Relecs
2014-04-02, 08:13 PM
Warlock
Alignment: Any
Hit Die: d8
Class Skills:
The warlock’s class skills are Appraise (Int,) Bluff (Cha), Craft (Int), Disguise (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha)
Skill Ranks per Level: 2 + Int modifier
Class Features
All of the following are class features of the Warlock.
Weapon and Armor Proficiency: As Complete Arcane
Invocations: As Complete Arcane with the exceptions that the invocations will be drawn from the list compiled here rather than the one offered in Complete Arcane and that you may not trade in a pact invocation in order to gain a different invocation.
Pact: A warlock’s powers are drawn from a pact they or their ancestors made with a powerful being (malevolent, benevolent, or otherwise). Warlocks gain a bonus class skill, bonus invocations, a pact gift, and pact abilities from their chosen pact. However in return they must pay a pact price, the curse or code of conduct associated with their pact. There are a variety of pacts (see below) and a warlock must pick one upon taking her first level in the class.
Eldritch Blast (Sp): As Complete Arcane with the exception that the damage is 1d6 at first level and an additional 1d6 for every two levels thereafter (to a maximum of 10d6 at 19th level) rather than the progression suggested in Complete Arcane.
Detect Magic (Sp): As the spell of the same name, at will. (Moved to first level because in pathfinder this is a cantrip)
Deceive Item (Ex): As Complete Arcane
Imbue Item (Su): As Complete Arcane
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Invocations
Known
1
+0
+0
+0
+2
Detect Magic, Eldritch Blast 1d6, Invocation (least), Pact Invocation
1+1
2
+1
+0
+0
+3
Pact Ability
2+1
3
+2
+1
+1
+3
Eldritch Blast 2d6,
2+1
4
+3
+1
+1
+4
Deceive Item
3+1
5
+3
+1
+1
+4
Eldritch Blast 3d6
3+1
6
+4
+2
+2
+5
Invocation (Lesser), Pact Invocation
4+2
7
+5
+2
+2
+5
Eldritch Blast 4d6,
4+2
8
+6/+1
+2
+2
+6
Pact Ability
5+2
9
+6/+1
+3
+3
+6
Eldritch Blast 5d6
5+2
10
+7/+2
+3
+3
+7
6+2
11
+8/+3
+3
+3
+7
Eldritch Blast 6d6, Invocation (Greater), Pact Invocation
7+3
12
+9/+4
+4
+4
+8
Imbue Item
7+3
13
+9/+4
+4
+4
+8
Eldritch Blast 7d6
8+3
14
+10/+5
+4
+4
+9
Pact Ability
9+3
15
+11/+6/+1
+5
+5
+9
Eldritch Blast 8d6
9+3
16
+12/+7/+2
+5
+5
+10
Invocation (Dark), Pact Invocation
10+4
17
+12/+7/+2
+5
+5
+10
Eldritch Blast 9d6
10+4
18
+13/+8/+3
+6
+6
+11
11+4
19
+14/+9/+4
+6
+6
+11
Eldritch Blast 10d6
11+4
20
+15/+10/+5
+6
+6
+12
Pact Ability
12+4
PACTS
Example Pact
Here you would write out a description of the type of pact the warlock entered into in order to gain her abilities (ex. infernal, abyssal, fey, etc.)
Class Skill: One skill which it would make sense for a warlock of this pact to have (ex. knowledge (nature) for a fey pact warlock)
Bonus Invocations: A total of 4 bonus invocations one at each least, lesser, greater, and dark. Available at levels 1, 6, 11, and 16. They should fit within the theme of the pact. (ex. charm (6th) for a fey pact)
Pact Gift: This is an ability similar to the sorcerer’s bloodline arcana. It should be useful at all levels of a warlock’s progression but limited in scope, helping the warlock to specialize in an area appropriate to the pact. (ex. Whenever you cast an invocation with the [mind-effecting] descriptor increase the duration of the spell by 50% (minimum 1 round). for a fey pact warlock)
Pact Price: This is an ability similar to the oracle’s curse. It should represent the price which the warlock is required to pay in the deal she made to gain her powers. This effect should be a weakness but only a minor one, intended to add flavor to each of the pacts. The effect should be most debilitating at early levels and become less so as the warlock advances. This could also represent a code of conduct similar to a paladin or monks.
Pact Abilities: These are six five abilities similar to the sorcerer’s bloodline powers. Intended to diversify warlocks based upon her pact. In addition these also replace the abilities defensive abilities present in the original warlock class published in Dungeons and Dragons: Complete Arcane as such a majority of them should be defensive in nature. They are made available at 1st, 3rd, 8th, 13th, 18th, and 20th level. The abilities being replaced are energy resistance, damage reduction, and temporary fast healing. In addition to this the warlock has access to eldritch blast at will, as such, lesser damaging abilities will seem redundant and become useless quite readily whilst abilities which deal greater damage than an eldritch blast will likely be too powerful. Part of the flavor of the warlock is her lack of resource management and as such I would be hesitant to include any abilities which are used for a particular number of rounds (minutes/hours) per day. However, pathfinder has made these types of abilities far more commonplace and as such it may be necessary to include them in order to balance the warlock’s power and play style with that of the other classes.
EDIT The pact ability system has undergone a rigorous reworking from its original incarnation, see later posts for further information. While this new system does leave somewhat dead levels at 10th and 18th level, they aren't entirely boring for the Warlock as he will gain 1 new invocation at each of these levels.
1st: ability: should offer the warlock an interesting option to perform in combat, it should not replicate any available invocations as this would simply make it another bonus invocation.
3rd ability: This is the level at which the original warlock would have begun to gain a scaling damage reduction.
2nd ability
8th ability: This is the level at which the original warlock would have gained some minor and temporary fast healing.
13th ability: This is the level at which the original warlock would have improved her fast healing slightly, in addition at level 10 the warlock would have gained 5 energy resistance to two energy types of her choosing.
14th ability
18th ability: This is the level at which the original warlock’s fast healing would have capped, still remaining temporary, albeit, significantly more potent than the initial ability
20th ability: \Acts as the warlock’s capstone and as such should be appropriately powerful. It seems common practice with regards to the sorcerer’s bloodlines for this ability to supersede many of the bloodline abilities gained before by increasing the damage reduction, spell resistance, energy resistance, etc. In addition to offering its own potent effects. This may interact with the warlock’s eldritch blast, invocations or pact abilities, or it may simply stand on its own. As always it is imperative that this stays true to the flavor of the pact.
The range of possibilities for these powers are too broad for an example to suffice, as such I offer this directive in place of a specific example.
Design Directive
Considering the abilities given up by the warlock in addition to comparing this feature to the sorcer’s bloodline it would seem appropriate to grant the warlock some ability to resist magic (whether through spell resistance, energy resistance, or otherwise), to avoid damage (damage reduction, fortification, concealment etc.) and to recover from damage (fast healing, regeneration, etc.). Because the warlock is an arcane caster their ability to recover should be somewhat limited, either to rounds per day or by having some sort of associated cost. The damage and magic resistance however should likely be permanent effects.
INVOCATIONS
Here we need to determine which spells would make balanced, interesting, spell like abilities for the warlock. Invocations are sorted into four categories, least, lesser, greater, and dark. Some abilities are further refined by being classified as a blast shape or an eldritch essence. Generally speaking the primary focus of invocations should be utility, while they may do damage that should be secondary to their purpose. (ex. a greater invisibility which damages all nearby if dispelled). Least invocations should not exceed 2nd level spells in power, Lesser should not exceed 4th level spells, Greater should not exceed 6th level spells, and Dark should not exceed 8th level spells.
Okay Giants, so here's what I'm working on.
Compiling a list of invocations, either through updating the existing ones from Complete Arcane or developing new ones
Creating a list of unique pacts, each should offer a somewhat different flavour.
Refining the class in general to ensure that it is balanced with a majority of the classes in pathfinder.
In line with the above point: abilities for levels 2, 8, and 14 (or moving abilities from other levels to here) as part of the design philosophy behind Pathfinder is avoiding dead levels.
Help me playground, you're my only hope!
Alignment: Any
Hit Die: d8
Class Skills:
The warlock’s class skills are Appraise (Int,) Bluff (Cha), Craft (Int), Disguise (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha)
Skill Ranks per Level: 2 + Int modifier
Class Features
All of the following are class features of the Warlock.
Weapon and Armor Proficiency: As Complete Arcane
Invocations: As Complete Arcane with the exceptions that the invocations will be drawn from the list compiled here rather than the one offered in Complete Arcane and that you may not trade in a pact invocation in order to gain a different invocation.
Pact: A warlock’s powers are drawn from a pact they or their ancestors made with a powerful being (malevolent, benevolent, or otherwise). Warlocks gain a bonus class skill, bonus invocations, a pact gift, and pact abilities from their chosen pact. However in return they must pay a pact price, the curse or code of conduct associated with their pact. There are a variety of pacts (see below) and a warlock must pick one upon taking her first level in the class.
Eldritch Blast (Sp): As Complete Arcane with the exception that the damage is 1d6 at first level and an additional 1d6 for every two levels thereafter (to a maximum of 10d6 at 19th level) rather than the progression suggested in Complete Arcane.
Detect Magic (Sp): As the spell of the same name, at will. (Moved to first level because in pathfinder this is a cantrip)
Deceive Item (Ex): As Complete Arcane
Imbue Item (Su): As Complete Arcane
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Invocations
Known
1
+0
+0
+0
+2
Detect Magic, Eldritch Blast 1d6, Invocation (least), Pact Invocation
1+1
2
+1
+0
+0
+3
Pact Ability
2+1
3
+2
+1
+1
+3
Eldritch Blast 2d6,
2+1
4
+3
+1
+1
+4
Deceive Item
3+1
5
+3
+1
+1
+4
Eldritch Blast 3d6
3+1
6
+4
+2
+2
+5
Invocation (Lesser), Pact Invocation
4+2
7
+5
+2
+2
+5
Eldritch Blast 4d6,
4+2
8
+6/+1
+2
+2
+6
Pact Ability
5+2
9
+6/+1
+3
+3
+6
Eldritch Blast 5d6
5+2
10
+7/+2
+3
+3
+7
6+2
11
+8/+3
+3
+3
+7
Eldritch Blast 6d6, Invocation (Greater), Pact Invocation
7+3
12
+9/+4
+4
+4
+8
Imbue Item
7+3
13
+9/+4
+4
+4
+8
Eldritch Blast 7d6
8+3
14
+10/+5
+4
+4
+9
Pact Ability
9+3
15
+11/+6/+1
+5
+5
+9
Eldritch Blast 8d6
9+3
16
+12/+7/+2
+5
+5
+10
Invocation (Dark), Pact Invocation
10+4
17
+12/+7/+2
+5
+5
+10
Eldritch Blast 9d6
10+4
18
+13/+8/+3
+6
+6
+11
11+4
19
+14/+9/+4
+6
+6
+11
Eldritch Blast 10d6
11+4
20
+15/+10/+5
+6
+6
+12
Pact Ability
12+4
PACTS
Example Pact
Here you would write out a description of the type of pact the warlock entered into in order to gain her abilities (ex. infernal, abyssal, fey, etc.)
Class Skill: One skill which it would make sense for a warlock of this pact to have (ex. knowledge (nature) for a fey pact warlock)
Bonus Invocations: A total of 4 bonus invocations one at each least, lesser, greater, and dark. Available at levels 1, 6, 11, and 16. They should fit within the theme of the pact. (ex. charm (6th) for a fey pact)
Pact Gift: This is an ability similar to the sorcerer’s bloodline arcana. It should be useful at all levels of a warlock’s progression but limited in scope, helping the warlock to specialize in an area appropriate to the pact. (ex. Whenever you cast an invocation with the [mind-effecting] descriptor increase the duration of the spell by 50% (minimum 1 round). for a fey pact warlock)
Pact Price: This is an ability similar to the oracle’s curse. It should represent the price which the warlock is required to pay in the deal she made to gain her powers. This effect should be a weakness but only a minor one, intended to add flavor to each of the pacts. The effect should be most debilitating at early levels and become less so as the warlock advances. This could also represent a code of conduct similar to a paladin or monks.
Pact Abilities: These are six five abilities similar to the sorcerer’s bloodline powers. Intended to diversify warlocks based upon her pact. In addition these also replace the abilities defensive abilities present in the original warlock class published in Dungeons and Dragons: Complete Arcane as such a majority of them should be defensive in nature. They are made available at 1st, 3rd, 8th, 13th, 18th, and 20th level. The abilities being replaced are energy resistance, damage reduction, and temporary fast healing. In addition to this the warlock has access to eldritch blast at will, as such, lesser damaging abilities will seem redundant and become useless quite readily whilst abilities which deal greater damage than an eldritch blast will likely be too powerful. Part of the flavor of the warlock is her lack of resource management and as such I would be hesitant to include any abilities which are used for a particular number of rounds (minutes/hours) per day. However, pathfinder has made these types of abilities far more commonplace and as such it may be necessary to include them in order to balance the warlock’s power and play style with that of the other classes.
EDIT The pact ability system has undergone a rigorous reworking from its original incarnation, see later posts for further information. While this new system does leave somewhat dead levels at 10th and 18th level, they aren't entirely boring for the Warlock as he will gain 1 new invocation at each of these levels.
1st: ability: should offer the warlock an interesting option to perform in combat, it should not replicate any available invocations as this would simply make it another bonus invocation.
3rd ability: This is the level at which the original warlock would have begun to gain a scaling damage reduction.
2nd ability
8th ability: This is the level at which the original warlock would have gained some minor and temporary fast healing.
13th ability: This is the level at which the original warlock would have improved her fast healing slightly, in addition at level 10 the warlock would have gained 5 energy resistance to two energy types of her choosing.
14th ability
18th ability: This is the level at which the original warlock’s fast healing would have capped, still remaining temporary, albeit, significantly more potent than the initial ability
20th ability: \Acts as the warlock’s capstone and as such should be appropriately powerful. It seems common practice with regards to the sorcerer’s bloodlines for this ability to supersede many of the bloodline abilities gained before by increasing the damage reduction, spell resistance, energy resistance, etc. In addition to offering its own potent effects. This may interact with the warlock’s eldritch blast, invocations or pact abilities, or it may simply stand on its own. As always it is imperative that this stays true to the flavor of the pact.
The range of possibilities for these powers are too broad for an example to suffice, as such I offer this directive in place of a specific example.
Design Directive
Considering the abilities given up by the warlock in addition to comparing this feature to the sorcer’s bloodline it would seem appropriate to grant the warlock some ability to resist magic (whether through spell resistance, energy resistance, or otherwise), to avoid damage (damage reduction, fortification, concealment etc.) and to recover from damage (fast healing, regeneration, etc.). Because the warlock is an arcane caster their ability to recover should be somewhat limited, either to rounds per day or by having some sort of associated cost. The damage and magic resistance however should likely be permanent effects.
INVOCATIONS
Here we need to determine which spells would make balanced, interesting, spell like abilities for the warlock. Invocations are sorted into four categories, least, lesser, greater, and dark. Some abilities are further refined by being classified as a blast shape or an eldritch essence. Generally speaking the primary focus of invocations should be utility, while they may do damage that should be secondary to their purpose. (ex. a greater invisibility which damages all nearby if dispelled). Least invocations should not exceed 2nd level spells in power, Lesser should not exceed 4th level spells, Greater should not exceed 6th level spells, and Dark should not exceed 8th level spells.
Okay Giants, so here's what I'm working on.
Compiling a list of invocations, either through updating the existing ones from Complete Arcane or developing new ones
Creating a list of unique pacts, each should offer a somewhat different flavour.
Refining the class in general to ensure that it is balanced with a majority of the classes in pathfinder.
In line with the above point: abilities for levels 2, 8, and 14 (or moving abilities from other levels to here) as part of the design philosophy behind Pathfinder is avoiding dead levels.
Help me playground, you're my only hope!