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2 posts. Alias of Deviston.




How in the HECK could this be done?


How would this combination work?

To explain it let's use the Silver Raven as an example.

Tumor Familiar allows you to create said tumorous creature as a familiar that can attach to your body (gaining certain bennies), the Companion Figurine allows the Silver Raven to become a familiar.

What happens when you end the duration of the figurine? Does it turn back into a statue wherever it is? Can this be done while it is attached?

It seems pretty straightforward, just sending out some feelers to make sure.


Using the Brew Potion feat and the rules for adding new abilities, what would be the general breakdown for effectively "combining" potions, elixirs, and the like? Please address "listed" CL of the new item, pricing breakdown, how change in CL would effect duration/points (example, increase of CL would increase damage healed by CLW) and how, if at all these would change the price of the over all item (example, would adding a CL 5 potion to a CL 1 CLW require repricing the CL 1 CLW as if it were CL 5?).

If you have any other RAW concerns or hole I may (likely) have missed, please address those as well.

A few example combinations to show clear situations:
Potion CLW + Potion CLW
Potion CLW + Elixir of Vision
Elixir of Vision + Elixir of Truth
Elixir of Vision + Elixir of Truth + Potion CLW

Note: I recognize that all of this is in the general realm of "up to DM approval", but please answer as if the DM has approved. No need to remark on the effective strength or power or balance, simply the RAW.

Many thanks ahead of time.


So... the concept of the eidolon being of any look you want is pretty obvious in how it works. You can make it look like any general concept, but not like an specific person. It says that it can look HOWEVER... you want. But... how far does this appearance customization go and how much does it effect the world? Let me clarify with some examples.

What would happen if I created my eidolon to have shovel shaped hands with bony plating covering them? Could he now have the benefits that come with using a shovel? Or could I create him with two mouths and sets of vocal cords two speak from both? Things like that.

At what point does the cosmetic change move over into a mechanical violation?

Here is the main reason for the question. I want my eidolon to house me within its body. For example, create it with a cavity in its back fitted for my body. I crawl up its back, socket myself in, and several retractable plates seal over the orifice. Or perhaps the orifice is in the front and it leaves my arms and head free for movement.

I don't see any reason (reading the rules) that this can't be done. However, if I missed anything it would be nice to know.


Hey there. Making a level 1 two-weapon fighter for a PFS game. He will be throwing whenever possible. Here is what I have so far, any thoughts?

Human [Unbreakable] Fighter 2, [Invulnerable Rager] Barbarian 10
Traits: Defender of the Society, Armor Expert

Str: 16 (+2) = 18
Dex: 16
Con: 14
Int: 7
Wis: 12
Cha: 7

1Character: Two-Weapon Fighting
1H: Toughness
1Fighter: Endurance, Diehard
2F: Quick Draw
3C: Raging Vitality
4RP: Guarded Life
5C: Double Slice
6RP: ?
7C: Improved Two-Weapon Fighting
8RP: Greater Guarded Life
9C: Weapon Focus (throwing axe)
10RP: Increased Damage Reduction
11C: Greater Two-Weapon Fighting
12RP: Increased Damage Reduction

Extreme Endurance: Cold
Items Required: Blinkback Belt

I was seriously looking at Gladiator until I noticed it didn't work with PFS. "My axe is THIRSTY!!!" And tosses his various axes high into the air and catching them for all his performance things :D


I'm assuming to gain ANY of the benefits of Gloves of Arcane Striking one must first use the swift action to activate the feat?

For example, to get the bonus from the feat when using Aid Another to give a bonus to AC to your ally, you must activate the feat with the swift action.


3 people marked this as FAQ candidate.

Do multiple "Aid Another" actions from one character stack when being used to provide the same bonus to the target?

For example, using a standard action to aid another, a swift action to aid another via the Swift Aid feat, and an Attack of Opportunity to aid another via the Bodyguard feat, to increase a single target's AC by +5 (assuming the actor doesn't have anything that increases his aid another bonus).

Is the above example legal?


The plan is to make a little halfling helper for PFS. His goal is to fight defensively all the time, using Bodyguard as available, and all in all just making sure other's don't die. I have a few options for this and a few reason why the choice isn't an easy one. So let's begin.

First thing, let's set down some staples that will be in all builds.
1) Helpful [trait]
2) At least 3 rank Acrobatics [for the bump to fighting defensive and total defensive, trait requirement if not a class skill to make it so]
3) Cautious Fighter feat [increase bonus derived from FD and TD by +2]
4) Crane Style feat [reduce FD penalty, and increase the bonus another +1]
5) Blundering Defense feat [give as a luck bonus to adjacent allies, 1/2 the dodge bonus I get from FD and TD]
6) Combat Reflexes and Bodyguard [improve AC of ally by +4 using aid another]
7) Crane Wing feat [for the obvious]
8) In Harm's Way [to take a hit that still beats ally's AC, then use Crane Wing to negate it]
9) Crane Riposte [for the reduction of FD penalty to -1]

Those are all the staples. That pretty much sidelines me into one of two options; fighter or monk. Now I know that fighter is what most people would say is the first choice, but hear my arguments for the monk. The fighter will be very good at the AOO's and maybe even a few hits here and there which is of course great. However, he doesn't have much in the way of defense for himself against non-attack roll attacks like spells and what not. The monk will be good enough to hit AC 10 (requirements for aid another to give a bonus to AC) and he also gets all high saves, evasion, healing himself, and a few other goodies. He is not meant to deal damage! He is meant to keep others from taking it as best he can. If he is down from failing a save, he can't very well do that now can he? So here come the builds.

Halfling [Unarmed] Fighter 12
Traits: Helpful, Rice Runner

Str: 16 (-2) = 14
Dex: 16 (+2) = 18
Con: 14
Int: 8
Wis: 11
Cha: 7 (+2) = 9

1Character: Cautious Fighter
1Fighter: IUS, Crane Style
2F: Blundering Defense
3C: Combat Reflexes
4F: Bodyguard
5C: Dodge
6F: Crane Wing
7C: In Harm's Way
8F: Crane Riposte
9C: ?
10F: ?
11C: ?
12F: ?

Concept: As lead to in the above, fighting defensively to provide AC bonus to others.
Pros: High BAB.
Cons: No medium/heavy armor, no shield, no personal defenses except vs attack rolls, medium progression along the "defensive" path.

Halfling [Shielded Fighter] Fighter 11, [MoMS] Monk 1
Traits: Helpful, [UNK]

Str: 16 (-2) = 14
Dex: 16 (+2) = 18
Con: 14
Int: 8
Wis: 11
Cha: 7 (+2) = 9

1Character: Cautious Fighter
1Monk: IUS, Crane Style
2F: Blundering Defense
3F: Combat Reflexes
3C: Bodyguard
5F: Dodge
5C: In Harm's Way
7F: Crane Wing
7C: ?
9F: Crane Riposte
9C: ?
11F: ?
11C: ?

Concept: Same as above, except with a little more armor and a few more points to his and ally's AC.
Pros: High BAB (-1), medium/heavy armor use, shield use, Active Defense helps himself and allies, fast progression along the "defensive" path except the last two Crane feats, Monk level gives Acrobatics and other monk skills as class skills so you can put Fighter skill points into at level 2 and 3 which frees up a trait slot.
Cons: Gets BAB one level later, which slows down obtaining the last two Crane feats, no personal defenses except versus attack rolls.

Halfling [MoMS, Quinggong] Monk 10, Fighter 2
Traits: Helpful, Magical Knack

Str: 11 (-2) = 9
Dex: 16 (+2) = 18
Con: 14
Int: 8
Wis: 16
Cha: 7 (+2) = 9

1Character: Cautious Fighter
1Monk: IUS, Crane Style
2M: Crane Wing
3C: Blundering Defense
5C: Combat Reflexes
6M: Crane Riposte
7F: Arcane Strike
7C: Bodyguard
8F: In Harm's Way
9C: ?
11C: ?
12M: ?

Concept: Same as above, except with WIS to AC and the various other monk niceties.
Pros: Quick use of the Crane chain, personal defenses against non-attack roll effects, personal healing, skills for non-combat use, Stunning Fist, Ki pool, etc, and using Arcane Strike in combination with gloves of arcane striking he can get an additional +2 to his aid another for AC, use of armor at later levels if WIS doesn't cut it.
Cons: Medium BAB progression (not too bad since he is mostly just hitting AC 10), d8 HP, possible low personal AC when not FD or TD, slowest "defensive" path progression (In Harm's Way at 8th), fewer feats in general to play with after "defensive" path is complete.

SO! Those are my proposed options. Please feel free to go in depth in a critique, give all advice you feel would be beneficial, and thanks in advance for the assistance!


Quote:

At 3rd level, a shielded fighter gains a +1 dodge bonus to AC when wielding a shield and fighting defensively, using Combat Expertise, or using total defense. This bonus increases by +1 for every four levels beyond 3rd. As a swift action, he may share this bonus with one adjacent ally, or half of the bonus (minimum +0) with all adjacent allies, until the beginning of his next turn.

This ability replaces Armor Training 1, 2, 3, and 4.

Question: What is "this" bonus that is being shared? Is it the total dodge bonus to AC the fighter gets from fighting defensively etc? Or is it only the +1, +2, +3, and +4 bonus that is granted by the class feature and is on TOP of the normal dodge bonus granted by fighting defensively etc?

Example: Level 5 shielded fighter fights defensively and gets a total +3 to AC for doing so. He activates Active Defense to share "this" bonus with his ally.

Does the ally get +1, or +3 dodge bonus to his AC?


So, until work slacks off and I can actually make one of the local PFS games, I'll just keep making new builds and ideas until I finally have to settle on one and play my first match. That being said, today I would like to delve into the horrible horrible stars for a character.

H.P. Lovecraft, you crazy demented man. Thank you for making my childhood a terror. In that light, I would like to suggest people make their own "Cthulhu" caster and post here. I feel it would be a great exercise to show the different aspect of Lovecraftian play AND to get out there all the option for someone who might want to play something like it. The first thing one must do as I see it is make a choice of theme. Will it be fear based? Polymorph based? Or perhaps void/star based? For each person their views of what is a prime example of a Lovecraftian character will differ.

PFS rules of course, have a little fluff describing your character when you generate him/her, have a description of what about the character is Lovecraftian if it isn't obvious, and optimizing for flavor is recommended over effect, but it's your character so be creative.

I wouldn't call this a contest exactly, better described as a more creative way to get ideas and advice out there. Different people covering different aspects of the theme.


I have several different concepts I want to run in PFS and I'm throwing them up here to get some suggestions before I finally settle on one. So here is my second idea.

Halfling Witch: Shae, the Doe of Kaer Magan.

8, 14, 10, 16, 13, 16

Alternate Racial Traits:
Fleet of Foot
Polyglot
Jinx

Traits:
Reactionary
Magical Flair (Makes all spells have visage of a black rabbit and audio of screaming rabbit, obviously RP related)

Class and Feat selections: All class levels Witch
Familiar: Hare (Black) for Initiative bonus and RP
C1: Malicious Eye
Hex1: Evil Eye
Hex2: Cackle
C3: Iron Will
Hex4: Misfortune
C5: Bolster Jinx
Hex6: Slumber
C7: Lightning Reflexes
Hex8: Beast of Ill-Omen
C9: Great Fortitude
Hex10: Agony
C11: Sluggish Jinx
Hex12: Scar

Simply put, she hangs back hexing things with her evil eye (of course lumping jinx as per malicious eye) misfortune, and cackling (which will be more like a rabbits screech) to extend the durations. Later on she puts larger threats to sleep, sends in her familiar to dole out beast of ill-omen, and agony of course. Scar for the role play purpose of having someone at her whim should they not do as she says. She is obviously built to maximize on jinx, allowing the full -7 to all saves, -3 to attack rolls, and initiative in one use of a skill at level 11. An additional -4 to attack rolls with one more use and all the other things capable with evil eye. All that on top of the double roll of misfortune, beast of ill-omen penalties, and agony. tsk tsk tsk... tough luck friend!

She was born in the Warrens of Kaer Maga between the Pillars of Dream. She was slightly deformed and the pain of her deformity caused her unrest which made her mother need the peace of sleep to bring the child into the world. Random patches of ebony splotch her body, over sized upper central teeth, and her ears are far longer than they should be, drooping from their weight over the years. To any onlooker she might even be a were-rabbit, and in truth the auspicious nature of her birth, deformities, even her calling may yet bring surprises to her. She is in touch with the powers of fate and portents, which help her bring her damning powers to bare on anyone foolish enough to threaten the Magan Doe.


Building a brawler for PFS and I was wondering if I could get some advice on my potential build. Keep in mind when reading this I am going for RP mostly, but I don't want to be too far behind in mechanics. So some very odd things you might see are there for a reason (Traits for example).

Reginald Beauxregard Brawnborn, 7' 3"

Str: 14 (+2 Human) = 16
Dex 14
Con 14
Int 13
Wis 7
Chr 14

Traits: Magical Talent (Dancing Lights), Affable

Class levels all Fighter (Brawler), F# (Fighter Feat), C# (Character Feat), H# (Human Feat)

H1: Improved Unarmed Strike
C1: Intimidating Prowess
F1: Enforcer
F2: Weapon Focus (Unarmed Strike)
C3: Bleeding Attack
F4: Weapon Specialization (Unarmed Strike)
C5: Bludgeoner
F6: Power Attack
C7: Skill Focus (Intimidate)
F8: Greater Weapon Focus (Unarmed Strike)
C9: Antagonize
F10: Hamatulatsu Strike
C11: (Open to suggestions)
F12: Greater Weapon Specialization (Unarmed Strike)

The RP (which motivates the mechanics) is this fellow is a son of a long line of nobility. Hence the Affable, nobility have to be good in social situations after all. He is a fairly bulky man and uses his physical perfection to pleasantly intimidate others. And as for the Dancing Lights... well, the somatic components for this specific cantrip requires flexing and posing. The verbal component is the line "...has been passed down in the Brawnborn family line for GENERATIONS!". Upon completing his pose and verbal component, tiny pink sparkles pop up around his body and face.
He will be using two gauntlets for combat once he gets Bludgeoner (one for the symmetry and the other with enchantments and what not) and until then uses a gauntlet and a gloved fist. He abhors killing and refuses to slay civilized humanoids, hence the focus on non-lethal.


1) In PFS legal, can one make a bladebound/soul forger magus?

2) If not, why not?
3) If so, how do they interact?
4) Does he get the masterwork starting weapon as per Arcane Bond? The sidebar of black blades state the weapon could have been handed down in the family. Can this starting weapon have been a black blade, that doesn't "awaken" until level 3?
5) And the black blade states it functions "like" a masterwork of its type, but can't it be masterwork since being masterwork functions as masterwork?
6) Also, how does/doesn't Heirloom Weapon function with Arcane Bond?
7) Can my Heirloom Weapon be my black blade (heirloom states it isn't masterwork, and black blade says it functions as masterwork but doesn't say it actually is)
8) Can the three (Heirloom, Black, Arcane) mesh since the blade is non-masterwork (heirloom) but functions AS masterwork (black) so it then meets the masterwork (since it functions as masterwork) for arcane bond requirements?
9) Or can masterwork trans. be cast on the heirloom black blade to make it viable for arcane bond?


Plagarizer's Note

Spoiler:
Greetings! I took the warlock remake done by SmiloDan from the Paizo forums, and the warlock remake from MammonAzrael and threw in a few clarrifications to make a Pathfinder Warlock. This was done to create a warlock my DM would approve of. Please PEACH and critique.

When there is new invocation that you don't recognize, it is probably a homebrew. I have a master link list here for those as well as a link to my Shadow Blow. Thanks for the help!

Deviston

P.S. On warlock Tactical feats.
I saw some tactical feats for the ToB in another post and liked the concept so I made some for the Warlock. They are balanced to go with this 3.P Warlock variant but besides removing some homebrew invocations (and their associated feats) I don't see why this couldn't work for 3.5 as well.

P.P.S. On warlock Baptism feats.
I saw some Baptism feats in another post and really liked them so a made a couple more. They are also intended for the Warlock variant in the OP.

P.P.P.S. On Lineage Archetype
This is a class variant created by MammonAzrael that I SLIGHTLY modified to fit this specific iteration of the warlock and Pathfinder. Suggestions welcome, and please do PEACH the Shadow Lineage. That one is a Me original.

The Warlock
Level|BAB|Fort|Ref|Will|Special |0lvl|Invocations|Dark Secret

1st|+0|+0|+0|+2|Cantrips, Eldritch Blast 1d6, Invocations, Least Invocations|3|1|0

2nd|+1|+0|+0|+3|Damage Reduction 1/cold iron, Dark Secrets|4|2|1

3rd|+2|+1|+1|+3|Eldritch Blast 2d6, Fiendish Resilience|4|3|1

4th|+3|+1|+1|+4|Damage Reduction 2/cold iron|5|4|2

5th|+3|+1|+1|+4|Eldritch Blast 3d6, Energy Resistance|5|5|2

6th|+4|+2|+2|+5|Damage Reduction 3/cold iron, Lesser Invocations|6|6|3

7th|+5|+2|+2|+5|Eldritch Blast 4d6, Fiendish Resilience 2|6|7|3

8th|+6/+1|+2|+2|+6|Damage Reduction 4/cold iron|7|8|4

9th|+6/+1|+3|+3|+6|Eldritch Blast 5d6, Energy Resistance 10|7|9|4

10th|+7/+2|+3|+3|+7|Advanced Dark Secrets, Damage Reduction 5/cold iron|8|10|5

11th|+8/+3|+3|+3|+7|Eldritch Blast 6d6, Fiendish Resilience 3, Greater Invocations|8|11|5

12th|+9/+4|+4|+4|+8|Damage Reduction 6/cold iron|9|12|6

13th|+9/+4|+4|+4|+8|Eldritch Blast 7d6, Energy Resistance 15|9|13|6

14th|+10/+5|+4|+4|+9|Damage Reduction 7/cold iron|10|14|7

15th|+11/+6/+1|+5|+5|+9|Eldritch Blast 8d6, Fiendish Resilience 4|10|15|7

16th|+12/+7/+2|+5|+5|+10|Damage Reduction 8/cold iron, Dark Invocations|11|16|8

17th|+12/+7/+2|+5|+5|+10|Eldritch Blast 9d6, Energy Resistance 20|11|17|8

18th|+13/+8/+3|+6|+6|+11|Damage Reduction 9/cold iron, Darkest Secrets|12|18|9

19th|+14/+9/+4|+6|+6|+11|Eldritch Blast 10d6, Fiendish Resilience 5|12|19|9

20th|+15/+10/+5|+6|+6|+12|Damage Reduction 10/cold iron, Energy Immunity|13|20|10

Alignment: Any
Hit Die: 1d8

Class Skills: Acrobatics, Bluff, Craft, Disguise, Fly, Intimidate, Knowledge arcana, Knowledge planes, Knowledge religion, Perception, Profession, Sense Motive, Spellcraft, Stealth, Use Magic Device
Skill Points: 4 + Int modifier
Class Features
The following are the class features of the warlock.

Weapon and Armor Proficiency: Warlocks are proficient with all simple weapons. Warlocks are proficient in light armor, but not shields.

Cantrips (Sp): At 1st level, the warlock learns three 0-level arcane spells from the sorcerer/wizard list. At every even numbered level, the warlock learns an additional 0-level arcane spell. He can use these cantrips at will as a spell-like ability.

Detect Magic (Sp): A warlock begins to grasp the basic foundations of magic as he grows in power. At 1st level he can use detect magic as the spell at will. His caster level is equal to his class level.

Eldritch Blast (Sp): At 1st level, the warlock can project a beam of arcane energy as a standard action at will. It has a range of 60 feet and on a successful ranged touch attack, the eldritch blast causes 1d6 points of damage. At 3rd level, and every 2 levels thereafter, the damage from the eldritch blast increases by 1d6.

Invocations (Sp): At 1st level, the warlock learns how to use spell-like abilities called invocations. The warlock learns one invocation at 1st level, and learns an additional invocation at each level beyond 1st. At 1st level, the warlock can only select least invocations. At 6th level, warlocks can begin learning lesser invocations. At 11th level, warlocks can begin learning greater invocations. At 16th level, warlocks can learn dark invocations.
Beginning at 6th level, and every 2 levels thereafter, the warlock can trade out an invocation he knows for a different invocation he does not know. He cannot trade out invocations of the highest level he knows.

Damage Reduction (Ex): At 2nd level, the warlock gains DR/cold iron equal to half his class level.

Dark Secrets (Ex, Sp, or Su): At 2nd level, and every 2 levels thereafter, the warlock learns one of the following dark secrets.

Spoiler:
Ability Focus (Ex): Choose one invocation you can use. You increase the save DC of the selected invocation by +2. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Ambush Blast (Ex): If you move more than 10 feet in the round you use your eldritch blast, you add your warlock level to your damage rolls with the eldritch blast if your target is within 30 feet of you.
If you are able to deal your eldritch blast damage multiple times in a round, this bonus damage is added for each instance that you meet its requirements.

Deceive Item (Ex): You can take 10 when making Use Magic Device skill checks.

Empower Eldritch Blast (Ex): 3 times per day, you increase the damage of your eldritch blast by 50%

Empower Invocation (Ex): Select one invocation that you can use. 3 times per day, you increase all variable aspects of the selected invocation by 50%. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Enlarge Invocation (Ex): Select one invocation that you can use. 3 times per day, you double the range of the selected invocation. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Extend Invocation (Ex): Select one invocation that you can use. 3 times per day, you double the duration of the selected invocation. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Extra Class Skill (Ex): Select one skill that is not on your list of class skills. You add this skill to your list of class skills. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different skill.

Extra Eldritch Essence Invocation (Sp): You learn 1 eldritch essence invocation. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Extra Eldritch Shape Invocation (Sp): You learn 1 eldritch shape invocation. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Fearsome Blast (Ex): If you hit an opponent within 30 feet of you that is under the effects of a fear effect (shaken, frightened, panicked, or cowering), you add your warlock level to the damage your eldritch blast causes.
If you are able to deal your eldritch blast damage multiple times in a round, this bonus damage is added for each instance that you meet its requirements.

Forbidden Knowledge (Ex): Select 2 Knowledge skills that are not on your list of class skills. You add these two Knowledge skills to your list of class skills. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to two new Knowledge skills.

Hex (Su): Select one hex from the list of witch’s hexes. You gain the ability to use the selected hex, using your warlock level as your witch level. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different hex.

Identify Item (Ex): You gain a bonus equal to your warlock level on Spellcraft checks made to identify magical items.

Imbue Item (Su): You can use your supernatural power to create magic items, even if you do not know the spells required to make an item (although you must know the appropriate item creation feat). You can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell you don’t know or can’t cast. If the check succeeds, you can create the item as if you had cast the required spell. If it fails, you cannot complete the item. You do not expend gold piece costs for making the item; your progress is simply arrested. You cannot retry this Use Magic Device check for that spell until you gain a new level. You must have the Deceive Item dark secret before selecting this dark secret.

Martial Invoking (Ex): You gain proficiency in Medium Armor and can use your eldritch blast and invocations while wearing Medium Armor with no chance of arcane spell failure. You also gain proficiency in one martial weapon of your choice.

Pocket Dimension (Su): You can open an inter-dimensional pocket that holds 10 pounds per level. Accessing the inter-dimensional pocket is a swift action, whether you are withdrawing an item from it or storing an item within it.

Potent Blast (Su): You add your Charisma modifier to your eldritch blast damage rolls and to your caster level checks to overcome spell resistance against the targets of your eldritch blast.

Ricochet Shot (Ex): You gain the ability to bounce your eldritch blast against a solid object and continue along its path to the end of its range or hits another solid object or creature.

Shielded Invoking (Ex): You gain proficiency in all shields (except tower shields) and can use your eldritch blast and invocations while using a shield with no chance of arcane spell failure. When using the eldritch shield invocation, your eldritch blast is considered to be two dice higher.

Subtle Blast (Ex): When you successfully hit an opponent that is denied its Dexterity bonus to AC with you eldritch blast, you add your warlock level to the damage of your eldritch blast if your target is within 30 feet of you.
If you are able to deal your eldritch blast damage multiple times in a round, this bonus damage is added for each instance that you meet its requirements.


Fiendish Resilience (Su): At 3rd level, once per day as an immediate action, the warlock can enter a trance that grants him fast healing 1 for 20 rounds (2 minutes). At 7th level, and every 4 levels thereafter, the rate of this fast healing increases by 1.

Energy Resistance (Su): At 5th level, the warlock selects 2 of the following energy types: acid, cold, electricity, fire, or sonic. He gains energy resistance 5 against the selected energy types. This energy resistance increases by 5 at levels 9, 13, and 17. At 20th level, the warlock becomes immune to the selected energy types.

Advanced Dark Secrets (Ex, Sp, or Su): At 10th level, the warlock gains the ability to select one of the following advanced dark secrets when selecting a dark secret.

Spoiler:
Additional Resilience (Su): The warlock can use his fiendish resiliency ability one additional time per day. This advanced dark secret can be chosen multiple times; each time it is selected, the warlock gains an additional use of his fiendish resiliency ability.

Advanced Ability Focus (Ex): Choose one invocation you have applied the ability focus dark secret to. You increase the save DC of the selected invocation by an additional +2, for a total of +4. This advanced dark secret can be chosen multiple times; its effects do not stack. Each time you select this advanced dark secret, it applies to a different invocation.

Advanced Hex (Su): Select one advanced hex from the list of witch’s hexes. You gain the ability to use the selected advanced hex, using your warlock level as your witch level. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different advanced hex.

Aligned Damage Reduction (Su): Your damage reduction improves. Select an alignment (chaotic, evil, good, or lawful) opposed to your own. Your damage reduction improves to cold iron and the selected alignment. For example, if you are chaotic good, you could select damage reduction cold iron and lawful or cold iron and evil.

Extra Energy Resistance (Ex): Select one of the following energy types that you do not currently have energy resistance in from the energy resistance warlock class feature: acid, cold, electricity, fire, or sonic. You gain energy resistance to the selected energy resistance equal to the energy resistance you gain from your energy resistance warlock class feature. You can select this dark secret up to 3 times; each time you select this dark secret, you select a different energy type.

Full Martial Invoking (Ex): You gain proficiency in Heavy Armor and can use your eldritch blast and invocations while wearing Heavy Armor with no chance of arcane spell failure. You may either select to gain proficiency in all martial weapons, or gain a bonus to damage in one martial weapon you already have proficiency with equal to the number of eldritch shape and essence invocations you have. You must have the Martial Invoking dark secret before selecting this advanced dark secret.

Hellfire (Sp): A number of times per day equal to your Charisma modifier (minimum 1), you add 2d6 points of damage to eldritch blast. You can use this ability additional times per day, but each time you do so, you take 1 point of Constitution damage. You may select this dark secret multiple times; each time you do, you increase the damage caused by 2d6 points of damage. You must be non-good to select this advanced dark secret.

Maximize Eldritch Blast (Ex): 3 times per day, your eldritch blast causes maximum damage.

Maximize Invocation (Ex): Select one invocation you can use. 3 times per day, all of its variable numeric values are maximized. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Piercing Blast (Sp): You increase the critical multiplier of your eldritch blast to x3.

Potent Invocations (Sp): You add your Charisma modifier to the DC of caster level checks to dispel your invocations.

Quicken Eldritch Blast (Ex): 3 times per day, you can use your eldritch blast as a swift action.

Quicken Invocation (Ex): Select one invocation you can use. 3 times per day, you can use the selected invocation as a swift action. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Reaching Eldritch Blast (Sp): 3 times per day, you can apply the effects of an invocation you know that has a range of touch to the target of your eldritch blast.

Slashing Blast (Sp): You increase the threat range of your eldritch blast to 18-20.

Soul fire (Sp): A number of times per day equal to your Charisma modifier (minimum 1), you can imbue your eldritch blast with holy energy. Against evil creatures, your eldritch blast does double damage and you add your Charisma modifier to your caster level checks to bypass spell resistance. When targeting good creatures, your eldritch blast heals damage. You can use this ability additional times per day, but each time you do so, you take 1 point of Constitution damage. You must be non-evil to select this advanced dark secret.

Supernatural Blast (Su): 3 times per day, you can use your eldritch blast a supernatural ability instead of as a spell-like ability. This means you do not provoke attacks of opportunity when using your supernatural blast, and it disregards spell resistance.

Supernatural Invocation (Su): 3 times per day, you can use any invocation you know as a supernatural ability instead of as a spell-like ability. This means you do not provoke attacks of opportunity when using your supernatural invocation, and it automatically bypasses spell resistance.

Twin Essences (Sp): You can apply two eldritch essences simultaneously to your eldritch blast.

Widen Invocation (Ex): Select an invocation you can use. 3 times per day, when you use the selected invocation, you double the area of effect of the selected invocation. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.


Arcane Sight (Su): A warlock’s understanding of arcane power has grown and matured at 10th level, to the point that magic around him is easily visible. He is under an effect similar to arcane sight, except that instead of using a Spellcraft check to determine schools of magic, he uses his ranks in Spellcraft + his caster level. He may supprese or resume this ability as a free action.

Greater Arcane Sight (Ex): By 15th level the world’s magic is laid out before a warlock’s senses, as clear to him as the color of the earth or sky. Like his other senses, so intrinsic is this ability that not even an anti-magic field can disrupt it. He is permanently under an effect similar to greater arcane sight, except that instead of using a Spellcraft check to determine schools of magic, he uses his ranks in Spellcraft + his caster level. He may suppress or resume this ability as a free action. This ability replaces the Arcane Sight ability gained at 10th level.

Darkest Secrets (Ex, Sp, Su): At 18th level, the warlock gains the ability to select one of the following darkest secrets when selecting a dark secret.

Spoiler:
Automatic Resilience (Su): Whenever your hit point total falls below character level, you gain fast healing 5 until your hit point total is half its normal maximum value.

Extra Invocation (Sp): You gain an additional invocation of any level you may select from normally.

Grand Hex (Su): You may select a grand hex from the list available to witches.

Intensified Eldritch Blast (Sp): 3 times per day, when you use your eldritch blast, it causes double maximum damage.

Sudden Blast (Sp): 3 times per day, you can use your eldritch blast as an immediate action.

Sudden Invocations (Sp): 3 times per day, you can use any single invocation you know as an immediate action.

Triple Essences (Sp): You can add 3 eldritch essences to your eldritch blast at the same time. You must have the Twin Essences advanced dark secret before selecting this darkest secret.


Tons upon tons of feats and class features and the like, but more is better! So I decided to give converting to 3.75 a try with the Draconic feats. I also found a lacking of Racial feats for the dragonborn, so I am trying to fix that too.

PEACH

DRAGON MAGIC

DRACONIC ARMOR [DRACONIC]
Change: You gain DR X/magic where X is equal to the level of the spell you just cast + Cha mod. The bonus received from Cha mod can not be higher than the number of Draconic feats you have). For example, after casting fireball having this and Draconic Heritage feats with a +5 Cha mod, you would gain DR 5/magic for 1 round.

DRACONIC HERITAGE [DRACONIC]
Change: You also gain a bonus to the skill associated with your Draconic Heritage equal to the number of Draconic feats you have.

DRACONIC KNOWLEDGE [DRACONIC]
Change: You gain a bonus to Knowledge skills equal to the number of Draconic feats +2. If you have 10 or more ranks in a Knowledge skill, the bonus is increased to +4.

DRACONIC SENSES [DRACONIC]
Change: If you have five or more Draconic feats your darkvision increases to 90 feet and works in magical darkness.
If you have seven or more Draconic feats your blind sense increases to 40 feet.

DRACONIC VIGOR [DRACONIC]
Change: When you cast an arcane spell, you heal damage equal to X, where X is equal to the level of the spell you just cast + Cha mod. The bonus received from Cha mod can not be higher than the number of Draconic feats you have). For example, after casting fireball having this and Draconic Heritage feats with a +5 Cha mod, you would heal 5 hit points.

DRAGONFIRE ASSAULT [DRACONIC]
Change: You gain bonus damage equal to 1/2 the number of Draconic feats you have. If you have the Draconic Heritage feat or if you
are a half-dragon, the extra damage is of the energy type
(acid, cold, electricity, fi re, or sonic) that corresponds to your
heritage or your draconic parent instead. If your feat or your
parent is not associated with one of these energy types, this
feat has no effect for you.

DRAGONTOUCHED
Change: You also gain an additional +1 to the skill associated with the Draconic Heritage feat. If you do not have the Draconic Heritage feat you may opt this bonus to apply to the Perception skill. If you take the Draconic Heritage feat, you may change this bonus to apply to you skill associated with the feat.

RACES OF THE DRAGON

DRACONIC ARCANE GRACE [DRACONIC]
Change: The bonus equals the level of the spell slot used plus your Cha mod. The maximum bonus received from your Cha mod can not exceed the number of Draconic feats you have.

DRACONIC BREATH [DRACONIC]
Change: ...2d6 points of damage per spell level expended plus 1 point of damage per Draconic feat you have.

DRACONIC CLAW [DRACONIC]
Change: You additionally gain a bonus to your damage on your claw attack equal to 1/2 the number of Draconic feats you have.

DRACONIC FLIGHT [DRACONIC]
Change: ...fly speed equal to 15...

DRACONIC LEGACY [DRACONIC]
Change: Your caster level for these spells are always calculated one higher than normal.

DRACONIC PERSUASION [DRACONIC]
Change: ...bonus equal to two times...

DRACONIC POWER [DRACONIC]
Change: Increase the benefits of this feat by one for every six Draconic feat you have.

DRACONIC PRESENCE [DRACONIC]
Change: If you have four or more Draconic feats, instead of being shaken subjects are frightened.
If you have eight or more Draconic feats, instead of being shaken or frightened, the subjects are panicked.

DRACONIC RESISTANCE [DRACONIC]
Change: If you completely negate damage dealt by the energy descriptor associated with your Draconic Heritage feat, the bonus received from this increases to five time the number of Draconic feats you have for a number of rounds equal to one third the number of Draconic feats you have (minimun one round).

DRACONIC SKIN [DRACONIC]
Change: ... natural armor increases by one for every two Draconic feats you have (minimum plus one).

DRACONIC TOUGHNESS [DRACONIC]
Change: You gain an additional hit point for every 3 Draconic feats you have.

NEW FEATS

ENHANCED ASPECT [DRACONIC]
Prerequisites: Dragonborn, Draconic Heritage, Sorcerer level 1
Benefit: Your effective Hit Die for the purposes of determining the benefit of your racial Aspect is increased by one for every 3 Draconic feats you have.

SECOND ASPECT [DRACONINC]
Prerequisites: Dragonborn, Draconic Heritage, Sorcerer level 1, 11 HD
Benefit: You may select a second Draconic Aspect associated with your race. The scaling of this aspect is you HD as normal, minus five. If you have the Enhanced Aspect feat, it can be used to mitigate this penalty.

HEART OF THE DRAGON ENGORGED [DRACONIC]
Prerequitisites: Dragonborn, Draconic Heritage, three other Draconic feats, Sorcerer level 1, HEART draconic aspect
Benefit: The damage your breath weapon deals is increased to 1d10 per 1d8 you previously had. Additionally you gain one damage per five HD you have. This feat only effects the damage dealt by the breath weapon gained from the dragonborn race.

MIND OF THE DRAGON REALIZED [DRACONIC]
Prerequitisites: Dragonborn, Draconic Heritage, three other Draconic feats, Sorcerer level 1, MIND draconic aspect
Benefit: At 3 HD, you gain tremorsense equal to 20 feet. At 6 HD the Perception bonus increases to +3. At 9 HD your tremorsense is increased to 40 feet. At 12 HD the Perception bonus increases to +4. At 15 HD your tremorsense is increased to 60 feet and the bonus to your Perception check increases to +5.

WINGS OF THE DRAGON UNFURLED [DRACONIC]
Prerequitisites: Dragonborn, Draconic Heritage, three other Draconic feats, Sorcerer level 1, WINGS draconic aspect
Benefit: Flying speed is increased by 20 feet and maneuverability increases one grade.

ARCANE BREATH RECHARGE [DRCONIC]
Prerequisite: Dragonborn, Draconic Heritage, HEART dragon aspect
Benefit: Whenever you cast an arcane spell, the recharge time for your breath weapon associated with your race is reduced by one round.

RETRIBUTIVE BLOOD [RACIAL]
Prerequisite: Dragonborn, HEART dragon aspect
Benefit: Enemies that attack you with a natural or melee weapon (not reach weapons) take 1 damage per base damage die (as if you have NO modifiers) of your breath weapon. If you have the Draconic Heritage feat this dakage correspond to your draconic heritage dragon race. If you do not have the Draconic Heritage feat or you heritage does not deal one of the true dragon damage types, your default damage type is fire.

To be honest, I have tons more but work calls so please feel free to PEACH and make suggestions as needed.