Alternate warlock pacts

Post/Author/DateTimePost
#1

pyromancer999

Sep 04, 2008 16:12:21
I have a new group under my DMing wing, and two of the players wanted to be warlocks. however, they don't want to have any of the pacts in the PHB. One found the Necris pact, and is happy with it. Still, the other warlock player wants another new pact be made. However, while I am a brilliant DM, I'm not good at making a new class, or even any more than a few new powers for a class. So, I would be grateful if someone could make a new pact. Still, I did have a few ideas, as the quote talks about making pacts with great entities. Here are some suggested pacts:

1. Angel pact, made with angels

2. Dragon pact, made with Ancient Dragons (got the idea from the dragon pacts in the 3.5e Dragon Magic)

3. Mind pact, made with mind flayers or Incredibly powerful psions

4. Ectoplasmic pact, made with mysterious entities made of ectoplasm
#2

veritascitor

Sep 04, 2008 16:24:30
I'm curious: are the unhappy with the fluff of the existing pacts, or are they unhappy with the mechanics? If it's the former, they could very well just reflavour the given pacts to suit the fluff they want. So, Star Pact become "Heavenly Pact", but all the powers remain the same (perhaps changing some of the energy types to radiant). Or Fey Pact becomes "Psi Pact", or Infernal Pact becomes "Draconic Pact". This might satisfy your players needs. However, if it's the mechanics they don't quite like, then you'll have some more work on your hands, creating some pact powers, as well as deciding what an appropriate pact boon would be.
#3

pyromancer999

Sep 04, 2008 16:29:03
They're unhappy with the fluff AND the flavor. and unfortunately, I'm probably not going to be able to satisfy their wants. I might be able to make a pact boon and MAYBE a pact at-will, but beyond that.... I'm not able to do much more. I'm not going to be able to make powers for levels 1-29. I might be able to create paragon paths for them, though. In any case, I made this thread so, if people wanted to, they could create pact powers, and maybe a boon, not to sound lazy.
#4

Kurama_Youko

Sep 05, 2008 4:47:49
Anime Pacts, made with Goku and Naruto you now have the ability to channel tremendous amounts of ki. You can now destroy entire planets with a mere gesture or change into hot chicks.
#5

Neutronium_Dragon

Sep 05, 2008 5:06:53
Making a pact with angels is a bit odd, since angels are essentially extensions of a deity - anyone making a 'pact' with them would more likely end up as a cleric than as a warlock.

A dragon pact is pretty easily covered by the Infernal one, while the Fey pact largely covers a mind-related one and Star already involves mysterious ectoplasmic entities on some level.

The Forgotten Realms book has the Dark Pact; maybe that would be more up their alley.

Will these be 1st level characters, or will they be starting at some higher level? It's probably easier to do this if they're 1st, since you'll have fewer powers to worry about.
#6

rikiji

Sep 05, 2008 8:20:42
Here's a quick try at an angelic pact ... I'll tweak it later when I have more time:

Moved to its own thread Warlock Astral Pact
Astral Pact
Holy Rebuke: You know the holy rebuke at-will spell.
Astral Wings: When an enemy under your Warlock's Curse is reduced to 0 hit points or fewer, you gain a fly speed of 3 (hover) that you can use during your next turn. Increase your fly speed by 1 for each additional enemy under your Warlock's curse that is reduced to 0 hit points or fewer before the start of your next turn. If you reduce an enemy under your Warlock's curse to 0 hit points or fewer during a turn where you have flight, you do not have to land between turns; otherwise you float to the ground without taking falling damage if you don't end your turn on solid ground.








#7

blu_skreem

Sep 05, 2008 10:52:02
I had an BBEG for our first few adventures that was a "Hoard Pact" Kobold, basically a warlock granted power by a Dragon, with the stipulation that they must guard the dragon's hoard. He was a potent bugger, until the Faelock PC figured out that if the hoard was disturbed at all he would loose most of his power.
#8

wyld_mutation

Sep 05, 2008 11:04:30
Reflavour and Refluff an existing pact. Change the Boon, and any associated effects but keep the Hit and target lines.

Slight changes to the Keywords and you've got a brand new pact. It's fairly simple actually... Things are pretty modular.

And have your players heard of the Dark Pact? Plus the expansion of the Star Pact.
#9

pyromancer999

Sep 05, 2008 15:43:54
@ wyld_mutation, They don't really want just a reflavored pact, or just a new pact boon. Still, the Angel pact Rikiji made MIGHT satisfy them. Also, Most of my players tend to love the material on House rules more than the Wizards- produced stuff.

@Neutronium_Dragon. The Fey pact CAN be reflavored to fit the mind pact, but they want mostly original material. The dragon pact could be reflavored, when you look at it at a glance, but it would have to encompass ALL the dragons, not just the red dragons. And lastly, to clarify, the beings in the star pact are distant, otherworldly, NON-ectoplasmic beings.
#10

veritascitor

Sep 06, 2008 0:27:14
Ignore the names, and the flavour, and look at the mechanics for a second. A lot of the currect fey pact powers, at the least, have charm and psionic-like effects (just look at Eyebite). If you use those abilities, change their damage types to psychic, then you're set for a Mind pact. Maybe you might wanna change the boon to fit, though I'm not sure what would be appropriate. Still, it seems like your players are trying to make you do a lot of work for very little mechanical benefit.

As for the Infenal->Draconic reflavouring, take some of the powers and change their damage types to cold, acid, poison, whatever, in order to fit the various dragons. In fact, make the boon do something different for each colour of dragon, depending on which one the player made the pact with, and then change the damage type of all the characters powers to the appropriate type for that dragon colour.
#11

ff6shadow

Sep 06, 2008 2:03:02
It wasn't built specifically for warlocks, but in my Shapeshifter custom class thread (link in sig), I created a pact for a paragon path. This Primal Pact could easily be allowed for a standard warlock, although you would need a paragon pathc for it as well as powers.
#12

wyld_mutation

Sep 06, 2008 8:23:18
My solution?

If they want a custom pact they make it themselves, and they clear it with your before they get to play it.

I don't create anything I'm not interested in. Just tell the players that if they want a truly new pact they'll have to make it and balance it. Then ask you if its OK. (To prevent any super-synergestic abuse, or clearly OP powers)
#13

pyromancer999

Sep 06, 2008 14:32:01
Well, Wyld_mutation, I WOULD ask them to do that, except they, like I, lack the ability to make a whole set of powers for levels 1-29, the boon, and the pact paragon. Still, I do undrstand your point
#14

quickleaf_dup

Sep 06, 2008 21:38:45
4. Ectoplasmic pact, made with mysterious entities made of ectoplasm

Hey Pyromancer, I just found my heroic-tier write-up for an Ancestral Pact. I'm not going to format it cause it would take too long, but if you want a WORD copy, let me know. Hope you and your players get some use out of it, and let me know if you do playtest it - nobody has yet.

ANCESTRAL PACT
You have sworn to honor your ancestors by completing that which they could not, or carrying on a sacred duty. While these ghostly spirits support you in your endeavor, they are not wholly beneficent. Hungering for the world of the living, they seek to act out through you, and can be domineering, vengeful, and manipulative. Only completion of their mission – through you – will grant them final respite; until that time they exist in limbo, looming shades in your family’s memory.

You call upon powers that haunt your foes with ghostly spirits, provide you with supernatural insights, and blur the boundary between life and death. Ancestral pact spells require you to endure the physical trials the spirits demand of you (Constitution), and also to have the force of personality required to keep the more aggressive of those spirits from possessing you (Charisma).

Revenant: You know the Revenant at-will spell.
Ancestral Memory: You have the Ancestral Memory pact boon. Your enemy’s fall grants your ancestors a moment of lucidity, and they whisper secrets to you from the Shadowfell.
When you reduce an enemy under your Warlock’s Curse to 0 HP or fewer, you may make a Knowledge check as a free action with a +5 bonus (including trying a failed Knowledge check again) on something pertaining to your current situation.

Powers

Revenant Warlock (Ancestral) Attack 1
A vengeful ghost momentarily takes form, lunging at your foe, while you linger in the sanctuary of your ancestor’s embrace.
At-Will ♦ Arcane, Implement
Standard Action, Ranged 10
Target: One creature
Attack: Cha vs. Reflex
Hit: 1d6 + Con damage, and you are insubstantial to the target until the start of your next turn.

Aegis of the Ages Warlock (Ancestral) Attack 1
Ghostly defenders come to your aid, repelling an oncoming attacker with searing light.
Encounter ♦ Arcane, Implement, Radiant
Immediate Interrupt, Ranged 10
Trigger: An enemy makes an attack against you.
Effect: Gain +2 to a defense of your choice against that enemy’s single attack
Attack: Cha vs. Will
Hit: 1d6 + Cha radiant damage, and push the target 1 square
Ancestral Pact: The bonus to your defense is equal to 2 + your Charisma modifier.

Spirit Swarm Warlock (Ancestral) Attack 1
Spirits swarm about your enemy, attempting to drag them to their doom.
Daily ♦ Arcane, Implement, Necrotic
Standard Action, Ranged 10
Target: One creature
Attack: Cha vs. Fortitude
Hit: 3d8 + Cha necrotic damage, target is knocked prone, and you slide the target 2 squares.

Ancestral Guidance Warlock (Ancestral) Utility 2
Ghosts whisper to you, showing you where to strike your enemy at their weakest.
Encounter ♦ Arcane
Minor Action, Personal
Effect: You learn one vulnerability of your current foe(s). If your foe(s) have no vulnerabilities you instead learn their weakest defense (AC, Fortitude, Reflex, or Will).

Shades Warlock (Ancestral) Attack 3
Ominous shades erupt from the ground to engage your foes, consuming all light.
Encounter ♦ Arcane, Implement, Necrotic
Immediate Reaction, Ranged 10
Trigger: One creature, or two creature no more than 5 squares apart from each other
Attack: Cha vs. Reflex, one attack per target
Hit: 1d8 + Cha necrotic damage, all non-magical light sources within 10 squares of your enemies are extinguished, and if the target uses a power with the “radiant” keyword on its next turn, it takes an extra 1d8 + Cha necrotic damage.
Ancestral Pact: Creatures adjacent to the target(s) take necrotic damage equal to your Charisma modifier.

Twilight Battlefield Warlock (Ancestral) Attack 5
You bring an area of the world closer to the Shadowfell, allowing ghostly warriors to cross between the veil and fight once again.
Daily ♦ Arcane, Implement, Necrotic, Zone
Standard Action, Area burst 2 within 10 squares
Effect: The burst creates a zone of a phantom warriors – anyone within is treated as being in difficult terrain. Creatures entering the zone or starting their turns there take 2d8 necrotic damage.
Sustain Minor: When you sustain the power you make a secondary attack.
Secondary Target: Each creature within the zone
Secondary Attack: Con vs. Will
Hit: If the target dies within the zone, they return as a phantom warrior (MM p.116), fighting for you until the end of the encounter.

Luminous Apparition Warlock (Ancestral) Utility 6
A shining angelic spirit appears over your shoulder, creating a nimbus of blinding light while sheltering you and your allies from harm.
Daily ♦ Arcane
Standard Action, Personal, Aura 5
Effect: One enemy within the aura within your line of sight is blinded (save ends). You and your allies within the aura gain +1 AC and Will defenses. The spirit may communicate with you while you maintain the aura, giving you information or advice.
Sustain Minor: You may maintain the aura for up to 5 rounds.

Shroud of the Ancestors Warlock (Ancestral) Attack 7
You are enveloped in haunting mists which conceal you but your enemies are hounded by the spirits of their displeased ancestors.
Encounter ♦ Arcane, Implement, Illusion, Necrotic
Standard Action, Close blast 3
Effect: You and all allies within blast gain partial concealment
Target: All enemies within blast
Attack: Con vs. Will
Hit: 2d6 + Con modifier necrotic damage
Ancestral Pact: Your ancestors provide you alone with total concealment.

Fetters of Disobedience Warlock (Ancestral) Attack 9
Ghostly fetters appear around the feet of your foe, who feels the burden of past misdeeds.
Daily ♦ Arcane, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: Until the end of your next turn, whenever the target attempts to move toward you or your companions, it takes [number of squares moved]d8 + Con psychic damage and is slowed (save ends). Likewise if the target attempts to attack you or your companions it suffers 3d8 + Con psychic damage and is weakened (save ends)
Sustain Minor: Make a Charisma vs. Will attack against the target. On a hit, the effect continues. On a miss, the effect ends.

Spirit Mounting Warlock (Ancestral) Utility 10
You momentarily allow an ancestor to possess you, hoping to use it to your benefit. However, you risk losing your free will in exchange for the spirits’ power.
Daily ♦ Arcane, Implement
Standard Action, Area Burst 2 within 10 squares
Effect: You are possessed by a ghost. You gain a temporary at-will power (from any class) of your choice and further benefits corresponding to the ghost’s motives…
Burial: The spirit seeks to lead you to its body so that it might be given a proper burial, and is constantly moving, no matter what the circumstances. You gain +4 Constitution and Wisdom, Darkvision, and the form of Terrain Walk most appropriate to your current environment. Instead of Terrain Walk the DM may allow you a suitable feat.
Flesh: The spirit seeks to have a good time, to be raucous, to live again for a time, and will do whatever it takes to enjoy itself. You gain +4 Dexterity and Charisma, an extra action point, and anytime you make a save roll two dice and take the higher value.
Revenge: The spirit seeks revenge on a particular target, and is willing to sacrifice anyone, including you, to achieve its goal. You gain +4 Strength and Intelligence, ignore the first 5 points of damage you suffer from every attack, and inflict +5 damage on attacks against the object of the spirit’s revenge.
Special: At any point during the possession, the spirit can attempt to make you do what it wants – you must make a save, and if you fail the spirit gains control over your actions that round. Likewise, in order to end the possession, you must make a successful save. If you choose not to, or are unable to, end it, the possession lasts for the duration of the encounter.
#15

deinos

Sep 07, 2008 2:00:54
Anime Pacts,

I raged and would rage a second time.

My favorite homebrew pacts were the idea of an Ancestor Pact (for Con-based dorf warlocks, their at-will is eyebite-style, but gives insubstantial versus that foe instead), and a Death Pact.

I hope to see a Dragon Pact, especially for kobolds, cuz its fluff appropriate. Hopefully it'll use Con...


"Tiefling Race: Play this if you want to have a dragon horns and tail and have the fiery blood of dragons in your veins"
#16

rowl

Sep 07, 2008 3:42:49
Deinos,

I was looking at your sig and not sure if you saw it but Twofold Pact was changed in the final release of the Dragon mag to no longer require Tiefling as a prereq.
#17

pyromancer999

Sep 07, 2008 13:15:43
Quickleaf, nice job with the ancestral pact. Though no one in my groups has become an ancestral warlock, a rogue in one of my groups has multi-classed and is using feats to take ancestral pact powers. Anyone have ideas for the dragon pact?
#18

rikiji

Sep 08, 2008 12:03:59
Moved Astral Pact to its own thread: http://forums.gleemax.com/showthread.php?t=1085834

I'm starting to add powers to it; hopefully it will fill out by the end of the week.
#19

wyld_mutation

Sep 08, 2008 12:09:06
Hmmm... Why don't you list which pacts they'd like?

I can come up with stuff for you, I don't have much else to do.

The sorceror I've made feels kinda warlocky you could show them that and say they can rename it. (Melee striker...)
#20

pyromancer999

Sep 08, 2008 14:23:25
Well, Let's see the original list of pacts:

1. Astral.... being made

2. Dragon.... stil waiting

3. Mind.... being made

4. Ectoplasmic.... still waiting.

Just thought I'd put this out there if anyone wants to work on any of those pacts,
#21

wyld_mutation

Sep 08, 2008 16:31:04
Hmmm... Ectoplasmic...

How should that be treated? Pacts with ghosts? Or with the Aether?
#22

pyromancer999

Sep 08, 2008 17:39:00
Perhaps ghosts, or maybe beings of ether. Like, maybe the spawning of the gods out of the Astral sea created powerful Ectoplasmic beings that you may make pacts with
#23

wyld_mutation

Sep 08, 2008 17:40:35
Hmmm...

Well whether or not I get it done anytime soon is pretty hit or miss. But I'll try my hand.
#24

pyromancer999

Sep 08, 2008 17:49:21
Thanks for considering the pact. I've seen your classes and stuff, and they're really good.
#25

wyld_mutation

Sep 08, 2008 17:56:20
Now I get my ego stroked on other people's topics?!

I may soon rule the world.[/topicderail]

Anyway... Gotta decide how to do it if I'm gonna make it.
#26

pyromancer999

Sep 08, 2008 18:08:31
Like, the flavor, or the mechanics?
#27

wyld_mutation

Sep 08, 2008 18:26:07
Both.

But I have some ideas.

Mostly involving necrotic, cold, and force damage.

And lots of insubstantial and phasing.
#28

ff6shadow

Sep 08, 2008 18:46:51
I may have an idea for a pact not on your list. The Death Pact, a pact with the reaper himself. You interested?
#29

veritascitor

Sep 08, 2008 23:41:34
Despite my earlier support of merely reflavouring pacts, I wouldn't mind trying my hand at creating a homebrew Draconic pact. I'm basically thinking that the colour of dragon you make the pact with will give you access to their energy type, which will be added as bonus damage to (Draconic) encounter powers and such. I'm not sure what the boon will be, but I'll probably stick with the energy-type theme somehow. It'll be Con-based, for sure. Utility powers might involve minor polymorphs (claws and wings, anyone?), whereas attack powers will most likely be blasts and areas. I guess this would actually lead the draco-lock to be kinda controller-ish. Thoughts anyone? Suggetions?
#30

pyromancer999

Sep 09, 2008 15:54:17
@ veritascitor, yea, but perhaps instead of adding the energy type , perhpas that could determine the energy type?

@ Wyld mutaton, I think the death pact has already sorta been made. Though, it's called the Necris pact. Also, the class the Death Knight takes that concept. Still, it's a good idea.
#31

ff6shadow

Sep 09, 2008 17:06:43
I hadn't seen the Necris pact, nor have I given the Death Knight an in depth inspection. Just and idea I had.
#32

pyromancer999

Sep 09, 2008 17:58:18
Its ok. I was just notifying you on it. Also, you might want to look on my thread about a possible book being made.
#33

Steveman

Sep 09, 2008 18:12:19
<,< >,>
*ahem!*


#34

agdiv

Sep 09, 2008 23:41:19
I was curious bout advise on reflavoring and slight modifications of the Star Pact to turn it into a Moon Pact. Would work great for one of my players who has a Human Star Pact Warlock that follows Selune.
#35

deinos

Sep 10, 2008 0:14:50
Deinos,

I was looking at your sig and not sure if you saw it but Twofold Pact was changed in the final release of the Dragon mag to no longer require Tiefling as a prereq.

Ahhh yes. The Watchers are pleased.
#36

pyromancer999

Sep 10, 2008 15:50:30
I was curious bout advise on reflavoring and slight modifications of the Star Pact to turn it into a Moon Pact. Would work great for one of my players who has a Human Star Pact Warlock that follows Selune.

Perhaps you would change it so that the pact boon would heal her every time an enemy falls. Anyways, are you looking for a starlock that is more like a cleric of Selune, or just has a pact?
#37

agdiv

Sep 11, 2008 10:22:47
Anyways, are you looking for a starlock that is more like a cleric of Selune, or just has a pact?

The only thing cleric like about him is his penchant for preaching the word of Selune, other than that he is pure arcane "make them go boom" type.
#38

pyromancer999

Sep 11, 2008 15:45:08
Well, I would actually suggest the Astral Pact, made by Rikiji. Your warlock may say that he made it with an Archangel close to Selune. Then, use these powers:

Moonbow Warlock Attack X

Standard Action Range 15

Target: Three targets

Hit: 2d6 + Cha radiant damage.


Lunar Explosion Warlock Attack 29

Standard Action Burst 5

Hit: 8d6 + Cha modifier radiant damage. ongoing radiant damage 3 (save ends).

Effect: you and your allies regain hit points equal to 5 + Cha modifier damage.

Also, If you want even more of a Selune feel, you can subsitute Warlock's curse for Channel Divinity.
#39

pyromancer999

Sep 12, 2008 15:59:16
Anyways, anyone have ideas for the Dragon Pact?
#40

pyromancer999

Sep 13, 2008 11:25:09
Anyone?
#41

ff6shadow

Sep 13, 2008 11:32:31
No ideas for powers, but I've got a pact boon. Using Frightul Presence, then reduc\ing it to a simple fear based penalty to attack rolls.

When a cursed creature dies, all enemies within 3 squares of that creature suffer a -2 penalty to attack rolls until the end of your next turn.

Add on a feat to expand the range to 5
#42

pyromancer999

Sep 13, 2008 12:23:22
That's actually pretty good! and perhaps this at-will:

Dragon Breath Warlock (Dragon) Attack 1

At-will Range blast 2

Standard Action

Damage: 1d6 fire, poison, lightning, radiant, cold, or acid + Con ,odifier damage.

Change to 2d6 damage at 21st level

Special: Warlock must choose one type of damage at 1st level, this choice may not be changed
Special: If you are a Dragonborn, your racial power now deals 2d6 damage.
#43

viktor_von_doom

Sep 13, 2008 12:42:04
It would be a good idea to have the Dragon pact be based around melee and a few close blast type powers.
#44

pyromancer999

Sep 13, 2008 12:46:57
That's pretty much the idea, with a few powers with range included. Perhaps you could contribute some powers, Viktor?
#45

ff6shadow

Sep 13, 2008 19:17:09
I don't see any problem with that power being Close Blast 3.
#46

pyromancer999

Sep 14, 2008 15:03:12
There isn't. I'm just saying that it would be cool if you could make your opponent explode in a burst of whatever energy you're using, from far away.
#47

ff6shadow

Sep 15, 2008 14:58:45
I didn't notice the range. Still looks okay.
#48

pyromancer999

Sep 15, 2008 15:09:33
okay. so, is anyone willing to take on the Dragon pact?
#49

rikiji

Sep 15, 2008 16:23:58
okay. so, is anyone willing to take on the Dragon pact?

I was thinking of looking into it... got slammed on some of my other projects so am running a bit behind.
#50

pyromancer999

Sep 15, 2008 16:26:56
I would be glad if you took it on. You did a great job with the Astral Pact.
#51

viktor_von_doom

Sep 15, 2008 16:48:52
I'm working on it but its kind of off on the side while I do school stuff and work on homebrew for my own Campaign Setting.
#52

pyromancer999

Sep 16, 2008 15:05:24
Kool. still, a cookie to whoever makes the pact first.
#53

pyromancer999

Sep 17, 2008 16:58:05
Also, after the Dragon Pact is made, I plan to make a Hombrew Pact Encyclopedia, with due credit given to all the makers, of course.
#54

ff6shadow

Sep 17, 2008 19:17:35
Here is a shot at a Dragon Pact. It probably has a few balance issuse though since there are so few multi-target warlock powers to compare too. ANy comments and I'll try and make some changes.

Dragon Pact
#55

rikiji

Sep 18, 2008 6:14:16
Here is a shot at a Dragon Pact. It probably has a few balance issuse though since there are so few multi-target warlock powers to compare too. ANy comments and I'll try and make some changes.

Dragon Pact

For starters ...

Dragon Fear - While the fear aura is a cool idea, this ability is a logistical and bookeeping nightmare. Maybe do away with the radius element.

Element Spike - You can't have a Ranged blast power ... Area burst 1 within 5 would be correct.

Dragon Claw - The Sustain line makes no sense. Also, the power shouldn't reference another power. Remember that any Warlock can take the ability and not every Warlock will have the Elemental Spike ability. You need to either implement a prerequisite or use another mechanic to determine energy type. Other powers have this same problem.

Dragon's Wings - Warlocks already have a power that grants winged flight at level 22. This power is technically much better. Best just to leave it to the power already in the game.

Energy Substitution - You need to specify a list of energy types to choose from.

Claws of the Raging Dragon - This power has no range... maybe melee (touch)

There are other minor problems along the same lines ... a lot of the powers would benefit from some basic editing.
#56

rikiji

Sep 18, 2008 7:54:17
On that note, to show that I am working on something :

Dragonfire Pact

Dragonfire Blast: You know the dragonfire blast at-will spell.

Dragonfire Aura: You have the Dragonfire Aura pact boon. Your soul is infused with the raw magic of dragons and you fuel your internal fires with the vitality of your fallen foes.
When an enemy under your Warlock's Curse is reduced to 0 hit points or fewer, add 1 to your Dragonfire Aura. Your Dragonfire Aura has a starting value of 0, and it resets to 0 when you take a short rest or an extended rest.
Once per round as a free action you can expend points from your Dragonfire Aura to gain one or more benefits on your next attack. You may gain any combination of benefits, but the total value must be less than the number of healing surges you have remaining for the day (minimum 1). You cannot take effects that reduce damage for powers that do no damage or reduce the damage of a power below 0 dice.

Cost - Benefit
1 - You may add the fire keyword to a power with untyped damage. The attack does fire damage.
1 - For a power with the fire keyword, you may replace that keyword with a keyword from the following list: acid, cold, lightning, thunder, or poison. The attack does damage of the new type.
1 - For a power with one of the following keywords : acid, cold, fire, lightning, thunder, or poison; you can increase the range by 5 squares or a wall area by 2 squares.
2 - For a power with one of the following keywords : acid, cold, fire, lightning, thunder, or poison; you can add +1d6 damage of that type. On a critical hit you do an additional +1d6 damage of the same type.
2 - For a power with one of the following keywords : acid, cold, fire, lightning, thunder, or poison; you can increase the burst radius by 1 or the blast radius by 2.
2 - You can reduce the damage of the power by one die. In return, you can apply one of the following effects to the target on a hit : -2 penalty to attacks, -1 penalty to defenses, deafened, or slowed. The effects last until the end of your next turn. Multiple effects of the same type do not stack.
2 - You can reduce the damage of the power by one die. In return, you can push the target 1 square on a hit. On a critical hit you can push the target 2 squares.
2 - You can reduce the damage of the power by two dice. In return, the target is knocked prone on a hit.
2 - For a power with one of the following keywords : acid, cold, fire, lightning, thunder, or poison; reduce the damage of the power by one die. It deals ongoing damage 5 (save ends) of the same type. If the power has multiple keywords that qualify, choose one.
3 - You can reduce the damage of the power by two dice. In return, you can apply one of the following effects to the target on a hit : blinded, dazed, immobilized or weakened. The effects last until the end of your next turn. Multiple effects of the same type do not stack.












#57

urukar

Sep 18, 2008 8:02:55
Good starting point for the dragon pact.

A few comments:
Dragon Fear - I agree with Rikiji that tracking who the penalty applies to will be tough. How about applying it to all cursed opponents instead? This will provide a unique mechanic - it is most useful mid battle, when most enemies are cursed and minions are beginning to fall.

Alternately, apply a power bonus to the defenses of the warlock and all allies within 5 of the warlock until the end of the warlock's next turn. This would accomplish almost the same thing, but be easier to track.

Elemental Spike - burst 1 with range 5, and remove the attack penalty. It should be worse than scorching burst (1/2 range feels right), and it certainly shouldn't have an area status effect when wizard's don't.

Draconic Resilience - The defense buff needs a duration. If you made the bonus a +2 power bonus (instead of +2 untyped), I think making the duration be "until the end of the encounter" would be reasonable (compare to shield of faith). Another option - make this an encounter power, and have it just grant temp hits equal to the con bonus with no defense buff.

Fearsome Aura - As Rikiji said, the damage type needs to be specified separate from elemental spike. I'd just make it psychic damage.
#58

urukar

Sep 18, 2008 8:11:04
Rikiji,

I think the Dragonfire Aura mechanic is too complicated. It will slow the game (by giving so many options, that could be applied or not to each attack).

I like Dragonfire blast.
#59

ff6shadow

Sep 18, 2008 9:32:12
First I want to thank you guys for taking a look. Giving that I wrote it up i a matter of an hour and half, I expected to see much worse than editing problems.

First, I'll changed Element Spike to Burst 1 without the penalty.

Dragon Claw's sustain line has been cleaned up.

Dragon Wings is available sooner, but it requires you to sustain it. For now, I'm reducing the speed. Any suggestions for a power to replace it?

I've removed the power reference's and added a list to Energy Substitution.

Added the missing Range to Claws of the Raging Dragon.

Draconic Resistance has been given an duration, and made it a power bonus.

Fearsome Aura is now psychic damage.

Changed Dragon Fear to affect other cursed enemies, and the feat to increase the penalty by -2.

Just let me know if you see any other big issues. PDF should be updated as well.
#60

urukar

Sep 18, 2008 12:58:52
Good work!

A few things I noticed on my second time through:
Dragon Wings has not changed in the PDF. It is still speed 8. One way to weaken it would be to make it sustain standard - you can fly, but do nothing else.

Improved Dragon Pact is too good - make it an additional -1 per (effectively doubling the pact benefit, as the other pact feats do)

There is a second version of Dragon's Might in the PDF - it should be removed.

I'm glad you included a paragon path. Fear the Dragon is way too good, however. This will stun lock a cursed boss, as long as a minion is killed every round. With no to-hit on the boss. Definite no! Maybe the 16th lv paragon power should be energy resistance, and the 12th lv paragon utility should involve flight (this way only dragon disciples would get it, so it would not overshadow the lv 22 flight power that all warlocks have access to). In any case, the text for Dragon's Resistance needs to be fixed - it has nothing to do with a wave of fear.

Keep up the good work!
#61

pyromancer999

Sep 18, 2008 14:23:22
This is all very good. Still, for the at-will, I would suggest that the dracolock chooses an energy type. Also, even though ff6shadow has made a dragon pact, I would be interested to see what else Rikiji comes up with.

Also, concerning the Pact Encyclopedia, some other warlock homebrew stuff is being made, so I will put that in too, and call it: The Pact-Maker's Compendium.
#62

ff6shadow

Sep 18, 2008 17:06:50
Okay, I missed the speed change on Dragon Wings. I'm leaving it at 8 and making it sustain standard. Sound okay?

Changed Improved Dragon Pact to increase the penalty by 1.

I don't see a second version of Dragon's Might.I've added a attack roll to Fear the Dragon. Does that work?

And the flavor text on Dragon's Resistance was a copy/paste error. It's been fixed now.

PDF has been updated. Anything else you see?
#63

pyromancer999

Sep 18, 2008 17:24:34
nope. Looks good.
#64

urukar

Sep 18, 2008 18:49:13
Dragon's resistance is a "black" utility, but it's listed as an encounter power. It needs a duration in any case. If the duration is "until the end of your next turn", I think it is ok as an encounter. If the duration is "for the rest of this encounter", then it should be daily, as the black border suggests.

Below Balagos's Inferno (lv 29), there is a lv 15 power called Dragon's Might, which looks like an old version of the lv 15 power Dragon's Strength. You don't need both, and Dragon's Strength looks like the more reasonable of the two.

Fear the Dragon is ok now, but the stunned condition needs a duration (probably until the end of your next turn).

Otherwise, looks good!
#65

ff6shadow

Sep 18, 2008 19:13:09
I see it now. I forgot to renumber Dragon's Might. And I provided those for Dragon Pact warlocks who really want to melee it up, hence the reason they boost melee attacks and your defenses. Might is a direct upgrade of Strenght.

Dragon's Resistance was intended to be an encounter, and until the end of your next turn. It's fixed.

Also added the duration on Fear the Dragon. PDF is updated.
#66

khaalis

Sep 19, 2008 5:02:13
Here is a version of a Dragon Pact I did a while ago over on ENWorld:

http://www.enworld.org/forum/4341891-post20.html

And associated Paragon Path:

http://www.enworld.org/forum/4345341-post21.html
#67

pyromancer999

Sep 19, 2008 14:10:42
Pretty nice. still, might be a bit overpowered.
#68

urukar

Sep 19, 2008 18:38:36
ff6shadow -
I have one concern on your Melee buff powers (Dragon's Strength, etc). While I think that a standard warlock build would get little use from them, I am concerned that a fighter or ranger who MC to warlock would be unstoppable with them. What are your thoughts on this?
#69

pyromancer999

Sep 19, 2008 19:12:16
I would think not. I mean, a buff here or there, as long as it doesn't last too long, doesn't make someone unstoppable.
#70

urukar

Sep 19, 2008 19:31:18
Dragon's Might (lv 29) is a daily that adds +2 to melee attack, +8 to melee damage, +2 to all defenses, and lv+con temp hits, with additional temp hits every rnd. Lasts until the end of the encounter.

All untyped bonuses. Not enought to turn a normal 'lock into a melee monster, but perhaps broken when used by a defender or melee striker.
#71

pyromancer999

Sep 19, 2008 19:46:54
Well, it IS a daily, and a multi-classed fighter or ranger would only be able to use it once per day, and at the cost of a feat at level 30 and switching out their class's Level 29 power.
#72

ff6shadow

Sep 19, 2008 22:29:56
Like Pyromancer said, they are daily. Dragon's Might worries me just a bit, but being level 29, it has a lot of stiff competition.
#73

pyromancer999

Sep 21, 2008 15:22:22
Exactly. So, it IS balanced.
#74

pyromancer999

Sep 23, 2008 15:03:55
Any more pacts, guys?
#75

pyromancer999

Sep 24, 2008 14:51:55
No more pacts? well, does anyone have a pact-touched template?
#76

pyromancer999

Sep 28, 2008 20:03:09
Just had an Idea! What is there was a Vestige pact? The warlock would be bound to the vestiges, but mechanically, there would just pretty much be a power for each vestige. Anyone willing to take it on?
#77

sammysamhain

Sep 29, 2008 8:08:49
I have begun a pact of psionic flavor. The "Psionic Pact" would be with ancient beings of the mind. I feel the powers would be of psychic power, overcoming the physical with the power of the mind, and trickery (as like illusions).

Any comments? I have begun writing powers, but wanted some feedback before I went to far.

Sammy
#78

Proin

Sep 29, 2008 9:51:45
I have begun a pact of psionic flavor. The "Psionic Pact" would be with ancient beings of the mind. I feel the powers would be of psychic power, overcoming the physical with the power of the mind, and trickery (as like illusions).

Any comments? I have begun writing powers, but wanted some feedback before I went to far.

Sammy

yes. Fey pact.


also: l337 pact.

You have forged a pact with the strangest of beings. They use odd technologies to engage in their dark work. You are not so much beholden to one as you are now part of a group, a great big Anonymous Internet Hate Machine.

l33t pact: You gain the Computer Hacker Argot pact power. Add "computer jargon" to your languages known. Any creature with your Warlock's curse that you attempt to communicate with that does not have speak language(computer jargon) is dazed (save ends). You can now use desktop PCs, laptop PCs, and mobile computing devices as arcane implements.

Phishing E-Mail At-Will Attack Power(l33t pact)
Arcane * Implement
Standard Action Ranged 10
Target: One enemy in range
Charisma vs. Will
Hit: Deal 1d6 + Charisma modifier damage and steal ten times the damage in gold pieces.
Special: If your intelligence is higher than the target's, deal extra damage equal to your intelligence modifier.
#79

pyromancer999

Sep 29, 2008 15:13:22
Psionic pact is pretty good, but A Vestige Pact, wouldn't that be awesome?

@proin, *just shakes head and sighs*
#80

fragsie

Jan 28, 2009 14:37:13
Pyro, did you get around to making that pact encyclopaedia thread? If so could you ost a link here for me please?

For my homebrew setting im adapting the warlock class to a divine striker rather than arcane and will need a pact for each 'theology' in the setting. Because the setting spans quater of the galaxy, the pacts, or Oaths/Vows, are more broad in their scope. Some of the HB pacts i've seen on this thread have already filled some of the slots, but not all. In case anyone is inspired i'll note below what pacts i'll need/will create/will use.
Theologies

Ancestor worship: is a practice based on the belief that deceased family members have a continued existence, take an interest in the affairs of the world, and/or possess the ability to influence the fortune of the living. All cultures attach ritual significance to the passing of loved ones, but this is not equivalent to ancestor veneration.[1] The goal of ancestor veneration is to ensure the ancestors' continued well-being and positive disposition towards the living and sometimes to ask for special favours or assistance
Quickleaf's ancestor pact fits perfectly here

Animism:commonly refers to a religious belief that souls or spirits exist in animals, plants and other entities, in addition to humans. Animism may also attribute souls to natural phenomena and geographic features. Often these entities must be placated by offerings in order to gain favours, or even worshipped.
Animism in this sense contrasts with polytheism (the worship of various gods), in that animistic worship is of minor, local deities, whereas polytheism is the worship of major deities.
Fey pact!

Apotheosism: is the glorification of an individual to a divine level. Followers of this religion worship their rulers; past or present, as gods. The Empress of the Human Empire is probably the best example of this within the setting.
?

Draconic: Dragons are often held to have major spiritual significance in various religions and cultures around the galaxy. In many cultures dragons were, and in some cultures still are, revered as representative of the primal forces of nature, religion and the universe. They are associated with wisdom—often said to be wiser than humans—and longevity.
I need to sit down and give a decent read through of the couple of different dragon pacts on this thread and decide what i like

Genetatheism: Is the search for god through genetics. It is a theology that the scientifically minded often adhere to, the search for the divine within the mythical 'perfect genetic code’ this is displayed differently in different cultures; some through breeding, where the church chooses couplings of there follower (akin to the bene-geserit pursuit of the Kwisatz Haderach). While others are more impatient; a small cult known as 'the Seekers' are often seen as dangerous fanatic, who are constantly manipulating their own genes in order to 'perfect' themselves.
?

Mechatheism: Is the worship of a machine god, or the pursuit of god through machines
?

Monotheism: is the belief that only one deity exists. Creator and guardian (or tyrant), any other figure within the religion are not divine.
Either the Infernal pact or Rikiji's Astral pact would fit here, but it seems unfair to give one theology a choise of two pacts when the others don't

Polytheism: is the belief in or worship of multiple deities, such as gods and goddesses. These are usually assembled into a pantheon, along with their own mythologies and rituals. Polytheists do not usually worship all the gods equally, but are monolatrists, specialising in the worship of one particular deity. Other polytheists can be kathenotheists, worshiping different deities at different times.
?

Totemism: is a religious belief that is frequently associated with shamanistic religions. The totem is usually an animal or other naturalistic figure that spiritually represents a group of related people such as a clan.
I've recently seen a beast pact (allowing an animal companion) somewhere in this forum; might work.

Universatheim: Is closely related to Animism, but rather than the belief in the souls of smaller forms such as animals, plants and rocks; Universatheism believes that each living planet or star has a soul, and that the life that exist within it are a part of the life-force. This belief often expands to include star systems, even galaxies and the universe itself as entities with souls and a form of consciousness (all be it far removed from our own).
Star pact
#81

elohim1279

Jan 28, 2009 18:20:03
adamant entertainment has a celestial and a vermin pact pdf. go to drivethrurpg.com
#82

pyromancer999

Jan 29, 2009 16:17:52
elohim: thanks for the link

Fragsie: I'm working on the Pact compendium, but I've been busy as of late. Also, for one of your campaign's pacts, I would DEFINITELY suggest the Astral Pact by Rikiji, who is one of this forum's best homebrewers, even if he hasn't put out that much material.
#83

rikiji

Jan 30, 2009 13:55:35
Well... thank you. I have more stuff... but my posting schedule gets irregular sometimes.

Fragsie: Given the scope of the setting you describe, I don't think having two separate Monotheistic groups would be unreasonable. The other theologies are fairly broad, but monotheism by its nature is very tightly defined.
#84

fragsie

Jan 30, 2009 14:33:43
I've posted what i have so far of the class i'm talking about (link in sig) if anyone wants to take a peek

Fot genetatheism i'm thinking of an Abberant Pact; lots of powers that mutate, for the benefit of allies (claws, wings, enhanced sences etc) and the painful detriment of foes. I may be able to chuck in some ectoplasmic stuff too, to fulfil Pyro's request

@Rikiji: Hmm, you make a good point, i had moved your astral pact over to polytheism, but i might move it back now...
#85

pyromancer999

Mar 01, 2009 19:31:35
*bump*