The Warlock

Hit Point Rate: 6

Class Skills: Bluff, Concentration, Craft, Disguise, Insight, Intimidate, Knowledge (any related to magic or planes), Profession, Perception, Use Magic Device

Skill Points: 4 + Int per level

Level BAB Fort Will Ref Class Features
1 0 0 0 0 Invocations, Eldritch Blast, Otherworldly Pact, Lesser Archetype Power
2 +1 +1 +1 +1 Otherworldly Resiliency, Lesser Racial Power
3 +2 +2 +2 +2 Moderate Archetype Power
4 +3 +3 +3 +3 Eldritch Guide, Moderate Racial Power
5 +4 +4 +4 +4 Deepened Pact
6 +5 +5 +5 +5 Capstone Invocation, Greater Archetype Power, Greater Racial Power

Class Features

Proficiencies: The Warlock is proficient with light armor and simple weapons.

Invocations: The Warlock may use invocations as a Complete Arcane Warlock, her caster level is her class level. She learns a number of invocations as indicated in the table below:

LevelKnownInvocationsShapesEssences
1 1 Least Least Least
2 2 Least Least Least
3 3 Least Least Least
4 4 Lesser Least Least
5 5 Lesser Lesser Lesser
6 6 Greater Lesser Lesser

Bonuses to skill checks are always insight bonuses and only provide at most a +4 bonus.

A warlock may not learn eldritch glaive.

Eldritch Blast: The Warlock gains the ability to fire eldritch blasts. Eldritch blast counts as spell-like ability specifically as ray attack with a spell level equal to 3/4 the Warlocks level. An eldritch blast can be fired as standard action at a single target, requiring a ranged touch attack. Eldritch blasts have a range of 18m. The eldritch blast base damage is a number of d6 equal to the Warlocks level + the warlock primary ability modifier. No more than one blast essence and one blast shape can be applied to a single eldritch blast.

A warlocks eldritch blasts count as conjuration spells, e.g., they benefit from spellcaster items for conjuration.

Otherworldly Pact: The Warlocks pact with their patron provides one of their items a substantial bonus. You can transform an item by performing a special ritual. You perform the ritual over the course of one day. You can then dismiss the item, shunting it into an extra-dimensional space, and it appears whenever you want to produce your pact item thereafter (as move action or free action if you have the quick draw feat). The item ceases being your pact item if you die or if you perform the 1-hour ritual on a different item, or if you use a 1-hour ritual to break your bond to it. The item appears at your feet if it is in the extra-dimensional space when the bond breaks. Choose one of the pacts below:

  • Pact of the Blade (Requires a weapon or enhances up to two natural weapons): The warlocks gain a +2 bonus on attack rolls and weapon proficiency with the pact weapon. If you hit with your pact weapon, the target is hit by a lesser version of eldritch blast that does not apply any essence and no bonus dice. Solely the warlocks primary modifier is added to damage dealt.
  • Pact of the Chain (Requires a necklace): The warlock receives the obtain familiar and improved familiar feat. The warlocks level counts as two levels higher to determine which type of familiar they can select and what advancements it posseses. The familiar has hitpoints equal to the warlocks own hitpoints.
  • Pact of the Tome (Requires a tome): The Warlock receives a magic foliant. They must choose any one spell from the cleric, druid or wizards spell list from the first level, when they first gain the tome. The warlock may prepare this spell to be casted once per day as a spell-like ability. Changing the spell of the foliant can be done doing an 1-hour ritual. To do so you burn an appropriate spell scroll.

Otherworldly Resiliency: The Warlock receives her constitution modifier as damage reduction and energy resistance. However, the warlock has a weakness determined by her archetype. When attacked by her weakness, she receives 2 points of additional damage per warlock level and her damage reduction and energy resistance is removed for one turn.

Eldritch Guide: The Warlock may take 10 on Use Magic Device checks even if distracted or threatened and she receives +2 on Use Magic Device checks. Additionally, she receives +2 on attack rolls with eldritch blasts, pact of the blade attacks and +2 on all rolls to pierce spell resistance.

Deepened Pact: The Warlocks pact to his Patron improves the bonus it provides:

  • Pact of the Blade: Your pact weapons eldritch blast improves. At the start of each turn, you may choose to apply one single eldritch essence to the pact weapon. If a target does one successful save against your eldritch essence ability, it automatically succeeds on further saves versus the eldrich essence until the start of your next turn. The damage dice from the eldritch blast are only at 3/4 of the warlocks level.

    When the warlock imbues both ends of double weapons or both his claws, he may not apply any eldritch essence and the damage from the eldritch blast is only at 1/2 of the warlocks level.

  • Pact of the Chain: All your minions receive a +4 bonus to all attributes and your mind effecting powers have a by one point higher DC.
  • Pact of the Tome: The Warlock can write any one spell from the cleric, druid or wizards spell list up to the second level to their magic foliant. All spell-like abilities of the warlock count as invocations.

Capstone Invocation: The Warlock gains the ability to invoke a particular invocation as a spell-like ability 1/day, as appropriate for her archetype. Her caster level is equal to her hit dice, and the DC of the invocation is based on the primary attribute modifier.

Feats: Ability Specialization, Eldritch Metamagic, Eldritch Necromancer, Epic Ability Specialization, Epic Pact Of The Blade, Epic Pact Of The Chain, Epic Pact Of The Tome, Extra Invocation, Otherworldly Blast

Archetypes

Dragon Adept

Primary Attribute: Charisma

Weakness: The opposed energy type of the adepts last used breath weapon, starting with a weakness against cold.

Bonus Invocations:

The HPR of the Dragon Adept is 7.

Lesser Archetype Power: The dragon adept receives the breath weapon ability of a 3.5 dragonfire adept instead of the eldritch blast ability, however it deals the same damage as an eldritch blast would, and they may learn breath effects from the dragon fire adept as other warlocks learn eldritch blast shapes. You may learn ability specialization and improved ability specialization for it but no meta breath feats.

Additionally, you may learn draconic invocations.

Moderate Archetype Power: The dragon adept learns to project the draconic aura, which works like a crusaders aura ability. They may choose additional draconic auras instead of choosing invocations.

Greater Archetype Power: The dragon adept gains blindsense with a range of 9m.

They do not posses a weakness anymore.

Feats: None.

Haunting

Primary Attribute: Charisma

Weakness: Light damage (is affected as an undead or plant creature)

Bonus Invocations:

  • Least Blastshape: Hideous Blow
  • Least: Haunting Mask
  • Lesser: Flee the Scene
  • Capstone: Nightmares Made Real

Lesser Archetype Power: The Haunting Warlock applies the shaken condition to any enemy that is in their melee range and that they could theoretically affect with a sneak attack.

In addition, the Haunting Warlock can see the ethereal planes. They can normally perceive ethereal and invisible creature and never suffer under miss chances due to those conditions.

Moderate Archetype Power: The Haunting Warlock can make a standard action attack at the end of a charge.

Additionally, the Haunting Warlock receive 20% concealment, that cannot be broken, versus any opponent that is effected by some fear effect.

Greater Archetype Power: Whenever the Haunting Warlock uses the Flee the Scene invocation, they can perform an attack which is a charge without movement, after arriving or cast a standard action invocation.

In addition, the major image left behind by the Haunting seems more real. It can flank opponents, has the Haunting Warlocks lesser Archetype power and the Image also acts as if it was affected by the Haunting mask invocation. If the Warlock also uses the Haunting Mask invocation, the image always chooses the same bane as them. When an opponents successfully disbelieves the image, they can no longer be affected by anything the image does.

Feats: Ghostlike Double, Long Lasting Double, Mighty Mask

Heir Of The Allfather

Primary Attribute: Wisdom

Weakness: Magical sleep effects. In addition, while sleeping and the first 10 minutes after waking up you do not receive otherworldly resilience.

Bonus Invocations:

Lesser Archetype Power: You gain medium armor, shield proficiency and linguistics becomes a class skill for you.

Moderate Archetype Power: You receive the ability to scribe a rune into an item:

Scribe Rune: The first time you do this it requires one hour and a suitable profession or craft check DC 15. Thereafter the item provides a special bonus for the next 24h. When the item already has a rune carved into it you can refresh it as a standard action.

You may only have one rune per level active at the same time.

You can scribe a rune into any kind of tool or kit that is used for some certain skill. The item provides a +4 insight bonus on this skill check for the next 24h.

You can scribe a rune into weapons and wands, rods and scepters to increase caster level checks and attack rolls. The item provide a +2 insight bonus to these checks.

When you use shapeshift such as beast-shape, your armor merges with your new form and still provides all bonuses from your armor.

Greater Archetype Power: You suffer none of the drawbacks of old age, and you can't be aged magically.

You may strengthen the bond of a signature weapon or signature armor. You have to inscribe rune into the item and it provides an enchantment bonus equal to your level to one attribute to the wielder.

Feats: Warrior Of The Gods

Hellfire Warlock

Primary Attribute: Intelligence

Weakness: Holy fire and any kind of divine damage

Bonus Invocations:

  • Least: Brimstone Blast, Hellrime Blast
  • Lesser: Hellfire Shield
  • Capstone: The Hellfire Warlock receives the Eldritch Doom blast shape with 9m range for one round per four levels

Sacrifice: The Hellfire Warlock may sacrifice his own life force to enhance his powers. The actual amount of damage taken is given by the power and the damage type is hellfire damage that pierces the hellfire warlocks fire and cold resistances. However, the hellfire shield provides some resistance.

Hellfire Damage: Hellfire is hotter than the volcanoes of Phlegethos and colder than the glaciers of Cania. It counts as the more effective of fire and cold for each individual. Temporary hitpoints stay untouched by hellfire and provide no protection from it. Hellfire can only be healed after resting for 8 hours or after 24 if you choose to not rest.

Lesser Archetype Power: The Hellfire Warlock may remove the secondary effects of Brimstone and Hellrime blast to increase the damage of the Eldritch Blast by 2 per dice.

The warlock may sacrifice level hit points to convert all fire and cold damage he deals during his turn to hellfire damage.

Each day, the Hellfire Warlock receives hellfire resistance until a total of two times their level points are resisted.

Moderate Archetype Power: The Hellfire Warlock may sacrifice twice the level of a spell a scroll, or other item can cast to use the spell or item without destroying the scroll or lowering the number of charges or the item. If there are expensive material components the warlock must provide them. Using use magic device this way imposes a -5 penalty.

When using magic items, the Hellfire Warlock may choose to use his own saving DCs and caster level.

Greater Archetype Power: The Brimstone and Hellrime blast increase the eldritch blast damage dice by one step (up to d12).

When using spells and spell-like effects from magic items, the Hellfire Warlock may improve them as if they were invocations. Also he may use feats as ability focus can be learning for abilities of magic items, such as, Ability Focus(Fireball).

Feats: From The Hellfire Academy, Superior Wand Usage

Obsidian Sentinel

Primary Attribute: Wisdom

Weakness: Sonic Damage, Acid

Bonus Invocations:

Lesser Archetype Power: When Petrified, the Obsidian Sentinel gains claw attacks (1d8/19-20 x2/slashing).

The Obsidian Sentinel receives a +4 moral bonus to attack rolls versus foes that attacked or cast spells on your allies, not including the obsidian sentinels, in their previous turns.

Moderate Archetype Power: When Petrified, a obsidian Sentinel sprouts wings resembling those of a dragon. He can fly at a speed equal to his land speed with good maneuverability. If he already possess a fly speed, this invocation grants him a +3m enhancement bonus to his speed.

Additionally, when Petrified, the Obsidian Sentinel receives spell resistance equal to 10 + his level + his Wisdom modifier.

Greater Archetype Power: The Petrified counts as being one size category larger to compute natural attack damage.

Furthermore, the Obsidian Sentinels claws may be enchanted as if it would be a weapon and the armor as well. The armor receives 2 DR per point of enchantment.

Feats: None.

Servant Of The First World

Primary Attribute: Charisma

Weakness: Cold Iron

Bonus Invocations:

  • Least: Bloom
  • Lesser Blast Essence: Life Blast
  • Lesser: Abduct
  • Greater: Painful Slumber of Ages
  • Capstone: Retributive Invisibility

Lesser Archetype Power: The Servant of the First World may cast all level 0 wizard spells and one first level spell of the illusion or enchantment school at will. A servant of the first world can attack incorporeal creatures without penalties. The servant of the First World may use all their spell-like abilities as invocations.

Moderate Archetype Power: The Servant of the First World joins the winter and summer court.

Summer Court: Whenever the Servant of the First World uses an invocation on an ally, that ally may reroll any one of her rolls during the duration of the power (or within one turn when using instantaneous duration) as an immediate action.

Winter Court: Whenever the Servant of the First World uses an ability that causes a fear effect, the target also takes a -2 moral penalty on d20 rolls.

Greater Archetype Power: When you hit a creature in the eldritch blast that is in the in-between, you may choose to keep it there one more turn if it fails another will save.

Feats: Emotional Tide, Fertilizer

Sinner

Primary Attribute: Intelligence

Weakness: Silver, effects with the good or holy descriptor

Bonus Invocations:

  • Draw Back: Your hitpoint rate is reduced by one.
  • Lesser Archetype Power: The Sinner receives flanking benefits whenever a creature is flanked by anyone else. (Even with ranged attacks).

    Additionally, the Sinner receives 1d6 points of sneak attack, which improves to 2d6 on level 5.

    Moderate Archetype Power: The Sinner receives flanking benefits whenever a creature is within an area of magical darkness. (Even with ranged attacks).

    When the Sinner does an 1.5m step in an area of magical darkness, he may teleport 18m ending up into an area of magical darkness.

    Greater Archetype Power: You may choose a second otherworldly pact.

    The pocket pact now provides bonuses (and penalty) for a second attribute.

    Feats: None.