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I love the Legendary Ninja and I love the Akashic system, so I wanted to see whether I could combine the two. This archetype stole some stuff from the Vigilante's Masked Veilweaver archetype, swaps out spellcasting for Eclipse veilweaving, and leans heavily on custom ninja tricks and abusing the Dual Enhanced Veils feat. It also tries to address my frustration with akashic veils only giving limited weapon options - I can't believe there's still no option to change the weapons you can create with your veils. Anyway, I'm mostly happy with it, but I'm also kinda worried I got overly excited and crammed too much stuff in here. Also, I want it to be compatible with other Legendary Ninja archetypes but I have the vague suspicion it needs to give more up for the amount of veilweaving it gets, even though losing spellcasting is a really big deal. Any thoughts? Advice? Suggestions to stop relying on Wikipedia so much?

Veiled Ninja (archetype)

Veilweaving
A veiled ninja learns to shape the magical power known as akasha into powerful veils, which are drawn from the eclipse veil list. They know and can shape any veil from this list. The veiled ninja uses their Charisma as their veilweaving modifier, and has a veilweaving level equal to their class level. The saving throw DCs of the veiled ninja’s veils are equal to 10 + the essence invested in the veil + the veiled ninja’s veilweaving modifier.
The veiled ninja can only shape a limited number of veils per day. They can shape 1 veil at 1st level, and gain the ability to shape 1 additional veil each day at 3rd, 6th, 9th, 12th, 15th, and 18th level.
This replaces the ninja's cantrips and spells class features. This does not make it incompatible with other archetypes that alter the ninja's cantrips or spells class features, so long as they still have such abilities to give up.

Essence pool
At 1st level, the veiled ninja gains access to a pool of essence which can be invested into their veils and other essence receptacles to increase their power. This pool of essence contains 1 point of essence at each class level. A veiled ninja also burns essence to power their secret techniques, and can restore essence burn in the following ways (each of these methods can only recover a single point of essence per round per method).
Dirty Trick: Whenever the veiled ninja successfully uses the dirty trick combat maneuver against a hostile creature, they recover 1 point of essence burn. Using a dirty trick on a helpless creature or on a creature that has fewer Hit Dice than half the ninja’s character level does not restore essence burn.
Finishing Blow: Whenever the veiled ninja reduces a hostile creature to 0 or fewer hit points, they recover 1 point of essence burn. Destroying an unattended object, reducing a helpless creature to 0 or fewer hit points, or reducing a creature to 0 or fewer hit points that has fewer Hit Dice than half the veiled ninja’s character level to 0 or fewer hit points does not restore essence burn.
Strike from the Shadows: Whenever the veiled ninja deals damage to a hostile creature who is unaware of their presence (such as due to invisibility), they recover 1 point of essence burn. Dealing damage to a helpless creature or a creature that has fewer Hit Dice than half the veiled ninja’s character level who is unaware of the veiled ninja’s presence does not restore essence burn.
This replaces the ninja's jutsu pool class feature, but does not make it incompatible with other archetypes that alter the ninja's jutsu pool class feature, such as the yokai scion. In these cases, alternate ways of gaining jutsu instead restore essence burn.

Secret techniques
A ninja can burn the listed number of essence points to activate secret techniques. Secret techniques which require 0 jutsu points are active as long as the ninja has 1 or more essence points in their essence pool.
This modifies the ninja's secret techniques class feature, but does not make it incompatible with other archetypes that replace specific secret techniques.

Boryaku
The veiled ninja gains Dual Enhanced Veils as a bonus feat. The veiled ninja treats veils with the [darkness] descriptor as though they had the [enhanced] descriptor for purposes of this feat.
This ability replaces the ninja's fount of magic and speed casting secret techniques.

Chakra Binds
At 3rd level and every three levels thereafter, the veiled ninja gains the ability to bind veils directly to their chakra, unlocking potent new abilities. The veiled ninja gains the ability to bind slots in the following order: Hands, Feet, Head, Wrists, Shoulders, and Belt.

Improved Essence Capacity
The veiled ninja’s continued use of their veils have improved their ability to invest them with essence. At 3rd, 9th, and 15th level the maximum essence capacity of all of their essence receptacles increases by 1.
This replaces the ninja's combat jutsu class feature.

Disguise Veil
When using the disguise veil secret technique, a veiled ninja's veils are easier to hide. Veils invested with 0 essence cannot be detected by detect magic, true seeing, or similar effects while the veiled ninja is under the effects of this secret technique. Investing a disguised veil immediately reveals its magical nature, and allows it to be detected by the above effects, as normal.
This modifies the ninja's disguise veil secret technique.

Veiled ninja Master
The veiled ninja treats all of the veils on their veil list as being stored in their Dual Enhanced Veils feat, and can swap between them by burning 1 essence as a move action.
This replaces the ninja's ninja master class feature.

Incompatible ninja tricks: Combat Medic, Expert preparations, Expert preparations, greater, Spell savant

New ninja tricks:
Anma: The veiled ninja adds Heal as a class skill, and adds immaculate touch to their veil list. Immaculate touch is treated as always being stored in their Dual Enhanced Veils feat despite not being an [enhanced] veil. This does not prevent the veiled ninja from storing an [enhanced] veil in this feat, as normal.

Bajutsu: The veiled ninja adds Handle Animal and Ride as class skills, and adds horselord's greaves to their veil list. Horselord's greaves is treated as always being stored in their Dual Enhanced Veils feat despite not being an [enhanced] veil. This does not prevent the veiled ninja from storing an [enhanced] veil in this feat, as normal.

Bojutsu: The veiled ninja adds staff of ten thousand truths and thunder's kindness to their veil list. In addition, the veiled ninja treats the quarterstaff as though it possessed the trip quality and they treat each end of the quarterstaff as a light weapon for purposes of the Two-weapon Fighting and Weapon Finesse feats.

Exotic Binds: The veiled ninja chooses a single one of the following chakra slots and gains the ability to bind veils to it at the indicated level: Headband (14th), Neck (16th), Chest (20th), Body (20th). This ninja trick can be selected multiple times, granting a new chakra bind each time it is selected.

Intonjutsu: The veiled ninja treats stalker's tabi as always being stored in their Dual Enhanced Veils feat despite not being an [enhanced] veil, and can swap this veil with an [enhanced] veil without burning a point of essence. This does not prevent the veiled ninja from storing another [enhanced] veil in this feat, as normal.

Kayakujutsu: The veiled ninja gains proficiency with firearms and the Gunsmithing feat as a bonus feat. In addition, when using veils with the [enhanced (weapon)] descriptor that create ranged projectile weapons, the veiled ninja can instead choose to create any firearm of equivalent handedness (one-handed or two-handed). This choice is made when the veiled ninja shapes their veils for the day, but can be changed by burning a point of essence as a full-round action. Such veils can be enhanced with any magic weapon abilities appropriate for a ranged weapon or firearm.

Kenjutsu: When using veils with the [enhanced (weapon)] descriptor that create weapons from the heavy blade or light blade weapon groups, the veiled ninja can instead choose to create a katana or wakizashi. The veiled ninja can use their Dexterity in place of their Strength when attacking with a katana or wakizashi created by a veil. Such veils can be enhanced with any magic weapon abilities appropriate to a slashing melee weapon.

Kusarigamajutsu: When using veils with the [enhanced (weapon)] descriptor that create weapons from the double or flail weapon groups, the veiled ninja can instead choose to create a kusarigama. The veiled ninja treats each end of the kusarigama as a light weapon, and can freely remove or apply the reach quality as a free action even when it is not their turn. When using the kusarigama to trip a creature, the veiled ninja gains a +2 bonus on the attempt and does not provoke attacks of opportunity. At 4th level, the veiled ninja treats the critical threat range of the kusarigama as 18-20/x2. This trick counts as having Int 13, Combat Expertise, and Improved Trip for the purpose of meeting the prerequisites of feats which require Improved Trip as a prerequisite.

Martial Veilweaving: Whenever the veiled ninja wields a weapon produced by a veil with the [enhanced (weapon)] descriptor, they may use their class level in place of their base attack bonus when making attacks with that weapon. This replacement of their base attack bonus also applies to feats used with those attacks (such as Power Attack) and when qualifying for feats that use base attack bonus as a prerequisite. They may only use those feats with weapons produced by an [enhance (weapon)] veil unless their natural base attack bonus is high enough to meet the feat’s prerequisites.

Naginatajutsu: When using veils with the [enhanced (weapon)] descriptor that create weapons from the heavy blades or polearm weapon groups, the veiled ninja can instead choose to create a naginata. The veiled ninja can use their Dexterity in place of their Strength when attacking with a naginata. In addition, whenever they are wielding a weapon created by an [enhanced] feat, the veiled ninja is treated as knowing a Piercing Thunder stance for purposes of qualifying for the Piercing Thunder Style feat.

Shurikenjutsu: The veiled ninja treats halo of Polaris as always being stored in their Dual Enhanced Veils feat, and can swap this veil with an [enhanced] veil without burning a point of essence. This does not prevent the veiled ninja from storing another [enhanced] veil in this feat, as normal.

Sojutsu: The veiled ninja adds Gungnir and loyal paladin's spear of light to their veil list. The veiled ninja can use their Dexterity in place of their Strength when attacking with a weapon from the spear weapon group. In addition, whenever they are wielding a weapon created by an [enhanced] feat, the veiled ninja is treated as knowing a Piercing Thunder stance for purposes of qualifying for the Piercing Thunder Style feat.

Taijutsu: The veiled ninja treats still waters, clear skies as always being stored in their Dual Enhanced Veils feat, and can swap this veil with an [enhanced] veil without burning a point of essence. This does not prevent the veiled ninja from storing another [enhanced] veil in this feat, as normal.

Tenmon: The veiled ninja gains Shape Storm as a bonus feat. They must meed the prerequisites for this feat. Unlike the normal feat, the veiled ninja gains access to a number of storm veils equal to their Charisma modifier and may change which storm veil they are using at the beginning of their turn by burning 2 points of essence as a free action. Storm veils chosen must include the Air, Cold, Earth, Electricity, or Water descriptors. If the veiled ninja gains a permanent increase to their Charisma modifier, they add new veils to their veil list retroactively using this ability. If that permanent increase is later lost, they lose those veils. If it is regained, they gain the same veils they chose the first time.

Thanks :)


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I'll have to mull it over, but yeah, I think I like this a lot more. I like that it emphasizes investing in the Diplomacy skill even more, and since the penalty doesn't stack, you can't just spam a few 1st-level Charm Person spells to knock somebody down to CHA 0 and get a dominated slave (which is something a particularly determined 1st level rogue, sorcerer, or enchanter could do with attribute damage.)


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I really like the updated files. I love the new equipment examples, and the pics in the weapons section are especially fun. And I can't imagine how much work went into the grimoire, but it's great. I look forward to seeing how the Reroll seed works out.

A question about Rogues and their skill tricks: Is it intentional that skill tricks don't always follow the spells' actual level, or have they just not been updated to match the kirthfinderized spells yet? Like for instance, Shadow Step is now a 0-level spell but a 4th level skill trick, and City Transport is now a 4th level spell but a 7th level skill trick. I suspect the levels are supposed to match up, but I just wanted to check.

Also, for Rangers:
1) Is there a reason the Forest favored terrain only grants a climb speed of 5' while the Mountain terrain grants a climb speed of 5' x bonus?
2) The Shadow Step ability under the Plane of Shadow favored terrain still references the old Reserve Feat rules.


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You actually add 1/2 your levels in other classes to your initiator level: http://www.d20pfsrd.com/path-of-war/systems-and-use/

So a stalker 4/warlord 6 would learn maneuvers as a stalker 7 and a warlord 8.


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J4RH34D wrote:
What's Wheaton's Law?

"Don't be a dick."


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No. The force ward only protects against hp damage, not ability damage.


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I'm going to reiterate the Path Of War recommendation. The stuff from the first book is available on the pfsrd, but it's more than worth buying that book plus the second book, which includes rules for adding maneuvers to the core classes.


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If you use Path of War, there are a couple of disciplines aimed at jumping and poking people with spears (or other big weapons.)


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@KenderKin: None of that actually has anything to do with actually having secular authority. Just because you're on a mission from god doesn't mean the local government has to actually grant you any legal authority.


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Ms. Pleiades wrote:
Nah, being able to compare level/burn quickly for deciding when to take certain talents is nice, and the convenience of it will only increase as more talents are introduced for the kineticist.

I second this.


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I feel like most immediate actions specify how and when they apply ("after your ally fails a skill check you can allow them to reroll," "after a missed attack you can take a five foot step," "after the check is rolled but before the results are revealed," etc.), so it's only a few random abilities that need to be clarified. Some of the ones I'm most familiar with are clearly defensive abilities that are supposed to intercept or prevent attacks--emergency force sphere, the nomad (jaunting) psion's Evacuate ability--but they're written vaguely, probably because whoever wrote them assumed it was obvious how they'd work, so they can be either really useful or totally useless depending on how the GM rules it.

"Immediate action" by itself doesn't mean anything at all beyond "only one per round, doesn't have to be during your turn, can't also use a swift action that round;" anything beyond that should be included in the text of the ability.


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Yeah, I wondered if something like that wasn't the case when you talked about being the team cannon. Still, every fight is different, so hopefully you'll get to play around with different tactics next time.
I love that even though you didn't get to use the tactics you built for, you still really enjoyed the character. What was your experience like outside of combat?


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Dragon78 wrote:


I think it would have been better if the force blast was a simple blast that does 1d4's and they gave us a proper composite blast for Aether specialist.

I actually agree with this. Aetherkineticists are the only ones who can't use their simple blast with Ride The Blast, which is weird and irritating.


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Crosspost from another thread:

The 15th level Shadow Sorcerer bloodline ability doesn't list all the necessary information--it doesn't say how often you can use the ability, how long it lasts, or how big the area is.

Also, this is a nitpick more than a matter for errata, but why would you gain darkvision as your 2nd level spell if you gain darkvision as a class feature at 3rd level? I guess it's useful for those fools who travel with humans...


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As long as we're threadjacking this thing, would you mind checking out and commenting on my (heavily revised) version of the warlock? I'm open to any and all comments and criticisms.

Warlock class description:
Warlock

A warlock understands power in ways that few other mortals are capable of. Wielding arcane magics gained through contracts writ in blood or etched on their souls, they are creatures of magic on par with sorcerers. The sources of a warlock’s power are many and varied. Some warlocks are born with the promise of power, based on deals made by their ancestors generations ago. Others come into their power by their own cunning and determination, bargaining for or stealing power from extraplanar entities. In all cases, however, one thing holds true--in order to master a pact, a warlock has to have impressive strength of will and force of personality. Even those who inherit a pact from their forefathers must consciously choose to accept the burdens of power and responsibility that come with the pact.
In many ways, a warlock’s relationship with the source of his powers is uncomfortably similar to that of a cleric and her god. However, each patron is an individual with their own goals, desires, and plans--no matter how alien and inhuman they may be--and forges alliances with mortals on a direct individual, personal basis rather than some nebulous calling or inspiration. While the warlock does not necessarily have to serve as an agent for his extraplanar patrons, as a cleric often proselytizes for her god, his pact often involves some degree of assistance or service--after all, even immortal outsiders and alien beings will not share their power with just anyone. The pact leaves its evidence in the warlock’s soul and on his body, granting him inhuman power as well as an unnatural marking on his skin or taint in his soul.

Alignment: Any chaotic or evil. A warlock’s alignment must match those allowed by his pact (see below).
HD: d8.
BAB: Average (as cleric).
Saves: Good (Will), Poor (Fort, Refl) (as wizard).
Class skills: Appraise, Bluff, Craft, Diplomacy, Fly, Intimidate, Knowledge (arcana, religion), Sense motive, Spellcraft, Stealth, Use magic device.
Skill points per level: 4 + Int modifier.


Warlock level chart:

Level Special Invocations known (and grade)
1 Cantrips, Eldritch blast, Pact 1 (Least)
2 2
3 DR 1, Eldritch bond 2
4 Deceive item 3
5 Pact resistances 4
6 5 (Lesser)
7 DR 2 6
8 Eldritch regeneration 6
9 Imbue item 7
10 8
11 DR3 9 (Greater)
12 10
13 Eldritch communion 10
14 11
15 DR 4 12
16 13 (Dark)
17 14
18 Eldritch eternity 14
19 DR 5 15
20 Ultimate pact 16

Grr, stupid formatting... Warlocks get 1 invocation known at every level except 3, 8, 13, and 18.


Warlock class features:

Weapon and armor proficiency: Warlocks are proficient with simple weapons. They are proficient with light armor but not with shields.
Because the somatic invocations required for warlock invocations are relatively simple, a warlock can use any of his invocations while wearing light armor or using a shield without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a warlock wearing medium or heavy armor incurs the normal arcane spell failure chance when casting an invocation with a somatic component.
Cantrips (Sp): Like traditional spellcasters, warlocks possess a number of minor spell-like abilities called cantrips. All warlocks automatically know detect magic plus 3 additional cantrips chosen from the Sorcerer/Wizard spell list. A warlock learns one additional cantrip each time he gains access to a new grade of invocations (at 6th, 11th, and 16th level). These cantrips are cast exactly the same way as invocations (below). His caster level for these effects is the same as his invocation caster level.
Eldritch blast (Sp): The first invocation any warlock learns is the deadly eldritch blast. The warlock blasts his foes with eldritch power, using magical energy to deal damage and sometimes impart other debilitating effects. Each warlock’s eldritch blast is different; some seem to shoot forth knives of darkness from their outstretched hands, while others fire beams of baleful green flames from their eyes. You can choose any special effect for your eldritch blast, but this has no mechanical game effects. Generating an eldritch blast requires a somatic component.
A warlock can create an eldritch blast at will as a standard action. An eldritch blast is a ray with a range of 60’. It is a ranged touch attack that affects a single target, allowing no saving throw. Because this is a spell-like ability, spell resistance applies against an eldritch blast. However, an eldritch blast bypasses damage reduction of any type. An eldritch blast is treated as a 1st level spell for purposes of concentration checks and interactions with spells such as globe of invulnerability. An eldritch blast deals 1d6 points of damage +1d6 per two caster levels beyond 1st. An eldritch blast deals half damage to objects.
Certain invocations (see below) are blast effects that can alter an eldritch blast’s damage type ro area or apply a condition to targets in addition to dealing damage. Each time he uses his eldritch blast, the warlock can choose to apply any one blast shape and one blast essence that he knows as a free action. The save DC for any blast effect (if any) is equal to 10 +½ his invocation caster level (max +9) + his Charisma modifier. Applying a blast effect to an eldritch blast modifies the effective level of the eldritch blast for purposes of concentration checks and interactions with spells such as globe of invulnerability.
Metamagic feats cannot improve a warlock’s eldritch blast (because it is a spell-like ability), but the feat Ability Focus (eldritch blast) increases the DC for all saving throws associated with a warlock’s eldritch blast by +2, and feats that affect spell-like abilities (such as Maximize Spell-like Ability) can modify an eldritch blast.
Invocations (Sp): As described in Complete Arcane, except that the warlock gains new invocations and access to new grades of invocations at the indicated levels. Also, each time a warlock gains an invocation, he must decide whether it requires a verbal or somatic component; once chosen, this cannot be changed later. Certain invocations (such as baleful utterance and word of changing) always require a certain type of component, as indicated in the invocation description. Invocations that require a somatic component are subject to spell failure chance as described under Weapon and Armor Proficiency, above.
Pact: At 1st level, the warlock chooses the source of his eldritch power from the list below, which grants him a number of benefits depending on the patron chosen. A warlock learns a bonus language, gains a Knowledge skill as a class skill, and gains a +2 bonus on Diplomacy checks when dealing with creatures of a certain type, based on the source of his pact, as follows:
Pact source Alignments Bonus language Bonus skill Associated creatures
Abaddon CE, NE, LE Infernal The planes Neutral evil outsiders
The Abyss CE, CN, NE Abyssal The planes Demons
Elysium CG, CN Celestial The planes Azata
Faerie CG, CN, NE Sylvan Nature Fey
The Far Realm CG, CN, CE, NE Aklo Dungeoneering Aberrations
Hell NE, LE Infernal The planes Devils
At the player’s and DM’s discretion, the pact may involve some sort of service on the part of the warlock on behalf of his patron. The details can be as specific or as vague as desired, but both parties must agree to the pact and both must uphold their end of the bargain. The patron’s end of the bargain is always the same--it grants the warlock his class features (which persist even if the patron is later slain or destroyed somehow). The warlock, on the other hand, must agree to some service or supernatural restriction as determined by the nature of his patron; a good place to look for ideas is the list of requirements and the list of drawbacks for cursed objects (PCR, p. 537-538). The warlock’s requirements must fit the nature of his patron--an azati noble, a musical fey spirit of the winds, the Thing From Beyond the Stars, and a pit fiend are all going to want different things. The fey spirit may require her warlock to maintain a minimum number of ranks in Perform (song) and require all invocations to have a verbal component (the warlock sings to invoke his magic), while the pit fiend may require the warlock to ingest or bathe in unholy water each day, and the faceless Thing from the Far Realms may take a bit of the character’s sanity (requiring the warlock to make a Will save each day to avoid taking 1 point of Wisdom damage). The player and DM should work together to determine the exact nature of the pact.
Damage reduction (Ex): Fortified by the supernatural power flowing through his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1 overcome by a special material based on his pact. At 7th level and every four levels thereafter, this damage reduction improves as shown on the table.
Pact source Special material
Abaddon Cold iron
The Abyss Cold iron
Elysium Cold iron
Faerie Cold iron
The Far Realm Silver
Hell Silver
Eldritch bond: At 3rd level, the warlock gains an eldritch bond, which functions similarly to a wizard’s arcane bond. Your warlock levels stack with any wizard levels or sorcerer (arcane bloodline) levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item, or two familiars or two bonded items. If you have both the arcane bond and eldritch bond class features, you must choose which class feature to retain for purposes of stacking levels.
Rules for warlock familiars are given in the Warlock Familiars section.
Bonded items for warlocks function as bonded items for wizards, with the following changes. A warlock’s bonded item must fall into one of the following categories: amulet, cloak, ring, rod, or weapon. A warlock must wear or wield his bonded item to use any of his invocations (including his eldritch blast). If he attempts to cast an invocation without his bonded object worn or in hand, he must make a Concentration check (DC 20 + effective invocation spell level) or waste his action as the invocation fails to activate.
Once per day when the warlock casts an invocation he can increase his effective caster level for that invocation by an amount equal to ½ his warlock level. This affects all effects dependent on caster level, including duration, range, checks to overcome spell resistance, and eldritch blast damage.
A warlock can add additional magic abilities to his bonded item exactly as a wizard can. The DC to create the item still increases for any necessary spell requirements. The warlock cannot use this ability to create any spell-trigger or spell-completion items.
If a bonded item is damaged, it is restored to full hit points after the warlock meditates over it for 1 full hour. A warlock’s bonded item can be replaced exactly as a wizard’s can.
Deceive item (Ex): Starting at 4th level, a warlock can take 10 on Use Magic Device checks, even while rushed or threatened.
Pact resistances (Ex): Starting at 5th level, the warlock’s growing connection to his supernatural patrons grants him special resistances, as follows:
Abaddon: The warlock gains resist cold 5 and resist fire 5. At 10th level this improves to resist cold 10 and resist fire 10. At 15th level, the warlock gains spell resistance equal to his warlock level +10.
The Abyss: The warlock gains resist electricity 5 and a +2 bonus on saves against poison. At 15th level this improves to resist electricity 10 and a +4 bonus on saves against poison. At 10th level he gains resist acid 5 and resist fire 5.
Elysium: The warlock gains resist electricity 5 and a +2 bonus on saves against petrification. At 15th level this increases to resist electricity 10 and a +4 bonus on saves against petrification. At 10th level he gains resist cold 5 and resist fire 5.
Faerie: The warlock gains a +1 increase to his damage reduction and a +2 bonus on saves against poison. At 10th level this improves to a +2 increase to his damage reduction and a +4 bonus on saves against poison. At 15th level the warlock gains spell resistance equal to his warlock level +10.
The Far Realm: The warlock gains a 25% chance of ignoring extra damage from any critical hit or sneak attack scored against him (as though he enjoyed the light fortification armor special ability). This chance increases to 50% at 10th level. At 15th level the warlock gains spell resistance equal to his warlock level +10.
Hell: The warlock gains resist fire 5 and a +2 bonus on saves against poison. At 15th level this increases to resist fire 10 and a +4 bonus on saves against poison. At 10th level he gains resist acid 5 and resist cold 5.
Eldritch regeneration (Su): Starting at 8th level, the warlock’s connection to extraplanar energies replenishes his body faster than normal. From this point on, he heals lethal damage as though it were nonlethal damage. This has no effect on the rate he heals nonlethal damage, however.
At 13th level, the warlock can regenerate lost or missing body parts as per the regenerate spell (although this does not heal additional damage or remove status conditions). The warlock can only use this ability on himself.
Imbue item (Su): Beginning at 9th level, the warlock is able to create magic items as though he were a sorcerer, assuming he has the appropriate feats. Unlike a normal spellcaster, however, the warlock can create spell-trigger and spell-completion items despite not meeting their spell prerequisites. The DC to create the item still increases by +5 for each spell not known.
Also unlike a normal spellcaster, a warlock who fails his skill check to create a magic item automatically creates a cursed item. The nature of this curse is up to the DM, but should somehow match the nature of the warlock’s pact.
A warlock may also recharge magic staves. Each day he must spend an hour in meditation and succeed on a Use Magic Device skill check (DC 15 + highest spell level of spell in the staff) to restore a single charge to the staff.
Eldritch communion (Sp): At 13th level, the warlock can meditate for 10 minutes once per week to cast commune as a spell-like ability, contacting his patrons for advice and assistance. His caster level for this ability is equal to his invocation caster level.
Eldritch eternity (Ex): At 18th level, the warlock’s connection to his supernatural patrons frees him from the bonds of mortality. Suffused with their power, he no longer suffers ability score penalties for aging. He still retains any penalties he may have gained and bonuses still accrue, but he has no maximum age and may live forever barring violence or disease.
Ultimate pact: At 20th level, the warlock’s connection to his extraplanar patrons transforms his very essence. He gains the following abilities, based on his pact.
Abaddon: The warlock’s type changes to outsider (native). The warlock gains immunity to cold, fire, charm, sleep, and fear effects. He gains the spell-like ability to use nightmare once per day.
The Abyss: The warlock’s type changes to outsider (native). The warlock gains immunity to electricity and poison, and gains resistance to acid 10, cold 10, and fire 10. He also gains telepathy with a range of 60’.
Elysium: The warlock’s type changes to outsider (native). The warlock gains immunity to electricity and petrification, and gains resistance to cold 10 and fire 10. He also gains the benefits of a permanent tongues effect.
Faerie: The warlock’s type changes to fey. The warlock gains immunity to poison and his DR increases to 10/cold iron. He gains low-light vision if he did not already have it. Creatures with the animal, plant, vermin, and magical beast type with an Intelligence of 2 or less do not attack him unless compelled to do so through magic. Finally, he can speak with plants and animals as if under the effects of permanent speak with animals and speak with plants spells.
The Far Realm: The warlock’s type changes to aberration. The warlock is immune to extra damage from critical hits and sneak attacks. He gains blind sight with a range of 60’ and DR 5/-- (this replaces his normal damage reduction). Finally, he gains telepathy with a range of 60’.
Hell: The warlock’s type changes to outsider (native). The warlock gains immunity to fire and poison, and gains resistance to acid 10 and cold 10 and the ability to see perfectly in darkness of any sort out to 60’. Finally, he gains telepathy with a range of 60’.