Warlock

Alignment
Any evil or chaotic.

Hit Die
d8

Class Skills

The Warlock’s class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Level BAB Fort Ref Will Special Invocations Known
1st +0 +0 +0 +2 Planar Power I, Eldritch Blast 1d6, Invocation Least 1
2nd +1 +0 +0 +3 Detect Magic 2
3rd +2 +1 +1 +3 Damage Reduction 1 Cold iron Eldritch Blast 3d6 2
4th +3 +1 +1 +4 Deceive Item 3
5th +3 +1 +1 +4 Eldritch Blast 4d6, Planar Power II 3
6th +4 +2 +2 +5 New Invocation Level (Least & Lesser) 4
7th +5 +2 +2 +5 Damage reduction 2/cold iron, eldritch blast 5d6 4
8th +6/+1 +2 +2 +6 Bonus Feat 5
9th +6/+1 +3 +3 +6 Eldritch Blast 7d6 5
10th +7/+2 +3 +3 +7 Energy Resistance 5, Planar Power III 6
11th +8/+3 +3 +3 +7 Damage reduction 3/cold iron, eldritch blast 8d6, new invocation (least, lesser, or greater) 7
12th +9/+4 +4 +4 +8 Jack of All Trades 7
13th +9/+4 +4 +4 +8 Resilience 2 8
14th +10/+5 +4 +4 +9 Eldritch blast 9d6 8
15th +11/+6/+1 +5 +5 +9 Damage reduction 4/cold iron, Planar Power IV 9
16th +12/+7/+2 +5 +5 +10 New invocation (least, lesser, greater, or dark) 10
17th +12/+7+2 +5 +5 +10 Eldritch blast 12d6 11
18th +13/+7/+3 +6 +6 +11 Resilience 5 12
19th +14/+9/+4 +6 +6 +11 Damage reduction 5/cold iron 13
20th +15/+10/+5 +6 +6 +12 Eldritch Blast 14d6 planar apotheosis 14

Class Features

Planar Power I
At level one a Warlock must choose a planar source of power in order to gain powers in the future. The warlock has three choices to choose from:

Abyssal: Warlocks with this power source may have a demonic appearance, These warlocks have also been known to be wicked and vile with great intent of anarchy. Gain One of the following as a bonus feat: Bonus Feats: Cleave, Empower Spell-like ability, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus (Knowledge [planes]).

Infernal: Warlocks of Infernal source are more often than not diabolical. They often tend to be very methodical. Gain One of the following as a bonus feat: Blind-Fight, Combat Expertise, Deceitful, Extend Spell-like Ability, Improved Disarm, Iron Will, Skill Focus (Knowledge [planes]), Spell Penetration.

Fey: Warlocks using Fey sources tend to be very wide spectrum of chaos. They can be very unpredictable at times and are often said to be emotionally powerful; prone to bouts of joy and rage. Gain one of the following as a bonus feat: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell-like Ability, Skill Focus (Knowledge [nature]).

Invocations
You can use any invocation you know at will. They are just as spell-like abilities, except that they ar esubject to arcane spell failure. The DC is 10 + equivalent spell level + Cha modifier.

Eldritch Blast
As a standard action, you can launch a ray with a 60 ft range as a ranged tough attack, dealing damage as listed in the chart. It is as a spell-like ability of a spell level equal to half your warlock level (rounded down).

Detect Magic
As the spell, at will.

Damage Reduction
As listed.

Deceive Item
You may take 10 on Use Magic Device checks.

You may attempt to create a magic item without knowing the spell or spells required (though you still need the right item creation feat, as well as the gp, and time). Roll a Use Magic Device (DC 15 + spell level for arcane spells or 25 + spell level for divine spells). If you succeed, you can make the item; if you fail, you cannot. You may retry this check for that item every time you gain a level.

Bonus Feat
At level 8 a warlock is permitted to take one of the following as a bonus feat: Arcane Strike, Quicken Spell-Like Ability, and Ability Focus

Planar Power II-IV
All Warlocks powers come from either Evil Outsiders (Such as Demons, and Devils), or from Fey. Dependant on which source their power is fueled from; beginning at level 5 they are allowed to choose special powers that hold true to their heritage. New powers can be chosen

Lower Planes Heritage

Claws (Ex) You grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. (Non-Specific)

Corrupting Touch (Sp) You can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your Warlock level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier. (Infernal)

Demon Resistances (Ex) You gain resist electricity 5 and a +2 bonus on saving throws made against poison. (Abyssal)

Infernal Resistances (Ex) You gain resist fire 5 and a +2 bonus on saving throws made against poison. (Infernal)

Strength of the Abyss (Ex) You gain a +2 inherent bonus to your Strength. (Abyssal)

Fiendish Health (Ex) Fast Healing 1, usable up to 20 rounds per day, non-contiguous (Infernal & Abyssal)

Orcus's Carrion Stench (Ex) When desired, the warlock may emit a terrible vile stench in a 10ft radius. Living creatures in the radius (Except the warlock) must succeed at a fortitude save (DC 10 + Warlocks Level + Warlocks Con modifier) or take a -2 penalty on all attack rolls, saves, weapon damage rolls, skill checks, and ability checks for 1 round per class level of Warlock. Furthermore mindless undead creatures within the radius of the stench believe the Warlock to be Undead. (Abyssal only) (Evil Only)

Fey Heritage

Laughing Touch (Sp) You can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Woodland Stride (Ex) You can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Fey Wings (Su) You can grow fey like wings as a standard action, giving you a fly speed of 30 feet with poor maneuverability. The wings can be dismissed as a free action.

At 10th level, you may choose one of the following improvements, or one of the 5th level abilities

Lower Planes Heritage

Improved Claws (Ex) The claws are now considered magic weapons for the purpose of overcoming DR and increase damage by one dice. (Abyssal & Infernal)

Improved Infernal Resistance (Ex) your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4. (Infernal)

Hellfire (Sp) You can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of Hell-fire damage per Warlock level. Those caught in the area of your blast receive a Reflex save for half damage. Good creatures that fail their saves are shaken for a number of rounds equal to your Warlock level. The DC of this save is equal to 10 + 1/2 your Warlock level + your Charisma modifier. You can use this ability once per day. (Infernal)

Demon Resistances (Ex) Your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4. (Infernal)

Improved Strength of the Abyss (Ex) You gain a +4 inherent bonus to your Strength. This does not stack with your previous bonus of +2. (Abyssal) (Requires the first "Strength of the Abyss")

Improved Fiendish Health (Ex) Your Fast Healing improves to 2 per round. (Infernal & Abyssal)

Orcus's Flesh of The Dead (Ex) Your flesh becomes that like undeath. Your pulse is very hard to detect and you gain the ability to Feign Death (As described in Exemplars of Evil). Undead have a 50% chance or recognizing you as "One of them". Furthermore you gain +1 Natural Armor and Resistance to cold 5. (Abyssal only) (Evil Only)

Fey Heritage

Fleeting Glance (Sp) You can turn invisible for a number of rounds per day equal to your Warlock level. This ability functions as greater invisibility. These rounds need not be consecutive.

Improved Fey Wings (Su) You can grow fey like wings as a standard action, giving you a fly speed of 60 feet with average maneuverability. The wings can be dismissed as a free action.

Improved Woodland Stride (Ex) Magically manipulated thorns and briars no longer affect you.

At 15th level, you may choose an ability below, or one of the previous levels' abilities

Lower Planes Heritage

Greater Strength of the Abyss (Ex) You gain a +6 inherit bonus to your strength. This bonus doesn't stack with previous versions. (Abyssal)

Greater Claws (Ex) The Claws increase one more die in damage and do +2 Vile damage (As described in Book of Vile Darkness). (Abyssal and Infernal)

Dark Wings (Su) You can grow fearsome bat wings as a standard action, giving you a fly speed of 60 feet with average maneuverability. The wings can be dismissed as a free action. (Infernal)

Hellfire of Mephistopheles (Su) Your Hellfire ability now has several uses and can be used unlimitedly. This Hellfire is now considered a dark 8th level essence:
(A) Half of the damage dealt is Vile damage (as described in Book of Vile Darkness). (Infernal)
(B) The Hellfire can be used with Eldritch Blast Shape.
(C) Their eldritch blast does hellfire damage. It does not add extra damage based on the warlocks level.

Fiendish Summoning (Su) Creatures summoned by your invocations benefit from the "Fiendish Template". You may choose for the summoned creature not to. (Abyssal)

Greater Fiendish Health (Ex) Your Fast Healing improves to 3 per round. You can also heal 1 point of ability damage per level per day. If reduced to -10 or fewer hit points, you do not die; instead, you automatically initiate your Fast Healing, if available, and continue to heal until you run out of rounds, or you rise above -1 hp and decide to deactivate the ability. (Infernal & Abyssal)

Orcus's Soul Blast (Su) This extremely powerful eldritch essence allows the user to fire off the blast as normal but half the damage dealt is Vile Damage (As described in "Book of Vile Darkness"). The essence has the ability to drain and steal the souls of it's victims. Whenever this blast kills, The warlock gain temporary hitpoints equal to 50% of his opponents max health. This essence can also collect souls in a soul stone upon killing. This eldritch essence is very powerful and costs 1 con point to use it. (Abyssal)

Fey Heritage

Fey Magic (Su) You may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will.

Greater Fey Wings (Su) You can grow fey like wings as a standard action, giving you a fly speed of 120 feet with perfect maneuverability. The wings can be dismissed as a free action.

Jack of All Trades
As Bards receive it.

Planar Apotheosis
At 20th level, you become an outsider of the heritage you are true to (See Below for Details). You journey to an appropriately-aligned plane and attune yourself to it. It becomes your home plane. You may freely transit between your new home plane and your original plane (likely the Prime Material) through normal means of planar travel. Also, once per day, you may plane shift to your home plane.

As an outsider, you gain Darkvision, do not need to eat or sleep, and are unaffected by spells and effects which specifically affect humanoids, such as charm person. However, you are affected by spells and effects which specifically affect outsiders, such as protection from (your alignment).

If you die while not on your home plane, you reform automatically on your home plane 24 hours later, fully intact, with all possessions you had when you died. It takes 1d6 rounds for your body to fade away. If you die on your home plane, you are truly dead, and cannot be raised or resurrected. Only a wish or miracle can restore your life.

Abyssal Demonic Might (Su) At 20th level, the power of your Abyssal heritage flows freely and chaotically in your body. You gain immunity to electricity and poison. You also gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language).

Infernal Power of the Pit (Su) 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 the ability to see perfectly in darkness of any kind to a range of 60 feet.

Fey Soul of the Fey (Su) 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 shadow walk as a spell-like ability using your Warlock level as your caster level

Warlocks Invocation List

Warlock Invocation List Charisma-based Impromptu Invocations.
Each Invocation has a listed Effective Spell Level. Caster level equals Warlock class level.
Invocations are Spell-Like Abilities that have a Somatic component. Arcane Spell Failure chance applies if the Warlock is wearing Medium (or heavier) Armor or a Shield. The Feat: Spell Focus does not apply to Invocations. Feat: Ability Focus can be used with Eldritch Blast. One Eldritch Essence –and– one Blast Shape may be applied to a given Eldritch Blast. The effective spell level is the highest of the Invocations applied. Eldritch Blast remains a Spell-Like Ability with a Somatic component, which is activated as a Standard Action, has no save, and Spell Resistance applies (except in the case of Vitriolic Blast).

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