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'''[[Grimoire_of_the_Balanced_Wheel_(3.5e_Sourcebook)/Changes_to_Character_Creation_(or_Who_Are_We%3F)#Attack_Bonus|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.) | '''[[Grimoire_of_the_Balanced_Wheel_(3.5e_Sourcebook)/Changes_to_Character_Creation_(or_Who_Are_We%3F)#Attack_Bonus|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.) | ||
− | '''{{Anchor|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. | + | '''{{Anchor|Contract}} ([[SRD:Special Abilities Overview#Extraordinary|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. | ||
+ | |||
+ | ''{{Anchor|Initial Clause}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' At first level, you must choose a clause. You add all invocations on it to your invocations knowable list. You also add all skills on it to your class skill list. | ||
+ | |||
+ | ''{{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. 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|Warlock's Clause}} ([[SRD:Special Abilities Overview#Extraordinary|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. | ||
+ | |||
+ | '''{{Anchor|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. Unless said otherwise, the invocation is personal. | ||
− | 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. | + | 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. | ||
+ | |||
+ | 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. Note that 4 to 6 grades of mastery may only be obtained through feats or epic levels. | ||
{| class="zebra d20" | {| class="zebra d20" | ||
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|5||Immediate action to invoke and dispel. | |5||Immediate action to invoke and dispel. | ||
|- | |- | ||
− | |6||May cast invocation along with another invocation | + | |6||May cast invocation along with another invocation (You may only cast one other invocation with the first invocation) |
|} | |} | ||
− | |||
− | |||
− | + | '''''{{Anchor|Eldritch Attack}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'''Eldritch Attack is a spell-like-ability that may be used at will. 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 has a base damage roll of 1d4 damage per caster level. If no attack roll is given, the target may make a reflex save, DC 10 + 1/2 your level + your Dexterity modifier to negate. 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 [[SRD:Weapon Focus|Weapon Focus (Eldritch Attack)]] via your [#Attack bonus|Attack bonus]]. You also count as having [[SRD:Weapon Finesse|Weapon Finesse (Eldritch Attack)]] for the purpose of prerequisuites. The save the eldritch essence is 10 + the equivalent spell level + your charisma bonus. | |
− | + | Eldritch blast may deal bludgeoning, piercing, or slashing damage, but it otherwise does not bypass damage reduction except for creatures with damage reduction bypassed by specifically magic. | |
− | + | 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''. You must have a charisma of 10 + the equivalent spell level to use the Eldritch Attack. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | 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''. | At first level, you start with two Eldritch Shapes, ''Ray'' and ''Strike'', and one Eldritch Essence, ''Power''. | ||
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'''{{Anchor|Eldritch Extension}} ([[SRD:Special Abilities Overview#Extraordinary|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. | '''{{Anchor|Eldritch Extension}} ([[SRD:Special Abilities Overview#Extraordinary|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. | ||
− | '''{{Anchor|Fighting Style}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Choose a fighting style, either melee or ranged. If you choose ranged, you gain [[Sharpshooter (3.5e Feat)|Sharpshooter]] | + | '''{{Anchor|Fighting Style}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Choose a fighting style, either melee or ranged. |
+ | |||
+ | At third level, you gain a bonus feat based on this fighting style. If you choose ranged, you gain [[Sharpshooter (3.5e Feat)|Sharpshooter]]. If you choose melee, you gain [[Toughness, Grimoire (3.5e Feat)|Toughness, Grimoire]]. | ||
<!-- | <!-- | ||
'''{{Anchor|<-extraordinary class feature->}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <-class feature game rule information-> | '''{{Anchor|<-extraordinary class feature->}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <-class feature game rule information-> | ||
− | |||
− | |||
'''''{{Anchor|<-spell-like class feature->}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' <-class feature game rule information-> | '''''{{Anchor|<-spell-like class feature->}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' <-class feature game rule information-> | ||
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'''{{Anchor|<-supernatural class feature->}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' <-class feature game rule information-> | '''{{Anchor|<-supernatural class feature->}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' <-class feature game rule information-> | ||
− | |||
− | |||
− | |||
--> | --> | ||
===== Invocations ===== | ===== Invocations ===== | ||
+ | |||
+ | create water/air/fire/earth | ||
+ | |||
+ | Create Water | ||
+ | Grade: Least (1) | ||
+ | Effect: You conjure 2 gallons of water. | ||
+ | |||
+ | Dispel Magic | ||
+ | Grade: Lesser (4) | ||
+ | Range: Touch | ||
+ | |||
+ | Spider Climb | ||
+ | Grade: Least (2) | ||
+ | Duration: 5 rounds | ||
+ | |||
+ | Dash | ||
+ | Grade: Least (1) | ||
+ | Duration: 5 rounds | ||
+ | Effect: Increase base land/flight/burrow/swim speed 10ft | ||
+ | |||
+ | DR | ||
+ | Grade: Lesser (3) | ||
+ | Duration: 4 rounds | ||
+ | Effect: DR (CL - 5 MIN 5)/- | ||
+ | |||
+ | FH | ||
+ | Grade: Greater (5) | ||
+ | Duration: 4 rounds | ||
+ | Effect: FH1 per grade category. | ||
+ | |||
+ | Flight | ||
+ | Grade: Lesser | ||
+ | Duration: 5 rounds | ||
+ | |||
+ | Swim | ||
+ | Grade: Least | ||
+ | Duration: 5 rounds | ||
+ | |||
+ | Pressure Dive | ||
+ | Grade: Lesser | ||
+ | Duration: 5 rounds | ||
+ | Effect: As ''Swim'', but also take no damage for swimming in high pressure areas. | ||
===== Eldritch Shapes ===== | ===== Eldritch Shapes ===== | ||
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Target: Living creature | Target: Living creature | ||
Special: This is considered a signature attack. | Special: This is considered a signature attack. | ||
+ | Type: Attack roll | ||
Strike: | Strike: | ||
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Target: Living creature | Target: Living creature | ||
Special: This is considered a signature attack. | Special: This is considered a signature attack. | ||
+ | Type: Attack roll | ||
AoO: | AoO: | ||
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Target: Provoking creature | Target: Provoking creature | ||
Special: You are never considered unarmed. | Special: You are never considered unarmed. | ||
+ | Type: Attack roll | ||
Chain: | Chain: | ||
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Target: Two living creatures (see special) | 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. | Special: Make a ranged attack against the first creature. If it succeeds, you may make a ranged attack against the second. | ||
+ | Type: Attack roll | ||
Grapple: | Grapple: | ||
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Target: Grappled creature | Target: Grappled creature | ||
Special: Make a grapple check. If you succeed, you grapple the creature normally and deal damage without a save. | Special: Make a grapple check. If you succeed, you grapple the creature normally and deal damage without a save. | ||
+ | Type: Grapple roll | ||
Line: | Line: | ||
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Acton: Standard | Acton: Standard | ||
Target: All living creatures in area. | Target: All living creatures in area. | ||
+ | Type: Save | ||
Cleave: | Cleave: | ||
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Target: Living creature plus adjacent enemies | Target: Living creature plus adjacent enemies | ||
Special: You may not target cleave on an enemy in the same square as yourself. | Special: You may not target cleave on an enemy in the same square as yourself. | ||
+ | Type: Attack roll | ||
Cone: | Cone: | ||
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Action: Standard | Action: Standard | ||
Target: All living creatures in area | Target: All living creatures in area | ||
+ | Type: Save | ||
Allies: | Allies: | ||
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Action: Standard | Action: Standard | ||
Target: All living creatures in area | Target: All living creatures in area | ||
+ | Type: Save | ||
Enemies: | Enemies: | ||
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Action: Standard | Action: Standard | ||
Target: Enemies | Target: Enemies | ||
− | Special: | + | Special: Eldritch Attack only. |
+ | Type: Save | ||
Whirlwind: | Whirlwind: | ||
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Action: Standard | Action: Standard | ||
Target: All living creatures in threat range. | Target: All living creatures in threat range. | ||
+ | Type: Attack | ||
===== Eldritch Essences ===== | ===== Eldritch Essences ===== | ||
Power: | Power: | ||
Grade: Least (1) | Grade: Least (1) | ||
− | Effect: Increase | + | Effect: Increase damage by one size category. (d4s become d6s) |
Ability Down: | Ability Down: | ||
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Save: Will negates (Charisma, Intelligence, Wisdom); Fortitude negates (Strength, Constitution, Dexterity). | Save: Will negates (Charisma, Intelligence, Wisdom); Fortitude negates (Strength, Constitution, Dexterity). | ||
Greater: Deal 1d4+1 temporary ability damage instead of 2 | Greater: Deal 1d4+1 temporary ability damage instead of 2 | ||
+ | |||
+ | Power Plus: | ||
+ | Grade: Lesser (3) | ||
+ | Effect: Increase damage by two size categories. | ||
Spellstrained: | Spellstrained: | ||
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Save: Will negates. | Save: Will negates. | ||
Greater: Deal 1d4+1 Spellstrained levels instead of 2 | Greater: Deal 1d4+1 Spellstrained levels instead of 2 | ||
+ | |||
+ | Immobilized: | ||
+ | Grade: Unknown (u) | ||
+ | Effect: Creature is Immobilized for 1 round | ||
+ | Save: Fortitude negates. | ||
+ | Greater: Creature is Immobilized for 1d4 rounds. May make fortitude save each round. | ||
===== Clauses ===== | ===== Clauses ===== |
Revision as of 04:53, 10 September 2010
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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.)
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. You add all invocations on it to your invocations knowable list. You also add all skills on it to your class skill list.
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. 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.
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. Unless said otherwise, the invocation is personal.
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.
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. Note that 4 to 6 grades of mastery may only be obtained through feats or epic levels.
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 (You may only cast one other invocation with the first invocation) |
Eldritch Attack (Sp):Eldritch Attack is a spell-like-ability that may be used at will. 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 has a base damage roll of 1d4 damage per caster level. If no attack roll is given, the target may make a reflex save, DC 10 + 1/2 your level + your Dexterity modifier to negate. 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|Attack bonus]]. You also count as having Weapon Finesse (Eldritch Attack) for the purpose of prerequisuites. The save the eldritch essence is 10 + the equivalent spell level + your charisma bonus.
Eldritch blast may deal bludgeoning, piercing, or slashing damage, but it otherwise does not bypass damage reduction except for creatures with damage reduction bypassed by specifically magic.
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. You must have a charisma of 10 + the equivalent spell level to use 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.
At third level, you gain a bonus feat based on this fighting style. If you choose ranged, you gain Sharpshooter. If you choose melee, you gain Toughness, Grimoire.
Invocations
create water/air/fire/earth
Create Water
Grade: Least (1) Effect: You conjure 2 gallons of water.
Dispel Magic
Grade: Lesser (4) Range: Touch
Spider Climb
Grade: Least (2) Duration: 5 rounds
Dash
Grade: Least (1) Duration: 5 rounds Effect: Increase base land/flight/burrow/swim speed 10ft
DR
Grade: Lesser (3) Duration: 4 rounds Effect: DR (CL - 5 MIN 5)/-
FH
Grade: Greater (5) Duration: 4 rounds Effect: FH1 per grade category.
Flight
Grade: Lesser Duration: 5 rounds
Swim
Grade: Least Duration: 5 rounds
Pressure Dive
Grade: Lesser Duration: 5 rounds Effect: As Swim, but also take no damage for swimming in high pressure areas.
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. Type: Attack roll
Strike:
Grade: Least (1) Range: Threat Range Area: Melee Action: Standard Target: Living creature Special: This is considered a signature attack. Type: Attack roll
AoO:
Grade: Least (1) Range: Threat Range Area: Melee Action: Attack of Oppurtunity Target: Provoking creature Special: You are never considered unarmed. Type: Attack roll
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. Type: Attack roll
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. Type: Grapple roll
Line:
Grade: Lesser (2) Range: 5ft per CL Area: Line Acton: Standard Target: All living creatures in area. Type: Save
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. Type: Attack roll
Cone:
Grade: Greater (3) Range: 5ft per 2 CL Area: Cone Action: Standard Target: All living creatures in area Type: Save
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 Type: Save
Enemies:
Grade: Dark (4) Range: Personal Area: 20ft Sphere Action: Standard Target: Enemies Special: Eldritch Attack only. Type: Save
Whirlwind:
Grade: Dark (4) Range: Threat Area: Melee Action: Standard Target: All living creatures in threat range. Type: Attack
Eldritch Essences
Power:
Grade: Least (1) Effect: Increase damage by one size category. (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
Power Plus:
Grade: Lesser (3) Effect: Increase damage by two size categories.
Spellstrained:
Grade: Lesser (3) Effect: Add 2 Spellstrained levels. Save: Will negates. Greater: Deal 1d4+1 Spellstrained levels instead of 2
Immobilized:
Grade: Unknown (u) Effect: Creature is Immobilized for 1 round Save: Fortitude negates. Greater: Creature is Immobilized for 1d4 rounds. May make fortitude save each round.
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 |
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<-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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