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Lord Tataraus
2008-04-03, 12:53 PM
I think the Warlock is a really neat class, however, it is too restrained. You must be LE, NE, CE, CN, or CG to take it. Thus, I've decided to make a few variations based on other creatures, the first of which is the feylock, a warlock who made a pact with fey, allowing for any non-lawful alignment, thus only LG and LN are unavailable, but I will soon fix that with my next variation after the feylock is complete.


Feylock
Alignment: Any non-Lawful
Hit Die: 1d6

Class Skills:
Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Diplomacy (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (nature) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha)
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier

{table="head"]Level|BAB|Fort|Ref|Will|Special |
Invocations

1st|+0|+0|+0|+2|Invocation (least), Enthrall -1|
1

2nd|+1|+0|+0|+3|Detect Magic|
2

3rd|+2|+1|+1|+3|Damage Reduction 1/cold iron, Enthrall -2|
2

4th|+3|+1|+1|+4|Coerce item|
3

5th|+3|+1|+1|+4|Enthrall -3|
3

6th|+4|+2|+2|+5|Invocation (lesser)|
4

7th|+5|+2|+2|+5|Damage Reduction 2/cold iron, Enthrall -4|
4

8th|+6/+1|+2|+2|+6|Fey resistance 1|
5

9th|+6/+1|+3|+3|+6|Enthrall -5|
5

10th|+7/+2|+3|+3|+7|Unearthly Grace +1/+2|
6

11th|+8/+3|+3|+3|+7|Invocation (greater), Damage Reduction 3/cold iron, Enthrall -6|
6

12th|+9/+4|+4|+4|+8|Imbue item|
7

13th|+9/+4|+4|+4|+8|Fey resistance 2|
7

14th|+10/+5|+4|+4|+9|Enthrall -7|
8

15th|+11/+6/+1|+5|+5|+9|Damage Reduction 4/cold iron|
8

16th|+12/+7/+2|+5|+5|+10|Invocation (dark)|
9

17th|+12/+7/+2|+5|+5|+10|Enthrall -8|
9

18th|+13/+8/+3|+6|+6|+11|Fey resistance 5|
10

19th|+14/+9/+4|+6|+6|+11|Damage Reduction 5/cold iron, Enthrall -9|
10

20th|+15/+10/+5|+6|+6|+12|Unearthly Grace +2/+4|
11
[/table]
Class Features
Weapon and Armor Proficiency: Feylocks are proficient with all simple weapons. They are proficient with light armor but not with shields.

Because the somatic components required for feylock invocations are relatively simple, a feylock can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a feylock wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all invocations, including enthrall, have a somatic component). A multiclass feylock still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.

Invocations: A feylock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A feylock can use any invocation he knows at will, with the following qualifications:

A feylock’s invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A feylock is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A feylock can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A feylock’s invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A feylock’s caster level with his invocations is equal to his feylock level. The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the feylock’s Charisma modifier. Since spell-like abilities are not actually spells, a feylock cannot benefi t from the Spell Focus feat. He can, however, benefi t from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).

The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A feylock begins with knowledge of one invocation, which must be of the lowest grade (least). As a feylock gains levels, he learns new invocations, as summarized on Table 1–1 and described below. A list of available invocations can be found following this class description, and a complete description of each invocation can be found in Chapter 4 of this book. At any level when a feylock learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a feylock can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a feylock can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a feylock can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark).

Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Feylocks can qualify for some prestige classes usually intended for spellcasters.

Enthrall (Sp): The first ability a feylock learns is enthrall. A feylock attacks his foes with mystic power, using the enchanting fey magic to impart debilitating effects and sometimes cause damage.

An enthrall is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An enthrall cause a -1 penalty to attacks, skill checks, and will saves at 1st level and increases in power as the feylock rises in level. This effect lasts for 1 + charisma modifier rounds (minimum 1 round). Multiple effects do not stack but do rest the duration. An enthrall is the equivalent of a spell whose level is equal to one-half the feylock’s class level (round down), with a minimum spell level of 1st and a maximum of 9th when a feylock reaches 18th level or higher.

An enthrall is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to enthrall. An enthrall is a mindeffecting effect, thus some creatures such as undead and constructs are imune to it. Metamagic feats cannot improve a feylock’s enthrall (because it is a spell-like ability, not a spell). However, the feat Ability Focus (enthrall) increases the DC for all saving throws (if any) associated with a feylock’s enthrall by 2. See page 303 of the Monster Manual.

Detect Magic (Sp): Beginning at 2nd level, a feylock can use detect magic as the spell at will. His caster level equals his class level.

Damage Reduction (Su): Fortified by the supernatural power flowing in his body, a feylock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron. At 7th level and every four levels thereafter, a feylock’s damage reduction improves as shown on Table 1–1.

Coerce Item (Ex): At 4th level and higher, a feylock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a feylock can take 10 even if distracted or threatened.

Fey Resistance (Su): Beginning at 8th level, a warlock is imbued with fey-like resistance. Once per day, as a free action, he can enter a state that lasts for 2 minutes. While in this state, the warlock gains fast healing 1. At 13th level, a warlock’s fey resistance improves. When in his fey resistance state, he gains fast healing 2 instead. At 18th level, a warlock’s fey resistance improves to fast healing 5.

Unearthly Grace (Su): At 10th level and higher the feylock becomes endowded with the unearthly grace of the fey. The feylock gains a +1 deflection to AC, this stacks with deflection bonuses granted through magic items. Additionally, the feylock gains a +2 bonus to all saves. At 20th level the deflection bonus increases to +2 and the save bonus increases to +4.

Imbue Item (Su): A feylock of 12th level or higher can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he doesn’t know or can’t cast.

If the check succeeds, the feylock can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level.

Lord Tataraus
2008-04-03, 01:02 PM
Invocations:
Note: many of these are directly copied from the warlock. Also, the Mystic Essence invocations are exactly the same as Eldritch Essence and Enthrall Auguments are the same as Blast Shape invocations.

Least Mystic Essence:
Damaging blast - deal 2d4 damage
Frightful blast - same

Lesser Mystic Essence:
Glaring blast - same as Beshadowed blast
Stunning blast - stuns for x rounds instead
Color Blast - like color spray

Greater Mystic Essence:
Confusing blast - as bewitching blast
Anarchic blast - deals 4d6 chaotic damage
Merciful blast - deals 4d6 nonlethal damage in addition
Dazing blast - ignore SR, daze

Dark Mystic Essence:
Charming blast - dominate person/monster

Least Enthrall Augments:
Mystic Reach - increase range to 250ft
Enthralling Aura - use as a melee touch

Lesser Enthrall Augments:
Chaining Enthrall - as Eldritch chain

Greater Enthrall Augments:
Enthralling Cone - as Eldritch Cone

Dark Enthrall Augments:
Enthralling Grace - as Eldritch Doom

Least:
Charming Influence - as beguiling influence
Mystic Mists - as breath of the night
Luck of the Fey - as Dark One's Own Luck
Darkness - same
Entropic Warding - same
Step of the Sprite - as Leaps and Bounds
Earthen Grasp - same
Faerie's Sight - as See the Unseen
Spider Climb - as Spiderwalk
Summon Ally - use summon swarm, but different list
Mystic Sight - as Devil's Sight
Shattering Song - as Baleful Utterance
Siren's Scantuary - as Miasmic Cloud

Lesser:
Charm - same
Faerie Flight - as Fell Flight
Mystic Disruption - as Voracious Dispelling
Sprite's Sight - as See the Unseen
Prankster's Step - as Walk Unseen
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Greater:
Mystic Absorbtion - as Devour Magic
Windborn Whisper - as Feylock's Call except no damage
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Dark:
Shift to Nature - as Dark Disorporation except with butterflies or ladybugs
Mystic Visions - as Dark Foresight
Faerie's Step - as Retributive Invisibility
Charm the Masses - charm mass
Nature's Growth - grant buffs to abilities

Baron Corm
2008-04-03, 03:54 PM
Most unnecessary class evar. Just waive the alignment requirements and change the flavor of the invocations to be whatever the player wants. Not to mention that your Enthrall ability is way too good. What would you think about an ability which gave you a +9 to AC and spell DCs? Just leave it as it was.

Collin152
2008-04-03, 05:17 PM
Must agree. The changes are not sufficient for a full on new class.

dman11235
2008-04-03, 05:52 PM
Do what I do: ignore class alignment restrictions! They are pointless! With the following exceptions: PrCs and the Paladin. Paladin has variants in UA for other alignments. All you have to do is a little reflavoring. And did you notice CMage, where they have Fey Heritage feats? They seems to work suspiciously well for the warlock...

DracoDei
2008-04-04, 08:56 AM
Enthrall isn't that bad given what a wizard of equal level can throw around... and I prefer alignment really, and having the flavor match the alignment is a GOOD world-building touch. As for differences, I wouldn't call swapping out Blast for Enthrall to be a minor change. Simple? Yes. Trivial? No.

Keep it up.

Lord Tataraus
2008-04-04, 09:42 AM
Firstly this isn't a new base class, it is more of an alternate to warlock, most of it is the same but there are some differences. Secondly, I always waive alignment, in fact I don't really play with it, instead I take it as a suggestion, in this case it is more like "Most feylocks are chaotic, rarely lawful because of the nature of the fey they deal with would infuriate most lawful beings." If you think about it, would a good creature make a pact with a devil to be a warlock? Would they use powers of evil origination? I think not, thus I've changed the powers to be of chaotic neutral originations making them more attractive to good creatures. I plan to re-crunch the warlock again to reflect a more lawful and a more good origination to match the re-fluff of making a pact with a lawful and good (respectively) entity since I'm sure an angel wouldn't grant some of the more fiendish abilities.

I also realized I completely left out the part of stacking and duration on the Enthrall ability. It does not stack with itself, but will reset duration which is equal to 1 + charisma modifier rounds.

Burley
2008-04-04, 11:38 AM
Well...here's my bit:
Warlocks don't have to be pacted to fiends. In fact, their fluff says fey as well.
Eldritch Blast is the Warlock's key ability...and you robbed it away. Personally, I'd rather be spamming Xd6 damage than...Minor unstacking inconvenience. How are they supposed to hold their own. True Strike completely negates their main class ability. That is lame.
I really really really dislike that you have to use one of your precious hoardable invocations to do any damage at all.

I always play my Warlocks as Fey Pacted. I like that you reflavored the text, or rather, expanded on the old text. But, really, the warlock needed a flavor and fluff adjustment...not a mechanical adjustment. I'd say make Enthrall an invocation and put the blast back.