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    Default Feyrime Warlock [3.5 PrC][Peach]

    Feyrime Warlock

    <Insert Fluff Here>

    Entry Requirements

    Skills: Bluff 8 ranks, Knowledge (nature) 4 ranks, Spellcraft 8 ranks.

    Language: Sylvan.

    Warlock Invocation: Must know eldritch glaive or hideous blow.

    Hit Die: d8
    Level BAB Fort Save Ref Save Will Save Special
    1st
    +1
    +2
    +0
    +2
    Hoarfrost Lash +1d6
    2nd
    +2
    +3
    +0
    +3
    Ice Veins
    3rd
    +3
    +3
    +1
    +3
    Swift Draw
    4th
    +4
    +4
    +1
    +4
    Hoarfrost Lash +2d6
    5th
    +5
    +4
    +1
    +4
    Extended Lash
    6th
    +6
    +5
    +2
    +5
    Chilling Lash
    7th
    +7
    +5
    +2
    +5
    Greater Ice Veins
    8th
    +8
    +6
    +2
    +6
    Hoarfrost Lash +3d6
    9th
    +9
    +6
    +3
    +6
    Wings
    10th
    +10
    +7
    +3
    +7
    Fey Metamorphosis

    Class Skills
    (2+INT modifier per level): Bluff, Concentration, Disguise, Knowledge (arcana), Knowledge (geography), Knowledge (nature), Spellcraft, Use Magic Device.

    Weapon and Armor Proficiency

    Feyrime Warlocks gain no proficiency with any weapon or armor.

    Hoarfrost Lash (Su)

    A feyrime warlock gains the ability to fashion a 15-foot-long whip of frost (regardless of his size) that seems to constantly emanate icy crystals around itself and move with an unearthly spryness as a move-equivalent action. He takes no damage from a hoarfrost lash he creates, and if he releases his hold, it immediately dissipates. The hoarfrost lash deals damage to a target within 15 feet on a successful ranged touch attack. The damage is not cold damage (and does not react with things like water), and is not subject to being reduced by resistance or immunity to cold-based attacks, such as that granted by protection from energy (cold), fire shield (warm shield), the cold subtype, and similar magic. A feyrime warlock can take Weapon Focus and Weapon Specialization (if he otherwise meets the prerequisites) in conjunction with the hoarfrost lash, as well as any feats that apply to the use of a standard whip other than power attack. Unlike a normal whip, the feyrime warlock provokes no attacks of opportunity when attacking with a hoarfrost lash and he may make attacks of opportunity against adjacent targets. As the hoarfrost whip has no significant physical form it cannot be used to make trip or disarm attempts or for other tasks which would require a more solid implement. The wielder of a hoarfrost lash gains no benefits to his damage roll from a high Strength bonus. The whip remains in existence as long as the feyrime warlock holds it.

    A feyrime warlock’s hoarfrost lash improves as he gains warlock and feyrime warlock levels. The initial damage of the hoarfrost lash is 1d6 plus 1d6 for every 5 levels of warlock he has. At 4th level and every four levels thereafter, the hoarfrost lash gains 1d6 damage.

    Even in places where magic effects do not normally function (such as within an antimagic field) and in areas with temperatures above 140 degrees Fahrenheit, a feyrime warlock can attempt to sustain his hoarfrost lash by making a DC 20 Will save. On a successful save, the feyrime warlock maintains his hoarfrost lash for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the hoarfrost lash vanishes. As a move action on his turn, the feyrime warlock can attempt a new Will save to re-materialize his hoarfrost lash while he remains within the antimagic effect or extreme heat. If a feyrime warlock fails his saving throw against an effect that deals fire damage in an area or his hoarfrost lash is struck directly with an attack dealing fire damage he must make the aforementioned save, but if he is successful he need not make another save against such attack for a number of rounds equal to his class level. Against creatures with magic immunity or the cold subtype the hoarfrost lash has a 50% miss chance (this does not stack with other miss chances).

    Invoking

    A feyrime warlock gains no new invocations known and no increased damage with eldritch blast, but he does gain an increase in invoker level as if he had also gained a level in the warlock class for the purpose of determining the power of invocations he can learn and invoker level dependent effects. A feyrime warlock does not, however, gain any other benefit a character of that class would have gained.

    Ice Veins (Ex)

    At 2nd level, the feyrime warlock's blood grows colder and he gains resistance to cold 10. In addition he gains a +2 bonus on will saves made with regards to his hoarfrost lash. At 7th level this resistance to cold increases to 20.

    Swift Draw (Su)

    At 3rd level, a feyrime warlock becomes able to materialize his hoarfrost lash as a swift action instead of a move action.

    Extended Lash (Su)

    At 5th level, the reach of a feyrime warlock's hoarfrost lash increases by 5 feet.

    Chilling Lash (Su)

    At 6th level, enemies damaged by a feyrime warlock's hoarfrost lash must succeed on a DC 10 + 1/2 class level + Charisma modifier fortitude save or be slowed (see the slow spell) for 1 round (multiple instances do not extend duration). Creatures with the cold subtype are not subject to this effect.

    Wings (Ex)

    At 9th level, the feyrime warlock grows a pair of wings that resemble those of a moth. They allow flight at a speed of 60 feet (good maneuverability). The feyrime warlock can even fly while carrying a medium load, though his fly speed drops to 40 feet in this case. If the feyrime warlock becomes unconscious or helpless while in midair, his wings naturally unfold, and powerful ligaments stiffen them. The feyrime warlock then descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.

    If the feyrime warlock already has wings, he can choose whether these wings replace his own.

    Fey Metamorphosis (Ex)

    At 10th level, a feyrime warlock becomes a magical creature. His creature type changes to fey and his size category changes to medium (visually he looks like a Gloura without antennae). They feyrime warlock's age reverts to adulthood, he ceases aging, and cannot be magically aged. Any aging penalties that he has already taken are removed. Bonuses do not accrue, but those already in place remain. Additionally, the feyrime warlock gains damage reduction 5/cold iron, darkvision out to 60 feet, and may add his charisma modifier as a bonus to armor class and all saving throws.

    ===
    Explanation/fluff?

    The opposite number of the hellfire warlock. Where hellfire warlocks gain power very quickly and at great cost (fire) the feyrime warlocks take a slower but less perilous road to power (ice). Hellfire warlocks are better for range and feyrime is better for melee. Warlocks generally have two sources for pacts: fey and demons. Fey don't want to burn down the forests (cold theme also occurs in some fey). Slightly earlier entry than hellfire warlock as well and easier requirements.

    Other stuff:

    -Will make fluff when I can think of it.
    -Full BAB but much less damage per attack, also better HD
    Last edited by gooddragon1; 2014-06-19 at 10:31 PM.
    Character: Aknot
    Quote Originally Posted by Woland View Post
    Honestly, some lawyer somewhere is probably having an orgasm and he doesn't know why."
    No μ!

    Hi my name is ... and I'm an attention addict.

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    Default Re: Feyrime Warlock [3.5 PrC][Peach]

    I see no reason anyone would want to take this class, as a straight up Warlock is far better.
    Eldritch Blast is a prerequisite - but it has longer range, does more damage, is immune to heat effects already, and you can apply modifiers that are much better than Chilling Lash.
    Wings at level 14+ are too late - Fell Flight was available at 6th level.

    +3 BAB and 10 more hit points are simply not worth everything it loses.
    Last edited by SinsI; 2014-06-19 at 05:23 PM.

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    Default Re: Feyrime Warlock [3.5 PrC][Peach]

    Quote Originally Posted by SinsI View Post
    I see no reason anyone would want to take this class, as a straight up Warlock is far better.
    Eldritch Blast is a prerequisite - but it has longer range, does more damage, is immune to heat effects already, and you can apply modifiers that are much better than Chilling Lash.
    Wings at level 14+ are too late - Fell Flight was available at 6th level.

    +3 BAB and 10 more hit points are simply not worth everything it loses.
    Thank you for your evaluation. It's hard to get a good handle on how good or bad something is without input.

    Well, there are some benefits:
    Most Importantly [No SR allowed & No Elemental Resistance Allowed], 20 foot reach, functions in an AMF maybe, save or suck/lose effect against enemies, non-magical flight (switch out your flight invocation later too).

    The damage is scaled back because unlike eldritch glaive you might get an extra attack from haste. 5 attacks, 5 levels in warlock, 10 in this, 4 in fighter, 1 in warblade, punishing stance, weapon specialization, melee weapon mastery, 5d6+4 damage per attack for 25d6+20 damage at level 20. If that's not good enough I'll consider allowing stuff that boosts eldritch blast (chausible of fell power) to boost this too. That would be 35d6+20 damage at level 20 (assuming you hit with all 5 attacks).

    Also, unlike eldritch glaive it doesn't require a full-round action, can be used against adjacent enemies, provokes no attacks of opportunity, and allows weapon finesse for sure (was never really sure about it with glaive).

    Note: Added 50% miss chance vs magic immunity (buff) and cold subtype (nerf).
    Last edited by gooddragon1; 2014-06-19 at 10:32 PM.
    Character: Aknot
    Quote Originally Posted by Woland View Post
    Honestly, some lawyer somewhere is probably having an orgasm and he doesn't know why."
    No μ!

    Hi my name is ... and I'm an attention addict.

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    Default Re: Feyrime Warlock [3.5 PrC][Peach]

    There is no "magic immunity" in D&D, only Spell Resistance.

    Haste should be irrelevant just as things like Persistent Divine Power or Necropolitan template.

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    Default Re: Feyrime Warlock [3.5 PrC][Peach]

    Quote Originally Posted by SinsI View Post
    There is no "magic immunity" in D&D, only Spell Resistance.

    Haste should be irrelevant just as things like Persistent Divine Power or Necropolitan template.
    Immunity to Magic (Ex)

    A clay golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

    A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it.

    A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage.

    An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points of damage. The golem gets no saving throw against any of these effects.

    Any magical attack against a clay golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a clay golem hit by the breath weapon of a black dragon heals 7 points of damage if the attack would have dealt 22 points of damage. A clay golem golem gets no saving throw against magical attacks that deal acid damage.
    http://www.d20srd.org/srd/monsters/golem.htm

    Golems have immunity to magic.

    What do you mean haste is irrelevant?
    Last edited by gooddragon1; 2014-06-21 at 02:06 AM.
    Character: Aknot
    Quote Originally Posted by Woland View Post
    Honestly, some lawyer somewhere is probably having an orgasm and he doesn't know why."
    No μ!

    Hi my name is ... and I'm an attention addict.

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    Default Re: Feyrime Warlock [3.5 PrC][Peach]

    Oh, that immunity. Just Vitriolic Blast it away.

    Haste is not part of warlock's class abilities. And Imbue Item (the only reliable source of it) requires 12 levels of Warlock (and probably a couple levels of Chameleon), so has bad synergy with your class. Plus "not getting extra attacks from Haste while still receiving extra iterative attacks from BAB" is so counterintuitive any sane DM is going to house-rule that you do get it with Eldritch Glaive. http://www.giantitp.com/forums/archi.../t-155699.html suggests that it is not even a house rule.

    Since you can evade Attacks of Opportunity by casting defensively with DC 16, that part becomes irrelevant by level 12 at latest.

    I think the main problem with your class is that it is 10 levels, and most of them give things that are not exciting at all. Hellfire Warlock is only 3 levels deep for a reason.
    And just what are you gaining for those levels? Resistance to Cold? Resist Energy is a 2nd level spell on Sorcerer/Wizard list, provides better bonus, and is cheap at that level.
    Swift Draw? Just how often are you planning on doing that? Note that if you do it outside of combat, you gain absolutely nothing from this ability.
    Extended Leash is not that bad, but since you already have Eldritch Glaive with longer reach, it is going to be relevant only in extremely rare situations (like against the aforementioned Golem).
    Chilling Leash is decent, but it has to compete with Noxious Blast (Fortitude save for 1 MINUTE) of nauseated, and Incarnum Blast (Fortitude save for Dazed - better than stunned). And since your Fortitude Save is Class level - it has worse DC than either of those.
    As I've said, Wings are a joke for 14th level. Even without Fell Flight you can get those for 10k-14k gold.
    The Capstone is as mediocre as they come. Unless your game world has extreme aging problems, all it gives is +1 Int, +Wiz and +1 Charisma.
    At that point Darkvision is nothing, and Warlocks get damage reduction /cold iron already - so yours wouldn't stack.

    Warlock is extremely Feat-starved and Invocation-starved class. Your prestige class not only doesn't address those problems, but rather aggravates them since it learns no new Invocations and doesn't improve Eldritch Blast.
    Last edited by SinsI; 2014-06-21 at 08:45 AM.

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    Default Re: Feyrime Warlock [3.5 PrC][Peach]

    Quote Originally Posted by SinsI View Post
    Oh, that immunity. Just Vitriolic Blast it away.

    Haste is not part of warlock's class abilities. And Imbue Item (the only reliable source of it) requires 12 levels of Warlock (and probably a couple levels of Chameleon), so has bad synergy with your class. Plus "not getting extra attacks from Haste while still receiving extra iterative attacks from BAB" is so counterintuitive any sane DM is going to house-rule that you do get it with Eldritch Glaive. http://www.giantitp.com/forums/archi.../t-155699.html suggests that it is not even a house rule.

    Since you can evade Attacks of Opportunity by casting defensively with DC 16, that part becomes irrelevant by level 12 at latest.

    I think the main problem with your class is that it is 10 levels, and most of them give things that are not exciting at all. Hellfire Warlock is only 3 levels deep for a reason.
    And just what are you gaining for those levels? Resistance to Cold? Resist Energy is a 2nd level spell on Sorcerer/Wizard list, provides better bonus, and is cheap at that level.
    Swift Draw? Just how often are you planning on doing that? Note that if you do it outside of combat, you gain absolutely nothing from this ability.
    Extended Leash is not that bad, but since you already have Eldritch Glaive with longer reach, it is going to be relevant only in extremely rare situations (like against the aforementioned Golem).
    Chilling Leash is decent, but it has to compete with Noxious Blast (Fortitude save for 1 MINUTE) of nauseated, and Incarnum Blast (Fortitude save for Dazed - better than stunned). And since your Fortitude Save is Class level - it has worse DC than either of those.
    As I've said, Wings are a joke for 14th level. Even without Fell Flight you can get those for 10k-14k gold.
    The Capstone is as mediocre as they come. Unless your game world has extreme aging problems, all it gives is +1 Int, +Wiz and +1 Charisma.
    At that point Darkvision is nothing, and Warlocks get damage reduction /cold iron already - so yours wouldn't stack.

    Warlock is extremely Feat-starved and Invocation-starved class. Your prestige class not only doesn't address those problems, but rather aggravates them since it learns no new Invocations and doesn't improve Eldritch Blast.
    Vitriolic blast comes much later on though. Also, I assumed that the guy would get boots of haste for situations when he needed it when determining damage calculations. Eldritch glaive only has a 10 foot reach I think. This starts out at 15 and goes to 20. That means short of having an opponent who is colossal or has really unusual reach you're not going to have to tumble to reach them.

    As for the further reading, that does worry me quite a bit. I'll have to think about that and make some changes. Thanks for the breakdown on the points too.
    Character: Aknot
    Quote Originally Posted by Woland View Post
    Honestly, some lawyer somewhere is probably having an orgasm and he doesn't know why."
    No μ!

    Hi my name is ... and I'm an attention addict.

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    Default Re: Feyrime Warlock [3.5 PrC][Peach]

    Quote Originally Posted by gooddragon1 View Post
    Eldritch glaive only has a 10 foot reach I think.
    It has a reach of "as if you are using a reach weapon". If you are large (easy to get), it is 20 feet.

    Also, note that last 9 levels of this class only give +2d6, and only to that Leash. If you get +1d6 to it for 5 Warlock levels, wouldn't it be far better to just dip 1 level of Feyrime and continue with regular Warlock? He gets Energy Resistance to two types, his Damage Reduction is earlier (although lesser) and he gets the all-important Imbue Item - and doesn't lose on Invocations.
    Last edited by SinsI; 2014-06-21 at 12:19 PM.

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    Default Re: Feyrime Warlock [3.5 PrC][Peach]

    Quote Originally Posted by SinsI View Post
    It has a reach of "as if you are using a reach weapon". If you are large (easy to get), it is 20 feet.

    Also, note that last 9 levels of this class only give +2d6, and only to that Leash. If you get +1d6 to it for 5 Warlock levels, wouldn't it be far better to just dip 1 level of Feyrime and continue with regular Warlock? He gets Energy Resistance to two types, his Damage Reduction is earlier (although lesser) and he gets the all-important Imbue Item - and doesn't lose on Invocations.
    To be honest, I'm worried that some DM would think that this PrC is overpowered. Not every DM plays high or even mid optimization.
    Character: Aknot
    Quote Originally Posted by Woland View Post
    Honestly, some lawyer somewhere is probably having an orgasm and he doesn't know why."
    No μ!

    Hi my name is ... and I'm an attention addict.

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