H1167

Bloodwarlock

Some warlocks dig deep into their past, and find the beings that first granted them powers. They attach to them, and take on a more martial form.

Prerequisites:
  • Eldritch Blast +3d6
  • At least one Eldritch Essence Invocation
  • Eldritch Glaive Invocation
  • Powers must originate with either demons, devils or eladrin. Must know which it is, match its alignment, and speak its language.



Level BAB Fort Ref Will Special Invocations Eldritch Blast
1 0 2 2 2 Eldritch armor +0 +0d6
2 1 3 3 3 DR 5/cold iron, Essense Specialization +1 +1d6
3 2 3 3 3 Lesser patron form, Telepathy +1 +1d6
4 3 4 4 4 Eldritch haft strike, Weaponlike glaive +1 +2d6
5 3 4 4 4 Partial energy resistance, Increased Invocations +2 +2d6
6 4 5 5 5 DR 10/cold iron, Summon Ally +2 +3d6
7 5 5 5 5 Aligned Blast +2 +3d6
8 6 6 6 6 Greater patron form +3 +4d6
9 6 6 6 6 Full energy resistance +3 +4d6
10 7 7 7 7 Increased Invocations +4 +5d6

Hit die: d8
Skills: 4+int
Class Skills: Concentration, Knowledge(any), Listen, Search, Spellcraft, Spot, Use Magic Device
Additional Class Skills if demon-originated: Bluff, Disguise, Hide, Move Silently
Additional Class Skills if devil-originated: Climb, Diplomacy, Intimidate
Additional Class Skills if eladrin-originated: Craft (any), Diplomacy, Heal, Sense Motive


Eldritch armor: You can use some of your eldritch energies as armor. Each point used grants a +1 armor bonus to AC but decreases your blast damage by 1 die (to a minimum of 1). Also, so long as you have eldritch armor active, anyone who attacks you in melee (whether they hit or not) suffers the effects of one eldritch essence invocation you know. Changing the armor (either points or essence) is a standard action.

Essense Specialization: When you learn eldritch essence invocations, you learn them one level higher than you normally can (if you can normally learn dark invocations, this has no effect).

Lesser patron form: Once a day you can assume a form resembling your patrons. You gain a generally abyssal/infernal/celestial appearance, Natural Armor +2, and Fast Healing 5. This state lasts for up to 2 minutes.

Telepathy: Always active

Eldritch haft strike: You can use an eldritch glaive to attack creatures adjacent to you (or otherwise too close to attack with a reach weapon normally). When you do this, the damage is halved. This ability qualifies you as "threatening" these squares, for AoOs, flanking and similar abilities.

Weaponlike glaive: Your Eldritch Glaive is treated as a manufactured weapon when this is beneficial to you. For example, you can add your strength bonus to damage and use power attack.

Partial energy resistance: Gain resistances based on your patron:
  • Demon: 10 to electricity; 5 to acid, cold and fire; all effects of poison are halved
  • Devil: 10 to fire; 5 to acid and cold; all effects of poison are halved
  • Eladrin: 10 to acid and cold; 5 to electricity and fire; +2 on saves against poison


Increased Invocations: The level of invocations you can learn increases by one

Summon Ally: Once per day, you can summon a Babau, Kyton or Bralani (as matches your patron). The creature remains for 10 minutes, and serves you as best it can.

Aligned Blast: When using eldritch blast (including as a glaive) against creatures that oppose your alignment on one axis, use d8s instead of d6s. If they oppose on both axes, or on one axis and it's a subtype, use d10s. If they oppose on both axes and it's a subtype, use d12s. (If your patrons are demons, this would be fighting a Brass Dragon, Gold Dragon or Eladrin, and Archon respectively.)

Greater patron form: When you invoke a patron form, the resulting natural armor is +4 and fast healing is 10. In addition, you may take on the exact appearance of any devil, demon or angel* (as appropriate) with no more hit dice than you. This grants you the creature's Strength, Dexterity, Constitution, Natural Weapons, and Movement Modes.

* Angel instead of Eladrin so that you can play it with SRD

Full energy resistance:Gain resistances based on your patron:
  • Demon: Immunity to electricity and poison; 10 to acid, cold and fire
  • Devil: Immunity to fire and poison; 10 to acid and cold
  • Eladrin: Immunity to acid and cold; 10 to electricity and fire; +4 on saves against poison