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Saralach's Invocation Pack v2


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#1
Surango

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This has just been posted on the vault. Some changes the SR fix used to bypass globes. Will need some playtesters to make sure it works with eldritch blast shapes and essences.

New invocations, a couple new feats. There are no pacts in this version, you could call some of the new spells as an eldritch sorcerer. Full spell and feat list, including stock spells:


Feats



Ability
Focus: Eldritch Blast:
Eldritch
blast shapes and essences gain +2DC checks.
Required: Warlock




Ability
Focus: Invocations:

Invocations
gain +2DC checks.
Required: Warlock




Dark
Changeling:
The
warlock retains her spell casting ability while polymorphed.
Required: Warlock, concentration 12, spellcraft 10




Eldritch
Fury:
The
warlock adds their charisma modifier to all damage rolls for eldritch
blasts.
Required: Warlock 6, Spellcraft 9


Hellfire
Mastery:
The
warlock no longer takes constitution damage when using hellfire blast
or hellfire shield.
Required: Hellfire Warlock 3, Constitution 14+




Practiced
Invoker:

When
multiclassing, the warlock gains up to 4 levels of caster levels, if
there are more than four levels of another class, you still gain 4.
Required: Warlock, spellcraft 4





Epic Feats



Master
of the Elements:
The
caster summons a random elder elemental for 24 hours. This ability
has a one minute cooldown perion.
Required: Eldritch Blast 8d6, INT 14, Spellcraft 24, Lore 16




Morpheme
Savant:
The
caster can use power word blind, power word kill, or power word stun.
Activating this ability requires a standard action. This ability has
a one minute cooldown period.
Required: Eldritch Blast 8d6, CHA 18, Spellcraft 24, Bluff 12




Verminlord:
The caster

can summon ten swarms of centipedes. They adds their Charisma
modifier to the poison save DC of the swarm. The attacks of any
centipede swarms summoned are so empowererd by the caster they bypass
all forms of damage reduction. Activating this ability requires a
standard action and has a cooldown period of one minute.
Required: Eldritch Blast 8d6, CON 14, Spellcraft 2


















Spells




Least Invocations



Beguiling
Influence:
The
warlock gains bonuses to diplomacy, intimidate, and bluff checks
equal to their charisma modifier for 24 hours.



Chaos
Bolt:
The
warlock fires a bolt of energy at a target, dealing 1d4 damage per
caster level (max 20d4) of damage. Damage is randomly fire, cold,
electrical, sonic, acid, or magical.



Dark
One's Own Luck:

The
warlock gains bonuses to all saving throws equal to their charisma
modifier for 24 hours.



Eldritch
Mantle:
The
caster gains +1 to armor, deflection, and natural armor for 24 hours.
This bonus increases by 1 every 5 caster levels.



Eldritch
Spear:

The
eldritch blast's range extends out to 250'.



Entropic
Warding:
The
warlock gains 20% miss chance vs ranged weapons for 24 hours.



Darkness:
The
warlock blankets an area in magical darkness for 1 minute.



Devil
Sight:
The
caster gains +10 to spot and search checks and gains see invisibility
for 24 hours.



Flaming
Burst:
The
warlock hurls a bolt of flame at a single target, dealing 1d6 per two
caster levels (max 10d6) fire damage. Enemies within 10' of the
target must make a reflex save or be dealt half the damage dealt to
the initial target.



Frightful
Blast:

Any
who fail a will save are left shaken for 1 minute.



Hideous
Blow:

The
warlock infuses their eldritch blast into a weapon for a single
strike. Dissipates after one hit.



Leaps
and Bounds:
The
warlock gains +4 to tumble checks and +4 dexterity for 24hours.



Otherworldly
Whispers:

The
warlock gains bonuses to lore, spellcraft, and use magic device
checks equal to their charisma modifier for 24hours.



See
the Unseen:

The
warlock gains see invisibility for 24 hours.



Sickening
Blast:

Any
who fail a fortitude save are left sickened for 1 minute.














Lesser Invocations



Acrid
Web:
Slows
enemies to a crawl and entangles on a failed reflex save, dealing 2d6
acid damage to anything entering the blast. Those in the area of
effect suffer 1d6+ ½ the caster's level.



Brimstone
Blast:
Deals
fire damage, any who fail a reflex save catch fire.



Charm:
The
creature regards the caster as friendly and will do nothing for or
against them. This effect lasts 1 round per caster level.



Curse
of Despair:
The
warlock bestows a curse on his victim who suffers -1 to attack rolls
and -2 to all attributes.



Dread
Seizure:
The
victim is wracked with pain, causing them to move slowly and attack
clumsily for 1 minute. Fortitude save negates..



Eldritch
Chain:
The
caster creates a chain attack, dealing full eldritch blast damage to
the first creature and half of their eldritch blast damage to
subsequent targets.



Fleet
of Foot:

The warlock and surrounding party members become hasted, gaining +1
to attack rolls and +1 to AC for 1 round per caster level.



Hamer
Blast:
deals
sonic damage, if the target is a construct it may be slowed fro 3
rounds.

(note: this replaces beshadowed blast)



Hellrime
Blast:

Deals cold damage, target suffers -4 dex for 1 minute failing a
fortitude save.



Ignore
the Pyre:
The
warlock gains resistance to a single element equal to her caster
level for 24 hours. If another element is cast, it replaces the
first.



Scorching
Storm:
Waves
of fire and lightening burst from the caster's hands, dealing 1d6
fire and 1d6 electrical damage per 3 caster levels (max 6d6 each) to
any caught in the blast. Reflex for half.



The
Dead Walk:
The
warlock summons an undead creature, its power determined by its
level.


Voracious
Dispelling:
The
warlock attempts to dispel magical effects, damaging the creator of
them.



Walk
Unseen:

The warlock gains invisibility for 24 hours or until they make a
hostile action.















Greater Invocations



Aura
of Flame:
The
warlock erects a shield of fire, damaging any who strike her in
melee, The damage shield does 1 fire damage per caster level. (max
20)\\



Bewitching
Blast:
Creatures
that fail a will save are confused for 3 rounds.



Eldritch
Cone:
The
eldritch blasts becomes a cone, damaging foes within the blast.



Chaos
Storm:
The
warlock sends one chaos bolt per caster level (max 20) to an area,
each one dealing 1d4 random damage to single creatures or groups.



Chilling
Tentacles:
Tentacles
grab and crush anything in reach, dealing 1d4 bludgeoning damage as a
+3 weapon. Also deals 2d6 cold damage passing through the blast.



Devour
Magic:
The
warlock attempts to dispel magical effects, gaining temporary hit
points.



Fell
Command:
The
warlock dominates a creature for 10 rounds upon a failed will save.
This can backfire, driving the target insane.



Great
Arc:

The caster hurls a bolt of lightening at a target, sending shock
waves to subsequent foes. Deals 1d4 electrical damage per caster
level to the initial target and any others caught in the blast. Ignores spell resistance.



Hellspawned
Grace:
The
caster takes on the form of a hellcat for 1 round per caster level.



Hindering
Blast:
on
a failed fortitude save, target is knocked down for 3 rounds.



Noxious
Blast:
on
a failed fortitude save, target is nauseated for 10 rounds.



Ravenous
Maw:
The
caster creates a spiritual creature to attack a target. Upon a ranged
touch attack, the target suffers 4d6 damages plus the caster's
charisma modifier. The warlock heals damage dealt by this creature.



Tenacious
Plague:
Infernal
insects bite at the victim, dealing 2d6 magical damage for 1 round
per 2 caster levels. The swarms do not stack. If another is summoned,
it replaces the first.



Vitriolic
Blast:
deals
acid damage, on a failed reflex save the target continues to take
damage.



Wall
of Perilous Flame:
The
warlock creates a wall of supernatural fire, dealing 2d6+ the
warlock's caster level. Half this damage is fire, the other half is
supernatural. Lasts 1 round per caster level.














Dark Invocations



Binding
Blast:
Dark
energies bind the target upon a failed fortitude save and are
paralyzed for 3 rounds.



Caster's
Lament:
The
warlock strips 3 spell protections from a target, dispelling the next round at level 10.



Dark
Foresight:
The
warlock catches a glimpse of the future, gaining +2 to AC and reflex
saves and immunity to sneak attacks for 1 turn per caster level.



Eldritch
Doom:

Waves of eldritch energy lash around the caster, harming only foes
caught in the blast. Reflex save for half.



Embrace
the Pain:

The caster's skin hardens like rock, granting 30/adamantine and
10/silver for one minute per caster level or until the cap has been
met.



Elemental
Immunity:
The
caster gains 100% damage immunity from the chosen damage type for 24
hours. This spell does not stack. If another is cast, it replaces the
first.



Form
of the Fiend:
The
warlock polymorphs into a horned devil for 1 round per caster level.



Instill
Vulnerability:
The
warlock attempts a ranged touch attack on a target. If successful,
the victim suffers 50% damage vulnerability against the chosen type



Retributive
Invisibility:
The
warlock gains improved invisibility for 1 round per caster level. If
dispelled, a shock wave bursts from the caster dealing 4d6 damage to
anything nearby.



Utterdark
Blast:
Deals
negative levels, heals undead. Upon a failed fortitude save, the
target takes a stacking -2 level drain.



Word
of Changing:
The
warlock polymorphs a living target into a 1 HD creature for 1 round
per caster level. Fortitude negates.

#2
Surango

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Update: added a sneak attack code for eldritch blast shapes and essences.

#3
Surango

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When I first started this project, my aim was to make the warlock a viable option. I think I've done that. The first time around, I went a bit wild, and ended up not really liking the result. Started to feel thrown together, especially the pacts. I originally planned to do a few distinctive classes, but never really got around to it. If there's interest, I'll go ahead with it. I have slots 100-104 reserved still. Open to suggestions and here's a couple I may do...

Celestial Spirit - a good warlock similar to enlightened spirit. 4/5 spell progression
1: Aura of Courage, Warlock Spell Progression
2: Ghost Warrior- as spirit shaman feat (if it works for other classes)
3: Rebuke- as turn undead 3/day
5: Aura of Life Protection- you and nearby allies are immune to death effects and level/ability drain.


Eldritch Scholar- a more studious warlock with access to more invocations. 8/10 progression
1: Warlock Spellcasting Progression
2:
3: Extra Invocation
4:
5: Chasuble of Fell Power - +1d6 to all eldritch blast shapes and essences.
6:
7: Extra Invocation
8:
9: Extra Invocation
10: Chasuble of Fell Power- +2d6 to all eldritch blast shapes and essences

Modifié par Surango, 03 février 2013 - 02:45 .


#4
kevL

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+1




esp. Eldritch Scholar

Modifié par kevL, 03 février 2013 - 03:09 .


#5
Surango

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The groundwork for these classes is laid. I was also tinkering with the idea of the dragonfire adept as a warlock prestige class. I know it's a base class, but I don't have the inclination to learn the gui for a single class.

The only requirement will be that you have the warlock class. Has 20 levels.

1: Breath Weapon +1d6, Warlock Progression
2: Scales I - +2 natural AC bonus, Breath Effect
3: Breath Weapon +2d6
4: Skill Focus: Diplomacy - to replace Dragonkin
5: Breath Weapon +3d6, Breath Effect
6: Damage Reduction I - instead of 2/magic it's going to be the 2/cold iron
7: Breath Weapon +4d6
8: Scales II - +3
9: Breath Weapon +5d6
10:Greater Breath Weapon - doubles range, Breath Effect
11: Breath Weapon +6d6,
12: Breath Effect
13: Scales III - +4
14: Breath Weapon +7d6,
15: Breath Effect
16: Damage Reduction II- 5/cold iron
17: Breath Weapon +8d6
18: Scales IV - +5
19: Draconic Immunities: immunity to sleep and paralysis
20: Breath Weapon +9d6, Breath Effect

Damage Reduction will be handled by giving the warlock DR feats.

Breath Effects: This won't be a full implementation of the breath weapons, mostly because I don't want to make the status effect ones. Don't see them being used. All breath weapons will be cones. I'm not doing lines or clouds. The actual breath weapon feats will be eldritch blast feats.

1: fire - starting
2: Frost, Lightening
5: Acid (ignores SR), Shaped Breath (makes all breath weapons only effect enemies)
10: Force (magical), Thunder (sonic)
15: Fivefold Breath of Tiamat (Fire, Frost, Lightening, Force, Acid breath weapons as one, deals damage to caster), Discorporating Breath of Bahumut (deals double damage to enemies, deals damage to caster)

Keep in mind, this is still in the works..This is the first time I've made classes so bear with me. If you remember how much I talk to myself, you know this is my notepad.

#6
Surango

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After doing a couple of the scripts, I may not do the DFA class. It doesn't mesh well with the warlock. I can maybe see some kind of dragon pact class, but not a prestige DFA.

#7
Surango

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Update: Extra Invocation feats and a few new spells. No classes just yet.

http://nwvault.ign.c...l.Detail&id=462

#8
Surango

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Update: Paragon Visionary and Shadow Master epic feats. Dark invocations as epic extra invocations.

Starting on a class pack soon.

#9
Surango

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class pack is up with the invocation pack.

nwvault.ign.com/View.php

#10
Amphibious Bagel

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This all sounds quite fun. I may download the changes for a run through of a module. Keep up the good work!

#11
Surango

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A few updates:

Improved on the sneak attack code
Set OEI hellfire warlock to always do 1 con damage, regardless of blast shape.
Added Eldritch Glaive.
Changed Chaos Bolt to have a fortitude save for half damage.
Changed Baleful Utterance. Dazes for 1d4 rounds, on a failed will save it deals damage.

#12
Surango

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New feat added:

Eldritch Volley: the warlock may use eldritch blast as many times in a round as he has attacks (up to 4). This affects eldritch blast, all unshaped essences, and eldritch spear.

You can find the full feat and spell list on the page or inside the pack.

#13
Surango

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New Spells:

Least

Call of the Beast: You may summon an animal for 1 turn per level.
1-3: Wolf, black bear, dire badger
4-5: dire wolf, dire wolverine, brown bear
6+: dire boar (85%), dire bear (15%)

changed Eldritch Mantle to Eldritch Shield- now gives a shield bonus equal to charisma modifier.

Lesser

Acrid Web has been changed to a cone attack, dealing 3d6 + charisma mod acid damage. On a failed reflex save, the target(s) are entangled for 1 round and dealt acid damage equal to your caster level (max 15) the following round.

Ravenous Maw has been changed to a lesser invocation, dealing 4d6 +charisma modifier. Heals half and can be ripped off before it can do main damage.

Greater

Fiendish Consort: You summon a fiendish ally for 1 round per caster level. At higher levels you can (rarely) summon a pit fiend.

Leeching Wave: deals a number of d6 damage equal to your charisma modifier in a cone. For each target damaged by the spell, you heal double your charisma modifier. If you have a 16 cha and damage three enemies, you can heal up to 18hp.

Dark

Eldritch Mantle: spell level absorption (up to level 7 spells) for 1 turn per caster level

Thirsting Tendrils: Grapples a single enemy, holding it in place and sucking the life from it. Deals 4d6 damage per round, for 5 rounds or until the target can break free. This damage is sent back to the caster as healing.

Enjoy.

nwvault.ign.com/View.php

#14
kamal_

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This makes warlocks much more varied, thanks!

#15
Surango

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kamal_ wrote...

This makes warlocks much more varied, thanks!


Heh. People can thank PoE for some of this diversity. After fighting a multitude of types of enemies, there is something for just about everything. And after almost finishing the game and getting that module freeze (grrr...) I went back to creating. And here we are. Now it's time to play the game.

#16
Surango

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One spell added to the pack, upon request.

Horrid Dreams: The caster puts creatures to sleep. Upon awakening, they are dealt 1d4 per point in the caster's charisma modifier.

There is also a new version of the warlock buddy up on the invocation pack page. This WB is compatible with compatible with my pack and includes toggles for the Hellfire Warlock rewrite, aura of flame, dark foresight, and all the new 24 hour buffs as well as the changes to existing invocations.

Before you cast any spells, the durations using your caster level were a little wonky. So GL and I decided to make these durations set. So it may run out sooner than if you had manually cast the spell. This is to avoid the spells just flickering and doing nothing.

#17
GLWizard

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At long last, I have managed to put together a "merge" version of my pack compatible with the new version of Saralach's Invocations Pack (classpack edition). This version of the pack should be current up to the "Horrid Dreams" version of his pack (released 3-20-13).

Apart from adding the spells from my pack to the content from his pack, the merge adds my description text for the Extra Invocation feats to Saralach's own versions of the EI feats, among other things (full details can be found in the readme file).

The merge can be found on my Spellpack page (link in my signature).

#18
Trylane

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Hello, currently playing with your invocation pack (manually merged to some other mod). I noticed that several functions check for FEAT_FEY_POWER/FEAT_FIENDISH_POWER, but treat them the same (+1 if either or both), Shouldn't they be separate? +1 if either, +2 if both? What about Spellcasting Prodigy? It's not checked at all, shouldn't it be?

#19
Surango

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Fiendish/Fey power: Not really, as you should only have one or the other. Spellcasting prodigy could be added in though.

#20
Trylane

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I'd accept that, but a human orStrongheart halfling could have both heritage feats.

#21
Surango

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Could, but... why? And how would that fit the role play? You're more than welcome to change things how you like, but I just don't see a character being fiendish and fey.

#22
Surango

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Minor update: Added in Horrid Dreams as an extra invocation and fixed a few errors in the tlk.

Warlock buddy now correctly turns off Embrace the Pain.