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ErrantX
2010-08-06, 07:08 PM
The Ebon Initiate


http://i262.photobucket.com/albums/ii99/lythonv66/Ragnarok_NecroMancer_Rendered_by_GreenSoda.jpg
Andreas ir’Kennon, an Ebon Initiate

“I am not the master of death; I am but a humble servant to its mysteries. However, do not cross me. You would not like to know firsthand what I have learned.”
-Andraes ir’Kennon, moments before the massacre of Miller’s Reach.

Those that follow the path of the ebon initiate are dark soul men and women who have come to embrace death through a terrible pact with the forces of Death. Through this pact, they come to wield powerful necromantic invocations and gain traits becoming of those who traffic with the dead. Wherever death is commonplace, an ebon initiate may often be found there studying the occurrence of being directly behind it.

Adventures: Ebon initiates adventure to increase their understanding of death and use the violence inherent in this lifestyle to experiment with it. Adventuring also keeps an ebon initiate on the move, reducing the chance of his rather unorthodox and unsavory practices from calling a witch hunt upon him.

Characteristics: For the men and women who are drawn to this shadowy road, a curious sense of detachment from the members of their community and race is often present, often times tinged with abuses or loss. Some feel perverse drives towards necrophilia, while others drawn by the power and allure of death as a way to try to escape their own.

Alignment: Ebon initiates tend to be drawn towards more lawful and disciplined alignments due to cold detachment many feel both before and after their pact is made, but this is not a hard or fast requirement. They also tend more towards neutrality, but due to the very nature of their bargain and their power, ebon initiates may not be a good alignment.

Religion: For the pious ebon initiate, some follow gods of death and undeath, some follow gods of darkness and night. Others still worship their pact maker, but many walk without a divine compass in their lives.

Background: Ebon initiates arise most in any society where there is either a great deal of emphasis on death in the culture, where deities devoted to death reign strongly, or a well educated and decadent society (coming from either the very rich or the very poor). Many are educated and knowledgeable people who often practice trade in the fields of either medicine or mortuary services. All share one common thread, and that is the touch of death somewhere vital in their lives.

Races: Humankind is most likely to take up the roll of the ebon initiate, with half-elves and half-orcs being close behind, due to their natures as perpetual outsiders and a likelihood of tragedy in their lives. Elves, haflings, and gnomes are very unlikely to take up this path, but dwarves sometimes take up this path. Of the more monstrous races, gnolls and goblinkind take up this path.

Other Classes: Ebon initiates get on well with necromancers of any variety first and foremost, and fighters appreciate how tough they are in a fight. Barbarians and rogues get on well with them as well, and bards find them melancholic. Paladins and clerics of goodly gods find themselves chafing in their presence to almost hostility towards them, and rangers and druids find the unnatural aura and works of the ebon initiate to be unsettling and disturbing. Warlocks have a strained relationship with ebon initiates, due to their similar styles and roles yet drastically different powers.

Role: Ebon initiates fulfill the role of a melee fighter well, due to their netherchannel abilities and invocations, but they cannot stand as long as the more martial classes. They are also well suited to the roll of scout in a pinch, and often find themselves in the role of knowledge seeker. Their invocations provide many additional uses for party support, but will not find themselves as useful in those roles as a full caster. Their unlimited spell power with their invocations, however, does provide them with longevity that full casters don’t enjoy.

GAME RULE INFORMATION:
Abilities: Charisma is important for the ebon initiate due to its reliance with some class features, while Intelligence is important due to its factoring into invocation saving throw DCs. Strength and Constitution provide additional survivability in combat during earlier levels, but Constitution’s benefits eventually begin to wain.
Starting Age: As cleric.
Starting Gold: As cleric.

Hit Die: d8
Skills: Ebon Initiates have access to the following skills: Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the Planes) (Int), Knowledge (religion) (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level: (2 + Intelligence modifier) x4
Skill Points at Each Additional Level: 2 + Intelligence modifier.

Pathfinder Skills
Skills: Ebon Initiates have access to the following skills: Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the Planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Points at Each Additional Level: 2 + Intelligence modifier.

Ebon Initiate


Level
BAB
Fort
Ref
Will
Special
Invocations


1st

+0

+0

+0

+2
Aura of the dead, detect undead, netherchannel +1d6
2


2nd

+1

+0

+0

+3
Rebuke undead, dark grace
3


3rd

+2

+1

+1

+3
Black banner, netherchannel +2d6
4


4th

+3

+1

+1

+4
Aspect of death, armored invoker (medium)
5


5th

+3

+1

+1

+4
Netherchannel +3d6
6


6th

+4

+2

+2

+5
Invocations (least or lesser)
7


7th

+5

+2

+2

+5
Netherchannel +4d6
8


8th

+6

+2

+2

+6
Imbue item, shroud of death (AC)
9


9th

+6

+3

+3

+6
Aspect of death, netherchannel +5d6
10


10th

+7

+3

+3

+7
Deathspeak
11


11th

+8

+3

+3

+7
Netherchannel +6d6, invocations (least, lesser, or greater)
12


12th

+9

+4

+4

+8
Improved aura of the dead
13


13th

+9

+4

+4

+8
Shroud of death (revenant), netherchannel +7d6
14


14th

+10

+4

+4

+9
Aspect of death
15


15th

+11

+5

+5

+9
Netherchannel +8d6
16


16th

+12

+5

+5

+10
Invocations (least, lesser, greater, or dark)
17


17th

+12

+5

+5

+10
Netherchannel +9d6
18


18th

+13

+6

+6

+11
Shroud of death (fortification)
19


19th

+14

+6

+6

+11
Aspect of death, netherchannel +10d6
20


20th

+15

+6

+6

+12
Death's hand, killing power
22



Class Features:
All of the following are class features of the ebon initiate.

Weapon and Armor proficiencies: Ebon initiates are proficient in the use of all simple weapons, all martial melee weapons, as well as the use of light and medium armor. They are not proficient in shields.

Because the somatic components required for an ebon initiate's invocations are relatively simple, an ebon initiate can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, an ebon initiate wearing medium armor or heavy armor or using a shield incurs a chance of arcane spell failure (all invocations have a somatic component). A multiclass ebon initiate still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.

Invocations (Sp): An ebon initiate does not prepare or cast spells as other wielders of arcane or divine magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the necrotic energy that suffuses his soul. An ebon initiate can use any invocation he knows at will, with the following qualifications:

An ebon initiate's invocations are spell-like abilities; using an invocation therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. An ebon initiate is entitled to a Concentration check to successfully use an invocation if he is by an attack while invoking, just as a spellcaster would be. An ebon initiate can choose to use an invocation defensively by making a successful Concentration check, to avoid provoking attacks of opportunity. An ebon initiate's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. An ebon initiate's caster level with his invocation is equal to his ebon initiate level.

The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the ebon initiate's Intelligence modifier. Since spell-like abilities are not actually spells, an ebon initiate cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Abilities and Empower Spell-Like Ability.

The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. An ebon initiate begins with knowledge of two invocations, which must be of the lowest grade (least). As an ebon initiate gains levels, he learns new invocations, as summarized on the class progression table and described below. A list of available invocations can be found following the class description, and a complete description of each invocation can be found at the end of this document.

Every four levels when an ebon initiate learns a new invocation, he can also replace an invocation he already knows with another invocation of the same grade or of a lower grade. At 6th level, an ebon initiate can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, an ebon initiate can replace a least or lesser invocation he knows with another invocation of the same ore a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, an ebon initiate can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learn a new invocation, which could be least, lesser, greater, or dark). At 20th level, he can trade out any one invocation he has for any other invocation of any grade.

Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiencies above. Ebon initiates can qualify for some prestige classes usually intended for spellcasters, provided that the prestige class in question requires a caster level requirement, as opposed to a specific level of spells capable of being cast by the character.

Aura of the Dead (Su): The ebon initiate radiates an aura of death and decay that puts the living ill at ease. He suffers a -2 penalty to Diplomacy and Handle Animal checks when dealing with those unaccustomed to death. However, against the living he gains a +2 circumstance bonus to Intimidate checks. Consequently this aura of the dead shines pleasantly in the eyes and minds of the undead, gaining a +4 profane bonus to Diplomacy checks towards undead creatures. Unintelligent undead will ignore ebon initiate unless provoked, and intelligent undead have their disposition improved by one step towards the character. At 12th level, this aura improves, granting him a +4 circumstance bonus to Intimidate and a -4 penalty to Diplomacy and Handle Animal, and his Diplomacy bonus to undead creatures improves to a +8 profane bonus

Detect Undead (Sp): The ebon initiate has within him a strong connection to the negative energy plane, and may cast detect undead as a caster of their class level at will.

Netherchannel (Su): The ebon initiate’s connection with the powers of death manifests in his ability to channel negative energy through his death pact. The ebon initiate may summon this necrotic energy to his hands at a moment’s notice, allowing him to channel his necrotic power through a touch or through a specially anointed weapon (a short ritual taking 10 minutes and costing 50gp for materials). The character must make a touch attack (if unarmed) or a melee attack (if using a weapon) to use this ability and it can be added to any touch or melee attack the character makes as part of that action, including all attacks on a full attack action. Netherchannel may nto be combined with any other special ability (such as martial maneuvers) unless specifically mentioned (such as nether shape and nether essence invocations). Netherchannel inflicts 1d6 points of negative energy damage at 1st level, and it increases by 1d6 points of damage every odd level (to a maximum of +10d6 at 19th level). When used as a touch attack or as a ranged touch attack (through use of certain nethershape invocations), netherchannel scores a critical threat on a natural 20 and inflicts x2 damage on a confirmed critical. When channelled through a weapon, weapon damage is multiplied as normal, but netherchannel damage is never multiplied. This is a supernatural ability and is not subject to spell resistance. Creatures immune to negative energy damage are unaffected by this ability. This ability may be used to heal those beings to which negative energy is a boon (such as those with the Tomb-Tainted Soul feat), and if it used in this way, the ebon initiate lays his healing hands upon that creature as a standard action instead of as part of an attack action; normal netherchanneling is too potent and ravaging to do anything but harm. When used for healing creatures, the ebon initiate may not apply any nether essence or shape invocations.

Rebuke Undead (Su): The ebon initiate gains the ability to command and rebuke undead as a cleric equal to his class level.
Pathfinder: Channel Negative Energy
The ebon initiate gains the ability to channel negative energy as an evil cleric equal to his class level.

Dark Grace (Su): The grace of death's blessing hangs upon the form the ebon initiate, granting the force of his personality to the protection of his being. The ebon initiate may add his Charisma modifier to all saving throws as a profane bonus.

Black Banner (Su): The potency of the ebon initiate’s necromantic power is such that when he commands undead, he may command up to twice his hit dice in undead, and when using spells or invocations that duplicate the functions of animate dead allow you to control six hit die worth of creatures per caster level instead of the usual four.

Aspect of Death: At 4th, 9th, 14th, and 19th level, the ebon initiate gains a bonus feat from the following list: Improved Toughness, Undead Leadership, Quicken Turning, Corpsecrafter (Bolster Resistance, Extra Invocation, Deadly Chill, Destructive Retribution, Hardened Flesh, Nimble Bones), Tomb-Tained Soul (Tomb-Born Fortitude, Tomb-Born Resilience, Tomb-Born Vitality), Necromantic Might (Necromantic Presence), and Profane Lifeleech. The ebon initiate must meet the requirements of the feat.
Pathfinder Aspects of Death
Improved Toughness, Channel Smite, Command Undead, Extra Channel, Improved Channel, Selective Channel, Turn Undead, Necromantic Affinity, Spell Focus (Necromancy), Undead Master, Life Lure.

Armored Invoker (Ex): Through training with their invocations and the rigors of battle, the ebon initiate gains the ability to utilize his invocations while wearing medium armor without suffering arcane spell failure.

Shroud of Death (Su): The pall of death that infuses and invigorates the ebon disciple hangs heavily about his crumbling frame. At 8th level, this shroud grounds itself in his flesh and bones, granting him a profane bonus equal to his Charisma modifier to his armor class. At 13th level, his body continues to deepen its connection with death, and as its life force fails the ebon initiate takes on some of the traits of the undead, a revenant. He may now use his Charisma modifier in place of his Constitution modifier to determine his hit points and Concentration check modifier. At 18th level, the spectre of death that the ebon initiate gains the resilience of the dead, having a 50% chance to negate critical hits and sneak attacks.

Imbue Item (Su): An ebon initiate of 8th level or higher can use his necromantic power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Spellcraft check (DC 20 + spell level for arcane spells or 30 + spell level for divine spells) in place of a required spell he doesn’t know or can’t cast. If the check succeeds, the ebon initiate can create the item as if he had cast the required spell. If it fails, cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Spellcraft check for that spell for one week.

Deathspeak (Su): At 10th level, the ebon initiate learns to speak to the body that the spirit leaves behind, gaining the ability to question the dead about their memories and knowledge. The ebon initiate may use the spell speak with dead at will as a supernatural ability upon any corpse, but may only ever question a single corpse once. Further attempts by the ebon initiate will fail.

Death’s Hand (Su): At 20th level, the ebon initiate becomes fully initiated into the mysteries of death. His knowledge is such that he gains a measure of power due to his connection to the negative energies of death and his knowledge seeking altering his basic make up. This grants the Ebon Initiate a +2 to Strength, Wisdom, and Charisma, a +2 to natural armor, and resistance to cold 5. This infusion of death-essence does bear the side effect of rendering the ebon initiate vulnerable to turn undead attempts, though he can never be destroyed by a turning attempt (unless he is undead by some other means, then he gains a +2 turn resistance instead).

Killing Power (Su): The power of death flows through the ebon initiate, and with it brings the knowledge of ultimate fatality. When using his nether channel ability, whenever the die roll comes up 6, the character may reroll the die and add that result to the total. He may continue doing this until no more sixes are rolled.

PLAYING AN EBON INITIATE
Death is inevitability; one would do well to secure one's future accordingly.

You are a very focused individual, whether lawful or chaotic, your focus is on death and the power it possesses. You may use your knowledge of death to help people, working as a physician. You may use your knowledge for evil, killing in the dark and raising an army of the walking dead. You may use your dark power to liberate nations, enslave them, or simply use them for the acquisition of more knowledge.

Your path as an ebon initiate is your own. Some members of the class frequently gather to form covens, also known to them as Wraith Circles. These circles get together to talk, share knowledge, and participate in necromantic rituals. Others gather to train for more martial pursuits; they gather to build strength and learn how best to apply their talents. You may find that a different path suits you better; many ebon initiates live perfectly ordinary lives when they're not adventuring, albeit a normal life that is bit eccentric.

Your invocations help determine what sort of ebon initiate you wish to play, as they ultimately determine your focus. Some focus on ways to improve their control and command over undead, amassing a strong, personal army to conquer or adventure with. Others focus on learning how to best utilize their netherchanneling and their death's fury to become powerful combatants. Others learn to control the battlefield with their invocations so that allies may prosper. These choices will determine your general effectiveness in the role you choose to pursue in a group.
Combat: Common combat modes for the ebon initiate often involve copious and gratuitous use of your netherchannel ability or necrotic blast ability combined with nether essence and nether shape invocations, or channeling the use of this ability through melee attacks. Many invocations aren't well suited for direct combat effectiveness; it is up to you to determine the exact use of these abilities in a heated battle. Ranged combat is a standard method for the ebon initiate of a less martial bend; they can excel at it through the right choices of invocation and feat selection.
Advancement: The ebon initiate benefits most from staying single classed, or by making small dips into classes that accent its native abilities, most especially from classes that will improve upon casting advancement. Additionally, prestige classes specially designed to work in tandem with the ebon initiate, such as the Knights of the Ebon Blade and the Ashwrought take the abilities of the ebon initiate and build in a more specialized direction.
Resources: Depending on your choices in background, the ebon initiate may have a wraith circle to draw upon or he may have the resources of an entire order of initiates. Alternately, he may have the resources of a normal mundane person, or a single teacher.

EBON INITIATES IN THE WORLD
“It was terrible, milord, the men in the village tried to grab ‘em at the Father’s request, and as they touched him… their… hands just rotted off! Then he laughed and soon the rest of ‘em rotted off too…”
-a terrified peasant recounting the massacre of Miller’s Reach

Ebon initiates are often perceived as being fel creatures, bound to the wills of death gods and their passing brings nothing but death and misery. That’s only half true. Though they are bound to death, their wills are their own, and while death may travel with them, what they do with it is what may cause misery. Ebon initiates only motives are the mastery of death through whatever means they discover on their own.
Daily Life: The routine of an ebon initiate varies, but most begin their day with meditation upon the very nature of death and their purpose in it. Morbid practices of wrapping one’s self in funerary linens or in clothes of the dead, bathing in embalming fluids, or even copulation with the dead can find their way into the routines of an ebon initiate. The rest of their non-adventuring time is spent in study and practice of their techniques, both martial and mystical. Some spend their time in devotion; others study histories and treatises on long dead civilizations to discover the true purpose of death and their potential role in existence.
Notables: The ebon initiate known as Andraes ir’Kennon is widely regarded by all as a menace and serves to only reinforce the stereotype of ebon initiates as being evil, life-hating necromancers. His massacre of the people of Miller’s Reach echo to this day as a grim reminder that death has servants and that they are not to be trifled with. His deep knowledge and will to animate the dead have always kept him well protected against assassination attempts, and his mastery of the blade has served him in more direct confrontations with those who survived his invocations. Another noteworthy initiate is Darius the Grey Witness, an ebon initiate who witnessed the deaths of hundreds in a plagued city of Anthenos, helping ease the suffering of the dying and treating those who were ill. Darius’ mercy in the face of death is particularly noteworthy due to the fact that he himself died from the plague and returned from the dead to continue aiding the sick as one of the living dead.
Organizations: One organization of ebon initiates of particular note is the Order of the Ashen Blade (http://www.giantitp.com/forums/showthread.php?t=167456), a group of martial ebon initiates who have mixed their knowledge of death with the arts of the Sublime Way. The goal of this order of knights beyond the protection of their sanctuary is revenge against the cruel and powerful death knight that founded them and used them as soulless weapons against their nation. Once they were champions of their now fallen nation, and now as servants of death and darkness, the Knights of the Ashen Blade ride out to meet the forces of darkness and use its tools against them. Another group of ebon initiates are a cabal called the Frostwrought (http://www.giantitp.com/forums/showthread.php?t=167658), ebon initiates who have transitioned from life into undeath to better understand its mysteries. The Frostwrought learn new ways to progress their icy powers and gain great might from this transition, but their very presence brings the essence of chill and decay where they tread. They are said to be keepers of ancient lore and are lead by a powerful lichlord who seeks to progress to demilich status. There is rumor that a group of spiritualist ebon initiate exists in the wilds of the world, practicing their dark arts through a more animistic medium. These Deathspirit Necrolytes (http://www.giantitp.com/forums/showpost.php?p=9669103&postcount=3) learn to conjure forth the spirits of the dead and bind them to their will while marshaling the forces of the undead they create by ravaging the countryside around their eldritch domains. Others tell of a group of binders who have learned these deadly arts to bind an ancient vestige (http://www.giantitp.com/forums/showthread.php?t=195639) for great ghostly powers, becoming shadowy wraiths bound to ancient armor known as Margraves of the Black Gate (http://www.giantitp.com/forums/showthread.php?t=195817), and of ebon initiates who learn mastery of the blood arts and take to vampirism as a method of growing powerful known as the Necromera (http://www.giantitp.com/forums/showthread.php?t=199801). There is a mercenary guild of gunfighters who have taken up the mantle of the ebon initiates and they call themselves Death Marshals (http://www.giantitp.com/forums/showthread.php?t=260565). Lastly, there is a rare offshoot of this tradition that uses these powers to slay the very forces of death, a group of hunters who follow the traditions of the forgotten Twixil Night Blades (http://www.giantitp.com/forums/showthread.php?t=208125).

----

FEATS
Broken Oath Renewed [General]
Your paladinhood may be lost, but by making a pact with the forces of death, you regain a dark semblance of your former power.
Prerequisites: Must have 1 or more levels in ex-paladin, must have the netherchannel class feature.
Benefit: Your levels in ex-paladin are counted as ebon initiate levels in regard to your caster level for using invocations, your ability to netherchannel, and your shroud of death class features.
Special: Once this feat has been taken, you may never again return to being a paladin as long as you also possess ebon initiate levels.

Extra Invocation [General]
You have studied and learned another deathly art.
Prerequisites: Ability to use lesser invocations, Spellcraft 8 ranks.
Benefit: You learn another invocation of any level of you capable of using.
Special: This feat may be taken multiple times for additional uses.

Invoke Word of Power [Metamagic]
Your skill and power allow you to bypass some of your invocational processes and use power words to accomplish your magic.
Prerequisites: Ability to use lesser invocations, Spellcraft 8 ranks.
Benefit: You are capable of bypassing the casting times and requirements for your invocations, boiling them down to swift action invocations that only require a vocal and material component. The invocation to be turned into a power word must have a casting time of 1 standard action or faster. This feat gives you the ability to turn any one invocation you can cast into a swift action power word 3/day.
Special: This feat may be taken multiple times for additional uses.

Opportunity Channel [General]
You are capable of summoning necrotic power at a moment’s notice to channel through your touch or weapon.
Prerequisites: Dex 13, ability to netherchannel.
Benefit: You may use your melee ability to netherchannel during attacks of opportunity. You may not apply your shape or essence invocations to this.
Normal: Netherchanneling may only be used on attack actions.


Epic Ebon Initiate


http://i262.photobucket.com/albums/ii99/lythonv66/DarkGod.jpg
Darius, the Grey Witness, an epic ebon initiate

"Though my life has ended, my existence endures. I have borne the birth and death of centuries, and fully intend to discover the very secrets of why we live and why we die. If knowledge is power, than a god... am I." - Darius, the Grey Witness

Imbued with the very essence of the realm of the dead, an epic ebon initiate is a maelstrom of fell energies and dark hunger, his soul teetering on the very edge of oblivion.
Hit Die: d8
Skill Points at Each Additional Level: 2 + Intelligence modifier
Invocations: The epic ebon initiate's caster level is equal to his class level. He does not learn additional new invocations.
Netherchannel: The epic ebon initiate's netherchannel damage continues to increase by 1d6 additional damage at every odd-level after 20th level.
Natural Armor: At every fourth level starting at 22nd level, the epic ebon initiate's natural armor bonus from Death's Hand increases by +1.
Cold Resistance: At every fourth level starting at 23rd level, the epic ebon initiate's cold resistance from Death's Hand improves by 5.
Bonus Feats: The epic ebon initiate gains a bonus feat every three levels higher than 20th level. This feat may be selected from any from the Aspect of Death line of bonus feats, or feats that apply to spell-like or supernatural abilities.

ErrantX
2010-08-06, 07:13 PM
EBON INITIATE INVOCATIONS
Ebon initiates choose the invocations they learn as they gain levels, much like sorcerers choose which spells to learn. However, an ebon initiate’s arcane repertoire is even more limited than that of a sorcerer, and his invocations are spell-like abilities, not spells.

In addition to its grade (least, lesser, greater, or dark), every invocation has a spell level equivalent, which is used in the calculation of save DC’s and for other purposes. A least invocation has a level equivalent of a 1st or 2nd level spell; a lesser 3rd or 4th, greater 5th or 6th, and dark are equivalent to up to 9th level. The level equivalent for each invocation is given in its description below. Some invocations are so potent that the ebon initiate must wait before drawing upon that particular magic again, with a cool down period of three rounds before that invocation can be called upon again.

An ebon initiate can dismiss any currently ongoing invocation as a free action. A character may only benefit from a single aura invocation at a time.

Invocations and Netherchannel: Netherchannel is not an invocation, but some invocations provide an ebon initiate with the ability to modify this. Additionally, netherchannel is not a spell-like ability, unlike an invocation, so by using an invocation to augment netherchannel's killing capacity, the invocation changes the ability into a spell-like ability (necessitating spell resistance checks or caster level checks when applicable). By adding nether essence and nether shape invocations to the ebon initiate’s nether-wielding ability, the ability’s level is modified by the total spell levels added to the netherchannel attempt. For example, if Andraes ir’Kennon wanted to combine icy channel with the nether spear invocation, his netherchannel would become an icy nether spear, a 4th level effect, inflicting cold damage at range that dazzles an opponent. An effect can never go above 9th level.

Nether Essence Invocations – Nether essence invocations are invocations that modify the damage of the ebon initiate's netherchannel ability and offer additional abilities to augment the killing power of their necrotic touch. Nether essence invocations can be added to a use of netherchanneling as a free action, and only one nether essence invocation can be applied per round. Any use of a nether essence invocation affects all uses of netherchannel until the ebon initiate's next turn. Many nether essence invocations have side effects that have saving throws; the DC is based on the nether essence invocation alone. If the character uses a nether essence invocation with a nether shape invocation, he combines the levels of the invocations to determine the DC by adding together the levels of invocations together (to a maximum of 9), adding 10, and then adding the ebon initiate's Intelligence modifier.
Least
Focused Channel (2nd) – Netherchanneling attack gains additional force, and adds the ebon initiate’s caster level to damage.
Frightening Channel (1st) – Netherchanneling attack frightens the opponent with the fear of the grave as the spell cause fear (Will DC 11 + Int mod negates frightening effect).
Icy Channel (2nd) – Netherchanneling attack damage bears the chill of the grave, inflicting half-cold damage, and dazzles the opponent with shards of ice (Reflex save DC 12 + Int mod negates dazzling)
Osseous Channel (2nd) – Netherchanneling attack becomes filled with spines and spikes of bone, causing its damage to become half-piercing damage, and causes bleeding wounds inflicting an addition 1d4 points of damage the following 2 rounds.
Sickening Channel (1st) – Netherchanneling attack sickens opponent with the stench of rot and decay for 1d4 rounds on a failed save (Fort DC 11 + Int mod negates sickened condition).

Lesser
Crushing Channel (3rd) – Netherchanneling attack that inflicts intense, crushing pressure on the heart and mind of the target, dazing the opponent for 1d4 rounds (Fortitude save DC 13 + Int modifier reduces dazed condition to being shaken 1 round).
Deathfreeze Channel (4th) – Netherchanneling attack damage bears the intense, soul ripping cold of the grave (inflicting straight cold damage instead of negative energy damage) and inflicts 1d6 Dexterity damage to the target (Fortitude save DC 14 + Int modifier halves Dex damage). (3 round cool down)
Doomwind Channel (4th) – Netherchanneling attack which is accompanied by the screaming howl of Stygian wind, which knocks the character’s opponent back on to the ground. The character makes a bull rush attempt as part of this channel attempt and uses his caster level plus Intelligence mod in lieu of his base attack bonus and Strength. At the end of the bull rush, the victim must make a Reflex save DC 14 + Int modifier to resist being knocked prone.
Enervating Channel (4th) – Netherchanneling attack which saps the vitality of the target away, fatiguing the opponent (Fort save DC 14 + Int modifier to negate fatigue effect).
Felfire Channel (3rd) – Netherchanneling attack damage which ignites the very life-force of the foe, causing half of the damage to become fire damage, inflicts additional 2d4 fire damage in subsequent 2 rounds (Fortitude save DC 13 + Int mod negates burning).

Greater
Desiccating Channel (5th) – Netherchanneling attack rots and boils the flesh of the target away, causing the attack to inflict half of its damage as acid, and also potentially blinds the target for 1d4 rounds (Reflex save DC 15 + Int modifier to negate blindness).
Ghastly Channel (6th) – Netherchanneling attack brings with it the horrible stench of the rotting dead and unliving tissues, nauseating the opponent for 1d4 rounds (Fortitude save DC 16 + Int modifier negates nauseous condition).
Maddening Channel (6th) – Netherchanneling attack degrades the mind, damaging portions of the mind and confusing the character’s opponent for 1d4 rounds (Will save DC 16 + Int modifier negates confusion).
Netherlightning Channel (6th) – Netherchanneling attack of negatively charged lightning from the storms of the underworld which causes the damage to become half-electrical, with a chance to stun opponent for 1d4 rounds (Fort save DC 16th + Int mod negates stunning).

Dark
Calcifying Channel (7th) – Netherchanneling attack is filled with calcifying necrotic power, which calcifies the opponent’s form into solid bone, petrifying him (Fortitude save DC 17 + Int negates petrification).
Ghoulish Channel (7th) – Netherchanneling attack bares with it the sting of a ghoul’s claws, causing paralysis in the victim of this attack for 1d2 rounds (Fortitude save DC 17 + Int modifier negates paralysis, elves are immune to this essence’s effect).
Hoarfrost Channel (8th) – Netherchanneling attack is filled with the cold dark of oblivion’s edge, inflicting half negative energy damage and half irresistible cold damage. Due to deep tissue damage from the attack, this essence inflicts an additional 1d6 Dexterity damage and 1d6 Strength damage (Fortitude save DC 18 + Int modifier halves ability damage) (3 round cool down)
Void Channel (9th) – Netherchanneling attack eats away the very life force of the victim, devouring portions of his soul, inflicting 1d4 negative levels (Fortitude save DC 19 + Int modifier halves negative level loss) (3 round cool down)

Nether Shape Invocations – Nether shape invocations change the delivery method of the netherchanneling ability of the ebon initiate. These invocations change the range on the ebon initiate's netherchanneling from a touch or channeled weapon strike into a ranged weapon of some variety. The invocations below state their effects, action required to use them, as well as their level, the DC to save against a nether shaped netherchannel is 10 + level of the invocation + the ebon initiate's Intelligence modifier. If the character uses a nether essence invocation with a nether shape invocation, he combines the levels of the invocations to determine the DC by adding together the levels of invocations together (to a maximum of 9), adding 10, and then adding the ebon initiate's Intelligence modifier.
Least
Necrotic Blast (1st) – A repeatable blast of netherchanneling with a range of 30-ft, allowing the ebon initiate to make iterative ranged touch attacks with his netherchannel. Each attack, if used with a nether essence invocation gains the benefit of the nether essence invocation.
Nether Spear (2nd) – Allows for a long range (400ft + 40ft per CL) spike of necrotic energy as a ranged touch attack, used as a standard action.
Void Arc (2nd) – Allows the character to create a 15ft cone shaped burst of death energy as a standard action which hits every target within its range, but allows for a Reflex save for half damage.

Lesser
Death Grip (3rd) – As a standard action, the character may fire a close range ray attack that entangles with a flurry of spectral hands on a failed Reflex save; creatures so captured are treated as entangled and the invocation lasts for the character's Intelligence modifier in rounds or indefinitely if he should concentrate on. The captured target is permitted to use Escape Artist checks or a a new save attempt each round to escape at the same DC.
Mortisphere (3rd) – As standard action, the ebon initiate may craft his netherchanneling into a small orb and fire it at medium range (100ft + 10ft per CL), where it explodes into a 20-ft radius spread of death energy, allowing a Reflex save for half damage.
Necrotic Bolt (4th) – As a standard action, the character may well necrotic energies into his hand and fire it in a terrible, life-ending 90-ft line of death energy.

Greater

Necrotic Burst (6th) – As a standard action, an ebon initiate may recite a black invocation to unleash a 30-ft radius burst of negative energy to wither and rot his foes away into oblivion. A successful Fortitude save halves this damage.
Nether Cone (5th) – As a standard action, the ebon initiate can invoke a 60-ft cone of death energy to decimate his foes. A successful Reflex save halves the damage from this attack.

Dark
Death Chain (7th) – As a standard action, the ebon initiate may fire a snaking chain of life-seeking negative energy that connects to multiple different targets at medium range (100ft + 10ft per CL). The bolt deals damage as normal to the primary target. After it strikes, death chain can arc to a number of secondary targets equal to your caster level (maximum 20) and cannot jump farther than 20ft between targets. The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down). A successful Reflex save halves this damage.
Doom Lance (8th) – As a standard action, the character may create a medium range (100ft + 10ft per CL) lance of deadly negative energy that automatically hits its target unerringly. (3 round cool down)


Necromantic Invocations – Necromantic invocations are the more utilitarian abilities of the ebon initiate, allowing him to call upon blood, bone, death, ice, and disease to aid him in his endeavors as the result of his understanding. Unless stated otherwise, all of the following invocations require a standard action to use. Caster level for these invocations is equal to the character’s ebon initiate level. Saving throw DC’s are 10 + the invocation’s level + the character’s Intelligence modifier. Unless otherwise mentioned, all spells come from the Player’s Handbook. LM = Libris Mortis, CArc = Complete Arcane, SpC = Spell Compendium. Invocations marked with the (Aura) tag only allow for one aura at a time to be in use at a time, and invocations marked with a (Summon) tag only allow for one summon to be in use per four caster levels the character possesses. Any new summons after that point replace the earliest summon and release those creatures back to whence they came.
Least
Allure of the Dead (1st) – By invoking the allure of the dead, the ebon initiate takes on some of the social grace and artificial charm of the vampire. While in use, the character gains a +10 profane bonus to Bluff and Diplomacy checks, and this bonus persists for 24 hours.
Blood Lash (1st) – This invocation allows the ebon initiate to create a wicked lash of blood that can deliver netherchanneling or other magical effects. To create this, the ebon initiate either needs to have taken 4 points of damage or more to use his blood, or draw blood from a body containing blood that has suffered 4 points of damage or more. The blood then forms into a medium sized whip (which the character is proficient with), with a magical enhancement bonus equal to +1 for every 4 caster levels the character possesses (min +1, max +5). The weapon can always be used to deliver netherchanneling, or any necromancy touch spell that the character possesses from any other spellcasting class. The blood lash may be maintained for 1 minute per caster level. Material component: A pint of fresh blood.
Bone Armor (2nd) – By gathered a handful of bone shards, the ebon initiate may cast them into the air and invoke his powers to cause them to multiply and float as a semi-ethereal shield to protect him from harm. While this invocation is in effect, the character gains a +4 shield bonus to his armor class and a 20% miss chance on non-magical missile weapons that may strike him. This invocation lasts for 1 minute per caster level. Material Component: A handful of bones.
Breath of the Freezing Night (2nd) – Taking a deep breath, the ebon initiate infuses it with the chill of death and exhales it slowly into the air. The effect of this invocation (area, range and duration) duplicates that of the spell obscuring mist and within that area, the invocation leaves a patch of incredibly slippery ice as if grease had been cast in that area.
Call the Walking Dead (1st) – (Summon) With a black litany, the ebon initiate may summon forth an undead creature to serve his will. This invocation duplicates the effect of a summon undead I(LM) spell in all regards. The character may have one active summon per four caster levels, new instances of summonings replace the earliest summon.
Darkness of Death (2nd) – By summoning forth the essence of the great dark beyond, the ebon initiate may cast this null light into his surrounding. This invocation duplicates the effects of a darkness spell.
Death’s Messenger (2nd) – As harbingers of death, ebon initiates take it upon themselves to bear dying mortals into the next world with a touch. This invocation duplicates the effects of a death knell spell on a target creature.
Death’s Swiftness (1st) – By dematerializing portions of his form, the ebon initiate is able to mimic the grace of incorporeal undead, becoming partially ghostly to gain a +10 to Jump and Tumble checks. This bonus persists for 24 hours.
Deathsight (1st) – While this invocation is in use, the ebon initiate can see the ebb and flow of life and death in those around him. This invocation duplicates the effects of a deathwatch spell with a duration of 24 hours.
Desecration Aura (2nd) – (Aura) Calling upon the powers of the Underworld, the ebon initiate may radiate energies in a 30-ft radius aura that is friendly to undead creatures. While this aura invocation is in effect, the character radiates a 30-ft radius aura of the spell desecrate, with a duration of 24 hours.
Fearsome Glare (1st) – Calling upon the eyes of the creature he made a pact with, the ebon initiate may put the fear of the grave into a being. This invocation duplicates the effects of a cause fear spell on a target creature.
Grave’s Grasp (2nd) – By holding aloft the hand of a corpse and speaking this invocation, the ebon initiate may call forth spectral bony hands from the ground to grasp at a creature. This invocation duplicates the effects of the spell earthen grasp(Spc) save that it uses bony hands instead of earth. Invocation Focus: A complete skeletal hand, strung together with corpse hair.
Miasmic Cloud (1st) – The ebon initiate may poison the very air with the breath of death, filling an area with a sickening fog of miasma. This invocation duplicates the effects of a fog cloud spell, and any caught with this cloud must also make a Fortitude save to resist being sickened due to the stench.
Mortify (1st) – By touching a corpse and whispering this invocation, the ebon initiate may instantly strip away all flesh on an inanimate body leave only a skeleton behind.
Preservation (2nd) – The ebon initiate may stay the ravages of time from a corpse, if only for a short time, with a few words and the power of this invocation. This invocation duplicates the effects of the spell gentle repose on a single corpse.
Speed of the Dead (1st) – With a single word, the ebon initiate may invoke an unnatural speed to hasten him for a short period of time. This invocation functions as the spell expeditious retreat.
Spiderwalk (2nd) – Just as the vampire, the ebon initiate may borrow their affinity for climbing by use of this invocation. While under the power of this invocation, the character benefits from the effects of the spell spiderclimb for 24 hours.
Spiritual Sight (1st) – With this invocation, the ebon initiate is capable of adjusting his eyes to see beyond that of which his mortal eyes alone can grasp, seeing with the immortal eyes of his soul. While under the effects of this invocation, the character benefits from the effects of a see invisibility spell for a 24 hour duration.
Touch of the Dead (2nd) – By placing this temporary curse upon a target creature, the ebon initiate reverses the ebb and flow of positive and negative energy around the victim and how these abilities effect them. For 1 round per 2 caster levels, if the victim was harmed by negative energy he is now healed by it, and vice versa in regards to positive energy. The reverse is true if the victim was healed by negative energy natively. A successful Will save negates this effect. If the target is struck by a netherchannel used for attack while this ability is in effect, he takes half damage from the attack. Inflict spells and netherchannel used for healing purposes restores hit points while this ability is in effect.
Wraithtouch Weapon (2nd) – The ebon initiate charges his weapon with necromantic energies, causing the weapon to phase out of tune with this reality and into the realm of the spiritual for a short moment. This invocation is usable as a swift action and it duplicates the effects of the spell wraithstrike(SpC) upon the character’s wielded melee weapon, with a cool down duration of 3 rounds.

Lesser
Aura of Decay (3rd) – (Aura) With this invocation, the ebon initiate saturates his body with a flood of negative energy that leaks into his surroundings, rotting everything around him with tongues of death and decay. This aura invocation causes a 10-ft aura of corrupt power that extends from the character in a radius which inflicts 1d6 negative energy damage on all targets per round (a successful Fortitude save halves this damage).
Bloodmote’s Feast (3rd) – (Summon) The character calls forth into the aether to bring forth a hideous swarm of undead insects to feast upon the lives of all who bear the ill luck to be caught in their midst. This invocation duplicates the effects of a summon swarm spell but always summons a bloodmote swarm (see Libris Mortis). The character may have one active summon per four caster levels, new instances of summonings replace the earliest summon.
Call the Restless Dead (3rd) – (Summon) With this black calling, the ebon initiate summons forth a more potent undead, or multiple lesser undead creatures. This invocation duplicates the effects of a summon undead III(LM) spell. The character may have one active summon per four caster levels, new instances of summonings replace the earliest summon.
Curse of Damned (4th) – By calling on the forces of the underworld, the ebon initiate twists negative fates around his target to blight his immediate destiny. This invocation duplicates the effects of a bestow curse spell upon a target creature.
Deadly Contagion (4th) – Undeath as a state is a breeding ground for disease and pestilence and by using this as a weapon, the ebon initiate may plague his foe. This invocation duplicates the effects of a contagion spell on target creature.
Ghost Step (4th) – By moving around the field of combat as a ghost, the ebon initiate may better position himself to kill his foes. This invocation duplicates the effects of a dimension door spell with a range of close (25ft +5 ft per CL), and it does not end the character’s turn. While moving with this invocation, a ghostly image of the character blurs quickly towards the destination of his ghost step.
Osseous Armory (4th) – This invocation allows the ebon initiate to create temporary weaponry from the bodies of slain foes. By placing a hand upon an inanimate corpse (no older than 24 hours dead) and reciting black words, the bones of the body rip free while they shape into a weapon that the character is proficient with. Assuming that the ebon initiate is a medium-sized creature, light weapons may be created from the corpse of any Small or larger creature, one-handed or two-handed weapons can be created from Medium sized creatures or larger. Ammunition for ranged weapons formed from a corpse is created at the rate of 20 per size category starting at Small size bodies. These weapons are infused with necromantic might to be as strong as steel (hardness and hit points equivalent to steel) and their magic functions for a number of hours equal to their caster level. Weapons crafted through this invocation are to be considered anointed for the purposes of using them with the netherchannel class feature. Additionally, weapons (not ammunition) created using this invocation function as if they had a greater magic weapon spell cast upon them.
Phantasmal Steed (3rd) – (Summon) Summons a skeletal, spectral horse to serve as a mount for the character. This invocation duplicates the effects of a phantom steed spell. The character may have one active summon per four caster levels, new instances of summonings replace the earliest summon.
Poisonous Touch (3rd) – By blighting his very touch, the ebon initiate may pass on a debilitating poison with his touch. This spell duplicates the poison spell on a touched target creature or object.
Reach of the Damned (4th) – This invocation draws a target closer to the ebon initiate by dragging him through the ether to be within paces of certain death. This invocation duplicates the spell baleful transposition(SpC) on a target creature, but instead of transposing the target with an ally, it places the target in a space 10-ft away from the caster. Due to the potency of this invocation, it possesses a 3 round cool down. Material Component: A finger bone from a humanoid.
Stygian Snow (4th) – Calling upon the storms of the underworld, the ebon initiate lashes an area of with freezing rains and ice, infused with necrotic essence. This invocation duplicates the effects of an ice storm spell in the targeted area, except that half of the invocation’s damage is negative energy, and possesses a 3 round cool down.
The Dead Shall Rise (4th) – By reciting a few words and touch a corpse, the ebon initiate may flood it with negative energy to animate it. This invocation duplicates the spell animate dead on a target corpse. This invocation lasts for 1 hour per caster level, or can be made permanent if the character uses a 50gp black opal as a material component.
Unhallowed Consumption (4th) – The ebon initiate is capable of consuming the energies that animate an undead creature under his control and use those essences to restore his own health. By touching an undead under his control, he may instantly destroy it and heal a number of hit points equal to the creature’s maximum hit points. The ebon initiate may not consume undead he has temporarily summoned into his service.
Vampire’s Call (3rd) – With a glance of power and will, the ebon initiate sublimates the words to give him power over another’s will. This invocation duplicates the effects of the spell charm monster on a target creature.
Void Sense (3rd) – The ebon initiate learns to use the sight and senses of his own soul to notice his surroundings. This invocation grants the character blindsense in a 60-ft radius for 24 hours.
Vicious Dispelling (3rd) – Using the black power at his disposal, the ebon initiate is capable of voiding the magic of his enemies and causing the energy released from the ending magics to damage the enemy caster. This invocation duplicates the effects of a dispel magic spell, which additionally inflicts 1d6 points of damage to a creature per spell dispelled on a targeted dispel attempt, or 1d6 points of damage per level of the spell countered using this invocation as a counterspell attempt.
Walk Unseen (4th) – Drawing the ethereal world around him, the ebon initiate becomes an invisibile spectre, hunting unseen. This invocation duplicates the effects of a greater invisibility spell on the caster.
Wall of Bones (4th) – By scattering a handful of bones at the ground and speaking the words of this invocation, the ebon initiate may create a barrier of skeletal remains to defend him with. This invocation duplicates the effects of the spell wall of bones(CArc) in the target area. Material Components: A handful of bones.
Wraith Form (3rd) – This invocation grants the ebon initiate the form and flight of a wraith. By using this invocation, it grants the character a 20% miss chance due to his insubstantial form and casts fly on the caster, and expires when the character touches down or the duration of the fly spell expires.

Greater
Blighting Plague (5th) – By reciting these black words, the ebon initiate causes a sickly black miasma to strike down his foes. This invocation duplicates the effects of an unholy blight spell upon target, with a 3 round cool down.
Call the Hungry Dead (5th) – (Summon) The ebon initiate calls into the void, and from that call respond the hungry dead to do his bidding in the world of the living. This spell duplicates the effects of the spell summon undead V(SpC). The character may have one active summon per four caster levels, new instances of summonings replace the earliest summon.
Cannibalize Magic (6th) – Fortifying his body with dark power, this invocation allows the character rip the arcane power of another’s magic to pieces and breathe in the death of that power to restore his own form. This invocation duplicates the effects of a greater dispel magic spell, and additionally restores 1d4 hit points to the character per level of spell(s) dispelled.
Corpse Explosion (6th) – As a full round action, the ebon initiate fills his hand with dark power and points a finger at a corpse within medium range (100ft + 10ft per CL). A quick beam of darkness flies from his finger and causes the corpse to swell and burst with necrotized flame and acids. All creatures within a 30-ft radius burst of the targeted corpse take 1d6 points of damage per caster level (Maximum of 20d6 with a Medium-size corpse), half of which is fire and the other half of which is acid. Small size corpses max at 12d6, Tiny at 6d6, and smaller corpses than that do not work. Large size and bigger corpses add an additional 2d6 points of damage due to the larger mass with which to combust. A successful Reflex save halves this damage.
Curse of Deathly Despair (6th) – With a few words, the ebon initiate may invoke the death of good fates upon a target. This invocation duplicates the spell greater bestow curse upon a target creature.
Frozen Wall (5th) – The ebon initiate splashes blood on the ground and speaks the words of this invocation to raise a wall of frozen blood. This invocation duplicates the effects of the spell wall of ice in target area. Material Component: An ounce of blood (about 2 hit points worth, either from the character or from another source, must be fresh blood).
Moilian Tentacles (6th) – The ebon initiate throws down a handful of finger bones and splashes his own blood down upon them to invoke this power, which causes tentacles of bones clothed in flesh of shadows to grapple foes and draw their life forces away. This invocation duplicates the effects of the spell Evard’s black tentacles in an area, which additionally inflicts 2d6 points of negative energy damage each round they are grappling with a target. This invocation possesses a 3 round cool down. Material Component: Ten full fingers worth of bones from a humanoid creature, as well as 5 hit points worth of damage in blood to the invoker for the necessary blood component.
Raise the Vengeful Dead (5th) – By performing an hour long, blasphemous ritual, the eon initiate may raise up a powerful form of undead to serve him. This invocation duplicates the spell create undead on a target corpse, with the only exception being that the newly fledged undead creature is automatically under the character’s control (up to his maximum control HD). Material Component: A corpse, a clay pot filled with grave dirt and another filled with brackish water. The character must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The power of the invocation turns these gems into worthless shells.
Shadow Calling (5th) – (Summon) The ebon initiate calls into the darkness and from that darkness, hungry shadows come to feast upon the warmth of the living. This invocation summons 2d4 shadows or 1d4 greater shadows to the character’s call. These summoned shadows will obey the character’s commands for 1 round per caster level and then return to their shadowy realm. Only one use of this invocation may be in effect at a time, and these shadows cannot manifest in anything brighter than shadowy light. Material Component: A lit torch in which the shadows devour the flame of.
Vampiric Aura (5th) – (Aura) This aura invocation causes the ebon initiate to radiate a malign, life-sucking aura that attempts to kill any living creature in its path while sustaining the character and any undead allies nearby to him. Plants and animals are not exempt from this, as the very earth that the ebon initiate walks upon becomes tainted and littered with the burnt out husks and ashy remains of plants and animals destroyed by his passing. This 20-ft aura of siphoning hunger inflicts 1d6 points of negative energy damage on all living creatures, plants, and objects within it. The ebon initiate heals a like number of hit points if he inflicts damage to any living entity within the range of this aura. Undead within this aura are healed for 1d6 points of damage per round. A successful Fortitude save made by creatures within this aura halves the damage.

Dark
Avasculate (7th) – By use of this black invocation, the ebon initiate takes command of the very blood in the form of the living victim whom he targets and causes it to violently purge from the body of the unfortunate. This invocation duplicates the effects of the spell avasculate(SpC) upon a target creature and possesses a 3 round cool down.
Boneweird (8th) – (Summon) This black rite requires one hour of the character’s time to accomplish, but the end result creates a powerful ally for the character: a boneyard (see Libris Mortis). The character must have a caster level and an equivalent number of Medium sized corpses (which possess skeletons) equal to the hit die of the boneyard to be summoned. The bones rip from the corpses to form the body of the boneyard, which serves for one hour per caster level before it falls into a messy pile of bones and gore. The ebon initiate may only have one boneyard summoned to his side at a time. Material Components:A number of corpses equal to the hit dice of the boneyard to be summoned.
Call to the Void (8th) – (Summon) This dark invocation calls into the great dark void for a terrible being of death and darkness: a night walker. This ritual takes one hour to perform, and requires the sacrifice of a living, intelligent being to be the gateway to summon this terror. The night walker arrives and serves the call of the ebon initiate for a number of hours equal to his caster level. The character may only ever summon one night walker at a time. Material Component: A living, intelligent sacrifice.
Howl of the Damned (9th) – The ebon initiate opens a gap in his voice to allow for the hellish wails of the netherworld to escape with his cry, flooding his vocalization with deathly power. This invocation duplicates the spell wail of the banshee, and possesses 3 round cool down.
Killing Touch (9th) – All things succumb to the ravages of time and decay, and the ebon initiate wields the power of death with conviction to that knowledge. His hand begins to swallow light, and his touch causes all beings great and small to turn to dust and ash. This invocation duplicates the effects of the spell destruction on a target, and possesses 3 round cool down.
Presence of Death (7th) – (Aura) This aura invocation permeates the area with hungry, searching energy that returns with the fading life energies to the form of the ebon initiate to strengthen him as a true avatar of death. This aura causes any dying creature within 30ft of the character to suffer the effects of a death knell spell. As with all other aura invocations, only one aura invocation may be maintained at any given time.
Shun the Mortal Coil (7th) – This invocation allows the ebon initiate to shed his body and float freely as a ghost. After a ten minute period of meditation, the invocation activates to sever the ebon initiate’s soul from his body. He gains the ghost template (with all of its abilities and restrictions, gaining two special abilities and the malevolence special ability) while this invocation is in use. This invocation has no set duration; if the character is away from his body for too long it will eventually starve and dehydrate, or fall prey to other entities that would wish to do harm to an empty body, mundane or otherwise. Additionally, while this in effect the character may not use any dark invocations due to the magic powering this ability being too much to use additional potent magics. All other invocation levels are available for use, and while in ghost form the character has ghostly copies of his real equipment. These items disappear when the invocation ends. If the character’s body dies while he in ghost form, the character will forever remain ghost until his body can be restored. When the character wishes for this invocation to end, he must return to his body and use the malevolence ability to repossess it.
Stygian Rain (7th) – This invocation calls down rains over an area that is infused with death essence and necrotic power. The rain causes all living beings and organic objects to break down and rot under its torrential assault. This invocation duplicates the effects of the spell acid storm(SpC) over the target area, but half the damage is negative energy damage, and this possesses a 3 round cool down.
The Dead Shall Rule (7th) – With greater potency then before, the ebon initiate with knowledge of this invocation learns how to craft some of the most powerful forms of undead and enslaves them to his will. This invocation duplicates the effects of the spell create greater undead upon target corpse, except that the newly fledged undead creature is under the control of the ebon initiate (cannot exceed his normal control limits, just as with Raise the Vengeful dead). Material Component: A corpse, a clay pot filled with grave dirt and another filled with brackish water. The character must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The power of the invocation turns these gems into worthless shells.

peacenlove
2010-08-07, 05:42 AM
I liked this class a lot :smallbiggrin:.

While i can't comment on balance, at Netherchannel you state that it uses negative energy (which automatically heals undead), however you need to use a standard action touching them to heal them (which no one will use this function).

Also at 20th level why not maximize the Netherchannel instead of the reroll (which is based solely on a luck factor?).

I will continue reading this though this is very interesting.

EDIT: You are a fan of the Warcraft world?

The Tygre
2010-08-07, 06:00 AM
Errant, you've done it again. It's a freaking work of art. :smallcool:

Scholar23
2010-08-07, 07:00 AM
this is perfecxt, i have been working on a necro camp. for awhile and this may end up being the last piece with your permission of coru:smallbiggrin:se

ErrantX
2010-08-07, 05:08 PM
I liked this class a lot :smallbiggrin:.

While i can't comment on balance, at Netherchannel you state that it uses negative energy (which automatically heals undead), however you need to use a standard action touching them to heal them (which no one will use this function).

Also at 20th level why not maximize the Netherchannel instead of the reroll (which is based solely on a luck factor?).

I will continue reading this though this is very interesting.

EDIT: You are a fan of the Warcraft world?

As far healing with netherchannel, it's not meant to be a great in combat healer, but because it's unlimited use it needed something. It would be used for out of combat healing frequently, I'd imagine. As far as Killing Power goes, exploding sixes are fun and different. And yeah, I like some of the abilities of necromancers from Warcraft so I had to throw in a few little nuggets here and there.


Errant, you've done it again. It's a freaking work of art. :smallcool:

Many thank yous, I've been working on this for weeks. :smallbiggrin:


this is perfecxt, i have been working on a necro camp. for awhile and this may end up being the last piece with your permission of coru:smallbiggrin:se

By all means, let me know how it works out. I've got two prestige classes planned, a Sublime Way martial initiator hybrid and an undead invoker/spellcaster type.

-X

Chambers
2010-08-08, 12:26 AM
So...to summarize the salient abilities:


Is an invocation class that knows 10 more invocations than the Warlock.
Can Rebuke Undead at Level -2.
+Xd6 of Negative Energy as an Attack Action (possible for AoO as well).
Fighter bonus feats.
Black Banner - usually a prestige class ability (may be mistaken. I seem to recall reading that type of ability before and think it was in a prestige class).
Death's Fury is superior to the Barbarian's Rage (DR 5/- is better than +4 Con and -2 AC).


I like the flavor of the class. It reads to me like a death cleric warlock type thing. But it's overpowered. I don't have time to properly examine each ability, but I would recommend toning it down. The class is able to be very good at a number of things, practically simultaneously, it appears. I would narrow the focus, partly because it's a really cool focus, but also because the class overshadows other classes.

I would recommend comparing this class to the Dread Necromancer - abilities that far outstrip any ability the DN gets I would remove or depower.

ErrantX
2010-08-08, 12:49 AM
So...to summarize the salient abilities:


Is an invocation class that knows 10 more invocations than the Warlock.
Can Rebuke Undead at Level -2.
+Xd6 of Negative Energy as an Attack Action (possible for AoO as well).
Fighter bonus feats.
Black Banner - usually a prestige class ability (may be mistaken. I seem to recall reading that type of ability before and think it was in a prestige class).
Death's Fury is superior to the Barbarian's Rage (DR 5/- is better than +4 Con and -2 AC).


I like the flavor of the class. It reads to me like a death cleric warlock type thing. But it's overpowered. I don't have time to properly examine each ability, but I would recommend toning it down. The class is able to be very good at a number of things, practically simultaneously, it appears. I would narrow the focus, partly because it's a really cool focus, but also because the class overshadows other classes.

I would recommend comparing this class to the Dread Necromancer - abilities that far outstrip any ability the DN gets I would remove or depower.

I'm aiming for tier 2, so actually I find this sort of a compliment. I want it to be stronger than a warlock or a dread necromancer. This is supposed to be strong enough to run with sorcerers, druids, wizards, and clerics. I appreciate that you enjoy the flavor of the class, but as for toning it down... I'm not so sure that's actually necessary.

One of the biggest shortcomings to warlock is that (aside from it sucking) they spend more than half of their feats on additional invocations to make them more versatile. I've eliminated some of this. They have crappy feats to improve their action economy. I've eliminated some of this. They don't do enough damage unless they're optimized binder/warlock/hellfire warlock Glaivelock builds. I've done something to fix this as well. I think the initial gunshyness that you may be feeling towards this class is that it has versatility and staying power, as well as a suite of potent abilities. I've shored up many of the warlock's major weaknesses and in the end, I think it falls in the tier 2-3 range, which is what I exactly set out to do.

I will keep what you have said in mind, as I am play testing it this weekend. Additionally, if I have others who speak out regarding similar things, I will re-examine it. I do remember back when warlock was first unleashed upon us there was a cry of "unlimited SLA's? oh noes broken!" and we all know that's not the case now. Anything this class can do, a wizard or a cleric can do better.

-X

peacenlove
2010-08-08, 01:31 AM
At Dark nether essence invocations i believe the petrification ability needs a 3 round cooldown (its a save-or-die which affects a wide variety of creatures). Also a little bit of unnecessary but specify that they turn to bone not stone (useful for calculation of hardness etc) :smalltongue:

Also this class powerful as it may be, suffers from a severe case of MAD. It needs
- Intelligence for the save DC's (which are important, since the invocations are strictly better than the warlocks)
- Charisma for defensive purposes
- Strength or Dexterity (depending on how you will fire your blasts)
- Constitution because you are at charge range most of the time.
This should be taken into account while discussing the power level of this class.

Rin_Hunter
2010-08-08, 05:19 AM
I was actually about to start work on a class like this... Beat me to it.

Very nice. I like it so much I want to find a place for it in my campaign setting... And I don't really want to many variants from other people in there...

Well done.

Maerok
2010-08-08, 05:29 AM
Definitely bookmarked. :smallbiggrin:

I'm inspired to run a game around this class.

Chambers
2010-08-08, 09:10 AM
I'm aiming for tier 2, so actually I find this sort of a compliment. I want it to be stronger than a warlock or a dread necromancer. This is supposed to be strong enough to run with sorcerers, druids, wizards, and clerics. I appreciate that you enjoy the flavor of the class, but as for toning it down... I'm not so sure that's actually necessary.

One of the biggest shortcomings to warlock is that (aside from it sucking) they spend more than half of their feats on additional invocations to make them more versatile. I've eliminated some of this. They have crappy feats to improve their action economy. I've eliminated some of this. They don't do enough damage unless they're optimized binder/warlock/hellfire warlock Glaivelock builds. I've done something to fix this as well. I think the initial gunshyness that you may be feeling towards this class is that it has versatility and staying power, as well as a suite of potent abilities. I've shored up many of the warlock's major weaknesses and in the end, I think it falls in the tier 2-3 range, which is what I exactly set out to do.

I will keep what you have said in mind, as I am play testing it this weekend. Additionally, if I have others who speak out regarding similar things, I will re-examine it. I do remember back when warlock was first unleashed upon us there was a cry of "unlimited SLA's? oh noes broken!" and we all know that's not the case now. Anything this class can do, a wizard or a cleric can do better.

-X

I would place it at a solid Tier 2. It's got incredibly powerful summons to handle a lot of different occasions, has a set of good melee defenses (and can be spec'd for melee) and the high number of invocations allow it to have a wide variety of magical tactics.

So...if Tier 2 is what you're going for, like you said, then awesome! :smallsmile: I was reading it and comparing it to Tier 3, but if your intention is to have it be higher, that's okay too.

ErrantX
2010-08-08, 12:23 PM
At Dark nether essence invocations i believe the petrification ability needs a 3 round cooldown (its a save-or-die which affects a wide variety of creatures). Also a little bit of unnecessary but specify that they turn to bone not stone (useful for calculation of hardness etc) :smalltongue:

Also this class powerful as it may be, suffers from a severe case of MAD. It needs
- Intelligence for the save DC's (which are important, since the invocations are strictly better than the warlocks)
- Charisma for defensive purposes
- Strength or Dexterity (depending on how you will fire your blasts)
- Constitution because you are at charge range most of the time.
This should be taken into account while discussing the power level of this class.

Okay, yeah, the petrification one could use a cooldown. It does say it turns your target to bone, but I can clean it up to make it more obvious. Also thank you for seeing the MAD that I inserted into it. You can Int focus to better invocations, or your can Cha focus for better combat abilities. That was my intent anyway.


I was actually about to start work on a class like this... Beat me to it.

Very nice. I like it so much I want to find a place for it in my campaign setting... And I don't really want to many variants from other people in there...

Well done.

Heh, usually I'm the one beat to it. But cool, yeah, please do. I've got two prestige classes keyed specifically off of it in the works, and I'm always open to people who want to add to it.


Definitely bookmarked. :smallbiggrin:

I'm inspired to run a game around this class.

Awesome! :smallbiggrin: Glad you like it, you could easily make a class like this on a PC a factor in a bigger story.


I would place it at a solid Tier 2. It's got incredibly powerful summons to handle a lot of different occasions, has a set of good melee defenses (and can be spec'd for melee) and the high number of invocations allow it to have a wide variety of magical tactics.

So...if Tier 2 is what you're going for, like you said, then awesome! :smallsmile: I was reading it and comparing it to Tier 3, but if your intention is to have it be higher, that's okay too.

Cool, I'm glad we're seeing eye to eye on it now, I believed it was simple misunderstanding there. Thanks!

-X

Rin_Hunter
2010-08-10, 05:41 AM
My adding would be more "Change it so it fits in my setting using my variant rules" kind of thing.

It'd be things like the Rebuke Undead, since that's a feat in my setting.

ErrantX
2010-08-10, 10:58 AM
My adding would be more "Change it so it fits in my setting using my variant rules" kind of thing.

It'd be things like the Rebuke Undead, since that's a feat in my setting.

So long as you don't publish it as your own, I'm fine with you using it. Additionally, if you post your campaign setting online, please just post changes and link my original class?

-X

Rin_Hunter
2010-08-10, 11:00 AM
So long as you don't publish it as your own, I'm fine with you using it. Additionally, if you post your campaign setting online, please just post changes and link my original class?

-X

That's fair enough. I'm adding a section at the end stating who helped me and with what, so if I do include this in my setting then I will put it there.

Thanks for allowing it.

EDIT - Not sure I can add it, actually. Invocations aren't OGL...

ErrantX
2010-08-10, 06:28 PM
That's fair enough. I'm adding a section at the end stating who helped me and with what, so if I do include this in my setting then I will put it there.

Thanks for allowing it.

EDIT - Not sure I can add it, actually. Invocations aren't OGL...

The OGL is deliciously vague. You can't reprint their invocations, but there isn't anything stopping you (to my understanding, and I've read it over for my Libram of Battle project) from using the rules of invocations existing. You just can't use warlock or it's invocations. Systems can be used. Otherwise, Pathfinder and every other 3rd party product couldn't exist.

-X

Rin_Hunter
2010-08-10, 06:32 PM
The OGL is deliciously vague. You can't reprint their invocations, but there isn't anything stopping you (to my understanding, and I've read it over for my Libram of Battle project) from using the rules of invocations existing. You just can't use warlock or it's invocations. Systems can be used. Otherwise, Pathfinder and every other 3rd party product couldn't exist.

-X

Alright... But would I be able to describe how Invocations work at all? I'm trying to make the printed version self-sufficient, which is why I'm making an XP system.

ErrantX
2010-08-10, 07:17 PM
Alright... But would I be able to describe how Invocations work at all? I'm trying to make the printed version self-sufficient, which is why I'm making an XP system.

Yes, for the same reason Pathfinder is able to print how spells work.

-X

mrcarter11
2010-08-20, 02:58 AM
I love the class, and I am using it currently in a gestalt game. The other side being a swordsage.. I saw you talked about making a Sublime Way influenced PrC, any idea when that will be up? And lastly, why do they gain two invocations at level 20? Am I missing something?

ErrantX
2010-08-20, 07:51 AM
I love the class, and I am using it currently in a gestalt game. The other side being a swordsage.. I saw you talked about making a Sublime Way influenced PrC, any idea when that will be up? And lastly, why do they gain two invocations at level 20? Am I missing something?

I'm glad you like it, I'd really love to know how you find it working out for you in play. The Prestige Class is something that I am currently working on, so expect to see it soon. As far as 2 invocations at 20, well, 20th level in a base class should be awesome. It's the capstone level, afterall. Between Death's Hand and Killing power, it's part of my bribe to keep you in the class from 1-20 :smallwink:

-X

mrcarter11
2010-08-20, 07:55 AM
Well, honestly I expect to take it all the way. And actually, I should thank you for my character. I'm using 2-3 of your disciplines as a swordsage on the other side of the gestalt. And then, I have this class. Invocations and maneuvers seem like a great pair to me. And using a spiked chain with netherchannel should be pure win. So, is the wording for Invocations meant to allow you to trade anything for anything at 20, since it currently is. I mean, that is like 3 Dark Invoc's plus two good capstones.

ErrantX
2010-08-20, 09:31 AM
Well, honestly I expect to take it all the way. And actually, I should thank you for my character. I'm using 2-3 of your disciplines as a swordsage on the other side of the gestalt. And then, I have this class. Invocations and maneuvers seem like a great pair to me. And using a spiked chain with netherchannel should be pure win. So, is the wording for Invocations meant to allow you to trade anything for anything at 20, since it currently is. I mean, that is like 3 Dark Invoc's plus two good capstones.

Oh wow :smallredface: That's awesome man, I'm honored and pleased to know that. What disciplines are you using, if I may ask? Spiked chains are just win anyway, and I could see an Ebon initiate really taking charge with one and the the right nether essence invocations. And yes, 20th does that for you, if you so choose.

-X

Morph Bark
2010-08-20, 09:52 AM
I bet in a party with one of these, many of the party members will want to take Tomb-Tainted at some point, since there just is so much room for at-will high-end easy healing.

I like the Death's Fury ability. A kind of invocation-boosting rage that gives undead traits? Sign me up!

I think it does get a bit too many boosts to certain things all just off Charisma, personally, especially the HP part. Though if Hooded Pupil turns them into an actual undead, that'd be something else, at least if you'd move the Cha-to-HP to level 20.

mrcarter11
2010-08-20, 09:52 AM
My disciplines currently will be, Shadow Hand, Jade Throne, Steel Serpent, Black Heron, Ninefold Damnation, and Infinite Torment. And picking the Invoc's has not been easy. I use mostly generic ones. I have one essence and non of the blast types.
Actually if you would like to see it laid out. Here is the sheet.
http://www.myth-weavers.com/sheetview.php?sheetid=233740

ErrantX
2010-08-20, 09:58 AM
My disciplines currently will be, Shadow Hand, Jade Throne, Steel Serpent, Black Heron, Ninefold Damnation, and Infinite Torment. And picking the Invoc's has not been easy. I use mostly generic ones. I have one essence and non of the blast types.
Actually if you would like to see it laid out. Here is the sheet.
http://www.myth-weavers.com/sheetview.php?sheetid=233740

Nice selection right there, that could make for a terrifying sort of character. In a melee build, shape invocations become less necessary, and only really worthwhile at later levels. I built a 17th level Ebon initiate the other day as an NPC in my game, and YES, picking invocations was not easy. I ran into the same problem I ran into with Warlock, with almost twice the invocations. I think that means I did my job right?


I bet in a party with one of these, many of the party members will want to take Tomb-Tainted at some point, since there just is so much room for at-will high-end easy healing.

I like the Death's Fury ability. A kind of invocation-boosting rage that gives undead traits? Sign me up!

I think it does get a bit too many boosts to certain things all just off Charisma, personally, especially the HP part. Though if Hooded Pupil turns them into an actual undead, that'd be something else, at least if you'd move the Cha-to-HP to level 20.

My goal was to give the player two options: Focus on Strength and Charisma and make for a mighty fine melee fighter not unlike a psychic warrior in scope, or, focus on Intelligence and Dexterity and really pump feats into invocations and be an un-ending torrent of necromantic doom. I instilled a good amount of MAD into the class to help balance it with that theory in mind. As far as Tomb-Tainted Soul and healing, it's not great for in combat healing. Netherchannel specifically calls out how it is used in a situation for healing. Great for out of combat though, yeah.

I should clarify what Hooded Pupil gives instead of just mentioning. Expect an edit here in a bit.

-X

ErrantX
2010-08-20, 11:22 AM
Okay, reworked the capstone mechanic for Death's Hand to be A LOT more clear.

-X

mrcarter11
2010-08-20, 02:07 PM
Yeah, I seem pretty well built. So, thanks. You gave me half of my disciplines and the full other side. And just in case you couldn't tell, I'm a big fan of most of your homebrew. And even more so a fan of LoB.. I browse that site about once a week.

ErrantX
2010-08-20, 03:41 PM
Yeah, I seem pretty well built. So, thanks. You gave me half of my disciplines and the full other side. And just in case you couldn't tell, I'm a big fan of most of your homebrew. And even more so a fan of LoB.. I browse that site about once a week.

Well thank you man, that's awesome. Me and my co-authors are having a meeting on Monday and we're hoping to get another discipline out soon. Only a very few left, I will be glad to progress that project towards the base classes. I'm currently working Raging Storm, as well as the Frostwrought Knight PrC which is a martial initiator/invocation user hybrid. Ashwrought Scion is coming after those.

-X

mrcarter11
2010-08-20, 05:37 PM
Sounds good. Can't wait to enjoy reading it all.

Norfolk
2010-08-20, 08:58 PM
Can Netherchannel be used in the iterative attacks of a full melee attack? Necrotic Blast clearly says "iterative attacks", but I'm unclear (maybe I'm just reading it wrong) about the basic Netherchannel.

mrcarter11
2010-08-20, 09:53 PM
This is my guess on what it means.
Netherchannel can be used in a full attack empowering each of the attacks. Netherchannel as per the ability can't be used with ranged weapons. Nercrotic Blast allows you to use the Netherchannel ability at range and allows you to take a full attack at range with the Netherchannel ability.

ErrantX
2010-08-20, 11:53 PM
Can Netherchannel be used in the iterative attacks of a full melee attack? Necrotic Blast clearly says "iterative attacks", but I'm unclear (maybe I'm just reading it wrong) about the basic Netherchannel.


This is my guess on what it means.
Netherchannel can be used in a full attack empowering each of the attacks. Netherchannel as per the ability can't be used with ranged weapons. Nercrotic Blast allows you to use the Netherchannel ability at range and allows you to take a full attack at range with the Netherchannel ability.

That's pretty much the long and short of it, mrcarter11 answered it as well as I could. Netherchannel can be used in iterative melee attacks as a touch or as part of a melee attack if your weapon is prepared to handle it.

-X

ErrantX
2010-08-21, 03:44 PM
Okay, so I've run into a little wall here, with the two planned prestige classes.

I'm trying to decide if I wanna change some of the focus. I was originally thinking of a primarily cold wielding warrior-invoker with martial maneuvers and a undead controlling divine/invoker class that gains undead features.

Now, I'm trying to decide if I want to give blood and ash powers to the warrior-invoker and a cold wielding undead controller with a specific spell list (or either arcane/divine) that also advances invocations and gains undead class features.

Thoughts?
-X

mrcarter11
2010-08-21, 06:31 PM
For the marital invoker, blood based abilites seem like a good idea. Ash, I have no idea what that would do in game.. But blood powers and maneuvers sound like a pretty good PrC. And then an divine/invoker, sounds right. Letting him keep advancing his invocations at a slower rate, since he gains a spell list. I could see the class features letting him become closer to an undead, with the capstone of fully becoming one. As for spells, I prefer spontaneous, with limited lists. Like the dread necro and beguiler. I would think most of the spells would have undead/cold theme.. So maybe use the DN's list? And lastly, you mentioned cold wielding in both ideas, so, my answer is I think it can be used well in both PrC's.

Dencero
2010-08-21, 06:53 PM
Okay, so I've run into a little wall here, with the two planned prestige classes.

I'm trying to decide if I wanna change some of the focus. I was originally thinking of a primarily cold wielding warrior-invoker with martial maneuvers and a undead controlling divine/invoker class that gains undead features.

Now, I'm trying to decide if I want to give blood and ash powers to the warrior-invoker and a cold wielding undead controller with a specific spell list (or either arcane/divine) that also advances invocations and gains undead class features.

Thoughts?
-X

Personally, I favor the second combination. I deftly recall a prestige like the cold wielding undead controller. It was a long time ago. I know it had something to do with the Frost Lich. It was on a homebrew site. Maybe I can dig it. Gimmie a tic.

EDIT:
Okay, that didn't take as long as I thought it would. And not as far back as I would like to think. It was called the Disciple of the Undying Cold. Basically, they were adept at casting frost spells, their undead gained the cold subtype, and they slowly transformed into a being called a frostlich, a being of ice and bones, as the page described it. I'll leave a link to it.
http://www.dandwiki.com/wiki/Disciple_of_the_Undying_Cold_%28DnD_Prestige_Class %29
Whatever your choice, I look forward to it. The Ebon Initiate is the first Warlock I've seen that does necromancy right.

ErrantX
2010-08-22, 04:32 PM
@Dencero:

That's kinda what I was going for, actually. Not mechanically, but in theory the same premise in flavor. If I do that, then I think I wanna give Imbue Item at an earlier level, what do you all think of that? That way they can craft a phylactery.

-X

ErrantX
2010-08-23, 08:16 PM
Okay, I decided to move Imbue Item down to 8th level, and the spellcasting theurge that I am going to build is going to grant its own spellcasting. Keep an eye out for it!

-X

mrcarter11
2010-08-31, 12:43 PM
While it may or may not be my place, I would honestly argue against remodeling this class. It's class abilities are effective and useful. Mostly I would argue against changing the total number of Invocations given and capping Netherchannel. Both are the primary abilities of the class. I can see removing rage, without any issues. Black Banner and Dark Grace are both effective features for the class, without making you wish to overlook Cha as a stat. The feats are nice, while maybe too plentiful. Aspects of Death is a great idea and feature. The other bonus feats help set the stage for the good builds, maybe taking out half of the feats granted by Bonus Feats is fine. Removing the already starved feats from Aspect would be in my opinion a big mistake.

ErrantX
2010-08-31, 12:48 PM
While I'm not going to gimp the class by any means, I'm going to revise the invocations to include their proper ranges and such that I neglected, and reconsider a few of the abilities. Clean up language, etc. This is aimed to be a solid Tier 2 class, it should be able to hold its own against psions and sorcerers, ya know?

-X

mrcarter11
2010-08-31, 12:56 PM
Yeah, I know what you mean. I think it's tier 2 as it is. I just mainly hope you won't put a cap on Netherchannel and the Invocations given.

ErrantX
2010-08-31, 01:11 PM
Netherchannel and invocations aren't being touched in regards to numbers, I can promise that. One of the biggest problems of the Warlock and why that class just doesn't work is that it doesn't have nearly enough options as a gimped half-caster and its eldritch blast isn't worth a snowball to an Eskimo unless you're a glaivelock. I need to finish the Ashen Knights.... and the Frostwrought... dangit. Too many projects are giving me ADD! :smallfrown:

-X

ErrantX
2010-08-31, 03:37 PM
Posted changes to the Ebon Initiate class to remove it's All-In-Wonder sort of style.

Removed Dark Grace and Death's Fury class features (those are going the Ashen Knight PrC). Improved Rebuking and moved it down to 2nd level, allowing the ebon initiate to rebuke as a cleric of their class level. At 10th level added the ability to speak with dead at will. Clarified some text on Netherchannel. Added Aspect of Death at 1st level, and changed some of how Aura of the Dead works, and it improves at 12th level.

Next I work on tweaking invocations.

-X

ErrantX
2010-08-31, 04:19 PM
Invocations have been cleaned up. Removed two of them (the Word invocations) and added a lot of ranges and Aura/Summon tags, as well as rules for Summoning.

-X

mrcarter11
2010-08-31, 10:22 PM
So, finally back in front of a computer. My first question is, are you planning on reorganizing the class features so that they line up with the order you gain them. And since you removed a favorite feature of mine(Dark Grace), any chance on moving the Shroud of Death stuff forward? And not that I mind at all, but this class now seems built to dip. Level 1, is stacked.

ErrantX
2010-09-01, 07:47 AM
So, finally back in front of a computer. My first question is, are you planning on reorganizing the class features so that they line up with the order you gain them. And since you removed a favorite feature of mine(Dark Grace), any chance on moving the Shroud of Death stuff forward? And not that I mind at all, but this class now seems built to dip. Level 1, is stacked.

First, I don't understand what you mean by reorganizing the class features. Secondly, if I moved shroud of death features forward, it suddenly becomes a very dip friendly class. I like those where they are. Charisma to AC regardless of what you're doing is strong, and if you dip for 8 levels... well, you're invested.

Why do you say level 1 is stacked? You get some small social bonuses/penalties, a really specific ability that is so-so and more for flavor, netherchannel which is handy, and the aspect of death feat? Is the aspect and netherchannel at 1st what you're talking about? If so, then it's always been pretty dip friendly.

-X

mrcarter11
2010-09-01, 10:31 AM
It was targeted at Aspect of Death. You now gain one of the feats at level 1, but its spot in the list of class features still comes after Black Banner and Rebuke Undead. Fair enough, I guess that does make sense. It just seemed like now CHA got reduced in importance until the later levels.

As for stacked. Aura and Detect are handy but situational. Netherchannel is a very useful ability to have in general. Then combined with the feat and two invocations it just seem high. Such as taking Corpsecrafter and Call the Walking Dead. Then they could grab Focused Channel. Now they got summons that they resummon as soon as they die, plus extra damage on all attacks. I'm not saying it's bad or anything, I was just giving my opinion..

ErrantX
2010-09-02, 05:09 PM
It was targeted at Aspect of Death. You now gain one of the feats at level 1, but its spot in the list of class features still comes after Black Banner and Rebuke Undead. Fair enough, I guess that does make sense. It just seemed like now CHA got reduced in importance until the later levels.

As for stacked. Aura and Detect are handy but situational. Netherchannel is a very useful ability to have in general. Then combined with the feat and two invocations it just seem high. Such as taking Corpsecrafter and Call the Walking Dead. Then they could grab Focused Channel. Now they got summons that they resummon as soon as they die, plus extra damage on all attacks. I'm not saying it's bad or anything, I was just giving my opinion..

I didn't mean to sound snarky, text is terrible at conveying tone.

Well, I like the idea of removing what I did, I feel it down powers it, but that's okay... but it does need a shroud of death item lower in level. I could get rid of the level 1 aspect of death, but I want to put something in, prolly around 3rd level. Something Charisma or Intelligence focused.

Thoughts? Anyone?

-X

mrcarter11
2010-09-02, 07:18 PM
Trust me, I know how bad it is at tone. I get into trouble with my friends quite often due to that. Leaving Aspect of Death at first level probably isn't to bad. Something around level 3ish? I would suggest something Cha based, simply because it seems neglected at the lower levels. I thought using it for the saves was a great idea. Putting it around fourth or fifth shouldn't make it to bad either. That would make it 4th, 8th, 13th, and 18th. Which doesn't seem to bad a spread. Bumping Armored Invoker up would solve OP'ed levels. Personally I don't think it is needed, considered all the possible defensive invocations. Sorry, if my opinion is all you keep getting, know it's not worth much but, I try.

ErrantX
2010-09-03, 10:21 PM
I'm on the fence in regards to whether or not I give the class Dark Grace back, because I need a 3rd level Charisma focused ability, if not 2nd. If not Dark Grace, then something that's Shroud of Death oriented, and I could conceivably remove that 1st level Aspect of Death if the 2nd or 3rd level is worth it. I'm really just blank on what to replace.

Suggestions from the Playground?
-X

EDIT: Gave in and brought Dark Grace back for the class, I find it fitting.

mrcarter11
2010-09-04, 11:10 PM
I know you're probably getting sick of my opinion :smallfrown: But thanks, for Dark Grace. I find it to be a great feature. And I seem to love using this class in gestalt combos.

ErrantX
2010-09-05, 12:06 AM
I know you're probably getting sick of my opinion :smallfrown: But thanks, for Dark Grace. I find it to be a great feature. And I seem to love using this class in gestalt combos.

Nah, it's kinda nice having a conversation with ya :)

That being said, the Ashen Knight is almost done. Took longer than I wanted. Expect to see it soon!

-X

mrcarter11
2010-09-05, 12:15 AM
Ah, well that's nice to hear. It has been a pleasure for me. I think I have three of these running right now. So, I like them quite a bit. And I eagerly await the Knight. And whatever else you brew up as a PrC.

ErrantX
2010-09-06, 01:41 PM
The Knights of the Ashen Blade (http://www.giantitp.com/forums/showthread.php?t=167456) are up! Enjoy!

-X

Schylerwalker
2010-09-06, 01:55 PM
Aura of the Dead (Su): The ebon initiate radiates an aura of death and decay that puts the living ill at ease. He suffers a -2 penalty to Diplomacy and Handle Animal checks when dealing with those unaccustomed to death. However, against anyone who he would suffer such a penalty against; he gains a +2 circumstance bonus to Intimidate checks against the living. Consequently this aura of the dead shines pleasantly in the eyes and minds of the undead, gaining a +4 profane bonus to Diplomacy checks towards undead creatures. Unintelligent undead will ignore ebon initiate unless provoked, and intelligent undead have their disposition improved by one step towards the character. At 12th level, this aura improves, granting him a +4 circumstance bonus to Intimidate and a -4 penalty to Diplomacy and Handle Animal, and his Diplomacy bonus to undead creatures improves to a +4 profane bonus

Aside from some slightly strange wording ("However, against anyone who he would such a penalty against; he gains a +2 circumstance bonus to Intimidate checks against the living"), the profane bonus to Diplomacy checks against Undead creatures seems to improve from +4 to...+4. Is it supposed to go up to +6, or does it actually improve by another 4?

ErrantX
2010-09-06, 02:29 PM
Fixed some of the wording on this.

-X

ErrantX
2010-09-08, 12:28 AM
And the other class is now up, the Frostwrought Scions (http://www.giantitp.com/forums/showthread.php?t=167658).

Enjoy!

-X

Lix Lorn
2010-09-08, 05:52 AM
Couple of writing things;

However, against the living he gains a +2 circumstance bonus to Intimidate checks against the living.


Extra Invocation [General]
You have studied and learned another deathly art.
Prerequisites: Ability to use lesser invocations, Spellcraft 8 ranks.

Broken Oath Renewed [General]
Your paladinhood may be lost, but by making a pact with the forces of death, you regain a dark semblance of your former power.
Prerequisites: Must have 1 or more levels in ex-paladin, must have the netherchannel class feature.
Benefit: Your levels in ex-paladin are counted as ebon initiate levels in regard to your caster level for using invocations, your ability to netherchannel, and your shroud of death class features.
Special: Once this feat has been taken, you may never again return to being a paladin as long as you also possess ebon initiate levels.
Benefit: You learn another invocation of any level of you capable of using.
Special: This feat may be taken multiple times for additional uses.

The second Benefit/Special ought to be in Extra Invocation.

Anyway. I like the class. ^_^

ErrantX
2010-09-08, 09:48 AM
Couple of writing things;

The second Benefit/Special ought to be in Extra Invocation.

Anyway. I like the class. ^_^

Fixed those, thanks :smallredface:

Thank you! Check out the two prestige classes I've linked, the Ashen Knight and the Frostwrought Scion, as they're designed with this class in mind and tell me what you think!

-X

mrcarter11
2010-09-08, 10:44 AM
Well my first question, is to wonder if you are done with Ebon PrC's? The Ashen Knight is quite nice, I prefer it to the Scion. I am curious, is the Scion's main power supposed to come from the casting? And I understand the feats for the Scion, but its a good amount of feats spent for an Ebon.

ErrantX
2010-09-08, 10:51 AM
Well my first question, is to wonder if you are done with Ebon PrC's? The Ashen Knight is quite nice, I prefer it to the Scion. I am curious, is the Scion's main power supposed to come from the casting? And I understand the feats for the Scion, but its a good amount of feats spent for an Ebon.

I'm out of my original ideas for it, so for the moment, a tentative yes? I'm going back to work on my next two disciplines, Thrashing Dragon and Raging Storm. The Scion's main power is the combination of it's at will invocations supporting it's necromancy focused wizard casting. Kind of supporting each other. As for feats? Yeah, it's intensive but you're getting 1-9th wizard casting in 10 levels. I think it's a fair trade.

-X

mrcarter11
2010-09-08, 11:00 AM
I guess that is true on the casting. I was just wondering is all. Not sure which to take out of the two PrC's. I think the Scion would be more fun, although the feats would require the build from the start. As for ideas, perhaps a light armor version of the Knight.

ErrantX
2010-09-08, 01:56 PM
I guess that is true on the casting. I was just wondering is all. Not sure which to take out of the two PrC's. I think the Scion would be more fun, although the feats would require the build from the start. As for ideas, perhaps a light armor version of the Knight.

Well, there is always feat retraining (See PHB2 for details on that). I did the Knights as heavy armor because I really wanted to see a heavy armor EI swinging strong maneuvers. I suppose I could do some sort of a death cult assassin sort of thing with EI and rogue.

-X

mrcarter11
2010-09-08, 02:19 PM
I would like to see something like that. My thoughts were more swordsage baased, but a rogue would be cool. Or a lightweight caster, with divine influence. Such as death and evil domains.

ErrantX
2010-09-08, 02:25 PM
I would like to see something like that. My thoughts were more swordsage baased, but a rogue would be cool. Or a lightweight caster, with divine influence. Such as death and evil domains.

I don't know how much of a homebrewer you are, but you're welcome to try your hand at it. Or anyone else for that matter who likes this class and would like to make something for it, be it feats, classes, or Alternate Class Features.

-X

P.S. Anyone have any suggestions if there is anything else they think should be homebrewed with this class if they don't feel up to it themselves?

mrcarter11
2010-09-08, 05:41 PM
Alright, I'll give it go. I always wanna try homebrew, but never know where to start. Just be easy with the PEACHing.

NecroticPunch
2010-09-11, 10:26 AM
I have a question. On the invocation that mirrors Animate Dead, do you still have to use the 25 GP/HD black onyx to animate the dead? Or do you only need to use the Black Opal, and then only if you want to get a permanent minion?

ErrantX
2010-09-11, 11:12 AM
I have a question. On the invocation that mirrors Animate Dead, do you still have to use the 25 GP/HD black onyx to animate the dead? Or do you only need to use the Black Opal, and then only if you want to get a permanent minion?

Just the opal, I will go back and clarify the wording on that.

-X

JoshuaZ
2010-09-11, 01:45 PM
At level 20 is there a typo in the table? Each level you get one new invocation but it skips from 20 known at level 19 to 22 known at level 20.

Gorgondantess
2010-09-11, 01:47 PM
At level 20 is there a typo in the table? Each level you get one new invocation but it skips from 20 known at level 19 to 22 known at level 20.

I believe that's what's known as a "capstone". It's to give the player a reason to take all 20 levels.

Nice class, by the way.:smallsmile:

JoshuaZ
2010-09-11, 01:59 PM
I believe that's what's known as a "capstone". It's to give the player a reason to take all 20 levels.

Nice class, by the way.:smallsmile:

There are other features that function as the capstone (Death's hand, killing power). In general, you don't want to make as part of your capstone something that people still get if you PrC out.

ErrantX
2010-09-11, 02:42 PM
There are other features that function as the capstone (Death's hand, killing power). In general, you don't want to make as part of your capstone something that people still get if you PrC out.

It is part of the capstone. Additionally, I have deliberately made it so that all of the prestige classes I'm writing for this class will cost you that one level, so you won't get that capstone. Even published classes won't do it, as they're all gonna cost you one or more full caster levels.

-X

mrcarter11
2010-09-11, 02:45 PM
Nah, the 20 to 22 is part of it. I already asked a good time ago, I believe on page 1. He said it is part of the class. Also if you look at the wording, you can trade any invocation of any level for another of any level. Meaning a least for a dark, netting you three darks at level 20.

JoshuaZ
2010-09-11, 03:29 PM
It is part of the capstone. Additionally, I have deliberately made it so that all of the prestige classes I'm writing for this class will cost you that one level, so you won't get that capstone. Even published classes won't do it, as they're all gonna cost you one or more full caster levels.

-X

*shrug* Ok. Seems a bit odd mechanically but not so odd as to be problematic.

ErrantX
2010-09-13, 11:47 PM
Added a clarification on netherchannel in regards to the ashen knight prestige class and interactions between netherchannelling and initiating a martial maneuver.

I ruled no, they don't combine, but made specific mention that the ashen knight special strike Strike of the Deathbringer allows for this.

-X

mrcarter11
2010-10-13, 11:40 AM
So question with Netherspear. For a low level Ebon, which kinda attack is it? Does it count as a ranged touch attack, or is there any attack roll even needed for it?

ErrantX
2010-10-13, 11:51 AM
So question with Netherspear. For a low level Ebon, which kinda attack is it? Does it count as a ranged touch attack, or is there any attack roll even needed for it?

It increases the range, ranged touch attack. I'll add that in now.

-X

mrcarter11
2010-10-13, 11:53 AM
Just making sure.. I had assumed as much, but I know in some cases, attack rolls aren't used.

NosferatuZodd
2010-12-05, 06:18 PM
{scrubbed}

Lix Lorn
2010-12-05, 06:44 PM
This is a highly fluff oriented class. It intends to be a necromancer. It does so very well. What's more the tiers are a recognised and accepted part of the game.

Forgive me, but what exactly is your objective in saying this? Even if the author did agree with you, what would they learn from this? :smallsigh:

NosferatuZodd
2010-12-05, 07:33 PM
Really? whoops. Guess I missed that page in the player's handbook that explains the importance of tiers and how recognized and important they are.

mrcarter11
2010-12-05, 10:26 PM
I'm siding with Lix on this.. It was also stated many times, that this class is intended to be powerful, which it is. But nothing truly game breaking, I use this class all the time, it stands as perhaps my favorite homebrew on this site.. I can assure you, it doesn't break the game. As for tiers, this is hardly the space for such discussions. Still, I hardly see how someone can't like having a powerful PC and like to RP. And anyone who does like to use a powerful PC, can tell you tiers exist.. It is accepted with any good gaming board that they are real. Finally it doesn't matter, as Errant is more then capable of defending his own decisions and homebrew.


And you scrapped your post, so this seems like a pointless post now.

NosferatuZodd
2010-12-06, 07:43 PM
Actually I didn't scrub my post, a mod did.

Apparently simply commenting on the overly powerful nature of a class is flaming/trolling. But whatever.


This class is still fairly powerful then normal. If you really want exact info. Refer to Chambers post on the first page.

A class shouldn't already be hyper optimized to be super powerful. If a person wants a super powerful optimized character befitting a rollplayer. They should need to do it themselves. I love the flavor and fluff of this class, but the actual power to it is just too much.

ErrantX
2010-12-06, 07:56 PM
Actually I didn't scrub my post, a mod did.

Apparently simply commenting on the overly powerful nature of a class is flaming/trolling. But whatever.


This class is still fairly powerful then normal. If you really want exact info. Refer to Chambers post on the first page.

A class shouldn't already be hyper optimized to be super powerful. If a person wants a super powerful optimized character befitting a rollplayer. They should need to do it themselves. I love the flavor and fluff of this class, but the actual power to it is just too much.

I've extensively play tested this class in my current campaign, and others have in theirs that I personally know IRL. This class is more powerful than a warlock. Yes. That's the idea, as warlocks suck. This class is more powerful than a dread necromancer, yes, because, well, they're not that great either. Some good spells, but ultimately, play a cleric. This class plays on the same power scale as a moderately well built psychic warrior to a moderately well built sorcerer. If you think that's too strong for an invoker class, than, well, that's your decision.

In my group, there is a wizard, a Ruby Knight Vindicator, and a Psion who would tell you this class is cute and should go home because it's not cool enough to run with the big dogs. Wizard or Cleric power level? Certainly not. One thing to understand in homebrew is that conventions are tossed out and ideas are allowed to run free, or in this case, grow to a potency that could alarm some. I was alarmed at it's potential strength myself, I nerfed it twice! At this stage of power, it still is a decent fighter, and has abilities that allow it usefulness outside of being a damage dealer. Average melee damage is on par with a sneak attacking rogue to a maneuver-user, not nearly a raging barbarian. Hit points? Eh, usually lower than a cleric. AC is lower as well. Over all, the class looks stronger than it is a first blush, but its frailties will come forth and surprise you if you play in a moderately optimized game. In non-optimized games, this class would stomp face. But really, most games are at this day and age relatively optimized in some fashion (to my experience, YMMV).

My advice is to play the class before you judge it too harshly (which seems evident as mods don't scrub posts for no reason). As I know text does nothing to convey tone, my intended tone is calm and passive; we're all here to discuss something we love so let's not get angry over it. I'm taking your tone to be one of criticism, yes, maybe even somewhat harsh, but definitely not intending on causing trouble or being insulting. If you are unable or unwilling to give the class a try, I ask you to revoice your concerns or problems with the class in a way that does not provoke moderator interference so it can be addressed properly.

-X

P.S. Lix, mrcarter111, thank you both very much for your words of defense, it is very appreciated :smallsmile:

NosferatuZodd
2010-12-06, 08:02 PM
I've extensively play tested this class in my current campaign, and others have in theirs that I personally know IRL. This class is more powerful than a warlock. Yes. That's the idea, as warlocks suck. This class is more powerful than a dread necromancer, yes, because, well, they're not that great either. Some good spells, but ultimately, play a cleric. This class plays on the same power scale as a moderately well built psychic warrior to a moderately well built sorcerer. If you think that's too strong for an invoker class, than, well, that's your decision.

In my group, there is a wizard, a Ruby Knight Vindicator, and a Psion who would tell you this class is cute and should go home because it's not cool enough to run with the big dogs. Wizard or Cleric power level? Certainly not. One thing to understand in homebrew is that conventions are tossed out and ideas are allowed to run free, or in this case, grow to a potency that could alarm some. I was alarmed at it's potential strength myself, I nerfed it twice! At this stage of power, it still is a decent fighter, and has abilities that allow it usefulness outside of being a damage dealer. Average melee damage is on par with a sneak attacking rogue to a maneuver-user, not nearly a raging barbarian. Hit points? Eh, usually lower than a cleric. AC is lower as well. Over all, the class looks stronger than it is a first blush, but its frailties will come forth and surprise you if you play in a moderately optimized game. In non-optimized games, this class would stomp face. But really, most games are at this day and age relatively optimized in some fashion (to my experience, YMMV).

My advice is to play the class before you judge it too harshly (which seems evident as mods don't scrub posts for no reason). As I know text does nothing to convey tone, my intended tone is calm and passive; we're all here to discuss something we love so let's not get angry over it. I'm taking your tone to be one of criticism, yes, maybe even somewhat harsh, but definitely not intending on causing trouble or being insulting. If you are unable or unwilling to give the class a try, I ask you to revoice your concerns or problems with the class in a way that does not provoke moderator interference so it can be addressed properly.

-X

P.S. Lix, mrcarter111, thank you both very much for your words of defense, it is very appreciated :smallsmile:

I can see your argument and i'm sorry if you were offended in anyway. I do have to say however, that I have never found the dread necromancer to be weak. Especially considering it's ability to heal itself forever at level 1. But I agree with the warlock statement. But it was a sloppy class to begin with.

I just believe that a class that is invocation should most likely focus on that, rather then basically being a gish class. Such as the classes from the book of weeaboo fightan magic.

So yeah, sorry if I offended or appeared to be threadcrapping. I was simply stating my opinion.

3SecondCultist
2011-01-23, 09:59 PM
... I actually found this class to be really good. I played a level 8 campaign, and my Ebon Initiate filled a good support niche. I absolutely love the fatalistic fluff involved in the class, and really got some good roleplaying done as one. Thank you! :smallsmile:

ErrantX
2011-01-24, 02:17 AM
... I actually found this class to be really good. I played a level 8 campaign, and my Ebon Initiate filled a good support niche. I absolutely love the fatalistic fluff involved in the class, and really got some good roleplaying done as one. Thank you! :smallsmile:

Thank you so much for your support. I'm really stoked that you got such enjoyment from the class. I tried my best to make the fluff fun, deep, and dark, and the crunch to be more or less what warlock should have been with a necromantic spin to it. I'd love hear what invocations you selected, how you used them, and any other hard data you can give me on them.

-X

Avalon®
2011-01-28, 11:25 AM
Got a question regarding Osseus Armory.

Would it be possible to use Netherchannel with the weapon formed from the Osseus Armory invocation without having to anoint it first?

ErrantX
2011-01-29, 03:19 AM
Got a question regarding Osseus Armory.

Would it be possible to use Netherchannel with the weapon formed from the Osseus Armory invocation without having to anoint it first?

Yes indeed, that was sort of the idea behind it. It was a freebie Netherchannel-ready weapon via that invocation. Apparently my brain had decided it was in there but evidently it is not. Let me remedy this. Yes, you do not have to anoint one of those.

-X

Drynwyn
2011-01-30, 02:45 AM
Pretty good. The only problem I see is unlimited out-of-combat healing. They can easily heal themselves just finding some way to heal with NE(Tomb Tainted, Necropolitan...) and if they simply take the Lesser Invocation that switches energy healing, the whole party will always start an encounter at full HP, and they, due to unlimited evocations and healing, are just as strong after 500 battles as 5.

Gorgondantess
2011-01-30, 02:49 AM
Pretty good. The only problem I see is unlimited out-of-combat healing. They can easily heal themselves just finding some way to heal with NE(Tomb Tainted, Necropolitan...) and if they simply take the Lesser Invocation that switches energy healing, the whole party will always start an encounter at full HP, and they, due to unlimited evocations and healing, are just as strong after 500 battles as 5.

So? The Dread Necromancer has unlimited out of combat healing. Trust me, it's not a problem.

Pechvarry
2011-01-30, 11:18 AM
So? The Dread Necromancer has unlimited out of combat healing. Trust me, it's not a problem.

While it's true that unlimited-out-of-combat healing isn't really a bad thing, it really is much stronger on an invoker than a vancian caster, such as the dread necromancer. The DN may start every fight with full health, but his spells (and the spells of his minions?) will gradually wear down. Invocations, on the other hand...

@ErrantX: The one thing I think this class is missing: When I first saw it, my first thought was invocation-imbued undead. A bunch of zombies whose melee attacks are all infused with Essences would be most excellent. Perhaps an ACF? Don't worry if that doesn't resonate with you -- that could be something for a prestige class.

EDIT: On the topic of unlimited healing: I think Touch of the Dead is brilliant. In the case of Dread Necro, it's absolutely ridiculous to convince your entire party to give up their character concepts in the name of becoming undead (or even wasting a feat on Tomb-Tainted Soul) just so you can heal them. This tricky application of Touch of the Dead creates the perfect number of hoops needed to perpetually heal allies (it also doesn't start 'til level 4, at a rate of one heal touch per 2 rounds).

Avalon®
2011-01-30, 01:03 PM
IIRC, there's already an Ebon Initiate PrC that imbues its undead with invocations or spells. You might want to check that out.

unosarta
2011-01-30, 01:13 PM
IIRC, there's already an Ebon Initiate PrC that imbues its undead with invocations or spells. You might want to check that out.

The Deathspirit Necrolyte (http://www.giantitp.com/forums/showpost.php?p=9669103&postcount=3), a prestige class that combined the Ebon Initiate and the Spirit Shaman for the Prestige Contest, could imbue her Deathspirit with invocations, I am fairly sure.

Gorgondantess
2011-01-30, 01:40 PM
While it's true that unlimited-out-of-combat healing isn't really a bad thing, it really is much stronger on an invoker than a vancian caster, such as the dread necromancer. The DN may start every fight with full health, but his spells (and the spells of his minions?) will gradually wear down. Invocations, on the other hand...
The Dread Necromancer, at level 1, has charnel touch for unlimited negative energy damage. Unlimited uses per day. It takes tomb tainted soul. Bam, unlimited out of combat healing at level 1. This has never been regarded as a problem. In fact, even with that trick, most regard the dread necromancer really not all that powerful.

Pechvarry
2011-01-30, 01:54 PM
Fascinating. I would've expected the dread necro/invoker angle. Spirit shaman angle makes for a pretty awesome witch doctor feel.

unosarta
2011-01-30, 02:01 PM
Fascinating. I would've expected the dread necro/invoker angle. Spirit shaman angle makes for a pretty awesome witch doctor feel.

I think I had been going through awesome homebrewer's signatures for base classes, and came upon this class.

I am fairly sure I then rolled randomly for the next class and got Spirit Shaman. :smalltongue:

Pechvarry
2011-01-30, 02:07 PM
The Dread Necromancer, at level 1, has charnel touch for unlimited negative energy damage. Unlimited uses per day. It takes tomb tainted soul. Bam, unlimited out of combat healing at level 1. This has never been regarded as a problem. In fact, even with that trick, most regard the dread necromancer really not all that powerful.

I'm aware of their unlimited healing. I'm saying they have unlimited healing, minions, and VERY FINITE spell slots.

In comparison, the Ebon Initiate has unlimited healing, minions, and UNLIMITED casting (though it's weaker than spells, of course).

DN starts every fight with full HP, but gets depleted in other resources. Ebon starts all fights at full everything.

Since the above needed clarification, I feel I should also reiterate: I don't necessarily think Ebon Initiate having infinite healing is a bad thing. I just think it IS more potent on an invoker chassis. As I said above, sans Tomb-Tainted Soul, the Ebon Initiate has to juggle a lot to heal up the rest of the party, and I feel this is a great balancing mechanic for the low levels.

Benly
2011-01-31, 08:31 AM
So a friend and I were just discussing what modifications we'd want to make to use this in a slightly lower-tier game. What we ended up hammering out was:

Nether Channel becomes a (Sp) instead of (Su), requiring a standard action. It can be used as a touch attack or as a ranged touch attack with range of 30' without requiring a nether shape. An Eldritch Glaive-like nether essence that allows it to be channeled through a melee weapon with a full attack (similar to how it currently works with a melee weapon) may be implemented, as may a Vitriolic Blast-like SR-ignoring essence.
Nether Channel used to heal undead heals 1 HP per damage die instead of healing its full damage (similar to the reduced effect of the Dread Necromancer's charnel touch).
Medium armor proficiency and medium armored spellcaster are not gained.
New invocations are not gained at levels 3, 8, 13, and 18.

The goal was to trim back the class's scope somewhat from its current blaster-tank-necromancer, reducing the blaster and tank aspects to focus on the necromancer. This version can still throw hurt around if it has to and still takes a hit better than your normal squishy, but is more focused on its invocations. The biggest immediate nerf is removing the ability to full attack with Nether Channel, drastically reducing its direct-damage output at higher levels.

This isn't a suggestion to modify the main class, since for a game where you're rolling with the high tiers the Ebon Initiate seems pretty reasonable. This is just what we came up with for a "Lesser Ebon Initiate" for lower-tier games, and I thought it might be of interest.

(I know it's of interest to me - I'm considering playing one in an aforementioned lower-tier game. :smallwink:)

ErrantX
2011-01-31, 03:34 PM
While it's true that unlimited-out-of-combat healing isn't really a bad thing, it really is much stronger on an invoker than a vancian caster, such as the dread necromancer. The DN may start every fight with full health, but his spells (and the spells of his minions?) will gradually wear down. Invocations, on the other hand...

@ErrantX: The one thing I think this class is missing: When I first saw it, my first thought was invocation-imbued undead. A bunch of zombies whose melee attacks are all infused with Essences would be most excellent. Perhaps an ACF? Don't worry if that doesn't resonate with you -- that could be something for a prestige class.

EDIT: On the topic of unlimited healing: I think Touch of the Dead is brilliant. In the case of Dread Necro, it's absolutely ridiculous to convince your entire party to give up their character concepts in the name of becoming undead (or even wasting a feat on Tomb-Tainted Soul) just so you can heal them. This tricky application of Touch of the Dead creates the perfect number of hoops needed to perpetually heal allies (it also doesn't start 'til level 4, at a rate of one heal touch per 2 rounds).

The Ebon Initiate is a more powerful class than the Dread Necromancer; this was intentional for two reasons. One, there was need of a high tier invoker class because the two that there are just... aren't good. They're not tier 3 or up, and there was room for one. And two, dread necromancer (imho) is pretty much worthless. I get lich as a class feature at the end of some pretty lackluster abilities and an okay spell list. It didn't impress me. Ebon Initiate is what I felt warlock should be with a more necrotic spin. There is nothing that would stop someone from using this as a basis to bring warlock up to speed and really just make it able to compete. I aimed for Tier 2 and I think I hit it pretty well.

Agreed on the class thing. Perhaps a pet class is in order.

Unlimited out of combat healing is strong, but only as strong as the DM lets it. Make encounters come faster, for example. But it's slow, I considered making it take a round per hit point restored. As far as Touch of the Dead? Yeah, I was pleased with that invocation because necromancy gets such a bad rap, and ebon initiates don't have to be evil and puppy eating. Touch of the Dead allows the character to spend one of his valuable invocations to be a great out of combat healer. So thank you for your appreciation of Touch of the Dead, and I get why you see it's on the strong side.



The Deathspirit Necrolyte (http://www.giantitp.com/forums/showpost.php?p=9669103&postcount=3), a prestige class that combined the Ebon Initiate and the Spirit Shaman for the Prestige Contest, could imbue her Deathspirit with invocations, I am fairly sure.


Fascinating. I would've expected the dread necro/invoker angle. Spirit shaman angle makes for a pretty awesome witch doctor feel.


I think I had been going through awesome homebrewer's signatures for base classes, and came upon this class.

I am fairly sure I then rolled randomly for the next class and got Spirit Shaman. :smalltongue:

Yeah, I was really impressed with that class. I loved that someone actually used Spirit Shaman with it too, and made something really awesome, so much so I linked it in Ebon Initiate. Anyone who wants to make things associated with Ebon Initiate I will happily link to the class, btw.



So a friend and I were just discussing what modifications we'd want to make to use this in a slightly lower-tier game. What we ended up hammering out was:

Nether Channel becomes a (Sp) instead of (Su), requiring a standard action. It can be used as a touch attack or as a ranged touch attack with range of 30' without requiring a nether shape. An Eldritch Glaive-like nether essence that allows it to be channeled through a melee weapon with a full attack (similar to how it currently works with a melee weapon) may be implemented, as may a Vitriolic Blast-like SR-ignoring essence.
Nether Channel used to heal undead heals 1 HP per damage die instead of healing its full damage (similar to the reduced effect of the Dread Necromancer's charnel touch).
Medium armor proficiency and medium armored spellcaster are not gained.
New invocations are not gained at levels 3, 8, 13, and 18.

The goal was to trim back the class's scope somewhat from its current blaster-tank-necromancer, reducing the blaster and tank aspects to focus on the necromancer. This version can still throw hurt around if it has to and still takes a hit better than your normal squishy, but is more focused on its invocations. The biggest immediate nerf is removing the ability to full attack with Nether Channel, drastically reducing its direct-damage output at higher levels.

This isn't a suggestion to modify the main class, since for a game where you're rolling with the high tiers the Ebon Initiate seems pretty reasonable. This is just what we came up with for a "Lesser Ebon Initiate" for lower-tier games, and I thought it might be of interest.

(I know it's of interest to me - I'm considering playing one in an aforementioned lower-tier game. :smallwink:)

As far as the down-powering? All of those are very reasonable ways to bring the class down a tier or two. Just be careful not to pull it down too much; you'd get kind of a gimped warlock then. But yeah, all of your ideas seem quite reasonable. I'd call it high tier 4, low tier 3. I'd consider not removing the ability to full attack with netherchannel, especially with ranged, but reduce its damage by half of it's dice (round down, min 1d6) when used on melee attacks (as they can benefit from power attack still). Vitriolic Blast could be called something like Annihilation Blast, inflicting half-negative and half-acid, ignores SR.

I am so absolutely stoked to see so much interest in this class, so thank you all for this interest in it.

-X

Re'ozul
2011-01-31, 04:15 PM
Since its now back on the front page, i thought I'd give my thoughts on the class. Now I've only made 2 characters with them and both have only started, so while I'm going to remark on power I can't really say anything defining on balance. Still I wanted to do this for a while, because this class is my favourite homebrew on this site. Though I guess that is kinda biased as I really like invocation classes and theres not that many of them, but the Initiate comes even before the invoker so ... well I'll stop rambling for now.

Class features:

Fluff:
Yay for a Necromancer class that is based on not being inherently evil.
Being detached from the living works splendidly for invocation based classes as they underline a sense of self-reliance. Wizards need rest and safety when they run out of spells, Clerics not only do so as well but are dependant on their Gods, Onvocation users have the full of their capabilities with them at all times. They can wander without pause, never truely needing respite from what they do.

Like usual, the Initiate is very skillpoint starved. One might think that, since its DCs are based on Int thats usually not so bad as it implies Int reliance, but just like the Warlock with his Cha, its not that absolute. Then again, just like the Warlock you get your skillboosting invocations, so its no big deal.

yay for d8s.

Just like with the warlock I have to chucle at Diplomacy and Bluff not being class skills, but having an (in this case even bigger) bonus to it through an invocation. "Talkin'? I lets mah magic do the talkin' for me."

Aura of the dead:
This makes the Initiate even better in undead heavy games, I like how the negative part only counts for those "unacustomed to death". So you still get full rapport with warriors and monsters. The ability to simply ignore unprogrammed unintelligent undead could be very interesting in dungeon delves.

Nether-channel:
Here it starts being powerful. The EI is now a better rogue. No extra conditions needing to be fulfilled and undead are (with the pure channel) the only ones where both are the same level of useless. The healing ability great with the practically mandatory Tomb-tainted-soul and makes you a great tank since it doesn't provoke in its pure form. The "on all attacks of a full attack action" however can be abused in the same ways that a rogue's sneak attack can. (Simply play Thri-Kreen) My level 6 Kobold (dragon tail, so 4 attacks) managed with some luck to kill a greater barghest in one round. (walk unseen is very powerful).

Rebuking: I'm not a fan of it, i like playing tank with profane lifeleech though.
I know its one of the best abilities. Personal prefernce simply.

Dark Grace + Shroud of Death:
These three are the biggest reason to lower your Int and power up your Cha. The combined bonus can be incredible, especially the 13th level cha-to-hp if you are playing a undead. (Maybe include a "must have a con-score to apply" line?)
Noticed wording: "He may now use his Charisma modifier in place of his Constitution score to determine his hit points and Concentration check modifier." (modifier/score in both terms I think, otherwise I can read this as treat your chamod as your con-score, making a chamod of +8 worth the same as a con-score of 8 (mod=-1). Unless thats what you are going for.)

Black Banner: A reduced version of the dread-necro's undead mastery. Considering the numerous other benefits this is absolutely enough.

Aspect of Death: More Feats are always nice.

Armored Invoker: Does this mean that spellfailure does no longer apply to medium armor now? (I never get these wordings)

Imbue Item: craftcraftcraftcraft

Deathspeak: Kill - question - animate (While this has its non-evil applications, I can see every encounter leading to an extended "we question the guys we just killed" scene)

Death's hand + Killing Power + 2 dark invocations = A very nice capstone
Death's hand boosts your abilities with only a minor negative aspect.
Killing Power gives you about 2 more damage dice on average.
More invocations, especially dark ones are never wrong.


Invocations:

Overall, the one thing that bugs/elates me depending on wether I look at it from a DM or Player perspective, is the stacking of levels between shape and essences. I do have to admit that it makes ranged builds a lot more attractive than melee ones (at least melee ones based on many natural attacks) as it increases the chance of affecting enemies even when you have a lower Int score.

Essences:

Least:

Focused Channel: Does this work with healing? Furthermore this is the basic essense, its a brutal damage dealer and only of questionable usefulness if it does not work with healing and you have an undead heavy campaign. In an other case, not taking this is criminal.

Frightening, sickening: Average.

Icy: Since it only dazzles, change the will save part that says "negates dazing". Otherwise nothing special.

Osseus: Bleed is always nice, but the fact that it doesn't scale makes this one obsolete very soon. Still until level 4 this one might do more damage than focused channel. (I'd suggest a bleeding effect of 1 per channel dice)

Overall, focused channel simply steals the show in this segment.

Lesser:

Crushing: very, very nice. due to the guaranteed 1 round dazed effect, this is a stunlock. Potentially too good. Have a multiattacking melee guy pummel a hard enemy and as long as he hits, the enemy is dazed.

Deathfreeze: straight out cold damage is something nice if you have things that aren't affected by your usual blast, though I can't find much more than zombies (i think) where that would be useful. The dex damage is very nice, but the cooldown, while necessary, negates that a bit. I have to ask though, are cooldown-invocations only usable once per round or also on all attacks, because then the cooldown is less of a problem if you can simply inflict a lot in one go.

Doomwind: 3.5 maneuvers are not so much for me, so I don't really know how good this is.

Enervating: Does this stack with itself to exhaust enemies? If yes, awesome, if not i don't see much use in it compared to the awesome cruching channel.

Felfire: Standard anti-undead essence. The higher form of osseus.

Overall, I can't help but think that crushing channel might a bit too good in this segment. Depending on how many attacks you get, you pretty much guaranteed a hit. and if you work with crazy natural attackers they can stunlock entire groups they are in the middle of.

Greater:

Desiccating: Acid and negatable blindness. Not bad.

Ghastly: Not bad either. (your level says 6, but the DC indicates 5)

Maddening: My there are a lot of negatable conditions in this segment.

Netherlighting: Half-electric and the actual stunlock. The upgrade from crushing channel. Everybody needs this for it is awesome.

Overall, aside from the increddible upgrade from cruching channel, there is mostly flavour in this segment. It feels a bit pale compared to the lesser invocations though.

Dark:

Calcifying: A potential ender for mook battles. Very powerful, very nice.

Ghoulish: For everything you can't petrify but paralyze. Also ... stupid elves.

Hoarfrost: Is only half the damage cold which is irrestible? Or is all of it cold, but half of it is irresistible. An upgraded Deathfreeze. Is it one save against both damages or two saves? In either case, nicely powerful, in the latter it is awesome.

Void: The EI's Utterdark Blast.

Using Deathfreeze, Hoarfrost and Void in sequence can whittle away at an enemy very fast. Very nice essences in this segment, making the Greater ones really stand out as somwhat lackluster flavour-only. But maybe I'm just not well versed enough in the different conditions and the greater ones have more power than I think.

Shapes:

Least:

Necrotic blast: The Blaster choice. So happy it was included.

Nether spear: I snipe you. With Horizon goggles and enlarge metamagic you can shoot people from the next village over.

void arc: Not sure about this one. Its too close for comfort with ranged types, and shapes are generally not for melle types. useful for initial attacks and crowded rooms though.

The standards. The increase in range over the warlocks spear is very nice though. you can kill anyone who tries to run away now.

Lesser:

Death Grip: good against casters and brutish types. (two saves with most essences, very nice)

Mortisphere: shorter range fireball, but based on negative energy and upgradable with essences. The fact that most essences will make this a two-save attack makes this very usable, as long as your own people don't get in the way.

Necrotic bolt: I never get the "line" spells. Does this mean a definite hit?

Upping the ante, these froms are more powerful. Mortisphere in particular.

Greater:

Necrotic Burst: Perfect for melee people and its a fort-save. No evasion problems for this one.

Nether cone: A cone, now? I understand its usefulness somewhat, but I'm personally not fond of them.

The shapes thin out here. As is understandable. I like the Burst far better than the cone though.

Dark:

Death chain: touch attack on the main guy? whats the range on the secondary bolts? This is for those battles where your allies are in the thick of it all. (If only the stupid reflex save wasn't there)

Doom Lance: DOOOOOOM. Even with the cooldown this is awesome. Use it with Void channel in the void-deathfreeze-hoarfrost sequence and see your enemies suffer.

The best of the best. Only the reflex save on chain bothers me a bit, but Doom lance makes up for it with utter destruction.

Utility Invocations:

One thing first. I don't quite get the summon restriction. Does it mean you get your first summon at level 4? Or do you get only one summon up until level 8? Or do you get one summon plus one more at 4th, 8th etc?

Least:

Allure of the dead: An upgraded version of beguiling tongue taking into account the negatives of Aura of the dead. But this makes negotiating with unded much easier. Though of course one could ask wether a simple dip into warlock to get beguiling tongue would stack with this one.

Blood Lash: Icky, but very flavourful for evil EIs.

Bone Armor: Your own shield spell. Though I find it a bit lackluster. I find the idea of randomly floating bones appealing. Maybe a +2 bonus and a will save by anyone who wants to attack you or become dazzled for 1 round by the many bones floating before their eyes. (maybe cumulative effect on failed saves)

Breath of freezing night: Two spells for one. Very useful in lower levels and especially dungeons. Needs cartoony sounds for slipping on the ice.

Call the walking dead: There are two options on this. Either this is the spell as it is presented in Libris mortis where it wasn't specified which medium skeleton you could summon (i think) or this (http://www.wizards.com/default.asp?x=dnd/ex/20051007a&page=5) version, where all you can get is a human warrior. If its the former its very powerful (just take any medium monster and skeletonize it) if its the latter (like I think) the only use of this invocation is to explain the placement of the others and to make something that sets off all the traps from a save distance. Not very useful in combat, but has its uses otherwise.

Darkness of death: Average.

Death's messenger: Flavour ahoy. (with nice benefits)

Death swiftness: I have to admit I have trouble seeing people that are by fluff detached from the living tumble and jump about.

Deathsight: More flavour. Very useful in intrigue- heavy campaigns.

Desecration Aura: For when you have to get the point across that you are a necromancer.

Fearsome Glare: The least invocations have a lot of sight based spells if you want to make a mysterious character.

Grave's Grasp: Never used the warlock version of this but the image it creates is funny.

Miasmic cloud: Who farted? (Not my thing)

Mortify: Other than pure flavour and restricting ways of bringing people back I have no idea what this is useful for.

Preservation: The anti-mortify?

Speed of the dead: The duration might make it possible to have your DM allow you this as "pretty much always on". Good for ranged types that want to stay ranged.

Spiderwalk: See warlock. Spiderdeath, spiderdeath...

Spiritual sight: this is as great as for the warlock. Pretty much necessary.

Touch of the dead: Healing for allies that didn't take TtS. If the "takes half from nether channels" also works on undead it is even better.

wraithtouch: Frankly I don't really see the appeal unless you are fighting an armor-monster.

Lesser:

Aura of decay: perfect for melee-types. Healing for you allies, death for your enemies. (unless both are undead)

Bloodmote's feast: too icky for me, but swarm spells are never really bad.

Call the restless dead: Now it gets better. One troll is good, but if you want to annoy the enemy get 4 human warriors and have them use at least an attack each to destroy them, then summon more.

Curse of the damned: If you are allowed the extra forms in BovD (i think) this is great, especially if you are evil and interrogating someone. In fact that makes it too powerful what with the curses that affect friends instead of the actual target and you being able to do this all day.

Deadly contagion: The other version of bestow curse.

Ghost step: very useful if you find yourself being boxed in.

Osseus armory: Pretty much the best spell for dungeons when you have to outfit your opal-less undead. the weapons last as long as they do. Also good if your weapons got taken away. Suddenly you are an instant armory. I like this one a lot.

Phantasmal steed: Riding in style. And very fast as well.

Poisonous touch: there sure are a lot of debilitating touch spells in these invocations.

Reach of the damned: I have to admit I have no idea how this works as it appears to work differently than the normal spell?

Stygian snow: Nice, but there are better ones.

The dead shall rise: The epitome of this class. The flat 50gp cost per creatue makes it even better. And cheapskates still get a good working out of their minions, especially in dungeons.

Unhallowed consumption: Since this is the same amount of action needed to self-heal its mostly useful on minions that are nearly destroyed anyway. Does the temporarily include non-opaled animated ones? They are temprary but they are no precisely summoned. Even if not this gives you a healing battery for 50gp. The touch part irritates me a bit. (Maybe allow for some distance in exchange for making it a full round action?)

Vampire's call: See your players trying to charm anything ... repeatedly.

Voidsense: another useful 24 hour buff.

vicious dispelling: can be very useful.

Walk unseen: THE KING of the lesser invocations. Greater invisibility at-will is awesome and potentially too strong, considering you get this at level 6. The only thing that makes it in any way justifyable is the fact that unlinke the warlocks 24 hour invisibility, this one is only the normal lenght, meaning you won't be able to get your DM to agree that you constantly renew it.

Wall of Bones: Are you using the nerfed CA version or the Oriental Adventure version. The CA makes no sense as the strenght needed to break through was limited to DC15+2 per CL maximum +10, which considering its a 4th level spell is ALWAYS +10. The original limitless modifier makes sense since it mirrors the growing thickness of the wall. Anyway, tis pell is awesome, as it allows you to encase monsters. Large at level 6, huge at level 8 and so on. And you can do this each round. If you need breathing time in a dungeon, just make the wall run up and down the sides of the corridor effectivel walling it off along the entire lenght. Enemies will need some time breaking through it.

Wraith Form: Less flight than the Warlock. Are you actually incorporeal during this? (I guess not but the wording with "grants the ebon initiate the form and flight of a wraith" makes me wonder)


Greater:

Unholy Blight: I always consider this a viable way to figure out wether your companions are as evil as they say in evil campaigns.

Call the hungry dead: Now this is great. Together with Corpsecrafter you can get an instant strikeforce.

Cannibalize magic: destroy enemy goods and heal yourself, yes please.

Corpse explosion: Especially useful in campaigns that have actual mass combats. Have the DM leave dead guys there, then assume wraith form and walk unseen and fly above exploding the oppositions dead when medics go about their business. Or if non such scenarios exist, kill a small animal fly over an enemy encampment, drop it, explode it. (it should be invisble as you are in the air since for greater invisibility it counts as an object)

Curse of deathly despair: same problems with BovD versions as the last one. very good for evil characters.

Moilian Tantacles: Interesting, the extra damage makes this potentially devastating.

Raise the venegeful dead: I'm not going to comment further on the hour long undead creation invocations as they are all good from my point of view.

Shadow calling: A candidate for maximize SLA. 4 greater shadows are nothing to sneeze at, ever.

Vampiric Aura: the better Aura of Decay, though I am not sure how this affects trees and such. A constant lifeleech, can make you very hard to kill in melee combat.


Dark:

Avasculate: Since I don't know all the Tier 1 shenanigans, I might be wrong, but the fact that this has no cooldown makes it entirely too powerful in my eyes. Depleting half of an enemies hp in a single standard action each round, can make encounters very quick.

Boneweird + Call of the void: More awesome minions.

Howl of the damned: There is a cooldown here, and it is appropriate. Melee types can let fly their screams of death.

Killing Touch: Destruction at-will every 4 rounds at no cost? Incredible, though on a save you most likely do more damage with your channels.

Presence of Death: Switching this with vamoiric aura in mid-fight can make you very unstoppable.

Shun the mortal coil: Very good if you are defending a position ... and you trust your companions.

Stygian Rain: Considering the other Dark invocations, this seems rather weak.

The dead shall rule: Army of wraiths, nuff said.

Wow, this took forever to write. I'm completely tired out. But I wanted to do this for weeks now, since, as I said above, this is pretty much my favourite homebrew base class.

Benly
2011-01-31, 05:01 PM
As far as the down-powering? All of those are very reasonable ways to bring the class down a tier or two. Just be careful not to pull it down too much; you'd get kind of a gimped warlock then. But yeah, all of your ideas seem quite reasonable. I'd call it high tier 4, low tier 3. I'd consider not removing the ability to full attack with netherchannel, especially with ranged, but reduce its damage by half of it's dice (round down, min 1d6) when used on melee attacks (as they can benefit from power attack still). Vitriolic Blast could be called something like Annihilation Blast, inflicting half-negative and half-acid, ignores SR.

The full attack thing was the central nerf to the class. Since invocations make the Initiate a powerful controller/summoner, the goal of that particular change was to define the initiate as primarily a necromancer and secondarily a damage dealer unless the player goes out of his way to build for a damage-dealer by making a melee build. We didn't want primary-level direct damage to be something automatically available. It would've been equally possible to define the Initiate as a blaster or gish, but since the invocations are what both of us found most interesting about the class that's what we decided to work with.

I would consider the nerfed version mid T3. The dread necromancer has considerably more possibility to broaden his powers through spell-list expansion, and can rocket up to T1 with a few dirty tricks, but the revised initiate has a wider range of actual options at low levels before those spell-list tricks become available (he can take BFC that isn't another fear-inflicting spell, holy cow!) and at high levels I would say it still keeps up barring actual tier-changing shenanigans from the DN.

Edit: Oh, and agreeing with the previous poster that SpC Summon Undead I is kind of sad. (Meet Trapspringer, my zombie kobold!) I don't think LM Summon Undead I is especially broken since most of the nastier small and medium creatures don't keep their good abilities when they go skeleton or zombie, but the higher-level versions can get pretty Serious Business when you get big enough to pop out hydras and such.

Re'ozul
2011-01-31, 05:53 PM
Well I'm not really talking about any abilities with Summon undead, though those are nice too. But depending on how versed your players are, your monsters can have a lot of staying power.

Animals can get you 5HD medium skeletons (Protoceratops)
No sane DM would allow dragons.
Humanoids are average.
But its magical beasts where its at:
Basilisk - 6HD
Flame Snake, Lesser - 8HD
Frost Salamander - 12HD
Tusk Horror - 13HD

Or monstrous Humanoids: Greater Doppelganager - 20 HD

All medium.
Granted I don't know wether it works with things whose normal forms are magical, but this seems quite powerful to me. Which is why i said it.

Benly
2011-01-31, 08:09 PM
Well I'm not really talking about any abilities with Summon undead, though those are nice too. But depending on how versed your players are, your monsters can have a lot of staying power.

Animals can get you 5HD medium skeletons (Protoceratops)
No sane DM would allow dragons.
Humanoids are average.
But its magical beasts where its at:
Basilisk - 6HD
Flame Snake, Lesser - 8HD
Frost Salamander - 12HD
Tusk Horror - 13HD

Or monstrous Humanoids: Greater Doppelganager - 20 HD

All medium.
Granted I don't know wether it works with things whose normal forms are magical, but this seems quite powerful to me. Which is why i said it.

This is fair enough. It's a brute-force solution, but maybe restricting it to base creatures with HD equal to or less than your caster level would work?

Re'ozul
2011-01-31, 08:23 PM
That idea is not bad but it makes way for similar shenanigans once you have access to the higher versions. Summoning 4 skeletons with 6HD each at 6th level via summon undead 3 used on the SU1 list is also not very balanced (though better than unrestricted access).
This is why, I mentioned that both versions are bad.
Nonrestricted or these partial solutions are too easy to abuse on all of the summon undeads.
The Restricted version is bad on Su1 but gets better. Frankly, while inelegant its a way to not have things go crazy.

You can't even say "the sum of the summoned HD has to be your CL or less" since that would make the restricted versions SU5 unworkable with summoning 4 Troll Skeletons.
Maybe limiting total HD per summoning to the level of summon undead*CL/2.
Not sure wether that would work, I'm tired and going to bed now.

Lateral
2011-01-31, 08:31 PM
I'm not really sure whether I should have let you resolve natural weapon attacks as touch attacks, Re'Ozul. I made that ruling and I'm not going to change it now, but four Nether Channel touch attacks at level 6... ouch.

ErrantX
2011-02-01, 08:08 PM
I'm not really sure whether I should have let you resolve natural weapon attacks as touch attacks, Re'Ozul. I made that ruling and I'm not going to change it now, but four Nether Channel touch attacks at level 6... ouch.

Natural weapons as touch attacks + nethchannel? Yowza. I'd change that ruling myself.

http://images1.memegenerator.net/ImageMacro/3391714/Its-Nerf-or-Nothing.jpg?imageSize=Medium&generatorName=Chainsaw-Happy-Bear

Otherwise this will become your problem.

-X

Unrest
2011-02-05, 07:51 AM
In the table it says EI gets 2 invocations at level 1; in the text, that he gets 1. Table holds?

drakir_nosslin
2011-02-05, 07:53 AM
In the table it says EI gets 2 invocations at level 1; in the text, that he gets 1. Table holds?

By RAW, text trumps table, though that might not be the case here, it being homebrew and all...

Unrest
2011-02-05, 03:59 PM
By RAW, text trumps table, though that might not be the case here, it being homebrew and all...

Yup, and here it might be one of the few inevitable copy-paste errors.

ErrantX
2011-02-05, 11:39 PM
Yup, and here it might be one of the few inevitable copy-paste errors.


By RAW, text trumps table, though that might not be the case here, it being homebrew and all...


In the table it says EI gets 2 invocations at level 1; in the text, that he gets 1. Table holds?

Copy/paste error. Fixed. Ebon Initiates begin play with 2 invocations of the least grade.

-X

Re'ozul
2011-02-06, 06:17 AM
I had some questions in my comment post, that I would like to ask again:
(plus one or two new ones)

Shroud of Death:
Noticed wording: "He may now use his Charisma modifier in place of his Constitution score to determine his hit points and Concentration check modifier." (modifier/score in both terms I think, otherwise I can read this as treat your chamod as your con-score, making a chamod of +8 worth the same as a con-score of 8 (mod=-1). Unless thats what you are going for.)

Armored Invoker: Does this mean that spellfailure does no longer apply to medium armor now? (I never get these wordings)

Focused Channel: Does this work with healing?

Icy: Since it only dazzles, change the will save part that says "negates dazing".

crushing channel: is the on-hit guaranteed 1 round dazing a bit too strong for a lesser essence?

I have to ask though, are cooldown-invocations only usable once per round or also on all attacks? Cooldown is less of a problem if you can simply inflict a lot in one go.

Enervating channel: Does this stack with itself to exhaust enemies?

Ghastly channel: Your level says 6, but the DC indicates 5.

Hoarfrost channel: Is only half the damage cold damage which is irrestible? Or is all of it cold, but half of it is irresistible. Is it one save against both damages or two saves?

Necrotic bolt: I never get the "line" spells. Does this mean a definite hit?

Death chain: touch attack on the main guy? whats the range on the secondary bolts?

Allure of the dead: Stack with a warlock's beguiling tnogue? (yeah, cheese, but a 1 level warlock dip makes you suddenly a very good diplomat)

Bone Armor: Your own shield spell. Though I find it a bit lackluster. I find the idea of randomly floating bones appealing. Maybe a +2 bonus and a will save by anyone who wants to attack you or become dazzled for 1 round by the many bones floating before their eyes. (maybe cumulative effect on failed saves)

Death swiftness: I have to admit I have trouble seeing people that are by fluff detached from the living tumble and jump about.

Mortify: Other than pure flavour and restricting ways of bringing people back I have no idea what this is useful for.

Touch of the dead: If used on undead, do they then for the duration also take half damage from nether channels?

Fearsome Glare: Possibly breaking some people's hearts, but did you mean "cause fear" instead of "fear" for the spell effect? (A 3rd/4th level spell as a least invocation at-will would be kinda powerful). Or is it the fear spell, but only on one specific creature instead of a cone?

Reach of the damned: I have to admit I have no idea how this works as it appears to work differently than the normal spell?

Unhallowed consumption: Since this is the same amount of action needed to self-heal its mostly useful on minions that are nearly destroyed anyway. Does the temporarily include non-opaled animated ones? They are temprary but they are no precisely summoned. Even if not this gives you a healing battery for 50gp. The touch part irritates me a bit. (Maybe allow for some distance in exchange for making it a full round action?)

Wall of Bones: Are you using the nerfed CA version or the Oriental Adventure version. The CA makes no sense as the strenght needed to break through was limited to DC15+2 per CL maximum +10, which considering its a 4th level spell is ALWAYS +10. The original limitless modifier makes sense since it mirrors the growing thickness of the wall.

Wraith Form: Are you actually incorporeal during this? (I guess not but the wording with "grants the ebon initiate the form and flight of a wraith" makes me wonder)

Vampiric Aura: How is your average plant-life affected, and how is that represented in mechanic terms? (If you wander through a forest, do you gain hp, by killing object-trees?)

Avasculate: Since I don't know all the Tier 1 shenanigans, I might be wrong, but the fact that this has no cooldown makes it entirely too powerful in my eyes. Depleting half of an enemies hp in a single standard action each round, can make encounters very quick.

Stygian Rain: Considering the other Dark invocations, this seems rather weak.

ErrantX
2011-02-08, 12:47 AM
I had some questions in my comment post, that I would like to ask again:
(plus one or two new ones)

Shroud of Death:
Noticed wording: "He may now use his Charisma modifier in place of his Constitution score to determine his hit points and Concentration check modifier." (modifier/score in both terms I think, otherwise I can read this as treat your chamod as your con-score, making a chamod of +8 worth the same as a con-score of 8 (mod=-1). Unless thats what you are going for.)

Semantics. Fixed.


Armored Invoker: Does this mean that spellfailure does no longer apply to medium armor now? (I never get these wordings)

Fixed the wording.


Focused Channel: Does this work with healing?

No, I'll respecify in nether channel that you cannot use essence/shapes when healing.


Icy: Since it only dazzles, change the will save part that says "negates dazing".

Typo, fixed.


crushing channel: is the on-hit guaranteed 1 round dazing a bit too strong for a lesser essence?

Perhaps, but then again, look at the competition. There are maneuvers and spells that can do this sort of thing. Perhaps it will leave them shaken for one round instead as a compromise.


I have to ask though, are cooldown-invocations only usable once per round or also on all attacks? Cooldown is less of a problem if you can simply inflict a lot in one go.

Once this invocation is invoked, it's invoked for the round. So it would be usable on all attacks.


Enervating channel: Does this stack with itself to exhaust enemies?

Yessir indeed it does.


Ghastly channel: Your level says 6, but the DC indicates 5.

Typo, fixed.


Hoarfrost channel: Is only half the damage cold damage which is irrestible? Or is all of it cold, but half of it is irresistible. Is it one save against both damages or two saves?

Half the damage is normal negative energy, the other half is irresistable cold damage. One save against the Dex damage, does nothing to the regular damage.


Necrotic bolt: I never get the "line" spells. Does this mean a definite hit?

Yes it does. It also allows for the Reflex save and potential evasion use.


Death chain: touch attack on the main guy? whats the range on the secondary bolts?

Yes, and 20ft (I'll add this now).


Allure of the dead: Stack with a warlock's beguiling tnogue? (yeah, cheese, but a 1 level warlock dip makes you suddenly a very good diplomat)

Annoyingly, yes. Warlock's Beguiling Tongue is an untyped bonus.


Bone Armor: Your own shield spell. Though I find it a bit lackluster. I find the idea of randomly floating bones appealing. Maybe a +2 bonus and a will save by anyone who wants to attack you or become dazzled for 1 round by the many bones floating before their eyes. (maybe cumulative effect on failed saves)

It's a low level effect, and they're not proficient with shields. I think it's a more than reasonable ability. While I respect your opinion on this invocation, I prefer my method.


Death swiftness: I have to admit I have trouble seeing people that are by fluff detached from the living tumble and jump about.

Vampires in lore are known for frightening swiftness, and the fluff of the ability is that by selectively making portions of your body immaterial for the scarcest moments you effectively cut drag and air resistance to your movements.


Mortify: Other than pure flavour and restricting ways of bringing people back I have no idea what this is useful for.

For making skeletons? Can't make a skeleton out of a bag of meat and guts, can ya? Also makes raising folks more difficult.


Touch of the dead: If used on undead, do they then for the duration also take half damage from nether channels?

No. They take full damage as it's positive energy. Clarified this in netherchannel.


Fearsome Glare: Possibly breaking some people's hearts, but did you mean "cause fear" instead of "fear" for the spell effect? (A 3rd/4th level spell as a least invocation at-will would be kinda powerful). Or is it the fear spell, but only on one specific creature instead of a cone?

Yes, fixed.


Reach of the damned: I have to admit I have no idea how this works as it appears to work differently than the normal spell?

Clarified the wording. Yes it works differently than the normal spell, I've clarified it. Thought it was pretty self-explainatory but evidently not. Instead of transposing two targets, it just teleports a target to you, effectively.


Unhallowed consumption: Since this is the same amount of action needed to self-heal its mostly useful on minions that are nearly destroyed anyway. Does the temporarily include non-opaled animated ones? They are temprary but they are no precisely summoned. Even if not this gives you a healing battery for 50gp. The touch part irritates me a bit. (Maybe allow for some distance in exchange for making it a full round action?)

No on 'Summon'ed creatures, yes on temporary undead for using unhallowed consumption. I like it being used as a touch, I get where you're coming from on the range thing, but then it becomes a little more than the silly it already is.


Wall of Bones: Are you using the nerfed CA version or the Oriental Adventure version. The CA makes no sense as the strenght needed to break through was limited to DC15+2 per CL maximum +10, which considering its a 4th level spell is ALWAYS +10. The original limitless modifier makes sense since it mirrors the growing thickness of the wall.

Specifically stated in both the beginning of the Necromantic Invocation section with abreviations as to spell sources, the Complete Arcane version is used in this invocation. OA's version is 3.0, and thus is overruled by the 3.5 version in Complete Arcane.


Wraith Form: Are you actually incorporeal during this? (I guess not but the wording with "grants the ebon initiate the form and flight of a wraith" makes me wonder)

Flavor text. It doesn't grant you the incorporeal subtype, it specficially doesn't say that as there is a dark invocation that actually does that. Wraith form specifically grants miss change and flight only.


Vampiric Aura: How is your average plant-life affected, and how is that represented in mechanic terms? (If you wander through a forest, do you gain hp, by killing object-trees?)

Plants are plants. They die, but their life essence is so miniscule as to not be notices. Creatures with the Plant type are a different matter, as they're creatures, not flora.


Avasculate: Since I don't know all the Tier 1 shenanigans, I might be wrong, but the fact that this has no cooldown makes it entirely too powerful in my eyes. Depleting half of an enemies hp in a single standard action each round, can make encounters very quick.

This is one that was meant to have a cool down and was overlooked. Adding that now.


Stygian Rain: Considering the other Dark invocations, this seems rather weak.

AoE damage spell, Acid Rain is actually a decent spell IMHO, and it lasts for rounds, which makes it a good invocation. So I spit one off and it lasts for dozen rounds, and sure I can't use it again for 18 seconds, but who cares? It's active for longer than that and I can use other invocations while I wait. It seemed reasonable to me for a non-spamming spell.

I hope this answers your questions and comments. :smallbiggrin:

-X

Re'ozul
2011-02-08, 05:53 AM
Wow, thanks. Yeah it clarifies a lot.
Only two things of those:


Touch of the dead:
(My question was about this wording)
If the target is struck by a netherchannel used for attack while this ability is in effect, he takes half damage from the attack.


Hoarfrost channel:
My question on the two saves was about the fact that the target takes strenght AND dexterity damage.

ErrantX
2011-02-09, 01:27 AM
Wow, thanks. Yeah it clarifies a lot.
Only two things of those:


Touch of the dead:
(My question was about this wording)
If the target is struck by a netherchannel used for attack while this ability is in effect, he takes half damage from the attack.


Hoarfrost channel:
My question on the two saves was about the fact that the target takes strenght AND dexterity damage.

Netherchannel cannot be used to harm creatures that are unaffected by negative energy. Using it for healing purposes is limited to half and as a standard action due to the fine tuning required to use death and destruction for a more constructive purpose. Think of it as taxes.

One save, both abilities are damage. If the save is successful, then they take half damage to both abilities.

-X

drakir_nosslin
2011-02-22, 08:59 AM
Any plans for an Epic progression? :smallwink:

Re'ozul
2011-02-23, 03:20 PM
I'd like to add another question that I came up with when building a character.
If you use a high-crit weapon (scythe for example), does the crit multiplier of the weapon also work for the channel or is the channel still x2?
Also, with greater crit ranges, does the channel adapt to those or only crit on a 20?
Or do you treat it like sneak attack when used with a melee attack, i.e. no multiplication ever?

ErrantX
2011-02-24, 12:03 AM
Any plans for an Epic progression? :smallwink:

I ought to do one of those, huh? *cracks his knuckles* Shouldn't be too hard. I've never done much with Epic homebrew before, so let's see how it goes.


I'd like to add another question that I came up with when building a character.
If you use a high-crit weapon (scythe for example), does the crit multiplier of the weapon also work for the channel or is the channel still x2?
Also, with greater crit ranges, does the channel adapt to those or only crit on a 20?
Or do you treat it like sneak attack when used with a melee attack, i.e. no multiplication ever?

Clarified it in netherchannel. When used as a touch attack or as a ranged touch attack (through nethershape invocations), it can crit on a 20 and do x2 damage. When used on a weapon, it never gets multiplied, just added to the weapon's multiplied damage. Good catch there, I totally missed that one. :smallbiggrin:

-X

mrcarter11
2011-02-24, 12:15 AM
Epic progression huh.. I'm excited... It's come up a few times in epic game where I take this class for a full 20 and then go into one of its PrC's.. In any case, I also have a question.. How does netherchannel interact with natural attacks in something like Wildshape.. Would each attack gain the damage?

ErrantX
2011-02-24, 12:28 AM
Epic Ebon Initiate


http://i262.photobucket.com/albums/ii99/lythonv66/DarkGod.jpg
Darius, the Grey Witness, an epic ebon initiate

"Though my life has ended, my existence endures. I have borne the birth and death of centuries, and fully intend to discover the very secrets of why we live and why we die. If knowledge is power, than a god... am I." - Darius, the Grey Witness

Imbued with the very essence of the realm of the dead, an epic ebon initiate is a maelstrom of fell energies and dark hunger, his soul teetering on the very edge of oblivion.
Hit Die: d8
Skill Points at Each Additional Level: 2 + Intelligence modifier
Invocations: The epic ebon initiate's caster level is equal to his class level. He does not learn additional new invocations.
Netherchannel: The epic ebon initiate's netherchannel damage continues to increase by 1d6 additional damage at every odd-level after 20th level.
Natural Armor: At every fourth level starting at 22nd level, the epic ebon initiate's natural armor bonus from Death's Hand increases by +1.
Cold Resistance: At every fourth level starting at 23rd level, the epic ebon initiate's cold resistance from Death's Hand improves by 5.
Bonus Feats: The epic ebon initiate gains a bonus feat every three levels higher than 20th level.

ErrantX
2011-02-24, 12:34 AM
Epic progression huh.. I'm excited... It's come up a few times in epic game where I take this class for a full 20 and then go into one of its PrC's.. In any case, I also have a question.. How does netherchannel interact with natural attacks in something like Wildshape.. Would each attack gain the damage?

Progression posted, easier than I thought. It would interact normally, each attack gaining netherchannel (terrifying thought, but hey, why not?) damage, but I would treat natural weapons as if they were annointed manufactured weapons (so they don't get crit boosted). Also, your druid has no business dipping his toe into the ebon waters of this class :smalltongue: But yeah, a polymorphed/wild shaped character, or one with alternate forms would still gain netherchannel. I'd say treat natural weapons as manufactured in that regard.

-X

mrcarter11
2011-02-24, 12:37 AM
Well not only Druid.. But also the Totemist.. The Girallon Arms and Landshark Boots with netherchannel coursing through them.. Scary. :smallbiggrin:

ErrantX
2011-02-24, 12:54 AM
Well not only Druid.. But also the Totemist.. The Girallon Arms and Landshark Boots with netherchannel coursing through them.. Scary. :smallbiggrin:

Agreed... oh man, now that has to be done. A necrocarnum ebon initiate prestige class. *whines* So many projects, so little time...

-X

mrcarter11
2011-02-24, 12:57 AM
I'd love to help seeing as how this is probably my favorite homebrew,, But I suck at making homebrew myself..

ErrantX
2011-02-24, 02:30 AM
I'd love to help seeing as how this is probably my favorite homebrew,, But I suck at making homebrew myself..

You can help by PEACHing what I come up with, if nothing else. As far as sucking at homebrew... keep writing. Read the handbooks on BG. Lots of reading, and then keep writing. GitP is amazing for people to critique stuff, lots of good minds here.

Also, added the Epic progression to the OP for ease of use.

-X

mrcarter11
2011-02-25, 01:54 AM
I actually had wanted to make a PrC that focused on the Netherchannel advancing it every level, while leaving the invocations in the dust.. I just never knew what to do with it.. Random note, game I'm currently in, a question arose.. When using an essence invocation, does the damage go away? With something like Focused Channel would seem to say no.. Some people didn't like a full attack dealing 1d6+10d6+1d6 Str+Dex damage, three times in a row.. Thought I'd ask.

drakir_nosslin
2011-02-25, 04:52 AM
Wow, many thanks for the epic progression... Netherchannel really starts to hurt there :smallbiggrin:

ErrantX
2011-02-26, 03:20 PM
I actually had wanted to make a PrC that focused on the Netherchannel advancing it every level, while leaving the invocations in the dust.. I just never knew what to do with it.. Random note, game I'm currently in, a question arose.. When using an essence invocation, does the damage go away? With something like Focused Channel would seem to say no.. Some people didn't like a full attack dealing 1d6+10d6+1d6 Str+Dex damage, three times in a row.. Thought I'd ask.

First, a PrC that did that would greatly unbalance the class feature. I'd just advise Ashen Knight at that point.

Secondly: And they're totally cool with a wizard doing anything a high level wizard can do. *boggles*

Okay, here is the answer to this rules question: Unless specifically stated, the use of an nether essence or nether shape invocation upon the supernatural ability nether channel changes it to a spell-like ability. Spell-like abilities, unless specifically stated, are standard actions (http://www.d20srd.org/srd/specialAbilities.htm#spellLikeAbilities). Exceptions to this is the necrotic blast invocation, which specifically allows for iterative ranged attacks. Additionally, the rules written with the invocation section of the ebon initiate specifically state this as well. So, no, your character can't by the rules jump out and pound face with weapon damage + nether channel + essence invocation for each attack; they can do that once per round as a standard action, or they can full attack with netherchannel without any modifying nether essence invocations.


Wow, many thanks for the epic progression... Netherchannel really starts to hurt there :smallbiggrin:

It does bring the pain :smallbiggrin: I need to start writing some more feats for this class, epic or otherwise.

-X

Re'ozul
2011-02-26, 03:30 PM
So if you are using a manufactured weapon and have a high enough BAB you can make iterative attacks with the basic channel, but as soon as you add any essence you can only make one attack regardless of BAB? (unless you use necrotic blast?)

That would remove a lot of my fears on abusability from the higher essences.

Lord_Gareth
2011-02-26, 03:32 PM
It does bring the pain :smallbiggrin: I need to start writing some more feats for this class, epic or otherwise.

-X

Like a HARROWED MULTICLASS FEAT?

ErrantX
2011-02-26, 03:35 PM
So if you are using a manufactured weapon and have a high enough BAB you can make iterative attacks with the basic channel, but as soon as you add any essence you can only make one attack regardless of BAB? (unless you use necrotic blast?)

That would remove a lot of my fears on abusability from the higher essences.

You got it nailed, sir. Extreme damage, or tactical destruction. Take your pick.


Like a HARROWED MULTICLASS FEAT?

Workin' on it... :smalltongue:

-X

mrcarter11
2011-02-26, 07:16 PM
I almost always use Necrotic Blast, so my question was in regards to it, guess I should have said as much. I mean, if I use that with an essence, does each attack deal the Netherchannel base damage plus the carrier effect.

Re'ozul
2011-02-26, 07:34 PM
I believe yes, as that is the prime reason it exists as a measure to give the ranged guy something to easily pull over the melee guy.

ErrantX
2011-02-27, 01:35 AM
I almost always use Necrotic Blast, so my question was in regards to it, guess I should have said as much. I mean, if I use that with an essence, does each attack deal the Netherchannel base damage plus the carrier effect.


I believe yes, as that is the prime reason it exists as a measure to give the ranged guy something to easily pull over the melee guy.

Melee guys are generally going to pull a lot more damage, what with Power Attack and all other manners of craziness. Re'ozul is absolutely correct, couldn't have answered it better. Necrotic Blast allows you to stack on multiple nether essence uses, but puts you at the vulnerable position of drawing attacks of opportunity, lower hit point damage, and generally lower to hit bonuses. EDIT: Not to mention SR as the ability becomes a spell-like ability as well.

-X

NineThePuma
2011-02-27, 05:59 PM
Subscribing to this awesome class.

Now going to have to find a Gestalt 30 game.

And then mix this, Harrowed, and Ozodrin.

Step one: Build crazy awesome character.

Step two: Destroy the world.

Step 3: ???

Step D: Prophet.

ErrantX
2011-02-28, 01:54 AM
Subscribing to this awesome class.

Now going to have to find a Gestalt 30 game.

And then mix this, Harrowed, and Ozodrin.

Step one: Build crazy awesome character.

Step two: Destroy the world.

Step 3: ???

Step D: Prophet.

I'm not familiar with the term "Gestalt 30" but I presume that means a 30th level gestalt game? (good god man!)

Judicious mixing of the above three classes could yield some interesting abilities indeed! Thanks for the subscription! There is a Harrowed/Ebon Initiate PrC being written by yours truly currently, titled the Margrave of the Black Gate. Keep an eye out for it!

-X

NineThePuma
2011-02-28, 02:00 AM
Yes. That's correct.

It's scary is what it is.

Re'ozul
2011-03-03, 04:24 PM
Something I noticed when building an intelligent Hordemaster.

The Ebon Initiates by Fluff are neutral. From the feeling I get they are more like active reasearchers and and value the beings they create, not just see them as expendable pawns.

Wouldn't it therefore be in-fluff if they had some way of casting a form of awaken undead (or at some point getting the option to have it applied to the undead at creation, creation not summon) since an intelligent undead capable of higher level intercation could be a better specimen and it would be more respectful to the being itself.

ErrantX
2011-03-03, 10:20 PM
Something I noticed when building an intelligent Hordemaster.

The Ebon Initiates by Fluff are neutral. From the feeling I get they are more like active reasearchers and and value the beings they create, not just see them as expendable pawns.

Wouldn't it therefore be in-fluff if they had some way of casting a form of awaken undead (or at some point getting the option to have it applied to the undead at creation, creation not summon) since an intelligent undead capable of higher level intercation could be a better specimen and it would be more respectful to the being itself.

No reason why they couldn't. It would be a waste as an invocation, and they've got enough toys class feature-wise, but there is nothing stopping them from using their Imbue Item class feature to craft a scroll of Awaken Undead. Perfectly within reason for them to do this for an unliving companion who can aid them in their endeavors. And yes, -thank you-, for really seeing the fluff for what it is. They are sworn to death, but they're not soul eating murder machines of evil. They are dispassionate, cold, and logical. Some undead are cannon fodder by necessity, but others are not, an in fact, are valuable tools and specimens. You've hit it perfectly.

-X

Lord_Gareth
2011-03-03, 10:29 PM
No reason why they couldn't. It would be a waste as an invocation, and they've got enough toys class feature-wise, but there is nothing stopping them from using their Imbue Item class feature to craft a scroll of Awaken Undead. Perfectly within reason for them to do this for an unliving companion who can aid them in their endeavors. And yes, -thank you-, for really seeing the fluff for what it is. They are sworn to death, but they're not soul eating murder machines of evil. They are dispassionate, cold, and logical. Some undead are cannon fodder by necessity, but others are not, an in fact, are valuable tools and specimens. You've hit it perfectly.

-X

And some build armies of Awakened skeletons so that they can overrun the land with orphanages, clothing charities, soup kitchens, and cheaply available utility goods.

Benly
2011-03-03, 10:39 PM
The one I may be playing in the future is a modification of a previously Dread Necromancer character whose father died of a curse the night he was conceived. He's a good-natured, swashbuckly pirate who happens to command hordes of the unliving.

Lix Lorn
2011-03-04, 07:01 AM
...pirate... ...unliving...
You're making a Black Pearl character?! :smalltongue:

Benly
2011-03-04, 01:29 PM
You're making a Black Pearl character?! :smalltongue:

Ghost pirates predate that movie, but yeah, he's tapping the same archetype. :smallwink:

ErrantX
2011-04-19, 02:28 AM
New Ebon Initiate prestige class available, known as the Margrave of the Black Gate (http://www.giantitp.com/forums/showthread.php?t=195817), a binder/ebon initiate class that uses the dread power of the vestige known as Ahriman, the Darkness Beyond the Gate (http://www.giantitp.com/forums/showthread.php?t=195639).

Three forthcoming classes: the Necromera, a vampiric initiate who utilizes blood magic known as 'striga', the Necromanial Soverign, a divine caster/ebon initiate who commands legions of the undead with the power of bone, and the Iron Wight, a Harrowed/Ebon Initiate blend which uses the power of death essence to create an undying cage for the Monster within their soul, becoming an engine of death and destruction in the form of a demon-possessed corpse.

-X

Morrolan
2011-05-11, 04:25 AM
Every time I check back on this, there is more epicness to be found!
Keep up the good (or evil) work!

Daverin
2011-05-11, 10:13 AM
I just wanted to chime in and say that this class is, to me, the definition of amazing! Well, at least as far as character classes go... :smalltongue:

Seriously though, I love the effort put into making a class with a fun chassis, the warlock, and making it into a death-knight type. I especially like the take focusing more on being a general of death than a bloodthirsty conqueror type (my normally preferred form of death knight, yet you make this look better.)

So, awesome class, and keep up the good work! :smallsmile:

3SecondCultist
2011-05-11, 02:22 PM
Indeed. Keep up the good work!

ErrantX
2011-05-11, 07:40 PM
Every time I check back on this, there is more epicness to be found!
Keep up the good (or evil) work!

Hehe I keep trying! Thank you for following this. I have a half-dozen prestige classes in the works for this guy, this class is the most successful one I've written here. Shameless Plug: Check out my homebrew signature for the other base classes I've written, namely the Channeler (an angelic class based on this chassis) and the Traveler (which admittedly is going through some revisions now but I still feel is quite solid).


I just wanted to chime in and say that this class is, to me, the definition of amazing! Well, at least as far as character classes go... :smalltongue:

Seriously though, I love the effort put into making a class with a fun chassis, the warlock, and making it into a death-knight type. I especially like the take focusing more on being a general of death than a bloodthirsty conqueror type (my normally preferred form of death knight, yet you make this look better.)

So, awesome class, and keep up the good work! :smallsmile:

Thank you very much! I have got a few prestige classes started for this class that are going to go up soon, foremost is the Necromera, but I also am writing an ebon initiate prestige class that uses these abilities to hunt the dead, called the Twixil Night Hunters. Stay tuned!


Indeed. Keep up the good work!

Thank you and will do! Keep an eye out!

-X

Silva Stormrage
2011-05-17, 10:51 PM
First off I love this class and plan to use it in an upcoming campaign. I have some questions though.

First, are there any plans for a psionic/invocation prestige class? Psionics are my second favorite system behinds invocations and would love to see it merged with the Ebon Inititate.

Secondly, and more of a nitpick then anything else, is this quote:
“It was terrible, milord, the men in the village tried to grab ‘em at the Father’s request, and as they touched him… their… hands just rotted off! Then he laughed and soon the rest of ‘em rotted off too…”
-a terrified peasant recounting the massacre of Miller’s Reach

There doesn't seem to be an invocation that actually DOES this. While fine that an epic Ebon Initiate knows some things that the average one doesn't that ability just seems to cool to be referenced and not implemented. Somewhat related, are you planning on adding any new invocations or just keep the ones you have now?

Thirdly, would Netherchannel be counted as eldritch blast damage for items that increase Eldritch Blast? Or would it be balanced to have items that increase eldritch blast by the same amount.

Thanks for reading my long post :smallsmile:. Can't wait for the Divine/Invocation prestige class.

ErrantX
2011-05-17, 11:41 PM
First off I love this class and plan to use it in an upcoming campaign. I have some questions though.

First, are there any plans for a psionic/invocation prestige class? Psionics are my second favorite system behinds invocations and would love to see it merged with the Ebon Inititate.

Secondly, and more of a nitpick then anything else, is this quote:
“It was terrible, milord, the men in the village tried to grab ‘em at the Father’s request, and as they touched him… their… hands just rotted off! Then he laughed and soon the rest of ‘em rotted off too…”
-a terrified peasant recounting the massacre of Miller’s Reach

There doesn't seem to be an invocation that actually DOES this. While fine that an epic Ebon Initiate knows some things that the average one doesn't that ability just seems to cool to be referenced and not implemented. Somewhat related, are you planning on adding any new invocations or just keep the ones you have now?

Thirdly, would Netherchannel be counted as eldritch blast damage for items that increase Eldritch Blast? Or would it be balanced to have items that increase eldritch blast by the same amount.

Thanks for reading my long post :smallsmile:. Can't wait for the Divine/Invocation prestige class.

Glad you like it, but let's get down to supporting it!

1) To be honest? I really hadn't thought of it, though I suppose one could do something like Stygian Archon where the character masters invocations and Stygian powers, maybe transcending into some powerful sort of psionic undead entity.

2) I wrote that and totally dropped the ball there, my bad :smallredface: As far as invocations, I think I wrote more than twice the number published already, but yeah, I suppose I could add more when time allows. I'd be hard pressed to think of what else they need / could use. Suggestions wanted! PLEASE!

3) That's mostly one and the same. An 'ebon sceptre' to increase netherchanneling like a warlock's sceptre isn't out of sorts. I say refluff as needed and go with it.

I'm working on both the Sovereign and the Necromera right now, but the Necromera is coming together easier. Expect that sooner than the other. But thanks for the interest and I'll see what I can do about adding a psionic class to the project list (unless you yourself wanna do one, I've got one fan made prestige class already under the organizations section in the OP).

-X

Silva Stormrage
2011-05-18, 12:43 AM
Glad you like it, but let's get down to supporting it!

1) To be honest? I really hadn't thought of it, though I suppose one could do something like Stygian Archon where the character masters invocations and Stygian powers, maybe transcending into some powerful sort of psionic undead entity.

2) I wrote that and totally dropped the ball there, my bad :smallredface: As far as invocations, I think I wrote more than twice the number published already, but yeah, I suppose I could add more when time allows. I'd be hard pressed to think of what else they need / could use. Suggestions wanted! PLEASE!

3) That's mostly one and the same. An 'ebon sceptre' to increase netherchanneling like a warlock's sceptre isn't out of sorts. I say refluff as needed and go with it.

I'm working on both the Sovereign and the Necromera right now, but the Necromera is coming together easier. Expect that sooner than the other. But thanks for the interest and I'll see what I can do about adding a psionic class to the project list (unless you yourself wanna do one, I've got one fan made prestige class already under the organizations section in the OP).

-X

1: Okay I might try and homebrew a psionic prestige class if I have time next week.

3: Wasn't sure if the ability to use Netherchannel on every attack would unbalance it or not.

ErrantX
2011-05-18, 11:54 PM
1: Okay I might try and homebrew a psionic prestige class if I have time next week.

3: Wasn't sure if the ability to use Netherchannel on every attack would unbalance it or not.

That's awesome, I'd love to see what you come up with. And yeah, it would be a bit unbalanced, but its balanced when you think about the fact that those are usually limited use items with charges. *shrug* YMMV.

-X

ErrantX
2011-05-19, 01:17 AM
The Necromera (http://www.giantitp.com/forums/showthread.php?t=199801) is up, an invoker who focuses on blood magic and eventually becomes a vampire of a sort. PEACH!

-X

ErrantX
2011-07-20, 12:17 AM
New Ebon Initiate prestige class, the Twixil Night Blade (http://www.giantitp.com/forums/showthread.php?t=208125), is up. It uses this class and the Libram of Battle Class (Stalker) and wholly Libram of Battle disciplines. Let me know what you think!

-X

Zarthrax
2011-07-22, 04:44 PM
Just noticed this.

You give Epic Ebon Initiate bonus feats, but don't detail what feats they can take.

I reccommend Krimm's Epic Corpsecrafter line (http://www.giantitp.com/forums/showthread.php?t=151988), and the ones from the ELH that give Fast Healing, better Natural Armor, any of the rebuking ones, and maybe homebrew versions of Lord of All Essences and Eldritch Sculptor from this article (http://www.wizards.com/default.asp?x=dnd/ei/20061027a).

ErrantX
2011-08-21, 10:08 PM
Just noticed this.

You give Epic Ebon Initiate bonus feats, but don't detail what feats they can take.

I reccommend Krimm's Epic Corpsecrafter line (http://www.giantitp.com/forums/showthread.php?t=151988), and the ones from the ELH that give Fast Healing, better Natural Armor, any of the rebuking ones, and maybe homebrew versions of Lord of All Essences and Eldritch Sculptor from this article (http://www.wizards.com/default.asp?x=dnd/ei/20061027a).

I will remedy this, sorry I didn't see it before!


This is easily one of my favorite homebrewed classes on these forums :)

One question though, are Necrotic Blast and Nether Spear subject to spell resistance? I think yes, but just in case I'm wrong.

Thank you! I'm quite pleased with it, it has seemed to be quite consistently popular and I've gotten great mileage with it.

Yes, under the first section in the 2nd post there is a section that states that while Netherchannel is a supernatural ability, using nether essence and nether shape invocations, being spell-like abilities, turn netherchannel into a spell-like ability so spell resistance applies as normal.

-X

Cipher Stars
2011-08-21, 11:52 PM
I have to say, I'm quite put off at the invocations requiring Material Components.

I play invokers to get away from all that stuff. but the class is very cool and I easily look over that.
Don't see how the wall of frozen blood merits a component though... unless you power it up. Ice wall is already one of the weakest walls I can think of.
At will for free and its something I'd use, but if it also requires your own HP to use? Meh, I'd still use it for fluffy effect :P but still...

I totally love everything else though. Especially every single invocation being infused with fluff.

ErrantX
2011-09-05, 10:04 PM
I have to say, I'm quite put off at the invocations requiring Material Components.

I play invokers to get away from all that stuff. but the class is very cool and I easily look over that.
Don't see how the wall of frozen blood merits a component though... unless you power it up. Ice wall is already one of the weakest walls I can think of.
At will for free and its something I'd use, but if it also requires your own HP to use? Meh, I'd still use it for fluffy effect :P but still...

I totally love everything else though. Especially every single invocation being infused with fluff.

The material components for some of the invocations is a balancing factor; more permanent effects such as animate dead or the create undead spells for example. Others are fluff or flavor reasons and minor costs that often times can be paid for free during combat by using the blood or bones of fallen foes. The wall of ice invocation requires blood, but it doesn't necessarily have to be yours, just saying (and it's not that it costs 3d12 hit points in damage). To each their own I suppose here, you're not the first to balk at invocations with material components. I think of invocations as being close enough to spells to merit them at times.

But thank you for the critique and I'm glad that you enjoy everything else! :smallbiggrin:

And now onto... some changes...

Nerf to netherlightning; it was way too abusable with its ability to keep a target stun-locked. It made stun ray look like a cantrip.

So... I'm taking ideas for things that you all, the people who have a care of the future of this class, would like to see for the Ebon Initiate and its associated prestige classes. Feats, new invocations, ACF's, or prestige classes? Post em or PM me.

-X

mrcarter11
2011-09-07, 02:07 PM
Hmm.. Ideas then?

Could we a something different for an epic Ebon? It just seems quite bland. That could just be my personal thoughts though. Also a small list then.

1. A feat or possible ACF, something that allows channeling on a full attack with essence. I can understand it needing to be a high level feat or hell an epic level feat. But can we have something that allows it.

2. I agree that a psionics/ebon class should be made, as I think it would be quite the awesome thing to see.

3. So about the ebon/channeler PrC?

4. Any chance of you ever doing something like a destiny of epic reaper-ness. I understand it wouldn't really be just for this class, but I think the class could use it.

5. I know corpsecrafter stuff is supposed to do it. But thoughts on invocations to improve your undead. For a true hordemaster.. Ya know?

6. If not the above thought, could we work in an ACF for something like a skeleton familiar. Perhaps trade away AoD or something else..

7. Wait, nope. Outta of ideas right this moment.

Zarthrax
2011-09-07, 02:57 PM
How about some more dual PrCs?

Ebon Initiate/Incarnum (more than likely Necrocarnum)

Ebon Initiate/Warlock (just to see what you could do with that, the union of the power of the dead and fiendish power....lol)

Ebon Initiate/Scout?


Just tossing out ideas...lol


Maybe list what things could be taken to qualify for all the extant Warlock PrCs in the books?

Igneel
2011-09-08, 11:11 AM
I'm probably the only one here, but I know that I would like to see a dual-progression style class with Dragonfire Adept where you get more of a Dracolich/Vampiric/Ghostly Dragon feel.

Complete with special negative breath weapons and/or Cha to breath weapon DC instead of Con? Of course this could just be resolved with the 'Breath of Unlife' feat from FR: Dragons of Faerun pg 47.

[I've been bouncing the idea, and am thinking of doing something of the like with my Wyrmfire Disciple, but since your looking for ideas...]

ErrantX
2011-09-08, 05:44 PM
Hmm.. Ideas then?

Could we a something different for an epic Ebon? It just seems quite bland. That could just be my personal thoughts though. Also a small list then.

1. A feat or possible ACF, something that allows channeling on a full attack with essence. I can understand it needing to be a high level feat or hell an epic level feat. But can we have something that allows it.

2. I agree that a psionics/ebon class should be made, as I think it would be quite the awesome thing to see.

3. So about the ebon/channeler PrC?

4. Any chance of you ever doing something like a destiny of epic reaper-ness. I understand it wouldn't really be just for this class, but I think the class could use it.

5. I know corpsecrafter stuff is supposed to do it. But thoughts on invocations to improve your undead. For a true hordemaster.. Ya know?

6. If not the above thought, could we work in an ACF for something like a skeleton familiar. Perhaps trade away AoD or something else..

7. Wait, nope. Outta of ideas right this moment.

1) To be fair, I'm not really an Epic game person myself, but I know a lot of people are and this class needs better and moar epic support and a feat like that is a good idea.

2) Yes, I got an idea for an Ardent/Ebon Initiate actually that made me shiver with happies.

3) On the agenda.

4) Potentially. I've done a little Epic Destiny work before, but again, it falls in that Epic range that I don't tend to mess with

5) I've got something for that; the Bone Sovereign. :smallbiggrin:

6) That's not a bad idea. I'll look into that.


How about some more dual PrCs?

Ebon Initiate/Incarnum (more than likely Necrocarnum)

Ebon Initiate/Warlock (just to see what you could do with that, the union of the power of the dead and fiendish power....lol)

Ebon Initiate/Scout?


Just tossing out ideas...lol


Maybe list what things could be taken to qualify for all the extant Warlock PrCs in the books?

The Midnight Initiate is also on the agenda for a Necrocarnum / Ebon Initiate. A necrolock? Maybe maybe. I was also planning on a Warlock rewrite soonish. Was inspired by a really awesome picture of Lilliana Vess. As far as Scouts go, I could do some edits to the Twixil Night Blade for Scout support...

Yeah, I need some compatibility support too for 'lock stuff.


I'm probably the only one here, but I know that I would like to see a dual-progression style class with Dragonfire Adept where you get more of a Dracolich/Vampiric/Ghostly Dragon feel.

Complete with special negative breath weapons and/or Cha to breath weapon DC instead of Con? Of course this could just be resolved with the 'Breath of Unlife' feat from FR: Dragons of Faerun pg 47.

[I've been bouncing the idea, and am thinking of doing something of the like with my Wyrmfire Disciple, but since your looking for ideas...]

Thats a really cool idea actually. I wouldn't use Dragonfire Adept though, I'd rather use your Wyrmfire Disciple before I used Dragonfire Adept. Perhaps a collaboration or one of us decides to take the initiative on it? Netherdrake Discipline? Death Dragon Invoker? Some ideas :smallcool:

-X

Zarthrax
2011-09-08, 07:58 PM
Ooooooooooooo, just got another idea!

Ebon Initiate/Dread Necromancer!

Igneel
2011-09-08, 11:52 PM
Thats a really cool idea actually. I wouldn't use Dragonfire Adept though, I'd rather use your Wyrmfire Disciple before I used Dragonfire Adept. Perhaps a collaboration or one of us decides to take the initiative on it? Netherdrake Discipline? Death Dragon Invoker? Some ideas :smallcool:

-X

Oh why that is actually one of the greatest compliments on my work thus far, especially since I absolutely love this class of yours and already had a very, VERY rough plan somewhat set up for the class. I wouldn't mind a collaboration, even though I personally believe I have alot more work to do on my Wyrmfire.

I kinda like your name ideas more then my [imho] lame 'Disciple of Falazure' name. :P

I could drop off some of my notes if your really interested. Honestly I'm all giddy now. :smallbiggrin:

peacenlove
2011-09-09, 01:02 AM
I know it's been done (http://www.giantitp.com/forums/showpost.php?p=4077909&postcount=36) before, but how about a Ebon Initiate / Shadowcaster class?
I always thought that warlock and shadowcaster would be a perfect fit (Few but strong mysteries and unlimited mediocre effects.)
I would tackle this project if you don't have time but it would be with my own Shadowcaster take, thus not appreciated by all.

Ideas would be
-) progresses invocations as supernatural abilities and if you spend a mystery they can be immediate actions
-) caster levels and maybe mysteries recovered if he kills an equal cr'ed opponent.
-) combine netherchannel with mysteries (especially umbral touch / fist would be cool) like the eldrich theurge (or the aforementioned abyssym). Metashadow feats and spell like enhancing ones combine and can be used on both mysteries and invocations.
-) travel through the dead and at destination shadows explode with variable effects (cold damage, negative levels, dispelling etc).
-) rebuke undead can affect creatures native to the plane of shadows.
-) since both undead and shadow magic give emphasis to defense (undead immunities, many good defensive/countering mysteries) a good capstone would be various antimagic defenses maybe? or ability to counter spells / temporarily shut down abilities with netherchannel/invocations?

ErrantX
2011-09-09, 04:15 PM
Ooooooooooooo, just got another idea!

Ebon Initiate/Dread Necromancer!

That seems redundant with Frostwrought Scion existing.


Oh why that is actually one of the greatest compliments on my work thus far, especially since I absolutely love this class of yours and already had a very, VERY rough plan somewhat set up for the class. I wouldn't mind a collaboration, even though I personally believe I have alot more work to do on my Wyrmfire.

I kinda like your name ideas more then my [imho] lame 'Disciple of Falazure' name. :P

I could drop off some of my notes if your really interested. Honestly I'm all giddy now. :smallbiggrin:

Yeah, PM me some ideas, I will shoot some back. Tag team for the win!


I know it's been done (http://www.giantitp.com/forums/showpost.php?p=4077909&postcount=36) before, but how about a Ebon Initiate / Shadowcaster class?
I always thought that warlock and shadowcaster would be a perfect fit (Few but strong mysteries and unlimited mediocre effects.)
I would tackle this project if you don't have time but it would be with my own Shadowcaster take, thus not appreciated by all.

Ideas would be
-) progresses invocations as supernatural abilities and if you spend a mystery they can be immediate actions
-) caster levels and maybe mysteries recovered if he kills an equal cr'ed opponent.
-) combine netherchannel with mysteries (especially umbral touch / fist would be cool) like the eldrich theurge (or the aforementioned abyssym). Metashadow feats and spell like enhancing ones combine and can be used on both mysteries and invocations.
-) travel through the dead and at destination shadows explode with variable effects (cold damage, negative levels, dispelling etc).
-) rebuke undead can affect creatures native to the plane of shadows.
-) since both undead and shadow magic give emphasis to defense (undead immunities, many good defensive/countering mysteries) a good capstone would be various antimagic defenses maybe? or ability to counter spells / temporarily shut down abilities with netherchannel/invocations?

I do love Shadowcasters... hmmm.... we should discuss this as well. You have good ideas and it leads to a perfectly reasonable transformation into a shadow. Tenebrous Lord or something?

-X

Igneel
2011-09-10, 12:24 AM
Yeah, PM me some ideas, I will shoot some back. Tag team for the win!

-X

Done, and done! Lets get this show on the road!

TravelLog
2011-09-10, 12:34 AM
I'd also be interested in seeing these Ebon Initiate PrCs:


Ebon Initiate/Psion (or Psychic Warrior/Ardent etc.)
Ebon Initiate/Cleric
PrC with abilities like that of the Telflammer Shadowlord

peacenlove
2011-09-10, 03:05 AM
I do love Shadowcasters... hmmm.... we should discuss this as well. You have good ideas and it leads to a perfectly reasonable transformation into a shadow. Tenebrous Lord or something?

-X

I never was good at names :smallsigh: Abbadon was a greek curse that was the equivalent of the underworld and judge of souls (Charon). This, in my mind, marries shadow and death perfectly, without having an overly evil theme. Perhaps you could play with this word?
If you really think about transformation, how about a shadow elemental (ToM) necromental (Libris mortis)? Spawn should be limited and mental stats should be untouched, but it should be fitting enough. I only fear about the power of the incorporeal subtype, but it will come at a late enough level I guess.

Amechra
2011-09-10, 01:00 PM
May I say that I rather like this class...

And that, if you are willing to allow me to, I will make a PrC for this and my Touched Warrior (http://www.giantitp.com/forums/showthread.php?t=212155), or one of my other base classes.

ErrantX
2011-09-10, 11:29 PM
I never was good at names :smallsigh: Abbadon was a greek curse that was the equivalent of the underworld and judge of souls (Charon). This, in my mind, marries shadow and death perfectly, without having an overly evil theme. Perhaps you could play with this word?
If you really think about transformation, how about a shadow elemental (ToM) necromental (Libris mortis)? Spawn should be limited and mental stats should be untouched, but it should be fitting enough. I only fear about the power of the incorporeal subtype, but it will come at a late enough level I guess.

Hmmm.. I like the mentions of Abbadon and Charon. Good ideas there. I will think on this.


May I say that I rather like this class...

And that, if you are willing to allow me to, I will make a PrC for this and my Touched Warrior (http://www.giantitp.com/forums/showthread.php?t=212155), or one of my other base classes.

By all means, I'd love to see what you make.

-X

GernifTheBard
2011-09-11, 08:29 AM
Would an undead Ebon Initiate who lacks a Constitution score still benefit from the 13th level Shroud of Death ability?

ErrantX
2011-09-11, 10:57 AM
Would an undead Ebon Initiate who lacks a Constitution score still benefit from the 13th level Shroud of Death ability?

Yes they would, because undead still have a Charisma score. They're already not using their (non-existent) Constitution score for bonus HP, so they'd highly benefit from the Revenant ability of Shroud of Death.

-X

Avalon®
2011-09-17, 08:05 AM
Can netherchannel attacks be channeled through natural attacks? Especially in full attacks?

I think I read it once here but I'm not sure.

ErrantX
2011-09-17, 09:23 AM
Can netherchannel attacks be channeled through natural attacks? Especially in full attacks?

I think I read it once here but I'm not sure.

Just as with touch spells/attacks, netherchannel can be delivered through natural attacks such as a claw as per a normal attack with your barehand. So yeah, an unarmed strike or a claw or the like can deliver netherchannel without needing a feat or special invocation

-X

ErrantX
2012-11-06, 01:42 AM
Updated the OP with rules for Pathfinder, as I'm beginning to convert some of my works to PF's ruleset. Invocations still need updating, so it's still kind of a hybrid.

Updated the Frostwrought Scion, the Necromera, Ashen Knight, and Twixil Night Blade to PF as well. Left the Margrave of the Black Gate alone as it is deeply into 3.5 mechanics (with it being a binder class).

I'll be uploading a Gunslinger/Ebon Initiate PrC soon called the Death Marshal (http://www.giantitp.com/forums/showthread.php?t=260565), which I used to have as an archetype but was convinced it would be better as a PrC. EDIT: Done this

-X

mrcarter11
2012-11-06, 01:08 PM
I know it's been over a year now, but do we have any chance of seeing you finish up the PrC's that were brainstormed way back when? I know it's a lot on you, but I figured I'd ask.

Also nice to see an actual conversion for pf rules. I'll go check out the Death Marshal now.

ErrantX
2012-11-06, 03:35 PM
I know it's been over a year now, but do we have any chance of seeing you finish up the PrC's that were brainstormed way back when? I know it's a lot on you, but I figured I'd ask.

Also nice to see an actual conversion for pf rules. I'll go check out the Death Marshal now.

Hey, long time pal! :smallsmile:

I'm going to go through and make a conversion list for invocations/new/changed invocations for this class and for channeler. I've got some other Ebon Initiate works in place as well, and a huge revision to the Traveler class I wrote ages ago that seemed to not fair well here. And of course stuff for my Iron Man as well. Lots on my plate, and lots to post soon. I've been sitting on my laurels too long and have been hoarding my writing. Gonna start releasing it again.

-X

mrcarter11
2012-11-06, 04:17 PM
Yeah it's been awhile :smallredface:

I think I still stand as an advocate of this class, and I think I've played it nearly every way you can play it including using each of it's PrC's at least once..

I'm intrigued to see the new invocation list for PF, as I feel balance is handled a bit differently there. But on the topic of the Traveler, I feel that it just suffered from a lack of notice more so then anything mechanical. I've played the class a few times, and it does work well in terms of mechanical ability.

ErrantX
2012-11-06, 04:30 PM
Yeah it's been awhile :smallredface:

I think I still stand as an advocate of this class, and I think I've played it nearly every way you can play it including using each of it's PrC's at least once..

I'm intrigued to see the new invocation list for PF, as I feel balance is handled a bit differently there. But on the topic of the Traveler, I feel that it just suffered from a lack of notice more so then anything mechanical. I've played the class a few times, and it does work well in terms of mechanical ability.

Lots of stuff in the works if I can manage the ability to keep it on track for Channeler, re-versioning to Pathfinder for all that, and maybe some more Ebon Initiate love beyond just the Death Marshal. I know people had expressed love for a Cleric, a Shadowcaster, and a psychic of some kind as well.

What sort of thing would you want to see for Ebon Initiate or Channeler (http://www.giantitp.com/forums/showthread.php?t=196557)? (this is open ended for anyone reading this)

-X

mrcarter11
2012-11-06, 04:43 PM
Mixing this with psionics is really about all I still want to see. I think at that point you've covered pretty much everything.

ErrantX
2012-11-07, 09:04 PM
Mixing this with psionics is really about all I still want to see. I think at that point you've covered pretty much everything.

I got an idea for a psychic who through his death pact becomes a psychic spectre, incorporeal and capable of ripping the souls out of others and creating a train of spectral minions.

Thoughts?

-X

mrcarter11
2012-11-07, 10:01 PM
I'm very intrigued, though I am curious what ever happened to the Bone Sovereign


EDIT: Another thought would be to have an invocation that allowed you trade nether damage for short term PP that you could spend perhaps? I'm very cautious of anything that involves incorporeal though. Also what did you have in mind as the other class? Psion, PsyWar, Ardent, a Lurk perhaps? Or I guess the more simple approach would be Wilder.

peacenlove
2012-11-08, 12:07 PM
Lots of stuff in the works if I can manage the ability to keep it on track for Channeler, re-versioning to Pathfinder for all that, and maybe some more Ebon Initiate love beyond just the Death Marshal. I know people had expressed love for a Cleric, a Shadowcaster, and a psychic of some kind as well.

What sort of thing would you want to see for Ebon Initiate or Channeler (http://www.giantitp.com/forums/showthread.php?t=196557)? (this is open ended for anyone reading this)

-X

I saw my ideas still floating in this thread (http://www.giantitp.com/forums/showpost.php?p=11811678&postcount=165) and to be honest i have spent too much time away from DnD and homebrewing for any confidence on carrying it out. If my pathfinder revision (http://forum.faxcelestis.net/viewtopic.php?f=21&t=269&p=1015#p1015) of the shadowcaster inspires you all the better :smallamused:

Also thanks again for a well made class. Used them as low level NPC's and got my players on their toes :smallbiggrin:

ErrantX
2012-11-08, 12:14 PM
I'm very intrigued, though I am curious what ever happened to the Bone Sovereign


EDIT: Another thought would be to have an invocation that allowed you trade nether damage for short term PP that you could spend perhaps? I'm very cautious of anything that involves incorporeal though. Also what did you have in mind as the other class? Psion, PsyWar, Ardent, a Lurk perhaps? Or I guess the more simple approach would be Wilder.

I was going to aim for the basic core psychics, so that way it could be Pathfinder ready as well. The Bone Sovereign never came together because I just had little inspiration to make it, perhaps after a long break I'll have some and actually make it.


I saw my ideas still floating in this thread (http://www.giantitp.com/forums/showpost.php?p=11811678&postcount=165) and to be honest i have spent too much time away from DnD and homebrewing for any confidence on carrying it out. If my pathfinder revision (http://forum.faxcelestis.net/viewtopic.php?f=21&t=269&p=1015#p1015) of the shadowcaster inspires you all the better :smallamused:

Also thanks again for a well made class. Used them as low level NPC's and got my players on their toes :smallbiggrin:

Not a problem, but I do like the idea of a shadowcaster/ebon initiate, so that may end up happening. I will likely use your conversion as well, as I found it quite agreeable.

Thank you, and I'm glad you got some mileage out of it!

-X

Zarthrax
2012-11-08, 01:52 PM
Don't forget Incarnum as well! :smallsmile:

ErrantX
2012-11-22, 08:05 PM
I decided to be a cheap skate and make an adaptation of the Frostwrought Scion for divine spellcasters. The class features would fit juts fine for a death-worshipping Ebon Initiate who decided to gain divine powers just as much as a thanatologist who learns arcane magic from death. Seemed reasonable. Working on a psychic right now, called the Psi-Spectre. Think psion uncarnate but all kinds of spectral undead.

-X

Morrolan
2014-04-15, 03:55 PM
Since I rather like this class and the messed up table made it hard to read, I fixed the table.
ErrantX, if you ever see this, please use my fix in your opening post :smallsmile:



Level
BAB
Fort
Ref
Will
Special
Invocations


1st

+0

+0

+0

+2
Aura of the dead, detect undead, netherchannel +1d6
2


2nd

+1

+0

+0

+3
Rebuke undead, dark grace
3


3rd

+2

+1

+1

+3
Black banner, netherchannel +2d6
4


4th

+3

+1

+1

+4
Aspect of death, armored invoker (medium)
5


5th

+3

+1

+1

+4
Netherchannel +3d6
6


6th

+4

+2

+2

+5
Invocations (least or lesser)
7


7th

+5

+2

+2

+5
Netherchannel +4d6
8


8th

+6

+2

+2

+6
Imbue item, shroud of death (AC)
9


9th

+6

+3

+3

+6
Aspect of death, netherchannel +5d6
10


10th

+7

+3

+3

+7
Deathspeak
11


11th

+8

+3

+3

+7
Netherchannel +6d6, invocations (least, lesser, or greater)
12


12th

+9

+4

+4

+8
Improved aura of the dead
13


13th

+9

+4

+4

+8
Shroud of death (revenant), netherchannel +7d6
14


14th

+10

+4

+4

+9
Aspect of death
15


15th

+11

+5

+5

+9
Netherchannel +8d6
16


16th

+12

+5

+5

+10
Invocations (least, lesser, greater, or dark)
17


17th

+12

+5

+5

+10
Netherchannel +9d6
18


18th

+13

+6

+6

+11
Shroud of death (fortification)
19


19th

+14

+6

+6

+11
Aspect of death, netherchannel +10d6
20


20th

+15

+6

+6

+12
Death's hand, killing power
22

ErrantX
2014-04-22, 10:06 PM
Thank you kindly for your support and for the table! :smallbiggrin:

-X

Zarthrax
2014-04-22, 11:08 PM
Any news on the other PrCs you said you had ideas for?

ErrantX
2014-04-22, 11:13 PM
Any news on the other PrCs you said you had ideas for?

Lemme dig through my Projects folder and see what I come up with!

-X