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View Full Version : 3.5 PEACH Eldar Warlock (from 40k)



Rowanomicon
2010-10-09, 04:37 PM
My Cousin wanted to create a class to play based on the 40k Eldar Warlock.
So last night we designed it and now I'd like the Playground's feedback before we start this game.
This is mostly for rules feedback as many members here have more balance experience than me.


HD
d10

Class Skills
The eldar warlock’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha) and Use Rope (Dex).

Skill Points at 1st Level
(6 + Int mod) x 4

Skill Points at Each Additional Level
6 + Int mod

The Eldar Warlock
{table=head]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special|
Speed Bonus|
Destructor Range; Damage


1st|
+0|
+0|
+2|
+0|Concealment, Rune Armor, Witchblade|
-|
-

2nd|
+1|
+0|
+3|
+0|Speed Bonus, Witchblade Rune|
5 ft|
-

3rd|
+2|
+1|
+3|
+1|Destructor, Combat Style|
5 ft|
10 ft; 1d6

4th|
+3|
+1|
+4|
+1|Witchblade Rune|
10 ft|
10 ft; 1d6

5th|
+3|
+1|
+4|
+1|Embolden, Enhance|
10 ft|
15 ft; 1d6

6th|
+4|
+2|
+5|
+2|Witchblade Rune|
15 ft|
15 ft; 1d6

7th|
+5|
+2|
+5|
+2|Improved Combat Style|
15 ft|
15 ft; 2d6

8th|
+6/+1|
+2|
+6|
+2|Witchblade Rune|
20 ft|
15 ft; 2d6

9th|
+6/+1|
+3|
+6|
+3|Evasion|
20 ft|
20 ft; 2d6

10th|
+7/+2|
+3|
+7|
+3|Witchblade Rune|
25 ft|
20 ft; 2d6

11th|
+8/+3|
+3|
+7|
+3|Combat Style Mastery|
25 ft|
20 ft; 3d6

12th|
+9/+4|
+4|
+8|
+4|Witchblade Rune|
30 ft|
20 ft; 3d6

13th|
+9/+4|
+4|
+8|
+4|Improved Evasion|
30 ft|
25 ft; 3d6

14th|
+10/+5|
+4|
+9|
+4|Witchblade Rune|
35 ft|
25 ft; 3d6

15th|
+11/+6/+1|
+5|
+9|
+5||
35 ft|
25 ft; 4d6

16th|
+12/+7/+2|
+5|
+10|
+5|Witchblade Rune|
40 ft|
30 ft; 4d6

17th|
+12/+7/+2|
+5|
+10|
+5|Witchblade Rune|
40 ft|
35 ft; 5d6

18th|
+13/+8/+3|
+6|
+11|
+6|Witchblade Rune|
45 ft|
40 ft; 5d6

19th|
+14/+9/+4|
+6|
+11|
+6|Witchblade Rune|
45 ft|
45 ft; 6d6

20th|
+15/+10/+5|
+6|
+12|
+6|Witchblade Rune|
50 ft|
50 ft; 7d6[/table]

Class Features

Weapons and Armor Proficiency
The eldar warlock is proficient with all simple weapon and witchblades.
Eldar warlocks are proficient with light armor and shields.

Concealment
An eldar warlock can cloud the minds of his opponents creating a shifting psychic fog that hinders their attacks against the eldar warlock and a number of his allies.
Concealment can protect the eldar warlock and a number of allies equal to his Class Level.
Opponents attacking characters protected by an eldar warlocks concealment suffer a miss chance equal to 3%/Class level of the eldar warlock.
concealment from multiple eldar warlocks does not stack; only the highest applies.

Rune Armor
Rune armor is psychically crafted from a semi-organic psychoactive polymer substance called wraithbone.
Rune armor light, always includes a helmet, usually includes a vest or chest plate and is usually worn between the normal clothing and a overcoat or cloak.
Rune armor channels the eldar warlock's psychic powers to protect them from harm.
While wearing rune armor an eldar warlock gains DR X/- where X equals their Class Level.
Rune armor grants no armor bonus, but does not take up the armor slot.

Witchblade
A witchblade is a masterwork bastard sword with critical threat range of 18-20 rather that 19-20.
It is also able to be inscribed with empowering runes by an eldar warlock.
An eldar warlock my inscribe the first of these runes at level one.
He may also inscribe an additional run at levels 2, 4, 6, 8, 10, 12, 14, 16, 17, 18, 19 and 20.
Each time an eldar warlock inscribes a new rune on to a witchblade they may wipe the witchblade clean and choose new runes to inscribe.
Each rune may grant either an enhancement bonus or a special ability.
Special abilities may be chosen off the list found here (http://www.d20srd.org/srd/magicItems/magicWeapons.htm) with +1 Abilities requiring 1 rune, +2 abilities requiring 2 runes etc.

Speed Bonus
Fleet of foot and psychically quickened eldar warlocks gain a 5 ft bonus to their base land speed at every even class level.

Destructor
An eldar warlock of 3rd level or higher can unleash his anger and hatred in a psychic blast. As a standard action the eldar warlock may shoot a cone that damages all caught within it. It's range and damage are dependent on the class level of the eldar warlock. An eldar warlock may also add their Charisma modifier to the damage.
A Will saving throw with a DC of 10 + 1/2 eldar warlock class level + Cha mod negates the damage.

Combat Style
At 3rd level, an eldar warlock must select one of two combat styles to pursue: two-handed weapons or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

If the eldar warlock selects two-handed weapons, he is treated as having the Power Attack feat, even if he does not have the normal prerequisites for that feat.

If the eldar warlock selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

The benefits of the eldar warlock’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Embolden
Starting at 5th level an eldar warlock and a number of his allies, no two of which are more than 10 ft apart, up to his class level may re-roll all failed saves once and take the better result.
All emboldened characters also receive a morale bonus to all Will saves.
This bonus is +1 initially increasing incrementally by 1 at levels 10, 15 and capping at +4 at level 20.

Enhance
Starting at 5th level an eldar warlock and a number of his allies, no two of which are more than 10 ft apart, up to his class level receive an morale bonus to their Initiative and all Attack rolls.
This bonus is +1 initially increasing by an increment of 1 at levels 6, 9, 12, 15 an capping at +6 at level 18.

Improved Combat Style
At 7th level, a eldar warlocks’s aptitude in his chosen combat style (two-handed weapons or two-weapon combat) improves. If he selected two-handed weapons at 2nd level, he is treated as having the Cleave feat, even if he does not have the normal prerequisites for that feat.

If the eldar warlock selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the eldar warlock’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Evasion
At 9th level, an eldar warlock can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the eldar warlock is wearing light armor or no armor. A helpless eldar warlock does not gain the benefit of evasion.

Combat Style Mastery
At 11th level, a eldar warlock’s aptitude in his chosen combat style (two-handed weapons or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Great Cleave feat, even if he does not have the normal prerequisites for that feat.

If the eldar warlock selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the eldar warlock’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Improved Evasion
This ability works like evasion, except that while the eldar warlock still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless eldar warlock does not gain the benefit of improved evasion.