Miles Pilitus
First Post
I'm playing a Warlock in my current game, and type of character I'm playing is very much the Spawn type, someone sold to evil power who wants to try and destroy that power. To properly illustrate this, I wanted to take a prestige class that would give my character the Spawn feel. Many of Spawn's powers can already be done with the basic Warlock, so I wanted to throw a little more of a curve on the class.
Here's my first draft of the class:
Edgewalker
The edgewalker is a person who lived his life on the edge of good and evil, never truly taking a side in the grand conflicts of the universe, in fact they might have not even believed in such a conflict. Then a potential edgewalker dies, where they are confronted with an embodiment of evil who offer them the choice to return to the world in service of them. Those who agree are returned to the world as Warlocks, agents of the Dark Powers. But there are people who fight against the darkness that they have been branded with, who fight becoming hell-spawn and instead decide to try and destroy their dark masters. They become edgewalkers, where they live not on a slippery slope, but the razor’s edge of the abyss.
Hit Dice
D6
Requirements
Base Attack +5, Base Will Save +5, Base Reflex +5, Iron Will, Hideous Blow invocation known, must have taken 1st Warlock level after dying.
Skills: Same as Warlock
Fiend Break (Sp)
An Edgewalker gains a new blast shape invocation that replaces Hideous Blow, called Fiend Break. This invocation functions as Hideous Blow with one new special ability: it allows you to penetrate an evil creature’s damage reduction (If I can Sunblade it, I break its DR). The damage reduction breaking ability is not subject to spell resistance, nor is it contingent on the creature being damaged by the Eldritch Blast.
Warlock Training
A Warlock adds together his edgewalker and his Warlock level together to determine his caster level, total number of invocations known, eldritch blast damage, and types of invocations he can know.
Damage Reduction (Su)
Starting at 2nd level, an Edgewalker gains damage reduction /good equal to his edgewalker class level. If he has damage reduction Cold Iron from levels in Warlock, then his damage reduction type is /Cold Iron and Good instead.
Resist Damnation (Su)
At 4th level, the Edgewalker gains the benefits of a permanent Protection from Evil, but the bonus to saves and AC is equal to half of his edgewalker level.
Spell Resistance (Su)
At 6th level an Edgewalker gains SR equal to 12+Caster Level
Lost Soul Strike (Sp)
At 8th level the Edgewalker gains a bonus eldritch essence invocation: Lost Soul’s Strike.
Fiend Slayer (Sp)
At 10th level, an Edgewalker may make full attack with a Fiend Break-shaped eldritch blast, but the damage he adds from his eldritch blast is only half of normal.
Lost Soul Strike
(Greater Essence Invocation) 5th level
The Edgewalker’s ability to turn the power of evil back upon itself allows him to truly hurt fiends struck by his eldritch blasts. A blast infused with Lost Soul Strike ignores Spell Resistance and forces an evil target to make a will save or be unable to use any spell-like abilities for 1d4 rounds.
Here's my first draft of the class:
Edgewalker
The edgewalker is a person who lived his life on the edge of good and evil, never truly taking a side in the grand conflicts of the universe, in fact they might have not even believed in such a conflict. Then a potential edgewalker dies, where they are confronted with an embodiment of evil who offer them the choice to return to the world in service of them. Those who agree are returned to the world as Warlocks, agents of the Dark Powers. But there are people who fight against the darkness that they have been branded with, who fight becoming hell-spawn and instead decide to try and destroy their dark masters. They become edgewalkers, where they live not on a slippery slope, but the razor’s edge of the abyss.
Hit Dice
D6
Requirements
Base Attack +5, Base Will Save +5, Base Reflex +5, Iron Will, Hideous Blow invocation known, must have taken 1st Warlock level after dying.
Skills: Same as Warlock
Code:
Base Fort Ref Will
Level Attack Save Save Save Special Ability
1 +0 +0 +2 +2 Fiend Break, Warlock Training
2 +1 +0 +3 +3 Damage Reduction
3 +2 +1 +3 +3
4 +3 +1 +4 +4 Resist damnation
5 +3 +1 +4 +4
6 +4 +2 +5 +5 Spell Resistance
7 +5 +2 +5 +5
8 +6 +2 +6 +6 Lost Soul Strike
9 +6 +3 +6 +6
10 +7 +3 +7 +7 Fiend Slayer
An Edgewalker gains a new blast shape invocation that replaces Hideous Blow, called Fiend Break. This invocation functions as Hideous Blow with one new special ability: it allows you to penetrate an evil creature’s damage reduction (If I can Sunblade it, I break its DR). The damage reduction breaking ability is not subject to spell resistance, nor is it contingent on the creature being damaged by the Eldritch Blast.
Warlock Training
A Warlock adds together his edgewalker and his Warlock level together to determine his caster level, total number of invocations known, eldritch blast damage, and types of invocations he can know.
Damage Reduction (Su)
Starting at 2nd level, an Edgewalker gains damage reduction /good equal to his edgewalker class level. If he has damage reduction Cold Iron from levels in Warlock, then his damage reduction type is /Cold Iron and Good instead.
Resist Damnation (Su)
At 4th level, the Edgewalker gains the benefits of a permanent Protection from Evil, but the bonus to saves and AC is equal to half of his edgewalker level.
Spell Resistance (Su)
At 6th level an Edgewalker gains SR equal to 12+Caster Level
Lost Soul Strike (Sp)
At 8th level the Edgewalker gains a bonus eldritch essence invocation: Lost Soul’s Strike.
Fiend Slayer (Sp)
At 10th level, an Edgewalker may make full attack with a Fiend Break-shaped eldritch blast, but the damage he adds from his eldritch blast is only half of normal.
Lost Soul Strike
(Greater Essence Invocation) 5th level
The Edgewalker’s ability to turn the power of evil back upon itself allows him to truly hurt fiends struck by his eldritch blasts. A blast infused with Lost Soul Strike ignores Spell Resistance and forces an evil target to make a will save or be unable to use any spell-like abilities for 1d4 rounds.
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