1. - Top - End - #13
    Pixie in the Playground
    Join Date
    Feb 2011
    Location
    Kansas City, MO
    Gender
    Male

    Default Re: Love the Warlock but I want to change it.

    Just a bit of fun there.. but anyway... the total revisions are below. Just trying to figure out granted 1/day spells, DR types and resistances.... Some things I have gotten from other sources, so only the basic conversions and the Legacy's are my doing.


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    The intro:
    The Origins of the Warlock
    Though the warlock is described as an arcane character, his powers function very differently from those of the various arcane spellcasters in D&D. Although the end result of a breath of the night invocation might be largely indistinguishable from a fog cloud spell, a warlock channels his magic in a way that the average wizard or sorcerer can only dream of accomplishing. Warlocks typically claim that this proficiency with magic comes from their bloodline—or, in some cases, from a pact made with powerful entities that permanently changes the individual's interactions with the supernatural.
    The common stereotype associated with warlocks is that they all derive their powers from a fiendish heritage. In truth, while they might be the most visible and well-known examples, fiendish warlocks make up only a thin majority of all those who use invocations. Some theorists even hold that the category of arcanists known as "warlocks" actually encompasses a wider range of power sources and mindsets than commonly believed, and that further study will reveal the multitude of archetypes hiding behind the label of warlock. A brief discussion of the various known entities capable of granting the warlock his powers follows.


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    Evil Legacy:

    FIENDISH LEGACY [LEGACY]
    You are descended from creatures native to the Lower Planes. You share some of your ancestors' natural resistance to poison, and you are resistant to the magic of good foes.
    Benefit: You gain a +4 bonus on Fortitude saving throws against poison. You also gain a +1 bonus on saving throws against spells or other effects produced by good creatures.

    FIENDISH HERITAGE [LEGACY]
    The magical powers of your ancestors manifest in you.
    Prerequisites: Fiendish Legacy, character level 9th.
    Benefit: You gain the following spell-like abilities, each usable once per day: teleport (self plus 50 pounds of objects only), summon monster V (fiendish creatures only), and unholy blight. Your caster level equals your character level.

    FIENDISH POWER [LEGACY]
    Your fiendish Legacy augments the power of certain types of magic.
    Prerequisites: Fiendish Legacy.
    Benefit: Your caster level and save DCs for evil spells and warlock invocations increase by 1.

    FIENDISH PRESENCE [LEGACY]
    You share your ancestors' ability to tamper with the minds of weak-minded fools.
    Prerequisites: Fiendish Legacy, character level 6th.
    Benefit: You gain the following spell-like abilities, each usable once per day: cause fear, detect thoughts, and suggestion. Your caster level equals your character level.

    FIENDISH SKIN [LEGACY]
    Your Fiendish Legacy guards you against all but Good weapons.
    Prerequisites: Fiendish Legacy.
    Benefit: You gain damage reduction (overcome by good) equal to 1 + the number of feats you have that list Fiendish Legacy as a prerequisite (including such feats that you take after gaining this one). For example, if you have Fiendish Skin and Fiendish Presence, you would have damage reduction 3/Good. This value stacks with any similar damage reduction you might have from your type, subtype, race, or class, but not from other sources, such as spells or magic items.


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    Good Legacy:

    CELESTIAL LEGACY (LEGACY)
    You are descended from creatures native to the Celestial realms. You are naturally resistant to the most common effects produced by your ancestors.
    Benefit: You gain a +3 bonus on Will saving throws against petrification effects.

    CELESTIAL HERITAGE [LEGACY]
    The magical powers of your ancestors manifest in you.
    Prerequisites: Celestial Legacy, character level 9th.
    Benefit: You gain the following spell-like abilities, each usable once per day: teleport (self plus 50 pounds of objects only), summon monster V (Angelic creatures only), and Holy Smite. Your caster level equals your character level.

    CELESTIAL POWER [LEGACY]
    Your fiendish Legacy augments the power of certain types of magic.
    Prerequisites: Celestial Legacy.
    Benefit: Your caster level and save DCs for good spells and warlock invocations increase by 1.

    CELESTIAL PRESENCE [LEGACY]
    You share your ancestors' ability to help for the good.
    Prerequisites: Celestial Legacy, character level 6th.
    Benefit: You gain the following spell-like abilities, each usable once per day: aid, commune, and detect evil. Your caster level equals your character level.

    CELESTIAL SKIN [LEGACY]
    Your Angelic Legacy guards you against all but Evil weapons.
    Prerequisites: Celestial Legacy
    Benefit: You gain damage reduction (overcome by Evil) equal to 1 + the number of feats you have that list Celestial Legacy as a prerequisite (including such feats that you take after gaining this one). For example, if you have Celestial Skin and Celestial Presence, you would have damage reduction 3/Evil. This value stacks with any similar damage reduction you might have from your type, subtype, race, or class, but not from other sources, such as spells or magic items.


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    Chaos Legacy:

    FEY LEGACY [LEGACY]
    You are descended from creatures native to the fey realms. You are naturally resistant to the most common effects produced by your ancestors.
    Benefit: You gain a +3 bonus on Will saving throws against enchantment effects.

    FEY HERITAGE [LEGACY]
    The magical powers of your ancestors manifest in you.
    Prerequisites: Fey Legacy, character level 9th.
    Benefit: You gain the following spell-like abilities, each usable once per day: confusion, dimension door, and summon nature's ally V. Your caster level equals your character level.

    FEY POWER [LEGACY]
    Your fey LEGACY augments the power of certain types of magic.
    Prerequisites: Fey Legacy.
    Benefit: Your caster level and save DCs for enchantment spells and warlock invocations increase by 1.

    FEY PRESENCE [LEGACY]
    You share your ancestors' knack for playing tricks on the minds of others.
    Prerequisites: Fey Legacy, character level 6th.
    Benefit: You gain the following spell-like abilities, each usable once per day: charm monster, deep slumber, and disguise self. Your caster level equals your character level.

    FEY SKIN [LEGACY]
    Your fey Legacy guards you against all weapons except those crafted from the dreaded cold iron.
    Prerequisites: Fey Legacy.
    Benefit: You gain damage reduction (overcome by cold iron) equal to 1 + the number of feats you have that list Fey Legacy as a prerequisite (including such feats that you take after gaining this one). For example, if you have Fey Skin and Fey Presence, you would have damage reduction 3/cold iron. This value stacks with any similar damage reduction you might have from your type, subtype, race, or class, but not from other sources, such as spells or magic items.


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    Lawful Legacy:

    INFERNAL LEGACY [LEGACY]
    You are descended from creatures native to the upper realms. You are naturally resistant to the most common effects produced by your ancestors.
    Benefit: You gain a +3 bonus on Will saving throws against Charm effects.

    INFERNAL HERITAGE [LEGACY]
    The magical powers of your ancestors manifest in you.
    Prerequisites: Infernal Legacy, character level 9th.
    Benefit: You gain the following spell-like abilities, each usable once per day: Speak with Dead, Order’s Wrath, and summon nature's ally V (Lawful creatures only). Your caster level equals your character level.

    INFERNAL POWER [LEGACY]
    Your Infernal Legacy augments the power of certain types of magic.
    Prerequisites: Infernal Legacy
    Benefit: Your caster level and save DCs for Charm spells and warlock invocations increase by 1.

    INFERNAL PRESENCE [LEGACY]
    You share your ancestors' knack for playing tricks on the minds of others.
    Prerequisites: Infernal Legacy, character level 6th.
    Benefit: You gain the following spell-like abilities, each usable once per day: charm monster, Blindness/Deafness, and disguise self. Your caster level equals your character level.

    INFERNAL SKIN [LEGACY]
    Your Infernal Legacy guards you against all weapons except those crafted from the dreaded cold iron.
    Prerequisites: Infernal Legacy.
    Benefit: You gain damage reduction (overcome by Chaos) equal to 1 + the number of feats you have that list Infernal Legacy as a prerequisite (including such feats that you take after gaining this one). For example, if you have Infernal Skin and Infernal Presence, you would have damage reduction 3/cold iron. This value stacks with any similar damage reduction you might have from your type, subtype, race, or class, but not from other sources, such as spells or magic items.


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    Lawful Legacy:

    ELEMENTAL LEGACY [LEGACY]
    You are descended from creatures native to the elemental realms. You are naturally resistant to the most common effects produced by your ancestors.
    Benefit: You gain a +3 bonus on Will saving throws against enchantment effects.

    ELEMENTAL HERITAGE [LEGACY]
    The magical powers of your ancestors manifest in you.
    Prerequisites: Elemental Legacy, character level 9th.
    Benefit: You gain the following spell-like abilities, each usable once per day: confusion, dimension door, and summon nature's ally V. Your caster level equals your character level.

    ELEMENTAL POWER [LEGACY]
    Your Elemental Legacy augments the power of certain types of magic.
    Prerequisites: Elemental Legacy.
    Benefit: Your caster level and save DCs for enchantment spells and warlock invocations increase by 1.

    ELEMENTAL PRESENCE [LEGACY]
    You share your ancestors' knack for playing tricks on the minds of others.
    Prerequisites: Elemental Legacy, character level 6th.
    Benefit: You gain the following spell-like abilities, each usable once per day: charm monster, deep slumber, and disguise self. Your caster level equals your character level.

    ELEMENTAL SKIN [LEGACY]
    Your Elemental Legacy guards you against all weapons except those crafted from magic.
    Prerequisites: Elemental Legacy.
    Benefit: You gain damage reduction (overcome by magical weapons) equal to 1 + the number of feats you have that list Elemental Legacy as a prerequisite (including such feats that you take after gaining this one). For example, if you have Elemental Skin and Elemental Presence, you would have damage reduction 3/magic. This value stacks with any similar damage reduction you might have from your type, subtype, race, or class, but not from other sources, such as spells or magic items.



    Regardless of the source of his talent, the warlock might represent a heretofore "missing link" between arcane magic and innate magic—a link in the great chain that spans the distance between the racial abilities of the dragon, archon, fey, or devil and the learned abilities of the wizard. Only time will tell if these strange individuals are destined to remain exceptions to the general rules of magic, or if they presage a growing tide of characters who wield power through their bloodline.
    Last edited by shogahin; 2011-03-02 at 02:56 PM.