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Thread: Magic Totem Barbarian [3.5, GTB, PEACH!]

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    Default Re: Magic Totem Barbarian [3.5, GTB, PEACH!]

    LEAST INVOCATIONS
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    Eldritch Essence:
    Destructive Touch: You can deliver eldritch blade damage by making a melee touch attack.

    Eldritch Arrow: Eldritch blade forms into an arcane projectile

    Frightful Blow: Target must make Will save or become shaken

    Shatterstrike: Eldritch blade attack ignores hardness, but eldritch damage is halved.

    Invocations:
    All-around Vision: You cannot be flanked, and gain a +6 bonus on search and spot checks.

    Ancestor’s Knowledge: Gain a bonus on knowledge checks equal to your charisma modifier and you can make knowledge checks untrained.

    Breeze Guard: Incoming ranged attacks take a -2 penalty, and ranged attacks made by you gain a +2 bonus. You leave no trail, and cannot be tracked by scent.

    Commune with Nature: You gain wild empathy, as the ranger ability, and can speak with animals.

    Darksight: See normally in darkness and magical darkness.

    Deathbringer: Deal one damage to all creatures at 0 or fewer HP within 30 feet. If a creature dies from this, you gain temporary HP equal to the creatures HD that last for one round/level.

    Earthen Grasp: Use Earthen Grasp as the spell

    Fireblood: Any creature that strikes you in melee takes 1d6+class level fire damage

    Glory mantle: You glow with a inner light, shedding bright light out to 30 feet and shadowy illumination out to 60 feet.

    Leaps and Bounds: Gain a +6 bonus on Balance, Jump, and Tumble checks.

    See the Unseen: Gain see invisibility as the spell and darkvision out to 60 feet.

    Spiderwalk: Gain spider climb as the spell.

    Summon Elemental Guardian: You summon a small elemental that serves you. For every five levels of barbarian you have, the summoned elemental’s size increases by one.

    Unstoppable: Gain a bonus to fort, ref, or will saves equal to you charisma modifier.

    Waterborn: You gain a swim speed equal to your base land speed and can breathe water and air equally well.

    Battle Essence:

    Ghostly Guard: You gain a shield bonus to AC equal to your charisma modifier.

    Giant’s Form: You and all your equipment increase by one size category.

    Quick Step: Gain a 10 foot bonus to land speed, ignore difficult terrain.

    Serpent’s Grasp: A successful grapple check deals 1d6 damage.

    Shade Cloak: You obscure yourself with a wreath of magical shadows, gaining concealment.

    Stonefoot: You gain a bonus equal to your class level against any attempts to move you.

    Wild Claws: Gain two claw attacks that deal 1d6 damage.


    LESSER INVOCATIONS
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    Eldritch Essence:

    Bane Strike: Your eldritch blade deals 1.5x damage against a specific creature type. Choose a type from the ranger’s favored enemy options.

    Cleaving Blade: If the target of Eldritch Blade falls from the attack, you may make another eldritch blade attack as a free action against another target within reach

    Elemental Strike: Your eldritch blade damage becomes acid, cold, electricity, or fire damage.

    Shadow Strike: You coat your blade in darkness. Target must make a fortitude save or suffer a 50% miss chance on attacks for 1 round.

    Thunderous Blow: Your target must make a fortitude save or be blinded and deafened for one round.

    Vampiric Blow: You gain temporary HP equal to the damage dealt with your eldritch blade attack. These temporary HP last for one round/level.

    Invocations:

    Bestial Instinct: Gain blindsense 30 feet.

    Boiling Blood: You can stir yourself or an ally into a frenzy, much like a barbarian’s rage (you cannot be in eldritch fury AND rage)

    Dimensional Charge: Teleport 50 feet. You may attack as though you had charged an opponent if they are within melee range of the destination. The target is considered flat-footed against this attack.

    Hinder: One creature within 30 feet must make a will save or take a penalty to attack rolls, ability checks, and skill checks equal to your charisma modifier for one minute.

    March of the Ancestors: You can call the spirits of your ancestors to temporarily inhabit the bodies of your dead enemies. In effect, you create undead as with the Animate Dead spell.

    Rebellious Magic: Use dispel magic as the spell. If a spell effect is dispelled, the target takes damage equal to the spell’s level.

    Resistance: You gain resistance 20 to acid, cold, electricity, or fire.
    Strike Unseen: Use invisibility (self only) as the spell.

    Stony Grasp: Use stony grasp as the spell.

    Strike Unseen: Use Invisibility (self only) as the spell

    Wind‘s Embrace: you gain a fly speed with good maneuverability.

    Wildhome: You and all allies within 30 feet are protected as though by the endure elements spell.

    Battle Essence:

    Arcane Equipment: Your weapon or armor gains a +1 enhancement bonus/4 class levels

    Beastheart: You gain a +4 enhancement bonus to any one ability score.

    Call to Arms: Use Warning Shout as the spell (SpC p. 236) but grant a bonus until ally’s next turn.

    Frost Blade: You can create weapons or tools from magical ice.

    Guided Shot Use Guided Shot as the spell (SpC p. 108).

    Hungry Fang: Gain bite attack that deals 1d8 damage and grants a grapple bonus.

    Lion’s Fury: Gain Pounce.

    Mighty Rush: Deal double damage on a charge


    GREATER INVOCATIONS
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    Eldritch Essences:

    Buffeting Strike: The target must make a reflex save or be thrown back 5 feet for every two levels of barbarian you have and fall prone. If the target is thrown into an object, they stop early, taking 1d6 damage for every ten feet hurled, and fall prone against it.

    Eldritch whirlwind: You swing your eldritch blade in a circle, making a single ranged touch attack roll to deal eldritch blade damage to all targets within 10 feet.

    Magic-feeding Cut: A creature struck by your eldritch blade is subject to a targeted greater dispel magic effect, and if you successfully dispel a spell, you gain temporary HP equal to 5 x the dispelled effect’s spell level. These temporary HP last for one round/level.

    Paralyzing Blow: A creature struck by your eldritch blade must make a will save or be held in place as though by a hold person spell, except it applies to all creature types. This hold lasts for one round for every three levels of barbarian you have.

    Relentless Agony: The target struck by your eldritch blade automatically takes 3d6 each round after a successful hit. This extra damage persists for one round for every five levels of barbarian you have.

    Invocations:

    Caustic Mire: Acidic sludge slows progress and deals damage

    Chilling Tentacles: Use Evard’s black tentacles as the spell, and deal extra cold damage to creatures in the area.

    Glaring Brilliance: Your body sheds light as a daylight spell, particularly from the eyes and mouth. Blind creatures that meet your gaze.

    Greenblood: Use Plant Body (SpC p. 159) as the spell. While this spell is in effect, you are treated as being under the effects of a Speak With Plants spell.

    Tenacious Plague: Use insect plague as the spell, but the summoned locust swarm deals damage as a magic weapon.

    Wall of Perilous Flame: Create a wall of fire as the spell, but half the damage from the wall results from supernatural power.

    Zephyr Chariot: You call forth a spirit of the wind to ferry you and your allies through the skies

    Battle Essence:

    Armored Hide: Gain heavy bonus to natural armor

    Burst of Speed Act as though Hasted for the remainder of the round

    Champion‘s Form: You gain a +4 enhancement bonus to strength and constitution as you and all your equipment grow one size category.

    Elemental Grip: Any creature you hold in a grapple for one full round takes 1d6 fire, cold, electricity or acid damage for each level of barbarian you have.

    Form of the Forest Lord: You take the shape of a Horrid Bear for 1 round/2 levels.

    Ghostly Blade: Your next attack is resolved as a touch attack.

    Terrible Horns: Gain gore attack that deals 1d8 damage and gives you a bonus on charge attacks.


    MIGHTY INVOCATIONS
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    Eldritch Essences:

    Bonecrushing Blow: Eldritch blade attack deals 1d6 con damage.

    Disabling Blow: Target must make a will save or be stunned for one round.

    Magic-Binding Strike: Target must make a will save or be treated as though they were in a personal antimagic field, rendering them unable to use spells, spell-like abilities, or supernatural abilities. This lasts for one round/level.

    Prismatic Strike: You engulf your blade in shimmering, prismatic energy to deliver devastating effects. Roll a d8 to determine the effects of the blow.

    Utterdark Strike: Eldritch blade deals negative energy damage. Target must make Fortitude save or gain two negative levels.

    Invocations:

    Ancestor’s Guidance: Your ancestors guide you and your allies through even the most dangerous situations. Use foresight as the spell, but your allies are guided by the spirits.

    Caster's Lament: Your touch can break enchantment, and you can counterspell.

    Dark Discorporation: Become a swarm of batlike shadows, gaining many benefits of the swarm subtype.

    Freezing Fog: Use Freezing Fog (SpC p.99) as the spell, but deal additional cold damage.

    Ghostly Warrior: Call the spirit of an ancestor to wield a metaphysical sword against your foes.

    Steal Summoning: Take control of another caster's summoned monster.

    Word of Changing: Use baleful polymorph as the spell, but effect could become permanent.

    Battle Essence:

    Devastating Blows: Deal eldritch blade damage on all attacks this turn.

    Form of the Wave Terror: Take the form of a Horrid shark for 1 round/ 2 levels

    Form of the War Machine: Take the form of a Warforged Titan for 1 round/2 levels

    Perfect Form: Gain +6 enhancement bonus to all ability scores, Natural Armor, and a bonus equal to charisma on all saves.
    Last edited by Admiral Squish; 2012-05-23 at 05:32 PM.
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