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alchemyprime
2012-02-23, 04:01 PM
For a class to put forward for Complete Pathfinder: Use All The Things!, I give you a (very WIP) Warlock conversion. Enjoy.

Warlock

Hit Die: d8

The Class Skills for the Warlock are Acrobatics (Dex) Bluff (Cha), Craft (Int), Disguise (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per level: 2 + Intelligence Modifier

Table WRLK-1: The Warlock


Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Invocations Known
1st|+0|+0|+0|+2|Eldritch Blast 1d6, Eldritch Pact, Least Invocations|2
2nd|+1|+0|+0|+3|Detect Magic, Eldritch Gift|2
3rd|+2|+1|+1|+3|Damage Reduction 1, Eldritch Blast 2d6|3
4th|+3|+1|+1|+4|Pact Boon, Pact Resistance 5|4
5th|+3|+1|+1|+4|Eldritch Blast 3d6, Eldritch Gift|5
6th|+4|+2|+2|+5|Damage Reduction 2, Lesser Invocations|7
7th|+5|+2|+2|+5|Eldritch Blast 4d6|8
8th|+6/+1|+2|+2|+6|Eldritch Gift, Pact Boon|9
9th|+6/+1|+3|+3|+6|Damage Reduction 3, Eldritch Blast 5d6|10
10th|+7/+2|+3|+3|+7|Pact Resistance 10|11
11th|+8/+3|+3|+3|+7|Eldritch Blast 6d6, Eldritch Gift, Greater Invocations|13
12th|+9/+4|+4|+4|+8|Damage Reduction 4, Pact Boon|14
13th|+9/+4|+4|+4|+8|Eldritch Blast 7d6|15
14th|+10/+5|+4|+4|+9|Eldritch Gift|16
15th|+11/+6/+1|+5|+5|+9|Damage Reduction 5, Eldritch Blast 8d6|17
16th|+12/+7/+2|+5|+5|+10|Exemplary Invocations, Pact Boon, Resistance 15|19
17th|+12/+7/+2|+5|+5|+10|Eldritch Blast 9d6, Eldritch Gift|20
18th|+13/+8/+3|+6|+6|+11|Damage Reduction 6|21
19th|+14/+9/+4|+6|+6|+11|Eldritch Blast 10d6|22
20th|+15/+10/+5|+6|+6|+12|Eldritch Gift, Pact Mastery|23



Class Features

The following are the class features of the Warlock.

Weapon and Armor Proficiency - The warlock is proficient with all simple weapons and with light armor. Note that invocations are similar to arcane spells, so they do suffer from Arcane Spell Failure, but a warlock can ignore the penalties from wearing light armor towards spellcasting for their invocations.

Eldritch Blast (Sp) – An eldritch blast is a spell-like ability. The save DC of any effects this ability has is 10 + ½ your warlock level + your Charisma modifier. The eldritch blast requires a ranged touch attack, has a range of 25ft + 5 feet for every two levels, and is blocked by Spell Resistance. Using an Eldritch Blast is a Standard Action, and you can add up to one Eldritch Essence and one Eldritch Shape to it. Your eldritch blast does 1d6 points of damage, and this damage is increase with every odd numbered warlock level you possess (so 1d6 at 1st, 2d6 at 3rd, 3d6 at 5th, etc). An eldritch blast can be modified both by your invocations and by your eldritch pact effects.

Invocations (Sp) - Invocations are what a warlock has in place of spells. They have four levels of power (Least, Lesser, Greater and Exemplary) and come in three varieties (Essence, Shape and Mysterious). A warlock starts play knowing two Least invocations are their choice, and they gain more invocations as they level up. A warlock can start learning Lesser invocations at 6th level, greater invocations at 11th level and exemplary invocations at 16th level. They know a number of invocations equal to the column on the table that is titled "Invocations Known."

Eldritch Pact - An eldritch pact is a connection to the power that has granted a warlock with their disturbing brand of magic. There are many pacts a warlock can choose from, but they must pick one and stick with it. A warlock does not have an alignment requirement, but be warned that some warlock powers may twist you closer and closer to the alignment of your patron: very rare would be the Lawful Good character with the Abyssal pact who stays Lawful Good. Those who stare into the Void have the Void stare back into them; those who wine and dine with the Void find themselves holding the bill.

Pacts will be listed in another post.

Detect Magic (Sp) - A warlock of 2nd level or higher has the ability to use Detect Magic, at will, as a spell-like ability (caster level equal to his warlock level).

Eldritch Gift - A warlock has access to his own touches to his eldritch magics. At 2nd level and every three levels thereafter, a warlock may pick another Eldritch Gift from the list below. Some gifts are parts of trees: to take these, you must take the prerequisite Eldritch Gift before continuing on the path.

Bonus Feat - A warlock can take as an eldritch gift a feat off of this following list. They must meet all the prerequisites first.
Ability Focus, Antagonize, Arcane Mastery, Battle Caster, Combat Casting, Cosmopolitan, Delay Potion, Elemental Focus, Empower Spell-Like Ability, Greater Elemental Focus, Heighten Spell-Like Ability, Improved Precise Shot, Magic Device Attunement, Magical Aptitude, Medium Armor Proficiency, Obtain Familiar, Point Blank Shot, Practiced Spell-Caster, Precise Shot, Prodigy, Quicken Spell-Like Ability, Shot on the Run, Stealthy, Weapon Focus (Ray)
Deceive Item - You can take 10 on Use Magic Device checks when you would normally be able to take 10.

Imbue Item - You may craft magic items as if you were a spellcaster. If you do not have the spell needed to make the item, you may make a Spellcraft check (DC equal to 15 + twice the spell level) to emulate an arcane spell, or (DC 25 + twice the spell level) for divine spells. If you fail a check on a particular spell, you can't emulate it until you reach your next character level. You must have Deceive Item to take Imbue Item.

Eldritch Quickness - You have become able to bend reality around you, making you seem more nimble when truly you are bending yourself out of the way of problems. For a number of rounds per day equal to your warlock level + 3, you may add a +2 dodge bonus to your Reflex saves and a +2 deflection bonus to AC. These rounds need not be consecutive, but you must announce if you are using one at the beginning of your turn.

Improved Eldritch Quickness - Your Eldritch Quickness AC and Reflex Save bonuses increase by +1 each. This Gift can be taken multiple times.
Eldritch Evasion - When you have Eldritch Quickness active, you also can dodge effects better. If a Reflex Save lets you ignore most the effect, you ignore the whole effect on a successful save if Eldritch Quickness is active.
Eldritch Dodge - When Eldritch Quickness is active, you cannot be flanked except by a rogue, swashbuckler or ninja with at least four more levels in those classes than you have warlock levels.

Eldritch Resilience - Your eldritch pact has made you able to heal damage more readily, wounds just seeming to close on you in a few seconds. For a number of rounds per day equal to your warlock level + 3, you gain Fast Healing 1. These round need not be consecutive, but you must announce at the beginning of your turn if you are using one. If you are knocked beneath 0 hit points, this ability turns on automatically. You stabilize at the end of your turn, and the ability remains active until you are above 0 hit points.

Improved Eldritch Resilience - Your Fast Healing from Eldritch Resilience goes up by 1 point. You can take this multiple times. It's effects stack.

Eldritch Toughness - Your eldritch pact can bolster you past your normal limits. A number of times per day equal to 3 + your Charisma modifier, you may grant yourself 1d6 temporary hit points. These hit points do not stack with other temporary hit points, and they are lost before you take any damage to your normal hit points.

Improved Eldritch Toughness - The amount of Temporary Hit Points you can gain goes up by 1d6.
Eldritch Mettle - You gain the Mettle ability: if a successful Fortitude or Will Save lets you take a partial effect, you can instead take no effect from it.

Extra Invocation - You may pick another invocation of a level you can currently cast.
Gift Recharge - This gift requires you have either Eldritch Resilience, Eldritch Toughness or Eldritch Quickness and their Improved Version first. Whenever you drop an enemy with your Eldritch Blast or land a critical hit with your Eldritch Blast, you gain another use of Eldritch Toughness or another two rounds of Eldritch Quickness or Eldritch Resilience, up to your maximum number of uses or rounds

Vitality Drain - When you drop an opponent with your Eldritch Blast, you heal a number of hit points equal to their Constitution Score or their Wisdom score, whichever is higher.
.



Damage Reduction - Warlocks gain damage reduction, as their pact's magics harden their bodies. It starts at Damage Reduction 1 at 3rd level, and it increases by 1 for every three levels thereafter. Every pact has a Weakness listed: This will always bypass a Warlock's Damage Reduction.

Pact Resistance - A warlock has resistances to certain energies due to the magics of their pact. Every pact has listed Associated Energies. A warlock, upon reaching 4th level, chooses two of these energies and gains Resistance 5 against those two. These resistances increase by 5 at 10th level and every 6 levels thereafter. These stack with racial energy resistances.

Pact Mastery - At 20th level, a warlock has become completely infused with his pact's magics. His type changes based on his pact, and he gains that pact's Mastery ability.

Still a work in progress, and I will gladly take ideas if anyone has them!

alchemyprime
2012-02-23, 04:03 PM
Pacts

Finished Pacts

Abyssal Pact

Eldritch Whip - An abyssal warlock is on a path to be like the great demons, and he starts with a big idea: the Balor. An abyssal warlock can shape his eldritch blast into an eldritch whip, making it a melee weapon that can be used with reach or in direct melee. He can also make trip attacks with the eldritch whip, discharging it to avoid being tripped himself. If he successfully trips an opponent with his Eldritch Whip, he can draw them from the range of reach into an adjacent square. He can use the Eldritch Whip 3 + his Charisma modifier times per day.
Weakness - Cold Iron
Associated Energies - Acid, cold, or fire
4th Level - Babau's Flesh - For a number of rounds per day equal to your warlock level + 3, you may coat yourself in an abyssal acid. These rounds need not be consecutive. If you are struck by a natural attack or an unarmed strike, the attacker must make a Reflex save or take 1d6 points of acid damage. If you are struck by a melee weapon, the weapon must make a Reflex save or take 1d6 points of acid damage. The save is 10 + 1/2 your warlock level + your Constitution Modifier.
8th Level - Abyssal Familar[I] - You gain a familiar, as if you had Arcane Bond, and the Improved Familiar feat, but only allowing for a Quasit. If you do not want a Quasit, you can instead take a Fiendish normal familiar.
12th Level - [I]Aura of the Nalfeshnee - Channeling the power of a Nalfeshnee, you create a bright blast of darkened light that dazzles all creatures in a 60 foot burst to become dazzled for 1d8 rounds. They are allowed a Will save (DC 10 + 1/2 your Warlock level + your Charisma modifier) to half the duration (half of 1 is 0 rounds). You can use this 3 + your Constitution modifier times per day.
16th Level - Balor's Body - The warlock can surround his body in a wreath of flames, dealing 1d6 points of fire damage to anything standing next to him at the start of his turn, and 1d6 points of fire damage to any creature that strikes him in melee. He can use this for a number of rounds equal to his warlock level +3. These rounds need not be consecutive. You can have Babau's flesh and Balor's Body active at the same time.
Abyssal Pact Mastery - Your power becomes the sort to rival beings like Baphomet, Abraxas and Dagon. Your type changes to Outsider, and you gain the Chaos, Demon and Evil subtypes. You gain the ability to summon to your side 1d3 Bebliths or Vrocks a number of times per day equal to your Charisma modifier, and they remain for 10 rounds. You're well on your way to taking over a layer of the Abyss...


Infernal Pact

Hellfire Blade – Your blast can be shaped into a fierce blade. 3 times per day (plus an additional time per day equal to your Charisma modifier), you may infuse the power of the Hells into your Eldritch Blast, turning it into a melee weapon. You can add your Charisma modifier to the damage of your blade, and half of the damage of the attack deals fire damage. Your blade remains for a number of rounds equal to your Constitution Modifier.
Weakness – Silver
Associated Energies – Acid, Cold and Fire
4th level - Hellfire Wreath - Hellfire surrounds you, giving out just retribution for the blows you have suffered. A hellfire warlock can, as a swift action, surround himself in a wreath of hellfire that lasts a number of rounds equal to his Constitution modifier. While he has the Hellfire Wreath up, anyone that strikes him in melee takes 1d6 fire damage for every 2d6 his Eldritch Blast does, rounded down (so at 4th level, it deals 1d6, at 7th level is deals 2d6, at 11th level it deals 3d6, etc.) This is usable 3 + your Charisma modifier times per day.
8th level – Fiendish Mount - You gain a mount, as if you were a cavalier of your warlock level - 2. This mount has the Fiendish template applied to it as well.
12th level – Devilish Blood - Your diabolic taint grants you immunity to poisons and drugs, though you can choose to be effected by them at your discretion. You can also immediately negate the penalties from poisons and drugs you are currently effected by as a swift action.
16th level – Wings of the Legions - You gain a large pair of bat-like wings, giving you a flight speed of 60 feet with average maneuverability.
Infernal Pact Mastery - Your type changes to Outsider, with the Lawful and Evil subtypes (even if your alignment is not Lawful or Evil). In addition, you gain the ability to use Summon Monster VI as a spell-like ability a number of times per day equal to 3 plus your Charisma modifier. You can only use this to summon 1 Erinyes, 1d3 Bearded Devils, or 1d4+1 Hell Hounds. You can only have one group of summoned monsters from this ability summoned at a time, and between uses, you must wait at least one round.

Vermin Pact

Swarming Blast – Your blast has a skittering feeling to it, making it feel as if the blast is made of thousands of tiny, biting insects and arachnids. 3 times per day (plus an additional time per day equal to your Charisma modifier), you may infuse the power of the vermin lords into your Eldritch Blast, letting it deal your warlock level in acid damage on top of it's normal effect.
Weakness – Cold iron
Associated Energies – Acid and Desiccation
4th level - Tongue of the Vermin - You gain Speak with Animals as an at-will supernatural ability, but with Vermin only. You also gain Animal Empathy as a druid of (Warlock level – 2) but only with giant rats and with vermin, or with undead that formerly were giant rats or vermin.
8th level – Vermin Follower - Gain an animal companion as a druid of (Warlock level -2) but you must pick either a giant rat or a vermin of some kind.
12th level – Vermin Filth - At this level, your lord sends a swarm of his followers to bite and sting you, granting you immunity to the poisons of vermin and to all disease (but not magical disease, at your discretion).
16th level – Retribution of the Vermin Lord! - You can activate this ability for a number of rounds per day equal to your warlock level. These rounds need not be consecutive. When you have this ability active, a swarm of small insects flies around you, and whenever you are struck in melee, the swarm goes out and deals to your attacker desiccation damage, equal to half the damage you took that attack.
Vermin Pact Mastery - Your type changes to Outsider. In addition, you gain the ability to turn into swarms, as per the Swarm Form spell, at will, with the following change: your skeleton instead fuses with your vermin companion, and your swarms can sense your vermin companion.


In Progress Pacts

Angelic Pact

Blast of Light – Your blast can be filled with a heavenly light. 3 times per day (plus an additional time per day equal to your Charisma modifier), you may infuse the power of the Upper Planes into your Eldritch Blast, making it into a great weapon of good. If your eldrtich blast of light strikes an evil creature, they are dealt extra damage equal to your warlock level. If it strikes a good creature, they ignore the damage and instead are granted temporary hit points equal to your level.
Weakness – Cold Iron
Associated Energies – Cold, Electricity and Fire
4th level - Some Ability -
8th level – Some Ability -
12th level – Celestial Boon - The power of your angelic deal runs through you. You now have immunity to poison and petrification.
16th level – Wings of the Heavens - You gain a large pair of feathered wings, giving you a flight speed of 60 feet with average maneuverability. These wings can be whatever color you want, but they remain that way once chosen.
Mastery - Your type changes to Outsider, with the Good subtype (even if your alignment is not Good). In addition, you gain the ability to summon an angel's protective aura as a swift action, granting yourself an all non-hostile creatures within 20 feet of yourself a +4 deflection bonus to AC and a +4 Resistance bonus on saving throws. This is usable 3 + your Charisma modifier times per day, and last a number of round equal to your Constitution modifier



Planned Pacts

Aeonic Pact
Pact Blast
Weakness
Associated Energies
4th Level
8th Level
12th Level
16th Level
Mastery

Agathion Pact
Pact Blast
Weakness
Associated Energies
4th Level
8th Level
12th Level
16th Level
Mastery

Aquan Pact
Pact Blast
Weakness
Associated Energies - Cold, Desiccation and Fire
4th Level
8th Level
12th Level
16th Level
Mastery

Archonic Pact
Pact Blast
Weakness
Associated Energies
4th Level
8th Level
12th Level
16th Level
Mastery

Asuran Pact
Pact Blast
Weakness
Associated Energies
4th Level
8th Level
12th Level
16th Level
Mastery

Auran Pact
Pact Blast
Weakness
Associated Energies - Acid and Electricity
4th Level
8th Level
12th Level
16th Level
Mastery

Azata Pact
Pact Blast
Weakness
Associated Energies
4th Level
8th Level
12th Level
16th Level
Mastery

Daemonic Pact
Pact Blast
Weakness
Associated Energies
4th Level
8th Level
12th Level
16th Level
Mastery

Divish Pact
Pact Blast
Weakness
Associated Energies
4th Level
8th Level
12th Level
16th Level
Mastery

Draconic Pact
Pact Blast
Weakness
Associated Energies
4th Level
8th Level
12th Level
16th Level
Mastery

Fey Pact
Pact Blast
Weakness
Associated Energies
4th Level
8th Level
12th Level
16th Level
Mastery

Igneous Pact
Pact Blast
Weakness
Associated Energies - Electricity and Fire
4th Level
8th Level
12th Level
16th Level
Mastery

Inevitable Pact
Pact Blast
Weakness
Associated Energies
4th Level
8th Level
12th Level
16th Level
Mastery



Kytonic Pact
Pact Blast
Weakness
Associated Energies
4th Level
8th Level
12th Level
16th Level
Mastery

Protean Pact
Pact Blast
Weakness
Associated Energies
4th Level
8th Level
12th Level
16th Level
Mastery

Qlippothic Pact
Pact Blast
Weakness
Associated Energies
4th Level
8th Level
12th Level
16th Level
Mastery

Rakshasan Pact
Pact Blast
Weakness
Associated Energies
4th Level
8th Level
12th Level
16th Level
Mastery

Terran Pact
Pact Blast
Weakness
Associated Energies - Acid and cold
4th Level
8th Level
12th Level
16th Level
Mastery

Undeath Pact
Pact Blast
Weakness
Associated Energies
4th Level
8th Level
12th Level
16th Level
Mastery

alchemyprime
2012-02-23, 04:04 PM
Reserved for the Feats and maybe a Prestige Class. Maybe.

alchemyprime
2012-02-23, 04:07 PM
Reserved just in case.

TKXapathy
2012-02-24, 07:20 AM
Wow! Great progress thus far. The class seems like a pretty nifty conversion to pathfinder, though I do have a few concerns.

Your list of bonus feats available from Eldritch Gift include those such as Point Blank Shot, Far Shot and Weapon Focus (Ray). Does the eldritch blast actually count as a ranged weapon, since it is a spell-like ability? I can't seem to recall if it was like this in 3.5.

Most of the eldritch gifts seem underpowered.

Eldritch Quickness for example... If taken at level 2, it only grants 2 rounds of +2 dodge bonus to AC per day. That's not very often and somewhat weak considering the fact that you lose your dodge bonus to AC whenever you would lose your dexterity bonus to it (such as when flat-footed). Perhaps a fix would be to make the bonus permanent or grant a +4 deflection bonus to AC instead if you want to keep the rounds/day thing?

Another underpowered gift seems to be Eldritch Resilience. Since it is useable a number of rounds per day equal to your warlock levels, doesn't it only heal 2hp at level 2 and 20hp at level 20? The part about automatic stabilization seems cool though.

Extra Invocation seems like a weak option beyond the early levels as the number of invocations known is so many. Perhaps change it into a feat instead that can be taken with the bonus feat option of eldritch gift?

I like the idea of pacts, since the give you the option of flavoring your warlock in so many ways. The number of them you plan to make seems to be excessive however.

Lastly, I have a question about how you plan on converting the Invocations. One of the major flaws of the warlock in 3.5 was that they really lacked utility and power when compared to other spellcasters. Their at-will powers really paled in comparison to what other casters could do. How do you plan on keeping the warlock on par with other classes in terms of their spells?

alchemyprime
2012-02-24, 02:20 PM
*snip*

Wow, a lot of nice points here. I'm glad you're enjoying my conversion so far!

Yes, Weapon Focus (Ray), and Point Blank Shot do work with an Eldritch Blast... but you caught me. Far Shot was a copy/paste fail on my part. I'll edit that out.

Quickness I will be changing up. These are trees, essentially, so you start with Quickness, and by taking other abilities after it, you can improve Quickness and gain other related abilities. I was considering it being a stepping stone to gaining other things, like the AC becoming a Deflection bonus, or gaining Evasion while the Eldritch gift is turned on. For Resilience, you can spend other Eldritch gifts to bring up the Fast Healing (so if you spent all six of them on it, you'd have Fast Healing 6 at 20th, or healing 120 HP total).

There actually is a feat called Extra Invocation, but it will only let you take an invocation not your highest level invocations. I made it any invocation you have access to so it would be brought up power wise.

Yes, that is a lot of Eldritch Pacts... but there are a lot of varieties of strong beings to pledge yourself to, and I plan on adding MORE! MORE I SAY! BWAHAHAHAHAHAHAHAHA!


Though, I do think for the X rounds per day ones, I'll add a flat modifier of three to them.

And yes, while Warlocks will still be (mostly) unable to do the 40d6 of a wizard or psion's disintegrate, they will be able to use their eldritch blast in many fun ways, and I will be granting them a lot more invocations to try to give them more utility. Also, the pacts and the gifts should help alleviate some of the problems as well. See, I don't make a class expecting the optimizers like myself. I see a class and expect people like my players, who some will find a cool trick or two, but for the most part want a game where for quite a few levels, the fighter is on par with the wizard and they work as a team in their own ways.

So yeah, glad you're enjoying it, and I will fix some of those errors up there.

EDIT: I've added some new Eldritch Gifts as well! Enjoy!

alchemyprime
2012-02-25, 03:02 PM
Hey guys, I tossed in some things for the Angelic Pact, but I'm lost on the 4th and 8th level abilities. Anyone have any ideas?

alchemyprime
2012-04-17, 12:53 PM
Hey guys. As you may have noticed, I am trying to keep my homebrew up to date now that life isn't made of chaos, so I present to you a newly updated Warlock Pact: ABYSSAL! So tell me what you all think!

Also, I could sure use some input on Celestial, and if anyone has any ideas for the other pacts, I'd be glad to hear them.

Delegreg
2012-04-23, 11:18 AM
Great work so far, love the abyssal pact :smallbiggrin:

For the angelic pact, my 2 cents :

4-Angelic presence : take an angelic aspect and voice for cha minutes/day, split time as wanted, during this time +4 to diplomacy/bluff/intimidate, bonus changes to +6 vs good characters, -6 vs evil characters

8-Protection from Evil+Chaos (circle of?), SLA cast as swift action, 3+cha/day

16- fly at this level is meh, give at least perfect maneuverability, or free flyby attack

Let me know if you need help :smallsmile:

Codemus
2012-04-23, 11:37 AM
Cool, I love warlock fixes, and converting it to pathfinder? Awsome.

I'll critique later after work. I am really looking forward to the Inevitable pact, love those guys. If you don't mind, I could float you some ideas for it later.

EDIT: Okay, I've got a question about the Vermin pact mastery.


Vermin Pact Mastery - Your type changes to Outsider. In addition, you gain the ability to turn into swarms, as per the Swarm Form spell, at will, with the following change: your skeleton instead fuses with your vermin companion, and your swarms can sense your vermin companion.

The issue is bolded. Why these things? Is it just to keep your companion from being present while you go swarm form?

alchemyprime
2012-05-21, 02:59 PM
Cool, I love warlock fixes, and converting it to pathfinder? Awsome.

I'll critique later after work. I am really looking forward to the Inevitable pact, love those guys. If you don't mind, I could float you some ideas for it later.

EDIT: Okay, I've got a question about the Vermin pact mastery.



The issue is bolded. Why these things? Is it just to keep your companion from being present while you go swarm form?

It's meant to keep your skeleton safe inside the companion. SO that way, instead of just crushing your bones, they have to fight your companion and kill it to kill you.

alchemyprime
2012-05-21, 03:01 PM
Great work so far, love the abyssal pact :smallbiggrin:

For the angelic pact, my 2 cents :

4-Angelic presence : take an angelic aspect and voice for cha minutes/day, split time as wanted, during this time +4 to diplomacy/bluff/intimidate, bonus changes to +6 vs good characters, -6 vs evil characters

8-Protection from Evil+Chaos (circle of?), SLA cast as swift action, 3+cha/day

16- fly at this level is meh, give at least perfect maneuverability, or free flyby attack

Let me know if you need help :smallsmile:

My main problemmas here.
4. That is already Beguiling influence, yes?
8. Not a bad idea, though I'd make it so many rounds of a bonus, maybe.
16. But it matches infernal...

Codemus
2012-07-13, 01:00 AM
Wow, its been a while. I guess I let time get away from me. I've worked up that inevitable pact, actualy had it done last time I posted here.

For your enjoyment:Rule of Law – The unwavering essence of law bolsters your blast. 3 times per day (plus an additional time per day equal to your Constitution modifier), you may infuse your Eldritch Blast with the raw essence of law, making it into a great weapon against chaos. While under the effects of Rule of Law, the damage dice of your Eldritch Blast is modified based on its targets alignment. Against chaotic creatures, your eldritch blast’s damage die increases to a d8. Against lawful creatures, it is reduced to a d4. Neutral creatures continue to take the normal damage of d6.
Weakness – Chaotic
Associated Energies – Electricity, Fire, Sonic
4th Level – Arbiter’s Vigil – Few can deceive an Inevitable, or its chosen agents. Using a free action available 3 + Con mod times a day, the warlock can enhance his perception. This gives him a +2 bonus to recognize and disbelieve illusions, sense motive skill checks, and darkvision out to 60 ft (or increasing existing darkvision by 60 ft). This bonus improves by +1 every 5 levels.
8th Level – Inevitable Support – Using a full-round action, the Warlock can summon the aid of an Arbiter, if only for a limited time. For a number of rounds equal to 1/2 the Warlocks level + Con mod, the Arbiter will do the bidding of its summoner to the best of its ability. This is usable Con mod times per day. Commanding the Arbiter is a standard action, and it is intelligent enough to follow specific commands such as "Attack those goblins, but not the chieftan."
12th Level – Constructed Physiology – The Warlock is now immune to fatigue and exhaustion. He also receives a +4 to saves against poison, disease and mind-affecting effects. The warlock no longer needs to drink, eat, or sleep.
16th Level – Fist of the Marut – As a full round action, the Warlock can make a single powerful punch, usable 3 + Con mod times a day. The punch deals 3d6 electricity damage, 3d6 sonic damage, and blinds and deafens the target for 1d4+1 rounds (Fortitude DC 10 + ½ Warlock level + Con mod).
Mastery – Lhaksharut’s Perfection – The Warlock fully embraces his patron’s gifts. Your type changes to Outsider with the Native, Lawful, and Inevitable subtypes. He also gains Regeneration 5/chaotic (ex), Resistance energy 5 (energy being acid, cold, electricity, fire, and sonic damage types) and Truespeech (su).

Also, I like this too much to let it sink down in the depths of the boards. I'm going to start working on some other pacts, starting with Undeath, Terran, and Rakshasan pacts.

Kydell
2012-07-16, 12:44 AM
This is an awesome idea! I loved the warlock, and it's too bad he didn't survive till 3.P. Check out my signature, I made some homebrew warlock invocations.

Plaguemask
2015-05-29, 07:33 AM
Are we going to see the oh-so-silly Warlock > Binder > Hellfire Warlock combination? ^^