Khaalis
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« Reply #21 on: March 18, 2011, 04:06:38 AM » |
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REVISION 2 - PART 2
WARLOCK PACTS
ANGELIC PACT • Pact Skill: Medicine • Eldritch Blast Damage Type: Divine damage • Pact Revealed I: You gain the Angelic Heritage feat. • Pact Revealed II: You gain the Angelic Legacy feat. • Pact Revealed III: The lower of your Wisdom or Charisma scores rises by 1, your Acid and Cold Resistance increases to 15. If you previously chose, or choose to grow feathered wings, you no longer suffer any associated penalties to action dice for doing so. • Pact Boon Choices: o Always Ready: You may always act during surprise rounds. o Blessings: The error ranges of checks made by allies within Close Quarters decrease by 1 (minimum 1). o Channeling the Pact: Once per session as a 1-minute action, you may choose 1 NPC quality from the following choices that lasts until the end-of the scene: Attractive II; Damage Reduction 1; Darkvision I; Devoted (Good I, Light I or Order I); Honorable; Regeneration 1; Spell Defense I; Telepathic o Empowered Blast: You’re a conduit of eldritch energy. When attacking with your Eldritch Blast, you benefit from the Angry Hornet and Bullseye feats. o Expertise: Taking 10 with your Pact Skill doesn’t take twice as long and taking 20 takes only 10 times as long. o Forceful Blast: It costs you 1 fewer action dice to activate a critical hit against with your Eldritch Blast (minimum 0). o Rebuke: You’re an instrument of eldritch devotion. Characters you successfully Turn also suffer an amount of damage equal to your Resolve bonus. This extra damage is of the same damage type as your Eldritch Blast. Those targeted who make their Will saves suffer half this damage (rounded down). You may only choose this ability if you may Turn. o Sterling Reputation: When you or your allies lose Reputation, the loss decreases by 2 (minimum 0). o Turning: Once per combat you may Turn (see FC p223) characters of 1 Type from the following list (chosen at the time you gain this ability): elemental, fey, horror, outsider, spirit, or undead. o Watched Over: Once per adventure as a free action, you may gain a free Blessing favor with a cost equal to your Class Level + 5. Unless used, this Favor is lost at the end of the scene. • Pact Invocations: o Level 0: Create Water, Detect Alignment, Feather Fall, Glow I, Magic Vestment I, Touch of Light o Level 1: Bless, Call from Beyond I, Command I, Cure Wounds I, Divine Favor, Insight, Protection from Alignment o Level 2: Align Weapon, Calm Emotions, Consecrate, Cure Wounds II, Restoration I, Righteous Aura, Shield Other o Level 3: Call from Beyond II, Cure Wounds III, Fly I, Glow II, Heroism I, Lift Curse I, Magic Vestment II, Neutralize Poison, Prayer, Tongues I, Zone of Truth o Level 4: Castigate I, Cure Wounds IV, Detect Lies, Devotion Hammer, Divine Power, Restoration II o Level 5: Call from Beyond III, Command II, Cure Wounds I – Mass, Fly II, Light’s Grace, Mark of Justice, Resurrection I, True Seeing o Level 6: Cure Wounds II – Mass, Heroes’ Feast, Heroism II, Lift Curse II, Tongues II o Level 7: Call from Beyond IV, Cure Wounds III – Mass, Project Presence, Purge, Regenerate, Resurrection II, Sunlight I o Level 8: Castigate II, Cure Wounds IV – Mass, Mind Blank, Sacred Aura, Sunlight II o Level 9: Call from Beyond V, Heal – Mass, Heroism III, Lift Curse III, Resurrection III, Time Stop
DEVILISH PACT • Pact Skill: Sneak • Eldritch Blast Damage Type: Fire damage • Pact Revealed I: You gain the Devilish Heritage feat. • Pact Revealed II: You gain the Devilish Legacy feat. • Pact Revealed III: The lower of your Dexterity or Intelligence scores rises by 1, your Fire and Electricity Resistance increases to 15. If you previously chose, or choose to grow bat wings, you no longer suffer any associated penalties to action dice for doing so. • Pact Boon Choices: o Always Ready: You may always act during surprise rounds. o Channeling the Pact: Once per session as a 1-minute action, you may choose 1 NPC quality from the following choices that lasts until the end-of the scene: Attractive II; Cagey I; Damage Reduction 1; Darkvision II; Devoted (Curses I); Dread; Grueling Combatant; Menacing Threat; Spell Defense I; Stench; Superior Runner I; Unnerving o Devilish Deflection: When you successfully Taunt an opponent you may force him to attack any character adjacent to you (other than himself). You may use this ability a number of times per scene equal to your starting action dice. o Empowered Blast: You’re a conduit of eldritch energy. When attacking with your Eldritch Blast, you benefit from the Angry Hornet and Bullseye feats. o Expertise: Taking 10 with your Pact Skill doesn’t take twice as long and taking 20 takes only 10 times as long. o Forceful Blast: It costs you 1 fewer action dice to activate a critical hit against with your Eldritch Blast (minimum 0). o Rebuke: You’re an instrument of eldritch devotion. Characters you successfully Turn also suffer an amount of damage equal to your Resolve bonus. This extra damage is of the same damage type as your Eldritch Blast. Those targeted who make their Will saves suffer half this damage (rounded down). You may only choose this ability if you may Turn. o Silent Shadow: When you make a Sneak check, a single adjacent ally or teammate may share your result. The character must remain within 10 ft. of you to retain this benefit. o Sly Threat: The threat ranges of your Influence and Browbeat checks to reduce Disposition increase by your Intelligence modifier (minimum +1). o Turning: Once per combat you may Turn (see FC p223) characters of 1 Type from the following list (chosen at the time you gain this ability): elemental, fey, horror, ooze, outsider, spirit, or undead. o Watch Your Back: Once per adventure as a free action, you may gain a free Harassment favor with a cost equal to your Class Level + 5. Unless used, this Favor is lost at the end of the scene. • Pact Invocations: o Level 0: Detect Alignment, Expeditious Retreat, Feather Fall, Flare, Magic Vestment I, Whispers o Level 1: Animate Dead I, Call from Beyond I, Command I, Cause Wounds I, Disguise Self, Protection from Alignment, Scare I o Level 2: Align Weapon, Blur, Cause Wounds II, Darkness I, Dominate Undead I, Insanity I, Scare II, Silence o Level 3: Animate Dead II, Bestow Curse, Call from Beyond II, Cause Wounds III, Fly I, Invisibility, Magic Vestment II, Searing Ray, Speak with the Dead, Tongues I o Level 4: Castigate I, Cause Wounds IV, Detect Lies, Dimension Door, Divine Power, Flawless Fib, Mantle of the Mundane, Phantasmal Killer o Level 5: Animate Dead III, Call from Beyond III, Cause Wounds I – Mass, Command II, Fly II, Insanity II, Power Word: Harm, True Seeing o Level 6: Cause Wounds II – Mass, Harm, Power Word: Recall, Quake Touch, Tongues II o Level 7: Animate Dead IV, Call from Beyond IV, Cause Wounds III – Mass, Dominate Undead II, Finger of Death, Phase Door, Purge, Shadow Walk o Level 8: Castigate II, Cause Wounds IV – Mass, Insanity III, Mind Blank, Power Word: Stun, War Cry o Level 9: Animate Dead V, Call from Beyond V, Power Word – Kill, Time Stop
DRACONIC PACT • Pact Skill: Tactics • Eldritch Blast Damage Type: Fire damage • Pact Revealed I: You gain thick hide 3 and gain Tactics as an origin skill. When taking the Basic Skill Mastery feat you have access to a new skill pair: Conqueror (Impress & Tactics). • Pact Revealed II: You gain the Draconic Legacy feat. • Pact Revealed III: The higher of your Strength or Intelligence scores rises by 1, and you gain Acid and Fire Resistance 15. If you previously chose, or choose to grow leathery wings, you no longer suffer any associated penalties to action dice for doing so. • Pact Boon Choices: o Always Ready: You may always act during surprise rounds. o Channeling the Pact: Once per session as a 1-minute action, you may choose 1 NPC quality from the following choices that lasts until the end-of the scene: Aquatic II; Beguiling; Bright II; Cagey II; Chameleon (1 terrain) I; Charge Attack; Damage Reduction 1; Darkvision I; Fearsome; Ferocity; Improved Senses (Scent or Sight); Improved Stability; Light Sleeper; Menacing Threat; Monstrous Defense I; Never Outnumbered; Regeneration 1; Spell Defense I; Spell Reflection; Swift Attack I; Superior Climber II; Superior Swimmer III o Draconic Speed: In combat, your Speed increases by 10 ft. o Empowered Blast: You’re a conduit of eldritch energy. When attacking with your Eldritch Blast, you benefit from the Angry Hornet and Bullseye feats. o Expertise: Taking 10 with your Pact Skill doesn’t take twice as long and taking 20 takes only 10 times as long. o Forceful Blast: It costs you 1 fewer action dice to activate a critical hit against with your Eldritch Blast (minimum 0). o Great Hoard: Your maximum Prizes increase by 2. o Hoard Assets: When Coercing, your incentive modifiers are always at least extreme (see Table 2.12: Persuasion and Coercion, page 75). o Hoarded Knowledge: Once per adventure as a free action, you may gain a free Feat Training favor with a cost equal to your Class Level + 5. Unless used, this Favor is lost at the end of the scene. o Hidden in Plain Sight: As a free action, you may make a Stash check to hide 1 object weighing up to 1 lb. Inspection fails to find the object unless a threat or critical success is scored. o Rebuke: You’re an instrument of eldritch devotion. Characters you successfully Turn also suffer an amount of damage equal to your Resolve bonus. This extra damage is of the same damage type as your Eldritch Blast. Those targeted who make their Will saves suffer half this damage (rounded down). You may only choose this ability if you may Turn. o Turning: Once per combat you may Turn (see FC p223) characters of 1 Type from the following list (chosen at the time you gain this ability): beast, elemental, fey, or undead. • Pact Invocations: o Level 0: Detect Secret Doors, Endure Elements, Expeditious Retreat, Feather Fall, Orient Self, Read Magic o Level 1: Alarm, Command I, Detect Magic, Identify I, Insight, Jump, Magic Aura, Scare I, Scrye I o Level 2: Arcane Lock, Brawn I, Detect Emotion, Knock, Locate Object, Mage Armor, Obscure Object, Resist Energy, Scare II, Wit I o Level 3: Counter Magic I, Fly I, Glyph of Protection I, See Invisible, Scrye II, Tiny Shelter, Tongues I o Level 4: Brawn II, Detect Lies, Detect Traps, Resilient Sphere I, Spell Immunity I, Wit II o Level 5: Brawn I – Mass, Command II, Fly II, Scrye III, True Seeing, Wall of Counter Magic, Wit I - Mass o Level 6: Anti-Magic Field I, Brawn III, Glyph of Protection II, Heroes’ Feast, Identify II, Tongues II, Wit III o Level 7: Counter Magic II, Hindsight, Regenerate, Scrye IV o Level 8: Brawn IV, Mind Blank, Pinpoint, Protection from Spells, Resilient Sphere II, Spell Immunity II, War Cry, Wit IV o Level 9: Anti-Magic Field II, Counter Magic III, Scrye V, Time Stop
ELEMENTAL PACT • Pact Skill: Acrobatics • Eldritch Blast Damage Type: By element as follows o Crystal = lethal (edged) damage o Darkness = flash damage o Dust/Sand = lethal damage o Earth = lethal blunt damage o Fire = fire damage o Ice = cold damage o Lava = heat damage o Light = divine damage o Lightning = electrical damage o Metal = lethal damage o Mist/Smoke = acid damage o Water = lethal (blunt) damage o Wind = force damage o Wood = acid damage • Pact Revealed I: You gain the Elemental Heritage feat. • Pact Revealed II: You gain the Elemental Legacy feat. • Pact Revealed III: Your highest attribute rises by 1 and your lowest attribute drops by 1. Also, all numerical benefits of your Elemental Heritage feat (positive and negative) are triple the starting amount (i.e. if you have Elemental Heritage (Earth), your Damage Reduction becomes 6/Blunt and your Speed decreases by 15 ft. instead of 5 ft.). If you previously chose, or choose to gain the Elemental Type, you no longer suffer any associated penalties to action dice for doing so. • Pact Boon Choices: o Always Ready: You may always act during surprise rounds. o Channeling the Pact: Once per session as a 1-minute action, you may choose 1 NPC quality from the following choices that lasts until the end-of the scene: Battering; Cagey II; Critical Surge; Damage Reduction 1; Darkvision II; Everlasting; Fearsome; Grappler; Grueling Combatant; Improved Stability; Knockback; Monstrous Defense I; Never Outnumbered; Superior Swimmer III; Tricky (Shove) o Elemental Event: Once per adventure as a free action, you may gain a free Diversion favor with a cost equal to your Class Level + 5. Unless used, this Favor is lost at the end of the scene. o Elemental Influence: Each ally and teammate within 10 ft. who can see and hear you gains the benefits of uncanny dodge I. This does not stack with uncanny dodge abilities they already have. o Empowered Blast: You’re a conduit of eldritch energy. When attacking with your Eldritch Blast, you benefit from the Angry Hornet and Bullseye feats. o Evasive: You often trip opponents up with their own attacks. Once per round when an adjacent opponent’s attack misses you by 5 or more, you may immediately attempt to Tire the opponent as a free action. You may substitute Acrobatics in place of Resolve for this action. o Expertise: Taking 10 with your Pact Skill doesn’t take twice as long and taking 20 takes only 10 times as long. o Forceful Blast: It costs you 1 fewer action dice to activate a critical hit against with your Eldritch Blast (minimum 0). o Rebuke: You’re an instrument of eldritch devotion. Characters you successfully Turn also suffer an amount of damage equal to your Resolve bonus. This extra damage is of the same damage type as your Eldritch Blast. Those targeted who make their Will saves suffer half this damage (rounded down). You may only choose this ability if you may Turn. o Turning: Once per combat you may Turn (see FC p223) characters of 1 Type from the following list (chosen at the time you gain this ability): construct, elemental, ooze, outsider, or spirit. o Walk this Way!: When you make an Acrobatics check, a single adjacent ally or teammate may share your result. The character must remain within 10 ft. of you to retain this benefit. • Pact Invocations: o Level 0: Detect Secret Doors, Endure Elements, Expeditious Retreat, Orient Self, Whispers - Crystal: Dancing Lights, Flare, Glow I - Fire: Flare - Ice: Create Water, Polar Ray I - Light: Dancing Lights, Flare, Glow I, Touch of Light - Water: Create Water, Polar Ray I, Water Walk - Wind: Feather Fall o Level 1: Divine Favor, Entropic Shield, Insight, Shield, Unseen Servant - Crystal: Color Spray, Conjure Elemental I (Earth), Illusionary Image I, Scrye I - Darkness: Conjure Elemental I (Air), Disguise Self, Pass without Trace, Scare I - Dust/Sand: Conjure Elemental I (Air, Earth), Control Weather I, Illusionary Image I, Pass without Trace - Earth: Conjure Elemental I (Earth), Entangle, Jump, Magic Stone, Pass without Trace - Fire: Conjure Elemental I (Fire), Illusionary Image I - Ice: Conjure Elemental I (Air, Water), Control Weather I, Winter’s Domain I - Lava: Conjure Elemental I (Earth, Fire) - Light: Color Spray, Conjure Elemental I (Air), Illusionary Image I - Lightning: Conjure Elemental I (Air), Control Weather I - Metal: Conjure Elemental I (Earth), Magic Weapon I , Shatter, Tinker I - Mist/Smoke: Conjure Elemental I (Air), Disguise Self, Illusionary Image I, Pass without Trace - Water: Conjure Elemental I (Water), Control Weather I, Scrye I - Wind: Conjure Elemental I (Air), Control Weather I, Jump - Wood: Conjure Elemental I (Earth), Entangle, Magic Weapon I, Pass without Trace o Level 2: Blur, Mage Armor, Resist Energy - Crystal: Blindness/Deafness, Illusionary Image II, Mirror Images - Darkness: Blindness/Deafness, Darkness I, Insanity I, Obscure Object, Scare II, Silence - Dust/Sand: Illusionary Image II, Mirror Images, Obscure Object - Earth: Goodberry - Fire: Illusionary Image II, Mirror Images, Scorching Ray - Ice: Chill Storm I, Deadly Draft I, Mirror Images, Silence - Lava: Knock, Scorching Ray - Light: Blindness/Deafness, Illusionary Image II, Mirror Images, Scorching Ray - Lightning: Blindness/Deafness, Silence - Metal: Knock, Tinker II - Mist/Smoke: Darkness I, Illusionary Image II, Mirror Images, Obscure Object - Water: Chill Storm I, Water Walk - Mass - Wind: Chill Storm I, Deadly Draft I, Gust of Wind, Levitate - Wood: Knock o Level 3: See Invisible, Tongues I - Crystal: Confounding Images, Conjure Elemental II (Earth), Glow II, Illusionary Image III, Invisibility, Keen Edge, Scrye II - Darkness: Conjure Elemental II (Air), Darkness II, Fly I, Invisibility - Dust/Sand: Control Weather II, Conjure Elemental II (Air, Earth), Fly I, Illusionary Image III, Invisibility, Wall of Wind - Earth: Conjure Elemental II (Earth) - Fire: Conjure Elemental II (Fire), Fireball I, Fly I, Haste, Illusionary Image III, Invisibility, Searing Ray - Ice: Control Weather II, Conjure Elemental II (Air, Water), Fly I, Wall of Wind - Lava: Conjure Elemental II (Earth, Fire), Fireball I, Searing Ray, Sharp Stone - Light: Confounding Images, Conjure Elemental II (Air), Fly I, Glow II, Haste, Illusionary Image III, Invisibility, Searing Ray - Lightning: Call Lightning I, Control Weather II, Conjure Elemental II (Air), Fly I, Haste - Metal: Conjure Elemental II (Earth), Glyph of Protection I, Keen Edge, Sharp Stone - Mist/Smoke: Conjure Elemental II (Air), Darkness II, Fly I, Illusionary Image III, Invisibility, Wall of Wind - Water: Control Weather II, Conjure Elemental II (Water), Scrye II, Water Breathing - Wind: Control Weather II, Conjure Elemental II (Air), Fly I, Haste, Invisibility, Wall of Wind - Wood: Conjure Elemental II (Earth), Glyph of Protection I, Verdure o Level 4: Dimension Door, Divine Power, Freedom of Movement - Crystal: Illusionary Image IV - Darkness: Phantasmal Killer - Dust/Sand: Air Walk, Elemental Shield (Fire), Illusionary Image IV, Phantasmal Killer - Earth: Detect Traps - Fire: Elemental Shield (Fire), Illusionary Image IV, Wall of Fire - Ice: Chill Storm II, Elemental Shield (Ice), Polar Ray II, Wall of Ice - Lava: Elemental Shield (Fire), Wall of Fire - Light: Illusionary Image IV - Lightning: Lightning Bolt I - Metal: Detect Traps, Magic Weapon II, Rusting Grasp - Mist/Smoke: Air Walk, Illusionary Image IV, Phantasmal Killer - Water: Chill Storm II, Elemental Shield (Ice), Move Water, Polar Ray II, Rusting Grasp - Wind: Air Walk, Chill Storm II, Phantasmal Killer - Wood: Detect Traps, Magic Weapon II o Level 5: Teleport I, True Seeing - Crystal: Conjure Elemental III (Earth), Illusionary Image V, Scrye III - Darkness: Conjure Elemental III (Air), Cloudkill, Fly II, Insanity II - Dust/Sand: Control Weather III, Conjure Elemental III (Air, Earth), Cloudkill, Fly II, Illusionary Image V - Earth: Conjure Elemental III (Earth), Move Earth, Natural Attunement, Wall of Stone - Fire: Conjure Elemental III (Fire), Fly II, Illusionary Image V - Ice: Control Weather III, Conjure Elemental III (Air, Water), Cone of Cold, Fly II, Winter’s Domain II - Lava: Conjure Elemental III (Earth, Fire), Move Earth, Wall of Stone - Light: Conjure Elemental III (Air), Fly II, Illusionary Image V, Light’s Grace - Lightning: Call Lightning II, Control Weather III, Conjure Elemental III (Air), Fly II - Metal: Conjure Elemental III (Earth) - Mist/Smoke: Conjure Elemental III (Air), Cloudkill, Fly II, Illusionary Image V - Water: Control Weather III, Conjure Elemental III (Water), Scrye III - Wind: Control Weather III, Conjure Elemental III (Air), Cloudkill, Fly II - Wood: Conjure Elemental III (Earth), Natural Attunement o Level 6: Disintegrate, Find the Path, Repelling Wave I, Tongues II - Crystal: Blindness/Deafness – Mass, Illusionary Image V - Darkness: Blindness/Deafness – Mass - Dust/Sand: Illusionary Image V - Earth: Quake Touch, Tree Walk - Fire: Illusionary Image V - Lava: Quake Touch - Light: Blindness/Deafness – Mass, Illusionary Image V - Lightning: Blindness/Deafness – Mass, Lightning Bolt II - Mist/Smoke: Illusionary Image V - Wind: Quake Touch - Wood: Tree Walk o Level 7: Hindsight, Phase Door, Teleport II - Crystal: Conjure Elemental IV (Earth), Scrye IV - Darkness: Conjure Elemental IV (Air), Shadow Walk - Dust/Sand: Control Weather IV, Conjure Elemental IV (Air, Earth) - Earth: Conjure Elemental IV (Earth) - Fire: Conjure Elemental IV (Fire), Fireball II - Ice: Control Weather IV, Conjure Elemental IV (Air, Water), Deadly Draft II - Lava: Conjure Elemental IV (Earth, Fire), Fireball II, Fire Storm - Light: Conjure Elemental IV (Air), Shadow Walk, Sunlight I - Lightning: Control Weather IV, Conjure Elemental IV (Air) - Metal: Conjure Elemental IV (Earth) - Mist/Smoke: Conjure Elemental IV (Air), Shadow Walk - Water: Control Weather IV, Conjure Elemental IV (Water), Scrye IV - Wind: Control Weather IV, Conjure Elemental IV (Air), Deadly Draft II - Wood: Conjure Elemental IV (Earth) o Level 8: Maze, Mind Blank, Protection from Spells, Repelling Wave II - Crystal: Illusionary Image V, Invisibility – Mass, Scintillating Pattern - Darkness: Insanity III, Invisibility - Mass - Dust/Sand: Illusionary Image V, Invisibility - Mass - Earth: Earthquake, Iron Body - Fire: Illusionary Image V, Invisibility - Mass - Ice: Polar Ray III - Lava: Earthquake - Light: Illusionary Image V, Invisibility – Mass, Scintillating Pattern, Sunlight II - Metal: Iron Body - Mist/Smoke: Illusionary Image V, Invisibility - Mass - Water: Polar Ray III - Wind: Invisibility – Mass o Level 9: Time Stop - Crystal: Conjure Elemental V (Earth), Scrye V - Darkness: Conjure Elemental V (Air) - Dust/Sand: Control Weather V, Conjure Elemental V (Air, Earth) - Earth: Conjure Elemental V (Earth) - Fire: Conjure Elemental V (Fire) - Ice: Control Weather V, Conjure Elemental V (Air, Water) - Lava: Conjure Elemental V (Earth, Fire) - Light: Conjure Elemental V (Air) - Lightning: Control Weather V, Conjure Elemental V (Air) - Metal: Conjure Elemental V (Earth) - Mist/Smoke: Conjure Elemental V (Air) - Water: Control Weather V, Conjure Elemental V (Water), Scrye V - Wind: Control Weather V, Conjure Elemental V (Air) - Wood: Conjure Elemental V (Earth)
FAERIE PACT • Pact Skill: Blend • Eldritch Blast Damage Type: Sonic damage • Pact Revealed II: You gain the Faerie Heritage feat. • Pact Revealed II: You gain the Faerie Legacy feat. • Pact Revealed III: The higher of your Dexterity or Charisma scores rises by 1, and you bonus with opposed Bluff checks increases by an additional 6 (for a total of +16). If you previously chose, or choose to grow insect-like wings, you no longer suffer any associated penalties to action dice for doing so. • Pact Boon Choices: o Always Ready: You may always act during surprise rounds. o Channeling the Pact: Once per session as a 1-minute action, you may choose 1 NPC quality from the following choices that lasts until the end-of the scene: Aquatic II; Attractive II; Beguiling; Cagey I; Chameleon (1 terrain) I; Damage Reduction 1; Darkvision I; Favored Foes (up to 3 types); Fearless I; Honorable; Improved Senses (Hearing); Improved Stability; Menacing Threat; Natural Spell (Cure Wounds III, Nature’s Ally III, Neutralize Poison or Pass without Trace); Superior Runner I, Tricky (Venom Master) o Charming: When you successfully Taunt a character, you may decline the standard result to have your target become fixated on you for 1d6 rounds. Special characters and villains may spend 1 action die to cancel this effect and become immune to this ability for the rest of the scene. If you gain this benefit from multiple sources, you may also damage the target once without interrupting his fixation (you may do this only once, no matter how many times you gain the benefit). o Court Connected: Once per adventure as a free action, you may gain a free Reconnaissance favor with a cost equal to your Class Level + 5. Unless used, this Favor is lost at the end of the scene. o Empowered Blast: You’re a conduit of eldritch energy. When attacking with your Eldritch Blast, you benefit from the Angry Hornet and Bullseye feats. o Expertise: Taking 10 with your Pact Skill doesn’t take twice as long and taking 20 takes only 10 times as long. o Forceful Blast: It costs you 1 fewer action dice to activate a critical hit against with your Eldritch Blast (minimum 0). o Gifted with Animals: You’re considered to have 5 additional ranks in Survival when training animals. This may cause you to exceed your maximum skill rank for these activities. o Rebuke: You’re an instrument of eldritch devotion. Characters you successfully Turn also suffer an amount of damage equal to your Resolve bonus. This extra damage is of the same damage type as your Eldritch Blast. Those targeted who make their Will saves suffer half this damage (rounded down). You may only choose this ability if you may Turn. o Stick Close and Follow Me: When you make a Blend check, a single adjacent ally or teammate may share your result. The character must remain within 10 ft. of you to retain this benefit. o Turning: Once per combat you may Turn (see FC p223) characters of 1 Type from the following list (chosen at the time you gain this ability): animal, beast, elemental, fey, plant, spirit, or undead. • Pact Invocations: o Level 0: Dancing Lights, Expeditious Retreat, Glow I, Orient Self, Whispers o Level 1: Charm Person I, Color Spray, Concealing Countryside I, Control Weather I, Disguise Self, Entangle, Illusionary Image I, Nature’s Ally I, Pass without Trace, Scrye I, Sleep I o Level 2: Blur, Calm Emotions, Detect Emotion, Goodberry, Hold Animal, Hold Person, Illusionary Image II, Insanity I, Mirror Images, Silence, Wild Side I o Level 3: Bestow Curse, Charm Person II, Confounding Images, Control Weather II, Counter Magic I, Fly I, Glow II, Illusionary Image III, Invisibility, Nature’s Ally II, Scry II, Sleep II, Tongues I, Verdure o Level 4: Concealing Countryside II, Dimension Door, Flawless Fib, Freedom of Movement, Geas, Illusionary Image IV, Mantle of the Mundane o Level 5: Charm Person III, Control Weather III, Fly II, Illusionary Image V, Insanity II, Natural Attunement, Nature’s Ally III, Scrye III, Teleport I, True Seeing, Wild Side II o Level 6: Blindness/Deafness – Mass, Find the Path, Heroes’ Feast, Illusionary Image IV, Power Word: Recall, Tongues II, Tree Walk o Level 7: Charm Person IV, Control Weather IV, Counter Magic II, Hindsight, Nature’s Ally IV, Phase Door, Scrye IV, Teleport II o Level 8: Insanity III, Invisibility – Mass, Maze, Mind Blank, Pinpoint, Protection from Spells, Scintillating Pattern, Wild Side III o Level 9: Charm Person V, Control Weather V, Counter Magic III, Nature’s Ally V, Scrye V, Time Stop
SIDEBAR
INVOKING (WIS) Warlocks can spend skill points to purchase ranks in the Invoking skill, which is only available to characters with a Casting Level of 1 or higher. Invoking operates like any other skill. Knowledge: Warlock Pacts; casting techniques; magical nature of pact entities; species knowledge of your pact's species Special: Invoking is interchangeable with the Spellcasting skill in regards to feat prerequisites, and acts exactly as the Spellcasting skill in regards to “Attack Spells” and “Spell Defense”.
INVOKING (Varies) A warlock makes this check to cast invocations he knows. Each warlock may make only 1 Invoking check per round and he must be able to speak aloud to do so. Invoking is an obvious action and clearly visible to anyone with line of sight to the warlock; to conceal an attempt, the warlock must also make a Prestidigitation check opposed by Notice. To make an Invoking check, the warlock spends the allotted casting time + any additional casting time required for tricks and other effects and compares his result to the DC listed on 'Table: Invoking Checks' (see below). With success, the invocation is cast and its effect occurs. With failure, the invocation is not cast and has no effect (a sentient target feels a hostile force or tingle but cannot deduce the nature or origin of the sensation). A failed check does not count as a use of the invocation for that scene. With a critical success, the warlock does not expend the use of the cast invocation for that scene if it is a limited use per scene invocation. If it is an at-will use invocation (and not an Attack Spell [FC p112]), the warlock may choose one of the following effects: • Reduce casting time to 1 Free Action. • Double the spell’s Area if not Personal or Touch. • Double 1 numeric benefit from the spell’s effect. (e.g. A critical success when casting Expeditious Retreat would allow the warlock to cast it as a Free Action, increase the Duration to 2 minutes or increase the speed boost to +40ft.) With a critical failure, his confidence is shaken and he suffers a –5 penalty with Invoking checks until he succeeds with an Invoking check or until the end of the current scene, whichever comes first.
Table: Invoking Checks Spell Level DC 0 14 1 17 2 20 3 23 4 26 5 29 6 32 7 35 8 38 9 41
WARLOCK ALIGNED SPELLS When a warlock gains a spell that is Aligned, this spell is based off their warlock pact, not their alignment. The warlock may cast aligned spells on any character that is not of the same Warlock Pact or a creature of the type associated with their pact. When a spell states that it works for an opposed alignment, the warlock chooses the target character Type at the time they cast the spell. Example: An angelic warlock casts Sacred Aura. They may target any non-Angelic warlock or any non-angel character type (such as Demon, Fey, etc.).
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