Redcap's Corner Pathfinder
Role: A warlock serves much the same role in an adventuring party as a sorcerer or wizard would. He is much more limited in his abilities compared to the spell selection of spellcasters, and he must rely on his eldritch blast in place of the spell power of an arcane caster. Like a bard, he often fits best in a party that already has another spellcaster or two, since his unique abilities provide him with little magic to use for his companions’ benefit.
Alignment: Any evil or any chaotic.
Hit Dice: d8.
A warlock’s class skills are Acrobatics (Dex), Bluff (Cha), Craft (Int), Disguise (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.
A warlock has the following class features:
|1||+0||+0||+0||+2||Eldritch blast 1d6, invocations (least)||
|3||+2||+1||+1||+3||Damage reduction 1/cold iron, eldritch blast 2d6||
|5||+3||+1||+1||+4||Eldritch blast 3d6||
|7||+5||+2||+2||+5||Damage reduction 2/cold iron, eldritch blast 4d6||
|8||+6||+2||+2||+6||Fiendish resilience 1||
|9||+6||+3||+3||+6||Eldritch blast 5d6||
|10||+7||+3||+3||+7||Energy resistance 5||
|11||+8||+3||+3||+7||Damage reduction 3/cold iron, eldritch blast 6d6, invocations (greater)||
|13||+9||+4||+4||+8||Fiendish resilience 2||
|14||+10||+4||+4||+9||Eldritch blast 7d6||
|15||+11||+5||+5||+9||Damage reduction 4/cold iron||
|17||+12||+5||+5||+10||Eldritch blast 8d6||
|18||+13||+6||+6||+11||Fiendish resilience 5||
|19||+14||+6||+6||+11||Damage reduction 5/cold iron||
|20||+15||+6||+6||+12||Eldritch blast 9d6, energy resistance 10||
Weapon and Armour Proficiency: A warlock is proficient with all simple weapons and with light armour, but not with shields. A warlock can use any of his invocations while wearing light armour without incurring the normal arcane spell failure chance. Like an arcane spellcaster, a warlock wearing medium or heavy armour or carrying a shield incurs a chance of arcane spell failure when using invocations. A multiclass warlock still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Invocations (Sp): A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will, with the following qualifications:
A warlock’s invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. Blast shape and eldritch essence invocations, however, are cast as part of the same action used to cast the eldritch blast they modify. An invocation can be disrupted, just as a spell can be ruined during casting. A warlock is entitled to a concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A warlock can choose to use an invocation defensively, by making a successful concentration check, to avoid provoking attacks of opportunity. A warlock’s invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A warlock’s caster level with his invocations is equal to his warlock level.
The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + his Charisma modifier. Since spell-like abilities are not actually spells, a warlock cannot benefit from the Spell Focus (Core Rulebook, pg. 134) feat. He can, however, benefit from the Ability Focus (Bestiary, pg. 314) feat, as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability (Bestiary, pg.315) and Empower Spell-Like Ability (Bestiary, pg. 314).
The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A warlock begins with knowledge of one invocation, which must be of the lowest grade (least). As a warlock gains levels, he learns new invocations, as summarized on the table above and described below. A list of available invocations and a complete description of each can be found following this class description, below.
At any level when a warlock learns a new level of invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a warlock can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a warlock can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a warlock can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark).
Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armour Proficiency, above. A warlock can qualify for some prestige classes usually intended for spellcasters; see Warlocks and Prestige Classes, below, for details.
Eldritch Blast (Sp): The first ability a warlock learns is his eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. A warlock’s eldritch blast deals 1d6 points of damage at 1st level and increases in power as he rises in level. An eldritch blast is the equivalent of a 1st-level spell. If a warlock applies a blast shape or eldritch essence invocation to his eldritch blast, the eldritch blast uses the level equivalent of the shape or essence.
An eldritch blast is subject to spell resistance, although the Spell Penetration (Core Rulebook, pg. 134) feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a warlock’s eldritch blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (Bestiary, pg. 314) increases the DC for all saving throws (if any) associated with a warlock’s eldritch blast by +2.
Detect Magic (Sp): Beginning at 2nd level, a warlock can use detect magic (Core Rulebook, pg. 267) as the spell at will. His caster level equals his class level.
Damage Reduction (Su): Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron. At 7th level and every four levels thereafter, a warlock’s damage reduction improves as shown on the table above.
Deceive Item (Ex): At 4th level and higher, a warlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check in the activation of a magic item, a warlock can take 10 even if distracted or threatened.
Fiendish Resilience (Su): Beginning at 8th level, a warlock knows the trick of fiendish resilience. Once per day, as a free action, he can enter a state that lasts for 2 minutes. While in this state, he gains fast healing 1 (Bestiary, pg. 300).
At 13th level, a warlock’s fiendish resilience improves. When in his fiendish resilience state, he gains fast healing 2 instead. At 18th level, a warlock’s fiendish resilience improves to fast healing 5.
Energy Resistance (Su): At 10th level and higher, a warlock has resistance 5 against any two of the following energy types: acid, cold, electricity, fire, and sonic. Once the types are chosen, this energy resistance cannot be changed. At 20th level, a warlock gains resistance 10 against the two selected types of energy.
Imbue Item (Su): A warlock of 12th level or 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 know 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. He must still meet the caster level prerequisites.
If the check succeeds, he 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.
A warlock who is no longer evil or chaotic cannot gain new levels as a warlock but retains all warlock abilities.
WARLOCKS AND PRESTIGE CLASSES
A warlock benefits in a specific way from prestige classes that have “+1 level of existing arcane spellcasting class” or “+1 level of existing spellcasting class” as a level advancement benefit. A warlock taking levels in such a prestige class does not gain any of his class abilities, but he does gain an increased caster level when using his invocations and increased damage with his eldritch blast. Levels of prestige classes that provide +1 level of spellcasting effectively stack with the warlock’s level to determine his eldritch blast damage and caster level. A warlock also gains new invocations known and access to new levels of invocations (as appropriate) at these prestige class levels as though he had gained a level in the warlock class.
A warlock cannot qualify for prestige classes with spellcasting level requirements, as he never actually learns to cast spells. However, prestige classes with caster level requirements are well suited to a warlock. A warlock’s caster level for his invocations fulfills this requirement.
Breath of the Night
Call of the Beast
Cocoon of Refuse
Dark One’s Own Luck
Leaps and Bounds
See the Unseen
Swimming the Styx
Curse of Despair
the Dead Walk
Flee the Scene
Ignore the Pyre
Mask of Flesh
Wall of Gloom
Nightmares Made Real
Painful Slumber of Ages
Wall of Perilous Flame
Path of Shadow
Word of Changing