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View Full Version : The Servitor, A Base Class Invoker (PEACH)



Kane0
2011-11-27, 12:32 AM
Please keep in mind that this is intended for Pathfinder.

Fluff & Stuff

The servitor submits (willing or not) to the service of a magically powerful Patron, whether that Patron be a specific creature or a species. The Servitor acts on their behalf, especially if they themselves are not in a position where they can act. They are often seen traveling, and indeed adventuring for one purpose or another, from scouting and resource gathering to exterminating a threat. The only real commonality between Servitors is that they act on their respective Patrons' orders, whether directly or indirectly. Patrons grant their servitors powers and benefits according to their strengths, objectives, the Patrons' own powers and if considerate enough, the Servitors' personal preferences.

Races:
Any race willing to (or made to) submit to a Patron can be a servitor, as long as the Patron accepts them.

Alignment:
Servitors by and large come from many personal outlooks of life, but invariably do not conflict with that of their Patron, though they do not necessarily mean they need to match. Variation in alignment is common and there are rare exceptions where a servitor of radically differing perspective and personal morals will find themselves under a Patron. The majority of these exceptions are individuals forced by Evil Patrons to serve and often attempt to escape and/or seek vengeance.

Attributes:
Servitors really only need Charisma to power their abilities, although Constitution is advised to make the character more survivable. Any other attributes are usually allocated depending on how the Servitor wants to focus his abilities, whether it be Dexterity for Blasting/AC/Reflex, Strength for attack/damage with blasts as a substitute for precision damage or Intelligence for skill points.

Party Role:
The servitor is flexible in that he can represent a party in social settings reasonably, can provide considerable secondary firepower to a battle and can hold their own, at least for a while, in hand to hand combat. Many if not most Servitors will choose one or two of these and make moves to master them, resulting in many different approaches to carry out their Patrons' directives.

Religion:
Servitors do not serve a divine being (deity) but this does not limit their belief, reverence or worship of them.

Other Classes:
Servitors rarely have innate issues with any other class unless they happen to have an enmity towards their patron. For example a Servitor of a dragon (or Dragon subtype with a distinct leadership) would not get along well with a Dragonslayer.

Ex-Servitors:
Servitors are occasionally released from service, although this is rare and may or may not be in accordance with the Servitor's wishes. Particularly powerful, grateful and/or benevolent Patrons may allow the released Servitor to retain his powers, although he cannot progress in the class anymore unless called upon by that same Patron again (much like coming out of retirement). The majority however lose their abilities and are cast out by their Patrons. Many Patrons (most notably evil dragons, outsiders and undead) quickly change their view of their ex servitors from valuable assets to food or targets.
A servitor that willingly disobeys their Patron beyond pardon or leaves service lose their abilities unless under special circumstances and are often hunted down by their former Patrons.



Armor Proficiency: All Light, Medium, Shields except tower
Weapon Proficiency: All Simple
HP: d8
Skills: 4 + Int Mod
Casting Ability: Charisma (Invocations, DCs, spell like abilities)

Class skills: Craft, Fly, Intimidate, Know (Arcana), Profession, Sense Motive, Spellcraft, Use Magic Device, Perception

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Patron Powers|Invocations

1st|
+0|
+0|
+1|
+2|Fervid Blast (1d6), Patron, Armored Mage (Light), Invocations & Patron Powers (Least), Cantrips|1|1

2nd|
+1|
+0|
+1|
+3|Blast Alteration, Servitor's Speech|1|2

3rd|
+2|
+1|
+2|
+3|Fervid Blast (2d6)|2|3

4th|
+3|
+1|
+2|
+4|Blast Alteration, Patron Likeness|2|3

5th|
+3|
+1|
+3|
+4|Fervid Blast (3d6), Gifted Luck (1/Day)|2|4

6th|
+4|
+2|
+3|
+5|Blast Alteration, Invocations & Patron Powers (Lesser)|3|5

7th|
+5|
+2|
+3|
+5|Fervid Blast (4d6), Flight|3|6

8th|
+6/+1|
+2|
+4|
+6|Blast Alteration, Armored Mage (Medium)|4|6

9th|
+6/+1|
+3|
+4|
+6|Fervid Blast (5d6)|4|7

10th|
+7/+2|
+3|
+5|
+7|Blast Alteration, Gifted Skill Affinity|4|8

11th|
+8/+3|
+3|
+5|
+7|Fervid Blast (6d6), Invocations & Patron Powers (Greater)|5|9

12th|
+9/+4|
+4|
+6|
+8|Blast Alteration, Patron's Call|5|10

13th|
+9/+4|
+4|
+6|
+8|Fervid Blast (7d6), Gifted Luck (2/Day)|6|10

14th|
+10/+5|
+4|
+6|
+9|Blast Alteration|6|11

15th|
+11/+6/+1|
+5|
+7|
+9|Fervid Blast (8d6), Patron's Presence |6|11

16th|
+12/+7/+2|
+5|
+7|
+10|Blast Alteration, Invocations & Patron Powers (Grand)|7|12

17th|
+12/+7/+2|
+5|
+8|
+10|Fervid Blast (9d6), Gifted Skill Affinity|7|12

18th|
+13/+8/+3|
+6|
+8|
+11|Blast Alteration |8|13

19th|
+14/+9/+4|
+6|
+9|
+11|Fervid Blast (10d6), Gifted Endurance|8|13

20th|
+15/+10/+5|
+6|
+9|
+12|Blast Alteration, Patron's Chosen|8|14
[/table]


Class Abilities:
Fervid Blast:(Su) A servitor can channel their patrons' power into a magical energy attack. A Fervid Blast cannot be combined with martial maneuvers, precision damage or the like. When used as a touch attack or as a ranged touch attack Fervid Blast scores a critical threat on a natural 20 and inflicts x2 damage on a confirmed critical. This is a Supernatural ability that is subject to Spell Resistance. Its spell level is equal to its damage dice (max 9).
- Touch: Touch attack that does not provoke an attack of opportunity. Standard action. Blast shapes will not work with this option but essences will.
- Ranged Touch: Iterative Ranged Touch attack at a range of Short (30ft + 5/caster level) that provokes an attack of opportunity. Applying a shape or essence turns the attack into standard action (meaning no iterative attacks with modifications applied). Targets hit can only be affected once per round if hit by blasts with essences applied.
Note: You can only apply one Blast Shape and Essence per round, but Essences apply to all Blasts made in that round.
Note: Any cooldown rounds incurred by Fervid Blasts means you also cannot activate any invocations during this time. Invocations already in effect not affected.

Invocations:A Servitor does not prepare or cast spells as other wielders of magic do. Instead, they possesses a repertoire of attacks, defenses, and abilities known as invocations that require them to focus the energy that is granted to them by their Patrons. A Servitor can use any invocation she knows, with the following qualifications:

A Servitor's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity, unless the invocation replicates the effects of a spell, in which case the normal casting time of the spell it replicates is the activation time of that invocation. An invocation can be disrupted, just as a spell can be ruined during casting. A Servitor is entitled to a Concentration check to successfully use an invocation if she is hit by an attack while invoking, just as a spellcaster would be. A Servitor can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A Servitor's invocations are subject to spell resistance unless an invocation's description states otherwise. A Servitor's caster level with their invocations is equal to his Servitor level.

The save DC for an invocation (if it allows a save) is 10 + Half Servitor Level + Charisma modifier. Since spell-like abilities are not actually spells, a Servitor cannot benefit from the Spell Focus feat. They can, however, benefit from the Ability Focus feat, as well as feats that alter the way spell-like abilities function, such as the Empower Spell-like Ability or Quicken Spell-like Ability feats.

The four grades of invocations, in order of their relative power, are Least, Lesser, Greater, and Grand. A Servitor begins with knowledge of one invocation of the least grade. As a Servitor gains levels, they gain additional invocations known, as shown on the table above.

At any level when a Servitor learns a new invocation, they can also replace a single invocation he already knows with another invocation of the same or a lower grade.
At any level when a Servitor learns a new invocation, they can choose to learn a new invocation of any grade available to them.

NOTE: Invocations are subject to arcane spell failure whether Divine or Arcane based.

Servitors are considered spell casters (Whether arcane or divine is based on patron) for the purpose of qualifying for prestige classes. More information is available on page 18 of Complete Arcane.

Patron: The hallmark of the Servitor is his Patron. Much like a cleric chooses their Deity or cause and a Specialist Wizard chooses his schools, a Servitor submits to a creature type or species, acting on their will. Choose from these categories:
Good outsiders (Non-evil only): Adds Know (The Planes) and Know (Religion) to Class Skills
Evil outsiders (Non-good only): Adds Know (The Planes) and Know (Religion) to Class Skills
Undead (Non-good only): Adds Know (Religion) and Stealth to Class Skills
Fey (Non-Lawful only): Adds Know (Nature) and Diplomacy to Class Skills
Dragons (Any alignment): Adds Appraise and Linguistics to Class Skills
Elementals (Non-Chaotic only): Adds Know (The Planes) and Survival to Class Skills
Note: All magical abilities are Arcane based if your Patron are Dragons or Fey and Divine based if Good Outsiders, Evil Outsiders. Invocations are subject to Arcane spell failure whether Divine or Arcane based. If your Patron is Undead or Elemental you choose at level one between arcane and divine based. Once made this decision cannot be changed.
Note: Other Patrons are viable, but must be approved by your DM. The most appropriate candidates usually have access to considerable magical might as well as the capability to properly handle their agents.

Armored Mage: At level one you can use light armor & shields without Arcane Spell Failure. At level 8 this also applies to medium armor & heavy shields.

Patron Powers: Patron powers are extra abilities chosen by the Servitor (or their Patron). These are spread into four levels just like invocations. When the Servitor gains access to the next rank of Patron Powers, they also gains access to the next rank of Invocations.
At any level when a Servitor learns a new invocation, they can choose to learn a new invocation of any grade available to them.
Note: Optionally, a servitor must perform a major task or major contribution for his patron (DM discretion) once for every third patron powers he receives. He will not receive that patron power until he does so. Examples include obtaining a certain item, dealing with a certain Foe, representing the patron at some important event, or offering an appropriate amount of valuables.

Cantrips: A servitor can cast cantrips from the list provided as spell like abilities. A servitor starts out knowing all these cantrips and cannot add any more to their list. They select (Servitor level + Cha Modifier, Max 8) that they can cast in a day (In Pathfinder you can cast these unlimited times per day)

Blast Alteration: A servitor gains a bonus Blast Essence or Shape that they qualify for at levels 1, 3, 6, 8, 11, 13, 16 and 18.

Servitors' Speech: At level 2 the Servitor gains a +2 bonus to all social skills (Bluff, Diplomacy, Intimidate, Sense Motive) against patron race and those associated with them. You also gain your Patrons' language as a bonus language and a limited telepathic link to them. At any time either the Patron or Servitor can send a small, simple message to the other across any distance and across planar borders. This is a free action.

Patron Likeness: At level 4 you gain a boon based on your patron:
Good outsiders: You automatically stabilize when dying and gain +2 to checks to penetrate the spell resistance of non-good outsiders
Evil outsiders: You automatically stabilize when dying and gain +2 to checks to penetrate the spell resistance of non-evil outsiders
Undead: All your Servitor Spells & Invocations that have necromancy based effects (fatigue, paralysis, ability drain, level drain, etc) last for one extra round.
Fey: All your Servitor spells & invocations that are enchantment or illusion based last for one extra round.
Dragons: You gain claws as a creature of your size (two claw attacks)
Elementals: All your Servitor spells & invocations that deal fire, cold, acid or electricity damage can be substituted for energy damage of your type.

Gifted Luck: Starting at 5th level you can reroll a single d20 roll once per day. You must take the second roll. This becomes 2/day at level 13.

Flight: At level 7 you gain wings that appear similar to those of your Patrons' (or magical flight if they generally don't). You gain a fly speed equal to your move speed with average maneuverability.
NOTE: You can instead trade this ability for a burrow, climb or swim speed if that movement mode is possessed by your Patron.

Gifted Skill Affinity: At level 10 and again at level 17, pick a skill from the choices of Use Magic Device, Spellcraft, Knowledge (Arcana), Fly or any Patron Granted class skill. You can take 10 for that skill at any time.

Patron's Call: At level 12 the Servitor can teleport to their Patrons' side at a moments notice. This ability acts as both a Greater Teleport spell and Plane Shift spell as needed. This ability takes a full round action and has no chance of failure, teleporting the servitor, their equipment and any willing others with their equipment. The servitor cannot elect to use this ability himself more than 1/month, they must be called or otherwise request a call from their Patron.

Patron's Presence: A Servitor of level 15 or higher need never produce evidence of his service to his patron or authenticate the legitimacy of that service. Also a DC 20 knowledge (Knowledge category commonly used for the Patron) check will reveal his service and to whom.

Gifted Endurance: A level 19 Servitor need not eat, sleep or breathe if their Patrons do not need to, as well as attain 50% fortification. They can survive in their Patrons natural habitat and subsist on their diet. This also expands the Servitors lifespan to match the lifespan of their Patrons. This does not reverse aging effects that have already occurred.

Patrons' Chosen: A level 20 Servitor is at the peak of their power and among the most valuable allies of their Patron. A servitor can call their Patron or other suitably powerful avatar to them just like the level 12 ability performed by the Patron once per week. The Servitor can also summon another servant of their Patron as a summon monster IX spell 2/day. Both summons cannot be in effect at once.
In addition, the Servitor counts as the patron in any social situation it would be beneficial, carrying the full weight of their blessing and presence.

Kane0
2011-11-27, 12:33 AM
Patron Powers:

Least Patron Powers

- Patron Fervid Blast Boost, Least: +2 to Attack rolls with Fervid Blast, and your Fervid Blasts gain a 10ft range increment, to a maximum of 2 range increments per rank of invocations you have access to (2 at least, 4 at lesser, 6 at Greater and 8 at Grand).
This Patron Power can only be taken once.

- Bonus Least Invocation: Gain an extra least Invocation

- Patron Skill Boost: Gain one additional skill point every time you level up as a Servitor. This boost functions retroactively for existing Servitor levels.
This Patron Power can only be taken once.

- Patron Senses boost: +2 to perception, plus Blindsense out to 15 ft, Darkvision out to 30 ft and low light vision. These do not stack with visions you already have.
This Patron Power can only be taken once.

- Patron Saves Boost: Permanent +2 to one save of your choice
This Patron Power can only be taken once.

- Pet: Gains a Familiar, Animal Companion or Mount as a Wizard, Druid or Cavalier of equal level -2 (minimum 1). This familiar, animal companion or mount must be approves and/or granted by the Patron.
This Patron Power can only be taken once.


Lesser Patron Powers

- Patron Fervid Blast Boost, Lesser: (Requires Least Fervid Blast Boost) +1 to damage per dice to Fervid Blast damage
This Patron Power can only be taken once.

- Bonus Lesser Invocation: Gain an extra Lesser Invocation

- Damage Resistance: Damage resistance 10 to one energy damage type, or an improvement of 10 to an existing type. If the damage resistance exceeds 30 then they gain immunity. (cannot be of vulnerability if Elemental Patron or dragon with clear vulnerability)
This Patron Power can be taken multiple times. The affects stack or the Servitor can select a different damage form within the restrictions. If the servitor uses 2 patron power allocations on one energy type he gains immunity to that energy.

- Spell Resistance: Gains Spell Resistance of 10+ Servitor Level
This Patron Power can only be taken once.

- Damage Reduction: Gains Damage Reduction of 1 per three Servitor levels, bypassed by one suitable material, alignment or damage type appropriate to Patron.

- Fool Magical Item: Can use Scrolls, Wands, Rods, Staves, etc like regular caster of your level.
This Patron Power can only be taken once.



Greater Patron Powers

- Patron Fervid Blast Boost, Greater: (Requires Fervid Blast Boost, Lesser) Fervid Blast Ignores up to 20% miss chance
This Patron Power can only be taken once.

- Bonus Greater Invocation: Gain an extra Greater Invocation

- Immunities: Based on Patron:
-Good Outsiders: Sleep, Fatigue/Exhaustion, Charm/Compulsion
-Evil Outsiders: Sleep, Fear, Sickened
-Undead: Sleep, Ability Damage, Level Drain
-Fey: Sleep, Paralysis, Stun
-Dragons: Sleep, Blindness, Massive Damage
-Elementals: Sleep, Poison, Disease
This Patron Power can only be taken once.

- Invocation Crafting
This ability operates in a similar fashion to the Warlock ability Imbue Item:
The Servitor can create magic items without the spells required (although he must have the correct item creation feat). He substitutes a UMD check in place of a required spell that he does not have or cannot cast. The DC equals 15 + spell level for spells of the same base as you or 25 + spell level if not. See Patron abiliy for Arcane based or Divine based Patrons & Servitors.
If the check succeeds, the warlock can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not use the XP or gp required to make the item; his progress is simply stopped. He cannot retry this Use Magic Device check for that spell/item.
This Patron Power can only be taken once.

- Improved Patron Senses Boost: (Requires Patron Senses Boost) Blindsight out to 15 ft, Blindsense out to 30 ft and Darkvision out to the range of your low light vision, which pierces any kind of darkness within 30ft. These do not stack with visions you already have.
This Patron Power can only be taken once.


Grand Patron Powers

- Patron Fervid Blast Boost, Grand: (Requires Fervid Blast Boost, Greater) Fervid Blast Ignores Spell Resistance
This Patron Power can only be taken once.

- Bonus Grand Invocation: Gain an extra Grand Invocation

- Patron Infusion: +2 to a Chosen Physical and Mental Attribute.
This Patron Power can be taken multiple times. The affects stack or the Servitor (or Patron) can choose different attributes.
This Patron Power can only be taken once.

- Damage Reduction Boost: Damage Reduction becomes one per 2 Servitor levels, and becomes /-
This Patron Power requires the Damage Reduction Lesser Patron Power

- Patron Bypass: 1 point of damage for every damage dice rolled by the servitor is unavoidable, ignoring DR, energy resistance and the like. If no damage dice are rolled then 1 point per servitor level is unavoidable, up to a maximum of 1/4 damage dealt. This has no effect if you fail to deal damage (Your attack misses, you fail to pierce SR, etc) or the Servitor is not the direct source of damage dealt. (eg. traps the Servitor lays do not utilize Patron Bypass when triggered).
This Patron Power can only be taken once.


Invocation List:
I am of the understanding that since Complete Arcane is copywrited and as per the rules of these forums I cannot provide the effects of the invocations written within, so unfortunately if you want to find those you will need to do some searching :smallfrown:

Least Shapes & Essences


- Fervid Strike: Blast Shape, Least (1st): Spending a swift instead of standard action to use a blast utilising this shape, your Fervid Blast becomes a simple weapon you are proficient in, dealing your blast damage in addition to normal weapon damage. This remains in place as long as you concentrate each round, but you cannot use a different kind of Fervid Blast while it is active.
Example:

Instead of a regular Fervid Blast, Hanse the Servitor shapes himself a Club using Fervid Strike and Frightful Blast. He can then make an attack as a standard action, dealing 1d6 points of damage from the club, 2 points of damage from his strength bonus and 2d6 points of damage from his Fervid Blast, threatening a critical hit on a natural 20. If his attack hits then his target is also subject to the Frightful Blast Essence. Hanse must concentrate each round to keep his Fervid Club, and if he wants to use another Fervid Blast he must release the Fervid Club before doing so.


- Forceful Blast: Blast Essence, Least (2nd): Your Fervid Blast ignores Hardness. When you qualify for Lesser invocations your Fervid Blast is counted as a force effect.

- Warning Blast: Blast Essence, Least (1st): Your blast deals nonlethal/subdual damage. Once you apply this shape to a blast, it only costs one point to blast with this essence no matter how many times you use it per day.

- Fervid Beam: Blast Shape, Least (2nd) Your Fervid blast becomes a line that allows a reflex save for half damage, with range based on the highest level of invocations you can use. Least: 15ft, Lesser: 30ft, Greater: 45ft, Grand: 60ft.

- Fervid Spear: Blast Shape, Least (1st) Your Fervid blast gains a range of medium (100 ft + 10 ft/caster level).

- Frightful Blast: As Warlock Invocation

- Sickening Blast:As Warlock Invocation


Lesser Shapes & Essences

- Fervid Burst: Shape, Lesser (3rd), Standard Action: Your Fervid Blast becomes a spread with reflex for half damage, much like a fireball. Range of (60ft + 5 per 2 caster levels) with radius of 10ft. Becomes 15ft radius when you qualify for Greater invocations and 20ft when you qualify for Grand invocations.

- Elemental Blast, Lesser: Blast Essence, Lesser (4th): Your Fervid Blast deals either cold or fire damage. A cold blast makes the squares the blasts targets (the squares the target is occupying if the shape is not an AoE) occupies slippery, creating difficult terrain, and a fire blast ignites targets (ref save or 2d6 fire damage) for 1 round.

- Fervid Pursuer: Blast Shape, Lesser (3rd): Your Fervid Blast cannot miss, but moves at a speed of 20ft per round starting the round you use this blast. If the target leaves line of sight of the blast for 2 rounds then the blast will travel in a straight line until either hitting something or entering line of sight again. The target must be within clear eyesight (no cover, only visible displacement) to use this blast shape.

- Fervid Charge: Blast Shape, Lesser (3rd): This blast shape is used in a manner similar a charge. When resolving the charge, you make a blast attack instead of a weapon attack and receive +1 to attack and damage rolls for every 10ft traveled during that charge instead of the normal +2 to hit bonus. This damage is multiplied on a critical hit.

- Fervid Conduit: Blast Shape, Lesser (4th), Standard Action: After you connect your blast to your foe (ranged touch attack) you automatically hit and deal Fervid Blast damage every round, allowing iterative blasts. You must maintain focus while firing, only free and half move actions are allowed while you are using this blast, and must maintain line of sight. You do not provoke attacks of opportunity but must make a concentration check for any damage dealt to you while blasting. This shape cannot be used in conjunction with your highest level essence and the conduit can only be maintained for a number of rounds equal to your Constitution modifier.

- Beshadowed Blast: As Warlock Invocation



Greater Shapes & Essences

- Elemental Blast, Greater: Blast Essence, Grand (6th): Your Fervid Blast deals either acid, electric or sonic damage. An electric or sonic blast staggers targets (Will) and an acid blast sickens (Fort) targets for one round on a filed save.

- Dazing Blast: Blast Essence, Greater (5th) Your Fervid Blast can Daze an opponent for 1d3 +1 rounds on a failed will save.

- Fervid Execution: Blast Essence, Greater (5th) Your Fervid Blast automatically threatens a critical hit if the target is within 20ft. When you qualify for Grand invocations the range increases to 30ft.

- Fervid Maelstrom: Blast Shape, Greater (6th), Standard Action: Ranged touch attack at -2 penalty on every opponent within 30ft of you. Every hit deals 1/2 normal Fervid Blast damage dice. Each attack is counted as separate for SR, DR and miss chance.
Resolve attacks in a clockwise or counterclockwise manner for flavor.

- Repelling Blast: Reflex save or be pushed in a direction opposite the caster 5ft per 4 caster levels. Even on a successful save they are flatfooted until their next turn.

- Fervid Wall: Blast Shape, Greater: Your Fervid Blast takes the form of a wall that lasts one round per two caster levels (maximum 10 rounds at level 20), dealing blast damage to all passing through it. At the time of creation the caster can make passing through one direction safe. The wall can be up to 5ft per 2 Caster Levels long and 5ft per 4 Caster Levels high, maxing out at 50ft long and 25ft high at level 20.
The creator cannot use other Fervid Blasts while the wall is in effect.


Grand Shapes & Essences

- Stunning Blast: Blast Essence, Grand (7th) Your Fervid Blast attack stuns for 1d4 rounds. A successful will save leaves him staggered instead (same duration).

- Planar Blast: Blast Essence, Grand (7th): Your Fervid Blast now deals either positive or negative energy damage. This damage uses d4s instead of d6s. A positive energy blast can be used to heal allies (and injure undead) but does not gain benefits from damage bonuses to Blasts. The reverse is also true for negative energy and undead. This essence cannot be used with an attuned weapon.

- Fervid Barrage: Blast Shape, Grand (8th), Standard Action: You fire your Fervid Blast in the form of one orb per 2 caster levels, targeting any and as many enemies as you please within 60ft. Each orb deals 1/2 Fervid blast damage dice (minimum 1d6). Essences only affect a target once per 5 orbs that connect, and no more than 1/4 caster level targets can be affected by essences. Each orb is counted as a separate attack for SR, DR and miss chance.

- Draining Blast Blast Essence, Grand (8th): Fort save or take one negative level. Successful save leaves them fatigued instead.


Least Invocations

- Allure: +2 to Bluff and Diplomacy per Invocation rank (max 6 at Greater invocation), duration 24 hours.

- Unnatural Speed – As the spell expeditious retreat

- Eldritch Aegis: - Summons a suit of magical armor. This armor gives the user a +4 armor bonus to AC and has no weight, Maximum Dexterity bonus, arcane spell failure chance or speed reduction and counts as magical light armor for all purposes. It cannot be damaged or removed (but can be dismissed as a free action). The armor lasts for 24 hours and can be enchanted, the same suit of armor being summoned each time.

Once you qualify for lesser invocations become available this invocation can be cast as an immediate action in response to an attack that you are aware of. In addition to gaining the invocation's normal effects, the attack is negated. This ability cannot be used if the invocation is already in effect.

- Baleful Utterance: As Warlock Invocation

- Darkness: As Warlock Invocation

- Leaps and Bounds: As Warlock Invocation

- See the Unseen: As Warlock Invocation

- Spiderwalk: As Warlock Invocation

- Entropic Warding: As Warlock Invocation


Lesser Invocations

- Writing on the Wall Invocation Lesser (4th): As the Spell Magic Runes. Once you qualify for Greater invocations creatures with sight (and can read) within 15ft of the writing must succeed on a Will save or read the runes.

- Fortify Flesh: Invocation, Lesser (3rd): You gain a natural armor bonus equal to 1/4 your Servitor level. When you qualify for Greater invocations you are not subject to bleed damage. This invocation lasts for 24 hours.

- Aspect of the Cornugon: Invocation, Lesser (4th): You gain proficiency with spiked chains and +2 bonus to sense motive and intimidate for 24 hours. When you qualify for Greater invocations you gain darkvision 60ft (all forms of darkness) and immunity to poison. When you qualify for Grand invocations you gain telepathy 100ft and another +2 to sense motive and intimidate.

- Spines: Invocation, Lesser (3rd): You gain armor spikes that deal damage on a melee attack equal to 1/3 your Fervid Blast damage. This is treated as an armed attack. This does not stack with other spiked armor or gauntlets, but replaces it if the damage is higher. If you are being grappled or are grappling you deal 1/2 Fervid Blast damage to your opponent.

- Charm: As Warlock Invocation

- Curse of Despair: As Warlock Invocation

- Flee the Scene: As Warlock Invocation

- Voracious Dispelling: As Warlock Invocation

- Walk Unseen: As Warlock Invocation


Greater Invocations

- Consume Magic (6th)– Take another’s magic and use its power to restore your body. Treat as a Greater Dispel Magic spell, and restore 1d6 hit points per level of spell(s) dispelled.

- Vigorous Infusion: You and one ally per 5 Servitor levels gain a number of temporary hit points equal to your Servitor level + Charisma modifier. These temporary hit points last for one hour per Servitor Level.

- Telekenesis: You can use the Telekinesis spell. You use your Charisma for this spell, as a sorcerer casting it would. This invocation lasts for 24 hours.

- Chilling Tentacles: As Warlock Invocation

- Wall of Perilous Flame: As Warlock Invocation

- Tenacious Plague: As Warlock Invocation



Grand Invocations

- Patron's Wrath: Invocation, Grand (7th), A large magical object descends upon the target. Reflex save DC 10 + 1/2 Servitor level + Cha bonus or be impaled (immobilized) and die in 1d4 rounds. Destroying the object saves the victim. The object can be destroyed by anything that destroys force effects. 3 round cool down.
Note: The method of 'impaling' differs based on Patron. For example an Infernal Patron Servitor may tear up a spike from beneath the victim, or a Dragon's a huge claw or tooth that descends upon him.

- Patron Miracle: This invocation is functionally similar to a Miracle spell, but is more limited. This invocation cannot be used to duplicate spells nor can it be used to do anything beyond the power of the patron.

- Retributive Invisibility: As Warlock Invocation

- Word of Changing: As Warlock Invocation

- Dark Foresight: As Warlock Invocation



Edit: Additions & Fixes

Kane0
2011-11-28, 03:13 AM
Feats and other additions:
Cantrip List
Detect Poison, Detect Magic, Read Magic, Dancing Lights, Light, Ghost Sound, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation, Create Water, Purify Food and Drink, Know Direction, Spark

Feats:
Improved Blast:
Prerequisites: Eldritch Blast 1d6, Charisma 13+
Benefit: You add your Charisma bonus to your Blast damage.

Selective Blast:
Prerequisites: Improved Blast, Precise Shot
Benefit: When using a blast shape that has an area of effect, you can opt to make any number of 'safe' squares up to half the number of your blast damage dice.

Overcharge Blast: (Metamagic)
Prerequisites: Eldritch Blast 2d6, Constitution 13+, Access to Lesser Rank Invocations
Benefit: You can call upon a more powerful blast than usual, increasing the damage dealt by 2d6. This has a cost of a 1d4 round cool down and cannot be used in conjunction with your highest rank Eldritch Blast Shapes or Essences available.
Special: Any ability functionally similar to the Warlocks' Eldritch Blast ability, such as the Servitor's Fervid Blast, qualifies as Eldritch Blast does and is affected as Eldritch Blast is.
(If an invoker with the Eldritch Blast or similar ability gains bonus feats from a list, then this feat is may be included on this list)

Improved Overcharge Blast (Metamagic):
Prerequisites: Eldritch Blast 4d6, Constitution 14+, Access to Greater Rank Invocations
Benefit: As Overcharge Blast, but damage dice is increased by 4d6. In addition any DCs from Shapes and Essences gain a +2 bonus. The cooldown increases to 1d6 rounds and you still cannot apply your highest rank of Shapes/Essences to the blast.

For example: Morthos, a 6th level Warlock, uses the Overcharge Blast feat to deal 5d6 damage with his Eldritch blast instead of his usual 3d6. He cannot use his Lesser Blast Shape or Essence invocations such as Eldritch Chain on this Blast, but he may use Eldritch Spear and Frightful Blast, both of which he knows, as normal.
Upon attaining 11th level Morthos has the Improved Overcharge Blast feat, allowing him to deal an extra +4d6 with his Overcharge (9d6) with a 1d6 round cool down and inability to use his newly gained Repelling Blast, a greater Blast Shape. He can however now use Eldritch chain with his overcharged blast.

Practiced Overcharge Blast (Metamagic):
Prerequisites: Eldritch Blast 8d6, Constitution 16+, Access to Dark (Grand for Servitor) Rank Invocations
Benefit: You can reduce the cooldown time period of your blasts derived from your Overcharge or improved overcharge feats by 1 round (To a minimum of 1 round) and can apply one of your highest level shapes or essences to an overcharged blast, but not both. The cooldown reduction does not stack with any other kind.

Reactionary Blasting:
Prerequisite: Dex 14+, Combat Reflexes, Eldritch Blast 1d6
Benefit: When making attacks of opportunity you can apply your blast damage. This feat still does not allow you to make ranged blasts as attacks of opportunity.

Critical Blasting
Prerequisite: Improved Critical (Blast), Power Critical (Blast)
All critical threats with Blasts are automatically confirmed.

Metamagic Feats
Prerequisites: As Normal
Benefit:The Metamagic Feat in question also affects your blast (if applicable). Instead of an increase in spell slot cost you must wait a cooldown time before any metamagic can be applied to your blast again. This cooldown is equal to the spell slot increase.
Note: Unlike with Metamagic feats when applied to spells, there is no way to decrease the wait beyond 1 round less than specified as spell slot increase. There is also no way to apply more than one metamagic feat to a blast, or more than one kind of metamagic feat per round.


Alternative Patrons


Titans/Giants:
Class Skills: Climb, Know (Planes or Nature respectively)
Magic: Arcane Based
Patron Likeness: You gain a slam attack as a creature of one size category larger than you actually are.
Patron Power Immunities:
- Massive Damage
- Death Effects
- Disease


Aberrations:

Class Skills: Climb, Know (Planes or Nature respectively)
Magic: Arcane Based
Patron Likeness: You gain an appropriate natural attack (claw, bite, tentacle, tail slap, etc) as a creature of your size.
Patron Power Immunities:
- Poison
- Fear
- Charm/Compulsion



Constructs:

Class Skills: , Know (Engineering)
Magic: Arcane Based
Patron Likeness: You gain Armor proficiency (Heavy) and Armored Mage (Medium). At level 8 you gain Armored mage (heavy).
Patron Power Immunities:
- Disease
- Poison
- Massive Damage


Lawful Outsiders

Class Skills: Know (Planes), Know (Religion)
Magic: Divine Based
Patron Likeness: You automatically stabilize when dying and gain +2 to checks to penetrate the spell resistance of non-lawful outsiders
Patron Power Immunities:
- Sleep
- Fear
- Poison


Chaotic Outsiders

Class Skills: Know (Planes), Know (Religion)
Magic: Divine Based
Patron Likeness: You automatically stabilize when dying and gain +2 to checks to penetrate the spell resistance of non-chaotic outsiders
Patron Power Immunities:
- Sleep
- Fear
- Fatigue/Exhaustion


Neutral Outsiders

Class Skills: Know (Planes), Know (Religion)
Magic: Divine Based
Patron Likeness: You automatically stabilize when dying and gain +2 to checks to penetrate the spell resistance of non-neutral outsiders
Patron Power Immunities:
- Sleep
- Charm/Compulsion
- Disease


Perfection (Ki):

Class Skills: Acrobatics, Know (History)
Magic: Arcane or Divine Based
Servitors Speech: Linguistics becomes class skill
Patron Likeness: Immunity to Disease
Patrons Call: Immunity to Poison
Patrons Presence: Can become ethereal as standard action for up to one minute per day.
Patrons Endurance: Does not need to eat, sleep or breathe. 50% fortification. Lifespan is effectively infinite and take no further aging penalties.
Patrons Chosen: Can duplicate himself as full round action for up to one minute per day. Both versions share the same HP, Invocation and Fervid Blast pools.
Patron Power Immunities:
- Staggered
- Fatigue/Exhaustion
- Massive Damage
NOTE: You must select the following Patron Powers and/or Invocations as soon as they become available:
-Least Patron Power: Senses Boost
-Greater Patron Power: Improved Senses Boost


The Mind (Psionics):

Class Skills: Autohypnosis, Know (Psionics)
Magic: Arcane (Psionic) Based
Servitors Speech: Telepathy 5ft per Servitor Level
Patron Likeness: All your Servitor spells & invocations that are enchantment or illusion based last for one extra round
Patrons Call: The Servitor’s Charm invocation moves the target two steps towards friendly instead of one and can attempt to read thoughts on anyone within telepathy range.
Patrons Presence: The Servitor’s Charm invocation can dominate or confuse the target. Only a single target can be dominated by the Servitor at any given time.
Patrons Endurance: Need not sleep, eat or breathe. Lifespan is effectively infinite and take no further aging penalties.
Patrons Chosen: Once per day can use Programmed amnesia and can charm becomes mass charm with range equal to telepathy range.
Patron Power Immunities:
- Charm/Compulsion
- Fear
- Confusion
NOTE: You must select the following Patron Powers and/or Invocations as soon as they become available:
-Lesser Invocation: Charm
-Greater Invocation: Telekinesis


Magic:

Class Skills: Appraise, Know (History)
Magic: Arcane or Divine Based
Servitors Speech: Can use Comprehend Languages as invocation with duration 24 hours
Patron Likeness: All invocations have their DC increased by 1
Patrons Call: All Conjuration (Summoning) effects created by the Servitor are treated as if they also had an appropriate magic circle spell and/or protection against alignment spell active
Patrons Presence: Can use a blast to counterspell
Patrons Endurance: Need not eat, sleep or breathe. Lifespan is effectively infinite until killed and take no further aging penalties.
Patrons Chosen: +2 to all checks to overcome Wild Magic or Antimagic, and any time the Servitor’s SR successfully blocks a spell it can be either redirected as Spell Reflection or absorbed for 1 HP healing per caster level.
Patron Power Immunities:
- Sleep
- Fascination
- Petrification
NOTE: You must select the following Patron Powers and/or Invocations as soon as they become available:
-Lesser Patron Power: Spell Resistance
-Lesser Invocation: Voracious Dispelling OR Greater Invocation: Consume Magic



Items:
Warlock's Gem: this gemstone stores the blast energy of warlocks (and other classes with a similar blast). Gems of differing values hold differing amounts of energy, detailed below. Charging a gem is a use of your eldritch blast (automatic hit) that replentishes 1 charge per d6 of blast delivered. A gem can be charged past its normal limits but every charge above its maximum has a cumulative 10% chance of detonating the gem, as the last use of the item described below.
At the expense of a swift action and five charges from a warlock gem 1 (and only 1) round of cooldown for invocations can be negated, to a minimum of one round cooldown.
A warlock gem can also increase the damage of a blast. This uses a number of charges equal to triple the damage dice you wish to increase damage by and takes no action other than the blast itself. The grade of gem details the maximum number of damage dice that can be adde to any one blast.
And finally at the expense if a standard action and the gen itself it can be thrown as a grenadelike weapon (radius and reflex dc depends on gem grade). The gem is destroyed in the process.

Lesser warlock gem: gems of value lesser than 1000gp, 2d4 +1 charges, extra 2 blast damage dice, Radius 10ft, dc 14. Cost: +2 item plus gem value
Warlocks gem: gems of value from 1000 to 3000 gp, 2d6 +2 charges, extra 4 blast damage dice, radius 15 ft, dc 17. Cost: +3 item plus gem value
Greater warlock gem: gems of value greater than 3000 gp, 2d8 +3 charges, extra 6 blast damage dice, radius 20ft, dc 20. Cost +4 item plus gem value

Alternate Class Features / Archetypes:
Servitor Defender:
- The Servitor gains proficiency in all martial weapons.
- Fervid blast cannot be used as a ranged touch attack, and you cannot choose any shapes from the Blast Alteration class ability.
- Your Fervid blast can instead be channeled through your weapon. Fervid Blast damage can be applied to either every attack in a full attack with no essences applied or to a single attack if augmented with an essence (the attack becomes a standard action at this point). Damage from a fervid blast applied to a full attack using attuned weapon uses d4s instead of d6s. When channeled through a weapon, weapon damage is multiplied as normal, but Fervid Blast damage is never multiplied. Using your fervid blast on your weapon costs one point per round used.
Note: To apply Fervid Blast damage to attacks of opportunities a feat must be taken.

Servitor Spellcaster:
- All Fervid Blast damage is now d4s instead of d6s
- Fervid blast is now a standard action instead of an attack action, meaning you can no longer make iterative Fervid Blasts in one round.
- Any cooldown incurred by blasting now does not apply to your other invocations
- At every level you would normally gain the Blast alteration ability, you instead gain two spells as a Wizard (if your patron is Dragon or Undead), Cleric (if your patron is Outsiders) or Druid (if your patron is Fey or Elementals) of your level. These spells are usable cha modifier (max 3) times per day and cannot be affected by metamagic. These spells can be changed for others of the same spell level the next time spells are gained in this way.

Re'ozul
2011-11-28, 08:34 AM
Yay, another warlocky class.
And considering some of the wording from someone familiar with ErrantX's classes.

Now lets see:

Fluff: A modified "bound by duty" concept that does not necessarily include gods. A man of the people or one person. Interesting. There is a lot of fun to be had with that.

Chassis:
HD: The d8 may be a bit much considering its a more powerful warlock that still doesn't need to be combat focussed. I always consider the d6 to be adequate for these types of classes.
Skillpoints: 4+Int is what the least should always be and fits the class.
Proficiencies: Work, though shields is a bit weird in my eyes.
Skills: At first I considered it a bit anemic though it gets wider by the patron choice, nice mechanic.
otherwise standard and fitting warlock chassis.


Class Features:

Invocations: Normal, nothing needs to be discussed here.

Fervid Blast: A touch attack should never provoke an AoO. allowing iteratives but cutting range is a good compromise. Though its good that you specify the ranged version provoking AoO (as its otherwise a Supernatural ability). However, since you also say its subject to SR I wonder why you classify it as Supernatural at all.

Patron: Lots of choices, though I would probably choose Fey every time as diplomacy is just so good.

Armored Mage: Really useful.

Patron Powers: Very fun, though I'll look into them at the end.

Cantrips: Don't see the list, but 8 cantrips per day is laughable, unless the List includes any abusables (cure minor etc) they should be given as at-will.

Blast Alteration: Reminds me of the Extra invocation's in DMofDarkness' Warlock Fix. Nice to have those so they don't cut into the main invocations.

Servitor's Speech: I like the idea that you know them well enough to necessarily circumvent their wills. Its a realistic depiction of someone sworn to them.

Damage Reduction: Very interesting. A further impact of your chosen people. Makes sure your choice isn't just a word on a page.

Gifted Grace: The fact that its all saving throws may be a bit too strong. ErrantX's Ebon Initiate does it, but thats an Int/Cha based class. Considering this class is mostly Cha based this might be a bit much.

Gifted Luck. Interesting, you get to choose. Though considering you can get Evasion in Ring form later on, the choice is generally not that hard.

Gifted Skill Affinity: Fly doesn't exist in 3.5, only in Pathfinder. Once again an interesting choice given to the player.

Wings: More choice and fun at that.

Capstone: Drawing a blank right now, will think on it.


Patron Powers:

Since you didn't specify wether the SLA Cha/day was for all of them or each of them I'll assume the latter as its the general way these things work.

Least:
SLAs:
Armor of Faith/Mage Armor (Mage Armor is better as it lasts longer vs Armor of faith is better as its deflection, tough choice) (I assume its a version of shield of faith)
Obscuring Mist (a nice niche choice)

Blast Boost: since its touch thats generally not necessary but good for more blasty people.

Skill boost: Would be better if it counts as having skill focus in that skill then for feat prerequisites.

Sense Boost: Very useful.

Save Boost: Saves can never be too high.

Lesser:
SLAs:
Dispel Magic (a valuable addition)
Invisibility (I'm starting to wonder why all the usual invocations are in here)
Continual Flame (If you have the least bit of regular downtime your players will have sacks of glowing pebbles)
Mirror Image (Perhaps too strong as it will most likely be 4/day at least and mirror image is strong)
Suggestion (Always fun)

Blast Boost: More Blasty support. Substantial damage increase. While I generally don't play blastlocks I'd be very tempted to take this.

Damage Resistance: I don't understand the physical damage part. The "greater than 30 equals immunity" is quite heavy. Its probably balanced as not many things give naturally high resistance but its still very strong.

Spell Resistance: Everyone takes this, no exceptions.

Average:
SLAs:
Secret Chest: Contraband? What Contraband?
Fabricate: Interesting choice, though players will try to use it in any way they can lest they not use everything given to them per day.
Move Earth: I am having Flashbacks of Populus;The Beginning's Flatten spell.
Passwall: You are determined to make it hard for dungeon-planners, aren't you?

Blast Boost: So you are still effected by total concealment and such, but can ignore the lighter forms. Invaluable to blasters.

Fool magic item: I assume this is like decieve Item only without the take 10 part.

Immunities: Nice, though once again Fey beats all as you can get most of them through items, but Stun immunity is great.

Greater:
SLAs:
True Seeing: This is incredible. In fact maybe too good as you are giving a pretty expensive spell (for sorc/wiz) as SLA with somewhere between 6-10 uses per day at this point.
Control Weather: I know its a good spell, but i never really used it before as the casting time tends to make me think twice.
Wind Walk: Everyone now; I believe I can flyyyyy. I love this spell and consider it great that its represented here.
Euphoric Tranquility: Had to look it up. I love recreational spell use. easily stopped at this level, but still pretty useful if it can affect them

Blast Boost: Definitely useful, easily the best of the boosts as it should be.

Patron Infusion: Incredible, though not that powerful as the other choices are just as strong if not stronger, probably will be taken as a secondary choice.

Damage Reduction: Falls faaaaaaar behind the others. Perhaps if it were to double the normal DR given and/or make it DR/- it could measure up.

Invocations: (I'll only look at new ones)

Least:

Forceful Blast: The force damage no sense (as it usually deals untyped which is always better) unless you meant "hits as a force effect" in regards to incorporeal things, then its situationally useful. Ignoring Hardness is nice, but at least later on not really necessary.

Allure: Wait what? You do realise that the player can just stack this with beguiling influence (which you still have) for a total of +14, right? That would make the character an absolute monster in social situations.

Unnatural Speed: Useful and fun; wheeeeeee

Lesser:

Detonation: Always a useful shape, and long range is never wrong.

Elemental Blast, Lesser: Two of the lesser choices of the original rolled into ona and slightly upgraded. The grease option is very fun, though combined with Detonation up there could become a bit too much fun as its easy to argue that the entire 20ft radius should be greased. Igniting the enemy is also a solid choice at least until you run into fire resistance.

Conduit: Too strong at the level you get it at i think. At that point there is usually still a greater than 5% chance that you miss an enemy even vs touch so this greatly increases your damage output. Furthermore, later on, you basically get iteratives for free with this. Granted, blasting is generally subpar and this might even the field, but its something that should be watched carefully.

Writing on the Wall: From the sound of it you mean explosive runes, though then the damage cap comment makes no sense, could you point out the spell you have in mind? Either way it sound very (if not too) strong. at-will permanent markings that make everyone want to read them? Against most barely literate monsters this can be devastating.

Fortify Flesh: A nice version of barkskin with a bit extra. A solid choice.

Aspect of the Cornugon: The telepathy makes this tempting, but geerally its something for melee people.

Spines: I assume the 1/3rd damage is when you are attacked by an enemy not wielding a reach weapon? Or is it a way to get a natural weapon yourself?

Average:

Elemental Blast, Greater: The rest of the elemental pack, daze is always very good.

Paralysis: 1/3rd level/nothing can be a very big difference. A heavy save or suck, but situational enough I think. the duration as it is should be okay, though perhaps give subsequent saves in some interval?

Barrage: At level 15 this gets absurd with a total of 30d6 (and 40d6 at level 20), considering you will mostly hit this is very powerful. Maybe specify that unlike the orb spells, these are still subject to SR. (since the general mindset is orb-spell=SR:No)

Consume Magic: Thank you for removing the stupid melee-touch aspect of the original. Thank you so very much.

Greater:

Petrification: At higher levels there are a lot of things straight up immune to that. I think a stun/shacken-on-save combo would work better here.

Patron's Wrath: Evene against things immune to death effects, this is pretty good. For everyone else, its awesome.

Destruction: Faster than Wrath, but lower save and no rider, but damage instead. Very nice alternate choice.

Phosphate
2011-11-28, 04:00 PM
Hm....if I were you, I would just combine Wings with Gifted Anatomy and bump it to level 20. There's your capstone. I'm sure you can find something to fill the resulting dead levels.

Kane0
2011-11-28, 05:38 PM
Thanks for the reply and critique, I'll fix those things up now.




Chassis:
HD: The d8 may be a bit much considering its a more powerful warlock that still doesn't need to be combat focussed. I always consider the d6 to be adequate for these types of classes.

Good point, fixed.



Fervid Blast: A touch attack should never provoke an AoO. allowing iteratives but cutting range is a good compromise. Though its good that you specify the ranged version provoking AoO (as its otherwise a Supernatural ability). However, since you also say its subject to SR I wonder why you classify it as Supernatural at all.

I didn't look that closely at supernatural/extraordinary/SLA that much, will look into it.



Cantrips: Don't see the list, but 8 cantrips per day is laughable, unless the List includes any abusables (cure minor etc) they should be given as at-will.

Seeing as I will be playing this in Pathfinder, I tweaked it to work in that environment. Cantrips are unlimited per day, so 8 cantrips at will is how it is. I'll havnt made a cantrip list yet have I? I better start that.



Gifted Grace: The fact that its all saving throws may be a bit too strong. ErrantX's Ebon Initiate does it, but thats an Int/Cha based class. Considering this class is mostly Cha based this might be a bit much.

Would making it half Cha bonus be ok?



Gifted Luck. Interesting, you get to choose. Though considering you can get Evasion in Ring form later on, the choice is generally not that hard.

Id be tempted to say that would be up to the DM and how high the power setting is in your campaign.



Gifted Skill Affinity: Fly doesn't exist in 3.5, only in Pathfinder. Once again an interesting choice given to the player.

As above, I made this with Pathfinder in mind, so Fly sounded fair.



Capstone: Drawing a blank right now, will think on it.

Cheers



Patron Powers:
Since you didn't specify wether the SLA Cha/day was for all of them or each of them I'll assume the latter as its the general way these things work.

Correct, I'll fix up the wording.



Least SLAs:
Armor of Faith/Mage Armor (Mage Armor is better as it lasts longer vs Armor of faith is better as its deflection, tough choice) (I assume its a version of shield of faith)
Obscuring Mist (a nice niche choice)

Lesser SLAs:
Dispel Magic (a valuable addition)
Invisibility (I'm starting to wonder why all the usual invocations are in here)
Continual Flame (If you have the least bit of regular downtime your players will have sacks of glowing pebbles)
Mirror Image (Perhaps too strong as it will most likely be 4/day at least and mirror image is strong)
Suggestion (Always fun)

Average SLAs:
Secret Chest: Contraband? What Contraband?
Fabricate: Interesting choice, though players will try to use it in any way they can lest they not use everything given to them per day.
Move Earth: I am having Flashbacks of Populus;The Beginning's Flatten spell.
Passwall: You are determined to make it hard for dungeon-planners, aren't you?

Greater SLAs:
True Seeing: This is incredible. In fact maybe too good as you are giving a pretty expensive spell (for sorc/wiz) as SLA with somewhere between 6-10 uses per day at this point.
Control Weather: I know its a good spell, but i never really used it before as the casting time tends to make me think twice.
Wind Walk: Everyone now; I believe I can flyyyyy. I love this spell and consider it great that its represented here.
Euphoric Tranquility: Had to look it up. I love recreational spell use. easily stopped at this level, but still pretty useful if it can affect them


The SLAs are what I'm most concerned about right now. Im thinking of making it three spell like abilities to lessen impact, but I'm still stumped as what spells to use. The original purpose of me making these SLAs was to remove invisibility and other really good affects at will, but I'm now thinking of turning to more utilitarian, and less useful spells packaged together to make them worth it as a whole, rather than limit the use of the good at will ones. If anyone has suggestions for spell like abilities I'd be happy to hear them.
Otherwise I'm actually considering leaving it open for player choice with conditions and are up to DM approval.



Skill boost: Would be better if it counts as having skill focus in that skill then for feat prerequisites.

Good point, will change that.



Damage Resistance: I don't understand the physical damage part. The "greater than 30 equals immunity" is quite heavy. Its probably balanced as not many things give naturally high resistance but its still very strong.

My thinking was that if you spend 2 or more of your 10 total powers you deserve immunity to one damage type.



Immunities: Nice, though once again Fey beats all as you can get most of them through items, but Stun immunity is great.

Yeah, but again I'd say thats up to the DM to control loot and item power.



Damage Reduction: Falls faaaaaaar behind the others. Perhaps if it were to double the normal DR given and/or make it DR/- it could measure up.

Good point. Will improve on this one.

Invocations:


Least:
Forceful Blast: The force damage no sense (as it usually deals untyped which is always better) unless you meant "hits as a force effect" in regards to incorporeal things, then its situationally useful. Ignoring Hardness is nice, but at least later on not really necessary.

Correct, its meant to act as a force based spell. I was also considering a knock-back or knock-prone effect but that would probably be a seperate invocation.



Allure: Wait what? You do realise that the player can just stack this with beguiling influence (which you still have) for a total of +14, right? That would make the character an absolute monster in social situations.

Yeah, in hindsight I removed Warlock beguiling influence for that reason.



Conduit: Too strong at the level you get it at i think. At that point there is usually still a greater than 5% chance that you miss an enemy even vs touch so this greatly increases your damage output. Furthermore, later on, you basically get iteratives for free with this. Granted, blasting is generally subpar and this might even the field, but its something that should be watched carefully.

I figured that at higher iteratives (which you will get a max of 3 at the end) this is balanced by not being able to use your highest level of shapes & essences, and of course the effect of the essence only applies to one attack as usual.



Writing on the Wall: From the sound of it you mean explosive runes, though then the damage cap comment makes no sense, could you point out the spell you have in mind? Either way it sound very (if not too) strong. at-will permanent markings that make everyone want to read them? Against most barely literate monsters this can be devastating.

Yeah, I had heard of Magic Runes at the time but didn't actually know it. Fixed this right up once I looked up the spell.



Aspect of the Cornugon: The telepathy makes this tempting, but generally its something for melee people.

When playing a less than optimised environment I think a melee focused Servitor with the right self buffs could make it work, right?



Spines: I assume the 1/3rd damage is when you are attacked by an enemy not wielding a reach weapon? Or is it a way to get a natural weapon yourself?

It pretty much makes improved damage armor spikes on you, and gives you armed attacks with no weapons (never treated as unarmed). Not sure how I'd use it myself but thought the option would be interesting.

Average:

Paralysis: 1/3rd level/nothing can be a very big difference. A heavy save or suck, but situational enough I think. the duration as it is should be okay, though perhaps give subsequent saves in some interval?



Barrage: At level 15 this gets absurd with a total of 30d6 (and 40d6 at level 20), considering you will mostly hit this is very powerful. Maybe specify that unlike the orb spells, these are still subject to SR. (since the general mindset is orb-spell=SR:No)

Yes, they are each still subject to SR. Coupled with the chance of missing on so many attacks and any amount of DR absorbing damage from each orb I thought it balanced out.



Consume Magic: Thank you for removing the stupid melee-touch aspect of the original. Thank you so very much.

You're welcome :smallsmile:

Greater:


Petrification: At higher levels there are a lot of things straight up immune to that. I think a stun/shacken-on-save combo would work better here.

Good point, will change.

Thank you very much for your input, I'll get to work right away!

NeoSeraphi
2011-11-29, 09:54 PM
Chassis: You're wasting your skill points here. You have 4+Int skill points, and yet you have only 5 class skills other than Craft and Profession. I would add at least two other skill points, to add customization options for the intelligent servitor.

Invocations and Blast Alterations: Okay, so you end up with something a little better than the warlock, since you're giving out Blast Shapes and Essences for free. But you're still only giving the servitor 12 invocations over the course of 20 levels. One of the main things that holds a warlock back is his limited versatility.

You have 26 invocations available. So you only get a little under half of them as invocations known. This is a real problem, especially with the slowed progression.

I would bump it up to 18, with at least 2 known at 1st level. Remember, what keeps a character interested (both in and out of combat) is having something to do.

Invocations Themselves: All the warlock copies are alright. I suggest you glance at the dragonfire adept from Dragon Magic and see if you like any of his invocations, they might help flesh out this list.

Covering your new ones, Spines, Consume Magic, and Energy Overload are all really nice. I like them.

One problem with Energy Overload: destruction is a Divine Spell, not an arcane. As the class has an arcane-like feel, I would select a different spell to emulate, perhaps finger of death or slay living (I don't know how the Pathfinder [Death] spells work, but there you go)

Shapes and Essences: Again, I strongly urge you to take a look at the dragonfire adept and see if you can incorporate some of its breath effects here. The list of customization is nice, but it's still extremely limited when you compare it to a caster, and people like options.

I really like the Elemental Blast line, as well as Paralyzing Blast, however, there is a problem with Fervid Stunning.

Shaken is a fear effect. It's generally viewed as a lesser version of frighten and panicked, and is always tied to a Will save. I suggest you go with sicken instead. It's the same thing, -2 to a bunch of stuff, but it ignores immunity to fear effects and it makes sense thematically.

Fervid Blast: Touch attacks provoke attacks of opportunity, but you can take the Cast Defensively option (as stated in the invocation class feature) to avoid this.

Edit: I just noticed that you included text that I disagree with heavily. "This is a supernatural ability that is subject to spell resistance"

:smallsigh: If you're going down this road, then no, Fervid Blast does not provoke attacks of opportunity. Supernatural attacks never provoke attacks of opportunity.

However, I really don't think you should do that. Either make it a supernatural ability with a scaling DC that ignores spell resistance, or make it a spell-like ability that provokes attacks of opportunity, has a DC based on its effective spell level, and blah blah blah. Don't go against convention here.

The automatic iteratives for ranged touch is nice, though.

Patron: Oh, here we go! No more wasted skill points! :smallsmile: Good show!

So what do you mean "arcane-based" and "divine-based"? If by "divine-based" you mean "No Arcane Spell Failure because my invocations are divine" then that's a serious power gap.

Damage Reduction: Undead get DR/Silver? I assume this is because of vampires, but...argh. That doesn't make sense to me. Then again, drawing power from the undead makes no sense to me either, so I'll just let it go.

Wings: Undead and Elementals have wings now! I didn't know! Sorry, but this particular ability just seems...not good to me. I don't know, just give him a magical flight speed of 60 feet or whatever.

Patron's Chosen: Grant your character each type's ultimate ability, you know?

A powerful breath weapon for the dragons, energy drain for the undead, whirlwind/burn/earth glide/whatever the water elemental's one is for the elementals, anti-good SLAs for the evil outsiders, anti-evil SLAs for the good outsiders, Enchantment SLAs for the fey (like dominate and mass hold, not like charm)

Granted Skill Affinity: Also known as "UMD Affinity". It's nice, for the level you get it at.

All in all, a fine class. Still in its tuning stage, but hopefully it'll come out nicely.

Kane0
2011-11-29, 11:26 PM
Invocations and Blast Alterations: Okay, so you end up with something a little better than the warlock, since you're giving out Blast Shapes and Essences for free. But you're still only giving the servitor 12 invocations over the course of 20 levels. One of the main things that holds a warlock back is his limited versatility.
You have 26 invocations available. So you only get a little under half of them as invocations known. This is a real problem, especially with the slowed progression.
I would bump it up to 18, with at least 2 known at 1st level. Remember, what keeps a character interested (both in and out of combat) is having something to do.

Thats half the reason I split gave a whole bunch of Cantrips and are looking into SLAs as Patron Powers for those with a larger craving for magical powers as opposed to those wanting to blast or play a flanking role. Don't want them to have too many options especially since this is an Invoker as opposed to a caster.



Patron's Chosen: Grant your character each type's ultimate ability, you know?
A powerful breath weapon for the dragons, energy drain for the undead, whirlwind/burn/earth glide/whatever the water elemental's one is for the elementals, anti-good SLAs for the evil outsiders, anti-evil SLAs for the good outsiders, Enchantment SLAs for the fey (like dominate and mass hold, not like charm)

Sounds like a good idea, I'll throw up something soon.


Thanks a lot for the input. I made some changes as suggested:
- Shaken Fixed on Stunning Blast
- Looking into an alternate for Destruction
- Fervid Blast Fixed
- Arcane based / Divine Based issue clarified
- Wings fixed. Also it is interesting to note that most good and evil outsiders dont have wings either yet many instantly know what those wings look like :smallwink:

Hopefully ill be lucky enough to hear from someone that decided to try it out. :smallsmile:

Kane0
2011-12-05, 10:37 PM
Adding Dragon Magic Invocations. Also changed Invocation progression to cater for this. The servitor will now get a total of 5 least, 5 lesser, 3 average and 3 greater invocations by level 20.

Least

Aquatic Adaption
Breath of the Night
Deafening Knowledge
Patron's Knowledge
Endure Exposure
Scalding Gust
Magic Insight


Lesser

Enthralling voice
Energy Resistance


Average:

Baleful Geas
Shilling Fog
Wingstorm


Greater:

Instill Vulnerability
Perilous Veil

Kane0
2012-01-08, 07:18 PM
- Resurrected thread one last time for critique
- Added Eldritch Maelstrom Blast Shape
- Added Patron Bypass Patron Power
- Changed SLAs

moghue
2012-02-02, 01:59 AM
I love warlocks, and this class is a big upgrade. For Pathfinder this class seems to fit right in with power compared to most high tier classes. I played a dragon shaman revival for PF once and the invocations and things got a little out of hand. I would put this at a tier 1-2 class, sorry if you wanted it lower for your DM to let you try the class. I am also not as experienced a PEACH'er as some of the other members as I am quite new.

Kane0
2012-02-02, 06:01 AM
Thanks for your input moghue. Could you specify what it is that pushes the servitor so high? Even though this is my first homebrew it is still by far my favourite so i want to make it as playable as possible

moghue
2012-02-02, 06:56 AM
Don't get me wrong, I enjoy this class. It has a lot of fluff and seems like it would play well. Its been increased to format with the rest of pathfinders changes to make classes better. If you are playing pathfinder this is a tier 2 ish class.

Warlocks are a tier 4 class even with all the changes with Complete mage and Tome of magic.

You give them a slightly more invocations know chart compared to the warlock if only by 2. You give them the ability to wear medium armor and cast in it, not that big of a deal because once you start getting toward higher levels your AC won't matter. The cantrips are a welcomed change, rather than just detect magic.


Gifted Anatomy: A level 19 Servitor need not eat, sleep or breathe if their Patrons do not need to, as well as attain 50% fortification. They can survive in their Patrons natural habitat and subsist on their diet.

I like the constructness, it reflects their undieing devotion for their patron and it is very flavorful without unbalancing anything.
Flight in pathfinder becomes a big deal in later levels as well unless your DM strictly has you dungeon crawling (I know the feel, a cavalier without his horse is just a bad fighter).

Things I've seen in other invocation homebrews: Giving arcane spells as invocations, severely pumping up their power. I like that you didn't do this.

In conclusion. The Servitor is a step above a warlock, but in pathfinder that step is aschewed with the hundreds of steps and step backs other classes have taken, puting this in a tier two range.

(sorry is this is eschewed)