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Duke of URL
2007-11-03, 01:18 PM
Invokers (fixes for existing, and general template for new, invocation classes)

About Invokers

Invokers practice a form of magic that is unusual compared to any other magic wielder. While they have a finite set of powers (known as invocations), they have the ability to use any power they know at will, typically as a standard action. A typical invoker has a primary invocation weapon and knowledge of a set of invocations that may alter the effects of that weapon or perform completely unrelated actions.

Invocations and additional class abilities are defined to be in line with the source of the invoker's power, that is, the class abilities for an infernal or abyssal invoker will likely be different from, but roughly equal in power to, an invoker who derives her power from a celestial source, which would be different still for one granted powers by, for example, a dragon.

Common Invoker Traits

Hit Die: d6
Skill Points per level: 2 + INT modifier (x4 at 1st level)
BAB: Medium (3/4)
Saving Throws: Will high; Fortitude, Reflex low
Weapon Proficiencies: Simple
Armor Proficiencies: Light

Invocations

Invocations come in four grades: minor, lesser, greater, and major. At epic levels, epic invocations may be available as well, depending on the specific invoker class.

An invoker learns one invocation at every class level. At first level, only minor invocations may be learned. Starting at 6th level, minor and lesser invocations may be learned. Starting at 11th level, minor, lesser, and greater invocations may be learned. From 16th level to 20th level, minor, lesser, greater, and major invocations may all be learned. At 6th, 11th, and 16th levels, the invoker may select one invocation previously learned and replace it with an invocation from the same grade or lower.

Her invoker level is equal to her class level, and can be treated as her caster level for any effect or requirement dependent on caster level. Each invocation has an effective spell level that is used to calculate saving throw DCs and against effects that are dependent on spell levels. In any case where multiple invocations can be applied simultaneously, the highest effective spell level is used.

Unless otherwise specified, all invocations require a standard action, provoke an attack of opportunity, are subject to spell resistance, and are subject to arcane spell failure although spell failure from light armor may be ignored. The primary invocation ability modifier is CHA, unless otherwise specified.

Invocation Weapon

An invoker has a primary invocation weapon which is essentially a "free" invocation known to all members of that class. The invocation weapon does 1d6 damage, plus the lesser of the invoker's primary invocation ability modifier or the invoker's class level. The invocation weapon, unless modified (see below) has an effective spell level of 1st and a range of short (25' plus 5' per 2 invoker levels). As this is an invocation requiring a standard action, it may only be used once per round, regardless of the number of attacks normally offered by higher base attack bonuses.

The invocation weapon does not automatically advance in power as the invoker gains in levels; the invoker must use one or more of her invocations learned if she wishes to make improvements to the weapon. Invocations to improve the invocation weapon can increase the damage, add additional effects, or change the range or area of effect of the weapon. In general, the following may be added to the invocation weapon:

Any number of invocation weapon damage increases (to a maximum number of increases equal to the invoker's base attack bonus)
One invocation weapon effect
One invocation weapon "shape", i.e., range or area modifier

However, additional invocations exist that will allow the invoker to relax certain limits.

Universal Invocations

All invokers, regardless of specific invoking class, have access to the following invocations:

Minor:
Increased Damage (invocation weapon damage increase) - +1d6 main invocation weapon damage; this may be taken multiple times. ESL 1. Minor Spell Knowledge - The specific invoker class specifies a divine or arcane spellcaster class. Requirement: WIS (divine)/INT (arcane) equal to at least 10 + spell level of spell learned. An invoker may learn one spell from the specified spell list with a spell level of 1st or lower. She may cast this spell 3/day with a caster level equal to her invoker level. Material components, XP components, and/or focuses are required, if applicable. The spell, even if divine, is subject to arcane spell failure. ESL equals spell level selected.

Lesser:
Lesser Spell Knowledge - The specific invoker class specifies a divine or arcane spellcaster class. Requirement: WIS (divine)/INT (arcane) equal to at least 10 + spell level of spell learned. An invoker may learn one spell from the specified spell list with a spell level of 3rd or lower. She may cast this spell 3/day with a caster level equal to her invoker level. Material components, XP components, and/or focuses are required, if applicable. The spell, even if divine, is subject to arcane spell failure. ESL equals spell level selected. Twin Effect - The invoker may apply up to two different additional effects to her main invocation weapon, however each effect's save DC, if applicable, is decreased by 2. ESL 1*

Greater:
Greater Spell Knowledge - The specific invoker class specifies a divine or arcane spellcaster class. Requirement: WIS (divine)/INT (arcane) equal to at least 10 + spell level of spell learned. An invoker may learn one spell from the specified spell list with a spell level of 5th or lower. She may cast this spell 3/day with a caster level equal to her invoker level. Material components, XP components, and/or focuses are required, if applicable. The spell, even if divine, is subject to arcane spell failure. ESL equals spell level selected. Rapid Attack - As a full-round action, the invoker may use her main invocation weapon multiple times in the round. If her base attack bonus is +6 or higher, she gains a second attack at a -5 to-hit penalty and/or -2 to all save DCs, as applicable; at BAB +11 a third attack is granted at a -10 to-hit penalty and/or -4 to all save DCs, as applicable. Regardless of her maximum BAB, no more than three attacks can be made per round. ESL 1.
Major:
Major Spell Knowledge - The specific invoker class specifies a divine or arcane spellcaster class. Requirement: WIS (divine)/INT (arcane) equal to at least 10 + spell level of spell learned. An invoker may learn one spell from the specified spell list with a spell level of 7th or lower. She may cast this spell 3/day with a caster level equal to her invoker level. Material components, XP components, and/or focuses are required, if applicable. The spell, even if divine, is subject to arcane spell failure. ESL equals spell level selected. Triple Effect - The invoker may apply up to three different additional effects to her main invocation weapon, however each effect's save DC, if applicable, is decreased by 4. ESL 1.*

* - Note that if multiple invocation effects are added that each change the type of damage provided by the invocation weapon, the damage is considered part of each of those types, e.g., if fire and acid types were both added, the weapon's damage type would be 1/2 fire and 1/2 acid.

QUESTION: Should Twin Effect, Triple Effect and Rapid Attack be Invocations, or feats for Invokers?

Invoker-Specific Feats

Invocation Focus
Prerequisite: Invoker level 1st
Benefit: The difficulty class is increased by one for any saving throw offered to a target of any of your invocations, except your invocation weapon and effects added to the invocation weapon.

Greater Invocation Focus
Prerequisite: Invocation Focus
Benefit: The difficulty class is further increased by one (to a total of +2) for any saving throw offered to a target of any of your invocations, except your invocation weapon and effects added to the invocation weapon.


Invocation Weapon Focus
Prerequisite: Invoker level 1st
Benefit: The difficulty class is increased by one for any saving throw offered to any target of your invocation weapon or effect added to your invocation weapon.

Greater Invocation Weapon Focus
Prerequisite: Invocation Weapon Focus
Benefit: The difficulty class is further increased by one (to a total of +2) for any saving throw offered to any target of your invocation weapon or effect added to your invocation weapon.

Empower Invocation Weapon
Prerequisite: Invoker level 6th
Benefit: Up to 3 times per day, as a full-round action, you may apply this ability to your main invocation weapon. The variable, numeric damage applied by your primary invocation weapon (but not any additional effects added to it) is increased by 50%. In order to use this feat, your invoker level must equal or exceed 4 + ( 2 x the modified ESL of the invocation )

Maximize Invocation Weapon
Prerequisite: Invoker level 8th
Benefit: Up to 3 times per day, as a full-round action, you may apply this ability to your main invocation weapon. The variable, numeric damage applied by your primary invocation weapon (but not any additional effects added to it) is dealt as if the maximum values were rolled. In order to use this feat, your invoker level must equal or exceed 6 + ( 2 x the modified ESL of the invocation )

Quicken Invocation Weapon
Prerequisite: Invoker level 10th
Benefit: Up to 3 times per day, you may apply this ability to use your main invocation weapon as a swift action. In order to use this feat, your invoker level must equal or exceed 8 + ( 2 x the modified ESL of the invocation )

Analysis of changes:

Looking at the Warlock class from Complete Arcane (i.e., a "fiendish" invoker), in addition to his class abilities, he gets 12 invocations known and eight damage increases on his eldritch blast -- that equals the 20 total invocations in this variant. (Actually, that worked out perfectly by coincidence, but maybe that tells me I'm on the right track.) Unlike the default Warlock, however, this variant allows for a lot more flexibility -- if you want to be a master blaster, you can do so at the cost of having other types of invocations. Want to be a more flexible battlefield controller? Trade damage capability for more variety in invocations.

Of course, that base Warlock would be a lot more "fiendish" in flavor... none of this chaotic good "fey" nonsense -- the fey invoker would be a different class with abilities and invocations more in line with fey than fiends.

Adding the "learn a spell" invocations allows for additional customization as well as qualification for prestige classes (at the DM's discretion) that invokers would otherwise not be able to qualify for, as they are currently written. The ability score requirements for these spells add an additional or alternate attribute dependency to the traditional DEX/CHA focus of pure invokers.

Duke of URL
2007-11-03, 01:19 PM
Warlock Changes

To fit the modified template, make the following changes to the Complete Arcane Warlock class:

Add new universal invocations (spell knowledge uses arcane spells from the Sorcerer/Wizard list) Change Eldritch Blast range to short, rather than 30' Remove all Eldritch Blast damage increases Change invocation progression to 1/class level All other class features remain the same Alignment must be evil, non-evil may not progress but does not lose powers

Duke of URL
2007-11-03, 01:20 PM
Sample Invoker Class (base class)

Avenger (Celestial Invoker)

Avengers are champions of good, empowered by their deity to seek out and destroy evil. Unlike many other types of invoker, avengers tend to work well with others, especially good-aligned allies.

Requirements

Avengers must be of good alignment, and follow a deity with a good alignment. An avenger whose alignment on the good/evil axis becomes neutral can not advance in the avenger class until her alignment is restored to good, however, all class features and abilities are retained. An avenger whose alignment becomes evil loses all class features and abilities until her alignment is restored to good and she atones as a cleric would.

Class Skills

An avenger's class skills are: Concentration (CON), Heal (WIS), Intimidate (CHA), Listen (WIS), Knowledge: Religion (INT), Knowledge: The Planes (INT), Perform: Oratory (CHA), Profession (WIS), Spellcraft (INT), and Spot (WIS).

Class Features

Detect Evil (sp): Starting at 2nd level, an avenger can use detect evil at will.

Morale +N (su): Starting at 4th level, as a move action, an avenger may grant all qualifying allies (but not herself) within 30' a +1 morale bonus to attack rolls, damage rolls, saving throws, and skill checks. A qualifying ally must have a good alignment or follow the avenger's deity. This ability may be used a number of times per day equal to the avenger's CHA modifier (not to exceed her invoker level), and lasts for one round plus one round per two invoker levels after 1st (i.e., 2 rounds at invoker level 3rd, 3 rounds at invoker level 5th, etc.). At each additional 4 class levels, the morale bonus increases by 1, i.e.: +2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level.

Fearless (su): At 5th level, avengers are immune to fear effects.

Uncorruptable (su): At 10th level, avengers are immune to disease.

Paragon of Health (su): At 15th level, avengers are immune to poison.

Avatar of Good (ex): At 20th level, the avenger becomes part Celestial, gaining damage reduction 10/magic, resistance 10 to acid, cold, and electricity, and wings that provide flight at twice land speed with good maneuverability. The avenger's type is changed to Outsider with Good and Native subtypes.
Invocation Weapon

The avenger's invocation weapon is known as a Heavenly Ray. In its unmodified form, it provides untyped damage and is a ranged touch attack with short range. The Heavenly Ray does only half damage against objects.

Invocations (Work in Progress...)

Minor:
Dominating Presence - +6 bonus to all Diplomacy, Intimidate, and Sense Motive checks, personal, duration 24 hours. ESL 2. Far Ray (invocation weapon shape) - The avenger's Heavenly Ray becomes a medium range touch attack. ESL 1. Increased Damage (invocation weapon damage increase) - +1d6 Heavenly Ray damage; this may be taken multiple times Light - As the spell of the same name, duration 1 minute/level. ESL 1. Minor Spell Knowledge - Requirement: WIS equal to at least 10 + spell level of spell learned. An avenger may learn one spell from the Cleric spell list with a spell level of 1st or lower. She may cast this spell 3/day with a caster level equal to her invoker level. Material components, XP components, and/or focuses are required, if applicable. The spell, despite being divine, is subject to arcane spell failure. ESL equals spell level selected. Non-Lethal Force (invocation weapon additional effect) - Damage caused by the avenger's Heavenly Ray is treated as nonlethal damage. ESL 2. Penetrate Darkness - Darkvision +60' and immunity to magical darkness. Duration 24 hours. ESL 2.
Lesser:
Heavenly Burst (invocation weapon shape) - A single target must be selected. The Heavenly Ray explodes in a 5' radius burst around that target. The target takes normal damage from the invocation (reflex 1/2) and any secondary targets take half damage (reflex negates). Targets taking half damage get +2 to any saving throws against the invocation; targets taking no damage are not subject to any additional effects. At invoker level 11th the area of effect increases to 10' radius. At invoker level 16th, the area of effect increases to 20' radius. ESL 4. Lesser Spell Knowledge - Requirement: WIS equal to at least 10 + spell level of spell learned. An avenger may learn one spell from the Cleric spell list with a spell level of 3rd or lower. She may cast this spell 3/day with a caster level equal to her invoker level. Material components, XP components, and/or focuses are required, if applicable. The spell, despite being divine, is subject to arcane spell failure. ESL equals spell level selected. Purging Ray (invocation weapon additional effect) - The avenger's Heavenly Ray does one-and-a-half times damage to undead creatures or evil outsiders, normal damage to other creatures with the Evil descriptor, half damage to all other creatures, and one-quarter damage against objects. ESL 4. Twin Effect - The avenger may apply up to two different additional effects to her Heavenly Ray, however each effect's save DC, if applicable, is decreased by 2.
Greater:
Greater Spell Knowledge - Requirement: WIS equal to at least 10 + spell level of spell learned. An avenger may learn one spell from the Cleric spell list with a spell level of 5th or lower. She may cast this spell 3/day with a caster level equal to her invoker level. Material components, XP components, and/or focuses are required, if applicable. The spell, despite being divine, is subject to arcane spell failure. ESL equals spell level selected. Penetrate Defenses (invocation weapon additional effect) - Against targets with spell resistance, if the avenger fails to overcome the spell resistance with her Heavenly Ray, then the target's spell resistance converts instead to damage reduction against the Heavenly Ray and a second chance to defeat spell resistance is allowed for any additional effects if any damage was dealt. ESL 6. Rapid Attack - As a full-round action, the avenger may use her Heavenly Ray multiple times in the round. If her base attack bonus is +6 or higher, she gains a second attack at a -5 to-hit penalty and/or -2 to all save DCs, as applicable; at BAB +11 a third attack is granted at a -10 to-hit penalty and/or -4 to all save DCs, as applicable. Regardless of her maximum BAB, no more than three attacks can be made per round.
Major:
Major Spell Knowledge - Requirement: WIS equal to at least 10 + spell level of spell learned. An avenger may learn one spell from the Cleric spell list with a spell level of 7th or lower. She may cast this spell 3/day with a caster level equal to her invoker level. Material components, XP components, and/or focuses are required, if applicable. The spell, despite being divine, is subject to arcane spell failure. ESL equals spell level selected. Triple Effect - The avenger may apply up to three different additional effects to her Heavenly Ray, however each effect's save DC, if applicable, is decreased by 4.

Duke of URL
2007-11-03, 01:21 PM
Sample Invoker Class (base class)

Warden (Fey Invoker)

Wardens are gifted with certain fey powers either from latent fey ancestry, or as the result of a bargain with a powerful fey creature. Their powers tend to be illusion, enchantment, and nature oriented. Wardens are often reclusive, used to using stealth rather than any type of direct confrontation.

Requirements

Wardens must have a non-lawful alignment. A warden may not advance in level as long as she has a lawful alignment, however all abilities are retained.

Class Skills

A warden's class skills are: Bluff (CHA), Concentration (CON), Hide (DEX), Listen (WIS), Knowledge: Nature (INT), Move Silently (DEX), Spellcraft (INT), Spot (WIS), Survival (WIS), and Use Magic Device (CHA).

Class Features

Track: At 1st level, a warden gains Track as a bonus feat.

Alertness: At 2nd level, a warden gains the Alertness feat as a bonus feat.

Damage Reduction (ex): At Xth level, a warden gain damage reduction 2/cold iron. (Eventually advancing to DR 10/cold iron sometime by level 20)

Spell Resistance (ex): At Xth level, a warden gains spell resistance TBD.

...

Invocation Weapon

The warden 's invocation weapon is known as Nature's Dart. In its unmodified form, it provides untyped damage and is a ranged touch attack with a short range. The Nature's Dart does only half damage against objects.

Invocations (Work in Progress... warden invocations should be based on nature type spells and enchantments)

Minor:
Increased Damage (invocation weapon damage increase) - +1d6 Nature's Dart damage; this may be taken multiple times Minor Spell Knowledge - Requirement: WIS equal to at least 10 + spell level of spell learned. A warden may learn one spell from the Druid spell list with a spell level of 1st or lower. She may cast this spell 3/day with a caster level equal to her invoker level. Material components, XP components, and/or focuses are required, if applicable. The spell, despite being divine, is subject to arcane spell failure. ESL equals spell level selected.
Lesser:
Lesser Spell Knowledge - Requirement: WIS equal to at least 10 + spell level of spell learned. A warden may learn one spell from the Druid spell list with a spell level of 3rd or lower. She may cast this spell 3/day with a caster level equal to her invoker level. Material components, XP components, and/or focuses are required, if applicable. The spell, despite being divine, is subject to arcane spell failure. ESL equals spell level selected. Scattered Darts (invocation shape) - Instead of a single dart, the warden may fire multiple darts, each doing 1d6 damage, with one dart per 1d6 damage normally applicable to the invocation. Each dart may be separately aimed at any valid target within range. The bonus damage from having a high charisma may only be applied once, however, the total amount may be split between darts as specified by the invoker prior to rolling for effects. Any additional effects or shapes applied to the invocation are only applied to a single dart each, as specified by the invoker. Twin Effect - The warden may apply up to two different additional effects to her Nature's Dart, however each effect's save DC, if applicable, is decreased by 2.
Greater:
Greater Spell Knowledge - Requirement: WIS equal to at least 10 + spell level of spell learned. A warden may learn one spell from the Druid spell list with a spell level of 5th or lower. She may cast this spell 3/day with a caster level equal to her invoker level. Material components, XP components, and/or focuses are required, if applicable. The spell, despite being divine, is subject to arcane spell failure. ESL equals spell level selected. Rapid Attack - As a full-round action, the warden may use her Nature's Dart multiple times in the round. If her base attack bonus is +6 or higher, she gains a second attack at a -5 to-hit penalty and/or -2 to all save DCs, as applicable; at BAB +11 a third attack is granted at a -10 to-hit penalty and/or -4 to all save DCs, as applicable. Regardless of her maximum BAB, no more than three attacks can be made per round.
Major:
Major Spell Knowledge - Requirement: WIS equal to at least 10 + spell level of spell learned. A warden may learn one spell from the Druid spell list with a spell level of 7th or lower. She may cast this spell 3/day with a caster level equal to her invoker level. Material components, XP components, and/or focuses are required, if applicable. The spell, despite being divine, is subject to arcane spell failure. ESL equals spell level selected. Triple Effect - The warden may apply up to three different additional effects to her Nature's Dart, however each effect's save DC, if applicable, is decreased by 4.

raichi
2007-11-03, 08:55 PM
from what i've seen so far, love it especialy the idea of a celestial invoker so if u were to get actual invocations i would love it keep it up.