medium BaB, High Will Save
Alignment: Any Chaotic or Evil. (dont like chaotic as i think infernals have the best flavor as a patron)
Hit Die: d8.
Class Skills The Warlock’s class skills are Acrobatics(Dex), Bluff(Cha), Craft(Int), Disguise(Cha), Fly(Dex), Intimidate(Cha), Knowledge (Arcana)(Int), Knowledge (Planes)(Int), Knowledge (Religion)(Int), Perception(Wis), Profession(Int), Sense Motive(Wis), Use Magic Device(Cha).
Skill points per level: 4+Int modifier
Class Features
All of the following are class features of the warlock.
Weapon and Armor Proficiency: Warlocks are proficient with all simple weapons. They are proficient in light armor but not with shields.
*clean up*Invocations: the
*clean up*Eldritch Blast(Sp): the
Damage Reduction(Su): Fortified by the supernatural power flowing through his body, the warlock becomes resistant to physical attacks, gaining DR 1/Cold Iron at 2nd level and increasing by 1 every even level thereafter.
Detect Magic(Sp): Starting at 2nd level, a warlock can use Detect Magic as the spell at will. His caster level equals his class level.
Deceive Item(Ex): At 4th level and higher, a warlock becomes an expert on commandeering magic items made for other classes. Any time he uses Use Magic Device, he may Take 10 even when distracted or threatened.
Energy Resistance(Su): At 5th level and higher, a warlock has Resistance 5 against any two of the following energy types; acid, cold, electric, fire, sonic. Once these types are chosen they cannot be changed. This Resistance increases by 5 every five levels to max of 15 at 15th level
Hellfire Blast (Sp): At 7th level, whenever you use your eldritch blast ability, you can change your eldritch blast into a hellfire blast. A hellfire blast deals your normal eldritch blast damage plus an extra 2d6 points of damage. If your blast hits multiple targets (for example, the eldritch chain or eldritch cone blast shape invocations), each target takes the extra damage. This damage is not fire damage. Hellfire burns hotter than any normal fire and is unaffected by energy resistance. This damage increases by 2d6 damage every 5 levels after 7th, e.g. 12th, and 17th. A warlock can use this ability a number of times per day equal to his Charisma modifier (minimum one) without penalty, any additional uses per day cost the warlock 1 Constitution damage per use.
Fiendish Resilience: Beginning at 8th level a warlock learns the trick of Fiendish Resilience. Once per day, as a swift action, he can enter a state that lasts for 2 minutes. While in this state, the warlock gains fast healing 2. The amount of fast healing he receives increases by 2 every five levels thereafter, ex. 13th, and 18th.
Hellfire Infusion (Su): Starting at 9th level, a warlock can infuse magic items that he wields with the power of hellfire. Whenever he uses a charged magic item (such as a wand or a staff), he can apply one of the following metamagic effects to his next use of the item: empower, enlarge, widen, or energy substitution. These effects work just like the metamagic feats of the same name. Using hellfire infusion is a swift action. A warlock can use this ability a number of times per day equal to his Charisma modifier (minimum one). When a warlock infuses an item with hellfire, it glows briefly with fiery symbols that are disturbing to look upon.
*clean up*Imbue Item(Su): Beginning at 12th level a warlock can substitutes a Use Magic Device check (DC 15+spell level for arcane spells or DC 25+spell level for divine) in place of a spell to create items. Should the warlock fail this save he does not lose any of the gp used to create the item, his progress is merely halted, and he must begin crafting again from the beginning.
Energy Immunity(Su): At 20th level, the warlock’s Energy Resistance ability now grants immunity to the chosen energy types.