Warlock
Skills
- Skill Points
- 4 + Int per level
- Skill List
- Bluff (cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
{{Class Chart Base
|Caption=The Warlock
|Max Level=20
|Base Attack=Medium
|Fort Save=Low
|Ref Save=Low
|Will Save=High
|Special1=Arcane Affinity
}}
Level | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
---|---|---|---|---|---|
1st | 1 | ||||
2nd | 2 | ||||
3rd | 3 | ||||
4th | 4 | ||||
5th | 5 | 1 | |||
6th | 6 | 2 | |||
7th | 6 | 3 | |||
8th | 6 | 4 | |||
9th | 6 | 5 | 1 | ||
10th | 6 | 6 | 2 | ||
11th | 6 | 6 | 3 | ||
12th | 6 | 6 | 4 | ||
13th | 6 | 6 | 5 | 1 | |
14th | 6 | 6 | 6 | 2 | |
15th | 6 | 6 | 6 | 3 | |
16th | 6 | 6 | 6 | 4 | |
17th | 6 | 6 | 6 | 5 | 1 |
18th | 6 | 6 | 6 | 6 | 2 |
19th | 6 | 6 | 6 | 6 | 3 |
20th | 6 | 6 | 6 | 6 | 4 |
Intelligence | Bonus | 1 | 2 | 3 | 4 | 5 |
---|---|---|---|---|---|---|
10-11 | +0 | |||||
12-13 | +1 | 1 | ||||
14-15 | +2 | 1 | ||||
16-17 | +3 | 1 | 1 | |||
18-19 | +4 | 1 | 1 | |||
20-21 | +5 | 2 | 1 | 1 | ||
22-23 | +6 | 2 | 1 | 1 | ||
24-25 | +7 | 2 | 2 | 1 | 1 | |
26-27 | +8 | 2 | 2 | 1 | 1 | |
28-29 | +9 | 3 | 2 | 2 | 1 | 1 |
Intelligence | Bonus | 1 | 2 | 3 | 4 | 5 |
---|---|---|---|---|---|---|
10-11 | +0 | |||||
12-13 | +1 | |||||
14-15 | +2 | 1 | ||||
16-17 | +3 | 1 | ||||
18-19 | +4 | 1 | 1 | |||
20-21 | +5 | 1 | 1 | |||
22-23 | +6 | 2 | 1 | 1 | ||
24-25 | +7 | 2 | 1 | 1 | ||
26-27 | +8 | 2 | 2 | 1 | 1 | |
28-29 | +9 | 2 | 2 | 1 | 1 |
Spellcasting
- You learn spells from the Warlock Spell List. (Dropbox/RPG/Systems/System 6/warlock spells.xls or one of the 6d20 ones, hell I don't know)
- At 1st-level, you know 2 spells of level 1, and 2 spells of level 0.
- Each level, you learn 2 new spells.
- You may learn new spells from tomes, scrolls, or by binding outsiders (see below).
- You do not have daily spell slots; instead, you prepare slots in one of two ways:
- You can inscribe tattoos upon your body. See [#Tattoos|Tattoos].
- You can store one spell slot in a soul shard. See Shards|Soul Shards].
- You cast prepared spells by consuming tattoos or soul shards.
- You can spontaneously cast spells by using Magic|Blood Magic].
- Warlock spells are organized by rank, not spell level. Your maximum spell rank is determined by caster level:
- 1st-4th: Rank 1
- 5th-8th: Rank 2
- 9th-12th: Rank 3
- 13th-16th: Rank 4
- 17th-20th: Rank 5
- Your spell DC is: 10 + rank * 2 + Int
Tattoos
You can inscribe a tattoo on yourself, which serves as a prepared spell for later casting.
The number of tattoos you can scribe is based on the table to the right (Warlock Spell Slots).
A warlock gains additional bonus spell slots from Intelligence as a wizard would. Using the wizard's chart, treat rank 1 the same as level 1, rank 2 as level 3, rank 3 as level 5, and so on.
A warlock also gains additional bonus spell slots from Constitution. Using the same chart, treat rank 1 as level 2, rank 2 as level 4, and so on.
It takes one hour to prepare all of your tattoos. Once used, a tattoo cannot be used again. You must gain the benefits of a full rest before preparing new tattoos.
Blood Magic
You can spontaneously cast any spell you know by drawing upon your own life force.
Casting a spell with blood magic causes 1 point of damage per rank. This damage is known as "Blood Burn". There is no way for you to avoid this damage. Furthermore, this damage cannot be healed, whether by natural or magical healing, until you have completed a full rest.
Also, if the damage you have suffered due to Blood Magic ever exceeds your Constitution score, you become Blood Burned, gaining the following penalties:
- You are limited to 50% hit points (minus unhealable damage from Blood Magic).
- You suffer -5 to all Fortitude saves.
- You cannot charge or run.
- You cannot use Blood Magic.
The penalties of Blood Burn do not end until you have reduced your Blood Burn below your actual Constitution.
Soul Shards
As a free action, you may place a curse upon any creature with a soul (living creatures, intelligent undead, no constructs or oozes) within Short range. If that creature dies within 1 hour, and you are within 1 mile, you trap the creature's soul in a gem.
You do not need to have an actual gem to trap a soul; the soul energy coalesces into a gem. However, if you do not specify a receptacle, the soul gem simply falls to the ground where the subject died. If you specify a receptacle, such as a valueless stone or minor semiprecious gem in your possession, that receptacle transforms a soul shard after coalescing.
The following rules govern soul shards:
- A trapped soul can be freed by raising or resurrecting the subject. The cleric or priest need not know that the soul is stored.
- A trapped soul cannot be used for any reason other than resurrection, such as conjuring a spirit to communicate (as in Seance).
- A creature under the effect of your curse cannot be turned into an intelligent undead.
- When a soul is used for any reason, it is drained of energy, but not destroyed; it continues on to whatever afterlife awaits it.
- If you use a creature's stored soul, and the creature is later resurrected, it loses a level (in addition to whatever it might lose from resurrecting).
- Once a stored soul is used, the gem crumbles to useless, valueless dust (unless it is a Shard of Eternity).
====Uses of Soul Shards====
A soul shard can be used for a variety of uses.
- Extending a spell
By expending a soul shard upon casting a duration spell, you may extend its duration. If the duration is one of those listed below, it is extended as listed.
- 1 rd/level -> 1 min/level
- 1 min/level -> 10 min/level
- 10 min/level -> 1 hr/level
- 1 hr/level -> 24 hours
- Extending spell reach
By expending a soul shard upon casting a spell, you may increase its range. If the range is one of those listed below, it is extended as listed.
- Short range -> medium range
- Medium range -> long range
- Quickening a spell
By expending a soul shard upon casting a spell, you may quicken it. This reduces the casting time. If the casting time is one of those listed below, it is quickened as listed, costing a number of soul shards as listed.
- Full round -> standard (1 shard)
- Standard -> swift (4 shards)
- Swift -> free (2 shards, max once per round)
- Empowering certain spells
Certain spells use soul shards as optional or required components, per their description.
Some warlock spells use soul shards for other purposes, as defined in the spell's description. If a spell is listed as consuming a soul shard, you do not need to expend a tattoo to cast it, nor does it need to be prepared at all; follow the spell's description instead of the normal rules.
====Greater Soul Gems====
You can prepare special soul gems, called Shards of Eternity. These gems never crumble to dust after use, and can hold more than one soul.
The cost of such a gem is by rank:
- Rank 1: 2,000 gp
- Rank 2: 8,000 gp
- Rank 3: 18,000 gp
- Rank 4: 32,000 gp
- Rank 5: 50,000 gp
Souls trapped in a Shard of Eternity cannot be released through resurrection; they can only be freed by shattering the shard.
These gems have special uses.
- Permanently binding a summoned minion
You can make any summon spell permanent by binding the summon to a Shard of Eternity of the appropriate rank. However, the shard must have at least one soul in it at all times, or the binding ends. You gain the ability to summon or dismiss your minion as a swift action. Each time you summon your minion, it consumes one soul from the gem.
- Creating a fetish
You can create a talisman of a Shard of Eternity which grants an inherent bonus to an ability score. The maximum bonus it can provide is +1 per rank. The trapped soul must have had an ability score equal to or higher than your modified ability score. Unlike other inherent bonuses, these can be lost of the soul fetish is removed from your possession or destroyed.
Summoning
The following rules govern summoning spells (any warlock spell with the word "summon" in the title):
- All summoned minions are treated as summoned creatures, in that they:
- Are under your total control (they may rebel in minor ways, but you can dominate their actions at will)
- Are affected by all effects targeting summoned creatures, such as Protection from Evil
- Can be dispelled
- Are not truly hurt if slain, merely dismissed
- The above restrictions apply even to summoned creatures that are bound in a Shard of Eternity. However, the shard itself is not bound by any such restrictions; dispelling a shard does not remove the summoned creature from within it.
The warlock's summoning spells all share certain traits. The abilities and statistics of summoned creatures are not based on monster entries, but on the rules below.
All of your summoned creatures have the following statistics, based on the type listed in the spell description.
- By default (applies to all, where not overridden by type or special abilities)
- Ability scores: same as yours
- Note: the creature's ability scores do not determine its attributes, such as hit points and attack bonuses; these are calculated separately. Ability scores are used only for the purposes of ability checks and ability damage or drain.
- Modifiers to ability scores have the normal effect; thus, a +4 to Strength will increase a creature's melee attacks and damage by +2, despite those not being based on its own Strength score. By the same logic, a -4 penalty to Constitution causes the creature to lose 2 hit points per level.
- Hit dice: as your warlock level
- Origin: immortal (extraplanar outside of home plane)
- Spell DCs: same as yours
- Brute
- Hit Points: 125% of yours
- Ability Scores: Swap Int<->Str
- Attack: 75% of your level plus your Con bonus
- AC: 10 + level + Con
- Saves: As yours, +4 to Fortitude
- Melee Attack: 1d8+Str
- Skirmisher & Lurker
- Hit Points: 75% of yours
- Ability Scores: Swap Int<->Dex
- Attack: 75% of your level plus your Dex bonus
- AC: 14 + level + Dex
- Saves: As yours, +4 to Reflex
- Melee Attack: 1d6+Dex
- Controller & Artillery
- Hit Points: 50% of yours
- Ability Scores: normal
- Attack: 50% of your level plus your Int bonus
- AC: 10 + 1/2 level + Int
- Saves: As yours, +4 to Will
- Melee Attack: 1d6+Str
- Ranged Attack: 1d8+Int
- Leader
- Hit Points: 100% of yours
- Ability Scores: Replace Str with Int
- Attack: 100% of your level plus your Int bonus
- AC: 10 + level + Int
- Saves: As yours, +2 to all
- Melee Attack: 1d10+Str
- Elite
- Hit Points: 150% of yours
- Ability Scores: Replace all with Int if higher
- Attack: 100% of your level plus your Int bonus
- AC: 14 + level + Int
- Saves: As yours, +4 to all
- Melee Attack: 1d12+Str
- Ranged Attack: 1d12+Dex
Rituals
All warlocks know the following rituals.
Some rituals vary by "rank". This refers to your maximum spell rank, based on your warlock level.
You know the following rituals:
Ritual of Binding
You create a magic circle which outsiders cannot cross.
- Casting Time: 1 minute, or 8 hours if permanent
- Reagents: None, or 5,000 gp if permanent
- Skill Check: Knowledge (arcana), DC 20
- Assistants: None required; up to two may assist with the skill check and reduce the the casting time by 2 hours each if permanent.
You create a magic circle. The circle may be either temporary (formed of magical energy) or permanent (made of silver embedded in stone).
The circle's radius is chosen at casting time; it must be between 1 and 5 squares.
The magic circle restricts the movement of any extraplanar creature; such creatures are absolutely prohibited from crossing the circle in either direction. They may direct projectiles or even cast spells through it, but they cannot move through it or strike targets on the other side in melee, whether with natural or wielded weapons.
If anyone crosses the circle, such as yourself or an assistant, the magic is broken. In the cast of a permanent circle, the magic is merely suppressed; performing the ritual as if temporary will reactivate the permanent circle's power.
Temporary circles last for 1 hour per level, +50% per assistant. Permanent circles are permanent until destroyed; they can be suppressed by crossing them or dismissing the magic, and reactivated later as described above.
Ritual of Summoning
You conjure an outsider.
- Casting Time: 10 minutes
- Reagents: Planar essences, worth 100 gp per HD of the outsider, or one soul shard.
- Skill Check: Knowledge (the planes), DC 10 + HD of the outsider.
- Assistants: None required. Can assist skill check, and can help suppress.
You call an outsider, either an individual whose true name you know, or a typical example of an extraplanar creature. The outsider is allowed spell resistance and a Will save to negate appearing, if desired. If it negates, you lose only half the reagents, but you suffer 1d6 backlash damage per HD of the target. If it does not negate, the outsider is called into a prepared circle; it has physically entered your plain--it is not a summoned creature.
The subject is free to act at will once called. Typically, one casts a Ritual of Binding or a Circle of Binding spell to restrict the subject's actions; this is best done beforehand. By the wording of this spell alone, the outsider may act as it pleases, and as its nature dictates. If this results in a conflict of interests, resolve the encounter as in combat, by using Initiative.
In addition to any normal actions, you and any assistants may attempt to suppress the creature by passing an opposed level+Charisma check. On success, the creature will take no actions for 1d6 minutes, but it is free to speak or use telepathy to communicate.
The spell is instantaneous, but, once per spell, within 10 minutes of the initial casting, you may attempt to may force the creature to return to its home plane by passing an opposed level+Charisma check.
The ritual's casting time is reduced reduced to 1 minute if you use a permanent summoning circle (value 1,000 gp, takes 8 hours to create) and you consume a soul shard in the casting. A permanent summoning circle also acts as a Circle of Binding, restricting the subject's movement.
You may consume 1-5 soul shards to grant a bonus to the caster level check vs. Spell Resistance and your spell DC equal to the number of shards consumed.
Pact of Knowledge
You learn secret knowledge from an outsider.
- Casting Time: 1 minute.
- Reagents: None required, but gain +5 if you provide a supplication worth 100 gp per HD of the outsider.
- Skill Check: Diplomacy, DC varies; must make target helpful, and most are usually unfriendly or hostile.
- Assistants: None.
You bargain with an outsider to teach you spell knowledge, granting you a new warlock spell known of your choice (the spell must be of a pact appropriate to the outsider's nature).
Before attempting the skill check, you may offer an exchange of services; you might perform some useful service, or grant some boon to the creature to entice it to offer you its knowledge. The effect of this service is up to the DM; usually, a promise of such service increases the creature's reaction toward you, making the Diplomacy check easier.
You need not perform the service immediately; instead, you make a pact to execute the service within a reasonable time frame. You then gain the knowledge immediately, but you are bound to fulfill your obligation; if you fail, you lose the knowledge, and the outsider may opt to be called to your location to exact whatever justice it finds reasonable. Many outsiders prefer this outcome, and insist on very difficult services to increases its likelihood.
Pact of Servitude
You bind an outsider to your service.
- Casting Time: 1 minute.
- Reagents: Special.
- Skill Check: None; see description.
- Assistants: None.
You force the subject extraplanar creature into a specially prepared vessel, imprisoning it there until called upon to serve you.
The vessel must be prepared specifically to serve the purpose of this ritual, although it need not be specific to any one subject. The cost of the components to prepare the vessel is 100 gp per level or hit die of the subject, and it requires an applicable skill check of DC 10+level and 4 hours to create. Such a vessel may hold any creature whose level is equal to or less than the maximum afforded by its cost.
Instead of the special vessel, you may use a Shard of Eternity with a soul already trapped inside.
The target must be meet the following criteria:
- Extraplanar
- Not summoned
- Not mortal
- Helpless, unconscious, paralyzed, pinned, or suppressed (see Ritual of Summoning)
- Valid subjects include any outsider or elemental not on its home plane, and any specifically extraplanar creature.
The subject is not entitled to a saving throw, nor does its Spell Resistance or any other resistance to magic apply.
Once imprisoned, the subject is unable to take any actions, even those requiring only silent act of will, except for telepathy, which works as normal unless you are within 10 squares and choosing to supress it. An imprisoned outsider remains aware of its surroundings; even if covered or secreted away, it retains a vague telepathic awareness of living creatures nearby.
At any time, you may release the subject from its prison as a swift action if you are within 10 squares of the vessel. At this time, the creature becomes free-willed (and probably hostile); however, you are entitled to an immediate attempt to control it by winning an opposed level + Charisma check. If the check succeeds, the creature is dominated by you; if not, it may act as normal, and its first action begins immediately.
If you do successfully dominate the creature, then you may force it to re-enter the vessel as a standard action, with no possibility of resistance. If you do not, you may still force the creature back into the vessel, but only by conducting the ritual anew.
If you use a Shard of Eternity as the vessel, then you may use souls stored within the shard to bolster your command of the subject. Each time you release the creature, you consume one soul from the shard, and gain a bonus to the domination check equal to the level of the soul consumed. You may not use the shard to imprison a creature if there are no souls in it, so if you use your last stored soul to summon the creature, you must repopulate the shard with a soul before forcing the creature to return to it.
Alternatively, you may perform this pact with a willing outsider. The outsider is free-willed normally, but must obey your summons (standard action to summon, free action to dismiss), and must serve while summoned. In this case, it is not quite dominated; it can question your orders, but you can temporarily castigate it, causing pain and temporary domination. This may fray your relations with the creature. Generally, the outsider agrees to such a pact only on a condition, such as that you provide a steady stream of fresh souls (a common condition). The outsider is free if you fail to fulfill your obligation within a reasonable time frame.
Arcane Affinity
You are treated as an arcane caster for the purposes of using magic items and conducting rituals.
If you have magic item creation feats, you may emulate spell knowledge by passing a Use Magic Device check (DC 10 + 2 * level of each spell to emulate).
You learn the following ritual:
- Planar Enchantment
- You bind an enchantment to an item.
- Casting Time: 1 hour.
- Reagents: Material components for a magic item, soul shard, XP.
- Skill Check: Knowledge (appropriate to item type), DC 10 + item level.
- Assistants: 0-2; can assist skill check and contribute XP.
- Description: You call forth a planar dweomer which permanently enchants a magic item of your choice. You or an assistant must have the appropriate magic item creation feat, and you must have all necessary materials (and the item itself) ready at the time of casting. On a failed check, you lose 10% of the reagents (materials only, not the item, or the XP). If you succeed, you must expend a soul shard of equal or greater level than the item's caster level. Upon completion, you are granted a permanent magic item. There is a 5% the magic item will have sentience (per the DM's discretion).
- Arcane Exchange
- You exchange knowledge of one spell for another.
- Casting Time: 10 minutes.
- Reagents: An arcane scroll from a list other than the Warlock list, XP.
- Skill Check: Knowledge (Arcana), DC 10 + caster level.
- Assistants: 0-2; can assist skill check and contribute XP.
- Description: You call forth a planar denizen, a specialist in arcane knowledge, who accepts the offered scroll in exchange for teaching the warlock knowledge of a new warlock spell of his choice. For any given spell, the scroll must meet the minimum level requirements, and a certain amount of XP must be expended, as given below:
Spell Rank | Min. Scroll Level | XP cost |
---|---|---|
1 |
1 |
20 |
2 |
3 |
40 |
3 |
5 |
60 |
4 |
7 |
80 |
5 |
9 |
100 |