Warlock

With the access to arcane magic greatly restricted, the only remaining option was to connect to the recently created plane of existence called the Cyberplane. And yet another source is to make a pact with otherworldly beings. This is the path Warlocks take. No one is sure where they came from, but an array of powerful beings have appeared in the Cyberplane. Though the Warlock cannot access the Cyberplane like a Cybermage, they do establish a link to their patron through an object of some sort.

Role: While many warlocks are recluses, living on the edge of civilization, some live within society, openly or in hiding. The blend of Warlocks’ spells makes them adept at filling a number of different roles, from seer to healer, and their hexes grant them a number of abilities that are useful in a fight. Some Warlocks travel about, seeking greater knowledge and better understanding of the mysterious powers that guide them.

Alignment: Any

Hit Die: d6

Class Skills

The Warlock’s class skills are Appraise (Int), Craft (Int), Computer Use (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Skill Ranks per Level: 4 + Int modifier.

Level BAB Fort Save Ref Save Will Save Special Spells Per Day
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Cantrips, Grimoire, Hex, Witchfire, Pact 3 1
2nd +1 +0 +0 +3 Hex 4 2
3rd +1 +1 +1 +3 Witchfire 2d6 4 2 1
4th +2 +1 +1 +4 Hex 4 3 2
5th +2 +1 +1 +4 Witchfire 3d6 4 3 2 1
6th +3 +2 +2 +5 Hex 4 3 3 2
7th +3 +2 +2 +5 Witchfire 4d6 4 4 3 2 1
8th +4 +2 +2 +6 Hex 4 4 3 3 2
9th +4 +3 +3 +6 Witchfire 5d6 4 4 4 3 2 1
10th +5 +3 +3 +7 Hex, Greater Hex 4 4 4 3 3 2
11th +5 +3 +3 +7 Witchfire 6d6, Improved Pact 4 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 Hex 4 4 4 4 3 3 2
13th +6/+1 +4 +4 +8 Witchfire 7d6 4 4 4 4 4 3 2 1
14th +7/+2 +4 +4 +9 Hex 4 4 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 Witchfire 8d6 4 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 Hex 4 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 Witchfire 9d6 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 Hex, Grand Hex 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 Witchfire 10d6 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Hex 4 4 4 4 4 4 4 4 4 4

Class Features

The following are the class features of the Warlock.

Weapon and Armor Proficiency:  Warlocks are proficient with all simple weapons and pistols. They are proficient with Light Armor but not shields. Warlocks ignore Arcane Spell failure provided they do not wear heavier than Light Armor. Even if they are proficient, they are affected normally by the Arcane Spell Failure for medium and heavy armors.

Spells

A warlock casts arcane spells drawn from the witch spell list. A warlock must choose and prepare his spells ahead of time.

To learn or cast a spell, a Warlock must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Warlock’s spell is 10 + the spell level + the Warlock’s Intelligence modifier.

A Warlock can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Warlock. In addition, she receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

Cantrips

Warlock can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.

Grimoire

A warlock must study his grimoire each day to prepare his spells. He cannot prepare any spell not recorded in his grimoire, except for read magic, which all warlocks can prepare from memory.

A warlock begins play with a grimoire containing all 0-level witch spells plus three 1st-level spells of his choice. The warlock also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the grimoire. At each new warlock level, he gains two new spells of any spell level or levels that he can cast (based on his new warlock level) for his grimoire. At any time, a warlock can also add spells found in other warlock’s grimoires to his own (see Magic).

Hex

Warlocks learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a warlock gains one hex of her choice. He gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Warlock. A Warlock cannot select an individual hex more than once.

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the Warlock’s level + the Warlock’s Intelligence modifier. For a list of standard Hexes, click here. Whenever a Warlock gains a hex, they may choose from the standard witch hexes or from the Witchfire Hexes below.

Witchfire (Sp)

The first ability a warlock learns is Witchfire. A warlock attacks his foes with eldritch power, using magical energy to deal damage and sometimes impart debilitating effects upon his foes. A warlock can use Witchfire a number of times each day equal to his class level + his Intelligence modifier.

A blast of Witchfire is a spell-like ability in the form of a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. The amount of damage dealt is equal to 1d6 points of damage plus 1d6 points of damage for every two warlock levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on).

A blast of Witchfire is treated as the equivalent of a spell whose level is equal to one-half the warlock’s class level (round down), with a minimum spell level of 1st and a maximum of 9th when a warlock reaches 18th level or higher.

Witchfire is subject to spell resistance, although effects that increase caster level to overcome spell resistance also apply to Witchfire. Witchfire deals half damage to objects and metamagic feats cannot be used in conjunction with Witchfire. The feat Ability Focus (Witchfire) will increase the DC for all saving throws (if any).

Pact

Each warlock has made a pact with beings of power. Regardless of the source, this influence manifests as the warlock gains levels. At 1st level, a warlock chooses a sorcerer bloodline.He gains the class skill listed in the bloodline description as a class skill. At 3rd level, a warlock gains the Eldritch Heritage feat as a bonus feat to represent this pact. A warlock need not have any of the prerequisites normally required for this feat. The warlock’s effective sorcerer level for the bloodline abilities gained equals his warlock level. The bloodline chosen is subject to GM approval. The warlock uses his Intelligence score instead of his Charisma score when determining the effects of all bloodline abilities gained through this class feature and the Improved Pact class feature.

As mentioned in the description, the being of power actually resides on the Cyberplane. The Warlock does not have access to Cyberplane other than normal computer/UI access. However, these beings have created links to old and “obsolete” electronics. A Warlock must posses this object to gain their abilities and spells. The power from this object feeds into the Warlock’s Grimoire, thus they do not need to physically hold the object, but they must have their Grimoire in their possession.

The object chosen is up to the player, but again, it is some sort of obsolete tech. Some examples could be and old, vacuum tube TV, and old console radio, an old walkman. Think of something from the fifties or early sixties. Regardless of object chosen, it will inexplicably work regardless of its disrepair and/or lack of power source.

As mentioned, the warlock doesn’t need to carry this object around, but they must keep it safe. If the object is destroyed, the Warlock will lose all class abilities and their ability to cast spells for 3d6 days while the power finds another link. They still retain any skills and non-magic feats. Once the power re-estabilishes the link, the Warlock must rest for 8 hours to regain all spells and class features.

Improved Pact

At 11th level, a warlock gains the Improved Eldritch Heritage feat as a bonus feat. A warlock need not have any of the prerequisites normally required for this feat, though the bloodline must be the same as the one chosen at 3rd level.

The warlock’s effective sorcerer level for the bloodline abilities gained equals his warlock level.

Witchfire Hexes

Some of a warlock’s hexes modify the damage or other effects of the warlock’s Witchfire. These are called essence hexes. Shape hexes modify the range, target(s), or area of the warlock’s Witchfire. Unless noted otherwise, Witchfire modified by an essence or shape hex deals damage normally in addition to imparting the effects described in the hex description.

A warlock can apply only one essence and one shape hex to a single Witchfire, choosing from any of the essence and shape hexes that he knows. If a warlock targets a creature with an essence hex that has immunity to the hex’s effect, it still takes the damage from the Witchfire normally (provided it isn’t also immune to the Witchfire).

At 1st level, a warlock gains one hex of his choice from the witch hex list or the hexes presented below. He gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A warlock cannot select an individual hex more than once.

New Hexes

Baneful Blast (Essence)

You transform your Witchfire into a baneful blast.

Benefit: This blast deals an extra 2d6 points of damage against creatures of a specific type. You must select the creature type when you first gain this hex, and you can’t later change your mind (though you can take this hex more than once, choosing a new creature type each time). You choose your creature type from the categories offered for a ranger’s favored enemy, including a subtype if you choose humanoid or outsider.

Prerequisite: Witchfire class feature, 4th level.

Beshadowed Blast (Essence)

This Witchfire essence hex allows you to change your Witchfire into a beshadowed blast.

Benefit: Any living creature struck by a beshadowed blast is blinded for a number of rounds equal to 3 + the warlock’s Intelligence modifier. A Fortitude save reduces this to just 1 round.

Prerequisite: Witchfire class feature, 6th level.

Bewitching Blast (Essence)

This Witchfire essence hex allows you to change your Witchfire into a bewitching blast.

Benefit: Any creature struck by a bewitching blast is confused for a number of rounds equal to 3 + the warlock’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect.

Prerequisite: Witchfire class feature, 6th level.

Deteriorating Blast (Essence)

This Witchfire essence hex allows you to change your Witchfire into a deteriorating blast.

Benefit: Any creature struck by a deteriorating blast has its damage reduction lowered by 5 for a number of rounds equal to 3 + the warlock’s Intelligence modifier. A Fortitude save reduces this to just 1 round. If the target has more than one type of damage reduction, this effect applies to all of them. Multiple uses of this essence don’t stack; instead, the new duration replaces the old one

Prerequisite: Witchfire class feature, 6th level.

Frightful Blast (Essence)

This Witchfire essence hex allows you to change your Witchfire into a frightful blast.

Benefit: Any creature struck by a frightful blast becomes shaken for a number of rounds equal to 3 + the warlock’s Intelligence modifier. A Will save reduces this to just 1 round. A shaken creature struck by a frightful blast is not affected by the shaken aspect of the blast but takes damage normally. Creatures with immunity to mind-affecting spells and abilities or fear effects cannot be shaken by a frightful blast.

Glacial Blast (Essence)

This Witchfire essence hex allows you to change your Witchfire into a glacial blast.

Benefit: A glacial blast deals cold damage. Any creature struck by the attack suffers a -4 penalty to Dexterity for a number of rounds equal to 3 + the warlock’s Intelligence modifier. A Fortitude save reduces this to just 1 round. The Dexterity penalties from multiple glacial blasts do not stack.

Prerequisite: Witchfire class feature, 6th level.

Hammer Blast (Essence)

You transform your Witchfire into a hammer blast.

Benefit: The blast deals normal damage to objects, rather than half.

Prerequisite: Witchfire class feature.

Hindering Blast (Essence)

You transform your Witchfire into a hindering blast.

Benefit: Any living creature struck by a hindering blast must succeed on a Will save or be slowed for 1 round in addition to the normal damage from the blast.

Prerequisite: Witchfire class feature, 6th level.

Searing Blast (Essence)

This Witchfire essence hex allows you to change your Witchfire into a searing blast.

Benefit: A searing blast deals fire damage. Any creature struck by a searing blast must succeed on a Reflex save or catch on fire, taking 2d6 points of fire damage per round until it takes a full-round action to extinguish the flames or the duration expires. The fire damage persists for 1 round per five class levels you have. For example, a 15th-level warlock deals 2d6 points of fire damage for 3 rounds after the initial searing blast attack. A creature burning in this way does not take more than 2d6 damage from burning in a given round, even if it is hit by another searing blast.

Prerequisite: Witchfire class feature, 4th level.

Sickening Blast (Essence)

This Witchfire essence hex allows you to change your Witchfire into a sickening blast.

Benefit: Any living creature struck by a sickening blast becomes sickened for a number of rounds equal to 3 + the warlock’s Intelligence modifier. A Fortitude save reduces this to just 1 round. A sickened creature struck by a second sickening blast is not affected by the sickening aspect of the blast but still takes damage normally.

Prerequisite: Witchfire class feature, 6th level.

Witchfire Blade (Shape)

Your Witchfire takes on physical substance, appearing similar to a blade.

Benefit: As a full-round action, you can make a single melee touch attack as if wielding a reach weapon. If you hit, your target is affected as if struck by your Witchfire (including any Witchfire essence applied to the blast). You cannot combine your Witchfire blade with damage from a held weapon. Furthermore, until the start of your next turn, you also threaten nearby squares as if wielding a reach weapon, and you can make attacks of opportunity with your Witchfire blade. These are melee touch attacks.

If your base attack bonus is +6 or higher, you can (as part of the full-round action) make as many attacks with your Witchfire blade as your base attack bonus allows. For example, a 12th-level warlock could attack twice, once with a base attack bonus of +6, and again with a base attack bonus of +1.

Prerequisite: Witchfire class feature.

Witchfire Chain (Shape)

This Witchfire shape hex allows you to improve your Witchfire by turning it into an arc of energy that “jumps” from target to target.

Benefit: A Witchfire chain can jump to one or more secondary targets within 30 feet of the first target, allowing you to make additional ranged touch attacks and deal damage to the secondary targets if you hit.

You can “jump” the chain to one secondary target per five caster levels, so you can strike two additional targets at 10th level, three additional targets at 15th level, and four additional targets at 20th level. Each new target must be within 30 feet of the previous one, and you can’t target the same creature more than once with the Witchfire chain. If you miss any target in the chain, the Witchfire chain attack ends there.

Each target struck after the first takes half the damage dealt to the first target. This reduction in damage to secondary targets applies to any effect that increases the damage of your Witchfire (such as caustic blast). You must make a separate spell penetration check for each target, if applicable.

Prerequisite: Witchfire class feature, 6th level.

Witchfire Cone (Shape)

This Witchfire shape hex allows you to invoke your Witchfire as a 30-foot cone. The Witchfire cone deals the normal Witchfire damage to all targets within the area. This is not a ray attack, so it requires no ranged touch attack. Any creature in the area of the cone can attempt a Reflex save for half damage.

Prerequisite: Witchfire class feature, 8th level.

Witchfire Line (Shape)

This Witchfire shape hex allows you to invoke your Witchfire as a 60-foot line. A Witchfire line deals the normal Witchfire damage to all targets within the area. This is not a ray attack, so it requires no ranged touch attack. Any creature in the line can attempt a Reflex save for half damage.

Prerequisite: Witchfire class feature, 8th level.

Witchfire Spear (Shape)

This Witchfire shape hex extends your Witchfire attacks to great distances.

Benefit: Witchfire spear increases the range of a Witchfire attack to 250 feet with no range increment.

Prerequisite: Witchfire class feature, 2nd level.

New Major Hexes

Starting at 10th level, and every two levels thereafter, a warlock can choose any major witch hex or one of the following major hexes whenever he could select a new hex:

Binding Blast (Essence)

You transform your Witchfire into a binding blast.

Benefit: Any creature struck by a binding blast must succeed on a Will save or be stunned for 1 round. This is a mind-affecting effect.

Prerequisite: Witchfire class feature, 12th level.

Ectoplasmic Blast (Essence)

Your Witchfire becomes a force effect.

Benefit: Its damage has no energy type, but it affects incorporeal creatures normally. You can apply this essence hex only to an line-shaped Witchfire.

Prerequisite: Witchfire class feature, 14th level.

Enduring Witchfire (Essence)

Your Witchfire deals damage over 2 consecutive rounds.

Benefit: When you use enduring Witchfire, the target takes the normal amount of damage from your Witchfire. In the next round, the same target takes half that amount of damage. For example, a creature that takes 22 points of damage from your Witchfire’s initial use takes 11 more points of damage in the next round. A creature that takes no damage from the initial use (whether because of evasion, resistance, immunity, or any other reason) also takes no damage in the next round. No save is allowed against this damage.

Prerequisite: Witchfire class feature, 10th level.

Enervating Blast (Essence)

This Witchfire essence hex allows you to change your Witchfire into an enervating blast.

Benefit: An enervating blast deals negative energy damage, which heals undead creatures instead of damaging them. Any creature struck by the attack gains two negative levels. The negative levels fade after a number of hours equal to 3 + the warlock’s Intelligence modifier. A Fortitude save reduces this to just 1 hour. If a target ever has as many negative levels as Hit Dice, it dies.

Prerequisite: Witchfire class feature, 14th level.

Noxious Blast (Essence)

This Witchfire essence hex allows you to change your Witchfire into a noxious blast.

Benefit: Any creature struck by a noxious blast is nauseated for a number of rounds equal to 3 + the warlock’s Intelligence modifier. A Fortitude save reduces this to just 1 round.

Penetrating Blast (Essence)

This Witchfire essence hex allows you to change your Witchfire into a penetrating blast.

Benefit: A penetrating blast gains a +4 bonus on caster level checks made to penetrate a target’s spell resistance. A creature affected by a penetrating blast has its spell resistance lowered by 5 for a number of rounds equal to 3 + the warlock’s Intelligence modifier. A Will save reduces this to just 1 round. Multiple uses of this essence don’t stack; instead, the new duration replaces the old one.

Prerequisite: Witchfire class feature, 10th level.

Repelling Blast (Essence)

This Witchfire essence hex allows you to change your Witchfire into a repelling blast.

Benefit: Any Medium or smaller creature struck by a repelling blast must make a Reflex save or be hurled 1d6×5 feet (1d6 squares) directly away from you and knocked prone by the energy of the attack.

If the creature strikes a solid object, it stops prematurely, taking 1d6 points of damage per 10 feet hurled, and is knocked prone. Movement from this blast does not provoke attacks of opportunity.

Caustic Blast (Essence)

This Witchfire essence hex allows you to change your Witchfire into a caustic blast.

Benefit: A caustic blast deals acid damage, and it is formed from conjured acid, making it different from other Witchfire essences because it ignores spell resistance. Creatures struck by a caustic blast automatically take an extra 2d6 points of acid damage on following rounds. This acid damage persists for 1 round per five class levels you have. For example, a 15th-level warlock deals 2d6 points of acid damage per round for 3 rounds after the initial caustic blast attack.

Witchfire Doom (Shape)

This Witchfire shape hex allows you to invoke your Witchfire as the dreaded Witchfire doom.

Benefit: This causes bolts of mystical power to lash out and savage nearby targets. A Witchfire doom deals Witchfire damage to any number of targets designated by you and within 20 feet. This is not a ray attack, so it requires no ranged touch attack. Each target can attempt a Reflex save for half damage.

Prerequisite: Witchfire class feature, 14th level.

New Grand Hexes

Starting at 18th level, and every two levels thereafter, a warlock can choose one of the following grand hexes whenever he could select a new hex.

Discorporating Witchfire (Essence)

Your Witchfire loses its normal energy type and becomes a blue-white line of pure energy.

Benefit: This essence doubles the number of dice of damage normally dealt by your Witchfire (for example, from 7d6 to 14d6). In addition, any creature that is reduced to 0 or fewer hit points by the Witchfire is disintegrated (as the disintegrate spell). A successful Fortitude save halves the damage dealt. Unlike disintegrate, this essence has no effect on objects, even those made of force.

When you use Discorporating Witchfire, you also take a number of points of damage equal to twice your class level, which can’t be lessened by damage reduction or any similar benefit.

You can apply this essence only to a line-shaped or standard Witchfire blast. In addition, you can’t use your Witchfire in the 1d4 rounds following the one in which you apply this essence.

Fivefold Witchfire (Essence)

As a full-round action, you create five different Witchfire blasts simultaneously: a line of force, a line of cold, a line of fire, a line of acid, and a line of electricity. Each Witchfire deals damage equal to your normal Witchfire damage, and each one allows a Reflex save to halve the damage dealt.

When you use this essence, you also take a number of points of damage equal to twice your class level, which can’t be lessened by damage reduction or any similar benefit. In addition, you can’t use your Witchfire in the 1d4 rounds following the one in which you apply this essence.