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Elriconan
2013-12-07, 02:31 PM
Here is a link, the formatting on the Spell Check chart is a little screwy but just remember level 1s 6/9 is at character level 2-3. First level Warlocks have no spell.
http://rpgiconoclasm.wordpress.com/2013/12/07/warlock-class-dark-dungeonsbecmi/

Warlocks are human sorcerers who bind their souls to demon or devil. Warlocks can not be healed by Clerics except those worshipping an archdevil or demon prince, nor receive the benefits of a Bless spell cast by one. When a Warlock dies his soul becomes the property of his patron, and he can not be raised or reincarnated as by any means short of a Wish spell.

Equipment Restrictions: Any one handed melee weapon is permitted, but only thrown melee weapons may be used in ranged combat. Warlocks may wear leather or studded leather armor.

Hit Points: 1d6 per level until the 9th and 2hp/level afterward.
Skills: 4
Weapon Feats: 1, progresses as a Thief.
Attack Matrice/BAB: As Thief class.
Experience and Save Progression: As Magic User
Ability Requirements: Con 13, Cha 13. Receives a 5% experience bonus for Int or Cha of 15 or higher, 10% if both Int and Cha of 15 or higher.

Spells: A Warlock requires 8 hours of sleep to regain spells, and must spend one hour in a thaumaturgic ritual where he fills his daily spell slots. Warlocks gain spells at x.75 the rate of Magic Users, rounded down (resulting in a maximum of 6 daily spell slots per spell level), and must roll on the Spell check table every time they cast a spell. Warlocks have their own seven level spell list.

Eldritch Blast: A surge of violent arcane enegy, this iw an at-will ability which can be disrupted as a ranged attack. Damage, range and additional effects depend on the level of Weapon Mastery. Eldritch blasts deal only half of their ordinary damage to non-living targets such as doors, golems and undead.

Mastery Damage Range Special
Basic: 1d6 40/80/160 –
Skilled: 1d8 40/80/160 Delay (s)
Expert: 1d8+2 60/110/170 Delay (s/m)
Master: 1d10+3 60/110/170 Stun (s), Delay (m)
Grand Master: 1d12+4 80/130/180 Stun (s/m)

Spell check: Every time a Warlock casts a spell he must check to see if he botches, fails, is delayed or casts it normally. Roll 2d6 and consult the Spell Check table. On a Botch result (2) the Warlock loses the spell and suffers a -1 (cumulative) penalty for all saving throws. On a Fail result the player loses the spell. On a Delay result the spell is cast one round late, and the Warlock does not forget the spell. On a success the spell is cast normally and the Warlock does not forget the spell.
The number before the slash is the failure thresholdx the number after the slash the delay threshold.

Spell………………..Warlock Level………………………………
Level……2-3…..4-5…….6-7…….8-9……10-11…..11-12
1………….6/9…..5/8…….4/7……..3/6……-/5………..-/4
2……………………6/9…….5/8……..4/7…..3/6…………-/5
3……………………………….6/9……..5/8…..4/7…………3/6
4…………………………………………..6/9……5/8…………4/7
5……………………………………………………..6/9…………5/8
6……………………………………………………………………..6/9

Simply extend the pattern through to level 36, noting that no spell check difficulty can be less than -/4 and a 2 is always a Botch result.

Warlock Spells by Level

1- Cause Light Wounds, Detect Magic, Blight, Cause Fear, Charm Person, Sleep, Ventriloquism

2- Darkness, Protection from Good, Hold Person, Conceal Alignment, Snake Charm, Invisibility, ESP, Knock, Levitate, Mirror Image, Cause Disease

3 – Clairvoyance, Fly, Slow, Infravision, Charm Monster, Speak with Dead, Curse, Create Poison

4- Continual Darkness, C. Serious Wounds, Dispel Magic, Sticks to Snakes, Confusion, Dimension Door, Hallucinatory Terrain, Polymorph Self, Polymorph Other

5- Protection from Good 10′, Dispel Good, Insect Plague, Finger of Death, Truesight, Contact Outer Plane, Feeblemind, Hold Monster, Telekinesis, Teleport

6- Disintegrate, Anti-Magic Shell, Death Spell, Invisible Stalker, Projected Image, Flesh to Stone, Weather Control, Animate Object, Babble (Speak to Monsters R)

7- Mass Charm, Lore, Power Word Blind, Teleport Any Object, Obliterate, Dance