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Oct 21st, 2014
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  1. Warlock
  2.  
  3. Invocations: Forging safe or mortal means of gaining power, the Warlock gains an Invocation, deciding how she'll gain his
  4.  
  5. powers. A warlock gains one of the invocations from the list below. In additional, a warlock that chooses a specific
  6.  
  7. invocation gains access to special insights tied to each Invocation.
  8.  
  9. Quas:
  10. The bitter rime of the north take over your soul, right down to your bone. Whenever you use your Eldritch Blast ability,
  11.  
  12. you can choose to have it do Cold damage instead. In addition, you gain Cold Resistance 5. At 5th level, you instead gain
  13.  
  14. Eletricty Resistance 10. At 10th level, you gain the [Cold] subtype. At 15th level, whenever you disrupt pattern, you do an
  15.  
  16. additional amount of DEX damage equal to your CHA mod (Fort for half). At 20th level, your type changes to Native Outsider
  17.  
  18. (Cold).
  19.  
  20. Wex:
  21. The wind and lightning of the skys have forever changed your body. Whenever you use your Eldritch Blast ability, you can
  22.  
  23. choose to have it do Eletricity damage instead. In addition, you gain Electricity Resistance 5. At 5th level, you gain
  24.  
  25. Eletcricy Resistance 10. At 10th level, you gain the [Eletric] subtype. At 15th level, whenever you disrupt pattern,
  26.  
  27. against any target wearing metal, the damage is doubled. At 20th level, your type changes to Native Outsider (Electricity).
  28.  
  29. Exort:
  30. The fires of hell have scorched your body, leaving a burning imprint on you. Whenever you use your Eldritch Blast ability,
  31.  
  32. you can choose to have it do Fire damage instead. In addition, you gain Fire Resistance 5. At 5th level, you gain Fire
  33.  
  34. Resistance 10. At 10th level, you gain the [Fire] subtype. At 15th level, whenever you disrupt pattern, . At 20th level,
  35.  
  36. your type changes to Native Outsider (Fire).
  37.  
  38. Jinx (NEEDS WORK?):
  39. Your body is now cursed, leaving the trace of unluck throught your life. Whenever you gain an insight you may take a
  40.  
  41. Witches Hex instead. At 5th level, Whenever you use your eldritch blast ability, if you spend 1 point from your Preternatural Wellspring, you can have the effect of a hex affect your opponent, in addition to all other effects. At 12th level, you may choose Major hexes in addition to normal hexes. At 20th level, you may choose a major hex.
  42.  
  43. Rune (NEEDS WORK):
  44. You have sacrified your body to make yourself an essense of pure magic. Your Preternatural Wellspring becomes equal to your
  45.  
  46. level + your CHA mod. At 5th level choose a spell list, You can use any spell completion or spell trigger items on that list
  47.  
  48. without making a Use Magic Device Check. At 10th level, choose another spell list, You can use any spell completion or
  49.  
  50. spell trigger items on that list without making a Use Magic Device Check. At 15th, Choose another spell list You can use
  51.  
  52. any spell completion or spell trigger items on that list without making a Use Magic Device Check. At 20th, treat all spell
  53.  
  54. lists as spell lists available for spell completion or spell trigger items.
  55.  
  56. This ability replaces Scribe Tatoo.
  57.  
  58. Quas Insights:
  59.  
  60. Cone (shared with Exort, Rune, cost 1 point), 4th
  61. 6th level Quas insight placeholder (Dex Damage? Entangling>)
  62. Wall (As wall of Ice, cost 1 point) 8th
  63. Cold Snap (By Spending 2 Power Point, the target of your disrupt pattern must make a FORT save or be frozen solid for 2d4
  64.  
  65. rounds. When it leaves this form, it gains the staggered condition) 12th
  66.  
  67. Wex Insights:
  68. Line 30 ft(Shared with Jinx, Rune) 4th,
  69. Wind Blast (1 point Whenever you disrupt using eletricity damage, you may make a bull rush using your Warlock level as BAB,
  70.  
  71. INT as STR) 6th
  72. Spark (Spending X Points from your pool you gain the ability to chain your Eldritch Blast. If there is an enemy within
  73.  
  74. *CLOSE* range of an enemy you just hit, you may make an additional disrupt pattern against that target.) 8th
  75. Alacrity (By spending X Points from your pool, you haste yourself for CHA mod rounds as a swift? Too shitty for 12?) 12
  76.  
  77. Exort Insights:
  78. Cone 30ft (shared with Exort, Rune, cost 1 point), 4th
  79. Ablaze (Whenever you disrupt and it does fire damage, enemy must make a reflex save or be set ablaze. Takes 2d6 fire damage
  80.  
  81. at the beginning of his turn, DC = 10 + Half your level + CHA to not be on fire) 6th level Quas insight
  82. Meteor (Fireball radius, disrupt reflex for half, turns area into difficult terrain, 1 point) 8th
  83. 12 level Exort Inight
  84.  
  85. Jinx Insights (NEEDS WORK):
  86.  
  87. Line (Shared with Wex, Rune) 4th Level
  88.  
  89.  
  90.  
  91.  
  92.  
  93. Rune Insights (NEEDS WORK):
  94. Cone 4th
  95. Line 4th
  96. Split Blast (If you spend 1 Pool point, you fire off two Disrupt rays, each doing half the damage of each) 6th
  97. Eldritch Barrage (As a full round action, if you spend 1 *POOL POINT* you may make Eldritch Blasts up to your BAB in any
  98.  
  99. area within LONG range. These Disrupt Patterns have a 10 foot radius spread, reflex for half. You are staggered until the
  100.  
  101. end of your next turn) 8th
  102. 12 level Rune insight
  103.  
  104.  
  105. Insight:
  106. Ghost Walk (By spending 1 *POOL POINT*, you gain the incorpreal subtype for one round) 4th inside
  107. Eldtrich Strikes (By spending 2 *POOL POINT* as a swift action, you may make full attacks with your Eldritch Blasts) 10th level insight
  108. Eldritch Brutality (By spending X *POOL POINTS*, you can Enchant your weapon with your Eldrith Blasts, allow you to make
  109.  
  110. full attacks with it) 10th level insight
  111. Deafening Blast (By spending X points, enemies in disruption area are deafened for one round (no save)) 4th insight
  112.  
  113.  
  114. Eldritch Blast (SU):
  115. Drawing from limitless potential energy, the warlock is able to blast it's enemies with a blast of Eldritch energy. As a
  116.  
  117. standard action, the Warlock can make a ranged touch attack with a range of 30 feet, firing a ray of raw energy at the
  118.  
  119. target. If the attack is successful, the warlock deals 1d6 points of damage + additional damage equal to the warlock's
  120.  
  121. Charisma modifier. Like some other rays, if the attack roll of this ability would indicate a critical hit, the damage is
  122.  
  123. doubled. This ability can only be used once per round, even if an item or other effect would duplicate it. Any effects that
  124.  
  125. would modify the cryptic's disrupt pattern instead modify the warlock's eldritch blast.
  126.  
  127. This ability replaces Disrupt Pattern.
  128.  
  129. Enhanced Destruction:
  130. At 3rd level and every two levels thereafter, the warlock's eldritch blast deals an additional 1d6 points of damage. This
  131.  
  132. additional damage is not multiplied on a critical hit or by using feats such as Vital Strike.
  133.  
  134. This ability replaces Enhanced Disruption.
  135.  
  136.  
  137. Preternatural Wellspring (Su)
  138.  
  139. A Warlock gains an Preternatural Wellspring of personal magical energy, equal to 1/2 her warlock level (minimum 1) + her
  140.  
  141. Charisma modifier.
  142.  
  143. Additionally, any Cryptic's class feature that normally uses a calculation based on Intelligence is instead based on
  144.  
  145. Charisma for a warlock. For example, a warlock with the branding pattern insight grants herself a bonus on damage
  146.  
  147. equal to her Charisma bonus, not her Intelligence bonus. This has no effect on the warlock's skills or skill points.
  148.  
  149. This ability replaces Manifesting and Pattern Design.
  150.  
  151.  
  152.  
  153. Replacing:
  154. Trapfinding
  155. Trap Maker
  156. Scribe Scroll < Replaced with Invocations
  157. Hidden Pattern
  158. HIPS
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