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.
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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!
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.
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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!