Warlock - Untested, Unlimited
Aug 9, 2018 12:39:57 GMT -6
Post by Amanojyaku on Aug 9, 2018 12:39:57 GMT -6
Characteristics: Intelligence, Charisma, Willpower
Skills: Arcana, Charm, Common Lore, Deceive, Forbidden Lore, Intimidation, Persuasion
Magic Schools: Conjuration, Enchantment, Evocation, Illusion, Necromancy
Level Completion: +2 to Focus Power tests when Pushing a spell.
Wind Charmer
Level: 1
Prerequisites: Arcana 3, Forbidden Lore 2
Feats:
Arcane Blade OR Arcane Mark
Eldritch Trick
Implement Focus OR Obtain Familiar
Spell Might
*Weapon Proficiency (Basic)
Wind Caller
Level: 2
Prerequisites: Arcana 3, Forbidden Lore 3, any two magical schools at rank 1, Eldritch Trick
Feats:
*Armor Proficiency (Light)
Calm the Winds
Eldritch Trick
Spell Focus
Strong Minded
*Tested
Warlock
Level: 3
Prerequisites: Arcana 4, Forbidden Lore 3, any two magical schools at rank 2, Calm the Winds
Feats:
*Combo Maker
Delay the Storm
Eldritch Trick
Minor Magic
Spell Penetration
Tempest Warlock
Level: 4
Prerequisites: Arcana 4, Forbidden Lore 4, any two magical schools at rank 2, any one magical school at rank 3, Delay the Storm
Feats:
Eldritch Trick
Improvisational Magic
*Minor Magic
Poker Face
Redirect the Hurricane
Storm Lord
Level: 5
Prerequisites: Arcana 5, Forbidden Lore 5, any two magical schools at rank 3, any magical school at rank 4, Redirect the Hurricane
Feats:
Adamant Will
Eldritch Trick
*Fettered Push
Mental Fortress
Spell Specialization
Stop the Tide
FEATS
Adamant Will
Your force of will is such that it grants you an additional raise on all opposed tests as part of spells or feats that deal with spells (such as Redirect the Hurricane).
Calm the Winds
If you would suffer any type of Psychic Phenomena, you may spend resource points up to your level. Doing so allows you to adjust the roll of Psychic Phenomena by up to 5 points per resource point spent.
Combo Maker
When casting a Spell Combo, reduce the Focus Power TN by 5.
Delay the Storm
If you would cause any type of Psychic Phenomena, you may make a Focus Power test using Willpower + Arcana (TN 20 + 5 per exploded die) as a free action. If it succeeds, delay the onset of all Psychic Phenomena caused by you by up to 5 rounds. However, if you have accrued more Psychic Phenomena by that time, those effects stack and unleash at the same time.
Eldritch Trick
This feat may be purchased multiple times. Each time you purchase this feat, choose one of the options below to become available for you to use. Whenever you successfully cast a spell, you can apply instances of this feat based on the number of raises you have on the magic test. If a spell has additional effects based on raises to the magic test, raises used for this feat are not counted for determining those effects. You can apply multiple instances of this feat as long as you have enough raises for all the effects used. If the spell cast copies itself, you must assign the effects to each copy individually.
Fettered Push
You can halve the dice gained by Pushing a spell in order to treat it as Fettered for determining Psychic Phenomena.
Redirect the Hurricane
Once per round, if you would be within the effect of any Psychic Phenomena, you can make an opposed Focus Power test using Willpower + Arcana against the result of the roll that caused the phenomena (as well as any other characters using this feat) as a Reaction. If you succeed, you can choose where the Psychic Phenomena occur, within 50m and in your line of sight. If the phenomena was not caused by a roll (such as an Atlantean unraveling Paradox), this feat cannot be used.
Stop the Tide
If you would cause or be affected by Psychic Phenomena, you can spend a Hero Point to stop it from occurring at the time the Psychic Phenomena is caused.
Skills: Arcana, Charm, Common Lore, Deceive, Forbidden Lore, Intimidation, Persuasion
Magic Schools: Conjuration, Enchantment, Evocation, Illusion, Necromancy
Level Completion: +2 to Focus Power tests when Pushing a spell.
Wind Charmer
Level: 1
Prerequisites: Arcana 3, Forbidden Lore 2
Feats:
Arcane Blade OR Arcane Mark
Eldritch Trick
Implement Focus OR Obtain Familiar
Spell Might
*Weapon Proficiency (Basic)
Wind Caller
Level: 2
Prerequisites: Arcana 3, Forbidden Lore 3, any two magical schools at rank 1, Eldritch Trick
Feats:
*Armor Proficiency (Light)
Calm the Winds
Eldritch Trick
Spell Focus
Strong Minded
*Tested
Warlock
Level: 3
Prerequisites: Arcana 4, Forbidden Lore 3, any two magical schools at rank 2, Calm the Winds
Feats:
*Combo Maker
Delay the Storm
Eldritch Trick
Minor Magic
Spell Penetration
Tempest Warlock
Level: 4
Prerequisites: Arcana 4, Forbidden Lore 4, any two magical schools at rank 2, any one magical school at rank 3, Delay the Storm
Feats:
Eldritch Trick
Improvisational Magic
*Minor Magic
Poker Face
Redirect the Hurricane
Storm Lord
Level: 5
Prerequisites: Arcana 5, Forbidden Lore 5, any two magical schools at rank 3, any magical school at rank 4, Redirect the Hurricane
Feats:
Adamant Will
Eldritch Trick
*Fettered Push
Mental Fortress
Spell Specialization
Stop the Tide
FEATS
Adamant Will
Your force of will is such that it grants you an additional raise on all opposed tests as part of spells or feats that deal with spells (such as Redirect the Hurricane).
Calm the Winds
If you would suffer any type of Psychic Phenomena, you may spend resource points up to your level. Doing so allows you to adjust the roll of Psychic Phenomena by up to 5 points per resource point spent.
Combo Maker
When casting a Spell Combo, reduce the Focus Power TN by 5.
Delay the Storm
If you would cause any type of Psychic Phenomena, you may make a Focus Power test using Willpower + Arcana (TN 20 + 5 per exploded die) as a free action. If it succeeds, delay the onset of all Psychic Phenomena caused by you by up to 5 rounds. However, if you have accrued more Psychic Phenomena by that time, those effects stack and unleash at the same time.
Eldritch Trick
This feat may be purchased multiple times. Each time you purchase this feat, choose one of the options below to become available for you to use. Whenever you successfully cast a spell, you can apply instances of this feat based on the number of raises you have on the magic test. If a spell has additional effects based on raises to the magic test, raises used for this feat are not counted for determining those effects. You can apply multiple instances of this feat as long as you have enough raises for all the effects used. If the spell cast copies itself, you must assign the effects to each copy individually.
- Accuracy Mastery (1 raise): When casting a spell with the Touch or Ranged Touch keyword, you gain 1 raise on the attack roll.
- Blast Mastery (2 raises): Increase or decrease the Blast radius of a spell by 1.
- Damage Mastery (1/3 raises): For 1 raise, add +1k0 to the damage of a spell. For 3 raises, add +0k1 damage.
- Ether Mastery (1 raise): One creature targeted by the spell takes 1 check on any opposed tests made against it.
- Fatal Mastery (2 raises): When casting a spell that deals damage, it deals at least 1 wound, regardless of the target's Resilience.
- Piercing Mastery (1 raise): Reduce the Aura of one target when calculating damage from this spell by 1.
- Range Mastery (1 raise): Increase the range of a spell with the Attack keyword by 5m.
Fettered Push
You can halve the dice gained by Pushing a spell in order to treat it as Fettered for determining Psychic Phenomena.
Redirect the Hurricane
Once per round, if you would be within the effect of any Psychic Phenomena, you can make an opposed Focus Power test using Willpower + Arcana against the result of the roll that caused the phenomena (as well as any other characters using this feat) as a Reaction. If you succeed, you can choose where the Psychic Phenomena occur, within 50m and in your line of sight. If the phenomena was not caused by a roll (such as an Atlantean unraveling Paradox), this feat cannot be used.
Stop the Tide
If you would cause or be affected by Psychic Phenomena, you can spend a Hero Point to stop it from occurring at the time the Psychic Phenomena is caused.