Fell Contract (3.5e Prestige Class)

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Revision as of 08:05, 23 August 2010 by Havvy (talk | contribs) (Bonus feat list is done for SRD + Homebrew...I'll go through CA and CM later for more.)
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Fluff plus list of feats to choose from.


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Author: Havvy (talk)
Date Created: August 22nd, 2010
Status: First Draft
Editing: Clarity edits only please
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Fell Contract

Becoming a Fell Contract

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 Special Invocations
Fort Ref Will
1st +0 +0 +0 +2 Extra Invocation +1 Invocating Class
2nd +1 +0 +0 +3 Strengthened 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 +4 +1 +1 +4 Floating Invocation +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

All of the following are class features of the Fell Contract.

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.

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.

Strengthened Invoking: 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, Quicken Spell-Like Ability, Mobility, Point Blank Shot, Precise Shot Shot on the Run. If homebrew feats are allowed, add these feats to the list of feats you may choose: Eldritch Blood, Eldritch_Break, Eldritch_Flurry, Eldritch_Power, Emergency Reinvoke, Energy Substitute Spell-Like Ability, Forceful Invocation, Quicken Invocation, Sharpshooter, 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.

Floating Invocation: You gain an extra invocation. This invocation may be of the highest invocation type (least, lesser, greater, dark) you may choose or lower. By spending one hour performing a special arcane ritual, you may change this invocation to a new invocation.

Ex-Fell Contract

You lose all class abilities (minus skill points, base save bonuses, and base attack bonus) if you ever lose your warlock abilities.




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Back to Main Page3.5e HomebrewClassesPrestige Classes

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 +