Author Topic: The Eldermagus or The Super Warlock  (Read 4965 times)

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bkdubs123

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The Eldermagus or The Super Warlock
« on: September 07, 2009, 03:04:46 PM »
A lot of people complain about how Warlocks are weak, and how they don't get enough invocations. So... this happened. I may have gone overboard. This is an entirely seperate class from the Warlock, focused on the invocations rather than eldritch blasts of any variety. To account for less offensive power they have more powerful evocation type effects in their invocation list.

The Eldermagus
"Only a fool would attempt to match spells with the Witch of the West!" - Wisteria, Witch of the West, Vampire Eldermagus.

HD: d6

Saves: Good Will, Poor Fort and Ref

LV  Base Attack     Class Features                            Invokes  S. Known
1.   +0             Magus' Counterspell, Invocations (least)     3        5
2.   +1             Detect Magic, Energy Resistance 5            4        6
3.   +1             Screen +2, Perilous Aura                     4        7
4.   +2             Decieve Item                                 5        8
5.   +2             Energy Resistance 10                         5        9
6.   +3             Invocations (lesser), Magus' Curse 1/enc     6        11
7.   +3             Counterspell Retort                          6        12
8.   +4             Screen +3                                    7        13
9.   +4             Energy Resistance 15                         8        14
10.  +5             Aura Swap                                    8        15
11.  +5             Invocations (greater)                        9        17
12.  +6/+1          Imbue Item, Magus' Curse 2/enc               9        18
13.  +6/+1          Screen +4                                   10        19
14.  +7/+2          Energy Resistance 20                        11        20
15.  +7/+2          Master's Retort                             11        21
16.  +8/+3          Invocations (grand)                         12        23
17.  +8/+3          Command Item                                12        24
18.  +9/+4          Screen +5, Magus' Curse 3/enc               13        25
19.  +9/+4          Immunities                                  14        26
20.  +10/+5         Final Word                                  14        27


Class Skills (4+Int): Appraise, Bluff, Concentration, Craft, Decipher Script, Disguise, Intimidate, Knowledge (all), Listen, Profession, Search, Sense Motive, Spellcraft, Spot, Use Magic Device

Proficiencies: All simple weapons, no armors, no shields.

Invocations (Sp): An Eldermagus gains invocations as he gains levels, like a Warlock or Dragonfire Adept, chosen from the Eldermagus Invocations List. The save DCs are 10+1/2 Eldermagus level+Eldermagus' Int mod. His caster level is equal to his Eldermagus level. Whenever you gain access to a new grade of invocation you may lose one invocation of any lower grades, and replace it/them with another invocation of that same grade.

Eldermagus' keep a book to collect their many invocations. This book functions in all ways as a Wizard's spellbook. After an hour of studying his book, an Eldermagus prepares himself to cast a few invocations for the day. The Invokes section of the above table outlines the number of invocations the Eldermagus is able to prepare from his book in this way. An Eldermagus can't cast an invocation that he hasn't prepared this way. The S.Known section details the exact number of invocations the Eldermagus learns as he gains levels.

Eldermagus Invocations List
[spoiler]Eldermagi have access to every invocation found in both the Warlock and Dragonfire Adept lists, as well as being able to mimic the following spells through invocations:

Least - Shield, Grease, Summon Monster I, Comprehend Languages, Magic Missile, Silent Image, Chill Touch, Animate Rope, Blindness/Deafness, Command, Ray of Enfeeblement, Eldermagus' Razor Disk*

Lesser - Summon Monster III, Tongues, Daylight, Vampiric Touch, Dimensional Anchor, Uncurse**, Arcane Eye, Confusion, Wall of Ice, Hallucinatory Terrain, Illusory Wall

Greater - Eldermagus' Disdain***, Summon Monster V, Rary's Telepathic Bond, Cone of Cold, Blight, Repulsion, Chain Lightning, Fireball, Acid Fog, Eyebite, Call to Stone****

Grand - Phase Door, Summon Monster VII, Vision, Insanity, Power Word Shock*****, Mordenkainen's Sword, Control Weather, Statue, Prismatic Wall, Maze


*(as Tenser's Floating Disk, except that as a move action, you can move it up to 1/2 your speed. Further, a creature that ends its turn adjacent to the Disk is dealt 1d6 +1d6/two Eldermagus levels beyond 1st (max 5d6).

** (As Remove Curse, however to use it you must make an opposed level check against the source of the curse. If you fail, you can't try to remove that curse until you've gained a level)

***(As Dismissal, but if you fail, you are dealt 1d4/two HD of the target)

****Found in Player's Handbook II

*****(As Power Word Blind, except it effects creatures with 150hp rather than 200, but it also deafens them. Finally, the target must make a Will save (DC 18+Int mod) or become Stunned for 1 round.)[/spoiler]

Magus' Counterspell (Su): Once per encounter, as an immediate action, an Eldermagus can attempt to counter an enemy spell or spell-like ability, as if he had readied an action to do so, with Greater Dispel Magic. Even though spell-like abilities cannot normally be countered, an Eldermagus can still use this ability on them, so long as they mimic a spell effect.

Further, an Eldermagus can ready an action to counterspell anytime he could ready a standard action, as with Greater Dispel Magic, except that when doing so in this way, his caster level is only considered 1/2 his Eldermagus Level.

Finally, an Eldermagus can attempt to sabotage even supernatural abilities with the immediate action, or readied action version of his Eldermagus' Counterspell ability. To do so, he and the creature using the supernatural ability make opposed level checks (1d20+HD). If the Eldermagus succeeds the supernatural ability has no effect.

Detect Magic (Sp): An Eldermagus can use Detect Magic as a spell-like ability at-will.

Energy Resistance (Su): Starting at 2nd level, Eldermagi gain resistance to all Acid, Cold, Electricity, Fire, and Sonic 5. This resistance increases by 5 at 5th level, 9th level, and 14th level. This Energy Resistance stacks with other sources of Energy Resistance the Eldermagus may possess.

Screen (Su): Starting at 3rd level, an Eldermagus gains a +2 Deflection bonus to AC. This bonus stacks with all other sources of Deflection the Eldermagus may possess. This deflection bonus increases by 1 every five levels after 3rd.

Perilous Aura (Su): An Eldermagus of 3rd level or higher projects an aura to stave off his foes. Foes within 10ft of a Eldermagus take a -2 penalty to AC and saving throws against the Eldermagus and his abilities.

Decieve Item (Ex): 4th level, as Warlock.

Magus' Curse (Su): Starting at 6th level, an Eldermagus gains the ability to curse his foes with fear and doubt. As a swift action, once per encounter, the Eldermagus chooses a foe within 60ft. That foe must succeed at a Will save (DC 10+1/2 Eldermagus level+Int mod) or take a -2 penalty to AC and saving throws for 1d4+1 rounds. This penalty does not stack with, but supercedes, the Eldermagus' Perilous Aura. Every six levels beyond 6th an Eldermagus may use this ability once more per encounter.

Counterspell Retort (Su): Whenever an Eldermagus of 7th level or higher successfully counters a spell/spell-like ability, or sabotages a supernatural ability, the creature whose ability was countered/sabotaged is dealt 1d8 damage/two Eldermagus levels.

Aura Swap (Su): Starting at 10th level, an Eldermagus can move one active spell, or spell-like effect from one creature to another. By spending a standard action, the Eldermagus chooses a single effect on a creature within 60ft, and makes an opposed level check (1d20+HD) with the controller of that effect, to which the Eldermagus adds his Int mod. If successful, the Eldermagus removes the effect from its current creature, and causes another creature within 60ft of him to be effected by it for the remainder of that effect's duration +1 round. This second creature gets no saving throw to resist. If the Eldermagus fails, nothing happens.

An Eldermagus can use Aura Swap to move effects that he controls without making any level checks of any sort, however, if he does, the second creature gets a saving throw against the effect. If the second creature succeeds its saving throw, the effect remains on the first creature.

Imbue Item (Ex): 12th level, as Warlock.

Master's Retort (Su): Whenever an Eldermagus of 15th level or higher successfully counters a spell/spell-like ability, or sabotages a supernatural ability, he may cast an invocation on the creature whose ability was countered/sabotaged. If he does, the invocation must be one that has only a single target, and the save DC (if any) of the invocation is increased by 2.

Command Item (Ex): Beginning at 17th level, Eldermagi can use Use Magic Device on magical items that they do not even possess or wield. This effect works out to 120ft and on any item the Eldermagus has line of sight to. If the item is unattended he may use it as if he possessed and wielded it, but increasing the DC of any checks he must make to use it by 10. If the item is wielded by another creature he may use it as if he possessed and wielded it, but increasing the DC of any checks he must make to use it by 20.

Immunities (Ex): At 19th level, an Eldermagus becomes immune to all Paralysis, Stunning, Dazing, Confusion, Petrification, Polymorph, and Teleportation effects, as well as to one of his choice of Acid, Cold, Fire, Electricity, or Sonic damage. An Eldermagus may voluntarily lower any or all of these immunities as an immediate action.

Final Word (Su): Whenever an Eldermagus of 20th level or higher successfully counters a spell/spell-like ability, or sabotages a supernatural ability, the creature whose ability was countered/sabotaged must make a Will save (DC 10+1/2 Eldermagus level+Eldermagus' Int mod) or be paralyzed for 1 round. If the creature succeeds its save, it can't use spells/spell-like abilities, or supernatural abilities for 1 round.
« Last Edit: September 07, 2009, 03:25:43 PM by bkdubs123 »

Kerrick

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Re: The Eldermagus or The Super Warlock
« Reply #1 on: September 13, 2009, 03:46:12 AM »
This is fucking cool. I don't know if I'm in a weird mood because I just watched Iron Man (kickass movie, BTW), or if I'm just thinking differently than normal, but... wow. This would be a badass epic sorcerer PrC - I've always envisioned sorcerers as being able to tap directly into the flow of magic and wield raw energy, sort of like the Aes Sedai from Wheel of Time.

I especially love the ability to just grab control of a spell or magic item or whatever and manipulate it - that, in itself, makes the class. That should be the central, scaling ability, IMO - use that, along with increasing SR, the ability to gain a second save vs. any ongoing effect (he's effectively trying to warp/dispel the magic affecting him), the ability to change the enegry type of any ongoing spell effect (wall of fire, e.g.), maybe even add metamagic on the fly. Damn, now you're making me want to do my own version of this thing.

I'm not sure where the energy resistance/immunities to everything come in, though...
Project Phoenix. 4E the way it should have been done.

Midnight_v

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Re: The Eldermagus or The Super Warlock
« Reply #2 on: September 13, 2009, 03:59:24 AM »
This if gucking freat!
 Just when the hell do you sleep anyway!  ???  :lol
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