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Canonfire :: View topic - A Revised Pathfinder Warlock for Greyhawk
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A Revised Pathfinder Warlock for Greyhawk
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Joined: Oct 29, 2011
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Fri Nov 11, 2011 5:42 pm  
A Revised Pathfinder Warlock for Greyhawk

I have enjoyed playing the Warlock class since its debut in Complete Arcane. While I have seen the conversion published by Adamant Entertainment, I don't think that is how they should have gone. So, I thought I would try my hand at this.

One of the major objections that people had to the Warlock was the array of at-will abilities, specifically their utility invocations. It wasn't the eldritch blast that was the problem, it was all of the other powers. So, for this conversion I took a step back and thought about what we as players and DMs want in a Warlock.

I kept the eldritch blast, but you will find that invocations are vastly changed. Now, they are all simply effects that alter the eldritch blast itself, based on the former blast shape and eldritch essence invocations.

To keep some of the utility aspects of the Warlock, I then added to the class spontaneous arcane spell-casting at the same rate as the bard. Their list of spells known is very restricted, and keeps the flavor of the Warlock alive and well. As for their other abilities, well read the class.

With Greyhawk's long history of strange arcana, things that can't be explained, I believe that the Warlock would fit rather well into the campaign setting. But I could be wrong.

Let me know your thoughts, opinions, and objections. I am open to all of them and more. Finally, I hope that you enjoy what I have done, and that you assist me in putting the finishing touches on it. Thanks in advance.

Master Arminas


The Pathfinder Warlock: A Conversion

Born with eldritch power coursing through their veins, Warlocks are a breed apart from more traditional wielders of arcane magic. They see things that no child should notice, and they know things that none of such an age should be aware of. From their childhood years onward, Warlocks are isolated, as their neighbors begin to sense the strange power within him. Eventually, all fledging Warlocks grow angry, and manifest their first eldritch blast, often with tragic consequences. For those who are not simply killed by frightened peasants or do not go mad over the results of their actions, it is the first step on a perilous career to harness the raw energy exuding from within them. Those few discover that they do not wield magic, for they are magic: a living, breathing avatar of eldritch energy.

Although rare, good Warlocks do exist, seeking to harness the eldritch powers within them for a purpose and cause higher than one’s own self. Sadly, even these few are shunned by those who become aware of what they are, for the stories of evil wrought by more malevolent Warlocks are the common fare of bards and commoners. To be a Warlock is to be alone, a being never fully trusted by anyone who fears what unknown forces might well be granting these perilous powers to a mere mortal.

Role: Warlocks, while no substitute for a sorcerer or wizard, make an excellent supplement to them. While their spells lack those which cause damage, for that purpose the class possesses eldritch blast, and there are many battlefield control and utility spells on their list. They also gain more skills than more traditional arcane casters, and their proficiency with arms and armor (and higher hit points) serves them well in melee.

Alignment: Any

Hit Die: d8

Base Attack Bonus: Medium

Good Saving Throws: Fort; Will

Class Skills: Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Knowledge (The Planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Weapon and Armor Proficiencies: The warlock is proficient with all simple weapons. He is proficient with light armor, but not with medium or heavy armor, or with shields of any type. The warlock can cast warlock spells (but not arcane spells gained from other classes) in light armor without incurring the normal chance of arcane spell failure. While wearing medium or heavy armor or when using a shield, a warlock suffers the normal chance of spell failure.

CLASS FEATURES

Eldritch Blast (Sp): Each warlock gains the ability to focus his eldritch arcane energy into a damaging blast of dark energies that can wound or even kill his opponents. As a standard action that provokes attacks of opportunity, a warlock can make a ranged touch attack against an opponent within 60 feet, dealing 1d6 points of damage (the damage results from pure arcane energy and does not possess an energy type, therefore energy resistances and immunities offer no protection). The target of the eldritch blast receives no saving throw. A warlock may invoke his eldritch blast defensively to avoid attacks of opportunity.
At 2nd level, and every two warlock levels gained thereafter, the damage inflicted by an eldritch blast increases by 1d6 to a maximum of 11d6 at 20th level.
An eldritch blast is subject to spell resistance, but the warlock may apply the effects of the feats Spell Penetration and Greater Spell Penetration to his eldritch blast.
An eldritch blast deals half damage to objects.

Invocations (Sp): Warlocks learn a number of magic tricks, called invocations, that he can apply to his eldritch blast. At 1st level, a warlock gains one of the following invocations of his choice. He gains an additional invocation at 2nd level and for every 2 levels attained after 2nd level. A warlock cannot select an individual invocation more than once.
Unless otherwise noted, invocations are part of the same standard action a warlock uses to unleash his eldritch blast. The save (if any) to resist an invocation is equal to 10 + ½ the warlock’s level + the warlock’s Charisma modifier.
A warlock can apply only one invocation to any given eldritch blast.

Beshadowed Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become blinded for 2 rounds. On a successful save, the target is instead dazzled for 2 rounds. A warlock must be at least 6th level to select this invocation.

Brimstone Blast (Sp): The warlock alters his eldritch blast to inflict fire damage. The damage on his eldritch blast increases by +1d6; this extra damage applies only to the brimstone blast.

Eldritch Spear (Sp): The warlock can use his eldritch blast at medium range (100 ft. + 10 ft./level) instead of the standard 60-foot range.

Frightful Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Will saving throw or become shaken for 2 rounds. On a successful save, the target is shaken for 1 round. This is a mind-affecting, fear affect.

Hammer Blast (Sp): The warlock’s eldritch blast inflicts full damage to objects.

Hellrime Blast (Sp): The warlock alters his eldritch blast to inflict cold damage. The damage on his eldritch blast increases by +1d6; this extra damage applies only to the hellrime blast.

Hideous Blow (Sp): The warlock infuses his melee weapon with the power of his eldritch blast. This invocation may be used as a swift action, and imbues one melee weapon which the warlock is currently wielding with the eldritch blast until the start of the warlock’s next round. The warlock must make a normal attack roll with the weapon; if he is successful, then he deals normal damage for the weapon, plus the full damage of his eldritch blast with each hit. On a successful critical hit, the extra damage from the eldritch blast is not multiplied. A warlock must be at least 6th level to select this invocation.

Hindering Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Will saving throw or become slowed for 2 rounds. On a successful save, the target is slowed for 1 round.

Maelstrom Blast (Sp): The warlock alters his eldritch blast to inflict electricity damage. The damage on his eldritch blast increases by +1d6; this extra damage applies only to the maelstrom blast.

Sickening Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become sickened for 2 rounds. On a successful save, the target is sickened for 1 round.

Spells: A warlock casts arcane spells drawn from the warlock spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a warlock must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warlock’s spell is 10 + the spell level + the warlock’s Charisma modifier.
Like other spellcasters, a warlock can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as that of the Bard class. In addition, he receives bonus spells per day if he has a high Charisma score.
The warlock’s selection of spells is extremely limited. A warlock begins play know four 0-level spells and two 1st-level spells of the warlock’s choice. At each new warlock level, he gains one or more new spells, as per the Bard spells known table. (Unlike spells per day, the number of spells a warlock knows is not affected by his Charisma score.)
Upon reaching 5th level, and at every third warlock level after that (8th, 11th, and so on), a warlock can choose to learn a new spell in place of one he already knows. In effect, the warlock “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level warlock spell the warlock can cast. A warlock may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A warlock need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Cantrips (Sp): Warlocks learn a number of cantrips, or 0-level spells, as noted under ‘Spells Known’. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Damage Reduction (Ex): At 3rd level, the warlock’s exposure to eldritch arcane energies begins to strengthen his body, providing protection from many attacks. He gains DR 2/cold iron. This increases by 1 at 5th level and every two levels gained thereafter, to a maximum of DR/10 cold iron at 19th level.

Energy Resistance (Ex): At 5th level, the warlock gains resistance 10 to two of the following energy types: acid, cold, electricity, fire, and sonic. The warlock chooses which types of energy he becomes resistant to. At 11th level, both of these resistances increase to 20. At 17th level, the warlock’s energy resistances once again increase, this time to 30.

Eldritch Resilience (Su): At 7th level, the warlock can use his eldritch energy to reknit his tissues, sinews, and bones. The warlock can use a swift action to grant himself fast healing 1 for 20 rounds. At 10th level, and every three levels gained thereafter, the fast healing granted by eldritch resilience increases by 1 to a maximum of fast healing 5 at 18th level. The warlock can use this ability twice per day at 13th level and three times per day at 19th level.

Armored Arcanist (Ex): At 8th level, a warlock gains medium armor proficiency as a bonus feat. A warlock of this level or higher can cast warlock spells (but not arcane spells gained from other classes) in light or medium armor without suffering the normal chance of arcane spell failure. While wearing heavy armor or when using a shield, a warlock suffers the normal chance of spell failure.

Eldritch Knowledge (Su): At 9th level, the warlock gains a 1st-level arcane spell of his choice that he may add to his list of spells known. He may select from any 1st-level bard, magus, sorcerer/wizard, or witch spell to add to his spells known. At 11th level, and every two levels gained thereafter, the warlock gains knowledge of another arcane spell, each time of a progressively higher level (2nd-level spell at 11th level, 3rd-level spell at 13th-level, etc.). At 19th level, when the warlock gains this ability, he may select a single 7th-level sorcerer/wizard or witch spell and add it to the list of his spells known as a 6th-level warlock spell.

Greater Invocations (Sp): Starting at 10th level, and every two levels thereafter, a warlock can choose one of the following greater invocations whenever he could select a new invocation.

Bewitching Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become confused for 2 rounds. On a successful save, the target is confused for 1 round.

Eldritch Bolt: The warlock invokes his eldritch blast in a 120-foot line 5-feet wide that affects all creatures within the area. No attack is needed for this invocation, but all targets in the area of effect are allowed a Reflex save for one-half damage.

Eldritch Cone: The warlock invokes his eldritch blast in a 60-foot cone that affects all creatures within the area. No attack is needed for this invocation, but all targets in the area of effect are allowed a Reflex save for one-half damage.

Entangling Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Reflex saving throw or become entangled for 2 rounds. On a successful save, the target is entangled for 1 round.

Entropic Blast (Sp): This invocation can only be used against objects weighing no more than 10 pounds per warlock level. The object has its hardness and hit points reduced by one-half. Any single object can only be affected once by this invocation. Magical objects are allowed a Will save to negate the effects of this invocation; non-magical objects are automatically affected.

Noxious Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become nauseated for 2 rounds. On a successful save, the target is nauseated for 1 round.

Repelling Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Will saving throw or be moved 5 feet in a direction directly away from the warlock for every 5 points of damage he suffers. If the target strikes an immobile, solid object (such as wall) while still having movement remaining, he suffers an additional 1d6 points of bludgeoning damage for every 5 feet of movement remaining. While moving in such a fashion, the target provokes attacks of opportunity. A successful save negates the repelling effect.

Thundering Blast (Sp): The warlock alters his eldritch blast to inflict sonic damage. Unlike other invocations that alter the energy of his eldritch blast no additional damage dice are gained.

Vitriolic Blast (Sp): The warlock alters his eldritch blast to inflict acid damage. Unlike other invocations that alter the energy of his eldritch blast no additional damage dice are gained. The acid created by this invocation is summoned, and is therefore not subject to spell resistance.

Weakening Bolt (Sp): Any creature damaged by the warlock’s eldritch bolt must make a Will save or take 2 points of Strength damage. On a successful save, the target only takes 1 point of Strength damage.

Dire Invocation (Sp): Starting at 18th level, and every two levels thereafter, a warlock can choose of one of the following dire invocations whenever he could select a new invocation.

Banishing Blast (Sp): The target of the eldritch blast suffers normal damage. If the target is an outsider or a creature otherwise summoned or called through a spell-effect (such as a creature summoned by any summon monster or summon nature’s ally spell) it must make a Will saving throw or suffer the effects of dismissal (as per the spell) if the target is an outsider. If the target has merely been summoned via a spell but is not an outsider, this invocation ends that spell for the targeted creature if the creature fails to make his Will saving throw, immediately sending it back to where it was summoned from.

Eldritch Doom: The warlock invokes his eldritch blast in a 20-foot radius spread with a range of 60-feet that affects all creatures within the area. No attack roll is needed for this invocation, but all targets in the area of effect are allowed a Reflex save for one-half damage.

Enervating Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or gain 2 negative levels. On a successful save, the target does not gain any negative levels. Undead creatures suffer no damage and gain no benefit from this invocation.

Horrific Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Will saving throw or be stunned for 2 rounds. On a successful save, the target is stunned for 1 round.

Mirror Blast (Sp): The warlock can select two targets within range of his eldritch blast, so long as both targets are within 30 feet of each other. He makes a melee touch attack against both targets, and each suffers the full damage from his eldritch blast if his attack rolls are successful.

Utterdark Blast (Sp): The warlock alters his eldritch blast to inflict negative energy damage. The damage on his eldritch blast increases by +2d6; this extra damage applies only to the utterdark blast. Undead creatures are healed by this invocation.

Warlock Supreme (Su): At 20th level, the warlock undergoes an eldritch apotheosis that is the culmination of all that he has strived to achieve. His energy resistances improve to immunities and he gains resistance 10 against the three energy types he did not select. Once per round, he may use his eldritch blast, and any applied invocations, as a swift action instead of a standard action. His damage reduction increases to DR 10/cold iron and magic. The warlock can also select one 8th-level sorcerer/wizard or witch spell of his choice and add it to his spells known as a 6th-level warlock spell.

Warlock Spell List

0-level Spells: Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue

1st-level Spells: Cause Fear, Charm Person, Chill Touch, Comprehend Languages, Disguise Self, Endure Elements, Expeditious Retreat, Feather Fall, Hold Portal, Jump, Magic Aura, Obscuring Mist, Ray of Enfeeblement, Sleep, Unseen Servant, Ventriloquism

2nd-level Spells: Arcane Lock, Bear’s Endurance, Blindness/Deafness, Bull’s Strength, Cat’s Grace, Darkvision, Darkness, Fog Cloud, Invisibility, Scare, See Invisibility, Shatter, Spider Climb, Summon Swarm, Web

3rd-level Spells: Deep Slumber, Dispel Magic, Fly, Gaseous Form, Greater Magic Weapon, Major Image, Nondetection, Phantom Steed, Sleet Storm, Slow, Stinking Cloud, Suggestion, Tongues, Vampiric Touch

4th-level Spells: Animate Dead, Bestow Curse, Black Tentacles, Charm Monster, Confusion, Crushing Despair, Dimension Door, Enervation, Fear, Greater Invisibility, Hallucinatory Terrain, Phantasmal Killer, Shadow Conjuration, Solid Fog

5th-level Spells: Baleful Polymorph, Blight, Cloudkill, Dominate Person, Dream, Feeblemind, Mind Fog, Mirage Arcana, Nightmare, Overland Flight, Passwall, Shadow Evocation, Teleport, Waves of Fatigue

6th-level Spells: Acid Fog, Circle of Death, Contingency, Eyebite, Flesh to Stone, Geas/Quest, Greater Dispel Magic, Mass Suggestion, Mislead, Shadow Walk, True Seeing
Apprentice Greytalker

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Sat Nov 12, 2011 8:11 am  

You may have noticed that I did not include the Use Magic Device for crafting. This was intentional. It made little sense that the Warlock, an arcane caster, could duplicate divine magic for the purposes of casting. That ability, I believe, was put into the class because the original Warlock had no ability to cast spells and therefore could not create magic items. Since this one can, I don't think it needs that ability.

I also removed the 'take 10' on UMD checks. The reason being the class doesn't really need it anymore. He still has UMD as a class skill, and that is more than enough, in my own humble opinion.

Master Arminas
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Joined: Oct 29, 2011
Posts: 110


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Fri Nov 18, 2011 9:27 pm  

The Pathfinder Warlock: A Conversion (Take 2)

Born with eldritch power coursing through their veins, Warlocks are a breed apart from more traditional wielders of arcane magic. They see things that no child should notice, and they know things that none of such an age should be aware of. From their childhood years onward, Warlocks are isolated, as their neighbors begin to sense the strange power within him. Eventually, all fledging Warlocks grow angry, and manifest their first eldritch blast, often with tragic consequences. For those who are not simply killed by frightened peasants or do not go mad over the results of their actions, it is the first step on a perilous career to harness the raw energy exuding from within them. Those few discover that they do not wield magic, they are magic: a living, breathing avatar of eldritch energy.

No one knows the source of a Warlock's powers, not sages, not mystics, not even the Warlock himself. Unlike a sorcerer who is born to a blood-heritage that influences his magic, many fledgling Warlocks have no history of such influences in their family tree. Nor does race seem to matter to the power that gifts a Warlock with their abilities. Every race has seen some of its children born with this precarious gift.

Because of the toll inflicted on a Warlock by the constant rejection and hostility that he faces, most are neutral in alignment--at best. A significant minority are completely evil in outlook, seeking to do unto others as they have done unto him. Although rare, good Warlocks do exist, seeking to harness the eldritch powers within them for a purpose and cause higher than one’s own self. Sadly, even these few are shunned by those who become aware of what they are, for the stories of evil wrought by more malevolent Warlocks are the common fare of bards and commoners.

To be a Warlock is to be alone, a being never fully trusted by anyone who fears what unknown forces might well be granting these perilous powers to a mere mortal.

Role: Warlocks, while no true substitute for a sorcerer or wizard, are an excellent supplement to them. While their spells lack those which cause damage, for that purpose the class possesses eldritch blast, and there are many battlefield control and utility spells on their list. They also gain more skills than more traditional arcane casters, and their proficiency with arms and armor (and higher hit points) serves them well in melee.

Alignment: Any

Hit Die: d8

Base Attack Bonus: Medium

Good Saving Throws: Will

Class Skills: Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Knowledge (The Planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Weapon and Armor Proficiencies: The warlock is proficient with all simple weapons. He is proficient with light armor, but not with medium or heavy armor, or with shields of any type. The warlock can cast warlock spells (but not arcane spells gained from other classes) in light armor without incurring the normal chance of arcane spell failure. While wearing medium or heavy armor or when using a shield, a warlock suffers the normal chance of spell failure.

CLASS FEATURES

Eldritch Blast (Sp): A warlock gains a spell-like ability known as the eldritch blast; this ability allow the warlock to focus his eldritch arcane energy into a damaging blast of dark energies able to wound, or even kill, his opponents. As a standard action that provokes attacks of opportunity, a warlock can make a ranged touch attack against an opponent within 60 feet, dealing 1d8 points of damage (the damage results from pure arcane energy and does not possess an energy type, therefore energy resistances and immunities offer no protection). The target of the eldritch blast receives no saving throw. A warlock may invoke his eldritch blast defensively to avoid attacks of opportunity.
At 2nd level, and every two warlock levels gained thereafter, the damage inflicted by an eldritch blast increases by 1d8 to a maximum of 11d8 at 20th level.
An eldritch blast is subject to spell resistance, but the warlock may apply the effects of the feats Spell Penetration and Greater Spell Penetration to his eldritch blast.
An eldritch blast deals half damage to objects.
For the purposes of the spells globe of invulnerability, lesser globe of invulnerability, and similar powers and effects, a 1st level warlock’s eldritch blast has an effective spell level equal to a 1st-level spell. At each odd-numbered warlock level gained thereafter, the eldritch blast strength increases by one level, to an effective spell of 9th-level at warlock level 17.

Invocations (Sp): Warlocks learn a number of magic tricks, called invocations, which he can apply to his eldritch blast. At 1st level, a warlock gains one of the following minor invocations of his choice. He gains an additional invocation at 2nd level and for every 2 levels attained after 2nd level. A warlock cannot select an individual invocation more than once.
Unless otherwise noted, invocations are part of the same standard action a warlock uses to unleash his eldritch blast. The save (if any) to resist an invocation is equal to 10 + ½ the warlock’s level + the warlock’s Charisma modifier.
A warlock can apply only one invocation to any given eldritch blast.

Minor Invocations (Sp):

Beshadowed Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become blinded for 2 rounds. On a successful save, the target is instead dazzled for 1 round. A warlock must be at least 6th level to select this invocation.

Boreal Blast (Sp): The warlock alters his eldritch blast to inflict cold damage. The damage on his eldritch blast increases by +1d8; this extra damage applies only to the boreal blast.

Eldritch Spear (Sp): The warlock can use his eldritch blast at medium range (100 ft. + 10 ft./level) instead of the standard 60-foot range.

Frightful Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Will saving throw or become shaken for 2 rounds. On a successful save, the target is not affected. This is a mind-affecting, fear affect. This invocation does not stack with itself. If a creature fails it’s save against this invocation twice, he remains shaken and does not become frightened.

Furnace Blast (Sp): The warlock alters his eldritch blast to inflict fire damage. The damage on his eldritch blast increases by +1d8; this extra damage applies only to the furnace blast.

Hammer Blast (Sp): The warlock’s eldritch blast inflicts full damage to objects. In addition, this invocation deals full damage to constructs and bypasses both the spell-resistance and magic immunity of constructs.

Hideous Blow (Sp): The warlock infuses his melee weapon with the power of his eldritch blast. This invocation may be used as a standard action, and imbues one melee weapon which the warlock is currently wielding with the energy of his eldritch blast. As part of the invocation, the warlock may make a single melee attack roll with his weapon, gaining a bonus on the attack roll equal to the warlock’s Charisma modifier (if any). If the attack successfully hits the warlock deals normal weapon damage plus the full damage of his eldritch blast. A successful critical hit (using the weapons critical threat range) deals normal critical hit damage for both the weapon and the eldritch blast. A warlock must be at least 6th level to select this invocation.

Hindering Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Will saving throw or become slowed for 2 rounds. On a successful save, the target is not affected.

Maelstrom Blast (Sp): The warlock alters his eldritch blast to inflict electricity damage. The damage on his eldritch blast increases by +1d8; this extra damage applies only to the maelstrom blast.

Sickening Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become sickened for 2 rounds. On a successful save, the target is not affected.

Spells: A warlock casts arcane spells drawn from the warlock spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a warlock must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warlock’s spell is 10 + the spell level + the warlock’s Charisma modifier.
Like other spellcasters, a warlock can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as that of the Bard class. In addition, he receives bonus spells per day if he has a high Charisma score.
The warlock’s selection of spells is extremely limited. A warlock begins play know four 0-level spells and two 1st-level spells of the warlock’s choice. At each new warlock level, he gains one or more new spells, as per the Bard spells known table. (Unlike spells per day, the number of spells a warlock knows is not affected by his Charisma score.)
Upon reaching 5th level, and at every third warlock level after that (8th, 11th, and so on), a warlock can choose to learn a new spell in place of one he already knows. In effect, the warlock “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level warlock spell the warlock can cast. A warlock may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A warlock need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Cantrips (Sp): Warlocks learn a number of cantrips, or 0-level spells, as noted under ‘Spells Known’. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Damage Reduction (Ex): At 3rd level, the warlock’s exposure to eldritch arcane energies begins to strengthen his body, providing protection from many attacks. He gains DR 2/cold iron. This increases by 1 at 5th level and every two levels gained thereafter, to a maximum of DR/10 cold iron at 19th level.

Energy Resistance (Ex): At 5th level, the warlock gains resistance 10 to two of the following energy types: acid, cold, electricity, fire, and sonic. The warlock chooses which types of energy he becomes resistant to. At 11th level, both of these resistances increase to 20. At 17th level, the warlock’s energy resistances once again increase, this time to 30.

Eldritch Resilience (Su): At 7th level, the warlock can use his eldritch energy to reknit his tissues, sinews, and bones. The warlock can use a swift action to grant himself fast healing 1 for 20 rounds. At 10th level, and every three levels gained thereafter, the fast healing granted by eldritch resilience increases by 1 to a maximum of fast healing 5 at 18th level. The warlock can use this ability twice per day at 13th level and three times per day at 19th level.

Eldritch Aura (Su): At 8th level, a warlock’s eldritch power grows strong enough that he unconsciously releases damaging attacks on those who harm him. Any melee attack that damages the warlock for at least 1 point of lethal damage causes a backlash in eldritch energy. This backlash deals 1d8 points of damage to the attacker. This damage results from pure arcane energy and does not possess an energy type, therefore energy resistances and immunities offer no protection against it. It always deals lethal damage and is not under the conscious control of the warlock. Any melee attack that inflicts lethal damage to the warlock provokes the use of this ability.
At 12th level, and every four levels gained thereafter as a warlock, the damage inflicts by the warlock’s eldritch aura increases by 1d8, to a maximum of 4d8 at 20th level.

Eldritch Knowledge (Su): At 9th level, the warlock gains a 1st-level arcane spell of his choice that he may add to his list of spells known. He may select from any 1st-level bard, magus, sorcerer/wizard, or witch spell to add to his spells known. At 11th level, and every two levels gained thereafter, the warlock gains knowledge of another arcane spell, each time of a progressively higher level (2nd-level spell at 11th level, 3rd-level spell at 13th-level, etc.). At 19th level, when the warlock gains this ability, he may select a single 7th-level sorcerer/wizard or witch spell and add it to the list of his spells known as a 6th-level warlock spell.

Major Invocations (Sp): Starting at 10th level, and every two levels thereafter, a warlock can choose one of the following greater invocations whenever he could select a new invocation.

Bewitching Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become confused for 2 rounds. On a successful save, the target is dazed for 1 round.

Eldritch Bolt (Sp): The warlock invokes his eldritch blast in a 120-foot line that is 5-feet wide and affects all creatures within the area. No attack is needed for this invocation, but all targets in the area of effect are allowed a Reflex save for one-half damage.

Eldritch Cone (Sp): The warlock invokes his eldritch blast in a 60-foot cone that affects all creatures within the area. No attack is needed for this invocation, but all targets in the area of effect are allowed a Reflex save for one-half damage.

Entangling Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Reflex saving throw or become entangled for 2 rounds. On a successful save, the target is not affected.

Entropic Blast (Sp): This invocation can only be used against objects weighing no more than 10 pounds per warlock level. The object has its hardness and hit points reduced by one-half. Any single object can only be affected once by this invocation. Magical objects are allowed a Will save to negate the effects of this invocation; non-magical objects are automatically affected.

Fatiguing Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become fatigued. On a successful save, the target is not affected. This invocation does not stack with itself. If a creature fails it’s save against this invocation twice, he remains fatigued and does not become exhausted.

Noxious Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become nauseated for 2 rounds. On a successful save, the target is sickened for 1 round.

Repelling Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Will saving throw or be moved 5 feet in a direction directly away from the warlock for every 5 points of damage he suffers. If the target strikes an immobile, solid object (such as wall) while still having movement remaining, he suffers an additional 1d6 points of bludgeoning damage for every 5 feet of movement remaining. While moving in such a fashion, the target provokes attacks of opportunity. A successful save negates the repelling effect.

Terrifying Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Will saving throw or become frightened for 2 rounds. On a successful save, the target is instead shaken for 1 round. This is a mind-affecting, fear affect. This invocation does not stack with itself. If a creature fails its save against a second use, he remains either shaken or frightened and does not become panicked.

Thundering Blast (Sp): The warlock alters his eldritch blast to inflict sonic damage. Unlike other invocations that alter the energy of his eldritch blast no additional damage dice are gained.

Vitriolic Blast (Sp): The warlock alters his eldritch blast to inflict acid damage. Unlike other invocations that alter the energy of his eldritch blast no additional damage dice are gained. The acid created by this invocation is summoned, and is therefore not subject to spell resistance.

Weakening Bolt (Sp): Any creature damaged by the warlock’s eldritch bolt must make a Will save or take 2 points of Strength damage. On a successful save, the target only takes 1 point of Strength damage.

Empower Invocation (Su): At 11th level, a warlock may empower (as per the feat Empower Spell) his eldritch blast or any invocation that he knows. He may use this ability once per day. At 13th level, and every two warlock levels gained thereafter, a warlock gains one daily use of this ability, to a maximum of five times per day at 19th level.

Greater Invocation (Sp): Starting at 18th level, and every two levels thereafter, a warlock can choose of one of the following dire invocations whenever he could select a new invocation.

Banishing Blast (Sp): The target of the eldritch blast suffers normal damage. If the target is an outsider or a creature otherwise summoned or called through a spell-effect (such as a creature summoned by any summon monster or summon nature’s ally spell) it must make a Will saving throw or suffer the effects of dismissal (as per the spell) if the target is an outsider. If the target has merely been summoned via a spell but is not an outsider, this invocation ends that spell for the targeted creature if the creature fails to make his Will saving throw, immediately sending it back to where it was summoned from.

Eldritch Doom (Sp): The warlock invokes his eldritch blast in a 20-foot radius spread with a range of 60-feet that affects all creatures within the area. No attack roll is needed for this invocation, but all targets in the area of effect are allowed a Reflex save for one-half damage.

Enervating Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or gain 2 negative levels. On a successful save, the target does not gain any negative levels. Undead creatures suffer no damage and gain no benefit from this invocation.

Exhausting Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become exhausted. On a successful save, the target is fatigued instead. This invocation does not stack with itself. If a creature successfully saves against this invocation twice, he remains fatigued and does not become exhausted.

Horrific Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Will saving throw or be stunned for 2 rounds. On a successful save, the target is staggered for 2 rounds.

Mirror Blast (Sp): The warlock can select two targets within range of his eldritch blast, so long as both targets are within 30 feet of each other. He makes a melee touch attack against both targets, and each suffers the full damage from his eldritch blast if his attack rolls are successful.

Utterdark Blast (Sp): The warlock alters his eldritch blast to inflict negative energy damage. The damage on his eldritch blast increases by +2d8; this extra damage applies only to the utterdark blast. Undead creatures are healed by this invocation.

Warlock Supreme (Su): At 20th level, the warlock undergoes an eldritch apotheosis that is the culmination of all that he has strived to achieve. His existing energy resistances improve to immunities and he gains resistance 10 against the three energy types he did not select earlier. Once per round, he may use his eldritch blast, and any applied invocations, as a swift action instead of a standard action. His damage reduction increases to DR 10/cold iron and magic. The warlock can also select one 8th-level sorcerer/wizard or witch spell of his choice and add it to his spells known as a 6th-level warlock spell.

Warlock Spell List

0-level Spells: Arcane Mark, Bleed, Dancing Lights, Detect Magic, Detect Poison, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Resistance

1st-level Spells: Cause Fear, Charm Person, Chill Touch, Comprehend Languages, Disguise Self, Endure Elements, Expeditious Retreat, Feather Fall, Hold Portal, Jump, Magic Weapon, Obscuring Mist, Sleep, Unseen Servant

2nd-level Spells: Arcane Lock, Bear’s Endurance, Blindness/Deafness, Bull’s Strength, Cat’s Grace, Darkvision, Darkness, Fog Cloud, Invisibility, See Invisibility, Shatter, Spider Climb, Summon Swarm, Web

3rd-level Spells: Deep Slumber, Dispel Magic, Fly, Gaseous Form, Greater Magic Weapon, Major Image, Nondetection, Phantom Steed, Sleet Storm, Slow, Stinking Cloud, Suggestion, Tongues, Vampiric Touch

4th-level Spells: Animate Dead, Bestow Curse, Black Tentacles, Charm Monster, Crushing Despair, Dimension Door, Enervation, Greater Invisibility, Hallucinatory Terrain, Solid Fog

5th-level Spells: Baleful Polymorph, Blight, Cloudkill, Dominate Person, Dream, Feeblemind, Mind Fog, Mirage Arcana, Nightmare, Overland Flight, Passwall, Teleport, Waves of Fatigue

6th-level Spells: Acid Fog, Circle of Death, Eyebite, Flesh to Stone, Geas/Quest, Greater Dispel Magic, Mass Suggestion, Mislead, Shadow Walk, True Seeing

Warlocks and Meta- Feats: Warlocks are not eligible for feats such as Empower Spell-Like Ability or Quicken Spell-Like Ability. Although the eldritch blast and various invocations are classified as spell-like abilities, there is sufficient difference between the two that the warlock is unable to use these monster feats. In much the same fashion, a warlock cannot apply a metamagic feat to his eldritch blast or to his various invocations (although he can apply such feats to his spells as normal).

Warlocks and Ability Focus: Warlocks may take the feat Ability Focus. It must be taken for a specific invocation that requires a saving throw and does not apply to any other invocation that the warlock knows or invokes. A warlock can select this feat multiple times. Each time, it applies to a different invocation.
Apprentice Greytalker

Joined: Oct 29, 2011
Posts: 110


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Fri Nov 18, 2011 9:30 pm  

Ok, changed a few things and cleaned it up. The invocations especially got a second look, and I ditched a few of the abilities and slightly increased the damage on eldritch blast. I also dropped the good Fort save, leaving the class with only Will as its good saving throw. It just feels a little more warlocky now. Hope ya'll enjoy it!

Master Arminas
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