Author Topic: 5 Melee Warlocks  (Read 861 times)

Offline Maat Mons

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5 Melee Warlocks
« on: October 29, 2017, 11:59:43 PM »
Bastion
"We'll keep on fighting 'til the end!"
Farrokh Bulsara

[^ would have worked better if I'd named the class "champion"]

Making a Bastion
Abilities: Charisma is arguably the most important ability for a champion.  It governs not only his invocation save DCs, but also the bonus to all saving throws granted by his resolve ability.  Strength and constitution are also vitally important, since they determine how effective the bastion will be in melee combat. 
Races: Dwarves are very inclined to become bastions, in spite of their racial penalty to charisma.  Humans, half-elves, and elves are also relatively likely to take up this class.  Half orcs are more likely to become untamed than bastions.  Gnomes and halflings only very rarely become bastions. 
Alignment: [Cleric-style alignment restrictions?  With rules for ex-bastions?]
Starting Gold: 6d4x10 gp (150 gp). 
Starting Age: As paladin. 

Hit Die: d10
                                                
   Level      Attack      Fort      Ref      Will      Special      Invocation Grade      Invocations Known   
   1      1      2      0      2      Fealty      Least      1   
   2      2      3      0      3      Immunity to fear      Least      2   
   3      3      3      1      3      Eldritch channeling      Least      2   
   4      4      4      1      4      Second skin      Least      3   
   5      5      4      1      4      Resolve      Least      3   
   6      6      5      2      5            Lesser      4   
   7      7      5      2      5      Eldritch aegis (shield)      Lesser      4   
   8      8      6      2      6            Lesser      5   
   9      9      6      3      6      Mettle      Lesser      5   
   10      10      7      3      7            Lesser      6   
   11      11      7      3      7            Greater      7   
   12      12      8      4      8      Eldritch aegis (armor)      Greater      7   
   13      13      8      4      8      Eldritch channeling (full attack)      Greater      8   
   14      14      9      4      9      ???      Greater      8   
   15      15      9      5      9            Greater      9   
   16      16      10      5      10            Dark      10   
   17      17      10      5      10      Eldritch aegis (reflect)      Dark      10   
   18      18      11      6      11            Dark      11   
   19      19      11      6      11      ???      Dark      11   
   20      20      12      6      12      Improved mettle      Dark      12   
                                                
Class Skills (4 + int per level x4 at 1st level): Concentration, Craft, Diplomacy, Intimidate, Knowledge (arcana), Knowledge (nobility and royalty), Knowledge (religion), Knowledge (the planes), Profession, Ride, Sense Motive, Spellcraft. 

Class Features

Weapon and Armor Proficiency:
You are proficient with simple weapons, except punching dagger, dart, sickle, and sling.  You are proficient with martial weapons, except kukri, longbow, composite longbow, rapier, sap, scythe, shortbow, and composite shortbow. 
You are proficient with all armor and shields (including tower shields). 
Your bastion invocations do not suffer a spell failure chance from light, medium, or heavy armor, or from shields. 

Invocations:
You use invocations, like a warlock or dragonfire adept, except that your invocations are drawn from the bastion class list, and you do not suffer an arcane spell failure chance from light, medium, or heavy armor, or shields. 

Fealty (Su):
You are aware of actions and items that could adversely affect your alignment or your standing with your deity.  This functions as a phylactery of faithfulness. 

Immunity to Fear (Ex):
At 2nd level, you gain immunity to fear effects. 

Eldritch Channeling (Su):
This functions as a duskblade's arcane channeling ability, except that it functions with invocations, rather than spells. 

Second Skin (Ex):
From 4th level on, you are much more comfortable in medium and heavy armor.  You treat any armor you wear as one category light for purposes of determining movement penalties.  Additionally, you can sleep in armor of any weight without becoming fatigued. 

Resolve (Su):
Beginning at 5th level, you gain a bonus on all saving throws equal to your charisma bonus. 

Mettle (Ex):
Beginning at 9th level, if you make a successful fortitude or will save against an attack that would normally have a lesser effect on a successful save, you instead completely negate the effect. 

Eldritch Aegis (Su):
Your armor and shield become charged with magical energy, granting you protection against magical effects. 
Beginning at 7th level, you add your shield bonus (including any enhancement bonus) to your touch AC.  Beginning at 12th level, you also add your armor bonus (including any enhancement bonus) to your touch AC. 
Finally, at 17th level, you gain the ability to reflect misses magical attacks back at your attacker.  If an enemy misses with a spell or spell-like ability aimed at you, you can choose to redirect the effect back at its originator. The spell or ability attacks the original caster (who makes a new attack roll using the same modifier as the original attack).If it hits, the caster is subject to the normal effect of the spell or ability. This effect applies only to spells and spell-like abilities that require an attack roll. Other spells and spell-like abilities that affect a target aren't subject to this reflection.
If a single spell or ability misses you more than once at the same time, you can redirect each portion of the spell that missed.

Improved Mettle (Ex):
Beginning at 20th level, if subjected to an effect that allows a fortitude or will save for a partial or half effect, you take only the partial or half effect on a failed save (and no effect on a successful save, just as with mettle).

Playing a Bastion

Religion
You are quite likely a devoted champion of one deity or another.  Alternatively, you might instead be devoted to some cause or ideal. 

Other Classes
???

Combat
You can stand up to a lot of punishment, both physical and magical.  So you have little reason to be shy about getting up close and personal with your foes. 

Advancement
[Is this seriously just supposed to a description of the backstory corresponding to you gaining a new level?  Like whatever "training" you do?]
« Last Edit: November 04, 2017, 12:51:50 AM by Maat Mons »

Offline Maat Mons

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Re: 5 Melee Warlocks
« Reply #1 on: October 29, 2017, 11:59:50 PM »
Infiltrator
"Would I lie to you?" 
[name]

Making an Infiltrator
Infiltrators prefer to get things done covertly, but they are quite capable of throwing down in a fight if need be. 
Abilities: Dexterity aids in many of an infiltrator's skills, and can boost his chances to hit if he has weapon finesse.  Charisma determines the save DCs of his invocations and helps him talk his way out of trouble.  Many infiltrators invest in intelligence, both to gain more skill points, and to aid them in dealing with traps.  While he may find his ability scores stretched thin, no infiltrator can afford to allow his constitution to be too low. 
Races: Elves and halflings take quite readily to the skills of an infiltrator, due to their natural finesse.  Gnomes are well suited to operating in darkness, and their affinity for mechanisms often leads them to be interested in the skills of a trapsmith.  Humans born to poverty and living in crime-stricken slums often become infiltrators as a means of survival.  Dwarves and orcs are typically disinclined to pursue this path. 
Alignment: Infiltrators tend toward neutrality.  A pragmatic outlook tends to improve chances of survival in the sort of life they typically lead.  However, infiltrators can be of any alignment. 
Starting Gold: 5d4x10 gp (125 gp). 
Starting Age: As rogue. 

Hit Die: d8
                                                
   Level      Attack      Fort      Ref      Will      Special      Invocation Level      Invocations Known   
   1      0      0      2      2      Somatic weaponry, trapfinding      Least      1   
   2      1      0      3      3      Evasion      Least      2   
   3      2      1      3      3      Sneak attack +1d6, trap sense      Least      2   
   4      3      1      4      4      Uncanny dodge      Least      3   
   5      3      1      4      4            Least      3   
   6      4      2      5      5      Sneak attack +2d6      Lesser      4   
   7      5      2      5      5      Poison use      Lesser      4   
   8      6      2      6      6      Improved uncanny dodge      Lesser      5   
   9      6      3      6      6      Sneak attack +3d6      Lesser      5   
   10      7      3      7      7      Eldritch treachery (spell resistance)      Lesser      6   
   11      8      3      7      7      Improved evasion      Greater      7   
   12      9      4      8      8      Sneak attack +4d6      Greater      7   
   13      9      4      8      8      Poison immunity      Greater      8   
   14      10      4      9      9      Hide in plain sight      Greater      8   
   15      11      5      9      9      Eldritch alacrity, sneak attack +5d6      Greater      9   
   16      12      5      10      10            Dark      10   
   17      12      5      10      10            Dark      10   
   18      13      6      11      11      Sneak attack +6d6      Dark      11   
   19      14      6      11      11            Dark      11   
   20      15      6      12      12      Eldritch treachery (saves)      Dark      12   
                                                
Class Skills (6 + int per level x4 at 1st level): Appraise, Balance, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (local), Knowledge (nobility and royalty), Listen, Move Silently, Open Lock, Perform, Profession, Profession, Search, Sleight of Hand, Spellcraft, Spot, Swim, Tumble, Use Rope

Weapon and Armor Proficiency:
You are proficient with simple weapons, except longspear, shortspear, and spear.  You are also proficient with hand crossbow, repeating heavy crossbow, repeating light crossbow, kukri, rapier, sap, shortbow, short sword, and shuriken. 
You are proficient with light armor, but not with shields. 
Your infiltrator invocations do not suffer a spell failure chance from light armor.  You suffer the normal spell failure chance for medium or heavy armor, or shields, however. 

Invocations:
You use invocations, like a warlock or dragonfire adept, except that your invocations are drawn from the infiltrator class list. 

Somatic Weaponry:
You gain somatic weaponry as a bonus feat. 

Trapfinding (Ex):
You can use the Search skill to locate traps with a DC higher than 20.  You can use the Disable Device skill to disarm magic traps.  This functions identically to the rogue class feature. 

Evasion (Ex):
Beginning at 2nd level, if you make a successful Reflex save against an attack that normally deals half damage on a successful save, you instead take no damage.  Evasion can be used only if you are wearing light armor or no armor.  You do not gain the benefit of evasion while helpless. 

Sneak Attack (Ex):
You gain sneak attack (as the rogue ability) equal to +1d6 per 3 class levels. 

Trap Sense (Ex):
You gain a bonus equal to 1/3 your class level against traps.  This applies as a bonus to your AC against attack rolls made by tarps, as well as a bonus on saving throws made to avoid or resist the effects of traps. 

Uncanny Dodge (Ex):
Starting at 4th level, you retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you lose your Dexterity bonus to AC if immobilized.
If you already have uncanny dodge from a different class you automatically gains improved uncanny dodge instead.

Poison Use (Ex):
You do not risk accidentally poisoning yourself when you apply poison to a weapon. 

Improved Uncanny Dodge (Ex):
You gain improved uncanny dodge, as the rogue ability. 

Eldritch Treachery (Ex):
Your invocations are more effective against targets who are denied their Dexterity bonus to AC against your attacks, and enemies that you flank.  Beginning at 10th level, your invocations ignore any spell resistnace (or spell immunity) possessed by such creatures.  Beginning at 20th level, these creatures must roll twice and take the worse result on any saving throws allowed by your invocations. 

Eldritch Alacrity:
You gain a n extra swift (or immediate) action each round.  This action can only be used to cast an invocation. 

Eldritch Treachery:
Beginning at 10th level, you can ignore the spell resistance (or spell immunity) of any enemy who is denied his dexterity bonus against your attacks.  Beginning at 20th level, enemies who are denied thier dexterity bonus against your attacks also have more difficulty when making saving throws against your invocations.  They must roll twice, and take the worse result. 

Improved Evasion (Ex):
Beginning at 11th level, when using the evasion ability, you take only half damage even on a failed save. 

Poison Immunity (Ex):
At 13th level, you gain immunity to poison. 

Hide in Plain Sight (Ex):
Beginning at 14th level, you can use the Hide skill even while being observed.  As long as you are within 10 feet of some sort of shadow, you can hide herself from view in the open without anything to actually hide behind.  You cannot, however, hide in your own shadow. 

Playing an Infiltrator

Religion
You are most likely to offer prayers to gods of luck or thievery, but you'll take almost any divine help you can get. 

Other Classes
???

Combat
???

Advancement
There are no schools that teach the skills of an infiltrator.  At most, you have informal mentorship.  Or, failing that, you just have to figure things out for yourself. 
« Last Edit: January 08, 2018, 05:37:05 PM by Maat Mons »

Offline Maat Mons

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Re: 5 Melee Warlocks
« Reply #2 on: October 29, 2017, 11:59:56 PM »
Reaper
"Nature is cruel and unforgiving." 
[name]

Making a Reaper
Abilities: Reapers rely primarily on strength for offense, but charisma is also helpful when they attack with invocations.  As with any other characters, constitution is important for surviving what their enemies throw at them. 
Races: Elves, with their innate affinity for nature, are the most likely to become reapers.  Dwarves are the least likely to take up this class, since they typically aren't fond of spending time on the surface. 
Alignment: Reapers are usually neutral.  "Live and let die" is their unofficial motto.  However, they can be of any alignment. 
Starting Gold: 6d4x10 gp (150 gp). 
Starting Age: As ranger. 

Hit Die: d8
                                                
   Level      Attack      Fort      Ref      Will      Special      Invocation Level      Invocations Known   
   1      1      0      2      2      Track, wild empathy      Least      1   
   2      2      0      3      3      Woodland stride      Least      2   
   3      3      1      3      3      Eldritch channeling      Least      2   
   4      4      1      4      4      Trackless step      Least      3   
   5      5      1      4      4      Scent      Least      3   
   6      6      2      5      5            Lesser      4   
   7      7      2      5      5      Swift tracker      Lesser      4   
   8      8      2      6      6            Lesser      5   
   9      9      3      6      6      ???      Lesser      5   
   10      10      3      7      7            Lesser      6   
   11      11      3      7      7            Greater      7   
   12      12      4      8      8      Camouflage      Greater      7   
   13      13      4      8      8      Eldritch channeling (full attack)      Greater      8   
   14      14      4      9      9      Blindsense 30 ft.      Greater      8   
   15      15      5      9      9            Greater      9   
   16      16      5      10      10            Dark      10   
   17      17      5      10      10      Hide in plain sight      Dark      10   
   18      18      6      11      11            Dark      11   
   19      19      6      11      11      Blindsight 30 ft.      Dark      11   
   20      20      6      12      12      ???      Dark      12   
                                                
Class Skills (4 + int per level x4 at 1st level): Climb, Concentration, Craft, Diplomacy, Handle Animal, Hide, Jump, Knowledge (arcana), Knowledge (geography), Knowledge (nature), Listen, Move Silently, Ride, Sense Motive, Spellcraft, Spot, Survival, Swim. 

Weapon and Armor Proficiency:
You are proficient with simple weapons, except light mace, heavy mace, and morningstar.  You are also proficient with throwing axe, battleaxe, bolas, cutlass, handaxe, longbow, longsword, net, rapier, scimitar, Valenar double scimitar, scythe, short sword, shortbow, and trident. 
You are proficient with light and medium armor, but not with shields. 
Your untamed invocations do not suffer a spell failure chance from light or medium armor.  You suffer the normal spell failure chance for heavy armor or shields, however. 

Invocations:
You use invocations, like a warlock or dragonfire adept, except that your invocations are drawn from the reaper class list, and you do not suffer an arcane spell failure chance from light or medium armor. 

Track:
You gain track as a bonus feat. 

Wild Empathy (Ex):
You gain wild empathy, as the druid class feature. 

Eldritch Channeling (Su):
This functions as a duskblade's arcane channeling ability, except that it functions with invocations, rather than spells. 

Traceless Step (Ex):
Beginning at 4th level, you leave no trail in natural surroundings and cannot be tracked.  You can choose to leave a trail if you wish. 

Scent (Ex):
At 5th level, you gain the scent special quality. 

Swift Tacker (Ex):
Beginning at 7th level, you take no penalty to tack when moving up to your full speed.  And the penalty for moving up to twice your speed is lessened to -10 (instead of -20). 

Camouflage (Ex):
Begging at 12th level, you can use the hide skill in any sort of natural terrain, even if it doesn't grant cover or concealment. 

Blindsense (Ex):
At 14th level, you gain blindsense out to a range of 30 feet. 

Hide in Plain Sight (Ex):
Beginning at 17th level, you can use the hide skill even when observed, so long as you are in natural terrain. 

Blindsight (Ex):
At 19th level, your blindsense improves to blindsight.  The range remains 30 feet. 

Playing a Reaper

Religion
You most likely worship a nature deity.  But you might instead be devoted to "the natural order" as an abstract concept. 

Other Classes
???

Combat
You are very well suited to locating enemies, and ambushing them from hiding.  However, you are still quite capable of standing your ground in a traditional battle. 

Advancement
???
« Last Edit: November 08, 2017, 12:11:08 AM by Maat Mons »

Offline Maat Mons

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Re: 5 Melee Warlocks
« Reply #3 on: October 30, 2017, 12:00:02 AM »
Untamed
"They say these 'civilized' folk live their whole lives, venturing at most a scant few miles from the sites of their births… if you can call that living." 
[name]

Making an Untamed
Untamed are very much front-line fighters.  They eagerly wade into the thick of battle, sometimes even when a tactical withdrawal would be more advisable.  But untamed have a more varied set of abilities than their more mundane brethren.  Their invocations allow them to tackle obstacles that cannot be overcome with brute force alone. 

Abilities: Strength is the most important ability for an untamed.  It determines his chances to hit, as well as how much damage he deals.  Constitution and charisma vie for second place, granting additional hit points and adding to the save DCs of his invocations. 

Races: Of the common races, humans and half-orcs are the most likely to become untamed.  Dwarves are generally far too inhibited to allow their fury to run unbridled.  Elves, despite their chaotic bent, are much more likely to become reapers.  Halflings and gnomes rarely have any interest in recklessly charging at their foes while bellowing incoherently. 

Alignment: Untamed are never lawful.  They live wild and free, obeying only their own hearts. 

Starting Gold: 4d4x10 gp (100 gp). 

Starting Age: As barbarian. 

Hit Die: d10
                                                   
   Level      Attack      Fort      Ref      Will      Special      Invocation Level      Invocations Known      
   1      1      2      0      2      Fast movement, illiteracy      Least      1      
   2      2      3      0      3      Aggression (+2)      Least      2      
   3      3      3      1      3      Eldritch channeling      Least      2      
   4      4      4      1      4      ???      Least      3      
   5      5      4      1      4      Indomitable fury (fear)      Least      3      
   6      6      5      2      5            Lesser      4      
   7      7      5      2      5      Aggression (+4)      Lesser      4      
   8      8      6      2      6            Lesser      5      
   9      9      6      3      6      Short temper      Lesser      5      
   10      10      7      3      7            Lesser      6      
   11      11      7      3      7            Greater      7      
   12      12      8      4      8      Aggression (+6)      Greater      7      
   13      13      8      4      8      Eldritch channeling (full attack)      Greater      8      
   14      14      9      4      9      Indomitable fury (compulsion)      Greater      8      
   15      15      9      5      9            Greater      9      
   16      16      10      5      10            Dark      10      
   17      17      10      5      10      Aggression (+8)      Dark      10      
   18      18      11      6      11            Dark      11      
   19      19      11      6      11      Indomitable fury (mind-affecting)      Dark      11      
   20      20      12      6      12      Slightest provocation      Dark      12      
                                                   
Class Skills (4 + int per level x4 at 1st level): Climb, Concentration, Craft, Handle Animal, Intimidate, Jump, Knowledge (arcana), Listen, Profession, Ride, Spellcraft, Spot, Survival, and Swim. 

Weapon and Armor Proficiency:
You are proficient with simple weapons, except heavy crossbow, light crossbow, and sickle.  You are proficient with martial weapons categorized as light, one-handed, or ranged.  You are also proficient with orc double axe, falchion, greataxe, greatclub, and greatsword. 
You are proficient with light and medium armor, but not with shields. 
Your untamed invocations do not suffer a spell failure chance from light or medium armor.  You suffer the normal spell failure chance for heavy armor or shields, however. 

Invocations:
You use invocations, like a warlock or dragonfire adept, except that your invocations are drawn from the untamed class list, and you do not suffer an arcane spell failure chance from light or medium armor. 

Fast Movement (Ex):
When not wearing heavy armor or carrying a heavy load, you gain a +10 foot bonus to your speed. 

Illiteracy (Ex):
This functions as the barbarian class feature of the same name. 

Aggression (Ex):
From 2nd level forward, you gain bonuses while below 50% health.  You add the bonus listed on the table to your strength score.  You also add half the listed bonus to your invocation save DCs. 

Eldritch Channeling (Su):
This functions as a duskblade's arcane channeling ability, except that it functions with invocations, rather than spells. 

Indomitable Fury (Ex):
Beginning at 5th level, you gain immunity to fear whenever aggression is active. 
Beginning at 14th level, you gain immunity to compulsions whenever aggression is active. 
Beginning at 19th level, you gain immunity to all mind-affecting effects whenever aggression is active. 

Short Temper:
From 9th level on, your aggression ability is active whenever you are below 75% health (instead of only when you are below 50%). 

Slightest Provocation:
From 20th level on, your aggression ability is active whenever you are below full health (instead of only when you are below 75%). 

Playing an Untamed

Religion
You are unlikely to be associated with any formalized religious organization.  However, you may very well devote yourself to a deity in a less structured, more personal way.  Deities of strength, nature, and battle are the most likely targets of your prayers. 

Other Classes
[should I compare to the core classes, or the other, related classes I'm making?]

Combat
You will typically seek to engage enemies in melee combat, where you can make full use of your high strength and you eldritch channeling ability. 

Advancement
With every battle you survive, your might grows.  You do not engage in any training, as such.  You learn how to do battle by doing battle
« Last Edit: October 30, 2017, 12:21:05 AM by Maat Mons »

Offline Maat Mons

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Re: 5 Melee Warlocks
« Reply #4 on: October 30, 2017, 12:00:08 AM »
Youxia
"Here come the big boss, hwah, let's get it on!"
Little Sammy Chung, before taking a bow and making a stand. 

Making a Youxia
Abilities: Strength determines a youxia's chances of hitting with an attack, as well as how much damage his attacks deal.  Charisma adds to a youxia's AC and determins the saves DCs of his invocations.  Constitution is also a must. 
Races: Monasteries are virtually exclusive to human lands.  So most youxia are humans.  Half-elves and half-orcs often dwell in human lands, so they are also reasonably likely to become monks.  Elves only rarely leave their forests to take up an ascetic lifestyle, but those that do become fixtures of their monasteries for centuries.  Members of other races only very rarely become youxia. 
Alignment: Most youxia are lawful.  The regimented training they undergo instills them with a sense of discipline.  Some youxia operate outside the legal code of the lands they dwell in, but there is almost always some internal code that guides them. 
Starting Gold: 3d4x10 gp (75 gp). 
Starting Age: As monk. 

Hit Die: d8
                                                
   Level      Attack      Fort      Ref      Will      Special      Invocation Level      Invocations Known   
   1      1      0      2      2      Leap of the heavens, unarmed strike      Least      1   
   2      2      0      3      3      Uncanny dodge      Least      2   
   3      3      1      3      3      Eldritch channeling      Least      2   
   4      4      1      4      4      AC bonus, ki weapons      Least      3   
   5      5      1      4      4      Improved uncanny dodge      Least      3   
   6      6      2      5      5            Lesser      4   
   7      7      2      5      5      Acrobatic charge      Lesser      4   
   8      8      2      6      6            Lesser      5   
   9      9      3      6      6      Forbidden technique (standard action)      Lesser      5   
   10      10      3      7      7            Lesser      6   
   11      11      3      7      7            Greater      7   
   12      12      4      8      8      Acrobatic skill mastery      Greater      7   
   13      13      4      8      8      Eldritch channeling (full attack)      Greater      8   
   14      14      4      9      9      ???      Greater      8   
   15      15      5      9      9            Greater      9   
   16      16      5      10      10            Dark      10   
   17      17      5      10      10      ???      Dark      10   
   18      18      6      11      11            Dark      11   
   19      19      6      11      11      ???      Dark      11   
   20      20      6      12      12      Forbidden technique (full-round action)      Dark      12   
                                                
Class Skills (4 + int per level x4 at 1st level): Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Hide, Jump, Knowledge (arcana), Knowledge (history), Knowledge (religion), Listen, Move Silently, Perform, Profession, Sense Motive, Spellcraft, Spot, Swim, Tumble. 

Weapon and Armor Proficiency:
You are proficient with throwing axe, blowgun, monk's cane, club, dagger, punching dagger, dart, javelin, jitte, kama, longbow, nekode, nunchaku, quarterstaff, sai, shortbow, shortspear, shuriken, sickle, hook sword, tonfa, and unarmed strike.   
You are proficient with light armor, but not with shields. 
Your untamed invocations do not suffer a spell failure chance from light armor.  You suffer the normal spell failure chance for medium or heavy armor, or shields, however. 

Invocations:
You use invocations, like a warlock or dragonfire adept, except that your invocations are drawn from the youxia class list. 

Leap of the Heavens:
You gain leap of the heavens as a bonus feat, even if you don't meet the prerequisites. 

Unarmed Strike (Ex):
You have the unarmed strike ability of a monk whose level equals your youxia level. 

Uncanny Dodge (Ex):
At 2nd level, you gain uncanny dodge, as the barbarian class feature. 

Eldritch Channeling (Su):
This functions as a duskblade's arcane channeling ability, except that it functions with invocations, rather than spells. 

AC Bonus (Ex):
Beginning at 4th level, you add your charisma bonus to AC when you wear light or medium armor. 

Ki Weapons (Ex):
When you attack with a weapon designated as a special monk weapon, you can choose to use your base unarmed damage in place of the weapon's base damage. 

Improved Uncanny Dodge (Ex):
At 5th level, you gain improved uncanny dodge, as the barbarian class feature. 

Acrobatic Charge (Ex):
From 7th level on, you are able to charge even through difficult terrain and allies blocking your path. 

Acrobatic Skill Mastery (Ex):
Beginning at 12th level, you can take 10 on balance, jump, and tumble checks, even when stress and distractions would normally prevent that. 

Forbidden Technique (Ex):
By expending your own hit points, you grant yourself the ability to take an extra standard action on your turn.  This can only be used once per round, and the damage you cause to yourself cannot be lessened or prevented by any means.  (The damage can still be healed by normal and magical means.) 
The first time on any given day you use this ability, the hit point cost is 25.  Subsequent uses on the same day cost 50 hit points, then 100, 200, and so on.  This damage is assessed at the end of the action, so it is possible to kill yourself with the extra exertion, yet still manage to land the attack. 
Upon reaching 20th level, you gain the option to take an extra full-round action instead of an extra standard action. 

Playing a Youxia
Religion
You're most likely a Buddhist, Shintoist, or Taoist. 

Other Classes
???

Combat
You start out doing less damage than everybody else.  But after investing 12 levels, you finally get to the point everyone else started at.  Of course, by then they've spent 12 levels improving on that.  …  Oh God, why does everything characteristic of monks suck

Advancement
???
« Last Edit: November 08, 2017, 08:08:12 PM by Maat Mons »

Offline Maat Mons

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Re: 5 Melee Warlocks
« Reply #5 on: October 30, 2017, 12:00:38 AM »
    Invocations

    Reused Invocations
    [Not all of the classes will use all of these.  But I'm not going to wory about that yet.] 

    Least
    • All-Seeing Eyes: As comprehend languages on written material, bonus on search and spot checks.
    • Beguiling Influence: Gain bonus on Bluff, Diplomacy, and Intimidate checks.
    • Call of the Beast: Speak with animals and influence their behavior.
    • Darkness: Use darkness as the spell.
    • Dark One's Own Luck: Gain a luck bonus on one type of saves.
    • Devil's Sight: See normally in darkness and magical darkness.
    • Entropic Warding: Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
    • Leaps and Bounds: Gain bonus on Balance, Jump, and Tumble checks.
    • Magic Insight: Detect magical auras; identify magic items.
    • Miasmic Cloud: Create a cloud of mist that grants concealment and fatigues those who enter.
    • Otherworldly Whispers: Gain bonus on Knowledge checks.
    • See the Unseen: Gain see invisibility as the spell and darkvision.
    • Serpent's Tongue: Gain the scent ability, +5 bonus on saves against poison.
    • Soulreaving Aura: As reaving aura, plus gain temporary hit points if nearby creatures dies.
    • Spiderwalk: Gain spider climb as the spell and you are immune to webs.
    • Swimming the Styx: Gain swim speed and ability to breathe water.

    Lesser
    • Charm: Cause a single creature to regard you as a friend.
    • Cold Comfort: You and nearby allies protected by endure elements.
    • Crawling Eye: Your eye leaves your head and grows spidery legs, enabling it to scout for you.
    • Curse of Despair: Curse one creature as the bestow curse spell, or hinder their attacks.
    • Disembodied Hand: Detach one of your hands and send it forth to manipulate objects or attack.
    • Dread Seizure: Slow enemy, and hinder ability to attack distant targets.
    • Enthralling Voice: Make nearby creatures fascinated.
    • Fell Flight: Gain a fly speed with good maneuverability.
    • Flee the Scene: Use short-range dimension door as the spell, and leave behind a major image.
    • Frightful Presence: Make nearby creatures shaken.
    • Humanoid Shape: Take the form of any humanoid creature.
    • Ignore the Pyre: Gain resistance to one energy type.
    • Mask of Flesh: Touch attack imposes 1d6 Cha penalty and transforms you to look like target.
    • Relentless Dispelling: As targeted dispel magic, with additional targeted dispel magic the next turn.
    • Spider-shape: You can transform yourself into the form of a Small or Medium fiendish monstrous spider.
    • Thieves' Bane: As Hold Portal, plus the portal explodes for 5d6 damage when forced open.
    • Voidsense: Gain blindsense 30 feet.
    • Voracious Dispelling: Use dispel magic as the spell, causing damage to creatures whose effects are dispelled.
    • Walk Unseen: Use invisibility (self only) as the spell.
    • Weighty Utterance: Force flying creature to the ground. 
    • Witchwood Step: Walk on water and move through some obstacles unimpeded.

    Greater
    • Aura of Flame: Aura deals fire damage to creatures that strike you.
    • Devil's Whispers: As Suggestion, plus subject believes his actions were his own idea.
    • Devour Magic: Use targeted greater dispel magic with a touch and gain temporary hit points based on the level of spells successfully dispelled.
    • Draconic Toughness: Gain temporary hit points equal to your level.
    • Enervating Shadow: Gain total concealment in dark areas and impose a Strength penalty on adjacent living creatures.
    • Warlock's Call: Use sending as the spell, but risk damage from recipient.

    Dark
    • Caster's Lament: Your touch can break enchantment, and you can counterspell.
    • Dark Discorporation: Become a swarm of batlike shadows, gaining many benefits of the swarm subtype.
    • Dark Foresight: Use foresight as the spell, and communicate telepathically with a close target of the effect.
    • Energy Immunity: Gain immunity to acid, cold, electricity, fire, or sonic damage.
    • Perilous Veil: Use veil as the spell; anyone succeeding on the Will save to negate the illusion takes damage.
    • Retributive Invisibility: Use greater invisibility as the spell (self only) that deals damage in a burst if dispelled.
    • Steal Summoning: Take control of another caster's summoned monster.

    New Invocations
    [Not all of the classes will use all of these.  But I'm not going to wory about that yet.] 

    Least
    • Accuracy: Gain a bonus on attack rolls. 
    • Eldritch Armor: Grant yourself mage armor with scaling AC bonus. 
    • Energy Sheathe: Weapon deals extra energy damage. 
    • Featherweight: Gain improved jumping ability and take less falling damage. 
    • Knockdown Blow: Knock an enemy down with a melee attack. 
    • Quick and sure: Gain speed bonus and don't take penalties on certain skills for moving at full speed. 

    Lesser
    • Blade of Impedance: Enemies you strike may be slowed. 
    • Blazing Trail: Leave a fiery barrier behind you. 
    • Cold Steel: Attacks deal dexterity damage. 
    • Dazing Strike: Next melee attack dazes target. 
    • Deflection: Your armor becomes effective against touch attacks. 
    • Dolorous Aura: Double your critical threat range and automatically confirm critical threats. 
    • Eldritch Dominance: Gain a chance to knock enemies down with your melee attacks. 
    • Eldritch Enlargement: Grow in size. 
    • Eldritch Hustle: Gain an extra move action. 
    • Eldritch Lion's Charge: Gain the pounce ability. 
    • Enchanting Aura: Your weapons and armor gain an enhancement bonus. 
    • Entangling Shadows: Enemies treat the area around you as difficult terrain. 
    • Halting Strike: Stop enemy movement. 
    • Harden Defenses: Gain damage reduction based on armor. 
    • Master Key: As knock, but can permanently remove arcane lock
    • Mighty Shield: Improve your ability to make shield bash attacks. 
    • Penetrating Strikes: Partially bypass immunity to sneak attacks. 
    • Phasing Attacks: Turn weapons into touch attacks. 
    • Ranged Reflection: Redirect an attack aimed at you. 
    • Titan Strike: Increase the damage of your attacks. 
    • Titan's Grip: Gain the ability to wield a larger weapon in your main hand. 
    • Vigorate: Gain fast healing when below 1/2 HP. 

    Greater
    • Back Off: Knock enemies away from you. 
    • Cheat Death: Use delay death on yourself. 
    • Curse Wounds: Damage you deal is difficult to heal. 
    • Cursed Blade: Bestow curse with a weapon attack. 
    • Dispelling Buffer: Your effects become harder to dispel. 
    • Dispelling Strikes: Charge your weapon with a targeted dispel. 
    • Eldritch Celerity: Gain an extra standard action. 
    • Eldritch Vitality: Protect yourself with a death ward
    • Gutshift: Gain immunity to critical hits. 
    • Ignore Resistance: Bypass most types of DR. 
    • Noxious Strikes: Chance to nauseate creatures struck. 
    • Strike True: Ignore miss chance. 
    • Stubborn Pride: Do not auto-fail saves on a 1. 

    Dark
    • Avert Fate: Reroll a single d20 roll. 
    • Draining Blade: Your attacks bestow negative levels. 
    • Eldritch Celerity, Improved: Gain an extra full-round action. 
    • Freezing Strikes: Your melee attacks may transform targets into ice. 
    • Melee Reflection: Redirect an attack aimed at you. 
    • Quickport: Teleport as swift action. 

    Invocation Descriptions

    (click to show/hide)
    « Last Edit: December 30, 2017, 03:06:06 PM by Maat Mons »

    Offline Maat Mons

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    Re: 5 Melee Warlocks
    « Reply #6 on: October 30, 2017, 12:00:55 AM »
    Okay, well Untamed is posted.  If anyone wants to comment on that, feel free.  I'll be working on getting the other four up here, but I'm not sure how long that will take. 
    « Last Edit: October 30, 2017, 12:50:57 AM by Maat Mons »

    Offline RobbyPants

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    Re: 5 Melee Warlocks
    « Reply #7 on: October 30, 2017, 09:31:07 AM »
    The Untamed looks interesting. I haven't taken the time to build one by selecting invocations, but the idea of a full-BAB fighter-type that gets utility tricks is good. I'm assuming all of the damage is dealt with Power Attack and a two-handed weapon, and the invocations are used to keep the class viable.
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    Offline Maat Mons

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    Re: 5 Melee Warlocks
    « Reply #8 on: October 30, 2017, 06:10:58 PM »
    Yeah, the class itself doesn't give that much damage, so you'd be mostly reliant on traditional power attack use.  To some extent, eldritch channeling (basically a copy of duskblade's arcane channeling) could help with damage, but I was planning to gear the touch-range invocations more toward inflicting status effects than damage output. 

    Eldritch channeling to some extent conflicts with power attack, because it's a standard (or, later, full-round) action.  And some of the best power attack use involves charging.  But I included a wraithstrike invocation, so you can have all your attacks be touch attacks, if you're willing to spend a swift action every round.  That should at least let you power attack for full without shock trooper, though it still doesn't give you increased returns from power attack, like you can get from charging. 

    Also, in order to keep wraithstrike from being the obvious choice, I'm trying to come up with other swift-action invocations that can compete with it.  So far, I've got a 1-round, swift-action equivalent of greater mighty wallop, and an "ignore DR/regen" one, but I'm not sure those actually succeed at being in the same league.  I'm also considering a psionic-lion's-charge-style one and something like the cursed blade spell, but again, I'm not sure how to make them competitive. 

    If you've got any suggestions for invocations, I'm wide open.  I feel like I need more & better swift-action ones, more touch-range ones to use with eldritch channeling, and more utility ones to let the class be more than a beat-stick.  So more of everything. 

    I'm glad you like the full base attack bonus + utility idea, because that's what all the other classes are going to be too.  I was originally making just one class, but whenever I tried to make it general enough to be used for all themes, it wound up feeling too generic.  This is the one that's thematically crossed with barbarian.  The other ones are crosses with paladin (and its non-LG variants), rogue, ranger, and monk.  I gave up on the one that was themed after fighter, because I couldn't find much of a theme in fighter to work with. 

    Offline Versatility_Nut

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    Re: 5 Melee Warlocks
    « Reply #9 on: October 30, 2017, 11:38:36 PM »
    Hmm... Swift Action invocations that act as single-round attack buffs? Well, pure damage always works. +Cha to Attack and Damage for every attack this round is an easy Least or Lesser invocation. Knocking enemies Prone while adding Bludgeoning or Force damage to attacks would also work. Maybe have the Prone and Bludgeoning on a Lesser Invocation and have Knockback and Force damage on a Greater Invocation.

    Personally, I'd add an Eldritch Channeling for Opportunity Attacks, so that extremely dominantly CC Invocations have a more frequent use case.

    Now, let's talk about the other classes. My guesses as to counterparts for each class is as follows:

    Bastion = Paladin
    Infiltrator = Rogue
    Reaper = Ranger
    Untamed = Barbarian
    Youxia = Monk

    Now, I kinda dislike purely "Like X, except Y" classes, so I'll give some ideas about how to differentiate them. Giving Eldritch Channeling to the Barbarian equivalent seems... odd to me, but having Invocations with "backlash" damage, like the Vicious weapon enhancement, would make it somewhat more fitting. Honestly, I'd actually prefer to have each class have a fundamentally different Invocation alteration. Bastions getting to turn Invocations into Auras, Infiltrators increasing CL and/or save DCs with a Sneak Attack variety booster, Reapers getting tricks based on Fighting Style and Youxia getting to use Invocations as (Su) personal buffs. Kinda replacing some class feature functions with Invocations.

    I'd also like to adjust the Untamed from being an Invocation based Duskblade/Barbarian mix to being more unique. Instead of just Arcane Channeling for Invocations, it could be something that has different details. Maybe just

    Some ideas for each class, to give options outside of Invocations:

    Bastion: The only thing I see with a good option for making into a variable part of the class's foundation is really just copying what Pathfinder did to the Special Mount. Which is to say, choose between a mount and a Kensai-type weapon/armor enhancement. Perhaps just flat out Heirloom Relic or Item Familiar style "pick an item to have level-appropriate Magic upon." The Special "Mount," of course, could be anything from a really heavily Improved Familiar to a supermount to... well, an Animal Companion or Cohort stand in. Lots of options, best to limit by CR if you don't give a list because HD is screwed too many ways.

    Infiltrator: The actual 3.5 Rogue has an option list that includes some things which can work as outright class features. Something similar, shifted to being more spread out, could give alternate uses for the bonus to CL/DC on Invocations and niche abilities that emphasize different skillmonkey and stealth character abilities, like getting esoteric vision modes. Not just Darkvision, mind, but True Seeing, outright Divination by way of eldritch energy infused artificial eye ala Eye of Kilrogg. Also stuff that makes certain areas of understanding not hot garbage from sinking too many resources for basic competence(WHY THE HELL ARE THERE THREE STEALTH SKILLS?!) like increasing Spot and Listen check DCs to notice you, or short-distance teleportation/intangible movement to go through walls without needing to cover the hallways. Stuff that could be Invocations, but would be too harshly utility to compete with many existing Invocations.

    Reaper: I'd have the Animal Companion setup, if retained, altered into basically having a pet Fiend of Possession. Able to freely swap between items and bonuses to be basically a freeform magic item, of lower value than the Bastion's static item with variable bonuses, as well as being able to give yet-smaller bonuses by merging with the Reaper themselves. Or just be out and about as an ally Outsider that happens to have the power of possession. Possessing enemies, naturally, needs to be restricted to something relatively reasonable in power differential. The real character choices would obviously be Fighting Styles, of which I'd prefer three, each getting associated Invocation alterations. Two weapon fighting, with the ability to use multiple weaker Invocations at reduced CL/DC, two handed fighting, with the ability to make Invocations stronger, conditionally, and a throwing weapon style for long-range Invocations and being a switch-hitter.

    Youxia: ...Okay, I'm really drawing a blank here. Extra bonuses for getting particular combinations of options covers the one mechanic in 3.5 actually named Martial Arts, as well as paralleling one of the Monk AFC sets. But those option lists are more than a little confusing to set up, as Monk's closest thing to an option list is a fixed list of Bonus Feats. Which... would work perfectly fine, honestly. If you give Eldritch Blast for non-insignificant ranged attack power, then you get something to interact with for abnormal functions, giving fuel for options. Stuff like having some Gish-centric alternate uses of Eldritch Blast in feats that a Warlock could pick to become a Gish. Like having recharging temporary HP based directly on Eldritch Blast damage dice, or having it be used for rebound damage scaling. Basically just gives a thing to attach options to.

    Offline Maat Mons

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    Re: 5 Melee Warlocks
    « Reply #10 on: October 31, 2017, 06:07:27 PM »
    I'm a very bid fan of arcane channeling as a gish ability.  I feel like most gishes, at any given time, are either swinging a sword or casting a spell.  So, in that moment, they're kind of either a warrior or a mage, not both.  I mean, I know that's a gross oversimplification.  But arcane channeling just feels like it hybridizes the two sides in a way that traditional gishes don't. 

    Additionally, I've always been very puzzled that, before duskblade, channeling abilities were so few, and so limited.  The core rulebooks let anyone channel touch spells through unarmed strikes.  You don't even need the improved unarmed strike feat.  So everyone can already deal melee damage in conjunction with delivering a touch spell.  Why were they so stingy with abilities that amounted to nothing but expanding the list of weapons you can use?  Did they want all gishes to be monk-based?  (Actually, that would explain why they bothered to make arcane spell failure chance a thing.) 

    So, for channeling on attacks of opportunity, would that just be a modifier to Eldritch Channeling?  For example, when you use Eldritch Channeling, all other attack until the start of your next turn also carry the touch spell? 

    Offline Maat Mons

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    Re: 5 Melee Warlocks
    « Reply #11 on: October 31, 2017, 06:20:46 PM »
    Here are a few more swift/immediate invocation ideas.  Hunter's eye would probably only be for infiltrator and reaper. 

    Deflect
    Least; 2nd
    You gain a deflection bonus to AC against one attack.  This bonus is equal to 1/2 your caster level (rounded down).  Using this invocation is an immediate action. 

    Hunter's Eye
    Lesser; 2nd
    You grant yourself the sneak attack ability for one round.  The extra damage you deal is 1d6 per 3 caster levels.  Using this invocation is a swift action. 

    Rewrite Luck
    Dark; 6th
    After finding out the result of a d20 roll you have made, you can cast this invocation to allow yourself a reroll.  You may use the result of this new die roll, or the original result, whichever is better.  Using this invocation is an immediate action. 

    Offline Versatility_Nut

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    Re: 5 Melee Warlocks
    « Reply #12 on: November 01, 2017, 09:45:11 PM »
    So, for channeling on attacks of opportunity, would that just be a modifier to Eldritch Channeling?  For example, when you use Eldritch Channeling, all other attack until the start of your next turn also carry the touch spell?
    Not quite that. What I'm thinking is the same kind of table entry as the Full Attack one, but for Opportunity Attacks. Literally just being able to use Eldritch Channeling on Opportunity Attacks. You don't need to have it be so complicated, and doing that version means that you get to have as many channeled spells on your Opportunity attacks as you have regular attacks. Which gets obscene with TWF builds.

    My own view on Channel abilities is that they're lazy gish fuel. Touch attacks are handled by basic rules, Channeling exists in metamagic form(Smiting Spell) and it's found on a Core PRC(Arcane Archer). The Pathfinder Magus functionally does TWF with spells and a one-handed melee weapon, without actually channeling the spell like 3.5 gishes tend to. They're actually casting a spell alongside their attack, without the need for the attack to hit.

    When it comes to Gishes being a mage and a warrior at the same time, that's a very specific kind of Gish. One that can still be represented as a variety of different things, from a bombardment focused archer that loads a volley with Fireballs and aims for maximum saturation to a smite-happy Cleric who tosses their hammer at anyone who looks at them funny. You also have taking your spells and crystallizing them into weapons that set the spell off with every attack, or using your spells turned into Oozes as flanking partners/mounts. You have the potential for an Arcane Mark centered Monk/Sorcerer that has the central feature of applying contingency spells whenever they attack.

    Offline Maat Mons

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    Re: 5 Melee Warlocks
    « Reply #13 on: November 01, 2017, 10:52:38 PM »
    … doing that version means that you get to have as many channeled spells on your Opportunity attacks as you have regular attacks. Which gets obscene with TWF builds.

    I don't understand what you mean.  When you use the 13th-level version of arcane channeling, you take a full-round action, during which you cast one touch spell and make a full attack with melee weapons.  Any creature hit by at least one of the melee attacks is targeted by the touch spell. 

    How many attacks you have doesn't matter.  One use of arcane channeling casts one spell, never more.  And no matter how many times you hit someone as part of a single use of arcane channeling, they'll only be effected by that spell once.  So you cast one spell per round, and arcane channeling just fiddles with how that spell is targeted. 



    What I'm thinking is the same kind of table entry as the Full Attack one, but for Opportunity Attacks. Literally just being able to use Eldritch Channeling on Opportunity Attacks.

    Well, baseline arcane channeling is a standard action, and the higher-level version is a full-round action.  In order for the AoO version to be "like" that, it would need to be an immediate action.  That could definitely work. 

    But, it sounds like you want it to be a non-action?  I have to say, I'm very much against any spellcasting that doesn't take place as part of a standard, full-round, swift, or immediate action. 



    … a variety of different things …

    I'm pretty adamant about all the classes being able to deliver touch spells through their swords in the same way they can with unarmed strikes.  I could, however, maybe be convinced to alter how the ability progresses at higher level.  So instead of everyone getting full-attack channeling, someone could gain the ability to channel in conjunction with a charge/spring attack/decisive strike/ whatever. 

    Offline linklord231

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    Re: 5 Melee Warlocks
    « Reply #14 on: November 02, 2017, 03:23:25 AM »
    I like this.  I like Warlocks and  I like gishes.  I'm on board with the idea.

    Regarding the Attack of Opportunity channeling thing, you could do it in a couple ways.  One way would be make it unnecessary by giving sufficient swift action 1-round buffs that last until the beginning of your next turn, so they still apply during AoOs.  You could pilfer some of the Swift X line of spells for more invocation ideas if you want.

    Alternatively, you could give an expansion of the base Eldritch Channeling ability like this:
    Channeling Opportunist:  At 6th level, you may use Eldritch Channeling to cast a spell as part of an Attack of Opportunity.  If you do so, you may not use Eldritch Channeling on your next turn. 
    That could also easily be a feat, if you wanted to go that route. 
    I'm not arguing, I'm explaining why I'm right.

    Offline RobbyPants

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    Re: 5 Melee Warlocks
    « Reply #15 on: November 02, 2017, 08:42:04 AM »
    I like what I'm seeing so far and I'm fine with those three swift/immediate invocations.

    Should the infiltrator get an invocation or even class ability at higher level to go ethereal? I see they can get flight and a short-range Dimension Door (if they pick those), which seem important for infiltration.
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    Offline Maat Mons

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    Re: 5 Melee Warlocks
    « Reply #16 on: November 08, 2017, 08:13:03 PM »
    Okay, well, I've taken the notes I had and put them into a semi-presentable form.  Now let's see how long it takes me to put together my thoughts on the sticking points I'm encountering in designing these classes. 

    Offline Maat Mons

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    Re: 5 Melee Warlocks
    « Reply #17 on: November 13, 2017, 09:47:14 PM »
    My indecisiveness is manifesting again.  I need some advice.  Do the ideas I've written up here really warrant five different classes?  Or should I go back and take another shot at doing this as one class that can be played several different ways? 

    My most recent idea for giving the single class, multiple style approach an interesting spin is to rip off Oriental Adventures.  Each style would be themed after (and named after) one of the clans.  (But a campaign without those clans can instead associate the styles with who-, or what-ever the DM likes.) 

    If you guys aren't fed up with my dithering, here's a very rough idea of how the single class might look. 

    (click to show/hide)

    Offline Versatility_Nut

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    Re: 5 Melee Warlocks
    « Reply #18 on: November 15, 2017, 02:51:04 PM »
    I'd have it be two or three classes, if you're condensing. One for the skillmonkey, one for the melee beatstick and possibly one more for the sheer balls to the walls damage dealer. Basically, Rogue/Ranger/Monk and Fighter/Barbarian/Paladin, or Rogue/Ranger, Paladin/Barbarian and Monk/Fighter.

    Offline Maat Mons

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    Re: 5 Melee Warlocks
    « Reply #19 on: November 16, 2017, 03:51:02 AM »
    All right, well, I'll stick with different classes then.  I wasn't sure how I was going to work skill points with only one clan really equated to a skill monkey anyway. 

    And now for some  more musings. 



    Bastion

    Okay, so I was trying to give this class some shield-related abilities.  And it might also be nice to play up the spear-and-shield angle.  So how about this, when armed with a shield in one hand, and a polearm in the other, the class can attack with either one interchangeably, with no two-weapon fighting penalties?  (This would be mutually exclusive with gaining extra attacks by two-weapon fighting.)  Also, maybe when so armed (and not two-weapon fighting, the class can get 1.5x str to damage with both spear and shield, and treat both as two-handed for purposes of power attack? 

    Ultimately, this would work out a lot like wielding a single weapon that can strike both near and far, but it would be thematically different. 

    In support of attacks of opportunity, should I give the class some swift-action/1-round invocations that add a movement-stopping effect to all attacks?  Or maybe rip off knight's ability to turn all your threatened squares into difficult terrain, as far as your enemies are concerned? 



    Infiltrator

    I gave this class a swift-action invocation to gain sneak attack for one round.  But I feel like it only favorably compares to the other swift-action invocations if you're two-weapon fighting.  Should I try to offer more support for the two-weapon fighting angle?  If I'm going to encourage people to do twf sneak attacks, should I make sneak attack an actual class feature?  If I do, I could add sneak-attack-supporting class features/invocations. 

    I feel like "pouncing from the shadows" fits this class pretty well.  Should I add in pounce and acrobatic charge?  For acrobatic charge, I figure, there might not always be an unobstructed path from "the shadows" to your target.  If I make a hustle-style invocation, this could work out to be pretty powerful.  Pounce from hiding, full attack, then swift action to move and hide again. 



    Reaper

    Should I add some polymorph-style invocations?  I'd implement them as bonuses/penalties to stats, rather than stat-replacements.  And maybe some class features to support it, like that one prestige class that let the magical properties of absorbed weapons apply to your claws?  Or some version of the form-mixing ability of master transmorgifist? 

    Kind of a random thought here, but if I do a shape-shifting class, should I do something other than animal?  Like maybe the forms the class can take are all aberrations/pseudonatural creatures? 



    Untamed

    Should I give the class some power-attack tie ins?  Maybe even rip off frenzied berserker, and improve the rate of returns? 

    Do you feel like this class should have some sort of mechanic for making one big attack, instead of several small ones?  I was originally thinking something like decisive strike.  But how about something closer to manyshot?  A standard-action attack that deals multiplied damage, but at a penalty?  And the multiplier/penalty depend on your base attack bonus? 



    Youxia

    You know, I figured "monk's unarmed strike may be a poorly-thought-out mechanic, but throwing it in can't really hurt anything."  But then I got to weapon proficiencies, and I realized that no one would ever use unarmed strike or monk weapons if the class had any of the standard weapon proficiencies. 

    So then I was slashing the weapons the class gets, and I realized that even including that small piece of monk rippled out and screwed things up.  Now the class has no weapons that deal more than 1d6 damage, so anyone who's not two-weapon fighting is lagging behind in damage until 12th level. 

    Should I just ditch the standard unarmed damage progression and make up a new system for encouraging those specific weapons?  Since they all deal around 1d6 damage, the simplest way to even the damage out with other classes would be to give the two-weapon fighting feats.  Maybe the free two-weapon-fighting feats would only function if all attacks are made with monk weapons and/or unarmed strikes? 



    Consolidation

    On the subject of merging some of these classes together, how about the rogue and monk ones?  Honestly, I was kind of splitting some ideas between them that I thought would have worked well on one class.