Seems that I forgot a bit about this retooling, so let's rectify that, shall we?
For starters, stuff that I might have forgotten to work with:
@Cie: Dark Foresight is on the Dark Invocation list, but it's renamed "Prophetic Foresight". It's mostly the same thing with the Fell Flight/Sustained Flight switch.
Regarding Eldritch Claws: I thought it was an invocation and not a feat, but even as a feat, its interaction with Split Blast is mostly the same as with Eldritch Glaive (you don't use Split Blast with it, as it has its own method of multiple hits).
Having said that: the following PrC was one I intended to place on its own, but after some consideration (and noticing how threads with multiple content seem to usually attract more people), I decided for the opposite. The biggest reason is because the PrC exists to modify both the original AND the retooled Warlock in exclusion of any other invocation-using class. Unlike the Dragonfire Disciple and Dragonfire Theurge, which are mostly made for both Warlocks and Dragonfire Adepts, this one is made exclusively for Warlocks. You could say that it's to Warlocks what...the Blighter is for Druids. Except it's the opposite way.
Remember the Enlightened Spirit? Nice idea, badly executed: the fluff was rather poor (you found religion and you want to be the nice guy now, but you're the moody and brooding kind of nice guy) and the powers are...lacking, so to speak. Furthermore, it essentially ignored the fluff about Eladrin, whom are celestials willing to grant power to creatures outside their alignment in a bid to beat the forces of darkness. To work things out based on the retooled Warlock, whereas most creatures make pacts with mortals to grant them power for a favor in an undisclosed future, the agents of Good work with covenants; a mutual accord in which the mortal gives something in order to gain something, but also forms an alliance with said creature (unlike pacts, which are a bit more impersonal in that regard). In those two sentences there is more fluff than what you gained with the Enlightened Spirit; the trick is to give it good mechanics that work in tandem with the fluff.
Here, I expect, is the result.
COVENANTER
"There is no safe power without unsafe consequences. There is more than one way to power, but only a few have true meaning. My power serves to protect those that choose power with lack of regard for consequences, and those beings that give it indiscriminately. And while my heart and soul remains firm in that duty, no other power will vanquish mine." - Lucien van der Bain, former cultist of Mephistopheles and follower of the Sentinel Covenant
Requirements
To qualify to become a covenanter, a character must fulfill all the following criteria.
Alignment: any good
Skills: Knowledge (the planes) 8 ranks
Invocations: Able to use at least 4 invocations, including eldritch blast
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Probably one of the simplest forms of entry into a class. A warlock should enter easily right from 6th level, where you're already supposed to get all 8 ranks of Knowledge (the planes), plus the required invocations.
The very specific requirement of Eldritch Blast was done so that non-Warlock characters couldn't enter UNLESS they took a level in Warlock, in any case. So that means no Dragonfire Adepts nor homebrewed infusion classes. This is a class meant to modify the Warlock, not other classes.
So why "Covenanter"? As I mentioned, a covenant is essentially a pact between two people, but while on a pact there is only an illusion of equal deal between both parts, in a covenant both people treat each other as equals. Thus, you'll know that you form something more than just a contract for power; you form an alliance, and you get a dependable ally. Of course, how that ally helps you depends on the DM, but you get the powers to work around, and also the plot hooks. Because, you know, a covenant requires both sides to reciprocate each other's favors...
Class Skills
The covenanter’s class skills (and the key ability for each skill) are: Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion), Knowledge (the planes) (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int) and Use Magic Device (Cha)
Skill Points at Each Level: 4 + Int modifier.
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The class skills and skill point requirements are no different from the Warlock (the retooled one, that is). This is really more of an extension to the warlock, but it exists on its own right; you don't form the covenant right at the beginning, but "find the light" and seek to make a covenant to escape the fiendish pact.
Hit Die: d6
{TABLE=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Invocations
1st|+0|+0|+0|+2|Covenant, aura of the covenant, celestial invocations|+1 of existing invocation-using class
2nd|+1|+0|+0|+3|Covenant resistance|+1 of existing invocation-using class
3rd|+2|+1|+1|+3|Eldritch smite|+1 of existing invocation-using class
4th|+3|+1|+1|+4|Covenant resilience, gift of tongues|+1 of existing invocation-using class
5th|+3|+1|+1|+4|Patron's gift|+1 of existing invocation-using class
6th|+4|+2|+2|+5|Ward of the covenant|+1 of existing invocation-using class
7th|+5|+2|+2|+5||+1 of existing invocation-using class
8th|+6|+2|+2|+6|Share invocations|+1 of existing invocation-using class
9th|+6|+3|+3|+6|Ward of the covenant|+1 of existing invocation-using class
10th|+7|+3|+3|+7|Fulfillment of the covenant|+1 of existing invocation-using class[/TABLE]
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Yes, I am well aware that 7th level needs something, but due to how both the original AND the retooled Warlocks work, I need something that could apply easily to both.
Aside from that, you're pretty much delaying a bit your BAB, get less Fort and Ref but more Will saves. In exchange, you get some VERY nice stuff (I promise, Ward of the Covenant is really gonna surprise you).
Class Features
All of the following are features of the covenanter prestige class.
Invocations: When a new covenanter level is gained, the character gains new invocations per day as if he had also gained a level in any one invocation-using class he belonged to previously (this includes eldritch blast). He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of covenanter to the level of whatever other invocation-using class the character has, then determines new invocations, degree of invocations it can learn and caster level accordingly. If a character had more than one invocation-using class before he became a covenanter, he must decide to which class he adds each level of covenanter for the purpose of determining new invocations.
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In case you're using the Retooled Warlock, that means you get invocations as indicated, and since by that moment you're supposed to take pact boons as well, you keep progressing them. Otherwise, you gain invocations as usual.
This involves a net gain, somehow, for the retooled Warlock because they get Fiendish Resilience as a pact boon (if you choose the right pact, tho), and thus can advance it. CArc Warlocks don't get that boon, though they progress pretty much everything else.
Covenant (Su): A covenanter foreswears his use of ill-gained arcane power, but the power deep inside of him cannot be fully denied. By establishing a covenant with the powers of Good, a covenanter seeks to purify the fiendish power he commands into the service of the forces of the Upper Planes. The servants and creatures of pure good welcome such determination to cleanse themselves, and imbue the covenanter with a great deal of their own power. In many ways, a covenant is much like the pact he or his forefathers established, but one that works at the service of others.
At 1st level, a covenanter may choose to establish a covenant with one of the four groups of good creatures: archons, angels, eladrin or guardinals. Each group offers a minor benefit which reflects their common traits:
Angel: a character that makes a covenant with angels tends to have a beautiful sheen on their skin, which at a glance adopts a different color. A covenanter gains a +4 sacred bonus on all Diplomacy checks and a +2 sacred bonus against the spells, spell-like abilities and other abilities of evil creatures.
Archon: a character that makes a covenant with archons develops an almost metallic gleam in their skin and a gaze that’s serene and fierce at the same time. A covenanter gains a +4 sacred bonus on all Intimidate checks; if attempting to demoralize an evil creature, the effect lasts for 1 more round.
Eladrin: a character that makes a covenant with eladrin is surrounded with a gleam of multiple colors, as if a rainbow was posing upon his persona. A covenanter gains a +4 sacred bonus on all Bluff and Gather Information checks; if trying to feint an evil creature, all allies treat the target as if denied its Dexterity bonus to Armor Class for their next attack (instead of only the covenanter).
Guardinal: a character that makes a covenant with guardinals develop subtle animal traits, but these animalistic traits are regal-looking; for example, a thick coat of bodily hair that looks clean and neat, or cat-like eyes of a beautiful color. A covenanter gains wild empathy (as the druid, except the bonus is equal to twice the covenanter's class level, and only applicable to animals); if the covenanter succeeds in taking the target animal to helpful, he is treated as if having the empathic link ability with the animal for one minute per class level of the covenanter.
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You'll notice the abilities granted to the Covenanter are minor. These bonuses are thought for the original (the CArc) Warlock in mind, so they aren't as "strong" as your pacts.
However, if you're playing with the retooled Warlock, you gain a different set of abilities. Make sure you notice them below.
UPDATE: The Covenanter now gets a slightly boosted version of Wild Empathy, and empathic link if successful. This might make the Guardinal a bit more useful.
Aura of the Covenanter (Su): A covenanter’s deal with creatures of pure good reflects on magical sensors, much like a cleric’s faith or a paladin’s goodness does. Treat the covenanter as a cleric of an alignment equal whenever he is detected by spells such as detect good.
As well, creatures of good tend to become friendlier towards the covenanter. A covenanter gains a +2 bonus on all Diplomacy and Sense Motive checks when dealing with good outsiders; this bonus doubles if the outsider is of the same group with which he established the covenant with.
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So yeah; basically you get Aura of Good plus a minor social buff with celestial creatures. The minor buff can be a big deal, since Warlocks tend to be party faces, and having good outsiders favoring you can be a really big deal. They tend to be some of the strongest monsters in the book most of the time (particularly Solars).
Celestial Invocations (Sp): A covenanter retains his progression of most invocations he learned while as a warlock, but some powers are too fell to develop. To counteract the loss of knowledge of various invocations, the covenanter gains a set of invocations unique and exclusive to him (and people like him), some related to the concept of good altogether and others unique to each specific group. See the section Covenanter and Celestial Invocations, below, for more details.
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The celestial invocations presented below refer to various abilities you'd expect on celestial creatures. A great deal refer spells from the Book of Exalted Deeds, but are mostly paraphrased in case you need to use them and you lack the book.
Covenant Resistance (Su): At 2nd level, a covenanter is protected from specific types of magic, evoking the same type of resilience most celestials have. The covenanter gains resistance 10 to electricity and either acid or cold, chosen by him. If the covenanter already had energy resistance from warlock levels, the covenanter may decide to retain the chosen energy types to resist, and levels in this class stack with warlock levels to determine the energy resistance if he so chooses.
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The original Warlock (to which this PrC should be compatible with) had energy resistance at a very late level (10th level), so in the rare case you entered as a 10th level warlock, you gained a delayed upgrade or replace that resistance with a different one. The retooled Warlock gets it earlier, but since pretty much ALL celestials gain resistance to electricity, acid and cold, they aren't subdivided as would happen with the other pacts.
Eldritch Smite (Sp): At 3rd level, a covenanter’s eldritch blast becomes better suited to facing evil creatures. If using an eldritch blast as a standard action against an evil creature, the covenanter adds his Charisma modifier to the attack roll and deals an extra amount of damage equal to twice his class level (this is in addition to the damage dealt by the eldritch blast itself). The extra damage is from a divine source, and thus may not be resisted (even if the covenanter uses an eldritch essence invocation to change the damage type of the eldritch blast).
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This ability is perhaps a bit TOO strong. Unlike a paladin's smite ability, the Eldritch Smite has distance, superior damage potential AND rider effects, and can be used at-will every time you fire up an Eldritch Blast. Adding your Charisma to your Dexterity makes the Eldritch Blast hit with little problems. Making it limited doesn't really work as an option, and the only way it could work would be if you made it an eldritch essence invocation, but it would be an invocation most people would love to take. It IS, after all, a souped-up version of the special eldritch essence invocations Spirit Blast and Holy Blast (which exist in the renewed version as invocations on their own right). You're welcome to indicate if it should be nerfed a bit or remain as-is.
One point to consider is whether it applies to Split Blast. In this case, I must be afraid to say "no". You either use your Eldritch Blast as a standard action AND use Eldritch Smite, or use Split Blast and don't use Eldritch Smite (because Eldritch Smite requires a full-round action, after all).
Covenant Resilience (Su): At 4th level, a covenanter’s body starts to resemble that of the creatures with which he has made a covenant ever closer. The covenanter’s damage reduction increases as if his warlock levels were equal to the sum of his warlock and covenanter levels, but this reduction is instead bypassed by magic weapons of evil alignment (thus, a 5th level warlock/4th level covenanter has damage reduction 2/evil and magic).
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Your basic damage reduction, but this time the reduction is a bit more specific (magic weapons of evil alignment, so while most demons and devils might happen to bypass it, not all evil creatures will). Both the original warlock and the retooled Warlock have increasing damage reduction, so it makes sense that it upgrades as well. This, oddly enough, was something the original Enlightened Soul didn't provide (unlike the energy resistance, which was far too limited to be of any use).
Gift of Tongues (Su): At 4th level, a covenanter gains the gift of speaking all languages all celestials have. He is treated as if under the effect of a tongues spell cast by a cleric of his character level.
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On the other hand, this is an ability provided by the original Enlightened Soul, and actually on the right (sort of) level. This is phenomenal for face Warlocks, as they have their job made far, far easier (when you speak and understand all languages, Diplomacy flows freely).
Patron’s Gift (Su): At 5th level, a covenanter gains a unique ability based on a characteristic ability of the creatures with which he has enabled a covenant:
Angel: The covenanter may use scrolls, staffs and wands with divine spells as if he was a cleric of a caster level equal to half the sum of his warlock and covenanter levels (as if he had the Magic domain power, except only for divine spells).
Archon: The covenanter gains an aura of menace: any hostile creature within a 20-foot radius of him must succeed on a Will save to resist its effects. The save DC of this ability is equal to 10 + the covenanter’s class level + the covenanter’s Charisma modifier. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the covenanter that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.
Eladrin: The covenanter may use scrolls, staffs and wands with arcane spells as if he was a bard of a caster level equal to half the sum of his warlock and covenanter levels (as if he had the Magic domain power, except only for divine spells). As well, he adds his covenanter levels to levels in any class that grants bardic music (if he has such ability) to determine the access to bardic music songs; if the covenanter has no bardic music ability (or has an ability that may be part of bardic music but does not explicitly says it is bardic music), this secondary benefit has no effect.
Guardinal: The covenanter gains lay on hands, as a paladin of the same level as the sum of his warlock and covenanter levels.
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Pretty nice gifts, no?
As you might recall, the original Enlightened Soul granted an Aura of Menace that applied to every ex-Warlock that entered. This aura didn't really fit some of the celestials, which had the ability to assume other forms or traits that differed. Particularly guardinals, which had the ability to use lay on hands, a rather odd trait which relied on their Wisdom; in this case, they keep using Charisma for it because that's their highest bonus.
Angels and Eladrin gain phenomenal benefits, on the other hand, with the ability to use magic items as if they were partly clerics or partly bards. While in the case of Eladrin covenants the spells don't amount to a lot (at 20th level you get to cast 4th level Bard spells), in the case of the cleric it amounts to quite a bit (5th level Cleric spells, and the progression is faster), so you can provide some serious buffing with a wand or scroll. This works masterfully if you use the original Warlock, since you could sacrifice the last two levels of Covenanter and keep the Imbue Item ability, which allows you to create magic items that you can easily use later, so it's like if you were a mini-Artificer! Eladrin Covenanters do get a saving grace if they're part-bards, as they advance their bardic music based on their bard and Covenanter levels (thus making a rare Bard/Warlock/Covenanter/Eldritch Theurge character).
Ward of the Covenant (Su): At 6th level, a covenanter shrugs off attacks that would harm his body with unusual ease. He gains a deflection bonus to AC equal to his Charisma modifier; this bonus applies to all attacks, not just those from evil creatures.
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Keep those torches and pitchforks away from me!
As you may know, most of the celestial creatures (and some of the fiendish ones) add their Charisma as a deflection bonus to AC, so this is basically the same ability. Considering that warlocks are sure to have lots of Charisma, that means they get 5-7 points of the best form of AC around, which bypasses even touch attacks! Of course, it won't allow you to stack it with other stuff, but when you suddenly have your Ring of Protection grant less AC than your Charisma, things might get hectic. So that means you add your Charisma to AC, attack rolls with your Eldritch Blast, and fuels your infusions. This sounds quite suspicious to SADness...could it be drawing close to tier 2 as we speak? Certainly, it will reach a very high Tier 3 if we think about it. All you'd be missing is Divine Grace as a...oh, wait, a Paladin dip. Unless its a Project Heretica Divine Champion, of course, but then you can dip on Divine Mind and get the same benefit.
Share Invocations (Su): At 8th level, a covenanter learns the ability to share most invocations with willing allies. If an invocation has a range of personal, the covenanter may decide to provide the benefit to an ally he can touch instead of himself. To use this ability, the covenanter must not be taking benefit from the invocation at the moment; if the covenanter decides to share his invocation with an ally, he may not use this invocation until he dismisses the effect. The ally gains the benefit of this invocation for the allotted time, as if the warlock himself was using it.
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THIS! Now THIS is a real ability.
One of the things that really irked me about Warlocks was the awesome stuff they got...for themselves only. That is what, in first instance, made me turn many warlock invocations into pact boons; if Fell Flight or Dark Discorporation were to be a party buff, then it would have had a huge lot of use.
This makes the original Warlock a sort of bizarre buff provider. You can't have the same buff at the same time, but that could allow you to, say, have everyone cross a chasm one by one, with you going last. However, it suddenly makes all of those abilities that are effectively used once per day (unless they're dispelled) actually worthwhile invocations once again (since you'll be using them more than once). This is, IMO, the true power of the Covenanter; growing from selfishness to become selfless (up to a point). And since many of the Warlock's invocations are particularly effective, that means you get one serious heck of a list of buffs you can share with your allies. The bard is a better face than you? Put Beguiling Influence on him, no questions asked. Or, you can just use Beguiling Influence on yourself, and if the Bluff (or Diplomacy) fails, you can then shift it to the Bard whom might be capable of getting a better chance.
However, this DOES mean this ability will change if you're using a Retooled Warlock. See below.
Word of the Covenant (Sp): At 9th level, a covenanter gains a very powerful tool against the forces of evil, by learning a phrase of the Words of Creation (see Book of Exalted Deeds, pages 31, 32 and 48). When using this ability (which is treated as an invocation), the covenanter duplicates the effect of a holy word spell as if used by a cleric of the covenanter’s caster level, with a few exceptions. After using this ability, the covenanter takes 7d4 points of non-lethal damage each time it uses this ability; if he decides to increase the amount of damage he takes, he is treated as if his caster level was one higher for each 1d4 points of non-lethal damage he decides to take.
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Yep. As you heard.
Holy. Word. And you can increase its caster level by taking non-lethal damage.
Have I gone TOO far with this one? Considering that the warlocks get a d6 hit dice and probably have Constitution a bit low, that means you should be careful with your Holy Words, but if you manage to survive that, you can kill most enemies with no less and no more than an utterance; exactly at the same moment the Cleric gets to cast the spell (at 13th level at the very least). Taking 17d4 points of non-lethal damage to kill most evil creatures does seem a bit reasonable (at early levels it can take you unconscious in a heartbeat, whereas at 17th level and higher you may be capable of surviving average damage from it. As with Eldritch Smite, the fact that you have at-will invocations kinda makes restricted uses of abilities a bad imposition.
Then again, considering one of the Celestial Dark-equivalent invocations you get...
Fulfillment of the Covenant (Su): At 10th level, the covenanter is a creature reborn. All taint of evil is dispelled, and his innate arcane potential brims with the power of good. As the creatures of pure good uphold their covenant, so must the covenanter; as a proof that the forces of good will uphold it, they physically transform him into a creature similar in scope to themselves. The covenanter’s type changes to outsider with the good subtype; if the covenanter made a covenant with archons or eladrin, he also gains either the lawful or chaotic subtype, respectively. As well, he gains a +4 bonus on saving throws against poisons, darkvision up to 60 feet, and immunity to disease and petrifaction.
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For one thing, this isn't your usual "change into something else" capstone, but one that's acquired early on. Certainly by 13th level diseases are a thing of the past, but having immunity to petrifaction right at the level it starts to become annoying can be a powerful boon. It is, certainly, one strong capstone, which becomes stronger considering that you can qualify for it before 20th level at the very best.
One thing I wanted to add, though, was the odd build that takes 10 levels of Covenanter and a few levels in Eldritch Theurge or Eldritch Disciple in order to take spellcasting. Some spells in the Book of Exalted Deeds have subtype descriptors, such as "Archon" or "Guardinal". As an added bonus, since you're turned into a reasonable facsimile of a celestial being, you should be capable of using these subtype-restricted spells if you manage to cast spells through these means. While that might be a slight problem with the very low level of spells you'd have access to, it certainly shouldn't be a problem for those odd Epic-level characters.
Multiclass Note: A covenanter that takes at least one level in the class may take further warlock levels if he so desires, even if he is no longer chaotic or evil. However, he may not choose most invocations and gains access to invocations unique to the covenants (see Covenanters and Celestial Invocations, below).
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Oh yeah, this is important. Since the change from "any non-lawful OR any evil" to "any good" means you open Lawful Good and Neutral Good, if you wish to finish your levels in warlock you're open to do so. This is, after all, a modification for the Warlock, so if you wish to take those levels, go ahead and do so. You'll be affected by your choices; once you enter a Covenant, it'll be a hard road to become evil once again (especially knowing that you broke a pact TWICE, and you have people from both sides looking for your head), so make sure you make the right decision.
EX-COVENANTERS
A covenant that willingly commits an evil act may not progress further in this prestige class unless it gains the benefit of an atonement spell. An ex-covenanter loses access to any celestial invocations it gained and abilities related to the covenant (except covenant resilience damage reduction which reverts to cold iron and covenant resistance). An ex-covenanter may choose invocations from the warlock class and gain further levels in warlock, if he so desires (unless his alignment expressly forbids gaining any more warlock levels).
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While some people might hate this kind of addendum, there IS something important to point out. You're not making a pact that people are expected to break, or a very lax pact; you're breaking a covenant, which is an order of magnitude higher. I don't want to enter into religion to see why breaking a covenant is a bad idea, but you might get the point. You're an agent of good, and you're a character that has abandoned its wicked ways for a chance to repent; that thing is not taken lightly.
That said, the restrictions are quite lax compared to, say, the Paladin's code of conduct. Talk to your DM in case he likes the sadistic option; the restriction is there for a reason, and if you choose to play the good Warlock you'll be attempting to do good. At least you're not forced to remain only lawful or only chaotic; you do understand that sometimes you might need to bluff your way to save the lives of others, and that's not the thing intended to be punished.
COVENANTERS AND CELESTIAL INVOCATIONS
Although some chaotic good warlocks exist and eladrin offer such powers to them, the typical warlock is possessed with powers that may be at times fiendish and at times simply unnerving. Most warlocks come from fiendish pacts, or descend from families whom had established fiendish pacts with fell creatures, so the taint of evil generally surrounds most of the powers of these unusual arcanists. The forces of good rarely (mostly with eladrins) would offer such power recklessly, but they are well aware that evil seduces with the lure of power, and they have thus refused to empower those who seek power without a strong oath that they will use this power for good. Knowing that power tempts and lures the hearts of mortals into evil, good has devised a method to reach those who fight for their own souls, by the establishment of covenants. Through the cleansing power of good, warlocks purge themselves from the taint of evil; however, this means some invocations are out of the reach of most warlocks because of the overwhelming link to fiendish forces. Largely an eladrin initiative but one that most other creatures of good have adopted, celestials that establish covenants with warlocks alter their arcane energies to grant them unique invocations fueled by the power of good.
The following invocations are restricted to covenanters. A covenanter may not use these invocations if he knows them, and he may not learn them if he ever gains more warlock levels or levels in a class that advances invocations. He may replace such invocations with celestial invocations as indicated on the warlock class features section:
Least—baleful utterance, devil’s sight, otherworldly whispers, soulreaving aura
Lesser—crawling eye, disembodied hand, spidershape, sudden swarm, the dead walk
Greater—chilling tentacles, hellspawned grace
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As you can see, most of the removed invocations have to deal with, say, speaking words of the Dark Speech or invoking the undead. You'll notice that most of the removed invocations actually make sense.
A covenanter, on the other hand, gains a series of invocations unique to them and that no other warlocks can choose.
Least—asylum, divine equilibriumAn, equinal’s whinnyGu, pacifying touch, unveil the truthAr
Lesser—blood of the martyr, celestial flight* (replaces fell flight), fear auraGu, ghaele’s gazeEl, spirit blast*, transmute poison
Greater—holy blast*, sunlight, transform magic*, true heroism
Dark**--gaze of revelationAn, heaven’s trumpetAr, leonal’s roarGu
*: invocation that originally appeared in the Enlightened Spirit prestige class description. The covenanter is a retooled version of the enlightened spirit, hence all the unique invocations it could learn are transformed into celestial invocations. Celestial flight is a replacement to the fell flight invocation; if the covenanter already had such invocation, it is immediately replaced by this one.
**: indicates celestial invocations equivalent to dark invocations. Generally, covenanters refer to the highest tier of celestial invocations as “sacred” invocations, to distance further from other warlocks.
An: angel; Ar: archon; El: eladrin; Gu: guardinal. An invocation with these descriptors may only be chosen by covenanters with covenants related to the descriptors.
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And here are the new invocations. As usual, I'll be placing them on a separate post for all to see. Most of the invocations are meant for good classes, so you'll quite probably need the covenanter to use them, but do consider them if you make a warlock pact with eladrin, for they CAN and probably WILL allow these abilities.
Also, if you were wondering what Dark Invocation I was speaking about that was just as good as Word of the Covenant? Leonal's Roar. You'll see.
COVENANTERS AND THE RETOOLED WARLOCK
The covenanter is made upon the premise of being backwards-compatible with the original warlock, allowing the prestige class to be used on any table with little trouble. The covenanter is a retool to the enlightened spirit presented on the Complete Mage supplement, but one that allows progression of invocations and eldritch blast instead of replacing invocation progression. However, the covenanter is also meant to be used with the retooled warlock, which has a different set of abilities and a different progression. As well, the retooled warlock defines mechanical benefits by making pacts with eladrin, and allows neutral creatures to partake on the class.
If using both the retooled warlock and the covenanter, some abilities are slightly altered:
Covenant (Su): A covenanter foreswears his use of ill-gained arcane power, but the power deep inside of him cannot be fully denied. By establishing a covenant with the powers of Good, a covenanter seeks to purify the fiendish power he commands into the service of the forces of the Upper Planes. The servants and creatures of pure good welcome such determination to cleanse themselves, and imbue the covenanter with a great deal of their own power. In many ways, a covenant is much like the pact he or his forefathers established, but one that works at the service of others.
At 1st level, a covenanter may choose to establish a covenant with one of the four groups of good creatures: archons, angels, eladrin or guardinals. This covenant replaces the pact bonuses provided by the pact (except if the covenanter made a pact with eladrin; in that case, the bonus remains the same). When making such a covenant, a covenanter is treated as if making a pact with eladrin, but also gains the following abilities:
Angel: a character that makes a covenant with angels tends to have a beautiful sheen on their skin, which at a glance adopts a different color. A covenanter gains a +4 sacred bonus on all Diplomacy checks; good outsiders treat him one step closer to friendly (up to friendly), while evil outsiders treat him one step closer to hostile.
Archon: a character that makes a covenant with archons develops an almost metallic gleam in their skin and a gaze that’s serene and fierce at the same time. A covenanter gains a +4 sacred bonus on all Intimidate checks; if attempting to demoralize an evil creature, the effect lasts for 1 more round.
Eladrin: a character that makes a covenant with eladrin is surrounded with a gleam of multiple colors, as if a rainbow was posing upon his persona. A covenanter gains a +4 sacred bonus on all Bluff and Gather Information checks; if trying to feint an evil creature, all allies treat the target as if denied its Dexterity bonus to Armor Class for their next attack (instead of only the covenanter). A warlock that has made a pact with eladrin usually automatically qualifies in making a covenant with eladrin.
Guardinal: a character that makes a covenant with guardinals develop subtle animal traits, but these animalistic traits are regal-looking; for example, a thick coat of bodily hair that looks clean and neat, or cat-like eyes of a beautiful color. A covenanter gains a +4 sacred bonus on all Handle Animal and Heal checks; upon a successful Handle Animal check to rear an animal, the covenanter is treated as if having the empathic link ability with the animal for one minute per class level of the covenanter.
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Well...there's not much of a difference, sans that Angels get an expanded benefit and eladrin-pact warlocks get double the benefits. The fluff had to be rewritten a bit, tho.
Celestial Invocations: In the case of covenanters entering from the retooled warlock, some of the eladrin-only invocations may apply to all or some of the celestials. The same applies to fey-exclusive invocations, which may be chosen by guardinals as well.
The following is a list of the new invocations presented in the retooled warlock that may be chosen by covenanters, alongside which covenanters have access to them based on their covenants. If using the new invocations with the original warlock, the following also apply:
Angel: faerie dust
Archon: relive the nightmare, summon servant (summons a lantern archon)
Eladrin: all invocations allowed to eladrin pact
Guardinal: call of the beast, faerie dust, summon servant (summons a musteval guardinal; see Book of Exalted Deeds, page 174 for more information on the creature)
Furthermore, both celestial flight and fell flight are subsumed into sustained flight, so there is no need to replace them.
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Very light changes, actually. Eladrin keep all their choices of invocations (which are very good ones) while also getting the celestial invocations, while the losses of warlocks that didn't enter through the eladrin pact are minimized. Summon Servant for the guardinals is also pretty potent, since the musteval has at-will Magic Missile as a 3rd level caster and a Spring Attack equivalent, plus burrowing, plus the guardinal benefits. They're phenomenal guardians, that's for sure. Archons, of course, get the flying laser turret lantern archon.
As well, the following pact boons may be chosen by covenanters:
Angel: protective aura
Archon: protective aura
Eladrin: all pact boons allowed to eladrin pact
Guardinal: unnatural resilience, witchwood step
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The loss of pact boons is where the covenanter gets shafted a bit. Aside from Eladrin, most of the other celestial covenanters get only few of the pact boons, and they don't get the formidable Rainbow Sphere pact boon (that's a Eladrin exclusive). You may notice that's the reason why the Eladrin doesn't get its own "Sacred" invocation, as it already has one.
Share Boon (Su): At 8th level, a covenanter learns the ability to share the boons gained by means of its earlier pacts and his covenant with willing allies. As a standard action, a covenanter may touch an ally and transfer the benefit of a single pact boon; the covenanter ceases to benefit from the boon but the ally immediately gains the benefit as if it were the covenanter itself. A covenanter may reclaim the use of its boon as a free action, even outside its turn. A covenanter may share as many boons as he desires with the same ally or with different allies, but he must claim the shared boons before providing the benefit to others.
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This is the change to Share Invocations I mentioned. Basically, instead of the invocations, you gain the benefit to share your boons. That means some invocations will no longer be transferable (such as Entropic Warding or Arcane Shield); however, you may consider keeping that part of the Share Invocation ability applicable.