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Broj postova : 349
Join date : 2012-09-01
Age : 28
Lokacija : Sinarius

PostSubject: Warlock    Wed May 22, 2013 12:04 pm



A warlock is a master of the dark arts. He is similar to a witch, but only profession wise. A warlock
uses powerful curses, rituals, summons and spells to defeat his enemies. A warlock also has his
own spell list(he is an arcane caster).

Role:
A warlock is mainly a support party member, although he can be a great damage dealer and a
solid healer. One thing that a warlock should never do is tank.

Alignment:
Due to their nature, warlocks must always be chaotic neutral or chaotic evil.

Hit die: d6
Skills points: 6+inteligence modifier

Skills:
Appraise, Bluff, Intimidate, Diplomacy, Spellcraft, Profession, Knowledge(all)

Weapon proficiency:
Daggers, shortbows and quarterstaffs

Level
1 Dark Companion, Ritualist, Curse
2 Forbidden Knowledge, Dark Blessing
3 Detect Magic, Curse
4 Trick Item, Detect Undead
5 Summon Mount
6 Advanced Learning, Curse
7 Touch of Fatigue
8 Imitate
9 Dark Bond, Curse
10 Command Undead, Steal Ability(minor)
11 Concealed Mind
12 Demonic Command, Curse
13 Advanced Darkvision
14 Summon Advanced Mount
15 Steal Ability(medium), Curse
16 Unearthly Gaze
17 Advanced Dark Companion
18 Wings, Curse
19 Master Ritualist
20 Command Outsiders, Steal Ability(major)

Bab:
+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

Saves:
Fort 0 0 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6
Ref 0 0 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6
Will 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12

Spells
Warlock is an arcane spellcaster. He draws spells from the witch spell list.
A warlock must prepare his spells before casting them, much like wizard.
The DC for warlock's spell is 10+spell level+warlock's charisma modifier.

Dark Companion
At 1st level, a warlock makes a special bond with an evil outsider. That evil outsider is no
other than an imp. Much like wizard, a warlock needs his companion to gains spells.
When making a bond with the imp, the imp gives a warlock his name which means that
only warlock can summon and command him. In return, when the warlock dies, his soul
will go to hell. If the imp is exiled or somehow killed, the warlock can not use his abilities
until the imp is summoned back. An evil outsider is always exiled for 100 mortal years, but
the warlock can pay 100 gold/level to summon the imp after 24 hours have passed.

Ritualist
The warlock is a master of ritual magic. He can chose and use any ritual spell from the ritual
spell list if he has the necessary requierments to use it.

Curse
Warlocks specialize in using curses. Starting at 1st level and each 3rd level beyond it, a warlock
can chose one curse from the curse list. Once the curse is chosen it can not be replaced. The
DC for curses is 10+warlock's level+warlock's charisma modifier.

Forbidden Knowledge
At 2nd level, a warlock gains a greater insight into dark arts. Whenever he or she makes a
knowledge check or spellcraft check to learn more about something that has evil origins,
he gains +4 moral bonus.

Dark Blessing
At 2nd level, a warlock adds his charisma modifier(if any) to his saves.
This ability does not stack with similar class abilities.

Detect Magic
Same as spell.

Trick Item
At 4th level, a warlock can use his powers to trick magical items. With this ability, a warlock
can use any magical item which is restricted to a certain class as if he or she has levels in that
class.

Detect Undead
Same as spell.

Summon Mount
At 5th level, a warlock is given a special mount. He can summon a warhorse which is an evil outsider.
The summoned horse reamins on the plane for 1 hour/level. If exiled or killed, the horse can not
be summoned again until 24 hours have passed since its exile or death.

Advanced Learning
At 6th level, a warlock gains a greater insight into spells outside of his teritory. When he or she gets this
ability, he or she can exchange up to 3+charisma modifier spells from his or her spell list with spells of
the same level from a chosen spell list. The spells exchanged this way are permanently lost.

Touch of Fatigue
Same as spell.

Imitate
At 8th level, once per day, a warlock can gain all abilities, weapon/armor proficiencies and skills of a chosen
class for 3+charisma modifier rounds. While imitating a different class, a warlock can not use any of his or
her spells or abilities. He can not gain any abilities above his hit die.

Dark Bond
At 9th level, a warlock's imps saves become those of the warlock.

Command Undead
Same as spell.

Steal Ability
At 10th level, a warlock can steal any class ability from another character by making a successful touch attack.
The class who's ability was stolen can not use during the next 1round/level or until the warlock uses it first. At 10th
level, a warlock can steal one class ability from any character who's hit die is equal to his. At 15th level, a warlock
can steal one class ability from any character who's regardless of the hit die. At 20th level, a warlock can steal
two abilities from any character who's regardless of the hit die.

Concealed Mind
At 11th level, a warlock becomes immune to all mind affecting effects.

Demonic Command
At 12th level, a warlock can shout at a single creature. The shout must be made on infernal or abyssal. That creature
makes a will save DC 10+warlock's hit die+warlock's charisma modifier. If it fails, it gets -4 penalty on all attack rolls
and skill checks for 1 round/level.

Advanced Darkvision
At 13th level, a warlock gains darkvision and can see trough supernatural darkness.

Summon Advanced Mount
At 14th level, a warlock's mount can fly 1 round/level.

Unearthly Gaze
At 16th level, a warlock becomes immune to all illusions and sight affecting effects.

Advanced Dark Companion
At 17th level, a warlock has proven himself to infernal forces and he can chose another devil to be his dark companion
instead of imp. The same rules apply for this devil.

Wings
At 18th level, a warlock is given demonic wings.

Master Ritualist
At 19th level, all rituals that warlock makes take 50% less time to complete.

Command Outsiders
Same as dominate creature, but works only on evil outsiders.



Curses

A warlock is a master of curses. Starting at 1st level and each three levels beyond the 1st, a warlock can learn one
curse from this list. Once a curse is learned he can not replace it with another curse. Casting a curse is a supernatural
ability and it is not affected by any spell failure an armor can provide. However, much like spells, curses can not be
used in a antimagic field. The usual curse casting time is one standard action, unless noted otherwise. A warlock can
cast as many curses as he wants per day. Curses do not stack unless otherwise noted. T
he DC for saving curses is 10+warlock's level+warlock's charisma modifier.

Curse of Despiar
Warlock level: 1st
Casting time: 1 standard action
Duration: 1 round/level
Save: Will neagtes

A warlock curses his target with a sense of impending doom, sending it into pure despair. If tha target fails a will save,
he or she suffers a -2 penalty on all attack rolls, skill checks and save checks.

Curse of Bleeding
Warlock level: 1st
Casting time: 1 standard action
Duration: 1 round/level
Save: Fort negates

A warlocks curses his targer, slowly openning his wounds and making him bleed. If the target fails a fortitude save, he or
she loses 1 HP at the beginning of each of his or her rounds. This curse stacks.

Curse of Weakness
Warlock level: 1st
Casting time: 1 standard action
Duration: 1 round/level
Save: Fort negates

A warlock curses his target and drains his or her strentgh. If the target fails a fortitude save, he or she suffers -2 penalty on all
attack rolls and damage rolls.

Curse of the Cripple
Warlock level: 1st
Casting time: 1 standard action
Duration: 1 round/level
Save: Fort negates

A warlock curses his target and criples one of his or her legs. If the target fails a fortitude save, his or her movement speed is
halved.

Curse of Despair
Warlock level: 3rd
Casting time: 1 standard action
Duration: 1 round/level
Save: Will negates

A warlock curses his target, making it seem like all hope is lost. If the target fails a will save, he or she loses the will to fight,
covering in fear and becoming shakened for the duration of this curse.

Curse of Breaking
Warlock level: 3rd
Casting time: 1 standard action
Duration: 1 round/level
Save: None

A warlock curses his target, breaking its defense. The target suffers a -2 AC penalty for the duration of this curse.

Curse of Sleep
Warlock level: 3rd
Casting time: 1 standard action
Duration: 1 round/level
Save: Will negates

A warlock curses his target by making it sleepy. If the target fails a will save, it falls asleep for the duration of the curse.

Curse of Disguise
Warlock level: 6th
Castin time: 1 standard action
Duration: 1 round/level
Save: Will negates:

A warlock curses his target by making it appear as another humanoid of his chosing. If the target fails a will save, his or her
apperance changes as if he or she were affected by disguise self spell.

Curse of Blindness
Warlock level: 6th
Casting time: 1 standard action
Duration: 1 round/level
Save: Will negates

A warlock curses his target by making it lose his eyesight. If the target fails a will save, he or she acts as though he or she
was affected by daze spell.

Curse of Misplacement
Warlock level: 6th
Casting time: 1 standard action
Duration: 1 round
Save: Will negates

A warlock curses his target by making it seem as it misplaced an item of his chosing. If the target fails a will save, he or she acts as
though he or she has lost the item of warlock's chosing and can not use it for the duration of this curse.

Curse of Failure
Walorck level: 9th
Casting time: 1 standard action
Duration: 1 round/level
Save: Will negates

A warlock curses his target by bestowing ill fortune upon it. If the target fails a will save, he or she has a 50% chance of losing one
standard action of warlock's chosing(this effect applies when the target tries to make a standard action. When using the curse, a
warlock may chose one type of standard action. Whenever the target attempts to use that action, it has a 50% chance of failing
to use it).

Curse of Illness
Warlock level: 9th
Casting time: 1 standard action
Duration: 1 round/level
Save: Fort negates

A warlock curses his target by bestowing a disease upon it. If the target fails a fortitude save, a warlock can bestow any disease of
his chosing upon that target for the duration of this curse.

Curse of Draining
Warlock level: 9th
Casting time: 1 standard action
Duration: 1 round/level
Save: Fort negates

A warlock curses his target by draining one of its abilities. If the target fails a fortitude save, a warlock may chose one of its abilities.
That target suffers a -4 penalty on that ability and all ability checks connected with the chosen ability.

Curse of Obediance
Warlock level: 12th
Casting time: 1 standard action
Duration: 1 round
Save: Will negates

A warlock curses his target by making it his slave. If the target fails a fortitude save, he or she must obey the warlocks orders for the
duration of this curse as if it were affected by dominate creature spell.

Curse of Movement
Walrock level: 12th
Casting time: 1 standard action
Duration: 1 round/level
Save: Fort negates

A warlock cuses his target by removing its ability to move. If the target fails a fortitude save, he or she can not use any move actions for
the duration of this curse.

Curse of Confusion
Warlock level: 12th
Casting time: 1 standard action
Duration: 1 round
Save: Will negates

A warlock curses his target by making its allies seem as its foes. If the target fails a will save, he or she attacks the nearest ally to the best
of his or her abilities for the duration of this curse. Creatures affected by this curse are too confused to cast spells or use any skills.

Curse of Imolation
Warlock level: 15th
Casting time: 1 standard action
Duration: 1 round/level
Save: Ref neagtes

A warlock curses his target by making its body burn. If the target fails a reflex save, he or she starts to burn, taking 2d6 fire damage for
the duration of this curse. This curse stacks, but only for the purpose of the damage taken.

Curse of Forgetness
Warlock level: 15th
Casting time: 1 standard action
Duration: 1 round
Save: Will negates

A warlock curses his target by making it suffer a short memory loss. If the target fails a will save, it forgets one spell on his or her spell
list(if he or she knows any). The warlock choses the spell.

Curse of Stunning
Warlock level: 15th
Casting time: 2 full round actions
Duration: 1 round/level
Save: Fort negates

A warlock curses his target by stunning it. If the target fails a fortitude save, it becomes stunned for the duration of this curse. If the target
makes the save, it can not be affected by this curse for the next 24 hours.

Curse of Banishment
Warlock level: 18th
Casting time: 3 full round actions
Duration: Instant
Save: Will negates

A warlock curses his target by banishing it into Hell. If the target fails a will save, it is sent to hell. If the target makes the save, it can never again
be affected by this curse.

Curse of Polymorph
Warlock level: 18th
Casting time: 2 full round actions
Duration: 1 round/level
Save: Will negates

A warlock curses his target by making it change its shape. If the target fails a will save, it becomes a toad for the duration of this spell. If the target makes
the save, it can't be affected by this curse for the next 24 hours. Creatures immune to form altering abilities are immune to this curse.

Curse of Life
Warlock level: 18th
Casting time: 1 rull round action
Duration: instant
Save: Fort negates

A warlock curses his target by draining its life and adding it to his own. If the target fails a fortitude save, a warlock deals d6/level nonlethal damage to it. He
adds the damage done this way to his HP as temporary HP. A creature can affected by this spell only once per day.



Rituals

Curses, spells and devils are strong allies to the warlock, but all those pale in comparison to the powerful ritual magic.
These powerful acts of magic are hard to preform and requier time and preaparation, but once the are completed they
will grant warlock unimaginable power. A warlock can not complete a ritual without meeting all the requierments first and
if the ritual is interrupted, it is canceled and all the components used to preform it are lost.

Ritual of the Spider
Spellcraft check: DC 15
Ritual duration: 1 hour
Gold cost: 200 gold
Components: Sack of spider venom, two spider eggs and a pouch full of web
Special component: Venom sack of a large of bigger spider.

Ritual of the spider grants warlock the ability to climb walls just like a real spider. Once the ritual is completed, a warlock
acts as under the effect of the spiderclimb spell with the duration of 24 hours. If a special component is used to preform
this ritual, a warlock can cast web 3/day and his weapons deal 1d6 acid damage for the next 24 hours.

Ritual of the Skin
Spellcraft check: DC 20
Ritual duration: 3 hours
Gold cost: 500 gold
Components: Scales from any scaled creature.
Special component: Fresh dragon's or devil's scales, increases cost by 4500 gold and ritual duration by 2 hours.

Ritual of the skin fuses the used scales with the warlock's skin. Once the ritual is completed, a warlock gains natural armor
bonus equal to his charisma modifier. If a devil's scales were used, a warlock instead gains a natural armor bonus equal to
twice his charisma modifier. If a dragon's scales were used, a warlock instead gains a narutal armor bonus equal to three times
his charisma modifier. The bonus remains on the warlock for 1 hour/half level.

Ritual of the Hound
Spellcraft check: DC 20
Ritual duration: 3 hours+1 hour/extra hound
Gold cost: 300 gold+1000 gold/extra hound
Components: Fangs, claws and teeth of a wolf.
Speical components: Essance of a hellhound

Ritual of the hound summons a powerful hellhound to aid the warlock. Once the ritual is completed, a hellhound will appear and
serve the warlock for 1 hour/half level or until slain. For each essance of a hellhound, the warlock can summon one additional
hellhound to serve him.

Ritual of the Stone
Spellcraft: DC 25
Ritual duration: 1 hour
Gold cost: 1000 gold per stone
Components: Soul of any slain creature
Speical components: Soul of a dragon

A ritual of the stone creates a powerful magical soulstone. Once the ritual is completed, a warlock can use the stone as a standard action
to heal his HP. The amount of healed HP is equal to warlock's level times charisma modifier. If a soul of a dragon was used to create the
stone, the ritual duration is increased by 5 hours, but the stone can be used to fully heal any party memeber.

Ritual of Wings
Spellcraft: DC 25
Ritual duration: 2 hours
Gold cost: 5000 gold
Components: Bat wings
Special components: Dragon's or devil's wings.

A ritual of wings grants warlock wings. Once the ritual is completed, a warlock grows wings and can fly for 1 hour/level. If dragon's or devil's
wings were used, a warlock can fly for 1 hour/level.

Ritual of the Lich
Spellcraft: DC 30
Ritual duration: 10 hours
Gold cost: 20,000 gold
Component: A body part of a lich
Speical components: Lich's spellbook

A ritual of the lich summons a lich to aid the warlock. Once the ritual is completed, a lich will appear to aid the warlock for 1 hour/half level or until slain.
If a lich's spellboook was used, a lich will aid the warlock for 1 hour/level.

Ritual of Plague
Spellcraft: DC 30
Ritual duration: 12 hours
Gold cost: 30,000 gold
Components: A pile of rotten corpses.
Special component: A cursed artifact.

A ritual of the plague bestows a plague on a ceratin area. Once the ritual is completed, a plague will spread across the area where it was preformed, affecting
all in 100ft/level circle. If a cursed artifact was used, it is destroyed and the plague affects all in 300ft/level circle. The plague caused with the artifact can not
be removed unless the entire area is covered in hallow spells.

Ritual of the Field
Spellcraft: DC 30
Ritual duration: 10 hours
Gold cost: 50,000 gold
Components: A filled spellbook
Special components: A filled spellbook of an archmage.

A ritual of the field casts a powerful antimagic field on a certain area. Once the ritual is completed, an antimagic field with proportions of 100ft/level circle will be
bestowed upon the area where the ritual was preformed. If a filled spellbook of an archmage was udes, the antimagic field will affeact the area of 300ft/level circle.
An antimagic field caused with the filled spellbook of an archmage can only be removed with the aid of a powerful outsider.

Ritual of the Dragon
Spellcraft: DC 60
Ritual duration: 15 hours+1 hour/extra dragon
Gold cost: 100,000 gold+100,000 gold/extra dragon
Components: A body of an anceint dragon
Special components: A phylcatery of a dracolich(increases cost by 200,000 and 200,000/extra dragon)

A ritual of a dragon summons a powerful red dragon. Once the ritual is completed, a colossal red dragon will appear to preform one deed for the warlock. The dragon reamins
for 1 hour/half level or until the deed is done. If a phylactery of a dracolich is used, a warlock summons a dracolich instead.

Ritual of Hell
Spellcrat: DC 60
Ritual duration: 48 hours
Gold cost: 500,000 gold
Components: 666 souls
Special components: 10,000 innocent souls, major artifact(increases cost by 500,000 gold)

A ritual of hell opens a gateway to hell. Once the ritual is completed, a gateway to hell will open and one pit fiend/level will come to aid the warlock for 1 minute/warlock's level.
If 10,000 innocent souls and a major artifact are used in this ritual, a warlock summons an archdevil instead to aid him for 1 minute/warlock's level. For each 10,000 innocent
souls and major artifacts used in the ritual, a more powerful archdevil will come to aid the warlock.

_________________
''You will give the people an ideal to strive towards. They will race behind you. They will stumble. They will fall. But in time, they will join you in the sun. In time, you will help them accomplish wonders."
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