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the Warlock (from the WoW RPG) has the following benefits.
1. Fell Companion
At 1st level, the warlock gains a fel companion. The warlock can summon the fel companion and dismiss it at any time so that he may summon a new one. The fel companion must be an evil outsider with a number of Hit Dice equal to or less than the warlock’s arcanist path level (to a maximum of 10 HD).
Should the fel companion die while in service to the warlock, the warlock must attempt a DC 15 Fortitude save, at +1 DC for each HD of the companion. If the saving throw fails, the warlock loses 400 XP per warlock level; success reduces the loss to half of that amount. In addition, the warlock must make a DC 15 Will save or take 1d6 points of Stamina damage as the companion’s sudden loss tears away part of the warlock’s life force.
A warlock can obtain another fel companion by performing a ceremony of summoning. Doing so takes 24 hours and uses up magical materials that cost 100 gp per HD of the creature summoned. The creature serves as a willing companion and servant. Dismissing a fel companion is a free action, and a dismissed creature immediately returns to its plane of origin. This replaces Arcane Bond.
2. Enslave Outsider: At 8th level A warlock is adept at convincing outsiders to do his bidding. When a warlock casts lesser planar binding, planar binding, or greater planar binding, he can add his ranks in any one relevant Knowledge skill (the planes) or in Spellcraft, whichever is higher, to the caster level check or the Charisma check made to keep the outsider trapped.
3. Demon Mastery: At 16th Level The warlock has learned the compacts and rites necessary to bind a demonic creature to his will. The warlock rebukes and controls outsiders the same as an evil priest rebukes or commands undead. Use the warlock’s arcanist path levels to determine the equivalent of a turning check, and apply the relevant outsider Hit Dice to the undead HD chart ( “Turn or Rebuke Undead” in the PFRPG). The warlock may also bolster outsiders he controls in the same way that an evil priest bolsters undead. The warlock can attempt to control or rebuke outsiders a number of times per day equal to 3 + his Charisma modifier; he may attempt to bolster outsiders that he did not summon himself.

SteelDraco |

If I were going to build a warlock conversion for Pathfinder, I'd start with the summoner, rather than the wizard. A smaller, more focused list of spells and the fel companion as a major class feature fits better, I think.
I wouldn't make the loss of the fel companion as debilitating as the death of a familiar. It's a summoned creature that's intended to get into a lot of fights, and so it's almost certain that the thing is going to die at some point. Also, what's Stamina damage? Do you mean Constitution damage?
A lot of the warlock's mechanics either exist already or could be adapted easily to the summoner. Life Tap already allows the summoner to sacrifice HP to keep his eidolon alive. You'd need to add some direct damage and damage over time effects, focusing on fire and negative energy. I'd probably swap out the Summon Monster SLAs for some kind of direct damage effect, probably something that debilitates the target in some way and deals a bit of damage each round.
You'd also have multiple different eidolons you could summon based on which fel companion you're summoning - let me think here, it's been a long time since I played WoW.
Imps were blasters that had a few group buffs.
Voidwalker was a melee tank, absorbed damage but didn't deal much.
Felhunters were mage-killers, that could be replicated with anti-mage feats and such.
Succubi could charm and did respectable damage, but got killed easily.
Nightmares were a useful steed.
There was some kind of animated suit of armor surrounded by green fire that was a better fighter-type demon than the voidwalker, but didn't have as much crowd control as the succubus or voidwalker.
I think after that you could temporarily summon a great big demon? That's as far as I ever got my warlock.
Not sure what to take away in compensation for adding all that flexibility - presumably you could lower the power on each eidolon some, as summoners are currently very powerful, with eidolons often able to outdo the group's fighters if built properly.

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Warlock (as a Summoner Archetype)
Wait, the Summoner can only cast up to sixth level spells. Dark Metamorphosis is a spell that is 7th level of power. Hmm . . . this can cause some trouble.
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Fiendish Metamorphosis
Transmutation [Fel]
Level: Wizard/Sorcerer 8, Warlock 7
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
The caster transforms into a fearsome, black, demonlike creature. Long horns sprout from her head and wings grow from her back. The caster’s skin and all her belongings become void-black, and her only facial features are two glowing, slit-like red eyes. She gains fast healing 3, damage reduction 10/good and silver, a +4 enhancement bonus to Strength and Constitution, and a +4 enhancement bonus to natural armor. In addition, the caster may cast orb of annihilation each round as a standard action; this counts as her spell casting action for the round.
Material Component: A vial of demon blood, which the caster drinks.
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As you can probably see, the 3.x spell is level 7 for a reason. Although I'd probably redesign it to be more like Tenser's Transformation. In the game, when your Warlock metamorphosed, you had only unarmed attacks and a lot more hit points. You didn't cast orb of annihilation each round as a standard action.

Derfmancher |

I would actually say that a draconic sorc with the dragon disciple prestige class would be the closest existing class. That said it is still not the same.
Personally I try to discourage thoughts like this from players in my current group. We have two new players that are still very much learning the rules but both are avid WoW nuts. Rather than "I want to do this from WoW" I have them look at the books and *learn the game*.
If something they stumble across has the same appeal, or is suggested to them that they like the sound of.. that is a far better result.
For instance our youngest member insisted on only every playing a ranger since that's the "best way to have a pet". When the ranger died on the 3rd floor of Rappan Athuk, he is now rolling up a summoner. It will be an interesting experience for him I think.. but regardless he will learn a lot.
My only point with all this is that rather than saying "I want *this* from WoW" you might get a much better sounding answer if you look to do something within pathfinder that looks a particular way, rather than porting something from WoW.

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Warlock (Summoner Archetype)
Warlocks are summoners who traffic with demons and other vile beings of Hell and the Abyss. They quest for the knowledge of the roots of demonic power and seek to control such. As to their origins on Golarion, no one has ever bothered to ask about their beginnings.
* Fell Companion *
At 1st level, the
warlock gains a fel companion. The warlock can summon the fel companion and dismiss it at any time so that he may summon a new one. The fel companion must be an evil outsider with a number of Hit Dice equal to at the most 1.5 the Warlock's hit dice (I.e. a 20th level Warlock can summon a 15 HD fel companion).
A warlock can obtain another fel companion by performing a ceremony of summoning. Doing so takes 24 hours and uses up magical materials that cost 100 gp per HD of the creature summoned. The creature serves as a willing companion and servant. Dismissing a fel companion is a free action, and a dismissed creature immediately returns to its plane of origin.
This replaces the Summon Eidolon ability.
* Enslave Outsider *
At 8th level A warlock is adept at convincing outsiders to do his bidding. When a warlock casts lesser planar binding, planar binding, or greater planar binding, he can add his ranks in any one relevant Knowledge skill (the planes) or in Spellcraft, whichever is higher, to the caster level check or the Charisma check made to keep the outsider trapped. The Transposition ability is replaced by Enslave Outsider.
* Demon Mastery *
At 16th Level The warlock has learned the compacts and rites necessary to bind a demonic creature to his will. The warlock rebukes and controls outsiders the same as an evil priest rebukes or commands undead. Use the warlock’s arcanist path levels to determine the equivalent of a turning check, and apply the relevant outsider Hit Dice to the undead HD chart (“Turn or Rebuke Undead” in the PFRPG). The warlock may also bolster outsiders he controls in the same way that an evil cleric bolsters undead. The warlock can attempt to control or rebuke outsiders a number of times per day equal to 3 + his Charisma modifier; he may attempt to bolster outsiders that he did not summon himself. this replaces Merge Forms at 16th level.

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I would actually say that a draconic sorc with the dragon disciple prestige class would be the closest existing class. That said it is still not the same.
Personally I try to discourage thoughts like this from players in my current group. We have two new players that are still very much learning the rules but both are avid WoW nuts. Rather than "I want to do this from WoW" I have them look at the books and *learn the game*.
If something they stumble across has the same appeal, or is suggested to them that they like the sound of.. that is a far better result.
For instance our youngest member insisted on only every playing a ranger since that's the "best way to have a pet". When the ranger died on the 3rd floor of Rappan Athuk, he is now rolling up a summoner. It will be an interesting experience for him I think.. but regardless he will learn a lot.
My only point with all this is that rather than saying "I want *this* from WoW" you might get a much better sounding answer if you look to do something within pathfinder that looks a particular way, rather than porting something from WoW.
It's just an academic exercise to flex the class building muscles. Ostensibly, if anyone wanted to play a warlock, I'd point them to a Sloth Thassilon Wizard. :) Unless I was running a WoW RPG myself.

Drejk |

As you can probably see, the 3.x spell is level 7 for a reason. Although I'd probably redesign it to be more like Tenser's Transformation. In the game, when your Warlock metamorphosed, you had only unarmed attacks and a lot more hit points. You didn't cast orb of annihilation each round as a standard action.
If I remember correctly, this is Warcraft 3 - Frozen Throne version of this spell, as used by Illidan The Demon Hunter which granted ranged attack.

Drejk |

It's just an academic exercise to flex the class building muscles. Ostensibly, if anyone wanted to play a warlock, I'd point them to a Sloth Thassilon Wizard. :) Unless I was running a WoW RPG myself.
I would think about making Demonology Warlock-like archetype for Summoner that replaces summon monster SLA with ability to have three different demonic eidolons from which he could select currently conjured minion. Maybe with a number of fixed evolutions.

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Yep, it is.
Converting Fiendish transformation from the WC3 version.
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Fiendish Transformation
School transmutation; Wizard/Sorcerer 8, Warlock 7
Casting Time 1 standard action
Components V, S, M ( A vial of demon blood, which the caster drinks. )
Range personal
Target you
Duration 1 round/level
DESCRIPTION
The caster transforms into a fearsome, black, demonlike creature. You sprout wings from your back, and horns from your head. Your skin and all your belongings become void-black, and the only two facial features of yours are two glowing, slit-like red eyes. You are also stronger, tougher, faster, and more skilled in combat, transforming into an Fiendish Unarmed Fighter with a Hit Dice or level that is 5 less than your current level (for example, a 20th level Warlock becomes a level 15 Fiendish Unarmed Fighter). Your mindset changes so that you relish combat and you can't cast spells, even from magic items.
You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).
You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if the spells were no longer on your class list.
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There, that's better.

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GM Elton wrote:It's just an academic exercise to flex the class building muscles. Ostensibly, if anyone wanted to play a warlock, I'd point them to a Sloth Thassilon Wizard. :) Unless I was running a WoW RPG myself.I would think about making Demonology Warlock-like archetype for Summoner that replaces summon monster SLA with ability to have three different demonic eidolons from which he could select currently conjured minion. Maybe with a number of fixed evolutions.
Now this is getting complicated. :)
Destroyer, Demonologist, and Infliction warlocks. :)
Speaking of which, my favorite spell that was hacked from the game.
Curse of Recklessness
School: Necromancy; level Warlock 3, Witch 3, Wizard/Sorcerer 3
Casting time: 1 standard action.
Components: V, S
Range medium (100 ft. + 10 ft./level)
Target: 1 creature
Duration: 1 round/level
Saving Throw: Will negates; Spell Resistance: Yes
You pronounce a curse on your target; filling him with terrible rage. The enraged target is incapable of making good decisions and precise actions. The target gains a +2 morale bonus to his Strength, but takes a -6 penalty to his Dexterity. Dispel magic and greater dispel magic have no effect on this spell. However, break enchantment, limited wish, miracle, wish, and remove curse can remove it. If you use Psionics Unleashed, Reality Revision and Bend Reality can also remove it.

Can'tFindthePath |

Warlock (Summoner Archetype)
Warlocks are summoners who traffic with demons and other vile beings of Hell and the Abyss. They quest for the knowledge of the roots of demonic power and seek to control such. As to their origins on Golarion, no one has ever bothered to ask about their beginnings.
* Fell Companion *
At 1st level, the
warlock gains a fel companion. The warlock can summon the fel companion and dismiss it at any time so that he may summon a new one. The fel companion must be an evil outsider with a number of Hit Dice equal to at the most 1.5 the Warlock's hit dice (I.e. a 20th level Warlock can summon a 15 HD fel companion).A warlock can obtain another fel companion by performing a ceremony of summoning. Doing so takes 24 hours and uses up magical materials that cost 100 gp per HD of the creature summoned. The creature serves as a willing companion and servant. Dismissing a fel companion is a free action, and a dismissed creature immediately returns to its plane of origin.
This replaces the Summon Eidolon ability.* Enslave Outsider *
At 8th level A warlock is adept at convincing outsiders to do his bidding. When a warlock casts lesser planar binding, planar binding, or greater planar binding, he can add his ranks in any one relevant Knowledge skill (the planes) or in Spellcraft, whichever is higher, to the caster level check or the Charisma check made to keep the outsider trapped. The Transposition ability is replaced by Enslave Outsider.* Demon Mastery *
At 16th Level The warlock has learned the compacts and rites necessary to bind a demonic creature to his will. The warlock rebukes and controls outsiders the same as an evil priest rebukes or commands undead. Use the warlock’s arcanist path levels to determine the equivalent of a turning check, and apply the relevant outsider Hit Dice to the undead HD chart (“Turn or Rebuke Undead” in the PFRPG). The warlock may also bolster outsiders he controls in the same way that an evil cleric bolsters undead. The...
This looks pretty good. I was thinking after reading your earlier post about losing 7th+ level spells and Demonic transformation, that it sounded like a good Capstone ability in Pathfinder terms. It means that you wouldn't really be able to use it in your career, unless your game goes "epic". But that is par for the course with Capstones; they usually represent the culmination of an entire career dedicated to a philosophy or style. That seems to fit perfectly with the "Warlock".
Incidentally, I agree that porting is inferior to (re)fluffing existing Pathfinder stuff. But, some things in WoW lore need a little bit more grounding, and an elegant archetype like this is perfect for "bringing out the WoW" in a game.

Can'tFindthePath |

I'm not familar with the WOW Warlock......so I may be missing something.
But do you really need to convert Fiendish transformation ???
Given that a summoner learns to use some of his eidolons abilities via Aspect, and eventually twin eidolon ?
Yeah, I'm thinking that Merge Forms is actually a great stand-in for transformation.

TheAntiElite |

*uses soulstone on thread*
This is rather akin to what I wanted for summoners in the first place, rather than what the end result was.
Fiendish Transformation works great for Demonology Warlocks, to call it a template of sorts, but the Merge Form ability brings to mind the current iteration of the Destruction warlock, or more specifically their (currently preferred) ability to Sacrifice Demon, in order to gain one of their abilities and a general buff to their stats and abilities. I could see a refluff of Merge Form worked to approximate this change. However, one thing that came to mind was the concept of the current iteration of World of Warcraft's 'Grimoire of Supremacy', which grants access to superior quality demons. Even with the inevitable kvetching about MMO mechanics and comparisons and edition wars silliness that such a suggestion would provoke, I could see using comparable level-equivalency perks/gains as an archetype option for this variant on the summoner - a choice between gaining access to a Merge Form refluffed as a Demonic Sacrifice, or having the amount of HD they are capable of controlling increased for purposes of their Fel Companion, possibly adjusted in such a way as to allow the hypothetical warlock to spend evolution points to upgrade their outsider.
Incidentally, this was something I was wanting to do across the line with Warlocks and similar-style summoners, with the emphasis being on a theme to what their summons of choice would be; the idea being that partnering with a mortal would grant an outsider a 'fast track' to power growth, instead of, say, the methods presented in Lords of Hell for how Devils grew and evolved in power, for example. Instead of forming your partner whole-cloth from potentiality, it is a bond with a (even barely) known, established entity that wants to grow in power as well. Starting at above-familiar ability, and working its way up the hierarchy, growing in power with the person who it is bonded to, is certainly an established theme and trope in the genre.

SteelDraco |

There's certainly some design space available for items that buff the eidolon, but I'd be pretty wary of them - I'm of the opinion that they're pretty crazy powerful already, or can be. Summoners are a class that's super easy to powergame with, and how much of that is a question best left to the group.
I think evolution points make the most sense as a buff to give, although you could describe any of the normal equipment given to an eidolon that way as well - the amulet of natural armor/belt of strength/etc could just as easily be some kind of magical link to the summoner, as long as you stick to the item restrictions that are part of the class where the two share item slots.
I wouldn't change the Hit Dice of the eidolon, that's pretty well set to their summoner level, though I can see a feat option for catching up a multiclassed summoner along the lines of the Natural Bond feat.
As to your idea of why the outsider is forming the bond and agreeing to become an eidolon in the first place - that's awesome, and I intend to steal it.

TheAntiElite |

I don't think you can really get any traction for converting into the wow warlock simply because the mechanic behind wow warlocks (dots) doesn't translate into pathfinder.
That said, I'd actually go with a wizard base for the spell selection and use planar binding to get your "minion".
I would only respectfully disagree inasmuch that the mechanic I focus on is the whole demon minion aspect of the class, which I would as soon treat as a sort of overarching meta-theme for variant summoners in general, be they themed around demons, daemons, devils, agathions, inevitables, fey, la,o or any other type of outsider(-like) entity that can be negotiated with and form a partnership for mutual growth and empowerment.
My focus is less on the damage mechanics as the aesthetic one.

Tryn |

I would start with the summoner too.
Change the spell list to add more necromantic/dark spells.
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Companions
Warlock Familiar:
The Warlock can summon special Eidolons called "Warlock Familiar".
Special rules:
Evolution Points spent on an "Warlock Familiar" are fix and can't be changed anymore (even at level up)
The Warlocks Familiar Base Form and Size of the Familiar is fix and will be determinated by the Familiar Type:
Imp: Small Humanoid
Voidwalker: Medium Humanoid
Fellhunter: Medium Quadrupal
Succubi: Meium Familiar
Fellguard: Large Humanoid
Infernal: Huge Humanoid
_________
Also I would make the forms available at specific levels and gave them some "free evolutions" (e.g. base magic for imp, martial weapon prof for the fellguard).
For the Metamorphis I would change Twin Eidolon, so the Warlock devour the Familiar to get the Demonform.