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View Full Version : I am... INFAMOUS. [Warlock Supplement, PEACH]



Kellus
2009-06-11, 03:55 AM
Electric Soul
Your powers stem from not from the Nine Hells or the Abyss, but from the unnatural electricity that pulses relentlessly through your body. Whether you're a freak of nature or a hero among mortals, your body trembles with electricity waiting to be released. You might choose to do great good or great evil with these powers; its up to you.
Requirements: Must have a backstory that grants you incredible electric superpowers, warlock level 1st
Benefit: You can learn invocations with the [Electric Soul] descriptor. You also gain immunity to electricity, although you must select a single type of energy damage (acid, cold, fire, or sonic) that you are vulnerable to. You take 1.5x as much damage from this energy type. If you ever gain immunity to this energy type, you must select a new one for this drawback. You can only take this feat at 1st level.
Normal: Invocations with the [Electric Soul] descriptor are unavailable to regular warlocks.

Invocations

Note: Invocations with the [Electric Soul] descriptor are unavailable to regular warlocks. Prospective warlocks must, obviously, take the Electric Soul feat in order to access such powers. This supplements the information on the various types of invocations on page 130 of Complete Arcane.

Arc Restraint [Electric Soul]
Least; 1st
Good-aligned only; you must be good in order to select this invocation, and if you ever change alignment to neutral or evil you must give it up and replace it with a new invocation available to you.

You can restrain a foe with a touch by fashioning manacles out of electricity. You can restrain any helpless or pinned foe without an attack roll. These manacles cannot be destroyed by mundane means, although they can of course be dispelled as normal for a spell-like ability. A being can escape from them with a DC 35 Escape Artist check, although each failed attempt deals them 1 electricity damage. These manacles have no lock, although you can open them with another touch. These manacles are useless against any being with resistance or immunity to electricity.

Bio-Leech [Electric Soul]
Least; 1st
Evil-aligned only; you must be evil in order to select this invocation, and if you ever change alignment to neutral or good you must give it up and replace it with a new invocation available to you.

You can steal your foe’s life for yourself with a touch. This invocation is a full-round action to use, and targets a single helpless living being you touch, although no attack roll is required. The being must make a Fortitude save or die. If the attack succeeds, you regain 1 hit point per Hit Die of the creature. If this would exceed your total hit points, you gain the remainder as temporary hit points which do not stack with themselves or other temporary hit points. Temporary hit points granted by this invocation last for 1 hour or until they are lost. This is a mind-affecting death effect.

Lightning Bolt [Electric Soul]
Lesser; 3rd; Eldritch Essence

This eldritch essence invocation changes your eldritch blast into electricity damage. If the target is wearing or primarily made of metal, you gain a +3 circumstance bonus on the attack roll to deliver this eldritch blast.

In addition, you gain a special benefit with this eldritch essence if you are good or evil. If you are good-aligned, any time you deal damage with this eldritch blast, you gain 1 temporary hit point. You can gain mutiple temporary hit points from this ability, to a maximum at any one time of your caster level. Temporary hit points from this essence last for 1 hour, or until they are lost. If you are evil-aligned, any target you kill with this eldritch blast explodes in a burst of crimson lightning, dealing half the damage it took to all beings within 5ft. of it. A being killed in this way is immolated by electricity, destroying the body as if by a disintegrate spell.

Megawatt Hammer [Electric Soul]
Dark; 8th; Eldritch Essence/Blast Shape; see text

This invocation launches a powerful missile of electricity at the target. Your eldritch blast deals double damage, deals electricity damage, automatically overcomes electricity resistance equal to your Charisma score (or electricity immunity if your Charisma exceeds 20), and the target must make a Reflex save or be knocked prone. You gain a +3 circumstance bonus on the attack roll against any creature wearing or primarily made of metal.

In addition, you gain a special benefit with this eldritch essence if you are good or evil. This special benefit, if you choose to apply it, also fills the Blast Shape limit for this eldritch blast. If you are good-aligned, you may fire the missile around a single corner at a creature you know the location of, even if you can’t see them. If you fire blindly, such as at a creature who you know is around the corner even if you don’t know their exact location (such as being able to hear them), you take a -10 penalty on the attack. If you are evil-aligned, the missile instead deals full damage to all beings within 5ft. of the original target, although they are not subject to the knockdown effect or the electricity resistance penetration effect.

Overload Burst [Electric Soul]
Greater; 6th; Eldritch Essence
Good-aligned only; you must be good in order to select this invocation, and if you ever change alignment to neutral or evil you must give it up and replace it with a new invocation available to you.

To use this eldritch essence invocation, you must target a metal object or being made primarily of metal with your eldritch blast.You gain a +3 circumstance bonus on the attack roll, and if the attack succeeds it branches out and attacks all living beings of your choice that are either within 5ft. of the metal or are touching the metal. The blast does not by default damage the original target, although if living you may choose to include it as a secondary target. Using this eldritch essence increases the casting time of your eldritch blast into a full-round action.

You may choose to either keep the original attack roll for all of the new attacks or to roll a new attack roll for each new strike. This essence changes your eldritch blast into electricity damage, but it automatically overcomes up to 5 points of electricity resistance. In addition, you can augment it further by giving up hit points. For every 2 hit points that you give up when activating this eldritch blast (before you know whether it hits or not), it automatically overcomes an additional 5 points of electricity resistance on any targets it hits. If you give up 10 hit points in this way, it completely negates any electricity resistance or immunity in the targets. You may also choose to sacrifice temporary hit points gained from a lightning bolt (see above) instead of hit points. If you do so, each temporary hit point counts as 2 normal hit points for this purpose.

Polarity Wall [Electric Soul]
Least; 1st

You can create a shield out of electricity. It provides you with a shield bonus to AC equal to your Charisma modifier, but is especially efficient against projectiles. You can make a Concentration check as a free action whenever you are struck by a nonmagical projectile while this shield is active against a DC of the projectile’s attack roll. If successful, this projectile is destroyed automatically. This shield is generated by electricity, and even counts as a force effect, granting its bonus against incorporeal touch attacks. However, all attacks made by creatures with the [Electricity] subtype bypass it. As well, projectiles that are your size or larger ignore the special projectile defence of this shield.

This shield floats in front of you, so it does not restrict you in any way. However, it does require your attention to maintain. You cannot use other invocations, including your eldritch blast, while this shield is active. Dropping a polarity wall is an immediate action, or a free action if taken on your turn. If you do not dismiss it, this invocation has a duration of 24 hours.

Precision Shot [Electric Soul]
Greater; 7th; Blast Shape

This blast shape invocation extends your eldritch blast to great distances, but more importantly it sharpens your perception supernaturally. Time seems to slow down for you when you use this ability. You may choose one of two benefits. You can either use your eldritch blast immediately, firing it off as a move action instead of a standard action (albeit with a -4 penalty to the attack roll) or you can instead make use of the extra time in order to be sure of your shot in which case you make two attack rolls and choose the better of them for your eldritch blast.

Pulse Heal [Electric Soul]
Least; 1st
Good-aligned only; you must be good in order to select this invocation, and if you ever change alignment to neutral or evil you must give it up and replace it with a new invocation available to you.

With a successful touch attack you can charge a being with electricity, bringing it back from the brink as you get its pulse back on track or simply giving it a jolt. This invocation stabilizes a dying being or wakes a sleeping creature (even from unconcsiousness). This invocation also grants temporary hit points to the target equal to 1d6 + your Charisma modifier (max +5). Temporary hit points granted by this invocation last for 1 hour or until lost, and do not stack with other temporary hit points.

Shock Grenade [Electric Soul]
Greater; 6th

This invocation creates a thrown weapon for you, a shock grenade. Throwing a shock grenade requires a ranged attack; it has a range increment of 10ft. If you strike a creature with the attack, the shock grenade attaches to them. If you miss on the attack roll, use the rules in the Player’s Handbook to determine where the shock grenade lands. A grenade that misses its target can be picked up and thrown multiple times. A shock grenade explodes 1d4-1 rounds after it is created (on a result of 0 rounds, it explodes as soon as it is thrown; otherwise, it explodes at the beginning of your turn). If the grenade attaches to a creature, it moves with them until it explodes. A grenade can be removed with a full-round action that provokes attacks of opportunity. A shock grenade can be disabled with a DC 20 Disable Device check as a standard action that provokes attacks of opportunity. Creating and throwing the shock grenade is a standard action.

A shock grenade, when it explodes, deals 1d6 electricity damage per caster level to every living creature within 5ft. of it. Targets may make a Reflex saving throw for half damage, although if they are wearing or are primarily made of metal, they take a -3 circumstance penalty to their Reflex save. In addition, such creatures cannot benefit from the evasion or improved evasion abilities against this attack.

In addition, you gain a special benefit with this invocation if you are good or evil. If you are good-aligned, all living creatures damaged by the grenade take subdual damage from the electricity damage. If they are reduced to unconsiousness by the grenade, they are affected as if by the arc restraint invocation (see above). If you are evil-aligned, the grenade instead splits into two grenades every time it is thrown. The second grenade lands in a random square, as described in the Player’s Handbook. Any additional grenades created by this aspect of the invocation deal only half their normal damage. New grenades created have the same lifespan as the original grenade; that is, they explode at the same time.

Shockwave [Electric Soul]
Lesser; 3rd

You can make an electric bull rush attempt against any target within 10ft. of you. You do not need to charge in order to use this bull rush as normal. You may substitute your Charisma modifier for your Strength modifier when adjudicating the check. In addition, you do not provoke attacks of opportunity for this bull rush, except as normal for an invocation. If the target is wearing or is primarily made out of metal, you gain a +3 circumstance bonus on the bull rush. By default you are treated as Medium for this ability. For every 5 caster levels you have, however, you may choose to either affect a target an additional 5ft. away, or be treated as one size category larger for the purposes of the bull rush. Although created by electricity, this is actually a force effect, and thus can target even incorporeal creatures.

In addition, you gain a special benefit with this invocation if you are good or evil. If you are good-aligned, when you successfully bull rush a target with this ability they are blown away (http://www.d20srd.org/srd/conditionSummary.htm#blownAway) by the attack in addition to the normal result of the bull rush. If you are evil-aligned, whenever you successfully bull rush a target they take electricity damage equal to your caster level. If this attack kills them, their body is immolated, being destroyed as if by a disintegrate spell.

Static Thrusters [Electric Soul]
Least; 1st

You can manipulate electric ionization pressure gradient... things to grant you the power to glide and eventually fly. This invocation only affects you, but has a duration of 24 hours. For every 5ft. you fall, you can move 10ft. horizontally. Your maneuverability gliding is good. When you gain access to lesser invocations, this invocation grants you a fly speed instead of 30ft. (good maneuverability).

Thunder Drop [Electric Soul]
Lesser; 2nd

You can use this invocation as an immediate action when you are at least 10ft. above the ground in midair. You immediately drop to the ground, taking no damage from the fall. In addition, every living being within 5ft. per 10ft. of the fall (to a maximum of 100ft.) is subject to 1d6 electricity damage per 10ft. or the fall (to a maximum of 20d6 damage). They may make a Reflex saving throw for half damage, although they take a -3 penalty on this save if they are wearing or are primarily made of metal.

Thunder Storm [Electric Soul]
Dark; 9th

This invocation calls down the pure fury of the storm. You may strike all beings in a 10ft. wide, 200ft. tall cylinder with lightning. The lightning deals 1d10 electricity damage per caster level to all beings in the area, although they may make a Reflex saving throw for half damage. Beings wearing or primarily made of metal are especially vulnerable to the effect, and take a -3 circumstance penalty on their saving throw as well as taking half again as much damage from the storm. In addition, they do not gain the benefit of the evasion or improved evasion ability against this attack. This invocation can only be placed in an area without a ceiling, under the sky.

A horizontal barrier at least 1ft. thick made of stone stops the lightning, although a metal barrier just makes it worse; any being taking shelter under a metal barrier takes half again as much damage from the storm. If such a being is also wearing or primarily made of metal, they instead take double damage from the whole thing and must make a Fortitude save or die.

This invocation takes a full-round action to prepare, as thunderclouds gather above the target area. Anyone can see with a DC 15 Spot or Survival check what’s going to happen. At the beginning of your next turn, the lightning comes down. Each round you can spend a standard action to keep it going for another round, or a full-round action to keep it going but to move it up to 10ft. from its current location. Again, a DC 15 Spot or Survival check recognizes where the storm will move. You can maintain the storm for up to 1 round per caster level, at which point you lose control of it and the storm ends. You then fall unconscious for 1 minute per round the storm was maintained.

FAQ

Q. Why warlocks?
A. Because warlocks already have the framework to take most of Cole’s abilities. Invocations are nice and adjustable, so it’s easy to make most of them conform to the rules. Not to mention that eldritch blast pretty much defines it right then and there. If you want to do it a different way, though, most of the abilities can be turned into sorcerer/wizard spells with minimal effort by using the equivalent spell level provided.

Q. Where’s Arc Lightning?!
A. Unfortunately, Arc Ligtning pretty much already exists as the eldritch chain blast shape invocation in Complete Arcane. To get the same feel, just apply that to the lightning bolt eldritch essence.

Q. Static Thrusters don’t let you fly!
A. That’s not actually a question, but the answer is boring. It’s for mechanics reasons, which is annoying. Since warlocks can already get a lesser invocation that lets them fly, and since flying is in every way better than giding, no warlock would take static thrusters. Thus, as a benefit of taking the feat you get a flight invocation that “starts out” as a glide speed before it increases to true flight. It ends up exactly equal to fell flight, but just has a different feel to it.

readsaboutd&d
2009-06-11, 09:30 AM
Shouldnt you absorb electricity? In the game electricity heals you.

Waspinator
2009-06-11, 11:43 AM
Obviously, these characters have been exposed to the mighty magic of the omnipotent Pea'es Thri.

Kellus
2009-06-11, 12:21 PM
Shouldnt you absorb electricity? In the game electricity heals you.

Well, I could put that in, but then you could heal yourself at will with any or all of these invocations. Unfortunately, I think that straight immunity will have to do. :smalltongue:

DracoDei
2009-06-11, 12:43 PM
So... how did they get around that in the game? Just not let you shoot yourself, or was it expected that you would use it that way, or what?

Note that I know nothing about this game.

Kellus
2009-06-11, 12:58 PM
No, you can't shoot yourself in the game, but that's because it doesn't follow DnD rules. :smalltongue:

That being said, you could heal yourself by draining electricity, which pretty much means anything you want. Electric Drain would indeed be overpowered, I believe, although considering the typical DnD setting, perhaps not. I shall think on this. :smallsigh:

wadledo
2009-06-11, 12:59 PM
Uhhh, first off, the whole "must have a backstory" thing is a bit uncouth.

Try "Must have been struck by lighting and survived, been grazed by an electricity spell, touched by a thunderstorm, or some other miraculous occurance."

Kellus
2009-06-11, 01:09 PM
Eh. I admit that it's a little tongue-in-cheek, but it's a pretty silly concept in any case. :smalltongue:

Stycotl
2009-06-11, 06:51 PM
Because warlocks already have the framework to take most of Cole’s abilities.

who the hell is cole?

EDIT: never mind. wikipedia is my friend.

Vadin
2009-06-11, 09:57 PM
Unrelated to the quite curious warlock material, KELLUS! Excellent Dinosaur Comics avatar!

Kellus
2009-06-11, 10:40 PM
Unrelated to the quite curious warlock material, KELLUS! Excellent Dinosaur Comics avatar!

Heh. Yeah, I'm pretty fond of it, too. :smallwink:

Unrelated comments aside, anybody have any advice for the mechanics of these things? :smalltongue:

Mindflayer
2009-06-14, 06:22 PM
Bio-leech seems kinda powerful with save or die, but other than that it looks amazing

Kellus
2009-06-14, 07:21 PM
Bear in mind that Bio-Leech can only be used against a helpless opponent. It's no more dangerous than a Coup de Grace.

Primal Fury
2009-06-14, 08:02 PM
Hm. This has got me thinking about how one would put Alex Mercer's abilities into DnD form.

Debihuman
2009-06-14, 08:59 PM
I had never heard of InFAMOUS [video game for play station 3e] until today so I had to check wikipedia too.

Apparently, Cole McGrath's backstory is that he is a bike messenger given an assignment to deliver a package that is secretly a bomb. Cole survives the massive explosion and develops electricity-based powers. With his powers come significant penalties -- his electrical field sets off the gunpowder in guns making them useless to hi[m and also adversely affects automobiles so that he has to hoof it on foot and of course, he has issues with water -- electrocuting others around him and causing damage to himself if the water is deep enough.

I get the impression this would work much better in a D20 modern game than in a standard D&D game.

Debby