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    Default [3.5] The Ebon Initiate, warrior-necrolock [Base Class]

    The Ebon Initiate


    Andreas ir’Kennon, an Ebon Initiate

    “I am not the master of death; I am but a humble servant to its mysteries. However, do not cross me. You would not like to know firsthand what I have learned.”
    -Andraes ir’Kennon, moments before the massacre of Miller’s Reach.

    Those that follow the path of the ebon initiate are dark soul men and women who have come to embrace death through a terrible pact with the forces of Death. Through this pact, they come to wield powerful necromantic invocations and gain traits becoming of those who traffic with the dead. Wherever death is commonplace, an ebon initiate may often be found there studying the occurrence of being directly behind it.

    Adventures: Ebon initiates adventure to increase their understanding of death and use the violence inherent in this lifestyle to experiment with it. Adventuring also keeps an ebon initiate on the move, reducing the chance of his rather unorthodox and unsavory practices from calling a witch hunt upon him.

    Characteristics: For the men and women who are drawn to this shadowy road, a curious sense of detachment from the members of their community and race is often present, often times tinged with abuses or loss. Some feel perverse drives towards necrophilia, while others drawn by the power and allure of death as a way to try to escape their own.

    Alignment: Ebon initiates tend to be drawn towards more lawful and disciplined alignments due to cold detachment many feel both before and after their pact is made, but this is not a hard or fast requirement. They also tend more towards neutrality, but due to the very nature of their bargain and their power, ebon initiates may not be a good alignment.

    Religion: For the pious ebon initiate, some follow gods of death and undeath, some follow gods of darkness and night. Others still worship their pact maker, but many walk without a divine compass in their lives.

    Background: Ebon initiates arise most in any society where there is either a great deal of emphasis on death in the culture, where deities devoted to death reign strongly, or a well educated and decadent society (coming from either the very rich or the very poor). Many are educated and knowledgeable people who often practice trade in the fields of either medicine or mortuary services. All share one common thread, and that is the touch of death somewhere vital in their lives.

    Races: Humankind is most likely to take up the roll of the ebon initiate, with half-elves and half-orcs being close behind, due to their natures as perpetual outsiders and a likelihood of tragedy in their lives. Elves, haflings, and gnomes are very unlikely to take up this path, but dwarves sometimes take up this path. Of the more monstrous races, gnolls and goblinkind take up this path.

    Other Classes: Ebon initiates get on well with necromancers of any variety first and foremost, and fighters appreciate how tough they are in a fight. Barbarians and rogues get on well with them as well, and bards find them melancholic. Paladins and clerics of goodly gods find themselves chafing in their presence to almost hostility towards them, and rangers and druids find the unnatural aura and works of the ebon initiate to be unsettling and disturbing. Warlocks have a strained relationship with ebon initiates, due to their similar styles and roles yet drastically different powers.

    Role: Ebon initiates fulfill the role of a melee fighter well, due to their netherchannel abilities and invocations, but they cannot stand as long as the more martial classes. They are also well suited to the roll of scout in a pinch, and often find themselves in the role of knowledge seeker. Their invocations provide many additional uses for party support, but will not find themselves as useful in those roles as a full caster. Their unlimited spell power with their invocations, however, does provide them with longevity that full casters don’t enjoy.

    GAME RULE INFORMATION:
    Abilities: Charisma is important for the ebon initiate due to its reliance with some class features, while Intelligence is important due to its factoring into invocation saving throw DCs. Strength and Constitution provide additional survivability in combat during earlier levels, but Constitution’s benefits eventually begin to wain.
    Starting Age: As cleric.
    Starting Gold: As cleric.

    Hit Die: d8
    Skills: Ebon Initiates have access to the following skills: Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the Planes) (Int), Knowledge (religion) (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
    Skill Points at 1st Level: (2 + Intelligence modifier) x4
    Skill Points at Each Additional Level: 2 + Intelligence modifier.

    Pathfinder Skills
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    Skills: Ebon Initiates have access to the following skills: Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the Planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
    Skill Points at Each Additional Level: 2 + Intelligence modifier.


    Ebon Initiate
    Level BAB Fort Ref Will Special Invocations
    1st
    +0
    +0
    +0
    +2
    Aura of the dead, detect undead, netherchannel +1d6 2
    2nd
    +1
    +0
    +0
    +3
    Rebuke undead, dark grace 3
    3rd
    +2
    +1
    +1
    +3
    Black banner, netherchannel +2d6 4
    4th
    +3
    +1
    +1
    +4
    Aspect of death, armored invoker (medium) 5
    5th
    +3
    +1
    +1
    +4
    Netherchannel +3d6 6
    6th
    +4
    +2
    +2
    +5
    Invocations (least or lesser) 7
    7th
    +5
    +2
    +2
    +5
    Netherchannel +4d6 8
    8th
    +6
    +2
    +2
    +6
    Imbue item, shroud of death (AC) 9
    9th
    +6
    +3
    +3
    +6
    Aspect of death, netherchannel +5d6 10
    10th
    +7
    +3
    +3
    +7
    Deathspeak 11
    11th
    +8
    +3
    +3
    +7
    Netherchannel +6d6, invocations (least, lesser, or greater) 12
    12th
    +9
    +4
    +4
    +8
    Improved aura of the dead 13
    13th
    +9
    +4
    +4
    +8
    Shroud of death (revenant), netherchannel +7d6 14
    14th
    +10
    +4
    +4
    +9
    Aspect of death 15
    15th
    +11
    +5
    +5
    +9
    Netherchannel +8d6 16
    16th
    +12
    +5
    +5
    +10
    Invocations (least, lesser, greater, or dark) 17
    17th
    +12
    +5
    +5
    +10
    Netherchannel +9d6 18
    18th
    +13
    +6
    +6
    +11
    Shroud of death (fortification) 19
    19th
    +14
    +6
    +6
    +11
    Aspect of death, netherchannel +10d6 20
    20th
    +15
    +6
    +6
    +12
    Death's hand, killing power 22

    Class Features:
    All of the following are class features of the ebon initiate.

    Weapon and Armor proficiencies: Ebon initiates are proficient in the use of all simple weapons, all martial melee weapons, as well as the use of light and medium armor. They are not proficient in shields.

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

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

    An ebon initiate's invocations are spell-like abilities; using an invocation therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. An ebon initiate is entitled to a Concentration check to successfully use an invocation if he is by an attack while invoking, just as a spellcaster would be. An ebon initiate can choose to use an invocation defensively by making a successful Concentration check, to avoid provoking attacks of opportunity. An ebon initiate's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. An ebon initiate's caster level with his invocation is equal to his ebon initiate level.

    The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the ebon initiate's Intelligence modifier. Since spell-like abilities are not actually spells, an ebon initiate cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Abilities and Empower Spell-Like Ability.

    The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. An ebon initiate begins with knowledge of two invocations, which must be of the lowest grade (least). As an ebon initiate gains levels, he learns new invocations, as summarized on the class progression table and described below. A list of available invocations can be found following the class description, and a complete description of each invocation can be found at the end of this document.

    Every four levels when an ebon initiate learns a new invocation, he can also replace an invocation he already knows with another invocation of the same grade or of a lower grade. At 6th level, an ebon initiate 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, an ebon initiate can replace a least or lesser invocation he knows with another invocation of the same ore a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, an ebon initiate can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learn a new invocation, which could be least, lesser, greater, or dark). At 20th level, he can trade out any one invocation he has for any other invocation of any grade.

    Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiencies above. Ebon initiates can qualify for some prestige classes usually intended for spellcasters, provided that the prestige class in question requires a caster level requirement, as opposed to a specific level of spells capable of being cast by the character.

    Aura of the Dead (Su): The ebon initiate radiates an aura of death and decay that puts the living ill at ease. He suffers a -2 penalty to Diplomacy and Handle Animal checks when dealing with those unaccustomed to death. However, against the living he gains a +2 circumstance bonus to Intimidate checks. Consequently this aura of the dead shines pleasantly in the eyes and minds of the undead, gaining a +4 profane bonus to Diplomacy checks towards undead creatures. Unintelligent undead will ignore ebon initiate unless provoked, and intelligent undead have their disposition improved by one step towards the character. At 12th level, this aura improves, granting him a +4 circumstance bonus to Intimidate and a -4 penalty to Diplomacy and Handle Animal, and his Diplomacy bonus to undead creatures improves to a +8 profane bonus

    Detect Undead (Sp): The ebon initiate has within him a strong connection to the negative energy plane, and may cast detect undead as a caster of their class level at will.

    Netherchannel (Su): The ebon initiate’s connection with the powers of death manifests in his ability to channel negative energy through his death pact. The ebon initiate may summon this necrotic energy to his hands at a moment’s notice, allowing him to channel his necrotic power through a touch or through a specially anointed weapon (a short ritual taking 10 minutes and costing 50gp for materials). The character must make a touch attack (if unarmed) or a melee attack (if using a weapon) to use this ability and it can be added to any touch or melee attack the character makes as part of that action, including all attacks on a full attack action. Netherchannel may nto be combined with any other special ability (such as martial maneuvers) unless specifically mentioned (such as nether shape and nether essence invocations). Netherchannel inflicts 1d6 points of negative energy damage at 1st level, and it increases by 1d6 points of damage every odd level (to a maximum of +10d6 at 19th level). When used as a touch attack or as a ranged touch attack (through use of certain nethershape invocations), netherchannel scores a critical threat on a natural 20 and inflicts x2 damage on a confirmed critical. When channelled through a weapon, weapon damage is multiplied as normal, but netherchannel damage is never multiplied. This is a supernatural ability and is not subject to spell resistance. Creatures immune to negative energy damage are unaffected by this ability. This ability may be used to heal those beings to which negative energy is a boon (such as those with the Tomb-Tainted Soul feat), and if it used in this way, the ebon initiate lays his healing hands upon that creature as a standard action instead of as part of an attack action; normal netherchanneling is too potent and ravaging to do anything but harm. When used for healing creatures, the ebon initiate may not apply any nether essence or shape invocations.

    Rebuke Undead (Su): The ebon initiate gains the ability to command and rebuke undead as a cleric equal to his class level.
    Pathfinder: Channel Negative Energy
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    The ebon initiate gains the ability to channel negative energy as an evil cleric equal to his class level.


    Dark Grace (Su): The grace of death's blessing hangs upon the form the ebon initiate, granting the force of his personality to the protection of his being. The ebon initiate may add his Charisma modifier to all saving throws as a profane bonus.

    Black Banner (Su): The potency of the ebon initiate’s necromantic power is such that when he commands undead, he may command up to twice his hit dice in undead, and when using spells or invocations that duplicate the functions of animate dead allow you to control six hit die worth of creatures per caster level instead of the usual four.

    Aspect of Death: At 4th, 9th, 14th, and 19th level, the ebon initiate gains a bonus feat from the following list: Improved Toughness, Undead Leadership, Quicken Turning, Corpsecrafter (Bolster Resistance, Extra Invocation, Deadly Chill, Destructive Retribution, Hardened Flesh, Nimble Bones), Tomb-Tained Soul (Tomb-Born Fortitude, Tomb-Born Resilience, Tomb-Born Vitality), Necromantic Might (Necromantic Presence), and Profane Lifeleech. The ebon initiate must meet the requirements of the feat.
    Pathfinder Aspects of Death
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    Improved Toughness, Channel Smite, Command Undead, Extra Channel, Improved Channel, Selective Channel, Turn Undead, Necromantic Affinity, Spell Focus (Necromancy), Undead Master, Life Lure.


    Armored Invoker (Ex): Through training with their invocations and the rigors of battle, the ebon initiate gains the ability to utilize his invocations while wearing medium armor without suffering arcane spell failure.

    Shroud of Death (Su): The pall of death that infuses and invigorates the ebon disciple hangs heavily about his crumbling frame. At 8th level, this shroud grounds itself in his flesh and bones, granting him a profane bonus equal to his Charisma modifier to his armor class. At 13th level, his body continues to deepen its connection with death, and as its life force fails the ebon initiate takes on some of the traits of the undead, a revenant. He may now use his Charisma modifier in place of his Constitution modifier to determine his hit points and Concentration check modifier. At 18th level, the spectre of death that the ebon initiate gains the resilience of the dead, having a 50% chance to negate critical hits and sneak attacks.

    Imbue Item (Su): An ebon initiate of 8th level or higher can use his necromantic 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 Spellcraft check (DC 20 + spell level for arcane spells or 30 + spell level for divine spells) in place of a required spell he doesn’t know or can’t cast. If the check succeeds, the ebon initiate can create the item as if he had cast the required spell. If it fails, 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 Spellcraft check for that spell for one week.

    Deathspeak (Su): At 10th level, the ebon initiate learns to speak to the body that the spirit leaves behind, gaining the ability to question the dead about their memories and knowledge. The ebon initiate may use the spell speak with dead at will as a supernatural ability upon any corpse, but may only ever question a single corpse once. Further attempts by the ebon initiate will fail.

    Death’s Hand (Su): At 20th level, the ebon initiate becomes fully initiated into the mysteries of death. His knowledge is such that he gains a measure of power due to his connection to the negative energies of death and his knowledge seeking altering his basic make up. This grants the Ebon Initiate a +2 to Strength, Wisdom, and Charisma, a +2 to natural armor, and resistance to cold 5. This infusion of death-essence does bear the side effect of rendering the ebon initiate vulnerable to turn undead attempts, though he can never be destroyed by a turning attempt (unless he is undead by some other means, then he gains a +2 turn resistance instead).

    Killing Power (Su): The power of death flows through the ebon initiate, and with it brings the knowledge of ultimate fatality. When using his nether channel ability, whenever the die roll comes up 6, the character may reroll the die and add that result to the total. He may continue doing this until no more sixes are rolled.

    PLAYING AN EBON INITIATE
    Death is inevitability; one would do well to secure one's future accordingly.

    You are a very focused individual, whether lawful or chaotic, your focus is on death and the power it possesses. You may use your knowledge of death to help people, working as a physician. You may use your knowledge for evil, killing in the dark and raising an army of the walking dead. You may use your dark power to liberate nations, enslave them, or simply use them for the acquisition of more knowledge.

    Your path as an ebon initiate is your own. Some members of the class frequently gather to form covens, also known to them as Wraith Circles. These circles get together to talk, share knowledge, and participate in necromantic rituals. Others gather to train for more martial pursuits; they gather to build strength and learn how best to apply their talents. You may find that a different path suits you better; many ebon initiates live perfectly ordinary lives when they're not adventuring, albeit a normal life that is bit eccentric.

    Your invocations help determine what sort of ebon initiate you wish to play, as they ultimately determine your focus. Some focus on ways to improve their control and command over undead, amassing a strong, personal army to conquer or adventure with. Others focus on learning how to best utilize their netherchanneling and their death's fury to become powerful combatants. Others learn to control the battlefield with their invocations so that allies may prosper. These choices will determine your general effectiveness in the role you choose to pursue in a group.
    Combat: Common combat modes for the ebon initiate often involve copious and gratuitous use of your netherchannel ability or necrotic blast ability combined with nether essence and nether shape invocations, or channeling the use of this ability through melee attacks. Many invocations aren't well suited for direct combat effectiveness; it is up to you to determine the exact use of these abilities in a heated battle. Ranged combat is a standard method for the ebon initiate of a less martial bend; they can excel at it through the right choices of invocation and feat selection.
    Advancement: The ebon initiate benefits most from staying single classed, or by making small dips into classes that accent its native abilities, most especially from classes that will improve upon casting advancement. Additionally, prestige classes specially designed to work in tandem with the ebon initiate, such as the Knights of the Ebon Blade and the Ashwrought take the abilities of the ebon initiate and build in a more specialized direction.
    Resources: Depending on your choices in background, the ebon initiate may have a wraith circle to draw upon or he may have the resources of an entire order of initiates. Alternately, he may have the resources of a normal mundane person, or a single teacher.

    EBON INITIATES IN THE WORLD
    “It was terrible, milord, the men in the village tried to grab ‘em at the Father’s request, and as they touched him… their… hands just rotted off! Then he laughed and soon the rest of ‘em rotted off too…”
    -a terrified peasant recounting the massacre of Miller’s Reach

    Ebon initiates are often perceived as being fel creatures, bound to the wills of death gods and their passing brings nothing but death and misery. That’s only half true. Though they are bound to death, their wills are their own, and while death may travel with them, what they do with it is what may cause misery. Ebon initiates only motives are the mastery of death through whatever means they discover on their own.
    Daily Life: The routine of an ebon initiate varies, but most begin their day with meditation upon the very nature of death and their purpose in it. Morbid practices of wrapping one’s self in funerary linens or in clothes of the dead, bathing in embalming fluids, or even copulation with the dead can find their way into the routines of an ebon initiate. The rest of their non-adventuring time is spent in study and practice of their techniques, both martial and mystical. Some spend their time in devotion; others study histories and treatises on long dead civilizations to discover the true purpose of death and their potential role in existence.
    Notables: The ebon initiate known as Andraes ir’Kennon is widely regarded by all as a menace and serves to only reinforce the stereotype of ebon initiates as being evil, life-hating necromancers. His massacre of the people of Miller’s Reach echo to this day as a grim reminder that death has servants and that they are not to be trifled with. His deep knowledge and will to animate the dead have always kept him well protected against assassination attempts, and his mastery of the blade has served him in more direct confrontations with those who survived his invocations. Another noteworthy initiate is Darius the Grey Witness, an ebon initiate who witnessed the deaths of hundreds in a plagued city of Anthenos, helping ease the suffering of the dying and treating those who were ill. Darius’ mercy in the face of death is particularly noteworthy due to the fact that he himself died from the plague and returned from the dead to continue aiding the sick as one of the living dead.
    Organizations: One organization of ebon initiates of particular note is the Order of the Ashen Blade, a group of martial ebon initiates who have mixed their knowledge of death with the arts of the Sublime Way. The goal of this order of knights beyond the protection of their sanctuary is revenge against the cruel and powerful death knight that founded them and used them as soulless weapons against their nation. Once they were champions of their now fallen nation, and now as servants of death and darkness, the Knights of the Ashen Blade ride out to meet the forces of darkness and use its tools against them. Another group of ebon initiates are a cabal called the Frostwrought, ebon initiates who have transitioned from life into undeath to better understand its mysteries. The Frostwrought learn new ways to progress their icy powers and gain great might from this transition, but their very presence brings the essence of chill and decay where they tread. They are said to be keepers of ancient lore and are lead by a powerful lichlord who seeks to progress to demilich status. There is rumor that a group of spiritualist ebon initiate exists in the wilds of the world, practicing their dark arts through a more animistic medium. These Deathspirit Necrolytes learn to conjure forth the spirits of the dead and bind them to their will while marshaling the forces of the undead they create by ravaging the countryside around their eldritch domains. Others tell of a group of binders who have learned these deadly arts to bind an ancient vestige for great ghostly powers, becoming shadowy wraiths bound to ancient armor known as Margraves of the Black Gate, and of ebon initiates who learn mastery of the blood arts and take to vampirism as a method of growing powerful known as the Necromera. There is a mercenary guild of gunfighters who have taken up the mantle of the ebon initiates and they call themselves Death Marshals. Lastly, there is a rare offshoot of this tradition that uses these powers to slay the very forces of death, a group of hunters who follow the traditions of the forgotten Twixil Night Blades.

    ----

    FEATS
    Broken Oath Renewed [General]
    Your paladinhood may be lost, but by making a pact with the forces of death, you regain a dark semblance of your former power.
    Prerequisites: Must have 1 or more levels in ex-paladin, must have the netherchannel class feature.
    Benefit: Your levels in ex-paladin are counted as ebon initiate levels in regard to your caster level for using invocations, your ability to netherchannel, and your shroud of death class features.
    Special: Once this feat has been taken, you may never again return to being a paladin as long as you also possess ebon initiate levels.

    Extra Invocation [General]
    You have studied and learned another deathly art.
    Prerequisites: Ability to use lesser invocations, Spellcraft 8 ranks.
    Benefit: You learn another invocation of any level of you capable of using.
    Special: This feat may be taken multiple times for additional uses.

    Invoke Word of Power [Metamagic]
    Your skill and power allow you to bypass some of your invocational processes and use power words to accomplish your magic.
    Prerequisites: Ability to use lesser invocations, Spellcraft 8 ranks.
    Benefit: You are capable of bypassing the casting times and requirements for your invocations, boiling them down to swift action invocations that only require a vocal and material component. The invocation to be turned into a power word must have a casting time of 1 standard action or faster. This feat gives you the ability to turn any one invocation you can cast into a swift action power word 3/day.
    Special: This feat may be taken multiple times for additional uses.

    Opportunity Channel [General]
    You are capable of summoning necrotic power at a moment’s notice to channel through your touch or weapon.
    Prerequisites: Dex 13, ability to netherchannel.
    Benefit: You may use your melee ability to netherchannel during attacks of opportunity. You may not apply your shape or essence invocations to this.
    Normal: Netherchanneling may only be used on attack actions.


    Epic Ebon Initiate
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    Darius, the Grey Witness, an epic ebon initiate

    "Though my life has ended, my existence endures. I have borne the birth and death of centuries, and fully intend to discover the very secrets of why we live and why we die. If knowledge is power, than a god... am I." - Darius, the Grey Witness

    Imbued with the very essence of the realm of the dead, an epic ebon initiate is a maelstrom of fell energies and dark hunger, his soul teetering on the very edge of oblivion.
    Hit Die: d8
    Skill Points at Each Additional Level: 2 + Intelligence modifier
    Invocations: The epic ebon initiate's caster level is equal to his class level. He does not learn additional new invocations.
    Netherchannel: The epic ebon initiate's netherchannel damage continues to increase by 1d6 additional damage at every odd-level after 20th level.
    Natural Armor: At every fourth level starting at 22nd level, the epic ebon initiate's natural armor bonus from Death's Hand increases by +1.
    Cold Resistance: At every fourth level starting at 23rd level, the epic ebon initiate's cold resistance from Death's Hand improves by 5.
    Bonus Feats: The epic ebon initiate gains a bonus feat every three levels higher than 20th level. This feat may be selected from any from the Aspect of Death line of bonus feats, or feats that apply to spell-like or supernatural abilities.
    Last edited by ErrantX; 2014-04-22 at 09:38 PM.
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    Default Re: [3.5] The Ebon Initiate, warrior-necrolock [Base Class]

    EBON INITIATE INVOCATIONS
    Ebon initiates choose the invocations they learn as they gain levels, much like sorcerers choose which spells to learn. However, an ebon initiate’s arcane repertoire is even more limited than that of a sorcerer, and his invocations are spell-like abilities, not spells.

    In addition to its grade (least, lesser, greater, or dark), every invocation has a spell level equivalent, which is used in the calculation of save DC’s and for other purposes. A least invocation has a level equivalent of a 1st or 2nd level spell; a lesser 3rd or 4th, greater 5th or 6th, and dark are equivalent to up to 9th level. The level equivalent for each invocation is given in its description below. Some invocations are so potent that the ebon initiate must wait before drawing upon that particular magic again, with a cool down period of 1d4 rounds before that invocation can be called upon again.

    An ebon initiate can dismiss any currently ongoing invocation as a free action. A character may only benefit from a single aura invocation at a time.

    Invocations and Netherchannel: Netherchannel is not an invocation, but some invocations provide an ebon initiate with the ability to modify this. Additionally, netherchannel is not a spell-like ability, unlike an invocation, so by using an invocation to augment netherchannel's killing capacity, the invocation changes the ability into a spell-like ability (necessitating spell resistance checks or caster level checks when applicable). By adding nether essence and nether shape invocations to the ebon initiate’s nether-wielding ability, the ability’s level is modified by the total spell levels added to the netherchannel attempt. For example, if Andraes ir’Kennon wanted to combine icy channel with the nether spear invocation, his netherchannel would become an icy nether spear, a 4th level effect, inflicting cold damage at range that dazzles an opponent. An effect can never go above 9th level.

    Nether Essence Invocations – Nether essence invocations are invocations that modify the damage of the ebon initiate's netherchannel ability and offer additional abilities to augment the killing power of their necrotic touch. Nether essence invocations can be added to a use of netherchanneling as a free action, and only one nether essence invocation can be applied per round. Any use of a nether essence invocation affects all uses of netherchannel until the ebon initiate's next turn. Many nether essence invocations have side effects that have saving throws; the DC is based on the nether essence invocation alone. If the character uses a nether essence invocation with a nether shape invocation, he combines the levels of the invocations to determine the DC by adding together the levels of invocations together (to a maximum of 9), adding 10, and then adding the ebon initiate's Intelligence modifier.
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    Focused Channel (2nd) – Netherchanneling attack gains additional force, and adds the ebon initiate’s caster level to damage.
    Frightening Channel (1st) – Netherchanneling attack frightens the opponent with the fear of the grave as the spell cause fear (Will DC 11 + Int mod negates frightening effect).
    Icy Channel (2nd) – Netherchanneling attack damage bears the chill of the grave, inflicting half-cold damage, and dazzles the opponent with shards of ice (Reflex save DC 12 + Int mod negates dazzling)
    Osseous Channel (2nd) – Netherchanneling attack becomes filled with spines and spikes of bone, causing its damage to become half-piercing damage, and causes bleeding wounds inflicting an addition 1d4 points of damage the following 2 rounds.
    Sickening Channel (1st) – Netherchanneling attack sickens opponent with the stench of rot and decay for 1d4 rounds on a failed save (Fort DC 11 + Int mod negates sickened condition).


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    Crushing Channel (3rd) – Netherchanneling attack that inflicts intense, crushing pressure on the heart and mind of the target, dazing the opponent for 1d4 rounds (Fortitude save DC 13 + Int modifier reduces dazed condition to being shaken 1 round).
    Deathfreeze Channel (4th) – Netherchanneling attack damage bears the intense, soul ripping cold of the grave (inflicting straight cold damage instead of negative energy damage) and inflicts 1d6 Dexterity damage to the target (Fortitude save DC 14 + Int modifier halves Dex damage). (3 round cool down)
    Doomwind Channel (4th) – Netherchanneling attack which is accompanied by the screaming howl of Stygian wind, which knocks the character’s opponent back on to the ground. The character makes a bull rush attempt as part of this channel attempt and uses his caster level plus Intelligence mod in lieu of his base attack bonus and Strength. At the end of the bull rush, the victim must make a Reflex save DC 14 + Int modifier to resist being knocked prone.
    Enervating Channel (4th) – Netherchanneling attack which saps the vitality of the target away, fatiguing the opponent (Fort save DC 14 + Int modifier to negate fatigue effect).
    Felfire Channel (3rd) – Netherchanneling attack damage which ignites the very life-force of the foe, causing half of the damage to become fire damage, inflicts additional 2d4 fire damage in subsequent 2 rounds (Fortitude save DC 13 + Int mod negates burning).


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    Desiccating Channel (5th) – Netherchanneling attack rots and boils the flesh of the target away, causing the attack to inflict half of its damage as acid, and also potentially blinds the target for 1d4 rounds (Reflex save DC 15 + Int modifier to negate blindness).
    Ghastly Channel (6th) – Netherchanneling attack brings with it the horrible stench of the rotting dead and unliving tissues, nauseating the opponent for 1d4 rounds (Fortitude save DC 16 + Int modifier negates nauseous condition).
    Maddening Channel (6th) – Netherchanneling attack degrades the mind, damaging portions of the mind and confusing the character’s opponent for 1d4 rounds (Will save DC 16 + Int modifier negates confusion).
    Netherlightning Channel (6th) – Netherchanneling attack of negatively charged lightning from the storms of the underworld which causes the damage to become half-electrical, with a chance to stun opponent for 1d4 rounds (Fort save DC 16th + Int mod negates stunning).


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    Calcifying Channel (7th) – Netherchanneling attack is filled with calcifying necrotic power, which calcifies the opponent’s form into solid bone, petrifying him (Fortitude save DC 17 + Int negates petrification).
    Ghoulish Channel (7th) – Netherchanneling attack bares with it the sting of a ghoul’s claws, causing paralysis in the victim of this attack for 1d2 rounds (Fortitude save DC 17 + Int modifier negates paralysis, elves are immune to this essence’s effect).
    Hoarfrost Channel (8th) – Netherchanneling attack is filled with the cold dark of oblivion’s edge, inflicting half negative energy damage and half irresistible cold damage. Due to deep tissue damage from the attack, this essence inflicts an additional 1d6 Dexterity damage and 1d6 Strength damage (Fortitude save DC 18 + Int modifier halves ability damage) (3 round cool down)
    Void Channel (9th) – Netherchanneling attack eats away the very life force of the victim, devouring portions of his soul, inflicting 1d4 negative levels (Fortitude save DC 19 + Int modifier halves negative level loss) (3 round cool down)


    Nether Shape Invocations – Nether shape invocations change the delivery method of the netherchanneling ability of the ebon initiate. These invocations change the range on the ebon initiate's netherchanneling from a touch or channeled weapon strike into a ranged weapon of some variety. The invocations below state their effects, action required to use them, as well as their level, the DC to save against a nether shaped netherchannel is 10 + level of the invocation + the ebon initiate's Intelligence modifier. If the character uses a nether essence invocation with a nether shape invocation, he combines the levels of the invocations to determine the DC by adding together the levels of invocations together (to a maximum of 9), adding 10, and then adding the ebon initiate's Intelligence modifier.
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    Necrotic Blast (1st) – A repeatable blast of netherchanneling with a range of 30-ft, allowing the ebon initiate to make iterative ranged touch attacks with his netherchannel. Each attack, if used with a nether essence invocation gains the benefit of the nether essence invocation.
    Nether Spear (2nd) – Allows for a long range (400ft + 40ft per CL) spike of necrotic energy as a ranged touch attack, used as a standard action.
    Void Arc (2nd) – Allows the character to create a 15ft cone shaped burst of death energy as a standard action which hits every target within its range, but allows for a Reflex save for half damage.


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    Death Grip (3rd) – As a standard action, the character may fire a close range ray attack that entangles with a flurry of spectral hands on a failed Reflex save.
    Mortisphere (3rd) – As standard action, the ebon initiate may craft his netherchanneling into a small orb and fire it at medium range (100ft + 10ft per CL), where it explodes into a 20-ft radius spread of death energy, allowing a Reflex save for half damage.
    Necrotic Bolt (4th) – As a standard action, the character may well necrotic energies into his hand and fire it in a terrible, life-ending 90-ft line of death energy.


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    Necrotic Burst (6th) – As a standard action, an ebon initiate may recite a black invocation to unleash a 30-ft radius burst of negative energy to wither and rot his foes away into oblivion. A successful Fortitude save halves this damage.
    Nether Cone (5th) – As a standard action, the ebon initiate can invoke a 60-ft cone of death energy to decimate his foes. A successful Reflex save halves the damage from this attack.


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    Death Chain (5th) – As a standard action, the ebon initiate may fire a snaking chain of life-seeking negative energy that connects to multiple different targets at medium range (100ft + 10ft per CL). The bolt deals damage as normal to the primary target. After it strikes, death chain can arc to a number of secondary targets equal to your caster level (maximum 20) and cannot jump farther than 20ft between targets. The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down). A successful Reflex save halves this damage.
    Doom Lance (6th) – As a standard action, the character may create a medium range (100ft + 10ft per CL) lance of deadly negative energy that automatically hits its target unerringly. (3 round cool down)


    Necromantic Invocations – Necromantic invocations are the more utilitarian abilities of the ebon initiate, allowing him to call upon blood, bone, death, ice, and disease to aid him in his endeavors as the result of his understanding. Unless stated otherwise, all of the following invocations require a standard action to use. Caster level for these invocations is equal to the character’s ebon initiate level. Saving throw DC’s are 10 + the invocation’s level + the character’s Intelligence modifier. Unless otherwise mentioned, all spells come from the Player’s Handbook. LM = Libris Mortis, CArc = Complete Arcane, SpC = Spell Compendium. Invocations marked with the (Aura) tag only allow for one aura at a time to be in use at a time, and invocations marked with a (Summon) tag only allow for one summon to be in use per four caster levels the character possesses. Any new summons after that point replace the earliest summon and release those creatures back to whence they came.
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    Allure of the Dead (1st) – By invoking the allure of the dead, the ebon initiate takes on some of the social grace and artificial charm of the vampire. While in use, the character gains a +10 profane bonus to Bluff and Diplomacy checks, and this bonus persists for 24 hours.
    Blood Lash (1st) – This invocation allows the ebon initiate to create a wicked lash of blood that can deliver netherchanneling or other magical effects. To create this, the ebon initiate either needs to have taken 4 points of damage or more to use his blood, or draw blood from a body containing blood that has suffered 4 points of damage or more. The blood then forms into a medium sized whip (which the character is proficient with), with a magical enhancement bonus equal to +1 for every 4 caster levels the character possesses (min +1, max +5). The weapon can always be used to deliver netherchanneling, or any necromancy touch spell that the character possesses from any other spellcasting class. The blood lash may be maintained for 1 minute per caster level. Material component: A pint of fresh blood.
    Bone Armor (2nd) – By gathered a handful of bone shards, the ebon initiate may cast them into the air and invoke his powers to cause them to multiply and float as a semi-ethereal shield to protect him from harm. While this invocation is in effect, the character gains a +4 shield bonus to his armor class and a 20% miss chance on non-magical missile weapons that may strike him. This invocation lasts for 1 minute per caster level. Material Component: A handful of bones.
    Breath of the Freezing Night (2nd) – Taking a deep breath, the ebon initiate infuses it with the chill of death and exhales it slowly into the air. The effect of this invocation (area, range and duration) duplicates that of the spell obscuring mist and within that area, the invocation leaves a patch of incredibly slippery ice as if grease had been cast in that area.
    Call the Walking Dead (1st) – (Summon) With a black litany, the ebon initiate may summon forth an undead creature to serve his will. This invocation duplicates the effect of a summon undead I(LM) spell in all regards. The character may have one active summon per four caster levels, new instances of summonings replace the earliest summon.
    Darkness of Death (2nd) – By summoning forth the essence of the great dark beyond, the ebon initiate may cast this null light into his surrounding. This invocation duplicates the effects of a darkness spell.
    Death’s Messenger (2nd) – As harbingers of death, ebon initiates take it upon themselves to bear dying mortals into the next world with a touch. This invocation duplicates the effects of a death knell spell on a target creature.
    Death’s Swiftness (1st) – By dematerializing portions of his form, the ebon initiate is able to mimic the grace of incorporeal undead, becoming partially ghostly to gain a +10 to Jump and Tumble checks. This bonus persists for 24 hours.
    Deathsight (1st) – While this invocation is in use, the ebon initiate can see the ebb and flow of life and death in those around him. This invocation duplicates the effects of a deathwatch spell with a duration of 24 hours.
    Desecration Aura (2nd) – (Aura) Calling upon the powers of the Underworld, the ebon initiate may radiate energies in a 30-ft radius aura that is friendly to undead creatures. While this aura invocation is in effect, the character radiates a 30-ft radius aura of the spell desecrate, with a duration of 24 hours.
    Fearsome Glare (1st) – Calling upon the eyes of the creature he made a pact with, the ebon initiate may put the fear of the grave into a being. This invocation duplicates the effects of a cause fear spell on a target creature.
    Grave’s Grasp (2nd) – By holding aloft the hand of a corpse and speaking this invocation, the ebon initiate may call forth spectral bony hands from the ground to grasp at a creature. This invocation duplicates the effects of the spell earthen grasp(Spc) save that it uses bony hands instead of earth. Invocation Focus: A complete skeletal hand, strung together with corpse hair.
    Miasmic Cloud (1st) – The ebon initiate may poison the very air with the breath of death, filling an area with a sickening fog of miasma. This invocation duplicates the effects of a fog cloud spell, and any caught with this cloud must also make a Fortitude save to resist being sickened due to the stench.
    Mortify (1st) – By touching a corpse and whispering this invocation, the ebon initiate may instantly strip away all flesh on an inanimate body leave only a skeleton behind.
    Preservation (2nd) – The ebon initiate may stay the ravages of time from a corpse, if only for a short time, with a few words and the power of this invocation. This invocation duplicates the effects of the spell gentle repose on a single corpse.
    Speed of the Dead (1st) – With a single word, the ebon initiate may invoke an unnatural speed to hasten him for a short period of time. This invocation functions as the spell expeditious retreat.
    Spiderwalk (2nd) – Just as the vampire, the ebon initiate may borrow their affinity for climbing by use of this invocation. While under the power of this invocation, the character benefits from the effects of the spell spiderclimb for 24 hours.
    Spiritual Sight (1st) – With this invocation, the ebon initiate is capable of adjusting his eyes to see beyond that of which his mortal eyes alone can grasp, seeing with the immortal eyes of his soul. While under the effects of this invocation, the character benefits from the effects of a see invisibility spell for a 24 hour duration.
    Touch of the Dead (2nd) – By placing this temporary curse upon a target creature, the ebon initiate reverses the ebb and flow of positive and negative energy around the victim and how these abilities effect them. For 1 round per 2 caster levels, if the victim was harmed by negative energy he is now healed by it, and vice versa in regards to positive energy. The reverse is true if the victim was healed by negative energy natively. A successful Will save negates this effect. If the target is struck by a netherchannel used for attack while this ability is in effect, he takes half damage from the attack. Inflict spells and netherchannel used for healing purposes restores hit points while this ability is in effect.
    Wraithtouch Weapon (2nd) – The ebon initiate charges his weapon with necromantic energies, causing the weapon to phase out of tune with this reality and into the realm of the spiritual for a short moment. This invocation is usable as a swift action and it duplicates the effects of the spell wraithstrike(SpC) upon the character’s wielded melee weapon, with a cool down duration of 3 rounds.


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    Aura of Decay (3rd) – (Aura) With this invocation, the ebon initiate saturates his body with a flood of negative energy that leaks into his surroundings, rotting everything around him with tongues of death and decay. This aura invocation causes a 10-ft aura of corrupt power that extends from the character in a radius which inflicts 1d6 negative energy damage on all targets per round (a successful Fortitude save halves this damage).
    Bloodmote’s Feast (3rd) – (Summon) The character calls forth into the aether to bring forth a hideous swarm of undead insects to feast upon the lives of all who bear the ill luck to be caught in their midst. This invocation duplicates the effects of a summon swarm spell but always summons a bloodmote swarm (see Libris Mortis). The character may have one active summon per four caster levels, new instances of summonings replace the earliest summon.
    Call the Restless Dead (3rd) – (Summon) With this black calling, the ebon initiate summons forth a more potent undead, or multiple lesser undead creatures. This invocation duplicates the effects of a summon undead III(LM) spell. The character may have one active summon per four caster levels, new instances of summonings replace the earliest summon.
    Curse of Damned (4th) – By calling on the forces of the underworld, the ebon initiate twists negative fates around his target to blight his immediate destiny. This invocation duplicates the effects of a bestow curse spell upon a target creature.
    Deadly Contagion (4th) – Undeath as a state is a breeding ground for disease and pestilence and by using this as a weapon, the ebon initiate may plague his foe. This invocation duplicates the effects of a contagion spell on target creature.
    Ghost Step (4th) – By moving around the field of combat as a ghost, the ebon initiate may better position himself to kill his foes. This invocation duplicates the effects of a dimension door spell with a range of close (25ft +5 ft per CL), and it does not end the character’s turn. While moving with this invocation, a ghostly image of the character blurs quickly towards the destination of his ghost step.
    Osseous Armory (4th) – This invocation allows the ebon initiate to create temporary weaponry from the bodies of slain foes. By placing a hand upon an inanimate corpse (no older than 24 hours dead) and reciting black words, the bones of the body rip free while they shape into a weapon that the character is proficient with. Assuming that the ebon initiate is a medium-sized creature, light weapons may be created from the corpse of any Small or larger creature, one-handed or two-handed weapons can be created from Medium sized creatures or larger. Ammunition for ranged weapons formed from a corpse is created at the rate of 20 per size category starting at Small size bodies. These weapons are infused with necromantic might to be as strong as steel (hardness and hit points equivalent to steel) and their magic functions for a number of hours equal to their caster level. Weapons crafted through this invocation are to be considered anointed for the purposes of using them with the netherchannel class feature. Additionally, weapons (not ammunition) created using this invocation function as if they had a greater magic weapon spell cast upon them.
    Phantasmal Steed (3rd) – (Summon) Summons a skeletal, spectral horse to serve as a mount for the character. This invocation duplicates the effects of a phantom steed spell. The character may have one active summon per four caster levels, new instances of summonings replace the earliest summon.
    Poisonous Touch (3rd) – By blighting his very touch, the ebon initiate may pass on a debilitating poison with his touch. This spell duplicates the poison spell on a touched target creature or object.
    Reach of the Damned (4th) – This invocation draws a target closer to the ebon initiate by dragging him through the ether to be within paces of certain death. This invocation duplicates the spell baleful transposition(SpC) on a target creature, but instead of transposing the target with an ally, it places the target in a space 10-ft away from the caster. Due to the potency of this invocation, it possesses a 3 round cool down. Material Component: A finger bone from a humanoid.
    Stygian Snow (4th) – Calling upon the storms of the underworld, the ebon initiate lashes an area of with freezing rains and ice, infused with necrotic essence. This invocation duplicates the effects of an ice storm spell in the targeted area, except that half of the invocation’s damage is negative energy, and possesses a 3 round cool down.
    The Dead Shall Rise (4th) – By reciting a few words and touch a corpse, the ebon initiate may flood it with negative energy to animate it. This invocation duplicates the spell animate dead on a target corpse. This invocation lasts for 1 hour per caster level, or can be made permanent if the character uses a 50gp black opal as a material component.
    Unhallowed Consumption (4th) – The ebon initiate is capable of consuming the energies that animate an undead creature under his control and use those essences to restore his own health. By touching an undead under his control, he may instantly destroy it and heal a number of hit points equal to the creature’s maximum hit points. The ebon initiate may not consume undead he has temporarily summoned into his service.
    Vampire’s Call (3rd) – With a glance of power and will, the ebon initiate sublimates the words to give him power over another’s will. This invocation duplicates the effects of the spell charm monster on a target creature.
    Void Sense (3rd) – The ebon initiate learns to use the sight and senses of his own soul to notice his surroundings. This invocation grants the character blindsense in a 60-ft radius for 24 hours.
    Vicious Dispelling (3rd) – Using the black power at his disposal, the ebon initiate is capable of voiding the magic of his enemies and causing the energy released from the ending magics to damage the enemy caster. This invocation duplicates the effects of a dispel magic spell, which additionally inflicts 1d6 points of damage to a creature per spell dispelled on a targeted dispel attempt, or 1d6 points of damage per level of the spell countered using this invocation as a counterspell attempt.
    Walk Unseen (4th) – Drawing the ethereal world around him, the ebon initiate becomes an invisibile spectre, hunting unseen. This invocation duplicates the effects of a greater invisibility spell on the caster.
    Wall of Bones (4th) – By scattering a handful of bones at the ground and speaking the words of this invocation, the ebon initiate may create a barrier of skeletal remains to defend him with. This invocation duplicates the effects of the spell wall of bones(CArc) in the target area. Material Components: A handful of bones.
    Wraith Form (3rd) – This invocation grants the ebon initiate the form and flight of a wraith. By using this invocation, it grants the character a 20% miss chance due to his insubstantial form and casts fly on the caster, and expires when the character touches down or the duration of the fly spell expires.


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    Blighting Plague (5th) – By reciting these black words, the ebon initiate causes a sickly black miasma to strike down his foes. This invocation duplicates the effects of an unholy blight spell upon target, with a 3 round cool down.
    Call the Hungry Dead (5th) – (Summon) The ebon initiate calls into the void, and from that call respond the hungry dead to do his bidding in the world of the living. This spell duplicates the effects of the spell summon undead V(SpC). The character may have one active summon per four caster levels, new instances of summonings replace the earliest summon.
    Cannibalize Magic (6th) – Fortifying his body with dark power, this invocation allows the character rip the arcane power of another’s magic to pieces and breathe in the death of that power to restore his own form. This invocation duplicates the effects of a greater dispel magic spell, and additionally restores 1d4 hit points to the character per level of spell(s) dispelled.
    Corpse Explosion (6th) – As a full round action, the ebon initiate fills his hand with dark power and points a finger at a corpse within medium range (100ft + 10ft per CL). A quick beam of darkness flies from his finger and causes the corpse to swell and burst with necrotized flame and acids. All creatures within a 30-ft radius burst of the targeted corpse take 1d6 points of damage per caster level (Maximum of 20d6 with a Medium-size corpse), half of which is fire and the other half of which is acid. Small size corpses max at 12d6, Tiny at 6d6, and smaller corpses than that do not work. Large size and bigger corpses add an additional 2d6 points of damage due to the larger mass with which to combust. A successful Reflex save halves this damage.
    Curse of Deathly Despair (6th) – With a few words, the ebon initiate may invoke the death of good fates upon a target. This invocation duplicates the spell greater bestow curse upon a target creature.
    Frozen Wall (5th) – The ebon initiate splashes blood on the ground and speaks the words of this invocation to raise a wall of frozen blood. This invocation duplicates the effects of the spell wall of ice in target area. Material Component: An ounce of blood (about 2 hit points worth, either from the character or from another source, must be fresh blood).
    Moilian Tentacles (6th) – The ebon initiate throws down a handful of finger bones and splashes his own blood down upon them to invoke this power, which causes tentacles of bones clothed in flesh of shadows to grapple foes and draw their life forces away. This invocation duplicates the effects of the spell Evard’s black tentacles in an area, which additionally inflicts 2d6 points of negative energy damage each round they are grappling with a target. This invocation possesses a 3 round cool down. Material Component: Ten full fingers worth of bones from a humanoid creature, as well as 5 hit points worth of damage in blood to the invoker for the necessary blood component.
    Raise the Vengeful Dead (5th) – By performing an hour long, blasphemous ritual, the eon initiate may raise up a powerful form of undead to serve him. This invocation duplicates the spell create undead on a target corpse, with the only exception being that the newly fledged undead creature is automatically under the character’s control (up to his maximum control HD). Material Component: A corpse, a clay pot filled with grave dirt and another filled with brackish water. The character must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The power of the invocation turns these gems into worthless shells.
    Shadow Calling (5th) – (Summon) The ebon initiate calls into the darkness and from that darkness, hungry shadows come to feast upon the warmth of the living. This invocation summons 2d4 shadows or 1d4 greater shadows to the character’s call. These summoned shadows will obey the character’s commands for 1 round per caster level and then return to their shadowy realm. Only one use of this invocation may be in effect at a time, and these shadows cannot manifest in anything brighter than shadowy light. Material Component: A lit torch in which the shadows devour the flame of.
    Vampiric Aura (5th) – (Aura) This aura invocation causes the ebon initiate to radiate a malign, life-sucking aura that attempts to kill any living creature in its path while sustaining the character and any undead allies nearby to him. Plants and animals are not exempt from this, as the very earth that the ebon initiate walks upon becomes tainted and littered with the burnt out husks and ashy remains of plants and animals destroyed by his passing. This 20-ft aura of siphoning hunger inflicts 1d6 points of negative energy damage on all living creatures, plants, and objects within it. The ebon initiate heals a like number of hit points if he inflicts damage to any living entity within the range of this aura. Undead within this aura are healed for 1d6 points of damage per round. A successful Fortitude save made by creatures within this aura halves the damage.


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    Avasculate (7th) – By use of this black invocation, the ebon initiate takes command of the very blood in the form of the living victim whom he targets and causes it to violently purge from the body of the unfortunate. This invocation duplicates the effects of the spell avasculate(SpC) upon a target creature and possesses a 3 round cool down.
    Boneweird (8th) – (Summon) This black rite requires one hour of the character’s time to accomplish, but the end result creates a powerful ally for the character: a boneyard (see Libris Mortis). The character must have a caster level and an equivalent number of Medium sized corpses (which possess skeletons) equal to the hit die of the boneyard to be summoned. The bones rip from the corpses to form the body of the boneyard, which serves for one hour per caster level before it falls into a messy pile of bones and gore. The ebon initiate may only have one boneyard summoned to his side at a time. Material Components:A number of corpses equal to the hit dice of the boneyard to be summoned.
    Call to the Void (8th) – (Summon) This dark invocation calls into the great dark void for a terrible being of death and darkness: a night walker. This ritual takes one hour to perform, and requires the sacrifice of a living, intelligent being to be the gateway to summon this terror. The night walker arrives and serves the call of the ebon initiate for a number of hours equal to his caster level. The character may only ever summon one night walker at a time. Material Component: A living, intelligent sacrifice.
    Howl of the Damned (9th) – The ebon initiate opens a gap in his voice to allow for the hellish wails of the netherworld to escape with his cry, flooding his vocalization with deathly power. This invocation duplicates the spell wail of the banshee, and possesses 3 round cool down.
    Killing Touch (9th) – All things succumb to the ravages of time and decay, and the ebon initiate wields the power of death with conviction to that knowledge. His hand begins to swallow light, and his touch causes all beings great and small to turn to dust and ash. This invocation duplicates the effects of the spell destruction on a target, and possesses 3 round cool down.
    Presence of Death (7th) – (Aura) This aura invocation permeates the area with hungry, searching energy that returns with the fading life energies to the form of the ebon initiate to strengthen him as a true avatar of death. This aura causes any dying creature within 30ft of the character to suffer the effects of a death knell spell. As with all other aura invocations, only one aura invocation may be maintained at any given time.
    Shun the Mortal Coil (7th) – This invocation allows the ebon initiate to shed his body and float freely as a ghost. After a ten minute period of meditation, the invocation activates to sever the ebon initiate’s soul from his body. He gains the ghost template (with all of its abilities and restrictions, gaining two special abilities and the malevolence special ability) while this invocation is in use. This invocation has no set duration; if the character is away from his body for too long it will eventually starve and dehydrate, or fall prey to other entities that would wish to do harm to an empty body, mundane or otherwise. Additionally, while this in effect the character may not use any dark invocations due to the magic powering this ability being too much to use additional potent magics. All other invocation levels are available for use, and while in ghost form the character has ghostly copies of his real equipment. These items disappear when the invocation ends. If the character’s body dies while he in ghost form, the character will forever remain ghost until his body can be restored. When the character wishes for this invocation to end, he must return to his body and use the malevolence ability to repossess it.
    Stygian Rain (7th) – This invocation calls down rains over an area that is infused with death essence and necrotic power. The rain causes all living beings and organic objects to break down and rot under its torrential assault. This invocation duplicates the effects of the spell acid storm(SpC) over the target area, but half the damage is negative energy damage, and this possesses a 3 round cool down.
    The Dead Shall Rule (7th) – With greater potency then before, the ebon initiate with knowledge of this invocation learns how to craft some of the most powerful forms of undead and enslaves them to his will. This invocation duplicates the effects of the spell create greater undead upon target corpse, except that the newly fledged undead creature is under the control of the ebon initiate (cannot exceed his normal control limits, just as with Raise the Vengeful dead). Material Component: A corpse, a clay pot filled with grave dirt and another filled with brackish water. The character must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The power of the invocation turns these gems into worthless shells.
    Last edited by ErrantX; 2011-09-05 at 10:02 PM.
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    Default Re: [3.5] The Ebon Initiate, warrior-necrolock [Base Class]

    I liked this class a lot .

    While i can't comment on balance, at Netherchannel you state that it uses negative energy (which automatically heals undead), however you need to use a standard action touching them to heal them (which no one will use this function).

    Also at 20th level why not maximize the Netherchannel instead of the reroll (which is based solely on a luck factor?).

    I will continue reading this though this is very interesting.

    EDIT: You are a fan of the Warcraft world?
    Last edited by peacenlove; 2010-08-07 at 05:44 AM.

    Complete Shadow Magic! for Pathfinder Rules. (Google Docs PDF)
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    Default Re: [3.5] The Ebon Initiate, warrior-necrolock [Base Class]

    Errant, you've done it again. It's a freaking work of art.
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    Default Re: [3.5] The Ebon Initiate, warrior-necrolock [Base Class]

    this is perfecxt, i have been working on a necro camp. for awhile and this may end up being the last piece with your permission of coruse
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    Default Re: [3.5] The Ebon Initiate, warrior-necrolock [Base Class]

    Quote Originally Posted by peacenlove View Post
    I liked this class a lot .

    While i can't comment on balance, at Netherchannel you state that it uses negative energy (which automatically heals undead), however you need to use a standard action touching them to heal them (which no one will use this function).

    Also at 20th level why not maximize the Netherchannel instead of the reroll (which is based solely on a luck factor?).

    I will continue reading this though this is very interesting.

    EDIT: You are a fan of the Warcraft world?
    As far healing with netherchannel, it's not meant to be a great in combat healer, but because it's unlimited use it needed something. It would be used for out of combat healing frequently, I'd imagine. As far as Killing Power goes, exploding sixes are fun and different. And yeah, I like some of the abilities of necromancers from Warcraft so I had to throw in a few little nuggets here and there.

    Quote Originally Posted by The Tygre View Post
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    Many thank yous, I've been working on this for weeks.

    Quote Originally Posted by Scholar23 View Post
    this is perfecxt, i have been working on a necro camp. for awhile and this may end up being the last piece with your permission of coruse
    By all means, let me know how it works out. I've got two prestige classes planned, a Sublime Way martial initiator hybrid and an undead invoker/spellcaster type.

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    Default Re: [3.5] The Ebon Initiate, warrior-necrolock [Base Class]

    So...to summarize the salient abilities:

    • Is an invocation class that knows 10 more invocations than the Warlock.
    • Can Rebuke Undead at Level -2.
    • +Xd6 of Negative Energy as an Attack Action (possible for AoO as well).
    • Fighter bonus feats.
    • Black Banner - usually a prestige class ability (may be mistaken. I seem to recall reading that type of ability before and think it was in a prestige class).
    • Death's Fury is superior to the Barbarian's Rage (DR 5/- is better than +4 Con and -2 AC).


    I like the flavor of the class. It reads to me like a death cleric warlock type thing. But it's overpowered. I don't have time to properly examine each ability, but I would recommend toning it down. The class is able to be very good at a number of things, practically simultaneously, it appears. I would narrow the focus, partly because it's a really cool focus, but also because the class overshadows other classes.

    I would recommend comparing this class to the Dread Necromancer - abilities that far outstrip any ability the DN gets I would remove or depower.
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    Default Re: [3.5] The Ebon Initiate, warrior-necrolock [Base Class]

    Quote Originally Posted by Chambers View Post
    So...to summarize the salient abilities:

    • Is an invocation class that knows 10 more invocations than the Warlock.
    • Can Rebuke Undead at Level -2.
    • +Xd6 of Negative Energy as an Attack Action (possible for AoO as well).
    • Fighter bonus feats.
    • Black Banner - usually a prestige class ability (may be mistaken. I seem to recall reading that type of ability before and think it was in a prestige class).
    • Death's Fury is superior to the Barbarian's Rage (DR 5/- is better than +4 Con and -2 AC).


    I like the flavor of the class. It reads to me like a death cleric warlock type thing. But it's overpowered. I don't have time to properly examine each ability, but I would recommend toning it down. The class is able to be very good at a number of things, practically simultaneously, it appears. I would narrow the focus, partly because it's a really cool focus, but also because the class overshadows other classes.

    I would recommend comparing this class to the Dread Necromancer - abilities that far outstrip any ability the DN gets I would remove or depower.
    I'm aiming for tier 2, so actually I find this sort of a compliment. I want it to be stronger than a warlock or a dread necromancer. This is supposed to be strong enough to run with sorcerers, druids, wizards, and clerics. I appreciate that you enjoy the flavor of the class, but as for toning it down... I'm not so sure that's actually necessary.

    One of the biggest shortcomings to warlock is that (aside from it sucking) they spend more than half of their feats on additional invocations to make them more versatile. I've eliminated some of this. They have crappy feats to improve their action economy. I've eliminated some of this. They don't do enough damage unless they're optimized binder/warlock/hellfire warlock Glaivelock builds. I've done something to fix this as well. I think the initial gunshyness that you may be feeling towards this class is that it has versatility and staying power, as well as a suite of potent abilities. I've shored up many of the warlock's major weaknesses and in the end, I think it falls in the tier 2-3 range, which is what I exactly set out to do.

    I will keep what you have said in mind, as I am play testing it this weekend. Additionally, if I have others who speak out regarding similar things, I will re-examine it. I do remember back when warlock was first unleashed upon us there was a cry of "unlimited SLA's? oh noes broken!" and we all know that's not the case now. Anything this class can do, a wizard or a cleric can do better.

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    Default Re: [3.5] The Ebon Initiate, warrior-necrolock [Base Class]

    At Dark nether essence invocations i believe the petrification ability needs a 3 round cooldown (its a save-or-die which affects a wide variety of creatures). Also a little bit of unnecessary but specify that they turn to bone not stone (useful for calculation of hardness etc)

    Also this class powerful as it may be, suffers from a severe case of MAD. It needs
    - Intelligence for the save DC's (which are important, since the invocations are strictly better than the warlocks)
    - Charisma for defensive purposes
    - Strength or Dexterity (depending on how you will fire your blasts)
    - Constitution because you are at charge range most of the time.
    This should be taken into account while discussing the power level of this class.

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    Default Re: [3.5] The Ebon Initiate, warrior-necrolock [Base Class]

    I was actually about to start work on a class like this... Beat me to it.

    Very nice. I like it so much I want to find a place for it in my campaign setting... And I don't really want to many variants from other people in there...

    Well done.
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    Default Re: [3.5] The Ebon Initiate, warrior-necrolock [Base Class]

    Definitely bookmarked.

    I'm inspired to run a game around this class.

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    Default Re: [3.5] The Ebon Initiate, warrior-necrolock [Base Class]

    Quote Originally Posted by ErrantX View Post
    I'm aiming for tier 2, so actually I find this sort of a compliment. I want it to be stronger than a warlock or a dread necromancer. This is supposed to be strong enough to run with sorcerers, druids, wizards, and clerics. I appreciate that you enjoy the flavor of the class, but as for toning it down... I'm not so sure that's actually necessary.

    One of the biggest shortcomings to warlock is that (aside from it sucking) they spend more than half of their feats on additional invocations to make them more versatile. I've eliminated some of this. They have crappy feats to improve their action economy. I've eliminated some of this. They don't do enough damage unless they're optimized binder/warlock/hellfire warlock Glaivelock builds. I've done something to fix this as well. I think the initial gunshyness that you may be feeling towards this class is that it has versatility and staying power, as well as a suite of potent abilities. I've shored up many of the warlock's major weaknesses and in the end, I think it falls in the tier 2-3 range, which is what I exactly set out to do.

    I will keep what you have said in mind, as I am play testing it this weekend. Additionally, if I have others who speak out regarding similar things, I will re-examine it. I do remember back when warlock was first unleashed upon us there was a cry of "unlimited SLA's? oh noes broken!" and we all know that's not the case now. Anything this class can do, a wizard or a cleric can do better.

    -X
    I would place it at a solid Tier 2. It's got incredibly powerful summons to handle a lot of different occasions, has a set of good melee defenses (and can be spec'd for melee) and the high number of invocations allow it to have a wide variety of magical tactics.

    So...if Tier 2 is what you're going for, like you said, then awesome! I was reading it and comparing it to Tier 3, but if your intention is to have it be higher, that's okay too.
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    Default Re: [3.5] The Ebon Initiate, warrior-necrolock [Base Class]

    Quote Originally Posted by peacenlove View Post
    At Dark nether essence invocations i believe the petrification ability needs a 3 round cooldown (its a save-or-die which affects a wide variety of creatures). Also a little bit of unnecessary but specify that they turn to bone not stone (useful for calculation of hardness etc)

    Also this class powerful as it may be, suffers from a severe case of MAD. It needs
    - Intelligence for the save DC's (which are important, since the invocations are strictly better than the warlocks)
    - Charisma for defensive purposes
    - Strength or Dexterity (depending on how you will fire your blasts)
    - Constitution because you are at charge range most of the time.
    This should be taken into account while discussing the power level of this class.
    Okay, yeah, the petrification one could use a cooldown. It does say it turns your target to bone, but I can clean it up to make it more obvious. Also thank you for seeing the MAD that I inserted into it. You can Int focus to better invocations, or your can Cha focus for better combat abilities. That was my intent anyway.

    Quote Originally Posted by Rin_Hunter View Post
    I was actually about to start work on a class like this... Beat me to it.

    Very nice. I like it so much I want to find a place for it in my campaign setting... And I don't really want to many variants from other people in there...

    Well done.
    Heh, usually I'm the one beat to it. But cool, yeah, please do. I've got two prestige classes keyed specifically off of it in the works, and I'm always open to people who want to add to it.

    Quote Originally Posted by Maerok View Post
    Definitely bookmarked.

    I'm inspired to run a game around this class.
    Awesome! Glad you like it, you could easily make a class like this on a PC a factor in a bigger story.

    Quote Originally Posted by Chambers View Post
    I would place it at a solid Tier 2. It's got incredibly powerful summons to handle a lot of different occasions, has a set of good melee defenses (and can be spec'd for melee) and the high number of invocations allow it to have a wide variety of magical tactics.

    So...if Tier 2 is what you're going for, like you said, then awesome! I was reading it and comparing it to Tier 3, but if your intention is to have it be higher, that's okay too.
    Cool, I'm glad we're seeing eye to eye on it now, I believed it was simple misunderstanding there. Thanks!

    -X
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    Default Re: [3.5] The Ebon Initiate, warrior-necrolock [Base Class]

    My adding would be more "Change it so it fits in my setting using my variant rules" kind of thing.

    It'd be things like the Rebuke Undead, since that's a feat in my setting.
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    Default Re: [3.5] The Ebon Initiate, warrior-necrolock [Base Class]

    Quote Originally Posted by Rin_Hunter View Post
    My adding would be more "Change it so it fits in my setting using my variant rules" kind of thing.

    It'd be things like the Rebuke Undead, since that's a feat in my setting.
    So long as you don't publish it as your own, I'm fine with you using it. Additionally, if you post your campaign setting online, please just post changes and link my original class?

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    Default Re: [3.5] The Ebon Initiate, warrior-necrolock [Base Class]

    Quote Originally Posted by ErrantX View Post
    So long as you don't publish it as your own, I'm fine with you using it. Additionally, if you post your campaign setting online, please just post changes and link my original class?

    -X
    That's fair enough. I'm adding a section at the end stating who helped me and with what, so if I do include this in my setting then I will put it there.

    Thanks for allowing it.

    EDIT - Not sure I can add it, actually. Invocations aren't OGL...
    Last edited by Rin_Hunter; 2010-08-10 at 03:41 PM.
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    Default Re: [3.5] The Ebon Initiate, warrior-necrolock [Base Class]

    Quote Originally Posted by Rin_Hunter View Post
    That's fair enough. I'm adding a section at the end stating who helped me and with what, so if I do include this in my setting then I will put it there.

    Thanks for allowing it.

    EDIT - Not sure I can add it, actually. Invocations aren't OGL...
    The OGL is deliciously vague. You can't reprint their invocations, but there isn't anything stopping you (to my understanding, and I've read it over for my Libram of Battle project) from using the rules of invocations existing. You just can't use warlock or it's invocations. Systems can be used. Otherwise, Pathfinder and every other 3rd party product couldn't exist.

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    Default Re: [3.5] The Ebon Initiate, warrior-necrolock [Base Class]

    Quote Originally Posted by ErrantX View Post
    The OGL is deliciously vague. You can't reprint their invocations, but there isn't anything stopping you (to my understanding, and I've read it over for my Libram of Battle project) from using the rules of invocations existing. You just can't use warlock or it's invocations. Systems can be used. Otherwise, Pathfinder and every other 3rd party product couldn't exist.

    -X
    Alright... But would I be able to describe how Invocations work at all? I'm trying to make the printed version self-sufficient, which is why I'm making an XP system.
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    Default Re: [3.5] The Ebon Initiate, warrior-necrolock [Base Class]

    Quote Originally Posted by Rin_Hunter View Post
    Alright... But would I be able to describe how Invocations work at all? I'm trying to make the printed version self-sufficient, which is why I'm making an XP system.
    Yes, for the same reason Pathfinder is able to print how spells work.

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    Default Re: [3.5] The Ebon Initiate, warrior-necrolock [Base Class]

    I love the class, and I am using it currently in a gestalt game. The other side being a swordsage.. I saw you talked about making a Sublime Way influenced PrC, any idea when that will be up? And lastly, why do they gain two invocations at level 20? Am I missing something?
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    Default Re: [3.5] The Ebon Initiate, warrior-necrolock [Base Class]

    Quote Originally Posted by mrcarter11 View Post
    I love the class, and I am using it currently in a gestalt game. The other side being a swordsage.. I saw you talked about making a Sublime Way influenced PrC, any idea when that will be up? And lastly, why do they gain two invocations at level 20? Am I missing something?
    I'm glad you like it, I'd really love to know how you find it working out for you in play. The Prestige Class is something that I am currently working on, so expect to see it soon. As far as 2 invocations at 20, well, 20th level in a base class should be awesome. It's the capstone level, afterall. Between Death's Hand and Killing power, it's part of my bribe to keep you in the class from 1-20

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    Default Re: [3.5] The Ebon Initiate, warrior-necrolock [Base Class]

    Well, honestly I expect to take it all the way. And actually, I should thank you for my character. I'm using 2-3 of your disciplines as a swordsage on the other side of the gestalt. And then, I have this class. Invocations and maneuvers seem like a great pair to me. And using a spiked chain with netherchannel should be pure win. So, is the wording for Invocations meant to allow you to trade anything for anything at 20, since it currently is. I mean, that is like 3 Dark Invoc's plus two good capstones.
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    Default Re: [3.5] The Ebon Initiate, warrior-necrolock [Base Class]

    Quote Originally Posted by mrcarter11 View Post
    Well, honestly I expect to take it all the way. And actually, I should thank you for my character. I'm using 2-3 of your disciplines as a swordsage on the other side of the gestalt. And then, I have this class. Invocations and maneuvers seem like a great pair to me. And using a spiked chain with netherchannel should be pure win. So, is the wording for Invocations meant to allow you to trade anything for anything at 20, since it currently is. I mean, that is like 3 Dark Invoc's plus two good capstones.
    Oh wow That's awesome man, I'm honored and pleased to know that. What disciplines are you using, if I may ask? Spiked chains are just win anyway, and I could see an Ebon initiate really taking charge with one and the the right nether essence invocations. And yes, 20th does that for you, if you so choose.

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    Default Re: [3.5] The Ebon Initiate, warrior-necrolock [Base Class]

    I bet in a party with one of these, many of the party members will want to take Tomb-Tainted at some point, since there just is so much room for at-will high-end easy healing.

    I like the Death's Fury ability. A kind of invocation-boosting rage that gives undead traits? Sign me up!

    I think it does get a bit too many boosts to certain things all just off Charisma, personally, especially the HP part. Though if Hooded Pupil turns them into an actual undead, that'd be something else, at least if you'd move the Cha-to-HP to level 20.
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    Default Re: [3.5] The Ebon Initiate, warrior-necrolock [Base Class]

    My disciplines currently will be, Shadow Hand, Jade Throne, Steel Serpent, Black Heron, Ninefold Damnation, and Infinite Torment. And picking the Invoc's has not been easy. I use mostly generic ones. I have one essence and non of the blast types.
    Actually if you would like to see it laid out. Here is the sheet.
    http://www.myth-weavers.com/sheetvie...sheetid=233740
    Last edited by mrcarter11; 2010-08-20 at 09:54 AM.
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    Default Re: [3.5] The Ebon Initiate, warrior-necrolock [Base Class]

    Quote Originally Posted by mrcarter11 View Post
    My disciplines currently will be, Shadow Hand, Jade Throne, Steel Serpent, Black Heron, Ninefold Damnation, and Infinite Torment. And picking the Invoc's has not been easy. I use mostly generic ones. I have one essence and non of the blast types.
    Actually if you would like to see it laid out. Here is the sheet.
    http://www.myth-weavers.com/sheetvie...sheetid=233740
    Nice selection right there, that could make for a terrifying sort of character. In a melee build, shape invocations become less necessary, and only really worthwhile at later levels. I built a 17th level Ebon initiate the other day as an NPC in my game, and YES, picking invocations was not easy. I ran into the same problem I ran into with Warlock, with almost twice the invocations. I think that means I did my job right?

    Quote Originally Posted by M-Bark View Post
    I bet in a party with one of these, many of the party members will want to take Tomb-Tainted at some point, since there just is so much room for at-will high-end easy healing.

    I like the Death's Fury ability. A kind of invocation-boosting rage that gives undead traits? Sign me up!

    I think it does get a bit too many boosts to certain things all just off Charisma, personally, especially the HP part. Though if Hooded Pupil turns them into an actual undead, that'd be something else, at least if you'd move the Cha-to-HP to level 20.
    My goal was to give the player two options: Focus on Strength and Charisma and make for a mighty fine melee fighter not unlike a psychic warrior in scope, or, focus on Intelligence and Dexterity and really pump feats into invocations and be an un-ending torrent of necromantic doom. I instilled a good amount of MAD into the class to help balance it with that theory in mind. As far as Tomb-Tainted Soul and healing, it's not great for in combat healing. Netherchannel specifically calls out how it is used in a situation for healing. Great for out of combat though, yeah.

    I should clarify what Hooded Pupil gives instead of just mentioning. Expect an edit here in a bit.

    -X
    Last edited by ErrantX; 2010-08-20 at 10:03 AM.
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    Default Re: [3.5] The Ebon Initiate, warrior-necrolock [Base Class]

    Okay, reworked the capstone mechanic for Death's Hand to be A LOT more clear.

    -X
    Chris Bennett
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    Default Re: [3.5] The Ebon Initiate, warrior-necrolock [Base Class]

    Yeah, I seem pretty well built. So, thanks. You gave me half of my disciplines and the full other side. And just in case you couldn't tell, I'm a big fan of most of your homebrew. And even more so a fan of LoB.. I browse that site about once a week.
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    Neutral Evil Human Sorcerer/Rogue (1st/1st Level)
    Ability Scores:
    Strength-13
    Dexterity-12
    Constitution-12
    Intelligence-15
    Wisdom-11
    Charisma-13

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    Default Re: [3.5] The Ebon Initiate, warrior-necrolock [Base Class]

    Quote Originally Posted by mrcarter11 View Post
    Yeah, I seem pretty well built. So, thanks. You gave me half of my disciplines and the full other side. And just in case you couldn't tell, I'm a big fan of most of your homebrew. And even more so a fan of LoB.. I browse that site about once a week.
    Well thank you man, that's awesome. Me and my co-authors are having a meeting on Monday and we're hoping to get another discipline out soon. Only a very few left, I will be glad to progress that project towards the base classes. I'm currently working Raging Storm, as well as the Frostwrought Knight PrC which is a martial initiator/invocation user hybrid. Ashwrought Scion is coming after those.

    -X
    Last edited by ErrantX; 2010-08-20 at 03:42 PM.
    Chris Bennett
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    Dreamscarred Press

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    The Path of War: An OGL Tome of Battle for the Pathfinder game system, by Dreamscarred Press, available now!!
    My extended homebrew signature!


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    Default Re: [3.5] The Ebon Initiate, warrior-necrolock [Base Class]

    Sounds good. Can't wait to enjoy reading it all.
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    Ability Scores:
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    Dexterity-12
    Constitution-12
    Intelligence-15
    Wisdom-11
    Charisma-13

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