pathfinder warlock class w.i.p

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This is a work in progress for including the warlock class back into the pathfinder RPG. It takes a LOT of information from the 4th edition version with conversions to the pathfinder rule set.

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Warlocks for many centuries have been feared and misunderstood. Mainly due to the methods they came to gain their power. Be it some form of ritual, reading a forbidden tome, or commune with a greater primeval power they have come to make a pact with this being to increase their arcane knowledge. Now with this bond made they wield unimaginable power. Firing eldritch blasts forth and pulverizing enemies from afar, only to teleport away or perhaps create a mirror image when enemies dare get close. Role: Warlocks are arcane ranged strikers that have a small selection of spells but can cast their eldritch blast as often as they like. Alignment: AnyHD: D6Class SkillsAppraise (INT), Bluff (CHA), Craft (INT), Diplomacy (CHA), Fly (DEX), Intimidate (CHA), Knowledge (Arcana) (INT), Knowledge (Planes) (INT), Perception (WIS), Perform (CHA), Spellcraft (INT), Use Magic Device (CHA) Skill Ranks per Level: 2 + INT ModifierClass FeaturesAll of the following are class features of the Warlock.Weapon and Armor Proficiencies: The Warlock is proficient with all simple weapons. They are not proficient with any armor or shields because that would interfere with casting their spells. (See Arcane Spells and Armor on pg. 83 of Pathfinder Core Rulebook)Spells: The Warlock draws most of her arcane spells from the Warlock Spell list provided at the end of the document. She can cast any spells she knows without preparing it ahead of time. To learn or cast a spell, a warlock must have a Charisma or Constitution score equal to at least 10 + the spell level. The Difficulty class for a saving throw against a warlocks spell is 10 + the spell level + the warlocks Constitution or Charisma modifier. Like other spellcasters, a warlock can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the Table 1-1. In addition, she receives bonus spells per day if she has a high Constitution or Charisma score (see table 1-3 in Pathfinder Core Rulebook).A warlocks selection of spells is extremely limited. Eldritch Blast: All warlocks know the spell Eldritch Blast.Eldritch Pact: At creation each warlock will make a pact with a mysterious entity that will grant them their power. Choose one of the following pacts: Fey, Infernal, or Star pact. Your pact will determine what powers you will gain. Each pact gives a boon power. Fey Pact: You have forged a bargain with ancient, amoral powers of the Feywild. Some are primitive earth spirits, grim and menacing,; some are capricious wood, sky, or water spirits; and others are incarnations of seasons or natural forces who roam the faeric realm like wild gods. They bestow magic that ranges from feral and savage to wondrous and enchanting. Granted Powers: Eyebite and Misty Step Misty Step: You instantly transform into silver mist that streams a short distance and reforms, allowing you to flee or maneuver to set up a deadly attack. When an enemy under your Warlocks curse is reduced to 0 HP or fewer, you can immediately teleport 15 ft as a free action. Eyebite: You glare at your enemy, and your eyes briefly gleam with brilliant colors. Your foe reels under your mental assault, and you vanish from his sight. Cast Time: 1 Standard Action. Range: Medium (50 ft + 5 per caster level). Target: 1 creature. Spell Resistance: Yes. Save: Will (halve damage, negate blinding). Make a ranged touch attack. Deal 1d6 + Charisma modifier damage and you are invisible to the target until the start of your next turn. Increase damage to 2d6 + Charisma modifier damage at level 10. Infernal Pact: Long ago a forgotten race of devils created a secret path to power and taught it to the tieflings of old to weaken their fealty to Asmodeus. In his wrath, Asmodeus destroyed the scheming devils and struck their very names from the memory of all beings but you dare to study their perilous secrets away. Granted Powers: Hellish Rebuke and Dark Ones Blessing Dark Ones Blessing: You instantly gain vitality from a cursed enemy when that enemy falls. When an enemy under your Warlocks curse is reduced to 0 HP or fewer, you immediately gain temporary HP equal to your level. Hellish Rebuke: You point your finger, and your foe is scoured in the hellish flames stoked by your own anger and pain. If you are injured, the flames burst into life one more time before they fade away. Casting time: 1 Standard Action. Range: Medium (50 ft + 5 per caster level). Target: one creature. Spell Resistance: No. Save: Reflex (halves damage). Effect: Make a ranged touch attack. Deal 1d6 + Constitution Modifier fire damage. If you take damage before the end of your next turn the target takes an extra 1d6 + Constitution Modifier fire damage. Increase the damage to 2d6 + Constitution modifier damage at level 10. Star Pact: You have mastered the astrologers art, learning the secret names of the stars and gazing into the Far Realm beyond, gathering great power thereby. You can call upon powers that madden or terrify your enemies, manipulate chance and fate, or scour you foes with icy banes and curses drawn from beyond the night sky. Granted Powers: Dire Radiance and Fate of the Void Fate of the Void: Your curse intermingles with the lost vitality of a cursed enemy to reveal a glimpse of the future to you. When an enemy under your Warlocks curse is reduced to 0 HP or fewer, you gain a +1 bonus to any single d20 roll you make during your next turn (attack roll, saving throw, skill check, or ability check). If you dont use this bonus by the end of your turn its lost. This bonus is cumulative; if three cursed enemies drop to 0 HP or fewer before your next turn, you gain a +3 bonus to a d20 roll during your turn. Dire Radiance: You cause a shaft of brilliant, cold star light to lance down from above, bathing your foe in excruciating light. The nearer he moves toward you, the brighter and more deadly the light becomes. Casting time: 1 Standard Action. Range: Medium (50 ft + 5 per caster level). Target: One creature. Spell Resistance: Yes. Save: Fortitude (halve damage). Effect: Make a ranged touch attack. Deal 1d6 + Constitution modifier damage. If the target moves nearer to you on its next turn, it takes an extra 1d6 + Constitution Modifier damage. Increase the damage to 2d6 + Constitution modifier damage at level 10. Eldritch Blast: You fire a bolt of dark, crackling energy at your foe. Range: Medium (50 ft + 5 per caster level). Casting time: 1 Standard Action. Target: One creature. Spell Resistance: No. Save: No. Effect: Make a ranged touch attack. Deal 1d10 + Charisma or Constitution modifier damage. Increase damage to 2d10 + Charisma or Constitution modifier damage at level 10. Prime Shot: At 2nd level the warlock is empowered by the excitement of being the closest in the fray. He gets a +1 bonus to attack rolls if he is the clost to the enemy target. Shadow Walk: At 5th level the warlock uses his dark powers to warp reality around him. If the warlock moves more than 15 ft during his turn then he gains concealment until the end of his next turn. Warlocks Curse: Once per turn as a swift action, you can place a Warlocks Curse on the enemy nearest to you that you can see. A cursed enemy is more vulnerable to your attacks. If you damage a cursed enemy, you deal extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage once per round. A Warlocks Curse remains in effect until the end of combat or until the cursed enemy is reduced to 0 HP or fewer. You can place Warlocks Curse on multiple targets over the course of an encounter. Lvls 1-10 (1d6) Lvls 11-20 (2d6). Warlocks Curse may be activated 10 + Warlocks Lvl + Charisma or Constitution Modifier Table 1-1LVLBABFortRefWill1st2nd3rd 4th 5th 6th 7th 8th 9th

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Spells:Level 1Diabolic Grasp:You crook your hand into the shape of a claw, and a great talon of sulfurous darkness forms around your enemy. It rakes fiercely at him and drags him a short distance before dissapating again. Casting Time: 1 Standard Action Range: Medium 50 ft + 5 per caster lvl Target: 1 creature of one size larger or smaller that the caster SR: Yes Save: No Effect: Make a ranged touch attack. Deal 2d8 + Constitution modiefier damage and slide the target 10 ft Infernal Pact: you slide the target 5ft + 5ft x your Intellegence ModifierDreadful Word:You whisper one word of an unthinkable cosmic secret to your foe. His mind reels in terror. Casting Time: 1 Standard Action Range: Close 25 ft + 5 per caster level Target: 1 creature SR: Yes Save: Will (negates the will save modifier) Effect: Make a ranged touch attack. Deal 2d8 + Charisma Modifier psychic damage, and the target takes -1 penalty to their will save till the end of your next turn. Star Pact: The penalty to the Will save is equal to 1 + your intellegence modifier.Vampiric Embrace:A ribbon of twisting darkness streams from your hand to your targets heart, feeding on his vital force as you grow stronger. Casting Time: 1 Standard Action Range: Close 25 ft + 5 ft per caster level Target: 1 creature SR: Yes Save: Will (Half damage) Effect: Make a ranged touch attack. Deal 2d8 + Constitution Modifier necrotic damage, and you gain 5 temp HP. Infernal Pact: You gain temp HP equal to 5 + your Intellegence Modifier.Witchfire:From the mystic energy of the Feywild, you draw a brilliant white flame and set it in your enemys mind and body. Rivulets of argent five stream up into the air from his eyes, mouth, and hands; agony disrupts his very thoughts. Casting Time: 1 Standard Action Range: Medium 50 ft + 5 ft per caster level Target: 1 creature SR: Yes Save: Reflex (negates attack penalty) Effect: Make a ranged touch attack. Deal 2d6 + Charisma modifier fire damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. Fey Pact: The penalty to attack rolls is equal to 2 + your Intellegence modifier.Beguiling Tongue: (fey pact only)You channel the grace and glibness of your fey patrons for a time. Your voice gains great power and eloquence. Casting time: Swift Action Range: Personal Target: Yourself SR: N/A Save: N/A Effect: you gain + 5 power bonus to your next bluff, diplomacy, or intimidate check.Ethereal Stride: (Star Pact only)You shift your body out of the phase with the world for an instant, teleporting a short distance. When you reappear, you are still somewhat out of phase and difficult to harm or hinder for a short time. Casting time: Move Action Range: Personal Target: Yourself SR: N/A Save: N/A Effect: you can teleport 15 ft, and you gain a + 2 power bonus to AC and and CMD untill the end of your next turn.Fiendish Resilience: (Infernal Pact only)You call upon your patron entities to protect you with their fell power. Your flesh is infused with mystic strength, lessening the effect of enemy blows. Casting Time: Swift Action Range: Personal Target: Yourself SR: N/A Save: N/A Effect: You gain temporary HP equal to 5 + your Constitution Modifier.Shadow Veil: (Star Pact Only)You garb yourself in a pall of murky darkness. While it lasts, you are difficult to see or hear. Casting Time: Swift Action Range: Personal Target: Yourself SR: N/A Save: N/A Effect: You gain + 5 power bonus to your next stealth check.Level 2 Armor of Agathys: (infernal pact only)You surround yourself in a sheath of black ice from a dark and doleful realm. It protects you from attack and radiates fierce cold. Casting Time: Standard Action Range: Personal Target: Yourself SR: N/A Save: N/A Effect: You gain temporary hit points equal to 10 + your intellegence modifier. Until the end of combat any enemy that starts adjacent to you takes 1d6 + your Constitution modifier cold damage.Curse of the Dark Dream: (Fey pact only)You inflict a waking nightmare upon your enemy so that he can no longer tell what is real and what exists only in his mind. Under its influence he staggers about, trying to avoid falling from imaginary heights or stepping on unreal serpents. Casting Time: 1 Standard Action Range: Medium 50 ft + 5 ft per caster level Target: 1 creature SR: Yes Save: Will (half damage) Effect: Make a range touch attack. Deal 3d8 + Charisma modifier psychic damage and slide the target 15 ft. Sustain: As a swift action you may sustain the power and slide the target 5 ft (A Will save ends the sustain)Dread Star: (Star Pact Only)