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Every contract has at least one clause. A clause is a purpose or a concept, though more may be added through the feat "Extra Clause". Every clause adds 5 invocations per grade to the invocations knowable list and has a special power, similar to the special powers of clerical domains. Each clause also has a list of 4 to 6 class skills. | Every contract has at least one clause. A clause is a purpose or a concept, though more may be added through the feat "Extra Clause". Every clause adds 5 invocations per grade to the invocations knowable list and has a special power, similar to the special powers of clerical domains. Each clause also has a list of 4 to 6 class skills. | ||
− | ''{{Anchor|Initial Clause}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' At first level, you must choose a clause. This clause determines many key abilities about yourself. You gain all skills of the clause as class skills. If the clause is a purpose, saving throws for the special effects of your invocations are keyed off of [[SRD:Wisdom|Wisdom]]. If the clause is a concept, saving throws for the special effects of your invocations are keyed off of [[SRD:Charisma|Charisma]]. | + | ''{{Anchor|Initial Clause}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' At first level, you must choose a clause. This clause determines many key abilities about yourself. You gain all skills of the clause as class skills. If the clause is a purpose, saving throws for the special effects of your invocations are keyed off of [[SRD:Wisdom|Wisdom]]. If the clause is a concept (which it will always be, if you're a Warlock), saving throws for the special effects of your invocations are keyed off of [[SRD:Charisma|Charisma]]. |
''{{Anchor|Extra Clauses}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' If by some means, you gain an extra clause, you add all invocations of that clause to your invocations knowable list. You choose one skill on the clause's skill list, and that skill becomes a class skill for you. Saving throws for these invocations are still based off of your initial clause. The extra clauses cannot clash with any prior clauses. For example, if you have a clause for "Goodness", you cannot take a clause for "Evilness". | ''{{Anchor|Extra Clauses}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' If by some means, you gain an extra clause, you add all invocations of that clause to your invocations knowable list. You choose one skill on the clause's skill list, and that skill becomes a class skill for you. Saving throws for these invocations are still based off of your initial clause. The extra clauses cannot clash with any prior clauses. For example, if you have a clause for "Goodness", you cannot take a clause for "Evilness". |
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Contents
Grimoire Warlock
Todo: Make a Heallock class for causes and make the Warlock a warrior only class.
Making a Grimoire Warlock
Warlocks can either be controllers or strikers, or be both. They can be built as either melee or ranged combatants.
Abilities: Depending on your initial clause, charisma or wisdom are key to your invocation and eldritch blast saving throws. Dexterity makes your eldritch blast harder to avoid.
Races: Non-savage races are more likely to join.
Alignment: Any, though lawful characters are more likely to sign a contract. Evil characters will sign it for pure power while good characters will sign it to help combat evil. Chaotic characters might sign it on a whim while lawful characters will think deeply before deciding to sign it.
Starting Gold: 3d4×10 gp (75 gp). Starting Age: "Simple" or "As rogue"
Level | Base Attack Bonus |
Saving Throws | Special | Invocations Known | Maximum Grade | ||
---|---|---|---|---|---|---|---|
Fort | Ref | Will | |||||
1st | +0 | +0 | +2 | +2 | Contract, Invocations, Eldritch Attack | 1 | Least |
2nd | +1 | +0 | +3 | +3 | Eldritch Extension | 1 | - |
3rd | +2 | +1 | +3 | +3 | Fighting Style | 2 | - |
4th | +3 | +1 | +4 | +4 | 3 | - | |
5th | +3 | +1 | +4 | +4 | 4 | - | |
6th | +4 | +2 | +5 | +5 | 5 | Lesser | |
7th | +5 | +2 | +5 | +5 | Eldritch Extension | 5 | - |
8th | +6/+1 | +2 | +6 | +6 | 6 | - | |
9th | +6/+1 | +3 | +6 | +6 | 7 | - | |
10th | +7/+2 | +3 | +7 | +7 | 8 | - | |
11th | +8/+3 | +3 | +7 | +7 | 9 | Greater | |
12th | +9/+4 | +4 | +8 | +8 | Eldritch Extension | 9 | - |
13th | +9/+4 | +4 | +8 | +8 | 10 | - | |
14th | +10/+5 | +4 | +9 | +9 | 11 | - | |
15th | +11/+6/+1 | +5 | +9 | +9 | 12 | - | |
16th | +12/+7/+2 | +5 | +10 | +10 | 13 | Dark | |
17th | +12/+7/+2 | +5 | +10 | +10 | Eldritch Extension | 13 | - |
18th | +13/+8/+3 | +6 | +11 | +11 | 14 | - | |
19th | +14/+9/+3 | +6 | +11 | +11 | 15 | - | |
20th | +15/+10/+5 | +6 | +12 | +12 | 16 | - | |
Class Skills (2 + Int modifier per level, ×4 at 1st level) |
Class Features
All of the following are class features of the Grimoire Warlock.
Weapon and Armor Proficiency: Simple weapons and light armor. No shields.
Attack Bonus: Eldritch Attack (if you choose a shape that requires an attack roll, you add +1 to the attack roll plus a +1 Competence bonus to attacks for every four levels (round down) you possess when using a signature blast shape.)
Invocations: Invocations are spell-like abilities that use a move action, are subject to spell failure chance for medium and heavy armor, and have a somatic and verbal component. They may be dispelled with a move action. They are split between four grades: Least, Lesser, Greater, Dark. At CL1 level, you may learn least invocations. At CL6, lesser; CL11 greater; CL16 dark.
When you gain access to the next grade of invocations, you gain mastery with the prior grades. The benefit gained is shown in the following chart.
Grades Prior | Benefit Gained |
1 | Somatic component unneeded. Standard action to refresh these invocations. |
2 | Invoking and Dispelling time changes to swift or move action. Move action to refresh these invocations. |
3 | Swift action to refresh these invocations. |
4 | Invocations are refreshed automatically. |
5 | Immediate action to invoke and dispel. |
6 | May cast invocation along with another invocation |
At every caster level other than 2nd, 7th, 12th, and 17th, you gain an invocation. The invocation you gain must be on your invocations knowable list. The invocations knowable list is made up of the standard invocation list (see below) plus the invocations of your contract. Instead of an invocation, you may also choose an eldritch (blast) shape or eldritch essence, though they must also be on the invocations knowable list.
When you use an invocation, you cannot use it again until you refresh your invocations. To refresh your invocations, you use a full-round action that provokes attacks of opportunities. You may make a disguise check to make it look like you are doing something else, such as thinking thoughtfully. Invocations that are still in effect are also refreshed. You may not reinvoke an invocation that is still in effect, except to reset its duration.
Contract (Ex): Warlocks gain their power by signing contracts with powerful creatures. Other classes may gain powers through contracts, so a clause for warlocks specifically is also included.
The powerful creature that signs the contract gains something in return for giving away these powers. This something might be a minion to do its bidding (as is the case with many purpose-based contracts), or it might be a bit of the warlock's being, either the soul when the creature dies or experience for leveling up.
Every contract has at least one clause. A clause is a purpose or a concept, though more may be added through the feat "Extra Clause". Every clause adds 5 invocations per grade to the invocations knowable list and has a special power, similar to the special powers of clerical domains. Each clause also has a list of 4 to 6 class skills.
Initial Clause (Ex): At first level, you must choose a clause. This clause determines many key abilities about yourself. You gain all skills of the clause as class skills. If the clause is a purpose, saving throws for the special effects of your invocations are keyed off of Wisdom. If the clause is a concept (which it will always be, if you're a Warlock), saving throws for the special effects of your invocations are keyed off of Charisma.
Extra Clauses (Ex): If by some means, you gain an extra clause, you add all invocations of that clause to your invocations knowable list. You choose one skill on the clause's skill list, and that skill becomes a class skill for you. Saving throws for these invocations are still based off of your initial clause. The extra clauses cannot clash with any prior clauses. For example, if you have a clause for "Goodness", you cannot take a clause for "Evilness".
Warlock's Clause (Ex): This clause gives warlocks Eldritch Attack. At every level except for 2nd, 7th, 12th, and 17th, you may add an invocation to your invocations known list from your invocations knowable list. Various eldritch shapes and essences are added to your invocations knowable list. If you choose an eldritch shape or eldritch essence instead of an invocation, the eldritch shape or essence gets added to your eldritch shapes and essences list instead of your list of invocations known. As a warlock, you must choose a concept.
Eldritch Attack (Sp):Eldritch Attack is a spell-like-ability that may be used at will. It's base damage is 1d4 damage per caster level. You may choose to make it bludgeoning, piercing, or slashing damage, but it otherwise does not bypass damage reduction except for creatures with damage reduction bypassed by specifically magic. Spell Resistance does not apply. It spell-level-equivalent is the higher of your Eldritch Shape or Eldritch Essence spell-level-equivalent. Eldritch Attack is of the conjuration and evocation schools and is an instantaneous effect.
You add your dexterity modifier to your attack roll and add no modifier to your damage roll. If no attack roll is given, the target may make a reflex save, DC 10 + 1/2 your level + your Dexterity modifier for half of the base damage. Furthermore, creatures with Evasion are not effected by your Eldritch Essence if they make the save. Eldritch Attack counts as a weapon for the purpose of feats. You automatically start out with Weapon Focus (Eldritch Attack) via your Attack bonus. You also count as having Weapon Finesse (Eldritch Attack) for the purpose of prerequisuites.
Every time you use Eldritch Attack, you must choose an Eldritch Shape and an Eldritch Essence. An Eldritch Shape effects the area, casting action, range, target, and may have a special effect. An Eldritch Essence adds extra effects to the blast. You use the higher equivalent spell level of the Eldritch Shape and Eldritch Essence to determine the equivalent spell level of the Eldritch Attack.
At first level, you start with two Eldritch Shapes, Ray and Strike, and one Eldritch Essence, Power.
You should probably explain what this ability looks like ("A stream of needles shoot out of my hands and strike the ork before disappearing"). Be as creative as you want. Seriously, you are free to use your imagination here.
Eldritch Extension (Ex): At 2nd level, and every 5 levels onwards, you may add a new Eldritch Shape and a new Eldritch Essence to your list of Blasts and Essences known. You may choose any shape or essence as long as it does not start with the word "Greater" or contains the [healing] descriptor unless they are on your invocations knowable list.
Fighting Style (Ex): Choose a fighting style, either melee or ranged. If you choose ranged, you gain Sharpshooter as a bonus feat. If you choose melee, you gain Toughness, Grimoire as a bonus feat.
Invocations
Eldritch Shapes
Note: When I get the format figured out, I'll try building a template. Until then, they are in pre tags.
Ray:
Grade: Least (1) Range: Depends on Grade. Close for Least, Medium for Lesser, Long for Greater and Dark. Area: Ray Action: Standard Target: Living creature Special: This is considered a signature attack.
Strike:
Grade: Least (1) Range: Threat Range Area: Melee Action: Standard Target: Living creature Special: This is considered a signature attack.
AoO:
Grade: Least (1) Range: Threat Range Area: Melee Action: Attack of Oppurtunity Target: Provoking creature Special: You are never considered unarmed.
Chain:
Grade: Lesser (2) Range: As Ray Area: Ray Action: Standard Target: Two living creatures (see special) Special: Make a ranged attack against the first creature. If it succeeds, you may make a ranged attack against the second.
Grapple:
Grade: Lesser (2) Range: Threat Area: Melee Action: Grapple Target: Grappled creature Special: Make a grapple check. If you succeed, you grapple the creature normally and deal damage without a save.
Line:
Grade: Lesser (2) Range: 5ft per CL Area: Line Acton: Standard Target: All living creatures in area.
Cleave:
Grade: Greater (3) Range: Threat Range Area: Melee Action: Standard Target: Living creature plus adjacent enemies Special: You may not target cleave on an enemy in the same square as yourself.
Cone:
Grade: Greater (3) Range: 5ft per 2 CL Area: Cone Action: Standard Target: All living creatures in area
Allies:
Grade: Dark (4) Range: Personal Area: 60ft Sphere Action: Standard Target: Allies Special: Heallock only.
Burst:
Grade: Dark (4) Range: Personal Area: 60ft Sphere Action: Standard Target: All living creatures in area
Enemies:
Grade: Dark (4) Range: Personal Area: 20ft Sphere Action: Standard Target: Enemies Special: Warlocks only.
Whirlwind:
Grade: Dark (4) Range: Threat Area: Melee Action: Standard Target: All living creatures in threat range.
Eldritch Essences
Power:
Grade: Least (1) Effect: Increase size of damage dice by 1. (d4s become d6s)
Ability Down:
Grade: Least (2) Effect: When you add this essence to your list of shapes and essences known, pick an ability score. When you apply this essence, you deal 2 temporary ability damage to that ability score that lasts for 1 minute. Extra damage is not cummulative, Save: Will negates (Charisma, Intelligence, Wisdom); Fortitude negates (Strength, Constitution, Dexterity). Greater: Deal 1d4+1 temporary ability damage instead of 2
Spellstrained:
Grade: Lesser (3) Effect: Add 2 Spellstrained levels. Save: Will negates. Greater: Deal 1d4+1 Spellstrained levels instead of 2
Clauses
Ex-Grimoire Warlocks
Any Grimoire Warlock who breaks the initial clause of its contract loses all class abilities until it resigns the contract and an atonement spell is cast on the Grimoire Warlock. Extra clauses that are broken causes the loss of abilities gained from signing each extra clause.
Epic Grimoire Warlock
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2 + Int modifier skill points per level. |
Invocations: Your caster level continues to increase.
Bonus Feats : The epic Grimoire Warlock gains a bonus feat (selected from the list of epic Grimoire Warlock bonus feats) every n levels after 20th.
Epic Grimoire Warlock Bonus Feat List: <-list of bonus epic feats->.
Human Grimoire Warlock Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Skill | Ranks | Ability | Armor Check Penalty |
---|---|---|---|
<-Skill name-> | <-4 for class skills and 2 for cross-class skills-> | <-Abbrieviated key ability-> | <-armor check penalty based on starting armor. If innapplicable put "—"-> |
<-Skill name-> | <-4 for class skills and 2 for cross-class skills-> | <-Abbrieviated key ability-> | <-armor check penalty based on starting armor. If innapplicable put "—"->
<-copy and paste the rows as necessary.-> |
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
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