bobthe6th
2012-05-18, 09:25 PM
Some warlocks realy don't want to fight, they wish to lead. some then raise armies of the dead, and have their fun. But the master of many sees their numbers as pitiful. They would lead real numbers, teaming millions.
Master of the many
http://i237.photobucket.com/albums/ff312/Osky-kun/53dwarlock1280x800-1.jpg
requirements:
Skills: 8 ranks knowledge the planes
invocations: must know summon swarm
skills: Bluff, Concentration, Craft, Disguise, Intimidate, Jump, Knowledge(any), Profession, Sense Motive, Spellcraft, and Use Magic Device.
skill points:2+int mod
HD: d4
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+0|
+0|
+2|invest swarm, shroud of the vemiurge(creation)|+1 level of existing invocation using class
2nd|
+1|
+0|
+0|
+3|bulwark of the many(AOOs)|+1 level of existing invocation using class
3rd|
+1|
+1|
+1|
+3|swarm herd(movement)|+1 level of existing invocation using class
4th|
+2|
+1|
+1|
+4|bulwark of the many(difficult terain)|+1 level of existing invocation using class
5th|
+2|
+1|
+1|
+4|swarm herd(friend or foe), metallic swarm|+1 level of existing invocation using class
6th|
+3|
+2|
+2|
+5|shroud of the vemiurge(DR)|+1 level of existing invocation using class
7th|
+3|
+2|
+2|
+5|protection of the master|+1 level of existing invocation using class
8th|
+4|
+2|
+2|
+6|metallic swarm|+1 level of existing invocation using class
9th|
+4|
+3|
+3|
+6|protection of the servant|+1 level level of existing invocation using class
10th|
+5|
+3|
+3|
+7|Swarm Master|+1 level of existing invocation using class
11th|
+5|
+3|
+3|
+7|Hive mind, metallic swarm|+1 level of existing invocation using class
[/table]
Invest swarm(Su)[b]: The first trick a master of the many learns to empower his swarms. At first level, he learns to invest portions of his eldrich blast into a swarm as he summons it. When using an invocation that creates a swarm he can transfer any number of eldrich blast dice into one of the swarms. This increases their swarm attack damage by that amount, gives them energy resistance 10 per die to all energy types, and makes their swarm attacks considered magic for overcoming damage reduction. Every die invested also increases the swarms duration by one round per die. The master of many losses the amount transferred from his eldrich blast until the swarm is either killed or it's duration ends.
[b]Shroud of the Vemiurge(Su): A master of the many favors from fighting from behind his minions. At firs level he learns to create a small defensive force. He can chose to create this as a move action, and must spend a swift action to maintain it or it disapates. This force is a hoard of tiny semi real infernal insects. He is treated as having a miss chance of 5% per master of many levels. Any creature that ends its turn in the master of manny's square while the force is active takes the master of many's level in damage. At sixth level, this swarm also acts as a buffering force. It acts provides the master of many with DR 10+1/2 the master's level/-, but once this has absorbed 10 damage per character level, the force disintegrates and must be recreated.
Bulwark of the many(Ex): A master of many is a sharp master, leading his minions with skill. At second level, this means the swarms makes attacks of opportunity when another creature inside the swarm provokes one. At fourth level this means the swarm is considered difficult terrain, even in the air.
Swarm herd(Su): A master of many is connected to his invested swarms. At third level, this lets him control the swarms movement directly. For each dice of eldrich blast invested in the swarm he can chose 5ft of movement for the swarm. This movement must be possible for the swarm, and not exceed its movement speed. After the movement the swarm resumes the direction of the invocation that created it(hungry darkness becomes stationary, summon swarms use the rest of the movement to reach the closest target). At fifth level, this lets him chose to exempt a creature from any swarm he has eldrich blast dice invested in swarm attack, bulwark, and distraction effects.
Metallic swarm(Ex): A master of many can infuse his summoning skills with exotic metals. At fifth level, he can chose either alchemical silver, cold iron, or addimantine. The swarms he creates swarm attacks are considered to have this property for overcoming damage reduction. At eighth and tenth levels he selects another metal.
Protection of the master(Su): A master of manny has attained a new level of power. At seventh level, all swarms the master of many has invested eldrich blast dice into gains SR equal to the masters level+15.
Protection of the many(Su): The minnions resiprocate. At eigth level, all swarms the master of many has invested eldrich blast dice into block line of sight only in respect to the master of many.
Swarm master(Su): A master of manny creates kick butt swarms. At tenth level, his swarms gain the masters alinement descriptors for overcoming damage reduction.
Hive mind(Su): A master of many understands swarms, being one isn't that big of a deal. When using the invocation dark discorperation the master of many can use any class abilities of a master of many, and take any standard actions needed to cas a swarm creating invocation. Additionally, while he cannot invest eldrich blast dice into himself, his swarm form benefits from all other class abilities of the master of many.
Oof, that was hard. So is this reasonable? This is meant to keep up with a glave lock, or T3, whichever.
Master of the many
http://i237.photobucket.com/albums/ff312/Osky-kun/53dwarlock1280x800-1.jpg
requirements:
Skills: 8 ranks knowledge the planes
invocations: must know summon swarm
skills: Bluff, Concentration, Craft, Disguise, Intimidate, Jump, Knowledge(any), Profession, Sense Motive, Spellcraft, and Use Magic Device.
skill points:2+int mod
HD: d4
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+0|
+0|
+2|invest swarm, shroud of the vemiurge(creation)|+1 level of existing invocation using class
2nd|
+1|
+0|
+0|
+3|bulwark of the many(AOOs)|+1 level of existing invocation using class
3rd|
+1|
+1|
+1|
+3|swarm herd(movement)|+1 level of existing invocation using class
4th|
+2|
+1|
+1|
+4|bulwark of the many(difficult terain)|+1 level of existing invocation using class
5th|
+2|
+1|
+1|
+4|swarm herd(friend or foe), metallic swarm|+1 level of existing invocation using class
6th|
+3|
+2|
+2|
+5|shroud of the vemiurge(DR)|+1 level of existing invocation using class
7th|
+3|
+2|
+2|
+5|protection of the master|+1 level of existing invocation using class
8th|
+4|
+2|
+2|
+6|metallic swarm|+1 level of existing invocation using class
9th|
+4|
+3|
+3|
+6|protection of the servant|+1 level level of existing invocation using class
10th|
+5|
+3|
+3|
+7|Swarm Master|+1 level of existing invocation using class
11th|
+5|
+3|
+3|
+7|Hive mind, metallic swarm|+1 level of existing invocation using class
[/table]
Invest swarm(Su)[b]: The first trick a master of the many learns to empower his swarms. At first level, he learns to invest portions of his eldrich blast into a swarm as he summons it. When using an invocation that creates a swarm he can transfer any number of eldrich blast dice into one of the swarms. This increases their swarm attack damage by that amount, gives them energy resistance 10 per die to all energy types, and makes their swarm attacks considered magic for overcoming damage reduction. Every die invested also increases the swarms duration by one round per die. The master of many losses the amount transferred from his eldrich blast until the swarm is either killed or it's duration ends.
[b]Shroud of the Vemiurge(Su): A master of the many favors from fighting from behind his minions. At firs level he learns to create a small defensive force. He can chose to create this as a move action, and must spend a swift action to maintain it or it disapates. This force is a hoard of tiny semi real infernal insects. He is treated as having a miss chance of 5% per master of many levels. Any creature that ends its turn in the master of manny's square while the force is active takes the master of many's level in damage. At sixth level, this swarm also acts as a buffering force. It acts provides the master of many with DR 10+1/2 the master's level/-, but once this has absorbed 10 damage per character level, the force disintegrates and must be recreated.
Bulwark of the many(Ex): A master of many is a sharp master, leading his minions with skill. At second level, this means the swarms makes attacks of opportunity when another creature inside the swarm provokes one. At fourth level this means the swarm is considered difficult terrain, even in the air.
Swarm herd(Su): A master of many is connected to his invested swarms. At third level, this lets him control the swarms movement directly. For each dice of eldrich blast invested in the swarm he can chose 5ft of movement for the swarm. This movement must be possible for the swarm, and not exceed its movement speed. After the movement the swarm resumes the direction of the invocation that created it(hungry darkness becomes stationary, summon swarms use the rest of the movement to reach the closest target). At fifth level, this lets him chose to exempt a creature from any swarm he has eldrich blast dice invested in swarm attack, bulwark, and distraction effects.
Metallic swarm(Ex): A master of many can infuse his summoning skills with exotic metals. At fifth level, he can chose either alchemical silver, cold iron, or addimantine. The swarms he creates swarm attacks are considered to have this property for overcoming damage reduction. At eighth and tenth levels he selects another metal.
Protection of the master(Su): A master of manny has attained a new level of power. At seventh level, all swarms the master of many has invested eldrich blast dice into gains SR equal to the masters level+15.
Protection of the many(Su): The minnions resiprocate. At eigth level, all swarms the master of many has invested eldrich blast dice into block line of sight only in respect to the master of many.
Swarm master(Su): A master of manny creates kick butt swarms. At tenth level, his swarms gain the masters alinement descriptors for overcoming damage reduction.
Hive mind(Su): A master of many understands swarms, being one isn't that big of a deal. When using the invocation dark discorperation the master of many can use any class abilities of a master of many, and take any standard actions needed to cas a swarm creating invocation. Additionally, while he cannot invest eldrich blast dice into himself, his swarm form benefits from all other class abilities of the master of many.
Oof, that was hard. So is this reasonable? This is meant to keep up with a glave lock, or T3, whichever.