Difference between revisions of "Fell Contract (3.5e Prestige Class)"

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Characters that take this class are those who find that the power of their invocations are vastly stronger than any of their other powers.  Most times they set the contract for their powers themselves, but a rare warlock born with these powers might find the creature that gave them these powers and ask for a new contract.  Most of the times, this contract change is done with little long-term effect.  Some creatures might ask for a magical item or platinum pieces.
 
Characters that take this class are those who find that the power of their invocations are vastly stronger than any of their other powers.  Most times they set the contract for their powers themselves, but a rare warlock born with these powers might find the creature that gave them these powers and ask for a new contract.  Most of the times, this contract change is done with little long-term effect.  Some creatures might ask for a magical item or platinum pieces.
  
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|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements
 
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! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
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| 2nd || +1 || +0 || +0 || +3
 
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| class="left" | [[#Strengthened Invoking|Strengthened Invoking]]
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| class="left" | [[#Improved Invoking|Improved Invoking]]
 
| class="left" | [[#Invocations|+1 Invocating Class]]
 
| class="left" | [[#Invocations|+1 Invocating Class]]
 
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| class="left" | [[#Floating Invocation|Floating Invocation]]
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| class="left" | [[#Resignable Clause|Resignable Clause]]
 
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====Class Features====
 
====Class Features====
  
All of the following are class features of the Fell Contract.
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All of the following are class features of the Fell Contract.  Each of these abilities is known as a clause.
  
'''{{Anchor|Invocations}}:''' At each level, you gain new invocations and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one <-divine? arcane? prepared? spontaneous?-> spellcasting class before becoming a <-class name->, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
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'''{{Anchor|Invocations}}:''' At each level, you gain new invocations and an increase in caster level as if you had also gained a level in the warlock class. You do not, however, gain any other benefit a character of that class would have gained. If you have more than one invocating class, you must choose which class gains the new invocations.
  
'''''{{Anchor|Extra Invocation}}'':''' You gain an extra invocation.  This invocation may be of the highest invocation type (least, lesser, greater, dark) you may choose or lower.
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'''''{{Anchor|Extra Invocation}}'':''' This clause gives you an extra invocation.  You gain an extra invocation.  You must qualify for this invocation.
  
'''{{Anchor|Strengthened Invoking}}:''' The saving [[SRD:DC|DC]] of your invocations is increased by one.
+
'''{{Anchor|Improved Invoking}}:''' This clause makes your abilities harder to resist.  The saving [[SRD:DC|DC]] of your invocations is increased by one.
  
'''{{Anchor|Bonus Feat}}:''' You gain a bonus feat.  It must be from the following list:  [[SRD:Ability Focus|Ability Focus (eldritch blast)]], [[SRD:Combat Casting|Combat Casting]], [[SRD:Dodge|Dodge]], [[SRD:Empower Spell-Like Ability|Empower Spell-Like Ability]], [[SRD:Quicken Spell-Like Ability|Quicken Spell-Like Ability]], [[SRD:Mobility|Mobility]], [[SRD:Point Blank Shot|Point Blank Shot]], [[SRD:Precise Shot|Precise Shot]], and [[SRD:Shot on the Run|Shot on the Run]].  If homebrew feats are allowed, add these feats to the list of feats you may choose:  [[Deadly Blast (3.5e Feat)|Deadly Blast]], [[Eldritch Blood (3.5e Feat)|Eldritch Blood]], [[Eldritch_Break_(3.5e_Feat)|Eldritch_Break]], [[Eldritch_Flurry_(3.5e_Feat)|Eldritch_Flurry]], [[Eldritch_Power_(3.5e_Feat)|Eldritch_Power]], [[Emergency Reinvoke (3.5e Feat)|Emergency Reinvoke]], [[Energy Substitute Spell-Like Ability (3.5e Feat)|Energy Substitute Spell-Like Ability]], [[Explosive Eldrich Blast (3.5e Feat)|Explosive Eldritch Blast]], [[Forceful Invocation (3.5e Feat)|Forceful Invocation]], [[Quicken Invocation (3.5e Feat)|Quicken Invocation]], [[Sharpshooter_(3.5e_Feat)|Sharpshooter]], and [[Still Invocation (3.5e Feat)|Still Invocation]].  The homebrew bonus feats are of all balance points, so get your DM's permission before choosing one.  You must meet all prerequisites for the chosen feat.
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'''{{Anchor|Bonus Feat}}:''' You gain a bonus feat.  It must be from the following list:  [[SRD:Ability Focus|Ability Focus]] (eldritch blast), [[SRD:Combat Casting|Combat Casting]], [[SRD:Dodge|Dodge]], [[SRD:Empower Spell-Like Ability|Empower Spell-Like Ability]], [[SRD:Improved Critical|Improved Critical]] (eldritch blast), [[SRD:Quicken Spell-Like Ability|Quicken Spell-Like Ability]], [[SRD:Mobility|Mobility]], [[SRD:Point Blank Shot|Point Blank Shot]], [[SRD:Precise Shot|Precise Shot]], [[SRD:Shot on the Run|Shot on the Run]], and [[SRD:Weapon Focus|Weapon Focus]] (Rays).  You must meet all prerequisites for the chosen feat.
  
'''''{{Anchor|Floating Invocation}}'':''' You gain an extra invocation. This invocation may be of the highest invocation type (least, lesser, greater, dark) you may choose or lowerBy spending one hour performing a special arcane ritual, you may change this invocation to a new invocation.
+
If homebrew feats are allowed, add these feats to the list of feats you may choose:  [[Deadly Blast (3.5e Feat)|Deadly Blast]], [[Eldritch Blood (3.5e Feat)|Eldritch Blood]], [[Eldritch Break (3.5e Feat)|Eldritch Break]], [[Eldritch Flurry (3.5e Feat)|Eldritch Flurry]], [[Eldritch Power (3.5e Feat)|Eldritch Power]], [[Emergency Reinvoke (3.5e Feat)|Emergency Reinvoke]], [[Energy Substitute Spell-Like Ability (3.5e Feat)|Energy Substitute Spell-Like Ability]], [[Explosive Eldrich Blast (3.5e Feat)|Explosive Eldritch Blast]], [[Forceful Invocation (3.5e Feat)|Forceful Invocation]], [[Quicken Invocation (3.5e Feat)|Quicken Invocation]], [[Sharpshooter_(3.5e_Feat)|Sharpshooter]], and [[Still Invocation (3.5e Feat)|Still Invocation]]The homebrew bonus feats are of all balance points, so get your Dungeon Master's permission before choosing one.
  
====Ex-Fell Contract====
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'''''{{Anchor|Resignable Clause}}'':'''  Your most powerful clause becomes available to you.  Pick three invocations you qualify for.  By spending an hour meditating on the contract, you are allowed to use one of these invocations freely.  Each time you meditate on the contract, you lose access to the invocation gained from the previous meditation, and if the effect of the invocation is still in effect, it ends at the beginning of the meditation.
 
 
You lose all class abilities (minus skill points, base save bonuses, and base attack bonus) if you ever lose your warlock abilities.
 
  
 
===Campaign Information===
 
===Campaign Information===
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====Playing a Fell Contract====
 
====Playing a Fell Contract====
  
'''Advancement:''' There are not many prestige classes for a warlock, but this one synergizes with the hellfire warlock.  Also, what levels you choose to take this prestige class determines what extra invocations you get.  Saving it for 16th level will give you a wider choice of invocations to choose from.
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'''Advancement:''' There are not many prestige classes for a warlock, but this one synergizes with the hellfire warlock.  Also, what levels you choose to take this prestige class determines what extra invocations you get.  Saving it for 16th level will give you a wider choice of invocations to choose from.  Still, the quicker you take this class, the quicker you get access to Dissolution and Redeclaration.
  
====Fell Contracts in the Game====
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'''Variants:''' If you replace Dissol
 
 
Fell contracts offer nothing new, so creating one is like creating a warlock.
 
 
 
'''Adaptation:''' This prestige class adds nothing new mechanically, so adapting really means that you can choose to give warlocks this prestige class.
 
  
 
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{{3.5e Prestige Classes Breadcrumb}}
 
{{3.5e Prestige Classes Breadcrumb}}
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[[Category:3.5e]]
 
[[Category:3.5e]]
 
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[[Category:User]]
 
[[Category:Class]]
 
[[Category:Class]]
 
[[Category:Prestige Class]]
 
[[Category:Prestige Class]]
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Latest revision as of 02:04, 19 September 2012

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Date Created: August 22nd, 2010
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Fell Contract[edit]

Becoming a Fell Contract[edit]

Characters that take this class are those who find that the power of their invocations are vastly stronger than any of their other powers. Most times they set the contract for their powers themselves, but a rare warlock born with these powers might find the creature that gave them these powers and ask for a new contract. Most of the times, this contract change is done with little long-term effect. Some creatures might ask for a magical item or platinum pieces.

Entry Requirements
Skills: Knowledge (the planes) 8 ranks
Invocations: Eldritch Blast 3d6
Special: Must have contacted creature that gave powers and resign a new contract.

Table: The Fell Contract

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Clause Invocations
Fort Ref Will
1st +0 +0 +0 +2 Extra Invocation +1 Invocating Class
2nd +1 +0 +0 +3 Improved Invoking +1 Invocating Class
3rd +2 +1 +1 +3 Extra Invocation +1 Invocating Class
4th +3 +1 +1 +4 Bonus Feat +1 Invocating Class
5th +3 +1 +1 +4 Resignable Clause +1 Invocating Class

Class Skills (2 + Int modifier per level.
Bluff (Cha), Concentration (Con), Disguise (Cha), Forgery (Int), Intimidate (Cha), Knowledge (the planes) (Int), Move Silently (Dex), Open Lock (Dex), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha),

Class Features[edit]

All of the following are class features of the Fell Contract. Each of these abilities is known as a clause.

Invocations: At each level, you gain new invocations and an increase in caster level as if you had also gained a level in the warlock class. You do not, however, gain any other benefit a character of that class would have gained. If you have more than one invocating class, you must choose which class gains the new invocations.

Extra Invocation: This clause gives you an extra invocation. You gain an extra invocation. You must qualify for this invocation.

Improved Invoking: This clause makes your abilities harder to resist. The saving DC of your invocations is increased by one.

Bonus Feat: You gain a bonus feat. It must be from the following list: Ability Focus (eldritch blast), Combat Casting, Dodge, Empower Spell-Like Ability, Improved Critical (eldritch blast), Quicken Spell-Like Ability, Mobility, Point Blank Shot, Precise Shot, Shot on the Run, and Weapon Focus (Rays). You must meet all prerequisites for the chosen feat.

If homebrew feats are allowed, add these feats to the list of feats you may choose: Deadly Blast, Eldritch Blood, Eldritch Break, Eldritch Flurry, Eldritch Power, Emergency Reinvoke, Energy Substitute Spell-Like Ability, Explosive Eldritch Blast, Forceful Invocation, Quicken Invocation, Sharpshooter, and Still Invocation. The homebrew bonus feats are of all balance points, so get your Dungeon Master's permission before choosing one.

Resignable Clause: Your most powerful clause becomes available to you. Pick three invocations you qualify for. By spending an hour meditating on the contract, you are allowed to use one of these invocations freely. Each time you meditate on the contract, you lose access to the invocation gained from the previous meditation, and if the effect of the invocation is still in effect, it ends at the beginning of the meditation.

Campaign Information[edit]

Playing a Fell Contract[edit]

Advancement: There are not many prestige classes for a warlock, but this one synergizes with the hellfire warlock. Also, what levels you choose to take this prestige class determines what extra invocations you get. Saving it for 16th level will give you a wider choice of invocations to choose from. Still, the quicker you take this class, the quicker you get access to Dissolution and Redeclaration.

Variants: If you replace Dissol


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Havvy's Homebrew (191 Articles)
Havvyv
Allowed AlignmentsLawful Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceHigh +
AuthorHavvy +
Base Attack Bonus ProgressionModerate +
Class AbilityInvocations +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Prestige Class +
Length5 +
Minimum Level6 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillBluff +, Concentration +, Disguise +, Forgery +, Intimidate +, Knowledge (the planes) +, Move Silently +, Open Lock +, Sense Motive +, Spellcraft + and Use Magic Device +
Skill Points2 +
SummaryYou renew your pact, gaining more invocations at the cost of normal class abilities. +
TitleFell Contract +
Will Save ProgressionGood +