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Palladium D20 (3)
Posted On: 08/02/2008 01:23:58
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“A warlock is a man or woman who draws his magic powers from a supernatural, elemental intelligence. Like the mystic, priest and witch, there is no true knowledge of spell casting or the mystic arts, instead the warlock, through his link with the elemental intelligence, can draw upon certain spell-like powers. Note: A warlock is not a male witch.” – Palladium Fantasy Core Rule Book pg 108 The Warlock is another unique Palladium Fantasy class. Very similar to the sorcerer however Palladium uses a magic point’s pool system called PPE. To make this D20 compatible I used the vitality and wound points system originally found in Star Wars D20. If you are unfamiliar with the vitality and wound points system you can read about it here… http://www.d20srd.org/srd/variant/adventuring/vitalityAndWoundPoints.htm Here is the new Palladium D20 Warlock! Warlock

Warlock Warlocks must choose a single element to be their benefactor. A warlock can take on a second element via multi-classing, but can have no more than two elements. Abilities: A Warlock’s spells are based on Charisma as they must appeal to the elements, and elementals, for the ability to cast. Also vitality is used to cast the spells, so a higher Constitution would be helpful. A warlock’s spells are set, unlike other spellcasters, however they exhibit a far greater control of their spells than most other spellcasting classes. The spells only affect the particular element (air, earth, fire, or water) of the warlock. They do not generate the secondary effects acid, electricity, poison, or sonic, these are secondary to the spells and cost additional vitality per spell effect. Alignment: Any, but they generally prefer neutral due the chaos of nature. Hit Die: d6 Class Skills: - Air: Bluff, Concentration, Craft, Diplomacy, Jump, Knowledge (Arcana), Knowledge (Astronomy), Knowledge (the planes), Listen, Profession, Spellcraft.
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- Earth: Bluff, Climb, Concentration, Craft, Diplomacy, Heal, Knowledge (Arcana), Knowledge (the planes), Survival, Profession, Spellcraft.
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- Fire: Bluff, Concentration, Craft, Intimidate, Knowledge (Arcana), Knowledge (the planes), Listen, Profession, Spellcraft, Spot, Tumble.
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- Water: Balance, Bluff, Concentration, Craft, Heal, Knowledge (Arcana), Knowledge (the planes), Listen, Profession, Spellcraft, Swim.
Skill Points: - At first level (4 + Int modifier) x 4.
- Each additional level is 4 + Int modifier.
Sense Element: - Air: Can tell wind direction, and can tell/sense time by looking to the heavens. They can also predict any weather condition and detect any other atmospheric disturbances. They can sense small disturbances up to 40 miles and large disturbances up to 100 miles. They can also sense impurities in the air and if they are hazardous.
- Earth: Can recognize most natural minerals. They can also sense tremors from quakes, explosions, heavy equipment and other seismic disturbances. Small disturbances can be sensed up to 40 miles while large disturbances up to 100 miles. They can also sense underground dangers like loose rocks, quicksand, mud, mudslides, and even pit traps, up to 25 ft + 5 ft per level. Underground, earth warlocks have a keen sense of direction.
- Fire: Can sense fires from even small campfires up to 40 miles larger fires like forest fire can be sensed up to 100 miles away. They can tell the temperatures in the air and on surfaces, and can sense changes in temperature. This extends to the ability to touch charred remains like a burnt building or a campfire and tell how long ago it was hot/active active. Fire warlocks can use this ability to sense body temperature, to see if the person has a fever.
- Water: Can sense the location and direction of any body of water within 100 miles. Also they can tell the amount of precipitation in the air. They can predict weather (rain level, fog, snow, etc.). Also they can tell depth of water and safest path to cross in a river, stream, etc. They can tell the amount of contamination in water.
Sense Warlock: - Warlocks are in tune with the patterns and magic of other warlocks and their affect on the elements of the world. Warlocks can sense each other. They can tell which person is the warlock and what element they manipulate. They cannot tell what level or alignment the person is.
Speak Elemental: - Elementals have a unique language often including psychic communication. Warlocks are the only ones who can hear them or speak the language of the elementals.
Sense Elementals: - Once a warlock reaches level three they can sense an elemental up to 100 ft + 10 ft per level. They can tell what direction it is traveling, what type it is, and what size it is. They can also see invisible elementals like many air spirits.
Summon Elemental: - At 4th level a warlock can call an elemental from the elemental plane. They can only call the elemental of their chosen element(s). The spell takes about two hours to cast. Elementals can remain on our world indefinitely but prefer not to be in this world. They become increasing hostile over days. If they are not released they will eventually turn on the warlock.
Spells: - The spells can be chosen in any order in the list. However, the spell corresponds to the chosen element when the level is chosen. In other words, a Fire/Water Warlock attains another level and takes another level of Fire. The spell he chooses is a fire spell. The warlock would have to take the level of water to get a resultant water spell.
- Spell List:
- Alter Body – changes physical body into the element
- Barrier – erects a shield or barrier of element
- Fatigue – stuns opponents using element
- Imprison – captures or ensnares opponent
- Move – shifts the element around, push/pull, levitate, separate, etc.
- Obscure – creates an area of blindness
- Projection – shoots elements as offensive blast
- Sculpt – creates an image out of element
- Transport – moves caster or others
- Volume – increase/decrease amount of element in area
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- Levels are not used like normal spells. Instead the spell parameters are added together to determine the vitality cost.
- Cast Time varies from spell to spell. The casting time for a warlock’s spell is based on the amount of vitality the warlock is spending. Every five points moves the time frame up. Class level lowers the amount of vitality when determining cast time. The first five vitality points is a standard action. Six to ten vitality is a full round action. Etc.
- Components include Somatic (S), Verbal (V), and Material (M). Proper body movements, elemental chanting, and representations of the element are generally required for a warlock to cast. For (+2) per component, the caster can cast without them.
- Range for warlock spells all start at touch, generally the element is touched, or the target creature or object is.
- Short range (25ft + 5ft per level) is (+1).
- Medium range (100ft + 10ft per level) is (+3).
- Long range (400ft + 40ft per level) is (+5).
- Target:
- Self/creature/object (+0)
- ray (+1)
- area effect:
- +1 per 5ft area
- +5 per 5ft area per level
- Example 1: A level 4 Water warlock casts a fog spell to hide a large area. He spends 15 vitality points for three 5ft areas per level. The 4th level warlock gets 3 areas of 20ft, or a 60ft spread equaling 12 squares (15/5=3, 5*4=20, 20*3=60). Therefore the warlock spends 15 vitality to get 12 spaces.
- Example 2: A level 8 warlock casts the same spell. 15 vitality for three 5ft areas per level. The 8th level warlock gets 3 areas of 40ft, or a 120 ft spread equaling 24 squares. (15/5=3, 5*8=40, 40*3=120). Therefore the 8th level warlock spends 15 vitality for 24 squares.
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- Duration:
- Instant (+0)
- Concentration (+1)
- Timed:
- One minute per level (+2)
- Ten minutes per level (+3)
- One hour per caster level (+4)
- One day caster level (+6)
- Permanent (+8)
Saving Throws and Spell Resistance cannot be changed. Alter Body - Components: S, V, M
- Range: Touch (+0)
- Target: Self (+0)
- Duration: Concentration (+1)
- Saving Throw: Willpower or Fortitude (harmless)
- Spell Resistance: Yes
- Effect: physically changes the body of the caster or touched creature.
- Air: The physical body of the target creature, and its properties, become translucent and intangible. The character can pass harmlessly around objects and through small openings. Also target creatures cannot cause harm or be harmed while air. A creature that has become air gets a free move action. Air creatures do not provoke attacks of opportunity.
- Earth: The physical body can become sand or rock, depending on the material component (or chosen if no component is used). The most common transformation is to rock. Sand is free flowing and the creature is able to flow through small openings. A sand creature takes half damage from attacks, and also receives damage resistance 1 per caster level. For stone, the creature gets 5 points per caster level of damage resistance. Weight is tripled for lifting and throwing purposes.
- Fire: The creature’s body and possessions burst forth into flames. They take no damage from fire and magic fire does half damage. The fire creature and its weapons also cause an additional d4 per two levels of the caster in extra fire damage. While the creature is immune to fire in this form, as is his possessions, things around the creature that can ignite do so. Also, a fire creature can go through smaller openings; however there is the risk of lighting anything in the opening on fire.
- Water: The target creature turns into water. Slashing and piercing weapons causes no damage, while bludgeoning weapons causes half damage to the water creature. All of the target creature’s attacks become sub-dual. The target creature gains an additional 10 ft reach. The target creature’s weight is doubled.
- Elemental effect:
- This spell causes damage to any elemental other than that of the same element based on vitality expenditure. This spell has no effect on an elemental of the same element.
- Enhancements:
- Each of the components can be removed for (+2) per component not used.
- Creatures can be affected at range.
- Additional target creatures can be affected. Range has to be changed to at least short (+1) and then the caster must spend an extra (+1) vitality per target creature.
- The duration can be changed to One minute per level (+3) points instead of Concentration (+1).
- Air can do slashing d4 + hand damage with an additional 10 ft reach for (+2) vitality.
- Both types of Earth can double the damage resistance for an additional (+4) vitality. Sand becomes 2 DR per caster level and rock 10 DR per caster level.
Barrier Components: S, V, M - Range: Touch (+0)
- Target: (+1) per 5ft area, need not be a straight line but they must all be connected.
- Duration: Concentration (+1)
- Saving Throw: None
- Spell Resistance: No
- Effect: creates a large shield or wall of the chosen element that emanates from the caster.
- Air: The whirlwind like gusts that fill the designated area make passage nearly impossible. Anyone who attempts to enter the focused tempest can find themselves thrown back (10 ft per caster level) by the sheer force. All thrown and ranged weapons are rendered useless by the wall of wind; however, the wall offers no resistance to sight. Anyone who strikes the wall with a hand weapon has to roll a strength check to avoid having their weapon wrenched from their grasp.
- Earth: The wall offers 10 hp per caster level per 5 ft area. No line of sight can be made through the wall.
- Fire: The wall of fire burns incredibly hot, while it doesn’t offer resistance most do not want to cross it. Anything that crosses the wall is hit with a d8 per every two caster levels burning damage. Anyone who is adjacent to the wall has to roll Fortitude saves to avoid heat exhaustion (-1 to all rolls).
- Water: With the force of a hundred turbulent rivers, this wall can also be crossed but at the crossers peril. While the Air Wall will throw the opponent, the water wall can trap and drown the victim. A failed Strength check will trap a victim and will have to roll a Fortitude save or continues to exhaust himself to roll Strength checks to get out.
- Elemental effect:
- This spell has no effect of elementals, save the spells effects of creating a barrier that the elemental must pass through. Elemental of the same element may pass through without incident.
- Enhancements:
- Each of the components can be removed for (+2) per component not used.
- Barriers can be created at range.
- The duration of all types can last for one minute per caster level for (+3) vitality. Only the duration of an Earth barrier can be changed to permanent (+8).
Fatigue - Components: S, V, M
- Range: Touch (+0)
- Target: Creature (+0)
- Duration: Instant (+0)
- Saving Throw: Fortitude (negates)
- Spell resistance: Yes
- Effect: stuns an opponent.
- Air = suffocation
- Earth = muscle fatigue
- Fire = heat stroke
- Water = dehydration
- Elemental effect:
- Enhancements:
- Each of the components can be removed for (+2) per component not used.
Imprison - Components: S, V, M
- Range: Touch (+0)
- Target: Creature (+0)
- Duration: Concentration (+1)
- Saving Throw: Reflexes (negates)
- Spell Resistance: No
- Effect: Use element to capture opponent.
- Air surrounds the intended target and lifts them from the ground. It does not protect against incoming attacks.
- Earth prisons rise to trap opponents.
- Fire prisons are similar to air prisons, but may take damage or exhaust the opponent within.
- Water offers protection from projectiles. Creatures may drown attempting escape(?).
- Elemental effect:
- Enhancements:
- Each of the components can be removed for (+2) per component not used.
Move - Components: S, V, M
- Range: Touch (+0)
- Target: (+1) per 5 ft area.
- Duration: Instant (+0)
- Saving Throw: None
- Spell resistance: No
- Effect: shifts element around, includes levitate, push/pull, etc. Similar to TK.
- Elemental effect:
- Enhancements:
- Each of the components can be removed for (+2) per component not used.
Obscure - Components: S, V, M
- Range: Touch (+0)
- Target: (+1) per 5ft area
- Duration: One minute per level (+2)
- Saving Throw: None
- Spell resistance: No
- Effect: use element to block senses.
- Air warlocks create fog to obscure vision. The control of air allows the caster to choose the areas that are affected by the obscure. The player may choose who is affected by the fog. The fog must be within the caster’s range, but doesn’t have to connect to the other areas of fog.
- Earth warlocks start a dust storm. All characters in the storm take d3 per ever two caster levels in damage, including the caster if he doesn’t change the range.
- Fire warlocks create a bright flash to blind opponents. The minimized explosive steals the air from the area. All characters in the area have to roll a Fortitude save while the air is replenished in the area. Also, properties must be rolled to see if they catch fire.
- Water warlocks create a heavy downpour by increasing the precipitation in the area. Movement is halved in the area of the increased hydration.
- Elemental effect:
- Enhancements:
- Each of the components can be removed for (+2) per component not used.
- Range should be changed.
- Duration can be changed up to One hour per level.
Projection - Components: S, V, M
- Range: Touch (+0)
- Target: Creature (+0)
- Duration: Instant (+0)
- Saving Throw: Reflexes (halves)
- Spell resistance: Yes
- Effect: damaging blast.
- This is possibly the most useful or changeable spell in a warlock’s arsenal. Damage can be chosen when casting. The range, target, and duration can all be changed. Thus creating a large number of effects. It is advised to have a few attack spell variations prepared in advance this way you do not have to slow the game down when you are in combat.
- Damage:
- D3 per every two levels (+0)
- D4 per every two levels (+1)
- D6 per every two levels (+2)
- D8 per every two levels (+3)
- D10 per every two levels (+4)
- Air: Generally, an Air Projection is caused by debris that is wiped up from the area; though, Air Elementals are another explanation. Along with the damage chosen above, a Projection spell carries with it blow back. A creature hit with an Air projection must roll Strength check or be blown straight back 5 ft per caster level.
- Earth: These are usually large rocks or boulders that are thrown at the opponent. Also, another variation is stone spikes or caltrops. These can be mimicked by the Move spell and Sculpt spell, respectfully, thus Earth projections have no bonus effects for the Projection spell itself.
- Fire: Fire projections have no bonus effects, other than possible ignition of flammable materials.
- Water: Water projection may impede movement on some terrains.
- Elemental effect:
- Enhancements:
- Each of the components can be removed for (+2) per component not used.
- Range may be changed.
- Target can be changed.
- Durations generally does not change, but can for some spells.
- Air can double blow back for (+3) vitality.
- Earth projectiles can be used to pin opponents to walls for (+1) vitality.
Sculpt - Components: S, V, M
- Range: Touch (+0)
- Target: Object (+0)
- Duration: One minute per level (+2)
- Saving Throw: None
- Spell resistance: No
- Effect: create fine detail image out of elements. amount per level
- Elemental effect:
- Enhancements:
- Each of the components can be removed for (+2) per component not used.
Transport - Components: S, V, M
- Range: Touch (+0)
- Target: Creature (+0)
- Duration: Instant (+0)
- Saving throw: Reflexes (harmless)
- Spell resistance: No
- Effect: uses element to move the caster or others. Distance per level.
- Air = flight
- Earth = digging or riding slab
- Fire = flight
- Water = swimming or wave riding on land
- Elemental effect:
- Enhancements:
- Each of the components can be removed for (+2) per component not used.
Volume - Components: S, V, M
- Range: Touch (+0)
- Target: 5ft area per level (+3 per increment)
- Duration: Concentration (+1)
- Saving throw: No
- Spell Resistance: No
- Effect: substantially increases or decreases the amount of an element. Amount per level
- Elemental effect:
- Enhancements:
- Each of the components can be removed for (+2) per component not used.
Tags: Warlock Class
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