Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Pathfinder Roleplaying Game
Pathfinder Society

Pathfinder Beginner Box

Pathfinder Adventure Card Game

Pathfinder Comics

Pathfinder Legends

PaizoCon 2014!

The Warlock: A Conversion for Pathfinder


Conversions

1 to 50 of 69 << first < prev | 1 | 2 | next > last >>

6 people marked this as a favorite.

I have enjoyed playing the Warlock class since its debut in Complete Arcane. While I have seen the conversion published by Adamant Entertainment, I don't think that is how they should have gone. So, I thought I would try my hand at this.

One of the major objections that people had to the Warlock was the array of at-will abilities, specifically their utility invocations. It wasn't the eldritch blast that was the problem, it was all of the other powers. So, for this conversion I took a step back and thought about what we as players and DMs want in a Warlock.

I kept the eldritch blast, but you will find that invocations are vastly changed. Now, they are all simply effects that alter the eldritch blast itself, based on the former blast shape and eldritch essence invocations.

To keep some of the utility aspects of the Warlock, I then added to the class spontaneous arcane spell-casting at the same rate as the bard. Their list of spells known is very restricted, and keeps the flavor of the Warlock alive and well. As for their other abilities, well read the class.

Let me know your thoughts, opinions, and objections. I am open to all of them and more. Finally, I hope that you enjoy what I have done, and that you assist me in putting the finishing touches on it. Thanks in advance.

Master Arminas

The Pathfinder Warlock: A Conversion

Born with eldritch power coursing through their veins, Warlocks are a breed apart from more traditional wielders of arcane magic. They see things that no child should notice, and they know things that none of such an age should be aware of. From their childhood years onward, Warlocks are isolated, as their neighbors begin to sense the strange power within him. Eventually, all fledging Warlocks grow angry, and manifest their first eldritch blast, often with tragic consequences. For those who are not simply killed by frightened peasants or do not go mad over the results of their actions, it is the first step on a perilous career to harness the raw energy exuding from within them. Those few discover that they do not wield magic, for they are magic: a living, breathing avatar of eldritch energy.

Although rare, good Warlocks do exist, seeking to harness the eldritch powers within them for a purpose and cause higher than one’s own self. Sadly, even these few are shunned by those who become aware of what they are, for the stories of evil wrought by more malevolent Warlocks are the common fare of bards and commoners. To be a Warlock is to be alone, a being never fully trusted by anyone who fears what unknown forces might well be granting these perilous powers to a mere mortal.

Role: Warlocks, while no substitute for a sorcerer or wizard, make an excellent supplement to them. While their spells lack those which cause damage, for that purpose the class possesses eldritch blast, and there are many battlefield control and utility spells on their list. They also gain more skills than more traditional arcane casters, and their proficiency with arms and armor (and higher hit points) serves them well in melee.

Alignment: Any

Hit Die: d8

Base Attack Bonus: Medium

Good Saving Throws: Fort; Will

Class Skills: Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Knowledge (The Planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Weapon and Armor Proficiencies: The warlock is proficient with all simple weapons. He is proficient with light armor, but not with medium or heavy armor, or with shields of any type. The warlock can cast warlock spells (but not arcane spells gained from other classes) in light armor without incurring the normal chance of arcane spell failure. While wearing medium or heavy armor or when using a shield, a warlock suffers the normal chance of spell failure.

CLASS FEATURES

Eldritch Blast (Sp): Each warlock gains the ability to focus his eldritch arcane energy into a damaging blast of dark energies that can wound or even kill his opponents. As a standard action that provokes attacks of opportunity, a warlock can make a ranged touch attack against an opponent within 60 feet, dealing 1d6 points of damage (the damage results from pure arcane energy and does not possess an energy type, therefore energy resistances and immunities offer no protection). The target of the eldritch blast receives no saving throw. A warlock may invoke his eldritch blast defensively to avoid attacks of opportunity.
At 2nd level, and every two warlock levels gained thereafter, the damage inflicted by an eldritch blast increases by 1d6 to a maximum of 11d6 at 20th level.
An eldritch blast is subject to spell resistance, but the warlock may apply the effects of the feats Spell Penetration and Greater Spell Penetration to his eldritch blast.
An eldritch blast deals half damage to objects.

Invocations (Sp): Warlocks learn a number of magic tricks, called invocations, that he can apply to his eldritch blast. At 1st level, a warlock gains one of the following invocations of his choice. He gains an additional invocation at 2nd level and for every 2 levels attained after 2nd level. A warlock cannot select an individual invocation more than once.
Unless otherwise noted, invocations are part of the same standard action a warlock uses to unleash his eldritch blast. The save (if any) to resist an invocation is equal to 10 + ½ the warlock’s level + the warlock’s Charisma modifier.
A warlock can apply only one invocation to any given eldritch blast.

Beshadowed Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become blinded for 2 rounds. On a successful save, the target is instead dazzled for 2 rounds. A warlock must be at least 6th level to select this invocation.

Brimstone Blast (Sp): The warlock alters his eldritch blast to inflict fire damage. The damage on his eldritch blast increases by +1d6; this extra damage applies only to the brimstone blast.

Eldritch Spear (Sp): The warlock can use his eldritch blast at medium range (100 ft. + 10 ft./level) instead of the standard 60-foot range.

Frightful Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Will saving throw or become shaken for 2 rounds. On a successful save, the target is shaken for 1 round. This is a mind-affecting, fear affect.

Hammer Blast (Sp): The warlock’s eldritch blast inflicts full damage to objects.

Hellrime Blast (Sp): The warlock alters his eldritch blast to inflict cold damage. The damage on his eldritch blast increases by +1d6; this extra damage applies only to the hellrime blast.

Hideous Blow (Sp): The warlock infuses his melee weapon with the power of his eldritch blast. This invocation may be used as a swift action, and imbues one melee weapon which the warlock is currently wielding with the eldritch blast until the start of the warlock’s next round. The warlock must make a normal attack roll with the weapon; if he is successful, then he deals normal damage for the weapon, plus the full damage of his eldritch blast with each hit. On a successful critical hit, the extra damage from the eldritch blast is not multiplied. A warlock must be at least 6th level to select this invocation.

Hindering Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Will saving throw or become slowed for 2 rounds. On a successful save, the target is slowed for 1 round.

Maelstrom Blast (Sp): The warlock alters his eldritch blast to inflict electricity damage. The damage on his eldritch blast increases by +1d6; this extra damage applies only to the maelstrom blast.

Sickening Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become sickened for 2 rounds. On a successful save, the target is sickened for 1 round.

Spells: A warlock casts arcane spells drawn from the warlock spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a warlock must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warlock’s spell is 10 + the spell level + the warlock’s Charisma modifier.
Like other spellcasters, a warlock can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as that of the Bard class. In addition, he receives bonus spells per day if he has a high Charisma score.
The warlock’s selection of spells is extremely limited. A warlock begins play know four 0-level spells and two 1st-level spells of the warlock’s choice. At each new warlock level, he gains one or more new spells, as per the Bard spells known table. (Unlike spells per day, the number of spells a warlock knows is not affected by his Charisma score.)
Upon reaching 5th level, and at every third warlock level after that (8th, 11th, and so on), a warlock can choose to learn a new spell in place of one he already knows. In effect, the warlock “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level warlock spell the warlock can cast. A warlock may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A warlock need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Cantrips (Sp): Warlocks learn a number of cantrips, or 0-level spells, as noted under ‘Spells Known’. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Damage Reduction (Ex): At 3rd level, the warlock’s exposure to eldritch arcane energies begins to strengthen his body, providing protection from many attacks. He gains DR 2/cold iron. This increases by 1 at 5th level and every two levels gained thereafter, to a maximum of DR/10 cold iron at 19th level.

Energy Resistance (Ex): At 5th level, the warlock gains resistance 10 to two of the following energy types: acid, cold, electricity, fire, and sonic. The warlock chooses which types of energy he becomes resistant to. At 11th level, both of these resistances increase to 20. At 17th level, the warlock’s energy resistances once again increase, this time to 30.

Eldritch Resilience (Su): At 7th level, the warlock can use his eldritch energy to reknit his tissues, sinews, and bones. The warlock can use a swift action to grant himself fast healing 1 for 20 rounds. At 10th level, and every three levels gained thereafter, the fast healing granted by eldritch resilience increases by 1 to a maximum of fast healing 5 at 18th level. The warlock can use this ability twice per day at 13th level and three times per day at 19th level.

Armored Arcanist (Ex): At 8th level, a warlock gains medium armor proficiency as a bonus feat. A warlock of this level or higher can cast warlock spells (but not arcane spells gained from other classes) in light or medium armor without suffering the normal chance of arcane spell failure. While wearing heavy armor or when using a shield, a warlock suffers the normal chance of spell failure.

Eldritch Knowledge (Su): At 9th level, the warlock gains a 1st-level arcane spell of his choice that he may add to his list of spells known. He may select from any 1st-level bard, magus, sorcerer/wizard, or witch spell to add to his spells known. At 11th level, and every two levels gained thereafter, the warlock gains knowledge of another arcane spell, each time of a progressively higher level (2nd-level spell at 11th level, 3rd-level spell at 13th-level, etc.). At 19th level, when the warlock gains this ability, he may select a single 7th-level sorcerer/wizard or witch spell and add it to the list of his spells known as a 6th-level warlock spell.

Greater Invocations (Sp): Starting at 10th level, and every two levels thereafter, a warlock can choose one of the following greater invocations whenever he could select a new invocation.

Bewitching Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become confused for 2 rounds. On a successful save, the target is confused for 1 round.

Eldritch Bolt: The warlock invokes his eldritch blast in a 120-foot line 5-feet wide that affects all creatures within the area. No attack is needed for this invocation, but all targets in the area of effect are allowed a Reflex save for one-half damage.

Eldritch Cone: The warlock invokes his eldritch blast in a 60-foot cone that affects all creatures within the area. No attack is needed for this invocation, but all targets in the area of effect are allowed a Reflex save for one-half damage.

Entangling Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Reflex saving throw or become entangled for 2 rounds. On a successful save, the target is entangled for 1 round.

Entropic Blast (Sp): This invocation can only be used against objects weighing no more than 10 pounds per warlock level. The object has its hardness and hit points reduced by one-half. Any single object can only be affected once by this invocation. Magical objects are allowed a Will save to negate the effects of this invocation; non-magical objects are automatically affected.

Noxious Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become nauseated for 2 rounds. On a successful save, the target is nauseated for 1 round.

Repelling Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Will saving throw or be moved 5 feet in a direction directly away from the warlock for every 5 points of damage he suffers. If the target strikes an immobile, solid object (such as wall) while still having movement remaining, he suffers an additional 1d6 points of bludgeoning damage for every 5 feet of movement remaining. While moving in such a fashion, the target provokes attacks of opportunity. A successful save negates the repelling effect.

Thundering Blast (Sp): The warlock alters his eldritch blast to inflict sonic damage. Unlike other invocations that alter the energy of his eldritch blast no additional damage dice are gained.

Vitriolic Blast (Sp): The warlock alters his eldritch blast to inflict acid damage. Unlike other invocations that alter the energy of his eldritch blast no additional damage dice are gained. The acid created by this invocation is summoned, and is therefore not subject to spell resistance.

Weakening Bolt (Sp): Any creature damaged by the warlock’s eldritch bolt must make a Will save or take 2 points of Strength damage. On a successful save, the target only takes 1 point of Strength damage.

Dire Invocation (Sp): Starting at 18th level, and every two levels thereafter, a warlock can choose of one of the following dire invocations whenever he could select a new invocation.

Banishing Blast (Sp): The target of the eldritch blast suffers normal damage. If the target is an outsider or a creature otherwise summoned or called through a spell-effect (such as a creature summoned by any summon monster or summon nature’s ally spell) it must make a Will saving throw or suffer the effects of dismissal (as per the spell) if the target is an outsider. If the target has merely been summoned via a spell but is not an outsider, this invocation ends that spell for the targeted creature if the creature fails to make his Will saving throw, immediately sending it back to where it was summoned from.

Eldritch Doom: The warlock invokes his eldritch blast in a 20-foot radius spread with a range of 60-feet that affects all creatures within the area. No attack roll is needed for this invocation, but all targets in the area of effect are allowed a Reflex save for one-half damage.

Enervating Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or gain 2 negative levels. On a successful save, the target does not gain any negative levels. Undead creatures suffer no damage and gain no benefit from this invocation.

Horrific Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Will saving throw or be stunned for 2 rounds. On a successful save, the target is stunned for 1 round.

Mirror Blast (Sp): The warlock can select two targets within range of his eldritch blast, so long as both targets are within 30 feet of each other. He makes a melee touch attack against both targets, and each suffers the full damage from his eldritch blast if his attack rolls are successful.

Utterdark Blast (Sp): The warlock alters his eldritch blast to inflict negative energy damage. The damage on his eldritch blast increases by +2d6; this extra damage applies only to the utterdark blast. Undead creatures are healed by this invocation.

Warlock Supreme (Su): At 20th level, the warlock undergoes an eldritch apotheosis that is the culmination of all that he has strived to achieve. His energy resistances improve to immunities and he gains resistance 10 against the three energy types he did not select. Once per round, he may use his eldritch blast, and any applied invocations, as a swift action instead of a standard action. His damage reduction increases to DR 10/cold iron and magic. The warlock can also select one 8th-level sorcerer/wizard or witch spell of his choice and add it to his spells known as a 6th-level warlock spell.

Warlock Spell List

0-level Spells: Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue

1st-level Spells: Cause Fear, Charm Person, Chill Touch, Comprehend Languages, Disguise Self, Endure Elements, Expeditious Retreat, Feather Fall, Hold Portal, Jump, Magic Aura, Obscuring Mist, Ray of Enfeeblement, Sleep, Unseen Servant, Ventriloquism

2nd-level Spells: Arcane Lock, Bear’s Endurance, Blindness/Deafness, Bull’s Strength, Cat’s Grace, Darkvision, Darkness, Fog Cloud, Invisibility, Scare, See Invisibility, Shatter, Spider Climb, Summon Swarm, Web

3rd-level Spells: Deep Slumber, Dispel Magic, Fly, Gaseous Form, Greater Magic Weapon, Major Image, Nondetection, Phantom Steed, Sleet Storm, Slow, Stinking Cloud, Suggestion, Tongues, Vampiric Touch

4th-level Spells: Animate Dead, Bestow Curse, Black Tentacles, Charm Monster, Confusion, Crushing Despair, Dimension Door, Enervation, Fear, Greater Invisibility, Hallucinatory Terrain, Phantasmal Killer, Shadow Conjuration, Solid Fog

5th-level Spells: Baleful Polymorph, Blight, Cloudkill, Dominate Person, Dream, Feeblemind, Mind Fog, Mirage Arcana, Nightmare, Overland Flight, Passwall, Shadow Evocation, Teleport, Waves of Fatigue

6th-level Spells: Acid Fog, Circle of Death, Contingency, Eyebite, Flesh to Stone, Geas/Quest, Greater Dispel Magic, Mass Suggestion, Mislead, Shadow Walk, True Seeing


You may have noticed that I did not include the Use Magic Device for crafting. This was intentional. It made little sense that the Warlock, an arcane caster, could duplicate divine magic for the purposes of casting. That ability, I believe, was put into the class because the original Warlock had no ability to cast spells and therefore could not create magic items. Since this one can, I don't think it needs that ability.

I also removed the 'take 10' on UMD checks. The reason being the class doesn't really need it anymore. He still has UMD as a class skill, and that is more than enough, in my own humble opinion.

Master Arminas

Osirion

I like that you picked a lot of the invocations that people took anyway (like the ones that replicated shatter, summon swarm and fly/overland flight) and converted them into spells, so that a converted warlock might still be able to accomplish the same stunts, simply via a different mechanic (and no longer at will).

I loved the idea of the warlock, when it first came out, but, in play, found it terribly repetitive. Your solution, adding more options through a spell-list, but less unlimited use invocations, totally fixes my main disappointment with the class.

.

Random thoughts;

I'm conflicted as to whether this class should be d8 HD / 3/4 BAB, as you have it, or d6 HD / 1/2 BAB. It's got spell progression more like that of a bard than a wizard, and yet the eldritch blast is arguably sexier than bardic inspiration (even bardic inspiration may well be more mechanically useful in a larger party, particularly one with companions and cohorts and summoning magics). I'd have to see it in play, and the 3/4th BAB is probably the way to go, in light of the original Warlock's adequate ability to step into the fray with hideous blow.

One other option I'd considered back in the day was requiring a starting Warlock to decide if his Eldritch Blasts were going to be fire, electrical or cold damage, and allow other options to be purchased later as blast modifications (and adding sonic, force, acid and positive or negative energy, in this manner, as well, as possible options for upgrade, but *not* as starting options) and completely doing away with the unresistable un-typed damage option. (And perhaps even tying in the first energy resistance to the damage type chosen.) I'm not really convinced that this is needed to balance anything, I just preferred the idea at the time that different Warlocks would start out with different sorts of energy, and, over time, be able to switch things up, to get around specific resistances, if they so chose.


Set, I am glad that you enjoyed it. The energy-based eldritch blast would be easy enough to fix. Choose one of the three energy types available as a first level invocation (fire, cold, or electricity) and give them that instead of the untyped eldritch blast, although you might need to lose the bonus 1d6 damage die. Add in the untyped eldritch blast as its own invocation. And you are done.

I think it really needs to stay medium BAB and d8, and not just because that is the 'standard' that Pathfinder gives to medium-rate caster progressions. Sure, the eldritch blast is sexier than the bardic abilities, but when you compare the damage to what a fighter, barbarian, paladin, ranger, sorcerer, or wizard is putting out, it is very low. With a medium BAB, it is at least nearly always assured of hitting a touch AC, and can perform in melee at least as well as a bard or rogue. Of course, if I was playing a Warlock, I would love to have a bard in the party to help my attacks out!

Thanks again for the kind words; I tried to keep the 'feel' of the class, while making the mechanics more in line with Pathfinders other classes and not going overboard with power creep. Thanks for the critique.

Master Arminas

RPG Superstar 2012 Top 32

It looks good, but definitely goes in a direction I wouldn't have gone in. One of the main features of the 3.5 warlock was the at will invocations....this made the class a very easy to use magic user. It had a very restricted number of known "spells," but could use them all day long. This lead to very easy book keeping, and a beginner player could make a magic-user without learning all sorts of different spells.

What you made is definitely a nice class, but isn't any easier to use than a standard sorcerer, wizard, cleric, druid, or bard.

I'm playtesting my version of the warlock with a rules-lite player, and she's having fun with it. It isn't rules-intense, there is very little bookkeeping, and she does consistent damage, without being guaranteed to hit every round (natural 1s and critters with a high touch AC can still avoid the blast!).

One thing I noticed is that some of your upper level invocations have some pretty nasty effects on successful saves. You might want to tone them down a bit. Instead of being nauseated on a successful save, maybe sickened for 1 round. Instead of stunned for 1 round, maybe staggered? I really like the idea of having something bad on a successful save (it really meshes well with the inquisitor's stalwart ability, and the hexblade's mettle, so those abilities will actually see some use!), but they shouldn't be as bad for a shorter duration. 1 round of being stunned is pretty bad!!!!


You make an excellent point, SmiloDan. It would be better to have a slightly less bad effect on a save, and beleive or not I meant to do just that. Had notepad open when I working on the class with stagger-stun, sicken-naseauted, fatigue-exhausted, shaken-frightened, and all of the other two part conditions. And then didn't include it.

I'll fix in my master copy and possibly report in this thread later the corrected version, since I can't edit my original post any more.

Thanks for taking a look!

Master Arminas


And here is the fix that SmiloDan suggested.

Greater Invocations

Bewitching Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become confused for 2 rounds. On a successful save, the target is dazed for 1 round.

Noxious Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become nauseated for 2 rounds. On a successful save, the target is sickened for 1 round.

Dire Invocations

Horrific Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Will saving throw or stunned for 2 rounds. On a successful save, the target is staggered for 1 round.

RPG Superstar 2012 Top 16

I do a personal view of Warlocks that does the following:

A Warlock's first powers, including his Wrath and his Ward, are determined by the Patrons he swears to, and the Pact he makes with them. If this comes across similar to the Oracle and the Witch, it is.

A Warlock can swear to an unlimited number of Patrons, but each one after the first burns either a feat or a class ability (5,10,15,20). He can never have more then 5 Pacts active at once.

Pacts are Primus, Secundus or Tertius. Primus Pacts overrule all others. Any action which runs counter to a Primus Pact is nulled for lesser Pacts. Primus Pacts grant full Powers. they are generally sworn only to extremely powerful forces that can grant the full measure of their powers.

Secundus Pacts grant fewer powers then Primus, but still have complementary strictures. They tend to be sworn to the same Patrons as Primus, but relegated to less force.

Tertius Pacts are lesser Pacts that can be swapped in and out by the Warlock, and tend to be sworn to specialized and less powerful entitites who excel in limited areas.

Primus Pacts are always to extremely powerful forces, or entities that represent those forces: Heaven, Hell, The Abyss, Law, Chaos, The Outer Dark (Cthulu/Aberrants); A Court of the Fey; A pure Element. The Warlock's Patron will be a representative of this force, NOT the force itself. FOr instance, a Warlock sworn to Heaven will have as his Pact patron an Angel of at least Deva level. As he advances in power and importance, his Pact is 'bumped up', until a 15th level+ Angelock is sponsored by a Solar.

Secundus Pacts are generally sworn to representatives of powerful forces or races that are subsets of greater forces. For instance, you could swear to the Mountain King, the highest mountain on a continent, instead of to Elemental Earth; you could swear to the Djinni race instead of to the Four Winds of Elemental Air; or to an Ocean instead of to Elemental Water.

Tertius pacts tend to be regional, and might be gifted to a Warlock in the same manner a traveling knight might be allowed to bear the banner of a local lord in a match. Tertius Pacts might be sworn to a local forest that needs aid against a despoiler; the spirit of a city that wants a voice and is willing to aid the warlock in return for direct force; a river or lake, or so forth.

Warlock Pacts are specifically never with Divine Forces. A Pact is a negotiation of terms and conditions. A Warlock neither gains nor costs its Patron power. It can only reflect on its Patron's reputation.

Furthermore, all Pacts have Signs that cannot be disguised or hidden short of invisibility. All Heavenbound Warlocks have silver pupils. All Dark Warlocks (those sworn to the Lower Planes) have black eyes, with the pupils being fiery red for Hell, writhing Purple for the Glooms, and yellow-green balefire for the Abyss. Meet a Windbound's eyes, and you feel a breeze, and he is always being jostled by a gentle wind.

Warlock Powers are divided into the Wrath, the Ward and the Whim.

The Wrath is the classic eldritch blast, and your Pact determines how it can manifest. If you are Heavenbound, it might manifest as Radiant or Cold energy. If you are Secundus to Wind, you might get Thunder (sonic) and lightning. Swear to a Volcano Tertius, and you get Fire. Primus powers can do additional things; Heaven's Wrath does additional damage against evil outsiders and undead, while Hellfire can do partial unholy damage that fire resistance can't stop.

Each Pact will have strictures the Warlock. Dark Pacts all cost your soul when you die. Heavenbound requires you to be Good. Feybound must accept all manner of natterly quests from Fey they cross. Demonbound must destroy things on a regular basis, while Daemonbound must murder. Hellbound can do whatever they want, once they've sold their soul.

The Ward is the defenses the Pact gives you, including elemental resistances, and the ability to form a protective shield. This resistance increases both by your number of Pacts active and the strength of your Wrath.

The Whim is the miscellaneous powers and benefits of the Pact. Heavenbound can heal themselves, and to an extent, others, are immune to fear, and eventually get a permanent Death Ward. Windbound are unaffected by winds and weather, feather fall at will, and can summon the wind. Being Citybound to a famed university town might grant you knowledge checks; being sworn to a Forge town the same on crafting checks, or bonuses against Constructs.

There is no mystery with a Warlock, unlike Oracles and Witches. You know who you are sworn to, and if you've got to give up your firstborn child to the Queen of AIr and Darkness to get your Pact, well, that's the choice you make. You are not a cleric, you are locked into War, and you are to take your gifts and go forth and use them, and all who look upon you know whose power you wield, be it for your benefit or for theirs. Your Patron can show up at awkward moments and ask you to do this or that, and if your black hellfire eyes are seen in civilized regions, you might be put to death on the spot...thus completing your Pact, and confirming everyone's fear of the Power of Hell. Hell wins all around.

Warlocks are fun to imagine. But without a Patron and a Pact, a Warlock has no flavor, and that's the hardest part to put into the class.

One big thing I did was that the Warlock does not have many 'continuing effects'. If it's an effect that lasts for 24 hours, it's permanent now. If they want to do something active, like Hide in the Light (invisible in illumination), they can do NOTHING else with their other Powers. If they want to shoot Wrath, they can't use the Ward to block an attack, or go Angel Walking on a wall. A Wall of fire raised by Wrath lasts only while it is concentrated, and expires the second a Warlock uses his power elsewhere, i.e. there is nothing with 'durations' out there.

The whole idea of Warlocks being bound to 'dark forces' and embedding that in the main powers of the class never struck me well. Angelbound Warlocks aren't going to have fiendish resistances or regeneration, and their Wrath isn't going to harm Good souls. Axiomatic Warlocks are soldiers of the law or master bureaucrats. Demonbound are reaving destroyers, moving from one target to the next.

Furthermore, powers similar to wizards are always less powerful, to reflect the fact that true casters call on greater and more diverse forces, while Warlocks have an inexhaustible store of lesser powers. Warlocks can build up an array of lesser powers, but are always defined by their Primus Pact,and its Wrath. Wards and Whims expand as they swear more Pacts.

==Aelryinth


Well, that was . . . interesting. Very detailed, and very specific to your vision. I'd like to take a look at it when you are finished. But what did you think of the Warlock in this thread? You know, the one the rest of us are talking about.

Master Arminas

RPG Superstar 2012 Top 16

I consider it generic biased towards Evil. Thematically, a Warlock is begging for power from greater forces...he is NOT a chosen representative, anointed hero, or likewise. He is someone desperate for magical power, and willing to do what it takes to grab it. Hell is the #1 go-to guys for these people, the Fey #2, but the road can encompass anyone who bargains with spirits and forces for power.

The flavor of this class is bereft of the impact of the choices the Warlock has made...he just levels up and gets power with no drawbacks. It's a variant caster class that can shoot eldritch blasts and spam low level at-wills. I seriously think the abilities a Warlock gains should be tied to exactly WHO he has bargained with for power, not just a 'pick your new toy' list. Furthermore, the wording is entirely biased towards evil for these generic gifts...why would a Warlock sworn to Heaven use a 'Dark' invocation? have Fiendish resilience?

Meh.

Change the flavor around, take a look at all the forces the Warlock is bargaining with to get all these powers, and you have a class with distinction. In short, you really need 'domains' for Warlocks, or perhaps, something similar to Binders in 3.5...to gain X Warlock power, you must be sworn to Y, who demands you do Z or tough crap. Tie every invocation or set of them to a separate entity, and watch hilarity ensue as you balance competing obligations for all that power.

In short, needs more flavor and development. As presented, its generic and playable, but...meh. It's competing with clerics/druids with domains; oracles with Mysteries; witches with their patrons; sorcerors with bloodlines; and wizards with specialties. Warlocks should be getting Patrons, and unlike all the other casters, more then one source to their power! The only other caster with so little flavor is the bard, who is locked around his music/skill shtick. The warlock only has a second-rate blasting ability to fall back on.

==================

Oh, and a couple other things with mine; A caster or someone with magical abilities (read, any supernatural/spell like powers) can only swear to one Patron. Thus, multi-classing tends to be to fighters and rogues.

I also gave Warlocks freedom of choice to choose their casting stat based on Patron, with the default being Constitution. Allows for crazy combos and anyone to be an effective Warlock if they want to be.

Then you start getting into Pact Variants of the same forces. THe Pact of the Flaming Fist and the Pact of the Poisoned Heart are two of Hell's Nine Pacts, and grant very different powers...

Heh.

==Aelryinth


Did you even read my re-write, Aelryinth? It is not 'hooked on evil/chaos' any more. Fiendish resilience is eldritch resilience. Dark invocations are dire invocations. It isn't tied to how Wizards presented in Complete Arcane.

Instead, this Warlock uses strange magic provided by an unknown source for unknown reasons. He does things that normal arcane casters cannot, but is (I think) pretty balanced against those same casters in his abilities.

I am sorry if you don't like the flavor of the Warlock presented in Complete Arcane; a lot of people didn't. But this rewrite doesn't have that flavor. I do thank you for posting, but I would ask that you critique what I wrote, and not the original Warlock. And as I said before, if you have a link to your version, it sounds very interesting and I would be glad to take a look at it.

One point: there is a reason that no caster type uses Constitution as a casting stat. It gives way too much bang for the buck. I would strongly suggest changing that.

Master Arminas

RPG Superstar 2012 Top 16

I must have been filling in the words when I read over your post...did you edit it from the original?

As for using Con...my warlocks can't wear armor, and unlike mages, can't toss up mage armor, either. Bracers are a very expensive fill in!

But the intent was also that regardless of what stat of yours was the highest, you could make them a Warlock. Charismatic expert type? Warlock. Dear old granny with a dark secret? Warlock. Smith bulging with muscles? Warlock. The powers that grant energies are quite flexible that way.

Taking a second look at your post. I admit I started to glaze when re-reading invocations all over again.

===Aelryinth


It is pretty much rewritten from the original class. But the post is same as when I first posted it. Some of the invocations (which now only apply to the eldritch blast) retain their original name. But most of the class features have been changed--some a little, some a lot.

And hey, it happens. We all start to read, and then think about the old version, and before we know it, we aren't reading anymore--we are remembering.

Master Arminas

RPG Superstar 2012 Top 16

The language of the invocations still suggests nasty stuff, and a predilection towards negative energy at the higher end...

Any effect which causes a no-save effect AFTER a save is far too powerful if you can spam it. The stunning blast is effectively an auto-kill against any creature not immune to stunning. Auto entangled, too?

You can do damage and banish a creature, but you took away Dispelling Blast? :) Devour Magic etc was a great alternate use of the Wrath. Destroy magic instead of flesh. I don't see the forked blast anymore, either...

Your flavor is still 'born with Eldritch powers', which is the sorceror's whole shtick. Effectively, he's a mutant. Meh.

I like the limited spell list and the derivation of it is pretty spot on.

I think you should add caster stat as fixed damage to the blast.

I suggest looking at some of the Warlock PrC's and combo-classes for additional abilities. For instance, the DIvine/Warlock PrC could Heal with the Eldritch Blast. The Eldritch Theurge could add Eldritch Blast damage to his spells. The Heavenly warlock gained paladin-like powers and power against evil foes.

I mean, you've got an invocation with unlimited ability to heal undead. that's better then any channeling cleric, especially combined with one of the shape invocations. An undead warlock might be nigh unkillable. ..so why no counter to this ability?

Hideous blow gives the extra damage on EVERY strike? That's...pretty strong. Even if it is a normal attack. Could certainly serve as a fill-in fighter, I'm thinking.

That's why I'm big on Warlocks being normal folks with no power swearing a Pact to gain power, and not 'born with powers beyond mortal kin' and suchlike. Someone born with power has a hugely different mindset then someone desperate for power. But the sorceror serves for the first archetype, the closest we have for the second is the cleric.

==Aelryinth


Oops. I meant to fix hideous blow but then I couldn't edit it anymore and forgot.

Hideous Blow (Sp): The warlock infuses his melee weapon with the power of his eldritch blast. This invocation may be used as a swift action, and imbues one melee weapon which the warlock is currently wielding with the eldritch blast until the start of the warlock’s next round. The warlock must make a normal attack roll with the weapon; if he is successful, then he deals normal damage for the weapon, plus the full damage of his eldritch blast on the first successful melee attack he makes. Attacks that miss do not dissipate the eldritch blast, it remains in effect until either Warlock hits a target in melee or the start of his next turn. On a successful critical hit, the extra damage from the eldritch blast is not multiplied. A warlock must be at least 6th level to select this invocation.

The bold section is the part which I changed.

Master Arminas

RPG Superstar 2012 Top 16

master arminas wrote:

Oops. I meant to fix hideous blow but then I couldn't edit it anymore and forgot.

Hideous Blow (Sp): The warlock infuses his melee weapon with the power of his eldritch blast. This invocation may be used as a swift action, and imbues one melee weapon which the warlock is currently wielding with the eldritch blast until the start of the warlock’s next round. The warlock must make a normal attack roll with the weapon; if he is successful, then he deals normal damage for the weapon, plus the full damage of his eldritch blast on the first successful melee attack he makes. Attacks that miss do not dissipate the eldritch blast, it remains in effect until either Warlock hits a target in melee or the start of his next turn. On a successful critical hit, the extra damage from the eldritch blast is not multiplied. A warlock must be at least 6th level to select this invocation.

The bold section is the part which I changed.

Master Arminas

So, you went back to the original one shot. The difference being that was a touch attack, not using a weapon. The 'infused weapon' version was from one of the 3.5 books, Dragon Magic? and did indeed infuse natural attacks for multiple hits.

You MIGHT want to give it some extra punch on a full attack action, ..+dice on first attack, and then + # of dice for a minor boost on follow ups once the main attack is launched. Kind of like Arcane Strike on 'roids. So, weapon + xd6 on first attack until discharged, then weapon + x from residual energy.

===Aelryinth


1 person marked this as a favorite.

The Pathfinder Warlock: A Conversion (Take 2)

Born with eldritch power coursing through their veins, Warlocks are a breed apart from more traditional wielders of arcane magic. They see things that no child should notice, and they know things that none of such an age should be aware of. From their childhood years onward, Warlocks are isolated, as their neighbors begin to sense the strange power within him. Eventually, all fledging Warlocks grow angry, and manifest their first eldritch blast, often with tragic consequences. For those who are not simply killed by frightened peasants or do not go mad over the results of their actions, it is the first step on a perilous career to harness the raw energy exuding from within them. Those few discover that they do not wield magic, they are magic: a living, breathing avatar of eldritch energy.

No one knows the source of a Warlock's powers, not sages, not mystics, not even the Warlock himself. Unlike a sorcerer who is born to a blood-heritage that influences his magic, many fledgling Warlocks have no history of such influences in their family tree. Nor does race seem to matter to the power that gifts a Warlock with their abilities. Every race has seen some of its children born with this precarious gift.

Because of the toll inflicted on a Warlock by the constant rejection and hostility that he faces, most are neutral in alignment--at best. A significant minority are completely evil in outlook, seeking to do unto others as they have done unto him. Although rare, good Warlocks do exist, seeking to harness the eldritch powers within them for a purpose and cause higher than one’s own self. Sadly, even these few are shunned by those who become aware of what they are, for the stories of evil wrought by more malevolent Warlocks are the common fare of bards and commoners.

To be a Warlock is to be alone, a being never fully trusted by anyone who fears what unknown forces might well be granting these perilous powers to a mere mortal.

Role: Warlocks, while no true substitute for a sorcerer or wizard, are an excellent supplement to them. While their spells lack those which cause damage, for that purpose the class possesses eldritch blast, and there are many battlefield control and utility spells on their list. They also gain more skills than more traditional arcane casters, and their proficiency with arms and armor (and higher hit points) serves them well in melee.

Alignment: Any

Hit Die: d8

Base Attack Bonus: Medium

Good Saving Throws: Will

Class Skills: Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Knowledge (The Planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Weapon and Armor Proficiencies: The warlock is proficient with all simple weapons. He is proficient with light armor, but not with medium or heavy armor, or with shields of any type. The warlock can cast warlock spells (but not arcane spells gained from other classes) in light armor without incurring the normal chance of arcane spell failure. While wearing medium or heavy armor or when using a shield, a warlock suffers the normal chance of spell failure.

CLASS FEATURES

Eldritch Blast (Sp): A warlock gains a spell-like ability known as the eldritch blast; this ability allow the warlock to focus his eldritch arcane energy into a damaging blast of dark energies able to wound, or even kill, his opponents. As a standard action that provokes attacks of opportunity, a warlock can make a ranged touch attack against an opponent within 60 feet, dealing 1d8 points of damage (the damage results from pure arcane energy and does not possess an energy type, therefore energy resistances and immunities offer no protection). The target of the eldritch blast receives no saving throw. A warlock may invoke his eldritch blast defensively to avoid attacks of opportunity.
At 2nd level, and every two warlock levels gained thereafter, the damage inflicted by an eldritch blast increases by 1d8 to a maximum of 11d8 at 20th level.
An eldritch blast is subject to spell resistance, but the warlock may apply the effects of the feats Spell Penetration and Greater Spell Penetration to his eldritch blast.
An eldritch blast deals half damage to objects.
For the purposes of the spells globe of invulnerability, lesser globe of invulnerability, and similar powers and effects, a 1st level warlock’s eldritch blast has an effective spell level equal to a 1st-level spell. At each odd-numbered warlock level gained thereafter, the eldritch blast strength increases by one level, to an effective spell of 9th-level at warlock level 17.

Invocations (Sp): Warlocks learn a number of magic tricks, called invocations, which he can apply to his eldritch blast. At 1st level, a warlock gains one of the following minor invocations of his choice. He gains an additional invocation at 2nd level and for every 2 levels attained after 2nd level. A warlock cannot select an individual invocation more than once.
Unless otherwise noted, invocations are part of the same standard action a warlock uses to unleash his eldritch blast. The save (if any) to resist an invocation is equal to 10 + ½ the warlock’s level + the warlock’s Charisma modifier.
A warlock can apply only one invocation to any given eldritch blast.

Minor Invocations (Sp):

Beshadowed Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become blinded for 2 rounds. On a successful save, the target is instead dazzled for 1 round. A warlock must be at least 6th level to select this invocation.

Boreal Blast (Sp): The warlock alters his eldritch blast to inflict cold damage. The damage on his eldritch blast increases by +1d8; this extra damage applies only to the boreal blast.

Eldritch Spear (Sp): The warlock can use his eldritch blast at medium range (100 ft. + 10 ft./level) instead of the standard 60-foot range.

Frightful Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Will saving throw or become shaken for 2 rounds. On a successful save, the target is not affected. This is a mind-affecting, fear affect. This invocation does not stack with itself. If a creature fails it’s save against this invocation twice, he remains shaken and does not become frightened.

Furnace Blast (Sp): The warlock alters his eldritch blast to inflict fire damage. The damage on his eldritch blast increases by +1d8; this extra damage applies only to the furnace blast.

Hammer Blast (Sp): The warlock’s eldritch blast inflicts full damage to objects. In addition, this invocation deals full damage to constructs and bypasses both the spell-resistance and magic immunity of constructs.

Hideous Blow (Sp): The warlock infuses his melee weapon with the power of his eldritch blast. This invocation may be used as a standard action, and imbues one melee weapon which the warlock is currently wielding with the energy of his eldritch blast. As part of the invocation, the warlock may make a single melee attack roll with his weapon, gaining a bonus on the attack roll equal to the warlock’s Charisma modifier (if any). If the attack successfully hits the warlock deals normal weapon damage plus the full damage of his eldritch blast. A successful critical hit (using the weapons critical threat range) deals normal critical hit damage for both the weapon and the eldritch blast. A warlock must be at least 6th level to select this invocation.

Hindering Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Will saving throw or become slowed for 2 rounds. On a successful save, the target is not affected.

Maelstrom Blast (Sp): The warlock alters his eldritch blast to inflict electricity damage. The damage on his eldritch blast increases by +1d8; this extra damage applies only to the maelstrom blast.

Sickening Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become sickened for 2 rounds. On a successful save, the target is not affected.

Spells: A warlock casts arcane spells drawn from the warlock spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a warlock must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warlock’s spell is 10 + the spell level + the warlock’s Charisma modifier.
Like other spellcasters, a warlock can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as that of the Bard class. In addition, he receives bonus spells per day if he has a high Charisma score.
The warlock’s selection of spells is extremely limited. A warlock begins play know four 0-level spells and two 1st-level spells of the warlock’s choice. At each new warlock level, he gains one or more new spells, as per the Bard spells known table. (Unlike spells per day, the number of spells a warlock knows is not affected by his Charisma score.)
Upon reaching 5th level, and at every third warlock level after that (8th, 11th, and so on), a warlock can choose to learn a new spell in place of one he already knows. In effect, the warlock “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level warlock spell the warlock can cast. A warlock may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A warlock need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Cantrips (Sp): Warlocks learn a number of cantrips, or 0-level spells, as noted under ‘Spells Known’. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Damage Reduction (Ex): At 3rd level, the warlock’s exposure to eldritch arcane energies begins to strengthen his body, providing protection from many attacks. He gains DR 2/cold iron. This increases by 1 at 5th level and every two levels gained thereafter, to a maximum of DR/10 cold iron at 19th level.

Energy Resistance (Ex): At 5th level, the warlock gains resistance 10 to two of the following energy types: acid, cold, electricity, fire, and sonic. The warlock chooses which types of energy he becomes resistant to. At 11th level, both of these resistances increase to 20. At 17th level, the warlock’s energy resistances once again increase, this time to 30.

Eldritch Resilience (Su): At 7th level, the warlock can use his eldritch energy to reknit his tissues, sinews, and bones. The warlock can use a swift action to grant himself fast healing 1 for 20 rounds. At 10th level, and every three levels gained thereafter, the fast healing granted by eldritch resilience increases by 1 to a maximum of fast healing 5 at 18th level. The warlock can use this ability twice per day at 13th level and three times per day at 19th level.

Eldritch Aura (Su): At 8th level, a warlock’s eldritch power grows strong enough that he unconsciously releases damaging attacks on those who harm him. Any melee attack that damages the warlock for at least 1 point of lethal damage causes a backlash in eldritch energy. This backlash deals 1d8 points of damage to the attacker. This damage results from pure arcane energy and does not possess an energy type, therefore energy resistances and immunities offer no protection against it. It always deals lethal damage and is not under the conscious control of the warlock. Any melee attack that inflicts lethal damage to the warlock provokes the use of this ability.
At 12th level, and every four levels gained thereafter as a warlock, the damage inflicts by the warlock’s eldritch aura increases by 1d8, to a maximum of 4d8 at 20th level.

Eldritch Knowledge (Su): At 9th level, the warlock gains a 1st-level arcane spell of his choice that he may add to his list of spells known. He may select from any 1st-level bard, magus, sorcerer/wizard, or witch spell to add to his spells known. At 11th level, and every two levels gained thereafter, the warlock gains knowledge of another arcane spell, each time of a progressively higher level (2nd-level spell at 11th level, 3rd-level spell at 13th-level, etc.). At 19th level, when the warlock gains this ability, he may select a single 7th-level sorcerer/wizard or witch spell and add it to the list of his spells known as a 6th-level warlock spell.

Major Invocations (Sp): Starting at 10th level, and every two levels thereafter, a warlock can choose one of the following greater invocations whenever he could select a new invocation.

Bewitching Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become confused for 2 rounds. On a successful save, the target is dazed for 1 round.

Eldritch Bolt (Sp): The warlock invokes his eldritch blast in a 120-foot line that is 5-feet wide and affects all creatures within the area. No attack is needed for this invocation, but all targets in the area of effect are allowed a Reflex save for one-half damage.

Eldritch Cone (Sp): The warlock invokes his eldritch blast in a 60-foot cone that affects all creatures within the area. No attack is needed for this invocation, but all targets in the area of effect are allowed a Reflex save for one-half damage.

Entangling Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Reflex saving throw or become entangled for 2 rounds. On a successful save, the target is not affected.

Entropic Blast (Sp): This invocation can only be used against objects weighing no more than 10 pounds per warlock level. The object has its hardness and hit points reduced by one-half. Any single object can only be affected once by this invocation. Magical objects are allowed a Will save to negate the effects of this invocation; non-magical objects are automatically affected.

Fatiguing Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become fatigued. On a successful save, the target is not affected. This invocation does not stack with itself. If a creature fails it’s save against this invocation twice, he remains fatigued and does not become exhausted.

Noxious Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become nauseated for 2 rounds. On a successful save, the target is sickened for 1 round.

Repelling Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Will saving throw or be moved 5 feet in a direction directly away from the warlock for every 5 points of damage he suffers. If the target strikes an immobile, solid object (such as wall) while still having movement remaining, he suffers an additional 1d6 points of bludgeoning damage for every 5 feet of movement remaining. While moving in such a fashion, the target provokes attacks of opportunity. A successful save negates the repelling effect.

Terrifying Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Will saving throw or become frightened for 2 rounds. On a successful save, the target is instead shaken for 1 round. This is a mind-affecting, fear affect. This invocation does not stack with itself. If a creature fails its save against a second use, he remains either shaken or frightened and does not become panicked.

Thundering Blast (Sp): The warlock alters his eldritch blast to inflict sonic damage. Unlike other invocations that alter the energy of his eldritch blast no additional damage dice are gained.

Vitriolic Blast (Sp): The warlock alters his eldritch blast to inflict acid damage. Unlike other invocations that alter the energy of his eldritch blast no additional damage dice are gained. The acid created by this invocation is summoned, and is therefore not subject to spell resistance.

Weakening Bolt (Sp): Any creature damaged by the warlock’s eldritch bolt must make a Will save or take 2 points of Strength damage. On a successful save, the target only takes 1 point of Strength damage.

Empower Invocation (Su): At 11th level, a warlock may empower (as per the feat Empower Spell) his eldritch blast or any invocation that he knows. He may use this ability once per day. At 13th level, and every two warlock levels gained thereafter, a warlock gains one daily use of this ability, to a maximum of five times per day at 19th level.

Greater Invocation (Sp): Starting at 18th level, and every two levels thereafter, a warlock can choose of one of the following dire invocations whenever he could select a new invocation.

Banishing Blast (Sp): The target of the eldritch blast suffers normal damage. If the target is an outsider or a creature otherwise summoned or called through a spell-effect (such as a creature summoned by any summon monster or summon nature’s ally spell) it must make a Will saving throw or suffer the effects of dismissal (as per the spell) if the target is an outsider. If the target has merely been summoned via a spell but is not an outsider, this invocation ends that spell for the targeted creature if the creature fails to make his Will saving throw, immediately sending it back to where it was summoned from.

Eldritch Doom (Sp): The warlock invokes his eldritch blast in a 20-foot radius spread with a range of 60-feet that affects all creatures within the area. No attack roll is needed for this invocation, but all targets in the area of effect are allowed a Reflex save for one-half damage.

Enervating Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or gain 2 negative levels. On a successful save, the target does not gain any negative levels. Undead creatures suffer no damage and gain no benefit from this invocation.

Exhausting Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become exhausted. On a successful save, the target is fatigued instead. This invocation does not stack with itself. If a creature successfully saves against this invocation twice, he remains fatigued and does not become exhausted.

Horrific Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Will saving throw or be stunned for 2 rounds. On a successful save, the target is staggered for 2 rounds.

Mirror Blast (Sp): The warlock can select two targets within range of his eldritch blast, so long as both targets are within 30 feet of each other. He makes a melee touch attack against both targets, and each suffers the full damage from his eldritch blast if his attack rolls are successful.

Utterdark Blast (Sp): The warlock alters his eldritch blast to inflict negative energy damage. The damage on his eldritch blast increases by +2d8; this extra damage applies only to the utterdark blast. Undead creatures are healed by this invocation.

Warlock Supreme (Su): At 20th level, the warlock undergoes an eldritch apotheosis that is the culmination of all that he has strived to achieve. His existing energy resistances improve to immunities and he gains resistance 10 against the three energy types he did not select earlier. Once per round, he may use his eldritch blast, and any applied invocations, as a swift action instead of a standard action. His damage reduction increases to DR 10/cold iron and magic. The warlock can also select one 8th-level sorcerer/wizard or witch spell of his choice and add it to his spells known as a 6th-level warlock spell.

Warlock Spell List

0-level Spells: Arcane Mark, Bleed, Dancing Lights, Detect Magic, Detect Poison, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Resistance

1st-level Spells: Cause Fear, Charm Person, Chill Touch, Comprehend Languages, Disguise Self, Endure Elements, Expeditious Retreat, Feather Fall, Hold Portal, Jump, Magic Weapon, Obscuring Mist, Sleep, Unseen Servant

2nd-level Spells: Arcane Lock, Bear’s Endurance, Blindness/Deafness, Bull’s Strength, Cat’s Grace, Darkvision, Darkness, Fog Cloud, Invisibility, See Invisibility, Shatter, Spider Climb, Summon Swarm, Web

3rd-level Spells: Deep Slumber, Dispel Magic, Fly, Gaseous Form, Greater Magic Weapon, Major Image, Nondetection, Phantom Steed, Sleet Storm, Slow, Stinking Cloud, Suggestion, Tongues, Vampiric Touch

4th-level Spells: Animate Dead, Bestow Curse, Black Tentacles, Charm Monster, Crushing Despair, Dimension Door, Enervation, Greater Invisibility, Hallucinatory Terrain, Solid Fog

5th-level Spells: Baleful Polymorph, Blight, Cloudkill, Dominate Person, Dream, Feeblemind, Mind Fog, Mirage Arcana, Nightmare, Overland Flight, Passwall, Teleport, Waves of Fatigue

6th-level Spells: Acid Fog, Circle of Death, Eyebite, Flesh to Stone, Geas/Quest, Greater Dispel Magic, Mass Suggestion, Mislead, Shadow Walk, True Seeing

Warlocks and Meta- Feats: Warlocks are not eligible for feats such as Empower Spell-Like Ability or Quicken Spell-Like Ability. Although the eldritch blast and various invocations are classified as spell-like abilities, there is sufficient difference between the two that the warlock is unable to use these monster feats. In much the same fashion, a warlock cannot apply a metamagic feat to his eldritch blast or to his various invocations (although he can apply such feats to his spells as normal).

Warlocks and Ability Focus: Warlocks may take the feat Ability Focus. It must be taken for a specific invocation that requires a saving throw and does not apply to any other invocation that the warlock knows or invokes. A warlock can select this feat multiple times. Each time, it applies to a different invocation.


All right. Having taken your suggestions to heart, the Take 2 version of my Warlock is now posted above. As Aelryinth suggested, I have changed the names of several invocations that seemed to evoke the image of the lower planes. Also, I dropped the good Fort save. Why? It didnt' seem to fit this class as a Arcane caster. Really, it can make do with just a good Will, so that is not too much of a loss.

For the eldritch blast I noted that everyone says it is too weak, so I gave it a little bit of bump, changing the d6s to d8s. It is not a lot, but should make the warlock a little more able to inflict damage.

Now, I know a lot of people are going to object, but I got rid of the 8th level armored arcanist ability. Originally, I was going by the magus class (and they eventually get heavy armor), but I was never happy with it. Medium and heavy armor just don't seem to fit the class. So I canned it. Instead, the warlock now gets Eldritch Aura at 8th level to give him some additional defenses in melee. Since he can't turn it off, it has both good and bad points, but hey; that is life as a warlock.

For the invocations themselves, I took Smilodan's suggestion and changed the secondary effect to either short-term lesser effects or total negation (mainly negation on the minor invocations). I have also changed the names of the three groups to Minor (1st level), Major (10th level), and Greater (18th level).

You might want to take a close look at Hideous Blow; I made some pretty hefty changes to it and still am not quite sure I have it pegged.

Then I got to thinking about how eldritch blast interacts with feats and defensive magics, such as globe of invulnerability. I have clarified all of that (and Ability Focus) at the end of the class text block. To make up for now being able to use monster meta-SLA feats, I added Empower Invocation at 11th level. This can be used 1/day, but that number increases as the warlock continues to gain levels. That gives another damage boost (for a limited number of times per day) to the class, albeit at higher levels only.

I also deleted some spells from their available spell list, concentrating instead on what I see as the core warlocky spells. Since the warlock can eventually add another eight spells of his choice to the list, I think that tightening up the list is OK.

Like always, I would love your feedback on what I have done right or wrong here. You can't fine-tune a new class without feedback, and I humbly ask for your thoughts on it.

Anyway, that is it for now. Until next time,

Master Arminas


Interestingly, a friend of mine houseruled the Warlock's Eldritch Blast to carry bonus damage equal to 1/2 the Warlock's Charisma modifier per damage die. (Not saying s@~$ about the balance of it on paper, though it worked fairly well in play.)


GAH! So a Warlock with Charmisa of 22 would add +3 to each damage die! Chuckle. I could swear I know that player, because I've got one just like that in my group! If, if I went that route, I would simply add Charisma to the sum total of the eldritch blast as bonus damage. Aka, a 6th level Warlock with a Charisma of 18 would do 4d8+4 damage. A 20th level Warlock with a Charisma of 26 would do 11d8+8 damage.

Master Arminas


master arminas wrote:

GAH! So a Warlock with Charmisa of 22 would add +3 to each damage die! Chuckle. I could swear I know that player, because I've got one just like that in my group! If, if I went that route, I would simply add Charisma to the sum total of the eldritch blast as bonus damage. Aka, a 6th level Warlock with a Charisma of 18 would do 4d8+4 damage. A 20th level Warlock with a Charisma of 26 would do 11d8+8 damage.

Master Arminas

This wasn't a player, it was a DM, and +Charisma mod to the total is, in my experience, going to quickly get outstripped with level. +1/2 cha per die worked really well in play, but Charisma mod + Caster Level might work out.

I should also note that this was instead of d8's, not with them, though I doubt d8's would make that much difference either way :P

Oh, and on re-examining your revised class I see 11 dice at 20th level, this was done with the basic warlock and it's 9 dice at 20.


I reckon it would square off in the wash. 9d6+27 (for example) versus 11d8+8. 58.5 damage versus 57.5 damage = almost identical. It just seems so radical. LOL

Master Arminas


master arminas wrote:

I reckon it would square off in the wash. 9d6+27 (for example) versus 11d8+8. 58.5 damage versus 57.5 damage = almost identical. It just seems so radical. LOL

Master Arminas

Pst, +8 mod would be +4 per die, which would be 9d6+36 :P

Even so though, it's not a massive pile of damage, nothing to freak out over. Somewhat powerful with Eldritch Glaive, but a Glaivelock is giving up some dexterity and ranged potential for that style so it's mostly a wash, especially given the inability to get enhancement bonuses to hit and damage, which reduces their ability to hit compared to other classes.


My bad. So would average out to 67.5 versus 57.5, about ten points higher. I think I will keep it like it is written, though, my players would freak out if the warlock starting racking up those damage bonuses!

Which isn't to say it is not a good idea: it most certainly solves the problem of low damage delivery. Just not in a way that would fit into my established game, unfortunately.

Master Arminas


Oh of course. I wasn't trying to lobby for it or anything, just discussing an alternative. Good luck with Take 2 at the table :)

RPG Superstar 2012 Top 32

You could make a Minor Invocation that adds your Charisma modifier to damage and caster level checks to overcome spell resistance with your eldritch blast.

It's a dark secret that MY version of the warlock has, and has proved effective and balanced in a playtest I've been running.

I really like the invocations that do 1 minute (hour, day, etc.) of badness on a failed save/1 round of less badness on a successful save.

How about a Bloody Invocation? It causes bleed damage equal to the number of dice of damage your eldritch blast does. Heal check DC 10 + 1/2 your warlock level + your Charisma to stop bleeding....or cure magic.

Also, one of your upper level invocations heals undead at will. That can be real nasty at higher level. Like a cabal of warlock liches.


(Warning: Off-topic)

I do find it rather amusing how Pathfinder had to make Bleed damage common to get healing magic to actually have a purpose mid-combat.


SmiloDan wrote:

You could make a Minor Invocation that adds your Charisma modifier to damage and caster level checks to overcome spell resistance with your eldritch blast.

It's a dark secret that MY version of the warlock has, and has proved effective and balanced in a playtest I've been running.

I like this idea; have to work on it. Perhaps a warlock spell, since I made all of the invocations deal with EB? But it could still work as an invocation.

SmiloDan wrote:

How about a Bloody Invocation? It causes bleed damage equal to the number of dice of damage your eldritch blast does. Heal check DC 10 + 1/2 your warlock level + your Charisma to stop bleeding....or cure magic.

Also, one of your upper level invocations heals undead at will. That can be real nasty at higher level. Like a cabal of warlock liches.

Sanguine Blast, perhaps? And they only get 2 greater invocations: at 18th and 20th level. Utterdark blast (the one that heals Undead) would have to be one of them, but the idea of a cabal of 18th+ level warlock necromancer liches is a really, really good one.

You gave me some ideas here, Smilodan.

Master Arminas

RPG Superstar 2012 Top 32

master arminas wrote:
SmiloDan wrote:

You could make a Minor Invocation that adds your Charisma modifier to damage and caster level checks to overcome spell resistance with your eldritch blast.

It's a dark secret that MY version of the warlock has, and has proved effective and balanced in a playtest I've been running.

I like this idea; have to work on it. Perhaps a warlock spell, since I made all of the invocations deal with EB? But it could still work as an invocation.

SmiloDan wrote:

How about a Bloody Invocation? It causes bleed damage equal to the number of dice of damage your eldritch blast does. Heal check DC 10 + 1/2 your warlock level + your Charisma to stop bleeding....or cure magic.

Also, one of your upper level invocations heals undead at will. That can be real nasty at higher level. Like a cabal of warlock liches.

Sanguine Blast, perhaps? And they only get 2 greater invocations: at 18th and 20th level. Utterdark blast (the one that heals Undead) would have to be one of them, but the idea of a cabal of 18th+ level warlock necromancer liches is a really, really good one.

You gave me some ideas here, Smilodan.

Master Arminas

NOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

You're supposed to NOT have a cabal of 18th level warlock liches!!!!!!

Your poor, poor PCs....

;-)


Smilodan said wrote:

NOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

You're supposed to NOT have a cabal of 18th level warlock liches!!!!!!

Your poor, poor PCs....

;-)

heheheheh.

Alright then, add this to the list of minor invocations:

Exsanguinating Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or suffer 1d6 points of bleed damage. On a successful save, the target is instead suffers 1 point of bleed damage. Regardless, the DC for a heal check to staunch the bleeding is equal to that of the invocation; a cure wounds spell of any level automatically staunches this effect. A warlock must be at least 4th level to select this invocation.

And, as per kyrt-rider's and smilodan's suggestions, add this ability at 6th level:

Eldritch Intensity (Ex): At 6th level, a warlock may add his Charisma modifier (if any) as a bonus on the damage inflicted by his eldritch blast, up to a maximum bonus equal to the warlock's class level. At 13th level, this bonus on eldritch blast increases to twice the warlock's Charisma modifier, to a maximum bonus equal to the warlock's class level.
In addition, the warlock gains a +1 bonus on all checks made to penetrate spell resistance when using his eldritch blast, but not with his spells. This bonus stacks with those granted by the feats Spell Penetration and Greater Spell Penetration. At 10th level, and every four warlock levels gained thereafter, the bonus on spell penetration checks increases by +1, to a maximum bonus of +4 at 18th level.

Thoughts?

Master Arminas


Just had a thought: the warlock (and other ray specialists) seems to get hit twice by the same Mack truck we call attacks of opportunities. He provokes for casting and then he provokes for using a ranged touch attack. What if we removed provoking from the use of eldritch blast and invocations, but left the AoO for using a ranged touch attack?

Is that too much?

MA

Cheliax

To help out low-level survivability, consider adding shield to the spell list as a first level spell. Summoners get it, as do alchemists, so it's not unprecedented.


Just a thought, why not change eldritch blast and its invocations to supernatural abilities? I mean when you think of it a spell-like ability is a mechanic to give creatures that ability to cast spells without being a spell caster. As far as I know eldritch blast and invocation duplicate no spells on their own.

Now I understand that by making this ability supernatural it removes the threat of spell resistance negating the attack. But when I think of it the Warlock can only use this ability once per round and the damage is moderate compared to what other classes can dish out. I think that making the blast a little harder to avoid or resist will make it on par with other caster types as far as combat effectiveness.

The blast is the the only really offensive thing that this warlock can do as its spell list is geared mostly towards buffing and debuffing. of course the class can make use of UMD to have offensive casting abilities and the classes Cha focus will make UMD a better option but with the pathfinder skill system you can easily make any class be able to competently use magic items.


Drogan Tome,

You don't think making the eldritch blast and invocations supernatural abilities would be too strong? It would ignore spell resistance, but also stop provoking attacks of opportunity (although using a ranged touch attack would still provoke, so that evens out, I reckon). It probably would work, I am just concerned it might be seen as too strong.

Master Arminas


master arminas wrote:

Drogan Tome,

You don't think making the eldritch blast and invocations supernatural abilities would be too strong? It would ignore spell resistance, but also stop provoking attacks of opportunity (although using a ranged touch attack would still provoke, so that evens out, I reckon). It probably would work, I am just concerned it might be seen as too strong.

Master Arminas

Since the action of a ranged touch attack still provokes and AoE and to my knowledge you cant do that on the defensive I don't think the change in ability classification to be too unbalancing. All it would really do is give the warlock a more reliable combat ability without making it too overpowered. It is still balanced by touch AC just like other ranged touch attacks so I don't see the big deal. Although some may look at that ability and say " supernatural instead of spell-like?! my game will implode into warlock fueled chaos with this class!!!!1!!" those who understand the rules will see that it is a small but important change for the class that doesn't upset the cosmic balance of the game.


5 people marked this as a favorite.

All right, everyone’s points are well taken. Here then is Take 3. Minor changes mostly, but (as per Drogan Tome’s suggestion) I have made the eldritch blast and invocations supernatural abilities instead of spell-like, which also necessitated a few other changes to various invocations and abilities, including the removal of Hammer Blast (it isn’t really necessary any more). I removed sonic from the types of energy damage the warlock can resist; but honestly, how many sonic damage spells and creatures are there? In addition, I renamed enervating blast to utterdark blast, and removed the old utterdark blast (the one that healed Undead). Sorry, no cabal of 18th-level Lich Warlocks for you, smilodan.

Hopefully, this is the final version.

Master Arminas

The Pathfinder Warlock: A Conversion (Take 3)

Born with eldritch power coursing through their veins, Warlocks are a breed apart from more traditional wielders of arcane magic. They see things that no child should notice, and they know things that none of such an age should be aware of. From their childhood years onward, Warlocks are isolated, as their neighbors begin to sense the strange power within him. Eventually, all fledging Warlocks grow angry, and manifest their first eldritch blast, often with tragic consequences. For those who are not simply killed by frightened peasants or do not go mad over the results of their actions, it is the first step on a perilous career to harness the raw energy exuding from within them. Those few discover that they do not wield magic, they are magic: a living, breathing avatar of eldritch energy.
No one knows the source of a Warlock's powers, not sages, not mystics, not even the Warlock himself. Unlike a sorcerer who is born to a blood-heritage that influences his magic, many fledgling Warlocks have no history of such influences in their family tree. Nor does race seem to matter to the power that gifts a Warlock with their abilities. Every race has seen some of its children born with this precarious gift.
Because of the toll inflicted on a Warlock by the constant rejection and hostility that he faces, most are neutral in alignment--at best. A significant minority are completely evil in outlook, seeking to do unto others as they have done unto him. Although rare, good Warlocks do exist, seeking to harness the eldritch powers within them for a purpose and cause higher than one’s own self. Sadly, even these few are shunned by those who become aware of what they are, for the stories of evil wrought by more malevolent Warlocks are the common fare of bards and commoners.
To be a Warlock is to be alone, a being never fully trusted by anyone who fears what unknown forces might well be granting these perilous powers to a mere mortal.

Role: Warlocks, while no true substitute for a sorcerer or wizard, are an excellent supplement to them. While their spells lack those which cause damage, for that purpose the class possesses eldritch blast, and there are many battlefield control and utility spells on their list. They also gain more skills than more traditional arcane casters, and their proficiency with arms and armor (and higher hit points) serves them well in melee.

Alignment: Any

Hit Die: d8

Base Attack Bonus: Medium

Good Saving Throws: Will

Class Skills: Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Knowledge (The Planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Weapon and Armor Proficiencies: The warlock is proficient with all simple weapons. He is proficient with light armor, but not with medium or heavy armor, or with shields of any type. The warlock can cast warlock spells (but not arcane spells gained from other classes) in light armor without incurring the normal chance of arcane spell failure. While wearing medium or heavy armor or when using a shield, a warlock suffers the normal chance of spell failure.

CLASS FEATURES

Eldritch Blast (Su): A warlock gains a supernatural ability known as the eldritch blast; this ability allow the warlock to focus his eldritch arcane energy into a damaging blast of dark energies able to wound, or even kill, his opponents. As a standard action a warlock can make a ranged touch attack against an opponent within 60 feet, dealing 1d8 points of damage (the damage results from pure arcane energy and does not possess an energy type, therefore energy resistances and immunities offer no protection). The target of the eldritch blast receives no saving throw. Although the eldritch blast itself does not provoke an attack of opportunity, it should be noted that all ranged touch attacks in Pathfinder do provoke an attack of opportunity when the to-hit roll is made.
At 2nd level, and every two warlock levels gained thereafter, the damage inflicted by an eldritch blast increases by 1d8 to a maximum of 11d8 at 20th level.
An eldritch blast is not subject to spell resistance.
An eldritch blast deals half damage to objects.
For the purposes of the spells globe of invulnerability, lesser globe of invulnerability, and similar powers and effects, a 1st level warlock’s eldritch blast has an effective spell level equal to a 1st-level spell. At each odd-numbered warlock level gained thereafter, the eldritch blast strength increases by one level, to an effective spell of 9th-level at warlock level 17.

Invocations (Su): Warlocks learn a number of magic tricks, called invocations, which he can apply to his eldritch blast. At 1st level, a warlock gains one of the following minor invocations of his choice. He gains an additional invocation at 2nd level and for every 2 levels attained after 2nd level. A warlock cannot select an individual invocation more than once.
Unless otherwise noted, invocations are part of the same standard action a warlock uses to unleash his eldritch blast. The save (if any) to resist an invocation is equal to 10 + ½ the warlock’s level + the warlock’s Charisma modifier.
A warlock can apply only one invocation to any given eldritch blast.

Minor Invocations (Su):

Beshadowed Blast (Su): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become blinded for 2 rounds. On a successful save, the target is instead dazzled for 1 round. A warlock must be at least 6th level to select this invocation.

Boreal Blast (Su): The warlock alters his eldritch blast to inflict cold damage. The damage on his eldritch blast increases by +1d8; this extra damage applies only to the boreal blast.

Eldritch Spear (Su): The warlock can use his eldritch blast at medium range (100 ft. + 10 ft./level) instead of the standard 60-foot range.

Exsanguinating Blast (Su): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or suffer 1d6 points of bleed damage. On a successful save, the target is instead suffers 1 point of bleed damage. Regardless, the DC for a heal check to staunch the bleeding is equal to that of the invocation; a cure wounds spell of any level automatically staunches this effect. A warlock must be at least 4th level to select this invocation.

Frightful Blast (Su): The target of the eldritch blast suffers normal damage and must make a Will saving throw or become shaken for 2 rounds. On a successful save, the target not affected. This is a mind-affecting, fear affect.

Hideous Blow (Su): The warlock infuses his melee weapon with the power of his eldritch blast. This invocation may be used as a standard action, and imbues one melee weapon which the warlock is currently wielding with the energy of his eldritch blast. As part of the invocation, the warlock may make a single melee attack roll with his weapon, gaining a bonus on the attack roll equal to the warlock’s Charisma modifier (if any). If the attack successful hits the warlock deals normal weapon damage plus the full damage of his eldritch blast. A successful critical hit (using the weapons critical threat range) deals normal critical hit damage for both the weapon and the eldritch blast. Since hideous blow is not a ranged touch attack, this is the only eldritch blast invocation that does not provoke an attack of opportunity. A warlock must be at least 6th level to select this invocation.

Hindering Blast (Su): The target of the eldritch blast suffers normal damage and must make a Will saving throw or become slowed for 2 rounds. On a successful save, the target is not affected.

Inferno Blast (Su): The warlock alters his eldritch blast to inflict fire damage. The damage on his eldritch blast increases by +1d8; this extra damage applies only to the inferno blast.

Maelstrom Blast (Su): The warlock alters his eldritch blast to inflict electricity damage. The damage on his eldritch blast increases by +1d8; this extra damage applies only to the maelstrom blast.

Sickening Blast (Su): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become sickened for 2 rounds. On a successful save, the target is not affected.

Spells: A warlock casts arcane spells drawn from the warlock spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a warlock must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warlock’s spell is 10 + the spell level + the warlock’s Charisma modifier.
Like other spellcasters, a warlock can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as that of the Bard class. In addition, he receives bonus spells per day if he has a high Charisma score.
The warlock’s selection of spells is extremely limited. A warlock begins play know four 0-level spells and two 1st-level spells of the warlock’s choice. At each new warlock level, he gains one or more new spells, as per the Bard spells known table. (Unlike spells per day, the number of spells a warlock knows is not affected by his Charisma score.)
Upon reaching 5th level, and at every third warlock level after that (8th, 11th, and so on), a warlock can choose to learn a new spell in place of one he already knows. In effect, the warlock “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level warlock spell the warlock can cast. A warlock may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A warlock need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Cantrips (Su): Warlocks learn a number of cantrips, or 0-level spells, as noted under ‘Spells Known’. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Damage Reduction (Ex): At 3rd level, the warlock’s exposure to eldritch arcane energies begins to strengthen his body, providing protection from many attacks. He gains DR 2/cold iron. This increases by 1 at 5th level and every two levels gained thereafter, to a maximum of DR/10 cold iron at 19th level.

Energy Resistance (Ex): At 5th level, the warlock gains resistance 10 to two of the following energy types: acid, cold, electricity, and fire. The warlock chooses which types of energy he becomes resistant to. At 11th level, both of these resistances increase to 20. At 17th level, the warlock’s energy resistances once again increase, this time to 30.

Eldritch Intensity (Ex): At 6th level, a warlock may add his Charisma modifier (if any) as a bonus on the damage inflicted by his eldritch blast, up to a maximum bonus equal to ½ the warlock’s class level . At 13th level, this bonus on eldritch blast increases to twice the warlock's Charisma modifier, to a maximum bonus equal to the warlock's class level.

Eldritch Resilience (Su): At 7th level, the warlock can use his eldritch energy to reknit his tissues, sinews, and bones. The warlock can use a swift action to grant himself fast healing 1 for 20 rounds. At 10th level, and every three levels gained thereafter, the fast healing granted by eldritch resilience increases by 1 to a maximum of fast healing 5 at 18th level. The warlock can use this ability twice per day at 13th level and three times per day at 19th level.

Eldritch Aura (Su): At 8th level, a warlock’s eldritch power grows strong enough that he unconsciously releases damaging attacks on those who harm him. Any melee attack that damages the warlock for at least 1 point of lethal damage causes a backlash in eldritch energy. This backlash deals 1d8 points of damage to the attacker. This damage results from pure arcane energy and does not possess an energy type, therefore energy resistances, energy immunities, and damage reduction of any type offer no protection against it. It always deals lethal damage and is not under the conscious control of the warlock. Any melee attack that inflicts lethal damage to the warlock provokes the use of this ability.
At 12th level, and every four levels gained thereafter as a warlock, the damage inflicts by the warlock’s eldritch aura increases by 1d8, to a maximum of 4d8 at 20th level.

Eldritch Knowledge (Su): At 9th level, the warlock gains a 1st-level arcane spell of his choice that he may add to his list of spells known. He may select from any 1st-level bard, magus, sorcerer/wizard, or witch spell to add to his spells known. At 11th level, and every two levels gained thereafter, the warlock gains knowledge of another arcane spell, each time of a progressively higher level (2nd-level spell at 11th level, 3rd-level spell at 13th-level, etc.). At 19th level, when the warlock gains this ability, he may select a single 7th-level sorcerer/wizard or witch spell and add it to the list of his spells known as a 6th-level warlock spell.

Major Invocations (Su): Starting at 10th level, and every two levels thereafter, a warlock can choose one of the following major invocations whenever he could select a new invocation.

Bewitching Blast (Su): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become confused for 2 rounds. On a successful save, the target is dazed for 1 round.

Eldritch Bolt (Su): The warlock invokes his eldritch blast in a 120-foot line that is 5-feet wide and affects all creatures within the area. No attack is needed for this invocation, but all targets in the area of effect are allowed a Reflex save for one-half damage.

Eldritch Cone (Su): The warlock invokes his eldritch blast in a 60-foot cone that affects all creatures within the area. No attack is needed for this invocation, but all targets in the area of effect are allowed a Reflex save for one-half damage.

Entropic Blast (Su): This invocation can only be used against objects weighing no more than 10 pounds per warlock level. The object takes normal damage from the eldritch blast, and has its hardness reduced by one-half. This is an instantaneous effect. Any single object can only be affected once by this invocation. Magical objects are allowed a Will save to negate the effects of this invocation; non-magical objects are automatically affected.

Fatiguing Blast (Su): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become fatigued. On a successful save, the target is not affected. This invocation does not stack with itself. If a creature fails it’s save against this invocation twice, he remains fatigued and does not become exhausted.

Noxious Blast (Su): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become nauseated for 2 rounds. On a successful save, the target is sickened for 1 round.

Repelling Blast (Su): The target of the eldritch blast suffers normal damage and must make a Will saving throw or be moved 5 feet in a direction directly away from the warlock for every 5 points of damage he suffers. If the target strikes an immobile, solid object (such as wall) while still having movement remaining, he suffers an additional 1d6 points of bludgeoning damage for every 5 feet of movement remaining. While moving in such a fashion, the target provokes attacks of opportunity. A successful save negates the repelling effect.

Thundering Blast (Su): The warlock alters his eldritch blast to inflict sonic damage. Unlike other invocations that alter the energy of his eldritch blast no additional damage dice are gained.

Vitriolic Blast (Su): The warlock alters his eldritch blast to inflict acid damage. The damage on his eldritch blast increases by +2d8; this extra damage applies only to the vitriolic blast.

Weakening Bolt (Su): Any creature damaged by the warlock’s eldritch bolt must make a Will save or take 2 points of Strength damage. On a successful save, the target only takes 1 point of Strength damage.

Empower Invocation (Su): At 11th level, a warlock may empower (as per the feat Empower Spell) his eldritch blast or any invocation that he knows. He may use this ability once per day. At 13th level, and every two warlock levels gained thereafter, a warlock gains one daily use of this ability, to a maximum of five times per day at 19th level.

Greater Invocation (Su): Starting at 18th level, and every two levels thereafter, a warlock can choose of one of the following greater invocations whenever he could select a new invocation.

Banishing Blast (Su): The target of the eldritch blast suffers normal damage. If the target is an outsider or a creature otherwise summoned or called through a spell-effect (such as a creature summoned by any summon monster or summon nature’s ally spell) it must make a Will saving throw or suffer the effects of dismissal (as per the spell) if the target is an outsider. If the target has merely been summoned via a spell but is not an outsider, this invocation ends that spell for the targeted creature if the creature fails to make his Will saving throw, immediately sending it back to where it was summoned from.

Eldritch Doom (Su): The warlock invokes his eldritch blast in a 20-foot radius spread with a range of 60-feet that affects all creatures within the area. No attack roll is needed for this invocation, but all targets in the area of effect are allowed a Reflex save for one-half damage.

Exhausting Blast (Su): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become exhausted. On a successful save, the target is fatigued instead. This invocation does not stack with itself. If a creature successfully saves against this invocation twice, he remains fatigued and does not become exhausted.

Horrific Blast (Su): The target of the eldritch blast suffers normal damage and must make a Will saving throw or be stunned for 2 rounds. On a successful save, the target is staggered for 1 round.

Mirror Blast (Su): The warlock can select two targets within range of his eldritch blast, so long as both targets are within 30 feet of each other. He makes a melee touch attack against both targets, and each suffers the full damage from his eldritch blast if his attack rolls are successful.

Utterdark Blast (Su): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or gain 2 negative levels. On a successful save, the target does not gain any negative levels. Undead creatures suffer no damage and gain no benefit from this invocation.

Warlock Supreme (Su): At 20th level, the warlock undergoes an eldritch apotheosis that is the culmination of all that he has strived to achieve. His energy resistances improve to immunities and he gains resistance 10 against the two energy types he did not select. Once per round, he may use his eldritch blast, and any applied invocations, as a swift action instead of a standard action. His damage reduction increases to DR 10/cold iron and magic. The warlock can also select one 8th-level sorcerer/wizard or witch spell of his choice and add it to his spells known as a 6th-level warlock spell.

Warlock Spell List

0-level Spells: Arcane Mark, Bleed, Dancing Lights, Detect Magic, Detect Poison, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Resistance

1st-level Spells: Cause Fear, Charm Person, Chill Touch, Comprehend Languages, Disguise Self, Endure Elements, Expeditious Retreat, Feather Fall, Hold Portal, Jump, Magic Aura, Obscuring Mist, Ray of Enfeeblement, Sleep, Unseen Servant, Ventriloquism

2nd-level Spells: Arcane Lock, Bear’s Endurance, Blindness/Deafness, Bull’s Strength, Cat’s Grace, Darkvision, Darkness, Fog Cloud, Invisibility, Scare, See Invisibility, Shatter, Spider Climb, Summon Swarm, Web

3rd-level Spells: Deep Slumber, Dispel Magic, Fly, Gaseous Form, Greater Magic Weapon, Major Image, Nondetection, Phantom Steed, Sleet Storm, Slow, Stinking Cloud, Suggestion, Tongues, Vampiric Touch

4th-level Spells: Animate Dead, Bestow Curse, Black Tentacles, Charm Monster, Confusion, Crushing Despair, Dimension Door, Enervation, Fear, Greater Invisibility, Hallucinatory Terrain, Phantasmal Killer, Shadow Conjuration, Solid Fog

5th-level Spells: Baleful Polymorph, Blight, Cloudkill, Dominate Person, Dream, Feeblemind, Mind Fog, Mirage Arcana, Nightmare, Overland Flight, Passwall, Shadow Evocation, Teleport, Waves of Fatigue

6th-level Spells: Acid Fog, Circle of Death, Contingency, Eyebite, Flesh to Stone, Geas/Quest, Greater Dispel Magic, Mass Suggestion, Mislead, Shadow Walk, True Seeing

Warlocks and Meta- Feats: Warlocks are not eligible for feats such as Empower Spell-Like Ability or Quicken Spell-Like Ability. Although the eldritch blast and various invocations are classified as spell-like abilities, there is sufficient difference between the two that the warlock is unable to use these monster feats. In much the same fashion, a warlock cannot apply a metamagic feat to his eldritch blast or to his various invocations (although he can apply such feats to his spells as normal).

Warlocks and Ability Focus: Warlocks may take the feat Ability Focus. It must be taken for a specific invocation that requires a saving throw and does not apply to any other invocation that the warlock knows or invokes. A warlock can select this feat multiple times. Each time, it applies to a different invocation.

A Few Words on Wizards of Coasts 3.5 Feats: My take on the Warlock is quite different in feel than the official Wizards (or Adamant Entertainment) version. I strongly suggest that the DM disavow feats such as Extra Invocation or Extra Spell for the Warlock; he is deliberated limited a very narrow range of spells and invocations. Giving him still more would dilute the favor of the class immensely. And to be frank, he doesn’t need them. Played intelligently, this version of the Warlock class is more than capable of holding its own in nearly any party (as long as the other members are not AM BARBARIAN or Pun-Pun clones).


This looks great! I am so going to use this in my campaign. I am going to work on expanding the spell list a little bit so as to make it as large as the bards list so that class has some variety and customizability.


Well, thanks, Drogan. If you feel up to it, and you are interested I have some other conversions/upgrades for the Monk, an Arcane Soulknife, and a Hexblade:

monk

soulknight, aka arcane soulknife

witchblade, aka hexblade

Check 'em out and let me know what you think!

Master Arminas

P.S. I would be very cautious in adding additional spells. Even non-combat utility spells will greatly expand the Warlock's options, and this is a class that shouldn't have too many tricks other than their eldritch blast. If you do add some, may I recomend Repel Vermin? Almost added it to the spell list myself since it has that icky feel to it. Maybe if you can find more Vermin spells, they might fit the flavor well.

MA


And the swashbuckler that I posted yesterday. LOL

swashbuckler

Master Arminas


Cool thank you for the links I'll take a look when I get a chance. I also have a completed updated hexblade class I can share if you want it.


Love to see it.

MA


Okay sure I'll post the build in your thread for the witchblade so that you can compare them.


This is a fantastic conversion arminas, thanks so much for posting it. I will be play-testing it this begining this week in a Carrion Crown PbP, and shall later on post my findings. Please do keep up all the great work!

The main suggested change/opinion at present is that I completely agree with Aylreith in terms of the origin of the Warlock's power. While it could be an option that some rare Warlocks are born with their power due to something an ancestor (or even better a recent direct relative, like a parent or grandparent) had done it feels much more correct thematically that that have in some way bargained for their power. Whether with forces dark, light or somewhere in between is unimportant, but in all cases a price is expected in return payment.

I do not agree that this is something that necessarily needs to be regulated by specific rules though. It can easily just be an excellent RP possibility for players and a great story hook for DM's. The Warlock may not know how, when or it what form, but at some point they're going to have to pay for their power. Perhaps it will be a geas placed to complete some holy mission placed on them by an angel, perhaps a permanent curse from a capricious fey, perhaps they sold their soul and this shall begin to effect them in various ways. But I think it can be something worked out at he beginning by DM & Player or even something which just evolves over time.

This will be how I will be playing Lomar in any case. (check his background if curious as what brought it about. If it not there when you read this, it will be there soon after this has been posted)


I am glad that you enjoyed it, Lomar. Please do let us know how things go. From the experience in my campaign (so far) it seems about on par with a magus--without the full attack + spell routine. Which, quite frankly, is a good thing! LOL

Master Arminas


Lomar: so how did it play?

MA


Im liking what you've done i really hope my dm will let me take a crack at it, question is the blast at will or some other number of uses a day?


At will.

MA


hm.. seems a little powerful as at will but hey if the dm doesn't like that i can do it as lvl plus chr


Well, you have to remember TLTL, it is basically half the damage that a comparable level wiz/sorc can inflict (except at 1st and 2nd level). The at will eldritch blast the warlock's main thing: their other abilities are greatly limited, but they can reliably deal a moderate amount of damage. Each round, every round, all day long.

Look at it like this: at 6th level, a warlock can deal 4d8 points of damage with his eldritch blast, plus his Charisma modifier (probably between +3 and +5). As a standard action that provokes an attack of opportunity.

A 6th level barbarian with a greatsword can make two attacks doing 2d6+11 points (18 Str, +2 belt, rage, two-hand weapon) and 2d6+17 when using power attack.

Average warlock damage is 22 points; average barbarian damage is 18 points per attack--24 points per attack when using power attack.

Master Arminas


One change that I am making is to the sixth-level ability Eldritch Intensity.

Eldritch Intensity (Su): At 6th level, a warlock may add his class level as a bonus to damage on all eldritch blasts.

The previous way with Charisma mod to half-level and twice the Charisma mod to full level doesn't really work from me. So I simplified it. I should have the final complete version up this week.

Master Arminas

1 to 50 of 69 << first < prev | 1 | 2 | next > last >>
Paizo / Messageboards / Paizo Publishing / Pathfinder® / Pathfinder RPG / Conversions / The Warlock: A Conversion for Pathfinder All Messageboards

Want to post a reply? Sign in.

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.