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Wavelab
2012-09-30, 08:41 PM
Notes:
So a long while back I made a Deathlock which was basically the most evil being possible. Looking back on it I'm ashamed. So now I'm recycling the idea into a necromantic class that specializes in one small aspect of necromancy instead of being a general necromancer. Now this class may seem quite powerful but keep in mind that the player is sacrificing everything else to specialize in one aspect of necromancy.

Deathlock

http://www.guildwars2necromancer.net/wp-content/uploads/2012/06/GW2_NECROMANCER_10.png

"People are scared of many things. And you... You're scared of me."
- Famous words from the creator of the Path of the Cursed Rose.

Necromancy is a large and varied school of magic. Curses, fear, undead and souls, the necromancer delves in all of these subjects. But what does it take to truly be a master of one aspect of necromancy? It requires the sacrifice of all the other aspects. This is the philosophy of the Deathlock.

Abilities: The abilities of the Deathlock can be divided into three broad categories. As he goes through his career he specializes even deeper into his own focus. And as such Deathlocks have a very narrow range of abilities.

Role: The role of the Deathlock depens on his focus, but it can range from debuffing, to battlefield control, to miniomany, to direct damage.

Background: Deathlocks have a wide array of backgrounds, but one thing in their lives generally makes them turn to necromancy.

Organization: Deathlocks depend at large on other followers of the same path.

Alignment: Necromancy isn't an evil school of magic. Animating grandpa isn't evil. Deathlocks can be of any alignment. It's not the power that determines the use, it's the user.

Races: Deathlocks come from various races, mostly from travelers who seek something new and exciting in their lives.

Religion: Deathlocks mainly focus their worship on deities of death like Wee Jas and Nerull.

Other Classes: Deathlocks, despite the name, are generally very friendly people. They might encounter some differences with some classes, but that is to be expected with the nature of the class.

Adaptation: Yeah do whatever the Hell you want.

GAME RULE INFORMATION
Deathlocks have the following game statistics.
Abilities: Charimsa is the most important ability.
Alignment: Any alignment.
Hit Die: d12
Starting Age: As Wizard
Starting Gold: 4d4x10gp

Class Skills:
The Deathlock's Class Skills are: Bluff(Cha), Concentration(Con), Craft(Int), Intimidate(Cha), Knowledge(Arcane, Religion, The Planes)(Int), Profesion(Wis), Spellcraft(Int), Use Magic Device(Cha).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier


Deathlock
{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+0|+2|+0|+2|Path, Necrotic Manifestation

2nd|+1|+3|+0|+3|Undeath

3rd|+1|+3|+1|+3|Necrotic Manifestion

4th|+2|+4|+1|+4|Undeath

5th|+2|+4|+1|+4|Necrotic Manifestation

6th|+3|+5|+2|+5|Necrotic Manifestation

7th|+3|+5|+2|+5|Necrotic Manifestation

8th|+4|+6|+2|+6|Undeath

9th|+4|+6|+3|+6|Cursed Travel

10th|+5|+7|+3|+7|Necrotic Manifestation

11th|+5|+7|+3|+7|Necrotic Focus

12th|+6/+1|+8|+4|+8|Undeath

13th|+6/+1|+8|+4|+8|

14th|+7/+2|+9|+4|+9|Necrotic Focus

15th|+7/+2|+9|+5|+9|

16th|+8/+3|+10|+5|+10|Undeath

17th|+8/+3|+10|+5|+10|

18th|+9/+4|+11|+6|+11|Necrotic Focus

19th|+9/+4|+11|+6|+11|

20th|+10/+5|+12|+6|+12|Undeath, Necrotic Focus

[/table]

Weapon and Armor Proficiencies:
The Deathlock is proficient with all simple weapons and one martial weapon of his choice. He is proficient with light armor but no shields.

Path:
Due to necromancy's varied nature there are certain paths a Deathlock can choose. Each of these paths represents an aspect of necromancy. He can choose only choose one path. This path represents the abilities he will gain later in his unlife. The paths are:

The Path of The Cursed Rose:
Curses are a fundamental aspect of necromancy, from reducing an enemy to a whimpering mass through the use of fear so deep that his heart curls into a little ball and cries or reducing his enemy's stamina and will to fight. This path focuses on debuffing an enemy.

The Path of Swarming Flies:
When the word "Necromancy" is spoken, often the first image that comes to mind is a horde of undead raiding a village and eating the children. This represents the undead creation side of necromancy. This can further be broken down into corpse crafting and animation. This path focuses on miniomancy.

The Path of The Merciless Raven:
We have all heard the stories. The necromancer who instantly sucks the life from the most powerful warrior just by touching him. This represents the offensive side of necromancy, from channeling darkness into enemies or sucking their hearts out from a distance and making them eat it. This path focuses on damage and save or dies.

Necrotic Manifestation (Su):
The Deathlock has a massive ammount of necrotic energy brewing inside of him as a result of his talent in the art. This manifests itself in a certain way depending on what path he chose. All DCs if required are equal to 10 + the Deathlock's Level + half his charisma modifier.

The Path of The Cursed Rose:

At level one the Deathlock of the Cursed Rose gains two abilities two represent the two main abilities of the debuffing path.

The First ability represents the fear aspect. As a standard action he can choose one target within 60 ft. and force it to make a will save or become Frightened for 1d4 rounds +1/Half Deathlock level. Even if the target succeeds on it's save it is still shaken for 1 round +1/Quarter Deathlock level.

At 5th level the ability can affect all enemies within a 30ft. area.

At 7th level the target is instead Panicked on a failed save and Frightened on a succesful save.

The Second Ability represents the weakening aspect. As a standard action he can choose one target within 30 ft. as a standard action and force it to make a fortitude save or lose 1d6 strength +1/2 Deathlock levels. If the target succeeds on it's save it instead loses 2 strength +1/Deathlock Level.

At 5th level the target takes dexterity damage equal to the strength damage.

At 7th level the target takes constitution damage equal to the strength damage.

A third ability is received at 3rd level. The Deathlock of the Cursed Rose gains the ability to give a -2 penalty to attacks and a -10 movement speed to any target within 60 ft. as a swift action. No save is granted. This stacks up to 3 times for a total of -6 to attacks and -30 movement speed.

A fourth ability is received at 6th level. The Deathlock of The Cursed Rose gains the ability to make a ranged touch attack against any enemy in 60 ft. +10 ft./Deathlock level. If the enemy fails it's fortitude save it is exhausted for the rest of the encounter. If it succeeds on it's save it is instead fatigued. If the target is fatigued twice it instead becomes exhausted.

The fifth ability is gained at level 10. The Deathlock of the Cursed Rose gains the ability to cast Channeled Lifetheft (Complete Mage) as a spell like ability every 1d4 rounds.


The Path of Swarming Flies:

A Deathlock of Swarming Flies gains an eternal servant to serve him in all his endevours and also gains the ability to heal any undead who he wishes.

He gains a medium sized human skeleton with an amount of levels in the Wizard, Cleric or Warblade class equal to his Deathlock level-2 (Minimum of 1). The servant starts with the following attributes: Str 20, Dex 16, Int 10, Wis 14, Cha 16; It will serve the Deathlock faithfully for all eternity. If it is destroyed it can reappear the next day at the cost of a living sacrifice(it need not be intelligent).

At 5th level the skeleton can have his template changed to the creature the Deathlock chose in his Unlifestyle(see below).

At 7th level the undead gains a bonus to all it's roll equal to half the Deathlock's level.

He also gains the ability to heal a single undead creature. As a standard action he can heal any undead within 60 ft. for 1d6+2 points/half his Deathlock Level. This ability can only be used for healing undead.

At 5th level this ability can be used to heal all undead in a 30ft. radius.

At 7th level this ability also hastes the undead.

A third ability is received at 3rd level. The Deathlock of Swarming Flies gains the ability to rebuke undead as an evil cleric of his Deathlock level.

A fourth ability is received at 6th level. The Deathlock of Swarming Flies gains the ability to cast animate dead three times/day as a spell like ability. His control limit for undead is also doubled.

The fifth ability is gained at level 10. The Deathlock of Swarming Flies gains a permanent Unhallow(No spell placed) and Desecrate spell around him in a 30 ft. aura. This can be deactivated and reactivated as a free action once a round.


The Path of The Merciless Raven:

The Deathlock of The Merciless Raven gains the ability to deal damage to targets through sheer will of his necrotic energy or sacrifice some of the power to heal himself from his enemy's health.

As a standard action he may attack one creature within 60 ft. with a blast of negative energy that does 1d6 damage/Deathlock Level. Alternatively he may perform a touch attack on an enemy and do the same damage but gain half of the damage he deals for himself. This ability can only be used for damaging enemies.

At 5th level he may channel positive energy to hurt undead. This can only be used for attacking undead.

At 7th level he may use this attack as a 60ft. cone, a 30ft. blast or a 120 ft. line.

A second ability is gained at 3rd level. This allows the Deathlock of the Merciless Raven to produce a 10ft. aura around him as a swift action that last until the end of the round. Any enemy who comes into contact with the aura instantly loses an ammount of health equal to his Deathlock level. The Deathlock is healed for the same amount of damage.

A third ability is gained at 6th level. Any enemy the Deathlock kills has it's soul instantly absorbed by the Deathlock. He can then put use it normally, transport it into a gem or absorb it and restore an amount of health equal to the creature's HD times 2. The Deathlock may only have twice his level in souls stored inside of him at a time.

The fifth ability is gained at level 10. The Deathlock of The Merciless Raven may cast the Magic Jar spell as a spell like ability every 2d4 rounds. When cast it creates a gem for the Deathlock to use.


Undeath:
A Deathlock has a strong association with undeath in all beings. Even in himself. He is undead and over the levels he gains certain bonuses depending on which undead creature he favors the most.

At 2nd level the Deathlock is undead. He recieves all the traits of undead. If he took a different class before Deathlock he rerolls all his Hit Die as D12s.

At 4th level the Deathlock chooses an Unlifestyle:

Vampiric:

The interest in drinking blood might be unhealthy for some people, but not for the Vampiric Deathlock. A Vampiric Deathlock will gain the power of the mighty vampire until he finally reaches it himself. When this path is chosen the Deathlock gains fangs. This gives him a bite attack that does 1d6 damage and 1 point of constitution damage or he can drain 1d4 points of constitution per round from a pinned or helpless creature. Each point of constitution damage done this way heals the Deathlock by 5 points, if the Deathlock is already at full health, these become temporary hit points that last 1 hour. He may have no more than half his total health in temporary hit points at a time.

At 8th level the Vampiric Deathlock gains the Alternate Form and Gaseous Form abilities of the Vampire as well as all the weaknesses except for the sunlight weakness. Instead he can't use any of his Vampiric powers in the sunlight.

At 12th level the Vampiric Deathlock gains the Domination and Fast Healing abilities of the Vampire.

At 20th level the Vampiric Deathlock become a vampire himself. Gaining the entire template(except the sunlight weakness, keeping the one detailed above) without the LA.


Lichdom:

Go ahead and kill him, he will come back. When this path is chosen the Deathlock gains the touch attack of the lich with one difference, it heals him for the amount of damage he deals. If the Deathlock is already at full health, these become temporary hit points that last 1 hour. He may have no more than half his total health in temporary hit points at a time.

At 8th level the Lich Deathlock gains the Fear Aura and Paralyzing Touch of the lich.

At 12th level the Lich Deathlock becomes a fully fledged lich, gaining a phylactery at no cost.

At 20th level the Lich Deathlock gains the ability to make more phylacteries. To do this he has to follow the creation process but with only half the values needed.


Mummified:

Become the Pharoah of the undead community. This mimics the Greater Mummy template found in Deities and Demigods. When this path is chosen the Deathlock gains a slam attack that does 1d6 damage and the improved grab ability.

At 8th level the Mummified Deathlock gains the Despair and Mummy Rot abilities of the Greater Mummy.

At 12th level the Mummified Deathlock gains the Control Undead ability(treating his Deathlock level as his cleric level) and one of the Special Qualities.

At 20th level the Mummified Deathlock becomes a Greater Mummy gaining the entire template(And the Immunities Special Quality) at no LA cost.


Cursed Travel (Su):
A Deathlock of 9th level starts to show some of the aspects of a dark lord. He can now permanently float a foot above the ground. This allows him to ignore harmful terrain or effects that require him to be touching the ground.

Necrotic Focus (Su):
A Deathlock that reaches 11th level has experienced the general power of his path, now he will take it even further. He may choose a certain focus based on what path he previously chose. All DCs if required are equal to 10 + the Deathlock's Level + half his charisma modifier.

Witchery Focus:
Available to Deathlocks of The Cursed Rose. A Deathlock who chooses this focus specializes in bewitching his enemies with curses and debuffs.

The first ability is gained when choosing the path. The Deathlock gains the ability to shoot a ray at any target within 120 ft. The target is inflicted with 2d4 negative levels.

The second ability is gained at 14th level. The Deathlock gains the ability to ignore any immunity to ability damage, abilit drain and fatigue.

The third ability is gained at 18th level. The Deathlock gains the ability to rip into the target's flesh and take out what gives them strength. This is a standard action that affects any target within 60 ft. It gives the target a penalty to attack and damage equal to the Deathlock's level and the target is dazed for 2d4 rounds. The target is allowed a fortitude save and if he succeeds it's reduced to 1 round.

The fourth ability is gained at 20th level. This is the epitome of Witchery. The Deathlock may give the target a -15 penalty on all rolls, reduce it's attributes by 10 points as well as deny it access to it's spell like, supernatural, extraordinary abilities and movement. This is a standard action that affects a creature within 120 ft. and may be used once every 1d4 rounds. The target is allowed a fortitude save each round to negate the effects for that round only.

Dreaded Focus:
Available to Deathlocks of The Cursed Rose. A Deathlock of Dreaded Focus gazes into the eyes of his enemies and riddles them with fear, making them unable to act or even cry as they know they are being devoured.

The first ability is gained when choosing the path. Everyone is scared of something. The Deathlock learns how to use fear effects on any creature that is normally immune to fear.

The second ability is gained at 14th level. The Deathlock can choose one creature that it has feared into panicked stage and have it serve him as through the dominate monster ability.

The third ability is gained at 18th level. At this level you need not fear anyone touching you, for they will be too scared. The Deathlock gains a 10ft. aura centered around him that automatically frightens anyone who enters without a save. They remain frightened until they leave the aura. This can be turned on and off as a free action.

The fourth ability is gained at 20th level. Anyone who reaches panicked state due to the Deathlock must make a will or fortitude save(chosen by the Deathlock every time it is needed) or be scared to death.

Animation Focus:
Available to Deathlocks of Swarming Flies. Animation Focus centers around the believe that animating a massive army is better than a few powerful undead.

The first ability is gained when choosing the path. At this level your Undead Control capacity triples. This stacks with the previous doubling.

The second ability is gained at 14th level. At this level instead of animating skeletons and zombies you can animate mohrgs and shadows.

The third ability is gained at 18th level. At this level all undead under your control receive fast healing 5 and a +3 profane bonus on all their rolls.

The fourth ability is gained at 20th level. The Deathlock becomes so infused with necrotic energy that he is treated as being a Necromantic Intelligence (http://www.dandwiki.com/wiki/Tome_of_Necromancy_(3.5e_Sourcebook)/New_Rules#Necromantic_Intelligence)(Forgive the D&D wiki link,Here (http://community.wizards.com/go/thread/view/75882/19527634/Tome_of_Necromancy?pg=1) is one if you prefer to scroll down.) with the exception that anyone who dies in his area is turned into a zombie or a skeleton(Deathlock's choice).

Corpse Focus:
Available to Deathlocks of Swarming Flies. Corpse Focus focuses around the believe of building a powerful undead creature.

The first ability is gained when choosing the path. The Deathlock gains the ability to construct any type of undead creature that has a HD less than it's HD+10. To create a creature the Deathlock needs to sacrifice a number of intelligent creatures equal to the HD of the undead. This undead is then instantly put under the control of the Deathlock. It counts towards his effective turning HD.

The second ability is gained at 14th level. During his unlife the Deathlock may encounter a particularly powerful undead that he wished to take into his service. He may use this ability on it. On a failed will save the undead is put under the control of the necromancer permanently. This does not count against his control limt. He may only have one of these undead at a time.

The third ability is gained at 18th level. All undead under the Deathlock's control gain 5 fast healing and damage reduction 10/-.

The fourth ability is gained at 20th level. A Deathlock of this level has gained an extreme amount of power over his undead. No matter where they are, if they are destroyed they will be revived at sunset under the Deathlock's control unless he has already exceeded his control cap since losing them.

Wracking Focus:
Available to Deathlocks of The Merciless Raven. Focusing on pain and hurting his enemy is what a Deathlock of Wracking Focus believes in.

The first ability is gained when choosing the path. The Deathlock gains the ability to, as a standard action, wrack any target in 60 ft. +10 ft./level with extreme pain by attacking their organs. This does 1d8 points of damage/Deathlock Level. The target also takes 2 points of constitution damage. The target is allowed a fortitude save to reduce all effects by half.

The second ability is gained at 14th level. The Deathlock gains the ability to sear the flesh of any victim he attacks. Whenever he uses one of the abilities granted by the Deathlock class on an enemy or uses a normal attack the target takes a damage equal to the Deathlock's charisma modifer each round until he receives a magical healing effect to stop it. If the target succeeds on a fortitude save the damage only lasts for 4 rounds.

The third ability is gained at 18th level. If it healed would it really be pain? The abilities gained from the Deathlock class and normal attacks do Vile Damage representing the extreme amount of pain that he inflicts.

The fourth ability is gained at 20th level. A Deathlock of this power level gains extra power added to his attacks. When a victim takes an amount of damage equal to it's HD times 4 from the Deathlock in a single round it must make a fortitude save or die instantly.

Soulless Focus:
Available to Deathlocks of The Merciless Raven. A Deathlock of Soulless Focus specializes in ripping souls out of enemies and killing them instantly.

The first ability is gained when choosing the path. The Deathlock gains the ability to kill one target within 60 ft. as a standard action. The target is allowed a will save or a fortitude save, chosen by the Deathlock at the time the ability is used. If it fails it is instantly killed.

The second ability is gained at 14th level. The Deathlock gains the ability to burn a soul for an additional benefit. He may absorb one soul in his possession and use it to increase the Save DC of an ability by the soul's HD divided by 5(minimum 1). He may spend multiple souls this way.

The third ability is gained at 18th level. The Deathlock may at this level use his First Soulless Focus ability on multiple targets. Each one must be within thirty feet of the previous one. This can lead to a long chain of targets. He may only affect 1 target/Deathlock Level.

The fourth ability is gained at 20th level. When a Deathlock of this power level kills one creature with his First or Third Soulless Focus ability he may as a free action attempt to kill another enemy or group of enemies. This can be done three times a round.

Network
2012-09-30, 08:50 PM
I'm particularly concerned about the dead levels but I have absolutely no idea what to put in there.

What about giving Necrotic Focus on a regular basis?

Talking about Necrotic Focus, you could give to the character the ability to take the first ability of another Necrotic Focus or to improve one they already have. The third and fourth abilities of every focus are so strong anyway, most won't want to waste them.

Wavelab
2012-09-30, 08:55 PM
What about giving Necrotic Focus on a regular basis?

Talking about Necrotic Focus, you could give to the character the ability to take the first ability of another Necrotic Focus or to improve one they already have. The third and fourth abilities of every focus are so strong anyway, most won't want to waste them.

I can't think of any way to that though. He already has most of the stuff that encompasses his specialization by then. And improving one of the older ones might overpower it a little, since I made them to scale with your level so they can be effective at all levels.

awa
2012-09-30, 11:27 PM
"If he's not a witch then why does he float" is a really clunky ability name and makes very little sense in the context of a dnd setting.


If it's a reference to something i don't get it. Personally i would rename the ability

Wavelab
2012-09-30, 11:50 PM
"If he's not a witch then why does he float" is a really clunky ability name and makes very little sense in the context of a dnd setting.


If it's a reference to something i don't get it. Personally i would rename the ability

Yeah alright makes sense.

Network
2012-10-01, 04:00 PM
And improving one of the older ones might overpower it a little, since I made them to scale with your level so they can be effective at all levels.
No, I was talking about the possibility of choosing the first ability of another focus instead of the second ability of your original focus. For example, a 18th level Deathlock may have the first and second abilities of Soulless Focus and the first ability of Corpse Focus. Or the first, second and third ability of Witchery Focus. Or any combination whatsoever.

Wavelab
2012-10-02, 06:22 AM
No, I was talking about the possibility of choosing the first ability of another focus instead of the second ability of your original focus. For example, a 18th level Deathlock may have the first and second abilities of Soulless Focus and the first ability of Corpse Focus. Or the first, second and third ability of Witchery Focus. Or any combination whatsoever.

Doesn't that feel a little too divergent from the entire "focus on one thing" concept?

drack
2012-10-12, 07:35 AM
Undeath: swap the ability mod to stuff with the acquiring templates at no cost, and specify the 3 extra special qualities mummies get so people don't need to homebrew it each time they play it.

"The third ability is gained at 18th level. The Deathlock gains the ability to rip into the target's flesh and take out what gives them strength. This is a standard action that affects any target within 60 ft. It gives the target a penalty to attack and damage equal to the Deathlock's level. The target also makes a fortitude save or is dazed as his flesh is ripped apart."
Curses like this usually have a save for the blunt of it too. (this applies to all the similar caliber ones)

gonna point out the ones I had in mind
"The fourth ability is gained at 20th level. This is the epitome of Witchery. The Deathlock may give the target a -15 penalty on all rolls, reduce it's attributes by 10 points as well as deny it access to it's spell like, supernatural, extraordinary abilities and movement. This is a standard action that affects a creature within 120 ft. and may be used once every 1d4 rounds."
"The third ability is gained at 18th level. At this level you need not fear anyone touching you, for they will be too scared. The Deathlock gains a 10ft. aura centered around him that automatically frightens anyone who enters. They remain frightened until they leave the aura. This can be turned on and off as a free action."
"The fourth ability is gained at 20th level. Anyone who reaches panicked state due to the Deathlock must make a will or fortitude save(chosen by the Deathlock every time it is needed) or be scared to death"


"The third ability is gained at 18th level. At this level all undead under your control receive fast healing 5 and a +5 bonus on all their rolls."
I was told when I did something similar that it should be +1 to rolls since +5 drowns out marshal... :smallconfused:

"The fourth ability is gained at 20th level. The Deathlock becomes so infused with necrotic energy that he is treated as being a Necromantic Intelligence(Forgive the D&D wiki link,Here is one if you prefer to scroll down.)" this seems more powerful then the others unless it also replaces the undead template they would gain...

"The first ability is gained when choosing the path. The Deathlock gains the ability to construct any type of undead creature that has a HD less than it's HD+10. To create a creature the Deathlock needs to sacrifice a number of intelligent creatures equal to the HD of the undead. This undead is then instantly put under the control of the Deathlock. It counts towards his control limit." Nit-pick, lets go with "effective turning HD"

"The fourth ability is gained at 20th level. A Deathlock of this level has gained an extreme amount of power over his undead. No matter where they are, if they are destroyed they will be revived at sunset unless they are no longer under the Deathlock's control." Well if they're dead they're no longer under your control. Might I suggest a sensory link+telepathic commands instead?

"The first ability is gained when choosing the path. The Deathlock gains the ability to, as a standard action, wrack any target in 60 ft. +10 ft./level with extreme pain by attacking their organs. This does 1d8 points of damage/Deathlock Level. The target also takes 2 points of constitution damage." save?

"The second ability is gained at 14th level. The Deathlock gains the ability to sear the flesh of any victim he attacks. Whenever he uses one of the abilities granted by the Deathlock class on an enemy or uses a normal attack the target takes a damage equal to the Deathlock's charisma modifer each round until he receives a magical healing effect to stop it." save?

"The fourth ability is gained at 20th level. A Deathlock of this power level gains extra power added to his attacks. When a victim takes an amount of damage equal to it's HD times 4 from the Deathlock it must make a fortitude save or die instantly." In a single round :smallwink:

As for dead levels you already have enough major abilities, go for fun fluffed ones with little things like +2 intimation and the like. :smalltongue:

Wavelab
2012-10-12, 08:16 AM
Undeath: swap the ability mod to stuff with the acquiring templates at no cost, and specify the 3 extra special qualities mummies get so people don't need to homebrew it each time they play it.


Fixed.



"The third ability is gained at 18th level. The Deathlock gains the ability to rip into the target's flesh and take out what gives them strength. This is a standard action that affects any target within 60 ft. It gives the target a penalty to attack and damage equal to the Deathlock's level. The target also makes a fortitude save or is dazed as his flesh is ripped apart."
Curses like this usually have a save for the blunt of it too. (this applies to all the similar caliber ones)

gonna point out the ones I had in mind
"The fourth ability is gained at 20th level. This is the epitome of Witchery. The Deathlock may give the target a -15 penalty on all rolls, reduce it's attributes by 10 points as well as deny it access to it's spell like, supernatural, extraordinary abilities and movement. This is a standard action that affects a creature within 120 ft. and may be used once every 1d4 rounds."
"The third ability is gained at 18th level. At this level you need not fear anyone touching you, for they will be too scared. The Deathlock gains a 10ft. aura centered around him that automatically frightens anyone who enters. They remain frightened until they leave the aura. This can be turned on and off as a free action."
"The fourth ability is gained at 20th level. Anyone who reaches panicked state due to the Deathlock must make a will or fortitude save(chosen by the Deathlock every time it is needed) or be scared to death"



Added saves to reduce to effects.



"The third ability is gained at 18th level. At this level all undead under your control receive fast healing 5 and a +5 bonus on all their rolls."
I was told when I did something similar that it should be +1 to rolls since +5 drowns out marshal... :smallconfused:


Let's compromise on +3, since it only affects his weak undead :smalltongue:



"The fourth ability is gained at 20th level. The Deathlock becomes so infused with necrotic energy that he is treated as being a Necromantic Intelligence(Forgive the D&D wiki link,Here is one if you prefer to scroll down.)" this seems more powerful then the others unless it also replaces the undead template they would gain...


Changed it so it can only turn them into zombies.



"The first ability is gained when choosing the path. The Deathlock gains the ability to construct any type of undead creature that has a HD less than it's HD+10. To create a creature the Deathlock needs to sacrifice a number of intelligent creatures equal to the HD of the undead. This undead is then instantly put under the control of the Deathlock. It counts towards his control limit." Nit-pick, lets go with "effective turning HD"

"The fourth ability is gained at 20th level. A Deathlock of this level has gained an extreme amount of power over his undead. No matter where they are, if they are destroyed they will be revived at sunset unless they are no longer under the Deathlock's control." Well if they're dead they're no longer under your control. Might I suggest a sensory link+telepathic commands instead?

"The first ability is gained when choosing the path. The Deathlock gains the ability to, as a standard action, wrack any target in 60 ft. +10 ft./level with extreme pain by attacking their organs. This does 1d8 points of damage/Deathlock Level. The target also takes 2 points of constitution damage." save?

"The second ability is gained at 14th level. The Deathlock gains the ability to sear the flesh of any victim he attacks. Whenever he uses one of the abilities granted by the Deathlock class on an enemy or uses a normal attack the target takes a damage equal to the Deathlock's charisma modifer each round until he receives a magical healing effect to stop it." save?

"The fourth ability is gained at 20th level. A Deathlock of this power level gains extra power added to his attacks. When a victim takes an amount of damage equal to it's HD times 4 from the Deathlock it must make a fortitude save or die instantly." In a single round :smallwink:


All fixed.



As for dead levels you already have enough major abilities, go for fun fluffed ones with little things like +2 intimation and the like. :smalltongue:


I can live with dead levels :smalltongue:

drack
2012-10-12, 08:28 AM
Let's compromise on +3, since it only affects his weak undead :smalltongue:

I don't know, apparently it's just worth more then it seems to us... :smallconfused: Also type the bonus...

Wavelab
2012-10-12, 08:31 AM
I don't know, apparently it's just worth more then it seems to us... :smallconfused: Also type the bonus...

Must be all the epic games clouding our judgement :smallamused:

drack
2012-10-12, 08:40 AM
Must be all the epic games clouding our judgement :smallamused:

yup, and easy enchantment mods :smalltongue: