What's the Story on the Warlock?


Conversions

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A Man In Black wrote:
Mnemaxa wrote:


They can also use shatter on objects - such as weapons, armor, spell component pouches, clothing, etc. These get saves....but if the save is failed, the object is destroyed, period.

You know what does that too?

A hammer.

I'm not sure how well a hammer works on a suit of armor, say. "Sir, please hold still while I smash your armor with a hammer."

Shatter is still not that exciting, though.

Shadow Lodge

Elghinn Lightbringer wrote:
nighttree wrote:

The version released for Pathfinder in Tome of Secrets is a good starting point, although it lacks the "flair" of the other Pathfinder classes, and needs some pizazz added to make it a desirable option for Pathfinder.

I have been working on a “pact” mechanic, that functions like bloodline or foci, to bring this version up to snuff with the other pathfinder classes.

When Pathfinder finally came out with its Core Rulebook, I went and Pathfinderized a few of the good classes from 3.5. Here’s what I did to the warlock.

WARLOCK (Pathfinder)

** spoiler omitted **

** spoiler omitted **...

+1


Elghinn Lightbringer wrote:
nighttree wrote:

The version released for Pathfinder in Tome of Secrets is a good starting point, although it lacks the "flair" of the other Pathfinder classes, and needs some pizazz added to make it a desirable option for Pathfinder.

I have been working on a “pact” mechanic, that functions like bloodline or foci, to bring this version up to snuff with the other pathfinder classes.

When Pathfinder finally came out with its Core Rulebook, I went and Pathfinderized a few of the good classes from 3.5. Here’s what I did to the warlock.

WARLOCK (Pathfinder)

** spoiler omitted **

** spoiler omitted **...

+1

Very nicely done ;)
I'm still looking for something that is kind of a mix between your version and the one presented in Tome of Secrets, but you have given me a lot of ideas....thanks

Grand Lodge

+1

I like the Eldritch Pact & Pact Powers.

I can see myself rewriting the Sorcerer to be a hybride Sor/War using Pathfinder Sorcerer and your Warlock.

Kudos

Sczarni

Pacts are the proper flavor for warlocks, did the same for my own version.
Consider this a +1


Thanks for the thumbs up on the warlock guys. I also did some pathfinderizing on a number of other level 20 classes from 3.5, including the ninja, samurai, scout, shaman, swashbuckler, warmage, and wujen.

I also build a new arcane buffing class called the the arcaknight, loosely based on the swordmage from 4E. I also did some work on my own version of a warlord class, based on the marshal from the miniatures handbook.

Personally, I like the option of havin secondary classes (as I call all the level 20 classes outside the 11 core). They often fill the roles of the other cores, but offer different features, abilities, and flavor, and fill a slightly different niche. I'm all about options when it comes to playing or DMing.

Scarab Sages

I would love to get copies of the ninja, samurai, shaman & wujen - if you have them on a document you can share that would be great


I really like the Pathfinder Warlock you did, Elghinn :)

This is a nerdy question, even for the Paizo boards, but why did you choose the Drow word for death as your first name (elghinn)?


Ceefood wrote:
I would love to get copies of the ninja, samurai, shaman & wujen - if you have them on a document you can share that would be great

Me too :)


Elghinn, I might've overlooked it, but can you take invocations outside of your pact? Also, the durations of some of the pact powers aren't given, and for class skills, you didn't say what changes you're making with Jump--removing it, or replacing it with Acrobatics?

These aren't criticisms--I really like this. I did something similar myself, but yours is way more streamlined. I hope you don't mind if I cannibalize parts of it for myself :)

The only thing I'm not sure about is the eldritch bond--why would the warlock care about an extra casting per day of his invocations, when they're all unlimited anyway? It seems like this is really just a potential limitation rather than granting him any benefits. Also, I could totally see a warlock with a familiar, similar to the witch mechanic... which I am now going to have to write up.

Edit: For the eldritch bond feature, what about granting +1 caster level for invoking an invocation from the warlock's pact, 1/day? Just an idea.


kyrt-ryder wrote:
Ceefood wrote:
I would love to get copies of the ninja, samurai, shaman & wujen - if you have them on a document you can share that would be great
Me too :)

me three


Zurai wrote:
KaeYoss wrote:
which turned out to be a beta-test for 4e.
No. Complete Arcane was released in August 2004. Tome of Battle, which was a beta test for 4E, was released two full years later. I'm about 99% sure that work on 4E hadn't even reached conceptualization in 2004.

You're right. They stated that they didn't start working on 4E until 2005 (or maybe 2006). It was early though, 3.5e barely started actually.


Since the conversation regarding the Warlock is moving along better than my thread here...... http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/products/licensees/addingSomePolishToTomeOfSecretsClasses

Yes I know....shameless plug ;)

I REALLY want to tie some of the binder flavor into the Warlock pact.

I'm currently looking at the pacts as mechanically working about the same way as a Sorcerer bloodline, so how would you add the "influence" "Sign" & bind DC ?

I was trying to think of a mechanism that scales as far as the bind DC is concerned....something that makes a low level warlock more susceptible to the influence of the pact at low levels, but that he slowly gains mastery over as he progresses.


Ceefood wrote:
I would love to get copies of the ninja, samurai, shaman & wujen - if you have them on a document you can share that would be great

I'll seee what I can do as soon as I can, Ceefood, kyrt-rider, and Steelfiredragon.

Arakhor wrote:

I really like the Pathfinder Warlock you did, Elghinn :)

This is a nerdy question, even for the Paizo boards, but why did you choose the Drow word for death as your first name (elghinn)?

Thanks. I try to make my Pathfinder conversions as on par with the new mechanics and classes.

As for the name, I didn't know I stole it. I know the name Elghin is a real name. I prefered it with 2 Ns. Elghinn Lightbringer is the name of the primary hero (a male human half-celestial paladin) of a group of 7 heroes in a novel I'm writing, of which I've written 250 pages of. I'm just about at the halfway point, so there's still another 250-300 pages to go.

wynterknight wrote:


1) Elghinn, I might've overlooked it, but can you take invocations outside of your pact? Also, the durations of some of the pact powers aren't given, and for class skills, you didn't say what changes you're making with Jump--removing it, or replacing it with Acrobatics?

2) These aren't criticisms--I really like this. I did something similar myself, but yours is way more streamlined. I hope you don't mind if I cannibalize parts of it for myself :)

3) The only thing I'm not sure about is the eldritch bond--why would the warlock care about an extra casting per day of his invocations, when they're all unlimited anyway? It seems like this is really just a potential limitation rather than granting him any benefits. Also, I could totally see a warlock with a familiar, similar to the witch mechanic... which I am now going to have to write up.

Edit: For the eldritch bond feature, what about granting +1 caster level for invoking an invocation from the warlock's pact, 1/day? Just an idea.

1) Missed that. Delete Jump and replace with Acrobatics (Dex).

2) Go right ahead. The point of these kind of posts is to share and "borrow" what you like from others.

3)Uh...good one. I totally missed that one too. I guess that's what happens when you've never played one and stared at the same stuff over and over while modifying it. Remove the following from the Eldritch Bond.

"A bonded object can be used once per day to cast any one invocation that the warlock knows and can invoke, just as if the warlock had invoked it. This invocation cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to invoke spells from other arcane spellcaster spell lists."

I like your idea wynterknight. Perhaps we can replace it with this, a compilation of your idea and one I just thought of?

"A bonded object can be used once per day to cast any one pact invocation that the warlock knows and can invoke. This single invocation is invoked at a +1 caster level, and can be modified by one metamagic feat that the warlock knows."


Elghinn wrote:


"A bonded object can be used once per day to cast any one pact invocation that the warlock knows and can invoke. This single invocation is invoked at a +1 caster level, and can be modified by one metamagic feat that the warlock knows."

The only problem is, why would a warlock know a metamagic feat? Even with this ability, he could only use it 1/day. I think I'd just leave that part off, and stick with the caster level bonus. I think I did something similar with my version, but it's at home and I can't remember what I did exactly. Possibly a +2 caster level bonus 1/day, I can't remember.

(But I definitely included the familiar option... :)

Also, is there any limitation on what invocations a warlock can pick, or are the pact groupings just for flavor?


Here's my Ninja. He's changed a bit but not too much. I found someone who had posted a Ninja (pathfinder) that was better than mine in many respects. His biggest thing is his "Ninja Secrets" and "Advanced Secrets", which are much like the Rogue Talents from the Rogue class, but obviously Ninja oriented vs. Roguish. Unfortunately, when I copied it into a Word Document, I never copied who posted it. :( I'll have to see what I can do to incorporate his into mine. I did incorporate the poison immunity at 12th level, seemed very ninja since poisons are one of their major weapons. Anyways, here you go. Have fun. I'll post the others as I am able to.

Ninja (Pathfinder)

Level Progression:

Fort Ref Will AC
Level BAB Save Save Save Bonus Special
1st +0 +0 +2 +0 +0 Ki pool, sudden strike +1d6, trapfinding
2nd +1 +0 +3 +0 +0 Ghost step (invisible)
3rd +2 +1 +3 +1 +0 Poison use, sudden strike +2d6
4th +3 +1 +4 +1 +1 Great leap
5th +3 +1 +4 +1 +1 Sudden strike +3d6
6th +4 +2 +5 +2 +1 Acrobatics expertise +2, ki dodge
7th +5 +2 +5 +2 +1 Sudden strike +4d6, swift climb
8th +6/+1 +2 +6 +2 +2 Evasion, ghost strike
9th +6/+1 +3 +6 +3 +2 Improved poison use, sudden strike +5d6
10th +7/+2 +3 +7 +3 +2 Ghost step (ethereal)
11th +8/+3 +3 +7 +3 +2 Sudden strike +6d6
12th +9/+4 +4 +8 +4 +3 Acrobatic expertise +4, poison immunity
13th +9/+4 +4 +8 +4 +3 Sudden strike +7d6
14th +10/+5 +4 +9 +4 +3 Ghost mind, hide in plain sight
15th +11/+6/+1 +5 +9 +5 +3 Sudden strike +8d6, swift poison use
16th +12/+7/+2 +5 +10 +5 +4 Ghost sight (see invisible and ethereal)
17th +12/+7/+2 +5 +10 +5 +4 Sudden strike +9d6
18th +13/+8/+3 +6 +11 +6 +4 Acrobatic expertise +6, greater ki dodge
19th +14/+9/+4 +6 +11 +6 +4 Sudden strike +10d6
20th +15/+10/+5 +6 +12 +6 +5 Ghost walk

Description:
Beings of stealth and shadow, ninjas strike down the unwary and vanish again with ease, and walk where others cannot. They blend their training in stealth and assassination with a focused mind. Their rigorous preparation sharpens their minds and bodies, giving them supernatural stealth, infiltration, and the ability to avoid blows. Ninjas typically belong to an isolated clan that train in secret villages and hidden training camps. Here they spend years perfecting their arts of stealth and subterfuge, establishing intricate spy networks, and concealing their identities. To a ninja, loyalty to one’s clan is paramount, and to break that trust means certain death. However, whatever their clan, ninjas are dangerous and unpredictable combatants, who can disable foes with poison, seemingly strike from nowhere, and escape almost any situation by using their supernatural abilities.

Role:
Role Ninjas have a fearsome and near mythical reputation as spies, assassins, and martial artists, often appearing and disappearing at a whim, and attacking their foes with devastating effect. Ninjas attack from nowhere, do massive damage, and then vanish from sight to avoid reprisal or capture. They are at their best when teamed with a fighter or some other frontline character to flank enemies.

Alignment, Hit Dice, & Skills:

Alignment Any
Hit Die d8

Class Skills
The rogue’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).

Skill Ranks Per Level 6 + Int modifier.

Class Features:

Weapon and Armor Proficiency Unchanged

AC Bonus (Ex) A ninja is highly trained at dodging blows, and he has a sixth sense that lets him avoid even unanticipated attacks, When unarmored and unencumbered, a ninja adds his Wisdom bonus (if any) to his AC. In addition, a ninja gains a +1 bonus to AC at 4th level. This bonus increases by 1 for every four ninja levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Ki Pool (Su) At 1st level, a ninja gains a pool of ki, supernatural energy he can channel to manifest amazing feats of stealth and mobility. A ninja’s ki pool is equal to one half his ninja level plus his Wisdom modifier. Ki powers can be used only if a ninja is wearing no armor and is unencumbered. As long as he has at least 1 point in his ki pool, a ninja gains a +2 bonus on his Will saves.

At 1st level, by spending 1 point from his ki pool, a ninja can ghost step (see below). A ninja gains additional powers that consume points from his ki pool as he gains levels (ki dodge, ghost strike, greater ki dodge, and ghost walk). Each of these powers is activated as a swift action.

The ki pool is replenished each morning after 8 hours of rest or meditation.

Sudden Strike Unchanged

Trapfinding Ninjas (and only ninjas) can use the Perception skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 10, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Ninjas (and only ninjas) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A ninja who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Ghost Step (Su) Starting at 2nd level, a ninja can spend 1 point from his ki pool as a swift action to become invisible for 1 round. Doing so does not provoke an attack of opportunity.

At 10th level, a ninja can become ethereal when using ghost step instead of becoming invisible.

Poison Use Unchanged

Great Leap (Ex) At 4th level, a ninja adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps, and is always counted as having a running start. In addition, a ninja gains a +4 bonus on Acrobatics per 1 point spent from his ki pool, as a swift action.

Acrobatics Expertise (Ex) At 6th level, a ninja gains a +2 bonus on Acrobatics checks. This bonus increases to +4 at 12th level, and +6 at 18th level.

Ki Dodge (Su) At 6th level, a ninja can spend 1 point from his ki pool as a swift action to cause an attack against him to miss when it might otherwise hit. His outline shifts and wavers, granting him concealment (20% miss chance) against all attacks for 1 round. The ninja does not provoke an attack of opportunity.

See invisibility has no effect on concealment granted by the ki dodge ability, but true seeing negates the miss chance. This concealment does not stack with that caused by other effects that grant concealment or by spells such as blink or displacement.

Swift Climb (Ex) Unchanged, except name changed from Speed Climb to Swift Climb.

Evasion (Ex) Unchanged

Ghost Strike (Su) At 8th level, a ninja can spend 1 point from his ki pool as a move action to strike incorporeal and ethereal creatures as if they were corporeal. The ninja can also use this ability to strike foes on the Material Plane normally while he is ethereal (for example, while using her ghost step ability).

Activating the ghost strike ability does not provoke an attack of opportunity. It affects the next attack made by the ninja, as long as that attack is made before the end of his next turn.

Improved Poison Use (Ex) Unchanged

Poison Immunity (Ex) At 12th level the ninja becomes immune to any and all poisons, allowing him to carry any contact, ingested, or inhaled poison in his mouth with no risk of poisoning himself. As an attack action he can spit this poison at an opponent. To hit his opponent with this attack he only has to make an attack roll vs. his opponents touch AC.

Ghost Mind (Su) Unchanged

Hide in Plain Sight (Ex) While in any sort of shadow, a ninja of 14th level or higher can use the Stealth skill even while being observed.

Swift Poison Use (Ex) Starting at 15th level, a ninja can apply poison to a weapon as a swift action, instead of as a move action.

Ghost Sight (Su) Unchanged

Greater Ki Dodge (Su) At 18th level, a ninja’s ki dodge ability grants total concealment (50% miss chance).

Ghost Walk (Su) At 20th level, a ninja can spend 2 points from his ki pool to enter the Ethereal Plane for an extended period of time. This ability functions as the ethereal jaunt spell with a caster level equal to the ninja’s class level.


Wynterknight,

that's a good point. I think +2 caster level is good, since it's only 1/day. Not too powerful or overbalancing.


To the Ninja I wish to add the following. After all, he is and always has been seen as an assassin type. The following is an adaptatin from the Ninja revamp I mentioned above. I thought it added to the flavor, fear and deadliness of the ninja.

Death Strike (Ex) At 20th level, if a ninja spends 5 ki points and studies his victim for 3 rounds while either ethereal or invisible he can make a sneak attack that, if it successfully deals damage, it has the additional effect of possibly killing the target. Studying the victim is a standard action. The death strike fails if the target detects the ninja in his ethereal or invisible state (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death strike fails a Fortitude save (DC 10 + the ninja’s class level + the ninja’s Wis modifier) against the kill effect, he dies. If the Fortitude save succeeds, the ninja deals normal sneak attack damage. Regardless of whether the death strike succeeds, a creature that has been targeted by it cannot be affected by that same ninja's death strike for 24 hours.

Scarab Sages

I was wondering about adding water walk to the list of ninja abilities maybe as a Ki power ? say at level 5 or 7


Elghinn Lightbringer wrote:

To the Ninja I wish to add the following. After all, he is and always has been seen as an assassin type. The following is an adaptatin from the Ninja revamp I mentioned above. I thought it added to the flavor, fear and deadliness of the ninja.

Death Strike (Ex) At 20th level, if a ninja spends 5 ki points and studies his victim for 3 rounds while either ethereal or invisible he can make a sneak attack that, if it successfully deals damage, it has the additional effect of possibly killing the target. Studying the victim is a standard action. The death strike fails if the target detects the ninja in his ethereal or invisible state (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death strike fails a Fortitude save (DC 10 + the ninja’s class level + the ninja’s Wis modifier) against the kill effect, he dies. If the Fortitude save succeeds, the ninja deals normal sneak attack damage. Regardless of whether the death strike succeeds, a creature that has been targeted by it cannot be affected by that same ninja's death strike for 24 hours.

It's kind of nice on paper, but all it really does is discourage multi-classing in a high level game. It doesn't add a whole lot to the ninja (and I personally feel a ninja who learned such a technique would learn it much earlier in his carreer)

To function as an assassin for so long, and only at the end to finally gain an instant death technique? It feels kind of hollow if you get what I'm saying.

(Also, correct me if I'm wrong, but the rogue's version doesn't cost anything other than the time to use it, so shouldn't this either not cost KP or the target remain vulnerable even if he saved since it costs Ki to do it?)

Scarab Sages

I played a 3.5E Warlock and enjoyed it. Also, as someone mentioned above, Adamant published the Tome of Secrets which has a PFRPG version of a Warlock. It was interesting, but I have yet to see it used in an actual game.


Wynterknight wrote:
Also, is there any limitation on what invocations a warlock can pick, or are the pact groupings just for flavor?

For me, I figured the pacts would function like the schools for wizards and sorcerers. Their pact determines what they can use. A Shadow Pact warlock can use any shadow pact invocation, and any from the ALL category. Others are inaccesssible to them, due to their pact. I realize it's very restrictive, but that was my original thought.

However, we could introduce the öpposition school"mechanic from wizard schools too. Have the warlock choose one opposition pact, whose invocations they cannot access? I realize the number of invocations is already very limited. There are additional ones in the Complete Arcane, and the tose I added. To fix that you could easily create/add/convert more spells into invocations along the same pact lines. Fey=enchantment, Shadow=necromancy, etc. What do you think? The opposition pact idea would allow access to more invocations for each warlock, but also restrict them from acessing all of them.

We could also have a static restiction like this:

Elemental Pact: access to All, Elemental, Fey, and Infernal
Fey Pact: access to All, Elemental, Fey, and Infernal
Infernal Pact: acces to All, Elemental, Infernal and Shadow
Shadow Pact: access to All, Fey, Infernal, and Shadow

However, I think the choice should be left to the Player.


I've made the following changes to the Eldritch Pact. Changes are given in italics.

Eldritch Pact Warlocks must forge a binding pact with a mysterious extraplanar power from whom they obtain their eldritch energies. The sort of pact is dependant upon the type of planar entity they form this contract with, which also determines the type of pact powers a warlock will receive. The warlock must make one of the following pacts: elemental pact (power of the Elemental Planes), fey pact (power of the natural world), infernal pact (power of the Nine Hells), or shadow pact (power of the Plane of Shadows).

Once the pact is selected, a warlock must also select one other pact as his opposition pact, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A warlock who chooses to learn invocations from his opposition pact must use two invocation slots of that level to learn the invocation. For example, a warlock with access to least invocations with an opposition pact of Fey must expend two of his invocations known slots to learn one invocation from that opposition pact. In addition, the warlock takes a –4 penalty on any skill checks made when crafting a magic item that has an opposition invocation as a prerequisite. An infernal pact warlock can learn any invocation from any pact without restriction.

Elemental Pact The warlock has forged a pact with entities from one of the four elemental planes; air (electricity), earth (acid), fire (fire), or water (cold). By so doing, the warlock gains elemental-based power, which allows him to scour his foes with showers of icy shards or a storm of fiery motes, to deadly whirlwinds or terrible earthly tremors. The warlock must select one pact as his opposition pact.

Fey Pact The warlock has forged a pact with ancient and powerful spirits of the natural world. Some are primitive earth spirits, grim and menacing; some are capricious wood, sky, or water spirits; and others are incarnations of seasons or natural forces who roam the fey realm like wild gods. They bestow magic that ranges from the feral and savage to the wondrous and enchanting. The warlock must select one pact as his opposition pact.

Infernal Pact The warlock has forged a dangerous pact with an ancient order of devils from the Nine Hells, and dares to study their secrets under their tutelage. It was these devils who first created the secret path of the warlock in an attempt to unleash their hellish knowledge and power upon the world. If a warlock has not determined its pact type, it is considered to have the infernal pact. A warlock that has chosen the infernal pact has does not select an opposition pact.

Shadow Pact The warlock has forged a pact with a deadly and fearsome entity from the Plane of Shadow. This entity has imparted to the warlock the secret knowledge of the shadow realm and the use of negative energy to enhance his power. The warlock must select one pact as his opposition pact.


I have to say, I'm not a fan of dividing invocations by pact. First of all, you've only got 2 invocations listed as "All", so your non-pact options are practically nonexistent.

Secondly, the warlock already has an insanely limited selection of invocations, I'd hate to reduce his options even further.

Third, I'd prefer to leave the fluff up to the player and/or his DM--if I want my Fell Flight to be wings of shadow, awesome, but I might also want Tinkerbell wings or angelic wings, you know? Wizard schools are at least (sort of) organized by method or effect (although illusion and necromancy are especially wonky); trying to break down invocations into groups quite frankly relies on nothing but fluff, which I would avoid except for specific campaign settings. Furthermore, I don't even agree with the pacts you've assigned msny of the invocations to--why do infernal warlocks get Wall of Gloom, but shadowlocks don't?

I would personally leave the invocations pact-neutral.

*Edit: I forgot about blast-shape and essence invocations, which I'm guessing are under the "All" category? That helps some, but I'm still not a fan.


Elghinn Lightbringer wrote:

Once the pact is selected, a warlock must also select one other pact as his opposition pact, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A warlock who chooses to learn invocations from his opposition pact must use two invocation slots of that level to learn the invocation. For example, a warlock with access to least invocations with an opposition pact of Fey must expend two of his invocations known slots to learn one invocation from that opposition pact. In addition, the warlock takes a –4 penalty on any skill checks made when crafting a magic item that has an opposition invocation as a prerequisite. An infernal pact warlock can learn any invocation from any pact without restriction.

Another problem with this--if they only get 1 invocation every two levels, they can't ever learn an opposition-invocation except at 1st level.


wynterknight wrote:
Third, I'd prefer to leave the fluff up to the player and/or his DM--if I want my Fell Flight to be wings of shadow, awesome, but I might also want Tinkerbell wings or angelic wings, you know?

This. One of the design goals of the Warlock class was to leave the flavor and general appearance of its abilities entirely up to the player. They failed somewhat on the flavor end (there's too many ability names that are too strongly associated to a certain flavor), but otherwise it's one of the best classes for taking it and making your own.

For example, you can make a laser-polearm wielding, missile firing, jetpack wearing robot out of a Warforged Warlock. I should know, I've done it ;)


There's always that Warlock Prestige Class in (I think it was the Complete Mage?) that let you become an angelic winged celestial being. Redemption despite one's demonic heritage/pacts made in one's family... that's the stuff of legends.


Dork Lord wrote:
There's always that Warlock Prestige Class in (I think it was the Complete Mage?) that let you become an angelic winged celestial being. Redemption despite one's demonic heritage/pacts made in one's family... that's the stuff of legends.

Yeah, except I thought the Enlightened Soul sucked, mostly due to not advancing caster level. I also didn't really care for some of the invocations it gave you--I would rather it had just given you certain class features and still let you learn invocations normally.

Hmm, I can't believe I haven't done a revised version of that yet...


Elghinn Lightbringer wrote:

When Pathfinder finally came out with its Core Rulebook, I went and Pathfinderized a few of the good classes from 3.5. Here’s what I did to the warlock.

WARLOCK (Pathfinder)

** spoiler omitted **

** spoiler omitted **...

Some minor tweaks needed:

You've used 'at 1st level + every 2 levels thereafter' inconsistently for invocations known and eldritch blast damage.

You have invocations gained on even numbered levels and eldritch blast damage increasing on odd numbered levels all while using the same terminology.

Additionally, you have the acquisition of greater invocations occur at a level that you gain no additional invocations known (11th). That's gonna disappoint.

Looks like a fun conversion!


Robert Young wrote:

Some minor tweaks needed:

You've used 'at 1st level + every 2 levels thereafter' inconsistently for invocations known and eldritch blast damage.

You have invocations gained on even numbered levels and eldritch blast damage increasing on odd numbered levels all while using the same terminology.

Additionally, you have the acquisition of greater invocations occur at a level that you gain no additional invocations known (11th). That's gonna disappoint.

Looks like a fun conversion!

Yes I apparently did miss that.

The following should read:

Invocations Known The warlock gains 2 invocations at 1st level, and an additional invocation every even level thereafter, to a maximum of 12 at 20th level.

I also moved the acquisition of Greater Invocations to 10th level.
That should fix it. Thanks for catching that. Sometimes I work on things so much, everything begins to blur.

One more thing, I've changed how the pacts function.

Elghinn Lightbringer wrote:

Once the pact is selected, a warlock must also select one other pact as his opposition pact...

...The warlock must select one pact as his opposition pact.

Delete all that. Instead, insert the following.

The warlock’s pact selection only determines his pact related powers, and in no way restricts his access to invocations latently associated with a particular pact.

There is just too few invocations to restrict any of them.


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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’.


I think I'm far too obsessed with this...

Elghinn, I just noticed something about your pacts--why doesn't the Shadow-pact warlock ever get any ability to see in the dark at low levels? Your infernal warlocks get that ability right up front, but the shadowlock has to wait until 20th level. That seems kind of backwards to me.

Also, have you considered some different options for the elemental-pact warlock's 4th level ability? I don't personally see the point of a ray attack that deals a maximum of 16 points of damage at 20th level. I get that it's (Su) instead of (Sp), which is nice, and also that you can change the energy type, but it still seems kind of pointless to me.


wynterknight wrote:
I think I'm far too obsessed with this...

Um...yes...you are. :D

wynterknight wrote:
Elghinn, I just noticed something about your pacts--why doesn't the Shadow-pact warlock ever get any ability to see in the dark at low levels? Your infernal warlocks get that ability right up front, but the shadowlock has to wait until 20th level. That seems kind of backwards to me.

That's a good point, since they deal with "shadows" and darkness all the time.

Add "You also gain darkvision 60 feet to allow you to see in the darkness you have embraced." to the Shadow Pact 4th level power Shadow Shift.

wynterknight wrote:
Also, have you considered some different options for the elemental-pact warlock's 4th level ability? I don't personally see the point of a ray attack that deals a maximum of 16 points of damage at 20th level. I get that it's (Su) instead of (Sp), which is nice, and also that you can change the energy type, but it still seems kind of pointless to me.

No I haven't, and probably won't. It's the same 1st level power given to a 1st level sorcerer of the elemental bloodline. The following should be added to the elemental pact's entry: "You can use this ability a number of times per day equal to 3 + your Charisma modifier." Otherwise its another unlimited use ability he can use. So, a warlock of 20th level with a 20 Charisma(+5 mod)could do a total of 128 energy damage per day.

Remember, it's just a minor power. He's already got eldritch blast which he can fire off at will without a restriction to the number of times it can be used in a day. The ability to change the energy type makes it better than the sorcerer's version, and thus works as a 4th level ability.

I don't know about anyone else, but as a warlock (not a spellcaster with lots of options), I'd be happy to have a power, even a minor one, that lets me use different energy types at a whim. It's not overpowerful or a game breaker. Just a nice bonus, which I might add the other warlocks do not have.

Thoughts? anyone else?


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Ceefood, Kyrt-rider, and Steelfiredragon wrote:
I would love to get copies of the ninja, samurai, shaman & wujen - if you have them on a document you can share that would be great.

Well, here is the Wu Jen. Revamping the ninja to make him more like a ninja, and will soon post the samurai and shaman.

WU JEN (Pathfinder)

Wu Jen Level Progression:

BAB, Saves and Spells per Day remain unchanged (as per the Wizard)

Level Special
1st Bonus feat, elemental power, spirit guardian
2nd Spell secret, taboo
3rd
4th Elemental familiar
5th
6th Elemental adept, spell secret
7th
8th Elemental power
9th
10th Spell secret, taboo
11th
12th Elemental expert
13th
14th Spell secret
15th
16th Elemental power
17th
18th Spell secret, taboo
19th
20th Elemental master

Spells per Day The way wu jen gain, prepare, and cast spells is unchanged. The wun jen uses the wu jen spell list from the Complete Arcane.

Description:
Masters of elemental energies and spirits, wu jens draws their power from one of the five elements, either earth, fire, metal, water, or wood. They tend to live as hermits in the wilderness, where they purify their bodies and minds. Doing so enables them to contact the various natural and supernatural powers of the world, for it is from these entities that they learn their spells–which are a magical means to control the invisible forces of the world. Such forces include the five elements, spirit forces, and the powers of nature itself. Most wu jen are trained by a single mentor, an outcast from proper society and set apart by their fearsome supernatural powers. As such, wu jens tend to dislike members of the other classes. However, they are painfully aware that without warriors to defeat enemy soldiers, divine spellcasters to heal their wounds, and perhaps rogues to deal with locks and traps, their path to the knowledge they seek might be hampered by insurmountable and possibly fatal obstacles. This realization of their reliance on other classes can either make them accept them or resent them more.

Role:
Wu jens are mysterious wizards of the eastern world who have mastered their control over the elements and the forces of nature. They are adept at manipulating their spells by increasing their range, duration, or effect, or eliminating verbal or somatic components through permanent metamagic effects.

Character Info:

Alignment Any nonlawful
Hit Die d6
Class Skills The wu jen’s class skills are Craft (Int), Fly (Dex), Heal (Ws), Knowledge (all skills, taken individually) (Int), Linguistics (Int), and Spellcraft (Int).
Skill Ranks Per Level 2 + Int modifier.

Class Features

Weapon and Armor Proficiency:
Wu jens are proficient with all simple weapons, but not with armor or shields.

Spells:
A wu jen casts arcane spells, which are drawn from the wu jen spell list. She is limited to a certain number of spells of each spell level per day, according to her class level. A wu jen must choose and prepare spells ahead of time like a wizard.

To learn, prepare, or cast a spell, a wu jen must have an Intelligence score of at least 10 + the spell’s level. A wu jen’s bonus spells are based on Intelligence. The Difficulty Class for saving throws against wu jen spells is 10 + the spell’s level + the wu jen’s Intelligence modifier.

A wu jen’s base daily spell allotment is given on Table 3-15. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1-3 in the Pathfinder Core Rulebook).

Bonus Languages:
A wu jen can substitute
Draconic or Giant for one of the bonus languages available to the character because of her race, since many ancient tomes of magic are written in these languages and apprentice wu jen often learn them as part of their studies.

Bonus Feat:
A wu jen begins play with a bonus metamagic feat.

Elemental Power:
At 1st level, a wu jen must choose one element (earth, fire, metal, water, or wood) as their focus, and ignore all others (called prohibited elements). Wu jens that prepare and cast spells from their focus element gain the same bonus as do specialist wizards who cast specialist school spells.

Each elemental focus grants a number of elemental focus powers dependent upon the level of the wu jen. In addition, each element of focus also grants an elemental focus bonus power so long as the wu jen has not violated any taboos. These elemental powers are described hereafter.

Spirit Guaridan:
A wu jen's mystical connection to the world of elemental energies grants her a spirit guardian. She may call upon her spirit guardian a number of times per day equal to 1/2 her class level + her Intelligence modifier (minimum once per day). A wu jen may call upon different aspects of her guardian to perform various functions as she gains experience. Each aspect and their descriptions are described below.

Watchful Spirit: As a free action, a 1st level wu jen may spend 1 spirit calling to reroll her initiative in combat. She adds one-quarter of her class level to the roll, but can only attempt this immediately after rolling initiative. The wu jen may choose to use the result of either roll, but the class level bonus only applies to the second roll.

Wrathful Spirit: At 5th level, a wu jen may call upon her spirit guardian to increase the potency of her spells. As a swift action, a wu jen may spend a 1 spirit calling and 1 additional calling for every six levels thereafter (11th and 17th) to raise the DC of the next spell she casts by an equal amount. If she does not cast a spell by the beginning of her next turn, the spent spirit callings are lost with no effect.

Protective Spirit: At 9th level, a wu jen's spirit guardian may take a more active roll in her safety. Whenever she spends a spirit calling to reroll her initiative, she expends a second spirit calling and gains a +1 circumstance bonus to her saving throws for the remainder of the encounter. In addition, whenever she uses her wrathful spirit aspect she expends a second spirit calling and gains a +1 dodge bonus to Armor Class until the beginning of her next turn.

Vengeful Spirit: At 13th level, a wu jen's spirit guardian becomes highly aggressive in its defense of its master. When a wu jen is struck by a weapon attack (including natural weapons), she may spend 3 spirit callings to make a touch attack (melee or ranged, whichever type of attack is required to reach the attacker) against her attacker. On a successful hit, the wu jen deals 1d6 points of damage per two wu jen levels to the target. The target may make a Fortitude save (DC = 10 + 1/2 the wu jen’s level + her Intelligence modifier) for half damage.

Fortuitous Spirit: At 17th level, a wu jen's spirit guardian gains the ability to warp fate in favor of its master. As an immediate action, a wu jen may spend 2 spirit callings to reroll a saving throw, adding one-quarter of her wu jen level to the roll. She may choose either result, but the class level bonus applies only to the reroll. She must decide to use this reroll before she knows whether her save has succeeded or failed.

Spell Secrets:
At 2nd level, and every four levels thereafter, a wu jen can choose one spell known to her that then becomes permanently modified as though affected by one of the following metamagic feats: Enlarge Spell, Extend Spell, Silent Spell, and Still Spell.

At 8th level, a wu jen adds Empower Spell and Widen Spell to her list of spell secret metamagic feats. At 16th level, a wu jen adds Heighten Spell, Maximize Spell, and Quicken Spell to her list of spell secret metamagic feats.

The spell’s level does not change, and once the choice of spell and modification are chosen, they cannot be changed. As the wu jen goes up in level, she can choose the same spell to be modified in different ways with multiple spell secrets. She does not need to know the feat she applies to the spell.

Taboos:
To maintain their supernatural power, wu jen must abide by certain taboos. These prohibitions might seem inconsequential to other characters but are vitally important to the wu jen. She must select one taboo at 2nd level, and an additional one every 8 levels thereafter (10th, and 18th). By adhering to each subsequent taboo, a wu jen increases the DC of all spells related to their chosen element of focus by +1, to a maximum of +3 at 16th level.

If a wu jen violates any one of her chosen taboos, she loses the entire bonus to her spell DC for the day. In addition, for each taboo that is violated, the wu jen loses the ability to cast their highest level of spells for the day. This penalty stacks with each subsequent taboo that is violated. For example, a 15th level wu jen who violates one of her taboos loses her 8th level spells for the day. If she violates a second taboo, she loses access to her 7th level spells, while a third violated taboo would prohibit her from casting 6th level spells of the day.

Though additional taboos may be created with the consent of the DM, the following are possible taboos:
• Cannot eat meat.
• Cannot own more than she can carry.
• Must make a daily offering (such as food, flowers, or incense) to one or many spirit powers.
• Cannot bathe.
• Cannot cut her hair.
• Cannot touch a dead body.
• Cannot drink alcohol.
• Cannot wear a certain color.
• Cannot light a fire.
• Cannot sit facing in a certain direction.

Elemental Familiar:
At 4th level, a wu jen may chose to gain a tiny elemental as a familiar. The type of elemental is the same as the wu jen’s element of focus. Tiny elementals for the earth, fire, and water elements are the same as small elementals of their type, except for the following adjustments: Size becomes tiny, HD decreases to 1d8, Good saves -1, Strength –4, Dex +2, Con –2, size bonus of +1 to Armor Class and attacks, natural armor -2, grapple -4, and attack damage decreases to next lower die. Adjustments related to familiar advancement are then made to the base creature, as per a 4th level wu jen. Metal and wood elementals are only found in this book, and the Tiny versions of these creatures are described hereafter.

If the wu jen already has a familiar, it gains the elemental type, native subtype, and its related elemental subtype. The metal and wood subtypes have the same traits as the earth subtype. The familiar’s melee attacks deal an additional 1d3 points of energy damage on a successful hit, and it gains all the special qualities of the equivalent elemental type, but not its special attacks.

Elemental Adept:
At 6th level, a wu jen becomes more adept with magic associated with her element of focus as the essence of this element infuses her body. Whenever a wu jen casts a spell from her element of focus, her effective caster level (for purposes of determining level-dependent spell variables and for caster level checks) is increased by two. This bonus also pertains to spells on the wu jen spell list that are designated “All”, since they belong to all elemental groups.

Elemental Expert:
At 12th level, a wu jen’s body gains greater infusion of the essence of her element of focus. As such, she gains a +1 damage bonus per damage die on all her element of focus spells. In addition, a wu jen may expend a portion of this elemental essence to cast extra spells beyond her daily allotment. She may cast one extra spell of each spell level she can cast per day (one 1st level spell, one 2nd level spell, etc.). To do so, she must expend 1 hit point per level of the spell, and may only select from her element of focus spells. Thus, a 17th level wu jen of earth could cast one spell each of levels one though nine by expending a total of 45 of her hit points. Hit points expended in this manner may only be recovered through natural means (see the rules on natural healing in the Pathfinder Core Rulebook). Spells such as cure light wounds have no effect, though special abilities like fast healing can speed up the healing process. Magical items that duplicate such special abilities also have no effect.

Elemental Master:
At 20th level, a wu jen becomes a magical creature. She is forevermore treated as a (native) outsider rather than as a humanoid (or whatever the wu jen’s creature type was) for the purpose of spells and magical effects. Unlike other outsiders, the wu jen can still be brought back from the dead as if she were a member of her previous creature type. Her damage bonus per damage die on element of focus spells increases to +2. Also, the wu jen gain immunity to the energy type associated to her element of focus (acid, cold, electricity, fire, or sonic).

In addition, a wu jen radiates an aura of elemental energy as per her element of focus. The aura deals 5d4 points of energy damage to anyone that comes in physical contact with her, whether accidental or as a result from melee attacks. Unless noted otherwise, this aura is always active, but may be deactivated as a free action. The wu jen also gain immunity to the energy type associated with her element of focus.

Spellbooks:
A wu jen must study her spellbooks each day to prepare her spells, much like a wizard. She cannot prepare any spell not recorded in her spellbook (except for read magic, which all wu jen can prepare from memory).

A wu jen begins play with a spellbook containing all 0-level wu jen spells plus three 1st-level spells of her choice. For each point of Intelligence bonus the wu jen has (see the Ability Score Table in the Pathfinder Core Rulebook), the spellbook holds one additional 1st-level spell of her choice. At each new wu jen level, she gains two new spells of any spell level or levels that she can cast (based on her new wu jen level). For example, when Hide-yori achieves 5th level, she can cast 3rd-level spells. At this point, she can add two 3rd-level spells to her spellbook, or one 2nd-level spell and one 3rd-level spell, or any combination of two spells between 1st and 3rd level.

At anytime, a wu jen can add spells found in another wu jen’s spellbooks to her own.

Elemental Powers:
Wu jens must chose one element (earth, fire, metal, water, or wood) as their focus, in exclusion to all others. As a reward for this dedication, they gain a number of abilities based on their elemental focus. In addition, each element grants the wu jen an elemental focus bonus long as she has not violated any taboos. An elemental focus grants one ability at 1st level, 8th level, and 16th level. Unless otherwise noted, these abilities are activated by using a standard action.

The wu jen’s level is used when determining the caster level of these effects. The DC for any save is equal to 10 + the spell’s level + the caster’s Intelligence modifier. Elemental focus powers that mimic spells are spell-like abilities, while the others are supernatural.

Earth Focus
Focus Element Bonus: A wu jen gains a +2 competence bonus on saving throws against earth-based spells and effects. At 6th level, the wu jen gains acid resistance 5. This increases to acid resistance 10 at 12th level, and acid resistance 20 at 18th level.

1st Level Elemental Ray (Su): As a standard action, you can unleash an energy ray targeting any foe within 30 feet as a ranged touch attack. The ray deals 1d6 points of damage + 1 for every two caster levels you possess. The type of damage is acid (earth), cold (water), electricity (metal), fire (fire), or sonic (wood), depending upon your element of focus chosen by the caster at 1st level. Your element of focus bonus does not apply to this ability. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

8th Level Wall of Caustic Stone (Sp): You can create a wall of stone that deals 1d6 points of acid damage to anyone who comes in contact with it. This ability otherwise functions like wall of stone.

16th Level Earthform (Sp): You can assume the form of a Huge earth elemental and gain a +8 enhancement bonus to your Strength, a –2 penalty on your Dexterity, a +4 enhancement bonus to your Constitution, and a +6 natural armor bonus. You also gain darkvision 60 feet, the push ability, and the ability to earthglide. This ability otherwise functions as elemental body IV.

FireFocus
Focus Element Bonus: A wu jen gains a +2 competence bonus on saving throws against fire-based spells and effects. At 6th level, the wu jen gains fire resistance 5. This increases to fire resistance 10 at 12th level, and fire resistance 20 at 18th level.

1st Level Elemental Ray (Su): As a standard action, you can unleash an energy ray targeting any foe within 30 feet as a ranged touch attack. The ray deals 1d6 points of damage + 1 for every two caster levels you possess. The type of damage is acid (earth), cold (water), electricity (metal), fire (fire), or sonic (wood), depending upon your element of focus chosen by the caster at 1st level. Your element of focus bonus does not apply to this ability. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

8th Level Wall of Fire (Sp): You can create a wall of fire as the spell.

16th Level Fireform (Sp): You can assume the form of a Huge fire elemental and gain a +6 enhancement bonus to your Dexterity, a +4 enhancement bonus to your Constitution, and a +4 natural armor bonus. Your base land speed also increases by 20 feet, and you gain darkvision 60 feet, resist fire 20, vulnerability to cold, and the burn ability. This ability otherwise functions as elemental body IV.

Metal Focus
Focus Element Bonus: A wu jen gains a +2 competence bonus on saving throws against metal-based spells and effects. At 6th level, the wu jen gains electricity resistance 5. This increases to electricity resistance 10 at 12th level, and electricity resistance 20 at 18th level.

1st Level Elemental Ray (Su): As a standard action, you can unleash an energy ray targeting any foe within 30 feet as a ranged touch attack. The ray deals 1d6 points of damage + 1 for every two caster levels you possess. The type of damage is acid (earth), cold (water), electricity (metal), fire (fire), or sonic (wood), depending upon your element of focus chosen by the caster at 1st level. Your element of focus bonus does not apply to this ability. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

8th Level Wall of Electrified Iron (Sp): You can create a wall of iron that deals 1d6 points of electricity damage to anyone who comes in contact with it. This ability otherwise functions like wall of iron.

16th Level Metalform (Sp): You can assume the form of a Huge metal elemental and gain a +8 enhancement bonus to your Strength, a –4 penalty on your Dexterity, a +4 enhancement bonus to your Constitution, and a +8 natural armor bonus. You also gain darkvision 60 feet, the magnetic burst ability, and the ability to metalmorph. This ability otherwise functions as elemental body IV.

Water Focus
Focus Element Bonus: A wu jen gains a +2 competence bonus on saving throws against water-based spells and effects. At 6th level, the wu jen gains cold resistance 5. This increases to cold resistance 10 at 12th level, and cold resistance 20 at 18th level.

1st Level Elemental Ray (Su): As a standard action, you can unleash an energy ray targeting any foe within 30 feet as a ranged touch attack. The ray deals 1d6 points of damage + 1 for every two caster levels you possess. The type of damage is acid (earth), cold (water), electricity (metal), fire (fire), or sonic (wood), depending upon your element of focus chosen by the caster at 1st level. Your element of focus bonus does not apply to this ability. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

8th Level Wall of Glacial Ice (Sp): You can create a wall of ice that deals 1d6 points of cold damage to anyone who comes in contact with it. as the spell. This ability otherwise functions like wall of ice.

16th Level Waterform (Sp): You can assume the form of a Huge water elemental and gain a +4 enhancement bonus to your Strength, a –2 penalty on your Dexterity, a +8 enhancement bonus to your Constitution, and a +6 natural armor bonus. You also gain swim 120 feet, darkvision 60 feet, and the ability to create a vortex. This ability otherwise functions as elemental body IV.

Wood Focus
Focus Element Bonus: A wu jen gains a +2 competence bonus on saving throws against wood-based spells and effects. At 6th level, the wu jen gains sonic resistance 5. This increases to sonic resistance 10 at 12th level, and sonic resistance 20 at 18th level.

1st Level Elemental Ray (Su): As a standard action, you can unleash an energy ray targeting any foe within 30 feet as a ranged touch attack. The ray deals 1d6 points of damage + 1 for every two caster levels you possess. The type of damage is acid (earth), cold (water), electricity (metal), fire (fire), or sonic (wood), depending upon your element of focus chosen by the caster at 1st level. Your element of focus bonus does not apply to this ability. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

8th Level Wall of Noxious Thorns (Sp): You can create a wall of thorns that deals poison damage to anyone who tries to move through it, in addition to any slashing damage from the thorns. Thorn poison has the following properties–Type: injury DC 12, Initial Damage: 1 Dex, Secondary Damage: Unconsciousness for 2d6 minutes. This ability otherwise functions like wall of thorns.

16th Level Woodform (Sp): You can assume the form of a Huge wood elemental and gain a +6 enhancement bonus to your Strength, a –2 penalty on your Dexterity, a +4 enhancement bonus to your Constitution, and a +6 natural armor bonus. You also gain darkvision 60 feet, the thorny vines ability, and the ability of trackless step, trip, vanishing woods, woodland stride. This ability otherwise functions as elemental body IV.

Metal Elemental:

METAL ELEMENTAL
A steely gray humanoid strides forward on two lumbering metallic legs, its arms and hands set to attack, while its rough-hewn face and sunken black hollow eyes stare threateningly in your direction.

Metal elementals are a subtype of earth elementals, due to their composition of metallic minerals. They are not as strong as their earth counterparts but are tough like the metals they are made of. They are more subtle and graceful in combat, employing their more slender appendages with devastating precision. Like other elementals, they seldom leave their home plane, except when summoned elsewhere by a spell.

When on the Material Plane, a metal elemental consists of any common metals native to the world upon which they appear, such as iron, gold, copper, and occasionally even steel.

Metal elementals speak Dwarven, Elemental, and Giant. A metal elemental’s voice sounds like the hissing of steam from hot metals being cooled in oils, or the sliding sound of a metal blade being pulled from its sheath.

Metal Elemental, Tiny (CR ½)
Usually N Tiny elemental (earth, extraplanar)
Init +4; Senses darkvision 60 ft., Perception +2
Languages Dwarven, Elemental, Giant
DEFENSE
AC 17, touch 12, flat-footed 17 (size +2, +5 natural)
hp 5 (1 HD)
Immune electricity, elemental immunities
Fort +3, Ref +0, Will +0
Weakness vulnerability to rust attacks, such as spells and the attack of a rust monster
OFFENSE
Speed 20 ft. (4 squares)
Melee 2 slams +3 (1d4+1 plus 1d3 electricity)
Space 2½ ft.; Reach 0 ft.
Base Atk +3; Grp –5
Atk Options magnetic burst, metal mastery, metalmorph, Improved Initiative
STATISTICS
Abilities Str 13, Dex 10, Con 13, Int 4, Wis 11, Cha 11
SA magnetic burst
SQ elemental traits
Feats Improved Initiative
Skills Perception +2
Advancement –

SPECIAL ABILITIES
Magnetic Burst (Sp): The body of a metal elemental harbors natural electromagnetic energies. By releasing bursts of this energy, a metal elemental creates a zone of magnetism for a short time. This ability functions in all ways as the magnetism spell, but has a burst effect. The magnetism spell is described below for convenience.

Metalmorph (Su): Metal elementals have the ability to assume the shape of any object or creature of up to one size larger or smaller as a swift action. It can remain in its new form indefinitely, but retains its statistics and metallic appearance.

Metal Mastery: All attacks made by metal weapons, even adamantine, suffer a -1 penalty to attack and damage rolls against metal elementals.

MAGNETISM
Transmutation
Level: Wu jen 3 (metal)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Burst
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: No

A shimmering magnetic ray springs from your hand and pulls iron or steel objects to your grasp. Once per round on a successful ranged touch attack, the magnetic ray can draw an object toward you with an effective Strength score of 30 (and so can target items weighing up to 8,000 pounds). Any unattended and unsecured item flies directly and safely to your hand (or to the edge of your space if too large to be wielded), but drawing an item toward you that another creature is holding (such as a weapon) requires a successful disarm attempt (see the Disarm entry under Combat Maneuvers in the Pathfinder Core Rulebook). You use the ray’s Strength modifier (+10) in place of your own, and such attempts do not provoke attacks of opportunity, even if you use magnetism against a creature in an adjacent square, although casting the spell might still provoke attacks of opportunity. If you succeed on the disarm attempt, the weapon flies from your opponent’s hand to your own.

If you target an item that is attended but not held, such as a weapon at someone’s belt, the creature bearing the item gets a Reflex save to hang onto it, dropping whatever else is in one hand at the time unless it has a free hand. On a failed save, the item flies from the creature’s hand to your own. Otherwise, make a disarm attempt as above.

If an item is secured in some way, you can make a Strength check (using the ray’s +10 bonus) to break or burst whatever holds it

Wood Elemental:

Wood Elemental
A mossy treelike creature emerges from the woods, its body is covered in knots, thorns, and vines that creak as it moves, its head in rough semblance of a face and topped with branches and sparse leaves that rustle in the wind glances in your direction with glowing green eyes.

Wood elementals are considered another subtype of earth elementals, but are composed of the natural woods and trees of the land. They less strong than their earth counterparts but tough as mighty oaks and more nimble. They use their leafy limbs to club its enemies, or whip and entangle them in its thorny vines. Like other elementals, they seldom leave their home plane, except when summoned elsewhere by a spell.

When on the Material Plane, a wood elemental consists of the trees, foliage and vegetation native to the world upon which they appear.

Wood elementals speak Elemental and Elven, but prefer to use Sylvan. A wood elemental’s voice sounds like the crackling of twigs breaking underfoot, or the rustling of leaves in a strong breeze.

Wood Elemental, Tiny (CR ½)
Usually N Tiny elemental (extraplanar, plant)
Init +1; Senses darkvision 60 ft., Perception +2
Languages Elven, Elemental, Sylvan
DEFENSE
AC 16, touch 13, flat-footed 15 (size +2, +1 Dex, +3 natural)
hp 5 (1 HD)
Immune cold, sonic, elemental immunities
Fort +2, Ref +1, Will +0
Weakness vulnerability to fire
OFFENSE
Speed 20 ft. (4 squares)
Melee 2 slams +2 (1d4 + 1d4 sonic)
Space 2½ ft.; Reach 0 ft.
Base Atk +2; Grp –6
Atk Options thorny vines, trip, Power Attack
Special Actions trackless step, vanishing woods, woodland stride
STATISTICS
Abilities Str 11, Dex 12, Con 10, Int 4, Wis 11, Cha 11
SA thorny vines, trip
SQ elemental traits
Feats Power Attack
Skills Perception +2
Advancement –

SPECIAL ABILITIES
Trackless Step (Ex): A wood elemental leaves no trail in natural surroundings and cannot be tracked. It may choose to leave a trail if it so desired.

Trip (Ex): A wood elemental who makes a successful thorny vines attack may attempt to trip its opponent. It can only trip an opponent who is one size category larger than it or smaller, which does not initiate a trip provokes an attack of opportunity from the target. If the attack is successful, the target is knocked prone. If the attack fails by 10 or more, the wood elemental is knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures, such as oozes without legs and flying creatures cannot be tripped.

Thorny Vines (Ex): A wood elemental can employ his thorny vines like whips and deals 1d4 points of piercing damage. Consequently, on a successful strike, the target must make a Fortitude saving throw or be slowed for 1d4 +2 rounds. In addition, if a wood elemental makes a successful hit with its vines it entangles its victim (see above).

Vanishing Woods (Sp): Once per day, a wood elemental can enter a nearby tree or bush and instantly transfer itself from its current location to any other spot within range by exiting another tree or bush. It always arrive at exactly the spot desired, and can’t take any other actions until its next turn. This ability otherwise functions as dimension door, but requires a tree or some other shrub to be employed.

Woodland Stride (Ex): A wood elemental may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment, even thorns, briars, and overgrown areas that have been magically manipulated to impede motion.


swashbuckler too please....

oh and I dont suppose you could put all that into a pdf when have the time to do so do you??


Steelfiredragon wrote:

swashbuckler too please....

oh and I dont suppose you could put all that into a pdf when have the time to do so do you??

Actully, for the last year or so, I've been putting together my a PDF for my Campaign World I've used since I was 14. I've had to alter it over the years, going from AD&D 2E, to 3.0 and 3.5, then to PAthfinder. I finally have the Adobe PDF file maker, so yes, I could put those all into a PDF for you, but I'd like some feed back from what I post here; any changes, tweaks, etc.

So, yes, I can PDF all the classes you like. Just need some time. When it comes time to send it though, how do I get it to you? That's my only question. I'm going to post the Samurai next. Then the Shaman, and Swashbuckler as I have time. Once those, the warlock and the ninja are looked at again, I'll compile and PDF them for you. And, yes, anyone else out there.

I'm just glad its not just me, and my core RPG friends that apreciate all the work I've done.


Ceefood, Kyrt-rider, and Steelfiredragon wrote:
I would love to get copies of the ninja, samurai, shaman & wujen - if you have them on a document you can share that would be great.

Here’s the Samurai. Willing to hear suggestions for changes.

SAMURAI (Pathfinder)

Samurai Level Progression:

BAB: +20/+15/+10/+5 at 20th level
Saves: +12/+6/+6 at 20th level

Level Special
1st Ancestral daisho, daisho proficiency
2nd Two swords as one
3rd Kiai smite 1/day
4th Ancestral daisho
5th Iaijutsu master
6th Ki daisho (keen), staredown
7th Kiai smite 2/day
8th Ancestral daisho, Improved Initiative
9th Off-hand expertise
10th Ki daisho (lawful), mass staredown
11th Improved two swords as one, kiai smite 3/day
12th Ancestral daisho
13th Razor’s edge
14th Ki daisho (great cleave), improved staredown
15th Kiai smite 4/day
16th Ancestral daisho, greater two swords as one
17th Lethal strike
18th Ki daisho (adamantine),
19th Kiai smite 5/day
20th Ancestral daisho, frightful strike

[spoiler=Description] Stalwart warriors, matchless bravery, and a strict code of honor; these are the heritage of the samurai warrior. Samurai are noble soldiers, who with courage and honor, are often in the service of a lord, general, or other leader worthy of their loyalty. They have a reputation for being tenacious in battle, and their mere presence is often enough to make dishonorable enemies slink away in the darkness. A samurai is perhaps best known for their legendary skill with the blade. They spend untold hours learning to use the katana and wakizashi with precision and deadly skill, lessons in manners and etiquette, and relentless instruction in the tenets of bushido–the “Way of the Warrior”. This code demands total obedience to one’s lord, bravery in the face of utmost peril, and honor and respect to superiors, peers, and lesser alike. They rely upon this code for guidance on moral and ethical issues, and are stoic in demeanor and implacable where matters of honor and justice are concerned. Duty, loyalty, heroic courage, sincerity, courtesy, and compassion are other principles to which a samurai strives to uphold.

Role:
Samurai are skilled combatants who cow their enemies with their dazzling display of swordsmanship, fixed stares, and indomitable force of personality. Adherence to the way of the warrior, in conjunction with their martial training makes the samurai formidable opponents with a singular purpose of mind.

Character Info:

Alignment Any lawful
Hit Die d10
Class Skills The samurai’s class skills are Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (nobility) (Int), Ride (Dex), and Sense Motive (Wis).
Skill Ranks Per Level 2 + Int modifier.

Class Features

Weapon and Armor Proficiency:
Samurai are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), but not with shields.

Ancestral Daisho:
All samurai begin play with the ancestral daisho–a masterwork katana and wakizashi. These are typically heirlooms that once belonged to their ancient ancestors and passed down from generation to generation, though some are more recent and specially crafted to the specifications of a samurai who is just beginning this ancient tradition. When first crafted, these weapons were invoked with the spirits of the samurai’s family ancestors. Thus, protecting them is a point of great personal honor to the samurai.

As a samurai gains experience, his ancestral spirits begin to awaken the latent supernatural abilities of his ancestral daisho, as long as he has remained true to his honor and the path of bushido.

Beginning at 4th level, a samurai’s ancestral daisho become +1 weapons, and are treated as magic weapons for the purpose of overcoming damage reduction. Every four levels thereafter, the katana’s magical enhancement improves by +1, to a maximum of +5 at 20th level. Subsequently, every eight levels thereafter, the wakizashi’s magical enhancement increases by +1, to a maximum of +3 at 20th level. In the hands of anyone but the samurai to whom the daisho is attuned, these weapons function only as masterwork weapons.

Should at anytime the samurai break his personal code of honor, or lose his status as a samurai, his ancestral daisho looses their magical enchantments and revert back to masterwork weapons.

Daisho Proficiency (Ex):
In melee combat, a samurai favors their ancestral daisho– the katana (a masterwork bastard sword) and the wakizashi (a masterwork shortsword). Because a samurai is trained in their use, he gains the Exotic Weapon Proficiency (bastard sword) as a bonus feat.

Two Swords as One (Ex):
At 2nd level, a samurai has learned to wield the katana and wakizashi together. He is treated as having the Two-Weapon Fighting feat when wielding a katana and wakizashi, even if he does not meet the prerequisites for that feat.

Kiai Smite (Ex):
Once per day, a samurai of 3rd level or higher can give a great cry during combat that invigorates him. When a samurai shouts (a free action), his next attack gains a bonus on both the attack and damage rolls equal to his Charisma modifier (minimum +1). At 7th level, and at every four levels thereafter, the samurai may kiai smite one additional time per day, as indicated on Table 3-7, to a maximum of five times per day at 19th level.

Iaijutsu Master:
By 5th level, a samurai has become adept at iaijutsu, a fighting technique that concentrates on drawing his weapon and striking a foe in one fluid motion. He is treated as having the Quick Draw feat, but only when he draws his katana or wakizashi.

Ki Daisho (Su):
At 6th level, a samurai’s daisho becomes enhanced through his own ki, supernatural energy bestowed upon him by his ancestral spirits which enhances his ancestral daisho’s power. At 6th level, a samurai’s ki allows his daisho attacks to be treated as keen, doubling his daisho’s threat range. His ki daisho improve with the character’s samurai level. At 10th level, his daisho are treated as lawful (axiomatic) weapons for the purpose of overcoming damage reduction. At 14th level, a samurai is considered to have the Great Cleave feat when making attacks with his daisho, even if he does not meet the prerequisites for that feat. At 18th level, his daisho are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

Staredown (Ex):
At 6th level, a samurai becomes able to strike fear into his foes by his mere presence. He gains a +4 bonus on Intimidate skill checks and can demoralize an opponent (as described in the Intimidate skill description).

Improved Initiative:
At 8th level, the samurai has practiced iaijutsu techniques used in ritual duels between two samurai, and he is able to anticipate when any enemy will attack. He now has the Improved Initiative feat. If he already has this feat, he can select another combat feat that he qualifies for.

Off-Hand Expertise (Ex):
At 9th level, a samurai becomes more skilled with his off-handed weapon. He is treated as having the Double Slice feat when wielding a katana and wakizashi, even if he does not meet the prerequisites for that feat.

Mass Staredown (Ex):
At 10th level, a samurai has sufficient presence that he can cow multiple foes. Using an Intimidate skill check, the samurai can demoralize all opponents within 30 feet with a single standard action.

Improved Two Swords as One (Ex):
At 11th level, a samurai’s prowess with the katana and wakizashi improves. He is treated as having the Improved Two-Weapon Fighting feat when wielding a katana and wakizashi, even if he does not meet the prerequisites for the feat.

Razor’s Edge (Ex):
At 13th level, a samurai sacrifices an attack to increase his overall precision. He is treated as having the Vital Strike feat when wielding a katana and wakizashi, even if he does not meet the prerequisites for that feat.

Improved Staredown (Ex):
At 14th level, even a glance from the hard eyes of a samurai is enough to give his foes pause. The samurai can demoralize opponents within 30 feet as a move action, not a standard action.

Greater Two Swords as One (Ex):
At 16th level, fighting with a katana and wakizashi becomes second nature for a samurai. He is treated as having the Greater Two-Weapon Fighting feat when wielding a katana and wakizashi, even if he does not meet the prerequisites for that feat.

Lethal Strike (Ex):
At 17th level, a samurai’s attacks become life threatening to everyone he hits. He is treated as having the Improved Vital Strike feat when wielding a katana and wakizashi, even if he does not meet the prerequisites for that feat.

Frightful Strike (Ex):
A 20th-level samurai’s bravery, honor, and fighting prowess have become legendary. When the samurai draws his blade, opponents within 30 feet must succeed on a Will save (DC 20 + samurai’s Cha modifier) or become panicked for 4d6 rounds (if they have 4 or fewer Hit Dice) or shaken for 4d6 rounds (if they have from 5 to 19 Hit Dice). Creatures with 20 or more Hit Dice are not affected. Any foe that successfully resists the effect cannot be affected again by the same samurai’s frightful presence for 24 hours.

In addition, the samurai gains a +2 bonus on attack rolls made to confirm critical hits with his katana and wakizashi. If the samurai has the Critical Focus feat with either of these weapons, the effects stack.

Ex-Samurai:
A samurai who ceases to be lawful or who commits an act of grave dishonor loses all samurai class features that depend on Charisma or Charisma-based checks. Minor embarrassments don’t count, but major breaks with the code of bushido do. Acts that could lose a samurai his status include disobeying an order from a superior office or feudal lord, fleeing in cowardice from an important battle, being caught in a major lie or other breach of integrity, and appallingly rude behavior. A disgraced character may not progress any farther as a samurai. He regains his class features and the ability to advance in the class if he atones for his violations (see the atonement spell), assuming the feudal lord offers a chance at redemption. (Some feudal lords demand seppuku or ritual suicide as the only act that cleanses the stain of dishonor).

Like a member of any other class, a samurai may be a multiclass character, but multiclass samurai face a special restriction. A samurai who gains a level in any class other than samurai may never again raise his samurai level, though he retains all his current samurai abilities. The way of the samurai demands constant adherence to the code of bushido. Samurai may sometimes take levels in particular prestige classes without violation of this code (such as the kensai, the knight protector, or the dwarven defender). The DM may also designate other prestige classes available to the samurai.

Some disgraced samurai take levels in the ronin prestige class, which gives them a chance to regain their lost class features.

Now, I realize the Ancestral Daisho feature seems pretty powerful, however, as you know, samurai are very possessive of their daisho. They pretty much exclude all other weapons (except the bow) in favor of the katana and wakizashi, and would prefer to retain their daisho over even a +5 vorpal longsword. Thus, this feature allows the samurai to keep his ancestral weapons.

However, having said that, there is the option, within the new magic item creation rules, that we could count these ancestral spirits function as a spellcaster with the Craft Magic Weapons and Armor feat. Then, by making the equivalent monetary offerings to the ancestors (as if purchasing magical enhancements), they enhance the daisho accordingly. Or something along those lines. The samurai won’t willing relinquish ancestral weapons, magic or not (at least that’s the flavor of the class – all part of his personal and ancestral honor). That would take care of the “free” +5 and +3 weapons at 20th level.

For example, a 6th level samurai makes an ancestral offering of 8,000 gp at his ancestral shrine or the equivalent ancestral site. Then, within a day’s time, the samurai’s katana becomes a +2 katana. He offers another 2000 gp at 7th level, and his wakizashi becomes a +1 weapon. If at 9th level he makes a third offering of another 10,000 gp, he could increase the katana from a +2 to a +3, and so on. This way, he still has to purchase his items like everyone else, but he has a “built-in” spellcaster to enchant his daisho. Of course, this only works for his daisho, not his armor or any other items. For the samurai, his daisho are not just a weapon, but a symbol of his station and honor.

I also thought about putting the Improved Unarmed Strike feat in there somewhere, since they were trained in basic martial arts as well. However, they aren’t masters like the Monk.

Any thoughts on the Ancestral Daisho thing? Or anything else? I really want the samurai to have the true flavor and feel of the samurai as master swordsmen with their daisho.


hmm getting it to everyone, that is a good question...
well.....
the only things that could do as far as that is concerned:
putting it the pathfinder wiki as a download
or putting it on the web at a website and linking to it in your sig....

no pm, so pming email addresses is out....

and the ninja looked great

RPG Superstar 2010 Top 32

Elghinn Lightbringer wrote:


Here’s the Samurai. Willing to hear suggestions for changes.

This is as completely unplayable as the CW Samurai. I don't think you can get much of a playable class out of that base without grafting some actual class abilities onto it.


samurai....
my opinion so far
1: get rid of or replace two as one, since not all samurai used that style, carrying both of the two blades, sure but using them both at once, not all of them did....,
1.b: impoved and greater two as one, same reason as above

alter ancestral daisho.
while the ancestral weapon , likely was a katana, but what if said samurai prefed a spear.
alter it to a masterwork oriental weapon of choice.
I like the naginata myself.

alter Iaijutsu Master to ancestral daisho weapon instead of katana


Steelfiredragon wrote:
swashbuckler too please....

Here’s the Swashbuckler. Willing to hear suggestions for changes here too.

SAMURAI (Pathfinder)

Samurai Level Progression:

BAB: +20/+15/+10/+5 at 20th level
Saves: +12/+12/+6 at 20th level

Level Special
1st Weapon Finesse
2nd Grace +1, swashbuckling technique
3rd Insightful strike
4th Dodge bonus +1
5th Combat Reflexes
6th Swashbuckling technique
7th Acrobatic charge
8th Dodge bonus +2, grace +2
9th Advanced technique
10th Improved flanking, swashbuckling technique
11th Lucky
12th Dodge bonus +3
13th Acrobatics expert, advanced technique
14th Grace +3, swashbuckling technique
15th Weakening critical
16th Dodge bonus +4
17th Advanced technique, wounding critical
18th Swashbuckling technique
19th Acrobatics master
20th Crippling critical, dodge bonus +5, grace +4

[spoiler=Description] The swashbuckler embodies agility, rapier wit, daring do and panache. He excels in both combat situations and social interaction, making his highly versatile in any given situation. The swashbuckler has a tendency to leap into action when the call comes, regardless of his personal views. He combines skill and finesse with sheer combat prowess, though he can’t dish out quite as much damage as other melee combatants. When able to pick his battles carefully, a swashbuckler becomes a very deadly opponent in combat, who can also hold his own in social situations. Many swashbucklers come from affluent backgrounds, having sought for a more adventurous life style. They often share the element of an urban life, whether the back alleys of a slum or the cultured halls of nobility. Though they tend to view one another as rivals rather than allies, with their need for attention often outweighing their better judgment, such encounters will typically result in friendly competition, sword duels, and occasionally open and heart felt camaraderie.

Role:
Swashbucklers are able melee combatants who use their silver tongue, speed, agility, and skill with the blade to carve their foes to pieces. They possess natural grace and a magnetic personality, and prefers to work along side those who appreciate agility, and are clever in their approaches to combat and social situations.

Character Info:

Alignment Any
Hit Die d10
Class Skills The swashbuckler’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Profession (Wis), Sense Motive (Wis), Swim (Str), and Rope Use (Dex).
Skill Ranks Per Level 4 + Int modifier.

Class Features

Weapon and Armor Proficiency:
Swashbucklers are proficient with all simple and martial weapons, and with light armor, but not with shields.

Weapon Finesse (Ex):
A swashbuckler gains Weapon Finesse as a bonus feat at 1st level.

Grace (Ex):
A swashbuckler gains a+1 competence bonus on Reflex saves at 2nd level. This bonus increases to +2 at 8th level, +3 at 14th level, and to +4 at 20th level. A swashbuckler loses this bonus when wearing medium of heavy armor or when carrying a medium or heavy load.

Swashbuckling Technique:
As a swashbuckler gains experience he learns a number of combat maneuvers that aid him and confound his foes. Starting at 2nd level, a swashbuckler gains one swashbuckling technique. He gains an additional swashbuckling technique for every four levels of swashbuckler attained after 2nd level. A swashbuckler cannot select an individual technique more than once.

Combative Flair: A swashbuckler may gain a combat feat that he qualifies for in place of a swashbuckler technique.

Evasion (Ex): This ability allows a swashbuckler to avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the swashbuckler is wearing light armor or no armor. A helpless swashbuckler does not gain the benefit of evasion.

Deadly Thrust: A swashbuckler may take the Vital Strike feat in place of a swashbuckler technique.

Fast Hand: A swashbuckler may gain the Quick Draw feat in place of a swashbuckler technique.

Ledge Walker (Ex): This ability allows a swashbuckler to move along narrow surfaces at full speed using Acrobatics without penalty.

Quick Step (Ex): This ability allows a swashbuckler to take a 5-foot step before and after he makes a full attack.

Surprise Attacks (Ex): During the surprise round, opponents are always considered flat-footed to a swashbuckler with this ability, even if they have acted. Opponents who cannot be caught flat-footed (such as through improved uncanny dodge) are immune.

Swift Disarm (Ex): This ability allows a swashbuckler to make any disarm attempt as a swift action.

Weapon Training: A swashbuckler may gain the Weapon Focus feat in place of a swashbuckler technique.

Insightful Strike (Ex):
At 3rd level, a swashbuckler becomes able to place his finesse attacks where they deal greater damage. He applies his Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus he may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as rapier, whip, or spiked chain. Targets immune to sneak attacks and critical hits are immune to the swashbuckler’s insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Dodge Bonus (Ex):
At 4th level, a swashbuckler is trained at focusing his defenses on a single opponent in melee. During his action, he may designate an opponent and receive a +1 dodge bonus to Armor Class against melee attacks from that opponent. He can select a new opponent on any action. This bonus increases by +1 at every five levels after 4th (+2 at 8th level, +3 at 12th, +4 at 16th, and +5 at 20th). A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

If the swashbuckler also has the Dodge feat he need not designate the same target for this ability as for the Dodge feat. (If he designates the same target, the bonuses stack.)

Combat Reflexes (Ex):
A swashbuckler gains Combat Reflexes as a bonus feat at 5th level.

Acrobatic Charge (Ex):
At 7th level, a swashbuckler gains the ability to charge in situations where others cannot. He may charge over difficult terrain that normally slows movement. This ability enables him to run down steep stairs, leap down from a balcony, or to tumble over tables to get to his target. Depending on the circumstance, he may still need to make appropriate checks to successfully move over the terrain.

Advanced Technique:
At 9th level, and every four levels thereafter, a swashbuckler can choose one of the following techniques in place of a swashbuckler technique.

Bonus Feat: A swashbuckler may gain any feat that he qualifies for in place of a swashbuckling technique.

Defensive Roll (Ex): The swashbuckler can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the swashbuckler can attempt to roll with the damage. To use this ability, the swashbuckler must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied his Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the swashbuckler’s evasion ability does not apply to the defensive roll.

Deft Combat: A swashbuckler may gain either the Spring Attack, Stunning Defense, or Whirlwind Attack combat feat, even if he does not meet the prerequisites for that feat.

Improved Evasion (Ex): This ability works like evasion, except that while the swashbuckler still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless swashbuckler does not gain the benefit of improved evasion.

Opportunist (Ex): Once per round, the swashbuckler can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the swashbuckler’s attack of opportunity for that round. Even a swashbuckler with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Slippery Mind (Ex): This ability represents the swashbuckler’s ability to wriggle free from magical effects that would otherwise control or compel him. If a swashbuckler with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.

Improved Flanking (Ex):
A swashbuckler of 10th level or higher who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus. (Other characters flanking with the swashbuckler don’t gain this increased bonus.)

Lucky (Ex):
Many swashbucklers live by the credo “Better lucky than good.” Once per day, a swashbuckler of 11th level or higher may reroll any failed attack roll, skill check, or saving throw. The character must take the result of the reroll, even if it’s worse than the original roll.

Acrobatics Expert (Ex):
At 13th level, a swashbuckler becomes so certain in the use of his Acrobatics skill that he can use it reliably even under adverse conditions. When making an Acrobatics check, a swashbuckler may take 10 even if stress and distractions would normally prevent him from doing so.

Weakening Critical (Ex):
A swashbuckler of 15th level or higher who scores a critical hit against a creature also deals 2 points of Strength damage to the creature. Creatures immune to critical hits are immune to this effect.

Wounding Critical (Ex):
A swashbuckler of 17th level or higher who scores a critical hit against a creature also deals 2 points of Constitution damage to the creature. (This damage is in addition to the Strength damage dealt by the swashbuckler’s weakening critical class feature.) Creatures immune to critical hits are immune to this effect.

Acrobatics Master (Ex):
At 19th level, a swashbuckler becomes so skilled in the use of his Acrobatics skill that he can take 10 even when he is not normally allowed to do so. If you are allowed to take 10, you take 20 instead.

Crippling Critical (Ex):
At 20th level, whenever a swashbuckler successfully confirms a critical hit using a light or one-handed piercing weapon, he can apply one of the following penalties in addition to the damage dealt: reduce all of the target’s speeds by 10 feet (minimum 5 feet), 1d4 points of Strength or Dexterity damage, –4 penalty on all saving throws, –4 penalty to Armor Class, or 2d6 points of bleed damage. These penalties last for 1 minute, except for ability damage, which must be healed normally, and bleed damage, which continues until the target receives magic healing or a DC 15 Heal skill check.

Now, I obviously took the Combat Reflexes, Acrobatic Charge and Crippling Critical features from the Duelist, since I liked them and he’s the prestige equivalent of a swashbuckler type. Grace he already had as a class feature.

Have at it.

I've been wondering if we shouldn't start a new thread for all this discussion on these other classes, since this was originally a Warlock Thread.

What's the vote?

If it's yes, how do we move posts to a new thread?


I'm a big fan of keeping the base classes to a minimum, having interesting character-customizing feats, and a long list of very, very tightly written prestige classes. I don't want bloat at the bottom, I want expansion on the top. (I gotta get that listed on a dating profile or something.)

With that said, the first thing I saw when I opened the PRPG Core Book was the Sorcerer, which was almost a direct rip of the way I had glommed the Sorc and the Warlock together long ago. I love it.

For my money, the Warlock was a fun flavor class, but it crowded out some niche characters... and I love me some niche characters.

Still, kudos for the writing. You gotta do what keeps your dice rolling, right?


in all likely hood yes, we should start a new thread,
moving threads, ask a mod or do it by hand personally.
all else fails, we could ask to have this thread renamed


OK, i've started a new thread in the Community Content subforum, under Conversions.

Look for "Conversion Discussions of Noncore Classes with 20 Levels from 3.5". Yes its a big title, but there we go.

I'll re post my rebuilds there.


I've played a warlock for about three years and have found these things to be true:

1.
Eldritch Blast in theory does enough damage but in reality at the highest level ends up doing only about 30 points of damage at MAX.

2.
Magic resistance is your enemy. Spellcasters have spells that are not subjected to magic resistance. Everything a warlock does is subjected to magic resistance.

3.
Being able to teleport all day is great, but even that has so much use.
Invocations SEEM very powerful, but are very limited. Which brings us to number four..

4.
Not enough invocations. That's not enough to choose from and not enough given as you advance.

5.
Extra Invocation feat sucks. Pure and simple. Severly limited to what it gives you. EXTRA LEAST INVOCATIONS!!! Big whoop.

In play this is how the class worked playing with a Cleric, wizard,Duskblade:
The wizard's spell solved alot of problems and delt alot of damgae.Metamagic feats ARE a wizard's friend.

The Duskblade normally would stay in the background and not do much but when he did, he was a great fighter.

But you know the class that showed me up the most?? The Cleric. Oh the warlock can breath water for 24 hours?? well the cleric has mass water breathing that affects the whole party and last almost as long (when we got to about 16th level.

A combat scene would include the warlock getting alot of attacks in (remember 30 points of damage at most per attack which sucks when the fighting something at 16th level. The ranger would come around next round and do a disgusting amount of damage(two weapon fighting)finishing off the target.

The most frustraing thing about the class is that it's such a great class but small minor things makes it at time to be just window dressing.

As for converting it, I would love that but I think because of the changes done to the sorcerer(esp the bloodline powers) that the warlock would make a better prestige class.


For anyone who says that the Warlock is not versatile, buy some scrolls. If you are playing one in Pathfinder, definitely take Skill Focus (Use Magic Device)...maybe even Magical Aptitude. Certainly with those two feats, you would be able to use nearly any item/scroll in the game at level 10 (+10 ranks, +3 class skill, +6 CHA, +10 feats, take 10 = 39 minumum). Could be higher with better stats or items (circlet of persuation).

Word of advice though; try not to do anything to upset the game balance. If you're throwing meteor dooms at 10th level, the party Wizard (if there is one) is going to be mighty jeleous. Use it mostly to save the day when your party really needs something out of it's league. Feel free to take advantage of that robe of the arch-magi (black) that the DM is sure to throw in there because he thinks that no one will be able to use it. :)


Frogboy wrote:
For anyone who says that the Warlock is not versatile, buy some scrolls. If you are playing one in Pathfinder, definitely take Skill Focus (Use Magic Device)...maybe even Magical Aptitude. Certainly with those two feats, you would be able to use nearly any item/scroll in the game at level 10 (+10 ranks, +3 class skill, +6 CHA, +10 feats, take 10 = 39 minumum). Could be higher with better stats or items (circlet of persuation).

I really wish people would stop saying "Oh, suchandsuch class is so versatile, they can buy scrolls and cast from those!".

Every class can buy scrolls and cast from those. Yes, Warlocks can take 10 on UMD, but at level 10 as you describe you don't even need to.

Use Magic Device is not a class feature. Don't try to say a class isn't versatile because it can take ranks in Use Magic Device. This isn't 3.5; UMD isn't limited to rogues and bards.


For those in this thread that were interested, I have created a Mediafire account, and have uploaded 2 PDFs. One is the conversions of the Ninja, Samurai (which I'm going to do a complete overhaul of), Scout, Shaman, Swashbuckler, Warlock, Warmage, and Wu Jen.

The second is a PDF of my Arcaknight and Warlord.

Feel free to download and comment on the Conversion Discussions of Noncore Classes with 20 Levels from 3.5 thread.

OK, I'm done thread jacking. Thanxs.

My Custom URL is mediafire.com/ElghinnLightbringer. The files are in the Pathfinder Conversions folder.


Zurai wrote:

I really wish people would stop saying "Oh, suchandsuch class is so versatile, they can buy scrolls and cast from those!".

Every class can buy scrolls and cast from those. Yes, Warlocks can take 10 on UMD, but at level 10 as you describe you don't even need to.

Use Magic Device is not a class feature. Don't try to say a class isn't versatile because it can take ranks in Use Magic Device. This isn't 3.5; UMD isn't limited to rogues and bards.

Taking 10 is the unique class feature that makes the Warlock especially good at UMD. Where other classes will fail half the time trying something fairly routine, thus wasting precious rounds of combat when they could've done something useful, they are guarenteed success. If they pump their UMD high enough, look out. Sometimes you may have to make more than one UMD check to pull something off which really reduces your chances. Try reading a high level divine scroll with a character that doesn't have 17-19 WIS. Emulating an ability score has a high DC.

I think that having access to every spell and every item in the game is quite versatile. Sure, it's expensive and requires better resource management but it's still versatile.

You are right to an extent though. The new way cross-class skills are handled opens the ability up to all of the other classes making it less special. The Warlock is the only one who can't fail at it unless he tries something in despiration that nobody else would likely even have a shot at.


Frogboy wrote:
Taking 10 is the unique class feature that makes the Warlock especially good at UMD.

Not in the scenario you presented. You presented a Warlock with a +29 bonus to UMD. That's enough to guarantee a 30 on the roll, which would be enough for any character to use a scroll with a caster level of 10 or less with 0% chance for failure. Considering that CL10 is a 5th level spell, which is the highest any 10th level character could cast anyway, a Warlock has no special advantage in that scenario.

Where Warlocks have an actual advantage is in not spending as many skill points on UMD. A Warlock could have gotten the exact same benefit (CL10 scroll) by spending 9 less skill points (would be 10 less, but that'd lose the class skill bonus and make taking 10 not be enough).

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