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Warlocks gain their power by making deals with outsiders. While the stereotypical warlock is one who has formed a dark pact with an infernal power, not all have done this. Warlocks can form pacts with any type of outsider.

Role: A warlock can serve multiple functions, but performs best in a support role.

Alignment: Warlocks can be any alignment. However, it is normal for the warlock to be the same alignment as the pact.

Hit Dice: d8.

Starting Wealth: 4d6 x 10 gp.

Class SkillsEdit

The warlock's class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (Arcane) (Int), Knowledge (The Planes) (Int), Knowledge (Religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Chat).

Skill Ranks per Level: 4 + Int modifier.

Table: Warlock

Level

Base Attack

Bonus

Fort

Save

Ref

Save

Will

Save

Special

1st

+0

+0

+0

+2

Pact, Arcane armor mastery (light), cantrips, two invocations

2nd

+1

+0

+0

+3

Invocation

3rd

+2

+1

+1

+3

Damage reduction

4th

+3

+1

+1

+4

Invocation

5th

+3

+1

+1

+4

Arcane armor mastery (medium)

6th

+4

+2

+2

+5

Invocation

7th

+5

+2

+2

+5

Damage reduction

8th

+6/+1

+2

+2

+6

Invocation

9th

+6/+1

+3

+3

+6

Arcane armor mastery (heavy)

10th

+7/+2

+3

+3

+7

Invocation

11th

+8/+3

+3

+3

+7

Damage reduction

12th

+9/+4

+4

+4

+8

Invocation

13th

+9/+4

+4

+4

+8

Spell resistance

14th

+10/+5

+4

+4

+9

Invocation

15th

+11/+6/+1

+5

+5

+9

Damage reduction

16th

+12/+7/+2

+5

+5

+10

Invocation

17th

+12/+7/+2

+5

+5

+10

Greater spell resistance

18th

+13/+8/+3

+6

+6

+11

Invocation

19th

+14/+9/+4

+6

+6

+11

Damage reduction

20th

+15/+10/+5

+6

+6

+12

Invocation, master of the pact

Class FeaturesEdit

The following are class features of the Warlock.

Weapon and Armor Proficiency: A warlock is proficient with all simple weapons.

Pact (Ex)Edit

Whether he sought it out or it was offered to him, the warlock has made a pact with an outsider. The alignment of the outsider must be chosen and can never be changed. The outside grants the warlock a small portion of its power, and in return, the warlock is indebted to the outsider. The warlock has an aura of an alignment the same as the alignment of the outsider he made a pact with. This functions as the Aura cleric class ability.

Arcane Armor Mastery (Ex)Edit

At 1st level the warlock no longer suffers arcane spell failure for any of his invocations while wearing light armor. This extends to medium armor at 5th level and heavy armor at 9th level. He also gains proficiency in the listed armor type at the given level.

Cantrips (Sp)Edit

At 1st level the warlock learns a number of cantrips equal to their Charisma modifier. If his Charisma modifier is permanently changed, he learns enough cantrips to equal his new Charisma modifier.

Invocations (Sp)Edit

The warlock does not cast spells. Instead he manifests invocations granted to him by his pact. All invocations are usable at will. Unless it is a constant effect, or states otherwise, using all invocations is a standard action. He gains two invocations at 1st level an done every even level. He may learn a new cantrip in place of an invocation.

Invocations are chosen fromt he list below or from the wizard's arcane school abilities. Any ability chosen from the wizard's arcane schools have a level requirement equal to the level the wizard would gain the ability. Like all invocations, all abilites chosen from the wizard schools are usable at will even if the ability would normally have a limited use. Any ability that lists a duration will last for that duration, but can then be used again. Any invocation that is continuous may be deactivated as a free action. When chosen, the wizard abilities then become invocations. Certain wizard arcane school abilities have specific exceptions or alterations to how they function as described in Exceptions.

All invocations are spell-like abilities and as such are affected spell resistance even if they otherwise would not (such as a supernatural ability from the wizard school abilities), unless the ability mimics a specific spell that does not require spell resistance. They also suffer from arcane spell failure like normal arcane spells. They have a caster level equal to the warlock's level. Any wizard ability that uses an ability school to determine an effect instead uses Charisma. Likewise, any wizard ability that lists wizard level instead uses the warlock's level. Invocations that list a save have a DC of 10 + 1/2 warlock level + Cha modifier.

Unless the invocations states otherwise, a warlock does not need to select an ability of lower level fromt he same school to qualify for the enxt ability. Any invocation that would modify the effect of a spell, such as the evocation wizard's intese spells, will modify any invocation as if it were a spell.

AbjurationEdit

Invocation

Required Level

Benefit

Arcane Grip

4th

Any door, window, chest, or other opening with a lid that you touch remains locked as per the arcane lock spell. You must continue to touch the object in order for this effect to remain in place.

Dispel Magic

8th

This invocation functions exactly as the spell of the same name. You can only use this ability once on the same person or object per day.

Greater Dispel Magic

12th

You must choose the Dispel Magic invocation before taking this one. This invocation functions exactly as the spell of the same name. You can only use this ability once on the same person or object per day.

ConjurationEdit

Invocation

Required Level

Benefit

Summon Monster

4th

You may use summon monster II. You may only have one casting of this in effect at any given time. If you cast it again before the duration expires, the previous casting is dispelled.

Phase Self

16th

You may cast phase door except that only you can pass through it. This stays open for one round, so anyone that can look through the door may still target you with attacks.

Summon Master

18th

You must have the Summon Monster invocation before selecting this invocation. You may cast any summon monster spell. In addition, all summoned creatures have maximum hit points.

Interdimensional Travel

20th

You can cast greater teleport, plane shift, gate or interplanetary teleport.

DivinationEdit

Invocation

Required Level

Benefit

True Strike

1st

You may cast true strike.

See Invisibility

4th

This invocation is continuous and is exactly the same as the spell of the same name.

Analyze Magic

12th

You may cast analyze dweomer.

Find Person

16th

This effect is continuous. You can know the exact location of any one person. This invocation functions exactly like discern location. You may change the person you are finding, but if you do, you cannot find the last person for 24 hours.

Foresight

20th

This invocation is continuous and functions exactly like the spell of the same name.

EnchantmentEdit

Invocation

Required Level

Benefit

Heroic Touch

4th

You gain a +2 morale bonus to attack roles, saves, and skill checks. You can transfer this ability to another creature with a touch, but you lose the benefits while the other creature is affected. You can take back the bonus at any time, and does not require another touch.

Hypnotic Presence

12th

You can use suggestion on anyone within 10’ of you. Will negates

Total Domination

20th

You must have Irresistible Demand invocation from the controller wizard school before taking this ability. You may permanently dominate one creature as per dominate monster. The duration of this invocation is the same as dominate monster, however instead of the spell ending after the duration, it instead only receives a new saving throw to end the spell. If the save fails, the creature is treated as if dominate again without the need to cast the spell. You may never have more than one creature dominated in this way.

EvocationEdit

Invocation

Required Level

Benefit

Arcane Bolt

1st

You may make a ranged touch attack that deals 1d6 damage +1d6 for every 2 warlock levels. You may choose the damage type from the following; cold, acid, sonic, fire, electricity. The range of the arcane bolt is 100’ + 10’/level

Arcane Burst

4th

You must have Arcane Bolt before taking this invocation. You may add a 20’ burst at the end of your Arcane Bolt. Any creature caught in the burst gains a reflex save for half. If a creature is struck by the bolt, he gains no save.

Arcane Flurry

8th

You must have arcane bolt before taking this invocation. You can divide your arcane bolts into multiple bolts that do half damage. You may manifest a number of bolts equal to your caster level divided by 4. Each bolt requires a separate ranged touch attack and cannot use arcane burst.

Arcane Manipulation

12th

You must have Arcane Bolt before taking this invocation. Depending on the type of damage you deal with your Arcane Bolt, you may add an additional affect. You may not augment or alter this Invocation with any other invocation.

Acid – The target burns for 50% of your Arcane Bolt damage for one round. Reflex negates.

Cold – Target is slowed for a number of rounds equal to ½ your warlock level. Fortitude negates. May save every round.

Electricity – If the target is wearing metal armor, or made mostly of metal, it is entangled for a number of rounds equal to ½ your warlock level. Fortitude negates.

Fire – The target is on fire and burns for 1d6 fire damage every round or until put out. Reflex negates.

Sonic – The target is deafened for dazed for 1 round. Fortitude negates.

Arcane Explosion

16th

You must have Arcane Burst and Arcane Flurry before taking this invocation. You may now use Arcane Flurry with Arcane Burst. Further, your Arcane Burst invocation how has a 40’ radius.

Arcane Force

18th

You must have Arcane Bolt before taking this invocation. You may deal force damage with your Arcane Bolt. You may not augment or alter this invocation with any other invocation.

Arcane Barrage

20th

You must have Arcane Flurry before taking this invocation. Your Arcane Flurry now deals full damage on each attack. You may not use Arcane Burst or Arcane Explosion with Arcane Barrage.

IllusionEdit

Invocation

Required Level

Benefit

Blurry Form

1st

All attacks suffer a 20% miss chance against you. Your attacks also suffer a 20% miss chance. This invocation is continuous.

Blur

6th 

You must have Blurry Form before selecting this invocation. All attacks suffer a 20% miss chance against you.

Phantasmal Demon

12th

You can create a phantom that attacks the target. This functions as phantasmal killer. You can only affect a single person once in a 24 hour period.

Greater Invisibility

14th

You must have Invisibility Field before selecting this invocation. Invisibility field now functions as greater invisibility.

Displacement

16th

You must have Blur before selecting this invocation. All attacks suffer a 50% miss chance against you.

Phantasmal Dance

20th

You must have Phantasmal Dance before selecting this invocation. You may cast weird. No one can be affected by Phantasmal Dance more than once in a 24 hour period. Anyone that has been the target of Phantasmal Demon in the past 24 hours cannot be affected by Phantasmal Dance and vice versa.

NecromancyEdit

Invocation

Required Level

Benefit

Enfeeble

4th

You may cast ray of enfeeblement.

Touch of Fatigue

12th

You may touch a creature and cause the target to become fatigued for 1d4 rounds. Fortitude negates.

Astral Travel

16th

You may cast astral projection but may only affect yourself.

Undead Apotheosis

20th

You may only select this invocation is your pact alignment is evil. Your type changes to undead. This does not change BAB, saves, or hit dice gained from class levels. This is an extraordinary ability.

TransmutationEdit

Invocation

Required Level

Benefit

Ant Haul

1st

Your carrying capacity triples.

Physically Fit

12th

You gain a permanent +2 bonus to any one ability score. This cannot be changed and cannot be taken more than once.

Change Flesh

14th

You can cast flesh to stone and stone to flesh.

Iron Skin

16th

You can cast iron body.

Time Stop

20th  

You may cast time stop. You may not cast time stop during a time stop.

UniversalEdit

Invocation

Required Level

Benefit

Craft Magic Item

1st

Gain any one Item Creation feat you qualify for except for Scribe Scroll and Craft Wand. When crafting an item with this feat, you count as knowing any spell it requires. This is a continuous extraordinary ability. You may take this invocation more than once, each time applying it to a new item creation feat.

ExceptionsEdit

School Ability

Arcane School

Changed Effect

Counterspell Mastery

Counterspell

Replace all text with, “You may counterspell any spell normally. You must identify the spell being cast as normal. Instead of casting a spell to counter the spell, you must know at least one invocation of the same school.

-

Infernal Binder

You must adhere to the alignment restrictions of this arcane school.

Shift

Teleportation

The distance restriction still applies normally. This ability is a move action instead of a swift action.

Versatile Evocation

Admixture

This ability may not be taken.

Elemental Manipulation

Admixture

This ability functions exactly as written including the limit of rounds per day.

Invisibility Field

Illusion

Change the last sentence to; “This otherwise functions as invisibility.”

Healing Grace

Life

This ability only functions on invocations that function exactly like a spell. However, you may not heal from the same invocation more than once every 10 rounds.

Metamagic Mastery

Universal

This ability may not be taken.

Metacharge

Arcane Crafter

This ability may not be taken.

Metal Magic

Metal

This ability may not be taken.

Void Magic

Void

This ability may not be taken.

Damage Reduction (Su)Edit

Starting at 3rd level, the warlock gains damage reduction 2. He chooses two effects that will overcome his damage reduction fromt he following list; adamantine, cold iron, silver, and magic. These cannot be changed once selected.

Every four levels after, he may increase his damage reduction by 1 or remove one material that overcomes his damage reduction, to a minimum of one material.

Spell Resistance (Ex)Edit

At 13th level the warlock gains spell resistance of 5 + warlock level.

Greater Spell Resistance (Su)Edit

At 17th level the warlock's spell resistance increases to 11 + warlock level.

Master of the Pact (Ex)Edit

At 20th level the warlock's pact finalizes as he becomes a champion of his pact maker. He becomes immortal and no longer suffers penalties from aging, but still gains the bonuses. He may now manifest two invocations int he same round that are the same type of action, but may only manifest one additional invocation. This invocation may not be one he has already used in this round. In addition, while he does not become and outsider, spells affect him as if he was an outsider.

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