a heavy toll for Sor/Wlk). Warlocks and sorcerers can still benefit from the dragon-sworn powers. They just do so differently.

It may seem that, written this way, a sorcerer would benefit more from taking this class than a warlock. However it really is not so, because -2 level of spells known / spell per day hurts a sorcerer (who is already 1 level behind a wizard) far more than it does a warlock. This is partially because the warlock can use any invocation he knows an unlimited number of times per day, partially because the warlock's schtick never relied on him knowing many 'spells' in the first place. Just take the practiced spellcaster feat to recover the eldritch blast damage, and he is just fine on the battlefield. To a sorcerer, however, -2 level *hurts*.

Anyways, I'll stop now. You probably skimmed over it, but *had* mentioned that I really liked the flavor of these two PrCs -- especially the Roar of Apsu. I consider the special abilities they grant great 'alternate special abilities' to the warlock's present group -- sort of like the Ranger's fighting style choice, or a monk's bonus feats. Actually, I like the 'Roar of Apsu' ability so much, that I've decided to blatantly and shamelessly steal it. ;) Please feel free to criticize the Roar of Apsu invocation group below (which I will probably introduce next session), if it doesn't make your head blow up in rage. :p

The spelldeck arcanist was a bit of a mistake to put on this board. Effectively, a full warlock can't become one, so... oops! However, with your suggestions, I could probably make it work better. I've also been given the suggestion of making the class more 'Gambit-like,' giving them an ability similar to the soulknife's psychic strike since the shuriken is so weak. I was thinking a move action to give them +1d6, with it rising at certain levels (probably up to just +2d6). Any thoughts?

Sounds great to me! Just steal the Precise Strike ability from the duelist -- +1d6 at 2rd, 6th and 10th level. Move Deal with Melee up to 1st level, drop Never lose a card, reduce deckbuilder to a scribe scroll like power gained at 1st level, and you would be all set:

Lvl Special
1. Deal with melee, scribe card, imbue card (+1)
2. Precise strike +1d6
3. Power card 1/day
4. imbue card (+2)
5. Cardslinger feat
6. Precise strike +2d6, Power card 2/day
7. imbue card (+3)
8. Cardslinger tech
9. Power card 3/day
10. Precise strike +3d6, imbue card (+4)

Considering you are only getting 6/10 caster level, the benefits certainly do not seem overpowering. Those 4 lost caster levels will *hurt*, even with practiced spellcaster.

BTW, I don't mind C&Cing non-warlock related material -- enjoy doing so, actually. If you think it is inapproperate for the thread, you can mail it to me via private message. I'll be glad to look them over... but of course, I can't promise that I'll actually come up with anything 'useful.' That, we'll have to trust to fate. ;p

BTW^2: Why *can't* warlocks take the class? Just add: 'Spelldeck arcanists that can use the eldritch blast invocation can channel their eldritch blast into their cards. This ability is similar to the hideous blow invocation, except that the blast is delivered by the card instead of a melee attack, and the card remains embued with eldritch power for up to 8 hours.' to the descriptive text of Power Card (Sp). Everthing else can be done with imbue item. (Granted, the warlock will have to wait until he is at least 12th warlock level before he can use this ability, but so what? The other abilities are still good enough.)

As for the Requirements, just change them to:

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 spellcaster 3rd.

It's not as if the 4 lost caster levels and 4 wasted skill ranks [Profession (gambler)] are not penalty enough -- especially for a skill-poor primary-caster class such as a wizard, sorcerer or warlock (bards willhave it easier here, as they should for this class). The skills requirement (8 ranks) will serve to limit entry to 5th level and above.

The more I think about it, the more I like this class. Maybe I'll have 'Yanei' take a few levels in it. ;)

Ah, my psychomancer. The Madness ability was actually derived from the derro racial madness, but I can see it being overpowering. Losing the first additional level of arcane spellcasting wouldn't be bad.

Shrug. DM-style issue, I suppose. I don't let my players get away with piling on flaws, then trying to 'role-play' away the weaknesses. (Real role-play is great, but you can't go and say, 'I'm utterly, totally insane. However, I'm insane in such a rational, logical and emotionally stable fashion that nobody else can ever tell that I am insane. But I *am* insane. Trust me.' That feels like cheating, and is just not fun for anyone. If you claim to be bonkers, you have to show it in a way that amuses all players. Or at least in a way that amuses *ME*. I mean, the least you should do is laugh creepily once on a while or something!) A +3 bonus to Will saves (free use of Iron will, basically) is not a really game-breaking power, though if you had expanded this into a 5-level PrC I'd probably say something about it. Same thing goes for Dementia (Ex). Its a bit good for a 'normal' ability (only paladins and holy liberators get similar abilities, and they have to pay a price in the form of their 'code'), but as a consequence of madness? Its alright.

I *would* rule, however, that a player who consistantly fails to act in a suitably 'mad' fashion IC has somehow been cured of his madness -- ie. he immeadeately loses all class abilities. People *do* recover from madness spontantously... perhaps you are one of the rare lucky ones? If so, congratulations! (So SORRY about your class abilities... and it serves you right, you filthy, munchy, munchkin, you! :devil: )

That being said, one less caster level would be fine, if only to prevent such min-maxing.


As for the soul duelist... well... I'm really not too sure about it, either, frankly. I'll probably scratch that one completely, as well, in the end. Again, can't win them all.

It not that I didn't like it. It's just that I don't use psionics IMC, so I have very little to say about this psionic-like PrC. From what I can tell, it seems like a TWF-ing ranger, mixed with a soulknife. Thats fine. I just thought the Ranger-esq abilities might be better if spread across 20 levels, since both the ranger and soulknife are core classes.

Really, I just don't know enough to comment in depth on this one.


Thanks again, wuyanei; I'll work with your suggestions when I can find the time -- reality rears its ugly head, and lo, I must face it lest I be slain.

Fare thee well, Sir Thanatos! *waves a white hanky* May thy journey be swift and thy foes fall before you! .^_-.
wuyanei

06-03-05, 02:37 PM
C&C of Dogurasu_Thanatos' new invocations: Again, everything is IMHO only. Use or discard at your sole discretion. If I didn't like the stuff in the first place, I would not have bothered to C&C.

That said, let us proceed!

Edit: C&C for Chlorine Breath added! :D

I would also like to thank De Batavier for the idea behind my new skill-based invocations and wuyanei for the idea behind my new drug-based invocations.

Wai! Thank *you* for writing them! :cheer:

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; however, a circlet of energy appears on your head. Removing this circlet (by you or anyone else) ends the invocation's effect on you; three rounds later, the circlet of energy restores the 'eaten' character in the position of the energy circlet. This energy circlet cannot be broken, though it can be mentally formed into any hat shape; this is purely cosmetic and has no game effect.

You may also choose to end the spell 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.

I :inlove: it!

However, I think the descriptive text could use some tightening. Mostly to enhance the creep-out factor. In particular, I don't see the reason for the 'circlet of energy'. Simply '... do not change form. The swallowed creature is trapped within an extra-dimensional space within your body. Dispelling the spell causes the swallowed creature to appear instantly besides you, unharmed.' would do fine, IMHO.

BTW, did you get your inspiration for this invocation from Dragon Ball? It sounds a lot like Cell's swallow ability -- well, what little I know about it. (OTOH, many stories feature monsters that gain the powers of creatures they eat.)

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.

Good one! :ayy: It's far pass time we had a web-style invocation. I only have one minor quibble: How long does the partial blindness last? As written it could be either 1 round (until the next Refl or Fort save), or until the end of the invocation. Personally, I would go with 1 round myself.

And I suggest adding (25 ft + 5 ft. / 2 levels) after 'close range'. It is just easier to understand this way, IMHO.

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.

Missed this one on the first go! :blush:

I like it. Especially since I plan to combint it with my own Iron Body (basically as the spell) invocation -- change into an iron golem, complete with breathe weapon. :devil:

Actually, I suggest reducing the damage to 1d3 Con, but require a save each round. Multiple uses of chlorine breath do not stack (the target still only needs to make one save per round). This makes it more similar to a cloudkill spell. This actually lowers the spell's combat power, since you could have breathed at the area each round anyways. However, it make the breath weapon lethal against trapped foes.

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.

Hmm... 'All skills are not born equal,' and Conc, SpCr and UMD happen to be the three most powerful in existance. A +6 bonus to these three skills is definitely better than a feat (Combat casting only gives you +4!). Concentration is one of the most important skills for a wizard, with spellcraft not far behind (just watch the players howl when they fail their spellcraft check to learn a spell!). We will be polite and not mention the sheer havoc a rogue can wreak with even a moderate UMD skill (4 rank, +3 Cha, +6 MagApt = +13 bonus at 1st level!). This feat (invocation, whatever) alone would be worth a 1 level dip into warlock (especially at 1st level for the d6 hit dice and unlimited blast). Even a specialist wizard gets only +2 to his spellcraft check!

I suggest changing the bonus to:

'You gain a +6 insight bonus to all UMD checks to activate scrolls and spell-trigger items, Decipher Script checks related to scrolls, and Spellcraft checks to identify spells and magic effects. This bonus does not apply to wizard-only uses of Spellcraft, such as checks to learn a spell from a spellbook or scroll, checks to prepare a spell from a borrowed spellbook. Nor does it apply to any spellcraft check not directly related to identifying spell and magic effects, such as drawing a diagram to allow dimensional anchor to be cast on a magic circle spell, researching new spells etc.'

This will limit the use of the invocation, while still perserving the invocation's 'magic aptitude' 'feel'. As it is, I still wonder if +6 bonus is to powerful... combine it with a circlet of persuasion, for an instant +9 to UMD...

Fundamentally, the problem lies in the fact that the three skill are all class skills. Not only that, they are class skill that the Warlock has good incentive to max out. Most 'booster' invocations boost cross-class skills, so the result does not become overwhelming at high levels. A +6 to tumble is not such a problem, since the warlock will have to spend 2 skill points for each rank in the skill. This means that at higher levels, the rogue will still get better results at tumble then the warlock. But in this case, as you wrote the invocation, the warlock will and always will outshine the party wizard at spellcraft, thus upsurping the wizard's realm.

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.

I like it. :) No quibbles here (+8 unnamed bonus is good, but walk unseen is better).


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.

The 'and you may.... this invocation' is unneccessary. The DM decides when you get to make spot & listen checks. Mweh heh heh... :devil:

...

...

Ah! Okay. I see. :blush:

Every time you have a chance to spot something in a reactive manner you can make a Spot check without using an action. Trying to spot something you failed to see <reactively> previously is a move action. To read lips, you must concentrate for a full minute before making a Spot check, and you can't perform any other action (other than moving at up to half speed) during this minute.

In this case, I suggest:

'24 hours. While under the influence of this invocation, you may try to spot or hear something you failed to spot or hear previously once per round as a free action instead of as a move action.'

Also, I suggest you name the bonuses as insight bonuses. This is to prevent some really insane stacking results. (Such as beguiling influence + Tanar'rian Interrogation = +12 bonus. With 9 ranks, +4 Cha, +3 Circlet, +12 bonus, +2 synergy = +30 bonus to the Intimidate check a 5th level fledgling warlock could reliably cow a 20th level archmage... which is simply ludicrous. Plus, in theory, all unnamed bonuses stack, even bonus from the same source. So a warlock could use beguiling influence ten times in a row to get +60 on bluff, intimidate and diplomacy... :rolleyes:

I have house ruled that all the +6 to skills invocations grant insight bonuses.

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.

Suggest: 'You gain +8 insight bonus to all Intimidate and Sense Motive checks against any restrained creature (subjects of torture & interrogation) for 24 hours, and...'. If you use the suggested changes, reduce the invocation to Least; 2nd.

This is because for one thing, Tanar'rian interrogation methods probably would not be appliable to town guards standing in broad daylight in the middle of the market square. For another, it would be Bad Thing (for you) if a king or town mayor brushed you off, then somehow took 1d10 damage from you....


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.

Suggest that you name the bonuses as insight bonuses. To prevent insane stacking.

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).

Wai! Drug invocations! :love: Thank you for responding! We really need more drug-type invocations! :eek: Did I really say that?

Suggest: Change the bonus to strength and constitution to a alchemical bonus. This allows the effect to stack with Bull's Strength, which only increases to temptation to use it... don't worry, you can't get hooked on the first time...

I would also allow the side effect to last 1 minute regardless of caster level -- but it's not a big deal since most battles only last 1 round anyways.

BTW, I have a 'template' for these drug-type invocation that I find very useful. Here it is:

Bestial Dust <-- also called: Hulk Powder
Lesser; 4th;
With a flick of your hand, you create a 5 ft. radius burst of sparkling dust at any point within close range (25 ft. + 5 ft. / 2 levels). 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 the dust as a drug that is also considered a natural inhaled poison. The characteristics of the sparkling dust are as below:

Save DC: The Fortitude save DC to avoid the effects of the dust is 10 + half your caster level + your Charisma modifier. (Note: of the two Fortitude saves to resist a drug's effect, you cannot choose to voluntarily fail one save but attempt to resist the other. You must choose to accept or resist them both.)

Initial effect: 2 Intelligence, 2 Wisdom, 2 Charisma.

Secondary effect: Lack of focus (as side effect of barbarian rage) for 1 round/level.

Side effect: +4 enhancement bonus to Strength and Constitution for 1 round/caster level. Creatures that have successfully resisted the initial effects of the dust do not experience the side effects. The side effect begin as soon as the creature fails its save against the initial effects of the dust.

Addiction: 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).


Another drug! :cheer:

Do you mean 'spray' or 'ray'? Perhaps 'jet' might be better? In any case you will probably need to specify the range.

Actually, you do not need to allow a save against the acid damage, as it is direct damage. You could if you want to, but you do not need to.

Besides the two quibbles... its perfect! :inlove:

Wrath's Potency
Greater; 6th
With a flick of your hand, you create a jet of smoking, caustic liquid at a target within close range (25 ft. + 5 ft. / 2 levels). You must hit the target with a ranged touch attack. 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 the liquid as a drug that is also considered a natural contact poison. The characteristics of the liquid dust are as below:

Save DC: The Fortitude save DC to avoid the effects of the dust is 10 + half your caster level + your Charisma modifier. (Note: of the two Fortitude saves to resist a drug's effect, you cannot choose to voluntarily fail one save but attempt to resist the other. You must choose to accept or resist them both.)

Initial effect: 3d6 points of acid damage.

Secondary effect: Severe pain for 1 hour (as the symbol of pain spell).

Side effect: Gains the effect of divine power spell for 1 round/level at your caster level. Creatures that have successfully resisted the initial effects of the liquid do not experience the side effects. The side effect begin as soon as the creature fails its save against the initial effects of the liquid.

Addiction: Extreme addiction rating; Fort DC 25; Satiation 1 days; Damage 1d6 Dex, 1d6 Wis, 1d6 Con.

... and that is all for the moment. Beautiful invocations, Dogurasu_Thanatos. How do keep inventing such great invocations at such a rate -- I can barely keep up with the C&C! :D Not that I am complaining! 100+ new invocations and going strong! The warlock circle shall *crush* all that dare oppose us! :evillaugh
wuyanei

06-03-05, 03:25 PM
OOC: And now for the new invocations of this week... :w00t:

... and again, I need a new name for stimulating spores :yuck: If you have any ideas for a suitable name, please don't hesitate to tell me!

Shadow-borne Ascension
Least; 2nd;
Wispy shadows gather around you, allowing you to levitate yourself as the spell, at will. You may levitate up to your weight plus 100 lb. per caster level. Unlike the levitate spell, you may will yourself to drift horizontally at a speed of 5 ft. per round. You still become unstable if you attack while levitated. The duration for this invocation is 24 hours.

Apsu's Roar [Evil]
Lesser; 4th; shamelessly stolen from Dogurasu Thanatos
You channel the breath weapon of Apsu the Devil Dragon God. You breathe a violent blast of crackling indigo energy struck through with bolts of black lightning. This roaring blast of energy duplicates the effect of an unholy blight spell of your caster level. The blast fills a 30-ft. cone extending from your mouth. You cannot use this invocation if your alignment is not Evil.

Zarius' Wrath [Good]
Lesser; 4th;
You channel the breath weapon of Zarius the Celestial Queen of Luck Dragons. You breathe a brilliant burst of coruscating golden energy seeded through with silvery motes of holy light. This blinding burst of energy duplicates the effect of a holy smite spell of your caster level. The blast fills a 30-ft. cone extending from your mouth. You cannot use this invocation if your alignment is not Good.

Zov's Fury [Lawful]
Lesser; 4th;
You channel the breath weapon of Zov the Judge of all Dragonkind. You breathe an incandescent beam of steady, monochromic, cobalt-blue light. This unwavering line of light duplicates the effect of an order's wrath spell of your caster level. The beam fills a 60-ft. long, 5 ft. wide line extending from your mouth. You cannot use this invocation if your alignment is not Lawful.

Saih's Ire [Chaotic]
Lesser; 4th;
You channel the breath weapon of Siah the Messenger of Io. You breathe a roiling line of bounding, leaping energy shimmering with all colors of the rainbow, and then some. This swirling line of energy duplicates the effect of a chaos hammer spell of your caster level. The beam fills a 60-ft. long, 5 ft. wide line extending from your mouth. You cannot use this invocation if your alignment is not Chaotic.

Force of Nature [Air, Earth, Fire, or Water]
Dark; 8th; inspired by Dogurasu Thanatos
Choose one type of elemental from the following list: air elemental, fire elemental, earth elemental, or water elemental, air grue, fire grue, earth grue, water grue. The warlock may change into a small, or medium-sized elemental of that type at will. This ability works like a druid's wild shape ability, except the warlock can only change into the selected type of elemental. You can take this invocation more than once. You choose a different type of elemental each time you take the invocation. The duration for this invocation is 24 hours.

Iron From [Metal]
Dark; 8th;
You may use the iron body spell at will, except that the duration for this invocation is 24 hours.

Hallucinogenic Spores [Wood]
Greater; 5th; Conjuration (creation)
You can send forth a cloud of hallucinogenic spores in a cone-shaped burst out to a range of 30 ft. These spores are a strong stimulant, a powerful hallucinogen, and a highly addictive drug.

Treat the spores as a drug that is also considered a natural inhaled poison. The characteristics of the hallucinogenic spores are as below:

Save DC: The Fortitude save DC to avoid the effects of the spores is 10 + half your caster level + your Charisma modifier. You are never affected by your own hallucinogenic spores.

Initial effect: 1d6 points of Wisdom damage; the creature must make a Will save against DC 10 + half your caster level + your Charisma modifier each round for 10 rounds or be come confused for one round. No matter how many doses of hallucinogenic spores a creature has been exposed to, it only needs to make one Will save each round to avoid becoming confused.

Secondary effect: Creature must make a Will save against DC 10 + half your caster level + your Charisma modifier every 10 minutes for 3d6 x 10 minutes or become confused for 10 minutes. No matter how many doses of hallucinogenic spores a creature has been exposed to, it only needs to make one Will save every 10 minutes to avoid becoming confused.

Side effect: The creature suffers a -6 penalty to all saving throws involving illusions as long as the initial or secondary effect is in effect. The creature may ignore any penalties to its movement or ability scores due to fatigue or exhaustion for the same duration. The creature is not immune to fatigue and exhaustion.

Addiction: High addiction rating; Fort DC 14; Satiation 2 days; Damage 1d6 Dex, 1d6 Wis, 1d2 Con.

Psychostimulant Spores [Wood]
Lesser; 3rd; Conjuration (creation)
You can send forth a cloud of psychostimulant spores in a cone-shaped burst out to a range of 30 ft. Once these spores come into contact with a moist surface, such as -- but not limited to -- the nasal membranes of a living creature, the spores germinate and secrete a weak toxin that serves as a powerful stimulant, as well as a highly addictive drug.

Treat the spores as a drug that is also considered a natural inhaled poison. The characteristics of the psychostimulant spores are as below:

Save DC: The Fortitude save DC to avoid the effects of the spores is 10 + half your caster level + your Charisma modifier. You are never affected by your own psychostimulant spores. (Note: of the two Fortitude saves to resist a drug's effect, you cannot choose to voluntarily fail one save but attempt to resist the other. You must choose to accept or resist them both.)

Initial effect: 1d3 points of Constitution damage; +4 alchemical bonus to Strength and +4 alchemical bonus to Constitution for 1 minute. Creature becomes fatigued. The creature may ignore any penalties to its movement or ability scores due to fatigue or exhaustion for the same duration. The creature is not immune to fatigue and exhaustion - it merely ignores part of the effects.

Secondary effect: 1d3 points of Constitution damage. Creature becomes fatigued. (Note: a fatigued creature that suffers any effect that would normally cause fatigue causes the fatigued character to become exhausted.)

Side effect: The creature is highly excited and cannot focus or concentrate while the drug is in effect. The creature suffers a -2 penalty to Will saves, -2 penalty to AC, and cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.

Addiction: High addiction rating; Fort DC 14; Satiation 2 days; Damage 1d6 Dex, 1d6 Wis, 1d2 Con.

Xylomorphic Spores [Wood]
Least; 1st; Conjuration (creation)
You can send forth a cloud of xylomorphic spores in a cone-shaped burst out to a range of 30 ft. These spores burrow into the flesh and skin of living creatures, granting a natural armor bonus, resistance to various effects, partial damage reduction, and a strength bonus. However, the spores also impose a penalty to Dexterity. The spores are also moderately addictive.

Treat the spores as a drug that is also considered a natural inhaled poison. The characteristics of the xylomorphic spores are as below:

Save DC: The Fortitude save DC to avoid the effects of the spores is 10 + half your caster level + your Charisma modifier. You are never affected by your own xylomorphic spores.

Initial effect: 1d4 damage immediately, and creature must make another save each round for the next 10 rounds or take additional 1d2 points damage; suffer 1d4+1 point penalty to Dexterity score for 1 minute; and take 1 point of Dexterity damage; intense pain (-4 penalty to all Concentration checks) for 1 minute. By the end of this duration, the creature's skin is covered with a tangle of tough vine-like growths.

Secondary effect: -5 point penalty to Dexterity for 3d6 x 10 minutes if the creature had failed its save against the spores' initial effect; 1 point Dexterity damage plus 1d4+1 point penalty to Dexterity for 3d6 x 10 minutes otherwise.

Side effect: Creatures that succeeded on the Fortitude save to resist the spore's initial effect do not experience the side effects of the spores. Otherwise, during the time that the secondary effect is in effect, the creature gains +2 points alchemical bonus to Strength; +4 alchemical bonus to natural armor; becomes numbed to pain (immune to pain-induced penalties, including the effects of spells such as symbol of pain -- the creature takes damage as normal, but may not react normally to that damage); +4 alchemical bonus to Fortitude saves to resist stunning, paralysis, and polymorph effects; and it may convert the first 2 points of damage from any weapon or natural weapon attack into non-lethal damage (this ability has no effect on magical or energy damage, nor does it have any effect on non-lethal attacks).

Addiction: Medium addiction rating; Fort DC 10; Satiation 5 days; Damage 1d4 Dex, 1d4 Wis.

And that is all for today. G'night, everybody. See you tomorrow!
Dogurasu_Thanatos

06-03-05, 03:49 PM
wuyanei: I can see how one might be less than polite after lack of sleep. I guess I just reacted off the whole 'spur of the moment' emotion thing, which is just something about me that I have yet to personally cure. Overall, I accept your apologies and offer my own for my terrible reaction. Your C&C is always welcome, even if I take it too much to heart at first. :D

As for your latest replies... overall, I just need to practice my power-juggling, I guess.

Karmamancer: I've taken this one off the boards until I can bring its power back in line. I have already thought about limiting the points to just 1/level, but the limit on boosting -- maybe a total of 4 points of karma on any given target at one time? -- would limit the usefulness of the class in totality. It'll take a lot of juggling, so I'm going to just take it off here until I have it balanced. Thanks for your insights! :)

Spelldeck Arcanist: Well, I think between the two of us, we will have created an interesting cardslinger prestige class. If I could just alter the precise strike enough to deal energy damage... well, actually, never mind; I've literally just thought about it, and it seems like the 'Precise Strike' would work very well! :plotting:

Roar of Apsu/Zarius' Favored: Again, all I seem to need is someone to re-evaluate my thoughts so I can get them in line. My original re-thought for the classes was to allow the sorcerers the ability just to convert their spell slots into eldritch blast energy, 1d6/spell level, or even give them the eldritch blast ability outright, but no invocations in either case; as for the warlocks, my original idea was to just give them the spells from their chosen domains as spells known, and the ability to cast them as sorcerers of their roar/favored level (IE, 3 1st-level spells/day at 1st level, 4 1st at 2nd, 5 1st at 3rd, 6/3 at 4th, etc) -- again, with only the domain spells known. Still, all ideas have merit, and I'll continue to look into yours for inspiration! ...And I want to see these invocations you've made, too. My head won't go boom; I like people working with my ideas! :w00t:

Psychomancer: Indeed, that is a remarkable idea! Similar to the paladin's code, the psychomancer would have to be mad in order to keep the benefits of his madness (which makes all the sense in the world). With that being said, have I made myself sufficiently mad enough to keep my class abilities? ;)

Soul Duelist: As above, I've removed this from the boards until I'm sure I know what I want to do with it. Really, I think it just needs more flavor to make sense... maybe by dividing it into two disparate classes, I could make it work better.

Now, for the reply to your C&C on my invocations. On the subject of inspiration, as long as I'm being inspired, I hope to inspire others.

Gluttonous Mimicry: Actually, I based this ability off of Kirby and his Copy ability. That was the reason behind the 'circlet of energy:' as Kirby wears a hat to show what powers he has (a green toboggan for his Sword power, a red headband for Fighter power), so would the warlock wear a similar hat. That was also the thought behind the ability to spit out the target -- in the same manner Kirby spits enemies out as stars. However, the thought of altering the descriptive text holds some possibilities -- maybe by describing the 'gullet' the target is being held in...

Grasping Doom: Something about tentacles just kinda speaks to me, whether they're tentacles or snakes (abyssal serpents). As for the partial blindness, I was thinking that it would last a minute (similar to a poison effect), but maybe that's too long. 1 round seems okay, maybe slightly underpowered (hey, it isn't full blindness, after all). That will take some thinking...

Arcanist Aptitude: Hmm... well, you make a lot of good points there, and it may be something I'll have to either toss or give you full credit for (since I'll be C&Ping your idea for it). Thanks for the help!

Shadow Stealth: Thanks! I try my best. It works somewhat better than walk unseen for those that prefer subtlety to being outright invisible, and you can also attack without losing the effect.

Chlorine Breath: Well, I've just seen the changes possible for this, and I do believe I like them. Those changes seem to make the effect more what I was looking for, anyway.

Baatorian Scouting: With this invocation, I was actually playing off of a combination of Alertness, part of my fiendish senses invocation, and the Quick Reconnoiter feat in the Complete Adventurer. Making free reactive checks, however, probably wouldn't be such a bad change. I may have read the Quick Reconnoiter feat wrong, anyway.

Tanar'rian Interrogation: While I find your ideas to be interesting and useful, this is one I may have to leave to the side. I may change it to somehow state that the pain infliction/truth effect works on people you have successfully intimidated. However, I would think that most intimidation-based warlocks would be smart enough not to use this on a prominent figure if the warlock doesn't have the power to back himself up. If they want to intimidate the king or city guards, then so be it; it's their hides when they get stomped into nonexistance by the militia... :smirk:
(Side note: I may change it to more nonlethal damage, if only to prolong the agony...)

Subtlety in Motion: Yeah. I would house rule that they would all be insight bonuses, also. I think DM common sense would say that to most DMs (though some new DMs would be hard-pressed not to accept the stacking rule as acceptable practice...).

Bestial Dust: Thanks for the compliment on this one! I'll probably work with your suggestions and put them into the invocation.

Wrath's Potency: Again, thanks for the compliments and comments. A close-range jet would probably work, but as for the acid, I'm treating it more like poison. It's something I'll have to think about.

I do have one remaining question for you. As an optional focus, could something such as a well-crafted vial (of, say, 25 gp value x effective spell level) have a drug-based invocation cast upon it to store the potent creation? It would make for interesting sales... :smirk:

Many thanks and gratitude to you, wuyanei, for your continuous C&C on my stuff. You've been an immense help! :ayyyy!:
Dogurasu_Thanatos

06-03-05, 04:13 PM
OOC: Now, for my C&C on wuyanei's invocations:

Shadow-Borne Ascension: Interesting -- a lesser form of fell flight, perhaps? It makes an interesting choice for flight before you reach the ability to use lesser invocations.

Assorted divine dragon breaths: :ayyyy!: I like it when my ideas are used for the good of campaigns (so to speak)! My only change (and this is just to switch campaigns) would be to change Einae to Zarius.

Force of Nature: Perhaps drawing off of Rokugan may make this scream 'warlock' to me just a bit more, though this is a matter of flavor. Why not give the elemental you become the fiendish or anarchic (Planar Handbook, Manual of the Planes) template, or even the psuedonatural (Complete Arcane) template? Admittedly, the druid shouldn't have the monopoly on elemental forms, but the warlock should have to add his own little twist to it. Again, this is just my opinion.

Iron Form: :smirk: Couple this with your dread guardian idea...

Assorted drug invocations: I am still impressed with the idea of a drug-dealing warlock. I can definitely use these ideas, and I'm certain many others will be able to do so, as well...

By the way, I'm sorry I grouped them, but as things stand, I'm taking care of a 2-year-old as I type... :ghosted:
Von Crown

06-03-05, 05:01 PM
Mordred gets up from the chair he's been sitting in and brushes off the dust that has gathered. "The great prolifferation of information the circle has gathered recently largley due to the efforts of Yanei and Sarakha has induced me to come out with gifts for all, including a few thing almost certain to be appreciated by the afforsaid. First, to address the matter of a gift for Sarakha. I thought long and hard about what hewould appreciate, and it struck me. Perhaps he would be interesed in a pet from my world, so I have retrieved a creature I think he might have use for. I present- the 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.


"And also, let us not forget Yanei, who's presence brightens the room as well as fills the library. It was a hard decision, what to give such a beauty. But then I thought, why not some jewelry that also offers some measure of protection- The 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).


"And lastly, to the entire circle I grant knowledge of two new invocations from Dauthaar- Dark-Charged Blast and Dessicating Blast


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.


P.S.- Sorry for being away for a long time, my computer was having power source issues.
Dogurasu_Thanatos

06-03-05, 10:11 PM
OOC: ...Wow. That's rather nice of you, Von Crown! :D Furthermore, I have been inspired... :evillaugh

IC:

Upon receiving the darktail, Sarakha looks over the information on the dessicating blast. A flash of evil registers in his eyes, and he and the darktail (now perched on his shoulder) return to his room...

...and moments later, the darktail crawls out of the window in Sarakha's door, clenching a small scroll in its claws. It places the scroll in the box before crawling back into Sarakha's room.

Ravaging Hunger
Ravaging Hunger
Greater; 6th
The target of this invocation, which must be within close range (25 ft. + 5 ft./2 levels), is struck with a potent supernatural disease that causes severe hunger and thirst, with no incubation period. The target must make a Fortitude save or succumb to the ravaging hunger, taking 1d4 points of Strength damage and 1d4 points of Constitution damage as his body is subject to horrible pangs of hunger and unquenchable thirst. Subsequent Fortitude saves are at DC 16.
Von Crown

06-03-05, 10:26 PM
"I'm glad you appreciate it, it was one of the few successful end products of my attempts to create a stabe ecosystem in an area of black sand. They act as a sort of "energy scrubber" to convert negative energy into positive. Sine their somewhat accidental creation, I've been trying to see if I can create something that performs a similar process, but in reverse, allowing undead to benefit from cure spells. If you're interested, perhaps sometime you could come see my menagerie. Would that interest you?"
Dogurasu_Thanatos

06-03-05, 10:32 PM
"Indeed it would," Sarakha says in reply, speaking through his window as he writes things down on a sheet of steel with a sparking needle. "Just give me a short while; the blue creature I have recently been trying to communicate with has left me with little information and many spines in my hand."
Arshes

06-03-05, 10:43 PM
i might be buying complete arcane, but, i need to know if it is worth it.
Von Crown

06-03-05, 10:47 PM
this is hardly the place to ask if you want an impartial decision. Otherwise, yes :P
Cazic

06-03-05, 10:52 PM
i might be buying complete arcane, but, i need to know if it is worth it.
It has Warlocks, Battle Mages, PrCs, spells, feats, and so on and so forth. I plan on getting it soon enough.Just give the book a look and see for yourself.
Dogurasu_Thanatos

06-03-05, 10:58 PM
That depends, Arshes. Do you want to be an arcane spellcaster of fell power?

The Complete Arcane contains the warlock, the warmage, the wu jen, a host of prestige classes including the blood magus, the acolyte of the skin, the alienist, and the green star adept (but there's even more), arcanist's feats, new monsters, new monster templates, new items, and new variant ideas for wizards, sorcerers, warlocks, wu jen, bards, hexblades (hey, they have a few new spells)...

It's the book for arcane spellcasters. If you don't want to know anything interesting about arcane power, go get some other book. If you want eldritch might flowing from your fingertips and magical words that can summon elementals more powerful than an elder elemental; if you want the ability to craft constructs of creatures or the ability to imbue undead with spell-like abilities; if you want to be able to create a stronghold that has your spells written all over it; if you want to participate in mage duels outside of Faerûn...

Get Complete Arcane.
Arshes

06-03-05, 11:19 PM
i get it, i get it. that would be a good idea for a magic lover to get the book. i just wish they'd get a psionics book for that.....
Von Crown

06-03-05, 11:28 PM
Nice sales pitch. I'm impressed.

Mordred gets up and starts pacing around the room. With a short utterance and a quick gesture, a floating, translucent plane about five feet on a side appears in midair. Writing with his fingertip, he writes out complex formulae. As far as any can tell,it seems to be mathematically expressing the dimensions of a doughnut, but for the most part it seems to make no sense. At last he stops writing, seems to think for a moment,then dissmisses the chalkboard with a wave of his hand. "Yes, I think I've found a way to get to Dauthaar without having to wait for the proper alignment. If we pass through Aragdor quickly enough, we should be able to arrive while that plane is aligned between ours. Byfixing it in place, we could establish a thouroughfare that would make transportation a breeze. I've done it before elsewhere, it's not much of a problem.. I'll get to work." With that he vanishes into thin air
wuyanei

06-04-05, 12:27 AM
OOC: Reply to Dogurasu_Thanatos's C&C on wuyanei's invocations:

Shadow-Borne Ascension: Interesting -- a lesser form of fell flight, perhaps? It makes an interesting choice for flight before you reach the ability to use lesser invocations.

Yep. That and a way to lift very heavy objects. (Though unstated in the book, I assume that, as with the fly spell, you cannot carry more than a heavy load.)

Assorted divine dragon breaths: :ayyyy!: I like it when my ideas are used for the good of campaigns (so to speak)! My only change (and this is just to switch campaigns) would be to change Einae to Zarius.

Done!

Force of Nature: Perhaps drawing off of Rokugan may make this scream 'warlock' to me just a bit more, though this is a matter of flavor. Why not give the elemental you become the fiendish or anarchic (Planar Handbook, Manual of the Planes) template, or even the psuedonatural (Complete Arcane) template? Admittedly, the druid shouldn't have the monopoly on elemental forms, but the warlock should have to add his own little twist to it. Again, this is just my opinion.

Hmm... I'll expand the choices a bit. Mostly, I just didn't think of it when I wrote the invocation..

Iron Form: :smirk: Couple this with your dread guardian idea...

Mweh heh heh... :devil:

Assorted drug invocations: I am still impressed with the idea of a drug-dealing warlock. I can definitely use these ideas, and I'm certain many others will be able to do so, as well...

I certainly hope so!


Thank you for youe thoughtful C&C, Dogurasu_Thanatos. And please say 'Hello!' to junior for me! Little kids are just too cute! :love: (well, at least, OTHER people's little kids are just too cute. :P )
thasis

06-04-05, 01:03 AM
Thasis the Evil walks into the chambers of the warlocks. "It has been some time since I have come to this council. This is mainly because I've been to rapped up in my own matters. I have time now for both the Guild of Ultimate Evil and the Warlock Foundtion though. I heard there is something big going on. An investigation of some sorts perhaps? If you need any help please feel free to ask for my and my guilds assistince"
wuyanei

06-04-05, 05:17 AM
OOC: Welcome, Arshes! Welcome, thasis! Welcome to the fell Council of the Warlocks! Please take a look around, and don't hesitate to post whatever you think. We are always eager to hear from a new voice & perspective!


C&C for Von Crown
Mordred gets up from the chair he's been sitting in and brushes off the dust that has gathered. "The great proliferation of information the circle has gathered recently largley due to the efforts of Yanei and Sarakha has induced me to come out with gifts for all, including a few thing almost certain to be appreciated by the afforsaid. First, to address the matter of a gift for Sarakha. I thought long and hard about what he would appreciate, and it struck me. Perhaps he would be interesed in a pet from my world, so I have retrieved a creature I think he might have use for. I present- the Darktail.

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
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits, negative energy absorbtion, energy conversion
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 Finesse (B)

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. Poison DC 12, Damage 1d2 Con / 1d2 Con

Negative Energy Absorbtion (Su): A darktail gathers negative energy given off by any nearby undead. A darktail has Fast Healing equal to the number of Hit Dice of undead within 10 feet. 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, reducing it's fast healing by any amount to grant a living creature within five feet fast healing equal to the the number it was reduced by. This fast healing functions as normal, with the exception of the damage being healed on the darktails initiative count, rather than the subject's.


I :inlove: it! Our first original creature! :ayyyy!:

A few typos: Absorbtion --> Absorption; has Fast Healing equal to the number;

Negative Energy Absorbtion (Su): This would be terrifing if say, a 14th level evil cleric ordered his two 12th level vampire slaves to stay near him, then carrying a darktail in a pouch on his waist. Fast Healing 24!?

Or even worse -- a MMII banshee (34 HD!) Fast Healing 34!! :eek:

Suggest:

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.

This is still functionally similar to Fast Healing 1 ~ 8, which is very good. (The Dead Walk + Darktail familiar = near unlimited healing using the bodies of your slain foes -- or just some hapless random passer-bys! :devil:

BTW, to add even more to the creep factor, how about adding one or several of these abilities (inspiration: Alien face-hugger):

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 darktail may make a single jump as if it had a speed of 100 ft. instead of a speed of 20 ft. This gives the darktail 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 be 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.

"And also, let us not forget Yanei, who's presence brightens the room as well as fills the library. It was a hard decision, what to give such a beauty. But then I thought, why not some jewelry that also offers some measure of protection- The Ring of Ghostly Defense"

Flatterer! :blush:


Ring of Ghostly Defense
The wearer of this Platinum ring, decorated with five rubies equadistant 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 theirinitial attitudes toward the wearer improved by one step (maximum helpful).


Typo: equadistant --> equidistant; theirinitial --> their initial

Market Price (I really shouldn't be trying to price a gift! Looking a gift horse in the mouth and all that! :D ):

Abilities: 1) +6 deflection bonus (reason of +6 the same as here); 2) quickened ghostform for 6 rounds 5/day; 3) +10 bonus to Diplomacy plus Skill Mastery <Hostile -> Unfriendly is a DC 20 check, we assume +10 bonus and can take 10).

1) 6 x 6 x 2000 gp = 72000 gp

2) (8 SpLv + 4 quickened) x (15 min CL + 8 Quickened) x 6/15 (duration) x 2000 (use activated) gp = 220800 gp

3.1) 10 x 10 x 100 gp = 10000 gp

3.2) 0.5 Limited x 10000 Skill Mastery x 2 (usable on mindless creatures) = 10000

3) 10000 gp + 10000 gp = 20000 gp

Total cost:

220800 gp + 2 x 72000 gp + 2 x 20000 gp = 404,800 gp :eek:

Actually the 2) ability demands this to be an epic item, so the price is 10 x 404800 gp = 4,048,000 gp!!


As the beneficiary of the gift, I don't know if I should say anything, but... are you *really sure* about this. Its seems really *really* expensive and... I... I'm not sure if I can accept this... :blush:

(4 million gp is about 400 million dollers IRL {this is based on a 1sp ~ $10 exchange rate}. Basically, you are offering Yanei the D&D equivalent of the Koh-i-noor .^_-. )


RP aside, this ring would serve as a great Artifact to have all fractions fight over (like... the Koh-i-noor IRL). Its abilities are very flavorable, but they are basically defensive in nature, so they will never be too overpowering. I myself would prefer to introduce it as an artifact, if it should come up in my games. However, if you wish to keep the ring below epic limits, I might suggest the following changes:

1) no change

2) move equivalent action instead of immediate action:

8 SpLv x 15 CL x 6/15 x 2000 gp x 1.5 (standard to move equivalent) = 144000 gp

3) no change

total) 144000 + 2 x 72000 + 40000 = 328000 gp (or about USD 32.8 million .^_^. )


"And lastly, to the entire circle I grant knowledge of two new invocations from Dauthaar- Dark-Charged Blast and Dessicating Blast

Dark-Charged Blast
Dark-Charged Blast
Greater; 5th; Eldritch Essence
This eldritch essence invocation allowws 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 negaive 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.


Typo: allowws --> allows; This is also negaive energy, so --> This is also negative energy, so

:love: This is even better than Unliving Weapon (BoVD, p108)! I especially love the idea of an evil warlock luring a party of adventures into a room full of (uncontrolled) skeletons/zombies. The players will probably (overconfidently) start ot hack away at the undead instead of turning them. Then, when the PC are in the middle of the room, the warlock had the undead charge the PCs while unleashing a single dark-charged blast -- instant chain reaction! :devil:

Or even better -- using a 'chain' of undead to trigger distant explosions like a fuse. :D

Love it!


Dessicating Blast
Dessicating Blast
Greater; 6th; Eldritch Essence
This eldritch essence invocation allowws you to change your eldritch blast into a dessicating blast. A dessicating blast deals dessication 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 dessicating blast icreases to d8. In addition, anything that fails it's fortitude save cannot heal the dessication damage (even by magical means) until they drink at least a quart of water.


Typo: allowws --> allows; dessicating --> dessiccating; dessication --> dessiccation; icreases --> increases

A new concept! :cheer: 'Dessication damage'... I like it. And the unable to heal would be great against greatures with fast healing or regeneration (subdual damage due to thirst cannot be healed through regeneration! :plotting: )


C&C for Dogurasu_Thanatos
Ravaging Hunger
Ravaging Hunger
Greater; 6th
The target of this invocation, which must be within close range (25 ft. + 5 ft./2 levels), is struck with a potent supernatural disease that causes severe hunger and thirst, with no incubation period. The target must make a Fortitude save or succumb to the ravaging hunger, taking 1d4 points of Strength damage and 1d4 points of Constitution damage each day as his body is subject to horrible pangs of hunger and unquenchable thirst. Subsequent Fortitude saves are at DC 16.

An advanced version of Contagion... but as a greater invocation, it does seem a bit weak (since it does not help in combat)...

I would suggest reducing it to a touch spell, and ranking it as a Lesser; 5th invocation... it *is* a bit better than Contagion, but not so good as to deserve a higher ranked invocation slot, IMHO.
thasis

06-04-05, 03:31 PM
So what's going on here? Because of my absence here I've become unaware of what your current activitys are.
Cazic

06-04-05, 06:09 PM
So what's going on here? Because of my absence here I've become unaware of what your current activitys are.
Right now we have two main things going on:

*the usual "Lets make invocations ans such

*and the Minds of Tortured (some element)

Here is link to the post I made for those who dont know about the Tortured Minds.

Post (http://boards1.wizards.com/showpost.php?p=6239933&postcount=748)
Silmarien Aldalome

06-05-05, 12:03 AM
OoC: Hello there thasis and Cazic! My apologies for the intrustion - but - we're at this moment, forming teams at MetaThread for the IFG (the HEF is out of it at the moment, but I'm going to help other Foudations and so on).

- so - we're inviting you to come discuss "starting teams" at MetaThread - where Dyne, me and Frosty are currently mapping out how to 'turn the key' and kick start the joint'.

Also - about the HEF - I'm working on ways of allowing non-canon initiatives in the games - and that's a mid-long term goal. I can see some of your stuff here (which is really cool, btw) may benefit from any of those kinds of changes.

So - come help us discuss what you need here! :)

regards
stav

Now - the post below - is 'example only' - I need to understand your Guild's structure (wards, magical barriers, etec) better to know whether or not I could do this in-game :)

From MetaDimensional Space, there is a brilliant flash of blue and silver from the parapet of Menedil's tower. He has one hand over a large, spherical object that swirls with silverstarfire. His forehead is beaded with sweat as he concentrates, humming in low baritones, and his jet black hair emphasises his fair complexion.

Meneldil senses your presence; he knows you are with him right now, and suddenly, his steely, grey eyes widen in horror as he sees the evil contrivances of the Warlocks. He looks up at you momentarily, his face an appeal and a promise.

He raises one arm and he incants - a clear, sharp vocalisation and he erupts into silvery blue. Meneldil draws his sword and its blade explodes into irridescence, the sword's Lore a palpable, beating fiery force that radiates, even into your scrying portal. He points it at you and his voice is a compulsion, imbued with the force of magical force.

"thou Warlocks of the fell black arts - thine Lore a scourge on the earth. Thou wouldst destroy all that we have made, with the Shadow and Taint." there is an explosion of melodic sound as bells chime and a gust of wind carrying the Song of the Elves rushes past you at great speed.

"You jeapardise the earth, and would seek to rule us with the black arts.

You will be stopped"

In an explosion of silver and blue, the rift between dimensions snaps shut

Normality returns to the earth. :)
Dogurasu_Thanatos

06-05-05, 12:37 AM
Quasi-IC:

Sarakha walks out of his room, looking over the assorted minor destructions caused by the wind and elfsong. "What was dat?!" he exclaims in a heavily Jamaican-accented voice. "De weather -- pretty peculiar, don't you t'ink?" He pulls forth a scroll and begins putting things back into place through the use of a twilight talon invocation.

Completely OOC: I'm sorry, but that simply had to be done after the sudden intrusion. :D
Tenzhi

06-05-05, 02:05 AM
You have broken the 11th Commandment:

Thou shalt not quote The Lion King.
Silmarien Aldalome

06-05-05, 02:15 AM
@Tenzhi :rofl:

Quasi-IC:

Sarakha walks out of his room, looking over the assorted minor destructions caused by the wind and elfsong. "What was dat?!" he exclaims in a heavily Jamaican-accented voice. "De weather -- pretty peculiar, don't you t'ink?" He pulls forth a scroll and begins putting things back into place through the use of a twilight talon invocation.

Completely OOC: I'm sorry, but that simply had to be done after the sudden intrusion. :D

Hi there Dogurasu,

I've been following your stuff, here, and I really love your work. We would love for the Warlock Circle to be part of the IFG - it's a great Guild.

I was curious to know a bit about how you guyz are 'organised' and stuff. I.e. what's the Warlock Circle 'brief' and, um, can you bring us up to speed in a post?

regards
stav
Dogurasu_Thanatos

06-05-05, 02:27 AM
Tenzhi: Sarakha is insane - nearly irretrievably so. Commandments won't stop him. :D

Silmarien Aldalome: Thank you for your comments on my works. I'd like to get some more in-depth C&C from you on some of your favorite ideas, should you have time. However, the plot summaries are probably best left to Cazic, and if you want this circle to join your IFG guild, ask the circle leaders (assuming we have them; I usually defer to De Batavier).

And if you like my work, check out wuyanei's works. You can find the libraryful HERE (http://boards1.wizards.com/showpost.php?p=6227300&postcount=729) if you're interested.
Silmarien Aldalome

06-05-05, 02:39 AM
no worry D.T. - we can't wait to hear from DeB, cazic and thasis.....

@DeB

let us know, DeB - we'll look forwards to your advice :)

@D.T.

okay,

lemme see....

Roar of Apsu/Zarius' Favored: Again, all I seem to need is someone to re-evaluate my thoughts so I can get them in line. My original re-thought for the classes was to allow the sorcerers the ability just to convert their spell slots into eldritch blast energy, 1d6/spell level, or even give them the eldritch blast ability outright, but no invocations in either case; as for the warlocks, my original idea was to just give them the spells from their chosen domains as spells known, and the ability to cast them as sorcerers of their roar/favored level (IE, 3 1st-level spells/day at 1st level, 4 1st at 2nd, 5 1st at 3rd, 6/3 at 4th, etc) -- again, with only the domain spells known. Still, all ideas have merit, and I'll continue to look into yours for inspiration! ...And I want to see these invocations you've made, too. My head won't go boom; I like people working with my ideas!

Psychomancer: Indeed, that is a remarkable idea! Similar to the paladin's code, the psychomancer would have to be mad in order to keep the benefits of his madness (which makes all the sense in the world). With that being said, have I made myself sufficiently mad enough to keep my class abilities?

Soul Duelist: As above, I've removed this from the boards until I'm sure I know what I want to do with it. Really, I think it just needs more flavor to make sense... maybe by dividing it into two disparate classes, I could make it work better.

let's talk these ones, first off.

I personally strongly support new ways looking at the Core rules classes. That "eldritch" idea about consuming spell slots, and parsing those into Warlock Powers, is an idea I love, and have been working on a similar concepts for the Silverstarfire Lore of the Half-Elven Foundation.

I'm about to release a new version of a Diviner - that reorganises notions about what a Cleric is.

But for the power you describe, I was wondering how you felt about a series of PrC-like powers - more than just one that you can channel spell slots into and that are aligned with the Warlock concepts you've developed.

Before I add further comments, I need to understand how you see the 'flavour' of Warlocks - their mythology and power-base - :)

i.e. how is a Warlock different to, say, a Wizard in 'flavour' or mythology in your view of things :)

Regards
stav
Von Crown

06-05-05, 04:20 AM
to Wuyanei: First off, I really like the new ability ideas for the Darktail. As such, yoink. Second, oops, I forgot to mention, the ring is a minor artifact (one of a set of three rings, each pertaining to a different type of undead prevalent in Dauthaar. The other two are lich and vampire). Lastly, I cannot take credit forthe idea of dessiccation damage, it's from Sandstorm, and the must drink a quart of water bit was inspired by an ability a PrC in that book, I just thought it would also fit well with the invocation.

Mordred reappears, looking slightly worn out. "Well, I've finished affixing one side of the planned route, now I just need to do the other... but... I need to replenish my energy... With that he collapses to the ground, seemingly unconcious...
flaiquiri

06-05-05, 05:53 AM
As though the inexorable reel drawing the innocent like fish towards Mordred lay in the hands of some, still higher, fishermen, two minnows poke their heads out through the portal into the air, moving as one out of weakness rather than of trust. To any observer, the familiar descantes would be heard louder against the surf, heightened by the discord of the creeping fear and the relentless maelstrom of ambition--discordant in itself as it arises from the confluence of such a power as that emanating from Mordred, and such weakness as from these miserable specimens, bycatch in Mordred's net. Oblivious to this sweet symphony, two thugs, green with inexperience and red-faced with bloodlust, have set their passions against their passions as they struggle against the wild winds of the planar journey, only their axes resolute, grey against the grey sky.

As they creep, in the manner of metal blocks, towards the sleeping figure of terror, their fear coalesces to a more directed violence, and their weapons, as if waiting for this moment, acquire fresh life as they speed toward the back of his neck.
wuyanei

06-05-05, 10:13 AM
Voorish Binding, LesserVoorish Binding, Lesser [Evil]

Greater; 6th; Conjuration (Calling)

With this invocation, you can perform a 10-minute ritual that will call forth a formless, semi-sentient, and generally malevolent essence from the Realms Beyond, and bind it into the body of a living creature within close range (25 ft. + 5 ft. / 2 levels). The essence is henceforth constrained to obey you -- but beware! "Doe not call up Any that you can not put downe," Stories innumerable speak of foolish mages who disobeyed these words, and eventually met gristly ends at the hand of the unspeakable things they themselves have summoned forth.

Using this ritual a dangerous act: to lure a formless, shapeless creature from the Realms Beyond (henceforth referred to as the target creature, or target), and bind it into the corporeal body of a nearby living creature (henceforth referred to as the host creature, or host), which must lie within the invocation's range. The called creature is bound into the corporeal creature's body until you release it, or until it manages to break free on its own.

To host creature must be present for the entire casting of the ritual, so it must either be willing or somehow restrained. The kind and type of the target creature must be known and stated. If you wish to call a specific individual, you must use that individual's proper name in performing the ritual.

The target creature is allowed a Will saving throw. If the saving throw succeeds, the target resists the invocation and the invocation fails. The host creature is also allowed a Fortitude saving throw. If the saving throw succeeds, the host creature resists the invocation and the invocation fails. If both saving throws fail, the target is immediately drawn into the host's body (spell resistance does not keep it from being called).

The target and the host must then battle for control of the host's body. Once per round, the target and the host make one opposed Charisma-modified character-level check. The loser of the check takes 1d4 points special Charisma damage. This special charisma damage is directly applied to the creature's soul, so no creature is ever immune to this damage. The host's body is unconscious and helpless for this duration. The two creatures must continue to make opposed checks until one of them is reduced to 0 Charisma.

If the host creature wins, its soul defeats and destroys the target creature's essence. The host creature must make a Will save against DC 10 + half the target creature's HD. If it succeeds, it has survived this ordeal relatively unharmed. If it fails, the strain of the experience has driven it permanently insane (as the insanity spell).

If the target creature wins, its essence absorbs and consumes the host creature's soul. The target takes over the host creature's body (henceforth referred to as the thrall creature, or thrall), which then takes on the Voorish Thrall template.

Then comes the most dangerous part of the ritual -- you must engage and subdue the thrall creature in a spiritual duel. Each round, as a full-round action, you can make an opposed Charisma-modified character-level check against the creature's total HD plus Charisma-modifier (see special DM notes). If you win, the thrall takes 1d4 charisma damage. If you lose, you take 1d4 Charisma damage. If you are reduced to 0 Charisma, the thrall eats your soul and is then free to leave or wreak havoc. If you break off the duel (by not making a opposed check), the creature becomes uncontrolled and may flee or attack you. A free or uncontrolled thrall can abandon its mortal shell at any time, and return to the Realms Beyond. If you succeed in reducing the creature's Charisma to 0, you establish your mastery over the thrall and can bind the thrall into its moral form. If the mortal form dies, the thrall also dies. Permanently.

You may give your thrall a Name. Anyone who invokes this Name when within 60 ft. of the thrall is protected from your thrall for 24 hours, as if they were under a sanctuary spell whose effect the thrall cannot negate with a Will save. This protection does not break even if the protected creature attacks the thrall. The thrall does not need to hear the Name for the protection to be effective. You are automatically protected from your thrall at all times.

You, and only you, may punish your thrall by invoking the Name and succeeding on an opposed Charisma-modified character-level check against your thrall. This is a standard action. This punishment works at any distance; it even works across planar boundaries. You may, at your option, deal your thrall 1d4 damage to any ability score or ability scores, or 3d6 HP damage, or both. Your thrall is allowed no save against this punishment, nor does spell resistance apply. This punishment works even against creatures that are normally immune to ability score damage. If the opposed check fails, you may attempt to punish your thrall again on the next round. However, if you lose the opposed check by 10 or more, the thrall breaks free of your mastery and becomes uncontrolled.

Finally, you, and only you, can use the Name to issue commands that the thrall must obey by invoking the Name and succeeding on an opposed Charisma-modified character-level check against your thrall. Treat this as a suggestion spell that the thrall cannot resist with a Will save. However, if you lose the opposed check by 10 or more, the thrall breaks free of your mastery and becomes uncontrolled.

If you ever die, all of your thralls instantly become uncontrolled. They remain uncontrolled even if you are raised or resurrected later.

You can increase the chance for successful binding in various ways:

You can use any method to lower host creature's fortitude saving throw bonus before you use the invocation. The most common method is by letting blood, or through the use of various poisons. Cursing the host creature prior to the ritual is also a popular method.

If you can devise a method to reduce the host creature's Charisma score before using the ritual, the ritual is more likely to succeed. This can be achieved through use of dark speech, poisons or another curse.

An inward-focused magic circle does not actually help you in any check. However, if the creature becomes uncontrolled, the magic circle will restrain it in a way similar to in a planar binding spell. Thenceforth, you can break or resume the spiritual battle to subdue the thrall at your leisure.

A summoning circle drawn into the ground prior to using the invocation enhances the magic circle, just as it does with planar binding.

Finally, you can draw a mystical diagram on to the host's skin before using the invocation. The diagram must be drawn on a patch of naked skin. It can also be drawn on the inside if the creature's mouth, on its tongue, or on any other similar surface. The process requires one ounce of your own blood, 100 XP, and a DC 20 spellcraft check. If the check fails, any XP spent is wasted. It takes 10 minutes to draw the diagram, and the host must be either willing or restrained during the process. Drawing the diagram on some spots (such as on the creature's eyeball) may require that the host be unconscious. You may take 10 on the check if you are not under any particular pressure. If you are under not time pressure and have four-and-a-half hours to spend on the process, you may take 20.

A successfully drawn mystical diagram burns itself into the host's skin during the calling ritual. This is similar to a branding, except the lines and graphs remain precisely clear and defined. Once so activated, the diagram cannot be removed except by a target erase spell cast by a spellcaster of higher caster level than you when you activated the diagram. An activated mystical diagram gives you a +10 bonus to any opposed Charisma-modified character-level check against the thrall. The thrall can never attempt to erase a diagram written on it.

The target creature must be a creature from Beyond with 12 or fewer hit dice. The corporeal creature may be any animal, humanoid, dragon, fey, vermin, monstrous humanoid, magical animal, or magical beast.

When you use a calling invocation to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is an invocation of that type.

Special DM notes: In D&D 3.5 edition, some undead posses a ridiculous number of hit dice for their CR. DMs may consider using the undead creature's CR instead of HP for the opposed character level check and for the constitution penalty.

Voorish Thrall template: A Voorish thrall is an acquired template that can be added to any animal, humanoid, dragon, fey, vermin, monstrous humanoid, magical animal, or magical beast. It is the result of fell magicks, where power hungry and immoral magic users bind a formless, semi-sentient, unnamable and unspeakable Thyng from the Realms Beyond into the corporeal body of a native creature. The body gives this sentience shape, and also constrains it to obey to magus. However, this servitude is always perilous to the magus, for the Thyngs are shaped out of chaos and madness and cannot long be bound. A mage may constrain them for a month, for a year, for a single life of man, but sooner or later the Thyngs shall regain their freedom, and then they shall have satisfaction.

Voorish Thrall
General: A Voorish thrall is an acquired template that can be added to any animal, humanoid, dragon, fey, vermin, monstrous humanoid, magical animal, or magical beast (hereafter referred to as the host). It is the result of magic, where a Thyng from the Realms Beyond (hereafter referred to as the target) is bound into the corporeal body of a mortal creature. Host acts like an anchor, tying the Thyng to this world and allowing it to interact with objects material.
Appearance: At first glance Voorish thrall appears much as a normal creature of the host's type. However, any intelligent being within 20 ft. of the creature may make a DC 10 Wisdom check to notice a strange... wrongness... about the creature. Nothing specific. Just a general unnaturalness that raises one's hackles.
The thrall's true nature is revealed under see invisibility, invisibility purge, true seeing or any similar magic. Any creature that views a Voorish thrall under these spells can see the thrall's true form - that of a writhing, squirming, coiling mass of tentacle-appendages, squelching wetly and blasphemously throughout a pulsing body of fetid tar-jelly-ooze-like luminous protoplasm, with myriads of proto-orifices formed and unformed endlessly like bubbles or pustules that swell and burst drip noxious ooze, superimposed over the seemingly innocent form of a creature native to this gentle earth.
Size & Type: The creature's type changes to outsider, and it gains the extraplanar subtype.
Hit Dice: Use the target creature's hit dice. Use the host creature's constitution modifier.
Speed: As host, but loses any supernatural movement methods.
AC: As host.
Attacks: The touch of a Voorish thrall's tentacles twists and warps reality itself. The Voorish thrall gains 1d4+1 (roll each round) primary tentacle-based incorporeal touch attacks. These tentacles are incorporeal and invisible, so unless the attacked creature has the ability to see invisible they strike as if from an invisible creature. The tentacles have +10 ft reach (the reach of the host creature is extended by 10 ft.).
All of the host creature's normal attacks suffer a -4 non-proficient penalty to attack rolls.
Damage: The host creature's attacks deal damage as normal. The tentacle-based incorporeal touch attacks deals damage based on its size.
Creature Size Damage Creature Size Damage
Fine 1d2 Large 2d6
Diminutive 1d3 Huge 2d8
Tiny 1d4 Gargantuan 4d6
Small 1d6 Colossal 4d8
Medium 1d8
Class Abilities: The Voorish thrall loses all of the host creature's class-based abilities.
Special Attacks: The Voorish thrall retains all of the host creature's natural and extraordinary attacks, except those gained from class levels. It loses all of the host creature's spell-like abilities and supernatural attacks.
The Voorish thrall also gains the following special attacks[/b]:
Wisdom Drain (Su): Any living creature struck by the Voorish thrall's incorporeal touch attack must make a Will save against DC 10 + half the Voorish thrall's HD + the Voorish thrall's Charisma modifier or be dealt 1d3 points of Wisdom drain. Each time the Voorish thrall successfully drains a victim, it is gains 5 HP damage. Any hot points excess of the thrall's maximum is gained as temporary hit points that go away in one hour.
True Form (Ex): Any creature within 90 ft. that so much as glimpses the Voorish thrall's true form (such as via a see invisibility spell) must immediately make a Will save against DC 10 + half the Voorish thrall's HD + the Voorish thrall's Charisma modifier or be driven permanently insane. Any creature that succeeds at the save is immune to that Voorish thrall's True Form for 24 hours.
Unnatural Fear (Ex): Any creature within 90 ft. that so much as glimpses the Voorish thrall's true form (such as via a see invisibility spell) must immediately make a Will save against DC 10 + half the Voorish thrall's HD + the Voorish thrall's Charisma modifier or become panicked for 2d6 rounds. Any creature that succeeds at the save is still shaken, and must make another save every round it looks upon the Voorish thrall's true form.
Special Qualities: The Voorish thrall retains all of the host creature's natural and extraordinary qualities, except those gained from class levels. It loses all of the host creature's spell-like abilities and supernatural qualities.


The Voorish Thrall also gains the following special qualities:

Resistance (Ex): The Voorish thrall gains damage reduction according to its hit dice.

Voorish Thrall Energy Resistance table
Hit Dice Resistance Hit Dice Resistance
* ~ 1 5 Cold & Electricity 7 ~ 10 10 Cold & Electricity
2 ~ 3 5 Cold & Electricity 11 ~ 15 15 Cold & Electricity
4 ~ 6 10 Cold & Electricity 16 ~ 20 Cold & Electricity

Damage reduction (Su): The Voorish thrall gains damage reduction according to its hit dice.

Voorish Thrall Damage Reduction table
Hit Dice Dmg Red Hit Dice Dmg Redu
* ~ 1 -/----- 07 ~ 10 5/magic and law
2 ~ 3 1/magic 11 ~ 15 10/magic and law
4 ~ 6 5/magic 16 ~ ** 15/magic and law

Spell Resistance (Su): The Voorish thrall gains spell resistance equal to it HD + 15.

Feats: The Voorish thrall gains Multiattack and Diehard as bonus feats.

Abilities: Strength, Dexterity, Constitution -- as host; Intelligence, Wisdom, Charisma -- as target;

Skills: The Voorish thrall retains half the host creature's skill ranks. It retains all of the host's racial bonuses to skills. It also gains +4 racial bonus to Hide, Listen, Search and Spot checks.


Voorish BindingVoorish Binding [Evil]
Dark; 8th; Conjuration (Calling)
As Lesser Voorish Binding, but the target creature can be a creature from Beyond with 18 or fewer HD.


Voorish Binding, GreaterVoorish Binding, Greater [Evil]
Dire (epic); 10th; Conjuration (Calling)
As Lesser Voorish Binding, but the target creature can be a creature from Beyond with any number of HD.
DolArrah

06-05-05, 10:20 AM
flaiquiri, are you joining or have you joined, or what? If you are, we are glad t have you here.
Aspes, you should definetly get htis book. I am not being biased or anything, but Complete Arcane is the best out of the Complete series (so far). Even my friend, who thinks that magic is broken, really likes this book. In fact, he wants to borrow it for a week! (no more warlocks . . .)

From MetaDimensional Space, there is a brilliant flash of blue and silver from the parapet of Menedil's tower. He has one hand over a large, spherical object that swirls with silverstarfire. His forehead is beaded with sweat as he concentrates, humming in low baritones, and his jet black hair emphasises his fair complexion.

Meneldil senses your presence; he knows you are with him right now, and suddenly, his steely, grey eyes widen in horror as he sees the evil contrivances of the Warlocks. He looks up at you momentarily, his face an appeal and a promise.

He raises one arm and he incants - a clear, sharp vocalisation and he erupts into silvery blue. Meneldil draws his sword and its blade explodes into irridescence, the sword's Lore a palpable, beating fiery force that radiates, even into your scrying portal. He points it at you and his voice is a compulsion, imbued with the force of magical force.

"thou Warlocks of the fell black arts - thine Lore a scourge on the earth. Thou wouldst destroy all that we have made, with the Shadow and Taint." there is an explosion of melodic sound as bells chime and a gust of wind carrying the Song of the Elves rushes past you at great speed.

"You jeapardise the earth, and would seek to rule us with the black arts.

You will be stopped"

In an explosion of silver and blue, the rift between dimensions snaps shut

You would dare intrude on our meetings, elf? Do that again, and you shall not like the consequences. The air whips around Dol Arrah' form, lifting up the furniture and throwing it against the walls.
He begins to look chagrined and the winds die down. More furniture appears, and he apologieses profusely.
DolArrah

06-05-05, 10:25 AM
Ohh, what would our defenses be? I remember, way back (like 20 pages back), there was talk of a flying ship, but what is our other defenses. We don't really have anyone who can help protect permanently, except Cazic, and, ife we are going ot join, we should map this out.

[COLOR=RoyalBlue]I can help our defenses with my elemental friends, but my powers are geared ot attack, not defense. I am sorry I can help no more. I will, however, look over our invocations to see what lore we have accumulated.[QUOTE]
Von Crown

06-05-05, 10:56 AM
Just to clarify, Flaiquiri is the person I entrusted to make sure assassins always attack at the most innopportune time possible, which is what happened in that post, if you didn't get all the metaphoriness.
thasis

06-05-05, 02:03 PM
Hey guys, here's a couple of epic warlock feats I made to meet all your epic warlock needs. If I get some more ideas I'll post them.

Extra Invocations (Warlock)(Epic)
You have access to more Warlock invocations
then a normal Warlock
Prerequisite: 21 level in Warlock
Benifit: You gain access to one more Invocation
from the Least or Lesser list.
Special: You can take this feat multiple times.
Every time you take this feat choose another
invocation to learn.

Improved Extra Invocation (Warlock)(Epic)
You have access to more Warlock invocations
of greater power then a normal Warlock.
Prerequisite: Extra Invocation
Benifit: You gain access to one more Invocation
from the Greater list.
Special: You can take this feat multipe times.
Each time you take this feat choose another
invocation to learn.

Masterful Extra Invocations (Warlock)(Epic)
You have access to more Warlock invocations
of true power.
Prerequistite: Improved Extra Invocation
Benifit: You gain access to one more Invocation
from the Dark list.
Special: You can take this feat multiple times.
Each time you take this feat choose another
invocation to learn.

Improved Fiendish Resilience (Warlock)(Epic)
Your Fiendish Resilience is stronger then a normal
Warlock of your level.
Prerequistie: Eldritch Blast 10d6
Benifit: Your Fiendish Resilience fast healing is
increased by 3.
lostone

06-05-05, 02:11 PM
Improved Extra Invocation (Warlock)(Epic)
Prerequisite: x3 Extra Invocation

Masterful Extra Invocations (Warlock)(Epic)
Prerequistite: x3 Improved Extra Invocation

Improved Fiendish Resilience (Warlock)(Epic)
Prerequistie: 25 levels in Warlock
Benifit: Your Fiendish Resilience fast healing is
increased by 3.I think spending 7 epic feats to get one more dark invocation is a bit much. You spend less feats to be able to create and cast epic spells!

As for the epic fiendish resilience, why not just make it a permanent thing as an extraordinary ability (the way normal fast healing is). There is the Epic Fast Healing feat which requires 25 Con but gives fast healing 3. Instead have Improved Fiendish Resilience require Eldritch Blast of at least 10d6 and the fiendish resilience is always active.
thasis

06-05-05, 02:24 PM
Hey guys, here's a couple of epic warlock feats I made to meet all your epic warlock needs. If I get some more ideas I'll post them.

Hey guys, I edited them and hopefully there a lil better. I also added an extra one.

Extra Invocations (Warlock)(Epic)
You have access to more Warlock invocations
then a normal Warlock
Prerequisite: 21 level in Warlock
Benifit: You gain access to one more Invocation
from the Least or Lesser list.
Special: You can take this feat multiple times.
Every time you take this feat choose another
invocation to learn.

Improved Extra Invocation (Warlock)(Epic)
You have access to more Warlock invocations
of greater power then a normal Warlock.
Prerequisite: Extra Invocation
Benifit: You gain access to one more Invocation
from the Greater list.
Special: You can take this feat multipe times.
Each time you take this feat choose another
invocation to learn.

Masterful Extra Invocations (Warlock)(Epic)
You have access to more Warlock invocations
of true power.
Prerequistite: Improved Extra Invocation
Benifit: You gain access to one more Invocation
from the Dark list.
Special: You can take this feat multiple times.
Each time you take this feat choose another
invocation to learn.

Improved Fiendish Resilience (Warlock)(Epic)
Your Fiendish Resilience is stronger then a normal
Warlock of your level.
Prerequistie: Eldritch Blast 10d6
Benifit: Your Fiendish Resilience fast healing is
increased by 3.

Improved Eldritch Blast (Warlock)(Epic)
Your Eldritch Blast deals more damate then normal.
Prerequistite: Eldritch Blast 10d6
Benifit: You deal an extra d6 of damage with your
eldritch blast.
Special: This feat can be taken multiple times. It's
effects stack.
Dogurasu_Thanatos

06-05-05, 02:47 PM
OOC, Flaiquiri: ...wow. That is a very large vocabulary you have there! After deciphering (hopefully correctly!) what you are intending to do with the post (thanks to some help from Von Crown), I have devised the following post.

IC: It is only because of his magically enhanced senses and the fact that he is just there in the same room that Sarakha is able to notice that Mordred has returned at all, let alone realize the attackers, in the midst of his madness (Come on, who in their right mind would be using a giant talon of darkness to replace tiny vials and scrolls on a shelf?). In reply to this attack, the mad warlock uses his twilight talon to shield the fell being... which lasts just long enough to shield Mordred for long enough to get Sarakha's full attention.

"That's not very nice," he says, pulling forth another scroll -- it seems Sarakha's method of knowing more invocations is to simply pen them all on scrolls! "Perhaps you would like someone else, someone more vibrant to partake in combat with?" He holds the scroll in one hand, grasping his mithral rod in the other, the onyx tip flashing with strips of bright indigo flame as he steps toward the apparent assailants. A wicked gleam of madness is in his eyes -- with many options before him, even he is unsure of what he plans to do next...

OOC, Dol Arrah: I think I could help with defenses, though whether you want a madman helping you defend the stronghold is an entirely different matter! In any case, the various ideas for invocations I have (and the fact I can pen them all on scrolls or into items) should be of some help, especially if we're all good with Use Magic Device (and I know Sarakha is!).

OOC, Wuyanei: As always, very interesting and useful invocations. A less common comment: Wow, that was a long post! However, for introducing the voorish thrall (what does 'voorish' mean, may I ask?) template and a way to bring us more slaves -- er, allies! -- I would personally like to thank you. Thanks to your ideas and Von Crown's gift, I may yet have to go into effective 'bioengineering' to create monsters and templates of my own, in addition to new invocations (gotta summon the beasties somehow)!

OOC, Thasis: There's already an Extra Invocation feat in the Complete Arcane (prerequisite being the ability to use lesser invocations) that allows you to learn an invocation that is one grade lesser than what you can already cast -- and it's not even Epic. However, your ideas are certainly not without merit; an Epic feat is perfect to use for an epic warlock to learn a dark invocation. Keep up the good work!
flaiquiri

06-05-05, 03:56 PM
The policy Von Crown and I worked out was that the descriptions of the assassinations are supposed to be long; i.e., it was supposed to be long, not deciphery. I guess the musicaliness is a kind of a specialized vocabulary. It's just cool how like in classical, sorta, peaky pre-collapse post-axialiness, literary metaphores were maintained like forever, so I thought I'd give it a shot. "2 thugs come out of the portal and swing axes at you" just seems too random, so it helps to place it in a context of some kind of force or purpose or something, I think.
thasis

06-05-05, 04:19 PM
Unfournetly I have not read the Complete Arcane thourouly. I only know the Warlock section and the Invocation section. I havn't personally checked out the feat section so I didn't know there was already a feat in exsistince that allowed extra invocations.

This isn't the first time I've made a similiar mistake. I made a series of feats and posted them on the Realms of Evil boards and to only find out they made similar feats in the Complete Arcane. Rather disapointing.
Dogurasu_Thanatos

06-05-05, 04:41 PM
The policy Von Crown and I worked out was that the descriptions of the assassinations are supposed to be long; i.e., it was supposed to be long, not deciphery. I guess the musicaliness is a kind of a specialized vocabulary. It's just cool how like in classical, sorta, peaky pre-collapse post-axialiness, literary metaphores were maintained like forever, so I thought I'd give it a shot. "2 thugs come out of the portal and swing axes at you" just seems too random, so it helps to place it in a context of some kind of force or purpose or something, I think.

OOC, Flaiquiri: Hey, I'm not complaining -- I enjoyed the descriptiveness of the post, really, it just took me a moment or two to piece through it all. That's a bit of a problem on my part, not anyone else's. "Have you ever thought about being a writer/are you a writer?" was (and still is!) a major thought running through my head. :D
Silent Infinity

06-05-05, 04:56 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.

At first I considered doing 5d6 less damage but I felt 4d6 less was not game breaking and fits well that a 20th level warlock would finally gain the third attack as his eldritch blast finally does 9d6 damage. The matter of eldritch essences and their impact is still pending upon my decision of whether to change it back. I feel a sorcerer or wizard of such power at 20th level might still have greater ability than a warlock with this feat so it is something I must think upon.

Comments?
Von Crown

06-05-05, 05:12 PM
I have comment... You might want a throw-away feat for a prerquisite, otherwise a warlock would have to be out of his mind... err, even then he'd probably take it anyways...
Dogurasu_Thanatos

06-05-05, 05:34 PM
OOC, Silent Infinity: I could effectively couple your feat with one of mine -- Soul-Force Blast would probably make a nice prerequisite for it. Then there comes the question: Does one's Charisma modifier (assuming one has Soul-Force Blast) apply to all the blasts?
Cazic

06-05-05, 07:11 PM
I was curious to know a bit about how you guyz are 'organised' and stuff. I.e. what's the Warlock Circle 'brief' and, um, can you bring us up to speed in a post?

regards
stav
Right now there is the normal invocation invention going on and the main stories are Von Crown making a pathway from his deminsion to this one and the Tortured Mind (http://boards1.wizards.com/showpost.php?p=6239933&postcount=748) Prcs.
wuyanei

06-05-05, 08:29 PM
OOC: To understand these feats, please refer to the Epic Invocation Rules house rule. :)

Dogurasu_Thanatos: 'Voorish' comes from Richard A. Lupoff's "The Adventure of the Voorish Sign," and from general Lovcraftian mythos. It is part of the ritual to create and control a Shoggoth. I've been trying to create a Lovcraftian-cultist style warlock for the past few invocations. :)

Dire InvocationsDire Invocations [Epic]
Prerequisites: Spellcraft 24 ranks, ability to use at least three Dark invocations, arcane caster level 20.
Benefits: You gain access to Dire invocations (also referred to as Epic invocations). From now on, you may take the Extra Invocation feat to learn a Dark invocation.

Extra Epic InvocationExtra Epic Invocation [Epic]
Prerequisites: Dire Invocations.
Benefits: You may learn one Dire (epic) invocation. You gain the power 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. Each dire invocation is a unique creation of the warlock in question – the product of years of painstaking research and study.

Multiblast Yanei's version.Multiblast [Epic, Metamagic]
Prerequisites: Spellcraft 24 ranks, Concentration 24 ranks, eldritch blast class ability, arcane caster level 20.
Benefits: Provided you have both hands free to use somatic components, you may use one hand to invoke an eldritch blast while simultaneously using your other hand to cast a spell or use another invocation (including a second eldritch blast). This is a full-round action. You may not use this feat to cast two spells or to use two non-eldritch blast invocations simultaneously – the concentration required is too great. However, if the spell in question does not have a somatic, material or focus component, you may cast the spell in conjunction with an eldritch blast when you only have one hand free. You may take this feat more than once. Each time you take this feat, you may invoke an additional eldritch blast simultaneously. However, unless you have more than two arms, you can still only use two sets of somatic, material and focus components at one time.
Silent Infinity

06-05-05, 08:53 PM
I have comment... You might want a throw-away feat for a prerquisite, otherwise a warlock would have to be out of his mind... err, even then he'd probably take it anyways...

Please consider also that Eldritch Chain is effectively better in almost all ways than the feat. I don't know if its so good that every warlock would want it, especially at higher levels you could gain much better things like extra invocations. At epic levels, well, given the acceptance of dire invocations, it is certainly weaker. One throw away feat is probably wise.

OOC, Silent Infinity: I could effectively couple your feat with one of mine -- Soul-Force Blast would probably make a nice prerequisite for it. Then there comes the question: Does one's Charisma modifier (assuming one has Soul-Force Blast) apply to all the blasts?

I like the soul-force blast but I don't think it follows well for a tree into my feat. Something with regard to speed or quickness might be wiser. Perhaps quicken spell-like ability? :confused:
Von Crown

06-05-05, 10:06 PM
OOC: I was thinking something slightly less useful in and of itself, like lightning reflexes. Not bad, but not as useful as Quicken Spell-like ability. And now, to
IC:
Through the portal steps a woman, somewhere in her twenties, but obviously a veteran of many battles. She wears a white military uniform of a sort not quite recognizable as anything you've seen before. She wears somewhat heavy boots, and has some sort of unusual spear-like weapon with a broad blade and a hole rimmed with long needles through the center strapped on her back, attached to an odd sort of hard-looking vest that seems to be designed to hold glass vials wihout fear of them shattering in melee. She takes in the scene, and takes hold of her weapon with both hands, edging around in what would appear to be an attempt to get nearer to Mordred.
Silent Infinity

06-05-05, 10:58 PM
OOC: I was thinking something slightly less useful in and of itself, like lightning reflexes. Not bad, but not as useful as Quicken Spell-like ability.

Lightning Reflexes is a good idea.
De Batavier

06-06-05, 06:20 AM
Hi there Dogurasu,

I've been following your stuff, here, and I really love your work. We would love for the Warlock Circle to be part of the IFG - it's a great Guild.

I was curious to know a bit about how you guyz are 'organised' and stuff. I.e. what's the Warlock Circle 'brief' and, um, can you bring us up to speed in a post?

regards
stav

Silmarien Aldalome: Thank you for your comments on my works. I'd like to get some more in-depth C&C from you on some of your favorite ideas, should you have time. However, the plot summaries are probably best left to Cazic, and if you want this circle to join your IFG guild, ask the circle leaders (assuming we have them; I usually defer to De Batavier).

Hi,

First of. At the moment we aren't organised in any ruledriven way. Though is support IFWG i probably won't participate (i won't create a statted character). Therefor i don't mind someone else stepping in to be the in game ruler of the Warlock Circle. If needed i will edit the first post to contain such information.

My view on the in game Warlock Circle is as followed. I see them not as a truly organised group. They are more a group of persons that meet now and then to discuss their powers and to share information. As such they are just a collection of individuals that meet. (Quite regular at the moment though judging from the amount of post ;) )

So all members feel free to join the IFWG. Maybe if i have time to create a character i will, but i forsee posting difficulties in the future and i find updating the library more important. The main purpose of the thread was to discuss Warlocks and to create new Warlock stuff. In which we are very succesfull i think :)

Library Updated.

:cool:
wuyanei

06-07-05, 12:34 PM
OOC: Eh! It does seem quiet here, all of a sudden. For what its worth, I follow De Batavier's lead on the IFWG issue. That being said, lets get things up and running again. Perhaps a jelly bean or two to perk up your spirits? It always works for me. :)

Every-flavor Beans, Endless bag of

This magic item is a small bag with 5d20 jellybeans inside. However, each time a jellybean is removed, the bag automatically conjures another one. Beans that are removed from the bag vanish in one hour, so the beans cannot be stored. If all jellybeans are removed (by turning the bag inside-out), the bag becomes inert until at least 50 jellybeans are placed into the bag.

Each jellybean is of a random flavor. All flavors in the multiverse, from ambrosia to cowpat, are included in the bag. There is no practical way to know what flavor a bean is without actually tasting it, although sometimes the color of the bean will give you a hint. Whatever the flavor, the jellybeans are harmless (the taste is just a figment), and even the most vicious-tasting jellybean is just a friendly joke. Every-flavored beans do not provide any nourishment, nor do they assuage hunger. You may eat thousands of jellybeans if you want, but one hour later you will be just as empty-stomached as before.

Every-flavor Beans, blessed: There is a 10% chance that a randomly discovered Bag of Every-flavor Beans is of the blessed variety. Blessed jellybeans act as a goodberry for whomever eats it. The magic of a blessed bag can only create 2d4 blessed jellybeans each day. The blessed jellybeans can be easily distinguished from normal every-flavor jellybeans by the faint, soothing glow about them. Blessed jellybeans always taste like berries, although the type of berry is still chosen at random. Blessed jellybeans remain for 24 hours if removed from the bag; then they vanish, just like normal every-flavor beans. (Basically, the bag can cast Goodberry on the jellybeans it is holding once per day at caster level 1.)

Every-flavor beans, cursed: There is a 5% chance that a randomly discovered Bag of Every-flavor Beans is of the cursed variety. The magic of a cursed bag of every-flavor beans has become corrupted, and may cause various unfortunate effects on anyone that eats a bean from the bag. The default curse is 1d4 minutes of nausea, plus a –4 strength penalty for 2d6 minutes afterwards. DMs can roll on the cursed item Drawback table, or come up with some other humorous result. Regardless, the curses should not last more than 1d3 days (unless the DM decides that this particular bag of beans was intentionally created to curse people; in which case, all bets are off). Most cursed bags of every-flavor beans do not immediately appear cursed. Roll d100 whenever somebody eats a bean from the bag. On a fixed percentile (usually 5% ~ 15%), the bean that he eats is cursed.

Faint Illusion; CL 1st; Craft Wondrous Item, prestidigitation, goodberry (for blessed bags); Price: 1000 gp (normal), 3500 gp (blessed), 300 gp (cursed).



OOC: ...and if that still doesn't work... well, then we can try some more... drastic... measures. But I'm sure we aren't going to need to go there, no?




Psilocybian Spores [Wood]

Greater; 5th; Conjuration (creation)

You can send forth a cloud of psilocybian (psilocybin containing) spores in a cone-shaped burst out to a range of 30 ft. These spores are a stronger version of the spores of the ‘laughing mushroom,’ ‘magic mushroom,’ or simply ‘shroom’ (Gymnopilus spectabilis), and if inhaled they induce psychedelic reactions generally resembling a shorter LSD trip. These spores are moderately addictive.

Treat the spores as a drug that is also considered a natural inhaled poison. The characteristics of the psilocybian spores are as below:

Save DC: The Fortitude save DC to avoid the effects of the spores is 10 + half your caster level + your Charisma modifier. You are never affected by your own psilocybian spores.

Initial effect: 1d3 points of Wisdom damage; the creature laughs uncontrollably for 1 minute, making speech or concentration impossible; the creature must make a Fortitude save against DC 10 + half your caster level + your Charisma modifier each round for 10 rounds or laugh uncontrollably for one round (treat as nauseated). No matter how many doses of psilocybian spores a creature has been exposed to, it only needs to make one Will save each round to avoid becoming nauseated.

Secondary effect: 1d3 Wisdom damage; the creature laughs uncontrollably for 3d6 x 10 minutes, making speech or concentration impossible; the Creature must make a Fortitude save against DC 10 + half your caster level + your Charisma modifier every 10 minutes for 3d6 x 10 minutes or become nauseated for 10 minutes. No matter how many doses of psilocybian spores a creature has been exposed to, it only needs to make one Will save every 10 minutes to avoid becoming nauseated.

Side effect: The creature suffers a –4 penalty to all saving throws involving illusions as long as the initial or secondary effect is in effect.

Addiction: Medium addiction rating; Fort DC 10; Satiation 5 days; Damage 1d4 Dex, 1d4 Wis.
lostone

06-07-05, 12:45 PM
The Lost One reaches out a skeletal hand, takes an every flavor bean, and tries it. "Ugh...pond scum. It is things like this that make me glad I no longer have a functional digestive system."

OOC: I love it. I'm honestly surprised I haven't seen someone stat that out years ago. :D
wuyanei

06-07-05, 01:23 PM
OOC: As am I, lostone. 'Thought Bottle' indeed. :rolleye2:

[SHAMELESS PLUG] I've tried to stat the Harry Potter wands in D&D terms here. I've posted some new stuff on wand-cores.[/SHAMELESS PLUG]

Yes. I am that shameless. :D

EDIT: Posted the new stuff on wand cores. Do please take a look!
Dogurasu_Thanatos

06-07-05, 05:35 PM
OOC: Yes. I already admit it; this is definitely going to seem ill-contrived. However, due to a combination of reality and a multi-channeled creative flow, I am presently spent -- I need a break from my own pressure, however brief, before I can continue my efforts to roleplay or create. Therefore, I figured I might as well tie in one more thing about Sarakha: his master...

IC: As Sarakha prepares to deal with these threats to Mordred's life, eldritch energy at his fingertips, he suddenly goes completely still -- almost as if petrified. He glances around, his face twisting in a combination of rage and fear as he attempts to fight off whatever it is that is affecting him.

Then, he screams -- howls -- screeches in his psychotic anger, clenching both fists tightly together as he steps forward. The eldritch energy is gone, replaced with an aura of physical power as he sublimates his mentality, his eyes glowing bright crimson. He takes a forced but powerful swing at one assailant with the mithral rod, raving as bits and pieces of his body go transparent.

"You're not taking me now!!" Sarakha rails. "You can't take me now!!"

He steps over Mordred and lashes out at the remaining assailant, ignoring the spear-wielder as he glares with bloody hatred at some unseen force. With astonishing force, the crazed warlock repeatedly pounds the second attacker's head, his screaming slowly turning to loud crying.

"No more of this, master!!" he wails, falling down to his knees. Now major portions of him are flashing from incorporeality to solidity and back as something tries to wrench him from this reality. "I'm going to defend him -- what do you want of me?!"

Without warning, Sarakha is gone -- everything on him is simply and suddenly gone. His pets remain in his room, and they seal his room off; whether to protect themselves, Sarakha's stuff, or the other warlocks remains uncertain...
Deviston

06-07-05, 06:44 PM
without warning? but he was flashing and blinking "as something tries to wrench him from this reality" I see that as a slight warning . . . if not a moderate one . . . my opinion i guess . . .. .
Cazic

06-07-05, 11:29 PM
without warning? but he was flashing and blinking "as something tries to wrench him from this reality" I see that as a slight warning . . . if not a moderate one . . . my opinion i guess . . .. .
Shhhhh....go with it :D
Besides it sounds cool. :cool:

IC: Seeing his friend in danger Cazic begins the motions of a planar lock spell, but Sarakha vanishes before the spell is finished; forcing Cazic to end the spell and suffer a magical back lash of arcane energies. After recovering he casts a scrying spell, but finds that he can not find Sarakha. Something is blocking his magic. He then looks to the door of Sarakha's room, but abandons that thought knowing that the crazed Warlock would have already put numerus defences on his room.
"Does this happen often?"
Solarious

06-07-05, 11:42 PM
:mymy:

I believe it is safe to say that I will be busy proofing both of you two for the rest of my life. Is it alright to die now and dodge the inevitable sense of responsibility I have for the two of you, and avoid the crushing guilt that I'm not doing my job fast enough?

What do we not have a smilie to gracefully faint?

*does so anyways*

:P
Von Crown

06-08-05, 02:09 AM
The woman from the portal finishes edging around the fight and arrives at where Mordred lies incapacitated. Kneeling down, she reaches into her vest and pulls out a small metal vial, which she unstoppers and pours into Mordred's mouth.
After a few seconds, Mordred's eyes open suddenly, flaring completely red for a moment,then returning to normal. He gets up and brushes himself off, before turning to face the two thugs. He utters a short spell, and a thin blue ray shoots from his fingr to a large metal block that was conviniently left there recently. The block glows a dull blue hue, and every metal object in the room pulls towards the block, including the two thugs axes, which fly from their hands, attaching themselves to the aforsaid. "Well, well, well, what have we here?"
De Batavier

06-09-05, 06:51 AM
Greeetings all,

Library has been updated and fixed (saw that a feat link was put under items :embarrass )

Karl Abend observes the little skirmish. He doesn’t feel compelled to do anything. He has faith in the abilities of the other warlocks to help themselves. Only when Sarakha suddenly disappears he becomes a little worried. He prepares himself to fend off any demon or other power that is responsible for this strange disappearing act.

“Are these friend of yours Mordred?” Karl asks. “I hope for their sake that they have nothing to do with Sarakha’s disappearance. I don’t want to resort to less civilised forms of..communication,” Karl Abends says with a friendly, but cold, smile. While saying that he ponders on Sarakha words before the strange disappearance.
De Batavier

06-09-05, 06:56 AM
Oh and for discussion or just your information, this was my character in the first IFWG, if i had more time i would use him in this second IFWG:

Name: Karl Abend
Class: 15th level Warlock
Race: Human
Gender: male

---Ability/modifier---

abil. abil. level items
mod score mod mod
Str: +0 10
Dex: +7 24 +4 manual and +6 gloves
Con: +1 12
Int: +2 14
Wis: +1 12
Cha: +7 25 +3 +6 cloak

Skills: skill abil ranks misc
mod mod mod
bluff 19 +7 15
concentration 12 +1 11
craft (alchemy) 17 +2 15
kn arcana 11 +2 9
sense motive 13 +1 12
spellcraft 12 +2 10
use magic device 25 +7 18

Feats:
lvl 1 point blank shot
human bonus feat weapon focus (eldritch blast)
lvl 3 precise shot
lvl 6 extra invocation
lvl 9 extra invocation
lvl 12 extra invocation
lvl 15 craft wondrous item

Saves
Tot Base Abil.
mod
Fort 6 5 1
Refl 12 5 7
Will 10 9 1

HP: 70

tot base ab.mod
AC: 17 10 7
touch 17
flat 10

BAB: 11/6/1

---Attacks/Damage---
Melee: 11/6/1
Ranged:18/13/8
Class abilities:
Eldritch blast (sp) damage 7d6
detect magic
damage reduction 3/ cold iron
deceive item
fiendish resilience 2
energy resistance acid 5, fire 5
imbue item

Invocations known
least: lesser: greater:
Sickening blast Hellrime blast Vitriolic blast
Eldritch spear Eldritch chain Eldritch cone
Earthen grasp Flee the scene Enervating shadow
Spiderwalk Walk Unseen
See the unseen

Items:
manual of quickness and action (+4 used) 110.000 gp
cloak of charisma +6 36.000 gp
greater chausable of fell power 18.000 gp
gloves of dexterity + 6 36.000 gp
wuyanei

06-09-05, 10:54 AM
OOC: We'll miss you, Dogurasu_Thanatos. Hope you can come back soon!

Flower of Life (Seeds, Pouch of) [Minor Artifact]Flower of Life (Seeds, Pouch of) [Minor Artifact]

This velvet pouch is delicately embroidered with silver-and-golden thread in patterns of plum-flowers and cherry-blossoms. The pouch contains 5d10 silver seeds when found. The silver seeds resemble perfect, flawless pearls of about half-inch in diameter, and are worth up to 2500 gp each for their beauty alone.

These seeds do not grow in soil. If a sentient (Intelligence 3 or greater) living creature swallows a seed, the creature loses 1 point of Strength, Dexterity and Constitution, and permanently loses one level (or hit dice). If the creature has only one level, it loses 2 additional points of Constitution instead. This level and ability score loss cannot be reversed by any means short of direct divine intervention. Within 1d4 rounds, a ghostly, luminescent, translucent, pale-golden flower resembling a mountain lily springs forth from the creature’s body. This flower of life is incorporeal, but any sentient (Intelligence 3 or greater) creature with a soul (including intelligent undead) can touch the flower as if it were a corporeal object. The flowers can also be handled with spells such as mage hand, telekinesis, unseen servant, spectral hand and any other similar spell. 24 hours after a flower of life has blossomed, another silver seed will appear in the velvet pouch.

A flower of life is eternal, and it will never fade or wilt on its own. However, if a flower of life is touched by any sentient (Intelligence 3 or greater) living creature it withers, and the living creature receives the effect of a greater restoration spell and a heal spell, except that the creature is only healed to 1d4 hp (if the creature’s hit points were lower than 1d4, it is healed to 1d4; if the creature’s hit points were higher than 1d4, it is not healed of any hit points). In addition, good and neutral creatures receive a +4 sacred bonus to all saves against poison and disease for 1 year, while evil creatures gain a +1 profane bonus to Strength and Dexterity, plus a +2 profane bonus to Constitution for the same duration.

Finally, if one-hundred-and-one flowers of life are placed upon the remains of a sentient creature, they can bring the creature back to life as if with a true resurrection spell, except that the flowers can bring a creature back to life regardless of how long it has been dead.

Overwhelming necromancy; CL 20th; minor artifact; Price ---- gp, Wt. --.
Dogurasu_Thanatos

06-09-05, 10:51 PM
OOC: I'm still taking a break, but now I have some time off and I plan to use it. However, people seemed interested enough in the RP post I made to get me to at the very least continue the RP. (Aside, to Deviston, when I meant 'without warning' when Sarakha vanished, I meant that he didn't fade away -- he simply was flickering one moment, and just plain gone the next. Just clarifying! :D )
Also of note, the campaign I'm in has just shot into epic levels and taken me along for the ride -- defeating a BBEG party seems to do that... no, I don't plan to be overpowering here, but this character is mostly a researcher here, anyway. Please, please, please don't get rules-lawyery on me here. :raincloud

IC: Directly from where Sarakha stood, a demonic being of some kind steps forward. He walks on black leonine paws, letting them dig into a fallen axeman's back as he uses the person like a welcome mat. Most of his bare body is covered in this luxurious black fur, including his human -- well, considering the angular features and exaggerated, pointy ears, elven -- face (just enough fuzz to make his face seem black as hatred). He stretches his scorpion tail and crimson-scaled wings, his hands -- talons -- reaching out and clenching at the air as he seems to attune himself to this plane's traits. Slitted crimson eyes gleam in the dim room from beneath the bangs of a long, blood-and-black mane. Powerful, rapierlike horns extend from the fiendish creature's forehead, and a long tongue flicks out from between gleaming fangs. His bloody chest scales gleam with reflective light as he looks around; he seems like he wasn't expecting to see such commotion.

"To answer your question," he says in a resonant voice, "I am neither friend nor enemy to this 'Mordred' of which you speak. My name is Dogurasu M. Thanatos -- not my true name, mind you, but it is a name which suits me to give to anyone." The manticore looks around slowly, an aura of complete confidence surrounding him. "Sarakha -- as he has chosen to call himself -- is my..." Here, he seems to search for the proper words. "...he is my... apprentice, let us say. At the moment, your friend is undergoing intensive training; I chose to take him now because he will have a chance to survive -- any weaker than he is now, and he would be destined to die."

Dogurasu grins slightly, taking Sarakha's place at the circle. Sarakha's pets can be heard hissing balefully at the manticore, though they make no move to attack. "Taken to collecting pets of his own, has he...?" the demon says, a twisted chuckle in his voice. "As it suits him... after all, if his master has a pet, why shouldn't he...?" His tail swings back and forth slowly, an unmistakable grin crossing his beautiful, twisted face... "I will not stay long, just long enough to answer any concerns you may have for this arcanist you call 'friend.' It would not be polite for me to call my pet home without... taking care of him..."

Dogurasu licks his fangs slowly, glancing at the collection of warlocks (and one wizard). He seems to be waiting for something -- an attack? Questions? Whatever it is, the demonic manticore seems quite ready...
Cazic

06-10-05, 01:07 AM
All in the room gaze upon this new arrival with great attention and one being in particular seems to be putting almost all of his focus into scrutinizing this being. If any were to gaze upon him in his lighted corner of the hall they would see deep into the livid Sea Green eyes of this normally unreadable Drow. It seems that truly none, but the Manticore is paying enough attention to anything else than himself to notice this and the Manticore sees deep into the oceanic eyes and sees in them a limitless fountain which pores out all that is known of this Wizard’s thoughts. In these eyes of burning focus and turmoil waves he can see the lust for power, the unrelenting focus of one whose goal is coming nearer, and see the promise for greater power. The Wizard then seals away the fountain within his eyes and stares at Sarakha’s Master and after going over things within his icy mind he speaks at last to Dogurasu.
“Why have you taken Sarakha?”
Von Crown

06-10-05, 02:46 AM
"I would like to enquire. You seem quite powerful, but could you be considered in any respect a diety? Or even perhaps just a Demigod? This is an important question."
Deviston

06-10-05, 10:10 AM
:: muffled laugh from somewhere in the assembly ::
apesamongus

06-10-05, 06:06 PM
Eldritch Charge
Greater, 5th, Blast Shape
The Warlock can radiate his eldritch blast while making a charge or charge with bull rush (including a partial charge.) With the exception of his target, any creature adjacent to any square he moves into is subject to 1/2 EB damage Ref save for a further 1/2 (total 1/4 damage) plus any Essence invocation added to the blast.

The target of the charge is subject to different effects depending on whether the charge ends with an attack or a bull rush.

For an normal attack, the Warlock gets +1 added to his attack for each die of EB he has and channels his full blast through his weapon (as the Hideous Blow ability). The save vs any essence invocation is unaffected.

For a bull rush, the Warlock does not draw an attack of opportunity from the defender. Additionally, he adds +1 to his opposed Str check for each die in his EB. The defender suffers 1/2 EB damage Ref save for a further 1/2 (total 1/4 damage) plus any Essence invocation added to the blast. The defender is at -2 to save vs both the damage and the essence invocation for each 5' he was pushed back by the bullrush.

(This seems like it would be fun combined with Repelling Blast)
Dogurasu_Thanatos

06-10-05, 09:17 PM
IC: "I have taken Sarakha back to Devimaston and the Material Plane it is connected to," the manticore replies. "He will not only be undergoing intensive training from me, but he has a task he must complete or else our worlds will be undone. I may be powerful, but all creatures are bound by cosmic laws -- though I may take a promising student of dark magic under my wings, I cannot strike at a force as old as the gods of my worlds."

He turns to Mordred with a very cold stare. "You challenge me, old warlock?" he growls. "I will warn you now: Do not attempt to find the answer to that question. All you will need to know is that myself and the other four Inspirants are not to be taken lightly."

He returns his focus to the group as a whole. "Sarakha is in little danger from myself. His main worry is another of the Five Inspirants, a truly evil demon of great power by the offered name of Valance N. Orion." He glances over at Cazic, snorting derisively. "You and Valance might actually get along, given that you both look and think so much alike..."

Dogurasu turns his attention, then, to the source of the laughter. Seeing fit to demonstrate his power, he brings up his hand, a talon of starry blackness forming around the source. With a gripping and pulling motion, the enhumored being is brought directly to Dogurasu in what appears to be a twilight talon. "Do you find something funny about the situation?" he asks, somewhat idly. "Personally, I would have fallen silent if I were in your position -- it is unwise to laugh at a demon."

Dismissing the hand (and dropping the offender to the ground unceremoniously), Dogurasu returns to relaxing, waiting again, wrapping his wings around himself.
Cazic

06-10-05, 10:08 PM
Cazic gazes at the proud Manticore with eyes like calm ocean water. He mulls over some things in his head as he considers the mighty demon’s words and any hidden meanings within them. He then motions to a small spider golem at his side and then whispers a few words. The small device then speeds away into a crack in the wall; within moments a large sound like the clicking a gears and the hushed movements of insects is heard and then the door from Cazic's room swings open and several golems step out carrying various foods, drinks, and …..other assortments. The golems then proceed in a manner as if they have done this a thousand times over and begin offering food to all those around, starting with Dogurasu.
“Please eat and relax. I have almost anything you could desire. Merely speak the item and a golem will bring it to you. They are very good; built by the same House that made the mighty Warforged. These are actually some of the earlier versions that were made. It was not easy to find all these fine models, but enough about that and my watery pastimes with Warforged. Please tell us of yourself. Why not start with those Five Inspirants? We may find inspiration in the knowledge of them and be able to further the glory of all arcane.”
Von Crown

06-11-05, 12:52 AM
Mordred chuckles for a bit. "Ah, I see, that sort of power. Well I must say I'm not terribly afraid, if you fear strike anything as trivial as a mere god then I see I am truly not in need of any particular concern." He kicks his feet up onto the table, crossing his legs and leaning back in his chair. "It is worthy of note that you could tell that I'm old, for most generally go with an inital assumption that I'm quite young based on my appearance, seeing that it is no illusion. And now I respond thus: Everything is to be taken lightly, for if I were to take everything as seriously as you seem to, I would have taken serious offense at the implication that I am to be taken lightly." He makes a quick motion with his hand, and a line of red light travels along his arm, tracing runes which burn a deep crimson, like the very blood of the multiverse being poured through this terrible frame. A massive storm stirs outside as the fitful movements of a great beast, slumbering, but whos awakening would bring total ruin to all in its path. "You would do well to remember- Even the biggest of fish live in fear of that day when eventually the ocean dries up, the rivers run dry and the sun itself overtakes all the planet, transforming it into a barren wasteland where only those who adapt themselves to the burning sands may thrive and all others perish. Perhaps you could destroy this worn-out shell, but be it over the course of days, years, decades, or centuries, there is but one inevitble law of the multiverse, and that is this-
Mordred will return.
Dogurasu_Thanatos

06-11-05, 01:36 PM
IC: Dogurasu watches Mordred with a combination of respect and amusement at himself. "I apologize for my arrogant behavior," he says. "Oftentimes, my mouth stays ahead of my mind. I have no interest in killing 'your shell' as you have phrased it, but I will not hesitate to defend myself. As it stands, I have sorely misjudged you; I will try not to make the same mistake again and I ask for your forgiveness." He nods low to Mordred, remaining wary but respectful. His tail stills itself behind him, a sign of his concession to the stronger arcanist.

"As for the five Inspiriants, drow wizard," Dogurasu continues, "we are of between mortal and immortal power. However, we choose to interfere as little as possible. Sarakha chose me, and so I taught him then and will teach him now the powers that I can." He holds one talon up as the food comes to him. "Thank you, but I am not hungry."

Dogurasu pauses for a moment, then continues once he has had a moment to think about his next words. "There is little else to say about the Inspirants, I believe, that needs to be known at the moment. Each one simply inspires mortals to a certain teaching; if they later choose to accept us as teachers, we take them in at their own peril. Tenjoukai Shamash is the Inspirant of the Divine; Rashan Amonre, the Inspirant of the Mind; Dogan Loki, the Inspirant of the Hidden; Valance Orion, the Inspirant of the Violent. I am the Inspirant of the Arcane." He thinks for another moment or two. "We are similar, I suppose, to the demon princes and tome archons found on some worlds -- not as powerful as deities, but able to teach mortals anyway. We have only recently been... instated, as one goddess attempted to act outside her influence and, temporarily, lost her divinity for her action."

His ears twitch, and he stands once more. "I cannot stay here for much longer," Dogurasu warns. "In a few moments, I should likely return to my tower and see if Sarakha has survived his tests."
Von Crown

06-11-05, 01:48 PM
Mordred stands, and bows slightly. "Speaking with you has been very... informative. It was a pleasure to meet you." With that, he sits back down.
DolArrah

06-11-05, 05:13 PM
Dol Arrah, who had previously stayed silent, spoke up at this moment, his eloquent voice ringing throught the chamber. They say that you learn knew things every day. So far, we have uncovered secrets abouttwo of our members, but the others remain to be pierced. He laughs softly and looks at each member of the Circle. Well, it has been . . . fun. If you must go, I have only one more question. When will Sarakha return to us?
Cazic

06-11-05, 10:13 PM
IC: Cazic grins to him self and listens quietly as you all talk, but suddenly a jolt of arcane energy flows through his mind and he then steals within himself listening to this energy and the words it sends to him. After listening to all the energy has to say he opens his eyes and stands before those gathered in front of him.
“My dear brothers and sisters of the arcane I has good news. Niddeth, the Cleansing Wave, has responded to me summons at long last. I have been trying to reach her for some time now and have finally been granted her audience.”
Cazic is beaming as he states this and his eyes show the confidence he holds in his words.
“Niddeth and I have already communicated telepathically and she has agreed to speak to you all. I would treat her with respect for she is a being of great power.”
The steadies himself for what he knows is to come and takes this knowledge with gratitude.
“She comes.”
Upon saying this his body begins to convulse and change. His skin turns smooth and pails, turning from its darkness black to a smooth sky blue; His arms and legs thin, the fingers upon his hands elongating as they slim and two of his fingers retreat into his body as it goes from one form to the other. The Wizard’s face grows longer and his ears shorten; the hair upon his scalp grows long and seems to braid itself as two large horns grow strait up from the Drow’s head. Cazic’s very clothes change before you, turning into a mix of clothing with varying shades of blue. The new being then rises from the pain filled position the Drow left her in and stands before you all. She stands in a manner of great confidence and gazes upon the room with a knowledged and respectful grace.

“I am Niddeth, of the Darkest Depths and one of the Great Embodiments. The Wizard has sought me out and after making our deals he felt that I should talk to you all and answer any questions to might have for me, but speak now for I have books that need organizing.”

OOC: Here is a picture of how Niddeth looks like. Link (http://jdillon.net/) I'm sorry, but I couldn't get in to go to the picture itself so just go to the Gallery then on the bar on the right side of the website click on the picture on the right of the 5th row. She is the blue one on the far left.
Von Crown

06-12-05, 12:19 AM
"Again I ask: Would you classify yourself as in any way a diety? Also, I'd like to introduce Lt. Elyra Yantou, Heavy Land Dragoons, Fifth Brigade, Dauthaar Militia." The woman with the spear turns and salutes smartly. "It is a great honour to have been chosen to head up your operations here in your absence, Sir." "Now now, it's not like I've appointed you as my second Thu'Kara. Although...you never know, perhaps if you do really well on this assignment, you are high on my list..." "Do... do you really mean that , Sir? I had no idea you held such a high opinion of me..." She blushes slightly "Of course. You got this assignment, didn't you?"
DolArrah

06-12-05, 09:25 AM
Hmmm, it seems there is a third secret uncovered. But, do we kow the full? Niddeth, are you a diety? A Great Embodiment? I am assuming you are unable to appear without possesing a mortal, am I correct? Where would you be going, Mordred? And who is this lady you are brining to us, so I presume, as your replacement, for Syberis knows how long? He is layed back, his posture conveying boredom, but his eyes shied with amusement. Oh, how I love mysteries. It seems that time is unfolding most interestingly. Shall I summon my father to us? No, I shouuld think not. That might cause a commotion. I mean, three . . . I hesitate to say creatures, but . . . you know what I mean. There is barely enough room for us here now, what with a magical manticore that is the Inspirant of the Arcane and Niddeth, the Great Embodiment.
DolArrah

06-12-05, 09:30 AM
Cazic, on the supject of your link, which is NIddeth. I was unable to find her, and the gallery appeared as a side bar. Is she the one in the green globe?
Or the Day Dreamer?

They are really good. Do you draw them? If so, you are a great artist and more people should buy them.
Von Crown

06-12-05, 04:19 PM
"Lt. Yantou is here to keep me up to date, because I cannot be here constantly as I have other business to attend to elsewhere. She is a high-ranking Dauthaar Milita Officer, and a moderatly powerful warlock to boot. I presently plan on returning to work on creating an easier passage from my here to my world, as it presently only runs one way." He motions to the portal Lt. Yantou and the two thugs came out of. "It shouldn't take too much longer now, I'm already half way done."
Cazic

06-12-05, 06:07 PM
Cazic, on the supject of your link, which is NIddeth. I was unable to find her, and the gallery appeared as a side bar. Is she the one in the green globe?
Or the Day Dreamer?

They are really good. Do you draw them? If so, you are a great artist and more people should buy them.
First off my RP replies will be here in a short time. I am busy and can't do that right now. I will as soon as I can.

On the picture:
The Gallery is the side bar and Niddeth is in the picture on the 5th row on the right side.
The picture has three people in it. A blue one, a yellow one, and a red one.
She is the blue one on the left
and no I am not the artist (wish i could draw that well), but I realy like the site and art. I plan on using pictures from that site and other good sites more for characters. Better visuals and promotes a great sites. :)

Also Niddeth isn't THE Great Embodiment. She is one of the Great Embodiments.
Dogurasu_Thanatos

06-12-05, 07:11 PM
IC: Dogurasu begins to fade; apparently, he is already checking on Sarakha. "He will return shortly," he says. "Perhaps in an hour, perhaps in a day. He will seem older to you; time feels slower here than it does on the Material Plane of my home, and Devimaston is timeless... He has survived, along with two of his four companions; fortunately, one of the survivors was among Tenjoukai's chosen." He smiles -- despite his demonic appearance, it is a smile without malice. "They have been successful."

With that, Dogurasu stands and bows low to the group, looking over at Niddeth as she appears. He gives her a brief but respectful nod, passing through Sarakha's door and vanishing as he does, never seeming to appear through the animal-guarded window in the door...

OOC: Interesting picture, Cazic. Anyway, due to circumstances beyond my control, I will be back here more often -- not that I'm complaining, mind you. My reality has become confusing. In any case, I do believe I'm ready to create -- and evaluate -- again. Speaking of evaluation, here is some C&C for wuyanei that I have needed to catch up on.

Endless Bag of Every-Flavored Beans: ...very interesting. A bag of endless goodberries? Well, no matter how they taste, if they heal all the same, then it's a useful item. As for the cursed ones... ideas abound. :D

Psilocybian Spores: Ah, another drug -- this one to induce 'happiness' it seems. As always, the drugs are always an interesting addition to a campaign -- but my earlier question stands: Can a warlock somehow store these spores or drugs in a specially prepared vial for later use or sale...?

Pouch of Flower of Life Seeds: I think this would make an interesting artifact to add into a campaign, but if it is an artifact, why can't the heal spell have full effect, instead of just restoring a person just to 1d4 hit points? Can any amount of them be used for a raise dead spell? Just a couple of ideas!

I'll be back soon with some new knowledge, items, and maybe even a prestige class or two of my own. I've just seriously needed a creative break, and I'm very glad you have all went along with my ill-contrived role-playing... :)

So, until next time, may favorable winds be at your back and may your enemies fall before you. (This is probably most easily done by never bathing, but that's not my point. :D )
DolArrah

06-12-05, 08:34 PM
I see many members here. I intend to find out all of their secrets. We have a few people who have share their stories, but I wish to learn more. So, our leader, De Batavier, who are you? Where do you come from? What are your interests? Your loves?
His eyes shine maliciously, and it appears as if Dol Arrah wishes to set a plot in motion.

I seriously do want to learn more about everyone, and it is fun, if, well, a little bit, err, well, anyway, it is fun to roleplay and go along iwht other peoples stories.

Niddeth, why are you here? What are you the Embodiment of? How does one become an Embodiment? His face is alight with curiosity, from his uncaringness the moment before and his moment of pryingessitty (sorry, but I love making words like this). Mordred, if you would care for any assistance on your portal, I am sure the portal would love to help, although we all apreciate your charming companion.
Cazic

06-12-05, 09:39 PM
Ok this is filling in the blacks of your posts since Niddeth would have spoken by now.

Von Crown's post---#891

“I and all Embodiments are quasi-deities.”

DolArrah’s post

Niddeth looks at the man with a look of annoyance.
“I just said I was a deity and does my title as an Embodiment not tell you that I am one."
Niddeth says this as a statement and not a question and you can tell she is not the type who likes to repeat them selves.
“Yes you are mostly correct to believe that I am unable to appear without a mortal shell to inhabit. Because of the Treaty of the Elements no Embodiment is allowed to have their true form leave their home plane, but there are circumstances where one can leave.”

Dogurasu Thanatos’ies post

Niddeth returns the respectful nod.

DolArrah’s post

Niddeth smiles at the curiosity of the mortal.
“I am here because Cazic felt that I could answer unanswered questions.”
Suddenly water and shadows encircle Niddeth and weave about her in a beautiful pattern.
“I am the Embodiment of Water and Darkness and one takes their own path to becoming an Embodiment. We, the first Embodiments, went through many battles and sacrificed much in our journey. I can not give you a map in becoming an Embodiment; the Treaty of the Elements prevents us from that, but I can give you a compass.”
With this Niddeth reaches with her rope and pulls out a small object and then tosses it to the curiosity filled young one. Upon looking at it you see that it really is a compass, but the writing on it is not in common and the sords seem to have a simple energy to them, just as the whole compass does.
“Ask your questions all that you would like for I am a being that loves to sate the curiosity of young ones and perhaps you could replace the Lost Embodiment if you really wish to follow this path. I know that Brother and Sister would be happy to have the Lost One’s plane once more teeming with life and they could as well give you a compass to the proper path.”

OUT OF CHARACTER KNOWLEDGE ALERT!!!!!

The compass is written in Illumian. If anyone’s character knows that then please tell me so I can post what the compass says. Also remember magic can be used to learn what it says.
Von Crown

06-12-05, 10:38 PM
Mordred knows illumian
Cazic

06-12-05, 10:40 PM
ignore this
Ummmmmm....ok then anything else to add? :confused:
Von Crown

06-12-05, 10:46 PM
It was originally a freaky time-delayed double post due to this computer being wacky, but I found something useful to put there
Cazic

06-12-05, 10:50 PM
Mordred knows illumian
Ok then my next questions are:
Is he reading it?
is he going to tell everyone?

If the answers are yes for the first one and no for the second then tell me and I will PM you what it says.
Von Crown

06-12-05, 10:51 PM
I read it, then I'll decide whether to tell the others
Cazic

06-12-05, 10:52 PM
I read it, then I'll decide whether to tell the others
PM it is. You should get it in a few seconds.
Silent Infinity

06-12-05, 11:03 PM
I was just wondering if you roleplayers are using characters posted and validated officially by the guild house or just roleplaying in general?
Von Crown

06-12-05, 11:05 PM
Pretty sure we're just RPing in general
Cazic

06-12-05, 11:18 PM
I was just wondering if you roleplayers are using characters posted and validated officially by the guild house or just roleplaying in general?
From what I understand it is just RP for now, but will be real later.

@Von Crown
I sent the PM.
Von Crown

06-12-05, 11:25 PM
Here's the translation for the Compass-
Mordred gazes upon the compass and sees that it is in Illumian. It has inscriptions on the edges of it and these are separated between each of the compass directions. He reads them and finds what they say for each direction.
North- The way of the darkest Lore and the calmest blue sorrow. Follow this path and ye’ shall find ones self within the fathomless oceans of knowledge.
East- The direction of the brightest light and the mighty wind. Undertake this travel and find thin home in purest happiness and greatest change.
West- The road of a burning blaze and an impassable mountain. Go upon this route and thy future will be bright with destruction and beautiful with graves.
South- Follow not this path, tred not upon this road, avoid this route, go not this way, this is not the direction, undertake another travel. In this thou shall fall to madness and dive into things beyond what thoust was meant to see. Go to this and shall you be forever lost.
You think upon the meanings of this, but then suddenly realize that the compass does not point north; But to something else. __________________

"Interesting... Where I would expect earth to be, there's only a mildly cryptic warning. If I knew how to orient this compass, I'd certainly go that way. After all, if someone expects an adventurer to get something, they'd have enough sense to know that thats the exact sort of thing we don't heed."

(Especially those of us immune to mind-affecting effects, and, in general, insanity.)
Cazic

06-12-05, 11:37 PM
Niddeth smiles at Mordred.
"I am glad to see that someone was able to read that so soon. I may be giving you to much by the rulings of the Treaty of the Elements, but heed this. Look to what it is pointing to and you may find how to "orient" it." Niddeth suddly has a spassam and a ripple spreads through her body.
"I am being summoned so can only stay a short time longer, but if you merely look at what it points to you should be able to head down the path to Embodiment. It shouldnt be to hard to find out; just look to where it points."
Von Crown

06-12-05, 11:40 PM
Uh, okay, what's it pointing at? Anything in the room, or at any particular geographic figure?
Cazic

06-12-05, 11:50 PM
Uh, okay, what's it pointing at? Anything in the room, or at any particular geographic figure?
Ok for Rp and making this easy on everyone:

Mordred looks to where it is pointing.

it is pointing to Niddeth (whoed a thunk it? :D )

Niddeth explanes that it points to the nearest Embodiment on that plane and if one is not on the plane you are on it spins aimlessly. Also once you now that this is what happens the directions point with the arrow.

So if the nearest Embodiment is the on descibed in North (Niddeth is the North one) then the Description and arrow will point in the dirction of Niddeth.

Same with the South, the East, and the West.
Von Crown

06-12-05, 11:53 PM
"Ah, yes, I just remembered." Mordred says, turning to face Niddeth. "As a quasi-diety, I must inform you that a current revisionary process of Dauthaar Tax law, Section five, Subsection two is looking like it may revise the Divinity Tax to include Quasi-Dieties. If such an event occurs, expect me to request that you forward a memo to the other great embodiements informing them of such a change. You should expect the memo within a week, if the revision occurs as planned."
Cazic

06-12-05, 11:57 PM
Niddeth looks at Mordred with sudden confusion and this is not something that happens often.
"What is "Dauthaar Tax law"? It does not exist within my home deminsion and thus has no power there, but what is it?"
Von Crown

06-13-05, 12:08 AM
"It's this little thing governments sometimes have where they get a variable quantity of money from any subject to said government at set intervals of time. Dauthaar's is unusual because it's the only tax code I've ever found that includes a 'Divinity Tax', where gods are taxed for their right to not be hunted down and killed by me for extra divine power, and, lets face it, fun. I intended to inform you of said law and said possible change becuse it is highly probable that I will eventually invade your wourld and, as such, subject any and all dieties there to taxation or extermination. The current law, however, exempts demigods and quasi-dieties, because in the past it has not seemed it would be profitable to enforce such a law. Recent occurances at home, however, are changing the possibility of profit, causing that clause to come under review. It has been under review for about seventy-some years now, and it looks like a decision may be reached sometime in the next decade, possibly sooner if I decide to enact my executive authority."
Cazic

06-13-05, 12:11 AM
"It's this little thing governments sometimes have where they get a variable quantity of money from any subject to said government at set intervals of time. Dauthaar's is unusual because it's the only tax code I've ever found that includes a 'Divinity Tax', where gods are taxed for their right to not be hunted down and killed by me for extra divine power, and, lets face it, fun. I intended to inform you of said law and said possible change becuse it is highly probable that I will eventually invade your wourld and, as such, subject any and all dieties there to taxation or extermination. The current law, however, exempts demigods and quasi-dieties, because in the past it has not seemed it would be profitable to enforce such a law. Recent occurances at home, however, are changing the possibility of profit, causing that clause to come under review. It has been under review for about seventy-some years now, and it looks like a decision may be reached sometime in the next decade, possibly sooner if I decide to enact my executive authority."
I am not sure if i should make a serius RP post for this or simple tkae it as random insanity. :P
Von Crown

06-13-05, 12:14 AM
I was dead serious through that entire post, FYI
Cazic

06-13-05, 12:28 AM
I was dead serious through that entire post, FYI
Since she told you what the compass does she left. So you will have to find her once that law is changed.

[EDIT] Forgot to mention this. Cazic is now back in his natural frm. The experiance drained him so he went to sleep in his room.
Von Crown

06-13-05, 12:40 AM
"Anyways, I should get back to work on that portal. Elyra can contact me if it is necessary. Also, Elyra?"
"Yes, Sir?
"Contact the Reaver Brothers and tell them to go into the vault and bring up ten or so Form 11-D-X0983s, will ya?
"Right away, Sir."
With that, Mordred fades away.
DolArrah

06-13-05, 10:43 AM
The plot unfolds. . . .
Dogurasu_Thanatos

06-13-05, 07:12 PM
OOC: Change in plans. There's a very big chance that our Internet service provider may no longer be providing us with Internet access soon, and even if they do, I will be paying for it. In any case, I will not be here nearly as often. My apologies.
Dogurasu_Thanatos

06-16-05, 03:52 AM
IC: Sarakha fades back in slowly, near the entry to the Circle's stronghold. He makes his way toward his room, seeming... more out of it than usual. His face sports a scarred-over eye, and he walks with an odd limp; his upper body, no longer even armored, sports scars, burns, and something that could be considered a tattoo if it weren't made of deep gouges. Apparently desiring some measure of peace, he flings a scroll to the table before entering his room and slamming the door...

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.

Other notes elude to possibilities for an armor cohort and alterations to Sarakha's summoning invocations, but these notes are, at best, indecipherable.
Von Crown

06-17-05, 04:38 AM
nice ones! I especially like the idea behind the gravity one, but had a few thoughts about possible changes. First off, as-is it has no effect on undead, which seems a bit odd to me. The invocation causes paralysis, a condition which a lot of things are immune to, as well as having a fortitude save. It just dosen't seem very gravity-ey to me. One possibility would be a strength check instead of a fortitude save, since that seem like it might make more sense anyways. Also, you may want to specify that the paralysis ignores normal immunity to paralysis (big problem here is elves and undead), and possibly that incorporeal creatures are unnaffected.
De Batavier

06-17-05, 07:36 AM
Greetings all,

It have been a hectic few days for me. So that's why it took so long to update the Library.

:cool:
Silent Infinity

06-17-05, 10:32 AM
Greetings all,

It have been a hectic few days for me. So that's why it took so long to update the Library.

:cool:

We hope all is well and appreciate your updating of the library.
De Batavier

06-17-05, 10:35 AM
Thanks. The Hectic was for the greater part in a positive way. ;)
technodemon

06-18-05, 09:50 AM
Hey All I am new to the circle (since I am playing one that is a changeling and he is a travelling Undertaker :D ) and I was wondering with them using Sceptors, can they use the dual wand feat and any other feats that uses wands? Have any thought of a way for Warlocks to use the Blast with two hands instead one or can they use their blast from their eyes or mouth?
Dogurasu_Thanatos

06-18-05, 03:46 PM
I figured that warlocks could fire the blast however they wanted -- similar to how you can make a spell look however you want to (within reason). Mouth, one hand, two hands, fingertips, feet, tail, eyes, horns... wherever you shoot the blast from, it's still going to be a ranged touch attack that deals your blast damage.

Also, about the wands. They can use wands exactly like anybody else can Use Magic Device (as the skill).
technodemon

06-18-05, 05:58 PM
http://www.wizards.com/default.asp?x=dnd/ex/20041105a&page=2 The "Dual Wand" feat specificly says Prerequisites: Craft Wand, Two-Weapon Fighting and I did not think they can get any craft items exceot they have the Imbue item feature. Am I missing something?
Dogurasu_Thanatos

06-18-05, 08:13 PM
They can indeed Craft Wands with the Imbue Item feature, and they can take the feat before they get the feature, anyway -- the only prerequisite is 'Caster level Xth,' I think. Therefore, they can take the feat like any other caster can, then TWF, and then Double Wand Wielder.

Though now I have a question, myself: Can one use Double Wand Wielder in conjunction with Wandstrike?
Dogurasu_Thanatos

06-18-05, 11:32 PM
The title asks my question all by itself: What have I done...?

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.
De Batavier

06-19-05, 04:16 AM
Library updated.

Welcome technodemon. Did you want to become a member? It's not clear from your post for me.

Nice feat Dogurasu Thanatos cool to combine Warlock and Paladins. Think their abilities complement each other nicely.

:cool:
technodemon

06-19-05, 11:30 AM
Library updated.

Welcome technodemon. Did you want to become a member? It's not clear from your post for me.

Nice feat Dogurasu Thanatos cool to combine Warlock and Paladins. Think their abilities complement each other nicely.

:cool:
I will but I am gonna wait unitil I survive to 3rd level. I am playing first level warlock at the moment. I am planning ahead.
Solarious

06-19-05, 07:18 PM
The title asks my question all by itself: What have I done...?
Only one thing: something beautiful. Of course, my definition of beautiful differs from many other people, especially in the department of sprays of blood and guts hanging outside of the body... but let us not get into technichalities, shall we? :devil:
apesamongus

06-20-05, 07:11 PM
I'm thinking this one through, and I think it's missing something...

Edited to Reflect changes...
***************************
Release the Brute
Lesser; 4th
When you use this invocation, you release a primative aspect of yourself. You gain a bonus to strength equal to your Charisma bonus with a maximum of 1/2 your warlock level and 1d6 temporary hit points which last until lost or you cancel this ability. (temporary hit points from multiple applications of this invocation do not stack) You also gain the "Powerful build" racial feature (see Races of Stone).

Unfortunately, the primal urges make using your spells and/or spell-like abilities more difficult to use. You cannot cast spells, and using your warlock spell-like abilities (any not gained from your race) requires a full round action and a concentration check (DC15+spell level) unless the power could be used as part of a melee attack (or other instinctual uses at the DM's discretion). Additionally, and charisma based skill roll receives a -4 penalty if tact or subtlety would be beneficial.

Changing back is a full round action which provokes an attack of opportunity and requires a Concentration Check DC 15. A DC 25 Concentration check allows the change to be made as a move equivalent action. Failure on the Concentration check means you cannot attempt to change back for 1d4 rounds.

****************************
I'm blanking on balance here, because it seems both overpowered and underpowered for a lesser at the same time. I thought about adding a con bonus as well, but that seemed too much like free healing. And I'm still not sure about the concentration check for invocations. I want to limit them in some way, but still allow certain ones (like hideous blow). But I couldn't think of a way to specify which ones would be appropriate without just listing them individually.
Silent Infinity

06-20-05, 07:19 PM
I'm thinking this one through, and I think it's missing something...

Release the Brute
Lesser; 4th
When you use this invocation, you release a primative aspect of yourself. You gain a bonus to strength equal to your Charisma bonus with a maximum of 1/2 your warlock level. You also gain the "Powerful build" racial feature (see Races of Stone). Unfortunately, the primal urges make using your spells and/or spell-like abilities more difficult to use. You cannot cast spells, and using non-innate spell-like abilities (any not gained from your race) requires a full round action and a concentration check (DC15+spell level). Additionally, and charisma based skill roll receives a -4 penalty if tact or subtlety would be beneficial.

I'm blanking on balance here, because it seems both overpowered and underpowered for a lesser at the same time. I thought about adding a con bonus as well, but that seemed too much like free healing. And I'm still not sure about the concentration check for invocations. I want to limit them in some way, but still allow certain ones (like hideous blow). But I couldn't think of a way to specify which ones would be appropriate without just listing them individually.

You could only allow the use of eldritch blast with hideous blow. Any other invocation could not be used, not even eldritch blast alone, only the combo of eldritch blast and hideous blow.
DolArrah

06-20-05, 08:36 PM
New warlock prestige class, over at the Prestige Class Board (http://boards1.wizards.com/showthread.php?t=450223)
apesamongus

06-20-05, 11:04 PM
You could only allow the use of eldritch blast with hideous blow. Any other invocation could not be used, not even eldritch blast alone, only the combo of eldritch blast and hideous blow.
I just assumed there would be more that made sense, but now, looking over the CA list, there aren't really any (all that make sense are ones that are 24h duration, so wouldn't be needed anyway.) So, I think I'll change it to only invocations that channel the blow through a physical attack (just to allow for some of the player-made invos).

Do you think a concentration check to change back would be out of line?
Von Crown

06-21-05, 12:19 AM
A concentration check to change back would be great! Loads of flavour, plus it limits when you might want to use it! great idea, IMO
De Batavier

06-21-05, 04:57 AM
Updated the library.

Cool invocation apesamongus. Did you want to be put on the memberslist, because i see i haven't put you up there.

:cool:
lostone

06-21-05, 11:00 AM
Unfortunately, the primal urges make using your spells and/or spell-like abilities more difficult to use. You cannot cast spells, and using non-innate spell-like abilities (any not gained from your race) requires a full round action and a concentration check (DC15+spell level).I understand wanting to keep it balanced, but IIRC there are some totally mindless primal monsters that get SLA and do not have any penalties for using them. Maybe make the limit that they can't use any SLA strategically without making an int/wis check. That would limit things like the shatter invocation, black tentacles, etc, while still allowing the warlock to mindlessly lash out with their powers.I thought about adding a con bonus as well, but that seemed too much like free healing.Instead of giving them a con bonus that gives extra hit points, maybe just fast healing 1. Giving this a bit more utility outside of combat, but keeping them beatable (fast healing 1 is not much of a benefit when the enemy is pounding you for 20+ damage every round). And I'm still not sure about the concentration check for invocations. I want to limit them in some way, but still allow certain ones (like hideous blow). But I couldn't think of a way to specify which ones would be appropriate without just listing them individually.Make it a DM call by using the reason I listed above. They have to use the power mindlessly, if the DM feels they are metagaming and using something strategically they can't do it. They must give a logical non-metagaming reason why their character would use it that way.
apesamongus

06-21-05, 05:21 PM
Sure, go ahead and put me up.
apesamongus

06-21-05, 05:42 PM
I edited the invocation to reflect some changes, but I wanted to comment on some suggestions.

I don't like the Fast Healing for a couple of reasons. For one, I don't believe the invocation is weak or anything, so the only reason I would add con would be for flavor purposes - making the character big and tough. Also, fast healing available at will from an invocation would negate the benefit of Fiendish Resilience too much for my taste.

As for what invications can be used, it's a tough one. I want to still allow the option of shattering a door to follow an enemy or fleeing the scene to get to an opponent you couldn't reach otherwise, but I still want the focus to be on getting in there and roughing it up, so allowing blasting away without some limit isn't what I'm looking for. And I do see a real difference between spell-like abilities that derive from race and warlock invocations. The somatic component is enough by itself to make me want to limit them in brute form.
De Batavier

06-22-05, 04:45 AM
Sure, go ahead and put me up.

Okidoki :)

:cool:
Von Crown

06-24-05, 09:22 PM
I had an idea for a topic of a little discussion I think would be fun. What's your favorite eldritch essence/blast shape combination? I'd have to say, mine would probably have to be either repelling blow or repelling doom. In any case, I like repelling blast quite a bit
technodemon

06-25-05, 11:58 PM
I asked this another thread but I might get reponse here. I see a lot of good prestige classes for the warlock that focuses on their evil orgins but what I like to see are prestige classes based more on the wild and fey forces (in the Warlock description under Background). I would like to see some PrC more on the chaotic good or chaotic neutral side and less on the evil.

I am thinking more on the Dark and creepy view like the Addams Family and/or wild or feyish (not the good happy, lawful fey) type of PrC.
apesamongus

06-26-05, 02:09 PM
Not sure about this one. I like how it works and it feels balanced with Extra Invocation, but it also mitigates one of the Warlock's biggest weaknesses, so it might be overpowered

Adaptive Invoker
You can draw greater power from your heritage, but at a cost.
Prerequisites: Ability to use lesser invocations
Benefit: Once per day, you may manifest an invocation you do not know that is up to one grade lower than your highest grade. Doing so is draining, and deals nonlethal damage to the warlock equal to 1d4 for each spell level of the manifested invocation. If the invocation has a duration longer than instant, then the maximum duration is the warlock's charisma bonus in rounds.

The limitations are great enough that I don't think it makes the Warlock too flexible, but might allow an emergency use of a specific invocation.
DolArrah

06-26-05, 08:23 PM
Eldritch Warrior, Warlock Prestige CLass (http://boards1.wizards.com/showthread.php?t=452931)
Xorial

06-26-05, 08:54 PM
Wyrd Bearer suggested that I put this up here for all to see.
The Soulfire Warrior (http://boards1.wizards.com/showthread.php?t=450223)
De Batavier

06-27-05, 04:25 AM
Greetings all,

I've updated the library. Cool new feat apesamongus. Thanks for the link DolArrah.

Greetings Xorial. Thanks to DolArrah our library (first page) already has a link to your PrC.
Need_A_Life

06-28-05, 10:55 AM
IC:
The door opens and a young human enters, it is doubtful that he has reached his 16th winter but he has the confidence of any of you. He is dressed not in robes but in a black leather armor with a large arcane mark on the chest, written in blood. He looks at you with contempt, "I will join," he announced calmly.

OOC: I love warlocks, I've just saved ALL of the invocations in notepad. I especially like Warmockery, I like duels and it means that my opponent will waste firepower on a clone and I can simply jump in later and finish them off
Silent Infinity

06-28-05, 11:47 AM
IC:
The door opens and a young human enters, it is doubtful that he has reached his 16th winter but he has the confidence of any of you. He is dressed not in robes but in a black leather armor with a large arcane mark on the chest, written in blood. He looks at you with contempt, "I will join," he announced calmly.

A smoothe, almost silken voice whispered from the darkness, "I do so love the youthfully confident. They are particularly delicious... What great aspiration tinged by honed arrogance will you bring to us?"

Simple laughter evoked the image of a smile from the shadows, "We do welcome all of fell magic who gather here. Our studies bring us mightier legends; our enemies trembling over campfires as the stories unfold from the bardic tongue. Make no mistake, trust is rather fluid here..."

OOC: I've not contributed much to the warlock circle's library, but many others have in leaps and bounds. ::chuckle:: The diligence, the work, and the community here are wonderful. I am always thankful for it. All appreciate the recognition.

Welcome! I hope enjoy the thread.
De Batavier

06-28-05, 03:50 PM
Greetings Need A Life welcome to the circle.


:cool:
Siberys

06-28-05, 05:56 PM
OOC: I will be making a section on my still-under-construction-website with the ENTIRE library in one place. I'll also make four sticky threads in my forums; One for true Guild RPing, one for PbP Guild RPing, one for"admin" so to speak, and one for general Warlock discussion/making stuff. You can then save this for for other guild functions. You'll have a home (that's at least more organized...)!
DolArrah

06-28-05, 06:53 PM
I am so so sorry. I did not hear your name. We can't just call you boy your whole life. Welcome, welcome, welcome. This is a fine place for one such as you to get information. I am sure you will make a great asset to us, in far more many ways than you know. Dol Arrah sits in the corner, leaning back on his chair. His voice doesn't reflect his words, ominous and manipulative, but rather kind and concerned, as if looking after a baby.
Need_A_Life

06-30-05, 09:02 AM
IC:
A smile broadens on the young mans face, "My name is Xith. I may not be as wise or as experienced as you but I do not boast without reason," He says and walks further into the room.

OOC:
Thanks everyone. Meet the exalted vow of poverty warlock and be amazed by the lack of versatility he has.
Cazic

06-30-05, 09:59 AM
you might want to switch the ooc and the ic/
Right now we have a Out Of Character being in character and vis versa.
De Batavier

06-30-05, 11:27 AM
There is a new article (http://www.wizards.com/default.asp?x=dnd/cwc/20050630a) on the WotC website. It’s an instalment of the Character Class series. This time it’s about the Warlock.

Skip made a mistake in the discussion of invocations.


Invocations: An invocation is a spell-like ability that the warlock can use at will. At 1st level, and once every five levels thereafter, he can choose one invocation from a specific list. Some invocations alter the warlock's eldritch blast; others provide new abilities that expand his options beyond merely dealing damage.

As we all know the Warlock gains a higher level (lesser, greater, dark) of invocations every five levels, but does gain a total of 12 invocations, 3 of each level (least, lesser, greater and dark)

He also talks about the importance of charisma. I do agree with him that charisma is important to a Warlock, but it’s my opinion that compared to other spellcasters the Warlock is less dependant on his “primary” ability. He doesn’t need a specific score to be able to use his invocations. Even with a charisma of 12 he could use dark invocations, while an other spellcaster could only cast 2nd level stuff or lower with such a score.

:cool:
Need_A_Life

06-30-05, 11:50 AM
Thanks for saying that thing about OOC and IC. I guess I was tired.

I agree that Dexterity is more important than Charisma for Warlocks. You just have to avoid invocations with saves, but that's always nice.
DireHawk

07-01-05, 02:30 PM
Least Invocations
Phantasmal Servant

Lesser Invocations
Demonscream Blast
Desiccating Blast
Disruptive Blast
Eldritch Citadel
Eldritch Skullbomb
Phantasmal Horde
Snare of the Bebilith
Spirit Blast

Greater Invocations
Deva’s Blessing
Hellshock Blast
Infernal Omen
Phantasmal Thief
Rage of the Dead
Retributive Blast
Summoner’s Deadfall
Ward of Phantoms

Dark Invocations
Dance of the Pixie Queen
Defiling Blast
Eldritch Assassin
Fiendform
Glorious Ascension
The Last Rites
Nature’s Child
Poltergeist
Sinister Teleport
Soul of Madness
Stupifying Blast
Terrifying Maw
Touch of Xoriat
True Eyebite

Invocation Descriptions

Dance of the Pixie Queen
Dark; 9th

With your powers you have mastered the most intricate and beautiful dance of the fey. Your movements become so fluid, so graceful, and so enchanting that others watching you cannot help but join you in dance. When invoking this power, the warlock begins to dance. All enemies within 30ft must succeed at a Will save or succumb to the effects of Otto’s irresistible dance as the spell, except that the duration is the number of rounds the warlock maintains the dance +1 round. You must be able to see the warlock’s dance to be affected. Those within the area that can see the dance must make a Will save every round to avoid the effects of the invocation, and those already affected by it are entitled to a Will save every round to break the enchantment. Maintaining the dance is a move-equivalent action and does not provoke attacks of opportunity.

Demonscream Blast
Lesser; 3rd; Eldritch Essence

This eldritch essence invocation allows you to turn your eldritch blast into a demonscream blast. A demonscream blast focuses the terrifying wail of a thousand succubi in such a tight beam that it strikes only the target with the force of this skull-shattering sound. A demonscream blast deals sonic damage, and any creature struck by it must make a Fortitude save or be deafened for 1 minute.

Desiccating Blast
Lesser; 3rd; Eldritch Essence

As your powers grow, so too does your ability to bring death to the living. Now, you can destroy the very thing which gives all of nature’s children life. This eldritch essence invocation allows you to turn your eldritch blast into a desiccating blast. A desiccating blast destroys water, dealing double the eldritch blast damage to plant creatures, water elementals, and creatures of the sea.

Defiling Blast
Dark; 8th; Eldritch Essence

Infusing your eldritch blast with a terrible hunger, the head of the blast takes the shape of a dragon’s head, opening wide as it impacts its target. This eldritch essence invocation allows you to turn your eldritch blast into a defiling blast. Its ravenous nature makes it much more stubborn against spell resistance, giving you a +10 bonus on caster checks to overcome spell resistance, from where it can begin to devour those protections. Any creature struck by a defiling blast must make a Will save or be stripped of some of their spell resistance. A creature that fails their save loses 5 points of spell resistance for 24 hours, after which the spell resistance will regenerate, though spells that grant spell resistance who have surpassed their duration do not return. A defiling blast will first devour spells which grant spell resistance, then magical equipment, and then once those are gone the defiling blast will begin to drain away natural spell resistance. Multiple strikes from a defiling blast stack. This eldritch essence has no additional effect against creatures without spell resistance.

Deva’s Blessing
Greater; 6th

Another of the few invocations which hint at the possibility that warlocks may derive at least a small portion of their power from a divine source. Invoking this power surrounds the warlock in a dim, golden halo. Deva’s blessing grants the warlock a +4 deflection bonus against attacks made or effects created by evil creatures and a +4 resistance bonus on saving throws against spells cast by evil creatures. In addition, the warlock is protected by a lesser globe of invulnerability. This invocation has a duration of 24 hours.

Disruptive Blast
Lesser; 4th; Eldritch Essence

A divine spark flows through your blood, allowing you to infuse positive energy into your eldritch blast to disrupt the forces which animate the undead. This essence invocation allows you to turn your eldritch blast into a disruptive blast. Undead creatures struck by a disruptive blast must make a Will save or be instantly destroyed. Even if the undead creature succeeds its saving throw, it is stunned for one round as the positive energy of the blast disrupts its dark lifeforce. A disruptive blast has no additional effect against living creatures.

Eldritch Assassin
Dark; 7th; Blast Shape

This blast shape invocation allows you to impart some semblence of life into your eldritch blast to become an eldritch assassin. The eldritch assassin flies from your fingertips in the shape of a tiny quasit or imp. With dark, unnatural intelligence these demonic missiles seek out their target, striking unerringly out to a range of 60ft, even if the target is in melee combat or has less than total cover or total concealment though you still must know their location and existence. Specific parts of a creature can’t be singled out. Inanimate objects cannot be targeted by this blast shape invocation. You can form up to three eldritch assassins, splitting the damage between them. For example, a 20th level warlock could form three missiles that deal 3d6 damage, or two missiles that deal 4d6 and 5d6 damage respectively, or one missile that deals 9d6 damage.

The targets of the eldritch assassins may be any distance apart, but they must be within 60ft of you. Each target is affected by any eldritch essence that is also modifying the eldritch assassin. You cannot target the same creature with multiple eldritch assassin in the same round.

Eldritch Citadel
Lesser; 3rd; Blast Shape

The eldritch blast is perhaps the most powerful weapon in a warlock’s arsenal, and it’s versatility is undeniable. Seldom is it realized that it can also function as a strong and reliable defense. This blast shape invocation allows you to change your eldritch blast into the eldritch citadel. When invoked, shimmering ribbons of energy radiate from the warlock, weaving together to form a solid barrier of eldritch energy. Raising the eldritch citadel is a standard action, just as firing an eldritch blast, but maintaining it requires no additional effort. While in effect, the eldritch citadel provides the warlock with a deflection bonus to his armor class equal to the number of dice his eldritch blast deals. In addition, anyone engaging the warlock in melee is subject to the effects of any essence invocations modifying the eldritch citadel. While the eldritch citadel stands, a warlock cannot fire an eldritch blast. Dismissing the eldritch citadel is a free action.

Eldritch Skullbomb
Lesser; 3rd; Blast Shape

This blast shape invocation allows you to invoke your eldritch blast as a flaming skull which can be thrown and explodes violently on impact. You point your finger and determine the range (distance and height) at which the Eldritch Skullbomb is to burst, up to a maximum of 60ft away. A flaming skull streaks from the pointing digit letting out a deathly wail as it goes. Unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, the skull blossoms into an explosion of magical energy at that point. (An early impact results in an early detonation.) The explosion hits everyone within a 10ft radius spread, allowing a Reflex save for half damage. If you attempt to send the skull through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the skull strikes the barrier and detonates prematurely.

Fiendform
Dark; 7th

Some theorist believe that a warlock’s power stems from the darkest powers of the universe. This invocation stands as proof of those theories, allowing you to become a creature of pure evil. When you use this invocation you may choose to take the form of an evil outsider based on your alignment. Warlocks with a chaotic alignment may become a Vrock or Quasit. Warlocks of a lawful alignment may become a Bone Devil or an Imp. Neutral warlocks must choose one pair at the time this invocation is chosen, and afterwards this choice cannot be changed. You can assume only one form per use of this invocation and it functions exactly like alter self, but you gain all extraordinary and supernatural abilities (except for the Alternate Form ability of the Imp and Quasit), your type changes to outsider, and the form lasts for 24 hours. If your new form grants damage reduction or energy resistance, it takes precedence over damage reduction gained from your levels of warlock. Spells and effects that harm or ward evil outsiders affect you, and any effect that would normally banish an outsider to its home plane instead ends the invocation and leaves you staggered for one round per caster level.

Glorious Ascension
Dark; 7th

Sometimes, a warlock finds his powers stem not from darkness, but from light. When you use this invocation you may choose to take the form of either a Lantern Archon or an Avoral.You can assume only one form per use of this invocation and it functions exactly like alter self, but you gain all extraordinary and supernatural abilities, your type changes to outsider, and the form lasts for 24 hours. If your new form grants damage reduction or energy resistance, it takes precedence over damage reduction gained from your levels of warlock. Spells and effects that harm or ward good outsiders affect you, and any effect that would normally banish an outsider to its home plane instead ends the invocation and leaves you staggered for one round per caster level.

Hellshock Blast
Greater; 5th; Eldritch Essence

Drawing on the torturous powers of Hell, you infuse your eldritch blast with infernal black lightning, striking your foes and causing them untold agony as they begin to seizure uncontollably in bone-breaking spasms. This eldritch essence invocation allows you to turn your eldritch blast into a hellshock blast. A hellshock blast deals electricity damage. Any creature struck by a hellshock blast must make a Will save or be paralyzed for 1 round as their body is wracked by painful spasms.

Infernal Omen
Greater; 6th

This dark power protects the warlock, warning him of danger before it arrives, and inflicting the pain of pure hellfire upon those transgressors. An invisible aura surrounds the warlock out to 40ft. The warlock is instantly aware of any creature attempting to appear within that area by extradimensional means. This includes spells and spell-like abilities with the teleport descriptor. A manifesting ghost, a creature using blink, and summoning spells with the exception of gate do not qualify because the creatures never completely enter, or in the case of blink exit, the Prime Material Plane.

The warlock instanly becomes aware the number of creatures traveling. In addition the warlock can choose to make an opposed spellcraft check against the caster’s spellcraft, bluff, or disguise check, whichever is higher, to determine the relative power of each creature and each creature’s type. Failure means that the warlock is unable to gain that specific information. Failure by 10 or more means that the opposed caster is able to mislead the warlock with false information.

In addition to this foresight, those that travel into this area must make a Fortitude save or be stunned for one round as abyssal fires overcome them in the instant they teleport in. Whether the creature succeeds or not, they suffer as though under the effects of a symbol of pain for 1d4+1 rounds. This invocation lasts for 24 hours.

The Last Rites
Dark; 8th

The power to make the dead walk is certainly powerful, but using only eldritch energy to achieve the effect is nothing short of incredible. However, this energy is highly unstable. Each undead creature you create after invoking this power explodes violently in a burst of eldritch energy upon being destroyed, either through combat or when their duration expires. The explosion deals damage equal to the damage of your eldritch blast to everyone within a 20ft burst radius, with a Reflex save for half damage. This explosion can be enhanced by any eldritch essence invocation you know, but it must be chosen at the time of creation and cannot be changed afterwards.

Nature’s Child
Dark; 7th

Many warlocks feel a call from the natural world. In fact, it is because the source of their power has been inherited from the mystical and mischievous fey. When you use this invocation you may choose to take the form of either a Grig, Pixie, or a Nymph. You can assume only one form per use of this invocation and it functions exactly like alter self, but you gain all extraordinary and supernatural abilities, your type changes to fey, and the form lasts for 24 hours. If your new form grants damage reduction or energy resistance, it takes precedence over damage reduction gained from your levels of warlock. Spells and effects that specifically target fey affect you. (If you have access to Frostburn, you can substitute your Nymph form for a Rimefire Eidolon form, though without the iceberg dependency.)

Phantasmal Horde
Lesser; 4th

With this invocation, your knowledge over spirits and undeath will greatly increased, and therefore so too does you power over them. This invocation allows you to use unseen horde as the spell from Complete Arcane, except that its duration increases to 24 hours. You may call only call one phantasmal horde into existence at a time.

Phantasmal Servant
Least; 1st

The path of the warlock leads to great knowledge and awareness of the mystical and supernatural. However, few take the time to understand this, let alone realize its power. With this invocation, a warlock can exert his will over a passive phantom, binding it forever in servitude of the warlock. This invocation allows you to use unseen servant as the spell, except that its duration increases to 24 hours. You may call only one phantasmal servant into existence at any time.

Phantasmal Thief
Greater; 6th

Calling out to the realm of spirits and death, you recruit the spirits of the most cunning thieves to have ever existed. Little do they realize that once in your presence, their will is broken and replaced with your own. This invocation allows you to use phantasmal thief as the spell from the Book of Vile Darkness. Only one phantasmal thief can be called into existence at a time.

Poltergeist
Dark; 7th

Where ever you walk, you are always surrounded by wraithful, malevolent spirits of the dead. They are men, women, and children murdered in the most vicious manners, taken before their time. And now you have complete control over that rage, summoning it and focusing it on whatever outlet you please. This invocation allows you to use telekinesis as the spell.

Rage of the Dead
Greater; 5th

When you awaken the bodies of the dead, you also instill within them all the memories of anger, rage, and hatred they ever experienced in life. This concentrated malevolence is so powerful that the undead bodies experience a physical change. They become stronger, their bones fortify, and they are surrounded by an aura of life-draining cold. After you invoke this power, anytime you animate dead they gain a +4 enhancement bonus to Strength and Dexterity, and +2 hit points Hit Die the undead creature possesses. In addition their natural attacks now do an extra 1d6 points cold damage. This invocation lasts 24 hours.

Retributive Blast
Greater; 6th; Eldritch Essence

Some believe this invocation represents the growing control a warlock maintains over the weaker minions of Hell. Others take it as evidence of their divine heritage and an their innate mission to cleanse evil from the multiverse. Either way, this is a potent weapon against evil outsiders. This invocation allows you to change your eldritch blast into a retributive blast. Evil outsiders struck by a retributive blast take an additional 4d6 points damage. In addtion, the evil outsider must immediately make a Will save or be banished back to their home plane. An evil outsider that fails the save is immediately transported back to their plane of origin and is prevented from returning by any means for a period of 24 hours.

Sinister Teleport
Dark; 8th

This dark invocation allows you to forcefully rip a creature from the prime material plane and immerse them in the soul-burning fires of Baator before returning them at another point you designate. You simply point your finger at a target within 40ft. The creature must then make a Will save or they vanish and instantly reappear at a spot you designate within 5ft/caster level, including spots which place the target in a dangerous position. Eor instance, you could teleport the creature 50ft above the ground and cause them to fall or teleport them over a pit of lava within range of you). In addition, a creature affected by this power takes 3d6 points of unholy fire damage from traveling through Baator. Unholy fire has full effect on creatures normally resistant or immune to fire damage.

A creature reappearing in a threatened speace does not provoke attacks of opportunity, nor can the creature be forced to reappear within an already occupied space.

Snare of the Bebilith
Lesser; 3rd

Invoking this power causes you to grow demonic spinnerets on your wrists just under your palms. For the next 24 hours, you able to create webs of magical silk. As a standard action, you may replicate the effects of a web spell. You also have the option to throw your web like a net, affecting a single creature. This is ability is similar to a Bebilith’s web ability. Throwing a web is a standard action similar to throwing a net, except it has a maximum range of 30 feet, with a range increment of 10 feet. This attack is effective against targets of up to one size category larger than the warlock. The thrown web anchors the target in place, allowing no movement. A creature entangled by a thrown web can escape with a DC 25 Escape Artist check or burst the web with a DC 25 Strength check. A thrown web has 14 hit points and hardness 0.

Because of the nature of a Snare of the Bebilith, there is a 75% chance that the webbing will not burn if any sort of fire is applied to it for either version of (check each round). A warlock invoking this power is immune to the effects of his own webs and may act normally while within them. However, this invocation gives no special advantage within webs not made by the warlock.

Soul of Madness
Dark; 7th

The final kind of warlock feeds off the very essence of madness. These rare warlocks are seldom spoken of for the fear they invoke. Arguably the most powerful of warlocks, they are definitely the most unpredictable. Invoking this power allows you to take the form of either a Gibbering Mouther or a Gauth Beholder. You can assume only one form per use of this invocation and it functions exactly like alter self, but you gain all extraordinary and supernatural abilities, your type changes to aberration, and the form lasts for 24 hours. In addition, while in beholder form you replace your inflict moderate wounds ray and your scorching ray with your eldritch blast. Each eldritch blast ray can be used in conjunction with the other rays, they each do normal eldritch blast damage, and each one may be modified by essence and blast shape invocations separately. If your new form grants damage reduction or energy resistance, it takes precedence over damage reduction gained from your levels of warlock. Spells and effects that specifically target aberrations affect you. (If you have access to MMII and Lords of Madness, you may replace your Gibbering Mouther form with a Meenlock and a Gauth Beholder with a Director Beholder, though you don’t get to transfer any eldritch blast through your eye rays if you use the Director Beholder.)

*Pre-emptive “That’s SOOOO overpowered” remark. I gave that addition to the Gauth Beholder because unlike Fiendform, Glorious Ascension, and Nature’s Child, neither form grants spell resistance or damage reduction.

Spirit Blast
Lesser; 3rd; Eldritch Essence

Now, even creatures without true substance cannot hide from your wrath. This eldritch essence invocation allows you to change your eldritch blast into a spirit blast. A spirit blast has full effect on incorporeal creatures, creatures on the Etherreal Plane or the Plane of Shadow, and creatures within an extradimensional space. You must be able to perceive the target creature, unless the eldritch blast is also modified by a blast essence invocation which changes the blast effect into an area effect. A spirit blast has no effect on corporeal creatures.

Stupifying Blast
Dark; 7th; Eldritch Essence

This invocation allows you to change your eldritch blast into a stupifying blast. By summoning forth the power of such incomprehensible madness, a warlock can shatter a creature’s mind. Creatures struck by a stupifying blast must succeed at a Will save or have its Intelligence, Wisdom, and Charisma scores each reduced to 1. The affected creature is unable to use Intelligence-, Wisdom-, 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 stupifying blast, or 24 hours have passed, whichever comes first.

Summoner’s Deadfall
Greater; 6th

Invoking this deadly power is the bane of all conjurers, for it means the very creatures they have summoned for protection and power may turn on them. This invocation creates an invisible aura around you out to 100ft. For each creature summoned within that area you make an opposed caster check against the summoner. For each successful caster check you make, one creature summoned is under your complete control. In addition, those creatures you take control of have their nature corrupted by your power, transforming them into a fiendish version of its intended form. Creatures summoned that you fail to command are still touched by this dark power and weakened by it. They are summoned with 2 less HD and a -4 penalty to strength and dexterity. This power lasts for 24 hours.

Terrifying Maw
Dark; 7th

You strengthen your ties with the Abyss and become a devourer of flesh. Invoking this power causes your tongue to lengthen and toughen into a vile weapon for 24 hours. As a standard action, you may grapple a creature of your own size category or smaller up to fifteen feet away using your own grapple check with a +10 profane bonus. If you manage to grapple the creature, you may make another grapple check as a free action every round you maintain the grapple. Success means that you pull the creature towards you as your mouth widens to an impossible size and you completely devour the creature.

In fact, the creature is drawn into an extradimensionally space within the warlock. This space is made up of crushing flesh, tearing mouths, and grinding teeth which continually rip at the creature. Every round within this space the creature takes 1d8 points of damage for every two caster levels (maximum 10d8 damage). A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 30 points of damage to the extradimensional wall (AC 15). Half the damage to the extradimensional wall is also dealt to the warlock, and a swallowed creature that cuts its way out reappears in a random spot 10ft away from the warlock, though the tear in the extradimensional wall seals itself after the creature exits.

Should the devoured creature die within the terrifying maw the body and equipment is completely destroyed. Also the warlock feeds off a piece of the creature’s essence and heals 3 hit points for every HD of the creature. A warlock may hold only one creature of its own size class or smaller within the terrifying maw.

Touch of Xoriat
Dark; 9th; Eldritch Essence

This dangerous and greatly feared invocation channels the very essence of madness into your corrupting touch. Using the Touch of Xoriat allows the warlock to make a touch attack as a standard action. Any creature struck by the touch attack must succeed at a Fortitude save or become a spongy, amorphous mass. Unless the victim manages to control the effect (see below), its shape melts, flows, writhes, and boils.

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 is 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 1 point of Wisdom drain from mental shock. If the victim’s Wisdom score falls to 0, it becomes a chaos beast.

A victim can regain its own shape by taking a standard action to attempt a DC 15 Charisma check. 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.

The effect of a xoriat blast is not a disease or a curse and so it 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). Unless the creature becomes a chaos beast, the effect of the touch of Xoriat lasts 1 hour or until successfully removed. Should the creature become a chaos beast there is a chance that the effect becomes permanent. The creature remains as a chaos beast for 24 hours, after which it is allowed a second Fortitude save at the same DC. Failure indicates the effect is permanent until the affliction can be removed. Otherwise the creature returns to normal, though they have only 1 point of Wisdom from the Wisdom drain.

True Eyebite
Dark; 9th

You call upon dark powers to rip the eyes from one of your enemies and infuse some of your own devilish powers into it. You can target any creature you can see within 100ft, allowing them a Fortitude save to negate the effect. Failure means that their eyes rip themsevles from the target creature’s skull, causing 4d8 points of damage and permanently blinding them. The eyes then take on a life of their own, instinctively attacking your enemies. The eyes are considered fine aberrations with 20 hit points, AC 26 (+8 Dex, +8 size), and a 30ft fly speed with perfect manuverability. In addition, half of all the damage dealt to the eyeballs instead goes to the original target of the invocation. Once per round each eyeball can launch an unmodified eldritch blast using your base attack bonus and dealing 1/4 of your eldritch blast damage, rounded down. For instance, a 20th level walorck can create two eyeballs that each deal 2d6 damage as an eldritch blast. These eyeballs last for 1 minute, after which they burn up in a flare of arcane energy.

Creatures larger than medium size are normally considered to have eyes five size categories smaller than they are. For example, the floating eyes of a large creature would be considered diminutive aberrations, the eyes of a huge creature would be small aberrations, and so on. The size AC adjusts accordingly, although the dexterity bonus to AC remains the same and the eye’s hit points increase by 10 for every size category they are larger than fine. Some creature may have eyes larger or smaller than this in proportion to their bodies.

This power can create no more than two floating eyes per invocation. Creatures with more than two eyes +4 bonus to their saving throw to avoid the effects of this invocation.

Ward of Phantoms
Greater; 5th

Using your dark gifts, you can mask yourself to spirits. You make them believe that you are their beloved child, their true love, or their dearest friend. These benevolent spirits follow you everywhere, watching over you and protecting you with eternal vigilance. This invocation allows you to use spiritwall as the spell from Complete Arcane.
Need_A_Life

07-02-05, 11:47 AM
Summoner's Deadfall
Lesser; 4th (Greater maybe? It's limited utility seem to imply to me that it be a Lesser invocation.)

Invoking this deadly power is the bane of all conjurers, for it means the very creatures they've summoned for protection and power may turn on them. This invocation creates an invisible aura around you out to 100ft. For each creature summoned within that are you make an opposed caster check with the summoner. For each successful caster check you make, one creature summoned is under your complete control. In addition, its nature is corrupted by your power, transforming the summoned creature into a fiendish version of its intended form. Creatures summoned that you fail to command are still touched by this dark power and weakened by it. They are summoned with 2 less HD and a -4 penalty to strength and dexterity. This power lasts for 24 hours.
Me like, although it is too dark flavor for an exalted character... maybe the Half-fey template if the powers come from fey?

True Eyebite
Dark; 9th

You call upon dark powers to rip an eyes from one of your enemies and infuse some of your own devilish powers into it. You can target any creature you can see within 100ft, allowing them a Fortitude save to negate the effect. Failure means that their eyes rip themsevles from the target creature's skull, causing 1d6 points of damage and permanently blinding them. The eyes then take on a life of their own, instinctively attacking your enemies. The eyes are considered fine creatures with 20 hit points, AC 26 (+8 Dex, +8 size), and a 30ft fly speed with perfect manuverability. In addition, half of all the damage dealt to the eyeballs instead goes to the original target of the invocation. Once per round each eyeball can launch an unmodified eldritch blast using your base attack bonus and dealing half your eldritch blast damage. These eyeballs last for 1 minute, after which they burn up in a flare of arcane energy.

Creatures larger than medium size have eyes five sizes smaller than they are. For example, the floating eyes of a large creature would be considered diminutive, the eyes of a huge creature would be small, and so on. The size AC adjusts accordingly, although the dexterity bonus to AC remains the same and the eye's hit points increase by 10 for every size category larger than fine.

This power can create no more than two floating eyes per invocation. Creatures with more than two eyes are still rendered blind, though they get a +4 bonus to their saving throw to avoid the effects of this invocation.
:clap: => :bow: => :plotting:
Brilliant! Who needs bestow curse when you can beat someone silly with their own eyeballs? Although what about the size of small creatures' eyeballs (say; toad eyeballs)?
DireHawk

07-02-05, 06:20 PM
Thanx dude. I've updated the invocations a bit. But I wanted to bring up another point about the class abilities of a warlock in general and see how you guys might feel about it.

With the flavor of a warlock being that they are strengthening a link to darker powers (i.e. demons and devils) I was thinking of adding something to the warlock progression. Would it be bad to have them become outsiders at level 20 like a monk can become an outsider?

Also, a dark invocation is more powerful than a greater, a greater more powerful than a lesser, and a lesser more powerful than a least. So I'm wondering why they go for a one-to-one basis. What I mean is, whenever you gain access to a new invocation you can choose any invocation you qualify for or lower. Theoretically, at level 16 when you can finally get a new dark invocation, you can instead choose a least, and this is considered an equal gain. I think it would better to work with a different system. Namely, one where 2 least = 1 lesser, 2 lesser = 1 greater, and 2 greater = 1 dark. For instance, you get one new least invocation at level 1, 2, and 4. But between level 5 and level 10 anytime you can learn a new invocation (since you now have access to least invocations) you should be able to choose either 2 least or 1 lesser since they are equal. This way a warlock becomes more customizable in terms of utility vs focus. Also, I think it puts them more on par with a wizard or sorcerer, though warlocks will still never achieve the kind of versatility they possess.

The reason I bring this up is because these invocations are treated as spells known, similar to a sorcerer. However, they are much different than them, which is apparent from how much an invocation's power can vary even within its invocation level (as compared with their equivalent spell level for determining save DCs). Why treat invocations as rigidly as spells in a spell progression when they technically are not spells? At the very least, give the invocations a point value (dark = 5 points, greater = 3 points, lesser = 2 points, least = 1 point) and give them a point based system for learning invocations.
De Batavier

07-03-05, 07:14 AM
Greetings DireHawk. I've added your post to the library.

It's indeed funny to see how different people think about the same things. I think because it are just cool invocations to make.


Libary updated.

:cool:
lostone

07-03-05, 07:58 AM
Before I get to my comments, please don't take offense to anything I say. I'm simply giving you comments based on how I would feel if a player were to come to me with these asking them to be used in my game. I also have not read the messages between your post and mine, so apologies if someone made a similar comment.Eldritch Assassin
Dark; 7thWhoa...this is getting a bit carried away IMO. 9d6 damage that can't miss? I would at least make this do less damage, say subtract 2d6 from total damage or 1d6 from each assassin created (whichever method takes off the most dice). There is a reason that Magic Missile is the only damage spell that always hits (unless I'm forgetting something).Summoner's Deadfall
Greater; 6th If I'm understanding this correctly you cast this on an area to effectively cripple some of a summoned army, and gain control of the rest. Since it is an invocation it can be cast unlimited times. So what is to stop a Warlock from casting this every round until he controls the entire army? It just doesn't feel right to me.Phantasmal Thief
Greater; 6thWhile the spell is fun (just read it), I have a problem with a warlock being able to cast this unlimited times. What is to stop them from casting this 10 times (or more, it lasts 1 round/level) right before stepping into a room and having 10 little Phantasmal Thieves stealing everything but the clothes on the enemies back in the first round?
Infernal Omen
Greater; 6thThis should at least be higher level. It tells you just about everything about the enemy teleporting into the area except their shoe size, plus a Symbol of Pain (5th level spell)...I think it should be higher level. :) Maybe make it Dark and get rid of the opposed spellcraft roll (or give a bonus on it since it is unexpected magic, unique as far as I know), just give them the save vs the symbol of pain.Fiendform
Dark; 7thI love this one. Very cool. I might suggest getting rid of the list of allowed fiends and limit it by hit dice (can't change into a fiend with more hit dice than you have, etc). However I don't know if there are any great abuses if this is done. Great flavor for a fiend-based warlock (I know I've seen a lot of mentions of Fey-warlocks lately).Sinister Teleport
Dark; 8thMy only gripe with this is the commonly overlooked restrictions to teleport. It is Conjuration which strictly prohibits teleporting to anything except a supported surface (can't teleport into the air, etc). However yours specifically states it and bypasses that restriction. I'd probably allow it, as it promotes clever spell use, and turning a dangerous location into a particularly lethal one giving this spell save-or-die potential.
lostone

07-03-05, 08:05 AM
With the flavor of a warlock being that they are strengthening a link to darker powers (i.e. demons and devils) I was thinking of adding something to the warlock progression. Would it be bad to have them become outsiders at level 20 like a monk can become an outsider?Sounds fine to me. I'd make them Outsider (Native, lawful/chaotic, good/evil) matching their alignment. If they are neutral simply drop that axis.Also, a dark invocation is more powerful than a greater, a greater more powerful than a lesser, and a lesser more powerful than a least. So I'm wondering why they go for a one-to-one basis. What I mean is, whenever you gain access to a new invocation you can choose any invocation you qualify for or lower. You are not the first person to think of this. I thought of this as well, and then decided for balance issues to leave it alone. Keep in mind that all their invocations are unlimited castings per day. Wizards are more versatile until they run out of spells. If you allow the warlock to get more and more spells then the level of balance shifts.

But as always: If you like it and it works in your game, more power to you.
DireHawk

07-03-05, 09:21 AM
I appreciate the comments Iostone. DOn't worry, I'm not the kind of guy to take offense at these things. I need to update some of these invocations and add a couple more I just finished, but let me give you my reasoning behind some of the ones you mention.

Whoa...this is getting a bit carried away IMO. 9d6 damage that can't miss? I would at least make this do less damage, say subtract 2d6 from total damage or 1d6 from each assassin created (whichever method takes off the most dice). There is a reason that Magic Missile is the only damage spell that always hits (unless I'm forgetting something).

I don't think it's that overpowered. For one, Eldritch Doom can potentially hit 49 small or medium sized people at once assuming the warlock is completely surrounded, dealing full damage to each one and only allowing a reflex save to avoid half of that damage. Include the fact that you can exclude allies that happen to be within that area, and Eldritch Missile pails in comparison. Besides, its a Dark invocation, which can technically be equivalent to a 9th level spell. Why would Eldritch Missile be outside the realm of a ninth level spell when at this level a wizard could simply wish a person out of existence with a properly worded wish and the XP to pay the cost? Also, the fact that you can also create a max of 3 missiles, and that they split the damage of the eldritch blast equally (you can't create 3 that all deal 9d6), I think it's quite balanced. In fact, IMO its only a smidget to high to be considered a greater invocation.

If I'm understanding this correctly you cast this on an area to effectively cripple some of a summoned army, and gain control of the rest. Since it is an invocation it can be cast unlimited times. So what is to stop a Warlock from casting this every round until he controls the entire army? It just doesn't feel right to me.

Sorry man, you aren't quite reading the invocation right. Casting this invocation does not take control of already existing summoned creatures. Its a preventative measure. The Warlock must cast the invocation to set up the aura, and then after that if creatures are summoned INTO that area, he has a chance to control them from the get go. A warlock cannot gain control or alter in anyway creatures that have already been successfully summoned.

While the spell is fun (just read it), I have a problem with a warlock being able to cast this unlimited times. What is to stop them from casting this 10 times (or more, it lasts 1 round/level) right before stepping into a room and having 10 little Phantasmal Thieves stealing everything but the clothes on the enemies back in the first round?

I'll add into the description that only one phantasmal thief can be called into existence at a time.

This should at least be higher level. It tells you just about everything about the enemy teleporting into the area except their shoe size, plus a Symbol of Pain (5th level spell)...I think it should be higher level. :) Maybe make it Dark and get rid of the opposed spellcraft roll (or give a bonus on it since it is unexpected magic, unique as far as I know), just give them the save vs the symbol of pain.

Sorry, I gotta disagree. In Complete Arcane (which is where I got the idea), there's a 4th level spell which can anticipate the teleport AND delay their arrival by 1 round with no save. It also has a greater area potential (the warlock version I made has a fixed area). Considering that my version gives the warlock limited knowledge about the creatures coming with the proper check, has a chance to stun them for 1 round (my way of making up for the fact that the warlock version does not delay the arrival), and adding a WAY nerfed version of symbol of pain (since it should last MUCH longer than 1d4+1 rounds), I bumped it up to a 6th level equivilent and therefore a greater invocation.

I love this one. Very cool. I might suggest getting rid of the list of allowed fiends and limit it by hit dice (can't change into a fiend with more hit dice than you have, etc). However I don't know if there are any great abuses if this is done. Great flavor for a fiend-based warlock (I know I've seen a lot of mentions of Fey-warlocks lately).

Well, I am limiting the forms because 1) these forms, limited as they are (CR 2 and 9) give the Warlock hella resistances, DR, abilities, attacks, and a change in size. I don't think Warlocks should have access to spells that would reproduce shapechange (nerfed as it might be by limiting the HD of the form to equal yours and limiting it to evil outsiders). If a warlock can ever change shape with an invocation, I think there should be severe limitations on it. Otherwise, a warlock can become the ultimate shapeshifter, beating down even uber-doppelgangers in ability.
DireHawk

07-03-05, 09:27 AM
Ok, I've updated the invocations I posted with more balancing fixes, more flavor text, as well as a few new invocations. Those would be Disrupting Blast, Xoriat Blast, Glorious Ascension, Nature's Child, and Soul of Madness.
lostone

07-03-05, 09:32 AM
I don't think it's that overpowered. For one, Eldritch Doom can potentially hit 49 small or medium sized people at once assuming the warlock is completely surrounded, dealing full damage to each one and only allowing a reflex save to avoid half of that damage. Include the fact that you can exclude allies that happen to be within that area, and Eldritch Missile pails in comparison. Besides, its a Dark invocation, which can technically be equivalent to a 9th level spell. Why would Eldritch Missile be outside the realm of a ninth level spell when at this level a wizard could simply wish a person out of existence with a properly worded wish and the XP to pay the cost? Also, the fact that you can also create a max of 3 missiles, and that they split the damage of the eldritch blast equally (you can't create 3 that all deal 9d6), I think it's quite balanced. In fact, IMO its only a smidget to high to be considered a greater invocation.You make effective arguments. Ok, I yield. :bow:Sorry man, you aren't quite reading the invocation right.I knew I should have waited until my coffee kicked in. :DSorry, I gotta disagree. In Complete Arcane (which is where I got the idea), there's a 4th level spell which can anticipate the teleport AND delay their arrival by 1 round with no save. I was unaware of that spell. I read Complete Arcane when it first came out and haven't looked at most of the spells since then. Now that you brought that to my attention this seems more balanced than I thought.Well, I am limiting the forms because 1) these forms, limited as they are (CR 2 and 9) give the Warlock hella resistances, DR, abilities, attacks, and a change in size. I don't think Warlocks should have access to spells that would reproduce shapechange (nerfed as it might be by limiting the HD of the form to equal yours and limiting it to evil outsiders). If a warlock can ever change shape with an invocation, I think there should be severe limitations on it. Otherwise, a warlock can become the ultimate shapeshifter, beating down even uber-doppelgangers in ability.They still pale in comparison to the Master Transfmogrifist. In any case I'm taking this invocation next time I play a warlock. :)

Keep up the good work!
DolArrah

07-03-05, 05:55 PM
Heres another link, warlock pros and cons (http://boards1.wizards.com/showthread.php?t=457448)
DireHawk

07-04-05, 12:19 AM
Updated a few of the new invocations, and added Deva's Blessing, Eldritch Citadel, Retributive Blast, and Stupifying Blast.
Silent Infinity

07-04-05, 02:45 AM
Updated a few of the new invocations, and added Deva's Blessing, Eldritch Citadel, Retributive Blast, and Stupifying Blast.

Very nice. I shall look over them more in the morning. You should provide a link back to that post where you are keeping everything. It'll let us look much easier.

For others' conveniance: http://boards1.wizards.com/showpost.php?p=6587041&postcount=959
DireHawk

07-04-05, 03:07 AM
Ah yes, that does make it easier. Thanx Silent Infinity. BTW, how does one become a member?
De Batavier

07-04-05, 03:51 AM
Greetings all,

I've added the link to the first post DolArrah

Ah the difficult art of becoming a member here. Well let me explain. :teach:
Just post, in RP or not, that you want to become a member and i'll add you to the list DireHawk.
Most members than also put a link to the circle and/or library in their sig, but that is not required...

:cool:
DireHawk

07-04-05, 05:21 AM
The entrance to the Warlock Guildhouse opens with a loud thud. Beyond the door there is only the darkness and breeze of a cool summer's night. As a wiry, sickly looking servant goes to shut the door, the stars in the sky dim into nothingness. The servant gasps in disbelief just before he is beaten by a thousand pairs of leathery wings as they fly past, filling the room with terrible shrieks. The swarm coalesces, forming what at first appears to be a humanoid shape, though a void of shadow and darkness. The shape grows and the features of wings and a tail become more apparent. Slowly, the details focus into clarity and the darkness slinks away into color. Standing before you stands a vrock, its purple glowing eyes passing over each one of you. In a croaked whisper of a voice, it says, "I hear that you have an opening in your membership." As he finishes, he tosses a dark, round object on the ground. It rolls unevenly to your feet. Looking down, you see blank eyes frozen in terror looking back up at you. It is the head of Ferameer D'Taurus, whose been missing for a week now. The vrock's eyes narrow into the strange and horrifying expression of it's smile. "You may call me Mykal Dredhawk."

Or, if it needs to be more explicit: I wanna join. :P

BTW, added another invocation. This one is called Snare of the Bebilith. Check 'em out HERE (http://boards1.wizards.com/showpost.php?p=6587041&postcount=959)
De Batavier

07-04-05, 05:30 AM
Greetings Mykal Dredhawk welcome to the circle

You've been added to the members list DireHawk.
DireHawk

07-04-05, 06:32 AM
I'm thinking this one through, and I think it's missing something...

Edited to Reflect changes...
***************************
Release the Brute
Lesser; 4th
When you use this invocation, you release a primative aspect of yourself. You gain a bonus to strength equal to your Charisma bonus with a maximum of 1/2 your warlock level and 1d6 temporary hit points which last until lost or you cancel this ability. (temporary hit points from multiple applications of this invocation do not stack) You also gain the "Powerful build" racial feature (see Races of Stone).

Unfortunately, the primal urges make using your spells and/or spell-like abilities more difficult to use. You cannot cast spells, and using your warlock spell-like abilities (any not gained from your race) requires a full round action and a concentration check (DC15+spell level) unless the power could be used as part of a melee attack (or other instinctual uses at the DM's discretion). Additionally, and charisma based skill roll receives a -4 penalty if tact or subtlety would be beneficial.

Changing back is a full round action which provokes an attack of opportunity and requires a Concentration Check DC 15. A DC 25 Concentration check allows the change to be made as a move equivalent action. Failure on the Concentration check means you cannot attempt to change back for 1d4 rounds.

****************************
I'm blanking on balance here, because it seems both overpowered and underpowered for a lesser at the same time. I thought about adding a con bonus as well, but that seemed too much like free healing. And I'm still not sure about the concentration check for invocations. I want to limit them in some way, but still allow certain ones (like hideous blow). But I couldn't think of a way to specify which ones would be appropriate without just listing them individually.

Your invocation has a good premise and is quite flavorful. However, mechanically it really needs some work. You're right about it being underpowered. I don't think its overpowered, and you can do a lot with it, but you just need to tweak in some hefty negative side-effects. Here's how I would suggest the invocation should look like:

Release the Brute
Lesser; 4th

When you use this invocation, you release the primal nature that evolution has taught you to hold in check, gaining superhuman strength at the cost of your ability to reason. You gain a +2 bonus to your Constitution score and a bonus to your Strength score equal to 2 + 1/2 your Warlock class level. In addition you gain the "Powerful build" racial feature (see Races of Stone).

Unfortunately, while in this primal state you suffer an insatiable thirst for battle, blindly charging into combat. When you use this power you are compelled to immediately engage the closest enemy in melee combat and continue to fight him until one of you die, after which you are compelled to move on to the next closest enemy. If no enemies are around to attack, you immediately attack the first creature in sight. If none are within sight, you actively search one out to engage until you can successfully end the invocation. You may halt your attack for one round, change targets prematurely, or perform an action other than an attack. However, doing so requires a Concentration check against DC 20 as a move-equivalent action.

While Release the Brute is active, you are unable to use any spells, spell-like abilities, invocations, or eldritch blast abilities with the exception of Hideous Blow. You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), nor can you cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. You can use any feat you have except Combat Expertise, item creation feats, and metamagic feats.

Dismissing the invocation is a full-round action that provokes attacks of opportunity and requires a Concentration Check DC 20. Dismissing the invocation can be made as a move-equivalent action with a Concentration check DC 35. Failure on the Concentration check means that you cannot dismiss the invocation during that round.

*********************************

My reasoning is that its like a barbarian’s rage or Tenser’s transformation. This could potentially give a warlock a bigger strength bonus than rage would to an equivalent barbarian. However, a barbarian is likely to have more strength anyways. He’s also likely to have hella more HP, especially since the warlock only gets a +2 con boost. However, the real kicker is how uncontrolled your warlock becomes when using this invocation (which also balances a con boost over temp HP, which is actually harder to write and balance mechanically with invocations). Also, the reason I changed the way for figuring the str bonus was simple. I don’t see a reason to base this invocation’s power off of charisma. I mean, I understand the reason behind it mechanically (charisma is supposed to be a warlock’s money stat), but flavor wise it doesn’t make as much sense to me. Given the nature of this invocation, I might even suggest increasing the con bonus to +4 total, since this will put a warlock directly into combat and keep him there even if he knows he should get out. However, I recommend if you increase the con bonus, then also give them a small penalty to AC since they don't pay as much attention to potential dangers.

I also understand your hesitance to limit their ability to cast invocations completely, especially with your reasoning that they might use that dimension door invocation to close on them or chilling tentacles to hold them up. However, I look at it like the warlock simply forgets he can do those things. He is so focused on beating into something that all he can think is to run at them and tackle 'em.
Silmarien Aldalome

07-04-05, 07:07 AM
Release the Brute is a fantastic alternative to Tenser's Transformation. Most of the materials I've just been scanning through are a great read.

I like the idea of Ascention and Outsider at the upper levels, as well. I'm of the same methods - I can see you're pooling from Supplements, whilst creating something new at the same time.

In exchange for the way Invocations work (I just returned to Complete Arcane) I saw the "Utility-Focus" distinction and a reference to Versatility.

Fewer Invocations is a pretty good balancer.

In terms of Invocations and some Game-Balance principles:

One concept I wanted to explore, then, was the Positive Feedback Loop - where application of Invocations creates iterative stacking of power (e.g. each go at the Invocation is 1.5 (or any multiplier) times the prior value). Perhaps, a game-balancer needed here to prevent this? And - additive effects on another tangent - such as infinite Heal as an Invocation and supernatural power.

I note that the Utterdark Blast Invocation (a very nasty Eldritch Essence Invocation operating at 8th level) - can be modified into a Blast Shape! Put that thing in an army of enemies, and you got trouble on your hands.

I see that the Minimum Time Elapsed before Repeat Use principle applies to some, but not other Invocations (and it doesn't to Utterdark Blast).

You'd need to knock those things out fast.

My apologies if these things are well covered earlier on :)

regards+thanx

stav

Also, if Invocations are Supernatural Powers (instead of Spell-Like Abilities as they are in Complete Arcane)- they woudl be immune to SR, Dispels and Counter-Magic won't work on them. You can nerf Supernatural Powers with Anti Magic Field (AMF), probably Mordenkainan's Dysjunction (MD), but these are expensive means of cancellation of magic. AMF for suppressing your own magic, and MD being quite a high level spell.

But, some way of adjoining Supernatural Abilities would make for an interesting combination
DireHawk

07-04-05, 07:54 AM
Wow, Silmarien Aldalome. I read that post like 12 times and I still don't quite get half the points you're trying to bring up, lol. No offense. :thinks:

For instance, I'm not quite sure I understand what you mean by that Positive Feedback Loop thing. Perhaps an example will help.

Is there a Minimum Time Elapsed before Repeat Use principle needed for some of the Powers - or would that be excessive nerfing?

Most invocations have a duration of 24 hours, but even for the ones that don't I'm pretty sure you can't continually cast it and have the effects stack. For instance, you can't continually recast Beguiling Influence and get an infinite bonus to Bluff, Diplomacy, and Intimidate. You cast these once and they last 24 hours, period. Think of them less like spells and more like On/Off abilities. They are either currently functioning, or they aren't. So if someone dispels beguiling influence, you could turn it back on as a standard action.

Not quite sure what you're getting at with the last part either. I would say invocations should strictly remain as spell-like abilities. The main balancing point of a warlock's invocations is that they are subject to SR and dispel and stuff.

Finally, since you kinda mention it, I think I should bring up another point. The nature of a warlock and their invocations, both flavor-wise and mechanically, determines that there are certain things a warlock should never be able to do. A warlock should never have an instant death spell effect. The closest I would say to that is a temporary flesh to stone effect. Secondly, a warlock should never have anything to do with healing magic of any form. Even giving them access to cure light wounds completely nerfs a cleric in comparison. The closest I would come to this is a vampiric ability in their eldritch blast, but even then it should be severely limited.
DireHawk

07-04-05, 08:21 AM
Just added Fairy Blast into the mix. I swear, these ideas are coming to me faster than I can type them all out.
Silmarien Aldalome

07-04-05, 08:36 AM
Thanx for the response - it's really :cool: reading.

The Warlock is a very cool class.

I'm still editing my post, as I clarify the questions and comments - I've just re-read the Warlock - here's a point

I note that the Utterdark Blast Invocation (a very nasty Eldritch Essence Invocation operating at 8th level) - can be modified into a Blast Shape! Put that thing in an army of enemies, and you got trouble on your hands.
Silmarien Aldalome

07-04-05, 08:42 AM
The last point, about Supernatural Abilities - I can see the Class is a combination of (Su) and (Sp) like abilities, with the Invocations being the latter, not former, generally (although, it seems you can ally your Sp to the Class's Su abilities in some contexts).

But - it doesn't seem to be possible, to create (stand-alone Invocations) that are Supernatural abilities. Probably a game-balance thing - although, I'm wondering if Meta-Magic Spell-Like ability could develop a modifier to apply to Spell-Like Abilities to turn them into an (Su). (Noting that (Su) has an advantage over (Sp) when it comes to SR and Dispel Checks).

regards
stav
DireHawk

07-04-05, 06:43 PM
I've updated the invocations in a way that's a bit more organized. Also, for the warlock that dabbles in the use of spirits and the dead, I've added Phantasmal Servant, Phantasmal Horde, Poltergeist, Ward of Phantoms, and added some flavor text to Phantasmal Thief.

See 'em HERE (http://boards1.wizards.com/showpost.php?p=6587041)
apesamongus

07-04-05, 10:11 PM
Just added Fairy Blast into the mix. I swear, these ideas are coming to me faster than I can type them all out.
The fairy blast seems a little powerful. Sure, you added a save and lowered the duration, but it's usable at a range and potentially on multiple creatures at once. I'd probably make it not an essence invocation and just a non-EB invocation. That way, the save and duration would cancel the range, and it wouldn't be too powerful (maybe even raise the duration a little.)

(I just got a neat idea that I don't think would ever work in actual play - make it touch and concentration, you actually grab them and start dancing. I don't think that's even powerful enough for a Dark, since you're basically out of the fight too. But it would be a cool ability for a subtle, social warlock. And great fun at parties.)
DireHawk

07-04-05, 11:23 PM
Yea, at first I thought it would be really powerful too, but I really wanted to add it in because its such an iconic ability for fey. But if you think about it, its not that powerful. Consider it this way. A greater evocation can potentially stun or paralyze an enemy for one round, right? Well, this does the same thing, except you also take attacks of opportunity and a penalty to reflex saves. Also, it does include the will save, it only lasts one round, and its still subject to spell resistance. All that considered, I don't think its too overpowered for a dark invocation.

BTW, I added Rage of the Dead and The Last Rites for warlocks with an undead fetish.
DireHawk

07-05-05, 01:28 AM
Ok, a few questions about your opinions towards certain invocations. Please read through all of them and comment freely as you like, but there are a couple in particular which are kinda bothering me. These are Fairy Blast, Xoriat Blast, Ward of Phantoms, and Stupifying Blast.

My problem with Xoriat Blast, Fairy Blast, and Stupifying Blast is that they seem a little powerful. Fairy Blast isn't as bad. As I've already mentioned, its basically just a paralysis effect that causes the target to provoke attacks of opportunity. Maybe I should make that one as a regular invocation and keep it as the spell.

But Xoriat Blast and Stupifying Blast provoke some long term changes (up to a full day). Are they too unbalancing for a warlock to have? I'm not completely convinced that they are, since they still grant saves against them and can be stopped by SR, and a person hit with a Xoriat Blast could potentially reform and continue their assault. Maybe they are balanced and I'm just being paranoid. I mean, they're no worse than Baleful Polymorph, right? Also, should I add another save after 24 hours and if they fail make the effect permanent, like with Baleful Polymorph?

Now with Ward of Phantoms, would this be better as a Greater invocation? I tend to think so, since its abilities aren't great. The only reason I made it a Dark invocation is because of its ability to block spells and spell-like abilities. Now, is that a one-way street (i.e. the caster could still fling spells from behind the wall) or does it block them both ways? I suppose I could just add that into the description to solidify its place as a Dark Invocation, but is that enough? Would that put it on par with the other Dark Invocations, or is it still a Greater Invocation even with all of that?
Need_A_Life

07-05-05, 12:17 PM
BTW, I added Rage of the Dead and The Last Rites for warlocks with an undead fetish.
I don't see it? Is it with the other invocations? or some post I can't find?

IC:
"Liches and Vrocks? Guess they'll take anything here." Xith said and picked a chair from the circle and sat down in it. His bones was stiff and he was frozen to the bone from the travel.
Silent Infinity

07-05-05, 12:39 PM
I don't see it? Is it with the other invocations? or some post I can't find?

I can't find them either. Hmm.
DireHawk

07-05-05, 12:54 PM
D'OH! I guess I was too tired to realize I failed to actually post them. Well, I fixed that problem, and all my invocations are together in this post HERE (http://boards1.wizards.com/showpost.php?p=6587041).

Also looking over it, I think it would be better to just change Fairy Blast and Xoriat Blast into a regular invocation version. I think I may leave Stupifying Blast as is however. Reason being that as the spell [i]feeblemind[i/] has a medium range, doesn't require a touch attack, and gives certain targets (arcane spell casters) a -4 penalty to the save. Also, unlike the normal version, its not permanent, but perhaps I should change the duration of the effect from 24 hours to 1 hour. Hmmmmm... all thing to consider.

Still don't know what to do with Ward of Phantoms, but I'm leaning more and more towards making it a Greater Invocation, since I'm pretty sure the concealment and magic-blocking effect go for boh sides of the wall.
DireHawk

07-05-05, 02:53 PM
Well, I've updated with a few changes after some playtesting. I've heightened Spirit Blast to a Lesser invocation and deleted the part in True Eyebite that says those with more than two eyes are still rendered blind by the spell. I've changed Fairy Blast into Dance of the Pixie Queen. I've also changed Xoriat Blast into Touch of Xoriat. Each of those two changes reflect a change from an essence invocation into a normal invocation. Finally, I've decided to reduce Ward of Phantoms to a Greater Invocation, since it is my belief that the concealment and magic blocking of the effect works against both sides of the wall.

All of this can be seen HERE (http://boards1.wizards.com/showpost.php?p=6587041)
De Batavier

07-06-05, 11:30 AM
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.
Silent Infinity

07-06-05, 02:45 PM
All of this can be seen HERE (http://boards1.wizards.com/showpost.php?p=6587041)

So The Last Rites and Rage of the Dead are based on The Dead Walk? You need to have The Dead Walk in order to make use of these two invocations, correct? It's a bit unclear.

However, I greatly like them. I think they have a very distinctive feel for the warlock.

Oh, and just as a side question, can Warlocks qualify to be True Necromancers from the Libris Mortis?
lostone

07-06-05, 02:51 PM
Oh, and just as a side question, can Warlocks qualify to be True Necromancers from the Libris Mortis?No, they can't meet the majority of the requirements: They can't cast Summon Undead 2 as a divine spell or Command Undead as an arcane spell. They can't take Spell Focus (necromancy) because they don't follow schools of magic thought the way a wizard does. They don't get access to domains like a cleric.

In short they don't meet the arcane or divine requirements so even multiclassing with a cleric or wizard they can't meet this class.
Silent Infinity

07-06-05, 04:03 PM
No, they can't meet the majority of the requirements: They can't cast Summon Undead 2 as a divine spell or Command Undead as an arcane spell. They can't take Spell Focus (necromancy) because they don't follow schools of magic thought the way a wizard does. They don't get access to domains like a cleric.

In short they don't meet the arcane or divine requirements so even multiclassing with a cleric or wizard they can't meet this class.

Yeah I knew they couldn't meet the divine requirements, but I wasn't sure about the arcane. Thanks though.
Dogurasu_Thanatos

07-06-05, 06:39 PM
Carcerian Warden
Greater; 6th
Use of this invocation allows you to animate a Medium suit of heavy armor within 10 feet of you. However, at the same time, it is imbued with the essence of a fiendish being, granting it a modicum of intelligence and greater power. Treat the resulting construct as an animated object with Int 3, Wis 10, Cha 10, and the fiendish template. It also gains a rejuvenation ability: When the carcerian warden is destroyed, it reforms itself three rounds later, completely repaired. A carcerian warden is completely loyal to you and follows your commands to the best of its ability.
This effect lasts until you are slain or you dismiss the invocation. However, you may only have a maximum of 3 carcerian wardens in existance at any one time.

Archfiend's Slave
Lesser; 3rd
Most arcanists require a guardian of some sort, and sometimes, a warlock is still not an exception. With this invocation, a warlock can call such a guardian -- though he acts as more of a slave.
You summon a 3rd-level warrior member of your race and gender with the fiendish template. For example, a male dwarf warlock would summon a fiendish male dwarf warrior 3, and a female elf warlock would summon a fiendish female elf warrior 3. Once this being is summoned, each time you use this invocation, you get the same warrior. They remain in existance for 24 hours. If they die, you must make a Fortitude save or lose 200 XP per level; a successful save halves that amount. Further, their death also renders you cursed, as the bestow curse spell, but only for one month.
You may only have one archfiend's slave in existance at any one time, and it is always the one you first summon (until it dies, at which point using this invocation summons a new one).

Yes, they need work, but it's been the best I can do the past couple of weeks -- it's been rather rough around here, and I don't see it getting much better.
apesamongus

07-06-05, 07:46 PM
They can't take Spell Focus (necromancy) because they don't follow schools of magic thought the way a wizard does.
Actually, anyone can take Spell Focus (necromancy), as there are no pre-requisites.
DolArrah

07-06-05, 09:18 PM
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.

wow, imagine
Player: I make a spellcraft roll to identify that spell.
DM: Its a wish.
Player: Ooooooooh, I want to replace my (insert invocation here) for wish. I can use it 9 times in the next day!
DM: WTF!

That would happen and, by the way your feat was written, it would be totally by the rules.
DireHawk

07-07-05, 02:58 AM
Carcerian Warden
Greater; 6th
Use of this invocation allows you to animate a Medium suit of heavy armor within 10 feet of you. However, at the same time, it is imbued with the essence of a fiendish being, granting it a modicum of intelligence and greater power. Treat the resulting construct as an animated object with Int 3, Wis 10, Cha 10, and the fiendish template. It also gains a rejuvenation ability: When the carcerian warden is destroyed, it reforms itself three rounds later, completely repaired. A carcerian warden is completely loyal to you and follows your commands to the best of its ability.
This effect lasts until you are slain or you dismiss the invocation. However, you may only have a maximum of 3 carcerian wardens in existance at any one time.

Seems ok to me for the most part. However, I would take out the part about them being able to reform. Or at the very least make it much longer, like 2d4 days or something.

Archfiend's Slave
Lesser; 3rd
Most arcanists require a guardian of some sort, and sometimes, a warlock is still not an exception. With this invocation, a warlock can call such a guardian -- though he acts as more of a slave.
You summon a 3rd-level warrior member of your race and gender with the fiendish template. For example, a male dwarf warlock would summon a fiendish male dwarf warrior 3, and a female elf warlock would summon a fiendish female elf warrior 3. Once this being is summoned, each time you use this invocation, you get the same warrior. They remain in existance for 24 hours. If they die, you must make a Fortitude save or lose 200 XP per level; a successful save halves that amount. Further, their death also renders you cursed, as the bestow curse spell, but only for one month.

This is very overpowered. Sure, the risks of them dying is fairly great, but in a low level campaign can you imagine the possibilities? A warlock of 6th level and a week of free time can summon well over 33,600 troops, assuming they work at it for a solid 8 hours a day for 7 days. At that point all the warlock needs to do is strongarm the local church clerics as healers, use the army to take a few towns, keeping prisoners to use their souls for even more power, and *BAM!* world domination. This would make for a cool plot, but the fact that a PC could do something similar is very bad. I would either toss this, or impose some major revisions. Personally, I don't see warlocks as big on summoning. Oh, I just saw that they only last for 24 hours, but still, even after only an hour a warlock could summon 600 of these guys. 600! They may be weak, but that can be the stuff of nightmares when a DM has a player with 600 minions. I mean, it would take an epic level character with leadership and perhaps epic leadership to duplicate this.
Need_A_Life

07-07-05, 03:01 AM
wow, imagine
Player: I make a spellcraft roll to identify that spell.
DM: Its a wish.
Player: Ooooooooh, I want to replace my (insert invocation here) for wish. I can use it 9 times in the next day!
DM: WTF!

That would happen and, by the way your feat was written, it would be totally by the rules.
Wish has DC:
24 (Identify a spell being cast (you must see and hear the verbal and somatic components). No action required. No retry.)
29 (Identify a spell thats already in place and in effect)
30 (Understand a strange or unique magical effect such as the effects of a maic steam. Time required varies. No retry)

If I was going to have a good spellcraft score I'd have gone wizard, I have a few ranks to make it useful (can't be used untrained) but making DC 30 would require a lot of luck (and the DM is free to say that each wish is unique).
DireHawk

07-07-05, 04:56 AM
Wish has DC:
24 (Identify a spell being cast (you must see and hear the verbal and somatic components). No action required. No retry.)
29 (Identify a spell thats already in place and in effect)
30 (Understand a strange or unique magical effect such as the effects of a maic steam. Time required varies. No retry)

If I was going to have a good spellcraft score I'd have gone wizard, I have a few ranks to make it useful (can't be used untrained) but making DC 30 would require a lot of luck (and the DM is free to say that each wish is unique).

True, but the reason that not all spells on a wizard's list are usable as invocations is because it would be terribly broken. Imagine, if you will, identifying even something as weak as summon monster II or III and being able to cast it infinite times. You now have a personal army. Even though they don't tend to stick around very long, it can be messy. Or maybe infinite blindness/deafness. No attack roll, just a fort save away from permanent disability. Even alter self and polymorph would be cheap, because then what's to stop you from becoming a firbolg and pwning everyone. Blink? Gaseous Form? Imagine a blasting juggernaut of untouchability. And I haven't even gotten past a 3rd level spells, which only need a spellcraft check of 18. And these are only considering arcane spells. Can you imagine a warlock with infinite divine buff spells?

Also, minimum level for a warlock to take this is level 13. That means before they even have access to Dark invocations, they could potentially gain them by watching a level 10 wizard cast baleful polymorph.

All in all, its a nice try at giving a warlock more versatility, but its too much not to be abused.
Dogurasu_Thanatos

07-07-05, 06:51 AM
DireHawk: Thanks for the input; I knew I'd forgotten something with archfiend's slave. However, I think for a greater invocation, carcerian warden is fine the way it is. I mean, all you're getting is a couple of 2d8 HD constructs (Evil) -- that's a +1 BAB, no good saves, and maybe a few boosts from having the fiendish template. Nice to have for a warlock that wants to harry his opponents for a while, but otherwise...

All: The next person that posts should get the 1,000th one. Wow, this place has been around for a while, hasn't it?
DireHawk

07-07-05, 07:06 AM
Mykal stalks around the room, eyeing the one that spoke of a vrock, as if his appearance matter. "I'll have you know, that I've merely embraced my dark gifts. I was once, and technically still am human. However, I prefer this husk of flesh to suit me much better." Mykal walks over to a lush chair and takes a seat. "Yes. This place will do nicely. Now, when does the fun begin?"

HUZZAH! 1000th post is mine! GOO!!!
lostone

07-07-05, 08:33 AM
Yeah I knew they couldn't meet the divine requirements, but I wasn't sure about the arcane. Thanks though.If the arcane side was just something like "Special: The ability to summon, animate or control undead" then a Warlock could qualify because of The Dead Walk. But since it requires a specific spell they can't.

Your DM might make an exception so it is at least worth talking to him. But you'd basically take 3 levels of warlock to do it and 3 levels of warlock is not too optimized.
lostone

07-07-05, 08:44 AM
Carcerian Warden
Greater; 6th
Use of this invocation allows you to animate a Medium suit of heavy armor within 10 feet of you. However, at the same time, it is imbued with the essence of a fiendish being, granting it a modicum of intelligence and greater power. Treat the resulting construct as an animated object with Int 3, Wis 10, Cha 10, and the fiendish template. It also gains a rejuvenation ability: When the carcerian warden is destroyed, it reforms itself three rounds later, completely repaired. A carcerian warden is completely loyal to you and follows your commands to the best of its ability.
This effect lasts until you are slain or you dismiss the invocation. However, you may only have a maximum of 3 carcerian wardens in existance at any one time.I like it, but I'm not sure where you are getting the 2d8 hit dice you mention in a later post. What if the armor is adamantine or some other metal with special properties? Would they get more hit points, AC or something? Would hardness for adamantine plate mail be figured in as damage reduction?

A few more ideas to consider: limit it to one construct at a time with hit dice equal to 1/2 the caster's and give it a special regeneration ability: Regeneration (Sunder). All damage will heal back unless it is specifically targeted as sunder which deals lethal damage to it (since it destroys the armor). In your example if the actual armor that is effectively the spell focus is not damaged at all you don't even need the reforming ability, the warlock can just use the invocation again and reanimate it with full hit points.

I'm not saying that would be balanced, or is even a great idea, just trying to open up options and get people thinking differently. :)
Need_A_Life

07-07-05, 09:33 AM
I am not claiming them to be appropiate for the standard warlock but they're not that bad.

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).

EDIT#1: [removed Ghostly Haunt]
EDIT#2: Added note about Balors Resilience, specified that teleportation left you on a horizontal surface and lowered the Shadow Form caster checks to 10 and 20 respectively
lostone

07-07-05, 09:39 AM
Ghostly Haunt
Greater(?)/Dark(?); 6th
Using the powers of unlife you take on the traits of ghosts. You lose natural armor and armor bonuses but gain a deflection bonus to AC equal to your charisma bonus (or +1, whichever is greater). In addition, whenever you are reduced to 0HP you dissolve into a puff of smoke and regain material form in 5d4 days. You may return anywhere you desire when you die in this way. You take 1d8 points of Con damage when you return and have non-lethal damage equal to half his full hit point count.Dark, definitely. You effectively make yourself unkillable through damage, and this can be always in effect.
DolArrah

07-07-05, 10:00 AM
Ghostly Haunt
Greater(?)/Dark(?); 6th
Using the powers of unlife you take on the traits of ghosts. You lose natural armor and armor bonuses but gain a deflection bonus to AC equal to your charisma bonus (or +1, whichever is greater). In addition, whenever you are reduced to 0HP you dissolve into a puff of smoke and regain material form in 5d4 days. You may return anywhere you desire when you die in this way. You take 1d8 points of Con damage when you return and have non-lethal damage equal to half his full hit point count.

Player: Hey, party members, please attack me.
Others: Why?
Player: So I can teleport to their lair, taking, atmost, a month, when it will take us a year of game time!
DM: OK, that doesn't seem to unbalanced.
Player: Oh, yeah, I want to come back and kill the badie while he is asleep.
DM: You can't do that!
Player: Yes I can! It isn't a teleport effect, which don't work, I am not scrying, I have no stats so I don't trigger anything, and I just am there.
DM: (Checks his books) Crap, again? (After the warlock took the Wish spell using that feat before)
Silent Infinity

07-07-05, 11:01 AM
If the arcane side was just something like "Special: The ability to summon, animate or control undead" then a Warlock could qualify because of The Dead Walk. But since it requires a specific spell they can't.

Your DM might make an exception so it is at least worth talking to him. But you'd basically take 3 levels of warlock to do it and 3 levels of warlock is not too optimized.

Haha, I am the DM. I was just checking as I don't have Libris Mortis. A version Warlock could take doesn't seem unreasonable.
Dogurasu_Thanatos

07-07-05, 11:14 AM
lostone: I probably should have mentioned that the invocation is similar to animate objects, but in any case, a Medium construct (the suit of armor) has 2d8 HP. However, I was in error earlier; constructs also get a bonus 20 HP, which slipped my mind. Still, by that point -- hardness or no -- it's negligible, given the presence of sonic and acid attacks.

Hence, the rejuvenation ability.

Besides, it's just scary to defeat a minion, only to see it rise about 20 seconds later. Maybe if I limited it to the one...? Still, it has few powers, and the +1 (maybe +2, if you make it an outsider) BAB is weak at that point. It's there as a wall, pretty much.
lostone

07-07-05, 11:26 AM
Besides, it's just scary to defeat a minion, only to see it rise about 20 seconds later. Maybe if I limited it to the one...? Still, it has few powers, and the +1 (maybe +2, if you make it an outsider) BAB is weak at that point. It's there as a wall, pretty much.But as a greater invocation it isn't much of a wall. By the time you are casting this (presumably to defend against melee foes so you can continue blasting them) your enemies are strong enough all they need to do is probably swing at this once as a standard action and then take their 30 ft move up to you. Charging/Mounted builds wouldn't even be slowed by them. And that is if they decide they don't just want to go around the construct.

That was why I suggested limiting it to one at a time and making it stronger. Increase the hit dice, give it AC bonus based on caster level, etc. It will not be disregarded so easilly. And if the enemy does choose to go around the construct and attack you, the construct can move up and attack them with some effectiveness.

Really if you just want a wall, take The Dead Walk and choose your battleground: a cemetary. Nothing like a small army of undead to slow your opponents and easilly replacable in a cemetary.
Von Crown

07-07-05, 04:28 PM
Better yet, if you want to creep them out, keep some monstrous spiders around and feed them regularly. It can be fun to think up alternative places to keep corpses for animating. Other good choices are also available.
Need_A_Life

07-07-05, 05:05 PM
I should probably give it an XP cost... and give it a duration of concentration (when you die it effectively ends but revives you in 5-20 days).

Or what about having to make a will save against [full HP score - Caster Level] or it has no effect?

Better yet, scrap it.
Need_A_Life

07-08-05, 10:01 AM
I am not claiming them to be appropiate for the standard warlock but they're not that bad.

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.

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).

What do you think? I was thinking of Balors Resilience for a lone warlock so he wouldn't have to run away wounded.

Fleetfooted has the possibility of sending you closer to your destination or it can send you up to 200 miles in the wrong direction.
De Batavier

07-08-05, 10:19 AM
Greetings all,

:w00t: more than 1,000 post.
Congrats to DireHawk for being number 1,000

I've updated the Library. I hope all links work correctly.

:cool:
Solarious

07-08-05, 10:35 PM
Hey, Thanatos. I just had an intruiging idea about your new invocation. I agree that it is underpowered as written.But I absolutely love the flavor! However, I would think that a trio of three animated suits of armor would be bodygaurds primarily for a Warlock... and so I thought: what good are bodygaurds if you don't get them to take the damage for you? Archers, spellcasters, and the like will all be targeting you, not your bodygaurds, and spells generally don't require attack rolls. Even if they did, it would be touch attacks, and Warlocks know better than anyone else how easy it is to hit with a touch attack. Plus, what kind of archer would not take the feat Percicse Shot? Many Warlocks take it too, since Extra Invocation doesn't come into play until 6'th level.

Then I started thinking of ways to get the suits of armor to defend a Warlock. Then I picked up my old copy of the Monster Manual 3.0E. And then I read the Shield Gaurdian entry.

Evil thoughts occured to me then. My first instinct was to build into them the Shield Other effect, allowing you to divy up damage among them as you choose. And then another idea occured to me. How about taking advantage of your Carcerian Warden's Construct subtype, and allowing you to redirect effects that target you to one of your bodygaurds? A 1 on your saving throw roll against a Dominate Person effect has devastating effects on your survival rate... but that spell does little good against a animated object, which has an immunity to mind-affecting effects thanks to it's Construct type.

In summary:

I love this invocation to bits, but it has no juice! :weep:
Consider adding a constant Sheild Other effect into the invocation that allows you to redirect up to half the damage you suffer to a Carcerian Warden, divided as you choose, ala Sheild Guardian. This allows you take full advantage of the rejuvenation ability, and is the least powerful of the two options.
Also, another consideration is allowing a Warlock to redirect effects that target you to a Carcerian Warden. We all know that those Disintegrates are harmful for your health, and at least give you a three-effect buffer to save yourself. And if you're animating suits of armor in the middle of combat to protect yourself against melee types, instead of blasting them into smoking craters... you're getting rather desperate. This gives you an excellent defense against spellcasters. I claim inspiration from an old MtG card, Coalition Flag. It has a similar effect of protecting your more important assets... such as your own self. :P
No, I can't proof your invocations yet. But I will get to it. Eventually. ;)
lostone

07-10-05, 07:48 AM
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.I can't decide if I like this or not. I realize it is intended to heal damage outside of combat, which is fine, but I think it would be a bit annoying to sit there and cast it over and over and over. :D Which they could do. Maybe adjust it to give it a duration but specify that the healing only works when the character is not exerting themselves to keep it from being usable in combat. Or just make it Fast Healing 1. It isn't that useful in combat and the penalties for it are two-fold: Giving up a precious limited invocation slot and partially negating a class ability that is better for a shorter duration. Make it Dark and it is not as good as the Fiendish Resilience but lasts longer. Also you may want to change the name. Balors get no ability to heal themselves that I can see in the SRD. No fast healing, regeneration or any healing spell-like abilities.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).I like it. Keeps the Warlock from being able to teleport wherever they please, but able to escape when needed.
Need_A_Life

07-10-05, 09:55 AM
Balors are the highest of demons. Changing it to Pit Fiend (who IIRC has regeneration) wouldn't do anything mechanically but I like the flavor of the Balor more.

Why I didn't make it fast healing is because I wanted for you to have to keep casting it, costing a standard action every round as well as the fact that it doesn't heal damage caused by Cold Iron; that is what I think makes it worth being a least invocation.

Oh and thanks. That was basically my intention with Fleetfooted, you can get far away from an opponent, but you have NO idea where you're going to find yourself (DM could fudge rolls)
lostone

07-10-05, 10:23 AM
Why I didn't make it fast healing is because I wanted for you to have to keep casting it, costing a standard action every round as well as the fact that it doesn't heal damage caused by Cold Iron; that is what I think makes it worth being a least invocation.I do like the cold iron bit. Good flavor. You might consider something like Infernal Resilience, good flavor, doesn't reference a specific demon (unless you play epic, then there is an Infernal quasi-deity demon thing).
Oh and thanks. That was basically my intention with Fleetfooted, you can get far away from an opponent, but you have NO idea where you're going to find yourself (DM could fudge rolls)You might make a note that it can only teleport you to a supported surface (teleport is conjuration and that is a limitation of conjuration teleport spells but most people forget/ignore that). Otherwise the warlock could find himself 100 miles from the nearest land mass and only have a 1 in 8 chance of teleporting closer back to land. :D Granted the DM might be evil and teleport you to a 10'x10' island in the middle of the ocean, but still.
Need_A_Life

07-10-05, 12:50 PM
Okay-- I am hesitant to alter the name however (seeing as it has already been added to the libary), but I'll put a note about it.

How about him reappearing on the nearest roughly horizontal surface (DMs discretion) when teleporting in this fashion?

EDIT: For good measure: http://boards1.wizards.com/showpost.php?p=6632425&postcount=1003
De Batavier

07-12-05, 05:35 AM
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.

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).

:cool:
Aurelius_Shadowstryke

07-12-05, 07:38 AM
Greetings to you, my Dark Brethren!

I've just signed up and been looking through the Circle's last posts. I've only been playing a warlock for a short time, but I think it's a class with some serious potential. I like some of the new Invocations, and I hope that at least some of them become "official" in a future supplement.

Anyway, I just thought I'd say hello.
lostone

07-12-05, 08:18 AM
I like some of the new Invocations, and I hope that at least some of them become "official" in a future supplement.Doubtful. Unless there is something in the terms of use somewhere that state anything posted to this website become WotC property, they wouldn't want to bother tracking down the creator for legal documents, blah blah blah. Besides, I doubt we'll see any more official Warlock material, they print new base classes in each new splat book now and move on. We never hear anything about those classes again, except for the psionics classes, but those are borderline Core.

Welcome to the fold.
De Batavier

07-12-05, 01:49 PM
Greetings Aurelius Shadowstryke and hello to you. Feel free to look around and if you want to join the circle just say so in a post.

I too would like to see a new book with Warlock material. I think the Warlock is one of the best recieved of the new classes from the Complete Series. There're many threads about them. People feel inspired to make new invocations, feats etc for them. So i hope WotC sees the potential of this class.

Maybe when they make an Eberron book over the continent Xendrik we'll see more. The Umbragen are from that continent and their favoured class is Warlock.

But i hope we'll see material in more WotC books. Maybe every new book could contain a few invocations. The same way they do with psionics, most books have some psionic stuff in it these days.

So we should continue to make Warlock stuff, discuss them and start threads about them on these boards.

:cool:

Library updated
Aurelius_Shadowstryke

07-12-05, 04:55 PM
Has anybody started a website detailing all the new invocations, feats and PrC's discussed in these threads yet? If not, I am planning to start one up and would just like to take this opportunity to request permission to use the information I find here on my site. All items will be credited to their original creators, although any errors will be corrected as soon as I find out about them. (I know there are always a few!!)

A shadowy figure steps through the gates. With a gesture, he closes them behind him and throws open his cloak, revealing the features of a man obviously used to command.
"Greetings, my fellows. My name is Aurelius, although many simply call me 'Shadowstryke'. I have heard rumours of your Circle and I was hoping that we could come to a mutually beneficial arrangement? You see, I have recently come into a small - and highly secluded - estate where we could keep the fruits of our labours into the origins of our powers. I am sure that you will find some way to repay me for my kindness."
With this, the man smiles and strides towards the gates. which open before him. "Please, feel free to discuss my offer. I will know of your answer, and of course, I know where to find you should we need to speak again. Farewell."
Siberys

07-12-05, 08:57 PM
Has anybody started a website detailing all the new invocations, feats and PrC's discussed in these threads yet? If not, I am planning to start one up and would just like to take this opportunity to request permission to use the information I find here on my site. All items will be credited to their original creators, although any errors will be corrected as soon as I find out about them. (I know there are always a few!!)


Yes. I will. It will be on this (http://siberys.blogspot.com/) site. it'll be a while before it's up though. Here's my original post stating my intent on this:

OOC: I will be making a section on my still-under-construction-website with the ENTIRE library in one place. I'll also make four sticky threads in my forums; One for true Guild RPing, one for PbP Guild RPing, one for"admin" so to speak, and one for general Warlock discussion/making stuff. You can then save this for for other guild functions. You'll have a home (that's at least more organized...)!
Zombomaniac

07-12-05, 09:27 PM
Hey everyone its me Cazic. I made a new account.

On the Warlock stuff I hope they make more for it. Warlocks are awsome.
Also Cazic is being bentched for now. He will come back later and will show up here and there for RP. He is being replaced with a CG PC for the SF.
technodemon

07-13-05, 04:46 PM
I have a question, which I am not sure if have been asked already is why would any warlock go into another spellcasting class since he can use spell-like abilities at will? To me the benifit of using spell-like abilites out weighs normally of usin regular spells.
De Batavier

07-14-05, 04:27 AM
I don't believe i've seen this question before. I agree with you. I sounds like a step back for a Warlock to multiclass into something that doesn't benifit his Warlock powers.

The only reason i can think of, is the limited scoop of Warlock powers (if you only use the official stuff from CA). You only have 12 invocations at level 20, a few more if you take the feat. Though powerfull, you do miss the alroundness of a Wizard. Who can have a spell for every occasion. Not everything can be achieved with the standard invocations from CA.

But don't think you should multiclass into wizard (or cleric) if you play a Warlock. IMO it takes away from the flavour of the class to multiclass into other base classes.

:cool:
Need_A_Life

07-14-05, 04:42 AM
Agreed, but for a loner it is a major oversight that he couldn't selfheal. Enter the Warlock Circle...

btw, have anyone considered adding the Circle to a campaign? Offers protection to warlocks for a fee and (probably) arranges 'gladiator'-like duels between warlocks, taking bets and all...
Solmund

07-14-05, 05:04 AM
A hunched over figure, clad in a green claok, silently walked into the Warlock circle. The time of the humans is drawing to a close. Natures fury shall be unleashed, and those who oppose it will be crushed by the very earth they live on...


:D
my evil character, or one of two evil characters. i present to you, Dingsobiz. or Dibiz for short. he's a killoran warlock who uses his power supposedly for the good of nature. and if that means massacreing a few human settlements, then so be it.
oh, and he can live virtually forever. :P
so that means he can go into hiding, attack, go back into hiding, attack, etc. and if you die before he kills you himself, then he'll kill your descendents starting with the youngest.
Need_A_Life

07-14-05, 07:47 AM
That's why immortality is nearly as good as invulnerability, just outwait them all... they'll kill themselves before you reach venerable age... a lot before.

Thinking of an Elan warlock, he'd take his time... a few milleniums if nessecary.
lostone

07-14-05, 08:38 AM
he's a killoran warlock

oh, and he can live virtually forever. :PKilloran? Where is that found? And what makes him virtually immortal? The race or something else?
De Batavier

07-14-05, 01:45 PM
They're from Races of the Wild. They're a fey race, iirc.
Solmund

07-14-05, 02:48 PM
yep. and in thier race description, it says they can live forever if they choose it. so your schemes and plots are nothing to him. :P
Von Crown

07-16-05, 02:27 AM
Hm... Looks like I may have a bit of an in-guild adversary...

Mordred gives a little chuckle. "Well, it seems that you and I seem to be at odds with each other on that position. I have no intention to allow the human race to fall, and nature is nothing to me." His right hand is surrounded by a crimson aura, and as he draws his finger throught the air, reality itself is neatly cut. He reaches in and puuls out a mass of twisted flesh, eyes, and bone. The rift then closes, and he puts his hand inside effortlessly. The mass then begins to writhe slightly, and then begins to grow. It continues to grow till it stands well over twelve feet, having become vaugley humanoid in shape. It then contorts further, untill it appears to be a massive suit of bony armor, almost like a carapace, with one golden, catlike eye in the center of its chest. In it hand it holds a massive greatsword, formed of the same chitin as most of the being itself. "I care not for nature, nor for that which reality rudely believes is the only outcome. I shall show them... reality is not infallible...
Demonfey

07-16-05, 02:35 AM
They're from Races of the Wild. They're a fey race, iirc.
Drat. One of the few books I am (currently) missing, and I have to approve characters. Figures.
technodemon

07-16-05, 03:11 PM
Not sure if this have been asked yet. What would be a good base non-spellcasting class for a warlock to multiclass into? One that reflects the concept of an undertaker (and an odd gunslinger type) character.
Von Crown

07-17-05, 03:01 AM
Hmm... Rogue strikes me as a good idea. Other than that, I can't think of much.
De Batavier

07-17-05, 07:18 AM
I agree that rogue would be a good base-class to multiclass with. Sneak attack works with your eldrich blast. There're several invocations that help to get in "sneak" mode. I also think that the extra skill points and the large skill list of the rogue help to flesh out your Warlock.

:cool:
technodemon

07-17-05, 07:24 AM
we have enough rogues in our party, played rogue in another campaign already and just can not see it for my undertaker concept.
De Batavier

07-17-05, 07:28 AM
You could multiclass with fighter and use a special shovel as his favorite weapon ;)
technodemon

07-17-05, 08:28 AM
You could multiclass with fighter and use a special shovel as his favorite weapon ;)
Already doing it :D , plus was gonna have the shovel be made into Adamantine with ghost touch and undead magic added to it.
lostone

07-17-05, 08:32 AM
Already doing it :D , plus was gonna have the shovel be made into Adamantine with ghost touch and undead magic added to it.Undead Magic? You should add undead bane to it if you expect to fight a lot of undead.
technodemon

07-17-05, 08:46 AM
tha's what I meant.
De Batavier

07-18-05, 09:02 AM
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.

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.

:cool:
lostone

07-18-05, 09:35 AM
Armored FleshSeems too powerful. It effectively gives them mithril full plate with fewer penalties.
Mouth ParasiteThis is truly twisted, I like it. :D But I think it would be better to make it deal more damage and give the victim a wisdom check to realize what is going on and stop speaking. Great for disrupting spellcasters. The other problem is it is hard to adjudicate in certain ways. If someone is casting a fireball spell, how many arcane words does it take? :P
De Batavier

07-18-05, 10:04 AM
Thanks for the feedback. Agree that +8 is a bit much, reduced it to +4.

Yes counting words would be difficult with spells. Edited the invocation to deal with spells in another way.

:cool:
lostone

07-18-05, 10:15 AM
Those seem much better now. Interesting enough that I might use them sometime. :clap:

I just wish Warlock could choose more invocations without sacrificing feats for it. So many great choices.
De Batavier

07-18-05, 10:43 AM
I agree there's to much to choose from for a Warlock. Though i think giving more invocations would cause balance issues. Think sacraficing a feat is worth it in most cases to gain an extra invocation.

:cool:
Zombomaniac

07-18-05, 12:16 PM
hey. I have read CA in awile so i cant quite rember, but do the Warlock invocations per day or does they not have one?
De Batavier

07-18-05, 12:30 PM
The Warlock can use their invocations everytime they want. Though several have a 24 hours duration and will normally be used once a day (but they can use it again when dispelled or something).
Demonfey

07-18-05, 11:26 PM
I would reccomend making a copy of everything in here that is unique. After the pruning, everything will be as if it never existed.
turalisj

07-19-05, 12:39 AM
the wisest choice would just be making a library of everything made in the entire guild house, with each guild having 4 posts max in it.
DireHawk

07-19-05, 12:48 AM
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
Solarious

07-19-05, 01:38 AM
Alrighty then! Everything archived as of July 19, 2005 1:36AM EST.

Let me know if it's needed. I'll continue to archive it every other week or so if I manage to remember, so we don't loose too much when the pruning begins and branches start braining the boards.
De Batavier

07-19-05, 05:24 AM
Greetings all,

I've downloaded the thread. So i've got every thing in a txt file. The library and the archives i have also saved. Though if the entire thread will be pruned the last library will be empty because the links wouldn't work.

Started a new thread here (http://boards1.wizards.com/showthread.php?p=6735593#post6735593)


PLEASE repost all stuff you have in the Library (the one with links) in the new thread. Once they start pruning the current links will not work anymore.
Zombomaniac

07-19-05, 12:10 PM
Reposted in wrong area.
gordo98

07-28-05, 07:05 AM
Greetings all,

I have a number of new Invocations for your consideration (see below), along with a prestige 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

07-28-05, 07:12 AM
Greetings Gordo98,

Due to the fact that all threads that are more than a 1,000 post on this part of the board will be pruned we have moved to another location.
The Warlock Circle II (http://boards1.wizards.com/showthread.php?t=466915)

So if you'll be so kind to repost there.

To all. This thread will be pruned. Repost your stuff that is in the library (archive III on the new thread) if you want it to be saved.