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    Default (3.P) Warlock, Archetypes, Baptisms, and Tactical feats (PEACH)

    Plagarizer's Note
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    Greetings! I took the warlock remake done by SmiloDan from the Paizo forums, and the warlock remake from MammonAzrael and threw in a few clarrifications to make a Pathfinder Warlock. This was done to create a warlock my DM would approve of, and allow me a template to make a elemental variant for my nafairi race. Please PEACH and critique.

    Oh, and the details of each invocation will be done at a later date (probabaly over the next few days) so just work with what you've got here. Thanks for the help!

    Deviston

    P.S. On warlock Tactical feats.
    I saw some tactical feats for the ToB in another post and liked the concept so I made some for the Warlock. They are balanced to go with this 3.P Warlock variant but besides removing some homebrew invocations (and their associated feats) I don't see why this couldn't work for 3.5 as well.

    P.P.S. On warlock Baptism feats.
    I saw some Baptism feats in another post and really liked them so a made a couple more. They are also intended for the Warlock variant in the OP.

    P.P.P.S. On Lineage Archetype
    This is a class variant created by MammonAzrael that I SLIGHTLY modified to fit this specific iteration of the warlock and Pathfinder. Suggestions welcome, and please do PEACH the Shadow Lineage. That one is a Me original.

    P.P.P.P.S. On Non-core Invocations
    I went about the boards grabbing this invocation and that, and tossed them into a thread. Here you go.


    The Warlock

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    Warlock
    {table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|Invocations|Dark Secret

    1st|+0|+0|+0|+2|Cantrips, Eldritch Blast 1d6, Invocations, Least Invocations|3|1|0

    2nd|+1|+0|+0|+3|Damage Reduction 1/cold iron, Dark Secrets|4|2|1

    3rd|+2|+1|+1|+3|Eldritch Blast 2d6, Fiendish Resilience|4|3|1

    4th|+3|+1|+1|+4|Damage Reduction 2/cold iron|5|4|2

    5th|+3|+1|+1|+4|Eldritch Blast 3d6, Energy Resistance|5|5|2

    6th|+4|+2|+2|+5|Damage Reduction 3/cold iron, Lesser Invocations|6|6|3

    7th|+5|+2|+2|+5|Eldritch Blast 4d6, Fiendish Resilience 2|6|7|3

    8th|+6/+1|+2|+2|+6|Damage Reduction 4/cold iron|7|8|4

    9th|+6/+1|+3|+3|+6|Eldritch Blast 5d6, Energy Resistance 10|7|9|4

    10th|+7/+2|+3|+3|+7|Advanced Dark Secrets, Damage Reduction 5/cold iron|8|10|5

    11th|+8/+3|+3|+3|+7|Eldritch Blast 6d6, Fiendish Resilience 3, Greater Invocations|8|11|5

    12th|+9/+4|+4|+4|+8|Damage Reduction 6/cold iron|9|12|6

    13th|+9/+4|+4|+4|+8|Eldritch Blast 7d6, Energy Resistance 15|9|13|6

    14th|+10/+5|+4|+4|+9|Damage Reduction 7/cold iron|10|14|7

    15th|+11/+6/+1|+5|+5|+9|Eldritch Blast 8d6, Fiendish Resilience 4|10|15|7

    16th|+12/+7/+2|+5|+5|+10|Damage Reduction 8/cold iron, Dark Invocations|11|16|8

    17th|+12/+7/+2|+5|+5|+10|Eldritch Blast 9d6, Energy Resistance 20|11|17|8

    18th|+13/+8/+3|+6|+6|+11|Damage Reduction 9/cold iron, Darkest Secrets|12|18|9

    19th|+14/+9/+4|+6|+6|+11|Eldritch Blast 10d6, Fiendish Resilience 5|12|19|9

    20th|+15/+10/+5|+6|+6|+12|Damage Reduction 10/cold iron, Energy Immunity|13|20|10

    [/table]
    Alignment: Any
    Hit Die: 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 Points: 4 + Int modifier

    Class Features
    The following are the class features of the warlock.

    Weapon and Armor Proficiency: Warlocks are proficient with all simple weapons. Warlocks are proficient in light armor, but not shields.

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

    Detect Magic (Sp): A warlock begins to grasp the basic foundations of magic as he grows in power. At 1st level he can use detect magic as the spell at will. His caster level is equal to his class level.

    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.
    Spoiler
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    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.
    If you are able to deal your eldritch blast damage multiple times in a round, this bonus damage is added for each instance that you meet its requirements.

    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.
    If you are able to deal your eldritch blast damage multiple times in a round, this bonus damage is added for each instance that you meet its requirements.

    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. The hex selected must be for a witch of your warlock level.

    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.

    Martial 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. You also gain proficiency in one martial weapon of your choice.

    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.

    Ricochet Shot (Ex): You gain the ability to bounce your eldritch blast against a solid object and continue along its path to the end of its range or hits another solid object or creature.

    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. When using the eldritch shield invocation, your eldritch blast is considered to be two dice higher.

    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.
    If you are able to deal your eldritch blast damage multiple times in a round, this bonus damage is added for each instance that you meet its requirements.

    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.
    Spoiler
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    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. The hex selected must be for a witch of your warlock level.

    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.

    Full Martial 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 may either select to gain proficiency in all martial weapons, or gain a bonus to damage in one martial weapon you already have proficiency with equal to the number of eldritch shape and essence invocations you have. You must have the Martial 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 add 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. You must be non-good to select this advanced dark secret.

    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 non-evil to select this advanced 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.

    Arcane Sight (Su): A warlock’s understanding of arcane power has grown and matured at 10th level, to the point that magic around him is easily visible. He is under an effect similar to arcane sight, except that instead of using a Spellcraft check to determine schools of magic, he uses his ranks in Spellcraft + his caster level. He may supprese or resume this ability as a free action.

    Greater Arcane Sight (Ex): By 15th level the world’s magic is laid out before a warlock’s senses, as clear to him as the color of the earth or sky. Like his other senses, so intrinsic is this ability that not even an anti-magic field can disrupt it. He is permanently under an effect similar to greater arcane sight, except that instead of using a Spellcraft check to determine schools of magic, he uses his ranks in Spellcraft + his caster level. He may suppress or resume this ability as a free action. This ability replaces the Arcane Sight ability gained at 10th level.

    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.
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    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.
    Last edited by Deviston; 2013-08-07 at 06:42 AM.

  2. - Top - End - #2
    Orc in the Playground
     
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    Default Archetypes

    Shadowbound (Fetchling)
    A deeper connection with the fell magic of the warlock runs in the veins of a fetchling. They find the invocations come to them with ease and the magic flows out with great exuberance.
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    Invocations: All invocations that reduce light by any grade are considered one spell level higher for the purpose of interacting with spells that increase the grade of light and dispelling. This replaces the warlock's invocation class feature.

    Light Aversion: The shadowbound warlock may never use an item, cast a spell, or activate an ability with the light descriptor.

    Beshadowed Resilience (Su): At 3rd level, once per day as an immediate action, the shadowbound warlock can enter a trance that grants him fast healing 2 for 20 rounds (2 minutes). At 7th level, and every 4 levels thereafter, the rate of this fast healing increases by 2. This ability can only be activated while in an area that is dimly lit or darker. If, while activated, the shadowbound warlock enters an area that is brighter than dimly lit the fast healing granted by this class feature is suspened until he enters an area that is dimly lit or darker. While the fast healing is suspended, the duration is still counting down, but no healing occurs. This replaces the Fiendish Resilience ability.

    Fetchling Resistance (Su): At 5th level, the shadowbound warlock increased reistance to cold and electricity. He increase his energy resistance by 5 against the 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. Whenever his cold or electricity resistance would reduce damage taken by those energy types to zero, he instantly heals hit points equal to the spell level of the effect that he resisted. If the effect has no effective spell level, he heals 5 hit points. This replaces the energy resistance class feature.

    Bladelock
    The bladelock, despite his name, is not only limited to blades. He takes up a weapon and champions his cause face to face with a foe. He does not desire to stand from afar and pelt his foes, he seeks to see the fear in the eyes when their end comes by his hand.
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    Fell Fighting: The bladelock can take feats that require a certain number of levels in the fighter class as if he were a fighter equal to his warlock level. Additionally, his Base Attack Bonus is considered to be equal to his warlock level for the purpose of meeting the prerequisites for feats that have a Base Attack Bonus requirement.

    Shadow Blow Eldritch Blast (Sp): The bladelock gains the knowledge of the shadow blow blast shape invocation at 1st level. He may never learn any other blast shape invocation. His eldritch blast cannot be used as a ranged touch attack.
    In addition, when using the shadow blow invocation, if his regular melee attack deals damage, he gains a bonus on his eldritch blast damage equal to his Charisma modifier. Alternately, if one of his eldritch blasts deal damage, on the following round he gains a bonus on melee attack rolls with his weapon against the same target equal to 1/4 his warlock class levels.

    Martial Invoking: You gain the Martial Invoking dark secret at 1st level and the Improved Martial Invoking at 10th level.

    Invocations: At levels 5, 10, and 15, the bladelock does not gain an invocation. He instead gains a bonus fighter feat.

    Heritage
    The heritage focused warlock gained his power from some ancestor mingling with the supernatural. They delve into their racial history and gain greater strength from it. This archetype replaces the Dark Secrets learned at every even level.

    Aberrant lineage
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    1. Mind Strike (Su): At 2nd level an aberrant warlock may decide that his next normal melee attack or eldritch blast to be a mind strike attack. One creature of your choice hit by the mind strike attack is confused for 1 round. Once you have used this ability, you cannot do so again for 5 rounds. This is a mind-affecting effect.
    2. Unnatural Existence (Ex): At 4th level, an aberrant warlock’s existence feels slightly off, a fundamental wrongness pervades them. Creatures within 30 feet receive a -2 morale penalty to all rolls that involve the aberrant warlock (attack, damage, skill checks, etc.).
    3. Personal Symbiont (Su): At 6th level an aberrant warlock gains the ability to generate a symbiont from his body. It takes 1 hour per 100 gold to generate the symbiont you choose. You may only select from the level 1 list. You also gain the Engineer of the Flesh feat even if you do not meet the prerequisites for it.
      At higher levels you can submerge a symbiont into yourself for (1 hour per 100 gold of its new market value). At the end of the duration you can evolve the submerged symbiont into another symbiont.
    4. Improved Unnatural Existence: At 8th level the morale penalty from your unnatural existence increase to -3 and you have a 50% chance to ignore critical hits (as medium fortification).
    5. Improved Mind Strike: At 10th level an aberrant warlock’s mind strike attack grows more powerful. Creatures confused by this attack now roll 1d90+10 instead of 1d100 to determine how they act. This is a mind-affecting effect. You now only have to wait 4 rounds to use Mind Strike again.
    6. Improved Unnatural Existence: At 12th level the penalty from your unnatural existence is no longer a morale penalty and you have a 75% chance to ignore critical hits.
    7. Second Personal Symbiont: At 14th level an aberrant warlock gains the ability to generate a second symbiont. He gains the Chosen Child of the Warped Ones feat even if he does not meet the prerequisites for it. If he already has it, he gains the ability to generate a third symbiont.
      Additionally, the aberrant warlock may apply the benefits of the Engineer of the Flesh feat to a second personal symbiont.
    8. Improved Unnatural Existence: At 16th level the penalty from your unnatural existence increase to -4 and you are immune to critical hits.
    9. Improved Mind Strike: At 18th level an aberrant warlock’s mind strike attack grows more encompassing. Each creature hit by your Mind Strike attack is now confused, and creatures confused by this attack now roll 1d80+20 instead of 1d100 to determine how they act. This is a mind-affecting effect. You now only have to wait 2 rounds to use Mind Strike again.
    10. At 20th level an aberrant warlock’s type changes to aberration. In addition, you can strip the sanity from anyone you touch. When you hit a creature with 3 or more intelligence with a natural attack or your eldritch blast it must succeed a Will save (DC 20 + Cha modifier) or be driven temporarily insane (roll on the insanity table to determine the type of insanity developed). A creature that has made it’s save is immune to this effect for 24 hours.

    Angelic lineage
    Prerequisite: Good alignment
    Spoiler
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    1. Protective Aura (Su): At 2nd level an angelic warlock radiates an aura of safety. Against attacks made or effects created by evil creatures, this ability provides a +2 deflection bonus to AC and a +2 resistance bonus on saving throws to anyone within 10 feet of you. The warlock may suppress or resume this aura as a free action. This aura can be dispelled, but the warlock can create it again as a free action on his next turn.
    2. Smite Evil (Su): At 4th level an angelic warlock may attempt to smite evil with a normal melee attack or his eldritch blast. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per warlock level. If the angelic warlock accidentally smites a creature that is not evil, the smite has no effect. Smite evil may only be used with a melee attack or an eldritch blast that requires an attack roll and only applies to the first creature attacked. Once you have used this ability, you cannot do so again for 5 rounds.
    3. Angelic Countenance (Su): At 6th level an angelic warlock gains the ability to shine like the sun. The warlock may shine as the daylight spell. Undead within the range of this light take 1d4 + (1/2 your warlock level rounded down) points of positive energy damage every round they stay within its range. Activating this ability is a standard action and can be turned off as a swift action.
    4. Improved Protective Aura: At 8th level, the bonus granted by your Protective Aura to AC and saving throws increases to +4.
    5. Improved Smite Evil: At 10th level, when you attempt to smite a creature that is evil, that attack ignores the targets spell resistance. You now only have to wait 4 rounds to use Smite Evil again.
    6. Improved Angelic Countenance: At 12th level an angelic warlock's daylight extends 120 feet and undead within the aura take 1d4 + (your warlock level) points of positive energy damage every round they stay within its range. Activating this ability is a standard action and can be turned off as a swift action.
    7. Improved Protective Aura: At 14th level, the radius of your Protective Aura is increased to 20’ and creatures within it are under a magic circle against evil effect.
    8. Improved Smite Evil: At 16th level, when you hit a creature with your smite it is affected by a dimensional anchor effect for 1 minute. You now only have to wait 3 rounds to use Smite Evil again.
    9. Improved Protective Aura: At 18th level, creatures within your Protective Aura are also under the effect of a lesser globe of invulnerability.
    10. At 20th level the angelic warlock unlocks the final power of his blood. Attacks you make are considered good aligned for the purpose of overcoming damage reduction and anything hit by your eldritch blast is affected by a holy word (caster level equal to your character level).

    Demonic lineage
    Prerequisite: Chaotic and/or evil alignment
    Spoiler
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    1. Destructive Energy: At 2nd level a demonic warlock wields his arcane might with ferocity, growing more destructive. His eldritch blast’s damage dice increases to d8.
    2. Demonic Resilience (Su): At 4th level a demonic warlock gains fast healing 3.
    3. Demonic Maleficence (Su): At 6th level a demonic warlock increases the pain felt by all around him. All living beings (essentially all creatures that are not constructs or undead) take additional hit point damage equal to the demonic warlock's class levels whenever they take more than 10 hit points of damage from a single source. This aura extends from the warlock out to 20 feet and may be suppressed for one round as a swift action.
    4. Improved Destructive Energy: At 8th level a demonic warlock’s eldritch blast becomes more destructive. It’s damage dice increases to d10.
    5. Improved Demonic Resilience: At 10th level a demonic warlock's demonic resilience improves to fast healing 6.
    6. Demonic Retaliation (Sp): At 12th level as an immediate action, whenever a demonic warlock is struck by a melee attack he may launch a countering bolt of energy, dealing damage equal to his elrdritch blast to the creature that struck him. This does not provoke an attack of opportunity.
    7. Improved Destructive Energy: At 14th level a demonic warlock’s eldritch blast grows more destructive. It’s damage dice increases to d12.
    8. Improved Demonic Resilience: At 16th level a demonic warlock's demonic resilience improves to fast healing 10.
    9. Improved Demonic Maleficence: At 18th level a demonic warlock increases the pain felt by all around him to even greater levels. All living beings (essentially all creatures that are not constructs or undead) take additional hit point damage equal to two times the demonic warlock's class levels whenever they take more than 10 hit points of damage from a single source. This aura extends from the warlock out to 40 feet and may be suppressed for one round as a swift action.
    10. At 20th level a demonic warlock unlocks the final power of his blood. He becomes immune to electricity and his attacks are considered both chaotic and evil aligned for the purpose of overcoming damage reduction. Finally, when you die the destructive energies you contain explode outward violently, dealing 10d12 damage to everything within 100 feet (Reflex 20 + Cha mod for half). Treat this as an eldritch blast that has every eldritch essence you know applied to it. Half the damage is always raw untyped energy, while the other half is appropriately modified by your eldritch essences. Your body and anything you are wearing or carrying is utterly destroyed. Your energies will slowly coalesce, reforming your body, restoring you and your equipment at full health. Use the following tables to determine if, when, and where you reform.

      Table: Reforming

      Table: Location

    Draconic lineage
    Spoiler
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    1. Keen Senses (Ex): At 2nd level a draconic warlock’s senses sharpen to draconian heights. You gain a +4 racial bonus to Perception checks. You also gain darkvision out to 120 feet (if you already have darkvision, extend the range by 90 feet), and blindsense out to 10 feet.
    2. Draconic Toughness (Ex): At 4th level a draconic warlock's damage reduction improves to equal his warlock class levels and he gains a +2 bonus to his natural armor.
    3. Secrets of the Dragons (Sp): At 6th level a draconic warlock selects a 2nd level or lower spell on the sorcerer/wizard spell list with no expensive material component. He may cast that spell as a spell-like ability at will, but must wait 5 rounds after casting it to cast it again. (Spells that produce permanent effects such as polymorph any object, stone shape, and wall of iron are naturally more powerful at-will, and should be approved by your DM.)
    4. Draconic Breath (Ex): At 8th level a draconic warlock can use his eldritch blast as a part of any other full-round action as he breathes it out once every 1d4 rounds. If he already has a breath weapon, or gains one, he may instead combine his eldritch blast with his breath weapon once every 1d4+2 rounds. Using eldritch blast in this form has no somatic components.
    5. Frightful Presence (Ex): At 10th level a draconic warlock’s mere presence can unsettle it’s enemies. Whenever the draconic warlock attacks, charges, or uses an invocation with a visual effect, creatures within a radius of 20 feet per class level must make a Will save. Success renders the creature immune to the draconic warlock’s frightful presence for 24 hours. If the save is failed, creatures with four or more hit dice less than your class level are panicked for 1d6 rounds while other creatures are shaken for 1d6 rounds. Dragons and other draconic warlocks are immune to this effect.
    6. Secrets of the Dragons (Sp): At 12th level a draconic warlock selects 5th level or lower spell on the sorcerer/wizard spell list with no expensive material component or experience cost. He may cast that spell as a spell-like ability at will, but must wait 5 rounds after casting it to cast it again. (Spells that produce permanent effects such as polymorph any object, stone shape, and wall of iron are naturally more powerful at-will, and should be approved by your DM.)
    7. Improved Draconic Breath: At 14th level a draconic warlock can use his eldritch blast as a part of any other full-round action as he breathes it out once every 1d3 rounds. If he already has a breath weapon, or gains one, he may instead combine his eldritch blast with his breath weapon as a swift action. Using eldritch blast in this form has no somatic components.
    8. Improved Draconic Toughness: At 16th level a draconic warlock’s damage reduction changes to */- and his bonus to natural armor increases to +5.
    9. Secrets of the Dragons (Sp): At 18th level a draconic warlock selects 8th level or lower spell on the sorcerer/wizard spell list with no expensive material component or experience cost. He may cast that spell as a spell-like ability at will, but must wait 5 rounds after casting it to cast it again. (Spells that produce permanent effects such as polymorph any object, stone shape, and wall of iron are naturally more powerful at-will, and should be approved by your DM.)
    10. At 20th level the power of the dragons can be contained no longer and claims the draconic warlock as it’s own. Your type changes to dragon and you become immune to the energy type chosen for draconic resistance. The DC for any spell, spell-like ability, or supernatural ability you cast is increased by 2.

    Fey lineage
    Spoiler
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    1. Woodland Stride (Ex): At 2nd level a fey warlock may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.
    2. Mirror Me Mirror Me(Su): At 4th level a fey warlock gains the ability to replicate himself within the eyes of another. Any target that deals damage to the fey warlock while he is in natural terrain, instantly sees two more copies of him appear within 10 feet. These copies are major images and last for 2 rounds.
    3. Eyebite (Su): At 6th level a fey warlock may decide that his next normal melee attack or eldritch blast to be an eyebite attack. Creatures hit by the eyebite attack treat the fey warlock as invisible for 1 round. Once you have used this ability, you cannot do so again for 5 rounds. This is a glamer effect.
    4. Spell Resistance (Su): At 8th level a fey warlock gains spell resistance 10 + his class level.
    5. Wild Growth (Sp): At 10th level a fey warlock can emit an aura that causes the plant life around him to grow wild and dangerous. He may activate or suppress this aura as a full-round action. Normal terrain within 100 ft. of the fey warlock becomes overgrown and considered difficult terrain with 1 round of exposure to the aura. Difficult terrain with 1 round of exposure to the aura grows high and dense forming a thicket or jungle that creatures must hack or force a way through; speed drops to 5 feet, or 10 feet for Large or larger creatures.

      Terrain that has been exposed to 2 rounds of the aura become thick with thorns and bramble. Each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the overgrown area. Any creature that takes damage from this effect must also succeed on a Reflex save (DC 15 + Cha mod) to avoid injuries to its feet and legs. A failed save causes the creature’s speed to be reduced to half normal for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the effect’s save DC.

      This ability has no effect in barren areas devoid of any plant life. The woodland stride ability applies to areas affected by wild growth.
    6. Reflective Glamer (Su):At 12th level a fey warlock begins to naturally emit a powerful glamer that helps disguise his fey nature. Any intelligent creature viewing you perceives you as the same species as itself, provided that it’s size category is no more than one step different from your own. This glamer changes perceptions of clothing and race, covering the visual, audible, olfactory, and tactile spectrum. True seeing pierces this glamer, but normal interaction does not offer a will save to recognize the illusion (though acting unusually enough may). A fey warlock may suppress or resume this ability as a free action. This is a glamer effect.
    7. Improved Mirror Me Mirror Me: At 14th level a fey warlock gains the ability to replicate himself even further within the eyes of another. Any target that deals damage to the fey warlock while he is in natural terrain, instantly sees five more copies of him appear within 10 feet. These copies are major images and last for 4 rounds.
    8. Improved Eyebite: At 16th level a fey warlock’s eyebite attack grows more powerful. Creatures hit by the improved eyebite attack treat the fey warlock as if affected by greater invisibility for 2 rounds. This is a glamer effect.
    9. Improved Spell Resistance: At 18th level a fey warlock's spell resistance improves to 15 + his class level.
    10. At 20th level a fey warlock's type changes to Fey and you gain a +4 inherent bonus to your Charisma. Creatures that can normally see through illusions (like with true seeing) no longer automatically see through a fey warlock’s illusions. They do gain a +4 bonus to saves to see through his illusions, and may automatically make a Will save to disbelieve upon first sight of an illusion (if they fail to disbelieve they do not get additional free saves at each fresh viewing).

    Infernal lineage
    Prerequisite: Evil and/or lawful alignment
    Spoiler
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    1. Infernal Senses (Su): At 2nd level an infernal warlock gains the senses of his fore-bearers. He gains the see in darkness ability and telepathy out to 5 ft./class level. This telepathy does not grant him the ability to read or speak any language, but any creature that has a language can understand the warlock's thoughts as if they were in the creature's native language.
    2. Damage Reduction (Su): At 4th level an infernal warlock gains damage reduction changes to */silver.
    3. Silver Tongue (Su): At 6th level an infernal warlock’s words carry supernatural weight. When he is speaking to something one-on-one he is considered to be using suggestion. Any suggestion the infernal warlock makes only lasts for 1 minute per class level. If a creature successfully saves against this effect it is immune to the warlock’s silver tongue for 24 hours. The warlock may suppress or resume this ability as a free action. This is a mind-affecting effect.
    4. Infernal Resistance (Su): At 8th level an infernal warlock gains his Energy Resistance class feature as if he were a warlock of five levels higher than he actually is. He must select fire, and either cold or acid as his energy types. He also gains immunity to poisons.
    5. Iron Tongue (Su): At 10th level an infernal warlock can force an enemy within his telepathy range to obey a command as a swift action. The creature must succeed on a Will save or it obeys the command to the best of its ability at its earliest opportunity. If the creature succeeds on it’s Will save it takes 2d6 damage. Other than these differences, this ability works as the command spell. Once you have used this ability, you cannot do so again for 5 rounds. This is a mind-affecting effect.
    6. Improved Damage Reduction: At 12th level an infernal warlock's damage reduction improves to */silver and good.
    7. Improved Silver Tongue:At 14th level an infernal warlock’s influence over others has grown. Whenever he speaks he is considered to be using mass suggestion. This is a mind-affecting effect.
    8. Improved Infernal Resistance: At 16th level an infernal warlock selects two more resistances that he treats his warlock level as 4 lower than is actually is for the purpose of determining the resistances.
    9. Improved Iron Tongue: At 18th level an infernal warlock’s iron tongue ability grows more powerful. Unless the creature succeeds on a Will save it is now controlled as if you had cast dominate monster for 1 round. If the creature succeeds on it’s Will save it now takes 5d6 damage. This is a mind-affecting effect.
    10. At 20th level an infernal warlock unlocks the final power of his blood. He becomes healed by fire and his attacks are considered both evil and lawful aligned for the purpose of overcoming damage reduction. He is healed at a rate of 1 hit point for every 10 points of fire damage dealt to him. In addition, the subtle influence and control of an infernal warlock is nearly impossible to resist. Creatures immune to mind-affecting are not immune to mind-affecting abilities from the infernal warlock, though they do gain a +4 bonus to their saves against such effects.

    Titan lineage
    Spoiler
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    1. Titan’s Legacy (Ex): At 2nd level a titan warlock’s connection to the mighty warriors he claims as kin begins to develop, granting instinctual knowledge of martial and magical ability. He becomes proficient with 1 martial weapon and medium armor. His invocations are no longer affected by arcane spell failure if he is wearing medium armor. He may add his Intelligence modifier to the DC of his invocations.
    2. Memories of the Forge (Ex): At 4th level old traditions and memories of the titans begin to surface in the mind of a titan warlock, blending creation and destruction. He gains a +2 bonus to Craft and Spellcraft checks. Whenever he successfully makes an attack with a weapon he forged, the attack deals extra magical damage equal to the titan warlock’s Intelligence modifier.
      He may also take a 10 when using the Use Magic Device skill.
    3. Entwined Assault (Su): At 6th level a titan warlock can blend his eldritch powers and martial combat seamlessly. They may use their eldritch blast as a swift action that does not provoke an attack of opportunity after successfully making a melee attack. The titan warlock must wait 4 rounds to use this effect again.
    4. Titan’s Resistance (Ex): At 8th level a titan warlock's DR improves to */adamantine and he is always considered to be under a endure elements effect.
    5. Powerful Build (Ex): At 10th level the titan warlock’s physical stature let them function in many ways as if they were one size category larger.
      Whenever a titan warlock is subject to a size modifier or special size modifier for an opposed check (such as with using a combat maneuver), they are treated as one size larger if doing so is advantageous to them.
      A titan warlock is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect them. They can use weapons designed for a creature one size larger without penalty. However, their space and reach remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
    6. Imbue Item (Su): A titan warlock of 12th level and higher can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must still have the appropriate item creation feat). He 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 he doesn’t know or can’t cast.

      If the check succeeds, the titan warlock can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level.
    7. Improved Memories of the Forge: At 14th level a titan warlock gains the Craft Magic Arms and Armor feat. If he already has Craft Magic Arms and Armor he gains another crafting feat for which he meets the prerequisites. Any item he crafts requires 25% less time and gold to create.
    8. Improved Titan's Legacy: At 16th a titan warlock becomes proficient with all martial weapons, 2 exotic weapons, and heavy armor. His invocations are no longer affected by arcane spell failure if he is wearing heavy armor.
    9. Improved Entwined Assault: At 18th level a titan warlock may use any of their invocations as a swift action that does not provoke an attack of opportunity after successfully making a melee attack. The warlock can only use invocation in this way once every two rounds.
    10. At 20th level a titan warlock’s type changes to giant and his size increases by one size category. Additionally, his warlock caster level and the caster level of any magical item he uses is considered to be an additional 2 higher (this stacks with Eldritch Soul).

    Undead lineage
    Spoiler
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    1. Deathly Caress (Su): At 2nd level an undead warlock may decide that his next normal melee attack or eldritch blast to be a deathly caress attack. One living creature of your choice hit by the deathly caress attack is fatigued for 3 rounds. Once you have used this ability, you cannot do so again for 5 rounds.
    2. Strength of Unlife (Su): At 4th level an undead warlock’s body starts to develop immunities to things that affect the living. They gain a +4 bonus to saving throws vs. negative energy effects and become immune to diseases and poisons.
    3. Life Sight (Ex): At 6th level an undead warlock is able to view the inner light of life and positive energy in other beings. To his eyes, living creatures glow with a brilliant light, providing bright illumination in a 5-foot radius per hit die of the living creature, revealing itself and all features and objects in range to his life-adapted sight. This life-light behaves like regular light - you can’t see into solid objects, or through solid walls. Creatures near death (1 or less hit points) provide shadowy illumination instead. Finally, the life-light of invisible creatures is just as invisible as the creature that emanates it (So if you can see invisible creatures you can see their life-light. This doesn’t apply to creature you can’t see because they’re hiding or LoS is blocked).
    4. Improved Strength of Unlife: At 8th level an undead warlock is more suffused with the energy that animates undead creatures, invigorating his body. He is now healed by negative energy like an undead creature, and he is immune to sleep and paralysis effects.
    5. Improved Deathly Caress: At 10th level an undead warlock’s deathly caress becomes more potent. The creature hit by the deathly caress attack is exhausted for 2 round and fatigued for 3 rounds. You now only have to wait 4 rounds to use deathly caress again.
    6. Improved Strength of Unlife: At 12th level an undead warlock’s connection with negative energy deepens, allowing him to ignore weaknesses of the living. He is now immune to nonlethal damage, fatigue, exhaustion, and death effects.
    7. Life Drain (Su): At 14th level an undead warlock can absorb the life force of nearby creatures to bolsters his own strength. As a standard action any number of living creatures who’s life-light is touching the undead warlock must succeed on a Will save or gain 1 negative level. The undead warlock gains 5 temporary hit points for each negative level bestowed. The DC to remove the negative level is the same as the Will save DC.
    8. Improved Strength of Unlife: At 16th level an undead warlock’s life is an unnatural balance of positive and negative energy. He is now immune to ability and energy drain, death from massive damage, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
    9. Improved Deathly Caress: At 18th level an undead warlock’s deathly caress nearly steals the life from its victim. The creature hit by the deathly caress attack is paralyzed for 1 round unless it succeeds a Fortitude save, exhausted for 2 round, and fatigued for 3 rounds (it is exhausted and fatigued regardless of the Fortitude save). You now only have to wait 3 rounds to use deathly caress again.
    10. At 20th level an undead warlock has become strange amalgamation of life and death. While he is still alive, he no longer needs to breath, eat, or sleep and he ceases to age. If he is reduced to negative hit points equal to his Constitution score, he doesn’t die, but instead he slowly regenerates, regaining 1 hit point a minute until he is at 1 hit point. If dismembered the undead warlock does not regenerate until the vital parts are assembled (missing, non-vital limbs will only reattach before he reaches 1 hit point). He cannot regenerate if the body is fully destroyed (such from disintegrate).

    Shadow lineage
    Spoiler
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    1. Control Light (Sp): At 2nd level a shadow warlock can decrease the levels of light within a 5 foot radius of themselves per level by one grade as the darkness spell. This effect can be turned on or off as a standard action. For a 6th level shadow warlock, this functions as a deeper darkness spell.
    2. Shadow Stride (Su): At 4th level a shadow warlock may teleport from one dimly lit or darker area to another within 20 feet as a move action as long as he has line of sight.
    3. Discorporating Blow (Su): At 6th level a shadow warlock may decide that his next normal melee attack or eldritch blast to be a discorporating attack. Creatures hit by the discorporating attack are broken up into millions of particles of shadow stuff, reducing the light in a 30 foot radius from their square by one grade until their next round. Upon the start of their next round, the shadow warlock chooses any square within the area the discorporated creature occupies to recorporate in. The square must not be occupied nor can the recorporating creature be in danger of immediate death in the square. If you choose such a square, the target gains a Will save, with a +5 bonus, to recorporate in its initial square. A discorporated creature cannot be targeted, effected, or in any way interacted with, for all intents and purposes it no longer exists. Once you have used this ability, you cannot do so again for 5 rounds. This is a teleportation (conjuration) effect.
    4. Faded Self (Su): At 8th level a shadow warlock gains several benefits while in dimly lit or darker areas. He gains a +3 deflection bonus to AC, his damage reduction equals his warlock class levels, and spell resistance equal to 11 + his class levels.
    5. All Consuming Black (Sp): At 10th level a shadow warlock can cause an area of darkness to attempt to consume a living creature. As a full round action, the warlock causes darkness at least 60 feet in area to coalesce on a single target that makes a Will save or is blinded permanently. The area that the darkness did inhabit is now supernaturally dark except the square of the target which is devoid of light as if a solid object filled the square. After one full round of, the affected area returns to its natural state and any previous magical light modifying effects return.
      Whether or not the target fails its save versus blindness, it takes 6d4+6 points of force damage as the darkness attempts to crush the target. For every additional 10 feet of darkness used to activate this ability, it takes an additional 1d4+1 points of force damage (up to a maximum equal to his warlock class levels).
    6. Independent Shadows (Su):At 12th level a shadow warlock can control his own shadow to use a single invocation or eldritch blast for him on any round that he uses an invocation that creates darkness or uses his Discorporating Blow ability.
    7. Improved Shadow Stride: At 14th level a shadow warlock increases his teleport distance up to 100 feet. If the warlock uses this ability to teleport more than 50 feet in a single use, he can't use it again on the next round.
    8. Improved Discorporating Blow: At 16th level a shadow warlock’s discorporating attack grows more powerful. Creatures hit by the improved discorporating attack stays discorporated for 2 rounds. This is a conjuration (teleportation) effect.
    9. Improved Faded Self: At 18th level a shadow warlock's deflection bonus to AC improves to +5, DR improves to */-, and his spell resistance improves to 15 + his class level.
    10. At 20th level a shadow warlock's type changes to Outsider (native) and you gain a +4 inherent bonus to your Charisma. Creatures that can normally see through darkness (like with true seeing, darkvision, or the see in darkness ability) no longer automatically see through a shadow warlock’s abilities that reduce light levels. They can see like normal within their own square. This does not affect creatures with more than 4 hit dice than the shadow warlock.
      Additionally, any creature that is slain by your All Consuming Black ability is erased from existence. Memories of them are erased from those who had ever interacted with or heard of them. All instances of their name or descriptions of them simply cease to exist and they may never be returned except by the powers of a deity. Only you remember their existence if only knowing that you removed them from it.
    Last edited by Deviston; 2012-09-22 at 01:33 PM.

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    Default Warlock Feats

    Ever-present Black [Tactical]
    Spoiler
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    You know what the darkness is; you know it’s not simply the lack of light, but a substance just as pervasive as the light itself. The black is consuming in its desires and you have developed not only a tie to it by a slight mastery over it.
    Prerequisites: darkness invocation, hungry darkness invocation, hideous blow, eldritch glaive or any other blast shape invocation that modifiers your eldritch blast to be used in melee combat.
    Benefits:
    Trailing Dark: Targets who are dealt damage by a melee attack or your eldritch blast in a round that they are in a dimly lit or darker area generated by your darkness invocation are harried by the shadows. The taint of shadows stays with them for 3 rounds and their square is affected by your darkness invocation for this duration even if they leave the initial zone of your invocation.

    Feeding The Darkness: In a round that enemies are dealt damage by your hungry darkness invocation, your damage reduction granted by the warlock class is increased by 2 against those enemies.

    Trailing Hunger: Targets who are dealt damage by your hideous blow or other applicable blast shape and hungry darkness invocation in a single round are harried by the shadows. The taint of shadows stays with them for 1 round and their square is affected by your hungry darkness invocation for this duration even if they leave the initial zone of your invocation.

    Perpetual Illness [Tactical]
    Spoiler
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    The body is so fragile, even the tiniest pathogen can send the subject into convulsions along with serious sickness. The ability to manipulate such foreign pathogens is by far a specialized skill, but adding magical maladies to the mix was a stroke of vile genius.
    Prerequisites: miasmic cloud invocation, curse of despair invocation, sickening blast.
    Benefits:
    Exhausting Miasma: If a target is sickened by your sickening blast and they fail their save for the fatigue effect of miasmic cloud, they are exhausted for the first round of the effect instead of fatigued. Alternately, if the target is fatigued by miasmic cloud and fails the save versus a sickening blast they are exhausted for the first round of the effect instead of fatigued.

    Crushing Despair: If a target of your sickening blast is under the effect of your curse of despair he takes a -2 penalty to his saves versus sickening blast in addition to any penalty due to the curse of despair.

    Debilitating Curse: In a round that a target is under the effect of your curse of despair and they are inside the area of your miasmic cloud you may wrack them with further pain. As a standard action, a target that meets the above requirements must make a Fortitude save or become nauseated for 1 round.

    Unnerving Peripheral [Tactical]
    Spoiler
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    Out of the corner of your eye a shadow can seem a demon, a tree could be a devil, or a friend can be your greatest enemy. Luckily, these aren’t things you worry about, but you ensure your enemies do.
    Prerequisites: breath of the night invocation, walk unseen invocation, frightful blast.
    Benefits:
    Fear the Unknown: If you are invisible via your walk unseen invocation, enemies who can’t see you take a -2 penalty to saves versus your frightful blast.

    Beasts in the Haze: As a standard action, you may target an enemy that is shaken and inside of the area of your breath of the night invocation to confuse enemies and allies. All creatures within the area look like hulking swirls of fog with no distinct shape. Attacking these creatures or being attacked by them breaks the strange form of invisibility.

    Unseen Fog: If you activate your walk unseen while inside the area of your breath of the night you gain the effects of greater invisibility for the first round of the invocation.

    Protective Arcana [Tactical]
    Spoiler
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    Your magic works together to ensure your life continues. As you are its vessel to escape into reality, without you the magic would stay locked in the ether.
    Prerequisites: dark one’s own luck invocation, entropic warding invocation, flee the scene invocation.
    Benefits:
    Teleportive Sheilding: On a round that you use your flee the scene invocation, the miss chance from your entropic warding invocation is increased by 30%.

    Forced Luck: Once per day on a failed save that you gain a bonus to from dark one’s own luck, if your entropic warding is active, you may seal the magical effects within it to reduce how you are effected by your failed save. You may reduce the caster level (and all variable effects must be rerolled with the new caster level) by a number equal to your Charisma modifier. Your entropic warding is immediately dismissed and cannot be used again for rounds equal to the consumed spell’s original caster level.

    Deceptive Success: You may use flee the scene as an immediate action after a successful save that you gained a bonus from dark one’s own luck, once per day per two points (rounded down) of Charisma modifier you have. Your major image left behind appears to have failed the save as the caster would perceive it.

    Conniving Voices [Tactical]
    Spoiler
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    You can convince a Pelorian cleric to buy a vial of holy water, or a sailor you have beach front property for sale in the Arrakeen desert. You also can delve into their minds and punish them when they refuse, destroying a favorite bauble.
    Prerequisites: beguiling influence invocation, baleful utterance invocation, daemon’s whisper invocation.
    Benefits:
    Embellished Utterance: Your caster level for your baleful utterance invocation is treated as 2 higher for every 5 ranks you have in either the bluff, diplomacy, or intimidate skills.

    Prized Retribution: As a standard action, against any target who you have used the detect thoughts portion of daemon’s whisper, you may target an object with your baleful utterance invocation that the individual treasures. If you know of a specific item they treasure, you may target that item. The item need not be within the normal range of the invocation, but it does have to meet all other requirements.

    Personal Insight: As long as you hold an object that belongs to the target, you gain an additional +2 to the skill associated with beguiling influence if you successfully used the detects thoughts portion of daemon’s whisper and are making your check telepathically.

    Baptism of the Deeper Black
    Spoiler
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    Within the light hides a beautiful thing. Not the absence of light, but the substance of darkness. The darkness can be held and wielded just as a thing of stone can. You not only know this, but apply it without question, controlling the darkness with ease.
    Benefit: Below are listed four Invocations. As long as you know one of them, and each one that precedes it, you may activate the associated ability as a standard action unless otherwise noted (not including permanent enhancements to the capabilities of the invocation itself, which require no action).

    Darkness: You may cause a target within your darkness that you can see to become fully blind while within the area of your darkness invocation.

    Hungry Darkness: The hungry darkness invocation can feed you as well as itself. With a process that takes 10 minutes, you can change your body to gain sustenance from the feeding of your hungry darkness. As long as you use it at least once in a 24 hour period and it deals damage, you do not need food or water for the next 24 hours.

    Enervating Shadows: You enervating shadows invocation not only drains strength from the target, but also gives it to you. Whenever a target suffers a reduction of Strength from your enervating shadows invocation, you may gain double the value reduced as an enhancement bonus until the invocation ends.

    Path of Shadow: When you seek to walk the path of shadow, you may keep one eye partially there upon leaving. You have a penalty to all sight based checks and your Dexterity score equal to one half your warlock class levels. However, with one eye on the shadow plane, you can strike the shadow of a target with your eldritch blast dealing damage to their Charisma equal to half (rounded down) of the number of eldritch blast dice you have, Will save for half. As another standard action, you may bring you eye back to the material plane, or send the rest of your body to meet with the eye, ending the effect.

    Baptism of the Glorious Tongue
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    Never has there been a greater truth than the lie you make real. In the mind of a man who has been lied to, he knows beyond a shadow of a doubt he knows a great truth. Until his reality is shattered the lie will ever be his only existence.
    Benefit: Below are listed four Invocations. As long as you know one of them, and each one that precedes it, you may activate the associated ability as a standard action unless otherwise noted (not including permanent enhancements to the capabilities of the invocation itself, which require no action).

    Beguiling Influence: The manipulation of the truth to be told in a specific way to bring about your desired effects is something of an art for you. You can always remember a specific person you lied to, convinced, or made cower at your feet with ease and doing so again is easier. As you attempt to use the same skill (as granted from the beguiling influence invocation) on a target you have successfully used it on before, you gain a +2 circumstance bonus. This requires no action on your part.

    Daemon’s Whisper: You can open a line of communication with the mind of another, or you can rip out bits of information that lay at the forefront of their thoughts. After your baptism, you can also dig deeper. When a target has failed their Will save versus the detect thoughts portion of this invocation, you can also follow mental pathways to view a thought that may not be presently on their mind, but is deeply important to them and on their mind quite often. This could be a crime committed in secrecy, a relative that the public believes is dead but the subject knows is not, or maybe a secret tunnel that leads to his assassin clan’s hideout. Whatever the information, the target immediately brings this to his surface thoughts.

    Veil of Insignificance: Fitting in and blending in are separate with little in common. You have mastered blending in to the point that it becomes fitting in. Instead of simply passing you by, at your option (when you cast this invocation) you can be viewed as a friend, though the individual may not be able to place from when in time they befriended you. This function as the charm invocation, but only emulates the charm person spell instead of the charm monster spell.

    Ethereal Abduction: You can lie to reality. With ease. When using this invocation, on the round you reach your destination, you may lie to reality and fool it into believing you never teleported at all. As an immediate action you may instantly teleport back to your starting location, but this deals 6 points of Charisma damage to you as reality notices it has been lied to.
    Last edited by Deviston; 2012-09-15 at 10:52 PM.

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    Default Favored Class Options

    Fetchling- The fetchling warlock's eldritch blast gains +1/2 points of damage (maximum 2x Charisma modifier) when both he and his target/targets are in a dimly lit or darker area.
    Last edited by Deviston; 2012-09-15 at 11:06 PM.

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    Default Re: (3.P) Warlock (PEACH)

    Perhaps an alternate ability?

    Affinity (Ex): At First Level, a Warlock selects one element type: Acid, Cold, Electricity, Fire or Sonic. The chosen element can now be substituted with any damage-dealing spell element on her spell list at will. The Warlock cannot change this elemental choice once it has been chosen.

    Also, the Warlock may add her wisdom modifier to ranged or melee touch attacks, instead of Str or Dex. She may select another element at 5th, 10th, 15th, and finally 20th level.

    Inb4 Sonic Fireball...
    Last edited by LordErebus12; 2012-08-30 at 02:44 PM.
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    Default Re: (3.P) Warlock (PEACH)

    I can see adding the element choice as a Dark Secret. Grabbing two more elements as a Advanced Dark Secret, able to be taken twice, picking different elements each time.

    Also making the Wisdom to touch attacks a Dark Secret.

    Zen Blasting: Select either melee or ranged touch attacks. You may substitute Wisdom for your normal attribute when making this form of touch attack in regards to your eldritch blast invocation. you may select this dark secret twice, its effects do not stack. The second time you must choose the touch attack form you did not choose when selecting this dark secret the first time.

    Now, what do you think about the class?

    Edit: Also, unless there is a homebrew, the warlock doesn't get a fireball-like invocation.
    Last edited by Deviston; 2012-08-30 at 03:29 PM.

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    Default Re: (3.P) Warlock (PEACH)

    Quote Originally Posted by Deviston View Post
    Now, what do you think about the class?

    Edit: Also, unless there is a homebrew, the warlock doesn't get a fireball-like invocation.
    I like it, not quite my cup of tea as a class to play as.

    well then any cone or what not. idk.
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    Default Re: (3.P) Warlock (PEACH)

    Quote Originally Posted by Deviston View Post
    I can see adding the element choice as a Dark Secret. Grabbing two more elements as a Advanced Dark Secret, able to be taken twice, picking different elements each time.
    perhaps an additional ability that allows this to be done with magical items, like a weapon's flaming becoming Frost or a wand of lightning bolt changing it into fire.
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    Default Re: (3.P) Warlock (PEACH)

    Not your cup of tea? What, too balanced for you lol? Jk's jk's, I promise :)

    The item thing would at least be an advance dark secret, but I could see it. It would be seperate from the eldritch blast one, and only one element per selection.

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    Default Re: (3.P) Warlock (PEACH)

    Quote Originally Posted by Deviston View Post
    Not your cup of tea? What, too balanced for you lol? Jk's jk's, I promise :)

    The item thing would at least be an advance dark secret, but I could see it. It would be seperate from the eldritch blast one, and only one element per selection.
    Finally, maybe an ability to counterspell with spells of different schools. The spell must be at least one spell level higher than the spell cast. idk the mechanics, just an idea.
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    Default Re: (3.P) Warlock (PEACH)

    Bump for some Pathfinder peaching of the class itself, the archetype (lineage), and the Shadow Lineage specifically.

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    Default Re: (3.P) Warlock (PEACH)

    Your version feels very pathfinder. I approve of that, and I like your secrets abilities as they feel similar to abilities like rogue talents, which have worked well in the past.

    This version does feel a little bookkeeping heavy, as you have a large number of abilities on top of your casting, and you've added cantrips which will do little to no service to the warlock a few levels in. Maybe streamlining a little would help with this, but it's not all that necessary, just a small concern.

    You've done what many have done with the problem of too few invocations, and I won't fault you for that, though I personally opted against it.

    I will say this, though. In pathfinder, the caster classes, for the most part, lost extra abilities outside of their casting, while the non-casters gained abilities. Sorcerers and Wizards rely on their bloodlines or schools for pretty much everything, and those don't feel like extra abilities as much as support for their casting. Clerics are the same way. Ability lists like the rogue talents or the hunter's tricks feel very un-caster to me. You could be going for something split down the middle, like the magus, but even that felt cluttered to me. This is all just my opinion though, and I will say that this is a perfectly effective update to the warlock for the new rules.

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    Default Re: (3.P) Warlock (PEACH)

    I'm a firm believer of looking at a class from the Role Play stand point. Numbers are great, but not all that matters IMO.

    Cantrips don't really benefit ANYONE. But they sure are nice as an RP tool or maybe even doing teeniny minor magics.

    As for "split down the middle" between casting and abilities, in my opinion the warlock was VERY sub par to begin with. The player tended to answer the question of "What are you going to do your round?" with "Sigh, EB... again". The other classes got a LOT of revamps. Slightly upped class features, more of them, more of this that and the other. I gave the warlock 8 invocations, (more if you spend dark secrets on EB invocations) some nifty class features (essenially focussed feats) and a tuck here and there (hp, skills).

    If they take the Archetypes, they lose out on versatility, and gain greater power (IMO the lineages are stronger than the dark secrets).

    The big thing, is none of the invocation were bumped. They all stay the same. The warlock is one of the FEW classes that can be converted to PF by minro tucks and just more of what they already have. In my opinion of course. So, where other classes get more and their more is stronger, the warlock just gets more. That, as I see it, is where the warlock really should have been in the first place.

    That being said, having your opinions here gives others a second viewpoint, which is important. They might catch something I miss, and a few more votes to "OP!" with reasoning why would make me see it as you do. My goal is to get a majority vote "For", even if it's after changes.

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    Default Re: (3.P) Warlock, Archetypes, Baptisms, and Tactical feats (PEACH)

    :: wonders why getting a few PEACHs is so hard these days ::

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    Default Re: (3.P) Warlock, Archetypes, Baptisms, and Tactical feats (PEACH)

    Rebump rebump.

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    Default Re: (3.P) Warlock, Archetypes, Baptisms, and Tactical feats (PEACH)

    Looks good. I might suggest boosting the power of the bloodlines, purely beause of how potent some of the choices of dark secrets are, otherwise, it is perfect.

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    Default Re: (3.P) Warlock, Archetypes, Baptisms, and Tactical feats (PEACH)

    You know what, I hear that so very often when making homebrew, that is close to perfect on the initial draft. Mind you I'm am always TRYING for perfection on the initial draft, but I don't have confidence in my creations to think them THAT good. I guess the 11+ years of gaming and rules lawyering pays off haha, I just always expect to be off base.

    I guess I DO infact have a good grasp on this frikin game lmao!

    Thanks for the PEACH!

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    Default Re: (3.P) Warlock, Archetypes, Baptisms, and Tactical feats (PEACH)

    I agree that The spell must be at least one spell level higher than the spell cast. idk the mechanics, just an idea.

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    Default Re: (3.P) Warlock, Archetypes, Baptisms, and Tactical feats (PEACH)

    For the hex Dark Secret, you should add that it should be a level-appropriate hex.
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    Default Re: (3.P) Warlock, Archetypes, Baptisms, and Tactical feats (PEACH)

    Will do (hex) and thanks for the thoughts :)

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    Default Re: (3.P) Warlock, Archetypes, Baptisms, and Tactical feats (PEACH)

    Quote Originally Posted by Aliat55 View Post
    I agree that The spell must be at least one spell level higher than the spell cast. idk the mechanics, just an idea.
    I'm a little slow this morning and haven't dug through this calss in a bit, can you refresh me as to what you are referring?

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