Ancestral Pact (Heroic levels)

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ANCESTRAL PACT
You have sworn to honor your ancestors by completing that which they could not, or carrying on a sworn duty. While these ghostly spirits support you in your endeavor, they are not wholly beneficent. Hungering for the world of the living, they seek to act out through you, and can be domineering, vengeful, and manipulative. Only completion of their mission – through you – will grant them final respite; until that time they exist in limbo, looming shades in your family’s memory. You call upon powers that haunt your foes with phantom warriors, provide you with supernatural insights, and blur the boundary between life and death.

Ancestral pact spells require you to endure the physical trials the spirits demand of you (Constitution), and also to have the force of personality required to keep the more aggressive of those spirits from possessing you (Charisma).

Revenant: You gain the Revenant at-will power.

Ancestral Memory: You have the Ancestral Memory pact boon. Your enemy’s fall grants your ancestors a moment of lucidity, and they whisper secrets to you from the Shadowfell.
When you reduce an enemy under your Warlock’s Curse to 0 HP or fewer, you may make a Knowledge check as a free action with a +5 bonus (including trying a failed Knowledge check again) on something pertaining to your current situation.

Eldritch Light
Warlock (All) Attack 1
An eerie light surrounds your enemy who panics at the sound of voices whispering to them, lashing out at phantoms.
At-Will ♦ Arcane, Charm, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: Cha vs. Will
Hit: 1d6 + Cha psychic damage, and target's attack have a 50% miss chance until the end of your next turn.

Revenant
Warlock (Ancestral) Attack 1
A vengeful ghost momentarily takes form, lunging at your foe, while you linger in the sanctuary of your ancestor’s embrace.
At-Will ♦ Arcane, Implement
Standard Action, Ranged 10
Target: One creature
Attack: Cha vs. Reflex
Hit: 1d6 + Con damage, and you are insubstantial to the target until the start of your next turn.

Aegis of the Ages
Warlock (Ancestral) Attack 1
Ghostly defenders come to your aid, repelling an oncoming attacker with searing light.
Encounter ♦ Arcane, Implement, Radiant
Immediate Interrupt, Ranged 10
Trigger: An enemy makes an attack against you.
Effect: Gain +2 to a defense of your choice against that enemy's single attack
Attack: Cha vs. Will
Hit: 1d6 + Cha radiant damage, and push the target 1 square
Ancestral Pact: The bonus to your defense is equal to 2 + your Charisma modifier.

Spirit Swarm
Warlock (Ancestral) Attack 1
Hungry spirits swarm about your enemy, attempting to drag them to their doom.
Daily ♦ Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Cha vs. Fortitude
Hit: 3d8 + Cha necrotic damage, target is knocked prone, and you slide the target 2 squares.

Ancestral Guidance
Warlock (Ancestral) Utility 2
Ghosts whisper to you, revealing a weakness in your enemy’s defense.
Encounter ♦ Arcane
Minor Action, Personal
Effect: You learn one vulnerability of your current foe(s). If your foe(s) have no vulnerabilities you may instead learn their weakest defense (AC, Fortitude, Reflex, or Will).

Shades
Warlock (Ancestral) Attack 3
Ominous shades erupt from the ground to engage your foes, consuming all light.
Encounter ♦ Arcane, Implement, Necrotic
Immediate Reaction, Ranged 10
Trigger: One creature, or two creature no more than 5 squares apart from each other
Attack: Cha vs. Reflex, one attack per target
Hit: 1d8 + Cha necrotic damage, and all non-magical light sources within 10 squares of your enemies are extinguished. If the target uses a power with the “radiant” keyword on its next turn, it takes an extra 1d8 + Cha necrotic damage.
Ancestral Pact: Creatures adjacent to the target(s) take necrotic damage equal to your Charisma modifier.

Twilight Battlefield
Warlock (Ancestral) Attack 5
You bring an area of the world closer to the Shadowfell, allowing ghostly warriors to cross between the veil and fight once again.
Daily ♦ Arcane, Implement, Necrotic, Zone
Standard Action Area burst 2 within 10 squares
Effect: The burst creates a zone of a phantom warriors – anyone within is treated as being in difficult terrain. Creatures entering the zone or starting their turns there take 2d8 necrotic damage.
Sustain Minor: When you sustain the power you make a secondary attack.
Secondary Target: Each creature within the zone
Secondary Attack: Con vs. Will
Hit: If the target dies within the zone, they return as a phantom warrior (MM p.116), fighting for you until the end of the encounter.

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Forebear’s Quest RITUAL?
Warlock (Ancestral) Utility 6
A shining ancestral spirit appears, aiding you in exchange for helping it to complete an ancient quest.
Daily ♦ Arcane
Standard Action Personal
Effect: You learn the nature of the nearest trap, hazard, or monster(s) you will face, as if you had succeeded on the appropriate skill check. For a monster you learn its name, type, keywords, powers, resistances and vulnerabilities, and number. For a trap/hazard you learn its type, trigger, and effect.
Also, you gain a minor quest which you are expected to complete within a day. If you fail, you are cursed with bad luck (-5 all rolls) until it is completed or the ancestral spirit is otherwise appeased. If you succeed, you may restore one power of your choice.

REPLACEMENT?
Luminous Apparition
Warlock (Ancestral) Utility 6
A shining angelic spirit appears over your shoulder, creating a nimbus of blinding light while sheltering you and your allies from harm.
Daily ♦ Arcane
Standard Action, Personal, Aura 5
Effect: Enemies within the aura within your line of sight are blinded (save ends). You and your allies within the aura gain +1 AC and Will defenses. The spirit may communicate with you while you maintain the aura, giving you information or advice.
Sustain Minor: You may maintain the aura for up to 5 rounds.

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Shroud of the Ancestors
Warlock (Ancestral) Attack 7
You are enveloped in haunting mists which conceal you but your enemies are hounded by the spirits of their displeased ancestors.
Encounter ♦ Arcane, Implement, Illusion, Necrotic
Standard Action Close blast 3
Effect: You and all allies within blast gain partial concealment
Target: All enemies within blast
Attack: Con vs. Will
Hit: 2d6 + Con modifier necrotic damage
Ancestral Pact: Your ancestors provide you alone with total concealment.

Fetters of Disobedience
Warlock (Ancestral) Attack 9
Ghostly fetters appear around the feet of your foe, who feels the burden of past misdeeds.
Daily ♦ Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: Until the end of your next turn, whenever the target attempts to move toward you or your companions, it takes [number of squares moved]d8 + Con psychic damage and is slowed (save ends). Likewise if the target attempts to attack you or your companions it suffers 3d8 + Con psychic damage and is weakened (save ends)
Sustain Minor: Make a Charisma vs. Will attack against the target. On a hit, the effect continues. On a miss, the effect ends.

Spirit Mounting
Warlock (Ancestral) Utility 10
You momentarily allow an ancestor to possess you, hoping to use it to your benefit. However, you risk losing your free will in exchange for the spirits’ power.
Daily ♦ Arcane, Implement
Standard Action, Area Burst 2 within 10 squares
Effect: You are possessed by a ghost. You gain a temporary at-will power (from any class) of your choice and further benefits corresponding to the ghost’s motives…
Burial: The spirit seeks to lead you to its body so that it might be given a proper burial, and is constantly moving, no matter what the circumstances. You gain +4 Constitution and Wisdom, Darkvision, and the form of Terrain Walk most appropriate to your current environment. Instead of Terrain Walk the DM may allow you a suitable feat.
Flesh: The spirit seeks to have a good time, to be raucous, to live again for a time, and will do whatever it takes to enjoy itself. You gain +4 Dexterity and Charisma, an extra action point, and anytime you make a save roll two dice and take the higher value.
Revenge: The spirit seeks revenge on a particular target, and is willing to sacrifice anyone, including you, to achieve its goal. You gain +4 Strength and Intelligence, ignore the first 5 points of damage you suffer from every attack, and inflict +5 damage on attacks against the object of the spirit’s revenge.
Special: At any point during the possession, the spirit can attempt to make you do what it wants – you must make a save, and if you fail the spirit gains control over your actions that round. Likewise, in order to end the possession, you must make a successful save. If you choose not to, or are unable to, end it, the possession lasts for the duration of the encounter.

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Improved Ancestral Memory (Warlock Feat)
Prerequisite: Con 13 or Cha 13, warlock, ancestral pact
Benefit: You need not meet the prerequisites of the feat granted by your pact, so long as it is appropriate for your tier (eg. heroic, paragon, epic) and race.
 
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I like the concept, and hope that this will be one of them in future splat books. I look forward to see you develop this to further levels.
 

By my understanding of the rules you have too many at wills. A Warlock has the at will provided by their pact (Revenant in this case) and Eldrich Blast. A human Warlock would take an at will from another pact for their free power. There's no real room for Eldrich Light.
 

I was presenting "Eldritch Light" as an option for 2 reasons:
(1) A human warlock gets 3 at-wills.
(2) Instead of "Eldritch Blast", "Eldritch Light" provides a unique feel that may be preferred by some warlock players. Particularly, I anticipate, players choosing an Ancestral Pact.
 

Just 'editing' - not trying to negative, just trying to point out specific areas that could use help. As always, I heartily give two thumbs up to anyone making cool new things.

Eldritch Light is really too powerful - compare to Ray of Frost and not that daze is far more powerful than slow.

Ancestral Memory's feat acquisition is... definitely more effort than it's worth. It's too open ended. I'd suggest just giving a much simpler bonus.

Ancestor's Aegis needs a duration on the defense and possibly should be an interrupt instead of a reaction.

Twilight Battlefield's secondary effect doesn't actually do anything at all. It should probably also just do 10 damage, for ease of play.

Shades' Hit line needs to be rewritten, particularly the part around 'all non-magical light sources within 10 squares of your enemies'.

Forebear's Quest is... too random... for normal play, I think. Poof, have a minor quest every day, and 'nearest' thing you'll face... maybe as a ritual?

Anyhow, keep at it, take all that for what it's worth.
 

Thanks Keterys!
keterys said:
Eldritch Light is really too powerful - compare to Ray of Frost and not that daze is far more powerful than slow.
I was looking for a lesser condition than daze, which, as you point out, is too powerful for Level 1. My initial write-up imposed a 50% miss chance on any attack made by enemy as they were just as likely to lash out at a phantom. Maybe I'll use that instead.

Ancestral Memory's feat acquisition is... definitely more effort than it's worth. It's too open ended. I'd suggest just giving a much simpler bonus.
Well, my original idea really does fit the concept - you're digging deeper into the realm of ancestral wisdom, evidencing feats you never could possibly have learned. I've talked to True20 players (where you can spend an action point to acquire any feat you meet prereqs for), and they said it was pretty quick to decide which feat you choose after playing for a couple sessions. Maybe it just seems too open ended on paper?

Ancestor's Aegis needs a duration on the defense and possibly should be an interrupt instead of a reaction.
Good catch, thanks.

Twilight Battlefield's secondary effect doesn't actually do anything at all. It should probably also just do 10 damage, for ease of play.
Maybe...I do think that used strategically it could be effective now - a Phantom Warrior is a Level 4 Soldier after all, a helpful ally. Maybe 10 damage makes more sense, hmm...

Shades' Hit line needs to be rewritten, particularly the part around 'all non-magical light sources within 10 squares of your enemies'.
Typo. "Extinguished" Thanks for pointing that out.

Forebear's Quest is... too random... for normal play, I think. Poof, have a minor quest every day, and 'nearest' thing you'll face... maybe as a ritual?
You've convinced me. Ritual makes more sense.
 

*blink* My bad on the phantom warrior thing - I thought it meant 'phantom warrior' like in the field as part of the spell, as a cosmetic effect - literally no mechanical effect - not an actual level 4 guy. I take it back. You may want to reference the level and/or page # then. My bad!

So, I totally think Ancestor's Memory would work for some people, I just wouldn't do it as a general rule... especially since you can potentially get 3+ feats at once with it :)
 

I really, really like the idea behind this pact, it would work perfectly with a part of my campaign world. Good work! Eagerly waiting for more ;) I especially like the flavor text.. the mechanics i'd have to spend more time looking over to make sure, but all in all good job.
 


Thanks, I hope you freely mine from it for warlocks in your campaigns.
I had a hard time imagining a dwarf warlock with a fey/infernal/star pact, and I also noticed the conspicuous absence of a "shadow" pact, so I came up with concepts for 2 new pacts: Death, with ties to the Shadowfell and Raven Queen, & Ancestral, with ties to the underworld/afterlife/mysterious great beyond/ghosts/spirits. Death is the "I should have died but I didn't" pact. Ancestral is the "as long as I breath, I'll honor/placate those who've gone before" pact.

keterys said:
So, I totally think Ancestor's Memory would work for some people, I just wouldn't do it as a general rule... especially since you can potentially get 3+ feats at once with it :)
I missed that. 3 feats might be overwhelming. Heh.
 
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