Deviston
2012-09-11, 01:34 PM
I saw some tactical feats for the ToB in another post (http://www.giantitp.com/forums/showthread.php?t=168817) and liked the concept so I made some for the Warlock. They are balanced to go with this 3.P Warlock variant (http://www.giantitp.com/forums/showthread.php?t=254190) but besides removing some homebrew invocations (and their associated feats) I don't see why this couldn't work for 3.5 as well.
Ever-present Black [Tactical]
You know what the darkness is; you know it’s not simply the lack of light, but a substance just as pervasive as the light itself. The black is consuming in its desires and you have developed not only a tie to it by a slight mastery over it.
Prerequisites: darkness invocation, hungry darkness invocation, hideous blow, eldritch glaive or any other blast shape invocation that modifiers your eldritch blast to be used in melee combat.
Benefits:
Trailing Dark: Targets who are dealt damage by a melee attack or your eldritch blast in a round that they are in a dimly lit or darker area generated by your darkness invocation are harried by the shadows. The taint of shadows stays with them for 3 rounds and their square is affected by your darkness invocation for this duration even if they leave the initial zone of your invocation.
Feeding The Darkness: In a round that enemies are dealt damage by your hungry darkness invocation, your damage reduction granted by the warlock class is increased by 2 against those enemies.
Trailing Hunger: Targets who are dealt damage by your hideous blow or other applicable blast shape and hungry darkness invocation in a single round are harried by the shadows. The taint of shadows stays with them for 1 round and their square is affected by your hungry darkness invocation for this duration even if they leave the initial zone of your invocation.
Perpetual Illness [Tactical]
The body is so fragile, even the tiniest pathogen can send the subject into convulsions along with serious sickness. The ability to manipulate such foreign pathogens is by far a specialized skill, but adding magical maladies to the mix was a stroke of vile genius.
Prerequisites: miasmic cloud invocation, curse of despair invocation, sickening blast.
Benefits:
Exhausting Miasma: If a target is sickened by your sickening blast and they fail their save for the fatigue effect of miasmic cloud, they are exhausted for the first round of the effect instead of fatigued. Alternately, if the target is fatigued by miasmic cloud and fails the save versus a sickening blast they are exhausted for the first round of the effect instead of fatigued.
Crushing Despair: If a target of your sickening blast is under the effect of your curse of despair he takes a -2 penalty to his saves versus sickening blast in addition to any penalty due to the curse of despair.
Debilitating Curse: In a round that a target is under the effect of your curse of despair and they are inside the area of your miasmic cloud you may wrack them with further pain. As a standard action, a target that meets the above requirements must make a Fortitude save or become nauseated for 1 round.
Unnerving Peripheral [Tactical]
Out of the corner of your eye a shadow can seem a demon, a tree could be a devil, or a friend can be your greatest enemy. Luckily, these aren’t things you worry about, but you ensure your enemies do.
Prerequisites: breath of the night invocation, walk unseen invocation, frightful blast.
Benefits:
Fear the Unknown: If you are invisible via your walk unseen invocation, enemies who can’t see you take a -2 penalty to saves versus your frightful blast.
Beasts in the Haze: As a standard action, you may target an enemy that is shaken and inside of the area of your breath of the night invocation to confuse enemies and allies. All creatures within the area look like hulking swirls of fog with no distinct shape. Attacking these creatures or being attacked by them breaks the strange form of invisibility.
Unseen Fog: If you activate your walk unseen while inside the area of your breath of the night you gain the effects of greater invisibility for the first round of the invocation.
Protective Arcana [Tactical]
Your magic works together to ensure your life continues. As you are its vessel to escape into reality, without you the magic would stay locked in the ether.
Prerequisites: dark one’s own luck invocation, entropic warding invocation, flee the scene invocation.
Benefits:
Teleportive Sheilding: On a round that you use your flee the scene invocation, the miss chance from your entropic warding invocation is increased by 30%.
Forced Luck: Once per day on a failed save that you gain a bonus to from dark one’s own luck, if your entropic warding is active, you may seal the magical effects within it to reduce how you are effected by your failed save. You may reduce the caster level (and all variable effects must be rerolled with the new caster level) by a number equal to your Charisma modifier. Your entropic warding is immediately dismissed and cannot be used again for rounds equal to the consumed spell’s original caster level.
Deceptive Success: You may use flee the scene as an immediate action after a successful save that you gained a bonus from dark one’s own luck, once per day per two points (rounded down) of Charisma modifier you have. Your major image left behind appears to have failed the save as the caster would perceive it.
Conniving Voices [Tactical]
You can convince a Pelorian cleric to buy a vial of holy water, or a sailor you have beach front property for sale in the Arrakeen desert. You also can delve into their minds and punish them when they refuse, destroying a favorite bauble.
Prerequisites: beguiling influence invocation, baleful utterance invocation, daemon’s whisper invocation.
Benefits:
Embellished Utterance: Your caster level for your baleful utterance invocation is treated as 2 higher for every 5 ranks you have in either the bluff, diplomacy, or intimidate skills.
Prized Retribution: As a standard action, against any target who you have used the detect thoughts portion of daemon’s whisper, you may target an object with your baleful utterance invocation that the individual treasures. If you know of a specific item they treasure, you may target that item. The item need not be within the normal range of the invocation, but it does have to meet all other requirements.
Personal Insight: As long as you hold an object that belongs to the target, you gain an additional +2 to the skill associated with beguiling influence if you successfully used the detects thoughts portion of daemon’s whisper and are making your check telepathically.
Ever-present Black [Tactical]
You know what the darkness is; you know it’s not simply the lack of light, but a substance just as pervasive as the light itself. The black is consuming in its desires and you have developed not only a tie to it by a slight mastery over it.
Prerequisites: darkness invocation, hungry darkness invocation, hideous blow, eldritch glaive or any other blast shape invocation that modifiers your eldritch blast to be used in melee combat.
Benefits:
Trailing Dark: Targets who are dealt damage by a melee attack or your eldritch blast in a round that they are in a dimly lit or darker area generated by your darkness invocation are harried by the shadows. The taint of shadows stays with them for 3 rounds and their square is affected by your darkness invocation for this duration even if they leave the initial zone of your invocation.
Feeding The Darkness: In a round that enemies are dealt damage by your hungry darkness invocation, your damage reduction granted by the warlock class is increased by 2 against those enemies.
Trailing Hunger: Targets who are dealt damage by your hideous blow or other applicable blast shape and hungry darkness invocation in a single round are harried by the shadows. The taint of shadows stays with them for 1 round and their square is affected by your hungry darkness invocation for this duration even if they leave the initial zone of your invocation.
Perpetual Illness [Tactical]
The body is so fragile, even the tiniest pathogen can send the subject into convulsions along with serious sickness. The ability to manipulate such foreign pathogens is by far a specialized skill, but adding magical maladies to the mix was a stroke of vile genius.
Prerequisites: miasmic cloud invocation, curse of despair invocation, sickening blast.
Benefits:
Exhausting Miasma: If a target is sickened by your sickening blast and they fail their save for the fatigue effect of miasmic cloud, they are exhausted for the first round of the effect instead of fatigued. Alternately, if the target is fatigued by miasmic cloud and fails the save versus a sickening blast they are exhausted for the first round of the effect instead of fatigued.
Crushing Despair: If a target of your sickening blast is under the effect of your curse of despair he takes a -2 penalty to his saves versus sickening blast in addition to any penalty due to the curse of despair.
Debilitating Curse: In a round that a target is under the effect of your curse of despair and they are inside the area of your miasmic cloud you may wrack them with further pain. As a standard action, a target that meets the above requirements must make a Fortitude save or become nauseated for 1 round.
Unnerving Peripheral [Tactical]
Out of the corner of your eye a shadow can seem a demon, a tree could be a devil, or a friend can be your greatest enemy. Luckily, these aren’t things you worry about, but you ensure your enemies do.
Prerequisites: breath of the night invocation, walk unseen invocation, frightful blast.
Benefits:
Fear the Unknown: If you are invisible via your walk unseen invocation, enemies who can’t see you take a -2 penalty to saves versus your frightful blast.
Beasts in the Haze: As a standard action, you may target an enemy that is shaken and inside of the area of your breath of the night invocation to confuse enemies and allies. All creatures within the area look like hulking swirls of fog with no distinct shape. Attacking these creatures or being attacked by them breaks the strange form of invisibility.
Unseen Fog: If you activate your walk unseen while inside the area of your breath of the night you gain the effects of greater invisibility for the first round of the invocation.
Protective Arcana [Tactical]
Your magic works together to ensure your life continues. As you are its vessel to escape into reality, without you the magic would stay locked in the ether.
Prerequisites: dark one’s own luck invocation, entropic warding invocation, flee the scene invocation.
Benefits:
Teleportive Sheilding: On a round that you use your flee the scene invocation, the miss chance from your entropic warding invocation is increased by 30%.
Forced Luck: Once per day on a failed save that you gain a bonus to from dark one’s own luck, if your entropic warding is active, you may seal the magical effects within it to reduce how you are effected by your failed save. You may reduce the caster level (and all variable effects must be rerolled with the new caster level) by a number equal to your Charisma modifier. Your entropic warding is immediately dismissed and cannot be used again for rounds equal to the consumed spell’s original caster level.
Deceptive Success: You may use flee the scene as an immediate action after a successful save that you gained a bonus from dark one’s own luck, once per day per two points (rounded down) of Charisma modifier you have. Your major image left behind appears to have failed the save as the caster would perceive it.
Conniving Voices [Tactical]
You can convince a Pelorian cleric to buy a vial of holy water, or a sailor you have beach front property for sale in the Arrakeen desert. You also can delve into their minds and punish them when they refuse, destroying a favorite bauble.
Prerequisites: beguiling influence invocation, baleful utterance invocation, daemon’s whisper invocation.
Benefits:
Embellished Utterance: Your caster level for your baleful utterance invocation is treated as 2 higher for every 5 ranks you have in either the bluff, diplomacy, or intimidate skills.
Prized Retribution: As a standard action, against any target who you have used the detect thoughts portion of daemon’s whisper, you may target an object with your baleful utterance invocation that the individual treasures. If you know of a specific item they treasure, you may target that item. The item need not be within the normal range of the invocation, but it does have to meet all other requirements.
Personal Insight: As long as you hold an object that belongs to the target, you gain an additional +2 to the skill associated with beguiling influence if you successfully used the detects thoughts portion of daemon’s whisper and are making your check telepathically.