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Thread: [4e] evil invoker powers
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2009-09-01, 12:38 AM (ISO 8601)
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[4e] evil invoker powers
Don't know if this belong her e in in HB.
But PHBII has evil invokers still turning undead.
one of my PC's is a Chaotic Evil Sorcerer Gestalt Invoker.
so he doesn't get too many Invoker powers but he does get that class feature.
He has undead servents.
It's legal to be an invoker of orcus.
But why turn undead?
Turn in 4e does large ammounts of radiant damage to undead.
What is a good feature power i can give him instead?There is nothing on earth that we share; it is either Valjean or Javert!
"A wizard can in fact be thought of the custodian to a familiar, a terrifying beast that charges its foes, slashing them to shreds while delivering their master's touch spells and bestowing upon their masters incredible bonuses to their hp or skill checks. A wizard is nearly powerless without one."
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2009-09-01, 12:45 AM (ISO 8601)
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Re: [4e] evil invoker powers
Just give him one of the channel divinity domain feats instead?
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2009-09-01, 12:52 AM (ISO 8601)
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2009-09-01, 12:54 AM (ISO 8601)
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Re: [4e] evil invoker powers
you can also make it negative energy and call it turn/rebuke life
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2009-09-01, 01:15 AM (ISO 8601)
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Re: [4e] evil invoker powers
and give him more power than a raging barbairan.
No happy with him harming undead.
healing maybe but then undead arn't useful for combat.
undead fro0m the animate dead ritual arn't good for combat.
Maybe the abity to command a number of HD worth of Greater undead?
Then he'ld have to go find someThere is nothing on earth that we share; it is either Valjean or Javert!
"A wizard can in fact be thought of the custodian to a familiar, a terrifying beast that charges its foes, slashing them to shreds while delivering their master's touch spells and bestowing upon their masters incredible bonuses to their hp or skill checks. A wizard is nearly powerless without one."
Need to find a God? or Spell or Feat?
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2009-09-01, 01:20 AM (ISO 8601)
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2009-09-01, 01:37 AM (ISO 8601)
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Re: [4e] evil invoker powers
I didn't read too much on the Invoker class in the PHB II and am not intimately familiar with its workings, but Orcus is not a god and can't grant spells to his followers.
Last edited by FoE; 2009-09-01 at 01:41 AM.
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2009-09-01, 01:43 AM (ISO 8601)
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Re: [4e] evil invoker powers
If you use the standard setting assumptions, it isn't. Although it seems that demon lords can grant powers to their followers, those wouldn't be divine powers.
On the other hand there aren't any rules for the powers that demon lords can grant. So if you wanted to play such a character, you would have to reskin another class. I would adapt a warlock pact, though.
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2009-09-01, 01:48 AM (ISO 8601)
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Re: [4e] evil invoker powers
I would think Vecna would be a more appropriate choice. He's a proper god, for one thing. Still a lord of the undead, but a little more logical about it. Undeath is more a means to an end, with the ultimate goal of attaining ultimate knowledge and power. Orcus might tolerate living worshippers, but only to a point. He certainly wouldn't grant his power to some meatbag who won't embrace undeath, at least not for long.
I suppose you can re-flavour the crunch, though. If you want Orcus to be a god, fine. He's practically a god, and maybe he overthrew the Raven Queen.
To answer your question, OP ... well, there are undead who serve Orcus and there are undead who do not. The latter must be crushed if they do not submit to his rule.
If you want him commanding a small army, then go ahead. I wouldn't touch that can of worms myself.Last edited by FoE; 2009-09-01 at 01:52 AM.
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2009-09-01, 01:56 AM (ISO 8601)
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Re: [4e] evil invoker powers
how does giving him necrotic give him more power than a raging barbarian? for every race that's resistant to one type of damage there's going to be one that's resistant to another. If your DM is smart he'll change the monster to be more immune to your abilities.
HD aren't in 4th edition and your DM probably won't allow you a small army of undead.
I'm sorry I don't understand. are you saying "no I'm happy with him harming undead"? or "no I'm not happy with it harming undead." if it's the former then just imagine radiant power as like a lightsaber. If it's the latter you could have mentioned that before.Last edited by Mystic Muse; 2009-09-01 at 01:57 AM.
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2009-09-01, 02:05 AM (ISO 8601)
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Re: [4e] evil invoker powers
I am the DM,
and give him more power than a raging barbairan.
Giving him the abity to do his Turn power on living things does.
Turn is a very strong Power IIRC correctly,
It's balanced by only being good against undead.
BTW his god isn't Orcus, that was just an example, Orcus is a demonloard of undead.
Veccna is a better example (there are better one i think but can't bring to mind) , my bad i forgot Orcus wasn't a god.
This character actually vagly worships the "Fey Lords' (HB setting specific Fey) who are chaos. he gave them is soul (multiclass worlock).
In regards to harming undead:
I'm not happy that an evil character kill the 'scaries'.
Sure it can be RolePlayed into relevance.
Anything can be roleplayed/refluffed into relevance, but...
EDIT:
I could give him 'Turn Cleric' like a 2nded, monster i once sawLast edited by oxinabox; 2009-09-01 at 02:12 AM.
There is nothing on earth that we share; it is either Valjean or Javert!
"A wizard can in fact be thought of the custodian to a familiar, a terrifying beast that charges its foes, slashing them to shreds while delivering their master's touch spells and bestowing upon their masters incredible bonuses to their hp or skill checks. A wizard is nearly powerless without one."
Need to find a God? or Spell or Feat?
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2009-09-01, 02:20 AM (ISO 8601)
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Re: [4e] evil invoker powers
According to the fluff, invokers utilize a raw form of divine magic that predates other forms of divine magic, which means the individual gods matter less to your abilities. The fact is, radiant energy(which is the energy of all gods, good or evil) is harmful to undead, and most/all divine characters can use it as such. Whether or not they choose to do so is up to them.
None of the divine classes are necrotic in nature, and we probably won't see classes like that until the PHB IV or later."Sometimes, we’re heroes. Sometimes, we shoot other people right in the face for money."
-Shadowrun 4e, Runner's Companion
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2009-09-01, 02:27 AM (ISO 8601)
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Re: [4e] evil invoker powers
There is nothing on earth that we share; it is either Valjean or Javert!
"A wizard can in fact be thought of the custodian to a familiar, a terrifying beast that charges its foes, slashing them to shreds while delivering their master's touch spells and bestowing upon their masters incredible bonuses to their hp or skill checks. A wizard is nearly powerless without one."
Need to find a God? or Spell or Feat?
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2009-09-01, 02:29 AM (ISO 8601)
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Re: [4e] evil invoker powers
you're really not giving us a lot to work with here. and if the living things is your problem just use another subtype instead of undead.
Last edited by Mystic Muse; 2009-09-01 at 02:30 AM.
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2009-09-01, 02:34 AM (ISO 8601)
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Re: [4e] evil invoker powers
I feel like I'm being ignored here. The Divine Power book clearly lists several channel divinity feats related to domains, and as such choosing a domain related to the deity in question (undeath) and just straight up replacing the channel divinity "Rebuke Undead" with the Undeath Domain channel divinity "Undeath's Ally" seems like a fair trade.
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2009-09-01, 02:41 AM (ISO 8601)
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2009-09-01, 02:41 AM (ISO 8601)
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2009-09-01, 02:43 AM (ISO 8601)
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Re: [4e] evil invoker powers
I mean more in general in the fact that all the channel divinity effects are supposed to be marginally along the same power levels, so swapping a class granted channel divinity for the feat granted one is probably the easiest thing to do, rather than trying to balance some sort of weird homebrew.
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2009-09-01, 03:17 AM (ISO 8601)
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Re: [4e] evil invoker powers
or here's an option. be a paladin. change it to a spellcasting class. change all energy to negative energy/whatever the fourth edition versions is. change all abilities from melee to spells with a set amount of damage. make the stat the powers are be more in line with a spellcasting class. change the amount of HP you get per level to 4 and change all abilities so they have a rather large range and call it an invoker. Now you have channel divinity feats that deal damage to living creatures and undead if need be.
of course this means a lot of work, not much return and the possibility your GM wouldn't even allow it. heck unless you're going to be the invoker of an undeath related deity it doesn't really even matter.
best find a channel divinity feat to replace rebuke undead with more in line with you character. get divine power from your local library if need be.
the library is the legal answer to anything book related when you're not going to use the book for much else and so you don't want to pay a ton of money for it. probably the worst you'll ever have is a few overdue fees.Last edited by Mystic Muse; 2009-09-01 at 03:22 AM.
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2009-09-01, 06:18 AM (ISO 8601)
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Re: [4e] evil invoker powers
Channel Divinity: Bolster Undead
"Your undead minions straighten and bare their teeth, bathed in your dark power"
Encounter * Divine Implement Necrotic
Standard Action Burst 1
Range: 6
Target: Undead creatures in the burst
Each undead creature in the burst gains 1d6+Charisma Modifier temporary hitpoints. These hitpoints last until the end of your next turn. Your undead minions also gain a +2 bolstering bonus to any saves made against radiant damage before your next turn.
At level 11 raise this to 2d6 hitpoints and at 21 raise to 3d6.
Something that pops to mind, needs a playtest obviously to gauge power levels. I imagine it may need to be every 5 levels or so instead of ten but this is a low power edition to make it seem more appealing to the DM.
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2009-09-01, 06:56 AM (ISO 8601)
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Re: [4e] evil invoker powers
of course this means a lot of work, not much return and the possibility your GM wouldn't even allow it.
I could just take the paladins chanel divinity and give it too the invoker...
I feel like I'm being ignored here. The Divine Power book clearly lists several channel divinity feats related to domains, and as such choosing a domain related to the deity in question (undeath) and just straight up replacing the channel divinity "Rebuke Undead" with the Undeath Domain channel divinity "Undeath's Ally" seems like a fair trade.
I might head out and pick it up.
Channel Divinity: Bolster Undead
"Your undead minions straighten and bare their teeth, bathed in your dark power"
Encounter * Divine Implement Necrotic
Standard Action Burst 1
Range: 6
Target: Undead creatures in the burst
Each undead creature in the burst gains 1d6+Charisma Modifier temporary hitpoints. These hitpoints last until the end of your next turn. Your undead minions also gain a +2 bolstering bonus to any saves made against radiant damage before your next turn.
At level 11 raise this to 2d6 hitpoints and at 21 raise to 3d6
Do they even have attack?
it's a 150 gold rituall for a 1 hp minion, even boosted up like that it would be still a wast of money and time.
thus the i dead of gatheringan undead cohort, but i don't lioke that much either.
EDIT: maybne theres somehting in open graveLast edited by oxinabox; 2009-09-01 at 06:57 AM.
There is nothing on earth that we share; it is either Valjean or Javert!
"A wizard can in fact be thought of the custodian to a familiar, a terrifying beast that charges its foes, slashing them to shreds while delivering their master's touch spells and bestowing upon their masters incredible bonuses to their hp or skill checks. A wizard is nearly powerless without one."
Need to find a God? or Spell or Feat?
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2009-09-01, 07:08 AM (ISO 8601)
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Re: [4e] evil invoker powers
A houserule I use is that a Divine character who's evil may choose at character creation to swap all mention of the words "undead" and "fey" in their power descriptions. Turn Undead becomes Turn Fey. If some divine ability used to effect Fey, it now effects Undead. But they can't pick and choose which powers are for Undead and which are for Fey... The terms get permanently swapped if they decide to take the change.
Avatar by me. It's Incendius Darkscale, a Good Dragonborn Dragon Sorcerer, Demonskin Adept, Prince of Hell, worshiper of the Platinum Dragon (Bahamut), specializing in Fire and Lightning, wielding a staff in each hand.
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2009-09-01, 09:28 AM (ISO 8601)
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Re: [4e] evil invoker powers
I already told you what undeath's ally does, well the gist of it anyway.
The only thing I left out was the melee 1 range.
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2009-09-01, 02:54 PM (ISO 8601)
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Re: [4e] evil invoker powers
Last edited by Mystic Muse; 2009-09-01 at 02:55 PM.
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2009-09-01, 02:59 PM (ISO 8601)
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2009-09-01, 03:00 PM (ISO 8601)
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Re: [4e] evil invoker powers
what you do is take the Paladin's mark ability and change all "radiant." to "necrotic."
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2009-09-01, 03:02 PM (ISO 8601)
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Re: [4e] evil invoker powers
I'm playing in an evil game and one of our members is a cleric.
Rather than Turn Undead, his power functions only against divine champions (Clerics, Paladins, etc) of Good deities (which we do expect to face occasionally), and deals Necrotic damage, but is otherwise identical to Turn Undead.Last edited by Indon; 2009-09-01 at 03:02 PM.
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2009-09-01, 03:04 PM (ISO 8601)
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2009-09-01, 03:08 PM (ISO 8601)
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Re: [4e] evil invoker powers
Last edited by Mystic Muse; 2009-09-01 at 03:11 PM.
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2009-09-01, 08:31 PM (ISO 8601)
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Re: [4e] evil invoker powers
He had no suggestions, when i saw it said i would if it.
turn fey is would be silly (he worships the fey (who arn't so nice in my setting) and they have rewarded the players with a very very small fey moon (inhabitted by fey))
I do like 'Turn Cleric'.
Turn Cleric
Encounter ✦ Divine, Implement, Necrotic
Standard Action [ B]Closeblast 5[/B]
Target: Each Affected (see bellow) creature in blast
Attack: Wisdom vs. Will
Hit: 1d10 + Wisdom modifier Necrotic damage, and becomes dazed till the end of your next round.
Level 5: 2d10 + Wisdom modifier Necrotic damage.
Level 11: 3d10 + Wisdom modifier Necrotic damage.
Level 15: 4d10 + Wisdom modifier Necrotic damage.
Level 21: 5d10 + Wisdom modifier Necrotic damage.
Level 25: 6d10 + Wisdom modifier Necrotic damage.
Miss: Half damage.
Affects: this ability may only be used against creatures/people of good or neutral alignment who have a divine power source.
Special: before you roll attack, the affected have the option to flee. if they flee your attack automatically misses.
Condition: Fleeing
You may take no actions other than retreat(or run),
You must run aways, if you can not run away you cower in the furthest corner.
you grant combat advantage,
you can not flank.
you may not make a saving throw agaist fleeing until you are out of sight of the creature your are fleeing fromLast edited by oxinabox; 2009-09-01 at 08:37 PM.
There is nothing on earth that we share; it is either Valjean or Javert!
"A wizard can in fact be thought of the custodian to a familiar, a terrifying beast that charges its foes, slashing them to shreds while delivering their master's touch spells and bestowing upon their masters incredible bonuses to their hp or skill checks. A wizard is nearly powerless without one."
Need to find a God? or Spell or Feat?