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    Default (3.P/3.5) Warlock Baptism Feats

    I saw some Baptism feats in another post and really liked them so a made a couple more. They are also intended for the Warlock variant in the OP.

    Baptism of the Deeper Black
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    Within the light hides a beautiful thing. Not the absence of light, but the substance of darkness. The darkness can be held and wielded just as a thing of stone can. You not only know this, but apply it without question, controlling the darkness with ease.
    Benefit: Below are listed four Invocations. As long as you know one of them, and each one that precedes it, you may activate the associated ability as a standard action unless otherwise noted (not including permanent enhancements to the capabilities of the invocation itself, which require no action).

    Darkness: You may cause a target within your darkness that you can see to become fully blind while within the area of your darkness invocation.

    Hungry Darkness: The hungry darkness invocation can feed you as well as itself. With a process that takes 10 minutes, you can change your body to gain sustenance from the feeding of your hungry darkness. As long as you use it at least once in a 24 hour period and it deals damage, you do not need food or water for the next 24 hours.

    Enervating Shadows: You enervating shadows invocation not only drains strength from the target, but also gives it to you. Whenever a target suffers a reduction of Strength from your enervating shadows invocation, you may gain double the value reduced as an enhancement bonus until the invocation ends.

    Path of Shadow: When you seek to walk the path of shadow, you may keep one eye partially there upon leaving. You have a penalty to all sight based checks and your Dexterity score equal to one half your warlock class levels. However, with one eye on the shadow plane, you can strike the shadow of a target with your eldritch blast dealing damage to their Charisma equal to half (rounded down) of the number of eldritch blast dice you have, Will save for half. As another standard action, you may bring you eye back to the material plane, or send the rest of your body to meet with the eye, ending the effect.

    Baptism of the Glorious Tongue
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    Never has there been a greater truth than the lie you make real. In the mind of a man who has been lied to, he knows beyond a shadow of a doubt he knows a great truth. Until his reality is shattered the lie will ever be his only existence.
    Benefit: Below are listed four Invocations. As long as you know one of them, and each one that precedes it, you may activate the associated ability as a standard action unless otherwise noted (not including permanent enhancements to the capabilities of the invocation itself, which require no action).

    Beguiling Influence: The manipulation of the truth to be told in a specific way to bring about your desired effects is something of an art for you. You can always remember a specific person you lied to, convinced, or made cower at your feet with ease and doing so again is easier. As you attempt to use the same skill (as granted from the beguiling influence invocation) on a target you have successfully used it on before, you gain a +2 circumstance bonus. This requires no action on your part.

    Daemon’s Whisper: You can open a line of communication with the mind of another, or you can rip out bits of information that lay at the forefront of their thoughts. After your baptism, you can also dig deeper. When a target has failed their Will save versus the detect thoughts portion of this invocation, you can also follow mental pathways to view a thought that may not be presently on their mind, but is deeply important to them and on their mind quite often. This could be a crime committed in secrecy, a relative that the public believes is dead but the subject knows is not, or maybe a secret tunnel that leads to his assassin clan’s hideout. Whatever the information, the target immediately brings this to his surface thoughts.

    Veil of Insignificance: Fitting in and blending in are separate with little in common. You have mastered blending in to the point that it becomes fitting in. Instead of simply passing you by, at your option (when you cast this invocation) you can be viewed as a friend, though the individual may not be able to place from when in time they befriended you. This function as the charm invocation, but only emulates the charm person spell instead of the charm monster spell.

    Ethereal Abduction: You can lie to reality. With ease. When using this invocation, on the round you reach your destination, you may lie to reality and fool it into believing you never teleported at all. As an immediate action you may instantly teleport back to your starting location, but this deals 6 points of Charisma damage to you as reality notices it has been lied to.
    Last edited by Deviston; 2012-09-11 at 01:37 PM.