How to create a Pathfinder Society Legal Warlock-type PC


Advice

Grand Lodge

So I've just recently started to get my gaming group to try Pathfinder. Everything is going quite well, however, one of my player's loves his Warlock. Specifically, he loves having the Eldritch Blast ability and a small list of repeatable spells, i.e. he can can a few things over and over. There's also some fluff for the class he likes, but I can figure a way around that.

So what's the best way to help him create the warlocky PC he wants? Any help would be greatly appreciated.

Sczarni

Flavorwise oracles make for great warlocks (depending on their mysteries of course. But if what you are looking in the at will mechanics of the 3.5 class, then the oracle won't help much.


A few ideas...

Witches have Hexes, many of which are usable an unlimited number of times. This is similar to Warlock SLAs.

Several Sorcerer bloodlines have a Ray bloodline power at first level usable many times per day. This would be like a (lesser) eldritch blast.

Cantrips in Pathfinder are usable At Will. Lots of fun with things like Mage Hand.

Grand Lodge

Okay so Sorcerer with Infernal Bloodline, and at 2nd level Oracle with Mystery (Flame)? I think that gives a good selection of at-will like abilities.

Grand Lodge

So at 6th level, the character would look something like this -
Test Warlock-Like PC
Male Tiefling Oracle (Planar Oracle) 3 Sorcerer 3
CN Medium Outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 29 (3d8+3d6)
Fort +2, Ref +3, Will +8; +2 bonus vs. poison
Resist oracle's curses (tongues [infernal]), cold 5, electricity 5, fire 5, infernal resistances
--------------------
Offense
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Speed 30 ft.
Melee Dagger +3 (1d4/19-20/x2)
Special Attacks revelations (heat aura [10', 1d4] [1/day] [dc 13], touch of flame [1d6+1] [5/day])
Spell-Like Abilities Darkness (1/day)
Oracle (Planar Oracle) Spells Known (CL 3):
1 (6/day) Cure Light Wounds, Endure Elements, Infernal Healing, Ray of Sickening (DC 13), Sun Metal (DC 13)
0 (at will) Guidance, Resistance, Detect Magic, Read Magic, Spark (DC 12)
Sorcerer Spells Known (CL 3):
1 (6/day) Protection from Good, Ray of Enfeeblement (DC 14), Burning Hands (DC 14), Corrosive Touch
0 (at will) Acid Splash, Touch of Fatigue (DC 13), Daze (DC 13), Flare (DC 13), Ray of Frost
--------------------
Statistics
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Str 10, Dex 12, Con 10, Int 16, Wis 14, Cha 15
Base Atk +3; CMB +3; CMD 14
Feats Combat Casting, Eschew Materials, Point Blank Shot, Sorcerous Bloodstrike (1/day)
Traits Focused Mind, Killer
Skills Bluff +9, Diplomacy +10, Intimidate +7, Knowledge (arcana) +12, Knowledge (planes) +12, Knowledge (religion) +12, Perception +3, Sense Motive +10, Spellcraft +12, Stealth +3; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Celestial, Common, Draconic, Infernal, Osiriani
SQ bloodlines (infernal), corrupting touch (1 rds) (6/day), fiendish sorcery, mysteries (flame)
Other Gear Leather armor, Dagger, 138 GP
--------------------
Special Abilities
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Combat Casting +4 to Concentration checks to cast while on the defensive.
Corrupting Touch (1 rds) (6/day) (Sp) Melee touch attack leaves target shaken and radiating evil for 1 round.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fiendish Sorcery Tiefling sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.
Focused Mind +2 to Concentration checks
Heat Aura (10', 1d4) (1/day) (DC 13) (Su) Heat aura deals 1d4 fire damage to all creatures within 10', Ref Half. You gain 20% concealment until your next turn.
Infernal +2 DC on Charm spells.
Infernal Resistances (Ex) You gain fire resistance 5 and +2 to saves vs. poison.
Killer Add weapon's critical modifier to its critical bonus damage.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sorcerous Bloodstrike (1/day) Regain a bloodline power when you reduce a creature to 0 or fewer hit points
Tongues (Infernal) You can only understand and speak one language in combat.
Touch of Flame (1d6+1) (5/day) (Su) Melee touch attack deals 1d6+1 Fire damage.

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3.5 and pathfinder are pretty compatible there. What's the issue with him just playing a warlock?


PFS-Legality plus the Warlock is slightly OP...

Grand Lodge

For our home campaign, I have no problem with the player using the 3.5 Warlock, but when we do PFS content, he can't play one...


Arcane Blast feat?


Alchemist gets light armor, and ranged touch attacks that do fire damage....


geoffnsandiego wrote:

So at 6th level, the character would look something like this -

Test Warlock-Like PC
Male Tiefling Oracle (Planar Oracle) 3 Sorcerer 3
CN Medium Outsider (native)

Interesting. After 8th level, will this "warlock" become a Mystic Theurge?


There's a third party warlock, I think. He could try that.


I would recommend either oracle or sorcerer, not both.

You have a 6th level character that only has 1st level spells and abilities. I will agree that 1st level abilities (intelligently used) are not as useless as some people feel. Neither are they nearly as good as the 3rd level spells that a single class caster could be slinging around by 6th level.

Granted, he can use them all day. But especially for PFS, I don't think past 3rd level I've ever run out of spells or used up all my abilities.

If you really want both the heat aura and touch of flame, might I suggest going straight oracle and take the eldritch heritage feat for the infernal bloodline.

RPG Superstar 2013 Top 16

I'm not familiar with the Warlock. Could someone explain their schtick?


RainyDayNinja wrote:
I'm not familiar with the Warlock. Could someone explain their schtick?

Basically they had a blast power with unlimited use (like a cantrip) but it would grow in power as the leveled.

They had a very small number of other spells/powers. Some of which were very good.

Many people felt they were pretty horrifically overpowered. I always felt they were near the top of the curve but not over it. However, they were fairly easy to build and use so you could suddenly have the players with very poor system mastery up at the top of the curve with all the power players (I think this bothered them more than anything else). But since it was a relatively uncomplicated class, the real power builders didn't increase it all that much.


I Hate Nickelback wrote:
There's a third party warlock, I think. He could try that.

Tome of Secrets (PFRPG)

Cubicle 7 Entertainment

Adamant Entertainment's first release for the Pathfinder Roleplaying Game!

Yes, the Warlock is a class in this book. I wish more had been done with it (the book and the class).


Anonymous Visitor 163 576 wrote:
Alchemist gets light armor, and ranged touch attacks that do fire damage....

I also feel that the Alchemist is the most Warlock-like class in Pathfinder (various flavours of blasting + self-buffs), although they don't get unlimited uses of their abilities.

RPG Superstar 2013 Top 16

hogarth wrote:
Anonymous Visitor 163 576 wrote:
Alchemist gets light armor, and ranged touch attacks that do fire damage....
I also feel that the Alchemist is the most Warlock-like class in Pathfinder (various flavours of blasting + self-buffs), although they don't get unlimited uses of their abilities.

Also, they're far from simple to play. They're a great toolbox, but it sounds like this guy wants a sledgehammer.

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