Troll in the Playground
Join Date: Dec 2007
Re: The Warlock - a massive rewrite [3.5 Base Class WIP]
- Mind Strike (Su): At 2nd level an aberrant warlock may decide that his next normal melee attack or eldritch blast to be a mind strike attack. One creature of your choice hit by the mind strike attack is confused for 1 round. Once you have used this ability, you cannot do so again for 5 rounds. This is a mind-affecting effect.
- Unnatural Existence (Ex): At 4th level, an aberrant warlock’s existence feels slightly off, a fundamental wrongness pervades them. Creatures within 30 feet receive a -2 morale penalty to all rolls that involve the aberrant warlock (attack, damage, skill checks, etc.).
- Aberrant Resistance (Su): At 6th level an aberrant warlock gains resistance 10 against acid or electricity, and is immune to poison.
- Improved Unnatural Existence: At 8th level the morale penalty from your unnatural existence increase to -3 and you have a 50% chance to ignore critical hits (as medium fortification).
- Improved Mind Strike: At 10th level an aberrant warlock’s mind strike attack grows more powerful. Creatures confused by this attack now roll 1d90+10 instead of 1d100 to determine how they act. This is a mind-affecting effect. You now only have to wait 4 rounds to use Mind Strike again.
- Improved Unnatural Existence: At 12th level the penalty from your unnatural existence is no longer a morale penalty and you have a 75% chance to ignore critical hits.
- Improved Aberrant Resistance: At 14th level an aberrant warlock’s previously chosen resistance increases to 20 and they gain resistance 10 against the other energy type.
- Improved Unnatural Existence: At 16th level the penalty from your unnatural existence increase to -4 and you are immune to critical hits.
- Improved Mind Strike: At 18th level an aberrant warlock’s mind strike attack grows more encompassing. Each creature hit by your Mind Strike attack is now confused, and creatures confused by this attack now roll 1d80+20 instead of 1d100 to determine how they act. This is a mind-affecting effect.
- At 20th level an aberrant warlock’s type changes to aberration. In addition, you can strip the sanity from anyone you touch. When you hit a creature with 3 or more intelligence with a natural attack or your eldritch blast it must succeed a Will save (DC 20 + Cha modifier) or be driven temporarily insane (roll on tables 6-8, 6-9, and 6-10 for duration and effects). A creature that has made it’s save is immune to this effect for 24 hours.
Originally Posted by Design Notes
Prerequisite: Good alignment
- Protective Aura (Su): At 2nd level an angelic warlock radiates an aura of safety. Against attacks made or effects created by evil creatures, this ability provides a +2 deflection bonus to AC and a +2 resistance bonus on saving throws to anyone within 10 feet of you. The warlock may suppress or resume this aura as a free action. This aura can be dispelled, but the warlock can create it again as a free action on his next turn.
- Smite Evil (Su): At 4th level an angelic warlock may attempt to smite evil with a normal melee attack or his eldritch blast. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per warlock level. If the angelic warlock accidentally smites a creature that is not evil, the smite has no effect. Smite evil may only be used with a melee attack or an eldritch blast that requires an attack roll and only applies to the first creature attacked. Once you have used this ability, you cannot do so again for 5 rounds.
- Angelic Resistance (Su): At 6th level an angelic warlock gains resistance 10 against acid and cold, and receives a +4 bonus to saves against petrification.
- Improved Protective Aura: At 8th level, the bonus granted by your Protective Aura to AC and saving throws increases to +4.
- Improved Smite Evil: At 10th level, when you attempt to smite a creature that is evil, that attack ignores the targets spell resistance. You now only have to wait 4 rounds to use Smite Evil again.
- Improved Angelic Resistance: At 12th level an angelic warlock's energy resistance against acid and cold improves to 20, and he gains energy resistance 10 against electricity and fire.
- Improved Protective Aura: At 14th level, the radius of your Protective Aura is increased to 20’ and creatures within it are under a magic circle against evil effect.
- Improved Smite Evil: At 16th level, when you hit a creature with your smite it is affected by a dimensional anchor effect for 1 minute. You now only have to wait 3 rounds to use Smite Evil again.
- Improved Protective Aura: At 18th level, creatures within your Protective Aura are also under the effect of a lesser globe of invulnerability.
- At 20th level the angelic warlock unlocks the final power of his blood. You become immune to acid and cold. In addition, attacks you make are considered good aligned for the purpose of overcoming damage reduction and anything hit by your eldritch blast is affected by a holy word (caster level equal to your character level).
Originally Posted by Design Notes
Angels are the embodiment of pure Good. they can be Lawful or Chaotic or whatever, but they will always be Good, and devoted to Good ideals. They are phenomenally powerful, some of the most powerful creatures in the game. This lineage taps into their unwavering devotion to all things good, and their fight against Evil.
The passive bonuses are both reflective of the Angel Subtype, their defensive nature protecting the warlock and his allies from Evil. But angels are far from pacifists, and will bring down the hammer against evil with righteous fury. An angelic warlock’s Smite Evil will do just that, and as he grows to face stronger enemies it will evolve to ensure it is not avoided. Smite Evil is on a cooldown timer here ala Binder instead of X/day because I feel it is important to retain the warlock’s unlimited endurance. The capstone is a culmination of angelic properties along with an extremely powerful attack...but one that doesn’t harm other Good beings.
The Angelic lineage focuses quite a lot on alignment, but that is due to the particular nature of angels. There is no equivalent outsider for Evil, Chaos, or Law. Angels are defined by their war against evil and their willingness to perform good deeds - from defending against a demonic invasion to healing the sick and destitute. Those of angelic descent are uniquely gifted to defend against and combat Evil wherever it may appear.
Prerequisite: Chaotic and/or evil alignment
- Destructive Energy: At 2nd level a demonic warlock wields his arcane might with ferocity, growing more destructive. His eldritch blast’s damage dice increases to a d8.
- Demonic Resilience (Su): At 4th level a demonic warlock gains fast healing 3.
- Demonic Resistance (Su): At 6th level a demonic warlock gains resistance 10 against electricity and is immune to poison.
- Improved Destructive Energy: At 8th level a demonic warlock’s eldritch blast becomes more destructive. It’s damage dice increases to a d10.
- Improved Demonic Resilience: At 10th level a demonic warlock's demonic resilience improves to fast healing 6.
- Demonic Retaliation (Sp): At 12th level as an immediate action, whenever a demonic warlock is struck by a melee attack he may launch a countering bolt of energy, dealing damage equal to his elrdritch blast to the creature that struck him. This does not provoke an attack of opportunity.
- Improved Destructive Energy: At 14th level a demonic warlock’s eldritch blast grows more destructive. It’s damage dice increases to a d12.
- Improved Demonic Resilience: At 16th level a demonic warlock's demonic resilience improves to fast healing 10.
- Improved Demonic Resistance: At 18th level a demonic warlock's energy resistance improves to resistance 20 against electricity and he gains resistance 10 against acid, cold, and fire.
- At 20th level a demonic warlock unlocks the final power of his blood. He becomes immune to electricity and his attacks are considered both chaotic and evil aligned for the purpose of overcoming damage reduction. Finally, when you die the destructive energies you contain explode outward violently, dealing 10d12 damage to everything within 100 feet (Reflex 20 + Cha mod for half). Treat this as an eldritch blast that has every eldritch essence you know applied to it. Half the damage is always raw untyped energy, while the other half is appropriately modified by your eldritch essences. Your body and anything you are wearing or carrying is utterly destroyed. Your energies will slowly coalesce, reforming your body, restoring you and your equipment at full health. Use the following tables to determine if, when, and where you reform.
|1-5||You reform in 1d10 rounds|
|6-15||You reform in 1d10 minutes|
|16-30||You reform in 10d6 minutes|
|31-70||You reform in 1d12 hours|
|71-90||You reform in 1d20 days|
|91-95||You reform in 1d12 months|
|96-99||Reroll, ignoring a result of 96+. You reform then, but your equipment does not.|
|100||You remain dead and do not reform.|
|1-69||You reform where you died.|
|70-95||You reform at a random location within 10 miles of where you died.|
|96-97||You reform on a random layer of the Abyss.|
|98-99||You reform on the outer plane that mirrors your alignment.|
|100||You reform on another random outer plane.|
Originally Posted by Design Notes
Demons are interesting, because apart from a few things (Immunity/ER, Summoning, telepathy), they have little in common mechanically. Summoning was in consideration for a while, but ultimately I think it’s too hard to balance properly, being either too strong or weak, with a very narrow margin of acceptability.
So instead, I just decided to amp up their destructive power to 11. If you want to play a blast-happy warlock, demonic heritage is where you want to be.
I removed the iterative attacks at 20th level because the damage it offered was simply too high, in addition to being rather bland. Now you’re rather like a Balor, spiting your enemies even in death. Thanks to the infinite energies of the Abyss that cause demons to be extraordinarily difficult to completely kill, you also have a talent for returning. The randomness of it reflects it’s source.
The fast healing was originally DR, but DR is a surprisingly poor game mechanic, very difficult to balance well. It has to be large enough to not feel irrelevant, but not so high as to invalidate certain strategies completely. Now you will find DR elsewhere, as it is an excellent method of portraying a specific type of defense, but for the demonic lineage at least, I believe that fast healing better captures the feeling of an unstoppable engine of destruction. You can hurt it, but the well of dark power at the warlock’s core just rejuvenates the wounds in little time. This, along with demonic retaliation, encourage the demonic warlock to get up close and personal, not minding if they take a few hits.
- Keen Senses (Ex): At 2nd level a draconic warlock’s senses sharpen to draconian heights. You gain a +2 racial bonus to Listen, Search, and Spot checks and those skills are added to your class skill list. You also gain darkvision out to 120 feet (if you already have darkvision, extend the range by 90 feet), and blindsense out to 10 feet.
- Draconic Toughness (Ex): At 4th level a draconic warlock gains damage reduction 5/Magic and a +2 bonus to his natural armor.
- Secrets of the Dragons (Sp): At 6th level a draconic warlock selects 2nd level or lower spell on the sorcerer/wizard spell list with no expensive material component or experience cost. He may cast that spell as a spell-like ability at will, but must wait 5 rounds after casting it to cast it again. (Spells that product permanent effects such as polymorph any object, stone shape, and wall of iron are naturally more powerful at-will, and should be approved by your DM.)
- Draconic Resistance (Ex): At 8th level a draconic warlock gains some of the immunities of dragons. Choose either acid, cold, electricity, or fire. You gain resistance 10 to that energy type are are immune to sleep effects.
- Frightful Presence (Ex): At 10th level a draconic warlock’s mere presence can unsettle it’s enemies. Whenever the draconic warlock attacks, charges, uses an invocation with a visual effect creatures within a radius of 20 feet per class level must make a Will save. Success renders the creature immune to the draconic warlock’s frightful presence for 24 hours. If the save is failed, creatures with four or more hit dice less than your class level are panicked for 1d6 rounds while other creatures are shaken for 1d6 rounds. Dragons and other draconic warlocks are immune to this effect.
- Secrets of the Dragons (Sp): At 12th level a draconic warlock selects 5th level or lower spell on the sorcerer/wizard spell list with no expensive material component or experience cost. He may cast that spell as a spell-like ability at will, but must wait 5 rounds after casting it to cast it again. (Spells that product permanent effects such as polymorph any object, stone shape, and wall of iron are naturally more powerful at-will, and should be approved by your DM.)
- Improved Draconic Resistance: At 14th level a draconic warlock’s resistances improve. Their resistance to the chosen energy type increases to 20 and they are immune to paralysis effects.
- Improved Draconic Toughness: At 16th level a draconic warlock’s damage reduction changes to 5/- and his bonus to natural armor increases to +5.
- Secrets of the Dragons (Sp): At 18th level a draconic warlock selects 8th level or lower spell on the sorcerer/wizard spell list with no expensive material component or experience cost. He may cast that spell as a spell-like ability at will, but must wait 5 rounds after casting it to cast it again. (Spells that product permanent effects such as polymorph any object, stone shape, and wall of iron are naturally more powerful at-will, and should be approved by your DM.)
- At 20th level the power of the dragons can be contained no longer and claims the draconic warlock as it’s own. Your type changes to dragon and you become immune to the energy type chosen for draconic resistance. The DC for any spell, spell-like ability, or supernatural ability you cast is increased by 2.
Originally Posted by Design Notes
Ahh dragons. The insanely powerful namesakes of the game. Perhaps the trickiest part of this lineage is that their signature attack, the breath weapon, is already something that warlocks essentially have. So we have to look to their other, arcane features for support. The idea of growing claws and wings and becoming more physically draconic works for some concepts, but that was not the angle I was shooting for here. I wanted this lineage to reflect the awesome magical power dragons can weild, not just their impressive physical attributes.
That said, dragons are quite sturdy and robust, and their warlocks reflect that with the various defensive abilities. Keen Senses is a gimmie, everyone loves having access to those skills anyways. Frightful Presence has been modified mostly because you are rarely facing creatures with lower hit dice - as written the ability is nearly useless for PCs.
The real treasure of this lineage are obviously the Secrets. The available levels may need to be tweaked, and I acknowledge that there may be some insanely over-powered options. But being able to tap into that sorcerous pool of arcane strength dragons wield allows some great customization, essentially creating custom invocations.
The capstone I’m unsure if I’m happy with, to be honest. A DC boost is nice and all, but it feels rather bland, doesn’t it? I’m open to suggestions, but none in the vein of physical transformations please!
- Woodland Stride (Ex): At 2nd level a fey warlock may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her 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 him.
- Damage Reduction (Su): At 4th level a fey warlock gains damage reduction 5/Cold Iron.
- Eyebite (Su): At 6th level a fey warlock may decide that his next normal melee attack or eldritch blast to be an eyebite attack. Creatures hit by the eyebite attack treat the fey warlock as invisible for 1 round. Once you have used this ability, you cannot do so again for 5 rounds. This is a glamer effect.
- Spell Resistance (Su): At 8th level a fey warlock gains spell resistance 10 + his class level.
- Wild Growth (Sp): At 10th level a fey warlock can emit an aura that causes the plant life around him to grow wild and dangerous. He may activate or suppress this aura as a full-round action. Normal terrain within 100 ft. of the fey warlock becomes overgrown and considered difficult terrain with 1 round of exposure to the aura. Difficult terrain with 1 round of exposure to the aura grows high and dense forming a thicket or jungle that creatures must hack or force a way through; speed drops to 5 feet, or 10 feet for Large or larger creatures.
Terrain that has been exposed to 2 rounds of the aura become thick with thorns and bramble. Each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the overgrown area. Any creature that takes damage from this effect must also succeed on a Reflex save (DC 15 + Cha mod) to avoid injuries to its feet and legs. A failed save causes the creature’s speed to be reduced to half normal for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the effect’s save DC.
This ability has no effect in barren areas devoid of any plant life. You may apply your woodland stride to areas affected by your wild growth.
- Reflective Glamer (Su):At 12th level a fey warlock begins to naturally emit a powerful glamer that helps disguise his fey nature. Any intelligent creature viewing you perceives you as the same species as itself, provided that it’s size category is no more than one step different from your own. This glamer changes perceptions of clothing and race, covering the visual, audible, olfactory, and tactile spectrum. True seeing pierces this glamer, but normal interaction does not offer a will save to recognize the illusion (though acting unusually enough may). A fey warlock may suppress or resume this ability as a free action. This is a glamer effect.
- Improved Damage Reduction: At 14th level a fey warlock's damage reduction improves to 10/Cold Iron.
- Improved Eyebite: At 16th level a fey warlock’s eyebite attack grows more powerful. Creatures hit by the improved eyebite attack treat the fey warlock as if affected by greater invisibility for 2 rounds. This is a glamer effect.
- Improved Spell Resistance: At 18th level a fey warlock's spell resistance improves to 15 + his class level.
- At 20th level a fey warlock's type changes to Fey and you gain a +4 inherent bonus to your Charisma. Creatures that can normally see through illusions (like with true seeing) no longer automatically see through a fey warlock’s illusions. They do gain a +4 bonus to saves to see through his illusions, and may automatically make a Will save to disbelieve upon first sight of an illusion (if they fail to disbelieve they do not get additional free saves at each fresh viewing).
Originally Posted by Design Notes
Fey are an extremely diverse group of creatures, but there are common threads (both in D&D and throughout mythology). A weakness to iron is one of the most common, and DR fills this perfectly. It’s high enough to be relevant, but never enough to just shut down entire concepts. The other most common thing you’ll see is a connection to the wild and nature. Being unhindered by it, and being able to help it flourish into a dense tangle of life are both generic enough to feel fey-ish while not pigeon-holing them.
Fey are all innately magical beings, and have a resistance to magics used against them. The spell resistance was originally 5/10 + class level, but, especially with the 5, it feels like a very weak defense.
Fey are well known for their skill with illusions and trickery. And true seeing makes a mockery of that, which I’ve always hated (same with mind blank). Fey warlocks are great at infiltration and espionage, thanks to reflective glamer allowing them to blend in nearly anywhere. I’ve always disliked how universal an answer true seeing, and now it will remain relevant, but not just automatically stop you short.
Finally, unlike the outsider-based lineages, fey warlocks actually become Fey once they hit 20th level. It makes a lot more sense for creatures to become another mortal creature type as opposed to becoming an outsider, which is a very different beast.
Prerequisite: Evil and/or lawful alignment
- Infernal Senses (Su): At 2nd level an infernal warlock gains the senses of his fore-bearers. He gains the see in darkness ability and telepathy out to 5 ft./class level.
- Damage Reduction (Su): At 4th level an infernal warlock gains damage reduction 5/Silver.
- Silver Tongue (Su): At 6th level an infernal warlock’s words carry supernatural weight. When he is speaking to something one-on-one he is considered to be using suggestion. Any suggestion the infernal warlock makes only lasts for 1 minute per class level. If a creature successfully saves against this effect it is immune to the warlock’s silver tongue for 24 hours. The warlock may suppress or resume this ability as a free action. This is a mind-affecting effect.
- Infernal Resistance (Su): At 8th level an infernal warlock gains resistance 10 against fire and is immune to poison.
- Iron Tongue (Su): At 10th level an infernal warlock can force an enemy within his telepathy range to obey a command as a swift action. The creature must succeed on a Will save or it obeys the command to the best of its ability at its earliest opportunity. If the creature succeeds on it’s Will save it takes 2d6 damage. Other than these differences, this ability works as the command spell. Once you have used this ability, you cannot do so again for 5 rounds. This is a mind-affecting effect.
- Improved Damage Reduction: At 12th level an infernal warlock's damage reduction improves to 10/Silver.
- Improved Silver Tongue:At 14th level an infernal warlock’s influence over others has grown. Whenever he speaks he is considered to be using mass suggestion. This is a mind-affecting effect.
- Improved Infernal Resistance: At 16th level an infernal warlock's energy resistance improves to resistance 20 against fire and he gains resistance 10 to acid and cold.
- Improved Iron Tongue: At 18th level an infernal warlock’s iron tongue ability grows more powerful. Unless the creature succeeds on a Will save it is now controlled as if you had cast dominate monster for 1 round. If the creature succeeds on it’s Will save it now takes 5d6 damage. This is a mind-affecting effect.
- At 20th level an infernal warlock unlocks the final power of his blood. He becomes immune to fire and his attacks are considered both evil and lawful aligned for the purpose of overcoming damage reduction. In addition, the subtle influence and control of an infernal warlock is nearly impossible to resist. Creatures immune to mind-affecting are not immune to mind-affecting abilities from the infernal warlock, though they do gain a +4 bonus to their saves against such effects.
Originally Posted by Design Notes
Devils are tricksters and manipulators. Where Demons seek to destroy, Devils seek to corrupt and conquer. They are calculating and logical; if a fight turns bad, they’ll run away. Infernal warlocks will have that corruption and commanding presence. The various defenses are fairly standard and nothing that should require much explanation.
I was wondering how to really show the corrupting nature of devils, and suggestion felt perfect. They aren’t your friend, like with Charm, but they sure seem to have some good ideas sometimes, don’t they? Silver tongue grants an enormous potential for corruption. They can pretty much convince whoever they want of whatever they want, at least for a short time. Iron tongue extrapolate that corruption into straight-up control, making other’s do the dirty work for them (or simply providing a distraction so the warlock can run to fight another day).
Since they have such a high focus on mind-affecting abilities, like Fey do with illusions, I wanted to give them a way around the game’s frustrating blanket immunity spells, and since ways around them are pretty much unheard of, they make for solid capstones.
- Titan’s Legacy (Ex): At 2nd level a titan warlock’s connection to the mighty warriors he claims as kin begins to develop, granting instinctual knowledge of martial and magical ability. He becomes proficient with 1 martial weapon and medium armor. His invocations are no longer affected by arcane spell failure if he is wearing medium armor. He may add his Intelligence modifier to the DC of his invocations.
- Memories of the Forge (Ex): At 4th level old traditions and memories of the titans begin to surface in the mind of a titan warlock, blending creation and destruction. He gains a +2 bonus to Craft and Spellcraft checks. Whenever he successfully makes an attack with a weapon he forged, the attack deals extra magical damage equal to the giant warlock’s Intelligence modifier.
- Entwined Assault (Su): At 6th level a titan warlock can blend his eldritch powers and martial combat seamlessly. They may use their eldritch blast as a swift action that does not provoke an attack of opportunity after successfully making a melee attack.
- Titan’s Resistance (Ex): At 8th level a titan warlock gains DR 5/adamantine and is always considered to be under a endure elements effect.
- Powerful Build (Ex): At 10th level the titan warlock’s physical stature let them function in many ways as if they were one size category larger.
Whenever a titan warlock is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), they are treated as one size larger if doing so is advantageous to them.
A tiatn warlock is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect them. They can use weapons designed for a creature one size larger without penalty. However, their space and reach remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
- Imbue Item (Su): A titan warlock of 12th level and 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 still have 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 titan warlock 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.
- Improved Memories of the Forge: At 14th level a titan warlock gains the Craft Magic Arms and Armor feat. If he already has Craft Magic Arms and Armor he gains another crafting feat for which he meets the prerequisites. Any item he crafts requires 25% less time, gold, and experience to create.
- Improved Titan’s Resistance: At 16th level a titan warlock’s DR increases to 10/adamantine and they gain resistance 5 to acid, cold, electricity, and fire.
- Improved Entwined Assault: At 18th level a titan warlock may use any of their invocations as a swift action that does not provoke an attack of opportunity after successfully making a melee attack.
- At 20th level a titan warlock’s type changes to giant and his size increases by one size category (apply appropriate size changes). Additionally, his warlock caster level and the caster level of any magical item he uses is considered to be an additional 2 higher (this stacks with Eldritch Soul).
Originally Posted by Design Notes
This is a giant based lineage, but these are not the giants that stomp around throwing rocks because they aren’t bright enough to do much else. The titan that spawned these warlocks are much like the ancient Titans of Xen’drik - cunning warriors, powerful magi, and gifted craftsmen. These are creatures to rival dragons, even gods at times.
Obviously one of the the biggest features of a giant is the fact that they are, well, giant. So taking this heritage ensure that you’ll end up much larger than your peers. Making that size increase a boon rather than an annoying penalty to your ranged attacks is part of why giant warlocks have a large focus on melee combat. They get superior armament, and can eventually forge their own. In fact, they now have exclusive access to Imbue Item, allowing them to excel at the creation of magical items and reinforce their ancestors as mighty creators.
Titanic warlocks won’t be needing Charisma, as Intelligence is more heavily focused upon, giving them a further unique feel as tactical warriors rather than brutes. Building a deep connection with items you make personally fits into this as well. But they are certainly not all muscle, which is why they can launch arcane attacks in close quarters in the midst of attacking.
Finally, Imbue Item has been moved from a general warlock ability to a Titan-exclusive one. Titans are the craftsmen of warlocks, and they alone develop the skill to forge nearly anything. From a mechanical standpoint, titan warlocks are the most heavily gear-dependant option, the ones most likely to wade into combat or at the very least wield weaponry, so it follows that they’re the ones that can create these items.
- Deathly Caress (Su): At 2nd level an undead warlock may decide that his next normal melee attack or eldritch blast to be a deathly caress attack. One living creature of your choice hit by the deathly caress attack is fatigued for 3 rounds. Once you have used this ability, you cannot do so again for 5 rounds.
- Strength of Unlife (Su): At 4th level an undead warlock’s body starts to develop immunities to things that affect the living. They gain a +4 bonus to saving throws vs negative energy effects and become immune to diseases and poisons.
- Life Sight (Ex): At 6th level an undead warlock is able to view the inner light of life and positive energy in other beings. To his eyes, living creatures glow with a brilliant light, providing bright illumination in a 10-foot radius per hit die, revealing itself and all features and objects in range to his life-adapted sight. This life-light behaves like regular light - you can’t see into solid objects, or through solid walls. Creatures near death (1 or less hit points) provide shadowy illumination instead. Finally, the life-light of invisible creatures is just as invisible as the creature that emanates it (So if you can see invisible creatures you can see their life-light. This doesn’t apply to creature you can’t see because they’re hiding or LoS is blocked).
- Improved Strength of Unlife: At 8th level an undead warlock is more suffused with the energy that animates undead creatures, invigorating his body. He is now healed by negative energy like an undead creature, and he is immune to sleep and paralysis effects.
- Improved Deathly Caress: At 10th level an undead warlock’s deathly caress becomes more potent. The creature hit by the deathly caress attack is exhausted for 2 round and fatigued for 3 rounds. You now only have to wait 4 rounds to use deathly caress again.
- Improved Strength of Unlife: At 12th level an undead warlock’s connection with negative energy deepens, allowing him to ignore weaknesses of the living. He is now immune to nonlethal damage, fatigue, exhaustion, and death effects.
- Life Drain (Su): At 14th level an undead warlock can absorb the life force of nearby creatures to bolsters his own strength. As a standard action any number of living creatures who’s life-light is touching the undead warlock must succeed on a Will save or gain 1 negative level. The undead warlock gains 5 temporary hit points for each negative level bestowed. The DC to remove the negative level is the same as the Will save DC.
- Improved Strength of Unlife: At 16th level an undead warlock’s life is an unnatural balance of positive and negative energy. He is now immune to ability and energy drain, death from massive damage, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
- Improved Deathly Caress: At 18th level an undead warlock’s deathly caress nearly steals the life from it’s victim. The creature hit by the deathly caress attack is paralyzed for 1 round unless it succeeds a Fortitude save, exhausted for 2 round, and fatigued for 3 rounds (it is exhausted and fatigued regardless of the Fortitude save). You now only have to wait 3 rounds to use deathly caress again.
- At 20th level an undead warlock has become strange amalgamation of life and death. While he is still alive, he no longer needs to breath, eat, or sleep and he ceases to age. If he is reduced to -10 hit points, he doesn’t die, but instead he slowly regenerates, regaining 1 hit point a minute until he is at 1 hit point. If dismembered the undead warlock does not regenerate until the vital parts are assembled (missing, non-vital limbs will only reattach before he reaches 1 hit point). He cannot regenerate if the body is fully destroyed (such from disintegrate).
Originally Posted by Design Notes
Undead warlocks should be one of the rarer types of warlocks, since undead can only procreate in very unusual circumstances (I think there’s at least one race/template for this, but I couldn’t track it down). Undead are obviously extremely varied, with most of their commonalities being found in the creature type. Everything is based on the fact that these guys, despite being alive, are also partly dead.
Aside from being, well, not alive, undead host a crazy number of immunities. Instead of gaining various defenses as you grow in level, an undead warlock slowly becomes more undead, gaining immunity after immunity. Heck, at 8th level his strange combination of living and dead means that he is healed by both positive and negative energy!
The touch of the grave is often a disturbing and traumatic thing, draining the will to fight out of those affected, which is where Deathy Carress comes in. It saps the strength of life from it’s victim, becoming more potent, to the point where you can use it nearly continuously.
Life Sight is adapted from the Libris Mortis feat Life Sense, giving information of the strength of creatures, rather than their size. It’s a unique and interesting new sense that creative players will love. And expanding on it, Life Drain allows you to suck that light right out of creatures if you’re close enough to them to be in their light. Energy drain is a powerful ability that is very much an undead staple, one of their most feared abilities.
Finally, you’ve got the 20th level ability. I wanted to give the sense that you’ve somehow become a combination of living and dead, surpassing either. So you no longer suffer the various ailments of the living, enduring just as long as other undead. Longer, since your living vitality will keep your body going unless it’s thoroughly destroyed.
- If you use it, please let me know how it goes!
Current Projects - Warlock rewrite
1st place in GITP Monster Competition LV
Last edited by MammonAzrael : 03-09-2012 at 02:27 PM.