
SmiloDan RPG Superstar 2012 Top 32 |

I like the classes! I never liked the hexblade, but you did a good job of revising it.
Thanks! I've DMed some, and they're pretty weak RAW.
We haven't found a ton of treasure yet in my dragon shaman game. Also, we don't play THAT often, so advancement has been slow, so I haven't really hit my stride in that class (breath weapon, touch of vitality), although the aura of power (+1 damage) has actually helped us 1-shot a couple baddies.

Korgoth |

Its been a while. I'm trying to get stuff ready for the first adventure of my Iron Heroes game next week, but due to computer issues and general busyness I havn't been typing things out. I did get everyone to make a character with good backstory, so that worked out pretty well. Just to make this worth the post, here's what I gave them about the world (as well as a copy of the map, I think there's a link to a pic of it somewhere on this thread.)
The world of the Crimson Coast
HISTORY
“Out of the mists came a people with no name.
They rode great ships, rigging creaking, decks awash, wallowing through the waves, each whitecap an omen of doom.
On these ships were great men – or so they claimed, dressed in the furs of royalty.
And on the ships were poor men – or so they were told, dressed in rags and hunger.
And they all dully watched the waves, rich man and poor man alike; no remembrance of the past, no hope for the future. A people without memory, they slogged through the waters on ships they could not steer, full of items they could not use.
As food ran out, some ships turned to cannibalism; and they slipped out of sight, lost from the fleet, carrion-crows swarming their decks.
The sea claimed others; this time, the wave did swamp the deck, this time the timbers did break. And the passengers went down for the third time, drowning in ignorance and anonymity, choking on saltwater and gasping futilely for memory.
And so it came to pass that out of four hundred ships, seven sighted a coastline and gladly dashed themselves to pieces on it. From the surf, the men dragged themselves upright, wreathed in seaweed and dripping seawater. And standing on that broken and barren beach, they looked up at the leaden sky, and it smiled a blessing on them. From that hopeless position, they overran this land, conquering with sword and spell; and they were wreathed in gold and bathed in blood.
Subjugating the natives, inheriting a five-thousand year old culture, they carved out a place for themselves from this savage land, and passed it onto their children as they aged and died. These children, lacking the divine spark of their parents, forged themselves a new identity and consolidated their power. Yet now, nearly one hundred years after our forefathers made land, our position is far less solid than any admit, even to themselves. Native unrest, Gnoll pirates, and savage monstrosities besiege us on all sides. It is our generation that will determine the legacy of our people; whether we rule triumphant or are driven back into the seas from whence we came. Our fate is in your hands.”
Introduction to Tactics and Stratagems: a Textbook for Peace and War, required reading for all Armadan children over the age of eight.
HISTORY
The Crimson Coast has a history as sanguinary as its name. For over 5,000 years the Olmtec people ruled the area, a decadent aristocracy supported by the crushing weight of tradition and theocracy. Despite the high taxes and overwhelming excesses of the ruling class, the fertile soil and bountiful seas kept the people from starvation. A complacent state, the empire was overseen by a large middle class of bureaucrats who did their best to insulate the affairs of the kingdom from the whims of a corrupt, incestuous nobility. This divided state of affairs, however, was brought to a crashing end by the arrival of the Armadans, a pale-skinned people washed up upon the shores. Numbering less than 7,000 in all, they landed at the Hook in 5577 G.E. (Golden Era, counted from the founding of Keyport), and soon controlled almost all of the Nemidian Highlands. By the time the oracles had been consulted, the advisors interrogated, the omens interpreted, and the emissaries sent to investigate, the Armadan Army was a day’s march away from Keyport. Wielding powerful magics, they crushed the purely ceremonial Olmtec army and seized the throne within a year of their arrival.
That same sense of ruthless efficiency applied to their peacetime dealings, as well. At first, the Olmtecs were welcoming of their new rulers, who stripped away corruption, swaths of bureaucracy, and the suffocating traditions that impeded progress. However, as it became clear that the exploitation of their land for personal gain was the driving force behind this relentless ambition, the Olmtecs began to resist the calls for more gold, more furs, more everything that came from the occupied pyramids.
Things came to a head in 18 C.A. (Conqueror’s Age, counted from the landing at the Hook), after the Mandella family won their power struggle with the Montressors and could now devote all their time to economic matters. As they demanded more production from their gold mines, they ran into opposition from the Priesthood of Taxitichitil. Decrying the new quotas and abolishment of sacrifices, the Priests incited a rebellion among the miners.
At first, only those who were personally affected by the gluttonous policies of the Armadans joined the revolt, but the leader, Chalbecto, was able to tap into a deep undercurrent of cultural resentment, and soon engineered a popular uprising amongst the Olmtec. A gifted orator, he stoked religious and racial tensions into a firestorm of rage. The Armadans did not take the “native unrest” seriously at first, and suffered several humiliating defeats, as their Olmtec conscripts deserted them during battle. The tide turned, however, when the Church of Saint Cuthbert got involved.
The Church of Saint Cuthbert was a military sect, one of several Armadan religions, and was responsible for securing and expanding the borders of their new kingdom. They stayed out of the Olmtec Rebellion at first, with their leader, Father Trace, resisting government calls for aid. He finally agreed to help after signing a secret treaty with Raul Mandella, stating that the Church of Saint Cuthbert would be the only religion recognized by the government; that the Church would not be taxed by the state; and that the Church would take command of the Army. After these terms were accepted, Father Trace and the Crusaders of Saint Cuthbert joined the war and won it. The rebellion was broken within three months; the armored clergy of the God of Retribution crushed any and all forces arrayed against them. After an almost genocidal campaign, the Church then began to solidify its power. Declaring the Olmtec Gods and Priests “Instruments of unrest and rebellion”, they outlawed their worship and mandated that all Olmtec clergy and government workers publicly renounce their faith. They also set into law the superiority of the Armadans over the Olmtecs; no Olmtec was allowed to own armor or a weapon, Olmtecs without proof of employment could be arrested and added to a “public works crew”, and, “due to their natural savagery”, any Armadan who killed an Olmtec was presupposed to have acted in self-defense.
To this day, the Clergy of Saint Cuthbert are still the main police force of most major cities. They have outlawed any magic or worship of other Gods, with a large “Inquisitorial and Compliance Division” enforcing those strictures. The section of clergy that most people have contact with are the Canabarillos, wandering Priests/officers of the law. The Canabarillos are the beat cops, patrolling the streets and taking justice into their own hands when necessary. For protection, whether it be guarding a city gate or a member of the royal family, the Church has the Seguridados. Less lenient than the Canabarillos, Seguridados show no mercy to lawbreakers or suspected lawbreakers. Even more feared than the Seguridados, however, are the Mechadors, the full-plate clad elite of the War God’s earthly servants. Only called upon in crisis situations, the Mechadors are a battlefield unit and make no attempt to hide it.
Ever since the Olmtec Rebellion, and the truly brutal crackdown that followed, the Armadans and Olmtecs have existed in a state of high tension. The Olmtecs, plunged into poverty by crippling new taxes levied to support the police state, now refer to Armadans as “Guacandos”, meaning “pig rapists”, and a strong underground rebellion movement flourishes in the slums. Almost all cities are surrounded by a ring of despair; acres of slums have been created by Olmtecs displaced by Guacando land barons, who now farm vast plantations using a system of sharecropping and wage slavery. The Armadans, on the other hand, believe that the Olmtecs are little better than animals, who need the restrictive laws that were put in place to protect them from themselves. Without their progenitor’s talent for magic, the Armadans live in fear of an Olmtec uprising, and ridicule and oppress them to try and prevent such an event from happening. The long-term prognosis for this society is not good, but even most Olmtecs do not want to see it collapse; no matter what else happens, the end is guaranteed to be bloody.
The current year is 97 C.A., 5684 G.E. Years have 365 days, and are divided into 18 months of 20 days each and five festival days at the end of the year. According to Olmtec tradition, the festival days, also known as Wayeb, are a time where the bounds between the spirit world and the human world dissolve. For that reason, the people celebrate the return of their ancestors, while the priests offer human sacrifice to appease the malign spirits that force their way into this world. (The church of Cuthbert has outlawed the sacrifices, of course, but the festivals continue. Purveyors of livestock do a great business this time of year, as most families that can afford it buy an animal sacrifice to ward off bad luck and evil spirits.)
Olmtec Mythology
The Olmtec have a polytheist faith, offering prayers to whatever deity has both the power to help them and the inclination to use it. They believe that every time a human creates something, a spirit is trapped within by the process and that Idols, in particular, have strong guardian spirits. Over time, family heirlooms can acquire both sentimental and spiritual value, and the Olmtec often speak of everyday occurrences as metaphysical, fatalistic happenings. Their gods have no set alignment of “good” or “evil”; rather, they have different aspects, all part of the unifying personality of the god. There are two main deities, Taxitichitil and Nahearamartec, Goddess of the Earth and God of the Sea.
Taxitichitil, known as Taxis to the young and the Guacandos, is the nurturing earth that farmers pray to to bless their crops, and is also the face of inevitable death and decay that the sick and aging wear warding charms against. She is a slothful yet benign deity, but when her rages happen they are terrifyingly destructive, and she is as slow to forget as she is to act. Miners always have at least one altar dedicated to her, and whenever possible they hire a shaman to interpret omens and avert any possible disaster.
Nahearamartec, on the other hand, is an arrogant, fickle God. Sacrifices to him are an appeasement, and carry no guarantee of good fortune. Lord of the crushing wave and thunderous tempest, he is also the God of fishermen and full nets. Appearing chaotic and random at first glance, his actions have a depth of thought behind them as deep as the open ocean, and are as inexorable as the currents and tides.
As befits the King and Queen of the Gods, Taxis and Nahar have far more aspects and powers than described here. However, there is a class of deities that have only one main concern. Some examples are:
Hueptosalxis, God of violence. Prayers to him are offered before battle, and calling upon him in any kind of fight signifies an intent to seriously injure your opponent, at the very least. Saying his name out of combat is both bad luck and a social taboo. Professional fighters sometimes have his symbol, an obsidian-edged warclub, tattooed sideways across their knuckles so that its segments are joined into a complete shape when they make a fist.
Tarakikil, Goddess of the dark and those hiding in it. Patron Goddess of thieves, silent prayers to Tarakikil are offered by those who wish to keep a secret a secret.
Kikili, sister to Tarakikil and Goddess of vigilance. Kikili has a strong protective aspect, and prayers to her are usually carved into the lintel above doors. Kikili is also the guardian saint of policemen everywhere.
Not all Gods relate to humans, however. Nature spirits also are revered, both as part of Taxitichitil and in their own right. Mostly rural and uniquely regional, one that gained national prominence was Zactosar, the Jaguar God. The Olmtec ruling caste claimed to be direct descendants of Zactosar, and thus divinely ordained to rule. Their divine guardian showed no sign of helping them in their humiliating war against the Guacandos, but stories tell of undiscovered palaces overgrown with vines deep in the Bloodwood, guarded eternally by huge jade jaguar idols. Even the Yuan-Ti will not dare to tread in those monstrous shadows, for they still enjoy divine protection, and the first sound a hunting jaguar makes is your last gasp.
PLACES
Keyport
Keyport is the capital of the Empire, the heart of society. Keyport was the capital of the Olmtec empire as well, and the three great ziggurats of government have stood for nearly 5,000 years. Today, however, the city is surrounded by vast slums of Olmtecs, forced off their land, who came to the city in hope of a better life. They didn’t find it.
The Hole
The Hole is a huge freshwater lake, lying at the center of the savannas of the Hollow. Water from the Hole is transported via aquaducts and canals to Keyport and the Armadan plantations. No sounding line has been able to find the bottom, and the lake has just as many dangers and mysteries as the sea.
Salthook
Salthook is a new city, built at the site of the first Armadan landing. It is the center of science, and the one place on the crimson coast where Arcanists can freely ply their trade. The tradeoff is that it is one of the most paranoid and restrictive places in the land. The city is surrounded by a great wall, and no Olmtec is allowed inside. Visitors must get special passes to enter, and no one can move into Salthook. If they want you, they will come get you, and you will have very little say in the matter.
The Eye
The Eye is the massive whirlpool that protects the Cove from the Royal Navy. Legend says that the Eye is formed by the thrashings of a vengeful water God, nailed to the seafloor by Kakelahimi, the magic spear of Yata-Hari. The legend says that the God rose up to flood Keyport at its founding, and for seven years it swept anything the Olmtecs tried to build into the sea, before Yata-Hari arrived to challenge it. Their battle raged for three days and nights, creating a great hurricane that pounded the coast. It finally ended when, as the God rose up into a waterspout to channel the fury of the storm into himself, Yata-Hari threw his spear, piercing the tornado and impaling itself into the God’s heart. Not yet dead, the God fell back into the sea to try and regain his strength, but Yata-Hari followed, and in an underwater battle, nailed the God to the seabed with his spear. When his drowned body washed up on shore, Yata-Hari was canonized as a God, and his was the first body entombed in the Catacombs of the Jaguar King.
The Catacombs of the Jaguar King
Wherever thieves and grave-robbers gather, tales are told of the Catacombs of the Jaguar King. Supposedly located beneath Keyport, these haunted tunnels are said to hold the remains and treasure of every single Olmtec King from their 5,000 year old reign. Of course, no one has ever found it, and the stories are full of grotesque curses and punishments for those that do. The Armadans tried to find these chambers soon after their arrival, even digging a huge mine shaft into the palace courtyard, but found nothing, and eventually abandoned the project due to the continual cave-ins and floods.
The Cove
The Cove is the home of pirates, freebooters, smugglers, criminals, exiles, castoffs, beggars, thieves, drunkards, and other undesirables. Anyone unable or unwilling to conform or function in normal civilization is welcome here, in the chaotic vital scrum of a city of villains. The Cove was founded by Enzo Hauman in 19 C.A., starting life as a modest shipyard built on a silt isle in the delta of the Bloodwood river. As the pirates who used Enzo’s ships spread word of this new haven, more and more riffraff came, sinking pilings into the riverbed and building pawnshops, taverns, whorehouses, inns, and counting houses. The island, however, cared not a whit about the plans of its inhabitants, and, heedless of curses and shorings, began to erode. The city would have died within 20 years of its birth had not Enzo Hauman, from his deathbed, ordered the greatest engineering project the world had ever seen. He sent teams of hunters deep into the jungles to capture Tusker elephants, creatures of such colossal stature that they ate from the canopy of the trees, 150 feet in the air. Enzo then built a great framework for the city, linking the patchwork buildings together in an unbreakable grid. He tore out the old pilings, replacing them with new ones that slid along the timbers of the framework, and hooked the city to the Tuskers. Now, whenever the island moved, the city could as well, with the elephants towing it onto new pilings. Sixty years after Enzo’s death, his greatest accomplishment still stands, standing firm against its enemies and moving with the sluggish, inexorable moods of the river. The Tuskers have been trained as both beasts of burden and mobile war platforms, should any force ever attempt to come out of the Bloodwood. The only major settlement to openly defy the Crown, The Cove is haven to anyone seeking an escape from the brutally restrictive social order of the Armadan kingdom. Anything goes in The Cove, but large amounts of money naturally form a thick carapace of security, and there is a lot of money in a city of thieves.
Due to the Cove's rigid superstructure, building outward has mostly stopped; instead, businesses expand by going up. However, due to the cost and danger involved, most people looking for a place to live have turned to houseboats instead. Anchored to the sides of the city, these people have the best of both worlds: access to the city, and the freedom to cut loose and roam the waves, fishing or stealing from fishermen.
The Gnoll Pirates
The Gnolls inhabited the savannas of the Hollow long before the ancestors of the Olmtecs drove them off, exiling them to a nomadic seafaring life on the constantly shifting islands of the Boneyard Archipelago. There, they carved out a meager existence as fishermen, enslaving merfolk to aid them, and occasionally trading with Yuan-Ti. When times got truly desperate, they hired themselves out as mercenaries, although their natural sloth kept this practice to a minimum. Their entire lifestyle changed, however, in 17 C.A., when Enzo Haumen, master shipwright, was exiled into the Bloodwood for his support for the Montressor family, who lost their power struggle with the Mandella clan, rulers of the Crimson Coast to this day. The Montressors and their supporters were shipped off to the island of King’s Loss, but anyone who had shipbuilding expertise was instead sent into the Bloodwood, where they were captured by a group of Gnolls getting fresh water from the river. Despite being enslaved, Enzo was able to rouse the Gnoll’s curiosity with his promises of being able to build ships capable of defeating the feared warships of the Royal Navy. From the first merchantman captured by the Haumen’s Revenge, the Gnolls have been the scourge of the seas. Enzo Shipyards founded The Cove, and is now run by Carlos Haumen, the grandson of Enzo. To this day, the greatest status symbol a buccaneer can have is an Enzo ship, able to outrun clipper ships and outfight Men-O-War.
CLASSES
The various PC classes all have different backstories, as gaining levels in them is not something one can do without training.
Archer
Bows are an Armadan invention; the Olmtecs used spears and slings for both warfare and hunting. Archers on the Crimson Coast are either Armadan frontiersmen, who pick up a bow to defend their homes and families, or pirates, who use their skills to soften up ships before boarding. Either way, Archers tend to find and stick with others of their kind, as they are vastly more effective in a group.
Armiger
Armigers are always Armadan, for two reasons. First, Olmtecs are forbidden to own weapons or armor (and most cannot afford either, anyway), and secondly, warriors who wore armor were regarded as cowards in the days of the Olmtec empire. Most Armigers are Priests of Saint Cuthbert, but some blacksmiths have been known to keep a suit of full-plate stashed away for their own use.
Berserker
Berserkers are almost never Armadans; losing control of oneself can be a fatal mistake in their culture, and the cults of Hueptosalxis do not accept non-Olmtecs. Without their training, a would-be berserker is just a raving menace. With it, he is a thunderous engine of destruction, and for that reason the cults are banned. They use hallucinogenic plants and brutal endurance training to teach initiates how to focus their rage. Half of those they accept die in the process.
Executioner
Executioners can be any race, gender, creed, or size, but the one thing they all have in common is a fanatical devotion to the government. Young children are selected, stolen from their parents, and indoctrinated in killing and obedience. After 12 years of increasingly difficult training in secret chambers hidden in the royal ziggurat, they are sent out on their final test – to hunt down and kill their parents. Only then are they inducted into the elite fraternity of assassins that protects the government from the shadows. Any Executioner who flees can expect to be hunted for the rest of his short life – the Brotherhood has no mercy on those who betray it.
Harrier
Harriers are usually Olmtecs who learned their battledancing techniques from the Claws of Zactosar. The Claws of Zactosar is a revolutionary group formed by a corps of elite bloodsport entertainers, whose agile gladiatorial fights entertained the nobility of the previous regime. Now, they teach youths their lightning combat style in preparation for the war that is sure to follow the collapse of the kingdom.
Hunter
Hunters are a unique homegrown phenomenon. Trackers, explorers, scouts, Hunters live beyond the edges of civilization. For every 20 men who venture into the wild to make a living, there is one who feels it pull at his soul. Hunters are those who follow that call, and survive. The best of the best, they are the masters of the wild, and everything that lives in it.
Man-at-Arms
Men-at-Arms are those, who by skill or practice, are more at home on the battlefield than anywhere else. There are many soldiers, many mercenaries, many bodyguards, but most of them look at their professions as a job, taken for pay. Men-at-Arms fight because they must, they are driven to kill. Whether they hide it behind a creed, or revel in senseless slaughter, Men-at-Arms bring war with them and leave corpses in their wake, masters of the art of warfare.
Thief
Thieves are made by the streets. The urchin who can both pick your pocket and then convince a watching Canabarillo that it was the shop-keep is destined to become a thief. The cream of the underworld, they rise to the top and then spend their time trying to ensure that no one else makes it up. Thieves are as varied as the items they steal, but anyone competing in their area is going to get a knife in the back. There is no honor among rival thieves.
Arcanist
Arcanists do not exist. The Church of Saint Cuthbert officially denies that magic is real, claiming that those who exhibit strange powers are possessed, and need to be exorcised. Few survive the process. Magic can crop up anywhere, but those who have Armadan blood in them are far more likely to have it. Those who want to learn more about their power and can keep it a secret become Arcanists. In Salthook, the government keeps a “stable” of Arcanists disguised as scientists and researchers, and there are rumors that the exiled Montressor family, on the isle of King’s Loss, has strong arcane tendencies.
One character is a spear fighter who believes that he is the reincarnated hero who nailed the water god to the ocean floor, the other is an executioner of saint cuthbert, and the third is an escaped experiment arcanist from king's loss who has no mouth. Should be interesting.

Korgoth |

Well, we ran my Iron Heroes game for the first time friday. It was pretty good, they fought hordes (30+) of goblins that used tactics, and a group of ogres. The guy who played an executioner was kind of salty because he got knocked unconscious within 2 rounds in both fights (the second one was his own damn fault, he tried to circle around an angry ogre mother whose son he had just killed), but it was fun. They ended up in Keyport, and I came up with an on the spot adventure for the executioner. If you want I can post a scan of the Keyport map and a list of places.
The flavor of magic in this game is very Lovecraftian (the mouthless arcanist cast buff spells that really freaked their targets out, and had a bulls str backfire. The fighter ended up a slavering knot of muscle that attacked a random target each round until he was knocked unconscious.). Since I gave both other players little side adventures that tied into their backstories, goals, etc., I decided that he needed love too. I decided that he will be the only one to get magic items on a regular basis, but they have drawbacks and only affect spellcasting. So, for this one, I have the following:
It is the obscene toad-thing gibbering in the darkness, it is the accursed flesh that no arrow may pierce or fire burn, it is the slavering cancer, the sire of those things that writhe in dead men’s eyes, it is SHOGGOTH, the crawling terror! I would have my body rent and my soul shattered rather than carry his taint upon me!
THE SHOGGOTH-BONE
This lump of ivory is about the size of a man’s palm. It is greasy and cold to the touch, and feels much heavier than its size would indicate. It is not carved or shaped, but its shape is horribly reminiscent of some squat thing sitting on its obese haunches. Protrusions that could be eyes were it not for the number of them stick out from the “head” of the thing.
This item is a fetish, an object that resonates along a certain aetheric frequency when mana is focused upon it. Three times per day, the carrier of the item can use the Conjuration school of magic as if it was his primary school. However, any objects created have a certain twist of design to them that makes them particularly repellent to look upon. Anyone using one must make a will save (DC equal to channeling check DC) or be sickened for as long as he touches the object and for 1d6 rounds after. Any creatures created have the ooze template applied to them (AB p. 192). However, calling on the SHOGGOTH’S power is a danger to body and soul; any failed channeling check results in a major disaster.
The SHOGGOTH was the oldest and most cunning of those servants created by the long-lost race of Kadath, who perished at the hands of their amorphous slaves uncounted eons ago. As time wore away at their plastic flesh, they faded from the surface of the Earth, retreating into the deepest ocean abysses and slithering between the roots of mountains. One remained, however; the SHOGGOTH, worshipped by the twisted and blasphemous people of the far plateau of Leng, where they gorge on cannibalistic feasts beneath the watching Yellow Sign. Immortal, unkillable, he ruled with an iron limb for millennia, until his people had all died and their bones turned to dust in that unhallowed soil. Still he sits, fossilized in sloth, waiting for men to return and pay grotesque obeiscance to his gluttonous form, for there are always fools. One such fool stole this, the knuckle-bone of the SHOGGOTH. Of course, without a skeleton or fixed form to be stolen from, that legend is hard to believe, but it undoubtedly has a small portion of that thing’s profane power.
This totem has passed from one doomed hand to another throughout the centuries. The last known owner was the Archmagus Oribil, who perished when his floating tower ran afoul of a Thunder Spirit. His assorted remains and possessions rained from the sky for three days, scattering magical artifacts in the wake of a vicious hurricane. Since then, the item has been unheard of.
I need help on how he can acquire this item inside a major city. I know that the first clue that it is nearby will be a plague of albino frogs in the blocks surrounding the artifact, but I don't know where to go from there. A couple ideas I have been kicking around are:
The artifact is held by a guy who has no idea what it is, but he is slowly falling under its corrupt spell. He spends his days crouched in front of a homemade altar, weaving arcane symbols in the air with a stick of incense.
Or, it has been taken by a Priest of Saint Cuthbert, with the intent to destroy it. However, instead of delivering it to the Church for disposal, he took it home because it was "too dangerous" to entrust to anyone but himself. He now spends his days researching corrupt lore, telling himself that it is all to find a way to destroy the idol. This could end up turning into a spellcaster duel as the priest accepts the power of the SHOGGOTH (yes, it must always be in all caps) and it empowers him with otherworldly power.
What do you think?

Korgoth |

That could be nasty. Two-weapon fighting at 11th level = never mind, energy drain is limited to once per round. I would probably use that PrC with some of the dread undead templates in Green Ronin's advanced bestiary.
What do you think I should do with the SHOGGOTH bone? I need advice, I'm kinda stuck in a rut here.

SmiloDan RPG Superstar 2012 Top 32 |

Here's a homebrew Pathfinder version of the Noble I've been working on.
Intelligence and Charisma are important for the Noble Skill Uses and various Influence abilities. Also, Intelligence is important for gaining extra skill ranks and Charisma is important because most of the Noble's skills are based on Charisma. Dexterity and Constitution are helpful for avoiding and resisting damage, and Strength is useful for when the Noble has to wade into melee. And of course, all rulers should have great Wisdom.
Noble
BAB: +3/4
Good Saves: Will
Hit Dice: 1d8
Class Skills: Appraise, Bluff, Craft, Diplomacy, Disguise, Handle Animal, Intimidate, Knowledge (all), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Survival, Swim.
Skill Ranks Per Level: 6 + Int modifier.
Nobles are proficient in all Simple and Martial Weapons, All Armors, and Shields (except Tower Shields).
LEVEL ABILITY
1. Baron's Influence, Noble Pool, Noble Will
2. Noble Talent
3. Noble Skill Use
4. Noble Talent
5. Viscount's Influence
6. Noble Talent
7. Noble Skill Use
8. Noble Talent
9. Earl's Influence
10. Noble Talent
11. Noble Skill Use
12. Noble Talent
13. Marquis's Influence
14. Noble Talent
15. Noble Skill Use
16. Noble Talent
17. Duke's Influence
18. Noble Talent
19. Noble Skill Use
20. Noble Talent
Baron's Influence (Ex). The Noble can influence his allies to provide them bonuses and influence his enemies to penalize them. Each use of the Baron's Influence uses up one point from the character's Noble Pool (see below).
To influence his allies, the Noble must make a Knowledge nobility skill check as a move action. For every 10 points of the skill check, the Noble grants the one of the following benefits to all allies who can hear and understand him: +1 circumstance bonus to Attack and Damage Rolls, +1 circumstance bonus on all Saving Throws, or +1 circumstance bonus to all Skill Checks. This bonus persists a number of rounds equal to the Noble's Charisma bonus (minimum 1 round). Thus, a 20 on the Knowledge nobility provides a +2 bonus, a 30 provides a +3 bonus, etc.
To influence his enemies, the Noble must make a Knowledge skill check appropriate for the type of creature the Noble is attempting to influence as a move action. For example, to influence a dragon, the Noble must make a Knowledge arcana skill check; to influence a humanoid, he must make a Knowledge local skill check. Opponents of the Noble may make a Will Saving Throw with a DC of 10 + 1/2 the Noble's class level + the Noble's Charisma modifier to resist being influenced. For every 10 points of the skill check, the Noble grants the one of the following penalties to all targets who can hear and understand him: -1 circumstance penalty to Attack and Damage Rolls, -1 circumstance penalty on all Saving Throws, or -1 circumstance penalty to all Skill Checks. This penalty persists a number of rounds equal to the Noble's Charisma bonus (minimum 1 round).
Noble Pool (Ex). The Noble possesses a Noble Pool with a number of Noble Points equal to his Noble class level plus his Charisma bonus (minimum 1), which is replenished each day at dawn. The Noble may spend these points to activate some of his class abilities.
Noble Will (Ex). As long as the Noble has at least 1 Noble Point in his Noble Pool, he adds his Charisma bonus (if any) to his Will Saves.
Noble Talent. At 2nd level, and every even level thereafter, the Noble gains one of the following Noble Talents. Each Noble Talent may only be selected once unless otherwise noted in its description.
Ancestral Knowledge (Su). By spending 1 Noble Point as a free action, you add your class level to a single Knowledge skill check.
Charm (Ex). Choose one sex. You add 1/2 your class level to all Charisma based checks to members of the chosen sex.
Combat Talent. You gain 1 Combat Feat that you qualify for.
Commanding Presence (Ex). Spend 1 Noble Point as a free action and add your class level to a single Diplomacy or Intimidate skill check.
Curse of Regicide (Su). As long as you have at least Noble Point in your Noble Pool, whenever an opponent drops you to negative hit points, or kills you, it must make a Will Save with a DC of 20 + your class level + your Charisma modifier or be subjected to a Bestow Curse effect that can only be removed by a Miracle or Wish.
Extra Class Skill. Choose one cross-class skill. It is now a class skill for you. You may select this Noble Talent multiple times, each time choosing a different skill.
Favor (Ex). Spend 1 Noble Point and you can make a Favor check (1d20 + 1/2 your class level + your Charisma bonus) and gain a Favor as described under the Charismatic Hero Talent of the same name in d20 Modern.
Feat. You gain 1 bonus feat that you qualify for. You must be 10th level to select this Talent.
Great Ally (Ex). When using or targeted with an Aid Another action, you gain an additional +1 bonus. When you flank a creature, you gain an additional +2 bonus on your attack rolls.
Knowledge Talent (Ex). You gain a bonus equal to 1/2 your class level on all Knowledge skill checks.
Leadership. You gain the Leadership feat. You must be 6th level or higher to select this Talent.
Lesser Magic Talent (Sp). Choose one 0 level spell. You can cast it a number of times per day eqyal to your Charisma bonus.
Magic Talent (Sp). Choose 1 spell from the following list with a level that does not exceed 1/2 your class level. By spending a number of Noble Points equal to double the spell level, you may cast that spell. The Save DC, if any, is equal to 10 + the spell level + your Charisma modifier. You must have an Intelligence score of at least 10 + the spell level to choose that spell. You must have the Lesser Magic Talent before choosing this talent.
1. Cause Fear, Charm Person, Command, Doom, Lesser Confusion, Sanctuary.
2. Augury, Calm Emotions, Enthrall, Scare.
3. Nondetection, Rage, Suggestion.
4. Charm Monster, Crushing Despair, Discern Lies, Fear, Lesser Geas.
5. Dominate Person, Greater Command.
6. Eyebite, Geas/Quest, Mass Suggestion, Repulsion.
7. Insanity.
8. Mass Charm Monster, Mindblank
9. Dominate Monster.
Noble Fate (Ex). When you fall below 0 hit points, you may spend 1 Noble Point as an immediate action and gain a number of temporary hit points equal to your character level. These temporary hit points last for 1 minute.
Noble Smite (Ex). Spend 1 Noble Point as a swift action and add your Charisma bonus to your next attack roll and your class level to your damage roll if you successfully hit.
Skill Mastery. Select a number of skills equal to 3 + your Intelligence modifier. You make take 10 on the selected skills even if doing so is not normally permitted. You must be at least 10th level to select this talent.
Skill Talent. Select either Skill Focus or a +2/+2 feat.
Slippery Mind (Ex). If you fail a Will Save, you may make a single additional Will Save 1 round later.
Taunt (Ex). You target 1 creature that can see and hear you and understand the language you are speaking. As a move action, you spend 1 Noble Point and the target creature must make a DC 10 + 1/2 your Noble level + your Charisma modifier or attack you for 1 round.
Weapon Talent. You gain Weapon Focus in a weapon of your choice that you are proficient in.
Noble Skill Use (Ex). At 3rd level and every 4 levels thereafter (7th, 11th, 15th, and 19th), the Noble learns a special use of a class skill.
Appraise. By spending 1 Noble Point and making an Appraise skill check with a DC of 20 + the caster level, the Noble gains the benefit of an Identify spell for the object in question. This takes 1 minute.
Bluff. You can use the Bluff skill to sow distrust amongst your enemies. You must know the name of the target you are seeking to influence, as well as the name of the character you are seeking to sow distrust against. As a full round action, you spend 1 Noble Point and make a Bluff skill check opposed by the Sense Motive skill check of your target. If you are successful, your target's attitude towards the designated character worsens by 1 step (from helpful to friendly, friendly to indifferent, indifferent to unfriendly, unfriendly to hostile). If you succeeded, you may continue to use a full round action to continue to influence your target by making additional Bluff checks opposed by his Sense Motive checks. When the target's attitude towards the designated character becomes hostile, the target attacks the designated character. Once the target succeeds on a Sense Motive check, he cannot be affected by this ability for 24 hours.
Diplomacy. The Noble can spend 1 point from his Noble Pool as a swift action and make a Diplomacy check opposed by an opponent's Will Save who can understand him. If the Diplomacy check is successful, the opponent will not attack the Noble for 1 round. If the Diplomacy check beats the Will Save by 20 points, the Noble can direct the opponent to attack a target of the Noble's choice for 1 round.
Disguise. The Noble can emulate another alignment. If an opponent attempts a magical means to determine the Noble's alignment, the opponent must succeed on a caster level check opposed by the Noble's Disguise skill check to get an accurate reading. If the opponent loses the opposed roll, he detects the alignment that the Noble has designated.
Handle Animal. The Noble can spend 1 point from his Noble Pool as a swift action and make a Handle Animal check opposed by an animal opponent's Will Save. If the Handle Animal check is successful, the opponent will not attack the Noble for 1 round. If the Handle Animal check beats the Will Save by 20 points, the Noble can direct the opponent to attack a target of the Noble's choice for 1 round. The Noble can also use this ability on a magical beast with an intelligence of 1 or 2, but he takes a -4 penalty to his Handle Animal skill check. The Noble can use this ability against any other creature type with an Intelligence of 1 or 2, but takes a -8 penalty to his Handle Animal check. Creatures with an Intelligence score of 3 or more, or without an Intelligence score, are immune to this ability.
Intimidate. The Noble can spend 1 point from his Noble Pool as a swift action and make an Intimidate check against all opponents within 30 feet. Any who fail their Will Save are shaken for a number of rounds equal to the Noble's Charisma bonus (minimum +1). At 7th level, the Noble can spend 2 points from his Noble Pool and cause affected characters within 60 feet to be frightened. At 11th level, the Noble can spend 3 points from his Noble Pool and cause affected creatures within 120 feet to be panicked.
Linguistics. By spending 1 point from your Noble Pool and observing a creature for 1 round, you gain an instinctive insight into briefly communicating with it. This allows you to use a language-dependent effect against the creature even if you are unable to communicate in a language it knows. The language-depedent effect must be used or begun the round immediately after you activate this ability.
Perception. The Noble is keenly aware of attempts to assassinate him. As an immediate action, the Noble makes a Perception check with a bonus equal to his class level against an opponent who is using Stealth or Invisiblity to hide from the Noble just prior to an attack; when an opponent uses Sleight of Hand to slip poison into the Noble's drink, etc. If the Perception check beats the opponent's Stealth check, the Noble is not considered flat-footed against that opponent's attack.
Perform. The Noble is able to use the Perform skill check instead of the Knowledge (nobility) skill check when using his Baron's Influence, Viscount's Influence, Earl's Influence, Marquis's Influence, and Duke's Influence abilities.
Profession (noble). The Noble is adept at handling his personal finances. Every time the Noble gains an additional Noble level (including the level that this ability is chosen), he makes a Profession (noble) check and gains 200 gp per point of the Profession (noble) check.
Ride. The Noble gains an animal companion as if he were a druid of his Noble class level. The selected animal companion must be a suitable mount for the Noble.
Sense Motive. As an immediate action, the Noble can spend 1 point from his Noble Pool and make a Sense Motive check opposed by the attack roll of an opponent that is adjacent to the Noble. If the Sense Motive check is successful, the opponent's attack roll misses.
Survival. The Noble is an expert tracker and huntsman. He adds one half his Noble class level on Survival checks made to track.
Swim. You add half your Noble class level on all Swim checks and to Constitution checks to determine how long you can hold your breath. You can hold your breath for a number of rounds equal to Constitution score plus your Noble class level.
Viscount's Influence (Ex). The Noble can influence his allies to provide them bonuses and influence his enemies to penalize them. Each use of the Viscount's Influence uses up 2 points from the character's Noble Pool.
To influence his allies, the Noble must make a Knowledge nobility skill check as a move action. For every 10 points of the skill check, the Noble grants one of the following benefits to all allies who can hear and understand him: +1 circumstance bonus to Armor Class, Damage Reduction 1/-, or +5 foot circumstance bonus to Speed. This bonus persists a number of rounds equal to the Noble's Charisma bonus (minimum 1 round).
To influence his enemies, the Noble must make a Knowledge skill check appropriate for the type of creature the Noble is attempting to influence as a move action. Opponents of the Noble may make a Will Saving Throw with a DC of 10 + 1/2 the Noble's class level + the Noble's Charisma modifier to resist being influenced. For every 10 points of the skill check, the Noble provides one of the following penalties to all targets who can hear and understand him: -1 circumstance penalty to Armor Class, when damaged, take an additional 1 point of damage, or -5 foot circumstance penalty to speed. This penalty persists a number of rounds equal to the Noble's Charisma bonus (minimum 1 round).
Earl's Influence (Ex). The Noble can influence his allies to provide them bonuses and influence his enemies to penalize them. Each use of the Earl's Influence uses up 3 points from the character's Noble Pool.
To influence his allies, the Noble must make a Knowledge nobility skill check as a move action. For every 10 points of the skill check, the Noble grants one of the following benefits to all allies who can hear and understand him: +1 circumstance bonus to the Save DC of their spells, spell-like abilities, supernatural abilities, or extraordinary abilities (if any), +1 circumstance bonus to caster level checks, or fast healing 1. This bonus persists a number of rounds equal to the Noble's Charisma bonus (minimum 1 round).
To influence his enemies, the Noble must make a Knowledge skill check appropriate for the type of creature the Noble is attempting to influence as a move action. Opponents of the Noble may make a Will Saving Throw with a DC of 10 + 1/2 the Noble's class level + the Noble's Charisma modifier to resist being influenced. For every 10 points of the skill check, the Noble provides one of the following penalties to all targets who can hear and understand him: -1 circumstance penalty to the Save DCs of their spells, spell-like abilities, supernatural abilities, or extraordinary abilities (if any), suffer a -1 circumstance penalty to their caster level checks (if any), or suffer 1 point of damage per round. This effect persists a number of rounds equal to the Noble's Charisma bonus (minimum 1 round).
Marquis's Influence (Ex). The Noble can influence his allies to provide them bonuses and influence his enemies to penalize them. Each use of the Marquis's Influence uses up 4 points from the character's Noble Pool.
To influence his allies, the Noble must make a Knowledge nobility skill check as a move action. For every 10 points of the Knowledge nobility check, one of the Noble's allies gain 1 extra standard, move, or swift action that must be used before the Noble's next turn; for every 10 points of the Knowledge nobility check, each ally gains a number of hit points equal to the ally's Hit Dice, or for every 10 points of the Knowledge nobility check, one of the Noble's allies gains the benefits of evasion and mettle for a number of rounds equal to the Noble's Charisma bonus (minimum 1 round).
To influence his enemies, the Noble must make a Knowledge skill check appropriate for the type of creature the Noble is attempting to influence as a move action. Opponents of the Noble may make a Will Saving Throw with a DC of 10 + 1/2 the Noble's class level + the Noble's Charisma modifier to resist being influenced. The Noble's opponents are limited to a single move or standard action for 1 round for every 10 points of the Knowledge skill check; for every 10 points of the Knowledge skill check the Noble's opponents take an amount of non-lethal damage equal to the target's HD; or the Noble's opponents lose the ability to use evasion or mettle for 1 round for every 10 points of the Knowledge skill check.
Duke's Influence (Ex). The Noble can influence his allies to provide them bonuses and influence his enemies to penalize them. Each use of the Duke's Influence uses up 5 points from the character's Noble Pool.
To influence his allies, the Noble must make a Knowledge nobility skill check as a move action. For every 10 points of the Knowledge nobility check, one of the Noble's allies gain 1 full round action that must be used before the Noble's next turn, restore one negative level, or gain SR equal to 20 + 2 per 10 points of the Knowledge check for a number of rounds equal to the Noble's Charisma bonus (minimum 1 round).
To influence his enemies, the Noble must make a Knowledge skill check appropriate for the type of creature the Noble is attempting to influence as a move action. Opponents of the Noble may make a Will Saving Throw with a DC of 10 + 1/2 the Noble's class level + the Noble's Charisma modifier to resist being influenced. The targets are dazed or stunned (Noble's choice) for 1 round per for every 10 points of the Knowledge skill check, gain 1 negative level for every 10 points of the Knowledge skill check for a number of hours equal to the Noble's Charisma bonus (minimum 1 hour), or have their Spell Resistance reduced by 2 per 10 points of the Knowledge check for a number of rounds equal to the Noble's Charisma bonus (minimum 1 round).

Korgoth |

Wow. That is long, and it is late. I'll read it more fully later (at school) but just glancing over it it seems really cool. Like a useful bard. I like the new uses for skills, but its kind of overwhelming right now. (Diplomacy and bluff - I see echoes of the Marashima Rakshasha.) At a glance, I would love to play one of these guys.
I've been up late tonight starting work on an epic level "reunion adventure" for my frostfell group. Everyone's coming back for spring break, so I decided to make a one-shot for them using their level 20-some characters. I think that they are going to be targeted by an Infernal and his Brachusus (CR 23 wolves) minions. Any ideas for motivation, location, etc? I just finished doing stats for the Infernal.
Fenrir, Infernal
Large outsider (evil, Chaotic)
Unholy aura and blur active
Hit Dice: 40d8+360 (680 hp)
Initiative: +11
Speed: 80 ft, fly 240 ft (perfect)
AC: 54, 20% miss chance (+7 dex, -1 size, +34 nat, +4 deflection, 1d6 str to good creature if it hits, DC 38 fort negates)
Base Attack/Grapple: +40/+60
Attack: claw +44 (6d6+28)*
Full attack: 2 claws +44 (6d6+28)*, bite +42 (4d8+20+spell drain)*, 2 wings +42 (2d6+20)*, tail slap +42 (4d8+28)*
*12 point power attack
Space/Reach: 10/10
Special Attacks: improved grab, spell drain, learned spell immunity, spell-like abilities, summon fiend
Special Qualities: Abomination traits, regeneration 30, SR 38, DR 20/epic, resist fire and cold 20, abomination traits
Saves: Fort +35, Ref +33, Will +34
Abilities: Str 44, Dex 25, Con 28, Int 22, Wis 26, Cha 40
Skills:
Feats: multiattack, power attack, quicken spell-like ability (greater dispel magic), quicken spell-like ability (greater teleport), automatic quicken spell-like ability, intensify spell-like ability (fireball), Multispell, improved natural attack (claw), combat expertise, improved trip (+20 on check), combat reflexes, improved int, deflect arrows, blind-fight
CR: 26
Alignment: C-E
Treasure: 4 pillars w. symbol of pain on them,
Improved grab (ex): If an infernal hits with a tail slam attack, it can start a grapple without provoking an attack of opportunity. It usually takes a –20 penalty to maintain the hold as a free action, dealing automatic tail slap damage each round it maintains the grapple.
Spell Drain (Su): If an Infernal hits with a bite attack, the victim loses one of their highest level prepared spells or unused spell slots. The victim chooses which spell to discard. If the victim has no spells left (or if they cannot cast spells in the first place) they take 2 points of intelligence damage.
Learned spell immunity (su): An Infernal cannot be affected by the same spell cast by the same character twice. The Infernal is forever immune to that spell, so long as it is cast by that same character.
Spell-like abilities (CL 26, DC 30 + spell level): At will: Animate dead, blasphemy, create undead, greater dispel magic, improved invisibility, polymorph, read magic, scrying, symbol of death, symbol of insanity, symbol of pain, symbol of sleep, telekinesis, greater teleport, unholy aura, unholy blight, unhallow, wall of fire.
Quickened at will (2X round): Blur, charm person, detect chaos, detect good, detect law, detect magic, darkness, deeper darkness, desecrate, fear, fireball, hold person, magic circle against good, major image, produce flame, pyrotechnics, suggestion,
3/Day: Quickened dispel magic, quickened greater teleport, Intensified fireball (120 dam)
1/day: Fire storm, hellball, implosion, meteor swarm.
Summon Fiend (Su): summon 4 balors 1/day
Abomination traits: Immune to polymorph, petrifaction, immune to mind affecting and normal poisons, true seeing, blindsight 500 ft, telepathy 1000 ft.
Regeneration: Good and lawful aligned weapons deal normal damage.
Tactics: Uses fireball and pyrotechnics combo to deal damage and blind. Also drops pillars with symbols of pain around itself (effects stack). The Brachyurus’s stay out of range of the symbols and single out one character to attack.
Its a nasty lil bugger. I'm thinking of putting it across a chasm or something from the PCs, so they have to use flight to cross the gap, and it can use its quickened greater dispel magic to drop them like stones. Other than that I have no clue what its going to do.

SmiloDan RPG Superstar 2012 Top 32 |

Looks nasty!
Most epic levels have True Seeing up, so Blur won't matter....might want to change that to Improved Blink. ;-)
And I think your spell DCs are a little off: 10 + spell level + 25 (Cha bonus). Unless their Charisma is supposed to be 50 and 40.
Don't forget to pre-stat out the Balors!
Are the PCs ACs in the 50s? If they're only in the 40's, I would increase the Power Attack a bit. Or pre-stat different values of Power Attack (0, 5, 10, 20?).
Also, most epics are Mindblanked as well. Might want to check what abilities that nerfs.
And the PCs might just teleport across the chasm.....unless a Dimensional Anchor is going on.

Korgoth |

Looks nasty!
Most epic levels have True Seeing up, so Blur won't matter....might want to change that to Improved Blink. ;-)
And I think your spell DCs are a little off: 10 + spell level + 25 (Cha bonus). Unless their Charisma is supposed to be 50 and 40.
Don't forget to pre-stat out the Balors!
Are the PCs ACs in the 50s? If they're only in the 40's, I would increase the Power Attack a bit. Or pre-stat different values of Power Attack (0, 5, 10, 20?).
Also, most epics are Mindblanked as well. Might want to check what abilities that nerfs.
And the PCs might just teleport across the chasm.....unless a Dimensional Anchor is going on.
Aah, thank you. I really don't remember the PCs stats, but the ACs range from around 40 to over 80. The party has no arcane spellcaster, so I don't have to worry about spells at all - the cleric is kept busy healing the 3 melee characters. Anyway, if they did teleport - it has those power attack values for a reason. I'm thinking of having it riding an iceberg into a city to break it open and release whatever's inside. I was thinking BBEG, but now I'm going more along the lines of evil artifact, so the fight can move into there once the berg smashes into the city.

Korgoth |

After looking over the noble class some more, a couple things popped out at me. First is the intimidate skill use. The first use is fine, but making ALL opponents frightened or panicked is terribly broken. I could see using it as a targeted ability to make a single shaken enemy frightened, but making everything within 120 feet run from you... regardless of level, thats obscenely powerful. Also, I would just drop the profession (noble) thing. I understand the idea, but balancing that out would be a nightmare. As it is, it lets a 3rd level character get up to 5,000 gp (almost double the average wealth). I love the class concept, though, and I might use it for a villain in my Iron Heroes game. I haven't posted anything about it here, mostly because I don't feel like explaining the rules and stuff. I can put some of the fluff up here if you want, though. As it is, the party is totally dysfunctional, although they finally have a kind of common goal now.

Korgoth |

Frightened and panicked are more or less the same thing, though. Either way, the encounter is either over or significantly less difficult. I'd make it
1: make cha bonus creatures shaken
2: Make cha score creatures shaken
3: Make all creatures within 30 ft shaken and one creature frightened.
Also, intimidate is a straight skill check, DC 10+HD+wis mod, there's no will save involved. Also, you could raise the levels to 9 and 14 and have it be make creatures within shaken and 1 creature frightened, and at 14th level have it be creatures within 60 ft shaken and cha bonus creatures frightened. (I just picked these numbers out of the air, they really don't mean anything.) I like the rest of the skill uses, and the noble pool limitation means that they can't be tossed around like candy, which is good, because high level characters have obscene skill bonuses.

SmiloDan RPG Superstar 2012 Top 32 |

My DM was thinking of getting rid of the warlock when we switch over to Pathfinder because he thinks it's too weak compared to the Sorcerer with Bloodlines. So I tweaked it a little. I still need to make some flavorful bloodlines, but haven't had time to be that creative yet. I also incorporated the Hexblade's Curse into the Warlock to give it some extra umph.
Pathfinder Warlock
BAB: +3/4
Good Saves: Will
Hit Dice: 1d8
Class Skills: Acrobatics, Appraise, Bluff, Craft, Disguise, Fly, Intimidate, Knowledge arcana, Knowledge planes, Knowledge religion, Profession, Sense Motive, Spellcraft, Use Magic Device.
Skill Ranks Per Level: 4 + Int modifier
Warlocks are proficient in all Simple Weapons, Light Armor, but no shields.
LEVEL ABILITY
1. Eldritch Blast 1d6, Hex Pool, Least Invocations, Pact, Warlock's Curse.
2. Hex, Detect Magic
3. Eldritch Blast 2d6, Pact Defense 1
4. Hex, Deceive Item
5. Eldritch Blast 3d6, Arcane Sight
6. Hex, Lesser Invocations
7. Eldritch Blast 4d6, Improved Warlock's Curse, Pact Defense 2
8. Hex, Pact Ward 1, Two Eldritch Blasts
9. Eldritch Blast 5d6, Baleful Luck
10. Hex, Pact Resistance
11. Eldritch Blast 6d6, Greater Invocations, Pact Defense 3
12. Hex, Imbue Item
13. Eldritch Blast 7d6, Greater Warlock's Curse
14. Hex, Greater Arcane Sight
15. Eldritch Blast 8d6, Pact Defense 4, Three Eldritch Blasts
16. Hex, Dark Invocations
17. Eldritch Blast 9d6, Mindblank
18. Hex, Pact Warding 5
19. Eldritch Blast 10d6, Pact Defense 5, Dire Warlock's Curse
20. Hex, Greater Pact Resistance
Eldritch Blast (Su). As standard warlock's eldritch blast, but supernatural instead of spell-like.
Hex Pool (Su). A Warlock has a Hex Pool equal to his Charisma bonus (minimum 1) multiplied by his class level. His Hex Pool is replenished each day at dawn. The Warlock spends points from his Hex Pool to power his Warlock's Curse and Hex Power abilities.
Least Invocations (Sp). At 1st level, the warlock gains the ability to use least invocations. In addition to the normal number of invocations a standard warlock gets, a Pathfinder Warlock gains a bonus eldritch shape or eldritch essense invocation each time he gains a new level of invocations (at levels 1, 6, 11, and 16).
Pact (Su). Each Pathfinder Warlock makes a pact with some kind of otherworldly entity. Depending on the kind entity the warlock is bound to influences his Pact Defenses, Pact Wards, and Pact Resistances. Each Pact also grants the Warlock a bonus class Skill.
Warlock's Curse (Su). As a swift action, the Warlock can target an opponent within 60 feet with his Warlock's Curse. The Warlock must spend at least 1 point from his Hex Pool to activate this power; the duration of the Warlock's Curse is 1 round per point spent from the Hex Pool. The opponent is allowed a Will save with a DC of 10 + 1/2 the Warlock's class level + his Charisma modifier to avoid the Warlock's Curse. If the opponent fails the Will Save, the opponent takes a -2 luck penalty to its Ability Checks, AC, Attack Rolls, Damage Rolls, Caster Level Checks, Saving Throws, and Skill Checks for the duration of the Warlock's Curse.
At 7th level, the luck penalty increases to -4. At 13th level, it increases to -6, and at 19th level, it increases to -8.
Hex (Su). The Warlock is adept at using the power of luck to hinder his enemies and aid himself. At 2nd level, and every 2 levels thereafter, the Warlock selects one of the following abilities. Using a Hex Power is an immediate action unless otherwise stated.
Hexed Ability. The Warlock can force an opponent to re-roll an ability check by spending 1 point from his Hex Pool, or the Warlock can re-roll his own ability check by spending 2 points from his Hex Pool.
Hexed Attack. The Warlock can force an opponent to re-roll an attack roll by spending 2 points from his Hex Pool, or the Warlock can re-roll his own attack roll by spending 4 points from his Hex Pool.
Hexed Magic Damage. The Warlock can force an opponent to re-roll a spell's, spell-like ability, or supernatual ability's damage roll by spending 3 points from his Hex Pool, or the Warlock can re-roll his own spell's, spell-like ability's, or supernatural ability's damage roll by spending 6 points from his Hex Pool.
Hexed Weapon Damage. The Warlock can force an opponent to re-roll a weapon's damage roll by spending 2 points from his Hex Pool, or the Warlock can re-roll his own weapon damage roll by spending 4 points from his Hex Pool.
Hexed Save. The Warlock can force an opponent to re-roll a saving throw by spending 2 points from his Hex Pool, or the Warlock can re-roll his own saving throw by spending 4 points from his Hex Pool.
Hexed Caster. The Warlock can force an opponent to re-roll a caster level check by spending 3 points from his Hex Pool, or the Warlock can re-roll his own caster level check by spending 6 points from his Hex Pool.
Hexed Skill. The Warlock can force an opponent to re-roll a skill check by spending 1 point from his Hex Pool, or the Warlock can re-roll his own skill check by spending 2 points from his Hex Pool.
Hexed Reaction. The Warlock can force an opponent to re-roll an initiative check by spending 2 points from his Hex Pool, or the Warlock can re-roll his own initiative check by spending 4 points from his Hex Pool. This use of Hex Power does not take an action; it occurs prior to actions being taken.
Hexed Prowess. The Warlock can force an opponent to re-roll a Combat Manuver Check by spending 2 point from his Hex Pool, or the Warlock can re-roll his own Combat Manuver Check by spending 4 points from his Hex Pool.
Detect Magic (Sp). At 2nd level, the Warlock can use Detect Magic at will as a spell-like ability.
Pact Defense (Su). At 3rd level, depending on the type of Pact the Warlock made, he gains DR 1/-, DR 2/cold iron, DR 2/silver, DR 2/magic, DR 2/good, DR 2/chaotic, DR 2/evil, DR 2/evil, DR 2/adamantium, DR 2/piercing, DR 2/slashing, DR 2/bludgeoning, or Natural Armor +1. This benefit is multiplied by the increases in the Pact Defenses at levels 7, 11, 15, and 19.
Deceive Item (Ex). At 4th level, the Warlock can take 10 on Use Magic Device skill checks.
Arcane Sight (Sp). At 5th level, the Warlock's Detect Magic ability improves. The Warlock can use Arcane Sight at will as a Spell-like ability.
Pact Ward (Su). At 8th level, depending on the type of Pact the Warlock made, he gains the ability to spend points from his Hex Pool to Ward himself. As a free action, he can spend 1 Hex Point and gain Fast Healing for 1 round equal to the value of Pact Ward, gain an energy shield that does 1d6 points of damage per point of the Ward for 1 round, gain a deflection bonus to AC equal to the amount of the Ward for 1 round, etc.
Two Eldritch Blasts (Su). At 8th level, the Warlock can use a full round action to use 2 eldritch blasts in the same round. The second eldritch blast takes a -5 penalty to its attack roll. Both eldritch blasts must have the same shape and essence, if any. They can target the same or different opponents.
Baleful Luck (Su). At 9th level, when using his Hex Power against an opponent, the Warlock applies a luck penalty equal to his Charisma bonus (if any) to his opponent's reroll. When using his Hex Power to benefit from a re-roll himself, the Warlock may spend 1 additional point from his Hex Pool to add his Charisma bonus (if any) as a luck bonus to the results of the reroll.
Pact Resistance (Su). At 10th level, depending on the Pact the Warlock made, he gains energy resistance 10 to two energy types or energy resistance 20 to one energy type. Certain Pacts may provide a bonus against a certain type of special attack, such as paralysis, petrification, or poison.
Imbue Item (Ex). At 12th level, the Pathfinder Warlock gets the same ability as the standard Warlock ability to use the Use Magic Device skill to enchant magic items.
Greater Arcane Sight (Sp). At 14th level, the Warlock can use Greater Arcane Sight as a spell-like effect at will.
Three Eldritch Blasts (Su). At 15th level, the Warlock can use a full round action to use 3 eldritch blasts in the same round. The second eldritch blast takes a -5 penalty to its attack roll and the third eldritch blast takes a -10 penalty to its attack roll. All three eldritch blasts must have the same shape and essence, if any. They can target the same or different opponents.
Mindblank (Sp). At 17th level, the Warlock gains the benefits of the Mindblank spell. He can re-activate it as a standard action if it is somehow dispelled or suppressed.
Greater Pact Resistance (Su). At 20th level, the resistances from the Pact Resistance ability double.