Support the GITP forums on Patreon
Help support GITP's forums (and ongoing server maintenance) via Patreon
Results 1 to 3 of 3
  1. - Top - End - #1
    Titan in the Playground
     
    Zaydos's Avatar

    Join Date
    Aug 2009
    Location
    Erutnevda

    Default Contractor (Base Class, Vestiges + Invocation, Request)

    CONTRACTOR
    “.” – ,

    Pacts with beings beyond grant a great amount of power. Binders make minor pacts letting entities into their soul for power. A contractor is an evolution of that art. They let a vestige deeper into their soul and focus on learning not to utilize the power it gives their body but to channel the power of its magic.

    Adventures: A contractor adventures for much the same reasons as a Binder.

    Characteristics: A contractor learns a variety of invocations drawn from their pacts with vestiges. They have less physical capability than a binder, their emphasis on the mystical aspects of vestiges causing the physical aspects to slip. They trade a vestige’s direct defense of their soul and empowering insight for their magical advantages.

    Alignment: A contractor tends towards the asocial or even actively antisocial, allowing a vestige deeply into your soul and accepting its influence on your mind is an act which tends to end with lashing out and destructive behaviors. As such contractors tend to be those who are willing to accept harming others in exchange for power, making them gravitate towards Chaos and Evil. Even so Lawful, Good, and even Lawful Good contractors exist they just must choose their vestiges carefully and with premeditation towards the day’s events.

    Religion: Contractors view religion much as a binder does. Your powers and art could be said to make a mockery of the might of the gods and to show it to be false; after all you deal with what lays beyond their power. The same can be said of a binder, but a contractor is even more likely to scorn the gods due to their deeper pacts and the tendency for the emotions of and beliefs of the vestiges to flow into a contractor and many vestiges bear deep grudges against the divine.

    Background: Contractors develop their power through research, their knowledge of vestiges is by necessity more complete and involved than that of a binder’s; they cannot simply draw the seal they must study the magical energy that flows through the pact to harness it. As such contractors have typically more educated backgrounds than binders, and most contractors were tutored by another contractor at least for a time.

    Races: Contractors are rare among the religious dwarves, and among elves who look upon the world in a rainbow of the soul not to be seen by man. Of the common races contractors are most common in the half-breeds, outcasts by their own nature and often feeling rejected by both societies and the gods. With no place of their own they find kinship with the exiled vestiges who also lack a place in the world. Next to the half races, humans are the most common contractors.

    Other Classes: Contractors are a more magically inclined version of binders, while more scholastic and mystic they share many of the same philosophies and the two typically find kinship in each other. A contractor is a good magical support for a binder and a binder is a good shield and hammer to protect the frailer contractor.
    When dealing with more traditional users of magic things grow a little more hazardous. Wizards scorn them for investing in an inferior art, sorcerers see them as potentially deranged, only warlocks view them well of the common arcanists. Druids revile them as followers of an unnatural path, and clerics as anathema of the gods. Of the servants of the divine only vestige priests seem to like them.

    Role: Contractors are similar to binders in that their role varies day to day based upon what vestiges they choose to bind. However they will never be a binder’s equal in direct combat, instead relying either on vestige based supernatural attacks or long distance invocations to act in battle. These invocations give them a fixed role to a certain extent allowing them to serve as a ranged combatant and to apply debilitating effects on their foes regardless of their current vestige.

    GAME RULE INFORMATION
    Contractors have the following game statistics.
    Abilities: A contractor's Charisma determines the saving throw DCs of their vestige abilities and invocations making it easily their most important stat. Constitution provides a necessary amount of health while Dexterity is also useful for defenses and mundane ranged attacks.
    Alignment: Any.
    Hit Die: d6
    Starting Age: As cleric.
    Starting Gold: 4d4x10 (100 GP).


    Class Skills
    The Contractor's class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge(history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
    Skill Points at First Level: 2 + Int modifier x 4.
    Skills Points at Each Level: 2 + Int modifier

    Contractor
    Level BAB Fort Ref Will Special Invocations Max Vestige Lv
    1st +0 +0 +0 +2 Soulbinding, Vestige’s Invocation 0 1st
    2nd +1 +0 +0 +3 - 1 1st
    3rd +1 +1 +1 +3 Detect Vestige 1 2nd
    4th +2 +1 +1 +4 - 2 2nd
    5th +2 +1 +1 +4 Invested Pact 2 3rd
    6th +3 +2 +2 +5 Lesser Invocations 3 3rd
    7th +3 +2 +2 +5 Detect Spirits 3 4th
    8th +4 +2 +2 +6 Soulbinding (2 vestiges) 3 4th
    9th +4 +3 +3 +6 - 4 4th
    10th +5 +3 +3 +7 Shielding Pact 4 5th
    11th +5 +3 +3 +7 Greater Invocations 5 5th
    12th +6/+1 +4 +4 +8 - 6 6th
    13th +6/+1 +4 +4 +8 Possession Immunity 6 6th
    14th +7/+2 +4 +4 +9 Soulbinding (3 vestiges) 6 6th
    15th +7/+2 +5 +5 +9 Greater Shielding Pact 6 7th
    16th +8/+3 +5 +5 +10 Dark Invocations 7 7th
    17th +8/+3 +5 +5 +10 - 7 8th
    18th +9/+4 +6 +6 +11 - 8 8th
    19th +9/+4 +6 +6 +11 Pact Fueled Invocation 8 8th
    20th +10/+5 +6 +6 +12 Soulbinding (4th vestige) 8 8th

    Weapon and Armor Proficiencies: A contractor is proficient in simple weapons and light armor.

    Because the somatic components required for contractor invocations are relatively simple, a contractor can use any of their invocations while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a contractor wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all invocations have a somatic component) unless a vestige they currently have bound grants proficiency in it in which case they ignore its arcane spell failure as if it were light armor. A multiclass contractor still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.

    Soul Binding: A contractor is able to bind vestiges identically to how a binder does so. They gain access to vestiges and number of vestiges bound at the same rate and a multiclass contractor/binder adds their levels in the two classes together to determine highest level vestige, number of vestiges, and effective binder level. However a contractor does not gain Pact Augmentations or Soul Guardian abilities as a binder would and levels in contractor do not add to binder for these purposes. In addition a contractor is accustomed to attempting to draw extra energy from vestiges and making the necessary concessions to do so (intentionally forming what a binder would call a bad pact) and thus have less experience in forming pacts in which the vestige is more wholly bound, as such a contractor only adds half of their level to binding checks instead of their full level (a multiclass binder/contractor adds their binder level in full and ˝ their contractor level).

    Invocations: A contractor uses invocations identical to those of a warlock. They draw their invocations from the Warlock list plus those in the post below. A contractor gains invocations more slowly than a Warlock, although their vestige’s invocations help to equalize the number they actually have access to in a day, only gaining an invocation at 2nd, 4th, 6th, 9th, 11th, 12th, 16th, and 18th levels. Despite this they gain access to new grades of invocations at the same rate. A contractor may exchange any one invocation of less than their highest grade they know for another invocation of the same grade at 6th level and at every level they gain a new invocation known (9th, 11th, 12th, 16th, and 18th) thereafter.

    A contractor’s invocations do not in truth come from fiendish (or fey) pacts like those of a warlock, instead they are small conduits to the realm of the vestiges, a little flow of energy from that place into reality.

    Vestige’s Invocation: A contractor is able to draw magical energy out of a bound vestige. When a contractor binds a vestige they may choose to intentionally form a bad pact, forgoing the binding check entirely to gain an invocation based on bound vestige. Each vestige is associated with a specific invocation as demonstrated in the list below. You must be able to use invocations of that grade to use the granted invocation, and if you have not yet unlocked invocations of that grade you do not gain any benefit from that vestige’s invocation. If you unbind a vestige any invocation it granted you which has a still active effect and a duration other than permanent is immediately dispelled. If you are able to simultaneously bind multiple vestiges you may gain the vestige’s invocation for each one up to 1 + ˝ your Contractor level different vestiges.

    Some of the invocations granted this way are those which a contractor cannot normally learn due to not being warlock invocations or on the contractor’s expanded list. A contractor can still make use of them as Vestige’s Invocations. If it is normally a jinnblood Invocation any reference to your Wisdom is replaced with your Charisma. If it is normally a doomsayer Invocation you till require a Somatic component and cannot make use of the optional Truename component.

    Spoiler: Invocation by Vestige
    Show
    Acererak: The Dead Walk (CA).
    Agares: Stony Grasp (CA).
    Amon: Leaps and Bounds (CA)
    Andras: Frightful Presence (DrM)
    Andromalius: Beguiling Influence (CA)
    Aym: Baleful Utterance (CA)
    Balam: Devouring Void (doomsayer)
    Buer: Witchwood Step (CM)
    Chupoclops: Tenacious Plague (CA) – manifests as spiders which float in defiance of gravity instead of locusts.
    Dahvler-Nar: Horrors Foretold (doomsayer)
    Dantalion: Charm (CA).
    Eligor: Draconic Toughness (DrM)
    Eurynome: Devouring Void (doomsayer)
    Focular: Breath of the Night (CA)
    Geryon: Icy Wind (jinnblood)
    Haagenti: Caress of Frost (jinnblood)
    Halphax: Turn to Dust (form shifter)
    Haures: Painful Slumber of the Ages (CM)
    Ipos: Riftwalk (doomsayer)
    Karsus: Otherworldly Whispers (CM)
    Leraje: Gazelle’s Sprint (form shifter)
    Malphas: Raven Cloak (form shifter)
    Marchosias: Wrack Touch (new invoc, melee touch deals 1d6/level and fort or nauseates for 1 round)
    Naberius: Baleful Utterance (CA)
    Orthos: Unspeakable Word (doomsayer)
    Otiax: Tendril of the Mind (doomsayer)
    Paimon: Gazelle’s Sprint (form shifter)
    Ronove: Wind’s Grace (jinnblood)
    Savnok: Entropic Warding (CA)
    Shax: Chilling Fog (DrM)
    Tenebrous: Word of Draining (doomsayer)
    Zagan: Punish the Servant (doomsayer).


    Detect Vestige (Sp): A contractor learns to recognize the energies of vestiges. Beginning at 3rd level you may use Detect Vestige (ToM page 71) as a spell-like ability (CL = class level) at-will.

    Invested Pact (Su): When you bind a vestige you may channel extra energy into it, filling the pact with an arcane strength. Beginning at 5th level when a contractor binds a vestige they may give up an invocation they possess, other than a Vestige’s Invocation, for 24 hours. You gain a +1 to your effective binder level for the purposes of that vestige’s abilities and any abilities it possesses are recharged 1 round more quickly. You must forfeit your ability to make a good pact with the vestige to use this ability, and if the invocation has a duration less than permanent any currently active instances of it are dispelled when you sacrifice it for the purposes of the pact.

    Detect Spirits (Sp): A contractor can recognize the energies of spirits other than just vestiges. Beginning at 7th level a contractor may Detect Spirits as a spell-like ability at will (CL = class level). This functions as Detect Undead but detects any creature which is considered a ‘spirit’. Spirits are any and all of the following creatures: All incorporeal undead; all fey; all elementals; creatures in astral form or with astral bodies (but not a creature physically present on the Astral Plane); all creatures of the spirit subtype (see Oriental Adventures); spirit folk and telthors (see Unapproachable East); spirit creatures created by spells such as dream sight or wood wose (see Spell Compendium). This spell does not tell you which of these kinds of creature are detected.

    Shielding Pact (Su): A contractor learns to wrap their mind tightly in the protective blanket of their bound vestiges. Beginning at 10th level a contractor may channel a vestige purely into the defense of their mind as an immediate action. They lose all benefits of a bound vestige for 10 minutes (including the Vestige’s Invocation) but gain a resistance equal to their effective binder level for that vestige bonus to a single save against a mind-affecting effect made before the start of their next turn.

    Possession Immunity (Su): A contractor knows how to open the door to their spirit, but also how to shut it. Beginning at 13th level a contractor cannot be possessed unless they consciously allow it to happen. This means that they gain immunity to possession such as from the Magic Jar spell, certain forms of fiends, dominate person or any spell that duplicates its effect, and other forms of possession.

    Greater Shielding Pact (Su): A contractor learns how to use their vestige to shield them against more than just mental assault. Beginning at 15th level when a contractor uses Shielding Pact it applies to all saving throws made before the start of their next turn instead of a single mind-affecting effect.

    Pact Fueled Invocation (Su): A contractor may divert some of the supernatural power from one of their pacts to empower their magic. Beginning at 19th level when a contractor uses an invocation they may select 1 ability of a bound vestige that when used they must (normally) wait 5 rounds before using again, and which they are currently able to use. They become unable to use that ability until they have waited its period but they gain +1 to the save DC of the used invocation.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  2. - Top - End - #2
    Titan in the Playground
     
    Zaydos's Avatar

    Join Date
    Aug 2009
    Location
    Erutnevda

    Default Re: Contractor (Base Class, Vestiges + Invocation, Request)

    Additional Invocations


    These invocations come primarily from the Doomsayer list although there are some from the Dragonfire Adept list. For more from Doomsayer, Jinnblood, and Form Shifter lists which can be considered on the Contractor list check here under those for consideration as Warlock invocations.

    Term Definition Servants of the Gods: This term indicates any outsider, any creature capable of casting divine spells (or using spell-like abilities specifically flagged as divine) other than Ur-Priests, any creature capable of initiating Devoted Spirit maneuvers (including any creature with levels in a class which grants them even if they have no Devoted Spirit maneuvers known, but not if the class can grant a set of choices for disciplines and they chose not to have Devoted Spirit), any creature with an Aura of Alignment like that of a cleric or paladin (such as a non-casting paladin or an incarnate), Incarnations, or any creature with divine ranks.

    Least:
    • Columns Crumble: Harms foe, prevents servants of gods from wielding blessed power for 1 round.
    • Crushing Word: Harms foe.
    • Deceive the Wise: Conceals alignment and prevents magical lie detection.
    • Horrors Foretold: Whispers of madness inflict wisdom damage.
    • Magic Insight: Dragonfire Adept Invocation (Dragon Magic)
    • Word of Respite: Deal damage to target, increased if target is near death.


    Lesser:
    • Devour Faith: Inflict negative levels on the servant of a god and gain a bonus to Charisma based on how many you inflict.
    • Devouring Void: Damages target and dispels divine spells.
    • Frightful Presence: Dragonfire Adept Invocation (Dragon Magic)
    • Guidance of the Preordained Path: Gain insight bonus to all skill checks.
    • Inevitable Demise: Target takes damage over time and suffers Strength damage as its life force flows out of it.
    • Tendril of the Mind: Mental probe damages target's psyche.
    • Unrelenting Force: Deal force damage in a cone and push creatures away.
    • Unweave Magic: Dispels magic with a bonus to dispel divine effects.
    • Whispers of Personal Doom: Gain insight bonus to AC.
    • Whispering Madness: Gain telepathy, may expend for a short duration Suggestion.


    Greater:
    • Eyes of Uncovering: Gain True Seeing with the addition of seeing how near death foes are.
    • Fingers of Fog: Thin mist surrounds you with your sense of touch extending throughout it.
    • Greater Crushing Word: Deal 1d6 force damage/level to target, more to constructs and objects.
    • Punish the Servant: Deal 1d6 damage/level to target, and strip divine caster or outsider of magical powers.
    • Shroud of Madness: Gain concealment against thinking creatures.
    • Song of the Spheres: Deal damage to targets based upon their intelligence.
    • Word of Final Respite: Deal 1d6 damage/level to target, more to creatures below half health.


    Dark:
    • Cast Down the Righteous: Deals damage to nearby enemies, increased against outsiders and divine casters.


    Least Invocations
    Spoiler
    Show
    Columns Crumble
    Effective Level: 1st
    School: Evocation.
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature.
    Duration: Instantaneous and 1 round.
    Saving Throw: Will partial.
    Spell Resistance: Yes.
    Truename: Yes.
    You invoke the force of the gods' death, echoing through time to strike at your foe. This magic wraps around your foe, striking at them, disrupting the connection between their soul and the powers of the gods.
    Target creature takes 1d6 + Caster Level damage. If the target is a servant of the gods they suffer a minus 2 to any will save made to resist this invocation and cannot cast spells, use spell-like abilities, or initiate Devoted Spirit maneuvers for 1 round.

    Crushing Word
    Effective Level: 1st
    School: Evocation [Force].
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature or object.
    Duration: Instantaneous.
    Saving Throw: Will half.
    Spell Resistance: Yes.
    One word calls the force of the apocalypse back through the ages. It twists the body of the target unless they can manage to shake off its power.
    The target takes 1d8+caster level force damage. The destructive forces are particularly damaging to constructs and objects dealing double damage to them. A successful Will save halves this damage.

    Deceive the Wise
    Effective Level: 2nd.
    School: Abjuration.
    Casting Time: Standard action.
    Range: Personal.
    Target: You.
    Duration: 24 hours (D)
    Saving Throw: None.
    Spell Resistance: No.
    You cloak yourself in deception, hiding the presence of your soul in a cloak of lies.
    When you use this invocation select an alignment and whether to radiate a strong or weak aura. Any magical attempt to discern your alignment reveals your alignment to be the selected alignment and if you select a strong aura you radiate an aura as a cleric of a properly aligned deity of your character level and if you choose a weak aura you radiate an aura as if any normal creature of that alignment with your hit dice. If a magical effect is used against you that would detect your lies or force you to speak the truth it fails against you and does not detect your lies or force you to speak only the truth. Even attempts to read your thoughts can backfire as if you succeed a Will save against an effect such as Detect Thoughts or another similar effect you may choose whether to seem to have succeeded normally or whether to send back thoughts of your own choosing while seeming to have failed the safe.

    Horrors Foretold
    Effective Level: 1st
    School: Enchantment (Compulsion) [Mind-affecting].
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature.
    Duration: Indefinite.
    Saving Throw: Will ends.
    Spell Resistance: Yes.
    You bring visions of the ends of days into the mind of your target, showing them the horrors that will pour into reality from beyond time and space. Unfiltered, as your whispers are, these visions threaten to overwhelm their minds and send them into madness.
    The target takes 1d4 Wisdom damage each round. Each round they are allowed a Will save before taking the Wisdom damage for that round. On a successful Will save the effect ends immediately. The effect lasts until the target successfully saves or falls unconscious due to the Wisdom damage.

    Word of Respite
    Effective Level: 1st.
    School: Necromancy.
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature.
    Duration: Instantaneous.
    Saving Throw: Will halves.
    Spell Resistance: Yes.
    With a word you bring your target towards the final respite from life which is death, striking directly at the life force tethering them to the world.
    The target receives 1d6 + Caster Level damage, this damage is doubled if they are at less than half health. A creature which receives no damage from, or is healed by, negative energy takes no damage from this effect, and any resistance to negative energy applies against this effect. This effect has its full effect on incorporeal creatures with no chance of failure due to their incorporeal nature.


    Lesser Invocations
    Spoiler
    Show
    Devour Faith:
    Effective Level: 4th
    School: Necromancy/Transmutation [Evil].
    Casting Time: Standard action.
    Range: Medium
    Target: 1 creature
    Duration: See below.
    Saving Throw: Will negates.
    Spell Resistance: Yes.
    Your magic taps into the faith of the target siphoning away both their faith and life force feeding upon it.
    Target creature receives 1 negative level or 1d4 negative levels if it is good aligned or a servant of the gods. These negative levels remain for 1 hour or until dispelled. You gain an enhancement bonus to Charisma equal to two times the number of negative levels inflicted on the target for 10 minutes or until dispelled.

    Devouring Void:
    Effective Level: 4th
    School: Abjuration/Evocation [Force].
    Casting Time: Standard action.
    Range: Medium
    Target: 1 creature
    Duration: Instantaneous.
    Saving Throw: Will halves.
    Spell Resistance: Yes.
    You invoke spiritual and physical vacuum cutting through the target and the spiritual powers which fuel them.
    The target takes 1d6 force damage per 2 caster levels you possess, a successful Will save halves this damage. In addition it functions like a targeted dispel magic on the target but has no maximum caster level bonus to its dispel checks and may only dispel divine spell effects.

    Guidance of the Preordained Path
    Effective Level: 3rd.
    School: Divination.
    Casting Time: Standard action.
    Range: Personal.
    Target: You.
    Duration: 24 hours (D).
    Saving Throw: No.
    Spell Resistance: No.
    You turn your oracular whispers to your own fate. Momentary flashes of the immediately future show you the proper way to perform a variety of tasks, whispering the right word into your ear, and the information you need.
    You gain an insight bonus to all skill checks equal to 2 plus 1/2 your Charisma modifier. This prescient guidance comes at a cost, the stream of information leaving your reaction speed a little dulled giving you a -2 penalty to Initiative checks.

    Inevitable Demise
    Effective Level: 4th.
    School: Necromancy.
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature.
    Duration: 1 round/caster level.
    Saving Throw: Fort partial.
    Spell Resistance: Yes.
    With a word you invoke a curse upon your target siphoning their life into the shadows of the underworld, sapping them of their strength.
    The target takes 1d6 damage and suffers 2 points of Strength damage each round. They are allowed a Fortitude save each round to negate the Strength damage for that round. Once the target has made three successful Fortitude saves they no longer suffer this Strength damage. A creature which receives no damage from, or is healed by, negative energy takes no damage from this effect, and any resistance to negative energy applies against this effect. This effect has its full effect on incorporeal creatures with no chance of failure due to their incorporeal nature.

    Tendril of the Mind
    Effective Level: 4th.
    School: Enchantment [Mind-affecting]
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature
    Duration: Instantaneous.
    Saving Throw: Will partial.
    Spell Resistance: Yes.
    Your mind stretches out in a dangerous lash of mental force, penetrating into the target's mind and rending into it as it draws forth from their mind their thoughts.
    The target takes 1d4 Charisma damage per 4 caster levels you possess (to a maximum of 4d4) and you may read the target's mind as if with the 3rd round of a detect thoughts spell. A successful Will save halves the Charisma damage and prevents the thought reading effect.

    Unrelenting Force
    Effective Level: 4th.
    School: Evocation [Force].
    Casting Time: Standard action.
    Range: 30-ft.
    Area: Cone.
    Duration: Instantaneous.
    Saving Throw: Reflex halves.
    Spell Resistance: Yes.
    You words create a cascade of force blasting into your foes and pushing them back.
    You create a cone of force dealing 1d6 damage per 2 caster levels to all creatures and objects within the area. In addition any creatures, or objects not attached to creatures or the ground, which fail their Reflex saves are pushed 5-ft per 4 caster levels (up to 5-ft outside of the cone) straight away from you or until they strike another object (creatures in back are moved first).

    Unweave Magic
    Effective Level: 3rd.
    School: Abjuration.
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature or spell effect.
    Duration: Instantaneous.
    Saving Throw: No.
    Spell Resistance: No.
    Your word severs magic, cutting through the powers of the gods.
    This invocation functions as a targeted dispel magic except it has no caster level limit to your dispel check and you gain a +4 bonus on dispel checks to undo effects created by servants of the gods.

    Whispers of Personal Doom:
    Effective Level: 4th.
    School: Divination.
    Casting Time: Standard action.
    Range: Personal.
    Target: You.
    Duration: 24 hours.
    Saving Throw: No.
    Spell Resistance: No.
    Long have you peered into the fate of the world, and your eyes have grown accustom to doom. With a word you shift your focus towards your own doom and the dangers around you, weaving around them to avoid their threads.
    You gain +2 +1/4th your caster level as an Insight bonus to AC.

    Whispering Madness:
    Effective Level: 3rd.
    School: Enchantment (see below).
    Casting Time: Standard action.
    Range: Personal.
    Target: You.
    Duration: 24 hours or until expended.
    Saving Throw: No (see below).
    Spell Resistance: No (see below).
    Your mind becomes more like one of the cyclopean minds beyond time and space, reaching out beyond your fleshy sphere brushing against and reaching out to the minds of those nearby, threatening to whisper compelling commands into their ears.
    You gain telepathy with a range of 100-ft. In addition you may end this effect prematurely as a standard action to give one creature within telepathy range a suggestion as the spell except as listed here. This effect is purely telepathic and not language-dependent, and lasts only 1 round per caster level (Will save and Spell Resistance still apply).


    Greater Invocations
    Spoiler
    Show
    Eyes of Uncovering
    Effective Level: 6th.
    School: Divination.
    Casting Time: Standard action.
    Range: Personal.
    Target: You.
    Duration: 24 hours (D).
    Saving Throw: No.
    Spell Resistance: No.
    You open your mind's eye wide, turning your oracular resonance towards the present, looking upon it with an eye that stares into the abyss freely, an eye that sees the true nature of reality.
    You gain the benefits of a true seeing spell and can see how close creatures within the range of the true seeing conferred by the effect are to death as the See Death Written invocation.

    Fingers of Fog
    Effective Level: 6th.
    School: Conjuration (Creation) [Cold]
    Casting Time: Standard action.
    Range: Personal.
    Area: 60-ft emanation centered on yourself
    Duration: 24 hours (D).
    Saving Throw: No.
    Spell Resistance: No.
    You call upon the fogs of winter, the chill mist which freezes the air and seems to have a life of its own. You essence extends through this fog allowing you to feel through it.
    A thin mist fills the area. This mist is thin enough that it does not hinder vision, but it does lower the temperature within the region by one band (see Frostfell, if it is unavailable then if characters in the region would be taking damage from environmental heat then it is reduced by one grade of damaging effect, if they are not taking it from the heat or cold it drops to below 40 degrees, if the cold is enough to cause exposure damage then the temperature drops by one level [0 to -20 degrees, or -20 or lower]) to a minimum temperature of Unearthly Cold. While within the mist you gain protection from the cold as if from an Endure Elements spell. The main benefit of this fog, though, is that it serves to extend your senses throughout it. You can feel your surroundings as if through the touchsight psionic power, in addition you gain a +6 to Spot and Search checks made to notice things within the area of the fog. As a standard action you can stretch the fog, adding 1 5-ft cube of fog to it per caster level for 1 round; these additional squares of fog must be contiguous with each other and at least one must be touching the main body of the fog.

    Winds of 50 or more mph are enough to disperse the core body of this mist. If the winds cover you it disperses the entirety of the fog, otherwise it only disperses that segment within 50+ mph winds and any portion cut off from you by that. You may not extend the fog past its normal area into winds 21 mph or more, and any such extensions are dispersed by 21+ mph winds.

    Greater Crushing Word
    Effective Level: 6th.
    School: Evocation [Force].
    Casting Time: Standard action.
    Range: Close.
    Targets: 1 creature or object.
    Duration: Instantaneous.
    Saving Throw: Will halves.
    Spell Resistance: Yes.
    Your speak a word of destruction, written in the book of days at the end of time. A shadow of the final destruction inflicts itself on the target, rending and crushing their body.
    The target takes 1d6 force damage per caster level. If the target is a construct or an object this is increased to 2d6 force damage per caster level.

    Punish the Servant:
    Effective Level: 6th.
    School: Evocation.
    Casting Time: Standard action.
    Range: Close.
    Targets: 1 creature.
    Duration: Instantaneous.
    Saving Throw: Will partial or half.
    Spell Resistance: Yes.
    Your words call down upon the servant a shadow of the wrath ascertained for their masters, severing them from their masters' powers.
    Target creature takes 1d6 damage/caster level, a successful Will save halves this damage. If the target is a servant of the gods and fails their Will save they are unable to use spell-like abilities, spells, or maneuvers for 1 round and lose the benefits of any shaped soulmelds during this period.

    Shroud of Madness
    Effective Level: 6th.
    School: Enchantment (Compulsion).
    Casting Time: Standard action.
    Range: Personal.
    Target: You.
    Duration: 24 hours (D).
    Saving Throw: No.
    Spell Resistance: No.
    You call upon the dread lords wrapping yourself in a part of their mind, causing creatures with minds to have trouble fully focusing on you to strike at you with sword or spell.
    This invocation shrouds you in madness. Any creature attacking you, or attempting to target you with a spell or ability which specifically targets one or more creatures (as opposed to hitting the entire area) suffers from a 20% miss chance (if an attack) or failure chance (if a targeted effect which does not rely on an attack roll). This is not based on sight or other senses, but a mental effect upon them; a creature immune to mind-affecting effects, or which cannot directly sense you does not suffer from this miss chance (although in the latter sense they will normally suffer at least a 50% miss chance for not being able to see you and be unable to target you with most effects).

    Song of the Spheres
    Effective Level: 6th.
    School: Enchantment (Compulsion) [Mind-Affecting].
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature.
    Duration: Instantaneous.
    Saving Throw: Will halves.
    Spell Resistance: Yes.
    You sing the song of the dread lords. Only the merest echo heard on the physical plane, the majority of the song heard only within the mind of your foe resonating with their own intellect using it to drive them towards incoherent madness.
    The target takes 1d8 damage per point of Intelligence; a successful Will save halves this damage.
    Truename Effect: If the target fails their Will save they cannot communicate by any means for 1 round. Any attempt to speak is incoherent babbling, even under magical effects such as tongues. Telepathy only finds scrambled thoughts and images of madness. Attempts at writing or even picture drawing end as meaningless scribbles and mad spirals. Even attempts at sign language find themselves muddled. This prevents casting any spell with a verbal or somatic component, or activating any magic item that requries a command word.

    Word of Final Respite
    Effective Level: 6th.
    School: Necromancy.
    Casting Time: Standard action.
    Range: Close.
    Target: 1 creature.
    Duration: Instantaneous.
    Saving Throw: Will halves.
    Spell Resistance: Yes.
    With a word you cut the strands that tie a creature to this world, pushing them inexorably towards death.
    Target takes 1d6 damage/caster level. If the target has less than half health this damage is increased by 50% (as if empowered; if this invocation is empowered it results in a net +100% damage not +125%). A creature which receives no damage from, or is healed by, negative energy takes no damage from this effect, and any resistance to negative energy applies against this effect. This effect has its full effect on incorporeal creatures with no chance of failure due to their incorporeal natures.

    Wrack Touch
    Effective Level: 6th.
    School: Necromancy.
    Casting Time: Standard action.
    Range: Touch.
    Target: 1 creature.
    Duration: 1 round.
    Saving Throw: Fort partial.
    Spell Resistance: Yes.
    Wreathing a hand in distilled pain you touch a creature and give it sufering.
    The touched target takes 1d6 damage/caster level and is nauseated with pain for 1 round. A successful Fortitude save prevents the nausea and halves the damage.


    Dark Invocations
    Spoiler
    Show
    Cast Down the Righteous:
    Effective Level: 8th.
    School: Evocation.
    Casting Time: Standard action.
    Range: 20-ft.
    Targets: Any number of creatures within range.
    Duration: Instantaneous.
    Saving Throw: Will halves.
    Spell Resistance: Yes.
    With a word you ravage the followers of the gods, rending their very spirits with your rage and blasphemous hatred.
    Each target takes 1d6 damage per 2 caster levels, increasing to 1d8 per caster level against servants of the gods, and to 1d10 against outsiders who qualify as servants of the gods for another reason such as divine spellcasting (solar), ability to perform Devoted Spirit maneuvers (a reth dekala), many abominations (any with outsider type and Divine Rank 0), or a god with outsider hit dice (most of them).
    Last edited by Zaydos; 2016-10-05 at 06:34 PM.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  3. - Top - End - #3
    Pixie in the Playground
     
    RogueGuy

    Join Date
    Dec 2015
    Location
    California
    Gender
    Male

    Default Re: Contractor (Base Class, Vestiges + Invocation, Request)

    Love it. Love everything about it, especially how it has a more "wizardly" feel then either the binder or warlock, what with the lower BAB and skill list. I'm also a big fan of the vestige granted invocations, that was the one part of the class where I wasn't sure how it would work, but I think you nailed it! The new invocations are cool too, I'm gonna have to check out the doomsayer and jinnblood classes now! Thank you so much for putting this class together, I'm going to be playtesting the PrC first but I also can't wait to play test this badboy. Thanks again Zaydos!
    Last edited by Caruff; 2016-01-28 at 11:34 PM.

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •