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Prak_Anima Overlord

Joined: 07 Mar 2008 Posts: 9009
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Posted: Mon Nov 01, 2010 10:28 am Post subject: New Warlock Invocs. |
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Just to keep from cluttering the Warlock improvement brainstorming.
I'm going to put my money where my mouth is, and write up, at least, the demon inspired invocs. I mentioned.
All saves are DC 10+1/2 char. level+[abi. mod]
Demonic Invocations
All demonic invocations give of the aura of chaotic and evil magic. Any attacks granted or altered by a demonic invocation overcome DR as if they were evil, chaotic, and cold iron. Non-instantaneous Invocations last until dispelled or dismissed unless otherwise specified.
Babau Skein Lesser, 4th.
As you activate this invocation, you're coated in a thin layer of red mucous. While this doesn't help you score with the ladies, at least the sane ones, it does help you greatly in combat both by making it hard to damage you, and by making it a bad idea. First, you gain +4 natural armour, or any natural armour you have, even from other invocations, is improved by +4. Second, any weapon that strikes you (whether it deals damage or not, so within 4 points of your AC) takes 1d4 acid damage as it slides over your disgusting coating. Unarmed and natural attacks are subject to this effect, but may negate with a reflex save. Grappling an opponent, and unarmed strikes also deal this 1d4 acid damage, and in these cases, the damage die type rises by one at each successive tier of invocations you gain access to, 1d6 with Greater, and 1d8 with Dark.
Babau's Cunning Least, 2nd
Once activated, as a swift action, your may make your next attack a sneak attack which deals +2d6 (with an additional 1d6/4 class levels) damage. Your attack must meet the same requirements as a rogue. This power applies to your next attack only, and is instantaneous.
Balor's Flames Greater, 6th
Once activated you and your weapons are wreathed in flame. Anyone who grapples you takes 1d6 fire damage/3 Class Levels each round they remain in contact. In addition, your weapons deal an additional 1d6 fire damage per 2 class levels. Your Eldritch blast does fire and vile damage while this invocation is active.
Final Strike of the Balor Dark, 8th
Once activated, this power will trigger the next time you would die in combat. At the moment your hit points fall below zero, a hellish flame fills the area around to a radius of 90 ft. This flame deals 1d6/3 class levels of damage which is both fiery and unholy to all enemies within this range (allies are unharmed). A creature must be immune to both fire and unholy damage to be immune to any damage from this invocation. Your body is transported to a safe layer of the abyss, where it will lie unmolested and gain fast healing 5 and regeneration 5 until you reach full hit points. Once you have recovered one quarter hit points you may seek a portal home (normal chances for finding a portal, save with the caveat that the first you find will automatically lead to your home plane, or plane of your choice). You lose the fast healing and regeneration from this invocation once you leave the layer.
Rending Blast Greater, 5th
Your Eldritch Blast may rip through armour as the claws of the bebilith. Your blast deals half it's damage to a target's armour. Alternatively, you may sheath your hands in it's baleful energy, and rip into an opponent's armour with your own glowing hands. In this case, all blast damage is dealt to their armour, and your attack is also treated as a claw attack (1d8), the damage of which is applied to the target, ignoring their armour. You may target natural armour as well as manufactured armour with this ability. This invocation can be activated as part of an attack action, but only a single attack may be made that round. It lasts for a number of rounds equal to (Abi) mod.
Visage of the Bebilith Lesser, 4th
Upon activating this invocation, four long, spindly legs sprout from your spine, two on either side, your hands extend and sprout cruel barbs, your skin toughens and tints purple, and your mouth twists to release a pair of venomous mandibles, dripping with poison in anticipation of meat. Your new spider legs grant you a climb speed of 20 ft, and allow you to rise to a height roughly twice as tall. Your wickedly twisted hands can deliver claw attacks which deal 1d8 damage. A chitinous hide gives a +4 natural armour bonus. Finally, the fangs protruding from your mouth gives you a 1d6 bite attack which also injects your target with bebilith venom (Injury, Fortitude DC as invocation, initial damage 1d6 Con, secondary damage 2d6 Con).
Dretch's Voice Least, 2nd
You gain telepathy out to 100 feet with all creatures that have a language. It's difficult to understand you, however, as your voice sounds like that which would come from a throat of ooze.
Call Meagre Horde Lesser, 4th
With a gesture and a snarl of the dark speech, you cajole and threaten a horde of dretches into serving you. They respond with 1d2 rounds, and you call a total of 1d10. This effect is a calling effect, and lasts until dispelled.
Tempt the Gluttonous Eyes 3rd, Lesser
You call on the power of a Glabrezu to tempt your target with visions of wealth or power. You place an illusion of wealth or image of your target obtaining great power and prestige within close range. Your target is allowed a will save, but should they fail, they will advance at their normal movement rate towards the illusion for a number of rounds equal to your [abi] mod+3 suffering the dazed condition. They will put up little fight, concentrating on movement, and only able to take a single action each round, preferring movement until they reach the illusion.
Grasp of the Glabrezu Greater, 6th
You sprout two powerful arms ending in great pincers like those of a hellish scorpion's. These pincers deal 2d8 damage, and you're considered to have a strength 4 higher than you actually do when employing them. They can be used for rough utilitarian tasks, such as lifting, but not fine manipulation. You also gain the attribute Improved Grab with these pincers.
Hezrou's Stench
You enter the fray and begin to sweat profusely. Your natural perspiration becomes a thick, foul smelling oil, granting you the Stench ability of a Hezrou: Any living creature (except other demons) within 10 feet must succeed on a Fortitude save or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Creatures that successfully save are sickened for as long as they remain in the area. A creature that successfully saves cannot be affected again by the same hezrou’s stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. Even once this power is dismissed or dispelled, the smell may linger in your clothing until washed out with blessed lye and scoured with an iron brush. While the stench lingers you take a -2 penalty on social interactions.
Marilith's Sixfold Endowment Greater, 7th
As you use this invocation, you are wracked with sudden pain as four arms push out from your ribs and your skeleton shifts to cope. At the end of the round, you stand with six, fully functional, arms, a slightly lengthened torso, and two additional chests. In addition to the pure utility, you gain the feat Multi-weapon Fighting, and may weild a weapon in as many as six hands (provided a long enough haft or handle) gaining an extra one-half strength to damage per hand.
Marilith's Sinuous Coils
You legs fuse together, ripping through any non-magical covering clothing (except for skirts and dresses and such), and lengthen, finally ending as a snakelike abdomen and tail. Your base land speed is now 40', and you gain the improved grab and constrict abilities of a marilith. As a further side effect, your hair lengthens roughly a foot and curls into ringlets.
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EDIT: alright, got some sleep.
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Nalfeshnee Smite Lesser, 3rd
When the warlock triggers the ability, rainbow-colored beams play around his body. One round later they burst in a 60-foot radius. Any creature within this area must succeed on a Will save or be dazed for 1d10 rounds as visions of its worst fears hound it. The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Demons are immune to this effect.
Nalfeshnee Kawainess Least, 2nd
Upon activating this invocation, the warlock sprouts small feathered wings from their back which should in no way allow them to fly, but none-the-less do. The warlock may fly at 40 ft, but only for 6 seconds at a time, ending each turn landing, or gliding, and losing half their altitude. As a side effect, the warlock's nose turns ups slightly to resemble a pig's snout, and his teeth sprout two upwards pointing tusks.
Quasit's Inoffensive Disguise Least, 2nd
The warlock channels the energy of the lowly quasit and changes his form into a less conspicuous one. He takes the form of one of the following creatures: bat, small or medium monstrous centipede, toad or wolf.
Retrieval Lesser, 3rd
Upon activation of this invocation, you call up a horde of tiny creatures resembling a retriever demon in all but size. You task them with finding and bringing back to you a specific target, and they will then do their best to do so. You receive 20 creatures, each effectively a Tiny Retriever with 1/2d10 HD.
Mini-retrieversClick here to see the hidden message (It might contain spoilers)
Size/Type: Tiny Construct (Extraplanar)
Hit Dice: 1/2d10 (5 hp)
Initiative: +7
Speed: 50 ft. (10 squares)
Armor Class: 24 (+2 size, +7 Dex, +5 natural), touch 11, flat-footed 18
Base Attack/Grapple: +0/-10
Attack: Claw +7 melee (1d4) and eye ray +8 ranged touch
Full Attack: 4 claws +7 melee (1d4) and bite +7 melee (1d6) and eye ray +8 ranged touch
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Eye rays, find target, improved grab
Special Qualities: Construct traits, darkvision 60 ft., fast healing 5, low-light vision
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 7, Dex 25, Con Ø, Int Ø, Wis 11, Cha 1
Feats: Weapon Finesse
CR: 1
Alignment: Always CE
Eye Rays The eye rays of a mini-retriever deal 1d6 damage, and they cannot petrify.
Succubi's Caress Greater, 5th
The warlock takes on the seductive danger of the succubi. His kiss or embrace deals one negative level to it's target, and causes a suggestion effect, exactly as if he were a succubus. However, he may choose his suggestion. An unwilling target must first be grappled, which provokes an attack of opportunity. A target may make a fortitude save to resist the negative level and a will save to resist the suggestion.
Succubi's Social Slipping Lesser, 4th
The warlock makes use of the two most important succubi abilities, the abilities which allow them to slip through the hordes of humanity to zero in on their prey. The warlock may take the shape of any small or medium humanoid, as the ability Change Shape, and he may use the tongues ability. The warlock may return to their own form without dismissing the invocation.
(note: this is probably fairly unclear, but let me know)
Spore Blast Lesser, 4th
Your eldritch blast becomes a tightly compressed cloud of Vrock spores which bursts on impact with a target. The blast travels out to normal range, then releases it's spores in a 10 foot radius at which point the spores automatically deal 1d8 points of damage to all creatures in their radius. If the targets fail a Fort save, they then penetrate the skin and grow, dealing an additional 1d4 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. (The vines are harmless and wither away in 1d4 days.) A delay poison spell stops the spores’ growth for its duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water. Instantaneous. This eldritch essence invocation may be used only once every three rounds.
Duet of Ruin Lesser, 3rd
On your down time you take dance lessons down at the YMDA, or Young Mens Demonic Association, where they teach you how to dance like a vulture demon and cause others immense pain. You provoke an enemy into a dance with you lasting a number of rounds equal to your [abi] mod+3. During this time, your opponent cannot do anything but speak, effectively dazed, and you must remain dancing with them, meaning you cannot move away. On the plus side you may attack or move in a round (partial actions only, essentially dancing is your other action) and as long as you move no more than half your speed away from your starting point (measured in a straight line) your opponent will stay with you (ie, you can move your full speed, by zig zagging or the like, but at the end of the round you must be within half your speed of your starting position in the round). At the end of your dance, the money shot happens. A wave of profane energy rushes forth from you in all directions, blasting all non-allies out to a 60' radius with 1d6/4 class levels unholy damage (minimum 1d6).
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So, that's it for core demons. I might make one more for vrocks, but I have to figure out what it should be. Next is devils, then possibly 'loths.
EDITS:
11/5- Added a second Vrock invoc.
--Changed most durations to "until dispelled or dismissed"
11/7- Changed instances of "Character Level" to "Class Level" _________________ Formally taking commissions. Click to see prices and portfolio.
| Winnah wrote: | | No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords. |
Last edited by Prak_Anima on Sun Sep 18, 2011 9:53 pm; edited 9 times in total |
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Havvy NPC
Joined: 31 Jul 2010 Posts: 6
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Posted: Mon Nov 01, 2010 12:09 pm Post subject: |
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| I think this would go in the "It's My Invention" forum. The brainstorm is in the "In My Humble Opinion" forum because it is a brainstorm for non-specific solutions to a general problem. |
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Prak_Anima Overlord

Joined: 07 Mar 2008 Posts: 9009
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Posted: Mon Nov 01, 2010 7:26 pm Post subject: |
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We've never worried too much about it. You're right, but we've had plenty of this sort of thing in this forum.
What do you think of them so far though? _________________ Formally taking commissions. Click to see prices and portfolio.
| Winnah wrote: | | No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords. |
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K Prince
Joined: 07 Mar 2008 Posts: 4951
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Posted: Tue Nov 02, 2010 1:01 am Post subject: |
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| Per encounter spell-like abilities are terrible. A Warlock who has limited invocations, so making any of them once per encounter is dumb. |
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Prak_Anima Overlord

Joined: 07 Mar 2008 Posts: 9009
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Posted: Tue Nov 02, 2010 1:16 am Post subject: |
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They're not once per encounter, some simply have an effect which stays in place for a full encounter. They're still at will, they just automatically last for the entire encounter. _________________ Formally taking commissions. Click to see prices and portfolio.
| Winnah wrote: | | No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords. |
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K Prince
Joined: 07 Mar 2008 Posts: 4951
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Posted: Tue Nov 02, 2010 1:58 am Post subject: |
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| Prak_Anima wrote: | | They're not once per encounter, some simply have an effect which stays in place for a full encounter. They're still at will, they just automatically last for the entire encounter. |
That's even worse for things like the Dretch summoning power. It's basically giant armies at low level. Goodbye medium-sized towns and fortresses.
Or it's the inevitable argument about what you and your DM count as an "encounter."
Neither is good.
A flat limit of ten dretches at a time and unlimited duration is far more workable.
Last edited by K on Tue Nov 02, 2010 2:01 am; edited 2 times in total |
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Prak_Anima Overlord

Joined: 07 Mar 2008 Posts: 9009
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Posted: Tue Nov 02, 2010 2:19 am Post subject: |
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Well, I don't pretendany of them are balanced right of the bat. I'll fix it when I'm not on a nook _________________ Formally taking commissions. Click to see prices and portfolio.
| Winnah wrote: | | No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords. |
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Ice9 Duke

Joined: 07 Mar 2008 Posts: 1024
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Posted: Tue Nov 02, 2010 2:42 am Post subject: |
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| Quote: | Babau Skein Lesser, 4th.
As you activate this invocation, you're coated in a thin layer of red mucous. While this doesn't help you score with the ladies, at least the sane ones, it does help you greatly in combat both by making it hard to damage you, and by making it a bad idea. First, you gain +4 natural armour, or any natural armour you have, even from other invocations, is improved by +4. Second, any weapon that strikes you (whether it deals damage or not, so within 4 points of your AC) takes 1d8 acid damage as it slides over your disgusting coating. Unarmed and natural attacks are subject to this effect, but may negate with a reflex save (DC 10+1/2 character level+[abi] Mod). This power last for a single encounter. | What kind of action is it to activate this? And why wouldn't the Warlock have it on all the time, anyway? Just re-activate it every (level - 1) minutes. Also, 1d8 damage is a small amount that does not need a Reflex save.
| Quote: | Babau's Cunning Least, 2nd
Once activated, your may make your next attack a sneak attack which deals +2d6 damage. Your attack must meet the same requirements as a rogue. This power lasts for your next attack only.
Empower: +1d6/4 levels. | If this is a swift action, then it's fine. If it's a standard action, then it's generally not worth it.
| Quote: | Balor's Flames Greater, 6th
Once activated you and your weapons are wreathed in flame. Anyone who grapples you takes 1d6 fire damage/3 Character Levels each round they remain in contact. In addition, your weapons deal an additional 1d6 fire damage per 2 character levels. Your Eldritch blast does fire and vile damage while this invocation is active. This power lasts for a single encounter. | Again, there's no reason not to have this on all the time. Other than that - what level do you get this at? Because IIRC, you don't get Greater invocations until the teens, and 4-6d6 fire damage is pretty sad by that level.
| Quote: | Final Strike of the Balor Dark, 8th
Only a warlock who expects to die in combat will prepare this invocation. Should the warlock fall below 0 hitpoints, this invocation automatically triggers, destroying his body in a fiery blast of fell energy. All targets within 90' take 1d10 points of profane fire damage per character level of the fallen warlock. This damage is simultaneously evil and fiery in nature, and a target must have protection from both to be immune, otherwise they take full damage. A reflex save will halve the damage. This power is instantaneous upon falling below 0hp and consumes the warlock's body and possessions. Should he be restored to life, his possessions return from the abyss in his soul's wake, burning into being on his newly formed body. | This is bad, for the same reason that the spell Death Throes is bad, and at least Death Throes is lower level. The problems are threefold:
1) You will usually be within 90' of your party, so they will hate you.
2) By the time you get this, the Cleric will have Revivify, which this prevents you benefiting from. In fact, you now need True Resurrection.
3) If you were carrying anything the rest of the party needed, then too bad for them. Double hate!
Last edited by Ice9 on Tue Nov 02, 2010 2:47 am; edited 3 times in total |
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Prak_Anima Overlord

Joined: 07 Mar 2008 Posts: 9009
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Posted: Tue Nov 02, 2010 5:00 am Post subject: |
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Call Meagre Horde changed to indefinite till dismissed.
| Ice9 wrote: | | Quote: | Babau Skein Lesser, 4th.
As you activate this invocation, you're coated in a thin layer of red mucous. While this doesn't help you score with the ladies, at least the sane ones, it does help you greatly in combat both by making it hard to damage you, and by making it a bad idea. First, you gain +4 natural armour, or any natural armour you have, even from other invocations, is improved by +4. Second, any weapon that strikes you (whether it deals damage or not, so within 4 points of your AC) takes 1d8 acid damage as it slides over your disgusting coating. Unarmed and natural attacks are subject to this effect, but may negate with a reflex save (DC 10+1/2 character level+[abi] Mod). This power last for a single encounter. | What kind of action is it to activate this? And why wouldn't the Warlock have it on all the time, anyway? Just re-activate it every (level - 1) minutes. Also, 1d8 damage is a small amount that does not need a Reflex save. |
It's an invocation, so it's standard by default. It has a ref save because it's exactly the same ability babaus get. Why wouldn't you have it always on? You probably would, I don't care.
| Quote: | | Quote: | Babau's Cunning Least, 2nd
Once activated, your may make your next attack a sneak attack which deals +2d6 damage. Your attack must meet the same requirements as a rogue. This power lasts for your next attack only.
Empower: +1d6/4 levels. | If this is a swift action, then it's fine. If it's a standard action, then it's generally not worth it. |
Specified a swift.
| Quote: | | Quote: | Balor's Flames Greater, 6th
Once activated you and your weapons are wreathed in flame. Anyone who grapples you takes 1d6 fire damage/3 Character Levels each round they remain in contact. In addition, your weapons deal an additional 1d6 fire damage per 2 character levels. Your Eldritch blast does fire and vile damage while this invocation is active. This power lasts for a single encounter. | Again, there's no reason not to have this on all the time. Other than that - what level do you get this at? Because IIRC, you don't get Greater invocations until the teens, and 4-6d6 fire damage is pretty sad by that level. |
I just eyeballed ranks and levels. It was seriously 2:30 in the morning when I was doing this, so I wasn't putting too much effort in. You get greater invocs at 11th. Again, it mimics the demon ability, so at 20th you do the same damage as a balor.
| Quote: | | Quote: | Final Strike of the Balor Dark, 8th
Only a warlock who expects to die in combat will prepare this invocation. Should the warlock fall below 0 hitpoints, this invocation automatically triggers, destroying his body in a fiery blast of fell energy. All targets within 90' take 1d10 points of profane fire damage per character level of the fallen warlock. This damage is simultaneously evil and fiery in nature, and a target must have protection from both to be immune, otherwise they take full damage. A reflex save will halve the damage. This power is instantaneous upon falling below 0hp and consumes the warlock's body and possessions. Should he be restored to life, his possessions return from the abyss in his soul's wake, burning into being on his newly formed body. | This is bad, for the same reason that the spell Death Throes is bad, and at least Death Throes is lower level. The problems are threefold:
1) You will usually be within 90' of your party, so they will hate you.
2) By the time you get this, the Cleric will have Revivify, which this prevents you benefiting from. In fact, you now need True Resurrection.
3) If you were carrying anything the rest of the party needed, then too bad for them. Double hate! |
It's the only thing I could think of as the second Balor invoc. _________________ Formally taking commissions. Click to see prices and portfolio.
| Winnah wrote: | | No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords. |
Last edited by Prak_Anima on Tue Nov 02, 2010 5:01 am; edited 1 time in total |
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Red Archon Journeyman

Joined: 03 Sep 2009 Posts: 108
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Posted: Tue Nov 02, 2010 2:39 pm Post subject: |
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Either something commander-like in response to the balor's status of General or even Blasphemy.
Last edited by Red Archon on Tue Nov 02, 2010 2:40 pm; edited 1 time in total |
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Prak_Anima Overlord

Joined: 07 Mar 2008 Posts: 9009
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Posted: Tue Nov 02, 2010 2:51 pm Post subject: |
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Good ideas, I'll mull 'em over, hell, probably just make both of them later tonight... But the idea of the Warlock exploding in flames has a certain rule of cool appeal... What if it didn't consume the body or harm allies? _________________ Formally taking commissions. Click to see prices and portfolio.
| Winnah wrote: | | No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords. |
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Red Archon Journeyman

Joined: 03 Sep 2009 Posts: 108
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Posted: Tue Nov 02, 2010 4:09 pm Post subject: |
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| Make a party-friendly explosion and avoid death by being transported to some appropriate location, like a safe spot in the Abyss. If done that way, the damage could be considered level-appropriate. Of course, you'd have to be able to come back from the Abyss, too, but shit, avoiding death is actually a pretty hot level 16 ability. Of course, needs to be given appropriate balancing consideration. |
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Prak_Anima Overlord

Joined: 07 Mar 2008 Posts: 9009
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Posted: Tue Nov 02, 2010 9:32 pm Post subject: |
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| Red Archon wrote: | | Make a party-friendly explosion and avoid death by being transported to some appropriate location, like a safe spot in the Abyss. If done that way, the damage could be considered level-appropriate. Of course, you'd have to be able to come back from the Abyss, too, but shit, avoiding death is actually a pretty hot level 16 ability. Of course, needs to be given appropriate balancing consideration. |
See what you think now. _________________ Formally taking commissions. Click to see prices and portfolio.
| Winnah wrote: | | No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords. |
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sigma999 Prince

Joined: 07 Mar 2008 Posts: 4251 Location: MD, USA
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Posted: Tue Nov 02, 2010 9:47 pm Post subject: |
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Invocations are always at-will. It's either all or never, really.
Also, why the strange duration limits at times? It's awkward. They should be instant or last 24 hours. |
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Prak_Anima Overlord

Joined: 07 Mar 2008 Posts: 9009
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Posted: Wed Nov 03, 2010 4:34 am Post subject: |
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| sigma999 wrote: | | Invocations are always at-will. It's either all or never, really. |
I didn't really do anything against that, I don't think...
| Quote: | | Also, why the strange duration limits at times? It's awkward. They should be instant or last 24 hours. |
because the "duration: encounter" ones are mostly just going to matter in an encounter, and the transformational ones, it just feels right for them to last a day phase rather than flat 24 hrs. _________________ Formally taking commissions. Click to see prices and portfolio.
| Winnah wrote: | | No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords. |
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Prak_Anima Overlord

Joined: 07 Mar 2008 Posts: 9009
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Posted: Fri Nov 05, 2010 1:04 pm Post subject: |
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Added the second Vrock invocation. I think that's two invocs. per core demon, or most of them, now. The new vrock invoc is basically opponent action denial followed by a relatively small area effect that most things will be subject to. _________________ Formally taking commissions. Click to see prices and portfolio.
| Winnah wrote: | | No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords. |
Last edited by Prak_Anima on Fri Nov 05, 2010 1:05 pm; edited 1 time in total |
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Leress Duke

Joined: 07 Mar 2008 Posts: 1579
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Posted: Fri Nov 05, 2010 1:33 pm Post subject: |
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| Prak_Anima wrote: |
because the "duration: encounter" ones are mostly just going to matter in an encounter, and the transformational ones, it just feels right for them to last a day phase rather than flat 24 hrs. |
Do you even know what an "encounter" means? It's probably the most vague of a duration you could make. _________________ "Excuse me. You got your penis in my woman. Correct yourself."
| Koumei wrote: | | I am disappointed in Santorum: he should carry his dead election campaign to term! |
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Princess Journeyman
Joined: 08 Sep 2010 Posts: 109 Location: Evil Empire
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Posted: Fri Nov 05, 2010 2:52 pm Post subject: |
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| Why do these invocations use Character level to calculate their growth? Warlock have Caster Level already. |
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Leress Duke

Joined: 07 Mar 2008 Posts: 1579
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Posted: Fri Nov 05, 2010 3:11 pm Post subject: |
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| Princess wrote: | | Why do these invocations use Character level to calculate their growth? Warlock have Caster Level already. |
So it won't screw them if they want to multi-class. _________________ "Excuse me. You got your penis in my woman. Correct yourself."
| Koumei wrote: | | I am disappointed in Santorum: he should carry his dead election campaign to term! |
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sigma999 Prince

Joined: 07 Mar 2008 Posts: 4251 Location: MD, USA
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Posted: Fri Nov 05, 2010 4:22 pm Post subject: |
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I like these invocations, would use them with a Warlock. Looking forward to your devil creations Prak. _________________ "Kender work, just 99% of the people playing them dont understand them well enough." ~ shadzar |
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Prak_Anima Overlord

Joined: 07 Mar 2008 Posts: 9009
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Posted: Fri Nov 05, 2010 11:56 pm Post subject: |
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| Leress wrote: | | Prak_Anima wrote: |
because the "duration: encounter" ones are mostly just going to matter in an encounter, and the transformational ones, it just feels right for them to last a day phase rather than flat 24 hrs. |
Do you even know what an "encounter" means? It's probably the most vague of a duration you could make. |
Alright, what would you suggest? I could just call them "encounter powers" and change the lead in to say that "encounter powers last (whatever the non-combat duration I gave is"
And yeah, stuff is by char. level so that warlocks can multiclass without tossing their "Dark and Evil magic" shtick.
I'll get devils worked up.... eventually. I'm a full time student and just started a full time job. _________________ Formally taking commissions. Click to see prices and portfolio.
| Winnah wrote: | | No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords. |
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Ice9 Duke

Joined: 07 Mar 2008 Posts: 1024
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Posted: Sat Nov 06, 2010 1:44 am Post subject: |
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| Quote: | | Alright, what would you suggest? I could just call them "encounter powers" and change the lead in to say that "encounter powers last (whatever the non-combat duration I gave is" | Since they are usable at will, and could be kept on continually by reactivating them every X minutes, then why give them a duration at all? Just say they last until deactivated or dispelled. |
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Prak_Anima Overlord

Joined: 07 Mar 2008 Posts: 9009
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Posted: Sat Nov 06, 2010 5:16 am Post subject: |
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| Ice9 wrote: | | Quote: | | Alright, what would you suggest? I could just call them "encounter powers" and change the lead in to say that "encounter powers last (whatever the non-combat duration I gave is" | Since they are usable at will, and could be kept on continually by reactivating them every X minutes, then why give them a duration at all? Just say they last until deactivated or dispelled. |
Makes a certain amount of sense. Done. _________________ Formally taking commissions. Click to see prices and portfolio.
| Winnah wrote: | | No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords. |
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Prak_Anima Overlord

Joined: 07 Mar 2008 Posts: 9009
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Posted: Sat Nov 06, 2010 6:37 am Post subject: |
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Devil Invocations
Unlike those lesser invocation slingers out there, you don't call Graz'zt Daddy. More likely you call Belial or Asmodeus "honored grandfather" or the like.
Infernal Barbs Least, 2nd
Cruel barbs and hooks sprout from your skin. Your unarmed attack does 1d6 piercing damage, and anyone who grapples you must make a Ref save vrs 1d10/Class level points of piercing damage.
Spiky Visage Least, 1st
Your face sprouts thorns, hooks, spikes, horns and bone spurs making you extremely unpleasant to look at. Handy for hanging things from, though... You may duplicate the effects of the Fear spell at will.
Ickbeard Greater (?)
Long, beard-ish tendrils, full of filth and evil dangle from your face, and will attack people to whom you're close. If you hit a target with two light weapon attacks (natural or manufactured) the beard will automatically attack that target for 1d8+str mod damage and force a Fort vrs devil chills (incubation period 1d4 days, damage 1d4 Str). Damage is dealt each day until the afflicted creature succeeds on three consecutive Fortitude saves, the disease is cured magically, or the creature dies.
Glaive of Hell Lesser
You call forth a massive glaive of blackened wrought iron, hooked and barbed, and spattered with the blood of eons. In addition to acting as a normal glaive (you're proficient in the Glaive of Hell, even if you normally don't even know what a glaive is), it allows you to use the Infernal Wound ability of a Bearded Devil:
| Quote: | The damage a bearded devil deals with its glaive causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 16 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a bearded devil’s glaive must succeed on a DC 16 caster level check, or the spell has no effect on the injured character.
A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The infernal wound is a supernatural ability of the bearded devil, not of the weapon. |
Stinging Tail Lesser
A long bone tail, tipped in a scorpion's stinger, grows from the small of your back, arching over your head. You gain a natural sting attack which deals 3d4 damage plus poison (Injury, Fortitude, initial damage 1d6 Str, secondary damage 2d6 Str.)
Armoured in Links Lesser
You speak to chains around you, to which they respond by springing to life and tightly wrapping around you and burning themselves into your flesh. This is totally a good thing though, as it means you have an natural armour bonus equal to your HD while this invocation is active.
Dancing Chains Lesser
You have learned to speak to chains truly, and gain their obeisance. While this invocation is active you have the Dancing Chains ability of a Kyton:
| Quote: | A chain devil’s most awesome attack is its ability to control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a chain devil can increase these chains’ length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the devil itself. If a chain is in another creature’s possession, the creature can attempt a DC 15 Will save to break the chain devil’s power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature’s possession.
A chain devil can climb chains it controls at its normal speed without making Climb checks. |
The Bow of Lust Least, 2nd
You call from the fire a Mighty (+your strength) Composite Longbow crafted of the fused bones of infants, strung with virgin boys' hair, and decorated with preserved maiden's eyes down it's length. This bow will fire your eldritch blasts, allowing you to add your strength mod to damage, making all damage dealt fire damage, in addition to it's other types, and forcing a Will save vrs. either great despair or ardent lust in those it strikes (your choice per target). Those thrown into despair are fascinated for a number of rounds equal to your charisma modifier+3, while those thrown into lust fly into a frenzy, throwing aside weapons to rush at the nearest target bare handed, rending clothes, striking, scratching and biting them, in a feverous attempt to have their way with the target.
Wings of the Erinyes Lesser, 3rd
You sprout vast wings, feathered in dirty, blood soaked white feathers. You gain a fly speed of 50 ft, but the perpetually molting feathers make you easier to track, lowering the DC to do so by 5.
The Hunter's Camouflage Lesser, 3rd
You channel the form of the Hellcat, becoming more difficult to see in light. Dim or shadowy illumination grants you partial concealment, bright artificial illumination grants total concealment, and strong sunlight duplicates the effects of Invisibility.
The Hunter's Form Least, 2nd
Allowing the fire of the hellcat to flow through you, your face takes on a feline cast, and your hands and feet sprout massive claws, granting you 2 natural claw attacks (1d6) and the pounce and rake (1d8) abilities.
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I'll finish this up when I get home from work tomorrow.
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Horned Chain Least, 2nd
You pull from the shadows a great, clanking scourge, dripping in the blood of the meek, and smelling of fear. You may channel your eldritch blast through this weapon, and struck foes must fight back the gripping terror which seeps from their wounds, threatening to devour them, making a Will save vrs Stun. By whirling the scourge over your head and letting loose a baleful howl of dark speech, you can trigger a Fear Aura effect, forcing all within 5 feet to make a will save against the effects Fear spell.
(note: from this point forward, in my games at least, the weapon of Horned Devils is the scourge, because the spiked chain is the signature of the Kyton/chained devil)
Freezing Facade Greater, 5th
As you finish this invocation, your sweat freezes, forming an icy sheen which continues to build, until you are cloaked in the jagged clusters of it. This does you no harm though their may be some difficulty in recognizing you (+5 circumstance to disguise checks), and in fact bolsters you against further cold, granting you Cold Resistance equal to your Class Level. Once per round you may use Cone of Cold as the spell.
Imp's Sting Least, 2nd
With a successful melee touch attack, you may inflict 1 point of damage and the poison of an imp (Injury, Fortitude, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.)
Pit Fiend's Apathy
Whatever, I don't give a shit about the devils anymore, they're all the fucking same save for size and spell likes.
however, a preview of celestial invocs, should I do them, though not tied to any MM celestial:
Weaponized Wardrobe
You take a piece of clothing or ornament and form from it a weapoon. Preferably you use your own, though the angels who pioneered this ability showed themselves able to use the clothing of others. Generally the article of clothing says something about your personality, as will the weapon it produces, though the specific appearance of the weapon denotes only the personality and inner self of the owner. The weapon is magic, deals holy (if you are good) or unholy (if you are evil) damage, and may have an Eldritch Blast channeled through it. Only the clothing of those who are truly good or evil are of any use, those who are neutral produce useless weapons (deal 1d2-1 damage, minimum 0, cannot channel eldritch blast), while the clothing of those who are opposite to your alignment(at least until the source material shows otherwise) produces a cursed weapon with a magic penalty.
EDIT: swapped Character Level for Class, deleted some copypasta artifacts, changed Weaponized Wardrobe a bit. _________________ Formally taking commissions. Click to see prices and portfolio.
| Winnah wrote: | | No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords. |
Last edited by Prak_Anima on Sun Nov 07, 2010 2:00 pm; edited 3 times in total |
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Vebyast Knight-Baron

Joined: 23 Mar 2010 Posts: 727
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Posted: Sat Nov 06, 2010 7:14 am Post subject: |
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| Prak_Anima wrote: | The Bow of Lust Least, 2nd
[...] and causing either great despair or ardent lust in those it strikes. Those thrown into despair are fascinated for a number of rounds equal to your charisma modifier+3, while those thrown into lust fly into a frenzy [...] |
No save? _________________
| DSMatticus wrote: | There are two things you can learn from the Gaming Den:
1) Good design practices.
2) How to be a zookeeper for hyper-intelligent shit-flinging apes. |
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