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PersonMan
2011-03-18, 06:22 PM
The idea for this project came from a flash of inspiration I had in late January of this year. I made a Warlock/Monk prestige class, along with the rough drafts of several others(which then sat around gathering digital dust for one and a half months until I decided to finish them up). That class, the Eldritch Fist, has been reposted here, for both our convenience and because the old thread is now three days over the thread necromancy line.



Table of Contents:
1: The Eldritch Fist (http://www.giantitp.com/forums/showpost.php?p=10583030&postcount=2)
2: The Eldritch Chord (http://www.giantitp.com/forums/showpost.php?p=10583050&postcount=3)
3: The Eldritch Soul (http://www.giantitp.com/forums/showpost.php?p=10583069&postcount=4)
4: The Eldritch Mind (http://www.giantitp.com/forums/showpost.php?p=10583086&postcount=5)
5: The Blast Shaper and Essence Infuser (http://www.giantitp.com/forums/showpost.php?p=10583109&postcount=6)
6: Eldritch Feats (http://www.giantitp.com/forums/showpost.php?p=10583145&postcount=7)
7: The Eldritch Pact Maker (http://www.giantitp.com/forums/showthread.php?p=10791805#post10791805)

To-Do: Organize Eldritch feats. Done.
Gather ideas for further PrCs.
New: Increase levels of all PrCs. Done.


Current Ideas for next PrC: Binder/Warlock. Done.
Possible Rogue/Warlock(d6 lover).

PersonMan
2011-03-18, 06:26 PM
The Eldritch Fist

Many say that the chaotic nature of eldritch energy could never be mixed with the discipline and focus of the monk. However, the appearance of those who follow the way of the monk while using eldritch energy has shown that this is indeed very possible. These warriors can even use this power to enhance their monk abilities, surprising enemies with surges of speed and barrages of deadly energy.

Entry Requirements:
Feats: Improved Unarmed Strike, Ordered Chaos*
Special: Flurry of Blows, Eldritch Blast +2d6
Invocations: Must know two Eldritch Essence Invocations

*Found in the Fiendish Codex I: Hordes of the Abyss
Alignment: Any
Hit Die: d8

Class Skills:
Balance(Dex), Concentration(Con), Knowledge(arcana), Knowledge(religion), Knowledge(the planes), Listen(Wis), Sense Motive(Wis), Spellcraft(Int), Spot(Wis), Tumble(Dex) and Use Magic Device(Cha)
Skill Points at Each Level: 4 + Int modifier




Level
BAB
Fort
Ref
Will
Special

Invocations


1st
+0
+2
+2
+2
Monk Abilities, Eldritch Blast

+1 level of existing class


2nd
+1
+3
+3
+3
Eldritch Fist

+1 level of existing class


3rd
+2
+3
+3
+3
Eldritch Dexterity, Evasion

+1 level of existing class


4th
+3
+4
+4
+4
Flurry of Blasts, Bonus Feat

+1 level of existing class


5th
+3
+4
+4
+4
Eldritch Ki

+1 level of existing class


6th
+4
+5
+5
+5
Eldritch Speed, Bonus Feat

+1 level of existing class


7th
+5
+5
+5
+5
Eldritch Defense(Eldritch Blast)

+1 level of existing class


8th
+6
+6
+6
+6
Reactive Blast, Bonus Feat

+1 level of existing class


9th
+6
+6
+6
+6
Eldritch Insight

+1 level of existing class


10th
+7
+7
+7
+7
Eldritch Defense(invocations), Bonus Feat

+1 level of existing class


11th
+8
+7
+7
+7
Eldritch Conversion

+1 level of existing class


12th
+9
+8
+8
+8
Eldritch Mastery, Bonus Feat

+1 level of existing class



Weapon and Armory Proficiency: Eldritch fists gain no proficiency with weapons or armor.

Monk Abilities: An eldritch fist's eldritch fist levels stack with his monk levels to determine unarmed strike damage, AC bonus, unarmed speed bonus, Ki Strike and flurry of blows bonus.

Eldritch Blast(Sp): An eldritch fists' eldritch fist levels stack with his warlock levels to determine his eldritch blast spell level equivalent.

Eldritch Fist(Su): Starting at second level, an eldritch fist can, as a swift action, imbue his unarmed strikes(or attacks made with monk weapons) with eldritch energy, dealing eldritch blast damage in addition to his normal unarmed strike damage.

Starting at 3rd level, an eldritch fist can add a single eldritch essense invocation to the eldritch blast he binds to his unarmed strikes as a free action.

Eldritch Dexterity(Su): At third level, an eldritch fist can temporarily empower his body with surges of eldritch power. For every die of damage he gives reduces his eldritch blast damage by, an eldritch fist can gain one effective point of dexterity until his next turn, up to a maximum of his eldritch fist level. This bonus to dexterity lasts as long as the eldritch fist reduces his eldritch blast damage.

Evasion(Ex): At third level, an eldritch fist can dodge magical and supernatural attacks with astounding dexterity. If an eldritch fist makes a successful Reflex save against an effect that allows a save for half damage, he instead takes no damage. A helpless eldritch fist, such as one who is stunned or unconscious, does not gain the benefit of evasion.

At fifth level, an eldritch fist takes half damage even on an unsuccessful Reflex save.

Flurry of Blasts(Su): At fourth level, an eldritch fist can use the same technique that lets him attack with enhanced speed on his eldritch blast. In a round in which he uses Flurry of Blasts, the eldritch fist's eldritch blast damage is reduced by a number of dice equal to the number of eldritch blast attacks made that round. The eldritch blast attacks made using Flurry of Blasts use the Flurry of Blows attack bonus. A flurry of blasts is a full-round action. An eldritch fist can apply a single eldritch essence to half of the eldritch blast used in a round with Flurry of Blasts. An eldritch fist can choose how many blasts he launches when using Flurry of Blasts.

At sixth level, an eldritch fist can apply a single eldritch essence to all eldritch blasts used in a round with Flurry of Blasts.

Bonus Feats: At fourth, sixth, eight, tenth and twelfth level, an eldritch fist gains a bonus feat, chosen from the monk bonus feat list. For the purpose of determining which feats the eldritch fist can take, add the eldritch fist's eldritch fist level to his monk level.

At sixth level, an eldritch fist adds the following feats to the list of bonus feats that he can take: Eldritch Crush and Eldritch Stun.

At eighth level, an eldritch fist adds the following feats to the list of bonus feats he can take: Eldritch Sunder and Eldritch Vitality.

Eldritch Ki(Su): At fifth level, an eldritch fist can use eldritch energy to empower his ki abilities. When using eldritch fist, an eldritch fist can choose to weaken his eldritch blast to enhance the strike. An eldritch ki attack counts as one special material(such as silver or cold iron) other than adamantine for each d6 of eldritch blast damage the eldritch fist gives up. He can also give up a number of d6s to gain an enhancement bonus on effected attacks equal to the number of d6s given up(maximum 5).(So if, for example, Jesso had a 9d6 eldritch blast he could instead only deal 3d6 damage with it to make his unarmed strikes that round be +5 and silvered.)

At seventh level, an eldritch fist can give up a number of d6s equal to a special property's enhancement value to gain that property for the affected attacks. These special properties must be drawn from a predetermined list of (4+the character's Wisdom modifier) abilities. Two abilities can be "swapped" for two others each time the eldritch fist gains a level.

Eldritch Speed(Ex): At 6th level, an eldritch fist can use eldritch energy to give himself bursts of speed during battle. For every d6 of damage he gives up on his next eldritch blast(up to his eldritch fist level), an eldritch fist can move 10' faster. Also, if an eldritch fist gives up 4d6 eldritch blast damage dice, he can move up to his normal speed and use flurry of blows. The speed boost lasts until the eldritch fist's next turn.

Eldritch Defense(Su): At 7th level, an eldritch fist can choose to protect himself with a shield of eldritch energy. For every d6 he reduces his eldritch blast damage by, he gains a +1 bonus to AC until the beginning of his next turn. His eldritch blast damage stays reduced for as long as he gains the bonus to AC.

At 10th level an eldritch fist can block invocations to use this ability, gaining a +1 bonus to AC for each grade of the invocation blocked(1 for least, 2 for lesser, etc.). The blocked invocation cannot be used for 3 rounds. A blocked invocation's effects immediately end(if, for example, the invocation Beguiling Influence was blocked, the eldritch fist would immediately lose the bonuses granted by it)

Reactive Blast(Ex): At 8th level, an eldritch fist can react to an opening presented by an enemy with an instant blast of energy. Instead of making a normal attack of opportunity, an eldritch fist can instead make an eldritch fist attack.

Eldritch Insight(Su): At 9th level, an eldritch fist can channel eldritch power into their body, allowing them to use their monk abilities more easily. As a swift action, an eldritch fist can draw energy from an invocation they know, gaining a bonus to their effective monk level for monk abilities. The bonus is 1 for least invocations, 2 for lesser invocations, 3 for greater invocations and 4 for dark invocations. The invocation used for this cannot be used normally as long as the eldritch fist benefits from the bonus. The eldritch fist can regain access to the invocation(and lose their bonus to effective monk level) as another swift action. A blocked invocation's effects immediately end(if, for example, the invocation Beguiling Influence was blocked, the eldritch fist would immediately lose the bonuses granted by it)

Eldritch Conversion(Su): At 10th level, an eldritch fist gains more control over the energies in an Eldritch Blast. He can choose to deal less damage with the Eldritch Blast, increasing the save DC of an attached blast shape or eldritch essence invocation by 1 for every d6 they give up.

Eldritch Mastery(Su): At 12th level, an eldritch fist gains complete mastery over one eldritch essence or blast shape invocation. He chooses one eldritch essence or blast shape invocation, and can apply this to all of his eldritch blasts in addition to another eldritch essence or blast shape invocation.

Multiclass Note: A monk who takes the eldritch fist prestige class can continue advancing as a monk. This also excuses their multiclassing into warlock.

New Feat:


Laws of Anarchy
You follow a personal code, but that doesn't stop you from changing it every now and then.
Prerequisites: Ordered Chaos
Benefits: You count as both Lawful and Chaotic for classes or feats.
Normal: You count as your alignment for classes and feats.


----
Comments: After the lengthening, there's one quasi-dead level, where all they get is a bonus feat, but I think it worked out fairly well.

EDIT: Added to Eldritch Shield, then changed the name to avoid confusion with the Eldritch Chord's ability.

PersonMan
2011-03-18, 06:30 PM
The Eldritch Chord


ENTRY REQUIREMENTS
Skills: Perform(any) 5 ranks
Spells: Able to cast at least one 1st level Bard spell
Invocations: Must know two Least invocations
Eldritch Blast: At least 1d6 eldritch blast damage

Class Skills
The Eldritch Chord's class skills (and the key ability for each skill) are Appraise(Int), Balance(Dex), Bluff(Cha), Concentration(Con), Diplomacy(Cha), Knowledge(all skills, taken individually)(Int), Listen(Wis), Move Silently(Dex), Perform(Cha), Sense Motive(Wis), Spellcraft(Int), Tumble(Dex) and Use Magic Device(Cha)
Skills Points at Each Level: 6 + int

Hit Dice: d6



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Invocations/Spellcasting


1st

+0

+0

+2

+2
Bardic Music
+1 of existing invocation-using class/+1 of existing spellcasting class


2nd

+1

+0

+3

+3
Musical Magic(eldritch blast)
+1 of existing invocation-using class/+1 of existing spellcasting class


3rd

+2

+1

+3

+3
Eldritch Empowerment, Lesser Invocations
+1 of existing invocation-using class/+1 of existing spellcasting class


4th

+3

+1

+4

+4
Musical Magic(invocations)
+1 of existing invocation-using class/+1 of existing spellcasting class


5th

+3

+1

+4

+4
Eldritch Mark
+1 of existing invocation-using class/+1 of existing spellcasting class


6th

+4

+2

+5

+5
Musical Blasts
+1 of existing invocation-using class/+1 of existing spellcasting class


7th

+5

+2

+5

+5
Greater Invocations, bonus feat
+1 of existing invocation-using class/+1 of existing spellcasting class


8th

+6

+2

+6

+6
Eldritch Shield
+1 of existing invocation-using class/+1 of existing spellcasting class


9th

+6

+3

+6

+6
Musical Protection(AC), bonus feat
+1 of existing invocation-using class/+1 of existing spellcasting class


10th

+7

+3

+7

+7
Musical Magic(bard spells)
+1 of existing invocation-using class/+1 of existing spellcasting class


11th

+8

+3

+7

+7
Musical Protection(saves), bonus feat
+1 of existing invocation-using class/+1 of existing spellcasting class


12th

+9

+4

+8

+8
Eldritch Song




Weapon and Armor Proficiencies: An eldritch chord does not gain proficiency with any weapons or armor.

Invocations: At all of their eldritch chord levels apart from 7 and 9, an eldritch chord gains new invocations known as if they had gained a level in their previous invocation-using class. If they have more than one invocation-using class, they choose one to advance. An eldritch chord does not gain any other advantages, such as bonus feats, that they would have gained by gaining levels in their former invocation-using class.

Spells per day/Spells Known: At all of their eldritch chord levels apart from 9 and 12, an eldritch chord gains new spells known and spells per day as if they had gained a level in their previous spellcasting class. If they have more than one spellcasting class, they choose one to advance. An eldritch chord does not gain any other advantages, such as bonus feats, that they would have gained by gaining levels in their formerspellcasting class.

Bardic Music: An eldritch chord's eldritch chord levels stack with his bard levels for determining which types of bardic music he can use, and what bonuses he gives with inspire courage. It also stacks to determine number of bardic music uses in a day.

Musical Magic(Su): At second level an eldritch chord learns how to blast enemies with eldritch power without interrupting his performance. An eldritch chord can use eldritch blast while concentrating on a bardic music ability without interrupting his concentration.

At fourth level an eldritch chord can activate his innate powers as well, working the magic for both them and the music at the same time. He can now activate invocations while concentrating on bardic music without interrupting his concentration.

At tenth level an eldritch chord can concentrate on a bard spell and his bardic music at the same time. He can also cast a bard spell while concentrating on bardic music.

Lesser Invocations: At 3rd level an eldritch chord gains access to lesser invocations..

Eldritch Empowerment(Su): A 3rd level eldritch chord gains the ability to temporarily increase his bardic music through use of energy normally used for invocations. As a swift action of his turn, an eldritch chord can select an invocation. That invocation cannot be used until the eldritch chord spends another swift action to "reactivate" it. While this invocation cannot be used, an eldritch chord's bardic music abilities are more powerful. He can choose a number of points from the following list to apply to a bardic music ability, with 1 point given for lesser invocations, 2 for greater ones and 3 for dark ones. An ability can be taken multiple times, and its effects stack. An eldritch chord can "block" a number of invocations in this manner equal to his eldritch chord level/3. A blocked invocation's effects immediately end(if, for example, the invocation Beguiling Influence was blocked, the eldritch chord would immediately lose the bonuses granted by it).

+1 to the DC of bardic music abilities
+1 to the bonus given by bardic music abilities(such as inspire courage)
+1 round to the duration of any bardic music abilities


At 6th level an eldritch chord can apply the above bonuses to bard spells, but not to spells gained from other classes.

Eldritch Mark(Su): At 5th level an eldritch chord can mark enemies with eldritch energy, making them easier to hit. An eldritch chord can choose to deal 2d6 less eldritch blast damage to make the eldritch blast mark the target. All allies of the eldritch chord can attack this targeted enemy more easily, gaining a +2 bonus on attack rolls against the targeted enemy.

At 8th level, an eldritch chord can reduce his eldritch blast damage by 4d6 to give allies a +4 bonus on attack rolls and a +2 bonus on damage rolls against the target.

This mark lasts as long as the eldritch chord wishes it to, but his eldritch blast damage is reduced as long as it stays. An eldritch chord can dismiss the mark as a free action.

Musical Blasts(Su): At 6th level an eldritch chord can pull energy normally used to power his music's magical effects into his Eldritch Blast, giving up daily uses of his Bardic Music ability. For every use of the ability that he gives up, his Eldritch Blast does an extra 1d6 points of damage. An eldritch chord can choose how many uses of Bardic Music to give up at any time, but working the magical energy required a state of concentration like that of a wizard preparing spells, lasting 5 minutes. An eldritch chord can give up to his eldritch chord level/3 uses of Bardic Music up in this manner.

Greater Invocations: At 7th level an eldritch chord gains access to greater invocations.

Bonus Feats: At 7th, 9th and 11th level an eldritch chord gains an additional feat, which must be an Eldritch feat.

Eldritch Shield(Su): At 8th level, an eldritch chord gains the ability to shield himself or allies from hostile effects. By blocking the use of an invocation for 3 rounds, he can give himself and a number of allies equal to the invocation's grade(1 for least, 2 for lesser, 3 for greater and 4 for dark invocations) a bonus to saves equal to the invocation's grade+1 for 2 rounds as an immediate action. For example, if an enemy wizard casts a Fireball spell, Jest can block a Devour Magic(a greater invocation) for the next three rounds to give him and his allies a +4 bonus to saves for 2 rounds.

Musical Protection(Su): At 9th level an eldritch chord instinctively channels eldritch power while playing his music. While using a bardic music ability, an eldritch chord gains a +1 bonus to AC for every three eldritch chord levels he has.

At 11th level, an eldritch chord gains this bonus to saves as well.

Eldritch Song(Su): At 12th level an eldritch chord can create music that fills the air with crackling eldritch power. Using one bardic music use, he can give his allies bonus damage, splitting up his normal eldritch blast damage among his allies as bonus damage. The allies can choose to give up this bonus damage for a +1 on attack rolls for every d6 they give up.

An eldritch chord must concentrate on this ability as he does with other bardic music abilities, and cannot use eldritch blast while it is active. However, apart from this restriction his Musical Magic ability functions normally for Eldritch Song.

PersonMan
2011-03-18, 06:33 PM
The Eldritch Soul


Eldritch Souls are capable of mixing two unrelated arts-that of binding their soul energy into useful forms and of using eldritch energy to attack their enemies. They use the same energy that gives their soulmelds power to enhanc their eldritch attacks, and can siphon off eldritch energy for use in other areas.

ENTRY REQUIREMENTS
Skills: Knowledge(arcana) 7
Meldshaping: Ability to bind a soulmeld to a chakra.
Invocations: Knowledge of 2 least invocations

Class Skills
Bluff(Cha), Concentration(Con), Intimidate(Cha), Knowledge(arcana), Knowledge(religion), Knowledge(the planes), Sense Motive(Wis), Spellcraft(Int) and Use Magic Device(Cha)
Skills Points at Each Level: 4 + int

Hit Dice: d6



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Invocations/Meldshaping


1st

+0

+2

+0

+2
Soul Blast
+1 level of existing invoking class/+1 level of existing meldshaping class


2nd

+1

+3

+0

+3
Improved Soul Blast Capacity +1, bonus feat
+1 level of existing invoking class/+1 level of existing meldshaping class


3rd

+2

+3

+1

+3
Improved Chakra Binds
+1 level of existing invoking class/+1 level of existing meldshaping class


4th

+3

+4

+1

+4
Improved Invocations
+1 level of existing invoking class/+1 level of existing meldshaping class


5th

+3

+4

+1

+4
Improved Soul Blast Capacity +2, bonus feat
+1 level of existing invoking class/+1 level of existing meldshaping class


6th

+4

+5

+2

+5
Eldritch Redirection
+1 level of existing invoking class/+1 level of existing meldshaping class


7th

+5

+5

+2

+5
Reflexive Blast



8th

+6

+6

+2

+6
Improved Soul Blast Capacity +3, bonus feat
+1 level of existing invoking class/+1 level of existing meldshaping class


9th

+6

+6

+3

+6
Improved Chakra Binds
+1 level of existing invoking class/+1 level of existing meldshaping class


10th

+7

+7

+3

+7
Improved Invocations
+1 level of existing invoking class/+1 level of existing meldshaping class


11th

+8

+7

+3

+7
Improved Soul Blast Capacity +4, bonus feat
+1 level of existing invoking class/+1 level of existing meldshaping class


12th

+9

+8

+4

+8
Eldritch Essentia




Weapon and Armor Proficiencies: An eldritch soul gains no proficiencies with weapons or armor.

Invocations: At all of their eldritch soul levels apart from 7 and 12, an eldritch soul gains new invocations known as if they had gained a level in their previous invocation-using class. If they have more than one invocation-using class, they choose one to advance. An eldritch soul does not gain any other advantages, such as bonus feats, that they would have gained by gaining levels in their former invocation-using class.

Meldshaping: At all of their eldritch soul levels apart from 7 and 12, an eldritch soul gains essentia, chakra binds and soulmelds per day as if they had gained a level in their previous meldshaping class. If they have more than one meldshaping class, they choose one to advance. An eldritch soul does not gain any other advantages, such as bonus feats or new chakra bind tiers, that they would have gained by gaining levels in their former meldshaping class.

Soul Blast(Su): An eldritch soul can empower his eldritch blasts with soul energy. For every point of essentia he invests in his Soul Blast, it deals an additional 1d6 damage. Invested essentia can be moved into soulmelds as a swift action.

Improved Soul Blast Capacity(Ex): At second level, an eldritch soul can channel more soul energy into his Soul Blast, increasing the maximum amount of essentia he can have invested in his Soul Blast at any time by 1. At levels 5, 8 and 11, this number is increased by 1.

Bonus Feats: At 2nd, 5th, 8th and 11th level an eldritch soul can choose a bonus feat. This feat must either be an Incarnum or Eldritch feat.

Improved Chakra Binds: At levels 3 and 9, an eldritch soul gains access to the next tier of chakra binds that their meldshaping class would grant them.

Improved Invocations: At 4th and 10th level, an eldritch soul gains access to the next grade of invocations(lesser, greater or dark) that their invocation-using class would give them. If they have more than one invocation-using class, they choose one to gain the next grade of invocations in.

Eldritch Redirection(Su): At 6th level an eldritch soul can redirect eldritch energy from his Soul Blast into his soulmelds. As a swift action, an eldritch soul can reduce the amount of damage his Soul Blasts will do that round by up to 1/3 of his eldritch soul level. He gains this number as bonus essentia until his next turn, which can be invested in soulmelds normally. They cannot, however, be used to power feats, items or other things that are power by essentia that do not have instantaneous effects(i.e. using the Healing Soul feats with this bonus essentia is possible, using Cobalt Power is not). Investing this extra essentia is part of the swift action used to draw it from Soul Blast.

Reflexive Blast(Ex): At 7th level an eldritch soul can, if he has essentia invested in his Soul Blast, substitute a normal attack of opporunity for a Soul Blast.

Eldritch Essentia(Ex): At 12th level an eldritch soul discovers the bridge between incarnum and the invocations he uses. If the eldritch soul gives up the use of an invocation, he can use the energy normally spend powering it to do other things. As a swift action, he can pull essentia from an invocation(the amount of essentia gained is 1 for a least invocation, 2 for a lesser, 3 for a greater and 4 for a dark invocation), investing it as part of the same action if he chooses to do so. As long as this essentia is invested, the invocation cannot be used. If used in a way(such as to power a feat) that requires the essentia to be invested for a set time, the eldritch soul can "switch out" the invested essentia for other essentia to regain use of his invocation as a free action. A blocked invocation's effects immediately end(if, for example, the invocation Beguiling Influence was blocked, the eldritch soul would immediately lose the bonuses granted by it)

PersonMan
2011-03-18, 06:34 PM
The Eldritch Mind

Entry Requirements:
Skills: Psicraft 5 ranks, Spellcraft 5 ranks
Manifesting: Must be able to manifest first level powers
Invocations: Must know two least invocations

Hit Die: d6

Class Skills:
An eldritch mind's class skills(and the key ability for each skill) are Concentration(Con), Knowledge(all skills, taken individually)(Int), Psicraft(Int), Sense Motive(Wis), Spellcraft(Int) and Use Magic Device(Cha)



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Powers/Invocations


1st

+0

+0

+0

+2
Detect Psionics
+1 level of existing manifesting class/+1 level of invocation-using class


2nd

+1

+0

+0

+3
Psi Blast
+1 level of existing manifesting class/+1 level of invocation-using class


3rd

+2

+1

+1

+3
Eldritch Fuel 1/day
+1 level of existing manifesting class/+1 level of invocation-using class



4th

+3

+1

+1

+4
Invocation Fuel(least, lesser)
+1 level of existing manifesting class/+1 level of invocation-using class


5th

+3

+1

+1

+4
Lesser Invocations, Bonus Feat
+1 level of existing manifesting class/+1 level of invocation-using class



6th

+4

+2

+2

+5
Eldritch Fuel 2/day, Invocation Fuel(greater)
+1 level of existing manifesting class/+1 level of invocation-using class


7th

+5

+2

+2

+5
Eldritch Recovery, Bonus Feat
+1 level of existing manifesting class/+1 level of invocation-using class


8th

+6

+2

+2

+6
Invocation Fuel(dark), Greater Invocations
+1 level of existing manifesting class/+1 level of invocation-using class


9th

+6

+3

+3

+6
Eldritch Fuel 3/day, Bonus Feat



10th

+7

+3

+3

+7
Augment Blast
+1 level of existing manifesting class/+1 level of invocation-using class


11th

+8

+3

+3

+7
Bonus Feat
+1 level of existing manifesting class/+1 level of invocation-using class


12th

+9

+3

+3

+8
Eldritch Fuel 4/day, Eldritch Might




Weapon and Armor Proficiencies: An eldritch mind gains no proficiencies with weapons or armor.

Invocations: At all of their eldritch mind levels apart from 9 and 12, an eldritch mind gains new invocations known as if they had gained a level in their previous invocation-using class. If they have more than one invocation-using class, they choose one to advance. An eldritch mind does not gain any other advantages, such as bonus feats, that they would have gained by gaining levels in their former invocation-using class.

Psionics: At all of their eldritch mind levels apart from 9 and 12, an eldritch mind gains new powers known, power points and an increased manifester level as if they had gained a level in their previous psionic class. If they have more than one psionic class, they choose one to advance. An eldritch mind does not gain any other advantages, such as bonus feats, that they would have gained by gaining levels in their former psionic class.

Detect Psionics(Ps): At first level, an eldritch mind's magical sight broadens to include psionic effects. He can use detect psionics as the power at will. His manifester level is equal to his Hit Dice.

Psi Blast(Su): At second level, an eldritch mind can empower his eldritch blast with power points, making it deal more damage. For every power point you spend your eldritch blast does 1d6 more damage. However, you can only invest up to half of your eldritch mind level of power points. Round up if you are at an odd eldritch mind level.

Eldritch Fuel(Su): At third level, an eldritch mind can siphon energy from his eldritch blasts to gain temporary power points. As a swift action, an eldritch mind can choose to deal less damage with his eldritch blast to gain one power point per d6 of damage he gives up. These power points must be spent in the same round as they are gained. This can be done once per day for every 3 levels of eldritch mind you have.

Invocation Fuel(Su): At fourth level, an eldritch mind begins to understand how an invocation can be converted into psionic energy. An eldritch mind can, in exchange for being able to use an invocation for one minutes, gain a temporary bonus to his manifester level. This bonus is 1 for least invocations, 2 for lesser ones, 3 for greater ones and 4 for dark invocations. This bonus lasts for for one minute, powers used during this time that have a duration longer than the manifester level increase remain at the increased manifester level for their duration. A blocked invocation's effects immediately end(if, for example, the invocation Beguiling Influence was blocked, the eldritch mind would immediately lose the bonuses granted by it)

Lesser Invocations: At fifth level, an eldritch mind gains access to lesser invocations(or greater invocations, if he already has lesser invocations).

Bonus Feats: At 5th, 7th, 9th and 11th level, an eldritch mind gains a bonus feat. This feat must either be a metapsionic feat, a psionic feat or an eldritch feat.

Eldritch Recovery(Su): At seventh level, an eldritch mind learns how to utilize links between eldritch and psionic power to regain some of the power he uses. At seventh level an eldritch mind regains 1 power point from his Psi Blast per three points he pays to increase the damage(or, later, to augment it, see below).

Greater Invocations: At eighth level, an eldritch mind gains the ability to use greater invocations(or dark invocations, if he already has greater invocations).

Augment Blast(Su): At tenth level, an eldritch mind can augment his Psi Blast in new ways. An eldritch mind can raise the save DC of an eldritch essence or blast shape by investing power points, increasing the save DC by one for each power point invested. This has the same cap as Psi Blast. For example, a 10th level eldritch mind could choose to increase the damage of his Eldritch Blast by 3d6. He then applies the Eldritch Cone blast shape invocation, raises its DC by 2 and reaches the maximum of 5 power points that he can invest in one blast.

Eldritch Might(Su): At twelfth level, an eldritch mind can enter a state of heightened eldritch and mental power. The cost to manifest and augment all of his powers is halved, and his Eldritch Blasts do an additional 3d6 points of damage. This state lasts for five rounds, and can be entered only once per day.

----
Comments: I was fairly iffy about this class-it's an obvious niche, Warlock/Psionics, but I was having some trouble coming up with class features other than reducing Eldritch Blast/invocations for power points.

Addition: Level 11 is almost a dead level-a bonus feat isn't a wonderful thing on its own. However, a psion entering through the basic Warlock 2/Psion 2 build will be getting their first 7th level power, so until or unless I get a good idea for an additional class feature, it'll stay the way it is.

PersonMan
2011-03-18, 06:38 PM
The Blast Shaper



Entry Requirements
Eldritch Blast Damage: 3d6
Invocations: Must know two Blast Shape invocations
Skills: Spellcraft 7 ranks


Alignment: Any

Hit Die: d6


Class Skills: The Blast Shaper's class skills (and the key ability for each skill) are Bluff(Cha), Concentration(Con), Craft(Int), Intimidate(Cha), Knowledge(arcana), Knowledge(the planes), Knowledge(religion), Spellcraft(Int) and Use Magic Device(Cha).

Skill Points at each level:2+Int modifier



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Invocations


1st

+0

+0

+0

+2
Improved Shaping +1
+1 level of existing invocation-using class


2nd

+1

+0

+0

+3
Invocation Focus, Additional Blast Shape
+1 level of existing invocation-using class


3rd

+2

+1

+1

+3
Improved Shaping +2
+1 level of existing invocation-using class


4th

+3

+1

+1

+4
Shape Fusion
+1 level of existing invocation-using class


5th

+3

+1

+1

+4
Improved Shaping +3
+1 level of existing invocation-using class



Weapon and Armor Proficiencies: A blast shaper gains no proficiencies with weapons or armor.

Improved Shaping(Su): At first level a blast shaper gains a deeper understanding of the way his blast shape invocations work, making them more powerful and more difficult to resist. A blast shaper's blast shape invocations are the equivalent of a spell one level higher than normal(so an Eldritch Spear would be the equivalent of a 3rd level spell instead of a 2nd level one, for example).

At third and fifth level the spell level equivalents of the blast shaper's blast shape invocations increase by one.

Invocation Focus(Su): A blast shaper finds it easy to use a specific invocation. At level 2, a blast shaper chooses a blast shape invocation he knows. The blast shaper can either raise the save DC of the invocation by 2, or increase his caster level when using the invocation by 2.

Additional Blast Shape: A blast shaper gains knowledge of an additional blast shape invocation at level 2. This is in addition to any other invocation he learns at that level.

Shape Fusion(Su): At 4th level, a blast shaper is able to combine multiple blast shapes. A number of times per day equal to his blast shaper level, a blast shaper can fuse two blast shapes, one of which must be the one chosen for invocation focus. If the blast shapes each require a save of the same type, use the higher DC. If they require saves of different types, calculate the DCs individually.

For example, a 4th level blast shaper that chose Eldritch Chain for his Invocation Focus fuses it with Eldritch Spear. His Eldritch Blast now has a range of 250 feet and can jump to two additional targets, gaining the benefits of both blast shapes.

If the blast shape invocation turns the Eldritch Blast into an area effect, a single target must be chosen for Eldritch Chain.

At 5th level, however, a blast shaper can choose to have his Eldritch Blast originate from a target struck if it is made an area effect. If, for example, the same blast shaper were to, after attaining his fifth level in blast shaper, fuse Eldritch Chain with Eldritch Cone he could choose to have the cone originate from the first or second target that the Eldritch Chain struck.


--------



The Essence Infuser

Entry Requirements
Eldritch Blast Damage: 3d6
Invocations: Must know two Eldritch Essence invocations
Skills: Spellcraft 7 ranks


Alignment: Any

Hit Die: d6


Class Skills: The Blast Shaper's class skills (and the key ability for each skill) are Bluff(Cha), Concentration(Con), Craft(Int), Intimidate(Cha), Knowledge(arcana), Knowledge(the planes), Knowledge(religion), Spellcraft(Int) and Use Magic Device(Cha).

Skill Points at each level:2+Int modifier




Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Invocations


1st

+0

+0

+0

+2
Improved Infusions +1
+1 level of existing invocation-using class


2nd

+1

+0

+0

+3
Invocation Focus, Additional Eldritch Essence
+1 level of existing invocation-using class


3rd

+2

+1

+1

+3
Improved Infusions +2
+1 level of existing invocation-using class


4th

+3

+1

+1

+4
Instinctive Infusion
+1 level of existing invocation-using class


5th

+3

+1

+1

+4
Improved Infusions +3
+1 level of existing invocation-using class



Weapon and Armor Proficiencies: An essence infuser gains no proficiencies with weapons or armor.


Improved Infusions(Su): At first level an essence infuser gains a deeper understanding of the way his eldritch essence invocations work, making them more powerful and more difficult to resist. An essence infuser's edritch essence invocations are the equivalent of a spell one level higher than normal(so a Brimstone Blast would be the equivalent of a 4th level spell instead of a 3rd level one, for example).

At third and fifth level the spell level equivalents of the essence infuser's eldritch essence invocations increase by one.

Invocation Focus(Su): An essence infuser finds it easy to use a specific invocation. At level 2, an essence infuser chooses a eldritch essence invocation he knows. The essence infuser can either raise the save DC of the invocation by 2, or increase his caster level when using the invocation by 2.

Additional Eldritch Essence: An essence infuser gains knowledge of an additional eldritch essence invocation at level 2. This is in addition to any other invocation he learns at that level.

Instinctive Infusing(Su): At 4th level, an essence infuser gains an instinctive ability to use a certain invocation. The essence infuser can automatically apply the eldritch essence invocation he chose for Invocation Focus(see above). He can also apply another eldritch essence invocation to the same eldritch blast. However, each invocation is saved against normally.

At 5th level, an essence infuser can partially fuse the two invocations he applies to an Eldritch Blast. If one eldritch essence invocation applied to the blast has a higher save DC, that value is used for both invocations. (So if an essence infuser used a Frightful Utterdark Blast the save DC for the Frightful Blast is the same as that of the Utterdark Blast.)

PersonMan
2011-03-18, 06:44 PM
Eldritch Feats

Eldritch Feats

Eldritch feats require the ability to use Warlock invocations to take, with almost all of them also requiring some amount of Eldritch Blast as well.

(Note: If you use Eldritch feats, you should probably consider Extra Invocation one as well, since it fits in fairly well with the rest.)

Ambitious Pact Making
You try to get a little bit more out of your pacts.
Prerequisites: Ability to bind vestiges, Vestige Blast class feature
Benefits: If you make a good pact, add 1d6 to the bonus eldritch blast damage you get from your Vestige Blast class feature. You can also attempt to increase this up to an additional 3d6, but each d6 beyond the first increases the binding DC of the vestige by 3.
Normal: You cannot increase the DC of the binding check of a vestige to gain bonus eldritch blast damage.

Eldritch Counter [Eldritch]
You can use raw eldritch power to block enemy spells.
Prerequisites: Eldritch Blast 1d6, able to cast Dispel Magic
Benefits: You can substitute an Eldritch Blast for Dispel Magic when using it to counterspell, gaining a bonus to your dispelling check equal to the amount of damage your Eldritch Blast deals(maximum +10). You can do this up to 3+1 per two Eldritch feats you have times per day.
Normal: You cannot use your Eldritch Blast to counterspell.


Eldritch Crush[Eldritch]
You can send eldritch power through your limbs, damaging those you are wrestling with.
Prerequisites: Eldritch blast 3d6, Improved Grapple
Benefits: As a swift action during a grapple, you may attempt to damage your opponent with eldritch energy. If you make a successful grapple check you, in addition to the normal results of the check, can choose to deal your eldritch blast damage to your opponent.
Normal: You cannot deal eldritch blast damage to enemies you are grappling with.

Eldritch Stun[Eldritch]
You can stun enemies with short bursts of eldritch energy.
Prerequisites: Eldritch blast 3d6, Stunning Fist
Benefits: In addition to your normal stunning fist attack, you can deal eldritch blast damage. However, you can choose to increase the DC of your stunning fist by 1 per d6 of damage you reduce your eldritch blast damage by.
Normal: You cannot use your eldritch blast and stunning fist at the same time, nor can you increase the DC of your stunning fist by lowering your eldritch blast damage.

Eldritch Sunder [Eldritch]
With careful aim, you can destroy the equipment of your enemies with well-places blasts of energy.
Prerequisites: Eldritch Blast 1d6
Benefits: You can make sunder attempts with your Eldritch Blast, gaining a bonus to attack rolls to sunder using your Eldritch Blasts equal to 3+1 per 2 Eldritch feats you have.
Normal: You cannot sunder things with your eldritch blast.

Eldritch Vitality [Eldritch]
The unearthly power flowing through you allows you to shrug off wounds.
Prerequisites: Eldritch Blast 1d6
Benefits: You gain 2 hit points for every Eldritch feat you have.

Enlarge Protection [Eldritch]
The protective energies around you reach out to protect even far-off allies.
Prerequisites: Spread Protection
Benefits: You can give allies the benefits of Spread Protection when they are up to 40 feet away, and can give up to four allies the bonus.
Normal: You can only give two allies within 20 feet the bonus from Spread Protection.
Special: You can take this feat multiple times. Each additional time you take it, you can protect allies up to 20 feet farther away with Spread Protection, and can protect one additional ally.

Improved Empowerment [Eldritch]
You can pull more power from your invocations than is normally possible.
Prerequisites: Eldritch Empowerment, Lesser Invocations
Benefits: You gain one more point for invocations you give up(so you gain 2 for lesser invocations, 3 for greater, etc.)
Normal: You gain one point for lesser invocations, two for greater invocations and three for dark invocations

Improved Soul Blast [Incarnum, Eldritch]
You can draw additional power from your soul energy.
Prerequisites: Soul Blast, Improved Soul Blast Capacity +1
Benefits: Whenever you invest essentia in your Soul Blast, it deals an additional 1d6 points of damage.
Normal: Your Soul Blast does extra damage equal to the amount of essentia you invest in it.
Special: You can take this feat twice. Its effects stack.

Manifester Training [Psionic, Eldritch]
You incorporate mental exercises into your training.
Prerequisites: Eldritch Blast 1d6
Benefits: Add half of your Warlock level to your manifester level(maximum 4) in another class. This cannot increase you manifester level higher than your hit dice.
Normal: You do not gain manifester levels for levels in non-psionic classes.

Mental Energy[Psionic, Eldritch]
Your mind is enriched with power drawn from eldritch energy.
Prerequisites: Eldritch Blast 2d6
Benefits: You gain 2 power points for every Eldritch feat you have.

Powerful Blast[Eldritch]
Your eldritch blasts are unusually powerful.
Prerequisites: Eldritch blast 2d6
Benefits: Your eldritch blast damage is increased by 1d6.
Normal: Your eldritch blast damage is increased only by class levels.
Special: This feat can be taken twice, the second time giving +2d6 eldritch blast damage.

Sonic Blasts [Eldritch]
Your Elditch Blasts quiver with the power of your song, making ringing noises as they fly through the air and releasing a cacophony of noise as it strikes its target.
Prerequisites: Musical Blasts
Benefits: You can choose to deal sonic damage with your Eldritch Blasts.
Normal: You do untyped damage with your Eldritch Blasts.

Spread Protection [Eldritch]
While playing your music, you can shield you allies with eldritch energy.
Prerequisites: Musical Protection
Benefits: As a free action, you can choose two allies within 20 feet of you to protect while using a bardic music ability. These allies gain a bonus to AC and saves equal to half of your bonus from Musical Protection.
Normal: You cannot shield allies with Musical Protection.
Special: You can take this feat twice. The second time, you can give your full Musical Protection bonus to your allies.

Versatile Shield [Eldritch]
You can channel more than one kind of power into your Eldritch Shield.
Prerequisites: Eldritch Shield
Benefits: You can choose to reduce your Eldritch Blast damage instead of blocking an invocation to use your Eldritch Shield. Each d6 of Eldritch Blast damage you give up for the next 3 rounds counts as one grade of invocation. For example, you could block a least invocation and 2d6 Eldritch Blast damage for 3 rounds, getting the save bonus of a Greater invocation.
Normal: You can only block invocations to use Eldritch Shield.

Jallorn
2011-03-18, 07:43 PM
First glance here, but you don't need to include the Eldritch Blast progression unless it's in addition to the normal EB progression. The Eldritch Blast improves with the Invocations when PRCing.

Dead_Jester
2011-03-18, 08:07 PM
At a glance, these look good, but I don't get why the dual-class ones are all 9 lvls long, when one would think that dual-progression classes, if they have a non-standard amount of levels, should have more than 10, to make the archetype viable up to 20th level.

PersonMan
2011-03-19, 11:38 AM
Classes have been lengthened and I removed the Eldritch Blast advancement columns.

Working the Blast Shaper now.

EDIT: Blast Shaper done. Considering making a class that does the same, but with Eldritch Essences. I'll probably do it tomorrow, I've already spent around 4-5 hours on these classes today.

PersonMan
2011-03-29, 07:31 AM
The Essence Infuser is done.

If anyone has ideas for a better name for it, please tell me. It seems...very awkward to me, somehow.

Also considering a 3-level Epic prestige class that fuses the abilities of the two, but I'll leave that for later.

PersonMan
2011-04-16, 09:42 AM
The Eldritch Pact Maker

Prerequisites
Invocations: Must know at least 2 least invocations
Special: Must have the Pact Augmentation class feature


Alignment: Any

Hit Die: d8

Class Skills: Bluff(Cha), Concentration(Con), Diplomacy(Cha), Intimidate(Cha), Knowledge(arcana), Knowledge(history), Knowledge(religion), Knowledge(the planes), Sense Motive(Wis), Spellcraft(Int), Use Magic Device(Cha)

Skill Points per Level: 2+Int modifier



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Invocations/Soul binding


1st

+0

+2

+0

+2
Dark Pacts
+1 level of existing invocation-using class/+1 level of existing soul binding class


2nd

+1

+3

+0

+3
Vestige Blasts +1d6
+1 level of existing invocation-using class/+1 level of existing soul binding class


3rd

+2

+3

+1

+3
Bonus Feat, Eldritch Soul +1
+1 level of existing invocation-using class/+1 level of existing soul binding class


4th

+3

+4

+1

+4
Improved Augmentation



5th

+3

+4

+1

+4
Improved Invocations
+1 level of existing invocation-using class/+1 level of existing soul binding class


6th

+4

+5

+2

+5
Vestige Blasts +2d6, Bonus Feat
+1 level of existing invocation-using class/+1 level of existing soul binding class


7th

+5

+5

+2

+5
Eldritch Soul +2, Soul Guardian



8th

+6

+6

+2

+6
Eldritch Surge
+1 level of existing invocation-using class/+1 level of existing soul binding class


9th

+6/+1

+6

+3

+6
Bonus Feat, Improved Augmentation
+1 level of existing invocation-using class/+1 level of existing soul binding class


10th

+7/+2

+7

+3

+7
Vestige Blasts +3d6, Soul Guardian
+1 level of existing invocation-using class/+1 level of existing soul binding class


11th

+8/+3

+7

+3

+7
Eldritch Soul +3, Improved Invocations
+1 level of existing invocation-using class/+1 level of existing soul binding class


12th

+9/+4

+8

+4

+8
Flood of Power




Weapon and Armor Proficiencies: An eldritch pact maker gains no proficiencies with weapons or armor.

Invocations: At each indicated level, an eldritch pact maker gains an effective warlock level for the purposes of determining how many invocations he knows and how effective his invocations are. He does not, however, gain any higher grades of invocations.

Soul Binding: At each indicated level, an eldritch pact maker gains an effective binder level for the purposes of determining how effective his vestige-granted abilities are, his bonus on binding checks, the number of vestiges he can bind and the level of vestiges he can bind.

Dark Pacts: At 1st level, an eldritch pact maker uses wisps of eldritch energy to improve his pact making abilities. An eldritch pact maker's warlock levels stack with his binder levels for the purposes of calculated his bonus to binding checks.

Vestige Blasts (Su): Starting at 2nd level, an eldritch pact maker begins to use the energy of the vestiges he binds to make his eldritch blasts more powerful. At 2nd level this increases the damage of his eldritch blasts by 1d6, increasing by another d6 at 6th and 10th level. This ability is only active as long as the eldritch pact maker has a vestige bound.

Bonus Feats: At 3rd, 6th and 9th level, an eldritch pact maker gains a bonus feat, which must be an Eldritch feat or one from the binder bonus feat list. An eldritch pact maker must meet the prerequisites for these feats.

Eldritch Soul (Su): At 3rd level an eldritch pact maker learns how to draw stray bits of eldritch energy into the vestiges he has made pacts with. Whenever an eldritch pact maker uses an invocation, his effective binder level increases by one for a number of rounds equal to the effective spell level of the invocation. This bonus does not stack with itself, but each use "refreshes" the duration, if doing so would lengthen it. So if, for example, an eldritch pact maker used an 8th level spell-equivalent invocation, then a 3rd level spell equivalent one the next round, the duration of the bonus would not change to 3 rounds. At 7th and 11th level this bonus increases by one.

Improved Augmentation: At 4th and 9th level an eldritch pact maker gains an additional ability from the binder's Pact Augmentation class feature.

Improved Invocations: At 5th and 11th level an eldritch pact maker gains access to the next grade of invocations given by his invocation-using class.

Soul Guardian: At 7th and 10th level an eldritch pact maker gains the next level of the Soul Guardian binder class feature(so a binder 2/warlock 2/eldritch pact maker 7 would gain the immune to fear soul guardian ability)

Eldritch Surge (Su): At 8th level an eldritch pact maker can send a surge of eldritch energy into one of the vestiges he has bound to him. A number of times per day equal to his eldritch pact maker level divided by four, an eldritch pact maker can pull the energy out of an invocation, turning it into energy with which he increases the power of his vestige-granted abilities. An eldritch pact maker can, as a free action, choose to disable an invocation, making it impossible to use for the duration of this ability. He then chooses an ability of one of the vestiges he has bound. The eldritch pact maker's effective binder level for that ability increases by an amount based on the invocation's grade(1 for least, 2 for lesser, 3 for greater and 4 for dark). This bonus lasts up to 5 rounds, and takes no action to return the energy from the vestige to the invocation, making it usable again. However, doing so instantly reduces the effective binder level of the boosted ability. A blocked invocation's effects immediately end(if, for example, the invocation Beguiling Influence was blocked, the eldritch pact maker would immediately lose the bonuses granted by it)

Flood of Power (Su): At 12th level an eldritch pact maker can drain a vestige of power to gain a temporary boost in energy. An eldritch pact maker gains one point per level of the vestige which he drains, as well as one point per ability drained beyond the first. Drained abilities are unusable for 5 rounds, and the benefits gained from this class feature last for the same amount of time. A vestige can only be drained of power once a day. Points may be spent on the following abilities. An ability can only be taken a maximum of three times. Draining a vestige is a swift action.
+1 bonus to caster level per point spent
+2 insight bonus to attack or damage rolls per point spent
+1 insight bonus on saving throws per point or +3 bonus on one saving throw per point spent
+2 insight bonus to Armor Class per point spent
5 temporary hit points per point spent
+10 foot bonus to speed per point spent

redking
2019-03-28, 07:17 PM
Thread necromancer here. The The Eldritch Mind is just what I was looking for, however I would prefer it to follow convention and remain at 10 levels. To do that drop the 3 bonus feats provided by the class, and compress the levels.

Entry Requirements:
Skills: Psicraft 5 ranks, Spellcraft 5 ranks
Manifesting: Must be able to manifest first level powers
Invocations: Must know two least invocations

Hit Die: d6

Class Skills:
An eldritch mind's class skills(and the key ability for each skill) are Concentration(Con), Knowledge(all skills, taken individually)(Int), Psicraft(Int), Sense Motive(Wis), Spellcraft(Int) and Use Magic Device(Cha)
http://arena.athas.org/uploads/default/original/1X/61866bab60ab50dc65e7ee816c704f1ea6b618ee.png

Weapon and Armor Proficiencies: An eldritch mind gains no proficiencies with weapons or armor.

Invocations: At all of their eldritch mind levels, an eldritch mind gains new invocations known as if they had gained a level in their previous invocation-using class. If they have more than one invocation-using class, they choose one to advance. An eldritch mind does not gain any other advantages, such as bonus feats, that they would have gained by gaining levels in their former invocation-using class.

Psionics: At all of their eldritch mind levels, an eldritch mind gains new powers known, power points and an increased manifester level as if they had gained a level in their previous psionic class. If they have more than one psionic class, they choose one to advance. An eldritch mind does not gain any other advantages, such as bonus feats, that they would have gained by gaining levels in their former psionic class.

Detect Psionics(Ps): At first level, an eldritch mind's magical sight broadens to include psionic effects. He can use detect psionics as the power at will. His manifester level is equal to his Hit Dice.

Psi Blast(Su): At second level, an eldritch mind can empower his eldritch blast with power points, making it deal more damage. For every power point you spend your eldritch blast does 1d6 more damage. However, you can only invest up to half of your eldritch mind level of power points. Round up if you are at an odd eldritch mind level.

Eldritch Fuel(Su): At third level, an eldritch mind can siphon energy from his eldritch blasts to gain temporary power points. As a swift action, an eldritch mind can choose to deal less damage with his eldritch blast to gain one power point per d6 of damage he gives up. These power points must be spent in the same round as they are gained. The number if times a dat this ability can be used increases to 2/day at fifth level, 3/day at at seventh level, and 4/day at ninth level.

Invocation Fuel(Su): At fourth level, an eldritch mind begins to understand how an invocation can be converted into psionic energy. An eldritch mind can, in exchange for being able to use an invocation for one minutes, gain a temporary bonus to his manifester level. This bonus is 1 for least invocations, 2 for lesser ones, 3 for greater ones and 4 for dark invocations. This bonus lasts for for one minute, powers used during this time that have a duration longer than the manifester level increase remain at the increased manifester level for their duration. A blocked invocation's effects immediately end(if, for example, the invocation Beguiling Influence was blocked, the eldritch mind would immediately lose the bonuses granted by it)

Eldritch Recovery(Su): At seventh level, an eldritch mind learns how to utilize links between eldritch and psionic power to regain some of the power he uses. At seventh level an eldritch mind regains 1 power point from his Psi Blast per three points he pays to increase the damage(or, later, to augment it, see below).

Augment Blast(Su): At ninth level, an eldritch mind can augment his Psi Blast in new ways. An eldritch mind can raise the save DC of an eldritch essence or blast shape by investing power points, increasing the save DC by one for each power point invested. This has the same cap as Psi Blast. For example, a 10th level eldritch mind could choose to increase the damage of his Eldritch Blast by 3d6. He then applies the Eldritch Cone blast shape invocation, raises its DC by 2 and reaches the maximum of 5 power points that he can invest in one blast.

Eldritch Might(Su): At tenth level, an eldritch mind can enter a state of heightened eldritch and mental power. The cost to manifest and augment all of his powers is halved, and his Eldritch Blasts do an additional 3d6 points of damage. This state lasts for five rounds, and can be entered only once per day.

nonsi
2019-03-29, 12:05 AM
Thread necromancer here. The The Eldritch Mind is just what I was looking for, however I would prefer it to follow convention and remain at 10 levels. To do that drop the 3 bonus feats provided by the class, and compress the levels.

[*snip*]


You need to fix BAB and saves.

redking
2019-03-29, 02:49 AM
You need to fix BAB and saves.

Thanks. I also took the opportunity to remove the references to the ranks of invocations which are redundant because invocation progression follows the warlock base class. I also rearranged some of the abilities so it is a more logical progression. Its fixed in my post.