3.X Warlock Origin: Servant of Set

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I'm developing a campaign in which a cult of Set promotes warlocks as minions. To make the standard warlock more snaky I created a set of background feats for them.  Thoughts?
 
  Ophidian Affinity You have been touched by Set, the lord of serpents. Prerequisites: You must be a worshiper of Set, and be a member of an ophidian race or have a snake familiar. You must be able to use Least Invocations. Benefits: You can speak to snakes at will, gain a +2 circumstance bonus on all dealings with snakes and snake-like creatures, and your hypnotic gaze and cold-blooded will increase the save DC of all mind-affecting powers by +1. Special: You lose all benefits of this feat if you lose favour with Set until you atone for your infractions.

Ophidian Maw Set has given you the venomous bite of a viper. Prerequisites: Ophidian Affinity, level 2. Benefits: You gain the bite attack and poison special attack of a viper the same size as your own. You can cast Magic Fang once per day on yourself only. Your caster level is equal to your Warlock class level. Special: You lose all benefits of this feat if you lose favour with Set until you atone for your infractions.

Ophidian Gaze
Set has blessed you with the hypnotic gaze of a snake. Prerequisites: Ophidian Affinity, level 6. Benefits: Your pupils turn to slits and you can cast Sleep, Charm Person, and Suggstion once per day each. Your caster level is equal to your Warlock class level. Special: You lose all benefits of this feat if you lose favour with Set until you atone for your infractions.

Ophidian Form
You have been blessed by Set with the strength and suppleness of a snake. Prerequisites: Ophidian Affinity, level 9. Benefits: You are treated as one size smaller or larger during combat, whichever is more advantageous to you. Once per day you can polymorph into any snake-like creature you want. Your caster level is equal to your Warlock class level. Special: You lose all benefits of this feat if you lose favour with Set until you atone for your infractions.
Feats shouldn't relate specifically to one class unless it can be avoided (here, it probably can't be, unless you do so without using feats), and when they do, they should reflect the mechanics of that class. As such, these "Once per day" entries contrast with how the warlock works.

Personally, I'd just create a template that is bestowed based on a "ritual" (generic term) that requires the user to employ certain warlock invocations or class features while under Set's blessing (i.e. in a temple, with cultists, etc). The ritual could be performed multiple times, or it could simply be locked on to HD. That way, the feat-starved warlock wouldn't be shoehorned into one specific role with all of their feats up to level 9 if they just want to seem snaky - instead, the snaky things come with HD automatically provided certain RP components are met. (If these are intended for PCs, a simple level adjustment covers that. These abilities collectively are about on par with a +1, particularly since you have to remain in favor with Set to retain the natural attacks and spell-like abilities.)

Not to mention level nine is a bit late for a background feat.

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They seem like they'd make more sense as snake-flavoured invocations (with a little tweaking), or as abilities granted by a warlock-friendly prestige class related to the cult.

The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Fulminating Crab, Gajuisan Crawler, Gruesome LurkerIronglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.

My most popular campaign item; for all your adventuring convenience.
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. When button 4 is pressed, the rod becomes a sturdy iron spade. When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
Instead of using "Warlock level" you should probably use "Caster level using Invocations" or you could base it on Eldritch Blast damage.
The mechanic of using feats to define the origins of a warlock were established in this article:

www.wizards.com/default.asp?x=dnd/frcc/2...


I took this format and ran with it to create some flavour for warlocks in an Egyptian setting...
Something for worshipers of Bast...
Feline Affinity
The goddess Bast, queen of cats, has touched you with power...
Prerequisites: Dex 13+, ability to use Least Invocations, cat familiar.
Benefits: You gain the Slow Fall ability of a Monk equal to 4+1/2 your Warlock class level. This ability stacks with any monk levels you may have. You can cast Cat's Grace once per day. Your caster level is equal to your Warlock class level.
Special: If you lose or dismiss your cat familiar for any reason you lose all benefits until you acquire a new cat familiar.

Animals in many myths have their own secret powers, totems spirits and beast lords can manipulate human lives. Why not have them steer the fates of warlocks? What else can we use to create more variety in warlocks?
Feats shouldn't relate specifically to one class unless it can be avoided (here, it probably can't be, unless you do so without using feats), and when they do, they should reflect the mechanics of that class. As such, these "Once per day" entries contrast with how the warlock works.

Personally, I'd just create a template that is bestowed based on a "ritual" (generic term) that requires the user to employ certain warlock invocations or class features while under Set's blessing (i.e. in a temple, with cultists, etc). The ritual could be performed multiple times, or it could simply be locked on to HD. That way, the feat-starved warlock wouldn't be shoehorned into one specific role with all of their feats up to level 9 if they just want to seem snaky - instead, the snaky things come with HD automatically provided certain RP components are met. (If these are intended for PCs, a simple level adjustment covers that. These abilities collectively are about on par with a +1, particularly since you have to remain in favor with Set to retain the natural attacks and spell-like abilities.)

Not to mention level nine is a bit late for a background feat.



An alternative I have been thinking about is to use these as replacements for some of the warlock's standard abilities with a little more tweaking. Not sure how that would work, though... 
The mechanic of using feats to define the origins of a warlock were established in this article:

www.wizards.com/default.asp?x=dnd/frcc/2...


I took this format and ran with it to create some flavour for warlocks in an Egyptian setting...

The first feat possibility (Ophidian Affinity) covers that; the others start pushing it towards invocation territory or something else.
An alternative I have been thinking about is to use these as replacements for some of the warlock's standard abilities with a little more tweaking. Not sure how that would work, though... 

It would simply be an alternative class feature write-up detailing the abilities that are lost and gained.

The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Fulminating Crab, Gajuisan Crawler, Gruesome LurkerIronglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.

My most popular campaign item; for all your adventuring convenience.
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. When button 4 is pressed, the rod becomes a sturdy iron spade. When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
I also used this feat chain as a source. I'm thinking things like totem spirits/beastlords and other exotic powers could be drawn upon to add more diversity to the warlock...

  dndtools.eu/feats/complete-mage--58/fey-...
I also used this feat chain as a source. I'm thinking things like totem spirits/beastlords and other exotic powers could be drawn upon to add more diversity to the warlock...

  dndtools.eu/feats/complete-mage--58/fey-...

I can't same that I'm particularly fond of those feats in the first place, but the 1/day spell-like abilities are particularly bad for the warlock, almost all of whose class design is based around at-will abilities.  Any feat you spend on some moderately useful 1/day spell-like abilities could generally be better spent improving your at-will invocations.  Your "Ophidian Affinity" feat, for example, could provide a worthwhile edge for a warlock favouring mind-affecting effects, like the charm invocation and the bewitching blast eldritch essence invocation (there aren't many, but Complete Mage adds a couple more).

The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Fulminating Crab, Gajuisan Crawler, Gruesome LurkerIronglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.

My most popular campaign item; for all your adventuring convenience.
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. When button 4 is pressed, the rod becomes a sturdy iron spade. When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
I also used this feat chain as a source. I'm thinking things like totem spirits/beastlords and other exotic powers could be drawn upon to add more diversity to the warlock...

  dndtools.eu/feats/complete-mage--58/fey-...

I can't same that I'm particularly fond of those feats in the first place, but the 1/day spell-like abilities are particularly bad for the warlock, almost all of whose class design is based around at-will abilities.  Any feat you spend on some moderately useful 1/day spell-like abilities could generally be better spent improving your at-will invocations.  Your "Ophidian Affinity" feat, for example, could provide a worthwhile edge for a warlock favouring mind-affecting effects, like the charm invocation and the bewitching blast eldritch essence invocation (there aren't many, but Complete Mage adds a couple more).



Well, adding an at-will power through a feat would be over the top. That's what learning an invocation is for. As for the Ophidian Affinity feat, what do you think is a reasonable bonus?
Well, adding an at-will power through a feat would be over the top. That's what learning an invocation is for. As for the Ophidian Affinity feat, what do you think is a reasonable bonus?

That's sort of why I suggested making them invocations in the first place; more invocation choices are nice, since the selection is pretty thin, and snake-based invocations will see a lot more use.  As for the feat form, Ophidian Affinity is mostly fine in its current state; it provides some generally worthwhile benefits that would work for a warlock of the right type.  It's really the other feats in the chain that seem less likely.

The thing that is kind of off with Ophidian Affinity is the requirements section.  Requiring the least invocations restricts it to warlocks (or possibly another invocation-using class, like the dragonfire adept), but that's paired with the requirement of either having a snake familiar (which requires levels in another class, or taking the Obtain Familiar feat) or being a member of an ophidian race (which is really just slightly strange, since it's then an ophidian character with an affinity for ophidians).  Note also that the earliest you can take Obtain Familiar is 3rd level, so fulfilling the prerequisites that way would push acquisition of Ophidian Affinity back to 6th level.

As they are, the thing I'd suggest cutting is the invocation-use requirement, since none of the feats do anything that's specifically useful for a warlock or that specifically requires warlock abilities.   Sure, a warlock could take them, and that's cool for your idea, but mechanically they're just a sideline for him with no direct tie to his core abilities.  They can serve that role equally well for other characters you might want to give some snake flavour (like some of the non-warlock members of the cult).

The feats are sound as a chain of heritage feats, they just don't have anything making them desirable for the warlock (at least, not more than for any other class).

The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Fulminating Crab, Gajuisan Crawler, Gruesome LurkerIronglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.

My most popular campaign item; for all your adventuring convenience.
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. When button 4 is pressed, the rod becomes a sturdy iron spade. When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
Well, the point of the  exercise is to make a chain of feats to define the origins of a warlock. How do we make these more "warlock-ish"?
Well, the point of the  exercise is to make a chain of feats to define the origins of a warlock. How do we make these more "warlock-ish"?

What you want to do is give them more of a connection to the warlock's class abilities, because if they don't relate to those they aren't really defining the origins of a warlock (as opposed to some other class).

For example, look at Ophidian Maw there and tell me what about it makes it a warlock feat apart from the arbitrary choice to make its 1/day magic fang have a caster level equal to the character's warlock level.  Where is there anything about it that's more useful to a warlock than anyone else, or that synergizes nicely with a warlock's abilities?

Compare that to the sorcerer feat chain that starts with Draconic Heritage, where most of the subsequent draconic feats have benefits related to arcane spellcasting.  After all, if it doesn't bear any relationship to the mechanical benefits of your class, why should it be a class-specific feat?  Or if you prefer to look at it from the in-game point of view, why would Set only ever bestow these blessings on warlocks when their benefits are useful to all his worshippers?

The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Fulminating Crab, Gajuisan Crawler, Gruesome LurkerIronglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.

My most popular campaign item; for all your adventuring convenience.
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. When button 4 is pressed, the rod becomes a sturdy iron spade. When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
Feline Affinity
The goddess Bast, queen of cats, has touched you with power...
Prerequisites: Dex 13+, ability to use Least Invocations, worshiper of Bast, feline race or cat familiar. Benefits:You suffer no damage from falls of 10 feet per class level or less. Balance, climb, jump, and tumble are always class skills for you. You gain the Call of the Beast invocation for free, but only for use with felines. You must take it as a normal learned invocation to use it with other animals.
Special: You may only choose a feline familiar and lose all benefits if you offend Bast until you can atone for any infractions.
Nimble Cat
You gain the speed and agility of a cat.
Prerequisites: Feline Affinity, Dex 15+, cat familiar.
Benefits:
Once per day you get a +20 rapid movement bonus to your speed for one round and one extra attack of opportunity. You gain the Catwalk invocation for free.
Special: You may only choose a feline familiar and lose all benefits if you offend Bast until you can atone for any infractions.  
Claws of Bast

You are Bast's weapon, armed to fight her enemies.
Prerequisites: Nimble cat, cat familiar.
Benefits: You grow claws like a cat, gaining natural claw attacks for 1d4 hp of damage each and receive a +2 bonus on climbing checks. You may retract or extend your claws at will. If you already have claws you get a +1 bonus to attack and damage rolls with your natural weapons. You may use the Hideous Blows invocation with your claws attacks only even if you have not learned it, up to 3/day.
Special: You may only choose a feline familiar and lose all benefits if you offend Bast until you can atone for any infractions.
Child of Bast
You find the spirit of Bast within you and learn to manifest it outwardly.
Prerequisites: Claws of Bast, cat familiar.
Benefits: You gain lowlight vision and a +2 bonus on all climb, jump, listen, and spot checks. You can polymorph into any feline creature up to one size larger or smaller than you for 1 round per 2 warlock levels. Special: You may only choose a feline familiar and lose all benefits if you offend Bast until you can atone for any infractions.
Ophidian Affinity
You have been touched by Set, the lord of serpents.
Prerequisites: You must be a worshiper of Set, and be a member of an ophidian race or have a snake familiar. You must be able to use Least Invocations.
Benefits: You gain the Call of the Beast invocation for free but can only use it on snake-like creatures. You must take it as a normal learned invocation to use it with other animals. Your hypnotic gaze and cold-blooded will increase the save DC of all mind-affecting powers by +2.
Special: You lose all benefits of this feat if you lose favour with Set until you atone for your infractions.
Ophidian Maw
Set has given you the lethal bite of a viper.
Prerequisites: Ophidian Affinity, level 3.
Benefits: You grow sharp fangs and venom glands and can unhinge your jaw to open your mouth wider, gaining a natural bite attack which deals 1d4 points of damage and poisonous bite that deals initial and secondary damage of 1d6 Con. The save DC is 10 + 1/2 character level + Con mod. You may use your venom Con+level times per day before running out. You may use the Hideous Blows invocation with your bite attacks only, even if you have not learned it, up to 3/day.
Special: You lose all benefits of this feat if you lose favour with Set until you atone for your infractions.
Ophidian Gaze
Set has blessed you with the hypnotic gaze of a snake.
Prerequisites: Ophidian Affinity, level 6.
Benefits: Your pupils turn to slits and you can use the Eyes of the Serpent invocation 3/day even if you have not learned it.
Special: You lose all benefits of this feat if you lose favour with Set until you atone for your infractions.
Ophidian Form
You have been blessed by Set with the strength and suppleness of a snake.
Prerequisites: Ophidian Affinity, level 9.
Benefits: You are treated as one size smaller or larger during combat, whichever is more advantageous to you. You can polymorph into any snake-like creature you want for 1 round/2 Warlock levels.
Special: You lose all benefits of this feat if you lose favour with Set until you atone for your infractions.
They're getting there, but I'd leave Ophidian Affinity mostly in its original form (including the +1  on mind-affecting DCs instead of a +2), but cut the least invocation requirements to leave it open for non-warlocks and incorporate appropriate invocation requirements into the later feats to connect them more firmly to the warlock.  I'd cut Feline Affinity into the same sort of shape; you shouldn't really need to reference call of the beast just to give someone the ability to talk to animals (it just references speak with animals, so you can use that spell directly), and it's nice if worshippers of Bast aren't required to be warlocks for that first feat.  The race/familiar requirements are still kind of weird and restrictive, but less so if it doesn't require invocations as well as a familiar.

I don't recall the source or function of Catwalk or Eyes of the Serpent, so I can't comment on Nimble Cat or Ophidian Gaze at the moment.

Claws of Bast is sort of okay, but it doesn't really give very much considering that the requirements need a couple of other feats as well as a familiar.  Maybe you could make the extra attack of opportunity per round a standard part of each Bast feat, like all those incarnum feats that grant an extra point of essentia in addition to their normal benefits.

Ophidian Maw giving you a full bite is a little doubtful with at-will poison; I'd suggest some kind of daily limit on that as well, such as Con + X uses/day.  The hideous blow bit is good.

Ophidian Form can probably go to 1 round/character level as a daily limit, providing it's appropriately given an invocation requirement (lesser or perhaps greater).  It is nifty and useful, provided that it doesn't come in too early or last an extremely long time, but it's nice to avoid chaining it too directly to one class on general principles (even if the requirements effectively do that) and it helps out warlocks that dabble in multiclassing.

The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Fulminating Crab, Gajuisan Crawler, Gruesome LurkerIronglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.

My most popular campaign item; for all your adventuring convenience.
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. When button 4 is pressed, the rod becomes a sturdy iron spade. When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
Oops... 


...Forgot to post these:

Catwalk [Least Invocation] Level equivalent: 2nd Description: You can move at your full speed on any non-slippery surface at least 2" wide without making a Balance check unless you are attacked, and you retain your Dexterity modifier. You can cast Jump as the spell. You leave no footprints when moving, so you can only be tracked by scent.
One for the scaly amongst you...
Eye of the Serpent [Least Invocation] Level equivalent: 2nd Description: You can cast Hypnotism as per the spell against a single target, who receives a -2 save penalty. You can make an opposed Search check against an opponent's AC to spot a flaw in their defenses, if successful you add your Wisdom modifier to your next attack roll and damage. Once an enemy has been struck by such an attack they can negate your bonus the rest of the day.
  

I created these two invocations to solve some of the problems with the feats I designed.
They're getting there, but I'd leave Ophidian Affinity mostly in its original form (including the +1  on mind-affecting DCs instead of a +2), but cut the least invocation requirements to leave it open for non-warlocks and incorporate appropriate invocation requirements into the later feats to connect them more firmly to the warlock.  I'd cut Feline Affinity into the same sort of shape; you shouldn't really need to reference call of the beast just to give someone the ability to talk to animals (it just references speak with animals, so you can use that spell directly), and it's nice if worshippers of Bast aren't required to be warlocks for that first feat.  The race/familiar requirements are still kind of weird and restrictive, but less so if it doesn't require invocations as well as a familiar.




Call of the Beast does more than allow communication, that's why I used it. I think more generic worshiper feats are definitely in order, but without a background in magic they should not be so powerful or as specialised. These are a gift given to warlocks to help explain the whole origin for the warlock's power.  

I don't recall the source or function of Catwalk or Eyes of the Serpent, so I can't comment on Nimble Cat or Ophidian Gaze at the moment.




These are new invocations I made to help worshipers of Bast and Set, forgot to post them earlier.  

Claws of Bast is sort of okay, but it doesn't really give very much considering that the requirements need a couple of other feats as well as a familiar.  Maybe you could make the extra attack of opportunity per round a standard part of each Bast feat, like all those incarnum feats that grant an extra point of essentia in addition to their normal benefits.




I changed the the requirements a little, no familiar is needed but having one that offends Bast is an infraction that ends the benefits of these feats. An extra attack is not a bad idea...   

Ophidian Maw giving you a full bite is a little doubtful with at-will poison; I'd suggest some kind of daily limit on that as well, such as Con + X uses/day.  The hideous blow bit is good.

Ophidian Form can probably go to 1 round/character level as a daily limit, providing it's appropriately given an invocation requirement (lesser or perhaps greater).  It is nifty and useful, provided that it doesn't come in too early or last an extremely long time, but it's nice to avoid chaining it too directly to one class on general principles (even if the requirements effectively do that) and it helps out warlocks that dabble in multiclassing.



Hmm... Is there a rule on how often monsters can use venom? Never gave it any thought. There is an official invocation that lets a warlock turn into a hellcat, I used the limits on duration from that for comparison. Basically this shapechange is just for a single fight or to escape a hairy situation in a hurry...
Catwalk [Least Invocation] Level equivalent: 2nd Description: You can move at your full speed on any non-slippery surface at least 2" wide without making a Balance check unless you are attacked, and you retain your Dexterity modifier. You can cast Jump as the spell. You leave no footprints when moving, so you can only be tracked by scent.

Hmm, about half leaps and bounds and half entropic warding.  I guess that works for an invocation in support of a specific flavour idea.

Giving it as a freely-usable invocation makes the Nimble Cat feat a bit too good, though, since its benefits are then significantly better than the standard Extra Invocation feat.  Even if I were to treat the fiddly requirements as a fair trade for being able to ignore the invocation grade limit (Extra Invocation can only grant an invocation one grade lower than the highest one you have available), it's still basically granting the combined benefits of Extra Invocation and Speed of Thought, plus an extra attack of opportunity.

Drop the speed boost from Nimble Cat, and it looks much more reasonable.
Eye of the Serpent [Least Invocation] Level equivalent: 2nd Description: You can cast Hypnotism as per the spell against a single target, who receives a -2 save penalty. You can make an opposed Search check against an opponent's AC to spot a flaw in their defenses, if successful you add your Wisdom modifier to your next attack roll and damage. Once an enemy has been struck by such an attack you may not use this ability on them again that day.

It works as an invocation, but at least needs some clarification for your Ophidian Gaze feat in its current form, since it provides two separate benefits (hypnotism and Wisdom attack boost), but is described as only being usable once per day via the feat.

Is your intent that the feat allow the use of one benefit or the other each day, that each benefit can be used once per day, or that only one of the benefits is usable with the feat?

EDIT:

Call of the Beast does more than allow communication, that's why I used it. I think more generic worshiper feats are definitely in order, but without a background in magic they should not be so powerful or as specialised. These are a gift given to warlocks to help explain the whole origin for the warlock's power.

Call of the Beast does give wild empathy, but the original form of Ophidian Affinity already gave appropriate benefits without needing to reference anything.  Ophidian Affinity also covers the appropriate power and flavour nicely for both warlocks and other worshippers, and making a new feat with arbitrarily different abilities is just a waste of space (being able to talk and relate well to snakes is about as general as you can get for a snake-based blessing).

You have the higher feats as something special for only the warlock (or other invocation-user), while Ophidian Affinity covers the baseline blessing that suits all worshippers that Set has chosen to specially bless; it's natural that a warlock who has received this blessing would then develop those abilities in line with his warlock powers.
Hmm... Is there a rule on how often monsters can use venom? Never gave it any thought. There is an official invocation that lets a warlock turn into a hellcat, I used the limits on duration from that for comparison. Basically this shapechange is just for a single fight or to escape a hairy situation in a hurry...

There's not normally a limit on poison use, but a lot of the methods available to players can't be readily used to generate a supply of poison for other uses (like poisoning the entire party's weapons, or selling poison on the black market to generate a profit).  You also have things like the thri-kreen, which can use a poison bite once per day, or Poison Talons (an abyssal heritor feat) that allows poison to be used once per hour.

Hellspawned grace does have a shorter time limit, but a warlock with that invocation can reactivate it as soon as it runs out, as long as he didn't drop to 0 hit points while using it (in which case he has to wait 1 hour).  So, while a feat-granted snake form might technically last longer on a single use, its overall duration for the day can be much shorter than the duration produced by multiple invocation uses, even in the unlikely even that the warlock was reduced to 0 hp every time he transformed.

The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Fulminating Crab, Gajuisan Crawler, Gruesome LurkerIronglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.

My most popular campaign item; for all your adventuring convenience.
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. When button 4 is pressed, the rod becomes a sturdy iron spade. When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
More tweakage applied...


On the issue of referring to invocations, I think I prefer that to referencing a spell or non-warlock ability.A lot of people are against giving a warlock any ability that is not available at-will, but there are only so many ways to limit a special ability. I am going to keep daily powers to a minimum, but sometimes there is no other better option.
On the issue of referring to invocations, I think I prefer that to referencing a spell or non-warlock ability.

Preference is nice when it's a practical option, but it's pointless if reading the invocation is just going to point you to a spell.
A lot of people are against giving a warlock any ability that is not available at-will, but there are only so many ways to limit a special ability. I am going to keep day powers to a minimum, but sometimes there is no other better option.  

I would still say that it's more important to consider how a new ability complements the warlock's existing assets.  Along that line, you also have to think about what the new ability consumes in terms of actions, since those place it into direction competition with existing abilities.

Take those feats that grant some 1/day spell-like abilities as an example.  To activate them, you'll typically be spending a standard action, and if you're in a time-critical situation (often, but not always, combat) that's a standard action you didn't spend doing something else.  If the "something else" is a core ability of your class, the chances are that it provides a better benefit than a spell-like ability that was provided by a feat without any other support.

For the warlock, this is added to the fact that his invocations are usable at-will, so if it ever comes down to a choice between using one and expending a limited-use ability, he will favour invocations unless the alternative is noticeably better.  Likewise, if there's a risk that it won't work, he is inclined to use the invocation to avoid losing a daily resource.  And when first choosing a feat that might require its own actions to use, he consequently considers whether or not it will constantly lose out to an invocation in terms of choosing which action to take (you don't pick a feat that you know you won't use).

So, a feat that improves an existing ability is a more attractive choice because it doesn't have to compete for usable actions.  And for the warlock, a feat that grants an at-will ability is attractive because it doesn't have to compete with invocations in terms of risking resources (a competition which invocations automatically win against less-frequent abilities since they have no resource risk).  They're not insurmountable obstacles, but they're significant, and it's easier for a new ability to overcome one than both.

The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Fulminating Crab, Gajuisan Crawler, Gruesome LurkerIronglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.

My most popular campaign item; for all your adventuring convenience.
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. When button 4 is pressed, the rod becomes a sturdy iron spade. When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
Siren Call (least invocation)
Equivalent Level: 2nd
Description: You create the auditory illusion of a feintly heard song coming from nowhere and slowly drifting away in whichever direction you want. The song moves at a speed of 20 feet per round for 10 minutes/warlock level. It can be heard upt to 60 feet away. Any creature that hears the song must save versus Will or follow the sound wherever it goes. You can make the song hover or change direction at will or let it drift away. If the song goes somewhere dangerous, such as over a cliff or into a burning building, anyone following it gets a second save to break the enchantment. Failure means they follow the sound despite the risk.
Slithering Phantom (least invocation)
Equivalent level: 2nd
Description: You create a visual and tactile illusion of a slithering snake under the clothing of a single target within 60 feet. The target can see and feel the snake wriggling around inside their garments but no one else is effected by the illusion. The target must save versus Will or immediately drop whatever they are carrying and strip off all armour and clothing in a frantic effort to get rid of the illusory serpent.
Faerie Steps (lesser invocation)
Equivalent Level: 4th
Description: For 24 hours you may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect you. You leave no trail in natural surroundings and cannot be tracked unless you allow it. You gain a +5 bonus on Hide and Move Silenty checks in forest, swamp, and jungle environments.
Phantom Passage (lesser invocaion)
Equivalent Level: 4th
Description: For 24 hours you can move through any non-living barrier by making a portion of it incorporeal just long enough for you to slip through it. You can also ignore opponent's shields and armour as you bypass them when you attack with a melee, reach, or unarmed attack. If you move your whole body through a barrier, instead of just a hand or weapon, you leave the barrier a little worse for wear, so it loses 1d6 points of hardness. You cannot reduce an object to a hardness of less than 1.
Catwalk [Least Invocation]
Level equivalent: 2nd
Description: You can move at your full speed on any non-slippery surface at least 2" wide without making a Balance check unless you are attacked, and you retain your Dexterity modifier. You leave no footprints when moving, so you can only be tracked by scent.
Eye of the Serpent [Least Invocation]
Level equivalent: 2nd
Description: You can cast Hypnotism as per the spell against a single target, who receives a -2 save penalty. You can make an opposed Search check against an opponent's AC to spot a flaw in their defenses, if successful you add your Wisdom modifier to your next attack roll and damage. Once an enemy has been struck by such an attack you may not use this ability on them again that day.
Irresistible Blast [Lesser Eldritch Essence Invocation]
Equivalent Level: 4th
Description: This eldritch essence invocation allows you to change your eldritch blast into an irresistible blast. An irresistible blast ignores non-living objects (including constructs) as though they were incorporeal, bypassing barriers such as walls to strike your target. Some objects may conceal a target, but non-magical items cannot provide actual cover for your target.
Vengeful Alertness [Least Invocation]
Equivalent Level: 2nd
Description: You can detect scrying as per the spell and anyone you catch magically spying on you is must save versus Fortitude or be struck deaf or blind (your choice) as per the spell Blindness/Deafness.
Feed Upon Death [Least Invocation]
Equivalent Level: 2nd
Description: If someone dies within 5 feet of you gain 1d4 temporary hit points per level of the deceased and do not require food, water, or sleep for 24 hours.
Hell's Long Reach (least invocation)
Level equivalent: 2nd
Description: You can stretch and contract your limbs at will, gaining an extra 10 feet reach. You are treated as one size larger when grappling and for determing the damage cause by your unarmed strikes and gain a +10 bonus on climb and jump checks. Increasing your height does not increase your overall bulk or wieght enough to alter your size but it does allow you to step over obstacles and add +10 feet to your move rate.
Creeping Watcher (least invocation)
Level equivalent: 2nd
Description: You can locate a single creature as per the Locate Creature spell. Once you have located a target you can view their location to see and hear everything within a radius of 30 feet radius whenever you concentrate on the target's location and always know when the target changes areas. Each time you focus on the target's location however the target knows he or she is being watched and must save versus Will or be frightened by the creepy feel of your gaze.
Last Gasp (lesser invocation)
Level equivalent: 4th
Description: You can animate a corpse for minute/level, compelling it to attack a nearby opponent. The corpse must be fresh, having died within the last 10 minutes. You can also compel it to answer questions as per the spell Speak with Dead. At the end of this invocations duration the corpse turns to dust and cannot be raised or animated again, although it may be resurrected.
Final Rebuke (dark invocation)
Level equivalent: 6th
Description: This invocation is only used once. Upon dying (-10 or fewer hp) your corpse explodes in a searing burst of hellfire. This creates a ball of fire similar to a Fireball spell, but with a radius of 5'/level and doing 1d8hp of damage per class level. Nothing is left of your corpse, only a True Resurrection or a Wish can return you to life. You cannot be animated but may turn into non-corporeal undead. Half the blast’s fire damage results from supernatural power and is therefore not subject to being reduced by resistance to fire. If a creature is reduced to 0 hit points or lower by the explosion, its remains are completely consumed 1 round later (as if by a destruction spell).
Withering Blast [Dark Eldritch Essence Invocation]
Equivalent Level: 8th
Description: This eldritch essence invocation allows you to change you eldritch blast into a withering blast. A withering blast ages the target, causing them to grow a year older for each point of damage rolled instead of damaging the subject. A successful save versus Fortitude reduces the aging by half. If the total aging makes the target older than the target’s maximum lifespan, the target dies. If the target’s total ages exceeds his lifespan by more than 20 years, his corpse turns to dust and he cannot be raised or animated.

You're kind of getting away from your original inquiry here; I'd suggest a new thread for requesting feedback on new invocations.

And on the feats...
Ophidian Maw
Set has given you the lethal bite of a viper.
Prerequisites: Ophidian Affinity, level 3.
Benefits: You grow sharp fangs and venom glands and can unhinge your jaw to open your mouth wider, gaining a natural bite attack which deals 1d4 points of damage and poisonous bite that deals initial and secondary damage of 1d6 Con. The save DC is 10 + 1/2 character level + Con mod. You may use your venom Con+level times per day before running out. You may use the Hideous Blows invocation with your bite attacks only, even if you have not learned it, up to 3/day.
Special: You lose all benefits of this feat if you lose favour with Set until you atone for your infractions.

I'd suggest a specific number, rather than your level, for calculating the venom uses, such as 3 + Con uses.

The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Fulminating Crab, Gajuisan Crawler, Gruesome LurkerIronglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.

My most popular campaign item; for all your adventuring convenience.
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. When button 4 is pressed, the rod becomes a sturdy iron spade. When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
You're kind of getting away from your original inquiry here; I'd suggest a new thread for requesting feedback on new invocations.

And on the feats...
Ophidian Maw
Set has given you the lethal bite of a viper.
Prerequisites: Ophidian Affinity, level 3.
Benefits: You grow sharp fangs and venom glands and can unhinge your jaw to open your mouth wider, gaining a natural bite attack which deals 1d4 points of damage and poisonous bite that deals initial and secondary damage of 1d6 Con. The save DC is 10 + 1/2 character level + Con mod. You may use your venom Con+level times per day before running out. You may use the Hideous Blows invocation with your bite attacks only, even if you have not learned it, up to 3/day.
Special: You lose all benefits of this feat if you lose favour with Set until you atone for your infractions.

I'd suggest a specific number, rather than your level, for calculating the venom uses, such as 3 + Con uses.



Are you thinking Con score or Con modifier + 3?
You're kind of getting away from your original inquiry here; I'd suggest a new thread for requesting feedback on new invocations.

And on the feats...
Ophidian Maw
Set has given you the lethal bite of a viper.
Prerequisites: Ophidian Affinity, level 3.
Benefits: You grow sharp fangs and venom glands and can unhinge your jaw to open your mouth wider, gaining a natural bite attack which deals 1d4 points of damage and poisonous bite that deals initial and secondary damage of 1d6 Con. The save DC is 10 + 1/2 character level + Con mod. You may use your venom Con+level times per day before running out. You may use the Hideous Blows invocation with your bite attacks only, even if you have not learned it, up to 3/day.
Special: You lose all benefits of this feat if you lose favour with Set until you atone for your infractions.

I'd suggest a specific number, rather than your level, for calculating the venom uses, such as 3 + Con uses.

Are you thinking Con score or Con modifier + 3?

Modifier.  When you stated that the venom could be used "Con+level times per day", I assume that you were also talking about the Constitution modifier, rather than the score.

I'd normally be more exact about wording, but I've avoided being too picky so that we don't end up debating all the fiddly details of your ideas.  It should obviously be explicitly stated one way or the other in a final write-up.

The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Fulminating Crab, Gajuisan Crawler, Gruesome LurkerIronglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.

My most popular campaign item; for all your adventuring convenience.
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. When button 4 is pressed, the rod becomes a sturdy iron spade. When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
Corrected version...

Ophidian Maw Set has given you the lethal bite of a viper. Prerequisites: Ophidian Affinity, level 3. Benefits: You grow sharp fangs and venom glands and can unhinge your jaw to open your mouth wider, gaining a natural bite attack which deals 1d4 points of damage and poisonous bite that deals initial and secondary damage of 1d6 Con. The save DC is 10 + 1/2 character level + Con mod. You may use your venom Con modifier+level times per day before running out. You may use the Hideous Blows invocation with your bite attacks only, even if you have not learned it, up to 3/day. Special: You lose all benefits of this feat if you lose favour with Set until you atone for your infractions.
A lot of people have objected to my feats being for Warlocks only and think they should be for worshipers in general. I've been giving it some thought. Would it be broken to adjust the benefits of the feat based on class instead?
****Example****
Feline Affinity--- warlock version The goddess Bast, queen of cats, has touched you with power... Prerequisites: Dex 13+, ability to use Least Invocations, worshiper of Bast, feline race or cat familiar. Benefits:You suffer no damage from falls of 10 feet per class level or less. Balance, climb, jump, and tumble are class skills for you. You gain the Call of the Beast invocation for free, but only for use with felines. You must take it as a normal learned invocation to use it with other animals. Special: You may only choose a feline familiar and lose all benefits if you offend Bast until you can atone for any infractions.

Feline Affinity --- revised version
The goddess Bast, queen of cats, has touched you with power...
Prerequisites: Dex 13+, exclusive worshiper of Bast (cannot worship any other gods), feline race or cat familiar.
Benefits:You suffer no damage from falls of 10 feet per class level or less. Balance, climb, jump, and tumble are class skills for you.
Special: You may only choose a feline familiar and lose all benefits if you offend Bast until you can atone for any infractions. If you have access to least invocations you gain the Call of the Beast invocation for free, but only for use with felines. You must take it as a normal learned invocation to use it with other animals.


Compare and contrast...   
Feline Affinity --- revised version
Benefits:You suffer no damage from falls of 10 feet per class level or less. Balance, climb, jump, and tumble are class skills for you.

What class?  Would it not be better to make it tied to character level if it's not intended for one class?

"Today's headlines and history's judgment are rarely the same. If you are too attentive to the former, you will most certainly not do the hard work of securing the latter." -Condoleezza Rice "My fellow Americans... I've just signed legislation that will outlaw Russia forever. Bombing begins in five minutes." - Ronald Reagan This user has been banned from you by the letters "O-R-C" and the numbers "2, 3, 4, and 6"
User Quotes
56788208 wrote:
I do, however, have one last lesson on this subject. That last one? The only build in this post that can one-shot average opponents[by dealing twice as much damage as they have HP? I would argue that it is not optimized. Why isn't it optimized? Because it's overkill. Overkill is NOT optimizing. This means that there are portions of this build dedicated to damage which can safely be removed and thrown elsewhere. For example, you probably don't need both Leap Attack AND Headlong Rush at the same time. You could pick up Extra Rage feats for stamina, feats to support AoO effects, feats that work towards potential prestige classes, and so on. However, you could also shift our ability scores around somewhat. I mean, if you're getting results like that with 16 starting Strength, maybe you can lower it to 14, and free up four points to spend somewhere else - perhaps back into Charisma, giving you some oomph for Intimidating Rage or Imperious Command if you want. You can continue to tune this until it deals "enough" damage - and that "enough" does not need to be "100%". It could easily be, say, 80% (leaving the rest to the team), if your DM is the sort who would ban one-hit killers.
Tempest_Stormwind on Character Optimization
So when do you think Bachmann will be saying she met a mother the previous night that had a son who got a blood transfusion using a gay guy's blood, and now the son is retardedly gay?
When she meets CJ's mom?
Resident Pithed-Off Dragon Poon Slayer of the House of Trolls
A lot of people have objected to my feats being for Warlocks only and think they should be for worshipers in general. I've been giving it some thought. Would it be broken to adjust the benefits of the feat based on class instead?

I'd probably write them as one feat, with a couple of benefits noted as depending on the possession of certain abilities.

For example, the relevant section might say something like "If you have the ability to use least invocations, you also add a specialized version of the call of the beast invocation to your list of known invocations.  The version granted by this feat only provides wild empathy and communication with feline creatures."

The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Fulminating Crab, Gajuisan Crawler, Gruesome LurkerIronglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.

My most popular campaign item; for all your adventuring convenience.
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. When button 4 is pressed, the rod becomes a sturdy iron spade. When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
Feline Affinity --- revised version
Benefits:You suffer no damage from falls of 10 feet per class level or less. Balance, climb, jump, and tumble are class skills for you.



What class?  Would it not be better to make it tied to character level if it's not intended for one class?




Oops... I actually meant character level, so yes...
Feline Affinity --- revised again
The goddess Bast, queen of cats, has touched you with power...
Prerequisites: Dex 13+, exclusive worshiper of Bast (cannot worship any other gods), feline race or cat familiar.

Benefits:You suffer no damage from falls of 10 feet per class level or less. Balance, climb, jump, and tumble are class skills for you. You gain 1 extra attack of opportunity each round.  

If you have access to least invocations you gain the Call of the Beast invocation for free, but only for use with felines. You must take it as a normal learned invocation to use it with other animals. 

If you are cleric of Bast you may turn or rebuke feline creatures as you would undead.
 
Special: You may only choose a feline familiar or animal companion and lose all benefits if you offend Bast until you can atone for any infractions.

Ophidian Affinity
You have been touched by Set, the lord of serpents.
Prerequisites: You must be a worshiper of Set, and be a member of an ophidian race or have a snake familiar.


Benefits:  Bluff and Diplomacy are always class skills for you. Your hypnotic gaze and cold-blooded will increase the save DC of all mind-affecting powers by +1 and you gain a +2 bonus Diplomacy and Bluff checks. You are agile and limber, getting a +1 bonus to attack and damage rolls when grappling and a +1 dodge bonus against grappling attempts.


If you have access to least invocations you gain the Call of the Beast invocation for free, but only for use with snakes. You must take it as a normal learned invocation to use it with other animals.


Special: You lose all benefits of this feat if you lose favour with Set until you atone for your infractions.

Benefits:  Bluff, Diplomacy and Intimidate are always class skills for you. Your hypnotic gaze and cold-blooded will increase the save DC of all mind-affecting powers by +2 and you gain a +4 bonus Diplomacy and Intimidate checks. You are agile and limber, getting a +1 bonus to attack and damage rolls when grappling and a +1 dodge bonus against grappling attempts.

If you have access to least invocations you gain the Call of the Beast invocation for free, but only for use with snakes. You must take it as a normal learned invocation to use it with other animals.


You're really cramming far too much into the feat.  Three permanent class skills, a +2 bonus to a very broad category of effects, a +4 bonus to two skills, a small bonus on grappling, and the extra warlock option?

Try cutting out the Bluff class skill, drop the mind-affecting DC increase back to +1, the Diplomacy and Intimidate bonuses back to +2, and you might have something a bit more reasonable.  You've currently shoved enough benefits for two or three different feats into just one.

The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Fulminating Crab, Gajuisan Crawler, Gruesome LurkerIronglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.

My most popular campaign item; for all your adventuring convenience.
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. When button 4 is pressed, the rod becomes a sturdy iron spade. When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
Tweaked...
Benefits:  Bluff and Diplomacy are always class skills for you. Your hypnotic gaze and cold-blooded will increase the save DC of all mind-affecting powers by +1 and you gain a +2 bonus Diplomacy and Intimidate checks. You are agile and limber, getting a +1 bonus to attack and damage rolls when grappling and a +1 dodge bonus against grappling attempts.

If you have access to least invocations you gain the Call of the Beast invocation for free, but only for use with snakes. You must take it as a normal learned invocation to use it with other animals.


Special: You lose all benefits of this feat if you lose favour with Set until you atone for your infractions


That certainly looks like a functional feat, though it seems strange to give Bluff and Diplomacy as the class skills it's enabling when the skill bonuses are on Diplomacy and Intimidate.  Was there a particular reason for that?

The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Fulminating Crab, Gajuisan Crawler, Gruesome LurkerIronglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.

My most popular campaign item; for all your adventuring convenience.
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. When button 4 is pressed, the rod becomes a sturdy iron spade. When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
Benefits:  Bluff and Diplomacy are always class skills for you. Your hypnotic gaze and cold-blooded will increase the save DC of all mind-affecting powers by +1 and you gain a +2 bonus Diplomacy and Intimidate checks. You are agile and limber, getting a +1 bonus to attack and damage rolls when grappling and a +1 dodge bonus against grappling attempts.

If you have access to least invocations you gain the Call of the Beast invocation for free, but only for use with snakes. You must take it as a normal learned invocation to use it with other animals.


Special: You lose all benefits of this feat if you lose favour with Set until you atone for your infractions


That certainly looks like a functional feat, though it seems strange to give Bluff and Diplomacy as the class skills it's enabling when the skill bonuses are on Diplomacy and Intimidate.  Was there a particular reason for that?




Because I did the edit at around 4am... 
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