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Zman
2014-01-01, 08:02 PM
This is part of my E10 project aimed at creating a richer and more balanced DnD experience. The classes are meant to be balanced between between Tiers 2-4. A 20th level character ends up as a 10//10 Gestalt.

Warlock

{table=head]Level|BAB|Fort|Ref|Will|Special|Invocations|Eldrit ch Essence
1st|+0|+0|+0|+2|Eldritch Blast 1d6, Least Invocations|2|1
2nd|+1|+0|+0|+3|Detect Magic|2|1
3rd|+2|+1|+1|+3|Eldritch Blast 2d6, Damage Reduction 1/Cold Iron|3|1
4th|+3|+1|+1|+4|Deceive Item|3|2
5th|+3|+1|+1|+4|Eldritch Blast 3d6|4|2
6th|+4|+2|+2|+5|Lesser Invocations, Damage Reduction 2/Cold Iron|4|2
7th|+5/+1|+2|+2|+5|Eldritch Blast 4d6|5|3
8th|+6/+2|+2|+2|+6|Fiendish Resilience 1|5|3
9th|+6/+2|+3|+3|+6|Eldritch Blast 5d6, Damage Reduction 3/Cold Iron|6|3
10th|+7/+3|+3|+3|+7|Arcane Sight, Energy Resistance 5|6|4

[/table]

Alignment: Any evil or any chaotic.
Hit Die: d8

Class Skills: The warlock's class skills (and the key ability for each skill) are Bluff(Cha), Diplomacy(Cha), Hide(Dex),Intimidate(Cha), Jump(Str), Knowledge Arcana(Int), Knowledge The Planes(Int), Knowledge Religion(Int), Move Silently(Dex), Profession(Wis), Sense Motive(Wis), Spellcraft(Int), and Use Magic Device(Cha).
Skill Points at 1st Level: (4+ Int modifier) x 4.
Skill Points at Each Additional Level:: 4+ Int modifier.

Class Features
All of the Following are class features of the warlock.

Weapon and Armor Proficiency: Warlocks are proficient with all simple weapons and a singled handed martial weapon of their choice. They are proficient with light armor, but not with shields.

Because the somatic components required for warlock invocations are relatively simple, a warlock an use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a warlock wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all invocations, including eldritch blast, have a somatic component). A multiclass warlock still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.

Invocations: A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possess a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will, with the following qualifications.

A warlock's invocations are spell-like abilities, using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted just as a spell can be ruined during casting. A warlock is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A warlock can choose to use an invocation defensively by making a successful Concentration check, to avoid provoking attacks of opportunity. A warlock's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A warlock's caster level with his invocations is equal to his warlock level.

The save DC for an invocation (if it allows a save) is 10+ equivelent spell level + the warlock's Charisma modifier. Since spell-like abilitiers are not not actually spells a warlock cannot benefit from the Spell Focus feat. He can, however benefit from the Ability Focus feat(see page 303 of the Monster Manual), as well as from feats that emulates metamagic effects for spell-like abilities, such as quicken Spell-Like Ability and Empower Spell-Like Ability(see pages 303 and 304 of the Monster Manual).

The two grades of invocations, in order of their relative power, are least and lesser. A warlock begins with knowledge of two invocations, which must be of the lowest grade (least). As a warlock gains levels, he learns new invocations, as summarized on Table 1–1 and described below. A list of available invocations can be found following this class description, and a complete description of each invocation can be found in Chapter 4 of this book. At any level when a warlock learns a new invocation, he can also replace an invocation he already knows with another invocation. At 6th level, a warlock can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Warlocks can qualify for some prestige classes usually intended for spellcasters; see Warlocks and Prestige Classes, page 18, for details.

Eldritch Essence: As a warlock gains in power he gains the ability to alter the essence and shape of his eldritch blast. Starting at 1st level the Warlock can choose one Eldritch Essence Invocation or one Eldritch Shape Invocation in addition to their normal allotment of Invocations. At 4th level and every three levels thereafter the Warlock can select an additional Essence or Shape Invocation as indicated on the class table. The warlock still must abide by all invocation level restrictions when selecting these additional essences and shapes.

Eldritch Blast (Sp): The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. An
eldritch blast is the equivalent of a spell whose level is equal to one-half the warlock’s class level (round down), with a minimum spell level of 1st and a maximum of 4th when a warlock reaches 16th level or higher. In addition to its use as a standard action the Warlock may make a full attack action with an Eldritch Blast gaining all iterative attacks based upon their Base Attack Bonus. These iterative blast's damage is reduced by a d6 per iterative attack made. Each blast must have the same essence and shape of the others. Iterative blasts cannot force multiple saves for the same effect.

An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a warlock’s eldritch blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (eldritch blast) increases the DC for all saving throws (if any) associated with a arlock’s eldritch blast by 2. See page 303 of the Monster Manual.

Detect Magic (Sp): Beginning at 2nd level, a warlock can use detect magic as the spell at will. His caster level equals his class level.

Damage Reduction (Su): Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron. At 6th level and 9th level/B], a warlock's damage reduction improves as shown on Table 1-1.

Deceive Item (Ex): At 4th level and higher, a warlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened.

Fiendish Resilience (Su): Beginning at 8th level, a warlock knows the trick of fiendish resilience Once per day, as a free action, he can enter a state that lasts for 2 minutes. While in this state, the warlock gains fast healing 1.

Energy Resistance (Su): At 10th level and higher a warlock has resistance 5 against any two of the following energy types: acid, cold, electricity, fire, and sonic. Once the types are chosen this energy resistance cannot be changed. At 20th level, a warlock gains resistance 10 against the two selected types of energy.

Arcane Sight (Sp): Beginning at 10th level, a warlock can use arcane sight as the spell at will. His caster level equals his class level

ACF's

[B]Dragonfire Adept

Level: 1st
Gains: Immunity to Sleep and Paralysis at 10th Level.
Changes: Alignment, Eldritch blast, Damage Reduction, Invocations, Essenses and Shapes.
Alignment: Becomes Any
Eldritch Balst becomes Breath Weapon.
Damage Reduction: /Cold Iron becomes /Magic. Also, a Dragonfire Adept gains a Natural Armor bonus equal to his Damage Reduction Value.
Invocations: The Dragonfire Adept uses Dragonfire Adept Invocations located in Dragon Magic.
Essences and Shapes: Becomes Breath Effects.
All references to "Fiendish" "Eldritch" or "Infernal" become "Draconic".

Breath Weapon (Su): At 1st level, you gain a breath weapon that you can use at will as a standard action. Once your BAB allows for iterative attacks you may make multiple Breath Weapon Attacks as a Full Round Action. Each Breath must use the same breath effcts. Each time you use your breath weapon, you can choose whether it takes the form of a 15-foot cone or a 30-foot line. This breath weapon deals 1d6 points of fire damage; a successful Reflex save (DC 10 + 1/2 your class level + your Con modifier) halves the damage. As you gain levels, your breath weapon's damage increases, as shown on Table 2-1.

You are immune to the effect of your own breath weapon (but not to other breath weapons that produce similar effects, even those of other dragonfire adepts).

At 10th level, your cone-shaped breath weapon's range doubles to 30 feet, and your line-shaped breath weapon's range doubles to 60 feet.

InvocationsDraconic Invocations

Each draconic invocation falls into one of four grades: least, lesser, greater, or dark. These invocations are briefly described below. See Chapter 3: Draconic Magic for full descriptions.

Least Invocations

Aquatic Adaptation: Breathe and use breath weapon underwater; gain swim speed.

Beguiling Influence: Gain bonus on Bluff, Diplomacy, and Intimidate checks.

Breath of the Night: Create a fog cloud as the spell.

Darkness: Create darkness as the spell.

Deafening Roar: Cone of sound deafens creatures.

Draconic Knowledge: Gain bonus on Knowledge and Spellcraft checks.

Endure Exposure: Use endure elements as the spell; target gains immunity to your breath weapon.

Magic Insight: Detect magical auras; identify magic items.

Scalding Gust: Use gust of wind as the spell; any creature in area takes fire damage equal to your level.

See the Unseen: Gain darkvision; gain see invisibility as the spell.

Lesser Invocations

Charm: Cause a single creature to regard you as a friend.

Draconic Flight: Sprout wings and fly at good maneuverability; fly longer overland.

Energy Resistance: Gain resistance 10 to acid, cold, electricity, fire, or sonic damage.

Enthralling Voice: Enthrall nearby creatures.

Frightful Presence: Make nearby creatures shaken.

Humanoid Shape: Take the form of any humanoid creature.

Voidsense: Gain blindsense 30 feet.

Voracious Dispelling: Use dispel magic as the spell, dealing damage to creatures whose effects are dispelled.

Walk Unseen: Use invisibility (self only) as the spell.



Table 2-2: Dragonfire Adept Breath Effects

Minimum Level Breath Effect Benefit
2nd Frost Breath Cone-shaped breath weapon deals cold damage
2nd Lightning Breath Line-shaped breath weapon deals electricity damage
2nd Sickening Breath Cone-shaped breath weapon sickens creatures
5th Acid Breath Breath weapon deals acid damage
5th Shaped Breath Create safe zones in your breath weapon's area
5th Slow Breath Cone-shaped breath weapon slows creatures
5th Weakening Breath Cone-shaped breath weapon imposes -6 penalty to Strength
10th Cloud Breath Breath weapon can take form of 20-foot radius cloud
10th Enduring Breath Breath weapon deals damage over 2 rounds
10th Sleep Breath Cone-shaped breath weapon puts weak creatures to sleep
10th Thunder Breath Cone-shaped breath weapon deals sonic damage

Zman
2014-01-01, 08:04 PM
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