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Ancestral Pact (Heroic levels)
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<blockquote data-quote="Quickleaf" data-source="post: 4275439" data-attributes="member: 20323"><p><img src="http://i4.photobucket.com/albums/y141/quickleaf/Eclipse.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>Art Copyright Lisa Hunt <a href="http://www.epilogue.net/cgi/database/art/list.pl?gallery=5453" target="_blank">http://www.epilogue.net/cgi/database/art/list.pl?gallery=5453</a></p><p></p><p><strong><span style="font-size: 15px">ANCESTRAL PACT</span></strong></p><p>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.</p><p></p><p>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).</p><p></p><p><strong>Revenant:</strong> You gain the <strong>Revenant</strong> at-will power.</p><p></p><p><strong>Ancestral Memory: </strong> 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.</p><p>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.</p><p></p><p><strong><span style="color: DarkGreen">Eldritch Light</span></strong></p><p>Warlock (All) Attack 1</p><p><em>An eerie light surrounds your enemy who panics at the sound of voices whispering to them, lashing out at phantoms.</em></p><p>At-Will ♦ Arcane, Charm, Implement, Psychic</p><p>Standard Action, Ranged 10</p><p>Target: One creature</p><p>Attack: Cha vs. Will</p><p>Hit: 1d6 + Cha psychic damage, and target's attack have a 50% miss chance until the end of your next turn.</p><p></p><p><strong><span style="color: DarkOliveGreen">Revenant</span></strong></p><p>Warlock (Ancestral) Attack 1</p><p><em>A vengeful ghost momentarily takes form, lunging at your foe, while you linger in the sanctuary of your ancestor’s embrace.</em></p><p>At-Will ♦ Arcane, Implement</p><p>Standard Action, Ranged 10</p><p>Target: One creature</p><p>Attack: Cha vs. Reflex</p><p>Hit: 1d6 + Con damage, and you are insubstantial to the target until the start of your next turn.</p><p></p><p><strong><span style="color: DarkRed">Aegis of the Ages</span></strong> </p><p>Warlock (Ancestral) Attack 1</p><p><em>Ghostly defenders come to your aid, repelling an oncoming attacker with searing light.</em></p><p>Encounter ♦ Arcane, Implement, Radiant</p><p>Immediate Interrupt, Ranged 10</p><p>Trigger: An enemy makes an attack against you.</p><p>Effect: Gain +2 to a defense of your choice against that enemy's single attack</p><p>Attack: Cha vs. Will</p><p>Hit: 1d6 + Cha radiant damage, and push the target 1 square</p><p>Ancestral Pact: The bonus to your defense is equal to 2 + your Charisma modifier.</p><p></p><p><strong>Spirit Swarm</strong> </p><p>Warlock (Ancestral) Attack 1</p><p><em>Hungry spirits swarm about your enemy, attempting to drag them to their doom.</em></p><p>Daily ♦ Arcane, Implement, Necrotic</p><p>Standard Action Ranged 10</p><p>Target: One creature</p><p>Attack: Cha vs. Fortitude</p><p>Hit: 3d8 + Cha necrotic damage, target is knocked prone, and you slide the target 2 squares.</p><p></p><p><strong><span style="color: DarkRed">Ancestral Guidance</span></strong></p><p>Warlock (Ancestral) Utility 2</p><p><em>Ghosts whisper to you, revealing a weakness in your enemy’s defense.</em></p><p>Encounter ♦ Arcane</p><p>Minor Action, Personal</p><p>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).</p><p></p><p><strong><span style="color: DarkRed">Shades</span></strong> </p><p>Warlock (Ancestral) Attack 3</p><p><em>Ominous shades erupt from the ground to engage your foes, consuming all light.</em></p><p>Encounter ♦ Arcane, Implement, Necrotic</p><p>Immediate Reaction, Ranged 10</p><p>Trigger: One creature, or two creature no more than 5 squares apart from each other</p><p>Attack: Cha vs. Reflex, one attack per target</p><p>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.</p><p>Ancestral Pact: Creatures adjacent to the target(s) take necrotic damage equal to your Charisma modifier.</p><p></p><p><strong>Twilight Battlefield</strong> </p><p>Warlock (Ancestral) Attack 5</p><p><em>You bring an area of the world closer to the Shadowfell, allowing ghostly warriors to cross between the veil and fight once again.</em></p><p>Daily ♦ Arcane, Implement, Necrotic, Zone</p><p>Standard Action Area burst 2 within 10 squares</p><p>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.</p><p>Sustain Minor: When you sustain the power you make a secondary attack.</p><p>Secondary Target: Each creature within the zone</p><p>Secondary Attack: Con vs. Will</p><p>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.</p><p></p><p>------------------------------------</p><p><strong>Forebear’s Quest</strong> RITUAL?</p><p>Warlock (Ancestral) Utility 6</p><p><em>A shining ancestral spirit appears, aiding you in exchange for helping it to complete an ancient quest.</em></p><p>Daily ♦ Arcane</p><p>Standard Action Personal</p><p>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.</p><p>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.</p><p></p><p>REPLACEMENT?</p><p><strong>Luminous Apparition</strong> </p><p>Warlock (Ancestral) Utility 6</p><p><em>A shining angelic spirit appears over your shoulder, creating a nimbus of blinding light while sheltering you and your allies from harm.</em></p><p>Daily ♦ Arcane</p><p>Standard Action, Personal, Aura 5</p><p>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.</p><p>Sustain Minor: You may maintain the aura for up to 5 rounds.</p><p></p><p>------------------------------------</p><p><strong><span style="color: DarkRed">Shroud of the Ancestors</span></strong> </p><p>Warlock (Ancestral) Attack 7</p><p><em>You are enveloped in haunting mists which conceal you but your enemies are hounded by the spirits of their displeased ancestors.</em></p><p>Encounter ♦ Arcane, Implement, Illusion, Necrotic</p><p>Standard Action Close blast 3</p><p>Effect: You and all allies within blast gain partial concealment</p><p>Target: All enemies within blast</p><p>Attack: Con vs. Will</p><p>Hit: 2d6 + Con modifier necrotic damage</p><p>Ancestral Pact: Your ancestors provide you alone with total concealment.</p><p></p><p><strong>Fetters of Disobedience</strong> </p><p>Warlock (Ancestral) Attack 9</p><p><em>Ghostly fetters appear around the feet of your foe, who feels the burden of past misdeeds.</em></p><p>Daily ♦ Arcane, Implement</p><p>Standard Action Ranged 10</p><p>Target: One creature</p><p>Attack: Charisma vs. Will</p><p>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)</p><p>Sustain Minor: Make a Charisma vs. Will attack against the target. On a hit, the effect continues. On a miss, the effect ends.</p><p></p><p><strong>Spirit Mounting</strong></p><p>Warlock (Ancestral) Utility 10</p><p><em>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.</em></p><p>Daily ♦ Arcane, Implement</p><p>Standard Action, Area Burst 2 within 10 squares</p><p>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…</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p></p><p>---------------------------------------</p><p></p><p><strong>Improved Ancestral Memory (Warlock Feat)</strong></p><p>Prerequisite: Con 13 or Cha 13, warlock, ancestral pact</p><p>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.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 4275439, member: 20323"] [img]http://i4.photobucket.com/albums/y141/quickleaf/Eclipse.jpg[/img] Art Copyright Lisa Hunt [url]http://www.epilogue.net/cgi/database/art/list.pl?gallery=5453[/url] [B][SIZE=4]ANCESTRAL PACT[/SIZE][/B] 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). [b]Revenant:[/b] You gain the [b]Revenant[/b] at-will power. [B]Ancestral Memory: [/B] 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. [B][COLOR=DarkGreen]Eldritch Light[/COLOR][/B] Warlock (All) Attack 1 [I]An eerie light surrounds your enemy who panics at the sound of voices whispering to them, lashing out at phantoms.[/I] 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. [B][COLOR=DarkOliveGreen]Revenant[/COLOR][/B] Warlock (Ancestral) Attack 1 [I]A vengeful ghost momentarily takes form, lunging at your foe, while you linger in the sanctuary of your ancestor’s embrace.[/I] 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. [B][COLOR=DarkRed]Aegis of the Ages[/COLOR][/B] Warlock (Ancestral) Attack 1 [I]Ghostly defenders come to your aid, repelling an oncoming attacker with searing light.[/I] 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. [B]Spirit Swarm[/B] Warlock (Ancestral) Attack 1 [I]Hungry spirits swarm about your enemy, attempting to drag them to their doom.[/I] 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. [B][COLOR=DarkRed]Ancestral Guidance[/COLOR][/B] Warlock (Ancestral) Utility 2 [I]Ghosts whisper to you, revealing a weakness in your enemy’s defense.[/I] 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). [B][COLOR=DarkRed]Shades[/COLOR][/B] Warlock (Ancestral) Attack 3 [I]Ominous shades erupt from the ground to engage your foes, consuming all light.[/I] 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. [B]Twilight Battlefield[/B] Warlock (Ancestral) Attack 5 [I]You bring an area of the world closer to the Shadowfell, allowing ghostly warriors to cross between the veil and fight once again.[/I] 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. ------------------------------------ [B]Forebear’s Quest[/B] RITUAL? Warlock (Ancestral) Utility 6 [I]A shining ancestral spirit appears, aiding you in exchange for helping it to complete an ancient quest.[/I] 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? [b]Luminous Apparition[/b] Warlock (Ancestral) Utility 6 [i]A shining angelic spirit appears over your shoulder, creating a nimbus of blinding light while sheltering you and your allies from harm.[/i] 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. ------------------------------------ [B][COLOR=DarkRed]Shroud of the Ancestors[/COLOR][/B] Warlock (Ancestral) Attack 7 [I]You are enveloped in haunting mists which conceal you but your enemies are hounded by the spirits of their displeased ancestors.[/I] 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. [B]Fetters of Disobedience[/B] Warlock (Ancestral) Attack 9 [I]Ghostly fetters appear around the feet of your foe, who feels the burden of past misdeeds.[/I] 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. [B]Spirit Mounting[/B] Warlock (Ancestral) Utility 10 [I]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.[/I] 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. --------------------------------------- [b]Improved Ancestral Memory (Warlock Feat)[/b] 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. [/QUOTE]
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