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.
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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