Вы находитесь на странице: 1из 9

Warlocks for many centuries

have been feared and


misunderstood. Mainly due to the
methods they came to gain their
power. Be it some form of ritual,
reading a forbidden tome, or
commune with a greater primeval
power they have come to make a
pact with this being to increase
their arcane knowledge.
Now with this bond made
they wield unimaginable power.
Firing eldritch blasts forth and
pulverizing enemies from afar, only
to teleport away or perhaps create
a mirror image when enemies dare
get close.
Role: Warlocks are arcane
ranged strikers that have a small
selection of spells but can cast their
eldritch blast as often as they like.
Alignment: Any
HD: D6

Class Skills
Appraise (INT), Bluff (CHA), Craft (INT), Diplomacy (CHA), Fly (DEX),
Intimidate (CHA), Knowledge (Arcana) (INT), Knowledge (Planes) (INT),
Perception (WIS), Perform (CHA), Spellcraft (INT), Use Magic Device (CHA)

Skill Ranks per Level: 2 + INT Modifier

Class Features
All of the following are class features of the Warlock.
Weapon and Armor Proficiencies: The Warlock is proficient with all
simple weapons. They are not proficient with any armor or shields because
that would interfere with casting their spells. (See Arcane Spells and Armor
on pg. 83 of Pathfinder Core Rulebook)
Spells: The Warlock draws most of her arcane spells from the Warlock
Spell list provided at the end of the document. She can cast any spells she
knows without preparing it ahead of time. To learn or cast a spell, a warlock
must have a Charisma or Constitution score equal to at least 10 + the spell
level. The Difficulty class for a saving throw against a warlocks spell is 10 +
the spell level + the warlocks Constitution or Charisma modifier.
Like other spellcasters, a warlock can cast only a certain number of
spells of each spell level per day. Her base daily spell allotment is given on
the Table 1-1. In addition, she receives bonus spells per day if she has a high
Constitution or Charisma score (see table 1-3 in Pathfinder Core Rulebook).
A warlocks selection of spells is extremely limited.
Eldritch Blast: All warlocks know the spell Eldritch Blast.
Eldritch Pact: At creation each warlock will make a pact with a
mysterious entity that will grant them their power. Choose one of the
following pacts: Fey, Infernal, or Star pact. Your pact will determine what
powers you will gain. Each pact gives a boon power.

Fey Pact: You have forged a bargain with ancient, amoral


powers of the Feywild. Some are primitive earth spirits, grim and
menacing,; some are capricious wood, sky, or water spirits; and
others are incarnations of seasons or natural forces who roam
the faeric realm like wild gods. They bestow magic that ranges
from feral and savage to wondrous and enchanting.
o Granted Powers: Eyebite and Misty Step
Misty Step: You instantly transform into silver mist
that streams a short distance and reforms, allowing
you to flee or maneuver to set up a deadly attack.
When an enemy under your Warlocks curse is

reduced to 0 HP or fewer, you can immediately


teleport 15 ft as a free action.
Eyebite: You glare at your enemy, and your eyes
briefly gleam with brilliant colors. Your foe reels
under your mental assault, and you vanish from his
sight. Cast Time: 1 Standard Action. Range: Medium
(50 ft + 5 per caster level). Target: 1 creature. Spell
Resistance: Yes. Save: Will (halve damage, negate
blinding). Make a ranged touch attack. Deal 1d6 +
Charisma modifier damage and you are invisible to
the target until the start of your next turn. Increase
damage to 2d6 + Charisma modifier damage at level
10.
Infernal Pact: Long ago a forgotten race of devils created a
secret path to power and taught it to the tieflings of old to
weaken their fealty to Asmodeus. In his wrath, Asmodeus
destroyed the scheming devils and struck their very names from
the memory of all beings but you dare to study their perilous
secrets away.
o Granted Powers: Hellish Rebuke and Dark Ones Blessing
Dark Ones Blessing: You instantly gain vitality
from a cursed enemy when that enemy falls. When
an enemy under your Warlocks curse is reduced to 0
HP or fewer, you immediately gain temporary HP
equal to your level.
Hellish Rebuke: You point your finger, and your foe
is scoured in the hellish flames stoked by your own
anger and pain. If you are injured, the flames burst
into life one more time before they fade away.
Casting time: 1 Standard Action. Range: Medium (50
ft + 5 per caster level). Target: one creature. Spell
Resistance: No. Save: Reflex (halves damage). Effect:
Make a ranged touch attack. Deal 1d6 + Constitution
Modifier fire damage. If you take damage before the
end of your next turn the target takes an extra 1d6 +
Constitution Modifier fire damage. Increase the
damage to 2d6 + Constitution modifier damage at
level 10.
Star Pact: You have mastered the astrologers art, learning the
secret names of the stars and gazing into the Far Realm beyond,

gathering great power thereby. You can call upon powers that
madden or terrify your enemies, manipulate chance and fate, or
scour you foes with icy banes and curses drawn from beyond the
night sky.
o Granted Powers: Dire Radiance and Fate of the Void
Fate of the Void: Your curse intermingles with the
lost vitality of a cursed enemy to reveal a glimpse of
the future to you. When an enemy under your
Warlocks curse is reduced to 0 HP or fewer, you gain
a +1 bonus to any single d20 roll you make during
your next turn (attack roll, saving throw, skill check,
or ability check). If you dont use this bonus by the
end of your turn its lost. This bonus is cumulative; if
three cursed enemies drop to 0 HP or fewer before
your next turn, you gain a +3 bonus to a d20 roll
during your turn.
Dire Radiance: You cause a shaft of brilliant, cold
star light to lance down from above, bathing your foe
in excruciating light. The nearer he moves toward
you, the brighter and more deadly the light becomes.
Casting time: 1 Standard Action. Range: Medium (50
ft + 5 per caster level). Target: One creature. Spell
Resistance: Yes. Save: Fortitude (halve damage).
Effect: Make a ranged touch attack. Deal 1d6 +
Constitution modifier damage. If the target moves
nearer to you on its next turn, it takes an extra 1d6 +
Constitution Modifier damage. Increase the damage
to 2d6 + Constitution modifier damage at level 10.
Eldritch Blast: You fire a bolt of dark, crackling energy at your
foe. Range: Medium (50 ft + 5 per caster level). Casting time: 1
Standard Action. Target: One creature. Spell Resistance: No.
Save: No. Effect: Make a ranged touch attack. Deal 1d10 +
Charisma or Constitution modifier damage. Increase damage to
2d10 + Charisma or Constitution modifier damage at level 10.
Prime Shot: At 2nd level the warlock is empowered by the
excitement of being the closest in the fray. He gets a +1 bonus
to attack rolls if he is the clost to the enemy target.
Shadow Walk: At 5th level the warlock uses his dark powers to
warp reality around him. If the warlock moves more than 15 ft

during his turn then he gains concealment until the end of his
next turn.
Warlocks Curse: Once per turn as a swift action, you can
place a Warlocks Curse on the enemy nearest to you that you
can see. A cursed enemy is more vulnerable to your attacks. If
you damage a cursed enemy, you deal extra damage. You decide
whether to apply the extra damage after making the damage
roll. You can deal this extra damage once per round. A Warlocks
Curse remains in effect until the end of combat or until the
cursed enemy is reduced to 0 HP or fewer. You can place
Warlocks Curse on multiple targets over the course of an
encounter. Lvls 1-10 (1d6) Lvls 11-20 (2d6). Warlocks Curse may
be activated 10 + Warlocks Lvl + Charisma or Constitution
Modifier
Table 1-1

LVL
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

BA
B
0
1
1
2
2
3
3
4
4
5
5
6/1
6/1
7/2
7/2
8/3
8/3
9/4
9/4
10/
5

Spells:

For
t
0
0
1
1
1
2
2
2
3
3
3
4
4
4
5
5
5
6
6
6

Ref

Will

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

0
0
1
1
1
2
2
2
3
3
3
4
4
4
5
5
5
6
6
6

2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10
10
11
11
12

3
4
5
6
6
6
6
6
6
6
6
6
6
6
6
6
6
6
6
6

3
4
5
6
6
6
6
6
6
6
6
6
6
6
6
6
6

3
4
5
6
6
6
6
6
6
6
6
6
6
6
6

3
4
5
6
6
6
6
6
6
6
6
6
6

3
4
5
6
6
6
6
6
6
6
6

3
4
5
6
6
6
6
6
6

3
4
5
6
6
6
6

3
4
5
6
6

3
4
6

Level 1
Diabolic Grasp:
You crook your hand into the shape of a claw, and a great talon of sulfurous
darkness forms around your enemy. It rakes fiercely at him and drags him a
short distance before dissapating again.

Casting Time: 1 Standard Action


Range: Medium 50 ft + 5 per caster lvl
Target: 1 creature of one size larger or smaller that the caster
SR: Yes
Save: No
Effect: Make a ranged touch attack. Deal 2d8 + Constitution modiefier
damage and slide the target 10 ft
o Infernal Pact: you slide the target 5ft + 5ft x your Intellegence
Modifier

Dreadful Word:
You whisper one word of an unthinkable cosmic secret to your foe. His mind
reels in terror.

Casting Time: 1 Standard Action


Range: Close 25 ft + 5 per caster level
Target: 1 creature
SR: Yes
Save: Will (negates the will save modifier)
Effect: Make a ranged touch attack. Deal 2d8 + Charisma Modifier
psychic damage, and the target takes -1 penalty to their will save till
the end of your next turn.
o Star Pact: The penalty to the Will save is equal to 1 + your
intellegence modifier.

Vampiric Embrace:
A ribbon of twisting darkness streams from your hand to your targets heart,
feeding on his vital force as you grow stronger.

Casting Time: 1 Standard Action


Range: Close 25 ft + 5 ft per caster level
Target: 1 creature
SR: Yes
Save: Will (Half damage)

Effect: Make a ranged touch attack. Deal 2d8 + Constitution Modifier


necrotic damage, and you gain 5 temp HP.
o Infernal Pact: You gain temp HP equal to 5 + your Intellegence
Modifier.

Witchfire:
From the mystic energy of the Feywild, you draw a brilliant white flame and
set it in your enemys mind and body. Rivulets of argent five stream up into
the air from his eyes, mouth, and hands; agony disrupts his very thoughts.

Casting Time: 1 Standard Action


Range: Medium 50 ft + 5 ft per caster level
Target: 1 creature
SR: Yes
Save: Reflex (negates attack penalty)
Effect: Make a ranged touch attack. Deal 2d6 + Charisma modifier fire
damage, and the target takes a -2 penalty to attack rolls until the end
of your next turn.
o Fey Pact: The penalty to attack rolls is equal to 2 + your
Intellegence modifier.

Beguiling Tongue: (fey pact only)


You channel the grace and glibness of your fey patrons for a time. Your voice
gains great power and eloquence.

Casting time: Swift Action


Range: Personal
Target: Yourself
SR: N/A
Save: N/A
Effect: you gain + 5 power bonus to your next bluff, diplomacy, or
intimidate check.

Ethereal Stride: (Star Pact only)


You shift your body out of the phase with the world for an instant, teleporting
a short distance. When you reappear, you are still somewhat out of phase
and difficult to harm or hinder for a short time.

Casting time: Move Action


Range: Personal

Target: Yourself
SR: N/A
Save: N/A
Effect: you can teleport 15 ft, and you gain a + 2 power bonus to AC
and and CMD untill the end of your next turn.

Fiendish Resilience: (Infernal Pact only)


You call upon your patron entities to protect you with their fell power. Your
flesh is infused with mystic strength, lessening the effect of enemy blows.

Casting Time: Swift Action


Range: Personal
Target: Yourself
SR: N/A
Save: N/A
Effect: You gain temporary HP equal to 5 + your Constitution Modifier.

Shadow Veil: (Star Pact Only)


You garb yourself in a pall of murky darkness. While it lasts, you are difficult
to see or hear.

Casting Time: Swift Action


Range: Personal
Target: Yourself
SR: N/A
Save: N/A
Effect: You gain + 5 power bonus to your next stealth check.

Level 2
Armor of Agathys: (infernal pact only)
You surround yourself in a sheath of black ice from a dark and doleful realm.
It protects you from attack and radiates fierce cold.

Casting Time: Standard Action


Range: Personal
Target: Yourself
SR: N/A
Save: N/A

Effect: You gain temporary hit points equal to 10 + your intellegence


modifier. Until the end of combat any enemy that starts adjacent to
you takes 1d6 + your Constitution modifier cold damage.

Curse of the Dark Dream: (Fey pact only)


You inflict a waking nightmare upon your enemy so that he can no longer tell
what is real and what exists only in his mind. Under its influence he staggers
about, trying to avoid falling from imaginary heights or stepping on unreal
serpents.

Casting Time: 1 Standard Action


Range: Medium 50 ft + 5 ft per caster level
Target: 1 creature
SR: Yes
Save: Will (half damage)
Effect: Make a range touch attack. Deal 3d8 + Charisma modifier
psychic damage and slide the target 15 ft.
o Sustain: As a swift action you may sustain the power and slide
the target 5 ft (A Will save ends the sustain)

Dread Star: (Star Pact Only)

Вам также может понравиться