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New Warlock Invocations
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<blockquote data-quote="evilbob" data-source="post: 3540542" data-attributes="member: 9789"><p>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.</p><p></p><p>Yeah, I understand your thought. I still think limiting the <em>effect </em>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.</p><p></p><p>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 <em>every</em> 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.)</p><p></p><p>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:</p><p></p><p><strong>The Fiend Within</strong></p><p><strong>Dark; 8th</strong></p><p></p><p>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).</p><p></p><p>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.</p><p>Improved Grab: You may start a grapple as a free action when you hit with one of your claw attacks.</p><p>Constrict: You deal an automatic 1d6 + strength bonus damage with a successful grapple check.</p><p>Rend: If you hit with both claw attacks, you do an automatic 1d8 + strength bonus damage.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p>I thought that might be the route you took. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Fair enough - I think it's probably well-balanced now, and ready for play-testing for sure.</p><p></p><p>Thanks for listening! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="evilbob, post: 3540542, member: 9789"] 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. Yeah, I understand your thought. I still think limiting the [I]effect [/I]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. 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 [I]every[/I] 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: [B]The Fiend Within Dark; 8th[/B] 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. 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. Thanks for listening! :) [/QUOTE]
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