Harry Dresden, Warlock for Hire. Warlock update


Conversions


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I need some help updating just a few things. I don't want to drastically alter the class like I see with most conversions just beef it up to a pathfinder standard (much less the weak standard of 3.5) by including a hellfire prestige into it and increasing some of its versatility

I basically want to make a kind of harry dresden type class. some magic blasting and battlefield control, resourcefully versatile, hard as hell to kill.

Help with rewording eldritch blast and Invocations class feature to something short, concise, and with none of the confusion, loopholes and endless online searching for errata of the previous version are my biggest concerns.

So far his skills went up to 4/level, his total invocations are up from 12 to 20 at 20th level, his DR/cold iron increases every other level starting at 2nd, His Fiendish resilience gets a small boost and he gets his energy resistance early and its better. His capstone is now making his energy resistance into energy immunity.
I gave him hellfire which beefs up his damage a few times per day in the later levels but its still fairly weak even then. He wont out-damage or outlast a warrior(not even close) and he'll never be as powerful as a wizard/sorcerer(or even in the next closest weight class), but I want to avoid stepping on the rogues toes if i can (which is hard because everyone I play with, including players who mainly play rogues think they need a boost themselves). Undecided if I want to boost his skill points again to from 4 to 6/level to increase his versatility or if I should boost damage by either boosting his EB to d8 or changing his first to blast shapes to allow multiple attacks with your BAB
Example:

Eldritch Shot: Imbue a ranged weapon with your Eldritch Blast damage for all ranged attacks made by that weapon until the beginning of your next. *this blast shape replaces eldritch spear*

Hideous Blow: Imbue a melee weapon with your Eldritch Blast damage for all melee attacks made by that weapon until the beginning of your next.

Take a look tell me what you think

Spoiler:

medium BaB, High Will Save
Alignment: Any Chaotic or Evil. (dont like chaotic as i think infernals have the best flavor as a patron)
Hit Die: d8.

Class Skills The Warlock’s class skills are Acrobatics(Dex), Bluff(Cha), Craft(Int), Disguise(Cha), Fly(Dex), Intimidate(Cha), Knowledge (Arcana)(Int), Knowledge (Planes)(Int), Knowledge (Religion)(Int), Perception(Wis), Profession(Int), Sense Motive(Wis), Use Magic Device(Cha).

Skill points per level: 4+Int modifier

Class Features
All of the following are class features of the warlock.
Weapon and Armor Proficiency: Warlocks are proficient with all simple weapons. They are proficient in light armor but not with shields.

*clean up*Invocations: the

*clean up*Eldritch Blast(Sp): the

Damage Reduction(Su): Fortified by the supernatural power flowing through his body, the warlock becomes resistant to physical attacks, gaining DR 1/Cold Iron at 2nd level and increasing by 1 every even level thereafter.

Detect Magic(Sp): Starting at 2nd level, a warlock can use Detect Magic as the spell at will. His caster level equals his class level.
Deceive Item(Ex): At 4th level and higher, a warlock becomes an expert on commandeering magic items made for other classes. Any time he uses Use Magic Device, he may Take 10 even when distracted or threatened.

Energy Resistance(Su): At 5th level and higher, a warlock has Resistance 5 against any two of the following energy types; acid, cold, electric, fire, sonic. Once these types are chosen they cannot be changed. This Resistance increases by 5 every five levels to max of 15 at 15th level

Hellfire Blast (Sp): At 7th level, whenever you use your eldritch blast ability, you can change your eldritch blast into a hellfire blast. A hellfire blast deals your normal eldritch blast damage plus an extra 2d6 points of damage. If your blast hits multiple targets (for example, the eldritch chain or eldritch cone blast shape invocations), each target takes the extra damage. This damage is not fire damage. Hellfire burns hotter than any normal fire and is unaffected by energy resistance. This damage increases by 2d6 damage every 5 levels after 7th, e.g. 12th, and 17th. A warlock can use this ability a number of times per day equal to his Charisma modifier (minimum one) without penalty, any additional uses per day cost the warlock 1 Constitution damage per use.

Fiendish Resilience: Beginning at 8th level a warlock learns the trick of Fiendish Resilience. Once per day, as a swift action, he can enter a state that lasts for 2 minutes. While in this state, the warlock gains fast healing 2. The amount of fast healing he receives increases by 2 every five levels thereafter, ex. 13th, and 18th.

Hellfire Infusion (Su): Starting at 9th level, a warlock can infuse magic items that he wields with the power of hellfire. Whenever he uses a charged magic item (such as a wand or a staff), he can apply one of the following metamagic effects to his next use of the item: empower, enlarge, widen, or energy substitution. These effects work just like the metamagic feats of the same name. Using hellfire infusion is a swift action. A warlock can use this ability a number of times per day equal to his Charisma modifier (minimum one). When a warlock infuses an item with hellfire, it glows briefly with fiery symbols that are disturbing to look upon.

*clean up*Imbue Item(Su): Beginning at 12th level a warlock can substitutes a Use Magic Device check (DC 15+spell level for arcane spells or DC 25+spell level for divine) in place of a spell to create items. Should the warlock fail this save he does not lose any of the gp used to create the item, his progress is merely halted, and he must begin crafting again from the beginning.

Energy Immunity(Su): At 20th level, the warlock’s Energy Resistance ability now grants immunity to the chosen energy types.

TABLE:

Spoiler:

Level://Special Abilities://///////////////////Invocations:
1//////Eldritch Blast 1d6, Invocation (Least)///////1
2//////DR 1/Cold Iron, Detect Magic/////////////////2
3//////Eldritch Blast 2d6///////////////////////////3
4//////DR 2/Cold Iron, Decieve Item/////////////////4
5//////Eldritch Blast 3d6, Energy Resistance5///////5
6//////DR 3/Cold Iron, Invocation (Lesser)//////////6
7//////Eldritch Blast 4d6, Hellfire 2d6/////////////7
8//////DR 4/Cold Iron, Fiendish Resilience2/////////8
9//////Eldritch Blast 5d6, Hellfire Infusion////////9
10/////DR 5/Cold Iron, Energy Resistance 10,////////10
11/////Eldritch Blast 6d6, Invocation (Greater)/////11
12/////DR 6/Cold Iron, Imbue Item, Hellfire4d6 /////12
13/////Eldritch Blast 7d6, Fiendish Resilience4/////13
14/////DR 7/Cold Iron,//////////////////////////////14
15/////Eldritch Blast 8d6, Energy Resistance15//////15
16/////DR 8/Cold Iron, Invocation (Dark)////////////16
17/////Eldritch Blast 9d6, Hellfire 6d6/////////////17
18/////DR 8/Cold Iron, Fiendish Resilience6/////////18
19/////Eldritch Blast 10d6//////////////////////////19
20/////DR 10/Cold Iron, Energy Immunity/////////////20

RPG Superstar 2012 Top 32

Looks really good.

A few questions:

Why isn't Spellcraft a class skill?

There are a few quasi-dead levels (3, 14, 19). Any ideas for filling those? Maybe some kind of metamagic spell-like abilities? Empower, Maximixe, Quicken, etc. Maybe move Deceive Item to 3rd level and give bonus metamagic feats at levels 4, 9, 14, and 19? Useful (and usable) for eldritch blasts and (specific) invocations!

Maybe throw in some more cantrips? Their Pathfinderized "at will spell-like ability" status seems to really go well with warlocks.

Hellfire is a really great mechanic. It gives the occasional boost to the eldritch blast when it needs it.


Have to allow for a hellfire or soulfire blast. ;)


SmiloDan wrote:

Looks really good.

A few questions:

Why isn't Spellcraft a class skill?

There are a few quasi-dead levels (3, 14, 19). Any ideas for filling those? Maybe some kind of metamagic spell-like abilities? Empower, Maximixe, Quicken, etc. Maybe move Deceive Item to 3rd level and give bonus metamagic feats at levels 4, 9, 14, and 19? Useful (and usable) for eldritch blasts and (specific) invocations!

Maybe throw in some more cantrips? Their Pathfinderized "at will spell-like ability" status seems to really go well with warlocks.

Hellfire is a really great mechanic. It gives the occasional boost to the eldritch blast when it needs it.

Thanks a lot smilodan

i read a lot of your stuff while trying to come up with this, so thanks for popping in.
Spellcraft was a typo it should be in there I'll fix it. I did notice the dead levels but I wanted to get some opinions before I added anymore stuff.
Decieve item could move and I really want to move imbue item down a bit, so it can be used with scrolls. That should keep any EBlast bonuses in the higher levels but I wasnt sure if I should include those as free feats or make your have to buy them.

My biggest issue though is wording invocations and Eldritch Blast text. Any ideas?


Pale wrote:
Have to allow for a hellfire or soulfire blast. ;)

Honestly I decided at the beginning to just call it what you want and keep it as damage, because trying to make up a new ability text for soulfire that is true to the novels seems tedious :).


I dont know how to update a post :?.
I moved decieve item from level for to level 3. Imbue item replaced decieve item coming down from level 12 to level four. and added free metamagic spell-like ability feats at level 14, and 19.
I think I'll leave the damage die alone and just keep the updated blast shape invocations, and 6/level skill point wont really break the class.

I just need to write up the text for invocation and Eldritch blast. Any ideas?


I'm wondering if the Words of Magic stuff in the upcoming Ultimate Magic book would be something to consider for the class? Rather, as something this class can focus on, instead of feeling shoehorned like how the other classes will use them.

Warlock feels like it's more about "magic made on the fly" than the other classes.


I honestly have to give Warlock a good read to contribute satisfactorily rules-wise. I am a Jim Butcher fanatic, though, and your ideas intrigue me, so I'll be checking in and catching up so I can help.

Am I to assume that you're looking for a class to specifically mimic Harry and not how magic works in the Dresdenverse?

Grand Lodge

Pale wrote:

I honestly have to give Warlock a good read to contribute satisfactorily rules-wise. I am a Jim Butcher fanatic, though, and your ideas intrigue me, so I'll be checking in and catching up so I can help.

Am I to assume that you're looking for a class to specifically mimic Harry and not how magic works in the Dresdenverse?

The DF RPG is a real sod to get a handle on... its not presented/formated well

That said, while Warlock seems to most closely manage to do magic the way that it would be done in the Dresdenverse, if you were gonna Pathfinder him, I think evoker wizard works... The focus of "Blasting Rod" would tie in fine and you can let loose force blasts as part of the specialist class before you get into spells themselves.

Dresden always did say he was good at evocation and blowing stuff up/burning stuff down.

Grand Lodge

Pale wrote:

I honestly have to give Warlock a good read to contribute satisfactorily rules-wise. I am a Jim Butcher fanatic, though, and your ideas intrigue me, so I'll be checking in and catching up so I can help.

Am I to assume that you're looking for a class to specifically mimic Harry and not how magic works in the Dresdenverse?

The DF RPG is a real sod to get a handle on... its not presented/formated well

That said, while Warlock seems to most closely manage to do D&D magic the way that it would be done in the Dresdenverse, if you were gonna Pathfinder him, I think evoker wizard works... The focus of "Blasting Rod" would tie in fine and you can let loose force blasts as part of the specialist class before you get into spells themselves.

Dresden always did say he was good at evocation and blowing stuff up/burning stuff down.


@kaisoku- I was to excited about the magus to even notice the words of magic I'll check them out.

@pale- Same here. Jim's books seem to keep coming out during major changes in my life and somehow touching on the same issues (you know interpersonal-interaction wise not magic and stuff... IM NOT CRAZY);). I always seem to realize he has a new book and end up reading it during a major crisis in my life where it gives me a reprieve during from the stress (deployments, divorce, deaths of friends/family, etc., etc. Jim always gots my back).
But for the Class I just always liked the idea of the class and the setup and kinda wished it was more effective. Harry is more the class in spirit than me going thru everything about Dresden and turning it into a class.
Ex. I can use ring of the Ram for his kinetic rings or Repelling blast, but both are effective while it would be hard to make a truer representation of Harry work in Pathfinder.
So harry in "Spirit" but warlock conversion=just viable in pathfinder


Good to see someone else thinks the Warlock needs a face lift :)

looks good so far, I hadnt looked at changing as much but hay if it works. What I was looking at doing is as follows see what you think.

starting at 2nd level you gain a warlock ability (much like rogue talents,
you can choice from the following list. You can only gain each 1 once, for essence/blast each invocation can be taken sperately.

1 – improved eldritch blast – add 1d6 to eldritch blast damage.
2 – hellfire blast – as the hellfire warlock PrC ability
3 – empower blast as spell-like ability feat
4 – quicken blast as spell-like ability feat
5 – extra invocation
6 – ability focus-eldritch blast
7 – Eldritch essence/blast invocation. Can only be taken from the list available for invocations such as least, lesser etc. This is the only way to gain these invocations (it means you dont have to increase the invocations known)

other thoughts was to give then Fort as a good save.

I was looking at keeping hellfire blast as the PrC but your take is better I think.

Hope its all clear :)

RPG Superstar 2012 Top 32

I like the idea of warlock talents...maybe call them dark secrets, forbidden knowledge, pact powers, something flavorful like that.

Hellfire and Soulfire could be one of these warlock talents, or maybe a warlock-specific feat.

Warlock:

WARLOCK

BAB: +¾
Good Saves: Will
Hit Dice: 1d8

Class Skills: Acrobatics, Bluff, Craft, Disguise, Fly, Intimidate, Knowledge arcana, Knowledge planes, Knowledge religion, Perception, Profession, Sense Motive, Spellcraft, Use Magic Device.

Skill Ranks per Level: 4 + Intelligence modifier.

Warlocks are proficient with all simple weapons. Warlocks are proficient in light armor, but not shields.

LEVEL ABILITY
1. Cantrips, Eldritch Blast 1d6, Least Invocations
2. DR 1/cold iron, Dark Secret
3. Eldritch Blast 2d6, Fiendish Resilience 1
4. DR 2/cold iron, Dark Secret
5. Eldritch Blast 3d6, Energy Resistance 5
6. DR 3/cold iron, Dark Secret, Lesser Invocations
7. Eldritch Blast 4d6, Fiendish Resilience 2
8. DR 4/cold iron, Dark Secret
9. Eldritch Blast 5d6, Energy Resistance 10
10. DR 5/cold iron, Dark Secret
11. Eldritch Blast 6d6, Fiendish Resilience 3, Greater Invocations
12. DR 6/cold iron, Dark Secret
13. Eldritch Blast 7d6, Energy Resistance 15
14. DR 7/cold iron, Dark Secret
15. Eldritch Blast 8d6, Fiendish Resilience 4
16. DR 8/cold iron, Dark Invocations, Dark Secret
17. Eldritch Blast 9d6, Energy Resistance 20
18. DR 9/cold iron, Dark Secret
19. Eldritch Blast 10d6, Fiendish Resilience 5
20. DR 10/cold iron, Dark Secret, Darkest Secret, Energy Immunity

Dark Secrets:

Ability Focus
Deceive Item
Empower Eldritch Blast
Empower Invocation
Extra Class Skill (add 1 class skill to list of class skills)
Extra Eldritch Essence Invocation
Extra Eldritch Shape Invocation
Extra Energy Resistance (gain 3rd energy resistance)
Forbidden Knowledge (add 2 new Knowledge skills to list of class skills)
Hellfire (+2d6 to eldritch blast damage a number of times per day equal to Cha modifier)
Imbue Item
Maximize Eldritch Blast
Maximize Invocation
Quicken Eldritch Blast
Quicken Invocation
Soul fire (+2d6 of holy damage to eldritch blast Cha mod times per day)

etc. etc.


Dot'd

Also, if I may request on behalf of the lazy...
[Bill Lumberg]If you could, go ahead and work up a google doc with text and chart, that'd be greeeaaaat.[/Bill Lumberg]


It sort of fits, and Morgan would approve, but do you really thing Harry would be happy being played as a warlock? I mean, he definately cant hurl fire/force all day like a warlock can, and he is all about intelligence and planning. I feel like walock isnt a great fit for the Dresden files style wizard. Seems to me it should be using spell points, with a combination of evocation and ritual magic.


Edward Griswold, Jr. wrote:
I need some help updating just a few things.

Here is what my GM and I came up with for my Warlock when moving to Pathfinder. This assumes use of other WotC 3.5 material as well. BAB and saves were unchanged from 3.5. Note that your personal mileage may vary, my GM tends to like a more powerful game, so that may influence what you see here. I apologise in advance for the formatting, no idea how to do tables here.

Level____Special__________________________________________Invocations Known
1_______Eldritch Blast 1d6 – Range Short, Invocation (Least)_________2
2_______Cantrips = Cha Bonus____________________________________2
3_______Eldritch Blast 2d6, DR 1/Cold Iron_________________________3
4_______Deceive Item___________________________________________4
5_______Eldritch Blast 3d6_______________________________________5
6_______DR 2/Cold Iron, Invocation (Least or Lesser)________________7
7_______Eldritch Blast 4d6 – Range Medium_______________________7
8_______Eldritch Blast 2/Turn, Fiendish Resilience 1_________________8
9_______DR 3/Cold Iron, Eldritch Blast 5d6______________________9
10______Energy Resistance 5 (1), Fiendish Resilience 2_____________10
11______Eldritch Blast 6d6, Invocation (Least, Lesser or Greater)_____12
12______Imbue Item, DR 4/Cold Iron,____________________________12
13______Eldritch Blast 7d6 – Range Long________________________13
14______Fiendish Resilience 3__________________________________14
15______Energy Resistance 10 (2), DR 5/Cold Iron, Eldritch Blast 8d6_____15
16______Eldritch Blast 3/Turn, Invocation (Least, Lesser, Greater or Dark)_17
17______Eldritch Blast 9d6_____________________________________17
18______Fiendish Resilience 5, DR 6/Cold Iron______________________18
19______Eldritch Blast 10d6____________________________________19
20______Energy Resistance 15 (3), Heritage Power__________________20

Hit Die: D8
Alignment: Any Evil or any Chaotic

Class Skills: Bluff (Cha), Craft (Int), Disguise (cha), Intimidate (Cha), Acrobatics (Dex), Knowledge (Arcana) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Fly (Dex), Profession (Wis), Sense Motive (Cha), Spellcraft (Int), Use Magic Device (Cha)

Skill Points: 4+Int

Weapon and Armor Proficiency: A Warlock is proficient with all simple weapons. Warlocks are also proficient with light armor but not shields. Warlocks may use any of their invocations in light armor without incurring ASF chances.

Eldritch Blast: At every odd Warlock level a Warlocks Eldritch Blast increases in power by 1d6. A Warlock adds his Warlock level to the damage done by Eldritch Blast.
Eldritch Blast starts out as a Short Range attack (25’+5’/2 Warlock Levels).
At level 7 it becomes a Medium Range Attack (100’+10’/Warlock Level).
At level 13 it becomes a Long Range Attack (400’+40’/Warlock Level).
At 11th level a Warlock may fire a second Eldritch Blast per round at -5 to hit as a full round action. Any blast shape used when doing so must already require a to hit roll (so you cannot get a multiple shots with Blast Shapes that do not require any to hit rolls). Any spells or abilities that grant extra attacks that do not specifically work with SLA's do NOT work with this use of Eldritch Blast. Note that the Quicken SLA Metamagic feat DOES.

Cantrips: At Level 2 a Warlock may select a number of Cantrips equal to his Charisma modifier to learn. He may cast these spells at will. If his Charisma bonus later permanently increases he may learn new Cantrips until he has as many known as his new Bonus.

Damage Reduction: Warlocks get DR 1/Cold Iron at level 3 and it increases by one point every three levels thereafter.

Deceive Item: Unchanged

Fiendish Resilience: As per the book except they get Fast Healing 1 for two minutes at level 8th level, Fast Healing 2 for two minutes at 10th, Fast Healing 3 for two minutes at 14th and Fast Healing 5 for two minutes at 18.

Imbue Item: Unchanged

Energy Resistance: Warlocks gain a 5 point Resistance to Fire, Cold, Electricity, Acid or Sonic at level 10. Once an element is chosen it can only be changed at the next increase in a Warlocks Energy Resistance. At level 15 the Energy Resistance increases to 10 and a second element can be chosen. At level 20 the resistance increases to 15 and a third element can be chosen.

Heritage Power: At level 20 your powers as a Warlock finally become focused. You lose your Fiendish Resilience power but gain full time Regeneration 5, become a Native Outsider and gain your heritage power chosen from below. The power you receive is determined by where your Warlock powers arise from.

• Demonic Might (Su) [Abyssal Pact or Ancestor]: At 20th level, the power of the Abyss flows through you. You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10 (and may add these values onto your existing Energy Resistance), and gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language).

• Power of the Pit (Su) [Infernal Pact or Ancestor]: At 20th level, your form becomes infused with vile power. You gain immunity to fire and poison. You also gain resistance to acid 10 and cold 10 (and may add these values onto your existing Energy Resistance), and the ability to see perfectly in darkness of any kind to a range of 120 feet.

• Soul of the Fey (Su) [Fey Pact or Ancestor]: At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast True Seeing as a spell-like ability using your Warlock level as your caster level.


I like it smiley :)

RPG Superstar 2012 Top 32

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I did some work on the dark secrets. I think I still need some additional darkest secrets.

WARLOCK

BAB: +¾
Good Saves: Will
Hit Dice: 1d8

Class Skills: Acrobatics, Bluff, Craft, Disguise, Fly, Intimidate, Knowledge arcana, Knowledge planes, Knowledge religion, Perception, Profession, Sense Motive, Spellcraft, Use Magic Device.

Skill Ranks per Level: 4 + Intelligence modifier.

Warlocks are proficient with all simple weapons. Warlocks are proficient in light armor, but not shields.

LEVEL ABILITY
1. Cantrips, Eldritch Blast 1d6, Invocations, Least Invocations
2. DR 1/cold iron, Dark Secret
3. Eldritch Blast 2d6, Fiendish Resilience 1
4. DR 2/cold iron, Dark Secret
5. Eldritch Blast 3d6, Energy Resistance 5
6. DR 3/cold iron, Dark Secret, Lesser Invocations
7. Eldritch Blast 4d6, Fiendish Resilience 2
8. DR 4/cold iron, Dark Secret
9. Eldritch Blast 5d6, Energy Resistance 10
10. DR 5/cold iron, Advanced Dark Secrets, Dark Secret
11. Eldritch Blast 6d6, Fiendish Resilience 3, Greater Invocations
12. DR 6/cold iron, Dark Secret
13. Eldritch Blast 7d6, Energy Resistance 15
14. DR 7/cold iron, Dark Secret
15. Eldritch Blast 8d6, Fiendish Resilience 4
16. DR 8/cold iron, Dark Invocations, Dark Secret
17. Eldritch Blast 9d6, Energy Resistance 20
18. DR 9/cold iron, Darkest Secrets, Dark Secret
19. Eldritch Blast 10d6, Fiendish Resilience 5
20. DR 10/cold iron, Dark Secret, Energy Immunity

Cantrips (Sp): At 1st level, the warlock learns three 0-level arcane spells from the sorcerer/wizard list. At 2nd level, 4th level, and 6th level, the warlock learns an additional 0-level arcane spell. He can use these cantrips at will as a spell-like ability.

Eldritch Blast (Sp): At 1st level, the warlock can project a beam of arcane energy as a standard action at will. It has a range of 60 feet and on a successful ranged touch attack, the eldritch blast causes 1d6 points of damage. At 3rd level, and every 2 levels thereafter, the damage from the eldritch blast increases by 1d6.
Invocations (Sp): At 1st level, the warlock learns how to use spell-like abilities called invocations. The warlock learns one invocation at 1st level, and learns an additional invocation at each level beyond 1st. At 1st level, the warlock can only select least invocations. At 6th level, warlocks can begin learning lesser invocations. At 11th level, warlocks can begin learning greater invocations. At 16th level, warlocks can learn dark invocations.
Beginning at 6th level, and every 2 levels thereafter, the warlock can trade out an invocation he knows for a different invocation he does not know. He cannot trade out invocations of the highest level he knows.

Damage Reduction (Ex): At 2nd level, the warlock gains DR/cold iron equal to half his class level.

Dark Secrets:

Dark Secrets (Ex, Sp, or Su): At 2nd level, and every 2 levels thereafter, the warlock learns one of the following dark secrets.

Ability Focus (Ex): Choose one invocation you can use. You increase the save DC of the selected invocation by +2. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Deceive Item (Ex): You can take 10 when making Use Magic Device skill checks.

Empower Eldritch Blast (Ex): 3 times per day, you increase the damage of your eldritch blast by 50%

Empower Invocation (Ex): Select one invocation that you can use. 3 times per day, you increase all variable aspects of the selected invocation by 50%. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Enlarge Invocation (Ex): Select one invocation that you can use. 3 times per day, you double the range of the selected invocation. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Extend Invocation (Ex): Select one invocation that you can use. 3 times per day, you double the duration of the selected invocation. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Extra Class Skill (Ex): Select one skill that is not on your list of class skills. You add this skill to your list of class skills. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different skill.

Extra Eldritch Essence Invocation (Sp): You learn 1 eldritch essence invocation. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Extra Eldritch Shape Invocation (Sp): You learn 1 eldritch shape invocation. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Forbidden Knowledge (Ex): Select 2 Knowledge skills that are not on your list of class skills. You add these two Knowledge skills to your list of class skills. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to two new Knowledge skills.

Hex (Su): Select one hex from the list of witch’s hexes. You gain the ability to use the selected hex, using your warlock level as your witch level. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different hex.

Imbue Item (Su): You can use your supernatural power to create magic items, even if you do not know the spells required to make an item (although you must know the appropriate item creation feat). You can substitute a Use Magic Device check (DC 15 + spell level for
arcane spells or 25 + spell level for divine spells) in place of a required spell you don’t know or can’t cast. If the check succeeds, you can create the item as if you had cast the required spell. If it fails, you cannot complete the item. You do not expend gold piece costs for making the item; your progress is simply arrested. You cannot retry this Use Magic Device check for that spell until you gain a new level. You must have the Deceive Item dark secret before selecting this dark secret.

Potent Blast (Su): You add your Charisma modifier to your eldritch blast damage rolls and to your caster level checks to overcome spell resistance against the targets of your eldritch blast.

Fiendish Resilience (Su): At 3rd level, once per day as an immediate action, the warlock can enter a trance that grants him fast healing 1 for 20 rounds (2 minutes). At 7th level, and every 4 levels thereafter, the rate of this fast healing increases by 1.

Energy Resistance (Su): At 5th level, the warlock selects 2 of the following energy types: acid, cold, electricity, fire, or sonic. He gains energy resistance 5 against the selected energy types. This energy resistance increases by 5 at levels 9, 13, and 17. At 20th level, the warlock becomes immune to the selected energy types.

Advanced Dark Secrets:

Advanced Dark Secrets (Ex, Sp, or Su): At 10th level, the warlock gains the ability to select one of the following advanced dark secrets when selecting a dark secret.

Additional Resilience (Su): The warlock can use his fiendish resiliency ability one additional time per day. This advanced dark secret can be chosen multiple times; each time it is selected, the warlock gains an additional use of his fiendish resiliency ability.

Advanced Ability Focus (Ex): Choose one invocation you have applied the ability focus dark secret to. You increase the save DC of the selected invocation by an additional +2, for a total of +4. This advanced dark secret can be chosen multiple times; its effects do not stack. Each time you select this advanced dark secret, it applies to a different invocation.

Advanced Hex (Su): Select one advanced hex from the list of witch’s hexes. You gain the ability to use the selected advanced hex, using your warlock level as your witch level. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different advanced hex.

Aligned Damage Reduction (Su): Your damage reduction improves. Select an alignment (chaotic, evil, good, or lawful) opposed to your own. Your damage reduction improves to cold iron and the selected alignment. For example, if you are chaotic good, you could select damage reduction cold iron and lawful or cold iron and evil.

Extra Energy Resistance (Ex): Select one of the following energy types that you do not currently have energy resistance in from the energy resistance warlock class feature: acid, cold, electricity, fire, or sonic. You gain energy resistance to the selected energy resistance equal to the energy resistance you gain from your energy resistance warlock class feature. You can select this dark secret up to 3 times; each time you select this dark secret, you select a different energy type.

Hellfire (Sp): A number of times per day equal to your Charisma modifier (minimum 1), you 2d6 points of damage to eldritch blast. You can use this ability additional times per day, but each time you do so, you take 1 point of Constitution damage. You may select this dark secret multiple times; each time you do, you increase the damage caused by 2d6 points of damage.

Maximize Eldritch Blast (Ex): 3 times per day, your eldritch blast causes maximum damage.

Maximize Invocation (Ex): Select one invocation you can use. 3 times per day, all of its variable numeric values are maximized. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Potent Invocations (Sp): You add your Charisma modifier to the DC to caster level checks to dispel your invocations.

Quicken Eldritch Blast (Ex): 3 times per day, you can use your eldritch blast as a swift action.

Quicken Invocation (Ex): Select one invocation you can use. 3 times per day, you can use the selected invocation as a swift action. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Reaching Eldritch Blast (Sp): 3 times per day, you can apply the effects of an invocation you can use that has a range of touch to the target of your eldritch blast.

Soul fire (Sp): A number of times per day equal to your Charisma modifier (minimum 1), you can imbue your eldritch blast with holy energy. Against evil creatures, your eldritch blast does double damage and you add your Charisma modifier to your caster level checks to bypass spell resistance. When targeting good creatures, your eldritch blast heals damage. You can use this ability additional times per day, but each time you do so, you take 1 point of Constitution damage. You must be good to select this dark secret.

Supernatural Blast (Su): 3 times per day, you can use your eldritch blast a supernatural ability instead of as a spell-like ability. This means you do not provoke attacks of opportunity when using your supernatural blast, and it automatically bypasses spell resistance.

Supernatural Invocation (Su): 3 times per day, you can use any invocation you know as a supernatural ability instead of as a spell-like ability. This means you do not provoke attacks of opportunity when using your supernatural invocation, and it automatically bypasses spell resistance.

Twin Essences (Sp): You can apply two eldritch essences simultaneously to your eldritch blast.

Widen Invocation (Ex): Select an invocation you can use. 3 times per day, when you use the selected invocation, you double the area of effect of the selected invocation. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Darkest Secrets:

Darkest Secrets (Ex, Sp, Su): At 18th level, the warlock gains the ability to select one of the following darkest secrets when selecting a dark secret.

Automatic Resilience (Su): Whenever your hit point total falls below character level, you gain fast healing 5 until your hit point total is half its normal maximum value.

Double Blast (Sp): As a full round action, you can project an eldritch blast from each of your two hands. You may make an attack roll with each hand at your highest base attack bonus, but suffer a -2 penalty on each attack roll (as if using the Two Weapon Fighting feat).

Intensified Eldritch Blast (Sp): 3 times per day, when you use your eldritch blast, it causes double maximum damage.

Sudden Invocations (Sp): 3 times per day, you can use any single invocation you know as an immediate action.

RPG Superstar 2012 Top 32

Oh yeah, Harry Dresden is an evoker, with a knack for fire and force, with talent in abjurations, divinations and summonings. He can do necromancy, but generally doesn't. Enchantments and illusions are hard for him. Don't know about transmutations; he generally doesn't transform one thing into another. He's good at alchemy and item creation, and seems to really like using physical foci to, um, focus his magic. Even though he is really good at getting people to really, REALLY dislike him, he also has a talent for making allies of all sorts.

It makes me think there should be a trait or feat for the hardbitten detective.

Hardbitten Detective.
You have a knack for finding out the word on the street, but you also seem to rub people the wrong way. It's almost as if you enjoy being anti-social.

You gain a +1 trait bonus on Diplomacy skill checks to gather information for every rank in Diplomacy you have, but suffer a -2 trait penalty on all other Diplomacy skill checks per rank in Diplomacy you have. Diplomacy is always a class skill for you.


I think the Potent Blast should be a "hard wired" calss ability, not just a chooseable...


SmiloDan, I like this Warlock rebuild. I like it enough that I just looked at one of my players and told him he's going to run an adventure just so I can play your Warlock revamp.

Have you given any thought as to what Racial favored class bonuses might be for the Warlock?

eta: just pulled the Warlock off into a text-file so I can print it out...


I like it. Thanks Smilodan.
couple of things though:
idk if you should be able to have hellfire, and soulfire at the time, just one or the other. Maybe if you already have one (say hellfire), and a few levels later get the other (soulfire)your previous choice(hellfire) automatically becomes the new type as if you had chosen it multiple times (soulfire)

Also, while this conversion helps some with versatility and survivability, it still massively lags behind on damage. I think we should either boost skills again (from 4/level to 6/level) to make it a skill class, give it an ability to attack with eldritch blast more often per round equal to its BAB in the early levels (instead of after you already get other cool things to do to make up for weak damage) or increase damage die to 1d8.

As is, it makes a great solo adventure class that can almost do a bit of everything and survive even if he isnt a kill machine. However, I want to be able to play him with the rest of my party. First 3 levels he does great damage and when he gets greater invocations he gets more battlefield control so damage isn't as big a deal but from 4 to 11 he goes from a cool concept to "I'm bored and mostly worthless. please kill me so I can play something else".

RPG Superstar 2012 Top 16

You are completely ignoring the existence of the Angel-powered Warlock from Complete Mage. Angels should be another elective path/sponsor for you, especially with Dresden as an inspiration.

==Aelryinth


Aelryinth wrote:

You are completely ignoring the existence of the Angel-powered Warlock from Complete Mage. Angels should be another elective path/sponsor for you, especially with Dresden as an inspiration.

==Aelryinth

Thats why you get a soulfire as a choice

RPG Superstar 2012 Top 32

I'll try to come up with some flavorful dark secrets that boost damage a bit, without stepping on the toes of actual invocations, and still scaleable and useful in the mid-to-high level range.

RPG Superstar 2012 Top 32

Ambush Blast (Ex): If you move more than 10 feet in the round you use your eldritch blast, you add your warlock level to your damage rolls with the eldritch blast if your target is within 30 feet of you.

Fearsome Blast (Ex): If you hit an opponent within 30 feet of you that is under the effects of a fear effect (shaken, frightened, panicked, or cowering), you add your warlock level to the damage your eldritch blast causes.

Medium Armor Invoking (Ex): You gain proficiency in Medium Armor and can use your eldritch blast and invocations while wearing Medium Armor with no chance of arcane spell failure.

Shielded Invoking (Ex): You gain proficiency in all shields (except tower shields) and can use your eldritch blast and invocations while using a shield with no chance of arcane spell failure.

Splashing Blast (Ex): When you successfully hit a target with your eldritch blast, you can choose to cause half damage to all creatures adjacent to your target. These secondary targets are allowed a Reflex save to avoid this damage.

Subtle Blast (Ex): When you successfully hit an opponent that is denied its Dexterity bonus to AC with you eldritch blast, you add your warlock level to the damage of your eldritch blast if your target is within 30 feet of you.

Advanced Dark Secrets:

Heavy Armor Invoking (Ex): You gain proficiency in Heavy Armor and can use your eldritch blast and invocations while wearing Heavy Armor with no chance of arcane spell failure. You must have the Medium Armor Invoking dark secret before selecting this advanced dark secret.

Piercing Blast (Sp): You increase the critical multiplier of your eldritch blast to x3.

Slashing Blast (Sp): You increase the threat range of your eldritch blast to 18-20.

RPG Superstar 2012 Top 32

I thought it might be neat to offer warlocks with different types of damage reduction.

DR cold iron, silver, magic, bludgeoning, piercing, or slashing would be available at levels 2, 4, 6, etc., for a max of DR 10/whatever.

Cold iron might be fey-related, silver lycanthrope-related, magic dragon-related, bludgeoning skeleton-related, piercing rakshasa related (this one might need work...), and slashing plant-related.

DR adamantine, chaos, evil, good, or law would be available at level 4, and improve by 1 at levels 8, 12, 16, and 20, for a max of DR 5/whatever.

DR/- would be available at level 12, and improve at levels 14, 16, 18, and 20, for a max of DR 5/-

RPG Superstar 2012 Top 32

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I've done some more work on the warlock conversion. I've added a few more dark secrets, come up with a whole bunch of new blast shape invocations and eldritch essence invocations, and converted and created several invocations, with inspiration drawn from the Complete Arcane, Complete Mage, and Dragon Magic. I think there is enough variety in what I have proposed to make several different, interesting, and optimized builds.

WARLOCK

BAB: +¾
Good Saves: Will
Hit Dice: 1d8

Class Skills: Acrobatics, Bluff, Craft, Disguise, Fly, Intimidate, Knowledge arcana, Knowledge planes, Knowledge religion, Perception, Profession, Sense Motive, Spellcraft, Stealth, Use Magic Device.

Skill Ranks per Level: 4 + Intelligence modifier.

Warlocks are proficient with all simple weapons. Warlocks are proficient in light armor, but not shields.

LEVEL ABILITY
1. Cantrips, Eldritch Blast 1d6, Invocations, Least Invocations
2. DR 1/cold iron, Dark Secret
3. Eldritch Blast 2d6, Fiendish Resilience 1
4. DR 2/cold iron, Dark Secret
5. Eldritch Blast 3d6, Energy Resistance 5
6. DR 3/cold iron, Dark Secret, Lesser Invocations
7. Eldritch Blast 4d6, Fiendish Resilience 2
8. DR 4/cold iron, Dark Secret
9. Eldritch Blast 5d6, Energy Resistance 10
10. DR 5/cold iron, Advanced Dark Secrets, Dark Secret
11. Eldritch Blast 6d6, Fiendish Resilience 3, Greater Invocations
12. DR 6/cold iron, Dark Secret
13. Eldritch Blast 7d6, Energy Resistance 15
14. DR 7/cold iron, Dark Secret
15. Eldritch Blast 8d6, Fiendish Resilience 4
16. DR 8/cold iron, Dark Invocations, Dark Secret
17. Eldritch Blast 9d6, Energy Resistance 20
18. DR 9/cold iron, Darkest Secrets, Dark Secret
19. Eldritch Blast 10d6, Fiendish Resilience 5
20. DR 10/cold iron, Dark Secret, Energy Immunity

Cantrips (Sp): At 1st level, the warlock learns three 0-level arcane spells from the sorcerer/wizard list. At 2nd level, 4th level, and 6th level, the warlock learns an additional 0-level arcane spell. He can use these cantrips at will as a spell-like ability.

Eldritch Blast (Sp): At 1st level, the warlock can project a beam of arcane energy as a standard action at will. It has a range of 60 feet and on a successful ranged touch attack, the eldritch blast causes 1d6 points of damage. At 3rd level, and every 2 levels thereafter, the damage from the eldritch blast increases by 1d6.

Invocations (Sp): At 1st level, the warlock learns how to use spell-like abilities called invocations. The warlock learns one invocation at 1st level, and learns an additional invocation at each level beyond 1st. At 1st level, the warlock can only select least invocations. At 6th level, warlocks can begin learning lesser invocations. At 11th level, warlocks can begin learning greater invocations. At 16th level, warlocks can learn dark invocations.
Beginning at 6th level, and every 2 levels thereafter, the warlock can trade out an invocation he knows for a different invocation he does not know. He cannot trade out invocations of the highest level he knows.

Damage Reduction (Ex): At 2nd level, the warlock gains DR/cold iron equal to half his class level.

Dark Secrets (Ex, Sp, or Su): At 2nd level, and every 2 levels thereafter, the warlock learns one of the following dark secrets.

Dark Secrets:

Ability Focus (Ex): Choose one invocation you can use. You increase the save DC of the selected invocation by +2. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Ambush Blast (Ex): If you move more than 10 feet in the round you use your eldritch blast, you add your warlock level to your damage rolls with the eldritch blast if your target is within 30 feet of you.

Deceive Item (Ex): You can take 10 when making Use Magic Device skill checks.

Empower Eldritch Blast (Ex): 3 times per day, you increase the damage of your eldritch blast by 50%

Empower Invocation (Ex): Select one invocation that you can use. 3 times per day, you increase all variable aspects of the selected invocation by 50%. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Enlarge Invocation (Ex): Select one invocation that you can use. 3 times per day, you double the range of the selected invocation. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Extend Invocation (Ex): Select one invocation that you can use. 3 times per day, you double the duration of the selected invocation. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Extra Class Skill (Ex): Select one skill that is not on your list of class skills. You add this skill to your list of class skills. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different skill.

Extra Eldritch Essence Invocation (Sp): You learn 1 eldritch essence invocation. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Extra Eldritch Shape Invocation (Sp): You learn 1 eldritch shape invocation. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Fearsome Blast (Ex): If you hit an opponent within 30 feet of you that is under the effects of a fear effect (shaken, frightened, panicked, or cowering), you add your warlock level to the damage your eldritch blast causes.

Forbidden Knowledge (Ex): Select 2 Knowledge skills that are not on your list of class skills. You add these two Knowledge skills to your list of class skills. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to two new Knowledge skills.

Hex (Su): Select one hex from the list of witch’s hexes. You gain the ability to use the selected hex, using your warlock level as your witch level. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different hex.

Identify Item (Ex): You gain a bonus equal to your warlock level on Spellcraft checks made to identify magical items.

Imbue Item (Su): You can use your supernatural power to create magic items, even if you do not know the spells required to make an item (although you must know the appropriate item creation feat). You can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell you don’t know or can’t cast. If the check succeeds, you can create the item as if you had cast the required spell. If it fails, you cannot complete the item. You do not expend gold piece costs for making the item; your progress is simply arrested. You cannot retry this Use Magic Device check for that spell until you gain a new level. You must have the Deceive Item dark secret before selecting this dark secret.

Medium Armor Invoking (Ex): You gain proficiency in Medium Armor and can use your eldritch blast and invocations while wearing Medium Armor with no chance of arcane spell failure.

Pocket Dimension (Su): You can open an inter-dimensional pocket that holds 10 pounds per level. Accessing the inter-dimensional pocket is a swift action, whether you are withdrawing an item from it or storing an item within it.

Potent Blast (Su): You add your Charisma modifier to your eldritch blast damage rolls and to your caster level checks to overcome spell resistance against the targets of your eldritch blast.

Shielded Invoking (Ex): You gain proficiency in all shields (except tower shields) and can use your eldritch blast and invocations while using a shield with no chance of arcane spell failure.

Subtle Blast (Ex): When you successfully hit an opponent that is denied its Dexterity bonus to AC with you eldritch blast, you add your warlock level to the damage of your eldritch blast if your target is within 30 feet of you.

Fiendish Resilience (Su): At 3rd level, once per day as an immediate action, the warlock can enter a trance that grants him fast healing 1 for 20 rounds (2 minutes). At 7th level, and every 4 levels thereafter, the rate of this fast healing increases by 1.

Energy Resistance (Su): At 5th level, the warlock selects 2 of the following energy types: acid, cold, electricity, fire, or sonic. He gains energy resistance 5 against the selected energy types. This energy resistance increases by 5 at levels 9, 13, and 17. At 20th level, the warlock becomes immune to the selected energy types.

Advanced Dark Secrets (Ex, Sp, or Su): At 10th level, the warlock gains the ability to select one of the following advanced dark secrets when selecting a dark secret.

Advanced Dark Secrets:

Additional Resilience (Su): The warlock can use his fiendish resiliency ability one additional time per day. This advanced dark secret can be chosen multiple times; each time it is selected, the warlock gains an additional use of his fiendish resiliency ability.

Advanced Ability Focus (Ex): Choose one invocation you have applied the ability focus dark secret to. You increase the save DC of the selected invocation by an additional +2, for a total of +4. This advanced dark secret can be chosen multiple times; its effects do not stack. Each time you select this advanced dark secret, it applies to a different invocation.

Advanced Hex (Su): Select one advanced hex from the list of witch’s hexes. You gain the ability to use the selected advanced hex, using your warlock level as your witch level. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different advanced hex.

Aligned Damage Reduction (Su): Your damage reduction improves. Select an alignment (chaotic, evil, good, or lawful) opposed to your own. Your damage reduction improves to cold iron and the selected alignment. For example, if you are chaotic good, you could select damage reduction cold iron and lawful or cold iron and evil.

Extra Energy Resistance (Ex): Select one of the following energy types that you do not currently have energy resistance in from the energy resistance warlock class feature: acid, cold, electricity, fire, or sonic. You gain energy resistance to the selected energy resistance equal to the energy resistance you gain from your energy resistance warlock class feature. You can select this dark secret up to 3 times; each time you select this dark secret, you select a different energy type.

Heavy Armor Invoking (Ex): You gain proficiency in Heavy Armor and can use your eldritch blast and invocations while wearing Heavy Armor with no chance of arcane spell failure. You must have the Medium Armor Invoking dark secret before selecting this advanced dark secret.

Hellfire (Sp): A number of times per day equal to your Charisma modifier (minimum 1), you 2d6 points of damage to eldritch blast. You can use this ability additional times per day, but each time you do so, you take 1 point of Constitution damage. You may select this dark secret multiple times; each time you do, you increase the damage caused by 2d6 points of damage.

Maximize Eldritch Blast (Ex): 3 times per day, your eldritch blast causes maximum damage.

Maximize Invocation (Ex): Select one invocation you can use. 3 times per day, all of its variable numeric values are maximized. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Piercing Blast (Sp): You increase the critical multiplier of your eldritch blast to x3.

Potent Invocations (Sp): You add your Charisma modifier to the DC of caster level checks to dispel your invocations.

Quicken Eldritch Blast (Ex): 3 times per day, you can use your eldritch blast as a swift action.

Quicken Invocation (Ex): Select one invocation you can use. 3 times per day, you can use the selected invocation as a swift action. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Reaching Eldritch Blast (Sp): 3 times per day, you can apply the effects of an invocation you know that has a range of touch to the target of your eldritch blast.

Slashing Blast (Sp): You increase the threat range of your eldritch blast to 18-20.

Soul fire (Sp): A number of times per day equal to your Charisma modifier (minimum 1), you can imbue your eldritch blast with holy energy. Against evil creatures, your eldritch blast does double damage and you add your Charisma modifier to your caster level checks to bypass spell resistance. When targeting good creatures, your eldritch blast heals damage. You can use this ability additional times per day, but each time you do so, you take 1 point of Constitution damage. You must be good to select this dark secret.

Supernatural Blast (Su): 3 times per day, you can use your eldritch blast a supernatural ability instead of as a spell-like ability. This means you do not provoke attacks of opportunity when using your supernatural blast, and it disregards spell resistance.

Supernatural Invocation (Su): 3 times per day, you can use any invocation you know as a supernatural ability instead of as a spell-like ability. This means you do not provoke attacks of opportunity when using your supernatural invocation, and it automatically bypasses spell resistance.

Twin Essences (Sp): You can apply two eldritch essences simultaneously to your eldritch blast.

Widen Invocation (Ex): Select an invocation you can use. 3 times per day, when you use the selected invocation, you double the area of effect of the selected invocation. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.

Darkest Secrets (Ex, Sp, Su): At 18th level, the warlock gains the ability to select one of the following darkest secrets when selecting a dark secret.

Darkest Secrets:

Automatic Resilience (Su): Whenever your hit point total falls below character level, you gain fast healing 5 until your hit point total is half its normal maximum value.

Extra Invocation (Sp): You gain an additional invocation of any level you may select from normally.

Grand Hex (Su): You may select a grand hex from the list available to witches.

Intensified Eldritch Blast (Sp): 3 times per day, when you use your eldritch blast, it causes double maximum damage.

Sudden Blast (Sp): 3 times per day, you can use your eldritch blast as an immediate action.

Sudden Invocations (Sp): 3 times per day, you can use any single invocation you know as an immediate action.

Triple Essences (Sp): You can add 3 eldritch essences to your eldritch blast at the same time. You must have the Twin Essences advanced dark secret before selecting this darkest secret.

Blast Shape Invocations:

Blast Shape Invocations

Least
1. Eldritch Spear (increase range to 250 feet)
2. Eldritch Glaive (attack as reach weapon)
3. Eldritch Shield (as immediate action, gain shield bonus to AC = EB dice for 1 round)
4. Eldritch Ward (cause eldritch blast damage to opponents that hit you in melee)
5. Hideous Blow (add eldritch blast damage to melee attack)

Lesser
1. Eldritch Barrier (create 10 foot square barrier, hardness = level, hit points = EB)
2. Eldritch Bolt (add to ranged attack, can affect multiple pieces of ammunition)
3. Eldritch Chain (1 additional target per 5 levels)
4. Eldritch Path (creatures entering squares you passed through take blast damage)
5. Eldritch Shroud (targets all adjacent opponents)

Greater
1. Eldritch Artillery (can make a number of eldritch blasts equal to iterative attacks)
2. Eldritch Cone (30 foot cone)
3. Eldritch Line (60 foot line)
4. Eldritch Pyre (creatures adjacent to target must make Reflex or take damage)
5. Eldritch Wall (creates wall with duration equal to half level in rounds)

Dark
1. Eldritch Cage (as force cage, does EB damage if pass through, half damage if 20 foot)
2. Eldritch Doom (20 foot radius, centered on warlock)
3. Eldritch Fist (as clenched fist, does blast damage)
4. Eldritch Pit (fall in extra-dimensional pit, take EB damage w/ no save or attack roll)
5. Eldritch Storm (number of vertical bolts within 120 feet equal to half level)

Eldritch Essence:

Eldritch Essence Invocations

Least
1. Disarming Blast (Reflex or target is disarmed)
2. Entangling Blast (Reflex Save or become entangled for 1 round)
3. Frightful Blast (Will Save or shaken)
4. Hammering Blast (does full damage to objects)
5. Illuminating Blast (Reflex save or dazzled and faerie fire for 1 minute)
6. Merciful (eldritch blast causes non-lethal damage)
7. Sickening Blast (Fort Save or sickened)
8. Thundering Blast (Fort Save or deafened 1 minute, does sonic damage)
9. Tripping Blast (Reflex or target is prone)
10.

Lesser

1. Baneful Blast (+2d6 against creature type)
2. Beshadowed Blast (Fort Save or Blinded 1 round)
3. Bloody Blast (bleed damage equal to number of EB dice)
4. Brimstone Blast (Reflex or catch on fire)
5. Deteriorating Blast (Fort Save or -5 DR for 1 minute)
6. Ectoplasmic Blast (eldritch blast fully affects ethereal and incorporeal targets)
7. Hellrime Blast (Fort Save or -2 Dex and cold damage)
8. Obscuring Blast (Will Save or suffer 20% miss chance for 1 minute)
9. Quenching Blast (double damage vs. fire creatures, dispels fire magic)
10. Silencing Blast (Fort Save or silenced for 1 round)

Greater

1. Aligned Blast (+2d6 against selected alignment, negates alignment-based DR)
2. Bewitching Blast (Will or Confused)
3. Dispelling Blast (target is subjected to Dispel Magic)
4. Exhausting Blast (Fort Save or become exhausted, otherwise fatigued)
5. Hindering Blast (Will Save of Slowed)
6. Noxious Blast (Fort Save or nauseated 1 round)
7. Penetrating Blast (+4 on CL checks, -5 to SR for 1 minute)
8. Repelling Blast (Reflex Save or moved back 1d6 squares)
9. Vampiric Blast (+1 damage per level, gain as temporary hit points)
10. Vitriolic Blast (acid damage and no SR, does 2d6 damage for 1 rd/5 levels)

Dark

1. Anchoring Blast (target subjected to dimensional anchor effect for 1 minute)
2. Banishing Blast (banishes extraplanar target, randomly teleports planar natives)
3. Binding Blast (Will or stunned 1 round)
4. Grasping Blast (target grappled if CL + Cha check beats CMD)
5. Impure Blast (target suffers penalty equal to half your level on its next saving throw)
6. Necrotic Blast (animate as zombie if killed, cannot naturally heal, CL check to cure)
7. Panicking Blast (Will or panicked 1 minute)
8. Petrifying Blast (target takes 1d6 Dexterity damage, petrified when Dexterity is 0)
9. Utterdark Blast (Fort Save or 2 negative levels)
10. Vulnerability Blast (Fort Save or gain specified energy vulnerability for 1 minute)

Invocations

Least Invocations:

Least

1. All-Seeing Eyes: As comprehend languages on written material, +6 bonus on Perception checks.
2. Baleful Utterance: Speak word of the Dark Speech and shatter objects as the shatter spell.
3. Breath of the Night: Create a fog cloud of darkness that fatigues all who enter it.
4. Call of the Beast: Speak with animals and influence their behavior by using warlock level as druid level when making wild empathy check, +6 on Handle Animal skill checks.
5. Commanding Presence: Gain +6 on Diplomacy and Intimidate checks, use command if you successfully change your target’s attitude.
6. Dark One’s Own Luck: Gain a luck bonus equal to your Charisma modifier on one type of saving throw.
7. Devil’s Sight Unseen: See normally in darkness and magical darkness, see invisibility.
8. Dread Chameleon: +6 to Disguise and Stealth checks, creatures that spot you must make a Will save or be shaken for 1 round.
9. Endure Exposure: Use endure elements as the spell; target gains immunity to your eldritch blast and area effect invocations.
10. Entropic Warding: Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
11. Foul Dreams: 1 creature must make a Will save or sleep for 1 minute per level, you can affect a total number of hit dice equal to your warlock level plus your Charisma modifier at a time, with creatures that have been asleep the longest waking up first if additional hit dice are affected; creatures are fatigued when they awake.
12. Otherworldly Whispers: Gain +6 bonus on Knowledge arcana, Knowledge planes, Knowledge religion, and Spellcraft checks.
13. Scalding Gust: Use gust of wind as the spell; any creature in area takes fire damage equal to your level.
14. Serpent’s Tongue: Gain the scent ability, +6 bonus on Bluff skill checks and on saves against poison, communicate two different messages at the same time.
15. Skeletal Claw: (CMB = CL + Cha, 1d6 if pinned, arm has AC: 10 + level, Hardness 6, 4 hit points per level. Move half speed for 1 round after escaping grapple.)
16. Soulreaving Aura: As reaving aura*, plus gain temporary hit points if nearby creature dies.
17. Spiderwalk: Gain spider climb as the spell and you are immune to webs.
18. Summon Swarm: Use summon swarm as the spell.
19. Swift Tumbler: Gain +6 bonus on Acrobatics and Fly checks, do not need a running start to long jump, +10 feet increase to land and flight speeds (does not give you a flight speed if you do not have one already).
20. Swimming the Styx: Gain swim speed equal to your base land speed and the ability to breathe water.

Lesser Invocations:

Lesser

1. Charm: Cause a single creature within 60 feet to regard you as a friend if they fail a Will save, as if under the influence of a charm monster spell, for 1 day per level, but only affecting a single creature at a time.
2. Crawling Eye: Your eye leaves your head and grows spidery legs, enabling it to scout for you.
3. Curse of Despair: Curse one creature as the bestow curse spell, or hinder their attacks.
4. The Dead Walk: Create undead as the animate dead spell.
5. Disembodied Hand: Detach one of your hands and send it forth to manipulate objects or attack.
6. Dread Seizure: move half speed, -5 to attacks against non-adjacent targets
7. Enthralling Voice: Make nearby creatures fascinated if they fail a Will save, and their attitude towards you improves by one step.
8. Fell Flight: Gain a fly speed equal to your base land speed with good maneuverability.
9. Flee the Scene: Use short-range dimension door as the spell, and leave behind a major image.
10. Frightful Presence: As a swift action taken whenever you attack or use your eldritch blast, make nearby creatures shaken for 10 minutes if they fail a Will save.
11. Hungry Darkness: Create shadows filled with a swarm of bats.
12. Ignore the Pyre: Gain energy resistance equal to twice your level.
13. Mask of Flesh: Touch attack may impose 1d6 Charisma penalty and transforms you to look like target.
14. Relentless Dispelling: targeted dispel magic, with additional targeted dispel magic the next turn.
15. Size Alteration: You can use enlarge person or reduce person on yourself
16. Voidsense: Gain blindsense 30 feet and benefit from the Blind Fight feat.
17. Voracious Dispelling: Use dispel magic as the spell, causing damage to creatures whose effects are dispelled.
18. Walk Unseen: Use invisibility (self only) as the spell.
19. Wall of Gloom: Use wall of gloom as the spell.
20. Witch Walker: Walk on water, become immune to being entangled, and ignore the speed reductions caused by difficult terrain.

Greater Invocations:

Greater

1. Aura of the Storm: Aura deals electricity damage to creatures that strike you in melee with natural weapons, unarmed strikes, and non-reach melee weapons..
2. Baleful Geas: A single creature becomes your servant, but slowly sickens and dies.
3. Caustic Mire: Acidic sludge slows progress, deals damage.
4. Chilling Fog: Create solid fog that deals cold damage.
5. Chilling Tentacles: Use black tentacles as the spell, and deal extra cold damage to creatures in the area.
6. Devour Magic: Use targeted greater dispel magic with a touch and gain temporary hit points based on the level of spells successfully dispelled.
7. Enervating Shadow: Gain total concealment in dark areas and impose a Strength penalty on adjacent living creatures.
8. Fearless: You are immune to fear.
9. Freedom of Motion: Freedom of movement and make CL check to bypass teleport blocks
10. Ghastly Toughness: Gain temporary hit points equal to your level multiplied by your Charisma modifier.
11: Hellspawned Grace: Transform into a hellcat for 1 round/2 warlock levels.
12: Necrotic Vitality: Negative energy heals you, and positive energy harms you, as if you were undead.
13: Nightmares Made Real: Create illusory terrain that damages foes and allows you to hide.
14: Painful Sleep of the Ages: Creature falls asleep, takes damage when awakened.
15. Sudden Shift: As an immediate action, teleport 5 feet per 2 warlock levels; if this is done in response to an attack, there is a 50% the attack misses.
16. Tenacious Plague: Use insect plague as the spell, but the summoned locust swarm deals damage as a magic weapon.
17. Terrifying Roar: Use fear as the spell; creatures shaken by effect can’t attack you.
18. Unwilling Shield: Subject shares wounds you suffer.
19. Wall of Perilous Flame: Create a wall of fire as the spell, but half the damage from the wall results from supernatural power.
20. Warlock’s Call: Use sending as the spell, but risk damage from recipient.

Dark Invocations:

Dark

1. Army of One: Create one or more duplicates of yourself, gaining one negative level for each body you have and splitting your hit point total between the copies made.
2. Astral Blockade: Creatures or objects cannot be summoned or teleport within 10 feet per level of you.
3. Caster’s Lament: Your touch can break enchantment, and you can counterspell.
4. Dark Discorporation: Become a swarm of bat-like shadows, gaining many benefits of the swarm subtype.
5. Dark Foresight: Use foresight as the spell, and communicate telepathically with a close target of the effect.
6. Ghost Step: As a swift action, become incorporeal for 1 round.
7. Impenetrable Barrier: Opaque wall of force
8. Instill Vulnerability: Make target creature vulnerable to chosen energy type.
9. Mind Blank: Use mind blank on yourself.
10. Path of Shadow: Use shadow walk as the spell and speed up natural healing.
11. Perilous Veil: Use veil as the spell; anyone succeeding on Will save to negate the illusion takes damage.
12. Pythian Oracle: You gain blindsight with a range of 60 feet and can use greater scrying.
13. Rampart: You can use rampart at will, only one at a time.
14. Repulsive Ward: Creatures must make a Will save to approach within 10 feet of you.
15. Retributive Invisibility: Use greater invisibility as the spell (self only) that deals damage in a burst if dispelled.
16. Steal Summoning: Take control of another caster's summoned monster.
17. Swift Haste: You can haste yourself for as a swift action for 1d4 rounds.
18. Telekinesis: You can use telekinesis at will.
19. Unveil the Truth: It takes 1 minute to cast this invocation. You gain the benefits of discern lies and true seeing, and others within 20 feet of you act as if within a zone of truth. You can dismiss this invocation as an immediate action and gain the benefits of a true strike spell
20. Word of Changing: Use baleful polymorph as the spell, but the effect could become permanent.

.

Grand Lodge

SmiloDan wrote:

Oh yeah, Harry Dresden is an evoker, with a knack for fire and force, with talent in abjurations, divinations and summonings. He can do necromancy, but generally doesn't. Enchantments and illusions are hard for him. Don't know about transmutations; he generally doesn't transform one thing into another. He's good at alchemy and item creation, and seems to really like using physical foci to, um, focus his magic. Even though he is really good at getting people to really, REALLY dislike him, he also has a talent for making allies of all sorts.

It makes me think there should be a trait or feat for the hardbitten detective.

Hardbitten Detective.
You have a knack for finding out the word on the street, but you also seem to rub people the wrong way. It's almost as if you enjoy being anti-social.

You gain a +1 trait bonus on Diplomacy skill checks to gather information for every rank in Diplomacy you have, but suffer a -2 trait penalty on all other Diplomacy skill checks per rank in Diplomacy you have. Diplomacy is always a class skill for you.

I'd just say that he'd picked up (via trait or Cosmopolitian feat) Diplomacy (and perception, but not sense motives as he keeps getting suckered until he sinks a number of level points into it :) ) as a class skill but has used Charisma as a dump stat.

When Harry is TRYING to be professional for a prospective client, "behave" socially etc he can pull it off but when he isn't actively trying to charm, gather information nicely etc he reverts to wisecracking insulting a&$*##! (a trait I enjoy reading but wouldn't like to constantly be on the receiving end of). I'd say Charisma 8... I think a Cha of 7 would be harsher. While he does have a knack for REALLY pushing some peoples buttons - but in those instances, he is trying to provoke that response.

Charisma doesn't preclude you from making friends and allies - just makes it less likely they'll stay around long enough for your other qualities to make up for it.

Totally agree with you on the break down on his schools etc.

*note: There is a Feat that gives +4 on listen perception checks that would just fit a Dresden remake like a glove - I think its APG...

RPG Superstar 2012 Top 32

I don't know. Harry seems really Charismatic to me. People (used in the broadest sense possible!) seem to like him, but he is also good at manipulating people into not liking him for some reason. He can be very intimidating, he's able to forge unlikely alliances quite often, and people look to him to lead them.

Look at the oddball allies he has: a police detective (or sergeant), a faerie knight, a foo dog, a medical examiner, a holy knight, a talking skull, a well informed barkeep, a crimeboss, a priest, a faerie godmother, a vampire, the head of the Wardens, household brownies, members of both the Summer and Winter courts, werewolves, and that cabal of low-level powers.

Granted, some of these "allies" are more trouble than they're worth, or have ulterior motives, or are just forced to work together due to circumstances, such as the crimeboss, the faerie godmother, and the whole Winter Court thing.

Grand Lodge

SmiloDan wrote:
I don't know. Harry seems really Charismatic to me. People (used in the broadest sense possible!) seem to like him, but he is also good at manipulating people into not liking him for some reason.

Point but I dont seem to see that as being Anti-low charisma. Your first impresion on meeting harry would likely be a negative one... either he is scary (like when he appeared at the Murphy family pinic), anti social (He reverts to arcane nerd or introspective brooder when he has spare time) or a wisea** - none of which are endearing. He needs to try to be pleasant. He can even rub his friends the wrong way.

Charisma is a measure of leadership compentency to be sure but its not the whole sum of it, nor is it the ability to maintain firm friendships once established.

Sure he may be a scary, wisecracking, bearded angsty wildman (at the time of Summer Knight or mid point in the current series) but Billy, Murph etc all look to him to leadership not because he is naturally inspiring but because he has faced and helped them face some truly frightening situations before and pulled them out of it and because of Who he is and What he stands for.

You can have those qualities and still have 8 Charisma.

SmiloDan wrote:
Look at the oddball allies he has: a police detective (or sergeant), a faerie knight, a foo dog, a medical examiner, a holy knight, a talking skull, a well informed barkeep, a crimeboss, a priest, a faerie godmother, a vampire, the head of the Wardens, household brownies, members of both the Summer and Winter courts, werewolves, and that cabal of low-level powers.

It took 2-3 books for Harry to gain Murph's trust, the Fey Knight he personally helped/saved AND helped his main squeeze from being sacrificed (so its worth a few points), Mouse chose Harry because of what Harry stood for - prehaps Mouse has a latent detect alignment thing, Medical examiner took a while to bond with AND he saved his ass. The skull is a magical artifact - its loyalty is to the owner. Bob likes Harry for a number of reasons - some of which are too mystical for me to guess at but he seems to give Bob the occassional period of leave to wreak havoc and keeps him supplied which tawdy paperbacks etc - not sure if the previous owners ever did that. Mack? His attitude to Harry seems to change over the course of the first few books. Harry can't get credit or run a tab there it seems and needs to rely on his limited funds and friends and is wary of upsetting Mack - mid series they are friendly and he can run a tab etc. There is also a short story where Harry helps one of Macks friends at a Beer festival - thats got to count for something as well, and Harry does help Macks other customers... it didnt just automatically happen that they were tight... werewolves? He got them initially on side because of Tera's leadership and they were soooo green they automatically fell in line with him once events passed and Tera fell out of the picture - Harry and the Alpha's have been thru hell together, that forges a link of loyalty and trust.

This is just some of the examples.


@SmiloDan ... wow. Simply put, this revision looks great. I'm blown away.

I could nitpick about a few things... allowing a class to be immune to 5 energy types, the potency of all those damage boosting Secrets, the necessity of cantrips when they get more invocations...

But forget that. This. is. awesome.

You could vary DR based on a pact theme. Fey pact grants DR x/cold iron (cold iron and lawful if it gets improved by the secret), Devil pact grants DR x/silver (and good), etc. You might also restrict certain Secrets and Invocations depending on the Pact (i.e. Hellfire isn't used by good warlocks).

Dang, this is a good update.

RPG Superstar 2012 Top 32

xAverusx wrote:

@SmiloDan ... wow. Simply put, this revision looks great. I'm blown away.

I could nitpick about a few things... allowing a class to be immune to 5 energy types, the potency of all those damage boosting Secrets, the necessity of cantrips when they get more invocations...

But forget that. This. is. awesome.

You could vary DR based on a pact theme. Fey pact grants DR x/cold iron (cold iron and lawful if it gets improved by the secret), Devil pact grants DR x/silver (and good), etc. You might also restrict certain Secrets and Invocations depending on the Pact (i.e. Hellfire isn't used by good warlocks).

Dang, this is a good update.

Thanks!

Next on the list are archetypes, which will probably include different types of DR. Maybe different effects for the Fiendish Resilience and something different for the Energy Resistances.

I think it would be fun to come up with different Pact Patrons that off different abilities, like an undead one that gives DR/bludgeoning, replaces energy resistance with a bonus against ability score damage and drain, and maybe mind-affecting abilities, etc. etc. Fiendish Resilience might be 15% fortification?


Fortification is nice, but undead aren't immune to crits anymore.

I'm working on a consolidated invocation list: Warlock and Dragonfire Adept Invocations

Will be adding those from Complete Mage soon. EDIT: Done.

Good luck with those archetypes.

RPG Superstar 2012 Top 32

I looked at Complete Arcane, Complete Mage, and Dragon Magic for invocation ideas. Some I combined, some I dropped because they were either superfluous or handled by other class features, such as energy resistance. I also made up a bunch.


I'd first like to say that I absolutely love the most recent version here. It's quite impressive.

That said, I do have a few problems.

Extra Invocation does not need to be so high as to be a Darkest Secret. It is inherently limited by the 'of a type you can normally take' bit. It should also be a feat, not a secret.

The Empower/Enlarge/Extend Invocations shouldn't require a specific invocation. They should simply allow the use on any invocation the specified number of times per day, with taking said secret additional times allowing additional uses.

There should be an Extra Secret feat.

Are secrets that modify the eldritch blast useable at the same time? i.e., could I maximize a soulfire blast? If so, any that are not meant to work together (Hellfire and Soulfire, for example), need to call out which other secrets they cannot be used in conjunction with.

Grand Lodge

I was screwing around with the idea of Mouse the other day as well... for an E6 game, take a Riding Dog and give it a Celestial Template and add "Detect Evil" as a power. It works just dandy.

For Higher level games you'll need to give Mouse level ups like a Druid companion as well but based on a Celestial template.

Dark Archive

I've been looking for the latest version of your Warlock class, SmiloDan. I'm planing to introduce it as NPC in my game, but I was thinking of creating an archetype for it - the warlock knight. I'm toying with the idea to allow channeling of eldritch blast through melee attack.

RPG Superstar 2012 Top 32

nightflier wrote:
I've been looking for the latest version of your Warlock class, SmiloDan. I'm planing to introduce it as NPC in my game, but I was thinking of creating an archetype for it - the warlock knight. I'm toying with the idea to allow channeling of eldritch blast through melee attack.

There are invocations that do that.

Hideous Blow adds the eldritch blast damage to a melee attack. (In 3.5, I had a ranger 1 (favored enemy githyanki)/warlock X that had stolen a silver sword (a psionic greatsword that could suppress psionic powers of those it hit) from the githyanki that destroyed his village and used hideous blow a lot: 2d6 + eldritch blast damage + 1 1/2 Strength bonus + 1 for being magic).

Eldritch Glaive is a melee touch with reach that does eldritch blast damage.

And tell me how it goes. I haven't had a chance to playtest it yet, but it seems like it would be a really fun class.

Dark Archive

I haven't had the time to read through all invocations. But I still plan to create several archetypes. I'll mostly concentrate on exchanging DR, Fiendish Resillence and Energy resistance for other stuff, so that players can create different 'locks. Perhaps adding a fiendish eidolon to the mix would be fun, or some antipaladin stuff.

Also, did you do any work on warlock pacts?

I love your conversions, I must admit, and since I plan to begin a new RL game next month, or even two new games, I want to use your conversions in order to surprise my players. I'm especially interested in binder.

RPG Superstar 2012 Top 32

BINDER

BAB: +3/4
Good Saves: Fortitude and Will
Hit Dice: 1d8

Class Skills: Bluff, Craft, Diplomacy, Intimidate, Knowledge (arcana, history, planes, religion), Linguistics, Profession, Sense Motive.

Skill Ranks per Level: 4 + Intelligence modifier.

Binders are proficient in all Simple Weapons. They are proficient in Light Armor.

LEVEL ABILITY
1. Soul Binding (1 vestige)
2. Pact Augmentation +1
3. Suppress Sign
4. Bonus Feat
5. Pact Augmentation +2
6. Soul Guardian (immune to fear)
7. Soul Binding (2 vestiges)
8. Bonus Feat
9. Rapid Soul Binding (1 full round action)
10. Pact Augmentation +3, Soul Guardian (slippery mind)
11. Improved Pact Augmentations
12. Bonus Feat
13. Soul Binding (3 vestiges)
14. Soul Guardian (immune to negative levels and negative energy)
15. Pact Augmentation +4
16. Bonus Feat
17. Rapid Soul Binding (1 swift action)
18. Soul Guardian (mind blank)
19. Soul Binding (4 vestiges)
20. Bonus Feat, Pact Augmentation +5, Greater Pact Augmentations

Soul Binding (Su): At 1st level, the binder learns how to perform a minute long ritual that binds his soul with a vestige, an otherworldly spirit from beyond the realms of reality. In exchange for allowing the vestige to experience the binder’s senses, the vestige grants the binder a portion of its powers. The abilities are supernatural in origin, even if they would otherwise be extraordinary or spell-like abilities.
When the binder performs the ritual to form a pact with the vestige to bind it to his soul, he must make a binding check. A binding check is 1d20 + the binder’s level + the binder’s Charisma modifier. The DC of the binding check is determined by the individual vestige. If the binding check is successful, the binder can use the powers of the vestige as he see fits. If the binding check fails, this is called a poor pact; the vestige still binds to the soul of the binder, but the vestige influences the actions, thoughts, and feelings of the binder.
At 7th level, the binder can form two pacts at once, each requires a separate 1 minute long ritual. At 13th level, the binder can form three pacts at once. At 19th level, the binder can form 4 pacts at once.
At 1st level, the binder can bind with level 1 vestiges. At 3rd level, 6th level, 8th level, 11th level, 13th level, 16th level, and 18th level, the binder can bind with higher level vestiges.

Pact Augmentation (Su): At 2nd level, whenever the binder is bound to a vestige, he gains a little extra powerful. Each time the binder forms a pact, he gains one of the following abilities; he gains an additional ability at 5th level and every 5 levels thereafter. He can select the same ability more than once, and their effects stack. Each time the binder forms a new pact, he can select new pact augmentation abilities from the following:
+5 hit points
Damage Reduction 1/-
Energy Resistance 5 to one of the following: acid, cold, electricity, fire, or sonic
+1 insight bonus to AC
+1 insight bonus to attack rolls
+1 insight bonus to damage rolls
+1 insight bonus to all saving throws
+2 insight bonus to initiative rolls

Suppress Sign (Su): At 3rd level, the binder can choose to not reveal the sign of the vestige he is bound to as a free action. He can also reveal the sign of the vestige he bound to as a free action.

Bonus Feat: At 4th level, and every 4 levels thereafter, the binder gains one of the following feats as a bonus feat. The binder must meet the requirements of the selected feat.
Ability Focus, Heavy Armor Proficiency, Martial Weapon Proficiency, Medium Armor Proficiency, Shield Proficiency, or any binding feat from the Tome of Magic.

Soul Guardian (Su): At 6th level, the binder becomes immune to fear. At 10th level, he gains the slippery mind ability, as the rogue advanced talent of the same name. At 14th level, the binder becomes immune to negative energy and negative levels. At 18th level, he is protected with a mind blank effect.

Rapid Soul Binding (Su). At 9th level, number of times per day equal to your Intelligence bonus (minimum 1), you can bind a vestige as a full round action. At 17th level, a number of times per day equal to your Intelligence bonus (minimum 1), you can bind a vestige as a swift action. This ability does not allow you to bind more than your normal number of
vestiges.

Improved Pact Augmentations (Su). At 11th level, your Pact Augmentation options to choose from increase to include the following:

Fast Healing 1 per plus allocated (up to 1/2 your maximum hit points).
20% chance to negate extra damage from a critical hit or sneak attack
per plus allocated.
10% miss chance per plus allocated.
+1 on all Skill Checks
Spell Resistance equal to 5 + 5 per plus allocated.
Retributive Shield 1d6 per plus allocated (any opponent that hits you with a
non-reach weapon, natural attack, or unarmed strike takes 1d6 points of
un-typed arcane energy per plus).
+5 feet of speed per plus.
+1 to the Save DC of any supernatural ability.
DR 5/magic per plus.
+1 enhancement bonus to attack and damage rolls (overcomes DR/magic).
+1 insight bonus to a single ability score.
+2 insight bonus to your Combat Maneuver Defense.
+2 insight bonus to all checks to avoid non-lethal damage.
1 daily luck re-roll per plus.
+1 damage per die of damage for supernatural effects.

Greater Pact Augmentations (Su). At 20th level, your Pact
Augmentation options to choose from increase to include the following:

+1 insight bonus on Binder checks.
+1 to your effective Binder Level for level-dependent effects.
DR 5/epic per plus.
+1 extra swift action per round.
+1 extra 5 foot step per round.
+1 extra daily use of supernatural ability or use of a feat that affects a supernatural ability.
Reduce the recovery time between uses of supernatural effects by 1 round per plus.
Ability Damage and Drain reduced by 1.
Regeneration 1 per plus.

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