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View Full Version : D&D 3.x Class Warlock (and prestige classes) rewrite (Hey, at least it's not a fighter fix)



Loek
2014-05-14, 08:47 AM
My attempt at a warlock "fix" (note that I love the warlock anyhow, but I'm willing to make it better/more logical if people will let me).

Main changes:
Linear eldritch blast progression (every uneven level).
Changes to number and timing of invocations gained (every even level + 1 of essence/blast of each grade + the opportunity to gain bonus invocations based on high charisma).
Added "warlock heritage" which allows you to select the origin of your powers, which affects the following class features: Warlock (formerly: fiendish) resilience, energy resistance and damage reduction. And gives some minor extra's and different alignment restrictions.
Warlock (fiendish) resilience now increases in uses per day (though multiple uses can be used at once to gain greater effects).
6 (heritage based) prestige classes in posts 2 and 3 (including a "fixed" hellfire warlock and enlightend spirit)

Note: The outsider heritages are quite similar to each other (especially demon/devil and angel/archon), but are kept separate for fluff (and minor differences) reasons.
Also dragon heritage should probably be split according to group (metallic, gem, chromatic) or type (green, gold, etc), especially in the "affinity" (+2 on social skills checks) area. Something similar should probably apply to elementals.

And now, without further ado, my warlock fix (Note: I only indicate what changed, to avoid running into copyright issues - and extra work):

Game rule information
Warlocks have the following game statistics.
Abilities: A high charisma score also provides the warlock with additional invocations known.
Alignment: Any, but must be within one step (on both the evil/good axis and the lawful/chaotic axis) of their heritage's alignment.



Saves Invocations
Level BAB Fort Ref Will Special Eldritch blast Known Bonus Shapes/Essences
1 +0 +0 +0 +2 Least invocations, Warlock heritage
1d6
0
1
1
2 +1 +0 +0 +3 Detect magic
1d6
1
1
1
3 +2 +1 +1 +3 Damage reduction 1
2d6
1
2
1
4 +3 +1 +1 +4 Deceive item
2d6
2
2
1
5 +3 +1 +1 +4
3d6
2
3
1
6 +4 +2 +2 +5 Lesser invocations
3d6
3
3
2
7 +5 +2 +2 +5 Damage reduction 2
4d6
3
4
2
8 +6/+1 +2 +2 +6 Warlock resilience (1/day)
4d6
4
4
2
9 +6/+1 +3 +3 +7
5d6
4
5
2
10 +7/+2 +3 +3 +7 Energy resistance 5
5d6
5
5
2
11 +8/+3 +3 +3 +8 Greater invocations, damage reduction 3
6d6
5
6
3
12 +9/+4 +4 +4 +8 Imbue item
6d6
6
6
3
13 +9/+4 +4 +4 +9 Warlock resilience (2/day)
7d6
6
7
3
14 +10/+5 +4 +4 +9
7d6
7
7
3
15 +11/+6/+1 +5 +5 +10 Damage reduction 4
8d6
7
8
3
16 +12/+7/+2 +5 +5 +10 Dark invocations
8d6
8
8
4
17 +12/+7/+2 +5 +5 +11
9d6
8
9
4
18 +13/+8/+3 +6 +6 +11 Warlock resilience (3/day)
9d6
9
9
4
19 +14/+9/+4 +6 +6 +12 Damage reduction 5
10d6
9
10
4
20 +15/+10/+5 +6 +6 +12 Energy resistance 10
10d6
10
10
4
Class skills: Bluff, Concentration, Craft, Disguise, Intimidate, Jump, Knowledge (arcana), Knowledge (nature), Knowledge (religion), Knowledge (the planes), Profession, Sense Motive, Spellcraft, Use Magic Device.


Invocations: The warlock gains a new blast shape or eldritch essence each time he gains access to a new grade of invocations (level 1, 6, 11, 16). He also gains a new invocation at each even level. This invocation can also be a blast shape or eldritch essence if the warlock so desires.

Beyond this, he can gain additional invocations known if he has a high charisma score. The warlock gains a bonus invocation for each point of charisma modifier he possesses, up to the maximum amount shown in the table.

Bonus invocations can only be of the invocation grades available at the minimum level they can be gained. In other words: bonus invocations 1 to 3 can only be least invocations; bonus invocations 4 and 5 can be least or lesser; bonus invocations 6 to 8 can be least, lesser or greater; and bonus invocations 9 and above can be of any grade.

Example: A level 12 warlock uses his ability score increase to increase his charisma to 16. His charisma modifier is now 3, granting him access to a new bonus invocation. That bonus invocation must be of the "least" grade, even though he can use invocations up to the greater grade already.

Another level 12 warlock who boosts his charisma to 18 (mod = 4), can choose either a least or a lesser invocation as his bonus invocation.


Eldritch blast: Starts at 1d6 at first level and increases by 1d6 at every uneven level thereafter.


Warlock heritage: At first level a warlock must select the sources of his abilities. This is based on ancestry, pacts or magical exposure. A warlock's heritage determines some of his later class features (or the options they offer him).

It also has some immediate effects.
Angel heritage: A warlock with an angelic heritage has a +2 bonus on saving throws against petrification and gains "Speak languages" as a class skill. (Alignment: Good (any))

Archon heritage: A warlock with an archon heritage has a +2 bonus on saving throws against petrification and gains "Speak languages" as a class skill. (Alignment: Lawful good)

Demon heritage: A warlock with a demonic heritage has a +2 bonus on saving throws against poisons and gains "Speak languages" as a class skill. (Alignment: Chaotic evil)

Devil heritage: A warlock with a devil heritage has a +2 bonus on saving throws against poisons and gains "Speak languages" as a class skill. (Alignment: Lawful evil)

Dragon heritage: A warlock with a draconic heritage has a +2 bonus against sleep effects and gains a +2 bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with dragons. (Alignment: Any, differs per dragon species)

Elemental heritage: A warlock with an elemental heritage has a +2 bonus against being stunned and gains a +2 bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with elementals. (Alignment: Neutral)

Fey heritage: A warlock with a fey heritage has a +2 bonus against enchantments and gains a +2 bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with fey. (Alignment: Any chaotic)

Undead heritage: A warlock with an undead heritage has +2 bonus against being stunned and gains a +2 bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with (sentient) undead. (Alignment: Evil (any), or "Any" if using the "playing with fire" rules)
Besides these changes, your heritage also determines some visual aspects of your invocations. This is merely a visual difference, their effects don't change (though people's responses to them might)

For example: "Fell flight" normally manifests as "streaming winglike cape of shadows", but for a warlock with dragon heritage they'll resemble dragon wings and for a warlock with an angelic/archon heritage they'll be white feathered wings (or "shimmering spirit wings").


Damage reduction: As the normal warlock ability, except the means of overcoming the damage reduction is based on his heritage.
Angel and archon heritage warlocks gain damage reduction X/Evil.

Demon and fey heritage warlocks gain damage reduction X/Cold iron.

Devil heritage warlocks gain damage reduction X/Silver.

Dragon heritage warlocks gain, double the number in the table, damage reduction X/magic.

Elemental heritage warlocks gain, half the number in the table (rounded up), damage reduction X/-.

Undead heritage warlocks gain, double the number in the table, damage reduction X/Bludgeoning or X/Slashing (to be chosen when the ability is first gained).


Warlock resilience: The type of resilience gained is dependent on the warlock's heritage. At 8th level he can use it once per day (it lasts for 2 minutes). At 13th level and every 5 levels after that he can use it one more time per day.

A warlock can choose to use multiple uses of his warlock resilience ability at one time. This increases the effect (but not the duration). The numbers mentioned below are for: 1 use / 2 uses / 3 uses.
Angel and archon heritage warlocks gain the effect of the following spells (self only): Magic circle against evil / Lesser globe of invulnerability / Both spells.

Demon and devil heritage warlocks gain fast healing of the following values: 2 / 4 / 8.

Dragon and fey heritage warlocks gain spell resistance of the following values: 5+HD / 10+HD / 15+HD.

Elemental and undead heritage warlocks gain benefits as if they were wearing an item with the following properties: Fortification (50%) / Fortification (100%) / Fortification (100%) and immune to stun.


Energy resistance: As per the normal warlock feature, except that a warlock's heritage can force them to (not) chose specific elements.
Angel heritage warlocks must chose "Acid" and "Cold" as their two energy types.

Archon and demon heritage warlocks must chose "Electricity" as one of their energy types.

Devil heritage warlocks must chose "Fire" as one of their energy types.

Dragon heritage warlocks must chose their first energy type based on their type. Their second type can't be cold if the first type was fire or visa versa.

Elemental heritage warlocks can only choose a single type of energy, which must fit their type. They gain double the listed amount of resistance to this one type.

Fey heritage warlocks are free in their choice of energy types.

Undead heritage warlocks must chose "Cold" as one of their energy types.




The heritage aspect is a combination of giving flavor and usefulness, The invocation/eldritch blasting part is to give all logical progressions and increase the number of invocations known somewhat (and give a strong incentive to go CHA heavy).

Anyhow, let me know what you think.

Loek
2014-05-15, 05:36 AM
Warlock heritage prestige classes
Qualifying for a prestige class that doesn't match your heritage

This is either a feat (requirement: "Class feature: Warlock heritage") or a general rule.

Besides his "inherent" heritage, a warlock can "adopt" a secondary heritage. To do so they must act in a manner that is unusual to his own race, but fitting to the race whose heritage he strives for.

Common acts of this kind are:
Angel: Pledge yourself to the service of a deity of good OR put the greater good above your own wellbeing.
Archon: Save someone at the risk of your own life OR preserve the life of a fallen enemy.
Demon: Pervert (but not break) a law to do evil OR torture someone (not necessarily an enemy) to death.
Devil: Kill someone by burning them to death OR desecrating a temple.
Dragon: Swallowing a gem or other valuables OR collecting a sizable hoard.
Elemental: Do something spectacular with your chosen element (build a great earthen wall or start a massive fire) OR travel to (and, for a while, stay on) the elemental plane of your chosen element.
Fey: Aid an injured (wild) animal OR play an elaborate (and often vicious) prank on others.
Undead: Eat the flesh of a sentient being OR be an undead yourself (or have been one in the past).

Alternatively the warlock can spend prolonged periods of time in contact with either the creatures behind the heritage or the magic of such creatures.

Benefit: The warlock can qualify for the prestige class of his "adopted" heritage as well as for his "inherent" heritage.
Special: If this is given as a feat instead of a general rule, the feat should also grant the benefits mentioned in the "warlock heritage" class feature (but not those in "damage reduction" and "warlock resilience").


Enlightened spirit
Not all warlocks gain their powers from the creatures of the abyss or the nine hells. In fact, some have the magic of celestials inside of them. And some of those actually set it free, no longer keeping it on the inside.

Requirements
Alignment: Any non-evil
Skills: Knowledge (the planes) 8 ranks
Class feature: Eldritch blast 3d6
Special: Warlock heritage (Angel or Archon)

Saves
Level BaB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Aura of menace +1 level of existing invocation-using class
2nd +1 +0 +0 +3 Aura of courage +1 level of existing invocation-using class
3rd +2 +1 +1 +3 Spirit armor +1 +1 level of existing invocation-using class
4th +3 +1 +1 +4 Tongues +1 level of existing invocation-using class
5th +3 +1 +1 +4 +1 level of existing invocation-using class
6th +4 +2 +2 +5 Spirit armor +2 +1 level of existing invocation-using class
7th +5 +2 +2 +5 +1 level of existing invocation-using class
8th +6 +2 +2 +6 +1 level of existing invocation-using class
9th +6 +3 +3 +7 Spirit armor +3 +1 level of existing invocation-using class
10th +7 +3 +3 +7 Death ward +1 level of existing invocation-using class
Class Skills (2+ Int modifier per level): Bluff, Concentration, Craft, Diplomacy, Disguise, Intimidate, Jump, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Profession, Sense Motive, Spellcraft, Use Magic Device.


Invoking: At each level, you gain new invocations known, increased damage with eldritch blast, and an increase in invoker level as if you had also gained a level in the warlock class. You do not, however, gain any other benefit a character of that class would have gained.


Aura of menace: As the original enlightened spirit (http://dndtools.eu/classes/enlightened-spirit/) class feature.


Aura of courage: At 2nd level you gain a +4 morale bonus on saving throws against fear effects.

At 5th level, you become immune to fear effects and allies within 10ft get a +2 morale bonus on saving throws against fear effects.

And finally, at level 8th, any allies within 20ft gain a +4 morale bonus on saving throws against fear effects instead and you can use a special version of "remove fear" (max range 20ft) as an invocation (least, 1st).


Spirit armor: Beginning at 3rd level, you gain a +1 sacred bonus to Armor Class.

The bonus improves to +2 at 6th level and +3 at 9th level.


Tongues: As the original enlightened spirit class feature.


Death ward: As the original enlightened spirit class feature.

Hellfire warlock
Hellfire warlocks study the worlds around them and have discovered the same thing most children learn at an early age "fire burns". However, unlike the children, those warlocks didn't stop there, they also found out who makes the best fires, namely the inhabitants of the abyss and the nine hells. And better yet (or worse, depending on which side of the fire you are on), they learned how to imitate them.

Requirements
Alignment: Any non-good
Skills: Knowledge (arcana) 9 ranks, Knowledge (the planes) 9 ranks
Warlock Invocation: Must know brimstone blast or hellrime blast
Special: Warlock heritage (Demon or Devil)

Saves
Level BaB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Hellfire blast +1d6 +1 level of existing invocation-using class
2nd +1 +0 +0 +3 Hellfire blast +2d6 +1 level of existing invocation-using class
3rd +2 +1 +1 +3 Hellfire infusion, hellfire shield +1 level of existing invocation-using class
4th +3 +1 +1 +4 Hellfire blast +3d6 +1 level of existing invocation-using class
5th +3 +1 +1 +4 Hellfire blast +4d6 +1 level of existing invocation-using class
6th +4 +2 +2 +5 Telepathy +1 level of existing invocation-using class
7th +5 +2 +2 +5 Hellfire blast +5d6 +1 level of existing invocation-using class
8th +6 +2 +2 +6 Hellfire blast +6d6 +1 level of existing invocation-using class
9th +6 +3 +3 +7 Summon demon/devil +1 level of existing invocation-using class
10th +7 +3 +3 +7 Hellfire blast +8d6 +1 level of existing invocation-using class
Class Skills (2+ Int modifier per level): Bluff, Concentration, Craft, Disguise, Intimidate, Jump, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Profession, Sense Motive, Speak language, Spellcraft, Use Magic Device.


Invoking: At each level, you gain new invocations known, increased damage with eldritch blast, and an increase in invoker level as if you had also gained a level in the warlock class. You do not, however, gain any other benefit a character of that class would have gained.


Hellfire blast: Similar to the hellfire warlock (http://dndtools.eu/classes/hellfire-warlock/) class feature, but with the following changes:

The damage progression is as shown in the table above. And the constitution damage is not payment for using the ability, it's the damage your body suffers from channeling that energy.

Using a hellfire blast does 1 point of constitution damage per 4 dice of damage it adds (so 1 point of damage for 1d6 to 4d6, 2 points of damage for 5d6 to 8d6). This bypasses any immunity to CON damage (and any protection from such damage). Creatures without a CON score instead suffer the same amount of damage to CHA and one other mental score. This damage heals at a normal rate naturally, but is hard to heal with magic. You need to heal 3 points of ability score damage (2 if you are normally immune to CON damage) with magic at one time, to heal one point of damage caused by this ability.


Hellfire infusion: Gained at 3rd level, works as the original hellfire warlock class feature.


Hellfire shield: Gained at 3rd level, works as the original hellfire warlock class feature.


Telepathy: At 6th level, you gain telepathy with a range of 10ft per class level.


Summon demon/devil: As you reach 9th level, you start hearing whispers in your head. Demons and devils start vying for your attention, promising you support and power.

You make a deal with a single demon or devil (max CR/HD = 13). You can summon it once per day for an amount of minutes equal to your invocation level (or until you dismiss the ability keeping it here). It obeys your (telepathic) commands to the best of it's ability, but it won't risk its life (even though it is merely summoned and won't truly die anyway, pain still hurts).

Your chosen demon/devil will increase in level (it will usually advance by adding class levels), always staying 2 levels lower than you. However, should your "partner" be displeased with you (if you have allowed it to "die", are summoning it for menial tasks, etc) it can instead send another of its kind when you try to summon it (a non advanced member of its race).

Summoning the demon/devil is not without its risks, especially if it's displeased with you. Should you die while it is summoned, it will try to steal your soul away to its home plane (thus preventing the "easier" methods of bringing you back to life and damning you to torture and other such funs). To do so, it must be within reach of your body and use a standard action to seize your soul, immediately afterwards it returns home.

In rare cases, the demon/devil won't wait for you to be dieing, instead it'll try to kill you itself. It usually only does this if you are below 10% of your hit points and it thinks it has a shot at killing you outright (before you can dismiss it). Assuming it fails (or you are brought back to life after it succeeds) you are free to make a deal with a new demon/devil (max CR/HD = your HD - 2, advanced to 2 below your level), or it can try to tempt you into making another deal with the same one (usually offering information, wealth or power in return).


Graveminded
While the element infused and the enlightened spirit try to emulate the sources of their respective heritage, the graveminded seeks to control it. While he achieves some of the abilities that the undead have, his main goal is to be able to influence and/or control undead.

Alignment: Any non-good
Skills: Knowledge (arcana) 8 ranks, Knowledge (religion) 8 ranks
Feat: Tomb-Tainted Soul (unless you are undead, then no feat is required to enter this class)
Warlock Invocation: Must know Beguiling Influence or Charm
Special: Warlock heritage (Undead)

Saves
Level BaB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Rebuke/control undead +1 level of existing invocation-using class
2nd +1 +0 +0 +3 Charnel blast +1d6 +1 level of existing invocation-using class
3rd +2 +1 +1 +3 Shroud of undeath +1 level of existing invocation-using class
4th +3 +1 +1 +4 Aura of fear +1 level of existing invocation-using class
5th +3 +1 +1 +4 Charnel blast +2d6 +1 level of existing invocation-using class
6th +4 +2 +2 +5 Mind of the grave +1 level of existing invocation-using class
7th +5 +2 +2 +5 +1 level of existing invocation-using class
8th +6 +2 +2 +6 Charnel blast +3d6 +1 level of existing invocation-using class
9th +6 +3 +3 +7 +1 level of existing invocation-using class
10th +7 +3 +3 +7 Graveminded +1 level of existing invocation-using class
Class Skills (2+ Int modifier per level): Bluff, Concentration, Craft, Disguise, Intimidate, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Listen, Profession, Sense Motive, Spellcraft, Spot, Use Magic Device.


Invoking: At each level, you gain new invocations known, increased damage with eldritch blast, and an increase in invoker level as if you had also gained a level in the warlock class. You do not, however, gain any other benefit a character of that class would have gained.


Rebuke/control undead: At first level, the graveminded learns to rebuke/control undead, similar to the cleric ability. However, no matter the graveminded's alignment, he can only rebuke/control (never turn/destroy).

The graveminded rebukes undead as a cleric of his class level. From 7th level on, the graveminded rebukes undead as a cleric of his character level instead of his class level.


Charnel blast: At 2nd level, whenever you use your eldritch blast ability, you can change your eldritch blast into a charnel blast. A charnel blast does your normal eldritch blast damage plus 1d6 extra damage (increased to 2d6 at level 5 and increasing by 1d6 every 3 levels afterwards). If your blast hits multiple targets (for example, the eldritch chain or eldritch cone blast shape invocations), each target takes the extra damage.

A charnel blast does no damage against evil targets and only does the extra damage vs good alignment targets. When used against undead, it heals them equal to the extra damage as if they were blasted with negative energy.

Each time you use this ability, you increase your "grave" level by one point.

Your grave level has the following effects:


Grave level Undead aura Evil aura Decrease in ability Increase in ability

Weak
1-10
-
-
-2
-

Moderate
11-20
+1 aura strength
-
-4
+1

Strong
21+
+2 aura strength
+1 aura strength
-8
+2
Reduced skill checks on: diplomacy, disguise & gather information (Does not apply when dealing with/disguised as undead)
Bonus on checks for: intimidate (does not apply when dealing with undead), turning check & turning damage


Your grave level decreases by 1 at every sunrise. You can further reduce it through the use of the following spells:

Restoration - Reduces your grave level by 1 per 4 caster levels.
Heal - Reduces your grave level by 1 per 3 caster levels.
Remove curse - Reduces your grave level by 1 per 2 caster levels or by half (whichever is higher).
Greater restoration - Reduces your grave level by 1 per caster level.

Also, you can speed up the reduction of your grave level by spending time in an area under a hallow or consecrate spell. Their opposites (unhallow and desecrate) have similar, but opposite effects.

If you spend at least 8 consecutive hours (including sunrise) in a area under a consecrate spell, your grave level reduces by 2 (instead of 1).
If you spend at least 8 consecutive hours (including sunrise) in a area under a consecrate spell, your grave level reduces by 2d4.
If you spend at least 8 consecutive hours (including sunrise) in a area under a unhallow spell, your grave level stays the same (instead of decreasing by 1).
If you spend at least 8 consecutive hours (including sunrise) in a area under a desecrate spell, your grave level actually increases by 1 (if it is at least 1 to begin with).

Finally, if you have a grave level, holywater hurts you as if you were undead (2d4 damage), but also lowers your grave level by 1d4.


Shroud of undeath: From 3rd level on your aura becomes infused with a taint of the grave. This works as if you are permamently effect by the shroud of undeath (http://dndtools.eu/spells/spell-compendium--86/shroud-undeath--4165/) spell.

You can suppress it as free action (and reactivate it at the same speed). If it comes down on its own (due to being turned or if you attack an undead), it will automatically come up again after 2d4 rounds. In the case of attacking undead, this is 2d4 rounds after you stop hostilities.


Aura of fear: At 4th level, you can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a Will save or be affected as though by a fear spell (caster level equal to the graveminded's character level). A creature that successfully saves cannot be affected again by the same graveminded’s aura for 24 hours.

At 9th level, the range of the aura increases to a 15-foot-radius.


Mind of the grave: At 6th level, the graveminded becomes more like the undead, at least, mentally. He gains a +2 bonus on saves against mind-affecting effects.


Graveminded: At 10th level, the graveminded finally achieves his goal. He becomes a true "graveminded". Not only does his mind become like the undead he works with, he also gains enough of an understanding to influence them via mind-affecting abilities.

From this moment on any mind-affecting effects he uses can affect undead as if they weren't immune to such effects. If spells would normally only affect humanoids, it can now also affect humanoid undead (etc). This also works on mindless undead, but they get a +10 bonus to their saving throw.

At the same time the graveminded becomes immune to mind-affecting as if he was undead. This means that other "true" graveminded can still affect him with such spells and abilities (in fact they get a +5 bonus to do so).

Loek
2014-05-15, 05:40 AM
Dragonsouled
A dragonsouled is quite similar to their (spiritual) cousins the dragonfire adept. One of the larger differences is that a dragonsouled does not strive to be dragon-like as much as they strive to gain the strength inherent in dragons. Much like the elemental infused, it's not unlikely for a dragonsouled to specialize in (and master) only a single type of elemental damage in an entire lifetime.

Requirements
Alignment: With in one step of the alignment of the dragon type you are affiliated with
Skills: Knowledge (arcane) 10 ranks
Class feature: Eldritch blast 4d6
Warlock Invocation: Must know an eldritch essence that matches the elemental damage of the breath weapon of your affiliated dragon type
Special: Warlock heritage (Dragon)

Saves
Level BaB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Elemental blast +1d6 +1 level of existing invocation-using class
2nd +1 +0 +0 +3 Imitate breath weapon (cone or line) +1 level of existing invocation-using class
3rd +2 +1 +1 +3 Scales +1 +1 level of existing invocation-using class
4th +3 +1 +1 +4 Elemental blast +2d6 +1 level of existing invocation-using class
5th +3 +1 +1 +4 Improved flight +1 level of existing invocation-using class
6th +4 +2 +2 +5 Scales +2 +1 level of existing invocation-using class
7th +5 +2 +2 +5 Elemental blast +3d6 +1 level of existing invocation-using class
8th +6 +2 +2 +6 +1 level of existing invocation-using class
9th +6 +3 +3 +7 Scales +3 +1 level of existing invocation-using class
10th +7 +3 +3 +7 Elemental blast +4d6, Improved imitation breath weapon +1 level of existing invocation-using class
Class Skills (2+ Int modifier per level): Appraise, Bluff, Climb, Concentration, Craft, Intimidate, Jump, Knowledge (arcana), Knowledge (nature), Knowledge (the planes), Profession, Listen, Sense Motive, Speak Language, Spellcraft, Spot, Use Magic Device.


Invoking: At each level, you gain new invocations known, increased damage with eldritch blast, and an increase in invoker level as if you had also gained a level in the warlock class. You do not, however, gain any other benefit a character of that class would have gained.


Elemental blast: When you use an eldritch essence which matches the elemental type of your dragon type's breath weapon, you do an additional 1d6 damage.

This increases by an additional 1d6 at 4th level and every 3 levels after that.


Imitate breath weapon: At 2nd level, you learn the basics of imitating a dragon's breath weapon. You gain either "Eldritch cone" or "Eldritch line" as a bonus invocation. If you already know both of them, you do not get to select another invocation instead.

Both the cone and the line are greater invocations, but you can use them as soon as you gain them, even if you normally couldn't use greater invocations yet.

From now on, when you use either eldritch line or eldritch cone as a blast shape, you project the eldritch blast from your mouth instead of your hands.


Scales: At 3rd level, your skin becomes thick and scaly, granting you a +1 bonus to your natural armor. The scales match the color or the metallic hue of your dragon type. This bonus improves to +2 at 6th level and to +3 at 9th level.


Improved flight: At 5th level, you start feeling at home in the sky. Your flight speed, derived from any source, increases by 30ft.

At 10th level, you fly as if you were born to do so. Your maneuverability while flying is increased by one step.


Improved imitate breath weapon: At 10th level, you master the full potential of your "breath weapon". The size of the Eldritch cone and Eldritch line blast shapes double. The cone is now 60ft long and the line 120ft.

Wild hunter
Besides being a warlock, a wild hunter is two more things: A creature of the untamed wilds and a excellent hunter. Combining these two facts make them the perfect predator of men, assuming men is foolish enough to wander out of their filthy cities.

Alignment: Any non-lawful
Skills: Knowledge (nature) 13 ranks, Survival 5 ranks
Feat: Track
Class feature: Eldritch blast 5d6
Special: Warlock heritage (Fey)

Saves
Level BaB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Metal restrictions, know direction +1 level of existing invocation-using class
2nd +1 +0 +0 +3 Swift tracker, Scent +1 level of existing invocation-using class
3rd +2 +1 +1 +3 Mark of the hunted, designated enemy +1d6 +1 level of existing invocation-using class
4th +3 +1 +1 +4 Trackless step +1 level of existing invocation-using class
5th +3 +1 +1 +4 Locate creature, camouflage
-
6th +4 +2 +2 +5 Designated enemy +2d6 +1 level of existing invocation-using class
7th +5 +2 +2 +5 Flawless stride +1 level of existing invocation-using class
8th +6 +2 +2 +6 Commune with nature +1 level of existing invocation-using class
9th +6 +3 +3 +7 Designated enemy +3d6 +1 level of existing invocation-using class
10th +7 +3 +3 +7 Call the wild hunt, hide in plain sight (natural terrain)
-
Class Skills (2+ Int modifier per level): Climb, Concentration, Craft, Hide, Intimidate, Jump, Knowledge (arcane), Knowledge (nature), Listen, Move Silently, Search, Spellcraft, Spot, Survival, Use magic device.


Invoking: At each level, except 5th and 10th, you gain new invocations known, increased damage with eldritch blast, and an increase in invoker level as if you had also gained a level in the warlock class. You do not, however, gain any other benefit a character of that class would have gained.


Metal restriction: Like a druid, a wild hunter is limited in the type of equipment he can wear. A wild hunter can't wear or use metal armor and weapons. Doing so suppresses all class features, with the exception of "Invoking", "Scent" and "Swift tracker". These abilities become available again when the wild hunter discards such metal tools.

An exception to this rule are weapons and armors made from either silver or mithril (and any related metals), which can be wielded or worn without penalties.

On the other side, a wild hunter has an even more adverse reaction to items made from cold iron. Carrying any item made of cold iron has the same effect on a wild hunter as wielding a weapon or wearing an armor made of metal. Wielding a weapon or wearing and armor made of cold iron causes the wild hunter to become fatigued (which can't be removed while wearing/wielding those items) and the normal downsides (losing access to most class features) won't go away until the fatigue state has also been "cured".


Know direction: The wild hunter always knows which way is north, as if permanently under the effect of a know direction (http://www.dandwiki.com/wiki/SRD:Know_Direction) spell.


Swift tracker: Beginning at 2nd level, a wild hunter can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.


Scent: At 2nd level, the wild hunter gains the extraordinary special quality scent (http://www.dandwiki.com/wiki/SRD:Scent).


Mark of the hunted: At 3rd level, the wild hunter learns how to focus their thoughts on hunting a single individual. They refer to this as placing the "mark of the hunted" on that individual. A wild hunter can mark one individual per week. He can only have a single individual so marked at a time, if you use the ability a second time, the first person no longer counts as being marked.

To mark a person (or creature), the wild hunter must focus on that person (this takes a full round action). The wild hunter must be able to see the intended target, have marked (with either the full mark, or the lesser, described below) him in the past, have had extensive dealings with the target in the past or have heard rich and detailed stories about the target (probably augmented by sketches of the target).

Marking a person has no effect in and of itself, but allows the wild hunter to use certain class features against the person ("Designated enemy", "Locate creature", "Commune with nature" and "Call the wild hunt").

Lesser mark of the hunted - The wild hunter can also place lesser marks of the hunted. Such a mark lasts for only a 1 minute per class level and only allows the wild hunter to use the "Designated enemy" class feature on that person.

The wild hunter can place a lesser mark of the hunted up to "class level / 2 (rounded down)" times per day. Marking a creature with a lesser mark of the hunted takes a standard action and only one lesser mark can be active at the same time.


Designated enemy: From 3rd level on, when using an eldritch blast against an enemy mark with a (lesser) mark of the hunted, the wild hunter does 1d6 extra damage. This extra damage increases by another 1d6 at 6th level and every 3 levels thereafter.

When using a blast shape with multiple targets, only the marked enemies will suffer this additional damage. However, when using a blast shape which affects an area, everyone hit by the eldritch blast suffers the additional target (as long as the marked enemy is in the area, no matter if he is hit or not).


Trackless step: Starting at 4th level, a wild hunter leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.


Locate creature: From 5th level on, the wild hunter is capable of forging a magical bond between himself and the person he has marked. By spending a full round action he can discern the location of the marked creature as well as the direction is traveling as if he cast the locate creature (http://www.dandwiki.com/wiki/SRD:Locate_Creature) spell (caster level equal to invocator level). Unlike the spell, this ability does not last for 10min./level instead it only gives the location and direction at the moment it is used.

As a side benifit, the wild hunter (if he is awake) automatically knows when the marked creature is in range of the ability. However, he won't know where the marked creature is until he spend a full round action as described above.


Camouflage: A wild hunter of 5th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.


Flawless stride: Starting at 7th level, a wild hunter can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.

This ability does not let him move more quickly through terrain that requires a Climb or Swim check to navigate, nor can he move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.

A wild hunter loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.


Commune with nature: At 8th level, the wild hunter's connection to nature grows even stronger, allowing him to hear whispers of the wild surrounding him. The whispers help him in two areas: Finding his mark and surviving out in the wild.

By meditating for 10 minutes, the wild hunter gains the benifits as if he had cast the spell cummune with nature (http://www.dandwiki.com/wiki/SRD:Commune_with_Nature) (caster level equals invocator level). The ability is limited in the fact that it can only provide information about the two fields mentioned above. In practice this means the wild hunter can get facts needed for survival (sources of food, water and shelter - but not the location of ambushes or local predators) and facts needed to find his mark (mostly limited to the past and present presence of the marked individual in the area).

Nature as a whole is not (as we understand it) sentient, so most likely won't draw connections on its own and lead you to people that can lead you to your mark.


Hide in plain sight: While in any sort of natural terrain, a wild hunter of 10th level or higher can use the Hide skill even while being observed.


Call the hunt: Under most circumstances wild hunter's are careful and patient hunters. If a hunt takes longer than others want it to, so be it. However, on rare occasions even a wild hunter will agree that brute force and speed are needed instead of patience and precision. In such occasions the most powerful of wild hunters are able to call the upon the chaotic powers of the wild hunt.

At 10th level, a wild hunter is capable of calling the hunt once per year. While this hunt is similar in many ways to the legendary wild hunts, it is in fact but a weak reflection thereof. But even as a weak reflection, it has a number of powerful effects (as described below).

Calling the hunt requires a ritual that takes at least 30 minutes and uses at least 1000gp worth of herbs and other natural resources (often including the blood of both a predator and a prey animal).

The goal of the hunt is usually to hunt down a individual who the wild hunter marked with his mark of the hunted, but has proven a worthy prey. However, it is also possible to call a hunt against something associated with that individual (such as: stopping his invading army).

All members of the hunt (maximum 10 or half the wild hunter's HD, whichever is higher - All need to be willing to join the hunt) gain the following improvements:

All weapons wielded by members of the hunt gain the bane property (against the type associated with the target of the hunt).
All members of the hunt gain fast healing 1.
All members of the hunt gain the benefits of the diehard (http://www.dandwiki.com/wiki/SRD:Diehard) feat, allowing them to fight even when reduced below 0 hp.
All members of the hunt are connected as if by the spell telepathic bond (http://www.dandwiki.com/wiki/SRD:Telepathic_Bond).
Members of the hunt don't need to eat, drink or sleep while they are a part of the hunt.
Between battles, the hunt moves at an increased speed, all members (or their mounts) move at a speed of 150 ft.
Beyond this, the leader of the hunt (the wild hunter) gains the following, additional, benefits:

He knows (at any time) exactly where the target of the hunt is.
He gains his "designated enemy" bonus to damage against all enemies in his path.

All members of the hunt follow the wild hunter as if under a geas (http://www.dandwiki.com/wiki/SRD:Geas/Quest) to assist him in achieving the goal of the hunt. Those unable to follow the wild hunter (due to physical limitations, magic or death) are immediately ejected from the hunt and are no longer considered to be members thereof.

The wild hunter himself acts almost like a berserker, focusing only on achieving the goal of the hunt. So much so that weaker opponents are often left to flee, fallen bodies are not always examined for loot and (if the healing/recovering/helping would take to long) members of the hunt that are no longer useful are left behind.

From the moment a hunt is called, it lasts (at most) until the next sun rise/set. When the target is reached or the sun rises/sets, the hunt (and all its associated benefits) ends. If the goal of the hunt has not been met at that time, the wild hunter suffers a penalty (he is permanently fatigued) until the goal has been met at a later date (or if 1 year has passed since the failed hunt).

Calling a hunt on an unworthy target (such as weak or unimportant enemies) can cause the ability to fail or in the worst cases have a hunt called on the wild hunter and his associates (this would be a full-fledged hunt, involving one or more powerful entities, sometimes even gods). While surviving such a hunt would be a great accomplishment, doing so is incredibly rare.

Element infused
The warlock with an elemental heritage, more than any other warlocks, has a strong draw towards being one with with his origin. As they slowly infuse themselves with their element, they not only gain some of the power and abilities that an elemental possesses, they also gain a measure of acceptance among other elementals.

Alignment: Any, except the extreme ones (chaotic/lawful evil/good)
Skills: Concentration 6 ranks, Knowledge (the planes) 9 ranks
Class feature: Lesser invocations
Warlock Invocation: Must have a invocation (usually eldritch essence) that matches their elemental type (air/earth/fire/water) or their associated damage type (electricity/acid/fire/cold)
Special: Warlock heritage (Elemental)

Saves
Level BaB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Improved saves, elemental resistance, damage reduction +1 level of existing invocation-using class
2nd +1 +0 +0 +3 Elemental companion +1 level of existing invocation-using class
3rd +2 +1 +1 +3 Turn/rebuke elementals +1 level of existing invocation-using class
4th +3 +1 +1 +4 Elemental hardiness +1 level of existing invocation-using class
5th +3 +1 +1 +4 +1 level of existing invocation-using class
6th +4 +2 +2 +5 +1 level of existing invocation-using class
7th +5 +2 +2 +5 +1 level of existing invocation-using class
8th +6 +2 +2 +6 +1 level of existing invocation-using class
9th +6 +3 +3 +7 Elemental mastery +1 level of existing invocation-using class
10th +7 +3 +3 +7 Eldritch elemental +1 level of existing invocation-using class
Class Skills (2+ Int modifier per level): Bluff, Concentration, Craft, Disguise, Intimidate, Jump, Knowledge (arcana), Knowledge (nature), Knowledge (the planes), Listen, Sense Motive, Spellcraft, Spot, Swim, Use Magic Device.


Invoking: At each level, you gain new invocations known, increased damage with eldritch blast, and an increase in invoker level as if you had also gained a level in the warlock class. You do not, however, gain any other benefit a character of that class would have gained.


Improved save: Depending on your elemental heritage either your fortitude or reflex saving throw will be "strong" (in other words, it'll advance at the same speed as the will saving throw).

If your heritage comes from either earth or water elementals, your fortitude saving throw will be strong.
If your heritage comes from air or fire elementals, your reflex saving throw will be strong.


Elemental resistance: As you become more and more like the elementals you derive your heritage from, your resistace to a specific element increases.

Your resistance increases by 2 at first level and every level thereafter. This stacks with the elemental resistance from the warlock feature "energy resistance".

The elements are electricity (for air elementals), fire (for fire elementals), acid (for earth elementals) and cold (for water elementals).


Damage reduction: In the same fashion that you become increasinly resistant to the element associated with your heritage, you also become increasinly able to ignore more mundane forms of damage.

Your damage reduction increases by 1/- at the first level and every level thereafter. This stacks with the damage reduction granted by the warlock class feature of the same name.


Elemental companion: At the 2nd level you gain the ability to summon a elemental (of the same type as your heritage) to support you in your tasks.

While not a true invocation, it functions in much the same way. It becomes stronger as you gain access to higher grades of invocations. When you use this ability you get the effect associated with the highest grade of invocations you can currently cast.

Lesser, 4th: You summon a small elemental.
Greater, 6th: You summon a medium elemental.
Dark, 8th: You summon a large elemental.
The summoned elemental appears within 30ft of you and acts as if it was summoned by a "summon monster" spell. You can only have a single summoned elemental from this ability at a time, if you use the ability a second time, the first elemental disappears. If the elemental is ever more than 120ft away from you it dissapears. You can choose to summon a smaller elemental when you use this ability.

Beyond this, you are treated as one of their own by elementals you encounter. They start of one step friendlier towards you.


Turn/rebuke elementals: At the 3rd level, the element infused learns to turn (or rebuke) elementals, like clerics with the Air, Earth, Fire, or Water domains.

The element infused rebukes elementals as a cleric of his class level. From 7th level on, the element infused rebukes elementals as a cleric of his character level instead of his class level.


Elemental hardiness: As you become increasingly infused with your element, you gain some resistance to the things an adventuring life can expose you to.

At 4th level you gain a +2 bonus on saves against sleep effects.

At 6th level you gain a +2 bonus on saves against poisons.

At 8th level you gain a +2 bonus on saves against paralysis.


Elemental mastery: At 9th level, the element infused reaches a new level of "oneness" with his element. This has different effects, based on the elemental origin of his heritage.

Air: Minor currents in the air around the element infused help protect him. Airborne creatures take a –1 penalty on attack and damage rolls against the element infused.

Earth: The earth lends its stability to the element infused. He gains a +1 bonus on attack and damage rolls if both he and his foe are touching the ground.

Fire: Natural fires in the element infused's immediate surrounding are "friendly". Natural fires within 30ft of the element infused do more damage to his opponents and less damage to his friends. Against enemies, use one step higher dice (usually d8) and against friends, use one step lower dice (usually d4), when calculating damage from natural fires.

Water: Bodies of water whisper to the element infused, giving him the ability to better predict the actions of his enemies. He gains a +1 bonus on attack and damage rolls if both he and his opponent are touching water.


Eldritch elemental: At 10th level, the element infused becomes a true elemental creature.

His type changes to elemental and he gains all the associated traits (except as mentioned below). He also gains the augmented sub-type.

The element infused can still be brought back to life as if he was a member of his former race.

Due to his new immunity to both sneak-attacks and stunning, the element infused's old "warlock resilience" ability no longer has any use for him. Instead he can use it to gain the following effect (one use per activation).

Air: The element infused can create a whirlwind (http://www.dandwiki.com/wiki/SRD:Air_Elemental). Once he has created it, he can control its movement mentally (he does not become it, like the elemental does) and it has no effect on him. It moves at a speed of 100 ft (perfect).

Earth: The element infused gains an earth elemental's push and glide (http://www.dandwiki.com/wiki/SRD:Earth_Elemental) abilities for 1 minute per HD.

Fire: The element infused gains the burn (http://www.dandwiki.com/wiki/SRD:Fire_Elemental) special attack for up to 1 minute per HD. The DC to save against it is equal to 10 + 1/2 HD + Con mod.

Water: The element infused creates a vortex (http://www.dandwiki.com/wiki/SRD:Water_Elemental). Once he has created it, he can control its movement mentally (he does not become it, like the elemental does) and it has no effect on him. It moves at a speed of 90 ft.
Alternatively, he can choose to gain the elemental's "drench" special attack for 1 minute per HD, instead.
So that's what I'm currently messing with. I can always use help with names and any other kind of feedback is also appreciated.

Dr. Cliché
2014-05-15, 09:03 AM
Hi, a couple of thoughts so far:

1) Do you think perhaps the various damage reductions are a bit too skewed? For example, Cold Iron and Silver are pretty rare, but magic is much more common. I was just wondering if some bloodlines would end up being a bit too weak in this regard.

2) I'm not sure about Warlock Resilience - Fortification for undead/elemental warlocks. It just seems like something that's only really useful when you have it on all the time - rather than only getting it for one encounter (and, in the case of light fortification, only works 1/4 of the time anyway). I could be wrong, of course, but it just seems like an odd choice.

Loek
2014-05-15, 09:46 AM
About the DR... yea, I'm kinda on the fence on that one... Was thinking of doubling those DRs...

As for the fortification... I'll look into it (again, maybe add some daily uses... or start 1 step higher and find something fancy for the "3 uses" one)

Loek
2014-05-16, 05:46 AM
Yay, update time:

Changed some details on DR/Resilience as mentioned above.
Added 6 concepts of prestige classes (one for each heritage, demon/devil getting only one, same for angel/archon).
Basic concepts of each class added (with an (initial) table)
Finished the re-write of both "Enlightened spirit" and "Hellfire warlock"


Would really appreciate any kind of feedback as well as any assistance with names (current names are doable, but names really aren't my thing).

Temji
2014-05-20, 12:01 PM
good afternoon,

I like it... and bookmarked... gonna read it thru when I get Home...

thanks for the message tippin Me to get over here and see it...!!!

Loek
2014-05-22, 01:11 PM
(Except for the intro story, entry requirements and class skills on the wild hunter) I am done! I now have 1 rewritten warlock and 6 heritage based prestige classes for that rewritten warlock.

While there are some interesting ideas left (mind spy, master of the unseen hand and spellfire) and lots of feats and invocations (such as I'm doing here (http://www.giantitp.com/forums/showthread.php?348166-Some-themed-warlock-invocations&p=17500963)). The ground work has been done and I think it's ready for you all to come poke at it.

I'd love to hear any comments on flavor, balance and what not.

Specifically I'd like to know if the wild hunter doesn't stand out too much (already subtracted 2 levels from its invocation progression... might need 4?) and if I've forgotten anything important.

Finally, due to some old warlock (like) stuff that has popped up recently, I'm wondering if "giants" and "aberrations" don't deserve a heritage (and associated prestige class) of their own (and if so, any suggestions on what it would be about?... Maybe the mind spy and the aberration prestige class could be the same...)

Anyhow, let it rip :smallsmile:

Ilinoris
2014-05-25, 02:53 PM
I really liked the concept. And I think it seems very well balanced. I didn't look at PrC though, only main class.

For balancing, wouldn't it be very superior to take Elemental? DR/ - and Fortification..
Seems atleast better than the alternatives. :-)

razorfloss
2014-05-31, 12:34 AM
i like this but i think the elemental PRC seems a bit dry.

Loek
2014-06-01, 09:38 AM
Yea, the elemental heritage (and it's prestige class) were hard for me. Any suggestions on how to improve the elemental prestige class are welcome. (Slowing down the DR gain somewhat - for the normal warlock levels - divided by 2, rounded up, so 1, 1, 2, 2, 3 instead of 1, 2, 3, 4, 5)

Current ideas/plans:

Heritage appearances: A list of (minor) physical differences that are common (but not necessary) for each heritage. Are guaranteed to show up in some shape or form when progressing in the prestige class (most of all in the elemental PrC as that one is transformational).
Eldritch heritage: Source: gods/pure magic || Warlock features: Saves vs spells (+1), increase in spellcraft (+2) // spell resistance resilience // DR x/- // Free choice of elements || prestige class: spellfire wielder (which means lots of re-written 3.0 stuff and some new ways of gaining spellfire levels (gaining some when resting and maybe when your SR works and/or when using any of the warlock dispel invocations?)
Aberration heritage: Source: aberrations (mindflayer/aboleth/(maybe)beholder || Warlock features: Low-light vision, save vs mind effecting (+1, or a specific mind effecting +2) // Resilience based on surviving in any condition (heat/cold/type of breath available/type of sight needed etc) or some such // DR x/magic // probably free choice of elements || prestige class: mind spy + other things (unseen hand or something with beholder rays/mindblasts or some such)
Giant heritage: Source: giants (duh) || Warlock features: increases on bull rush, grapple, overrun, and trip & some constitution based effects (exhaustion/starvation/thirst etc) // Resilience: either temp increases in str/con or fast healing // DR x/magic or x/- not sure // specific heritage (fire/frost/storm giant) might influence elements, otherwise, free choice || prestige class: no clue what so ever


So plenty of stuff for me to theoretically work with. Should probably start with a nice template of how to write up a heritage... Which I just did...

{Name} heritage
{Description of the heritage as a whole}
Source: {where the heritage/power comes from}

Warlock class features
Warlock heritage: {The effects of the "warlock heritage" class feature}
(Usually a +2 (specific) or +1 (general) bonus on saving throws and a small feature that makes them more like (or able to deal with) the creatures of their heritage)


Damage reduction: {The effects of the "damage reduction" class feature}
(Describing the type of damage that bypasses the damage reduction, and in case of strong/weak versions of DR how much DR they get (half/double the listed amount)


Warlock resilience: {The effects of the "warlock resilience" class feature}
(Describing the effects of using 1, 2 or 3 daily uses of that feature at one time)


Energy resistance: {The effects of the "warlock resilience" class feature}
(Describing which (if any) type of elemental resistance must (or can't) be taken by the heritage)


(Heritage) Prestige class
Qualifying for a prestige class that doesn't match your heritage
{Description of (at least) two types of actions that allow a warlock of a different heritage to qualify for the prestige class of this heritage}

{Prestige class name}
{Short description}

{Requirements}

{Table}

{List of class skills (and amount of skills, usually 2+int)}

{Description of class features}

ben-zayb
2014-06-01, 08:32 PM
This is a simple yet effective way to bump the warlock in power. More invocations give more versatility, and at the same time it encourages Warlocks to invest more in their Charisma score. Adding that 10d6 Eldritch Blast is always a given IMO.

Warlock Heritage is both flavorful and mechanically useful (some more than the other, at least situationally). I'm surprised about the existence of Undead heritage, actually. Putting the change in Invocations' visual aspects based on heritage is cool as well. Now a Warlock can turn into a flock of doves or swarm of butterflies with DarkShimmering Discorporation (if I got that right).

The change in DR and Energy Resistance added more options. I really can't add anything to that as the changes seem already balanced.

razorfloss
2014-06-06, 02:16 PM
for the elemental how about stealing some ideas from the elemental savant Prc or make a couple of custom invocations that only work for the elemental