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![]() Just chiming in, our group doesn't allow multi-classing at all. We played a lot of 3.5, and while this system doesn't allow for as much broken stuff as that one, the purpose behind all the multi-classing seems the same. People tend to multiclass for mechanical advantages, and it's difficult to justify it any other way. This game is extremely versatile. For any character concept, you can find a class + archetype + trait + feat combination to allow it. Overpowered characters that one shot bbegs or cleave through enemies that should take rounds to get through hurt the fun of the entire group. It isn't a competition or an elder scrolls game. It's a cooperative roleplaying game where the story, character growth and character interaction are the goals. You don't win dnd, at least not at our table. ![]()
![]() Also, I thought allowing for a shape and essence modification gave the warlock at least some advantage over a wizard/sorcerer in that crowd control could be customized more easily with each different situation he came up against. 30 foot cones of sickening or at later levels long range stunning spears for flying opponents.
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![]() What I wanted was to base his utility abilities on his Eldritch Blast since it felt like the base ability of the class, so the invocations are replaced by blast tricks. The movement ones were easy enough to come up with and adding in the ones that replicated combat maneuvers seemed obvious, but I fell short coming up with out of combat uses. It is a "Blast," so making it useful in noncombat is difficult. ![]()
![]() Warlock A lot of this is the effort of a fellow message board frequenter, Master Arminas. The rest is just my take on the Pathfinder Warlock Update. I thought that the focus for the Warlock should be his unique ability, so this is where that led. If anyone has any ideas for blast tricks, I'd love to hear them. Alignment: Any
Class Skills:
Skill Ranks per Level: 4 + Int modifier Weapon and Armor Proficiencies: The warlock is proficient with all simple weapons. He is proficient with light armor, but not with medium or heavy armor, or with shields of any type. The warlock can cast warlock spells (but not arcane spells gained from other classes) in light armor without incurring the normal chance of arcane spell failure. While wearing medium or heavy armor or when using a shield, a warlock suffers the normal chance of spell failure. Eldritch Blast (Su):
Blast Shapes:
Blast Trick:
Empowered Blast: At 11th level a warlock may empower (as per the feat empower spell) his eldritch blast. He may do this a number of times per day equal to 3+ his CHA Modifier. Maximized Blast:
Eldritch Self:
Blast shapes:
Minor Eldritch Cone: The warlock can modify his eldritch blast to deal damage in a 15ft cone. Minor Eldritch Sphere: The warlock can modify his eldritch blast to deal damage in a 5ft emanation centered on him. Minor Eldritch Line: The warlock can modify his eldritch blast to deal damage in a 30 ft line. Eldritch Strike: The warlock infuses his melee weapon with the power of his eldritch blast. This invocation may be used as a standard action, and imbues one melee weapon which the warlock is currently wielding with the energy of his eldritch blast. As part of the invocation, the warlock may make a single melee attack roll with his weapon, gaining a bonus on the attack roll equal to the warlock’s Charisma modifier (if any). If the attack successful hits the warlock deals normal weapon damage plus the full damage of his eldritch blast. A successful critical hit (using the weapons critical threat range) deals normal critical hit damage for just the weapon but not the eldritch blast. A warlock must be at least 3rd level to select this Blast shape
Eldritch Line: The warlock can modify his eldritch blast to deal damage in a 60ft Line. A warlock must be at least 6th level to select his Blast Shape. Eldritch Sphere: The warlock can modify his eldritch Blast to deal damage in a 15ft emanation centered on him.
Greater Eldritch Cone: A warlock can modify his blast to deal damage in a 60ft Cone. A warlock must be at least 10th level to select this Blast Shape. Greater Eldritch Line: A warlock can modify his blast to deal damage in a 120ft line. A warlock must be at least 10th level to select this Blast Shape. Greater Eldritch Sphere: A warlock can modify his blast to deal damage in a 30ft emanation centered on him. A warlock must be at least 10th level to select this blast shape. Greater Eldritch Strike: The warlock infuses his melee weapon with the power of his eldritch blast. This blast shape may be used as a full round action, and imbues one melee weapon which the warlock is currently wielding with the energy of his eldritch blast. As part of the invocation, the warlock may make a full attack action with his weapon, gaining a bonus on the attack roll equal to the warlock’s Charisma modifier (if any). For each attack that successfully hits, the warlock deals normal weapon damage plus the full damage of his eldritch blast. A successful critical hit (using the weapons critical threat range) deals normal critical hit damage for just the weapon but not the eldritch blast. A warlock must be at least 15th level to select this
Eldritch Doom: A warlock can modify his blast to deal damage in a 30 ft radius spread with a range of 60ft that affects all creatures in the area. A warlock must be at least 15th level to select this blast shape. Blast Essences: Boreal Blast: The warlock alters his eldritch blast to inflict cold damage. The damage on his eldritch blast increases by +1d8; this extra damage applies only to the boreal blast. Inferno Blast: The warlock alters his eldritch blast to inflict fire damage. The damage on his eldritch blast increases by +1d8; this extra damage applies only to the inferno blast. Maelstrom Blast: The warlock alters his eldritch blast to inflict electricity damage. The damage on his eldritch blast increases by +1d8; this extra damage applies only to the maelstrom blast. Vitriolic Blast: The warlock alters his eldritch blast to inflict acid damage. The damage on his eldritch blast increases by +1d8; this extra damage applies only to the vitriolic blast.
Exsanguinating Blast: The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or suffer 1d6 points of bleed damage. The DC for a heal check to staunch the bleeding is equal to that of the invocation; a cure wounds spell of any level automatically staunches this effect. A warlock must be at least 4th level to select this essence. Frightful Blast: The target of the eldritch blast suffers normal damage and must make a Will saving throw or become shaken for 2 rounds. This is a mind-affecting, fear affect. Hindering Blast: The target of the eldritch blast suffers normal damage and must make a Will saving throw or become slowed (as per the spell slow) for 2 rounds. Sickening Blast: The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become sickened for 2 rounds.
Banishing Blast: The target of the eldritch blast suffers normal damage. In addition, if the target is an outsider it must make a Will saving throw or suffer the effects of dismissal (as per the spell). If the target has merely been summoned via a spell (such as summon monster or summon nature's ally), this essence counters and dispels the summoning spell (for the creature targeted only) with no saving throw. Fatiguing Blast: The target of the eldritch blast suffers normal damage and must make a fortitude saving throw or become fatigued. This essence does not stack with itself. If a creature fails it’s save against this essence twice, he remains fatigued and does not become exhausted. A warlock must be at least 10th level to select this Essence. Noxious Blast: The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become nauseated for 2 rounds. A warlock must be at least 10th level to select this Essence. Weakening Blast: Any creature damaged by the warlock’s eldritch blast must make a Will save or take 2 points of Strength damage. A warlock must be at least 10th level to select this Essence. Exhausting Blast: The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become exhausted. A warlock must be at least 15th level to select this Essence. Stunning Blast: The target of the eldritch blast suffers normal damage and must make a Will saving throw or be stunned for 2 rounds. Utterdark Blast: The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or gain 2 negative levels. Undead creatures suffer no damage and gain no benefit from this Essence. A warlock must be at least 18th level to select this Essence. Blast Tricks: Fiery Motion: Positioning his blast behind him, the warlock propels himself forward with the explosive force of his eldritch energy. As a move action, the warlock can move up to twice his move speed in a straight line. Improved Fiery Motion: After a great deal of practice, the warlock has learned to change direction with his blast propulsion. As a move action, the warlock can move up to twice his move speed as he chooses. In addition, as a free action, the warlock can slow his descent in a fall as per the spell featherfall. (Prerequisites: Fiery Motion, Warlock level 4) Blasting Drill: The warlock can relentlessly pummel into the ground gaining a burrow speed equal to half his move speed through any material with a hardness less than stone. (Prerequisite: Fiery Motion, Warlock Level 6) Booming Flight: At this level of mastery, the warlock has learned to keep himself aloft with the force of his eldritch blasts. As a move action, the warlock gains a fly speed equal to his move speed for 1 round. A warlock must maintain this fly speed every turn as a move action, even if he doesn’t move. (Prerequisites: Improved Booming Motion, Warlock Level 6) Agile Booming Flight: The warlock at this level has achieved nearly effortless flight. His fly speed increases to twice his move speed. Maintaining his fly speed becomes a free action, moving still requires a move action. (Prerequisites: Booming Flight, Warlock Level 9) Blast Transfer: With this trick a warlock learns to put himself into his blast. As a standard action, the warlock may choose an unoccupied 5ft sq within 30 ft and fire his eldritch blast. The blast absorbs the warlock as it leaves his hand and releases him in the target square. The warlock must have line of sight to his target location. This otherwise functions as per the spell dimensional door. (Prerequisites: Fiery Motion: Warlock Level 9) Improved Blast Transfer: As blast transfer but up to 60ft. (Prerequisites: Blast Transfer, Warlock Level 12) Resonating Blast: With this trick, the warlock blasts into the ground as a standard action dealing damage as per his eldritch blast to all enemies within 15ft, half with a successful reflex save. All in the area must make a reflex save or fall prone. (Prerequisites: Eldritch Sphere) Greater Resonating Blast: As resonating blast but 30 ft. (Prerequisites: Greater Eldritch Sphere, Resonating Blast) Eldritch Throw: As a standard action, the warlock focuses his blast at a distance causing it to rise up from under his opponent. The attack must hit the target as a normal eldritch blast, then the target must make a reflex save or fall prone. This save is at a +2 difficulty. If the target fails by 5 or more, then he is thrown 5 feet into the air for every 5 by which he fails the save. The target takes falling damage if he rises above ten feet. With a successful save, the damage is halved, and the target isn’t thrown and doesn’t fall prone. Prequisite: Warlock Level 9 Lesser Rushing Force: As a standard action, the warlock can focus more momentum into his blast causing opponents hit by it to be pushed back. The warlock must attack with his blast as normal. In addition to dealing damage as normal, the warlock must make a bull rush attempt using his warlock level + his cha bonus as his CMB against his targets CMD. With a success the target is pushed back 5 feet plus an additional 5 feet for each 5 over the target’s CMD. This movement doesn’t provoke attacks of opportunity. Prerequisite: Warlock Level 6 Rushing Force: As Lesser Rushing force but affects all targets in a 30ft Cone. Prerequisite: Lesser Rushing Force, Eldritch Cone, Warlock level 9 Greater Rushing Force: As Lesser Rushing force but affects all targets in a 30ft emanation centered on the warlock. Prerequisite Rushing Force, Eldritch Sphere, Warlock level 12
Eldritch Aura: As a standard action, the warlock can focus his eldritch power around his body for a number of rounds equal to 3 + ½ Warlock level + his CHA Modifier. During this time, any melee attack that hits him causes a backlash of eldritch energy. This backlash deals 1 damage per die of his eldritch blast + his Cha Modifier. This damage results from pure arcane energy and does not possess an energy type, therefore energy resistances, energy immunities, and damage reduction of any type offer no protection against it. It always deals lethal damage and is not under the conscious control of the warlock. Any melee attack that inflicts hit point damage to the warlock provokes the use of this ability. Prerequisite: Warlock level 6 Eldritch Spike: As a full round action, the warlock may make an Eldritch Throw attempt with a +2 bonus to the DC (stacks with the regular Eldritch Throw bonus.) If he his successful, he quickly uses his Blast Transfer or Agile Booming Flight ability to move above his soaring opponent and quickly blast him back down. The warlock must succeed on both touch attacks, and the target must fail his save for this trick to be successful. If it is, the target takes full damage from both eldritch blasts and whatever falling damage applies. Prerequisites: Eldritch Throw, Agile Booming Motion or Eldritch Transfer, Warlock Level 15. Eldritch Trap: As a standard action, the warlock may force his energy out into a five foot square where it stays for a number of rounds equal to ½ Warlock level + Cha Modifier until someone comes close enough to trigger it. The warlock must choose an unoccupied five foot square to focus on. The ball of eldritch energy hangs in the air until an opponent comes within ten feet of the square. It then bursts, dealing eldritch blast damage as normal. Only one of these traps can be set at a time. Any further traps set causes the previous blast to fade out of existence, dealing no damage. Prerequisite: Warlock level 6. ![]()
![]() Banecrow wrote:
I wouldn't diminish the spells per day. I'd probably take away the Spell School aspect of the class and substitute it with this. Maybe make it a subschool of universalist. You lose the pretty terrible level one ability and the metamagic ability at level 8. ![]()
![]() So I read a while back that weapons with the trip quality add their enhancement bonus to CMB for that particular combat maneuver, and you also add any bonuses gained from feats like weapon focus. Does that also apply to natural attacks that have the grab or trip quality like a wolf's or a constrictor snake's? I'm asking because I gave grab to an eidolon, and I want to know if magic fang and weapon focus increase it's CMB on the grab attack. ![]()
![]() Were I to play a Summoner, I'd make sure first to work it out with the DM. I'd hope to get about the same control over the eidolon as I do over a PC where I dictate the actions, thoughts and feeling of the creature, but the DM determines what happens in the world and how that affects my eidolon. The DM could, as with any PC character, usurp control for small periods of time for story purposes or spell effects or even environmental effects, all of which are perfectly normal (eidolon or PC.) The DM could say something like "your eidolon sniffs the air and you feel its attitude shift to suspicious." But other than small things like that, I'd hope that the Eidolon and it's personality were mine to express. Anyway, that being said, I'd love to play a Summoner who was born mid plane shift, and the eidolon is literally a piece of his soul left in the astral plane that grew sentience and sought him out. In that case, I'd probably play the evolutionist archetype and have both the eidolon and the summoner change personality quirks often as the eidolon changes shape. I'd roleplay the eidolon as having a much different personality than the summoner at all times, even as their personalities shift, but he'd nonetheless be a whole, distinctive individual if a bit odd, airy and socially inept. ![]()
![]() Half-halfling (could give it a better name) Standard Array: (0pts) -2 Str, +2 Dex, +2 Int
Spd: 30ft (0pts) Bonus Feat: (4pts)
10pts ![]()
![]() Do they work together? Haste gives you an additional attack on a full attack action. Flurry of blows says it is used as a full attack action so they should work together, but my friend (who is often our dm) says that a flurry of blows is not a full attack. Also, does the additional attack from the use of a ki point stack with haste as well? I realize this question has been asked before, but I couldn't get to it through the archives. After a bit of frustration, I decided to just ask again. ![]()
![]() Kthulhu wrote:
You're right. Intimate is the word I should have used. ![]()
![]() Artanthos wrote: If you want UMD as a class skill, take the dangerously curious trait or the underlying principles trait. Thank you, underyling principles really fits well with my character concept anyway. I think it's messed up that even if I made the wand, I still don't know how to use it. ![]()
![]() If a wizard were to create a wand of CLW with the help of a divine spellcaster supplying the spell component, then would he be able to use the wand without the use magic device skill since he would know the activation thought or word? On that note, I've always thought it was weird that wizards didn't get use magic device as a class skill. I'd argue that wizards, with their constant practice at creating magic items and deep understanding of the workings that are involved, would have an innate understanding of how the things function. A wizard with a high spellcraft or a high knowledge(religion) skill should have a broad understanding of all magic, not just arcane, and there is arguably no other class as knowledgeable and experienced at the construction and use of magic items. If the problem is game balance, that's fine, but from a role-playing perspective, I've always ruled in my games that they can have it. If nothing else, couldn't the craft magic item feats also give bonuses toward the use of those particular categories of magical devices? |