| Alakqualyn |
| 1 person marked this as a favorite. |
THE WARLOCK
Alignment: Any
HD: d8
Acrobatics (Dex), Apprise (Int), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Diplomacy (Cha), Escape Artist (Dex), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcane) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Points 4 + Int
Level_____BAB__________Fort_____Ref_____Will
1________+0___________+0_______+0______+2
2________+1___________+0_______+0______+3
3________+2___________+1_______+1______+3
4________+3___________+1_______+1______+4
5________+3___________+1_______+1______+4
6________+4___________+2_______+2______+5
7________+5___________+2_______+2______+5
8________+6/+1________+2_______+2______+6
9________+6/+1________+3_______+3______+6
10_______+7/+2________+3_______+3______+7
11_______+8/+3________+3_______+3______+7
12_______+9/+4________+4_______+4______+8
13_______+9/+4________+4_______+4______+8
14_______+10/+5_______+4_______+4______+9
15_______+11/+6/+1____+5_______+5______+9
16_______+12/+7/+2____+5_______+5______+10
17_______+12/+7/+2____+5_______+5______+10
18_______+13/+8/+3____+6_______+6______+11
19_______+14/+9/+4____+6_______+6______+11
20_______+15/+10/+5___+6_______+6______+12
level___0_____1st___2nd___3rd
1_____3
2_____3
3_____3
4_____4
5_____4
6_____4_____2
7_____5_____2
8_____5_____2
9_____5_____3
10____6_____3
11____6_____3_____2
12____6_____4_____2
13____7_____4_____2
14____7_____4_____3
15____7_____5_____3
16____8_____5_____3_____2
17____8_____5_____4_____2
18____8_____6_____4_____2
19____9_____6_____4_____3
20____9_____6_____5_____3
1_____Ego, Eldritch Bond, Eldritch Discharge 1d6, Lesser Trick, Patron, Pact Boon
2_____Apparatus Master, Distant Discharge
3_____Eldritch Discharge 2d6
4_____Dark Discharge, Pact-bound Skin
5_____Eldritch Discharge 3d6
6_____Device Mastery, Greater Trick
7_____Eldritch Discharge 4d6
8_____Pact Boon
9_____Eldritch Discharge 5d6, Device Mastery
10____Major Curse, Unhaltable Discharge
11____Dark Trick, Eldritch Discharge 6d6
12____Rapid Discharge
13____Eldritch Discharge 7d6
14____Swift Discharge
15____Eldritch Discharge 8d6
16____Elder Trick, Pact Boon
17____Eldritch Discharge 9d6
18____Swift Device
19____Eldritch Discharge 10d6
20____Elder Discharge, Grand Boon
A warlock is proficient with all simple weapons as well as light armor.
A warlock uses his Charisma modifier instead of his Wisdom modifier for Will saves. He adds his Charisma modifier twice for compulsion, charm or fear (pick one).
At 1st level, you must choose which major gift your patron grants you from the following:
Gift of Health (Su): While attacking with eldritch discharge, if you get a critical hit or kill an opponent with Hit Dice equal to or greater than half your level, you heal a number of hit points equal to your Charisma modifier.
Gift of a Servant (Ex): You gain a familiar at a level equal to your warlock. However, you never gain the power to use touch spells through your familiar.
As a standard action, you can make a ranged touch attack at a target within 60ft that deals 1d6. This attack has a critical of 20/x2. Spell resistance and spell failure from non-light armor apply to this ability. The damage increases by 1d6 every 2 levels thereafter. You may not make additional attack even if your BAB, a feat, such as Rapid Shot, or a spell allows it. You can’t use Vital Strike or Deadly Aim with this ability.
Patron:
Similar to a witch, a warlock has a mysterious patron, and from pacts with it, derives his dark power. However, unlike a witch, a warlock gains powerful abilities that are like bloodline powers.
Flickering Hand (Ex): At 1st level, your stride takes on a seemingly blurring speed. You gain a +10 to base land speed.
Time Mastery (Su): At 8th level, you start to gain the ability to manipulate time itself.
Upon using this ability, you must choose if its effect is slowing or speeding. If you choose slowing, all enemies within 30 are affected by slow; Will save negates. If you choose speeding, all allies within 30 are affected by haste. You can use this ability a number of rounds a day equal to your warlock level.
In and Out (Su): At 16th level, a number of times per day equal to your Charisma modifier, you can leap from the Material Plane to the Ethereal Plane. This functions as ethereal jaunt and takes a move action to use. This lasts a number of rounds equal to your warlock level.
You can not choose gift of health from eldritch bond.
Wild Empathy (Ex): A warlock can improve the initial attitude of an animal. This ability functions as the druid ability of the same name (see page 50) except the warlock uses his warlock level instead of druid level, and a warlock does not take a -4 penalty for using this ability against a magical beast of an Intelligence of 1 or 2.
Animal Companion (Ex): At 8th level your familiar gains all the benefits of an animal companion at an effective level equal to your warlock level -3 (minimum 1) except the animal companion still uses the familiar’s natural armor bonus.
Magic Empathy (Ex): At 16th level, you gain an incredible sympathy with animals with magic in them. You treat magical beasts with an Int of 1 or 2 as an animal for all of your abilities.
Silvered Tongue (Ex): At 1st level, you gain the nimbleness of tongue and step of an accomplished thief. You gain a +2 untyped bonus on all Charisma based skill checks. At 10th level this improves to +4.
True Lie (Ex): At 8th level, you become immune to any magic that would reveal something you say as a lie or that makes you tell the truth. Note that this does not allow you to ignore Sense Motive, it only protects you from magic.
Mind Shield (Ex): At 16th level, you are aware of any attempt to read your mind and are immune to the attempt. In addition, if you succeed on a Bluff check -5 opposed by his Sense Motive, you can choose to make the opponent think he succeeded and choose what the opponent sees in your mind.
You can not choose gift of a servant from eldritch bond.
Elemental Discharge (Ex): At 1st level and every 5 levels, you can choose an energy type from the following: acid, cold, electricity, or fire. You can substitute the normal pure magical energy with the energy type that you have selected.
Shape Discharge (Ex): At 8th level, you can shape your eldritch discharge into an area blast. The distance depends on the distance at which you can attack with eldritch discharge and which shape you choose (1/2 distance) line, (1/4 distance) cone, or (1/8 distance) radius. All creatures in this area are automatically hit by eldritch discharge. A successful Reflex save halves the damage. This distance is always rounded down.
Resist Magicks (Ex): At 16th level, you reduce any damage that comes from a spell or spell-like ability by your Charisma modifier.
Toughling (Ex): At 1st level, your body becomes far tougher than most. Endurance is a bonus feat and at 4th level you gain Diehard. You gain these feats even if you don’t meet the prerequisites.
Hardy Recuperate (Ex): At 8th level, your body fights off even the toughest affliction. You gain Heroic Recovery as a bonus feat and at 12th level you gain Heroic Defiance. You gain these feats even if you don’t meet the prerequisites.
Mending Flesh (Ex): At 16th level your flesh melds across your wounds, healing you. This grants you gain fast healing 1.
Shielded Organs (Ex): At 1st level, your organs have a staggering ability to protect themselves from attack. You gain immunity to all nonmagical diseases. In addition, when a critical hit or a sneak attack is scored against the warlock, there is a 5% chance that it is negated.
Channel Energy (Su): At 8th level, you can use channel energy as a cleric level equal to your warlock level a number of times per day equal to your Charisma modifier. You must choose either negative or positive to channel at level 8.
Manipulate Death (Ex): At 16th level, you choose a path, plague can either manifest as the fact of true death that comes to those not strong enough to survive or it can be the gift of undeath. If you choose to channel positive energy, you gain a +4 untyped bonus on all attack and damage rolls against undead (including channel energy itself). If, however, you chose to channel negative energy all undead you animate or create gain have a Strength and Charisma of 4 higher.
Shadow Step (Ex): At 1st level, you gain the knowledge of how to avoid detection and snipe effectively. You gain a +2 untyped bonus to Stealth and the penalty on Stealth checks from Sniping is reduced by 5.
Shadow Jaunt (Sp): At 8th level, you can use shadow walk a number of times per day equal to one-half your Charisma modifier (minimum 1).
Shadow Stride (Ex): At 16th level, the shadows seem to cling to you obscuring you from sight. You can use the Stealth skill even while being observed.
Mind of Steel (Ex): At 1st level, your surprising inner strength grants you the ability to use many types of weapons. You gain proficiency in all martial weapons.
Body of Steel (Ex): At 8th level, your focus narrows to one type of weapon, in which you gain great skill. You choose one weapon with which you are proficient. You gain Weapon Focus and Weapon Specialization in that weapon.
Soul of Steel (Ex): At 16th level, your skill in the weapon becomes a terror to behold. Your critical multiplier increases by 1 for the weapon you chose at level 8.
Master of Disguise (Ex): You gain the quick disguise rogue talent (see APG page 131) and gain an untyped bonus equal to one-half your warlock level on all disguise checks.
Master of the Shape (Su): At 8th level, you learn the secret of the healthy form, and all transformations grant you more power. Whenever you are subject to a transmutation (polymorph), you gain a +2 untyped bonus on Constitution, Dexterity or Strength (you choose at the time the spell comes into effect).
Adapt Shape (Su): At 16th level, you master modifying your polymorphed shape in a beneficial way. Whenever you are subject to a transmutation (polymorph), you can select one extra of the abilities that are normally chosen for the shape you choose.
Roguish Senses (Ex): At 1st level, your patron grants you a stunning intellect and the ability to sense traps. You have an additional skill point per level, gain the ability to detect and disable magical traps, and add Disable Device to your list of class skills.
Roguish Attacks (Ex): At 8th level, unnatural energies in you know how to hit the unaware. You deal an extra 1d6 against flat-footed opponents. This damage improves by 1d6 every 4 levels thereafter
Roguish Talents (Ex): At 16th level and every 2 levels thereafter, you gain an advanced talent (see page 69).
Thing of the Water (Ex): At 1st level, your love of water has given you an affinity of the seas and lakes. You gain a swim speed equal one half your land speed. In addition, you can hold your breath for 4x your Constitution score.
Lung of the Sea (Ex): At 8th level, the magic pulsing through you has granted you the power to take in the essence of the sea. Your swim speed increases to your land speed and you gain the aquatic subtype and amphibious special quality.
Gift of the Ocean (Ex): At 16th level, the depths give you grand power in the water. You gain a +1 on attack and damage rolls and 3 fast healing when you are in water that is at least 2 feet deep.
Wisdom is Power (Ex): At 1st level, your patron has given you an eerie understanding of the world and those around you. You gain a +2 untyped bonus on Wisdom. In addition, you can use your Wisdom modifier instead of Charisma for the purposes eldritch discharge and Use Magic Device. However, you lose ego.
Protection from The Mind (Ex): At 8th level, your wisdom is your shield against hostile creatures. Choose one opposite alignment. You add your Wisdom modifier as a dodge bonus to AC against creatures of that alignment.
Protection of the Body (Su): At 16th level, your mental strength grants you defense against the woes of summoned creatures of opposite alignment. You gain a constant magic circle against the opposite alignment you chose at 8th level.
At 2nd level, warlocks add one-half their warlock level to Use Magic Device checks and Spellcraft checks to identify items.
At 2nd level and every 4 levels thereafter, the distance at which you can use eldritch discharge improves by 20ft.
At 4th level, you add your Charisma modifier on damage rolls with eldritch discharge.
At 4th level, you gain damage reduction of a type that is either cold iron or silver (your choice). The amount of damage reduction equals one-fourth his warlock level.
At 6th level, a warlock can always take a 10 on Use Magic Device checks and Spellcraft checks to identify items.
Grand Boon (Ex): At 20th level, you gain an awesome power from you patron. You choose one ability from the following:
Warlock Archetypes
Barrager
A blaster, first and foremost, giving up his tricks for an incredibly powerful discharge.
Eldritch Bond: You must select the gift of health bond.
Patron: You must select the elements patron.
Grand Boon: You can not select the grand trick grand boon.
Necrotic Channeler
Forces recently killed enemies to accept temporary undeath and to obey your orders.
Soulsword
Can channel eldritch discharge through a sword, but loses the distance benefits of eldritch discharge.