Pathfinder Warlock...a different angle.


Homebrew and House Rules

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Rather than just adjust the 3.5 warlock to pathfinder, I wanted to take the opportunity to completly re-imagine the class from a more "folklore" based position.

The idea is a class that instead of making a commitment to one being (like a cleric, or a witch patron)has learned to make temporary pacts with powerful "non-diety" beings (example: Archdevils, Demonlords, Eldest, Elemental lords, Empyreal lords, Horsemen, Old ones, etc...)

I am using the Summoner as the framework (BA,saves, spell progression, spell list, etc), but having the warlock function something like the 3.5 binder, using pacts with powerfull beings to grant "boons" (function just like evolution points for the edolen)that the warlock can use to grant himself different pact abilities.

This is a "rough" draft of the class abilities, and I would appreciate ideas and feedback on them ;)

Soul binding (Su):

soul binding:
By forging strange pacts with powerful beings, warlocks gain powerful eldritch abilities. Through special methods known only to warlock's, you contact these strange patrons and make a pact with them.
Each day, a Warlock must select a patron. This patron is chosen from among any demigod capable of granting domain spells (example: Archdevils, Demonlords, Eldest, Elemental lords, Empyreal lords, Horsemen), who is often granting the warlock power for reasons that he might not entirely understand. You must renew your pact with a patron daily, by making a binding check (1d20 + your effective warlock level + your Cha modifier). This process requires 1 hour, but you can choose to make a rushed binding check as a full-round action at a -10 penalty. The DC for this check is 15 at first level, and increases by +1 every 2/levels, as your patron's exerts increasing influence upon you. The DC for the binding check is increased by an additional +1 for each step of alignment along both axis, that your alignment differs from your chosen patron. You must make this perilous pact alone; others cannot aid you in any way.
Whether the binding check succeeds or fails, you gain the choice of one of your patrons domains (spells and abilities), which you can utilize as a cleric of your warlock level, and any other boons granted by the patron for 24 hours. Success or failure does, however, determine other aspects of the pact. If you fail the binding check, your patron influences your personality and your actions, and you are said to have made a poor pact. (Specifically, the patrons’s presence changes your general demeanor, and it can force you to perform or refrain from certain actions.) If your binding check is successful, the patron has no control over your actions and does not influence your personality. In this case, you are said to have made a good pact.
While under the influence of your patron, you must adhere to its requirements to the best of your ability. If you are conscious and free-willed, and you encounter a situation in which you cannot or will not refrain from a prohibited action or perform a required one, you take a –1 penalty on attack rolls, saving throws, and checks until that pact is concluded. If you fail to fulfill the requirements of your patron more than once, the penalties stack. As long as you are bound to a patron, you manifest a specific physical sign of its presence. This sign is real, not an illusory or shape-changing effect, and someone using true seeing perceives it just as it is. You can hide a sign by mundane or magical means without penalty, or you can prevent it from appearing at all if you have the suppress sign feat.
During that time, your patron is bound to your soul by the pact. They can not be targeted or expelled by any means except the Expel Patron feat, nor can they be suppressed except by an anti-magic field or similar effect. The Difficulty Class for a saving throw against any supernatural power granted by a patron is 10 + 1/2 your effective warlock level + your Cha modifier.
At 2nd level, and every two levels thereafter, a warlock's patron adds new spells to a warlock’s list of spells known. These spells are automatically “known” and can be cast spontaneously by expending any prepared spell slot of the appropriate level.
Each patron is listed by its theme. Its actual name, sign, and influence is up to the GM and the warlock to decide.
While these forces need not be named, they typically hold influence over one of the following forces.

Pact Boons

Pact boons:
Each warlock receives a number of boon points equal to his class level + charisma modifier, that can be spent to give the warlock new abilities, powers, and other upgrades. These abilities, called pact boons, can be changed whenever the warlock forges a new pact, but they are otherwise set. Some boons require that the warlock be of a specific level before they can be chosen. Boons are grouped by their cost in pact points. Pact points cannot be saved. All of the points must be spent when the pact is formed. Unless otherwise noted, each boon can only be selected once.

Pact Augmentation (Su):
pact augmentation:
Beginning at 2nd level, you can draw additional power from the pact with your patron. You can choose one ability from the following list. Each time you renew your pact, you also reselect your pact augmentation ability. As you attain higher levels, you can make additional selections from the list. You gain one additional ability at 5th, 10th, 16th, and 20th level (to a maximum of five selections at 20th level). You can choose a single ability multiple times, and their effects stack. For instance, at 16th level you could choose bonus hit points twice and damage reduction twice, gaining +10 hit points and damage reduction 2/—.
Pact Augmentation Abilities
+5 hit points
Energy resistance 5 (acid, cold, electricity, fire, or sonic)
+1 insight bonus on saving throws
Damage reduction 1/—
+1 insight bonus to Armor Class
+1 insight bonus on attack rolls
+1 insight bonus on damage rolls
+2 insight bonus on initiative checks

Soul Guardian I (Su):
soul guardian I:
Beginning at 6th level, you have immunity to fear effects as long as you are bound to a patron. As you attain higher warlock levels, your patron guards its time with you even more jealously, granting you protection from additional effects that would harm your soul and life energy for as long as the pact lasts.

Medium Armor (Ex):
medium armor:
At 7th level, a warlock gains proficiency with medium armor. A warlock can cast warlock spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a warlock wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Soul Guardian II (Su):

soul guardian II:
At 9th level, you gain the slippery mind ability, which allows you to wriggle free from magical effects that would otherwise control or compel you. If you fail your saving throw against an enchantment spell or effect, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw.

Soul Guardian III (Su):

soul guardian III:
At 13th level, you gain immunity to energy drain and negative levels.

Heavy Armor (Ex):
heavy armor:
At 13th level, a warlock gains proficiency with heavy armor. A warlock can cast warlock spells while wearing heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a warlock using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Soul Guardian IV (Su):

soul guardian IV:
When you attain 19th level, your bound patron completely protect your mind, granting you immunity to all mind-affecting spells and abilities.

RPG Superstar 2012 Top 32

Looks neat. Are pact points identical to evolution points? So the warlock gains evolutions as if he were the eidolon? So he can grow claws and natural armor and get a breath weapon and energy resistance?

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It's a cool premise, and one that definitely has potential. I'm not sure about the armor proficencies, though. They don't really fit the classic "binder of dark forces" archetype at all and kind of seem tacked on just as an excuse to put an arcane caster in heavy armor.

Also, this "Expel Patron" feat that you allude to... would this allow a character to expel another warlock's patron and thus remove all access to his powers and abilities until a new pact could be made? How often can a warlock make new pacts? Can he switch patrons mid-day? If his patron is expelled, can he get it back quickly? Otherwise, that is a SERIOUS liability. It's like removing a fighter's feats for the day or tagging a wizard with an incurable feeblemind.


SmiloDan wrote:
Looks neat. Are pact points identical to evolution points? So the warlock gains evolutions as if he were the eidolon? So he can grow claws and natural armor and get a breath weapon and energy resistance?

That's the idea. It allows the warlock to not only access domain spells and abilities of their patron, but to manifest features thematically tied to their patron.

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Expel Patron probably allows the warlock to end a pact prematurely so he can form a different pact (without having to wait 24 hours).

For example, the Bob the Warlock forms a pact with the Elder Elemental of Water, as he plans on exploring the sunken city of Atlantis. Hijinx ensue, and Bob ends up on Arakis, a barren desert world where his ability to breathe water, swim, and withstand high pressure are useless. He expels his pact with the Elder Elemental of Water and instead forms a pact with the Great Wyrm of the Desert, and benefits from Endure Elements, the ability to go without water for the day, gain a bonus on Handle Animal and Ride checks with giant worms.


Fatespinner wrote:
It's a cool premise, and one that definitely has potential. I'm not sure about the armor proficencies, though. They don't really fit the classic "binder of dark forces" archetype at all and kind of seem tacked on just as an excuse to put an arcane caster in heavy armor.

I'll have to give that some thought......the class is meant to fill a more "melee" role than a dedicated caster, but perhaps the boons cover that sufficiently......

Fatespinner wrote:
Also, this "Expel Patron" feat that you allude to... would this allow a character to expel another warlock's patron and thus remove all access to his powers and abilities until a new pact could be made? How often can a warlock make new pacts? Can he switch patrons mid-day? If his patron is expelled, can he get it back quickly? Otherwise, that is a SERIOUS liability. It's like removing a fighter's feats for the day or tagging a wizard with an incurable feeblemind.

The expel feat will function more or less the same as in 3.5.

It allows the warlock to terminate a pact prematurely (before the 24 hour period of the pact is concluded), he can then form another pact by going through the 1 hour binding process again.


SmiloDan wrote:

Expel Patron probably allows the warlock to end a pact prematurely so he can form a different pact (without having to wait 24 hours).

For example, the Bob the Warlock forms a pact with the Elder Elemental of Water, as he plans on exploring the sunken city of Atlantis. Hijinx ensue, and Bob ends up on Arakis, a barren desert world where his ability to breathe water, swim, and withstand high pressure are useless. He expels his pact with the Elder Elemental of Water and instead forms a pact with the Great Wyrm of the Desert, and benefits from Endure Elements, the ability to go without water for the day, gain a bonus on Handle Animal and Ride checks with giant worms.

Ninjad....and explained far better than I did.....thanks ;)

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nighttree wrote:

The expel feat will function more or less the same as in 3.5.

It allows the warlock to terminate a pact prematurely (before the 24 hour period of the pact is concluded), he can then form another pact by going through the 1 hour binding process again.

Ah, okay. I'm not awfully familiar with the 3.5 warlock. All I know is that they have a fistful of at-will spell like abilities and largely revolve around their ranged touch "eldritch blast" ability for damage-dealing.

I definitely like the "soul binding" approach better than the old one. The trick is to make it functional without losing that cool flavor.

RPG Superstar 2012 Top 32

I just hope your patrons have more of an underlying theme to them than the vestiges did. Some just seemed totally random, like the one that gave you wild empathy, water walking, a giant hammer, DR 2/lawful, and poisonous blood that harmed creatures that bit you. I guess if you're fighting aquatic chaotic skeleton puppies, it might come in handy....


Fatespinner wrote:

Ah, okay. I'm not awfully familiar with the 3.5 warlock. All I know is that they have a fistful of at-will spell like abilities and largely revolve around their ranged touch "eldritch blast" ability for damage-dealing.

I definitely like the "soul binding" approach better than the old one. The trick is to make it functional without losing that cool flavor.

Ya this is a completly different creature than the 3.5 warlock, it actually shares a lot more in common with the Binder.

RPG Superstar 2012 Top 32

Fatespinner wrote:
nighttree wrote:

The expel feat will function more or less the same as in 3.5.

It allows the warlock to terminate a pact prematurely (before the 24 hour period of the pact is concluded), he can then form another pact by going through the 1 hour binding process again.

Ah, okay. I'm not awfully familiar with the 3.5 warlock. All I know is that they have a fistful of at-will spell like abilities and largely revolve around their ranged touch "eldritch blast" ability for damage-dealing.

I definitely like the "soul binding" approach better than the old one. The trick is to make it functional without losing that cool flavor.

Actually, Nighttree is renaming the binder, and calling it warlock.

The 3.5 binder was technically a "magic-user," but formed a pact with a spirit that gave it a suite of (sometimes) related powers. So, depending on which spirit the binder was bound to, it could fill the role of tank, skirmisher, blaster, party face, scholar, healer, archer, scout, spy, etc.


SmiloDan wrote:
I just hope your patrons have more of an underlying theme to them than the vestiges did. Some just seemed totally random, like the one that gave you wild empathy, water walking, a giant hammer, DR 2/lawful, and poisonous blood that harmed creatures that bit you. I guess if you're fighting aquatic chaotic skeleton puppies, it might come in handy....

That's why I could never really get behind the Binder in 3.5.

I loved the concept, but found the vestiges to be corny beyond measure.

I like the idea of using beings that they are allready doing such a good job of fleshing out (Arch devils, the Eldest,etc...) which is why I went that direction.


Dotting

RPG Superstar 2012 Top 32

I actually began working a new system of totemic magic that used totems to grant the classes special abilities. There are Ancestor, Animal, and Elemental spirits. Each totem user would begin play knowing 1 of each, and learn to bind with additional totems as they advanced in level. And eventually, bind 2 or even 3 different kinds of totems at the same time.

Each totem granted thematically linked abilities, which grew in power as the totem user did.

There are three totem using classes: The Brave (Full BAB, good Fort), the Rascal (Medium BAB, good Reflex), and the Shaman (Poor BAB, good Will).

I was even going to design some multi-class totem prestige classes, like the Brave/Rascal (Totemic Thug), the Brave/Shaman (Totemic Knight), and the Shaman/Rascal (Totemic Trickster). (I need to work on the names a bit!)

There are also feats that allow you to combine 2 different kinds of totems to create a new one, like combining the Avian totem and the Sun totem to make Phoenix, or the the Rainbow totem and the Serpent totem to make Tiamat, etc. etc.


I have to scoot to work now....when I get home tonight,I'm going to work on cleaning up the soul binding class feature so it's not such a hodge podge of text from other class features and more clearly defines making the binding check, and the results of a poor pact.
I'll re-post the cleaned up version as soon as I can get on line again.


SmiloDan wrote:

I actually began working a new system of totemic magic that used totems to grant the classes special abilities. There are Ancestor, Animal, and Elemental spirits. Each totem user would begin play knowing 1 of each, and learn to bind with additional totems as they advanced in level. And eventually, bind 2 or even 3 different kinds of totems at the same time.

Each totem granted thematically linked abilities, which grew in power as the totem user did.

I had originally considered allowing for multiple/simultaneous binding like the original binder class.

However, as I thought about it, I couldn't see such powerful beings agreeing to “sharing space” within the warlock at any one time. I like the idea of them accessing greater power from a single pact as they advance in levels, which the increasing domain abilities and pact boons (evolutions) cover nicely.


SmiloDan wrote:

I actually began working a new system of totemic magic that used totems to grant the classes special abilities. There are Ancestor, Animal, and Elemental spirits. Each totem user would begin play knowing 1 of each, and learn to bind with additional totems as they advanced in level. And eventually, bind 2 or even 3 different kinds of totems at the same time.

Each totem granted thematically linked abilities, which grew in power as the totem user did.

There are three totem using classes: The Brave (Full BAB, good Fort), the Scoundrel (Medium BAB, good Reflex), and the Shaman (Poor BAB, good Will).

I was even going to design some multi-class totem prestige classes, like the Brave/Scoundrel (Totemic Thug), the Brave/Shaman (Totemic Knight), and the Shaman/Scoundrel (Totemic Trickster). (I need to work on the names a bit!)

There are also feats that allow you to combine 2 different kinds of totems to create a new one, like combining the Avian totem and the Sun totem to make Phoenix, or the the Rainbow totem and the Serpent totem to make Tiamat, etc. etc.

Which was very interesting. Are you still working at these?

Also, potential names: Hunt Leader(Brave/Scoundrel, with fluff about needing strenght and cunning to hunt the most powerful beasts in a way that respects their spirits), Elder(Brave/Shaman, with fluff that those that show great wisdom and great warrior abilities are brought into the council of Elders of the clan/village, despite the actual age) and Crazy Hermit(Shaman/Scoundrel, with fluff that only the most wise could deal so directly with the spirits and only the most insane would try. I also think of Rafiki from Lion King every time I see 'shaman/scoundrel')

RPG Superstar 2012 Top 32

I'm actually pretty happy with the names Totemic Thug (Brave/Rascal) and Totemic Trickster (Rascal/Shaman). I think I'm going to re-name the Scoundrel and call it the Rascal. I just need a good Brave/Shaman name. Preferable a one-word term that goes well with Totemic.

The multi-class PrCs should probably require 4 or 5 levels in each base class (Brave, Rascal, or Shaman), probably based on base Saving Throw bonuses. Maybe +5 Fortitude and +5 Reflex to be a Thug, +5 Reflex and +5 Will to be a Trickster, and +5 Fortitude and +5 Will to be a Whatever.


I worked on cleaning up the wording and mechanic for the Soul Binding ability last night, it still needs some polish, but I think it get's the idea across a bit better.

Soul binding (Su): By forging strange pacts with otherworldly beings, warlocks becomes a living conduit for powerful eldritch abilities. Through special rituals known only to warlock's, they contact their strange patrons and forge a temporary pact with them.
Each day, a warlock may select a patron while preparing spells for the day. This patron is chosen from among the many “demigods” or other powerful beings capable of granting domain spells, but not usually considered “Gods” (example: Archdevils, Demonlords, Eldest, Elemental lords, Empyreal lords, Horsemen, Old-ones, etc), who are often granting the warlock power for reasons of there own, that the warlock may not fully understand. You form your pact with a patron, by making a binding check (1d20 + ½ your warlock level + your Cha modifier). This process requires 1 hour (and is included as part of spell preparation), but you can choose to make a rushed binding check as in one minute at an additional -10 penalty.
The DC for the binding check is 15 at first level, and the DC for the binding check is increased by an additional +1 for each step of alignment (along both axis), that the warlocks alignment differs from his chosen patron. The binding DC increases an additional +1 for every three levels the warlock gains. You must make this perilous pact alone; others cannot aid you in any way, however if the binding is performed in conjunction with a successful “magic circle” spell of the appropriate alignment, the additional alignment based increase to DC is mitigated.
Whether the binding check succeeds or fails, you gain the choice of one of your bound patrons domains (spells and abilities), which you can utilize as a cleric of your warlock level, and boon point granted by the patron which can be used to buy additional abilities for 24 hours. Success or failure does, however, determine other aspects of the pact. If you fail the binding check, your patron influences your personality and your actions, and you are said to have made a poor pact. Specifically, the patron’s presence changes your general demeanor, and it can force you to perform or refrain from certain actions (influence is up to the GM and the warlock to decide ). The warlocks alignment is shifted one step, along the axis of the patrons choosing (at the GM's discretion) for every 5 points the warlock failed the binding check. If your binding check is successful, the patron has no control over your actions and does not influence your personality. In this case, you are said to have made a good pact.
While under the influence of your patron, you must adhere to its requirements to the best of your ability. If you are conscious and free-willed, and you encounter a situation in which you cannot or will not refrain from a prohibited action or perform a required one, you take a –1 penalty on attack rolls, saving throws, and checks until that pact is concluded. If you fail to fulfill the requirements of your patron more than once, the penalties stack. In addition, as long as you are bound to a patron, you manifest a specific physical sign of its presence (sign is up to the GM and the warlock to decide ). This sign is real, not an illusory or shape-changing effect, and someone using true seeing perceives it just as it is. This sign is usually a characteristic or feature associated specifically with the patron. You can hide a sign by mundane or magical means without penalty, or you can prevent it from appearing at all if you have the suppress sign feat.
During that time, your patron is bound to your soul by the pact. They can not be targeted or expelled by any means except the Expel Patron feat, nor can they be suppressed except by an anti-magic field or similar effect. The Difficulty Class for a saving throw against any supernatural power granted by a patron is 10 + 1/2 your effective warlock level + your Cha modifier.
At 2nd level, and every two levels thereafter, a warlock's patron adds new spells to a warlock’s list of spells known. These spells are automatically “known” and can be cast spontaneously by expending any prepared spell slot of the appropriate level.

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SmiloDan wrote:
I just need a good Brave/Shaman name. Preferable a one-word term that goes well with Totemic.

How about Totemic Avatar, then? A combination of warrior and shaman, the very embodiment of primal fury.

RPG Superstar 2012 Top 32

Fatespinner wrote:
SmiloDan wrote:
I just need a good Brave/Shaman name. Preferable a one-word term that goes well with Totemic.
How about Totemic Avatar, then? A combination of warrior and shaman, the very embodiment of primal fury.

I like it! It also shares some linguistic roots with thug, which is cool.


I like this as an alternate summoner.

I like it a LOT.


Having had time to think on the matter, I had a few notions come to mind.

With Eidolons being a fragment of a greater consciousness plucked off and shaped in a manner that fits the summoner in question, it stands to reason that a form or shape would be hard and fast tied to the workings of that particular bond; phrased another way, all Eidolons come from a great vast demiplane of generic Eidolon-stuff, the portion of which is plucked off for the bond with its summoner shaped by the nature of the magic and bond between summon and Eidolon so each essentially ends up a permanent pairing unique to the pair involved.

This leads to a strange mental image of summoners and their Eidolon analogizing to Amish Friendship Bread starters that end up customized to each person, but that's for another time.

The point is the bond between Eidolon and Summoner is permanent, and thus works as it is. But with Binderlocks, rather than having standard spell books and a typified list of spells, wouldn't it make sense for it to be more of a 'pact book' with spells basically tied to the entity that can/does supply them? Additionally, the pact points spent in any given bind should reflect the supplier of the bond, so that a binder might be more readily recognized for his contract due to taking on aspects of the negotiating benefactor?

TL;DR Summoner has smaller spell list and permabuddy, Binderlock has potentially bigger spell list 'cataloged' by each individual pact available.


TheAntiElite wrote:


The point is the bond between Eidolon and Summoner is permanent, and thus works as it is. But with Binderlocks, rather than having standard spell books and a typified list of spells, wouldn't it make sense for it to be more of a 'pact book' with spells basically tied to the entity that can/does supply them? Additionally, the pact points spent in any given bind should reflect the supplier of the bond, so that a binder might be more readily recognized for his contract due to taking on aspects of the negotiating benefactor?

TL;DR Summoner has smaller spell list and permabuddy, Binderlock has potentially bigger spell list 'cataloged' by each individual pact available.

This is more or less why I used the Summoners spell list (which I am still looking at for adjustment). The base spell list provides the spells that thematically define the warlock as a "binder of spirits", when bound to a pact, he gains a choice of one of that patrons domains to reflect abilities drawn from his pact bound benifactor.

I have allready created an ability that he can purchase with boon points that allow access to additional domains from the same entity.


I've been polishing up and making some changes to the warlock.

I decided to switch him to a spontaniouse caster....

spells:
Spells: A warlock casts arcane spells drawn from the warlock spell list presented below. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level. 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. A warlock can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given below. In addition, he receives bonus spells per day if he has a high charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
A warlock’s selection of spells is extremely limited. A warlock begins play knowing 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 indicated below (Unlike spells per day, the number of spells a warlock knows is not affected by his Charisma score. The numbers on Table 2–8 are fixed.)
Upon reaching 5th level, and at every third warlock level thereafter (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 he can cast. A warlock may swap out 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.

Changed the Soul binding name to Pact binding and clarified the ability a bit further.

pact binding:
Pact binding (Su): By forging strange pacts with otherworldly beings, warlocks becomes a living conduit for powerful eldritch abilities. Through special rituals known only to warlock's, they contact their strange patrons and forge a temporary pact with them.
Each day, a warlock may form a pact with a patron while preparing spells for the day. This patron is chosen from among the many “demigods” or other powerful beings capable of granting domain spells, but not usually considered “Gods” (example: Archdevils, Demonlords, Eldest, Elemental lords, Empyreal lords, Horsemen, Old-ones, etc), who are often granting the warlock power for reasons of there own, that the warlock may not fully understand.

You form your pact with a patron, by making a binding check (1d20 + ½ your warlock level + your Cha modifier). This process requires 1 hour (and is included as part of spell preparation), but you can choose to make a rushed binding check as a full round action at an additional -10 penalty.
The DC for the binding check is 15 at first level, and the DC for the binding check is increased by an additional +1 for each step of alignment (along both axis), that the warlocks alignment differs from his chosen patron. The binding DC increases an additional +1 for every three levels the warlock gains. You must make this perilous pact alone; others cannot aid you in any way, however if the binding is performed in conjunction with a successful “magic circle” spell of the appropriate alignment, the additional alignment based increase to DC is mitigated.
Whether the binding check succeeds or fails, you gain the choice of one of your bound patrons domains (spells and abilities), which you can utilize as a cleric of your warlock level, and boon point granted by the patron which can be used to buy additional abilities for 24 hours. Success or failure does, however, determine other aspects of the pact. If you fail the binding check, your patron influences your personality and your actions, and you are said to have made a poor pact. Specifically, the patron’s presence changes your general demeanor, and it can force you to perform or refrain from certain actions (influence is up to the GM and the warlock to determine ). The warlocks alignment is shifted one step, along the axis of the patrons choosing (at the GM's discretion) for every 5 points the warlock failed the binding check. If your binding check is successful, the patron has no control over your actions and does not influence your personality and alignment. In this case, you are said to have made a good pact.
While under the influence of your patron, you must adhere to its requirements to the best of your ability. If you are conscious and free-willed, and you encounter a situation in which you cannot or will not refrain from a prohibited action or perform a required one, you take a –1 penalty on attack rolls, saving throws, and checks until that pact is concluded. If you fail to fulfill the requirements of your patron more than once, the penalties stack. In addition, as long as you are bound to a patron, you manifest a specific physical sign of its presence (sign is up to the GM and the warlock to decide ). This sign is real, not an illusory or shape-changing effect, and someone using true seeing perceives it just as it is. This sign is usually a characteristic or feature associated specifically with the patron. You can hide a sign by mundane or magical means without penalty, or you can prevent it from appearing at all if you have the suppress sign feat.
During that time, your patron is bound to your soul by the pact. They can not be targeted or expelled by any means except the Expel Patron feat, nor can they be suppressed except by an anti-magic field or similar effect. The Difficulty Class for a saving throw against any supernatural power granted by a patron is 10 + 1/2 your effective warlock level + your Cha modifier.
At 1st level, and every thtee levels thereafter, a warlock's patron adds new spells to a warlock’s list of spells known. These spells are automatically “known” and can be cast as any other spell known, by expending a spell slot of the appropriate level.

And clarified the pact boon system....

pact boon:
Pact Boons and boon points Upon binding a pact with a patron, a warlock receives a number of boon points equal to his class level + charisma modifier, that can be spent to give the warlock new abilities, powers, and other upgrades. These abilities, called pact boons, can be changed whenever the warlock forges a new pact, but they are otherwise set. Some boons require that the warlock be of a specific level before they can be chosen. Boons are grouped by their cost in pact points. Pact points cannot be saved. All of the points must be spent when the pact is formed, and a warlock without an active pact cannot utilize his pact points. Unless otherwise noted, each boon can only be selected once.

I also removed the reference to melee weapons and medium/heavy armor use under weapon and armor proficincies, and will be creating pact boons that allow the warlock those abilities if needed.


So any comments or ideas on the revisions ???


nighttree wrote:
So any comments or ideas on the revisions ???

Many, but they will have to wait until I get home from ye 13 hour shift.

Dotted again for when I return!


I don't want to be a bother, but could you repost the Warlock with the changes made? I like what I have read so far, and this would be a good class in my steam punk campaign setting.


TheAntiElite wrote:


Many, but they will have to wait until I get home from ye 13 hour shift.
Dotted again for when I return!

Ok....at the risk of sounding seriously impared....WHAT DOES DOTTED MEAN?

;)


Spyder25 wrote:
I don't want to be a bother, but could you repost the Warlock with the changes made? I like what I have read so far, and this would be a good class in my steam punk campaign setting.

Sure...but it will have to wait till the morning, when I can actually hook my computer up (wireless router went kapoot).


nighttree wrote:
TheAntiElite wrote:


Many, but they will have to wait until I get home from ye 13 hour shift.
Dotted again for when I return!

Ok....at the risk of sounding seriously impared....WHAT DOES DOTTED MEAN?

;)

At the risk of sounding like a smartass, it's what happens when you reply to a thread - in the menu is shows a dot next to threads you've been involved in. I know I've seen others bandy the term about for 'I saw this, coming back to read in depth later'. I only recently added it to my vernacular, myself, so don't worry about sounding impaired. :D

That being said, I got home and went thud, so now that I'm back at work I'll try to cover the things I like, and the things I would change in theory if I were working on the idea.

Spells:
This part has reached the point where there's not much specifically I would change - only keeping the emphasis on calling/summoning specific, known things and/or allies of said for sake of thematic retention. I would consider that this would be for an 'unbound' warlock, though, because a bound warlock's spell list should reflect the pact in question.

Short form: good stuff, even with expandability.

Pact Binding:
This part I REALLY like, though in many ways it somewhat touches on the nature of the Witch's patron, which almost makes this seem like the Spear Counterpart in many ways. However, there is potential for a more...I guess we could call it 'flavorful'?...bit of variation to reflect the appropriate growth of power in the class, progressing through the ranks and earning contracts/pacts/favors. Before one can make deal with the proverbial 'big guns', wouldn't it make sense to practice with something more within scope? Therefore, I would propose the following.

Pact Binding (lesser): As part of your preparations for making negotiations with the greater forces of the Outer Planes, you may make deals with outsides of the same general type as your preferred 'theme', in many regards serving as a promissory note on future endeavors and demonstrating your future potential. Instead of preparing spells, you may apply the slots towards a pact with an entity of the Outsider type, to serve as a companion in a fashion not unlike that of a summoner's eidolon, with the following differences:

1 - lesser pact-bound do not bypass Protection From Evil and similar effects, but otherwise do not experience negative effects from such wards due to the pact.
2 - lesser pact-bound are summoned, as per eidolon, and are similarly returned to their home plane by death, but are limited to a negative value of 10+ half of the warlock's level, to a maximum of the pact-bound's Constitution in the negative.
3 - lesser pact-binds are accompanied by half of the normal Evolution points of an equivalent eidolon, rounded up - these may be spent to advance abilities already possessed by the pact-bound in question, and must be spent at once. These points are tied to the specific pact-bind, and not part of a general pool - they are not refunded on dismissal of the pact-bound.

The number of lesser pact binds a warlock may know is equal to half their level, rounded down, plus charisma modifier. These are recorded as spells, with hit dice as the number/total of spell levels/slots required to fuel the summons. While the summons is active and present, these slots cannot be recovered, though the lesser pact-bond's abilities can be used in their stead. For example, a warlock with a lesser pact-bound succubus would be able to use her at-will spell-like abilities instead of spells that would be prepared in slots sacrificed to summon her (ethereal jaunt in place of a sacrificed 5th level spell slot, etc).

Essentially, I felt the need to crib the workings of a certain game to fit with the eidolon/summoner dynamic, to reflect the abilities at the lower end of things, and to give a sense of 'working one's way up' in influence. Additionally, the ability to apply the bonuses to other beings would show an incentive to tap the resources such a bond/contract could offer to an entity. The only difficulty I find is figuring out good numbers for what qualifies at what level - I was thinking maybe the DC is based your original numbers but replacing the flat 15 with the number of HD, modified by a fraction of the added HP, but otherwise using the same equation.

I freely admit it would probably annoy people adverse to book keeping, but I'm something of an admitted fan. Therefore, take my suggestions with a grain of salt, if need be.


Dotted...

The Binder was always one of my favorite 3.5 classes, and I'm quite excited about it getting a proper Pathfinder treatment. Personally, I really loved the weirdness and inconsistency of the Vestiges, and thought it lent nicely to their otherworldly-ness, but perhaps I am in the minority.


Warlock V2 (Pathfinder).

BA: 3/4
Hit die: D8
Saves: Good Fort & Will

Skills:
The warlock’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history), Knowledge (the planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha).
Skill Points per Level: 2+ Int modifier.

Weapon and Armor Proficiency: A warlock is proficient with all simple weapons. A warlock is also proficient with light armor. A warlock can cast warlock spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a warlock wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass warlock still incurs the normal arcane spell failure chance for arcane spells received from other classes.

1st level abilities

spells:
Spells: A warlock casts arcane spells drawn from the warlock spell list presented below. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level. 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. A warlock can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given below. In addition, he receives bonus spells per day if he has a high charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
A warlock’s selection of spells is extremely limited. A warlock begins play knowing 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 indicated below (Unlike spells per day, the number of spells a warlock knows is not affected by his Charisma score. The numbers on Table 2–8 are fixed.)
Upon reaching 5th level, and at every third warlock level thereafter (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 he can cast. A warlock may swap out 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.
Cantrips: Warlock's learn a number of cantrips, or 0-level spells, each day, as noted on Table 2–10 under “Spells
known.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Pact binding:
Pact binding (Su): By forging strange pacts with otherworldly beings, warlocks becomes a living conduit for powerful eldritch abilities. Through special rituals known only to warlock's, they contact their strange patrons and forge a temporary pact with them.
Each day, a warlock may form a pact with a patron. This patron is chosen from among the many “demigods” or other powerful beings capable of granting domain spells, but not usually considered “Gods” (example: Archdevils, Demonlords, Eldest, Elemental lords, Empyreal lords, Horsemen, Old-ones, etc), who are often granting the warlock power for reasons of there own, and that the warlock may not fully understand.

You form your pact with a patron, by performing a brief ritual, and making a binding check (1d20 + ½ your warlock level + your Cha modifier). This process takes 1 minute, but you can choose to make a rushed binding check as a full round action at an additional -10 penalty.
The DC for the binding check is 15 at first level, and the DC for the binding check is increased by an additional +1 for each step of alignment (along both axis), that the warlocks alignment differs from his chosen patron. The binding DC increases an additional +1 for every three levels the warlock gains. You must make this perilous pact alone; others cannot aid you in any way, however if the binding is performed in conjunction with a successful “magic circle” spell of the appropriate alignment, the additional alignment based increase to DC is mitigated.
Whether the binding check succeeds or fails, you gain the choice of one of your bound patrons domains. Domain spells are added to your list of “known” spells as soon as you are of sufficient level to cast them, and you can utilize any associated domain abilities as a cleric of your warlock level. In addition you gain boon point granted by the patron which can be used to buy additional abilities for 24 hours. Success or failure does, however, determine other aspects of the pact. If you fail the binding check, your patron influences your personality and your actions, and you are said to have made a poor pact. Specifically, the patron’s presence changes your general demeanor, and it can force you to perform or refrain from certain actions (influence is up to the GM and the warlock to determine ). The warlocks alignment is shifted one step, along the axis of the patrons choosing (at the GM's discretion) for every 5 points the warlock failed the binding check. If your binding check is successful, the patron has no control over your actions and does not influence your personality and alignment. In this case, you are said to have made a good pact.
While under the influence of your patron, you must adhere to its requirements to the best of your ability. If you are conscious and free-willed, and you encounter a situation in which you cannot or will not refrain from a prohibited action or perform a required one, you take a –1 penalty on attack rolls, saving throws, and skill checks until that pact is concluded. If you fail to fulfill the requirements of your patron more than once, the penalties stack. In addition, as long as you are bound to a patron, you manifest a specific physical sign of its presence (sign is up to the GM and the warlock to decide ). This sign is real, not an illusory or shape-changing effect, and someone using true seeing perceives it just as it is. This sign is usually a characteristic or feature associated specifically with the patron. You can hide a sign by mundane or magical means without penalty, or you can prevent it from appearing at all if you have the suppress sign ability.
During that time, your patron is bound to your soul by the pact. They can not be targeted or expelled by any means except the Expel Patron feat, nor can they be suppressed except by an anti-magic field or similar effect. The Difficulty Class for a saving throw against any supernatural power granted by a patron is 10 + 1/2 your effective warlock level + your Cha modifier.
At 1st level, and every three levels thereafter, a warlock's patron adds new spells to a warlock’s list of spells known. These spells are automatically “known” and can be cast as any other spell known, by expending a spell slot of the appropriate level.

Pact boon:
Pact Boons and boon points Upon binding a pact with a patron, a warlock receives a number of boon points equal to his class level + charisma modifier, that can be spent to give the warlock new abilities, powers, and other upgrades. These abilities, called pact boons, can be changed whenever the warlock forges a new pact, but they are otherwise set. Some boons require that the warlock be of a specific level before they can be chosen.
Boons are grouped by their cost in pact points. Pact points cannot be saved. All of the points must be spent when the pact is formed, and a warlock without an active pact cannot utilize his pact points. Unless otherwise noted, each boon can only be selected once.

2nd level abilities

Pact Augmentation:
Pact Augmentation (Su):
Beginning at 2nd level, you can draw additional power from the pact with your patron. You can choose one ability from the following list. Each time you create a pact, you also reselect your pact augmentation ability. As you attain higher levels, you can make additional selections from the list. You gain one additional ability at 5th, 10th, 16th, and 20th level (to a maximum of five selections at 20th level). You can choose a single ability multiple times, and their effects stack. For instance, at 16th level you could choose bonus hit points twice and damage reduction twice, gaining +10 hit points and damage reduction 2/—.
Pact Augmentation Abilities
+5 hit points
Energy resistance 5 (acid, cold, electricity, fire, or sonic)
+1 insight bonus on saving throws
Damage reduction 1/—
+1 insight bonus to Armor Class
+1 insight bonus on attack rolls
+1 insight bonus on damage rolls
+2 insight bonus on initiative checks

3rd level abilities

Suppress sign:
Suppress sign (Ex): At third level and higher, when you make a good pact, you can choose not to exhibit the physical sign that normally accompanies your pact with your patron. You can suppress or reveal the sign at will as a swift action. With a poor pact, you gain the powers of your patron, but you cannot suppress it's sign. You show it for the duration of the pact, and are influenced by it as normal.

4th level abilities

Bonus feats:
Bonus Feat: At 4th, 11th, and 18th level, you gain a bonus feat of your choice from the following list: Armor Proficiency (Med), Armor proficiency (heavy), Martial weapon proficiency, Negotiator, Persuasive, any Pact feat.

6th level abilities

Sould guardian I:
Soul Guardian I (Su): Beginning at 6th level, you have immunity to fear effects as long as you are bound to a patron. As you attain higher warlock levels, your patron guards its time with you even more jealously, granting you protection from additional effects that would harm your soul and life energy for as long as the pact lasts.

9th level abilities

Soul guardian II:
Soul Guardian II (Su):At 9th level, you gain the slippery mind ability, which allows you to wriggle free from magical effects that would otherwise control or compel you. If you fail your saving throw against an enchantment spell or effect, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw.

13th level abilities

Soul guardian III:
Soul Guardian III (Su):At 13th level, you gain immunity to energy drain and negative levels.

19th level abilities

Soul guardian IV:
Soul Guardian IV (Su):When you attain 19th level, your bound patron completely protect your mind, granting you immunity to all mind-affecting spells and abilities.


Pact Boons

The Pact Boons are still a work in progress, but this is what I have so far....

1 pt Pact boons:

The following boons cost 1 point from the warlocks pact boon pool.
Bite (Ex): Your mouth is full of razor-sharp teeth, giving you a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the warlock already has a bite attack, this boon allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite.
Claws (Ex): The warlock has a pair of vicious claws, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge).
Climb (Ex): You becomes a skilled climber, gaining a climb speed equal to your base speed. This boon can be selected more than once. Each additional time it is selected, increase your climb speed by 20 feet.
Eldritch Blast (Su): You can make a ranged touch attack (range 25ft + 5ft/2 level) that does 1d6 points of damage, +1d6 for every two warlock levels. An eldritch blast is un-typed raw arcane energy, and is not effected by energy reduction. You may use this ability a number of times per day equal to 3+ charisma modifier.
Gills (Ex): You have gills and can breathe underwater indefinitely.
Improved Damage (Ex): One of your natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This boon can be selected more than once. Its effects do not stack. Each time you selects this boon, it applies to a different natural attack.
Improved Natural Armor (Ex): Your skin grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to your natural armor. This boon can be taken once for every five levels the warlock possesses.
Magic Attacks (Su): Your form is infused with magic, allowing you to treat all of your natural attacks as if they were
magic for the purpose of overcoming damage reduction. If the warlock is 10th level or higher, all of your weapons are treated as your alignment for the purpose of overcoming damage reduction.
Resistance (Ex): Your form takes on a resiliency to one particular energy type, which is usually reflected in your physical body (ashen hide for fire, icy breath for cold, and so on). Pick one energy type (acid, cold, electricity, fire,
or sonic). You gain resist 5 against that energy type. This resistance increases by 5 for every 5 levels the warlock possesses, to a maximum of 15 at 10th level. This boon can be selected more than once. Its effects do not stack. Each time a warlock selects this boon, it applies to a different energy type.
Scent (Ex): Your sense of smell becomes quite acute. The warlock gains the scent special quality, allowing it to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the normal range. Scent does not allow the warlock to precisely locate the creature, only to detect its presence.
It can detect the direction with a move action. The warlock can pinpoint the creature’s location if it is within 5 feet.
The warlock can use scent to track creatures (see page 304 of the Bestiary for details).
Skilled (Ex): You become especially adept at a specific skill, gaining a +8 racial bonus on that skill. This boon can be selected more than once. Its effects do not stack. Each time a warlock selects this boon, it applies to a different skill.
Swim (Ex): An eidolon gains webbed hands, feet, or powerful f lippers, giving it a swim speed equal to its base speed. This evolution does not give the eidolon the ability to breathe underwater. This evolution can be selected more
than once. Each additional time it is selected, increase the eidolon’s swim speed by 20 feet.
Tail (Ex): You grow a long, powerful tail. This grants it a +2 racial bonus on Acrobatics checks made to balance on a surface. This boon can be selected more than once.
Tail Slap (Ex): You can use your tail to bash nearby foes, granting you a tail slap attack. This attack is a secondary attack. The tail slap deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). The warlock must possess the tail boon to take this boon. This booncan be selected more than once, but the warlock must possess an equal number of the tail evolution.
Tentacle (Ex): You possesses a long, sinuous tentacle, granting you a tentacle attack. This attack is a secondary attack. The tentacle attack deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). This boon can be selected more than once.
Wing Buffet (Ex): A warlock learns to use its wings to batter foes, granting it two wing buffet attacks. These attacks are secondary attacks. The wing buffets deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The warlock must possess the flight boon, with wings, to select this boon.

2 point Pact boons:

The following boons cost 2 points from the warlock’s boon pool.
Ability Increase (Ex): The warlock grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of his abilities. Increase one of the warlock's ability scores by +2. This boon can be selected more than once. It can only be applied once to an individual ability score, plus 1 additional time for every 6 levels the warlock possesses.
Extra domain boon (Su): Choose an additional domain available to your bound patron, you can use the domain spells and special abilities associated with this domain as a cleric of your level. You use your charisma modifier in place of any other ability modifier required. The warlock must be at least 5th level before selecting this boon, and may choose it 1 additional time for every 5 levels beyond 5th the warlock possesses.
Energy Attacks (Su): A warlock's attacks become charged with energy. Pick one energy type: acid, cold, electricity, or fire. All of the warlock's natural attacks deal 1d6 points of energy damage of the chosen type on a successful hit.
The warlock must be at least 5th level before selecting this boon.
Eyes of a stranger (Ex): You gain a racial bonus on Perception checks equal to 1/2 your level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.
Flight (Ex or Su): The warlock grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly.
The warlock gains a fly speed equal to its base speed. The warlock’s maneuverability depends on it size. Medium or
smaller warlocks have good maneuverability. Large warlock's have average maneuverability. For 2 additional boon points, the warlock flies by means of magic. It loses its wings, but its maneuverability increases to perfect. Flying via magic means makes this a supernatural ability. The warlock's fly speed can be increased by spending additional boon points, gaining a 20-foot increase to fly speed for each additional point spent. The warlock must be at least 5th level before selecting this boon.
Immunity (Su): The warlock's body becomes extremely resilient to one energy type, gaining immunity to that type. Pick one energy type: acid, cold, electricity, fire, or sonic. The warlock gains immunity to that energy type.
This boon can be selected more than once. Its effects do not stack. Each time it applies to a different energy type.
The warlock must be at least 7th level before selecting this boon.
Limbs (Ex): The warlock grows an additional pair of limbs. These limbs can take one of two forms. They can
be made into legs, complete with feet. Each pair of legs increases the warlocks base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The warlock does not gain any additional natural attacks for an additional pair of arms, but it can take other boons that add additional attacks (such as claws or a slam).Arms that have hands can be used to wield weapons, if the warlock is proficient. This boon can be selected more than once.
See in Darkness (Su): You can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

3 pt Pact boons:

The following boons cost 3 points from the warlock’s boon pool.
Blindsense (Ex): The warlock's senses become incredibly acute, giving it blindsense out to a range of 30 feet. This ability allows the warlock to pinpoint the location of creatures that it cannot see without having to make a Perception check, but such creatures still have total concealment from the warlock. Visibility still affects the warlock's movement and he is still denied his Dexterity bonus to Armor Class against attacks from creatures he cannot see. The warlock must be at least 9th level before selecting this boon.
Damage Reduction (Su): The warlock's body becomes resistant to harm, granting him damage reduction. Choose
one alignment: chaotic, evil, good, or lawful. The warlock gains DR 5 that can be bypassed by weapons that possess
the chosen alignment. The alignment must be opposite to one of the alignments possessed by your patron. At 12th
level, this protection can be increased to DR 10 by spending 2 additional boon points. The warlock must be at least 9th level before selecting this boon.
Frightful Presence (Ex): The warlock becomes unsettling to his foes, gaining the frightful presence ability. The
warlock can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the warlock must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 the warlock’s HD + the warlock’s Charisma modifier. If the warlock has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with more HD than the warlock are immune to this effect.
The warlock must be at least 11th level before selecting this boon.
Telepathy (Su): You can mentally communicate with any other creature within a 100 foot range that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
Truespeech (Su) You can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

4 pt Pact boons:

The following boons cost 4 points from the warlock’s pact pool.
Blindsight (Ex): The warlock’s senses sharpen even further, granting it blindsight out to a range of 30 feet. The warlock
can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as he has line of effect to the target. The warlock must possess the blindsense boon to take this boon. The warlock must be at least 11th level before selecting this boon.
Fast Healing (Su): The warlock’s body gains the ability to heal wounds very quickly, giving it fast healing 1. The warlock heals 1 point of damage each round, just like natural healing. Fast healing does not restore hit points lost due to starvation, thirst, or suffocation, nor does it allow the warlock to regrow lost body parts (or to reattach severed parts). Fast healing functions as long as the warlock is alive.
This healing can be increased by 1 per round for every 2 additional pact points spent (maximum 5). The warlock must be at least 11th level before selecting this boon.
Large (Ex): The warlock grows in size, becoming Large. The warlock gains a +8 bonus to Strength, a +4 bonus to Constitution, and a +2 bonus to its natural armor. It takes a –2 penalty to its Dexterity. This size change also gives the warlock a –1 size penalty to its AC and on attack rolls, a +1 bonus to its CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. The warlock must be at least 8th level before selecting this boon
Spell Resistance (Ex): You are protected against magic, gaining spell resistance. The warlock’s spell
resistance is equal to 11 + the warlock’s level. This spell resistance does not apply to spells cast by the warlock.
The warlock must be at least 9th level before selecting this boon.


nighttree wrote:

Warlock V2 (Pathfinder).

BA: 3/4
Hit die: D8
Saves: Good Fort & Will

** spoiler omitted **

Weapon and Armor Proficiency: A warlock is proficient with all simple weapons. A warlock is also proficient with light armor. A warlock can cast warlock spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a warlock wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass warlock still incurs the normal arcane spell failure chance for arcane spells received from other classes.

1st level abilities
** spoiler omitted **...

So is my re-wording clear and understandable ?

Grand Lodge

nighttree wrote:
SmiloDan wrote:
Looks neat. Are pact points identical to evolution points? So the warlock gains evolutions as if he were the eidolon? So he can grow claws and natural armor and get a breath weapon and energy resistance?
That's the idea. It allows the warlock to not only access domain spells and abilities of their patron, but to manifest features thematically tied to their patron.

I'm not particurlarly thrilled that the warlock can just swap out patrons on a whim each day. It kind of cheapens the notion of being bound by a pact. I'm also especially cold regarding the suppress sign ability for pretty much the same reason.


I also think switching out patrons on a whim is a little to powerful. At most at gaining a new level of warlock is much more reasonable. Boons and Augments can be chosen daily, but no other class gets to change their abilities so dramatically.

Clerics are locked into their domains at level 1, unless they dramatically change their patron deity, which entails severe penalties.

Paladins don't change mercies, fighters don't change feats, sorcerers don't change bloodlines, rangers don't change favored enemies.

Pact Magic from 3.5 was regarded so good because pacts changed daily. But the class couldn't even come close to the same level of power this warlock has, since he gets spells, physical augmentations, and domain abilities. A warlock knowing he is fighting a red dragon or evil sorcerer or group of trolls will just have too much ability to make himself invulnerable to his enemy. That is also coupled with a monstrous amount of bookkeeping just to know who he is every day.


Love the concept here for the warlock, but to much adaptability can be a bad thing, though it is really neat. Keep going love the progress! :)


Level Break-Down:
1 - Spells; Binding; Boon
2 - Augment
3 - Suppress Sign
4 - Bonus Feat
5 - Augment
6 - Soul Guardian I
7
8
9 - Soul Guardian II
10 - Augment
11 - Bonus Feat
12
13 - Soul Guardian III
14
15 - Augment
16
17
18 - Bonus Feat
19 - Soul Guardian IV
20 - Augment

My Idea:
1 - Spells; Binding; Boon
2 - Augment
3 - Suppress Sign
4 - Bonus Feat
5 - Augment
6 - Soul Guardian
7 - Second Domain
8 - Augment
9 - Soul Guardian
10 - Bonus Feat
11 - Augment
12 - Soul Guardian
13 -
14 - Augment
15 - Soul Guardian
16 - Bonus Feat
17 - Augment
18 - Soul Guardian
19
20 - Augment

Changes:

A second domain: not a big boost, but a nice one. Additional low-level ability is not a game breaker. You may want to stipulate that you do not automatically add the spells from the domain.

Soul Guardian: A group of abilities that are chose-able or preset. Ideas:
Slippery Mind, and another version that works vs. illusions.
Immunity to polymorph sub-school
Immunity to level drain
Immunity to ability damage
Mettle (hexblade 3.5 class feature)
Since a pact is as much physical(more-so really) as it is mental, Soul Guardian should reflect that.

I also would not allow Augments to be changed except at level-up. Boons could be a daily affair, but domains, pacts, and augments changing so often gives this class too much power.


Being able to form a new pact each day is the entire foundation of the class.

It would also be almost crippiling for the character to fail his binding roll, and become the puppet of his patron for an entire level.

If the power level seems high, I would be more inclined to look at methods for scaling it back some....

Should the "Pact augments" be folded into the "boon abilities" and require expendature of boon points?

Should boon points available be lowered ? (my first instinct is no, but I can give it some thought).

If you expel a patron prematurly, should you have to wait till the next day before you can form another pact ?

RPG Superstar 2012 Top 32

If you expel a patron prematurely, the DC to form a good pact should increase by 5 or 10 or more, if it doesn't already.

I agree that pacts should be 24 hour affairs. The whole point of the 3.5 binder was to be a magic-user that could fill a variety of roles depending on which vestige he was bound to. Tank, healer, scout, party face, trickster, skirmisher, ranged combatant, blaster, etc. etc.


SmiloDan wrote:
If you expel a patron prematurely, the DC to form a good pact should increase by 5 or 10 or more, if it doesn't already.

That's more or less the angle I would prefer to take.

Expel Patron

Type: Pact
You can expel a patron to which you are bound before the duration of its pact with you has expired.
Prerequisite: Pact binding
Benefit: Once per day, you can attempt to expel a patron to which you are bound. To do so, you must go through the entire process of summoning it again. If you succeed on the new binding check, you expel the patron before it would normally leave you, and you can summon a different one to replace it if you wish. Regardless of your success or failure in expelling the patron, you take a -10 penalty on your next binding check with any patron, and apply the same penalty on your binding check the next time you summon the patron you expelled.
Normal: A bound patron does not leave you until 24 hours have passed since its summoning.

SmiloDan wrote:
I agree that pacts should be 24 hour affairs. The whole point of the 3.5 binder was to be a magic-user that could fill a variety of roles depending on which vestige he was bound to. Tank, healer, scout, party face, trickster, skirmisher, ranged combatant, blaster, etc. etc.

Exactly ;)


Any ideas for the 20th level ability ?

RPG Superstar 2012 Top 32

nighttree wrote:
Any ideas for the 20th level ability ?

When I re-did my version of the binder, I gave it new kinds of Pact Augmentations at levels 11 and 20. So, maybe new kinds of Pact Augmentation abilities? Meta-pact abilities? Maybe the ability to access a 2nd pact at the same time? Maybe with an vassal or psychopomp or something of the main pact spirits?

Or just give each pact spirit its own 20th level ability?

The Exchange

Dotted. Love what you've done, btw.


SmiloDan wrote:
nighttree wrote:
Any ideas for the 20th level ability ?

When I re-did my version of the binder, I gave it new kinds of Pact Augmentations at levels 11 and 20. So, maybe new kinds of Pact Augmentation abilities? Meta-pact abilities? Maybe the ability to access a 2nd pact at the same time? Maybe with an vassal or psychopomp or something of the main pact spirits?

Or just give each pact spirit its own 20th level ability?

Going to have to +1 this - makes sense that the capstone pact ability should allow for variety.

That, or allow for one pact to be usable at he cap level, and another at a sufficiently lower level to reflect the ability to effectively 'double-deal' with powers beyond the grasp of most mortals.

RPG Superstar 2012 Top 32

Have you made any example pact spirits yet?


I'm not creating seperate "vestige" type entries, if that's what you mean ?
I have been compiling tables of beings that qualify for binding (Archdevils, Demonlords, etc....) and getting domains and sign suggestions in place....there are a LOT of freaking Demonlords BTW ;)


TheAntiElite wrote:
SmiloDan wrote:
nighttree wrote:
Any ideas for the 20th level ability ?

When I re-did my version of the binder, I gave it new kinds of Pact Augmentations at levels 11 and 20. So, maybe new kinds of Pact Augmentation abilities? Meta-pact abilities? Maybe the ability to access a 2nd pact at the same time? Maybe with an vassal or psychopomp or something of the main pact spirits?

Or just give each pact spirit its own 20th level ability?

Going to have to +1 this - makes sense that the capstone pact ability should allow for variety.

That, or allow for one pact to be usable at he cap level, and another at a sufficiently lower level to reflect the ability to effectively 'double-deal' with powers beyond the grasp of most mortals.

I'm still not sure how I feel about multiple pacts in place at once....can you imagine the warlock having a demonlord and an empyreal lord bound at the same time ??? ....the internal conflict would probably tear the warlock apart :)

One idea that I had was treating the warlock as an "outsider" while bound to a pact.....

Grand Lodge

nighttree wrote:

Being able to form a new pact each day is the entire foundation of the class.

Perhaps and that is the dealbreaker that makes this class a nonstarter for me, flatly unacceptable no matter what else you do to it. On the other hand it does chime with one of the classic meanings for the word warlock.... Oathbreaker.

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