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Thread: Warlock [Tweaked, Vespuccia]

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    Firbolg in the Playground
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    Default Re: Warlock [Rewrite, Vespuccia]

    Invocations

    LEAST
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    Blast Shape:
    Arcane Arrow
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    Least; 2nd; Blast Shape
    This blast shape invocation extends your arcane blast attacks to great distances. Arcane arrow increases the range of an arcane blast attack to 250 feet with no range increment.


    Mystic Strike
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    Least; 1st; Blast Shape
    As a standard action, you can make a single melee attack. If you hit, the target is affected as if struck by your arcane blast (including any arcane essence applied to the blast). This damage is in addition to any weapon damage that you deal with your attack, although you need not deal damage with this attack to trigger the arcane blast effect. Using this arcane essence does not provoke an attack of opportunity.


    Arcane Essence:
    Frightening Blast
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    Least; 2nd; Arcane Essence
    This arcane essence invocation allows you to change your arcane blast into a frightful blast. Any creature struck by a frightful blast must succeed on a Will save or become shaken for 1 minute. A shaken creature struck by a frightful blast is not affected by the shaken aspect of the blast but takes damage normally. Creatures with immunity to mind-affecting spells and abilities or fear effects cannot be shaken by a frightful blast.


    Hammer Blast
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    Least; 2nd; Arcane Essence
    You transform your arcane blast into a hammer blast. The blast deals normal damage to objects, rather than half.


    Scintillating Blast
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    Least; 2nd; Arcane Essence
    You transform your arcane blast into a scintillating blast. The target must make a fortitude save or be dazzled for one minute.


    Sickening Blast
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    Least; 2nd; Arcane Essence
    This arcane essence invocation allows you to change your arcane blast into a sickening blast. Any living creature struck by a sickening blast must make a Fortitude save or become sickened for 1 minute. A sickened creature struck by a second sickening blast is not affected by the sickening aspect of the blast but still takes damage normally.


    Invocations:
    All-Seeing Eyes
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    Least; 2nd
    You gain a supernaturally precise vision of the world around you. You gain the benefits of comprehend languages, albeit for written words only. Additionally, you gain a +6 bonus on Search and Spot checks. All-seeing eyes lasts for 24 hours.


    Aquatic Adaptation
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    Least; 2nd
    You become an aquatic creature in some ways. Your hands and feet become slightly webbed, granting you a swim speed equal to your base land speed (and all other benefits derived from a swim speed, including a +8 racial bonus on Swim checks; see MM 311). You gain the ability to breathe water as well as air. This invocation lasts for 24 hours.


    Arcane Knowledge
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    Least; 2nd
    You access the knowledge of the arcanists long past, revealing secrets of the multiverse. You gain a +6 bonus on Knowledge (arcana), Knowledge (religion), and Knowledge (the planes) checks for 24 hours.


    Arcane Shield
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    Least; 2nd
    You conjure a shield of arcane energy to protect you. This shield grants you a +4 shield bonus to AC. Any creature that strikes you while this shield is active takes 1 point of damage per arcane blast damage die.


    Charming Voice
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    Least; 2nd
    You can invoke this ability to weave enchantment magic into your speech and charm your foes. You gain a +6 bonus on Bluff, Diplomacy, and Intimidate checks for a period of 24 hours.


    Darksight
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    Least; 2nd
    Your sight can penetrate the deepest shadows 24 hours. You can see normally in darkness and magical darkness out to 30 feet.


    Entropic Warding
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    Least; 2nd
    When this invocation is activated, chaotic energies swirl about you, deflecting incoming arrows, rays, and other ranged attacks (as entropic shield). You leave no trail (as pass without trace) and cannot be tracked by scent. (You can still be detected normally by scent, just not tracked.)


    Glow
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    Least; 2nd
    You can use light as the spell.


    Grip of Earth
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    Least; 2nd
    You can use earthen grasp as the spell (see page 104).


    Luck’s Protection
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    Least; 2nd
    You are favored by fate if you have this invocation. You gain a luck bonus equal to your Charisma bonus (if any) on Fortitude saves, Reflex saves, or Will saves (your choice each time you use this ability) for a period of 24 hours. You can’t apply this ability to two different save types at the same time. This bonus can never exceed your class level.


    Shade
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    Least; 2nd
    You can use darkness as the spell.


    Shattering Note
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    Least; 2nd
    You sing or whistle a single keening note, affecting an object or area as if by a shatter spell. If a creature is holding or wearing the target of the spell and the target is destroyed, the creature must make a Fortitude save or be dazed for 1 round and deafened for 1 minute by the sound. This is a sonic effect.


    Smoky Breath
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    Least; 1st
    A cloud of smoke spreads in a 20-foot radius around you when you use this invocation, as the spell fog cloud. The smoke does not block line of sight, but all creatures in the fog have concealment. A moderate wind or any fire larger than a torch immediately disperses the smoke. The smoke disperses on its own after 1 minute.


    Spiderstep
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    Least; 2nd
    You can grant yourself the ability to spider climb (as the spell) with a duration of 24 hours. While this invocation is in effect, you are unaffected by webs (either mundane or magical).


    Wild-Speaker
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    Least; 2nd
    You gain a rapport with the beasts of the world. You gain the wild empathy ability as a druid of your warlock level and can communicate with animals as if under the effect of speak with animals. This invocation lasts for 24 hours.


    LESSER
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    Blast Shape:
    arcane Chain
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    Lesser; 4th; Blast Shape
    This blast shape invocation allows you to improve your arcane blast by turning it into an arc of energy that “jumps” from the first target to others. An arcane chain can jump to one or more secondary targets within 30 feet of the first target, allowing you to make additional ranged touch attacks and deal damage to the secondary targets if you hit.

    You can “jump” the chain to one secondary target per five caster levels, so you can strike two additional targets at 10th level, three additional targets at 15th level, and four additional targets at 20th level. Each new target must be within 30 feet of the previous one, and you can’t target the same creature more than once with the arcane chain. If you miss any target in the chain, the arcane chain attack ends there. Each target struck after the first takes half the damage dealt to the first target. This reduction in damage to secondary targets applies to any effect that increases the damage of your arcane blast (such as caustic blast). You must make a separate spell penetration check for each target, if applicable.


    Arcane Essence:
    Arctic Blast
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    Lesser; 4th; Arcane Essence
    This arcane essence invocation allows you to change your arcane blast into an arctic blast. An arctic blast deals cold damage. Any creature struck by the attack must make a Fortitude save or take a –4 penalty to Dexterity for 10 minutes. The Dexterity penalties from multiple arctic blasts do not stack.


    Baneful Blast
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    Lesser; 3rd; Arcane Essence
    You transform your arcane blast into a baneful blast. This blast deals an extra 2d6 points of damage against creatures of a specific type. You must select the creature type when you first gain this invocation, and you can't later change your mind (though you can take this invocation more than once, choosing a new creature type each time). You choose your creature type from the categories offered for a ranger's favored enemy (PH 47), including a subtype if you choose humanoid or outsider.


    Blinding Blast
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    Lesser; 4th; Arcane Essence
    This arcane essence invocation allows you to change your arcane blast into a blinding blast. Any living creature struck by a blinding blast must succeed on a Fortitude save or be blinded for 1 round.


    Caustic Blast
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    Lesser; 4th; Arcane Essence
    This arcane essence invocation allows you to change your arcane blast into a caustic blast. A caustic blast deals acid damage, and it is formed from conjured acid, making it different from other arcane essences because it ignores spell resistance.


    Searing Blast
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    Lesser; 3rd; Arcane Essence
    This arcane essence invocation allows you to change your arcane blast into a searing blast. A searing blast deals fire damage. Any creature struck by a searing blast must succeed on a Reflex save or catch on fire, taking 2d6 points of fire damage per round until it takes a full-round action to extinguish the flames or the duration expires. The fire damage persists for 1 round per five class levels you have. For example, a 15th-level warlock deals 2d6 points of fire damage for 3 rounds after the initial brimstone blast attack. A creature burning in this way never takes more than 2d6 points of fire damage in a round, even if it has been hit by more than one searing blast.


    Shocking Blast
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    Lesser; 4th; Arcane Essence
    This arcane essence invocation allows you to change your arcane blast into a shocking blast. A shocking blast deals electricity damage. Any creature struck by the attack must make a fortitude save or take a -4 penalty to strength for 10 minutes. The strength penalties from multiple shocking blasts do not stack.


    Invocations:
    Blindsense
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    Lesser; 4th
    You can sharpen your hearing and sight when you use this invocation, gaining blindsense out to 30 feet for 24 hours.


    Charm
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    Lesser; 4th
    You can beguile a creature within 60 feet. The creature must succeed on a Will save or instantly come to regard you as its comrade. This is a language-dependent ability. Other than these differences, this ability works as the charm monster spell. You can never have more than one target charmed at a time with this ability. If a second creature is charmed, you lose your hold on the first creature.


    Comfort the cold
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    Lesser; 2nd
    Your aura renders you partly immune to the ravages of the environment. You remain cool in hot weather and warm in cold weather, as the spell endure elements. Additionally, you radiate a small aura of warmth or cold; allies within 30 feet of you also benefit from this effect. This invocation lasts for 24 hours.


    Decoy
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    Lesser; 4th
    You can use dimension door as a spell-like ability, although the range is limited to short (25 ft. + 5 ft./2 levels). When you use this ability, you leave behind a major image of yourself in your place that lasts for 1 round. The image reacts appropriately to attacks as if you were concentrating on it.


    Disembodied Hand
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    Lesser; 4th
    One of your hands drops off at the wrist and floats in the air. You can use the hand in all ways as if it were still attached—manipulating items, delivering attacks with a light or one-handed weapon, or even delivering a touch attack with a spell or invocation that you cast before it detaches. However, it requires you to expend the same action that would have been required—picking up an item takes a move action, making an attack takes a standard action, and so forth. The hand flies rather than crawls, but it can't move on its own. You can move the hand up to 30 feet through the air as a move action. You can direct a disembodied hand in your space to reattach to your arm as a move action. When you use this invocation, your current and full normal hit point totals are reduced by 5 for as long as the hand is detached. The hand is considered a Diminutive creature with AC 20 and 5 hit points. Its Hide and Move Silently modifiers are equal to your warlock level. For all other purposes, its statistics are equal to yours.

    If your disembodied hand is destroyed, it regrows in ld4 hours. At the end of this period, you regain the 5 lost hit points. Only one of your hands can be used for disembodied hand at any time; if your disembodied hand is destroyed, you can't use this invocation again until your hand regrows.


    Foul Curse
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    Lesser; 4th
    You can use this invocation to bestow a curse upon a touched opponent (as bestow curse). Even if the save against this ability succeeds, the creature takes a –1 penalty on attack rolls for 1 minute.


    Stony Grasp
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    Lesser; 3rd
    You can use stony grasp (see page 124)as the spell.


    Walking Dead
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    Lesser; 4th
    You can turn the bones or bodies of dead creatures into undead skeletons or zombies (as the animate dead spell). Unless you include the normal material component for the spell (an onyx gem worth 25 gp per Hit Die of the undead) as part of the process, undead created by this ability crumble into dust after 1 minute per caster level.


    Walk Unseen
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    Lesser; 2nd
    You gain the ability to fade from view. You can use invisibility (self only), except the duration is 24 hours.


    Wandering Eye
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    Lesser; 3rd
    One of your eyes leaves your head and floats around, flying around. You can see through the eye no matter where it goes, so you can use it to scout or spy. The eye can't fly of its own volition, but you can direct it to fly up to 30 feet as a move action. You can direct a crawling eye in your space to go back into your eye socket as a move action.

    When you use this invocation, your current and full normal hit point totals are reduced by 2 for as long as the eye is detached. The eye is considered a Fine creature with AC 20 and 2 hit points. Its Hide and Move Silently modifiers are equal to your warlock level. For all other purposes, its statistics are equal to yours.

    You can't cast most invocations or spells through the eye, but any spells or invocations that affect your sense of sight—such as darksight, all-seeing eyes, or detect magic—function through the eye as though it was still attached. If your crawling eye is destroyed, you are dazzled for ld4 hours, during which time the eye regrows. (If you normally have only one eye, you are blinded instead.) At the end of this period, you regain the 2 lost hit points, and the dazzled condition ends.

    Only one of your eyes can be used for wandering eye at any time; if your wandering eye is destroyed, you can't use this invocation again until your eye regrows.


    Witch Step
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    Lesser; 3rd
    Your footsteps become supernaturally sure and supportive. Your movement is unaffected by undergrowth or rubble of any kind, and you are immune to being entangled. You can even walk on water, as the water walk spell. This invocation lasts for 24 hours.


    GREATER
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    Blast shape:
    Arcane Cone
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    Greater; 5th; Blast Shape
    This blast shape invocation allows you to invoke your arcane blast as a 30-foot cone. The arcane cone deals the normal arcane blast damage to all targets within the area. This is not a ray attack, so it requires no ranged touch attack. Any creature in the area of the cone can attempt a Reflex save for half damage.


    Arcane Essence:
    Befuddling Blast
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    Greater; 4th; Arcane Essence
    This arcane essence invocation allows you to change your arcane blast into a befuddling blast. Any creature struck by a befuddling blast must succeed on a Will save or be confused for 1 round in addition to the normal damage from the blast. This is a mind influencing effect.


    Hindering Blast
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    Greater; 4th; Arcane Essence
    You transform your arcane blast into a hindering blast. Any living creature struck by a hindering blast must succeed on a Will save or be slowed for 1 round in addition to the normal damage from the blast.


    Noxious Blast
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    Greater; 6th; Arcane Essence
    This arcane essence invocation allows you to change your arcane blast into a noxious blast. Any creature struck by a noxious blast must make a Fortitude save or be nauseated for 1 minute.


    Repelling blast
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    Greater; 6th; Arcane Essence
    This arcane essence invocation allows you to change your arcane blast into a repelling blast. Any Medium or smaller creature struck by a repelling blast must make a Reflex save or be hurled 1d6×5 feet (1d6 squares) directly away from you and knocked prone by the energy of the attack. If the creature strikes a solid object, it stops prematurely, taking 1d6 points of damage per 10 feet hurled, and it is still knocked prone. Movement from this blast does not provoke attacks of opportunity.


    Invocations:
    Caustic Mire
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    Greater; 4th
    You can use caustic mire as the spell (C.Mage p.98). If you use this invocation a second time while a previous caustic mire is still present, the previous effect ends.


    Chilling Tentacles
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    Greater; 5th
    This invocation allows you to conjure forth a field of soul-chilling black tentacles that ooze from the ground, groping for victims. This invocation functions identically to the Evard’s black tentacles spell, except that each creature within the area of the invocation takes 1 point of cold damage each round per warlock level. Creatures in the area take this cold damage whether or not they are grappled by the tentacles.


    Slumber of Ages
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    Greater; 6th
    You can use endless slumber as the spell (see page 103). Any creature awakened from this effect by anything other than a successful save takes damage equal to your warlock level (no save).


    Wall of Arcane Flame
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    Greater; 5th
    You can conjure a wall of fire as the spell with this invocation. Half the wall’s fire damage results from supernatural power and is therefore not subject to being reduced by resistance to fire.


    MYSTIC
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    Blast Shape:
    Arcane Devastation
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    Mystic; 8th; Blast Shape
    This blast shape invocation allows you to invoke your arcane blast as an arcane devastation. This causes bolts of mystical power to lash out and savage nearby targets. An arcane devastation attack deals arcane blast damage to any number of targets designated by you within 20 feet. This is not a ray attack, so it requires no ranged touch attack. Each target can attempt a Reflex save for half damage.


    Arcane Essence:
    Binding Blast
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    Mystic; 7th; Arcane Essence
    You transform your arcane blast into a binding blast. Any creature struck by a binding blast must succeed on a Will save or be stunned for 1 round.


    Invocations:
    Caster’s Lament
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    Mystic; 8th
    You can produce a break enchantment effect (as the spell) with your touch. You can only attempt to affect any single magical effect—an ongoing spell, a permanent transformation, a magic item, or the like—once per 24-hour period. In addition, you can use casters lament to counterspell another caster's spell (of 7th level or lower) as if casting greater dispel magic.


    Clear Foresight
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    Mystic; 9th
    You can use foresight as the spell with this invocation. If you are within 100 feet of and have line of sight to the target of the ability, you can communicate telepathically with the target


    Steal Summoning
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    Mystic; 6th
    You can use steal summoning as the spell (see C. Mage page 118).


    Word of Changing
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    Mystic; 5th
    You utter a powerful word that transforms a creature into an inoffensive form. This effect functions like the baleful polymorph spell, except that 24 hours after being transformed, the subject is entitled to a second saving throw (at its original save bonus) to spontaneously resume its normal form. If this second save fails, it remains in its new form permanently or until restored by some other means.
    Last edited by Admiral Squish; 2013-02-05 at 03:25 PM.
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