Voadam said:
Good to hear that the copy/paste thing is going to be changed.
The preview cuts out in the classes before the warlock, is it a wholly new creation?
Does this redo monsters, spells, and magic items as well from the srd? From the 670 pages I'd guess you were going for a complete in one book game.
I changed the copy/paste feature. Yes, its a different warlock, his talents are listed below. The setting book does not contain monsters or magic items. You can still use the MM's and magic item books. It does have the complete SRD spells and some have been redone (like the save or die spells), plus there are new ones.
Warlocks have the following game statistics:
Abilities: Charisma is the most important to the warlock because it determines the power level of his spells. A high Dexterity helps the warlock aim his eldritch bolt at opponents.
Alignment: Any.
Hit Die: d6.
Starting Gold: 3d4×10 (75 gp)
Class Skills
The warlock’s class skills are Arcane (Int), Concentration (Con), Craft (all, taken individually) (Int), Deception (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana), and Knowledge (local) (Int), Knowledge (the planes).
Trained Skills at 1st Level: (2+ Int modifier).
Class Features
All of the following are class features of the warlock.
Weapon and Armor Proficiency: Warlocks are proficient with all simple weapons and light armors.
Armored Casting (Ex): At 1st level, a warlock can cast warlocks spells derived from her spell list while in light armor without the normal arcane spell failure chance. Spells from other arcane classes still suffer arcane spell failure.
Eschew Materials (Ex): At 1st level, the warlock is considered to have the Eschew Materials feat due to her abilities being innate in nature. This ability does not apply towards other spellcasting classes the warlock may multiclass into.
Spells: A warlock casts arcane spells which are drawn from the warlock’s spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, a warlock must have a Charisma 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 Charisma modifier.
Like other spellcasters, a warlock can cast only a certain number of spells per day. His base daily spell point allotment is given on Table 4.21: The Warlock. In addition, he receives bonus spells points per day if he has a high Charisma score.
A warlock’s selection of spells is extremely limited. A warlock begins play knowing four 0 level spells and two 1st level spells of your choice. At each new warlock level, he gains one or more new spells, as indicated on Table 4.22: Warlock Spells Known.
Unlike prepared spells per day, the number of spells a warlock knows is not affected by his Charisma score; the numbers on Table 4.22: Warlock Spells Known is fixed. These new spells can be common spells chosen from the warlock’s spell list, or they can be unusual spells that the warlock has gained some understanding of by study. The warlock cannot use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered warlock level after that (6th, 8th, and so on), a warlock can choose to learn a new spell in place of one she already knows. In effect, the warlock “loses” the old spell in exchange for the new one.The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell the warlock can cast. A warlock may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, a warlock need not prepare his spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells points per day. She does not have to decide ahead of time which spells she will cast.
A warlock’s 0-level spells cost no spell points to cast. A warlock can cast a number of her 0-level spells each day equal to three + the number of spell points gained by her class at 1st level.
Talent: At every odd-numbered level, the Warlock gains a talent, which must be selected from the Abyssal Pact, Draconic Ancestry, Eldritch Power, Energy Resistance, or Infernal Pact talent trees. A warlock is free to select talents from the different talent trees as long as she meets all the prerequisites.
Abyssal Pact Talent Tree
Your family made pacts with fiends that grant you demonic powers and knowledge.
• Demonic Inquisition (Su): Once per day, a warlock can contact a demon to seek advice on a specific course of action. This is as the divination spell cast by a cleric of a level equal to the warlock’s Hit Die total. Because this is a supernatural ability, it requires no divine focus. It is the warlock’s pact with fiends, rather than a deity, that offers a prediction. Prerequisite: Any one Abyssal Pact Talent.
• Demonic Stench (Su): Once per encounter as a standard action, a warlock can produces a foul-smelling, toxic liquid. Any living creature (except demons) within 10 feet must succeed on a Fortitude save (DC 10 + half the warlock’s level + her Charisma modifier) or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. A creature that successfully saves cannot be affected again by the warlock’s Demonic Stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The warlock is unaffected by the stench.
• Demonic Screech (Su): Once per encounter as a standard action, a warlock can emit a piercing screech. All creatures except for the warlock within a 30-foot radius must succeed on a Fortitude save (DC 10 + half the warlock’s level + her Charisma modifier) or be stunned for 1 round.
• Demonic Healing (Sp): Once per encounter as a standard action, a warlock can drain the life force out of all living creatures within a 20’ radius. All living creatures within the area must make a Fortitude save (DC 10 + half the warlock’s level + her Charisma modifier) or suffer 1d8 points of damage. The damage dealt to each creature is transferred healing the warlock.
Draconic Ancestry Talent Tree
You can use the power of your dragonic bloodline.
• Dragon Eyes (Ex): You can see like your dragon kinfolk. You gain Darkvision out to 60 feet.
• Dragon Hide (Ex): You gain a natural armor bonus of +1. This talent can be taken multiple times. Each time the warlock gains a +1 natural armor bonus to AC.
• Breath of the Dragon (Su): You can use a breath weapon once per day as a standard action. The type of breath weapon (acid, cold, electricity, or fire) must be selected when you first select this talent. Acid and electricity is a 30’ line effect, while cold and fire is a 30’ cone effect. The breath weapon deals 1d8 points of energy damage for every three levels you have in the Warlock class. The type of save the opponent receives depends on the type of breath weapon you select. Acid, electricity, and fire require a Reflex save, while cold requires a Fortitude save for half damage. The save DC for the breath weapon is 10 + ½ your Warlock level + your Constitution modifier. You can select this talent multiple times. Each time increases the number of uses per day. Prerequisite: Any one Draconic Ancesty Talent.
Eldritch Power Talent Tree
You can channel eldritch power into desired effects.
• Eldritch Armor (Sp): As a standard action, a warlock can create a field of eldritch energy that grants a +1 deflection bonus to armor class for every four levels she has in the warlock class. The Eldritch Armor last for 3 rounds + the warlock’s Charisma modifier.
• Eldritch Blast (Sp): A warlock can channel her eldritch bolt as a full-round action into a powerful blasting force of energy centered on herself that extends out in a 30 foot radius. The blast of eldritch power deals 1d8 points of force damage for every odd-level a warlock has in the warlock class. Anyone within the blast radius must make a Fortitude save (DC 10 + half her Warlock level + her Charisma modifier) for half damage. Anyone that fails their save throw takes full damage and is knocked prone. This talent is subject to spell resistance. The warlock is immune to his own Eldritch Blast effect. Prerequisite: Eldritch Bolt.
• Eldritch Bolt (Sp): A warlock can channel eldritch might into a stream of powerful force energy from a free hand aimed at a single foe as a standard action. The eldritch bolt is a ranged touch attack with a range of 60 feet dealing 1d8 points of damage to the target. The damage increases by +1d8 points at every odd level (3rd, 5th, 7th, and so on…). The eldritch bolt is subject to spell resistance.
• Eldritch Energy (Su): A warlock can choose to change her eldritch bolt to a single energy type of acid, cold, electricity, fire, or sonic when she uses that power. A warlock must choose a type of energy when she selects this talent. This talent can be taken multiple times. Each time a warlock must choses a different energy. Prerequisite: Eldritch Bolt.
• Eldritch Weapon (Sp): Using a standard action, a warlock can weave eldritch power into her melee weapon. She must have the weapon in hand when she weaves the eldritch power. A warlock must make a normal melee attack to deliver the eldritch damage. If the melee attack is successful, the attack deals damage normally, then deals 1d8 points of damage for every odd-level the warlock has in the warlock class. The eldritch power does not dissipated by a missed attack and remains until the warlock takes a standard action to discharge the power or makes a successful attack. Using you talent does not provoke attacks of opportunity. This talent is subject to spell resistance. Prerequisite: Eldritch Bolt.
• Eldritch Web (Sp): As a standard action, a warlock can create a 20’ radius web of pure energy that can either burn, shock, or freeze opponents. This web’s energy is of the same type as that created by your eldritch energy talent. Anyone caught in the eldritch web takes 1d8 points of damage for every odd-level a warlock has in the warlock class. Your opponents must make a Reflex save (DC 10 + half the Warlock level + her Charisma modifier) to avoid the web. If successful, a warlock’s opponents avoid becoming trapped in the web and does not take any damage from it. A creature caught in an eldritch web can escape by taking a move action and making a successful Dexterity check or Acrobatics check against a DC equal to the Reflex save DC needed to avoid it. The eldritch web continues to deal 1d8 points of damage for every odd-level a warlock has in the warlock class to anyone caught in the web, but the damage is reduced by 1d8 every round until the damage expires, at which time the eldritch web dissipates. This talent is subject to spell resistance. Prerequisites: Eldritch Bolt, Eldritch Energy.
Energy Resistance Talent Tree
You are particularly resistant to deadly energy effects.
• Acid Resistance: You gain acid resistance 5. This talent can be taken multiple times. Each time increases the resistance by 5.
• Cold Resistance: You gain cold resistance 5. This talent can be taken multiple times. Each time increases the resistance by 5.
• Electricity Resistance: You gain electricity resistance 5. This talent can be taken multiple times. Each time increases the resistance by 5.
• Fire Resistance: You gain fire resistance 5. This talent can be taken multiple times. Each time increases the resistance by 5.
• Sonic Resistance: You gain sonic resistance 5. This talent can be taken multiple times. Each time increases the resistance by 5.
Infernal Pact Talent Tree
Your family made pacts with devils that grant you powers.
• Dance with the Devil (Sp): By coordinating movements of your arms and legs which looks like a dance and speaking infernal words of power, as a full-round action you can summon a devil to aid you in combat. The type of devil summoned depends on your Warlock level (5 - 10 Bearded Devil, 11 - 15 Chain Devil, 16 - 20 Bone Devil). When the dance is over, a devil (designated by your class level) appears in a square directly in front of you. If the square is occupied the devil appears in the next available square. The devil aids you in combat for 1 round per class level then disappears. You can use Dance with the Devil 1/day. This talent can be taken multiple times. Each time increases the number of times per day you can use the talent. Prerequisites: Devil’s Tongue and any one other Infernal Pact Talent.
• Devil’s Aura (Su): A Warlock can radiate a 10-foot-radius fear aura as a standard action. Affected creatures must succeed on Will save (DC 10 + ½ your Warlock level + Charisma Modifier) or be affected as though by a fear spell (caster level is equal to your class level). A creature that successfully saves cannot be affected again by the Devil’s Aura for 24 hours. Devils are immune to this effect. Prerequisite: Devil’s Tongue.
• Devil’s Tongue (Su): You have the ability to dazzle an NPC through sheer force of personality. The target must have an Intelligence score of 3 or higher to be susceptible to a dazzle attempt, must be within 30 feet of you, and must be able to see, hear, and understand you. To dazzle a target, is a standard action and the target must make a Will save (DC 10 + ½ your Warlock level + Charisma modifier). If the target fails his save, the target receives a -1 penalty on attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to your Warlock level. This talent can be selected multiple times, each time worsening the dazzled penalty by -1.
• Infernal Wound (Su): The damage a Warlock deals with a melee weapon causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a Heal check (DC 10 + ½ the Warlock’s class level), a cure spell, or a heal spell. However, a character attempting to cast a cure or a heal spell on a creature damaged by a Warlock’s Infernal Wound must succeed on a caster level check (DC 10 + ½ the Warlock’s class level), or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. Prerequisite: Devil’s Tongue.