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Thread: The Warlock

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    Barbarian in the Playground
     
    MindFlayer

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    Default The Warlock

    The Warlock


    "When man found magic, magic found man, and it was pleased." Edric Tenok, the Defiler, Arch-Lich of the Ebon Tide.

    For thousands of years mortal races have coveted the power of magic. While first it was fear that ruled, then a few found ways to draw this power. The druids made friends with the being of nature, but those that knew more terrible forces exist made deals with the dark.

    Standing before the black alter


    Hit Die: d8
    Skill Points: 4+ Intelligence Modifier
    Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge(any) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)
    Proficiencies: Wizards are proficient with the club, dagger, heavy crossbow, long sword, light crossbow, short sword, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail..


    Level BAB Fort Ref Will Special Spells Known Max Spell
    Level Known
    1st +0 +2 +0 +2 Mana, Discipline, Vile Means, Fel Discovery 3 1st
    2nd +1 +3 +0 +3 Spell Accuracy 5 1st
    3rd +1 +3 +1 +3 Fel Discovery 7 2nd
    4th +2 +4 +1 +4 9 2nd
    5th +2 +4 +1 +4 Spell Accuracy +1 11 3rd
    6th +3 +5 +2 +5 Fel Discovery 13 3rd
    7th +3 +5 +2 +5 15 4th
    8th +4 +6 +2 +6 Spell Accuracy +2 17 4th
    9th +4 +6 +3 +6 Fel Discovery 19 5th
    10th +5 +7 +3 +7 Fel Mastery 21 5th
    11th +5 +7 +3 +7 Spell Accuracy +3 22 6th
    12th +6/+1 +8 +4 +8 Fel Discovery 24 6th
    13th +6/+1 +8 +4 +8 25 7th
    14th +7/+2 +9 +4 +9 Spell Accuracy +4 27 7th
    15th +7/+2 +9 +5 +9 Fel Discovery 28 8th
    16th +8/+3 +10 +5 +10 30 8th
    17th +8/+3 +10 +5 +10 Spell Accuracy +5 31 9th
    18th +9/+4 +11 +6 +11 Fel Discovery 32 9th
    19th +9/+4 +11 +6 +11 34 9th
    20th +10/+5 +12 +6 +12 Spell Accuracy +6, Fel Ascendancy 36 9th

    Mana: A Warlock's primary method of fueling their abilities is a pool of magical force known as mana. The Warlock's base mana pool consists of 100 points, which are drained away as they use their abilities. A Warlock recovers a number of points of mana equal to their Constitution modifier each hour and fully restores their mana pool after resting for at least eight hours.

    In addition to the base amount of mana available to them, a Warlock also receives bonus mana equal to their Charisma modifier times six. Calculate this additional mana when the Warlock rests to recover their mana pool entirely.

    Vile Means (Su): The warlock's first lesson is how souls are invaluable resources. The warlocks second lesson is how fragile their own soul is. The warlocks third lesson is how easy it is to remove the souls from others especially the dying. The warlock gains an evil aura as if an outsider of their character level. The warlock additionally gains the spell Soul Siphon as a bonus spell known and learns the ritual Soul Harvest 5th level.

    Spells: A warlock casts arcane spells drawn primarily from the warlock spell list. They can cast any spell they know without preparing it ahead of time. To learn or cast a spell, a warlock must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warlock's spell is 10 + the spell level + the sorcerer's Charisma modifier.
    Un-like other spellcasters, a warlock can cast spells as long as they have enough mana to do so.
    A warlock's selection of spells is limited. A warlock begins play knowing three 1st level spells of their choice. At each new warlock level, they gain one or more new spells, as indicated on table under Spells Known. (The number of spells a warlock knows is not affected by their Charisma score; the numbers on the table column Spells Known are fixed.) These new spells can be common spells chosen from the warlock’s spell list, or they can be unusual spells that the warlock has gained some understanding of through study.
    Upon reaching 4th level, and at every even-numbered warlock level after that (6th, 8th, and so on), a warlock can choose to learn a new spell in place of one they already know. In effect, the warlock loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A warlock may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level.
    Unlike a wizard or a cleric, a warlock does not need to prepare their spells in advance. They can cast any spell they know at any time, assuming they have enough mana and other resources.

    Spell Research: The warlock spends hours stepped in research, while a wizard is often limited in resources, finding "tutors" of dark magic are much more available, but often as dangerous as they are available. The KP column represents the amount of free KP gained each level to apply to any research project. This KP requires no dedicated time to be applied to research, and ignores all requirements other than level.

    Rituals: A warlock’s first experiences with magic are not the quick spells they say in the heat of battle, but long incantations that can make months to master. A warlock begins play knowing 1 ritual of their choice, from the warlock’s ritual list. These rituals are far more complex and standard memorization is not an option, so they must be kept in a Grimoire(see Ritual Rules).

    Spell Accuracy (Ex): Through extensive use of spells the warlock has learned the best ways to target their enemies. The warlock gains the benefit of precise shot only when dealing with spells. Starting at the 5th level and every 3 levels there after the warlock gains a bonus to hit in regards to spells, +1 at 5th, +2 at 8th, +3 at 11th, and so on.

    Discipline:

    Defiler
    Spoiler
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    Fel Discoveries
    Sadistic Talent: The Corrupter's DOT spells add 1/3 the Defiler's class level to their damage.
    Life Tap: Starting at the 3rd level the Defiler learns the spell Life Tap as a bonus spell.
    Misery Loves Company: Starting at the 6th level the Defiler's DOT spells deal 1 additional damage per other DOT spell the Defiler has on the target.
    Eternal Defilement: Starting at the 12th level the Defiler can use an additional soul shard as a material component for a non channeled DOT spell to change its duration to permanent.
    Soul Reaping: Starting at the 15th level the Defiler’s drain life deals d8s instead of d4s.
    Soul Reaver: Starting at the 18th level the Defiler may as a standard action end their Soul drain dealing the maximum damage possible instantly and the target must will save DC 10 + 1/2 class level + Charisma Modifier, if they fail the save and are killed their soul is collected in a 6 inch gem called a crystallized soul.

    Fel Mastery
    Soul Rending: Starting at the 10th level the Defiler while channeling soul drain on a target has a 5% chance per DOT active on a target for soul drain to create a soul shard.

    Fel Ascendancy
    Soul Fisher: Upon reaching the 20th level the Defiler, when ever someone dies within 30ft of the Defiler defiler gains a soul shard. As an immediate action the Defiler may cast Soul Drain on a target just before they take fatal damage, granting the full benefit of the spell. Additionally Soul Drain no longer requires mana to cast.


    Destroyer
    Spoiler
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    Fel Discoveries
    Fel Flames: The Destroyer's spells with the [Fire] descriptor deal Felfire damage. Felfire is half profane half fire damage.
    Chaotic Energy: Starting at the 3rd level the warlock now recovers a number of points of mana equal to their constitution modifier every 10 minutes.
    Burning Embers: Starting at the 6th level the warlock can save some of the flames left over from their spells in their body. Every spell with the [Fire] descriptor a warlock cast generates spell level burning embers, and an additional burning ember each time a [Fire] spell deals damage.. The warlock takes 1 fel fire damage each round per 5 burning embers. Additionally their spells with the [Fire] descriptor deal 1 additional damage per burning ember. 5 rounds after last ember was gained the destroyer begins to lose embers at a rate of 1 ember per round.
    Backlash: Starting at the 9th level whenever the warlock is hit by an attack they gain +15ft to all modes of movement for 1 round and may make an attack of opportunity against their attacker using any spell that takes a swift action or less to cast, the spell does not provoke an attack of opportunity.
    Devastation: Starting at the 12th level the Destroyer’s spells that can critical have their critical multiplier increased by 1.
    Shadow and Flame: Starting at the 15th level the Destroyer’s spells that deal fire, profane, or vile damage inflict the target with Shadow and Flame for 5 rounds. Shadow and Flame causes the target to gain weakness to fire, profane, and vile damage.
    Reverse Entropy: Starting at the 18th level the Destroyer regains 15 mana per soul shard expended to cast a spell that deals felfire damage. The Destroyer additionally regains 1 mana per burning ember expended

    Fel Mastery
    Ravaging Flames:Starting at the 10th level, the Destroyer’s spells that deal profane damage now deal vile damage instead.

    Fel Ascendancy
    Cataclysm Caller: The Destroyer's type becomes Outsider(Native, Evil, Fire) and they learn the Cataclysm Ritual.


    Fel Master
    Spoiler
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    Fel Discoveries
    Demonologist: The Fel Master gains the Fel Companion Ritual as a bonus ritual for a CR 1 Fel Companion, and the augmented summoning feat.
    Life Tap: Starting at the 3rd level the Fel Master learns the spell Life Tap as a bonus spell.
    Soul Bound: Starting at the 6th level the Fel Master can defer half of all damage taken to their currently summoned Fel Companion, additionally their summoned minions deal +2 to all damage dealt.
    Fel Domination: Starting at the 9th level the Fel Master may maintain an additional Companion spell per 3 class levels up to a maximum of their Charisma modifier.
    Greater Fel Companion: Starting at the 12th level the Fel Master may now bind minions above 10 CR for Fel Companion ritual, and fel companion max CR is equal to Class Level. Summoning a Greater Fel Companion requires an additional soul shard for every 5 CR past 10 CR rounded up. A Greater Fel Companion counts as two Fel Companions when determining how many companions you can have summoned at one time.
    Strength in Numbers: Starting at the 15th level the Fel Master gains a bonus teamwork feat. The Fel Master’s Fel Companions gain any teamwork feat the Fel Master has as a bonus feat.
    Marked for Doom: Starting at the 18th level the Fel Master’s spell that deal profane or vile damage cause the target to take 50% more damage from the Fel Master’s Fel Companions.

    Fel Mastery
    Master Demonologist: Starting at the 10th level, the Fel Master unlocks a unique benefit while they have a Fel Companion summoned based on the companion summoned, the bonuses do not stack with each other. If Fel Companion is not listed below use the felsworn option.

    Demons
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    Fel Companion
    Abrikandilu: The Fel Master’s spells now treat objects as creatures, additionally their spells deal 50% more damage to objects and ignore hardness.
    Accomplice Devil: +1/4 Fel Companion HD to caster level for enchantment spells the Fel Master casts, and +1/2 to bluff and diplomacy.
    Domination Succubus: Lash of Pain (Su): The Fel Master now empowers any melee weapon they wield with fel energy, they deals an additional 1d6/3 class levels points of profane damage, and this bonus damage is tripled on a critical.
    The lash of pain ability is a property of the Fel Master, not the weapon.
    Fel Hound: +1/4 Fel Companion HD to caster level for divination and transmutation the Fel Master’s spells.
    Felfire Imp: +1/4 Fel Companion HD to caster level for evil and fire to the Fel Master’s spells.
    Felguard: The Fel Master gains DR X/good or cold iron, X is the Fel Companion’s HD and add 1/2 Fel Companion’s HD to all damage dealt.
    Felhunter: The Fel Master gains Spell Resistance 11+Felhunter HD.
    Felsteed: The felsteed gains a fly speed equal to 2x their land speed. The flight functions identical to the airwalk spell.
    Felsworn: The Fel Master gains access to one of the Fel Companion’s class features or racial abilities other than Spellcasting or Manifesting. The Fel Master is treated as being 1/2 the level of the Fel Companion for determining the effects of the ability.
    Imp/Quasit: The Fel Master is also gains invisibility whenever the imp uses their invisibility spell like ability.
    Succubus: The Fel Master gains immunity to energy drain.
    Void Walker: the Fel Master gains 2 x class level temp hp every 10 minutes.

    Greater Fel Companions
    Balor/Pit Fiend The Fel Master gains Fire Immunity.
    Contract Devil The Fel Master gains a Soul Shard each time the contract devil successfully makes a contract using its Infernal Contract ability.
    Doom Guard: Mortal Infection (Su): A wound left by a Fel Master’s spells may become infected with fel energy, weakening the effects of magical healing. A creature the takes damage from a Fel Master’s spells must make a DC 10+1/2 class level + charisma modifier Fortitude save or be tainted for 2d4 rounds. Any curing spell or ability used on a tainted creature heals only half the normal amount of hit points.
    Infernal: Grants fire immunity.
    Nathrezim: Energy Drain (Su): Living creatures that take damage from the Fel Master’s spells gain one negative level. The Fortitude DC to remove a negative level is 10 + 1/2 class level + charisma modifier.


    Fel Ascendancy
    Lord of Domination: The Fel Master gains the ability to control demons of HD equal to 1.5 x their class level and learn


    Incorruptible
    Spoiler
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    Fel Discoveries
    Another Way: The Incorruptible's spells that cost soul shards can instead be cast by sacrificing 1d12 hp per soul shard. If the soul shard cost is paid this way the spell loses the [Evil] descriptor.
    Life Tap: Starting at the 3rd level the Incorruptible learns the spell Life Tap as a bonus spell.
    Inured to Evil: Starting at the 6th level the Incorruptible is no longer subject to any alignment change from a magical source, including the use of spells with the alignment descriptors. They do not need to meet any requirements to cast spells with alignment descriptors. Additionally the Incorruptible counts as evil or their own alignment whichever would be most beneficial for determining the effects of spells, abilities, or qualifying for feats.
    Resilient Soul: Starting at the 9th level the Incorruptible gains fast healing 3/soul shard required for 2 rounds after using Another Way to power a spell.
    Advanced Way: Starting at the 12th level the Incorruptible using Another Way only takes 1d6 damage per soul shard.
    Indomitable Spirit: Starting at the 15th level the Incorruptible gains immunity to any magical effect that would cause them to act any why they do not wish. Additionally they automatically win any ego roll or roll for control of their actions. If possessed they gain access to any of the possessing forces abilities they can use while possessing.
    Undying Soul: Starting at the 18th level the Incorruptible dies while they have 5 soul shards or 1 crystallized soul in their possession they may opt to be revived after 1 minute as per the raise dead spell. Doing so consumes either the 5 soul shards or 1 crystallized soul.

    Fel Mastery
    Soul Extraction: Starting at the 10th level the Incorruptible gains Soul Draw and Soul Restoration Rituals allowing the Incorruptible to create soul shards from willing targets, and tend damaged allies.

    Fel Ascendancy
    Lord of Souls: Having face against the darkest pits and survived unswayed the Incorruptible no longer requires souls to power their spells. Any spell the Incorruptible cast with a soul shard requirement has the requirement removed as the Incorruptible draws the required power from the plane of life itself. As his soul is tethered to the plane gaining the Outsider(Native, Good) type and subtypes and immunity to the negative effects of positive energy planes. Additionally they can consume the energies in a soul shard or crystallized soul to recover mana as they send the soul back to the positive energy plane. Consuming a soul shard recovers 50 mana, and a crystallized soul restores all mana.



    Spoiler
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    Mage


    "Alone, the elements are wild, chaotic. Through me, they find balance, and with that balance, purpose."
    - Earthwarden Orurn, Minotaur Shaman

    Class Skills
    The Shaman's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (All taken individually) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str)
    Skills Points at Each Level: 4 + int

    Alignment: Any neutral.

    Hit Dice: d6

    Mage
    Level BAB Fort Save Ref Save Will Save Special
    1st +0 +0 +0 +2 Source Selections, Mana, Esoteric Offense, Esoteric Defense
    2nd +1 +0 +0 +3 Advanced Research
    3rd +2 +1 +1 +3 Esoteric Movement
    4th +3 +1 +1 +4 Advanced Research
    5th +3 +1 +1 +4 Esoteric Tome
    6th +4 +2 +2 +5 Advanced Research
    7th +5 +2 +2 +5 Esoteric Teleportation
    8th +6/+1 +2 +2 +6 Advanced Research
    9th +6/+1 +3 +3 +6 Esoteric Construction
    10th +7/+2 +3 +3 +7 Advanced Research
    11th +8/+3 +3 +3 +7 -
    12th +9/+4 +4 +4 +8 Advanced Research
    13th +9/+4 +4 +4 +8 Esoteric Portal
    14th +10/+5 +4 +4 +9 Advanced Research
    15th +11/+6/+1 +5 +5 +9 Esoteric Schema
    16th +12/+7/+2 +5 +5 +10 Advanced Research
    17th +12/+7/+2 +5 +5 +10 -
    18th +13/+8/+3 +6 +6 +11 Advanced Research
    19th +14/+9/+4 +6 +6 +11 -

    Weapon and Armor Proficiency: Mages are proficient with all simple weapons. Mages are not proficient with any armor or shields.

    Esoteric Research: Mages spend many hours in research whether in the library, the lab, or in the field. At the first level and every odd level there after the mage gains 5 + Intelligence modifier research points to spread between each specialization. The mage gains 3 + their intelligence modifier(min 3) research points every even level. These points may be conserved between levels. An individual specialization cannot have more research points invested then you have class levels. Alternatively you may invest 3 research points into a new advanced research. You cannot gain research points form temporary intelligence bonuses. Each research point increases your caster level with the specialization by 1 and allows for new spells to be used.

    Primary Specialization: Mages must chose one specialization as their primary specialization. Your mage primary specialization starts with 1 point in it and an additional point each time you gain a class level. You automatically gain 2 advanced researches for your primary specialization at level 1 and 1 every level there after. Your Primary Specialization heavily influences the appearance of your class features with esoteric in the name, any related sounds, visualizations, and even smells are effected.

    Mana: A Mage's method of fueling their abilities is a pool of magical force known as mana. The Mage's base mana pool consists of 100 points, which are drained away as he uses his abilities. A Mage recovers a number of points of mana equal to their Intelligence modifier each hour, and fully restores his mana pool after resting for at least eight hours.

    In addition to the base amount of mana available to him, a Mage also receives bonus mana equal to his Intelligence modifier times five. Calculate this additional mana when the Mage rests to recover his mana pool entirely.

    Esoteric Offense (Su): One of the first things a mage learns is to project the energies they manipulate in their unrefined form outward. This is done as a measure to protect them form an overload of those energies. In place a an attack as long as you have a free hand the mage can project a bolt pure magical energy. This bolt is ranged touch attack that deals 1d4 + Intelligence modifier supernatural damage. The bolt is a projectile with a close range(25ft + 5ft/class level), and does not provoke attacks of opportunity. You threaten any square in your natural reach. Using this ability cost 6 mana.

    You may apply metamagic feats to the bolt this increases the action type by one step per feat. Metamagic feats add 3 mana per spell level increase to the esoteric offense. You may increase the number of damage die to be eual to 1 per 2 levels(round up) this increases the cost by 3 and action type by 1 step. You may instead increase the number of damage die to 1 per level, but the action type increases by 2 steps. Quicken spell feat and other feats that reduce cast speed, instead grant the ability to reduce the cast action type by 1 step per 4 mana expended. Unless otherwise stated only one effect changing energy type can apply.

    Action Type Scaling: Free Action > Immediate Action > Swift Action > Move Action > Attack Action > Standard Action > Full-Round Action > 1 Round Action > 2 Rounds > etc.

    Esoteric Defense (Su): The second thing they learn is how to manipulate the projection for defense. As a move action you may raise a barrier that provides a deflection bonus to AC equal to your intelligence modifier. Additionally by expending mana you may negate a certain amount of damage per attack at a rate of 1 damage per mana. The mana is limited to 3 mana per class level. This cost 10 mana to activate and requires a swift action and a free hand that cannot be used even for casting to maintain.

    Advanced Research At the second level and every even level there after the mage gains an additional advanced research. Additionally you may invest 3 research points into a new advanced research.

    Esoteric Movement (Su): At the 3rd level the mage learns how to push themselves through the currents of the mystical pathways that their energies flow. As a move action the mage can teleport to any point no greater then their move speed away. Esoteric movement is flashy and very noticeable often including lines trailing from start to finish. Using Esoteric Movement cost 30 mana.

    Esoteric Ritual Tome (Su): Starting at the 5th level, the mage gains the ability to keep a selections of spell books. These spell books keep structure of magic and record of spells. With 3 x spell level x caster level gold and any foci or material components the mage may cast any spell recorded in its spell books. Recording a spell take 100g per spell level. A spell has its cast time extended greatly. Any spell that has a cast time of 1 round or less has the cast time extended to 1 minute. Any other spell has its cast time multiplied by 10. The mage must expend 10 mana per spell level.

    Esoteric Teleportation (Su): At the 7th level the mage gains the ability to teleport to a location they have spent at least a week in studying the currents of energies in. The teleportation is will not fail as long as your on the same plane as your destination. This teleportation cost 30 mana and takes 1 minute to cast, provoking attacks of opportunity.

    Esoteric Construction (Su): At 9th level the mage gains the ability to preform a brief channel to construct a building. To start the ritual, you must spend 1 minute chanting. If you are disturbed during this period, you must make a Concentration check as if you were casting a 5th-level spell. After this time, you make a DC 20 Knowledge (arcana) check.

    Esoteric Portal (Su): At the 13th level the mage learns the secret to tearing a hole in reality to allow transit of multiple people through the portal. By expending 100 mana and casting for 1 minute you may create a portal in a adjacent space to a valid location for esoteric teleportation. You may maintain the portal as long as you continue to channel. The portal disappears on the start of your next turn after you stop channeling. While the portal is open by spending 10ft of movement anything can pass through the portal. The portal is large enough for the mage to pass trough. Anything larger threatens may have disastrous results. As if the edges are strained the mage must make a concentration check DC 20 + 5 per size category of difference for the portal to not collapse instantly leaving anything that was in the portal part on one side and part on the other.

    If successful, a summoning gate appears with its nearest edge up to 10 feet away from you. You then place the money for the building (1/3 its market price) near the circle. The coins vanish in in a fantastic display, and the building begins to rise. On average, it takes 1 minute per 1,000 gold pieces for the summoning to complete.

    You may use this feat to unsummon a summoned building. Doing so takes a full round action and you must be within 10 feet of the building. The building disappears, and a summoning gate returns 1/3 the original investment in gold pieces (it reappears in a flash of green flame). If another character summoned the building, you must make a caster level check (DC 11 + the caster level of the character who summoned it) to unsummon the building. If you fail, you cannot try again for 24 hours.

    The summoning gate has an AC of 4, hardness of 10, and 100 hit points. If destroyed, the money is wasted and the building is not summoned.

    Esoteric Schema(Su): At the 15th level the mage learns enough about the inner workings of magic to learn how divine being warp reality. The mage gains the ability to cast the spell limited wish, doing so cost 70 mana.

    Esoteric Ascension (Ex): At the 20th level the very essence of the mage changes to reflect their mastery. Their type changes to outsider(native) and they gain darkvision 60ft and any secondary benefits tied to their primary specialization.

    Advanced Research
    Items identified by Sp are spells not spell-like abilities.

    Universal
    1
    - Craft Feat (Ex): Gain a item creation feat you meet the prerequisites for. This may be taken multiple times learning a new feat each time.
    - Efficient Offense(Ex): When using esoteric offense and applying enhancements that increase casting time, after determining total cast time if longer then an attack action, decrease cast time by 1 step. This may be taken multiple times each time adds another decrease. This may only be taken once per 4 class levels.
    - Expanded Reserves (Ex): The mage spends time exhausting the mana reserves slowly building up an even greater reserve. The mage gains class level bonus mana.
    - Mage Armor (Sp) As a standard action gain +4 force armor bonus to AC for 24 hours. This bonus increases by 1 per three levels. Costs 25 mana.
    2
    - Efficient Defense(Ex): When using esoteric defense the ratio increases by 1 damage negated per mana expended. This may be taken once per even level.
    - Mage Shield (Sp): As a standard action gain +4 force shield bonus to AC for 24 hours. This protects against magic missile as the normal shield spell.
    3
    - Hands Free Defense (Ex): The mage no longer need a free hand to maintain the barrier.
    - Esoteric Bond (Su): You may now gain a familiar as a wizard of your class level or bond with an object per the wizard arcane bond. You benefit form the improved familiar feat when determining what familiar you may have. You may take this more than once gaining a new bond each time.
    4
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    5
    - Swift Defense (Ex): The mage may now activate the barrier as a immediate action.
    6
    - Improved Hands Free Defense (Ex): You no longer need a hand free to activate the barrier. Requires Hands Free Defense.
    7
    - Evocation (Su): As a 1 round action channel the magical forces through your body refiling your mana stores. Recover 15% of your mana upon activation, at the end of each round channeling you gain an additional 20% mana. You may channel for up to 3 rounds.
    8
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    - Esoteric Sanctum (Ex):
    18
    - Advanced Schema(Ex): The mage may now spend 90 mana to instead cast wish. Requires mage level 18.
    19
    - True Esoteric Bond (Su):
    20
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    Arcane Specialization
    1
    - Arcane Blast: You may modify esoteric offense's bolt to deal Arcane damage, increasing the die to d6+2.
    - Arcane Resilience: You may modify esoteric defense's barrier to grant Arcane resistance 5 per 2 specialization ranks. At the 16 ranks the Arcane resistance becomes Arcane immunity.
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    Void Specialization
    1
    - Shadow Bolt: You may modify esoteric offense's bolt to deal shadow damage, increasing the die to d8.
    - Shadow Resilience: You may modify esoteric defense's barrier to grant shadow resistance 5 per 2 specialization ranks. At the 16 ranks the shadow resistance becomes shadow immunity.
    2
    - Shadow Adaptation: As a round action you may expend 15 mana to gain the benefits Planar Adaptation(shadow) for 24 hours.
    3
    - Void Shift: As a swift action you may throw a mote of shadow in a direction. The mote flys at your move speed in a strait line and disappears at the start of your next turn. Creating the mote cost 10 mana. At any point until the start of your next turn you may expend 30 mana to teleport to the mote. You may not teleport to an occupied space.
    4
    - [b]Shadow Word: Pain (Su): As a swift action, you may expend 12 mana to wrack your target with gnawing pain dealing 1d4 shadow damage per round at the end of your turn. Last 5 rounds. You may increase the mana cost to increase the number of die by 1d4 per 6 additional mana.
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    Quote Originally Posted by Jarian View Post
    A note on "attack action" abilities:
    Spoiler
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    Several of a Shaman's abilities take an attack action to use; that is, they may be used as many times during a full attack action as the Shaman has iteratives due to base attack bonus, and they may be used for attacks of opportunity. Such attacks cannot be made as bonus attacks granted by haste or the Two-Weapon Fighting line of feats, for example.


    Immobilized:
    Spoiler
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    Introduced in Tome of Magic, the immobilized condition prevents a creature from moving from the space in which it starts its turn. An immobilized creature can attack and cast spells, and it keeps its Dexterity bonus to Armor Class. Flying creatures that become immobilized when aloft can control their descent so they don’t take falling damage, but they are incapable of moving from their current space until the condition ends, descending at a rate of 20 feet per round. If an immobilized flying creature can hover, it can maintain its altitude, but it still can’t move from its space until the condition ends.


    A note on percentages:
    Spoiler
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    Percentages for the Shaman are additive, rather than multiplicative. This provides both an increase in power and in simplicity. If the percentages slow your game down too much, consider removing them for flat bonuses - but try bringing a calculator first. The Shaman is meant to scale well, and flat bonuses often do not.
    XXXXXX Specialization
    1
    - XXXXXX Bolt: You may modify esoteric offense's bolt to deal XXXXXX damage, increasing the die to DX.
    - XXXXXX Resilience: You may modify esoteric defense's barrier to grant XXXXXX resistance 5 per 2 specialization ranks. At the 16 ranks the XXXXXX resistance becomes XXXXXX immunity.
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    Last edited by Lanth Sor; 2019-04-15 at 09:35 AM.

    My Homebrew: Here
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  2. - Top - End - #2
    Barbarian in the Playground
     
    MindFlayer

    Join Date
    Jan 2013

    Default Re: The Warlock

    New Rules
    Spoiler
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    [Armor] spell descriptor: A spell with the Armor descriptor may be cast as a 10 minute ritual increasing its duration to 1 day/CL, doing so requires a Soul Shard as a material component and changes the spell cost to 25 mana.
    [Companion] spell descriptor: A caster may only have one creature summoned by a companion spell at a time. Companion spells summon a specified creature and if the companion would take fatal damage or be knocked below 0hp they are instantly dismissed and become unsummonable for 24 hours.
    [DOT] spell descriptor: A DOT is any spell that deals damage over multiple rounds to a target. So while acid arrow or seed of corruption are DOTs, flaming sphere is not.


    Spoiler
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    Spell List
    Spoiler
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    Spoiler: Level 0
    Show

    Acid Splash
    Detect Magic
    Flame Jet
    Life Tap


    Spoiler: Level 1
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    Cause Fear(10 mana)
    Corruption
    Curse of Agony
    Identify
    Immolate
    Shadow Bolt:
    Summon Fel Companion


    Spoiler: Level 2
    Show

    Shadow Ward
    Unending Breath


    Spoiler: Level 3
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    Fireball
    Hellfire
    Searing Pain
    Soul Shatter


    Spoiler: Level 4
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    Dismissal(10 mana)
    Fear(15 mana)
    Rain of Fire: Call down a flaming rocks pelting all those in the area.
    Shadow Burn


    Spoiler: Level 5
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    Shadow Fury
    Unstable Affliction


    Spoiler: Level 6
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    Mortal Coil
    Soulfire


    Spoiler: Level 7
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    Banishment(25 Mana)
    Seed of Corruption:


    Spoiler: Level 8
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    Howl of Terror
    Atrocity


    Spoiler: Level 9
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    Spell
    Spoiler: Spell Description
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    Spoiler: Spells A-C
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    Atrocity
    Necromancy [DOT]
    Level Wlk 8
    Components: V, S
    Casting Time: Standard Action
    Range: Medium
    Target: one creature
    Area 10ft radius burst
    Duration: 5 rounds
    Saving Throw: Fort Negates
    Spell Resistance: Yes
    Mana Cost: 21
    Descriptive:
    By calling shadows of the dark you flood the area with defiling energy causing a residual corruption to all in the area.
    Everyone in the area takes 5d4 profane damage per round


    Chaos Bolt
    Evocation [Fire] [Evil]
    Level: Destroyer 4
    Components: V, S, M
    Casting Time: 1 Full round action
    Target: One Creature
    Range: Long (400ft + 40ft/CL)
    Duration: Instantaneous
    Saving Throw: No
    Spell Resistance: Yes
    Mana Cost: None
    Burning Embers Cost: All Embers
    Funneling burning embers into one blast the caster fires a massive bolt of Felfire at his target. The blast deals 1d8 damage per caster level Felfire damage, and is a ranged touch attack, that automatically scores a critical hit. Any effect that would increase its critical range instead increases its caster level by the same amount.
    The bonus damage from Burning Embers is increased to 3 per burning ember the caster has.
    Material Component: 1 soulshard.


    Channel Demonfire
    Evocation [Fire] [Evil]
    Level Wlk 7
    Components: V, S
    Casting Time: Full Round Action
    Range: Medium (100ft + 10ft/CL)
    Target: Each creature and object affected by immolate in range
    Effect: 15 Missiles
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    Mana Cost: 35
    Descriptive:
    Fires 15 balls of green flame, split evenly among all targets.

    Conflagrate
    Evocation [Fire]
    Level Wlk 3
    Components: V, S, M, F
    Casting Time: Swift action
    Range: Close (25ft + 5ft/2 CL)
    Target: one creature or object affected by immolate.
    Effect:
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance:
    Mana Cost: 3
    Descriptive:
    With sudden flash of flames end immolate on the target dealing all its remaining damage in fantastic style.


    Corruption
    Necromancy [DOT]
    Level Wlk 8
    Components: V, S, M, F
    Casting Time:
    Range:
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    Effect:
    Duration:
    Saving Throw:
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    Cripple
    Necromancy [DOT]
    Level Wlk 8
    Components: V, S, M, F
    Casting Time:
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    Duration:
    Saving Throw:
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    Curse of Agony
    Necromancy [DOT]
    Level Wlk 8
    Components: V, S, M, F
    Casting Time:
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    Effect:
    Duration:
    Saving Throw:
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    Curse of Doom
    Necromancy [DOT]
    Level Wlk 8
    Components: V, S, M, F
    Casting Time:
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    Duration:
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    Curse of Elements
    Necromancy [DOT]
    Level Wlk 8
    Components: V, S, M, F
    Casting Time:
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    Curse of Idiocy
    Necromancy [DOT]
    Level Wlk 8
    Components: V, S, M, F
    Casting Time:
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    Curse of Recklessness
    Necromancy [DOT]
    Level Wlk 8
    Components: V, S, M, F
    Casting Time:
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    Curse of Shadows
    Necromancy [DOT]
    Level Wlk 8
    Components: V, S, M, F
    Casting Time:
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    Curse of Tongues
    Necromancy [DOT]
    Level Wlk 8
    Components: V, S, M, F
    Casting Time:
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    Curse of Weakness
    Necromancy [DOT]
    Level Wlk 8
    Components: V, S, M, F
    Casting Time:
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    Duration:
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    Spoiler: Spells D-F
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    Dark Intent
    Necromancy [DOT]
    Level Wlk 8
    Components: V, S, M, F
    Casting Time:
    Range:
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    Effect:
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    Saving Throw:
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    Dark Pact
    Necromancy [DOT]
    Level Wlk 8
    Components: V, S, M, F
    Casting Time:
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    Saving Throw:
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    Descriptive:


    Demon Armor
    Conjuration [Armor]
    Level: Warlock 3
    Components: V, S
    Casting Time: standard action
    Range: Personal
    Duration: 1 hour/CL (D)
    Saving Throw: No
    Spell Resistance: No
    Mana Cost: 15
    Protects the caster, Granting a 2 + 1/2 CL Profane Armor bonus to AC and gain fast healing 2 or increase your fast healing by 2, profane resistance 15.


    Demon Bolt
    Necromancy [DOT]
    Level Wlk 8
    Components: V, S, M, F
    Casting Time:
    Range:
    Target:
    Effect:
    Duration:
    Saving Throw:
    Spell Resistance:
    Mana Cost:
    Descriptive:


    Demon Skin
    Transmutation [Armor]
    Level: Warlock 1
    Components: V, S
    Casting Time: standard action
    Range: Personal
    Duration: 1 hour/CL (D)
    Saving Throw: No
    Spell Resistance: No
    Mana Cost: 15
    Protects the caster, Granting a +1/2 CL Natural Armor bonus to AC and gain fast healing 1/2 or increase your fast healing by 1/2.


    Drain Life
    Necromancy [DOT]
    Level: Warlock 4
    Components: S
    Casting Time: Standard Action; Channeled
    Range: Close(25 + 5/2 CL)
    Target: one living creature
    Duration: concentration, up to 5 rounds (D)
    Saving Throw: Fort Negates
    Spell Resistance: Yes
    Mana Cost: 3 per round
    Descriptive:
    The caster taps the life force of the target tearing it away in a funnel of green energy. Deal 1d4/3 CL damage per round and heal hp equal to damage dealt.


    Drain Mana
    Necromancy [DOT]
    Level Wlk 3
    Components: S
    Casting Time: Standard Action; Channeled
    Range: Close(25 + 5/2 CL)
    Target: one creature with spell slots or mana
    Duration: concentration, up to 5 rounds (D)
    Saving Throw: Fort Negates
    Spell Resistance: Yes
    Mana Cost: 7
    Descriptive:
    The caster taps the font of magical energy from the target tearing it away in a funnel of radiant blue energy. Draining 1 spell level or 3 mana per round, and recovering 3 mana to their pool each round. Excess mana drained dissipates into the air and is lost.


    Drain Soul
    Necromancy [DOT] [Evil]
    Level: Warlock 1
    Components: S, A
    Casting Time: Standard Action; Channeled
    Range: Close(25 + 5/2 CL)
    Target: one creature with a soul
    Duration: concentration, up to 5 rounds (D)
    Saving Throw: Fort Negates
    Spell Resistance: Yes
    Mana Cost: 14
    The caster drains the soul from the target tearing away in a funnel of violet screams. Soul Drain deals 1d4 fel damage per round as long as the caster spends a standard action concentrating. If the target is below 25% health, damage dealt by soul drain is multiplied by 4. If the creature dies while the caster is still concentrating on the soul drain the caster creates a soul shard.


    Enslave Demon
    Necromancy [DOT]
    Level Wlk 8
    Components: V, S, M, F
    Casting Time:
    Range:
    Target:
    Effect:
    Duration:
    Saving Throw:
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    Descriptive:


    Eye of the Mad
    Necromancy [DOT]
    Level Wlk 8
    Components: V, S, M, F
    Casting Time:
    Range:
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    Effect:
    Duration:
    Saving Throw:
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    Fel Armor
    Conjuration [Armor]
    Level: Warlock 5
    Components: V, S
    Casting Time: standard action
    Range: Personal
    Duration: 1 hour/CL (D)
    Saving Throw: No
    Spell Resistance: No
    Mana Cost: 15
    Protects the caster, Granting a 2 + 1/2 CL Profane Armor bonus to AC, all damage dealing spells deal 20% more damage, and all healing received is increased by 20%.


    Spoiler: Spells H-P
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    Health Funnel
    Necromancy [DOT]
    Level Wlk 8
    Components: V, S, M, F
    Casting Time:
    Range:
    Target:
    Effect:
    Duration:
    Saving Throw:
    Spell Resistance:
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    Descriptive:


    Hellfire
    Necromancy [DOT]
    Level Wlk 8
    Components: V, S, M, F
    Casting Time:
    Range:
    Target:
    Effect:
    Duration:
    Saving Throw:
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    Descriptive:


    Howl of Terror
    Necromancy [Fear, Mind-Affecting]
    Level Wlk 8
    Components: V, S, M, F
    Casting Time: Standard
    Range: 100ft
    Area: Radius Burst
    Duration: 1 minute/level or 1 minute; see text
    Saving Throw: Will Partial
    Spell Resistance: Yes
    Mana Cost: 15
    Descriptive:
    The caster unleashes a primal scream inciting terror in all with in the spells radius other than the caster. If a subject fails their will save they become panicked, if they fail by 5 or more they cower for the first minute. on a successful will save they are frightened for the first round and shaken for the remaining minute.
    Material: Fang of a old dragon


    Immolate
    Evocation [DOT]
    Level Wlk 1
    Components: V, S, M
    Casting Time:
    Range: Long (400ft + 40ft/ CL)
    Target: one object or creature
    Effect:
    Duration:
    Saving Throw:
    Spell Resistance:
    Mana Cost: 6
    Descriptive:


    Immolation Cloak
    Conjuration [Armor]
    Level: Warlock 2
    Components: V, S
    Casting Time: standard action
    Range: Personal
    Duration: 1 hour/CL (D)
    Saving Throw: Relex for half.
    Spell Resistance: No
    Mana Cost: 10 + 5 per round(see text)
    Protects the caster, Granting a 2 + 1/2 CL Profane Armor bonus to AC, melee attackers not using reach manufactured weapons take 1d6/4 CL fire damage. After the initial cast, as a swift action the caster can channel additional mana into the cloak increasing the fire damage to 1d6/4 CL + CL, and everyone in the casters natural reach due to size.


    Incinerate
    Evocation [Fire]
    Level: Warlock 3
    Components: V, S
    Casting Time: 1 Standard action
    Target: One Creature
    Range: Medium
    Duration: Instantaneous
    Saving Throw: No
    Spell Resistance: Yes
    Mana Cost: 6
    Calling forth a wave of flame to was the earth on their way to a hapless foe.
    Guiding the wave is a ranged touch attack that deals 1d6/CL fire damage. If the target in on fire the damage die is increased to d8s.


    Inferno


    Life Tap
    Transmutation
    Level: Warlock 1
    Components: V, S, M
    Casting Time: swift action
    Range: Personal
    Duration: Instantaneous
    Saving Throw: No
    Spell Resistance: No
    By sacrificing 1/10th max hp to recover 1/10th max mana.
    Material Component: Soul Shard

    Mortal Coil
    Necromancy [DOT]
    Level Wlk 8
    Components: V, S, M, F
    Casting Time:
    Range:
    Target:
    Effect:
    Duration:
    Saving Throw:
    Spell Resistance:
    Mana Cost:
    Descriptive:

    Spoiler: Spells R-Z
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    Rain of Fire
    Necromancy [DOT]
    Level Wlk 8
    Components: V, S, M, F
    Casting Time:
    Range:
    Target:
    Effect:
    Duration:
    Saving Throw:
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    Descriptive:


    Searing Pain
    Evocation [Fire] [Pain]
    Level: Warlock 3
    Components: V, S
    Casting Time: 1 attack action
    Target: One Creature
    Range: Medium
    Duration: Instantaneous
    Saving Throw: No
    Spell Resistance: Yes
    Mana Cost: 8
    A burning ray of sears the skin of the target on contact causing immense pain.
    The caster fires a ray ranged touch attack dealing 3d8+2/CL fire damage. The attack crits on 18-20. Additionally, the target must make a fortitude save or become sickened for 1d4 rounds.


    Seed of Corruption
    Necromancy [DOT]
    Level Wlk 8
    Components: V, S, M, F
    Casting Time:
    Range:
    Target:
    Effect:
    Duration:
    Saving Throw:
    Spell Resistance:
    Mana Cost:
    Descriptive:


    Shadow Bolt
    Evocation [Evil]
    Level: Warlock 1
    Components: V, S
    Casting Time: 1 Standard action
    Target: One Creature
    Range: Medium
    Duration: Instantaneous
    Saving Throw: No
    Spell Resistance: Yes
    Mana Cost: 16
    Calling forth void energies into a malevolent sphere and propelling it at your enemy, Ah, nothing so satisfying.
    The bolt is a ranged touch attack that deals 1d4/CL profane damage.


    Shadow Burn
    Evocation [Evil]
    Level: Warlock 4
    Components: V, S
    Casting Time: 1 Immediate Action
    Target: One Creature
    Range: Close
    Duration: Instantaneous; 1 round.
    Saving Throw: No
    Spell Resistance: Yes
    Mana Cost: 6
    With a sudden lash of energy the soul shard shatters in your hand unleashing the soul energy violently into the target marking their soul breifly.
    The bolt is a ranged touch attack that deals 1d8/CL profane damage. If the target dies before end of the casters next turn their death generates 2 soul shards.


    Shadow Fury
    Necromancy [DOT]
    Level Wlk 8
    Components: V, S, M, F
    Casting Time:
    Range:
    Target:
    Effect:
    Duration:
    Saving Throw:
    Spell Resistance:
    Mana Cost:
    Descriptive:


    Shadow Ward
    Necromancy [DOT]
    Level Wlk 8
    Components: V, S, M, F
    Casting Time:
    Range:
    Target:
    Effect:
    Duration:
    Saving Throw:
    Spell Resistance:
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    Descriptive:


    Soulfire
    Necromancy [DOT]
    Level Wlk 8
    Components: V, S, M, F
    Casting Time:
    Range:
    Target:
    Effect:
    Duration:
    Saving Throw:
    Spell Resistance:
    Mana Cost:
    Descriptive:


    Soulshatter
    Necromancy [DOT]
    Level Wlk 4
    Components: V, S, M, F
    Casting Time:
    Range:
    Target:
    Effect:
    Duration:
    Saving Throw:
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    Descriptive:


    Summon Fel Companion
    Conjuration [Summoning] [Companion] [Evil]
    Level: Fel Master 2, Warlock 3
    Components: V, S, M
    Casting Time: 1 round
    Range: Adjacent Square
    Duration: Permanent or 1 round/level; see text (D)
    Mana Cost: 45
    Tearing a rift open to a hellscape unknown your fel companion steps through to provide assistance.
    You summon one of your bound fel companions to your side. If the companion does not exceed your limit of companions the companion remains as if summoned by the ritual. If you currently are at your limit of fel companions the companion is instead treated as a normal summoned monster and is only summoned for 1 round per caster level.
    Material Component: The summoning cost 1 soul shard plus the number of soul shards required to summon via the fel companion ritual.


    Unending Breath
    Necromancy [DOT]
    Level Wlk 8
    Components: V, S, M, F
    Casting Time:
    Range:
    Target:
    Effect:
    Duration:
    Saving Throw:
    Spell Resistance:
    Mana Cost:
    Descriptive:


    Unstable Affliction
    Necromancy [DOT]
    Level Wlk 8
    Components: V, S, M, F
    Casting Time:
    Range:
    Target:
    Effect:
    Duration:
    Saving Throw:
    Spell Resistance:
    Mana Cost:
    Descriptive:



    Rituals
    Spoiler: Ritual Descriptions
    Show

    Cataclysm
    Evocation [Fire] [Evil]
    Level: Destroyer 20
    Components: V, S, M
    Casting Time: 1 Min
    Target: One Creature
    Range: 1 mile Radius
    Duration: Instantaneous
    Saving Throw: No
    Spell Resistance: Yes
    Mana Cost: None
    Burning Embers Cost: All Embers (min 30
    By channeling all the flames the warlock sunders the earth and calls doom from the sky. The area is effected by both the Eathquate and Storm of Vengence spells. Any fissure caused by Earthquake projects a pillar of flame 25ft in the air that does the same damage as being hit by storm of vengence. All damage dealt by cataclysm is Felfire damage.
    The bonus damage from Burning Embers is increased to 3 per burning ember the caster has.
    Material Component: 1 soulshard.


    Create Firestone


    Create Healthstone


    Create Soulstone


    Create Spellstone


    Doom Calling

    Fel Companion:(Chosen Companion)
    Conjuration (Summoning) [Companion] [Evil]
    Level: 1st
    Components: V, S, M(See Text)
    Casting Time: 10 Minutes
    Range: Adjacent square
    Duration: Permanent (D)
    Mana Cost: 45
    The caster summons a previously bound Evil Outsider or Felsworn to their service. The summoned creature is always the same creature that was bound. A creature with CR greater than 2 requires a soul shard as a material component to summon.
    Research: First the caster must find the true name of the creature they wish to summon. This most often involves a creation of a magic elixir costing 25 x required CL x CR of the desired creature to enter a trans and seek the demon to be bounds name. This takes 1hour per CR of creature to be called.
    The
    From creature to creature the exact materials used for the final calling vary widely but their total value should be CR squared x 100 gold.
    Special: This is a template each individual Fel Companion has their own unique summoning ritual it is strongly advised that the DM come up with a unique quest to research each new Fel Companion.
    The Fel Companion can have a CR upto 3/4 caster level(min 1), but no more than 10 CR. Calling a Fel Companion is take 10 minute ritual, and only one fel companion may be summoned at a time if you summon a fel companion while another fel companion is present the first companion returns immediately to where i came from. Fel companions count as summoned for all intents and purposes. A fel companion with a CR greater than 1 requires a Soul Shard to summon. When Choosing this Invocation you must specify a single creature to summon, whenever you use the instance of the Invocation it only summons that target.
    Special: This is a template each individual Fel Companion has their own unique summoning ritual it is strongly advised that the DM come up with a unique quest to research each new Fel Companion.
    Research: The process varies widely but should be
    Spoiler: Research
    Show

    Outsider Ritual
    Cr 1
    Complexity 21 (Difficult)
    Languages: Common, Infernal
    Research Check Knowledge (planes); Knowledge Bonus +0
    KP: CR x 6
    Research Thresholds
    kp (KP x 2/3, min 3 Learn the summoning ritual and outsiders name. Summoning ritual cost 20g per CR of the outsider in rare materials. The outsider is simply summoned treat as Planar Ally.
    kp (KP x 1/3, min 1) Learn the bindings keeping the outsider contained with-in a 10ft circle and preventing any form of movement including planar as per dimensional anchor, out of the circle. The extra bindings increase the ritual cost by 15g per CR.
    kp 0 Learn the bindings to negate all supernatural abilities of the outsider. The extra bindings increase the ritual cost by 15g per CR.



    Fel Companion:(Flame Imp)
    Conjuration (Summoning) [Companion] [Evil]
    Level: 1st
    Components: V, S
    Casting Time: 10 Minutes
    Range: Adjacent square
    Duration: Permanent (D)
    Mana Cost: 45
    The caster calls their bound flame imp to their service they.
    Research: The research can be carried out in any location containing average amounts of planar knowledge.
    Spoiler: Research
    Show

    Flame Imp Ritual
    Cr 1
    Complexity 21 (Difficult)
    Languages: Common, Infernal
    Research Check Knowledge (planes); Knowledge Bonus +0
    KP: 6
    Research Thresholds
    kp 3 Learn the summoning ritual and imp name. Summoning ritual cost 20g per CR of the imp in rare materials. The imp is simply summoned treat as Planar Ally.
    kp 1 Learn the bindings keeping the imp contained with-in a 10ft circle and preventing any form of movement including planar as per dimensional anchor, out of the circle. The extra bindings increase the ritual cost by 15g per CR.
    kp 0 Learn the bindings to negate all supernatural abilities of the Flame Imp. The extra bindings increase the ritual cost by 15g per CR.



    Sense Demons


    Soul Draw
    Necromancy
    Level: 10th
    Components: V, S, M
    Casting Time: 1 hour
    Target: 1 willing subject with a soul
    Range: Touch
    The caster draws a small portion of the target's soul garnering 1 soul shard per 5 CR of the target corpse. The target gains 1 negative level per soul shard made.
    Material: Gem worth 25g per shard.
    Research:
    Spoiler: Research
    Show

    Soul Draw Ritual
    Cr 5
    Complexity 26 (Difficult)
    Languages: Truespeach
    Research Check Knowledge (planes) or Knowledge (religion); Knowledge Bonus +0;
    KP: 20
    Research Thresholds
    kp 15 Learn the ritual, but the cast time is 8 hours and can only recover one soul shard.
    kp 10 The ritual now takes 4 hours and collects 1 soul shard per 20 CR
    kp 5 The ritual now takes 2 hours and collects 1 soul shard per 10 CR.
    kp 0 The ritual takes 1 hour and collects 1 soul shard per 5 CR.



    Soul Harvest
    Necromancy [Evil]
    Level: 3rd
    Components: V, S, M
    Casting Time: 10 Minutes
    Target:
    Range: Touch
    The caster draws the rements of their target corpse's soul garnering 1 soul shard per 3 CR of the target corpse.
    Material: 1 Corpse that has been dead less then 10 min per caster level. Not previously subject to any method to harvest soul shards or a Crystallized Soul.
    Research:
    Spoiler: Research
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    Soul Harvest Ritual
    Cr 5
    Complexity 26 (Difficult)
    Languages: Truespeach
    Research Check Knowledge (planes) or Knowledge (religion); Knowledge Bonus +0;
    Difficulties: At each threshold you must find a new source of knowledge to research in. A critical success allows research for an additional threshold.
    KP: 20
    Research Thresholds
    kp 15 Learn the ritual, but the cast time is 2 hours and can only recover one soul shard.
    kp 10 The ritual now takes 1 hour and collects 1 soul shard per 10
    kp 5 The ritual now takes 30 minutes and collects 1 soul shard per 5 CR.
    kp 0 The ritual takes 10 minutes and collects 1 soul shard per 3 CR.


    Summoning
    Last edited by Lanth Sor; 2019-04-15 at 10:34 AM.

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  3. - Top - End - #3
    Barbarian in the Playground
     
    MindFlayer

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    Default Re: The Warlock

    Fel Companions
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    New Monsters
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    Spoiler: Flame Imp
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    Flame Imp
    Size/Type: Tiny Outsider (Evil, Extraplanar, Fire)
    Hit Dice: 1d8 (4 hp)
    Initiative: +6
    Speed: 20 ft. (4 squares), 5ft Burrow
    Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
    Base Attack/Grapple: +1/-8
    Attack: Flame Bolt +3 ranged touch (1d4)
    Full Attack: Flame Bolt +3 ranged touch (1d4)
    Space/Reach: 2½ ft./0 ft.
    Special Attacks: Flame Bolt
    Special Qualities: See in Darkness, immunity to poison, Immunity to Fire, Spell Resistance 11
    Saves: Fort +2, Ref +4, Will +0
    Abilities: Str 4, Dex 14, Con 11, Int 8, Wis 7, Cha 15
    Skills: Diplomacy +7, Hide +17, perception +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7
    Feats: Toughness, Improved Initiative(B)
    Environment: A evil-aligned plane
    Organization: Solitary
    Challenge Rating: 1
    Treasure: None
    Alignment: Always evil
    Advancement: Class Levels (usually Warlock)

    Flame imps are not the sharpest minions of the dark, but they are definitely the most energetic. They their own society is ruled by the toughest imp usually judged by the intimidation over physical power. Cowards to a fault they favor mischief to direct confrontations. Their homes are usually warrens they burrowed out by burning the holes in the grand, passages rarely are larger than tiny size creatures.

    As Characters
    -6 Str, +4 Dex, -2 int, -4 wis, +4 Cha
    Type: Outsider(Evil, Extraplanar, Fire)
    Tiny: Felfire Imps are Tiny creatures and thus gain a +2 size bonus to their AC, a +1 size bonus on attack rolls, a –8 penalty to their rolls for bull rush, grapple, overrun, and trip, a +8 size bonus on hide checks, and as they have 0 reach they must occupy the same space as the target of their melee attacks.
    Base Speed: Flame Imps have a base speed of 20ft
    Continuous Burn: Flame Imps can produce a steady stream of flame allowing them to burrow at a speed of 5ft per round. This can be used for crafting purposes as well as the temperature can match any forge.
    Poison Immunity: Flame Imps blood burns away most poison before it can do harm.
    See in Darkness: Sees normally even in absolute darkness and magical darkness.
    Flame Bolt(Sp): Flame Imps can throw shoot a ball of fire at a target in place of an attack. The fire deals 1d4/HD fire damage and burns for 1 fire damage per HD each round after, for 4 rounds. The damage stacks.
    Spell Resistance: A Flame Imp has spell resistance equal to 11 + 1/2 Hit Dice.



    Fel Sworn Prestige Class
    Spoiler
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    Description: The dark beings that inhabit the lower planes draw may to their sides with promises of power or things lost, but once one delves to deeply they find their form ever changed. Their once natural bodies, cruel and defiled by the taint of the fel. While the path they take may lead them in different directions the path's are often not to dissimilar.
    Hit Die: d8.
    Requirements
    Special: The character must have taken levels in warlock or been exposed to fel poison or spells using fel energy.
    Level BAB Fort Ref Will Special
    1st +0 +2 +0 +2 Fel Corruption, Fel Boon, Sworn
    2nd +1 +3 +0 +3 Fel Boon
    3rd +1 +3 +1 +3 Fel Boon
    4th +2 +4 +1 +4 Fel Boon
    5th +2 +4 +1 +4 Fel Boon
    6th +3 +5 +2 +5 Fel Boon
    7th +3 +5 +2 +5 Fel Boon
    8th +4 +6 +2 +6 Fel Boon
    9th +4 +6 +3 +6 Fel Boon
    10th +5 +7 +3 +7 Fel Boon
    Class Skills
    The Fel-Sworn’s class skills (and the key ability for each) are Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex) Intimidate (Cha), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).
    Skill Points at Each Level: 4 + Int modifier.
    Class Features
    Weapon and Armor Proficiency: Fel-Sworns do not gain any additional weapon or armor proficiencies.

    Fel Corruption (Su): For every level of fel-sworn the character has, his alignment takes one step toward an evil alignment in line with his current alignment (lawful, neutral or chaotic). For instance, if Korsk the orc Fighter/Fel-Sworn is chaotic good at 1st level, at 2nd level his alignment will shift to chaotic neutral, and at 3rd level his alignment will shift to chaotic evil.

    Sworn (Su): Fel-sworn are subject to the Spells and Rituals as if they were an Evil outsider.

    Fel Boon: At each level, a fel-sworn gains the opportunity to select a special trait from among those described below. Treat fel natural weapons as magical weapons for the purposes of striking creatures with damage resistance.
    Spoiler
    Show

    Fel Breath (Ex): The fel-sworn can actually breathe a burst of felfire from his lungs. This 15ft cone-shaped burst of green flame deals 1d4 points of felfire damage per HD. A successful Reflex saving throw (DC of 10 + the fel-sworn’s level + the fel-sworn’s Constitution modifier) results in half damage. The breath takes 1d4 rounds to recover. Each time taken after the first increases damage die by 1 step and the doubles the range. It can be taken two additional times.

    Fel Fangs and Talons (Ex): The fel-sworn grows a pair of long black talons and vicious fangs. These claws deals 1d6 + Strength modifier points of fel slashing damage. The bite deals 1d8 + 1 1/2 Strength modifier points of fel piercing damage.

    Fel Magic: The fel-sworn adds all spells on the warlock spell list to their spell list. The fel-sworn gains a level of spell casting as if they had advanced a level in a previous class they previously had class levels in. If they did not have class levels in a spell casting class they gain spell casting of a level 1 warlock including mana pool. This may be taken multiple times and its effect stacks.

    Fel Sight (Ex): The fel-sworn gains See in Darkness and +2 per class level to Listen, Search, and Spot.

    Fel Strikes (Su): Wicked green flames engulf the weapons of the Fel-Sworn. All melee attacks with manufactured and natural weapons deal an additional 1d6 points of fel damage. This damage is doubled against creatures with the good alignment. Their attacks are treated as chaotic, evil, good, and lawful for the purposes of bypassing damage reduction.

    Fel Wings (Ex): Wings sprout from the back of the fel-sworn. While at first these wings are relatively useless, for every level that the fel-sworn chooses to take this power, the wings grow in effectiveness. The wings begin with a maneuverability of poor and a flight speed of 40 feet (8 squares). Each time the fel-sworn takes fel wings, they increase their the maneuverability by one class (for instance from poor to average) and the speed by +20 feet.

    Hellish Growth (Ex): The fel-sworn grows 75% bigger. The fel-sworn gains +4 Strength, +2 Stamina and –2 Spirit. This may be taken multiple times and its effects stack. For every two time taken increases the fel-sworn increases one size category, the size change does affect ability scores of the fel-sworn.

    Insidious Horns (Ex): Twisted horns grow from the fel-sworn’s brow. These horns are natural weapons that inflict 1d6 + Strength modifier points of fel bludgeoning damage. The fel-sworn gains +3 to intimidate checks, and telepathy 20ft per class level.

    Scabrous Hide (Ex): The fel-sworn’s hide grows scaly and thick. Their natural armor increases by 3 and gains DR X/- where X is 2 x class level. He also suffers a –3 penalty on Charisma based skill checks, except for Intimidate.

    Spiny Tail (Ex): The spiny tail of the fel-sworn aids in balance and grants him a +2 bonus on Balance checks. The tail also sports sharp spines. This natural weapon deals 1d6 points of piercing damage + Strength modifier in addition to looking pretty cool.


    Last edited by Lanth Sor; 2019-04-23 at 10:50 PM.

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  4. - Top - End - #4
    Troll in the Playground
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    Default Re: The Warlock

    I think i know where this class comes so loktar ogar my glorious friend.
    Quote Originally Posted by Dark Shadow View Post
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  5. - Top - End - #5
    Barbarian in the Playground
     
    MindFlayer

    Join Date
    Jan 2013

    Default Re: The Warlock

    I know not of this locking tared ogres but "Victory or Death!"
    Last edited by Lanth Sor; 2017-07-25 at 09:06 AM.

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  6. - Top - End - #6
    Troll in the Playground
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    Default Re: The Warlock

    simple check shows yer know wot i am talk'n mate 'cos yer answered wit' 'da password yer digg!
    Quote Originally Posted by Dark Shadow View Post
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  7. - Top - End - #7
    Barbarian in the Playground
     
    MindFlayer

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    Default Re: The Warlock

    On serious note, feel free to PEACH, and Contribute non-converted content. Heavily basing everything on Actual game and the S&S Warcraft books. But I feel the S&S books gave up some of the game soul for direct conversion purposes. The spell casting i used is based on Jarian's work.
    Last edited by Lanth Sor; 2017-07-25 at 12:33 PM.

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  8. - Top - End - #8
    Troll in the Playground
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    Default Re: The Warlock

    not a warcraft player but i think you already got the jist of the class it just needs the sucubi and the other summons and its kinda done
    Quote Originally Posted by Dark Shadow View Post
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  9. - Top - End - #9
    Halfling in the Playground
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    Default Re: The Warlock

    It's kine of hard to give feedback with so many unspecified spells still, but I think there are some overarching issues seperate form specific spell stats that can be discussed. To be frank, WoW and D&D are different games, and the machanics don't port over soo cleanly. There are scaling issues and problems with resource management as a result of this difference. So lets touch on starting problems.

    First, soul shards do nothing but encourage murder hobos, which is already encouraged enough in D&D. The response to anyone who sees spells powered by soul shards is to go around killing NPCs to collect a million shards and then only use empowered spells. This, however, is something that *can* be easily fixed. My suggestion here is to do exactly what WoW did, soul shards can only be gained by fighting someone of an appopriate challenge level. Say an oponent must have a HD equal to 2 - your level or greater to provide soul shards. I would further put a strict upper cap on how many soul shards a warloc can carry at one time (likely increase it as he levels), to prevent him from having his team go around and hunt down people to kill just to build up an infinite reserve of shards before the next major battle. I'd likely also say that he refills some number of soul shards each day after a long rest, again because if you don't the warlock is going to insist on going out to farm people to kill for shards before leaving for a dungeon.

    Second, your damage abilities are over powered at level they are received relative to the respective comparisons. shadowbolt is better then magic missle and immolation is substantially better then scorching ray when you first get it (doing more damage plus sickening). they also scale better and are much cheaper. However, this is counter acted by the fact that they don't scale with upper level spells. The warlock can not do any upper level burst currently compared to a wizard breaking out a disentigrate. This is because the warloc has no upper level damage spells stated yet. It's possible that you could give him one but, well ther is still a conceptual problem. If you add comperable high level spells then your low level spells will scale too well, giving both high burst when chosen and way too efficent sustained damage.

    The real problem is the sustained damage problem though. His bas spells are cheap and can be tossed around freely in battles, particularly due to life drain. This one spell means a simple cure after a battle equites to a huge boost to his spell options. With one clw at low levels the warlock heals enough MP to support 2 shadow bolts in the next battle. He will never run out of magic, he will just siphoning healing spells from the cleric between battles.

    This one ability means no matter how you set his spells there is going to be a scaling pain, because you have to go in expecting him to have 100 mana in every single battle. It means you *can't* allow him to have any efficent burst options, because if he *can* nova he will nova every fight, have the cleric heal his life tap damage to refil his mana, and then nova again next encounter.

    Now, this may not be horrible. If you go in building him around being more of a sustained damage magic user, someone who can do constant steady damage (and utility) in any fight, but trades off the ability to be as good at Novaing major encoutners for his solid sustain. In this case he could work well, with one exception. He will start to annoy your cleric with his constant demands for healing so he can do more damage. Frankly life tap has to be limited in some manner as well not for balance, but for party cohesion, so other's don't get frustrated with using their abilities just to sustain another allies strength rather then showing off their own.

    My suggestion is to make lifetap an in-combat only affect first and foremost. Lifetap creates *temporary* mana points. Those mana points generated in a fight can be used for that fight, but don't carry over to other fights (possibly combined with some way to allow him to regenerate some of the health spent to lifetap if he had allot of bonus mana available when an encounter ended so it's not all wasted). Alternatively consider making lifetap an X/day sort of thing, but I'd suggest doing *something* to prevent him from just exploiting his cleric to heal up to full.

    I would also look as psonics a bit if you insist on using the 100 mp approach. Psonics address the Nova potential partially by giving them an option to increase the damage of a spell by adding more mana to it. I wouldn't go pure psonic, Especially not until/unless you solved the infinately refilable mana problem. However, once you have addressed the refiliable mana a bit better consider some class features that offer limited ways of boosting damage (or utility, damage is really the least optimal option for casters already) by using some extra mana. I'd say consider making it so that mana can be spent to replicate most of the effects of soul-shards in a battle. Say every X times a day you can spend y mana to activate a soulshard effect of a spell that isn't armor or compaion without spending a soul shard etc.

    The other conceptual problem is Dots. DoTs just don't work in D&D. It tends to rockettag gameplay, things die way too fast to make a DoT make sense without allot of work. Best case would be to make the DoTs do quite a bit of damage each round but wear off after only 2-3 rounds but...It's going to be very difficult to scale a DoT well in D&D world. A DoT risks being useless for the vast majority of fights, and yet if made strong enough to be viable in any normal encouter it would likely be exploitable by giving a warloc a speed buff and having him cast the DoT and run or some other Kitting tactic. It's very very hard to make a DoT that is useful in normal cases and not exploitable that also doesn't risk encouraging a gameplay mode that breaks immertion or fun for the sake of maximizing damage.
    Last edited by dsollen; 2017-07-25 at 12:52 PM.

  10. - Top - End - #10

    Default Re: The Warlock

    I think it might be a good idea to change the name of the class a bit so people will not confuse it with the official warlock.

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