New Warlock Invocations

Falling Icicle

Adventurer
New Invocations

Fiendish Skin
Lesser; 4th

Your skin is covered with dark red glowing runes, shedding light as a candle unless you cover your skin completely. You gain an enhancement bonus to natural armor, as barkskin. You also radiate a fear aura, as the fear spell, out to 10 feet. A creature that successfully saves against your fear aura is immune to its effects for 24 hours. You may suppress or resume your fear aura as a free action. This invocation lasts for 24 hours.

Fiendish Gaze
Greater; 6th

You can use eyebite, as the spell. While using this effect, your eyes glow with a terrible red glare, emitting light equivalent to a candle.

The Fiend Within
Dark; 8th

You transform yourself into a horrific fiend. You grow terrible horns, claws and a barbed tail and your skin color changes to dark red. Your body is covered in long, jagged spikes. Your equipment melds to accommodate these changes and remains functional. Your size increases by one category and your type changes to native outsider. You gain a +10 profane bonus to strength and constitution, a +8 natural armor bonus, and your base attack bonus increases by +5. You gain immunity to fire and poison and resistance to acid 10, electricity 10 and cold 10. This stacks with resistances gained from other sources. You also gain spell resistance 10 + invoker level and damage reduction 15/good and magic.

You gain two claw attacks (1d8 + strength bonus + 1d6 fire), horns (1d6 + 2x strength bonus), and a barbed, poisonous tail attack (1d4 + strength bonus + poison). The poison of your tail attack deals 1d6 initial con damage and 1d6 secondary con damage. The DC to resist is 18 + your charisma bonus. You are considered proficient with all of these natural weapons, and they strike as magical weapons of your alignment. You gain improved grab, pounce and rake. The spikes on your body inflict 1d6 damage + your strength bonus any time an opponent attempts a grapple attack or grapple maneuver against you and you deal an additional 1d6 damage on your grapple attacks.

This invocation lasts for 1 round per invoker level. Channeling such terrible dark forces is very taxing, and the furious powers unleashed by this invocation are difficult to control. Every time you cast this invocation you must make a Will save (DC 25). If you succeed, you retain control over your actions, but if you fail you immediately go into a berserk frenzy, attacking the nearest creature, be it friend or foe, with your natural attacks in preference to any other action. You may attempt the Will save again once per round at the start of your turn to break free of the frenzy. If you are attacking a friend or loved one, you get a +2 circumstance bonus on your save. When this invocation ends, you must make a Fortitude save (DC 20) or become exhausted. If you succeed, you become fatigued instead.

This invocation has a powerful synergy with the fiendish skin invocation. While this invocation is active, the radius of your fear aura from the fiendish skin invocation increases to 20 feet.

Hideous Shot
Lesser; 3rd; Blast Shape

As a standard action, you can make a single attack with a ranged weapon against a target within 60 feet. This is not a touch attack. If you hit, the target is affected as if struck by your eldritch blast (including any eldritch essence applied to the blast). This damage is in addition to any weapon damage that you deal with your attack, although you need not deal damage with this attack to trigger the eldritch blast effect.

Profane Utterance
Dark; 7th

You speak a single word of the Dark Speech, striking a single creature within 40 feet of you with blasphemy or word of chaos, your choice when casting this invocation. Unlike the spells, this invocation doesn't banish outsiders. Any good or lawful creatures (depending on the version you cast) within 40 feet of you (including the target and even yourself) are unsettled by this terrible word and are shaken for 1 round (no save). This invocation has a verbal component instead of a somatic component.

Shocking Blast
Greater; 6th; Eldritch Essence

This eldritch essence invocation allows you to change your eldritch blast into a shocking blast. A shocking blast deals electricity damage. Any creature struck by a shocking blast must make a Fortitude save or be dazed for one round, as the electrocuting currents overwhelm his system. Any creature that is immune to electricity damage is also immune to the daze effect. If the target is wearing metal armor or carrying a lot of metal, you gain a +3 bonus to your attack roll.

Feats

Lord of Fiends [Epic]
You have mastered your fiendish powers.
Prerequisites: Spellcraft 24 ranks, fiendish gaze, fiendish skin, the fiend within.

Benefit: As a full-round action, you can summon a single creature from the summon monster I-IX list that is an evil outsider. This fiend serves you for a number of rounds equal to your caster level.

You can use dominate monster on evil outsiders. This effect lasts for a number of days equal to your caster level. Activating this ability is a standard action.

You gain immunity to poison and energy resistance 10 to acid, cold, electricity and fire. This stacks with energy resistances gained from other sources. This is an extraordinary ability.

Evil outsiders see you as one of their own kind. These creatures react to you as if their attitude is two steps better than the situation otherwise warrants. This is an extraordinary ability.

This feat may be taken as a bonus epic warlock feat, but the character must meet its prerequisites.

[Edit] Changed the DCs to save against the frenzy and exhuastion for the Fiend Within invocation to a fixed number. Also changed the Profane Utterance invocation to inflict either blasphemy or word of chaos instead of both and took out the ability for it to banish outsiders. It also can render the casting warlock shaken if he has an appropriate alignment. Put a maximum range on Hideous Shot. Removed the intimidate bonus on the Fiendish Gaze invocation.
 
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These are really neat ideas! Here are a few suggestions:

I think the Shot one might be a touch too strong; if I read it right, you're giving up your ranged touch for a blast that you can add to your weapon damage. Given the blast's progression, you've just gained the equivalent of 1/round sneak attack damage against any target, including and especially those you couldn't normally hit with sneak attacks. That's kinda better than a rogue, and given that a warlock always fights at range and has a 3/4ths BAB, there's no penalty and you'll probably use this instead of your normal blast all the time.

The eyebite one probably ought to be dark - a level 6 spell at will is pretty heavy, and a bit better than some of the other greater ones, especially since you boosted the overall effect. (For example, the chilling tentacles one is greater and that's a 4th level spell.)

For the Fiend Within, I wouldn't make the save DC based off your character's level - that's not really like any other mechanic and it almost punishes those who straight-class. It'd be better to use a static number, like 20 + level of the ability (in this case, 28). Sure, as you gain in levels it'll be easier to overcome, but since it doesn't get more powerful with your level, the gain should see an equal level of dropoff. If 28 is too low, just raise the DC - 25 + ability level is 33, and closer to what you'd need to save against as you've written it.

With the Utterance one, I'd suggest one effect or the other - a save or die for low-level stuff at will is already pushing far past what I'd think is balanced, and two effects is pretty much just way too much. The secondary effect is nice and well-themed, but again makes the overall ability just far too powerful. Perhaps a limitation could be that the warlock herself is also shaken?

As for the epic feat, I've no idea how to balance those, but I'd think either one of those two spells (summon IX or dominate monster) would be more than enough, and both is just too much.

Overall, these are great ideas, and well-suited to the warlock's flavor - more invocations are always welcome. :)
 

Over all I find these excellent. One question though, does the shocking blast do any extra damage (such as Brimstone Blast) or does it just change all the damage to electricity?
 

evilbob said:
These are really neat ideas! Here are a few suggestions:

I think the Shot one might be a touch too strong; if I read it right, you're giving up your ranged touch for a blast that you can add to your weapon damage. Given the blast's progression, you've just gained the equivalent of 1/round sneak attack damage against any target, including and especially those you couldn't normally hit with sneak attacks. That's kinda better than a rogue, and given that a warlock always fights at range and has a 3/4ths BAB, there's no penalty and you'll probably use this instead of your normal blast all the time.

Hideous shot is just a ranged version of hideous blow, and is a grade higher. You get to add your weapon damage, but you have to succeed on a normal attack roll, which is much more difficult than a touch attack. You make a fair point about the sneak attack, but unlike a rogue which can sneak attck multiple times per round with a full attack, you can only use this invocation once per round. And warlocks are only proficient with simple weapons, so getting a really good weapon to take advantage of this invocation requires taking a feat, multiclassing or playing an elf for bow proficiencies.

evilbob said:
The eyebite one probably ought to be dark - a level 6 spell at will is pretty heavy, and a bit better than some of the other greater ones, especially since you boosted the overall effect. (For example, the chilling tentacles one is greater and that's a 4th level spell.)

There are several greater invocations which are equivalent to 6th level spells. I was considering putting this invocation at dark, but the main thing is that against creatures which are close to your level, all it does is sicken them, which is just a -2 penalty to some actions. Creatures have to be 10+ levels below you for you to kill them with this invocation, and with that kind of level gap, you could probably kill them in one shot anyway.

I didn't really boost the effect at all, I added that your eyes glow for flavor (which can actually be a drawback in many cases) and I added a bonus to intimidate checks. But since intimidate takes a standard action to perform, and can at most make someone shaken, I'm not too worried about it being overpowering.

evilbob said:
For the Fiend Within, I wouldn't make the save DC based off your character's level - that's not really like any other mechanic and it almost punishes those who straight-class. It'd be better to use a static number, like 20 + level of the ability (in this case, 28). Sure, as you gain in levels it'll be easier to overcome, but since it doesn't get more powerful with your level, the gain should see an equal level of dropoff. If 28 is too low, just raise the DC - 25 + ability level is 33, and closer to what you'd need to save against as you've written it.

I wanted it to be a dangerous ability to use to help balance its power, but I think you're right. I'll change the DC to a fixed number.

evilbob said:
With the Utterance one, I'd suggest one effect or the other - a save or die for low-level stuff at will is already pushing far past what I'd think is balanced, and two effects is pretty much just way too much. The secondary effect is nice and well-themed, but again makes the overall ability just far too powerful. Perhaps a limitation could be that the warlock herself is also shaken?

Well, all being shaken does is give you a -2 penalty to some things, and it only lasts for 1 round. I did this because the actual spells blasphemy and word of chaos hit all targets within 40 feet of you, and the invocation only hits one.

evilbob said:
As for the epic feat, I've no idea how to balance those, but I'd think either one of those two spells (summon IX or dominate monster) would be more than enough, and both is just too much.

They recently released epic warlock feats on their website. I followed the elemental one when creating this feat almost exacly, just changing the types of creatures you can summon or control and what resistances you get. Yeah, it is probably overpowered, but so are all of the other epic feats. ;)

evilbob said:
Overall, these are great ideas, and well-suited to the warlock's flavor - more invocations are always welcome. :)

Thanks! I appreciate all of your feedback. I'll definately take it into consideration.

Necro_Kinder said:
Over all I find these excellent. One question though, does the shocking blast do any extra damage (such as Brimstone Blast) or does it just change all the damage to electricity?

It just changes it to electricity and adds the daze effect. It doesn't add any extra damage.
 

Well, if you still want feedback I'm happy to give more. :)

Falling Icicle said:
Hideous shot is just a ranged version of hideous blow, and is a grade higher. You get to add your weapon damage, but you have to succeed on a normal attack roll, which is much more difficult than a touch attack. You make a fair point about the sneak attack, but unlike a rogue which can sneak attck multiple times per round with a full attack, you can only use this invocation once per round. And warlocks are only proficient with simple weapons, so getting a really good weapon to take advantage of this invocation requires taking a feat, multiclassing or playing an elf for bow proficiencies.
These are good points. However, I think the main issue I still have is that Hideous Blow is "balanced" because for a warlock, getting into melee is extremely dangerous. Firing at range is not. You've effectively just made their blast better, since they can add weapon damage - and the "touch" vs. "not touch" doesn't do enough to balance it, since they get a 3/4ths BAB and have Dex as a primary stat. Here's an idea: maybe it only works within 30'. That's strong, but a bit closer to a Lesser ability.

Falling Icicle said:
There are several greater invocations which are equivalent to 6th level spells. I was considering putting this invocation at dark, but the main thing is that against creatures which are close to your level, all it does is sicken them, which is just a -2 penalty to some actions. Creatures have to be 10+ levels below you for you to kill them with this invocation, and with that kind of level gap, you could probably kill them in one shot anyway.

I didn't really boost the effect at all, I added that your eyes glow for flavor (which can actually be a drawback in many cases) and I added a bonus to intimidate checks. But since intimidate takes a standard action to perform, and can at most make someone shaken, I'm not too worried about it being overpowering.
The thing about the intimidate is that it stacks with almost everything, including the warlock's own Beguiling Influence ability. So a warlock could get a +12 to intimidate, 24 hrs a day. And the eyebite is still strong for a Greater ability... It might be better to change the bonus to "circumstance" (still stacks with the unnamed Least ability bonus, but won't stack with many other things), and limit all the spell's effects to 1 round. That would make it easily fair for a Greater ability.

Falling Icicle said:
I wanted it to be a dangerous ability to use to help balance its power, but I think you're right. I'll change the DC to a fixed number.
I saw you chose 25 for the Will and 20 for the Fort. Let's see: a warlock gets a good will progression and by level 16 would have +10 naturally and whatever items / wisdom (probably at least a total of +14 or more, since wisdom isn't a high stat for a warlock). A 25 save would be around a 50/50 shot, so that seems pretty good. The only drawback is the warlock's Dark One's Own Luck ability, which can give him +Cha bonus to will saves. Since Cha is a primary stat, that potentially gives him more like a +22 or higher will, which makes this ability a walk in the park. Hmm... This needs some kind of better mechanic, but I can't think of one off the top of my head... Well, without just saying "you have a 50% chance of going into a rage." That solves the "save" problem, and gives a static number that's high risk. Might be the best solution. Keep the fort save, though - a penalty on a successful save is fine to be low-ish.

Falling Icicle said:
Well, all being shaken does is give you a -2 penalty to some things, and it only lasts for 1 round. I did this because the actual spells blasphemy and word of chaos hit all targets within 40 feet of you, and the invocation only hits one.
Ah, but blasphemy and word of chaos are 7th level spells, and you can do this invocation every round, and there's no save. That means it's a free-for-all against all things without SR, and pretty bad even then. I'd still limit the power to one of the two effects (technically word of chaos is a better choice because parties tend to be "good" vs. "evil" encounters, so this will be less powerful than blasphemy - and less completely evil :)), and I'd also include that it cannot kill anything instantly, nor does it do the "banish" effect (this makes no sense for their ability anyway).

Falling Icicle said:
They recently released epic warlock feats on their website. I followed the elemental one when creating this feat almost exacly, just changing the types of creatures you can summon or control and what resistances you get. Yeah, it is probably overpowered, but so are all of the other epic feats. ;)
Fair enough. :) Remind me to roll an epic warlock...

Falling Icicle said:
Thanks! I appreciate all of your feedback. I'll definately take it into consideration.
No problem. Feel free to ignore, as well. :)
 
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The shot one also increases the range of the warlock's eldritch blast.

So unlke hideous blow which requires the warlock to get up close and personal this one will increase the range of his blast at the cost of no longer being a ranged touch attack.

EB range: 60 ft (not an increment a flat range)

Light cross bow: range 80 ft with 1d8 base damage (only 1 shot every round)

Heavy crossbow: range 120 ft with 1d10 base damage (only 1 shot every other round w/o Rapid Reload feat)

Crossbows have range increments so they can actually be used farther away (with penalties).
 

evilbob said:
Well, if you still want feedback I'm happy to give more. :)

Keep it coming! ;)

evilbob said:
These are good points. However, I think the main issue I still have is that Hideous Blow is "balanced" because for a warlock, getting into melee is extremely dangerous. Firing at range is not. You've effectively just made their blast better, since they can add weapon damage - and the "touch" vs. "not touch" doesn't do enough to balance it, since they get a 3/4ths BAB and have Dex as a primary stat. Here's an idea: maybe it only works within 30'. That's strong, but a bit closer to a Lesser ability.

That's a good point. Very well, I will limit the range on it.

evilbob said:
The thing about the intimidate is that it stacks with almost everything, including the warlock's own Beguiling Influence ability. So a warlock could get a +12 to intimidate, 24 hrs a day. And the eyebite is still strong for a Greater ability... It might be better to change the bonus to "circumstance" (still stacks with the unnamed Least ability bonus, but won't stack with many other things), and limit all the spell's effects to 1 round. That would make it easily fair for a Greater ability.

The point I was trying to make is that even if you have a +100 bonus to intimidate, the most you can ever do with it is make someone shaken. That doesn't worry me much. And while you're using this invocation, your eyes glow, so everyone is going to know that you are using some kind of spooky magic on them, and will react appropriately.

I do think the duration of 1 round might be a good idea though. This invocation would be better balanced if the Warlock had to actually take his action to use it each round. But looking at it, it still requires a move action for the warlock every time he wants to hit someone with the gaze, so it is probably fine as is. I'll have to playtest it a bit to see how it works out.

evilbob said:
I saw you chose 25 for the Will and 20 for the Fort. Let's see: a warlock gets a good will progression and by level 16 would have +10 naturally and whatever items / wisdom (probably at least a total of +14 or more, since wisdom isn't a high stat for a warlock). A 25 save would be around a 50/50 shot, so that seems pretty good. The only drawback is the warlock's Dark One's Own Luck ability, which can give him +Cha bonus to will saves. Since Cha is a primary stat, that potentially gives him more like a +22 or higher will, which makes this ability a walk in the park. Hmm... This needs some kind of better mechanic, but I can't think of one off the top of my head... Well, without just saying "you have a 50% chance of going into a rage." That solves the "save" problem, and gives a static number that's high risk. Might be the best solution. Keep the fort save, though - a penalty on a successful save is fine to be low-ish.

Yeah, I'm not sure what to do on this either. I suppose that at the very least there will always be a 5% chance you will freak out on your party, making it have some risk. The main purpose of the saves is that I wanted people to think twice before using it, as it is a very powerful invocation.

evilbob said:
Ah, but blasphemy and word of chaos are 7th level spells, and you can do this invocation every round, and there's no save. That means it's a free-for-all against all things without SR, and pretty bad even then. I'd still limit the power to one of the two effects (technically word of chaos is a better choice because parties tend to be "good" vs. "evil" encounters, so this will be less powerful than blasphemy - and less completely evil :)), and I'd also include that it cannot kill anything instantly, nor does it do the "banish" effect (this makes no sense for their ability anyway).

I have changed it so that you inflict either blasphemy or word of chaos, rather than both. I will also take out the ability to banish creatures, as you suggest. I don't think I'm going to take out the kill ability, however, as it only affects creatures 10 or more levels below the warlock, who he could no doubt kill in one or two rounds with eldritch blast anyway.

Thanks again for taking the time to provide feedback. You've been a great help!
 
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Falling Icicle said:
The point I was trying to make is that even if you have a +100 bonus to intimidate, the most you can ever do with it is make someone shaken.
I see what you're saying. Well, that's true in-battle, but it also means that you're going to be amazing at out-of-battle interactions. Which again, as you said, is probably fine.

Falling Icicle said:
I do think the duration of 1 round might be a good idea though. This invocation would be better balanced if the Warlock had to actually take his action to use it each round. But looking at it, it still requires a move action for the warlock every time he wants to hit someone with the gaze, so it is probably fine as is. I'll have to playtest it a bit to see how it works out.
Yeah, I understand your thought. I still think limiting the effect to 1 round might be a good way to go, too. But I like the duration for 1 round for sure: if you have to use a standard action each round to cast it, then you don't have to even worry about the move action thing, and you can't cast other stuff while it's going on (which would be the case now). And it would it would still effect one creature each round that failed its save.

Falling Icicle said:
Yeah, I'm not sure what to do on this either. I suppose that at the very least there will always be a 5% chance you will freak out on your party, making it have some risk. The main purpose of the saves is that I wanted people to think twice before using it, as it is a very powerful invocation.
Ok, I have thought about this s'more and I see two ways to balance it. First, you can change the invocation so that it doesn't work when you're fatigued/exhausted, and then make it make you fatigued/exhausted at the end as now. This is nice because it sets a bigger limit on use and doesn't worry about the low chance of failing the save (although there are spells to make you not fatigued anymore that would cheat this system). The other way is to make it so that the Will DC increases (maybe by 2) each time you use it until you rest for at least 8 hours. That makes it faster for battles, but harder to use every encounter. (Also, I wouldn't allow a re-save each round - this makes it riskier. Or, at the very least, not include anything about "friends or loved ones" making the DC easier - that's pretty much anyone around that's not an enemy, so it's almost a blanket bonus to the save.)

Here's a re-write that incorporates my 2nd idea and brings it a little bit more into the standardized rule system for monsters. I changed a few numbers here and there, and altered (and specified) the special abilities a bit more (pounce is both a bit extreme and not themed for this creature, I thought). See what you think:

The Fiend Within
Dark; 8th


You transform yourself into a horrific fiend. You grow terrible horns, claws and a barbed tail and your skin color changes to dark red. Your body is covered in long, jagged spikes. Your equipment changes to accommodate your new body's shape and remains functional. Your size increases by one category, extending your reach if appropriate, and granting you a +2 bonus to strength and constitution, -2 penalty to dexterity, -1 AC, and -1 to hit. Your type changes to native outsider. You gain an additional +8 profane bonus to strength and constitution, a +8 enhancement bonus to your natural armor, and your base attack bonus changes to 1/character level (as a fighter). You gain immunity to fire and poison and resistance to acid 10, electricity 10 and cold 10. This does not stack with resistances gained from other sources. You also gain spell resistance 10 + invoker level (also does not stack with other sources) and damage reduction 15/good and cold iron (this replaces your normal DR from your class).

You gain two claw attacks (1d8 + strength bonus + 1d6 fire), a secondary horn attack (1d6 + 1/2 strength bonus), and a secondary barbed, poisonous tail attack (1d4 + 1/2 strength bonus + poison). The poison of your tail attack deals 1d6 initial con damage and 1d6 secondary con damage. The DC to resist is 10 + 1/2 your invoker level + your charisma modifier. You are considered proficient with all of these natural weapons, and they or any weapons you are holding strike as magical weapons of your alignment. You gain the extraordinary special abilities improved grab, constrict, and rend. The spikes on your body inflict 1d6 damage + your strength bonus any time an opponent attempts a grapple check against you.
Improved Grab: You may start a grapple as a free action when you hit with one of your claw attacks.
Constrict: You deal an automatic 1d6 + strength bonus damage with a successful grapple check.
Rend: If you hit with both claw attacks, you do an automatic 1d8 + strength bonus damage.

This invocation lasts for 1 round per invoker level. Channeling such terrible dark forces is very taxing, and the furious powers unleashed by this invocation are difficult to control. Every time you cast this invocation you must make a Will save. This starts at DC 25, and increases by 2 each time you use this ability until you rest for at least 8 hours. If you succeed, you retain control over your actions, but if you fail you immediately go into a berserk frenzy, attacking the nearest creature, be it friend or foe, with your natural attacks in preference to any other action, until this invocation ends. When it ends, you must make a Fortitude save (DC 20) or become exhausted. If you succeed, you become fatigued instead. These conditions persist, and are cumulative upon successive uses of this invocation.

Special: This invocation has a powerful synergy with the fiendish skin invocation. While this invocation is active, the radius of your fear aura from the fiendish skin invocation increases to 20 feet.


Falling Icicle said:
I have changed it so that you inflict either blasphemy or word of chaos, rather than both. I will also take out the ability to banish creatures, as you suggest. I don't think I'm going to take out the kill ability, however, as it only affects creatures 10 or more levels below the warlock, who he could no doubt kill in one or two rounds with eldritch blast anyway.
I thought that might be the route you took. :) Fair enough - I think it's probably well-balanced now, and ready for play-testing for sure.

Falling Icicle said:
Thanks again for taking the time to provide feedback. You've been a great help!
Thanks for listening! :)
 

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