Warlock - Pathfinder Edition (Yet Again)


Conversions

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I'm having internet issues, so I can't search the forums for the old topics. So, I decided to start yet another warlock topic.

I'm starting a new RL game and one of my players wants to play something that is similar to old warlock class. So, are there any new conversions out there? SmiloDan had several versions of the class that I found very interesting and I would love to see them updated to new rules presented in UM and UC. Are there any homebrewed archetypes for warlocks?

I know that my player can simply play sorcerer or alchemist, but this is my first non-pbp game in five years or so - and I want to keep my players happy.


Fittingly, the Witch is the best replacement for the Warlock class (we are talking about the 3.5 warlock correct?).

Hexes and Invocations are basically the same thing. (Hexes are actually a bit better since they are supernatural abilities instead of spell like abilities)

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Treantmonk wrote:

Fittingly, the Witch is the best replacement for the Warlock class (we are talking about the 3.5 warlock correct?).

Hexes and Invocations are basically the same thing. (Hexes are actually a bit better since they are supernatural abilities instead of spell like abilities)

Yeah, but the warlock has that eldritch blast thingy, light armor and more skill points.


the fastest thing I can think of to convert it would be:
Witch as base class, like treantmonk mentioned, magic at will is what the witch does.
The warlock on the other hand didn't have regular spells if I remember correctly, so skip the whole spellcasting thing of the witch and replace it with alchemist bombs and discoveries.

Perhaps make the bomb rays, eliminate fast bombs and you can do it an unlimited time per day.
Custom make some discoveries or hexes that fit your idea.

I haven't playtested this, but if your player isn't interested in power creep you should do fine and still profit from new hardcover books that give options to hexes and discoveries.
Of course you can simply directly convert the warlock 1:1, but he will probably be weaker than the average PF class.

Edit: this way he can wear armor as there is no arcane spell failure and skill points are given by everything depending on int.


As Richard Leonhart wrote : Of course you can simply directly convert the warlock 1:1, but he will probably be weaker than the average PF class.

I am tempted to agree. Upgrade the feats per levels, tweak a few powers here and there, and you maintain the flavour of the 3.5 warlock. I am all for flavor over DPR or power creep or the lack-thereof. IMHO the emphasis on equality of characters is a slope of moderation. Too much emphasis on equality and we are all cardboard cutouts. Too little and the glaring power imbalances are just that - glaring. Is it not the "role" playing that can maketh the warlock?

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I think that the player would go for just slightly modified 3.5 warlock, but since she will be the only arcane caster in the party, I'm not exactly sure that it would be smart to allow something like that. I'm not in the "warlock is overpowered" camp, so I think that the party would be seriously gimped by the standard warlock.

Anyway, thanks for the ideas. I may do that witch/alchemist combo.


I merged the 3.5 warlock directly into the PF sorcerer. Seems to be working out fairly well -- meaning that I still haven't found anyone at all who would rather be a gestalt warlock/sorcerer, vs. just being a wizard.

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Kirth Gersen wrote:
I merged the 3.5 warlock directly into the PF sorcerer. Seems to be working out fairly well -- meaning that I still haven't found anyone at all who would rather be a gestalt warlock/sorcerer, vs. just being a wizard.

Yeah, I know. I played battle sorcerer in your pbp before I lost internet access at home. I'll probably use a lot of your "Kirthfinder" in my future games, but there is some stuff that I'll keep and some more stuff that I'll add,, such as heroic paths from Midnight, some stuff from Eberron and Iron Kingdoms, and expanded traits from Iron Heroes - so I suppose it'll become "Nightfinder" eventually. :)


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Have them play a straight warlock with the following simple changes:

1 Increase the Edritch Blast damage from D6's to D8's, at level 8 allow them to add their Charisma bonus to their EB damage.
2 Increase the Warlock hit die D8
3 Add Diplomacy and Bluff as Class skills.
4 Every time a Warlock gets access to a new rank of invocations (Least, Lesser, Greater, Dark) add one invocation to the amount learned at that level (including first) which will give them 4 more invocations over the life of the character.

Try that.


nightflier wrote:
there is some stuff that I'll keep and some more stuff that I'll add

... and that's exactly how it should be! I look forward to seeing what you come up with.

Anyway, the comment on sorcerers not getting played much wasn't a cut on you, just an observation -- of playtests that made it past 2nd level, there have been two (2) wizards and zero (0) sorcerers so far, despite the "beefing up" of the sorcerer. Would've liked to see how Vanya fared at, say, 10th level, but you can't win 'em all.

P.S. What's Midnight? "Heroic Paths" sounds interesting.

RPG Superstar 2012 Top 32

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WARLOCK

BAB: +¾
Good Saves: Will
Hit Dice: 1d8

Class Skills: Acrobatics, Bluff, Craft, Disguise, Fly, Intimidate, Knowledge arcana, Knowledge planes, Knowledge religion, Perception, Profession, Sense Motive, Spellcraft, Stealth, Use Magic Device.

Skill Ranks per Level: 4 + Intelligence modifier.

Warlocks are proficient with all simple weapons. Warlocks are proficient in light armor, but not shields.

LEVEL ABILITY
1. Cantrips, Eldritch Blast 1d6, Invocations, Least Invocations
2. DR 1/cold iron, Dark Secret
3. Eldritch Blast 2d6, Fiendish Resilience 1
4. DR 2/cold iron, Dark Secret
5. Eldritch Blast 3d6, Energy Resistance 5
6. DR 3/cold iron, Dark Secret, Lesser Invocations
7. Eldritch Blast 4d6, Fiendish Resilience 2
8. DR 4/cold iron, Dark Secret
9. Eldritch Blast 5d6, Energy Resistance 10
10. DR 5/cold iron, Advanced Dark Secrets, Dark Secret
11. Eldritch Blast 6d6, Fiendish Resilience 3, Greater Invocations
12. DR 6/cold iron, Dark Secret
13. Eldritch Blast 7d6, Energy Resistance 15
14. DR 7/cold iron, Dark Secret
15. Eldritch Blast 8d6, Fiendish Resilience 4
16. DR 8/cold iron, Dark Invocations, Dark Secret
17. Eldritch Blast 9d6, Energy Resistance 20
18. DR 9/cold iron, Darkest Secrets, Dark Secret
19. Eldritch Blast 10d6, Fiendish Resilience 5
20. DR 10/cold iron, Dark Secret, Energy Immunity

Cantrips (Sp): At 1st level, the warlock learns three 0-level arcane spells from the sorcerer/wizard list. At 2nd level, 4th level, and 6th level, the warlock learns an additional 0-level arcane spell. He can use these cantrips at will as a spell-like ability.

Eldritch Blast (Sp): At 1st level, the warlock can project a beam of arcane energy as a standard action at will. It has a range of 60 feet and on a successful ranged touch attack, the eldritch blast causes 1d6 points of damage. At 3rd level, and every 2 levels thereafter, the damage from the eldritch blast increases by 1d6.
Invocations (Sp): At 1st level, the warlock learns how to use spell-like abilities called invocations. The warlock learns one invocation at 1st level, and learns an additional invocation at each level beyond 1st. At 1st level, the warlock can only select least invocations. At 6th level, warlocks can begin learning lesser invocations. At 11th level, warlocks can begin learning greater invocations. At 16th level, warlocks can learn dark invocations.
Beginning at 6th level, and every 2 levels thereafter, the warlock can trade out an invocation he knows for a different invocation he does not know. He cannot trade out invocations of the highest level he knows.

Damage Reduction (Ex): At 2nd level, the warlock gains DR/cold iron equal to half his class level.

Dark Secrets (Ex, Sp, or Su): At 2nd level, and every 2 levels thereafter, the warlock learns one of the following dark secrets.

Ability Focus (Ex): Choose one invocation you can use. You increase the save DC of the selected invocation by +2. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Ambush Blast (Ex): If you move more than 10 feet in the round you use your eldritch blast, you add your warlock level to your damage rolls with the eldritch blast if your target is within 30 feet of you.

Deceive Item (Ex): You can take 10 when making Use Magic Device skill checks.

Empower Eldritch Blast (Ex): 3 times per day, you increase the damage of your eldritch blast by 50%

Empower Invocation (Ex): Select one invocation that you can use. 3 times per day, you increase all variable aspects of the selected invocation by 50%. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Enlarge Invocation (Ex): Select one invocation that you can use. 3 times per day, you double the range of the selected invocation. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Extend Invocation (Ex): Select one invocation that you can use. 3 times per day, you double the duration of the selected invocation. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Extra Class Skill (Ex): Select one skill that is not on your list of class skills. You add this skill to your list of class skills. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different skill.

Extra Eldritch Essence Invocation (Sp): You learn 1 eldritch essence invocation. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Extra Eldritch Shape Invocation (Sp): You learn 1 eldritch shape invocation. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Fearsome Blast (Ex): If you hit an opponent within 30 feet of you that is under the effects of a fear effect (shaken, frightened, panicked, or cowering), you add your warlock level to the damage your eldritch blast causes.

Forbidden Knowledge (Ex): Select 2 Knowledge skills that are not on your list of class skills. You add these two Knowledge skills to your list of class skills. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to two new Knowledge skills.

Hex (Su): Select one hex from the list of witch’s hexes. You gain the ability to use the selected hex, using your warlock level as your witch level. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different hex.

Identify Item (Ex): You gain a bonus equal to your warlock level on Spellcraft checks made to identify magical items.

Imbue Item (Su): You can use your supernatural power to create magic items, even if you
do not know the spells required to make an item (although you must know the appropriate item creation feat). You can substitute a Use Magic Device check (DC 15 + spell level for
arcane spells or 25 + spell level for divine spells) in place of a required spell you don’t know or can’t cast. If the check succeeds, you can create the item as if you had cast the required spell. If it fails, you cannot complete the item. You do not expend gold piece costs for making the item; your progress is simply arrested. You cannot retry this Use Magic Device check for that spell until you gain a new level. You must have the Deceive Item dark secret before selecting this dark secret.

Medium Armor Invoking (Ex): You gain proficiency in Medium Armor and can use your eldritch blast and invocations while wearing Medium Armor with no chance of arcane spell failure.

Pocket Dimension (Su): You can open an inter-dimensional pocket that holds 10 pounds per level. Accessing the inter-dimensional pocket is a swift action, whether you are withdrawing an item from it or storing an item within it.

Potent Blast (Su): You add your Charisma modifier to your eldritch blast damage rolls and to your caster level checks to overcome spell resistance against the targets of your eldritch blast.

Ricochet Shot (Ex): You gain the ability to bounce your eldritch blast against a solid object and continue along its path to the end of its range or hits another solid object or creature.

Shielded Invoking (Ex): You gain proficiency in all shields (except tower shields) and can use your eldritch blast and invocations while using a shield with no chance of arcane spell failure.

Subtle Blast (Ex): When you successfully hit an opponent that is denied its Dexterity bonus to AC with you eldritch blast, you add your warlock level to the damage of your eldritch blast if your target is within 30 feet of you.

Fiendish Resilience (Su): At 3rd level, once per day as an immediate action, the warlock can enter a trance that grants him fast healing 1 for 20 rounds (2 minutes). At 7th level, and every 4 levels thereafter, the rate of this fast healing increases by 1.

Energy Resistance (Su): At 5th level, the warlock selects 2 of the following energy types: acid, cold, electricity, fire, or sonic. He gains energy resistance 5 against the selected energy types. This energy resistance increases by 5 at levels 9, 13, and 17. At 20th level, the warlock becomes immune to the selected energy types.

Advanced Dark Secrets (Ex, Sp, or Su): At 10th level, the warlock gains the ability to select one of the following advanced dark secrets when selecting a dark secret.

Additional Resilience (Su): The warlock can use his fiendish resiliency ability one additional time per day. This advanced dark secret can be chosen multiple times; each time it is selected, the warlock gains an additional use of his fiendish resiliency ability.

Advanced Ability Focus (Ex): Choose one invocation you have applied the ability focus dark secret to. You increase the save DC of the selected invocation by an additional +2, for a total of +4. This advanced dark secret can be chosen multiple times; its effects do not stack. Each time you select this advanced dark secret, it applies to a different invocation.

Advanced Hex (Su): Select one advanced hex from the list of witch’s hexes. You gain the ability to use the selected advanced hex, using your warlock level as your witch level. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different advanced hex.

Aligned Damage Reduction (Su): Your damage reduction improves. Select an alignment (chaotic, evil, good, or lawful) opposed to your own. Your damage reduction improves to cold iron and the selected alignment. For example, if you are chaotic good, you could select damage reduction cold iron and lawful or cold iron and evil.

Extra Energy Resistance (Ex): Select one of the following energy types that you do not currently have energy resistance in from the energy resistance warlock class feature: acid, cold, electricity, fire, or sonic. You gain energy resistance to the selected energy resistance equal to the energy resistance you gain from your energy resistance warlock class feature. You can select this dark secret up to 3 times; each time you select this dark secret, you select a different energy type.

Heavy Armor Invoking (Ex): You gain proficiency in Heavy Armor and can use your eldritch blast and invocations while wearing Heavy Armor with no chance of arcane spell failure. You must have the Medium Armor Invoking dark secret before selecting this advanced dark secret.

Hellfire (Sp): A number of times per day equal to your Charisma modifier (minimum 1), you add 2d6 points of damage to eldritch blast. You can use this ability additional times per day, but each time you do so, you take 1 point of Constitution damage. You may select this dark secret multiple times; each time you do, you increase the damage caused by 2d6 points of damage. You must be non-good to select this advanced dark secret.

Maximize Eldritch Blast (Ex): 3 times per day, your eldritch blast causes maximum damage.

Maximize Invocation (Ex): Select one invocation you can use. 3 times per day, all of its variable numeric values are maximized. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Piercing Blast (Sp): You increase the critical multiplier of your eldritch blast to x3.

Potent Invocations (Sp): You add your Charisma modifier to the DC of caster level checks to dispel your invocations.

Quicken Eldritch Blast (Ex): 3 times per day, you can use your eldritch blast as a swift action.

Quicken Invocation (Ex): Select one invocation you can use. 3 times per day, you can use the selected invocation as a swift action. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Reaching Eldritch Blast (Sp): 3 times per day, you can apply the effects of an invocation you know that has a range of touch to the target of your eldritch blast.

Slashing Blast (Sp): You increase the threat range of your eldritch blast to 18-20.

Soul fire (Sp): A number of times per day equal to your Charisma modifier (minimum 1), you can imbue your eldritch blast with holy energy. Against evil creatures, your eldritch blast does double damage and you add your Charisma modifier to your caster level checks to bypass spell resistance. When targeting good creatures, your eldritch blast heals damage. You can use this ability additional times per day, but each time you do so, you take 1 point of Constitution damage. You must be non-evil to select this advanced dark secret.

Supernatural Blast (Su): 3 times per day, you can use your eldritch blast a supernatural ability instead of as a spell-like ability. This means you do not provoke attacks of opportunity when using your supernatural blast, and it disregards spell resistance.

Supernatural Invocation (Su): 3 times per day, you can use any invocation you know as a supernatural ability instead of as a spell-like ability. This means you do not provoke attacks of opportunity when using your supernatural invocation, and it automatically bypasses spell resistance.

Twin Essences (Sp): You can apply two eldritch essences simultaneously to your eldritch blast.

Widen Invocation (Ex): Select an invocation you can use. 3 times per day, when you use the selected invocation, you double the area of effect of the selected invocation. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Darkest Secrets (Ex, Sp, Su): At 18th level, the warlock gains the ability to select one of the following darkest secrets when selecting a dark secret.

Automatic Resilience (Su): Whenever your hit point total falls below character level, you gain fast healing 5 until your hit point total is half its normal maximum value.

Extra Invocation (Sp): You gain an additional invocation of any level you may select from normally.

Grand Hex (Su): You may select a grand hex from the list available to witches.

Intensified Eldritch Blast (Sp): 3 times per day, when you use your eldritch blast, it causes double maximum damage.

Sudden Blast (Sp): 3 times per day, you can use your eldritch blast as an immediate action.

Sudden Invocations (Sp): 3 times per day, you can use any single invocation you know as an immediate action.

Triple Essences (Sp): You can add 3 eldritch essences to your eldritch blast at the same time. You must have the Twin Essences advanced dark secret before selecting this darkest secret.

Blast Shape Invocations

Least
1. Eldritch Spear (increase range to 250 feet)
2. Eldritch Glaive (attack as reach weapon)
3. Eldritch Shield (as immediate action, gain shield bonus to AC = EB dice for 1 round)
4. Eldritch Ward (cause eldritch blast damage to opponents that hit you in melee)
5. Hideous Blow (add eldritch blast damage to melee attack)

Lesser
1. Eldritch Barrier (create 10 foot square barrier, hardness = level, hit points = EB)
2. Eldritch Bolt (add to ranged attack, can affect multiple pieces of ammunition)
3. Eldritch Chain (1 additional target per 5 levels)
4. Eldritch Path (creatures entering squares you passed through take blast damage)
5. Eldritch Shroud (targets all adjacent opponents)

Greater
1. Eldritch Artillery (can make a number of eldritch blasts equal to iterative attacks)
2. Eldritch Cone (30 foot cone)
3. Eldritch Line (60 foot line)
4. Eldritch Pyre (creatures adjacent to target must make Reflex or take damage)
5. Eldritch Wall (creates wall with duration equal to half level in rounds)

Dark
1. Eldritch Cage (as force cage, does EB damage if pass through, half damage if 20 foot)
2. Eldritch Doom (20 foot radius, centered on warlock)
3. Eldritch Fist (as clenched fist, does blast damage)
4. Eldritch Pit (fall in extra-dimensional pit, take EB damage w/ no save or attack roll)
5. Eldritch Storm (number of vertical bolts within 120 feet equal to half level)

Essence Invocations

Least

1. Disarming Blast (Reflex or target is disarmed)
2. Entangling Blast (Reflex Save or become entangled for 1 round)
3. Frightful Blast (Will Save or shaken)
4. Hammering Blast (does full damage to objects)
5. Illuminating Blast (Reflex save or dazzled and faerie fire for 1 minute)
6. Merciful (eldritch blast causes non-lethal damage)
7. Sickening Blast (Fort Save or sickened)
8. Thundering Blast (Fort Save or deafened 1 minute, does sonic damage)
9. Tripping Blast (Reflex or target is prone)
10. Unbalancing Blast (suffer -2 to Reflex saves and CMD for 1 round)

Lesser

1. Baneful Blast (+2d6 against creature type)
2. Beshadowed Blast (Fort Save or Blinded 1 round)
3. Bloody Blast (bleed damage equal to number of EB dice)
4. Brimstone Blast (Reflex or catch on fire)
5. Deteriorating Blast (Fort Save or -5 DR for 1 minute)
6. Ectoplasmic Blast (eldritch blast fully affects ethereal and incorporeal targets)
7. Hellrime Blast (Fort Save or -2 Dex and cold damage)
8. Obscuring Blast (Will Save or suffer 20% miss chance for 1 minute)
9. Quenching Blast (double damage vs. fire creatures, dispels fire magic)
10. Silencing Blast (Fort Save or silenced for 1 round)

Greater

1. Aligned Blast (+2d6 against selected alignment, negates alignment-based DR)
2. Bewitching Blast (Will or Confused)
3. Dispelling Blast (target is subjected to Dispel Magic)
4. Exhausting Blast (Fort Save or become exhausted, otherwise fatigued)
5. Hindering Blast (Will Save of Slowed)
6. Noxious Blast (Fort Save or nauseated 1 round)
7. Penetrating Blast (+4 on CL checks, -5 to SR for 1 minute)
8. Repelling Blast (Reflex Save or moved back 1d6 squares)
9. Vampiric Blast (+1 damage per level, gain as temporary hit points)
10. Vitriolic Blast (acid damage and no SR, does 2d6 damage for 1 rd/5 levels)

Dark

1. Anchoring Blast (target subjected to dimensional anchor effect for 1 minute)
2. Banishing Blast (banishes extraplanar target, randomly teleports planar natives)
3. Binding Blast (Will or stunned 1 round)
4. Grasping Blast (target grappled if CL + Cha check beats CMD)
5. Impure Blast (target suffers penalty equal to half your level on its next saving throw)
6. Necrotic Blast (animate as zombie if killed, cannot naturally heal, CL check to cure)
7. Panicking Blast (Will or panicked 1 minute)
8. Petrifying Blast (target takes 1d6 Dexterity damage, petrified when Dexterity is 0)
9. Utterdark Blast (Fort Save or 2 negative levels)
10. Vulnerability Blast (Fort Save or gain specified energy vulnerability for 1 minute)

Invocations

Least

1. All-Seeing Eyes: As comprehend languages on written material, +6 bonus on Perception checks.
2. Baleful Utterance: Speak word of the Dark Speech and shatter objects as the shatter spell.
3. Breath of the Night: Create a fog cloud of darkness that fatigues all who enter it.
4. Call of the Beast: Speak with animals and influence their behavior by using warlock level as druid level when making wild empathy check, +6 on Handle Animal skill checks.
5. Commanding Presence: Gain +6 on Diplomacy and Intimidate checks, use command if you successfully change your target’s attitude.
6. Dark One’s Own Luck: Gain a luck bonus equal to your Charisma modifier on one type of saving throw.
7. Devil’s Sight Unseen: See normally in darkness and magical darkness, see invisibility.
8. Dread Chameleon: +6 to Disguise and Stealth checks, creatures that spot you must make a Will save or be shaken for 1 round.
9. Endure Exposure: Use endure elements as the spell; target gains immunity to your eldritch blast and area effect invocations.
10. Entropic Warding: Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
11. Foul Dreams: 1 creature must make a Will save or sleep for 1 minute per level, you can affect a total number of hit dice equal to your warlock level plus your Charisma modifier at a time, with creatures that have been asleep the longest waking up first if additional hit dice are affected; creatures are fatigued when they awake.
12. Otherworldly Whispers: Gain +6 bonus on Knowledge arcana, Knowledge planes, Knowledge religion, and Spellcraft checks.
13. Scalding Gust: Use gust of wind as the spell; any creature in area takes fire damage equal to your level.
14. Serpent’s Tongue: Gain the scent ability, +6 bonus on Bluff skill checks and on saves against poison, communicate two different messages at the same time.
15. Skeletal Claw: (CMB = CL + Cha, 1d6 if pinned, arm has AC: 10 + level, Hardness 6, 4 hit points per level. Move half speed for 1 round after escaping grapple.)
16. Soulreaving Aura: As reaving aura*, plus gain temporary hit points if nearby creature dies.
17. Spiderwalk: Gain spider climb as the spell and you are immune to webs.
18. Summon Swarm: Use summon swarm as the spell.
19. Swift Tumbler: Gain +6 bonus on Acrobatics and Fly checks, do not need a running start to long jump, +10 feet increase to land and flight speeds (does not give you a flight speed if you do not have one already).
20. Swimming the Styx: Gain swim speed equal to your base land speed and the ability to breathe water.

Lesser

1. Charm: Cause a single creature within 60 feet to regard you as a friend if they fail a Will save, as if under the influence of a charm monster spell, for 1 day per level, but only affecting a single creature at a time.
2. Crawling Eye: Your eye leaves your head and grows spidery legs, enabling it to scout for you.
3. Curse of Despair: Curse one creature as the bestow curse spell, or hinder their attacks.
4. The Dead Walk: Create undead as the animate dead spell.
5. Disembodied Hand: Detach one of your hands and send it forth to manipulate objects or attack.
6. Dread Seizure: move half speed, -5 to attacks against non-adjacent targets
7. Enthralling Voice: Make nearby creatures fascinated if they fail a Will save, and their attitude towards you improves by one step.
8. Fell Flight: Gain a fly speed equal to your base land speed with good maneuverability.
9. Flee the Scene: Use short-range dimension door as the spell, and leave behind a major image.
10. Frightful Presence: As a swift action taken whenever you attack or use your eldritch blast, make nearby creatures shaken for 10 minutes if they fail a Will save.
11. Hungry Darkness: Create shadows filled with a swarm of bats.
12. Ignore the Pyre: Gain energy resistance equal to twice your level.
13. Mask of Flesh: Touch attack may impose 1d6 Charisma penalty and transforms you to look like target.
14. Relentless Dispelling: targeted dispel magic, with additional targeted dispel magic the next turn.
15. Size Alteration: You can use enlarge person or reduce person on yourself
16. Voidsense: Gain blindsense 30 feet and benefit from the Blind Fight feat.
17. Voracious Dispelling: Use dispel magic as the spell, causing damage to creatures whose effects are dispelled.
18. Walk Unseen: Use invisibility (self only) as the spell.
19. Wall of Gloom: Use wall of gloom as the spell.
20. Witch Walker: Walk on water, become immune to being entangled, and ignore the speed reductions caused by difficult terrain.

Greater

1. Aura of the Storm: Aura deals electricity damage to creatures that strike you in melee with natural weapons, unarmed strikes, and non-reach melee weapons..
2. Baleful Geas: A single creature becomes your servant, but slowly sickens and dies.
3. Caustic Mire: Acidic sludge slows progress, deals damage.
4. Chilling Fog: Create solid fog that deals cold damage.
5. Chilling Tentacles: Use black tentacles as the spell, and deal extra cold damage to creatures in the area.
6. Devour Magic: Use targeted greater dispel magic with a touch and gain temporary hit points based on the level of spells successfully dispelled.
7. Enervating Shadow: Gain total concealment in dark areas and impose a Strength penalty on adjacent living creatures.
8. Fearless: You are immune to fear.
9. Freedom of Motion: Freedom of movement and make CL check to bypass teleport blocks
10. Ghastly Toughness: Gain temporary hit points equal to your level multiplied by your Charisma modifier.
11: Hellspawned Grace: Transform into a hellcat for 1 round/2 warlock levels.
12: Necrotic Vitality: Negative energy heals you, and positive energy harms you, as if you were undead.
13: Nightmares Made Real: Create illusory terrain that damages foes and allows you to hide.
14: Painful Sleep of the Ages: Creature falls asleep, takes damage when awakened.
15. Sudden Shift: As an immediate action, teleport 5 feet per 2 warlock levels; if this is done in response to an attack, there is a 50% the attack misses.
16. Tenacious Plague: Use insect plague as the spell, but the summoned locust swarm deals damage as a magic weapon.
17. Terrifying Roar: Use fear as the spell; creatures shaken by effect can’t attack you.
18. Unwilling Shield: Subject shares wounds you suffer.
19. Wall of Perilous Flame: Create a wall of fire as the spell, but half the damage from the wall results from supernatural power.
20. Warlock’s Call: Use sending as the spell, but risk damage from recipient.

Dark

1. Army of One: Create one or more duplicates of yourself, gaining one negative level for each body you have and splitting your hit point total between the copies made.
2. Astral Blockade: Creatures or objects cannot be summoned or teleport within 10 feet per level of you.
3. Caster’s Lament: Your touch can break enchantment, and you can counterspell.
4. Dark Discorporation: Become a swarm of bat-like shadows, gaining many benefits of the swarm subtype.
5. Dark Foresight: Use foresight as the spell, and communicate telepathically with a close target of the effect.
6. Ghost Step: As a swift action, become incorporeal for 1 round.
7. Impenetrable Barrier: Opaque wall of force
8. Instill Vulnerability: Make target creature vulnerable to chosen energy type.
9. Mind Blank: Use mind blank on yourself.
10. Path of Shadow: Use shadow walk as the spell and speed up natural healing.
11. Perilous Veil: Use veil as the spell; anyone succeeding on Will save to negate the illusion takes damage.
12. Pythian Oracle: You gain blindsight with a range of 60 feet and can use greater scrying.
13. Rampart: You can use rampart at will, only one at a time.
14. Repulsive Ward: Creatures must make a Will save to approach within 10 feet of you.
15. Retributive Invisibility: Use greater invisibility as the spell (self only) that deals damage in a burst if dispelled.
16. Steal Summoning: Take control of another caster's summoned monster.
17. Swift Haste: You can haste yourself for as a swift action for 1d4 rounds.
18. Telekinesis: You can use telekinesis at will.
19. Unveil the Truth: It takes 1 minute to cast this invocation. You gain the benefits of discern lies and true seeing, and others within 20 feet of you act as if within a zone of truth. You can dismiss this invocation as an immediate action and gain the benefits of a true strike spell
20. Word of Changing: Use baleful polymorph as the spell, but the effect could become permanent.
21. Youthful Vigor: You are immune to magical and mundane aging. You do not suffer the penalties for growing old, and negate any penalties that may have already been applied. You still gain ability increases for growing older.


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SmiloDan's stuff, awesome as always, with some spoilers added for easy reading.

WARLOCK

BAB: +¾
Good Saves: Will
Hit Dice: 1d8

Class Skills: Acrobatics, Bluff, Craft, Disguise, Fly, Intimidate, Knowledge arcana, Knowledge planes, Knowledge religion, Perception, Profession, Sense Motive, Spellcraft, Stealth, Use Magic Device.

Skill Ranks per Level: 4 + Intelligence modifier.

Warlocks are proficient with all simple weapons. Warlocks are proficient in light armor, but not shields.

Class Features Table:

LEVEL ABILITY
1. Cantrips, Eldritch Blast 1d6, Invocations, Least Invocations
2. DR 1/cold iron, Dark Secret
3. Eldritch Blast 2d6, Fiendish Resilience 1
4. DR 2/cold iron, Dark Secret
5. Eldritch Blast 3d6, Energy Resistance 5
6. DR 3/cold iron, Dark Secret, Lesser Invocations
7. Eldritch Blast 4d6, Fiendish Resilience 2
8. DR 4/cold iron, Dark Secret
9. Eldritch Blast 5d6, Energy Resistance 10
10. DR 5/cold iron, Advanced Dark Secrets, Dark Secret
11. Eldritch Blast 6d6, Fiendish Resilience 3, Greater Invocations
12. DR 6/cold iron, Dark Secret
13. Eldritch Blast 7d6, Energy Resistance 15
14. DR 7/cold iron, Dark Secret
15. Eldritch Blast 8d6, Fiendish Resilience 4
16. DR 8/cold iron, Dark Invocations, Dark Secret
17. Eldritch Blast 9d6, Energy Resistance 20
18. DR 9/cold iron, Darkest Secrets, Dark Secret
19. Eldritch Blast 10d6, Fiendish Resilience 5
20. DR 10/cold iron, Dark Secret, Energy Immunity

Cantrips (Sp): At 1st level, the warlock learns three 0-level arcane spells from the sorcerer/wizard list. At 2nd level, 4th level, and 6th level, the warlock learns an additional 0-level arcane spell. He can use these cantrips at will as a spell-like ability.

Eldritch Blast (Sp): At 1st level, the warlock can project a beam of arcane energy as a standard action at will. It has a range of 60 feet and on a successful ranged touch attack, the eldritch blast causes 1d6 points of damage. At 3rd level, and every 2 levels thereafter, the damage from the eldritch blast increases by 1d6.
Invocations (Sp): At 1st level, the warlock learns how to use spell-like abilities called invocations. The warlock learns one invocation at 1st level, and learns an additional invocation at each level beyond 1st. At 1st level, the warlock can only select least invocations. At 6th level, warlocks can begin learning lesser invocations. At 11th level, warlocks can begin learning greater invocations. At 16th level, warlocks can learn dark invocations.
Beginning at 6th level, and every 2 levels thereafter, the warlock can trade out an invocation he knows for a different invocation he does not know. He cannot trade out invocations of the highest level he knows.

Damage Reduction (Ex): At 2nd level, the warlock gains DR/cold iron equal to half his class level.

Dark Secrets (Ex, Sp, or Su): At 2nd level, and every 2 levels thereafter, the warlock learns one of the following dark secrets.

Dark Secrets:

Ability Focus (Ex): Choose one invocation you can use. You increase the save DC of the selected invocation by +2. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Ambush Blast (Ex): If you move more than 10 feet in the round you use your eldritch blast, you add your warlock level to your damage rolls with the eldritch blast if your target is within 30 feet of you.

Deceive Item (Ex): You can take 10 when making Use Magic Device skill checks.

Empower Eldritch Blast (Ex): 3 times per day, you increase the damage of your eldritch blast by 50%

Empower Invocation (Ex): Select one invocation that you can use. 3 times per day, you increase all variable aspects of the selected invocation by 50%. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Enlarge Invocation (Ex): Select one invocation that you can use. 3 times per day, you double the range of the selected invocation. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Extend Invocation (Ex): Select one invocation that you can use. 3 times per day, you double the duration of the selected invocation. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Extra Class Skill (Ex): Select one skill that is not on your list of class skills. You add this skill to your list of class skills. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different skill.

Extra Eldritch Essence Invocation (Sp): You learn 1 eldritch essence invocation. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Extra Eldritch Shape Invocation (Sp): You learn 1 eldritch shape invocation. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Fearsome Blast (Ex): If you hit an opponent within 30 feet of you that is under the effects of a fear effect (shaken, frightened, panicked, or cowering), you add your warlock level to the damage your eldritch blast causes.

Forbidden Knowledge (Ex): Select 2 Knowledge skills that are not on your list of class skills. You add these two Knowledge skills to your list of class skills. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to two new Knowledge skills.

Hex (Su): Select one hex from the list of witch’s hexes. You gain the ability to use the selected hex, using your warlock level as your witch level. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different hex.

Identify Item (Ex): You gain a bonus equal to your warlock level on Spellcraft checks made to identify magical items.

Imbue Item (Su): You can use your supernatural power to create magic items, even if you
do not know the spells required to make an item (although you must know the appropriate item creation feat). You can substitute a Use Magic Device check (DC 15 + spell level for
arcane spells or 25 + spell level for divine spells) in place of a required spell you don’t know or can’t cast. If the check succeeds, you can create the item as if you had cast the required spell. If it fails, you cannot complete the item. You do not expend gold piece costs for making the item; your progress is simply arrested. You cannot retry this Use Magic Device check for that spell until you gain a new level. You must have the Deceive Item dark secret before selecting this dark secret.

Medium Armor Invoking (Ex): You gain proficiency in Medium Armor and can use your eldritch blast and invocations while wearing Medium Armor with no chance of arcane spell failure.

Pocket Dimension (Su): You can open an inter-dimensional pocket that holds 10 pounds per level. Accessing the inter-dimensional pocket is a swift action, whether you are withdrawing an item from it or storing an item within it.

Potent Blast (Su): You add your Charisma modifier to your eldritch blast damage rolls and to your caster level checks to overcome spell resistance against the targets of your eldritch blast.

Ricochet Shot (Ex): You gain the ability to bounce your eldritch blast against a solid object and continue along its path to the end of its range or hits another solid object or creature.

Shielded Invoking (Ex): You gain proficiency in all shields (except tower shields) and can use your eldritch blast and invocations while using a shield with no chance of arcane spell failure.

Subtle Blast (Ex): When you successfully hit an opponent that is denied its Dexterity bonus to AC with you eldritch blast, you add your warlock level to the damage of your eldritch blast if your target is within 30 feet of you.


Fiendish Resilience (Su): At 3rd level, once per day as an immediate action, the warlock can enter a trance that grants him fast healing 1 for 20 rounds (2 minutes). At 7th level, and every 4 levels thereafter, the rate of this fast healing increases by 1.

Energy Resistance (Su): At 5th level, the warlock selects 2 of the following energy types: acid, cold, electricity, fire, or sonic. He gains energy resistance 5 against the selected energy types. This energy resistance increases by 5 at levels 9, 13, and 17. At 20th level, the warlock becomes immune to the selected energy types.

Advanced Dark Secrets (Ex, Sp, or Su): At 10th level, the warlock gains the ability to select one of the following advanced dark secrets when selecting a dark secret.

Advanced Dark Secrets:

Additional Resilience (Su): The warlock can use his fiendish resiliency ability one additional time per day. This advanced dark secret can be chosen multiple times; each time it is selected, the warlock gains an additional use of his fiendish resiliency ability.

Advanced Ability Focus (Ex): Choose one invocation you have applied the ability focus dark secret to. You increase the save DC of the selected invocation by an additional +2, for a total of +4. This advanced dark secret can be chosen multiple times; its effects do not stack. Each time you select this advanced dark secret, it applies to a different invocation.

Advanced Hex (Su): Select one advanced hex from the list of witch’s hexes. You gain the ability to use the selected advanced hex, using your warlock level as your witch level. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different advanced hex.

Aligned Damage Reduction (Su): Your damage reduction improves. Select an alignment (chaotic, evil, good, or lawful) opposed to your own. Your damage reduction improves to cold iron and the selected alignment. For example, if you are chaotic good, you could select damage reduction cold iron and lawful or cold iron and evil.

Extra Energy Resistance (Ex): Select one of the following energy types that you do not currently have energy resistance in from the energy resistance warlock class feature: acid, cold, electricity, fire, or sonic. You gain energy resistance to the selected energy resistance equal to the energy resistance you gain from your energy resistance warlock class feature. You can select this dark secret up to 3 times; each time you select this dark secret, you select a different energy type.

Heavy Armor Invoking (Ex): You gain proficiency in Heavy Armor and can use your eldritch blast and invocations while wearing Heavy Armor with no chance of arcane spell failure. You must have the Medium Armor Invoking dark secret before selecting this advanced dark secret.

Hellfire (Sp): A number of times per day equal to your Charisma modifier (minimum 1), you add 2d6 points of damage to eldritch blast. You can use this ability additional times per day, but each time you do so, you take 1 point of Constitution damage. You may select this dark secret multiple times; each time you do, you increase the damage caused by 2d6 points of damage. You must be non-good to select this advanced dark secret.

Maximize Eldritch Blast (Ex): 3 times per day, your eldritch blast causes maximum damage.

Maximize Invocation (Ex): Select one invocation you can use. 3 times per day, all of its variable numeric values are maximized. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Piercing Blast (Sp): You increase the critical multiplier of your eldritch blast to x3.

Potent Invocations (Sp): You add your Charisma modifier to the DC of caster level checks to dispel your invocations.

Quicken Eldritch Blast (Ex): 3 times per day, you can use your eldritch blast as a swift action.

Quicken Invocation (Ex): Select one invocation you can use. 3 times per day, you can use the selected invocation as a swift action. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Reaching Eldritch Blast (Sp): 3 times per day, you can apply the effects of an invocation you know that has a range of touch to the target of your eldritch blast.

Slashing Blast (Sp): You increase the threat range of your eldritch blast to 18-20.

Soul fire (Sp): A number of times per day equal to your Charisma modifier (minimum 1), you can imbue your eldritch blast with holy energy. Against evil creatures, your eldritch blast does double damage and you add your Charisma modifier to your caster level checks to bypass spell resistance. When targeting good creatures, your eldritch blast heals damage. You can use this ability additional times per day, but each time you do so, you take 1 point of Constitution damage. You must be non-evil to select this advanced dark secret.

Supernatural Blast (Su): 3 times per day, you can use your eldritch blast a supernatural ability instead of as a spell-like ability. This means you do not provoke attacks of opportunity when using your supernatural blast, and it disregards spell resistance.

Supernatural Invocation (Su): 3 times per day, you can use any invocation you know as a supernatural ability instead of as a spell-like ability. This means you do not provoke attacks of opportunity when using your supernatural invocation, and it automatically bypasses spell resistance.

Twin Essences (Sp): You can apply two eldritch essences simultaneously to your eldritch blast.

Widen Invocation (Ex): Select an invocation you can use. 3 times per day, when you use the selected invocation, you double the area of effect of the selected invocation. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Darkest Secrets (Ex, Sp, Su): At 18th level, the warlock gains the ability to select one of the following darkest secrets when selecting a dark secret.

Darkest Secrets:

Automatic Resilience (Su): Whenever your hit point total falls below character level, you gain fast healing 5 until your hit point total is half its normal maximum value.

Extra Invocation (Sp): You gain an additional invocation of any level you may select from normally.

Grand Hex (Su): You may select a grand hex from the list available to witches.

Intensified Eldritch Blast (Sp): 3 times per day, when you use your eldritch blast, it causes double maximum damage.

Sudden Blast (Sp): 3 times per day, you can use your eldritch blast as an immediate action.

Sudden Invocations (Sp): 3 times per day, you can use any single invocation you know as an immediate action.

Triple Essences (Sp): You can add 3 eldritch essences to your eldritch blast at the same time. You must have the Twin Essences advanced dark secret before selecting this darkest secret.


Blast Shape Invocations
Least:

Least
1. Eldritch Spear (increase range to 250 feet)
2. Eldritch Glaive (attack as reach weapon)
3. Eldritch Shield (as immediate action, gain shield bonus to AC = EB dice for 1 round)
4. Eldritch Ward (cause eldritch blast damage to opponents that hit you in melee)
5. Hideous Blow (add eldritch blast damage to melee attack)

Lesser:

Lesser
1. Eldritch Barrier (create 10 foot square barrier, hardness = level, hit points = EB)
2. Eldritch Bolt (add to ranged attack, can affect multiple pieces of ammunition)
3. Eldritch Chain (1 additional target per 5 levels)
4. Eldritch Path (creatures entering squares you passed through take blast damage)
5. Eldritch Shroud (targets all adjacent opponents)

Greater:

Greater
1. Eldritch Artillery (can make a number of eldritch blasts equal to iterative attacks)
2. Eldritch Cone (30 foot cone)
3. Eldritch Line (60 foot line)
4. Eldritch Pyre (creatures adjacent to target must make Reflex or take damage)
5. Eldritch Wall (creates wall with duration equal to half level in rounds)

Dark:

Dark
1. Eldritch Cage (as force cage, does EB damage if pass through, half damage if 20 foot)
2. Eldritch Doom (20 foot radius, centered on warlock)
3. Eldritch Fist (as clenched fist, does blast damage)
4. Eldritch Pit (fall in extra-dimensional pit, take EB damage w/ no save or attack roll)
5. Eldritch Storm (number of vertical bolts within 120 feet equal to half level)

Essence Invocations
Least:

Least

1. Disarming Blast (Reflex or target is disarmed)
2. Entangling Blast (Reflex Save or become entangled for 1 round)
3. Frightful Blast (Will Save or shaken)
4. Hammering Blast (does full damage to objects)
5. Illuminating Blast (Reflex save or dazzled and faerie fire for 1 minute)
6. Merciful (eldritch blast causes non-lethal damage)
7. Sickening Blast (Fort Save or sickened)
8. Thundering Blast (Fort Save or deafened 1 minute, does sonic damage)
9. Tripping Blast (Reflex or target is prone)
10. Unbalancing Blast (suffer -2 to Reflex saves and CMD for 1 round)


Lesser:

Lesser

1. Baneful Blast (+2d6 against creature type)
2. Beshadowed Blast (Fort Save or Blinded 1 round)
3. Bloody Blast (bleed damage equal to number of EB dice)
4. Brimstone Blast (Reflex or catch on fire)
5. Deteriorating Blast (Fort Save or -5 DR for 1 minute)
6. Ectoplasmic Blast (eldritch blast fully affects ethereal and incorporeal targets)
7. Hellrime Blast (Fort Save or -2 Dex and cold damage)
8. Obscuring Blast (Will Save or suffer 20% miss chance for 1 minute)
9. Quenching Blast (double damage vs. fire creatures, dispels fire magic)
10. Silencing Blast (Fort Save or silenced for 1 round)


Greater:

Greater

1. Aligned Blast (+2d6 against selected alignment, negates alignment-based DR)
2. Bewitching Blast (Will or Confused)
3. Dispelling Blast (target is subjected to Dispel Magic)
4. Exhausting Blast (Fort Save or become exhausted, otherwise fatigued)
5. Hindering Blast (Will Save of Slowed)
6. Noxious Blast (Fort Save or nauseated 1 round)
7. Penetrating Blast (+4 on CL checks, -5 to SR for 1 minute)
8. Repelling Blast (Reflex Save or moved back 1d6 squares)
9. Vampiric Blast (+1 damage per level, gain as temporary hit points)
10. Vitriolic Blast (acid damage and no SR, does 2d6 damage for 1 rd/5 levels)


Dark:

Dark

1. Anchoring Blast (target subjected to dimensional anchor effect for 1 minute)
2. Banishing Blast (banishes extraplanar target, randomly teleports planar natives)
3. Binding Blast (Will or stunned 1 round)
4. Grasping Blast (target grappled if CL + Cha check beats CMD)
5. Impure Blast (target suffers penalty equal to half your level on its next saving throw)
6. Necrotic Blast (animate as zombie if killed, cannot naturally heal, CL check to cure)
7. Panicking Blast (Will or panicked 1 minute)
8. Petrifying Blast (target takes 1d6 Dexterity damage, petrified when Dexterity is 0)
9. Utterdark Blast (Fort Save or 2 negative levels)
10. Vulnerability Blast (Fort Save or gain specified energy vulnerability for 1 minute)


General Invocations
Least:

Least

1. All-Seeing Eyes: As comprehend languages on written material, +6 bonus on Perception checks.
2. Baleful Utterance: Speak word of the Dark Speech and shatter objects as the shatter spell.
3. Breath of the Night: Create a fog cloud of darkness that fatigues all who enter it.
4. Call of the Beast: Speak with animals and influence their behavior by using warlock level as druid level when making wild empathy check, +6 on Handle Animal skill checks.
5. Commanding Presence: Gain +6 on Diplomacy and Intimidate checks, use command if you successfully change your target’s attitude.
6. Dark One’s Own Luck: Gain a luck bonus equal to your Charisma modifier on one type of saving throw.
7. Devil’s Sight Unseen: See normally in darkness and magical darkness, see invisibility.
8. Dread Chameleon: +6 to Disguise and Stealth checks, creatures that spot you must make a Will save or be shaken for 1 round.
9. Endure Exposure: Use endure elements as the spell; target gains immunity to your eldritch blast and area effect invocations.
10. Entropic Warding: Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
11. Foul Dreams: 1 creature must make a Will save or sleep for 1 minute per level, you can affect a total number of hit dice equal to your warlock level plus your Charisma modifier at a time, with creatures that have been asleep the longest waking up first if additional hit dice are affected; creatures are fatigued when they awake.
12. Otherworldly Whispers: Gain +6 bonus on Knowledge arcana, Knowledge planes, Knowledge religion, and Spellcraft checks.
13. Scalding Gust: Use gust of wind as the spell; any creature in area takes fire damage equal to your level.
14. Serpent’s Tongue: Gain the scent ability, +6 bonus on Bluff skill checks and on saves against poison, communicate two different messages at the same time.
15. Skeletal Claw: (CMB = CL + Cha, 1d6 if pinned, arm has AC: 10 + level, Hardness 6, 4 hit points per level. Move half speed for 1 round after escaping grapple.)
16. Soulreaving Aura: As reaving aura*, plus gain temporary hit points if nearby creature dies.
17. Spiderwalk: Gain spider climb as the spell and you are immune to webs.
18. Summon Swarm: Use summon swarm as the spell.
19. Swift Tumbler: Gain +6 bonus on Acrobatics and Fly checks, do not need a running start to long jump, +10 feet increase to land and flight speeds (does not give you a flight speed if you do not have one already).
20. Swimming the Styx: Gain swim speed equal to your base land speed and the ability to breathe water.


Lesser:

Lesser

1. Charm: Cause a single creature within 60 feet to regard you as a friend if they fail a Will save, as if under the influence of a charm monster spell, for 1 day per level, but only affecting a single creature at a time.
2. Crawling Eye: Your eye leaves your head and grows spidery legs, enabling it to scout for you.
3. Curse of Despair: Curse one creature as the bestow curse spell, or hinder their attacks.
4. The Dead Walk: Create undead as the animate dead spell.
5. Disembodied Hand: Detach one of your hands and send it forth to manipulate objects or attack.
6. Dread Seizure: move half speed, -5 to attacks against non-adjacent targets
7. Enthralling Voice: Make nearby creatures fascinated if they fail a Will save, and their attitude towards you improves by one step.
8. Fell Flight: Gain a fly speed equal to your base land speed with good maneuverability.
9. Flee the Scene: Use short-range dimension door as the spell, and leave behind a major image.
10. Frightful Presence: As a swift action taken whenever you attack or use your eldritch blast, make nearby creatures shaken for 10 minutes if they fail a Will save.
11. Hungry Darkness: Create shadows filled with a swarm of bats.
12. Ignore the Pyre: Gain energy resistance equal to twice your level.
13. Mask of Flesh: Touch attack may impose 1d6 Charisma penalty and transforms you to look like target.
14. Relentless Dispelling: targeted dispel magic, with additional targeted dispel magic the next turn.
15. Size Alteration: You can use enlarge person or reduce person on yourself
16. Voidsense: Gain blindsense 30 feet and benefit from the Blind Fight feat.
17. Voracious Dispelling: Use dispel magic as the spell, causing damage to creatures whose effects are dispelled.
18. Walk Unseen: Use invisibility (self only) as the spell.
19. Wall of Gloom: Use wall of gloom as the spell.
20. Witch Walker: Walk on water, become immune to being entangled, and ignore the speed reductions caused by difficult terrain.


Greater:

Greater

1. Aura of the Storm: Aura deals electricity damage to creatures that strike you in melee with natural weapons, unarmed strikes, and non-reach melee weapons..
2. Baleful Geas: A single creature becomes your servant, but slowly sickens and dies.
3. Caustic Mire: Acidic sludge slows progress, deals damage.
4. Chilling Fog: Create solid fog that deals cold damage.
5. Chilling Tentacles: Use black tentacles as the spell, and deal extra cold damage to creatures in the area.
6. Devour Magic: Use targeted greater dispel magic with a touch and gain temporary hit points based on the level of spells successfully dispelled.
7. Enervating Shadow: Gain total concealment in dark areas and impose a Strength penalty on adjacent living creatures.
8. Fearless: You are immune to fear.
9. Freedom of Motion: Freedom of movement and make CL check to bypass teleport blocks
10. Ghastly Toughness: Gain temporary hit points equal to your level multiplied by your Charisma modifier.
11: Hellspawned Grace: Transform into a hellcat for 1 round/2 warlock levels.
12: Necrotic Vitality: Negative energy heals you, and positive energy harms you, as if you were undead.
13: Nightmares Made Real: Create illusory terrain that damages foes and allows you to hide.
14: Painful Sleep of the Ages: Creature falls asleep, takes damage when awakened.
15. Sudden Shift: As an immediate action, teleport 5 feet per 2 warlock levels; if this is done in response to an attack, there is a 50% the attack misses.
16. Tenacious Plague: Use insect plague as the spell, but the summoned locust swarm deals damage as a magic weapon.
17. Terrifying Roar: Use fear as the spell; creatures shaken by effect can’t attack you.
18. Unwilling Shield: Subject shares wounds you suffer.
19. Wall of Perilous Flame: Create a wall of fire as the spell, but half the damage from the wall results from supernatural power.
20. Warlock’s Call: Use sending as the spell, but risk damage from recipient.


Dark:

Dark

1. Army of One: Create one or more duplicates of yourself, gaining one negative level for each body you have and splitting your hit point total between the copies made.
2. Astral Blockade: Creatures or objects cannot be summoned or teleport within 10 feet per level of you.
3. Caster’s Lament: Your touch can break enchantment, and you can counterspell.
4. Dark Discorporation: Become a swarm of bat-like shadows, gaining many benefits of the swarm subtype.
5. Dark Foresight: Use foresight as the spell, and communicate telepathically with a close target of the effect.
6. Ghost Step: As a swift action, become incorporeal for 1 round.
7. Impenetrable Barrier: Opaque wall of force
8. Instill Vulnerability: Make target creature vulnerable to chosen energy type.
9. Mind Blank: Use mind blank on yourself.
10. Path of Shadow: Use shadow walk as the spell and speed up natural healing.
11. Perilous Veil: Use veil as the spell; anyone succeeding on Will save to negate the illusion takes damage.
12. Pythian Oracle: You gain blindsight with a range of 60 feet and can use greater scrying.
13. Rampart: You can use rampart at will, only one at a time.
14. Repulsive Ward: Creatures must make a Will save to approach within 10 feet of you.
15. Retributive Invisibility: Use greater invisibility as the spell (self only) that deals damage in a burst if dispelled.
16. Steal Summoning: Take control of another caster's summoned monster.
17. Swift Haste: You can haste yourself for as a swift action for 1d4 rounds.
18. Telekinesis: You can use telekinesis at will.
19. Unveil the Truth: It takes 1 minute to cast this invocation. You gain the benefits of discern lies and true seeing, and others within 20 feet of you act as if within a zone of truth. You can dismiss this invocation as an immediate action and gain the benefits of a true strike spell
20. Word of Changing: Use baleful polymorph as the spell, but the effect could become permanent.
21. Youthful Vigor: You are immune to magical and mundane aging. You do not suffer the penalties for growing old, and negate any penalties that may have already been applied. You still gain ability increases for growing older.

Dark Archive

Kirth Gersen wrote:
nightflier wrote:
there is some stuff that I'll keep and some more stuff that I'll add

... and that's exactly how it should be! I look forward to seeing what you come up with.

P.S. What's Midnight? "Heroic Paths" sounds interesting.

Midnight

Heroic Paths


SmiloDan! This is my favorite revamp of the warlock. I'm glad to see you've refined it a bit more.

Some nitpicks...
I think Eldritch Blast is considered an Invocation, so you don't need Quicken Invocation AND Quicken Eldritch Blast (and other similar Dark Secrets). It brings up some power issues when you consider widening Intensified Eldritch Cones and what not, but probably nothing too bad.

Since Dark Secrets are about equal to feats, I think the Extra Class skill should grant two bonus skills (a total of +6, putting it on par with Skill Focus and other skill boosting feats). Forbidden Knowledge could give three knowledge skills.

You should make the Advanced Hex have a requisite of having Hex (and Grand Hex needing Advanced Hex).

You should probably only be able to take Extra Energy Resistance once.

Your new Blast Shapes, etc are awesome.

RPG Superstar 2012 Top 32

xAverusx wrote:

SmiloDan! This is my favorite revamp of the warlock. I'm glad to see you've refined it a bit more.

Some nitpicks...
I think Eldritch Blast is considered an Invocation, so you don't need Quicken Invocation AND Quicken Eldritch Blast (and other similar Dark Secrets). It brings up some power issues when you consider widening Intensified Eldritch Cones and what not, but probably nothing too bad.

Since Dark Secrets are about equal to feats, I think the Extra Class skill should grant two bonus skills (a total of +6, putting it on par with Skill Focus and other skill boosting feats). Forbidden Knowledge could give three knowledge skills.

You should make the Advanced Hex have a requisite of having Hex (and Grand Hex needing Advanced Hex).

You should probably only be able to take Extra Energy Resistance once.

Your new Blast Shapes, etc are awesome.

Thanks for neatening that up for me.

And great suggestions. I think the 3.5 rules state the eldritch blast is NOT an invocation, but a spell-like ability. There ARE invocations that ALTER the eldritch blast though, like the Blast Shape and Eldritch Essence invocations.

A widened intensified eldritch cone might be a bit much, but it should be around the same power level of a meteor swarm at 18th or 20th level, right? It's only 120 points of damage, half on a successful save.

Dark Archive

theres always this


I need to revisit that version now that there are a lot more Wizard school options ;)

Silver Crusade RPG Superstar 2014 Top 16

SmiloDan wrote:

WARLOCK

BAB: +¾
Good Saves: Will
Hit Dice: 1d8

Class Skills: Acrobatics, Bluff, Craft, Disguise, Fly, Intimidate, Knowledge arcana, Knowledge planes, Knowledge religion, Perception, Profession, Sense Motive, Spellcraft, Stealth, Use Magic Device.

Skill Ranks per Level: 4 + Intelligence modifier.

Warlocks are proficient with all simple weapons. Warlocks are proficient in light armor, but not shields.

LEVEL ABILITY
1. Cantrips, Eldritch Blast 1d6, Invocations, Least Invocations
2. DR 1/cold iron, Dark Secret
3. Eldritch Blast 2d6, Fiendish Resilience 1
4. DR 2/cold iron, Dark Secret
5. Eldritch Blast 3d6, Energy Resistance 5
6. DR 3/cold iron, Dark Secret, Lesser Invocations
7. Eldritch Blast 4d6, Fiendish Resilience 2
8. DR 4/cold iron, Dark Secret
9. Eldritch Blast 5d6, Energy Resistance 10
10. DR 5/cold iron, Advanced Dark Secrets, Dark Secret
11. Eldritch Blast 6d6, Fiendish Resilience 3, Greater Invocations
12. DR 6/cold iron, Dark Secret
13. Eldritch Blast 7d6, Energy Resistance 15
14. DR 7/cold iron, Dark Secret
15. Eldritch Blast 8d6, Fiendish Resilience 4
16. DR 8/cold iron, Dark Invocations, Dark Secret
17. Eldritch Blast 9d6, Energy Resistance 20
18. DR 9/cold iron, Darkest Secrets, Dark Secret
19. Eldritch Blast 10d6, Fiendish Resilience 5
20. DR 10/cold iron, Dark Secret, Energy Immunity

Cantrips (Sp): At 1st level, the warlock learns three 0-level arcane spells from the sorcerer/wizard list. At 2nd level, 4th level, and 6th level, the warlock learns an additional 0-level arcane spell. He can use these cantrips at will as a spell-like ability.

Eldritch Blast (Sp): At 1st level, the warlock can project a beam of arcane energy as a standard action at will. It has a range of 60 feet and on a successful ranged touch attack, the eldritch blast causes 1d6 points of damage. At 3rd level, and every 2 levels thereafter, the damage from the eldritch blast increases by 1d6.
Invocations (Sp): At 1st level, the warlock learns how to...

WOW! This is one of the more well-thought-out conversions I've seen ever! You should join forced with Elghinn and I and some others on the "Multiclass Archetypes" thread and lend us your wisdom!

RPG Superstar 2012 Top 32

Thanks!

The what-with-the-what???

Multiclass archetypes? Like paladin/sorcerer?


SmiloDan wrote:

Thanks!

The what-with-the-what???

Multiclass archetypes? Like paladin/sorcerer?

Warning: HUGE thread with many awesome ideas.

Dark Archive

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OK, this is my first draft of Warlock Knight archetype. It is designed to replace antipaladin and to work well with Hellknights organization.

Warlock Knight:
Warlock Knight (archetype)

A select warlocks go even further in their pact with eldritch powers. They call upon powerful patrons, who gift them with black blades that crave power.

Uncanny Armor: At 2nd level, the warlock knight gains a proficiency with shields, but not tower shield; at 7th level, the warlock knight gains a proficiency in medium armor, and with heavy armor at 13th.

This replaces Damage Reduction.

Black Blade (Ex): At 3rd level, the warlock knight gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the warlock.

Black Blade Basics: A black blade is bonded to a particular warlock, much like a familiar, but in more of a partnership than a master-servant relationship.

Intelligence: This is the intelligence score of the black blade. It starts at 10 and increases by 1 for every two levels of the warlock knight (at 3rd level, 5th level, and so on).

Wisdom and Charisma: As the warlock knight increases in level, so do the Wisdom and Charisma of the black blade. These abilities start at 6 and increase by 1 for every two levels of warlock.

Ego: A black blade starts with an ego of 5, and that ego increases as the blade becomes more powerful. In cases where a wielder and the black blade come into conflict, like any intelligent item, a black blade can attempt to exert its dominance using the rules on page 535 of the Core Rulebook. Due to its flexible and powerful nature, a black blade has a nonstandard ego progression.

Languages and Skills: A black blade starts with warlock knight’s racial language as its primary language. As the black blade increases in Intelligence, it manifests knowledge of languages and arcane lore. Upon reaching an Intelligence of 12, it gains a bonus language of the GM’s choice, and gains 1 rank in Knowledge (arcana). Each time the sword gains a bonus to Intelligence, it gains another language and another rank in Knowledge (arcana).

Senses: A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its warlock, even if the warlock is not currently wielding the black blade.

Black Blade Runes: A black blade manifests a number of runes, that represent its enchantment bonus. At warlock knight’s 3rd level and every odd level thereafter, the black blade gains a cumulative +1 enhancement bonus that may be spent on an actual enhancement bonus or on weapon special abilities. A warlock’s level determines the maximum enhancement bonus The warlock may (and must, when total enhancement becomes higher than maximum bonus) apply any special ability from the list below instead of an enhancement bonus, as long as the level requirements are met. A warlock knight can choose any combination of weapon special abilities and/or enhancement bonus that does not exceed the total allowed by the warlock knight’s level, but the warlock must assign at least a +1 enhancement bonus before assigning any special abilities.

Blade Ability Enchantment bonus value Required level

Defending +1 5

Flaming +1 5

Frost +1 5

Ghost touch +1 5

Keen +1 5

Mighty cleaving +1 5

Shock +1 5

Vicious +1 5

Anarchic +2 7

Axiomatic +2 7

Flaming burst +2 7

Frost burst +2 7

Shocking burst +2 7

Unholy +2 7

Wounding +2 7

Speed +3 9

Black Blade Abilities: A black blade has special abilities (or imparts abilities to its wielder) depending on the wielder’s warlock level. The abilities are cumulative. A black blade normally refuses to use any of its abilities when wielded by anyone other than its warlock, and acts as a masterwork weapon of its type.

Alertness (Ex): While a warlock is wielding his black blade, he gains the Alertness feat.

Telepathy (Su): While a warlock is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the warlock and the black blade share.

Unbreakable (Ex): As long as it is in its warlock’s hands, a black blade is immune to the broken

condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per warlock level. The ritual takes 24 hours to complete.

Teleport Blade (Sp): As a standard action, a warlock of 5th level or higher can call his black blade from as far as 1 mile away, causing it to instantaneously teleport to his hand.

The black blade replaces Fiendish Resilience.

Dark minion: Upon reaching 5th level, an warlock knight receives a boon from his dark patrons. This boon takes a form of summon monster III, except the duration is permanent and the warlock can only gain the service of a single creature and that creature must either have the chaotic and evil subtypes or it must be a fiendish animal. Once selected, the choice is set, but it may be changed whenever the warlock gains a level. Upon reaching 7th level, and every two levels thereafter, the level of the summon monster spell increases by one, to a maximum of summon monster IX at 17th level. Once per day, as a full-round action, an warlock may magically call his minion to his side. This ability is the equivalent of a spell of a level equal to one-third the warlock’s level. The minion immediately appears adjacent to the warlock. An warlock can use this ability once per day at 5th level, and one additional time per day for every four levels thereafter, for a total of four times per day at 17th level. At 11th level, the minion gains the advanced template (see the Pathfinder RPG Bestiary). At 15th level, an warlock’s minion gains spell resistance equal to the warlock’s level + 11. Should the warlock’s dark minion die or be banished, the warlock may not summon another minion for 30 days or until he gains an warlock level, whichever comes first. During this 30-day period, the warlock takes a –1 penalty on attack and weapon damage rolls.


Interesting work SmiloDan. I thing that I wil tweak that a bit for my own inscrutable and vile purposes...

Of things that I can think at the moment:
- I would change fiendish resilience into ability with a number of rounds per day that can be activated and used as needed in a similar way to Bardic Performance/Barbarian Rage.
- probably replace invocations with hexes to make them somewhat interchangable between witch and warlock.
- add something akin to path representing the source of warlocks power: with at least three being available (infernal, abyssal, daemonic) and possibly more (qllipothic and demodand come to mind) that would determine resistances, DR and possibly damage type of eldritch blast.

Silver Crusade RPG Superstar 2014 Top 16

Drejk wrote:

Interesting work SmiloDan. I thing that I wil tweak that a bit for my own inscrutable and vile purposes...

Of things that I can think at the moment:
- I would change fiendish resilience into ability with a number of rounds per day that can be activated and used as needed in a similar way to Bardic Performance/Barbarian Rage.
- probably replace invocations with hexes to make them somewhat interchangable between witch and warlock.
- add something akin to path representing the source of warlocks power: with at least three being available (infernal, abyssal, daemonic) and possibly more (qllipothic and demodand come to mind) that would determine resistances, DR and possibly damage type of eldritch blast.

I agree, hexes work pretty much exactly the same way, so try to match them up.


nightflier wrote:
Heroic Paths

Some great stuff here. Thanks very much for the link!

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