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View Full Version : Fireballs of Unthinkable Destruction! [3.5 PrC, Invocations]



strawberryman
2012-02-12, 01:31 AM
Going back to my Dungeon Fighter Online PrC project, though it's fallen out of my favor lately thanks to how terribly Nexon deals with certain sensitive account details. But less h8, more cre8. :smalltongue:

For reference, I personally use mhvaughan's Warlock 2.0 (http://www.giantitp.com/forums/showthread.php?t=142707), but I will base this class on the original wizards version.

Elemental Warlock
http://img29.imageshack.us/img29/5595/elementalist.png (http://www.youtube.com/watch?v=gfoHVgAx_DM)

The Elemental Warlock has a kinship with nature. They are able to control and manipulate the elements of Fire, Water, and Electricity, and some even delve into the realm of Shadow, controlling negative energy much like evil clerics. They primarily resort to long-range attacks, blanketing large areas with damage. The Elemental Warlock often specializes in specific elements, fully embracing their characteristics.

Hit Die: d6

Requirements
Skills: Knowledge (arcana) 4 ranks, Spellcraft 8 ranks.
Feats: Spell Penetration
Invocations: Must know Brimstone Blast, Demonbolt Blast*, Hellrime Blast, or Lifewrack Blast*.
Special: Eldritch Blast +3d6.

Demonbolt Blast
Lesser; 3rd; Eldritch Essence
This eldritch essence invocation allows you to change your eldritch blast into a demonbolt blast. A demonbolt blast deals electricity damage. Any creature struck by the attack is dazzled (no save) for 1 minute.

Lifewrack Blast
Lesser; 4th; Eldritch Essence
This eldritch essence invocation allows you to change your eldritch blast into a lifewrack blast. A lifewrack blast deals negative energy damage, healing undead as usual. Any creature struck by the blast takes a -3 penalty to Fortitude saves for 1 minute. The secondary effects of this blast do not stack.

Class Skills: Bluff, Concentration, Craft, Disguise, Intimidate, Jump, Knowledge (arcana), Knowledge (the planes), Knowledge (religion), Profession, Sense Motive, Spellcraft, and Use Magic Device.
Skill-points per level: 2+Int modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+0|
+0|
+0|
+2|Elementalist, Elemental Momentum|+1 level of existing invocation-using class

2nd|
+1|
+0|
+0|
+3|Elemental Invocation|+1 level of existing invocation-using class

3rd|
+1|
+1|
+1|
+3|Energy Resistance 10|+1 level of existing invocation-using class

4th|
+2|
+1|
+1|
+4|Elemental Invocation|+1 level of existing invocation-using class

5th|
+2|
+1|
+1|
+4|Mobile Invocation|+1 level of existing invocation-using class

6th|
+3|
+2|
+2|
+5|Elemental Invocation, Energy Resistance 15|+1 level of existing invocation-using class

7th|
+3|
+2|
+2|
+5|Elemental Mastery|+1 level of existing invocation-using class

8th|
+4|
+2|
+2|
+6|Elemental Invocation|+1 level of existing invocation-using class

9th|
+4|
+3|
+3|
+6|Energy Resistance 20|+1 level of existing invocation-using class

10th|
+5|
+3|
+3|
+7|Astral Storm, Elemental Invocation|+1 level of existing invocation-using class[/table]

Weapon and armor proficiencies: Elemental Warlocks gain no additional weapon or armor proficiencies.

Invocations: At each level, the Elemental Warlock gains new invocations known and an increase in caster level as if they had also gained a level in an invocation-using class to which they belonged before adding the prestige class level. They do not, however, gain any other benefits a character of that class would have gained, including eldritch blast(see below). If they had more than one invocation-using class before becoming a Elemental Warlock, they must decide to which class to add each level for the purpose of determining caster level and invocations known.
Warlock levels and Elemental Warlock levels stack when determining the strength and power of their eldritch blast.

Elementalist: At the first level of this class, an Elemental Warlock must decide to specialize in a specific element: Fire, Cold, Electricity or Shadow (negative energy). When using invocations from this class or an eldritch essence that modifies the type of damage their eldritch blast deals, they deal +1 damage per die when the energy type matches their specialization.

Elemental Momentum (Su)
At the end of a turn when a Elemental Warlock uses a brimstone blast, demonbolt blast, hellrime blast, or lifewrack blast, they gain 1 elemental momentum point. On subsequent turns, they may use one elemental momentum point to add an additional 1d6 points of damage to any of these eldritch essence blasts or an invocation from this class. Additional elemental momentum points add 1d6 damage, and for every 2 points they spend, they add +1 to the DC, if applicable. Eldritch blasts modified with elemental momentum points do not generate elemental momentum.
The Elemental Warlock may only possess a number of elemental momentum points equal to their class level. The points expire at the end of the encounter they are gained in.

Elemental Invocations (Sp)
At every even level, an Elemental Warlock learns an elemental invocation from the list below. These are in addition to their warlock (or other) invocations known. Elemental Invocations are specialized eldritch blasts that count as both eldritch essences and blast shapes.
At 2nd and 4th levels, the Elemental Warlock can choose invocations from the Lesser list.
At 6th and 8th levels, the Elemental Warlock can choose invocations from the Greater or Lesser lists.
At 10th level, the Elemental Warlock can choose a Dark invocation, however, Dark elemental invocations require you to know specific invocations (see the entries).

Lesser
Fire Pillar
Lesser; 4th; Elemental Invocation
You summon an eruption of flame from beneath a foe, turning your eldritch blast into a fire pillar. Fire Pillar deals fire damage in a 20' wide by 60' cylinder. Foes may attempt a Reflex save for half. Foes who fail their Reflex are also launched into the air 1d6 times 5' in the air, falling down immediately and taking falling damage as appropriate.

Ice Wall
Lesser; 4th; Elemental Invocation
You surround yourself by a wall of ice, damaging creatures who pass through, turning your eldritch blast into an ice wall. The ice wall is semi-translucent, surrounding a 20' radius burst around you, standing 10' tall (from your elevation) for as many rounds as you concentrate on it (max 1 round per caster level). It follows you as you move, however you must succeed at a Concentration check (as Vigorous motion) if you move more than half your speed. Creatures can pass through the wall, or you may force them through the wall with your own movement (they may only take damage this way once per round), however they take cold damage as if you hit them with a eldritch blast, and must succeed at a Fortitude save or have their speed halved for 1 minute.

Sun Burst
Lesser; 3th; Elemental Invocation
You whip the area around you with a strand of lightning, turning your eldritch blast into a sun burst. Sun Burst deals electricity damage with a melee touch attack to all adjacent foes, which provokes no attacks of opportunity. Creatures struck must succeed at a Reflex save or be knocked prone.

Void Orb
Lesser; 4th; Elemental Invocation
You summon a slow-moving orb of darkness, turning your eldritch blast into a void orb. A Void Orb takes up a 5' square and moves at a speed of 20' per round, for a number of rounds equal to your caster level. Creatures it moves over, or that move through it take negative energy damage as if you hit them with an eldritch blast. They must also succeed at a Fortitude save or have their damage reduction, hardness, and natural armor or any armor bonus to AC halved for 1 minute. A void orb may only deal damage to a creature by moving over/through it once per round.

Greater
Arctic Blast
Greater; 6th; Elemental Invocation
You summon a swarm of unforgiving ice pillars, turning your eldritch blast into an arctic burst. An Arctic Burst deals cold damage in a 40' radius burst until your next turn, dealing damage to creatures who start their turn or move into. Creatures can attempt a Reflex save for half damage. You may concentrate on this spell to continue dealing damage in this area for another round, for a number of rounds equal to your caster level. Creatures who take damage from an arctic blast must also succeed at a Fortitude save or be slowed for 1 minute.

Black Hole
Greater; 6th; Elemental Invocation
You summon a vacuum into the void that explodes after a short period of time, turning your eldritch blast into a black hole. Black Hole deals half your eldritch blast damage in negative energy damage in a 15' radius burst, and lasts for a number of rounds equal to your caster level. All creatures within 60' of the black hole but you must succeed at a Fortitude save at the beginning of their turn or be pulled in 1d4 times 5'. Creatures within 30' who fail their Fortitude save are pulled in 1d6 times 5'. Creatures within the burst take damage at the beginning of their turn and may attempt a Reflex save to escape. At the end of the duration, it explodes, dealing negative energy damage equal to your eldritch blast damage in a 30' radius burst.

Lightning Strike
Greater; 6th; Elemental Invocation
You bring down multiple bolts of lightning, turning your eldritch blast into a lightning strike. A Lightning Strike deals electricity damage in a 10' wide by 300' tall cylinder; if you are in a structure or cavern with a ceiling lower than 300', the cylinder reaches up to the ceiling. Creatures can attempt a Reflex save for half damage. You may concentrate on this spell to summon an additional lightning strike, for a number of rounds equal to half your caster level. Creatures damaged by a lightning strike must also succeed at a Fortitude save or be paralyzed for 1 round.

Meteor Buster
Greater; 6th; Elemental Invocation
You bring down a meteor of intense heat and flame, turning your eldritch blast into a meteor buster. Meteor Buster deals fire damage in a 30' radius burst, as well as an equal amount of bludgeoning damage. Creatures can attempt a Reflex save for half damage. In addition, the ground in the area is broken and covered with burning shrapnel, dealing fire damage to creatures who move into or start their turn in the area equal to half your eldritch blast damage for a number of rounds equal to your caster level, and indefinitely leaving behind debris that counts as difficult terrain, costing two squares of movement to move through.

Dark:
Fire Nova
Dark; 8th; Elemental Invocation
This elemental invocation requires you know Fire Pillar and Sun Burst.
You conjure a bolt of lightning as a burst of flame simultaneously explodes from the ground, leaving behind a crater filled with electrically charged flaming debris. This invocation deals fire and electricity damage both equal to your eldritch blast damage in a 40' wide by 120' tall cylinder, otherwise as Fire Pillar. Creatures can attempt a Reflex save for half damage. The ground of the area is coated in debris that deals half your eldritch blast damage in fire and electricity damage (no save) to creatures who move through or start their turn in the area. Creatures damaged by this must succeed at a Fortitude save or take a -4 penalty to Strength for 1 hour. This penalty stacks. The area is treated as difficult terrain, costing two squares of movement to move through each square.

Flame Void Volcano
Dark; 8th; Elemental Invocation
This elemental invocation requires you know Fire Pillar and Void Orb.
You conjure a pillar of flame, spitting out waves of pure darkness as well. Flame Void Volcano functions as Fire Pillar, except it creates a fire pillar at the beginning of your turn (in the same location) for a number of rounds equal to half your caster level, and deals double the fire damage. In addition, it also deals negative energy damage equal to your eldritch blast damage in a 30' radius burst centered on the same area and at the same interval as the fire pillar. Creatures may attempt a Fortitude save for half against the negative energy damage.

Ninth Circle
Dark; 8th; Elemental Invocation
This elemental invocations requires you know Ice Wall and Void Orb.
You conjure a wall of ice, that functions as the only barrier between a hole of darkness. This functions as Ice Wall, except you do not create it around you, and you do not need to concentrate on it; it exists for a number of rounds equal to half your caster level. Creatures who move into or begin their turn inside the area take negative energy damage equal to your eldritch blast, and must succeed at a Fortitude save or suffer from a single negative level that lasts for 1 hour. These negative levels stack.

Shining Ice Fence
Dark; 8th; Elemental Invocation
This elemental invocation requires you know Ice Wall and Sun Burst.
You summon a barrier of ice around you, as well as a field of electricity, making a formidable defensive structure. Shining Ice Fence functions as Ice Wall, however the wall does not move with you; you are not damaged by the effects however. Within the wall, creatures other than you take electricity damage equal to your eldritch blast when they move into or start the turn within the area. You may only concentrate on this invocation a number of rounds equal to half your caster level. Creatures who take damage from the electricity must succeed at a Fortitude save or be dazed for 1 round.

Energy Resistance: At 3rd level, the Elemental Warlock gains resistance to energy 10 in the specialization they chose at level 1. At 6th and 9th levels, this resistance increases by 5.

Mobile Invocation (Ex)
At 5th level, as a standard action an Elemental Warlock may use an eldritch blast or invocation gained by this class in the middle of a move action (as Spring Attack or Shot on the Run, except with Invocations). No Concentration checks are necessary.

Elemental Mastery (Ex)
At 7th level, the Elemental Warlock's specialization in their element expands. The additional damage they deal with their element is increased to +3 per die. When using elemental momentum points to augment eldritch blasts or invocations of their element, the elemental warlock gains a +1 bonus to caster level checks for piercing spell resistance per point they expended. Finally, foes that have Evasion or Mettle (or similar abilities) take minimum damage from the blast or invocations of their element on a successful save; however, this does not receive a damage bonus.
Only parts of Dark invocations that deal the Element Warlocks' specialized element have their damage increased.

Astral Storm (Su) (http://www.youtube.com/watch?v=4vc3lN94g2s)
At 10th level, the Elemental Warlock can summon a storm of unsurpassed mastery of the elements, destroying their foes with shards of elemental power over a short period of time. Once per day as a standard action, the Elemental Warlock can cast the Astral Storm invocation, dealing 6d6 fire, cold, electricity, and negative energy damage in a 30' wide, 60' tall cylinder, within medium (100' + 10' per invoking caster level) range; however, their specialized element deals 6d8+18 (accounting for elemental mastery) damage. Creatures in the area receive no save against this damage. The Elemental Warlock can concentrate on this invocation for up to their class level, dealing the damage listed above every round; they may also move the blast area up to 10' in any direction. This invocation may be interrupted like any concentration spell by taking damage, or any other effect that would require a Concentration check.