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Maat Mons
2018-05-25, 12:05 AM
Infiltrator
"When you do things right, people won't be sure you've done anything at all."
Unknown

Making an Infiltrator
Abilities: The sneak attack ability tends to encourage two-weapon fighting. Any infiltrators wishing to pursue that line of feats will need a good dexterity score. Charisma aids those invocations that force a saving throw.
Races: Most infiltrators are human, but gnomes and halflings also make good infiltrators.
Alignment: Infiltrators are almost never lawful.
Starting Gold: 5d4x10 (125 gp)
Starting Age: As rogue.

Hit Die: d6

LevelAttackFortRefWillSpecialInvocation LevelInvocations Known
10022Somatic weaponry, trapfindingLeast1
21033EvasionLeast2
32133Sneak attack +1d6Least2
43144Uncanny dodgeLeast3
53144Fast stealthLeast3
64255Sneak attack +2d6Lesser4
75255Trap awarenessLesser4
86266Improved uncanny dodgeLesser5
96366Sneak attack +3d6Lesser5
107377Eldritch treachery (spell resistance)Lesser6
118377Improved evasionGreater7
129488Sneak attack +4d6Greater7
139488Greater8
1410499Hide in plain sightGreater8
1511599Sneak attack +5d6Greater9
161251010Dark10
171251010Eldritch alacrity (1/encounter)Dark10
181361111Sneak attack +6d6Dark11
191461111Eldritch alacrity (2/encounter)Dark11
201561212Eldritch treachery (saves)Dark12

Class Skills (6 + int per level x4 at 1st level): Appraise, Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (local), Knowledge (nobility and royalty), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sleight of Hand, Spellcraft, Spot, Swim, Tumble, Use Rope

Weapon and Armor Proficiency:
You are proficient with all simple weapons, plus the hand crossbow, kukri, rapier, sap, scimitar, shortbow, and short sword.
You are proficient with light armor, but not with shields.
Your infiltrator invocations do not suffer a spell failure chance from light armor. You suffer the normal spell failure chance for medium or heavy armor, or shields, however.

Invocations:
You use invocations, like a warlock or dragonfire adept, except that your invocations are drawn from the infiltrator class list.

Somatic Weaponry:
You gain somatic weaponry as a bonus feat, even if you do not meet the prerequisites. This allows you to cast invocations even if you wield a weapon in each hand.

Trapfinding (Ex):
You can use the Search skill to locate traps with a DC higher than 20. You can use the Disable Device skill to disarm magic traps. This functions identically to the rogue class feature.

Evasion (Ex):
Beginning at 2nd level, if you make a successful Reflex save against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. You do not gain the benefit of evasion while helpless.

Sneak Attack (Ex):
You gain sneak attack (as the rogue ability) equal to +1d6 per 3 class levels.

Uncanny Dodge (Ex):
Starting at 4th level, you retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you lose your Dexterity bonus to AC if immobilized.
If you already have uncanny dodge from a different class you automatically gains improved uncanny dodge instead.

Fast stealth (Ex):
Beginning at 5th level, you no longer suffer the normal -5 penalty on Hide and Move Silently checks when moving at your full speed.

Trap Awareness (Ex):
Beginning at 7th level, any time you pass within 5 feet of a trap, you are entitled to make a Search check to notice the trap as if you were actively looking for it.

Improved Uncanny Dodge (Ex):
You gain improved uncanny dodge, as the rogue ability.

Eldritch Treachery (Ex):
Your invocations are more effective against targets who are denied their Dexterity bonus to AC against your attacks, and enemies that you flank. Beginning at 10th level, your invocations ignore any spell resistnace (or spell immunity) possessed by such creatures. Beginning at 20th level, these creatures must roll twice and take the worse result on any saving throws allowed by your invocations.

Eldritch Alacrity:
You gain an extra swift (or immediate) action each round. This action can only be used to cast an invocation.

Eldritch Treachery:
Beginning at 10th level, you can ignore the spell resistance (or spell immunity) of any enemy who is denied his dexterity bonus against your attacks. Beginning at 20th level, enemies who are denied their dexterity bonus against your attacks also have more difficulty when making saving throws against your invocations. They must roll twice, and take the worse result.

Improved Evasion (Ex):
Beginning at 11th level, when using the evasion ability, you take only half damage even on a failed save.

Hide in Plain Sight (Ex):
Beginning at 14th level, you can use the Hide skill even while being observed. As long as you are within 10 feet of some sort of shadow, you can hide yourself from view in the open without anything to actually hide behind. You cannot, however, hide in your own shadow.

Eldritch Alacrity (Su):
Beginning at 17th level, you can take an extra swift or immediate action once per encounter. Beginning at 19th level, you can use this ability twice per encounter, but no more than once per round.

Maat Mons
2018-05-25, 12:06 AM
Shaman
"Quote."
Speaker

Making a Shaman
Abilities:
Races:
Alignment:
Starting Gold:
Starting Age:

Hit Die: d8

LevelAttackFortRefWillSpecialInvocation LevelInvocations Known
10202Claws (1d6), wild empathyLeast1
21303Woodland strideLeast2
32313Trackless stepLeast2
43414Claws (1d8)Least3
53414Dual clawsLeast3
64525Lesser4
75525Fell claws (x3 or 19-20/x2)Lesser4
86626Claws (1d10)Lesser5
96636Venom immunityLesser5
107737RendLesser6
118737Greater7
129848Claws (2d6)Greater7
139848Greater8
1410949Fell claws (x4 or 18-20/x2)Greater8
1511959Twin clawsGreater9
161210510Claws (2d8)Dark10
171210510???Dark10
181311611Dark11
191411611???Dark11
201512612Claws (2d10), ???Dark12

Class Skills (6 + int per level x4 at 1st level): Balance, Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Hide, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Listen, Move Silently, Profession, Ride, Search, Spellcraft, Spot, Survival, Swim, Use Rope

Weapon and Armor Proficiency:
You are proficient with the throwing axe, battleaxe, club, dagger, flail, greatclub, handaxe, longbow, longspear, quarterstaff, shortbow, shortspear, scythe, sickle, and trident, as well as your claws.
You are proficient with light armor, medium armor, and shields (but not tower shields).
Your shaman invocations do not suffer a spell failure chance from light armor, medium armor, or shields. You suffer the normal spell failure chance for heavy armor, however.

Invocations:
You use invocations, like a warlock or dragonfire adept, except that your invocations are drawn from the shaman class list.

Claws (Su):
As a swift action, you can grow a pair of claws that act as primary natural weapons. These claws in no way interfere with your ability to use your hands, and they persist until you use another swift action to transform your hands back to normal.
Your claws deal slashing and piercing damage as indicated on the table, plus your strength bonus. These values are for a medium creature.

Wild Empathy (Ex):
You gain wild empathy, as the druid class feature.

Woodland Stride (Ex):
Starting at 2nd level, you may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect you.

Trackless Step (Ex):
Starting at 3rd level, you leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.

Dual Claws (Ex):
Beginning at 5th level, whenever you choose to deliver a touch-range spell or spell-like ability with a claw attack, you can attack with both claws instead of just one. Only one of the claws (chosen by you) has a chance to deliver the effect of the spell.
[Also make two claw attacks on AoO?]

Fell Claws (Ex):
At 7th level, you can choose either to improve the critical threat range of your claws to 19-20, or to improve the critical threat range to x3. This decision cannot be changed once made.
At 14th level, your claws improve again. If you chose to improve the threat range of your claws at 7th level, your threat range improves again, to 18-20. If you instead chose to improve the critical multiplier, it now becomes, to x4.

Venom Immunity (Ex):
At 9th level, you gain immunity to poison.

Rend (Ex):
If you strike the same opponent with two claw attacks, you automatically deal extra damage equal to that of two claw attacks plus 1-1/2 times your Strength bonus.

Twin Claws (Ex):
Beginning at 15th level, when you use your fell dual claws ability, both claws have the potential to deliver the effects of the spell. If you make both claw attacks against the same target, it cannot be affected twice by the same casting. But you do gain a second chance to hit the target. Furthermore, if the spell is one that can critically hit, the spell is considered to be a critical as long as at least one of the claw attacks hit. If you direct your claw attacks against different targets, you can potentially affect both, even if the spell could normally affect only one target.
When using the twin claws ability, you cannot hold the charge.

Maat Mons
2018-05-25, 12:07 AM
Stalwart
"You shall not pass!"
Robert Nivelle

Making a Stalwart
Abilities: "The best defense is a good offense," so stalwarts benefit from a high Strength score. Charisma improves the save DCs of stalwart invocations. Any stalwart looking to acquire the Improved Trip feat will need an Intelligence score of at least 13.
Races: Dwarves are predisposed to becoming stalwarts, in spite of their charisma penalty. Elves sometimes pursue this class due to their love of both magic and swordsmanship, but their penalty to constitution hinders their durability. Humans, however, make up the majority of stalwarts.
Alignment: Overall, stalwarts tend slightly toward lawful alignments.
Starting Gold: 6d4x10 (150 gp)
Starting Age: As fighter.

Hit Die: d10

LevelAttackFortRefWillSpecialInvocation LevelInvocations Known
11202Stand stillLeast1
22303Combat reflexesLeast2
33313Healing touch, ward allyLeast2
44414Least3
55414Blade thicket (tumble)Least3
66525Improved healingLesser4
77525MettleLesser4
88626Stopping power (1/2 damage)Lesser5
99636Reach wardLesser5
1010737Blade thicket (5-foot steps)Lesser6
1111737Greater7
1212848Greater healingGreater7
1313848Greater8
1414949Greater8
1515959Double wardGreater9
161610510Stopping power (full damage)Dark10
171710510Dark10
181811611Restore limbsDark11
191911611Dark11
202012612Improved mettleDark12


Class Skills (4 + int per level x4 at 1st level): Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Jump, Knowledge (arcana), Knowledge (nobility and royalty), Knowledge (history), Knowledge (religion), Knowledge (the plains), Profession, Ride, Sense Motive, Spellcraft, Spot, Swim

Weapon and Armor Proficiency:
You are proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Your stalwart invocations do not suffer a spell failure chance from any armor or shields.

Invocations:
You use invocations, like a warlock or dragonfire adept, except that your invocations are drawn from the stalwart class list.

Stand Still:
You gain stand still as a bonus feat, even if you do not meet the prerequisite. If you already have stand still, instead choose any other feat for which you meet the prerequisites.

Combat Reflexes:
At 2nd level, you gain combat reflexes as a bonus feat. If you already have stand still, instead choose any other feat for which you meet the prerequisites.

Healing Touch (Su):
Beginning at 3rd level, you can touch a creature and heal it of an amount of damage equal to 1d8 per 3 sawbones levels. As a special restriction, healing from this ability cannot bring a creature's hit points above half its maximum. This ability is usable at will.

Ward Ally (Su):
Beginning at 3rd level, you gain the ability to share the effects of an invocation you cast on yourself with a single ally within 10 feet. The ally only gets the benefits of the shared invocation until the start of your next turn, even if the invocation would normally last longer.

Blade Thicket (Ex):
Beginning at 5th level, enemies can no longer use the tumble skill to avoid provoking attacks of opportunity from you. Beginning at 10th level, you can make attacks of opportunity for 5-foot steps and the first square of movement of the withdraw action just as you could for normal movement.

Improved Healing (Su):
Beginning at 6th level, your healing touch ability can bring creatures up to 3/4 their normal maximum hit points, instead of only 1/2.

Mettle (Ex):
Beginning at 7th level, if you are subjected to an effect that normally allows a fortitude or will save for partial effect, you suffer no effect on a successful saving throw.

Stopping Power (Ex):
Beginning at 8th level, you deal 1/2 normal damage when using the stand still feat. Roll full normal damage, and use the result to calculate the save DC. Then, use half of that same roll as the damage actually dealt. Beginning at 16th level, you deal full damage when using stand still.

Reach Ward (Su):
At 9th level, the range of your ward ally ability increases to 30 feet.

Greater Healing (Su):
Beginning at 12th level, your healing touch ability can bring creatures up to their full normal hit points.

Double Ward (Su):
Beginning at 15th level, you can share an invocation with up to two allies when using your ward ally ability.

Restore Limbs (Su):
Beginning at 18th level, your healing touch ability also regrows tissue as if you were casting regenerate on the target. This does not, however, restore any additional hit points beyond what healing touch already restores.

Improved Mettle (Ex):
Beginning at 20th level, if subjected to an effect that allows a fortitude or will save for partial effect, you take only the partial effect on a failed save (and no effect on a successful save, just as with Mettle).

Maat Mons
2018-05-25, 12:08 AM
Invocations

Reused Invocations
[Not all of the classes will use all of these. But I'm not going to wory about that yet.]

Least

All-Seeing Eyes: As comprehend languages on written material, bonus on search and spot checks.
Beguiling Influence: Gain bonus on Bluff, Diplomacy, and Intimidate checks.
Call of the Beast: Speak with animals and influence their behavior.
Darkness: Use darkness as the spell.
Dark One's Own Luck: Gain a luck bonus on one type of saves.
Devil's Sight: See normally in darkness and magical darkness.
Entropic Warding: Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
Leaps and Bounds: Gain bonus on Balance, Jump, and Tumble checks.
Magic Insight: Detect magical auras; identify magic items.
Miasmic Cloud: Create a cloud of mist that grants concealment and fatigues those who enter.
Otherworldly Whispers: Gain bonus on Knowledge checks.
See the Unseen: Gain see invisibility as the spell and darkvision.
Serpent's Tongue: Gain the scent ability, +5 bonus on saves against poison.
Soulreaving Aura: As reaving aura, plus gain temporary hit points if nearby creatures dies.
Spiderwalk: Gain spider climb as the spell and you are immune to webs.
Swimming the Styx: Gain swim speed and ability to breathe water.


Lesser

Charm: Cause a single creature to regard you as a friend.
Cold Comfort: You and nearby allies protected by endure elements.
Crawling Eye: Your eye leaves your head and grows spidery legs, enabling it to scout for you.
Curse of Despair: Curse one creature as the bestow curse spell, or hinder their attacks.
Disembodied Hand: Detach one of your hands and send it forth to manipulate objects or attack.
Dread Seizure: Slow enemy, and hinder ability to attack distant targets.
Enthralling Voice: Make nearby creatures fascinated.
Fell Flight: Gain a fly speed with good maneuverability.
Flee the Scene: Use short-range dimension door as the spell, and leave behind a major image.
Frightful Presence: Make nearby creatures shaken.
Humanoid Shape: Take the form of any humanoid creature.
Ignore the Pyre: Gain resistance to one energy type.
Mask of Flesh: Touch attack imposes 1d6 Cha penalty and transforms you to look like target.
Relentless Dispelling: As targeted dispel magic, with additional targeted dispel magic the next turn.
Spider-shape: You can transform yourself into the form of a Small or Medium fiendish monstrous spider.
Thieves' Bane: As Hold Portal, plus the portal explodes for 5d6 damage when forced open.
Voidsense: Gain blindsense 30 feet.
Voracious Dispelling: Use dispel magic as the spell, causing damage to creatures whose effects are dispelled.
Walk Unseen: Use invisibility (self only) as the spell.
Weighty Utterance: Force flying creature to the ground.
Witchwood Step: Walk on water and move through some obstacles unimpeded.


Greater

Aura of Flame: Aura deals fire damage to creatures that strike you.
Devil's Whispers: As Suggestion, plus subject believes his actions were his own idea.
Devour Magic: Use targeted greater dispel magic with a touch and gain temporary hit points based on the level of spells successfully dispelled.
Draconic Toughness: Gain temporary hit points equal to your level.
Enervating Shadow: Gain total concealment in dark areas and impose a Strength penalty on adjacent living creatures.
Warlock's Call: Use sending as the spell, but risk damage from recipient.


Dark
Caster's Lament: Your touch can break enchantment, and you can counterspell.
Dark Discorporation: Become a swarm of batlike shadows, gaining many benefits of the swarm subtype.
Dark Foresight: Use foresight as the spell, and communicate telepathically with a close target of the effect.
Energy Immunity: Gain immunity to acid, cold, electricity, fire, or sonic damage.
Perilous Veil: Use veil as the spell; anyone succeeding on the Will save to negate the illusion takes damage.
Retributive Invisibility: Use greater invisibility as the spell (self only) that deals damage in a burst if dispelled.
Steal Summoning: Take control of another caster's summoned monster.


New Invocations
[Not all of the classes will use all of these. But I'm not going to wory about that yet.]

Least

Accuracy: Gain a bonus on attack rolls.
Eldritch Armor: Grant yourself mage armor with scaling AC bonus.
Energy Sheathe: Weapon deals extra energy damage.
Featherweight: Gain improved jumping ability and take less falling damage.
Knockdown Blow: Knock an enemy down with a melee attack.
Quick and sure: Gain speed bonus and don't take penalties on certain skills for moving at full speed.


Lesser

Blade of Impedance: Enemies you strike may be slowed.
Blazing Trail: Leave a fiery barrier behind you.
Cold Steel: Attacks deal dexterity damage.
Dazing Strike: Next melee attack dazes target.
Deflection: Your armor becomes effective against touch attacks.
Dolorous Aura: Double your critical threat range and automatically confirm critical threats.
Eldritch Dominance: Gain a chance to knock enemies down with your melee attacks.
Eldritch Enlargement: Grow in size.
Eldritch Hustle: Gain an extra move action.
Eldritch Lion's Charge: Gain the pounce ability.
Enchanting Aura: Your weapons and armor gain an enhancement bonus.
Entangling Shadows: Enemies treat the area around you as difficult terrain.
Halting Strike: Stop enemy movement.
Harden Defenses: Gain damage reduction based on armor.
Master Key: As knock, but can permanently remove arcane lock.
Penetrating Strikes: Partially bypass immunity to sneak attacks.
Phasing Attacks: Turn weapons into touch attacks.
Ranged Reflection: Redirect an attack aimed at you.
Titan Strike: Increase the damage of your attacks.
Vigorate: Gain fast healing when below 1/2 HP.


Greater

Back Off: Knock enemies away from you.
Cheat Death: Use delay death on yourself.
Curse Wounds: Damage you deal is difficult to heal.
Cursed Blade: Bestow curse with a weapon attack.
Dispelling Buffer: Your effects become harder to dispel.
Dispelling Strikes: Charge your weapon with a targeted dispel.
Eldritch Celerity: Gain an extra standard action.
Eldritch Vitality: Protect yourself with a death ward.
Gutshift: Gain immunity to critical hits.
Ignore Resistance: Bypass most types of DR.
Noxious Strikes: Chance to nauseate creatures struck.
Strike True: Ignore miss chance.
Stubborn Pride: Do not auto-fail saves on a 1.


Dark

Avert Fate: Reroll a single d20 roll.
Draining Blade: Your attacks bestow negative levels.
Eldritch Celerity, Improved: Gain an extra full-round action.
Freezing Strikes: Your melee attacks may transform targets into ice.
Melee Reflection: Redirect an attack aimed at you.
Quickport: Teleport as swift action.


Invocation Descriptions


Accuracy
Least; 1st
Until the start of your next turn, you gain a bonus on all attack rolls. This bonus is equal to your charisma bonus, or your caster level, whichever is less.
Casting this invocation is a swift action.

Avert Fate
Dark; 7th
Upon casting this invocation, you may immediately reroll a single d20 roll you have just made. You can take the better of the two results.
Casting this invocation is an immediate action. You can cast it even when it isn't your turn. You can choose to use this invocation after you have found out whether the original roll was a success or failure.

Back Off
Greater; 6th
All enemies within 30 feet of you are struck by blasts of force that knock them backward. Each enemy take 1d6 force damage per 2 caster levels (rounded up), and is moved directly away from you until there is 30 feet of space between you (or it encounters an obstacle). It lands prone in this space. Each target is entitled a reflex saving throw. Success means it takes half damage, and is not prone.

Blade of Impedance
Lesser; 3rd
Until the start of your next turn, every enemy you strike with a melee attack must succeed on a will save or be slowed (as the spell) for 5 rounds. A single enemy can only be forced to attempt this save once during this interval, regardless of how many times you hit him.
Casting this invocation is a swift action.

Blazing Trail
Lesser; 3rd
Until the start of your next turn, you leave a trail of fire wherever you go, as the spell body blaze.
Casting this invocation is a swift action.

Cheat Death
Greater; 4th
As a standard action, you can cast delay death (self only), with a duration of 24 hours.

Cold Steel
Lesser; 3rd
Until the start of your next turn, all your attacks deal 1 point of dexterity damage, in addition to their normal effects. Creatures with the cold subtype are immune to the effects of this invocation.
Casting this invocation is a swift action.

Curse Wounds
Greater; 4th
For the next 24 hours, any damage damage you deal with weapon attacks cannot be cured by any means until the damaged individual has received a remove curse spell. Any creature you slay with a weapon attack can't be raised from the dead unless a remove curse spell is cast on the body or a true resurrection spell is used.
The incurable wounds you deal are considered instantaneous effects. They do not become easier to heal after this invocation expires or is dismissed. Spell resistance does not apply against this effect.

Cursed Blade
Greater; 4th
Your next successful melee attack (if it is made before the start of your next turn) inflicts a bestow curse on the subject. (The target is allowed a will save, as normal.)
Casting this invocation is a swift action.

Dazing Strike
Lesser; 4th
The next successful melee attack you make (if it is before the start of your next turn) dazes the target for 1 round unless he succeeds on a fortitude save.
Casting this invocation is a swift action.

Deflection
Lesser; 3rd
For the next 24 hours, your armor bonus and shield bonus apply to your touch AC.

Dispelling Buffer
Greater; 6th
For the next 24 hours, the DC to dispel any effects active on you is increased by an amount equal to 1/2 your caster level. If you are the subject of a targeted dispel, dispelling buffer is checked last.

Dispelling Strikes
Greater; 7th
Your next successful melee attack (if it is made before the start of your next turn) inflicts a targeted greater dispel magic on the creature you strike.
Casting this invocation is a swift action.

Dolorous Aura
Lesser; 3rd
For the next 24 hours, any weapon you wield gains the benefits of the dolorous blow spell for as long as you wield it. Thrown weapons retain this benefit long enough to resolve the attack roll.

Draining Blade
Dark; 6th
Until the start of your next turn, every successful melee attack you make bestows 1 negative level on the subject. These negative levels persist for 1 hour.
Casting this invocation is a swift action.

Eldritch Armor
Least; 1st
You can use mage armor (self only) with a duration of 24 hours. Instead of the normal +4 armor bonus, the armor bonus you receive is equal to 4 + 1/3 your caster level.

Eldritch Celerity
Greater; 5th
You gain an additional standard action in the current round.
Casting this invocation is a swift action.

Eldritch Celerity, Improved
Greater; 5th
You gain an additional full-round action in the current round.
Casting this invocation is a swift action.

Eldritch Dominance
Lesser; 3rd
Until the start of your next turn, you gain a free trip attempt after every successful melee attack. This works like a normal trip attempt, except as follows. You do not provoke an attack of opportunity. The trip can be made with any weapon (even one that does not normally allow tripping). A failed trip does not allow the defender to trip you in return. And you can use your charisma modifier in place of your strength modifier, if it is higher.
If you have the Improved Trip feat, a successful trip via this power does not grant you the extra follow-up attack that feat would normally entitle you to.
Casting this invocation is a swift action.

Eldritch Enlargement
Lesser; 4th
This functions as enlarge person, except as noted here. The range is personal, rather than touch, and the duration is 24 hours.

Eldritch Hustle
Lesser; 3rd
You gain an additional move action in the current round.
Casting this invocation is a swift action.

Eldritch Lion's Charge
Lesser; 4th
For the next 24 hours, you gain the pounce ability, allowing you to make a full attack at the end of a charge. Additionally, during this time, you gain the ability to charge over difficult terrain, and through spaces occupied by allies.

Eldritch Vitality
Greater; 4th
You can use death ward on yourself, with a duration of 24 hours. Additionally, during this time, you are immune to fatigue, exhaustion, ability damage, and ability drain.

Enchanting aura
Lesser; 4th
For the next 24 hours, any weapon you wield gains an enhancement bonus for as long as you wield it (thrown weapons retain the enhancement long enough to resolve the attack), any armor you wear gains an enhancement bonus for as long as you wear it, and any shield you use gains an enhancement bonus (both as a shield and as a weapon) for as long as you use it. The magnitude of this bonus is equal to 1/4 your caster level (maximum +5).

Energy Sheathe
Least; 2nd
You imbue a touched weapon with elemental energy for 1 round. The weapon deals an extra 1d6 points of energy damage until the start of your next turn. You choose whether the weapon deals acid, cold, electricity, or fire damage each time you cast this invocation. The energy damage increases by +1d6 for every 5 caster levels you have beyond 1st. (2d6 at caster level 6, 3d6 at caster level 11, and so on.)
Casting this invocation is a swift action.

Entangling Shadow
Lesser; 3rd
You project a 30-foot emanation of shadowy tendrils. These tendrils grab at enemies, but ignore allies. Enemies treat the area as difficult terrain,but you and your allies are unaffected. The emanation remains for 24 hours, and it moves with you.

Feather weight
Least; 1st
For the next 24 hours, you gain the benefits of the leap of the heavens feat. Additionally, any falling damage you would take is reduced by 1d6 per caster level (to a minimum of 0d6), and you always land on your feat.

Freezing Strikes
Dark; 6th
Until the start of your next turn, every target you strike with a melee attack must succeed on a fortitude save be frozen solid, as flesh to ice. Even on a successful save, the target is slowed for 1 minute. If you strike a target multiple times this round, it is still only affected once.
Casting this invocation is a swift action.

Gutshift
Greater; 4th
You may use undulant innards on yourself, with a duration of 24 hours. Additionally, for the duration, you are immune to poison, disease, and paralysis. (Rather than merely gaining a +4 bonus to resist those effects.)

Halting Strike
Lesser; 3rd
Until the start of your next turn, any attacks of opportunity you make in response to movement carry a special effect. If the attack is successful, the target must make a will save, or be stuck to the ground, as if affected by the halt spell.
Casting this invocation is an immediate action. You can cast it even when it isn't your turn.

Harden Defenses
Lesser; 3rd
For the next 24 hours, you gain damage reduction. The magnitude of this damage can vary over the course of the spell. (It can even be zero.) To determine your damage reduction, add together the total armor bonus (including enhancement bonus) provided by any armor you are wearing, plus the total shield bonus (including enhancement bonus) or an shield you wield. Your damage reduction is half this amount, rounded down. This damage reduction is bypassed by adamantine weapons.

Ignore Resistance
Greater; 5th
For the next 24 hours, all your attacks bypass damage reduction, provided that DR can be bypasses by an aligned weapon, a weapon made of a special material, or a +1 weapon.

Knockdown Blow
Least; 2nd
A melee weapon you touch becomes charged with power. The next successful attack with this weapon (if it is made before the start of your next turn) forces the subject to make a reflex save or fall prone. (Size and stability modifiers apply to the saving throw as if the invocation were a bull rush.)
Casting this invocation is a swift action.

Master Key
Lesser; 1st
You can use open lock, as the spell. At your option, arcane locks can be removed, rather than dispelled.

Melee Reflection
Dark; 7th
If an enemy makes a melee attack or melee touch attack against you, you can cast this invocation to attempt to redirect the attack. Make an opposed attack roll. If your foe's result is higher, he attacks you as normal. Otherwise, your foe rolls damage for the attack as normal and takes that damage himself.
Alternately, if there is another enemy that is both adjacent to you and within the threatened area of the attacker, you can redirect the attack to that enemy instead. In this case, if you win the opposed roll, the new target takes the damage (if the attacker's result for the opposed attack roll is sufficient to hit its AC), or the attack misses (if his result was not high enough).
Casting this invocation is an immediate action.

Noxious Strikes
Greater; 6th
Until the start of your next turn, each enemy you strike with a melee attack must succeed on a fortitude save or become nauseated for 1 minute. Even if you strike the same enemy multiple times this round, it only needs to save once.
Casting this invocation is a swift action.

Penetrating Strikes
Lesser; 3rd
You grant yourself mystic insight into even the most subtle of vulnerabilities. For the next 24 hours, you can sneak attack creatures not normally subject to sneak attacks. In this case, you only deal half your normal sneak attack damage.

Phasing Attacks
Lesser; 3rd
Until the start of your next turn, all your weapon attacks are resolved as touch attacks.
Casting this invocation is a swift action.

Quick and Sure
Least; 1st
You can use accelerated movement on yourself with a duration of 24 hours. Additionally, during this time, you gain a +10 ft. enhancement bonus to land speed.

Quickport
Dark; 7th
You instantly teleport yourself 60 feet.
Casting this invocation is a swift action.

Ranged Redirection
Lesser; 4th
Whenever you are the target of a ranged attack or a ranged touch attack, you can cast this invocation to deflect the attack toward another target within 30 feet. Use the same attack roll. If the redirected attack hits the new target, resolve it as normal. Otherwise, the attack fails.
Casting this invocation is an immediate action.

Sickening Strikes
Least; 1st
Until the start of your next turn, each time you make a successful weapon attack, the target must succeed on a fortitude save or be sickened.

Strike True
Greater; 5th
Until the start of your next turn, all your attacks ignore miss chance.
Casting this invocation is a swift action.

Stubborn Pride
Greater; 6th
For the next 24 hours, you do not automatically fail saving throws on a natural roll of 1. You may still fail on a 1 if the total result (1 + your saving throw modifier) is less than the save DC.

Titan Strike
Lesser; 3rd
Until the beginning of your next turn, all your melee attacks deal damage as if the weapon were 1 size category larger per 4 caster levels (maximum effective size colossal).
Casting this invocation is a swift action.

Vigorate
Lesser; 4th
For the next 24 hours, you gain a limited form of fast healing. You heal a number of hit points each round equal to 1/5 your caster level. However, this healing cannot bring you above 1/2 your normal maximum hit points.

Maat Mons
2018-05-25, 12:09 AM
My goal here is to create invocation-using classes that don't directly attack with their invocations. So their magic is mostly self-buffs and utility stuff.

I originally intended to include an ability along the lines of Arcane Channeling. But, after extensive revisions, I wound up instead having swift-action invocations that charge your weapons with special effects for 1 round. It's still supposed to be in the same conceptual ballpark though. You have the option to inflict debuffs as part of a weapon attack.

I originally posted this over on MinMaxBoards (the Brilliant Gameologists forum). But it... seem to be less active than when I last did homebrew.

Maat Mons
2018-05-28, 04:05 PM
All right. Well, I'm not sure how long I have to wait before responding to my own thread. But I have a few questions.

I notice "PEACH" being used in a lot of thread titles here. Back at Brilliant Gameologists, if memory serves, use of that acronym was discouraged. Should I put it in this thread title? I mean, I do want people to examine and critique honestly.

I'm not entirely happy with my thread title. I'm not sure it clearly communicates that this is a collection of three homebrew classes. Should I put the names of the classes in the title? Like "Infiltrator/Sawbones/Stalwart," or similar? How should I best communicate that these are Warlock/Dragonfire Adept-like classes? "Invokers," "Invocation-users," "eldritch casters," or what?

Should the thread title be something like " Infiltrator, Sawbones, & Stalwart: 3 New Invocation-Using Base Classes," or is that too long?

aimlessPolymath
2018-05-28, 09:41 PM
Alright, long-delayed review, relatively general.

Initial thought:

More general thought:
Invocations fall into two categories in general; at-will abilities that give you a new combat option, and continuous passive effects.
This places some classes (Such as the sawbones) into an awkward position, since they are forced to rely on

Sawbones aren't very good, as they are both
-Not very good at combat healing, due to their abilities being relatively low in healing speed.
-Not very good at out-of-combat healing, since they can't bring people up to full health.

They have a niche in condition restoration, I suppose? I'm not sure why they get weapon focus/specialization, though.

Infiltrators are pretty cool! I like the interaction between Sneak Attack, Eldritch Treachery, and the attack-trigger invocations

The Stalwarts are pretty close to a walking brick. They have to lean hard on invocations to do anything actively, but have the strongest chassis by far.

The only one I'm a fan of is the Infiltrators, who are notable for having actual features relating to invocations

Invocation notes:
Eldritch Celerity is a mistake.
Others look pretty good.

Maat Mons
2018-05-28, 11:13 PM
Sawbones aren't very good, as they are both
-Not very good at combat healing, due to their abilities being relatively low in healing speed.
-Not very good at out-of-combat healing, since they can't bring people up to full health.

All right. I was going for out-of-combat healing. What do I need to do to make that work?

I was trying to avoid per-day limitations. Getting away from those was the reason I went with invocations in the first place.

Should I start with healing up to 1/2 hp, then work up from there? Eventually working up to at-will healing up to full health?




I'm not sure why they get weapon focus/specialization, though.

Honestly, it was to a large extent a mimicry of the War domain, Favored Soul, and a few clerical prestige classes. Mimicking the War domain and Favored Soul is also the reason the class gets proficiency in exactly one martial weapon.

Oh, but I made both work on "a weapon of your choice" instead of "your deity's favored weapon" in an effort to be a little more general.

Another direction I was thinking of going with the generalized favored weapon stuff was special benefits that apply when you use one of the weapon-delivered invocations with your favored weapon.

I also gave some thought to Marshal/Dragon Shaman-style auras. I'm kind of struggling to figure out good support abilities that operate on an at-will/continuous basis.




Infiltrators are pretty cool! I like the interaction between Sneak Attack, Eldritch Treachery, and the attack-trigger invocations

Thanks! I was a little worried Infiltrator would come off as just an eldritch copy of Psychic Rogue.

A confession: I kind of ripped Eldritch Treachery off from Beguiler's surprise casting ability. And I kind of ripped the weapon-delivered invocations off from Duskblade's arcane channeling ability.




The Stalwarts are pretty close to a walking brick. They have to lean hard on invocations to do anything actively, but have the strongest chassis by far.

Should I try to find more active abilities that fit the "tank" theme? Or should I broaden out the class' theme?

At one point, I was hoping to make a triad of classes based on the sinister-ish themes of shadow, blood, and madness. Infiltrator is actually the only class that currently looks anything like it did back then. Now that I think about it though, Sawbones could fit the blood theme. (It's a very new addition to replace my failed attempt at a rage-mage type invoker.) Stalwart started out as Blood Knight, but should I try to rework it for the madness theme?

What would be an active, but tanky ability? Something with attacks of opportunity? Or is that still too reactive? Placing a taunt on every enemy you strike? Or would taunting work better as an invocation?

For a moment, I thought an ability along the lines of the Masochism spell would be interesting. But then I realized I'd actually just be copying Crusader's furious counterstrike. And I already kind of copied Crusader by putting in mettle.




Eldritch Celerity is a mistake.

I was afraid of that. I guess I'll ditch Eldritch Celerity and its improved version in favor of some sort of Haste invocation. Maybe I'll even reuse the name "eldritch celerity?"

Is Eldritch Hustle okay though? What about Infiltrator's Eldritch Alacrity ability?

aimlessPolymath
2018-05-29, 01:03 AM
Sawbones: You need to unlock the 1/2 health thing at some point. That's pretty important. Currently, they can only bring people up from "imminent death" to " in danger", and that's really not what you want out of out-of-combat healing unless your campaign is REALLY grindy.

Weapon stuff: I'm really not sure what the class does in combat other than stand around- it doesn't hit well, it doesn't have the buffs to effectively support its allies, and its level 1 is the weakest I've ever seen in my life.


Should I try to find more active abilities that fit the "tank" theme? Or should I broaden out the class' theme?

At one point, I was hoping to make a triad of classes based on the sinister-ish themes of shadow, blood, and madness. Infiltrator is actually the only class that currently looks anything like it did back then. Now that I think about it though, Sawbones could fit the blood theme. (It's a very new addition to replace my failed attempt at a rage-mage type invoker.) Stalwart started out as Blood Knight, but should I try to rework it for the madness theme?

What would be an active, but tanky ability? Something with attacks of opportunity? Or is that still too reactive? Placing a taunt on every enemy you strike? Or would taunting work better as an invocation?

For a moment, I thought an ability along the lines of the Masochism spell would be interesting. But then I realized I'd actually just be copying Crusader's furious counterstrike. And I already kind of copied Crusader by putting in mettle.

Both Stalwart and Sawbones suffer from an extreme lack of theme. They're very weak classes with Invocations stapled on to make them barely OK- I could equivalently give them a casting-esque progression in any other system I liked, and they would feel about the same. In contrast, Infiltrator has actual support for its invocation abilities, and invocations (primarily the attack-enhancers) that support its overall strategy.
In addition to lack of theme, Sawbones sticks out as a class with incredibly weak abilities; Dauntless sticks out as one that would be incredibly boring to play.

Partial solution:
You know how you have all those swift-action single-attack-boosting invocations, and eldritch essence equivalents, and such?
Sawbones can now use them to enhance the action of an ally. Alternatively, they may share a personal-only invocation with an ally. At higher levels, they can buff all allies simultaneously a few times per day.
Dauntless declares a shielded ally within 10 ft; the first creature to attack or target them is afflicted by the effect of the attack (You may wish to reword Energy Sheathe so it works with this). At higher levels, the range goes up, and they may affect two creatures instead.

Eldrich Celerity: Hustle is OK, probably. Alacrity is also OK, though I could see slapping a daily limit on it.

Maat Mons
2018-05-29, 07:44 PM
Hmm, looks like Sawbones and Stalwart need a lot of work... specially Sawbones. I suppose I'll turn my focus on Stalwart first, since fixing that one seems less daunting.

Would a juggernaut angle be interesting? Throwing enemies around like rag dolls? Knocking enemies down is always useful. Knocking enemies away tends to conflict with full attacks. Maybe an ability to deal more damage per attack at the cost of making fewer attacks?

Okay, here's some brainstorming.

1: improved bull rush
4: free bull rush with melee attack, don't need to move with enemy
5: +2 str
6: standard action: single attack, double damage, +4 on bull rush
8: reduce bull rush distance by 5 feet, enemy lands prone, can reduce distance to 0 feet
10: +2 str, treated as 1 category larger for bull rush etc.
12: standard action: single attack, triple damage, +6 on bull rush
15: +2 str
18: standard action: single attack, quadruple damage, +8 on bull rush
20: +2 str, treated as 2 categories larger for bull rush etc.

Do any of those have potential?


Dauntless declares a shielded ally within 10 ft; the first creature to attack or target them is afflicted by the effect of the attack (You may wish to reword Energy Sheathe so it works with this). At higher levels, the range goes up, and they may affect two creatures instead.

Would it make more sense to give Stalwart invocations that natively trigger when he's hit? Things that deal damage to anyone who hits him in melee? Or require an attacker to make a save to avoid some sort of condition? Then the class feature would just have to share it with allies. It wouldn't have to alter how it's delivered.

aimlessPolymath
2018-05-29, 07:59 PM
1: improved bull rush
4: free bull rush with melee attack, don't need to move with enemy
5: +2 str
6: standard action: single attack, double damage, +4 on bull rush
8: reduce bull rush distance by 5 feet, enemy lands prone, can reduce distance to 0 feet
10: +2 str, treated as 1 category larger for bull rush etc.
12: standard action: single attack, triple damage, +6 on bull rush
15: +2 str
18: standard action: single attack, quadruple damage, +8 on bull rush
20: +2 str, treated as 2 categories larger for bull rush etc.

Do any of those have potential?

I mean... yes, technically. They look like fine class features... but I don't think "invocation-user" when I look at them, I think of "wrestler" or "Dreadnought". And making a class around bull rushes is fine, but it doesn't synergize with invocation use at all. Similarly to how you borrowed some abilities from Rogue for the Infiltrator, I'd look at borrowing abilities from the Knight for the Stalwart.


Would it make more sense to give Stalwart invocations that natively trigger when he's hit? Things that deal damage to anyone who hits him in melee? Or require an attacker to make a save to avoid some sort of condition? Then the class feature would just have to share it with allies. It wouldn't have to alter how it's delivered.
Yeah, that would work too! I was mostly looking at the existing invocations and trying to work with them.

Maat Mons
2018-05-29, 10:35 PM
They look like fine class features... but I don't think "invocation-user" when I look at them, I think of "wrestler" or "Dreadnought".

Okay, I might have been remembering the Deadpool II fight scene between Colossus and Juggernaut at the time I wrote that. And it might have clouded my judgment.




Similarly to how you borrowed some abilities from Rogue for the Infiltrator, I'd look at borrowing abilities from the Knight for the Stalwart.

Hmm, let me give this another shot.

1: combat reflexes
2: stand still
3: threatened squares count as difficult terrain
4: deal 1/2 damage when using stand still
5: opponents can't avoid attacks of opportunity with tumble
6: get attack of opportunity when enemy attacks ally
7: deal full damage when using stand still
8: share retributive invocation with 1 ally
9: 5-foot steps provoke attacks of opportunity
10: mettle
12: robilar's gambit
16: share retributive invocation with all allies
18: no longer receive penalty when using robilars gambit
20: improved mettle

aimlessPolymath
2018-05-29, 11:12 PM
Let's see...

Yes, that's a fine tank build, but it might be too much, given that you also give invocations.

I would cut level 3 (redundant with Stand Still), levels 4 and 7 should be moved to later (a bit too much lockdown IMO), 6 is redundant given that we also have 8, 8 should probably be moved down to allow the character to actually protect its allies, 10 can be given earlier, 16 needs a limited use per day probably, and you should probably include an upgrade where you can shield 2 allies at once (corresponding to Eldrich Alacrity).

Maat Mons
2018-05-30, 01:18 AM
More like This?

1: combat reflexes
2: stand still
3: share retributive invocation with 1 ally
5: opponents can't avoid attacks of opportunity with tumble
7: mettle
8: deal 1/2 damage when using stand still
9: share retributive invocations at greater range
10: 5-foot steps provoke attacks of opportunity
12: robilar's gambit
14: deal full damage when using stand still
15: share retributive invocation with 2 allies
17: no longer receive penalty when using robilar's gambit
20: improved mettle

aimlessPolymath
2018-05-30, 06:10 PM
Looks pretty good, yeah.

Maat Mons
2018-06-07, 03:51 AM
Okay, I've got a new version of Stalwart up. Please tell me what you think.

Some notes on how these changes relate to the other classes:



Sawbones

I'm beginning to suspect that "healing" may not have been enough of a theme to support a class all by itself. As such, Sawbones probably will not be a thing.

Would it be okay to roll the healing stuff into Stalwart? I guess it would make the class sort of Paladin-ish.

I figure there's no particular reason that condition removal couldn't become one or more invocations. How about:
A lesser invocation that duplicates Panacea, but without the healing effect.
A greater invocation that can either duplicate Restoration, or a touch-range variant of Remove Curse
Would those be reasonable?

Strictly speaking, healing could be an invocation too. But then upping the cap becomes problematic. A class feature could up the limit, but it's weird to have class features that only pertain to a specific invocation that some characters might not select. There could be variations of healing at multiple invocation grades, each with a different cap, but then the lower grade ones become useless as soon as you pick up the newer ones.

So, for the time being, I've grafted the healing class feature from Sawbones onto Stalwart. Am I giving the class too much, with lockdown in combat, and healing outside of combat?



Infiltrator

The way I currently have the Ward Ally class feature worded, I need to change the wording of all of those attack-modifying invocations. Ward Ally allows you to share things you cast on yourself, so those other invocations need to target your weapons.

Well, that or Stalwart winds up with the ability to hand out massive offensive buffs. Which really isn't where I wanted to go with the class.

Anyway, if I reword invocations to target weapons, how exactly should they work. I was thinking of having them affect "up to two weapons in your possession." That way, two-weapon fighters don't get screwed, but you can't cast the invocations on a barrel-full of weapons, then have your allies grab them. I mean, it would still technically be possible to hand a weapon off to an ally, but it would be questionably useful when you could just wield both yourself.

Also, for effects that trigger once, instead of on every attack, should it trigger once per weapon? I feel like letting two-weapon fighters be twice as good with the (very few) invocations that work like that might be warranted, given the investment that needs to be made to be a two-weapon fighter.



As for retributive invocations, so far, I only have a few in mind. And they're all relatively direct copies of spells:

Least
babau slime (swift, 1 round)
body blades (swift, 1 round)

Lesser
fire shield (swift, 1 round)

Greater
sonic shield (swift, 1 round)

Dark
retributive enervation (swift, 1 round, no cap)
karmic retribution (swift, 1 round, also does damage)

I'll get real invocation descriptions up in a bit. But is this enough, or should I be looking for more?

And should I also be looking for swift, 1 round defenses that don't have an offensive component?

Maat Mons
2018-06-16, 02:10 AM
Turning my attention back to the Infiltrator, I notice there are 4 levels without class features, and 3 of those levels also do not give a new invocation known. So that seems pretty dead.

Should I rearrange the levels at which new invocations are learned so they don't line up with the feature-less levels? Or should I try to put class features on those levels?

Eldritch Alacrity is right next to Hide in Plain Sight, and those are two of the classes best abilities. Should I move them further apart? Eldritch Alacrity falls on the same level as an increase to sneak attack. Should I avoid having a level with two different class features when there are still levels with no class features?

The idea of giving a daily limitation to Eldritch Alacrity has been broached. However, daily limitations are something I was looking to avoid. How about a per encounter limit? Or a breath-weapon-style cooldown?

aimlessPolymath
2018-06-16, 02:50 AM
As for retributive invocations, so far, I only have a few in mind. And they're all relatively direct copies of spells:

Least
babau slime (swift, 1 round)
body blades (swift, 1 round)

Lesser
fire shield (swift, 1 round)

Greater
sonic shield (swift, 1 round)

Dark
retributive enervation (swift, 1 round, no cap)
karmic retribution (swift, 1 round, also does damage)

I'll get real invocation descriptions up in a bit. But is this enough, or should I be looking for more?

And should I also be looking for swift, 1 round defenses that don't have an offensive component?
You actually have a large set of untapped potential- eldritch essence and essence-equivalent invocations can easily be rebuilt into retributive invocations, of the swift, 1 round defense kind.

On the infiltrator: It's in relatively good shape. Eldritch alacrity could probably be moved to level 17 without trouble on a per-encounter cooldown, with an upgrade at 19 to a shorter one.

Maat Mons
2018-06-16, 09:24 PM
How about 1/encounter at 17th level, then 2/encounter (but no more than 1/round) at 19th level?

16th level can probably stay empty, since it already grants not only a new invocation, but a new grade of invocation.

Do you think I should grant skill mastery for hide and move silently at 7th level? It's exactly half way to when the class gets hide in plain sight. That would let me move poison use down to 5th level, and cover that hole.

aimlessPolymath
2018-06-18, 12:30 AM
Sounds mostly good- I'm a bit leery of granting skill mastery before the Rogue gets it. How about the Darkstalker feat?

Maat Mons
2018-06-18, 02:08 AM
Oh, that's a good one. I was trying to come up with something to replace the Camouflage ability of the Scout class, but I kept coming up blank.

I mean, "can hide in any natural terrain" would translate to "can hide in any dark area" for the shadow version. But everyone can already hide in the dark.

Or maybe I should write an ability that lets apply the concealment from shadowy illumination even against creatures with darkvision? Would that just work like a ring of the darkhidden?



Alternately, should I be looking to rearrange abilities instead of adding more? I certainly have enough class features to cover all 8 levels that don't give new invocations. Is it bad to add abilities just to fill space? How does where I'm at right now compare to the ideal density of class features?

Thus far, I've been giving evasion, uncanny dodge, and improved uncanny dodge at the same level a rogue gets them. And those all happen to be levels that also give new invocations known. But it wouldn't be unreasonable for a rogue/caster hybrid class to get the rogue stuff slightly later than rogue itself.

Maat Mons
2018-07-06, 03:18 AM
Some minor tweaks to Infiltrator:

I stripped out the poison-related abilities.
I added Fast Stealth at 5th level, which can be thought of as a parallel to Thief Acrobat's Fast Acrobatics.
I added Trap Awareness at 7th level, which works like the Trap Sensitivity feat, except that it also works against magical traps.

Edit: Oh, and I added Somatic Weaponry as a bonus feat. The class kind of encourages two-weapon fighting. And it's a caster. And two-weapon fighting casters have an extra feat tax.

Maat Mons
2018-07-29, 12:57 AM
Okay, I've posted a rough draft of Shaman, which sort of replaces Sawbones.

Its battle schtick is supposed to be that it gets claw attacks that scale in damage with level. I went with monk scaling instead of psychic warrior scaling, partly because some of the entries on the table for claws of the beast don't exist on the tables for adjusting damage by size.

It is my intention to make an invocation that increases the effective size category of natural weapons. Kind of like greater mighty wallop, but with different limitations. Unlike the Infiltrator's wallop-alike, I plan for this one to be 24-hour in duration (and a standard action).

Claws have the inherent ability to channel touch spells, so I thought I'd add a couple of abilities that augment that.

Claws don't gain iterative attacks. I've tried to address this with a rend ability that doubles damage output partway through. I kind of wanted another damage-boosting ability at 20th level, but I'm kind of stumped.

I intend to give quite a few touch-attack invocations, to use with the claws.