Another Warlock Class (3.5e Class)
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"Do you like minions? Do you like power? Do you enjoy watching others suffer? Then step right up and sell your soul today!" - Some random Balor. A smart Warlock will take up the Balor's offer. A wise Warlock will grow in power and then take over the Balor. To be a successful Warlock you must always be on your guard, as even your fellow Warlocks would kill you in a second if it meant furthering their power. View everyone as a pawn, and leave behind childish emotions like anger or fear or love. Play your cards right and one day the kings and queens and maybe even the gods will be begging for your mercy. Just remember to laugh and ignore them as you crush them under your +5 spiky boots of evil awesomeness.
Making a Warlock
Minions, blowy-uppy-spells, kidnapping maidens and then stealing their souls. What more could you ask for? Oh, hit points? Then go play a fighter, you pansy. Hit points are for those that plan on getting hit. Duh.
Abilities: Intelligence if you want to cast spells. Wisdom for the understanding (which means higher will save). And Charisma, because sometimes you may summon the wrong demon and sometimes its just better trick a Balor then to fight a Balor.
Races: Everyone desires power. Some more then others.
Alignment: There are no pesky alignment limitations for Warlocks. Most of them just happen to be evil.
Starting Gold: See Wizard.
Starting Age: As Wizard.
|Saving Throws||Special||Spells per Day|
|10th||+5||+3||+3||+7||Summoning Circle, Fear Immunity||4||4||4||3||3||2||—||—||—||—|
|15th||+7||+5||+5||+9||Summoning Circle, Soul Stone||4||4||4||4||4||4||3||2||1||—|
|20th||+10||+6||+6||+12||Summoning Circle, Curse||4||4||4||4||4||4||4||4||4||4|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
<-fluff about class features->. All of the following are class features of the Warlock.
Weapon and Armor Proficiency: Warlocks are proficient with Daggers. All those sacrifices man.
Spells: Warlocks use Intelligence for casting spells. To cast a spell, his Intelligence score must be equal to or higher then 10+Spell level. Warlocks start with 4 spells plus a number equal to their Intelligence modifier (retroactive). Each level after first they gain two more spells. Warlocks choose their spells from the following list:
0—Acid Splash, Arcane Mark, Detect Magic, Ghost Sound, Read Magic, Ray of Frost, and Touch of Fatigue
1st—Burning Hands, Cause Fear, Charm Person, Comprehend Languages, Disguise Self, Hypnotism, Mount, Shocking Grasp, Summon Monster I
2nd—Summon Monster II, Summon Swarm, Hideous Laughter, Darkness, Scorching Ray, Ghoul Touch, Darkvision, False Life
3rd—Phantom Steed, Summon Monster III, Tongues, Blacklight, Fireball, Vampiric Touch,
4th—Spiked Tentacles of Forced Intrusion, Dimension Door, Minor Creation, Summon Monster IV, Locate Creature, Charm Monster, Fire Shield, Wall of Fire, Shadow Conjuration, Bestow Curse, Fear, Contagion,
5th—Dismissal, Warlocks Faithful HellHound, Major Creation, Planar Binding, Lesser, Summon Monster V, Teleport, Cone of Cold,
6th—Planar Binding, Summon Monster VI, Shadow Walk, Symbol of Fear,
7th—Banishment, Instant Summons, Plane Shift, Summon Monster VII, Teleport, Greater, Teleport Object, Shadow Conjuration, Greater,
8th—Planar Binding, Greater, Summon Monster VIII, Trap the Soul, Binding, Charm Monster, Mass,
9th—Imprisonment, Gate, Summon Monster IX, Teleportation Circle, Dominate Monster, Meteor Swarm, Shades, Soul Bind,
Soul Harvest (Su): Soul Harvest allows a Warlock to extract a soul from the victim, turning them into a lifeless corpse. Before he may do so however, he must prepare the harvest. First he must have the proper summoning circle drawn in blood (ten feet by ten feet). Second he must have a ceremonial blade for the ceremony. If the Warlock does not have one then he must make one (easy) by taking a virgin blade and stabbing it in the heart of a virgin and allowing it to sit there for 24 hours. After this is down the Warlock must expend a spell slot for that day and the blade is ready for the harvest. If the blade is used for anything other then the harvesting of souls, then it is soiled and a new one must be made. Third, candles and incense worth 1 GP must be on the out side of the circle (no rules on what kind, so you can have strawberry candles I guess... Do demons like strawberries?). Finally your victim must be brought to the center of the circle and after a 1 minute incantation, the blade must kill the victim in a single blow. If they die in one blow the victim must make a will save DC 10+ (Levels in Warlock)/2+ Intelligence modifier or the victim loses it's soul and becomes a Soul Stone. They can not be brought back to life by any means (unless the cleric/god/person has the soul stone at the time of the resserection spell). The Soul Stone is worth 4 soul points; +1 if they were a child, +1 if they were a virgin, -1 if Middle Aged, -2 if Old, and -3 if Venerable. The Stone can be expended for a spell equal to or less then the soul points (level 5 stone can be expended for a 5th level spell, 4th, 3rd, etc.). They can also be used in the summoning of minions and other crafting other Stones. Finally, they can be used to imbue a spell to an item provided the Warlock has the correct Item Creation feat and the spell desired is 3 levels lower then the Stone at no other cost to the Warlock. The Warlock must pocess the desired spell if he is to imbue or cast a spell with the Stone.
Make Minion (Sp): Warlocks are nothing without their pawns, even some are better then others. At second level a Warlock can target any Outsider and demand it be his servant. The Outsider must make a will save DC 10+ (Levels in Warlock)/2+ Intelligence Modifier+ 2*(Soul Stone level, if he has one. this uses up the stone) or become the Warlocks slave. If the Outsider is a higher level then the Warlock, it gets it's level as a bonus to the save. If the Outsider succeeds the save, the Warlock is stunned for a round and the Outsider may act in any manner it chooses. The Warlock may have multiple minions provided the combined level of the minions is not higher then the Warlocks minus 3. The Minions must obey the Warlock, but they don't have to like their service. They may attempt to break out of their service with a DC 50 will save. If they fail their Master will know they attempted to leave him.... A Warlock may release any minion at any time.
Soul Stone (Sp): It helps to be versatile, it prolongs the inevitable fall. At third, ninth, and fifthteenth level the Warlock learns how to craft special Soul Stones. There are Life Stones, Magic Stones, and Eternity Stones. Crafting a stone requires an hour and a Spellcraft DC 20+X. Life Stones: imbue the soul stone with a Cure Spell equal to or less then the stones level. Anyone can use the Life Stone, caster level for the Cure spell is that of the Warlock. X = Cure Spell level. Magic Stones: imbue the soul stone with a spell the Warlock can cast, provided the spell level isn't higher then stone's level +1. Anyone may use the the Magic Stone, caster level for the spell is that of the Warlock. X = level of imbued spell. Eternity Stone: The Eternity Stone will not allow the one who carries it to drop below -9 hit points. The stone lasts a day, but does not work if the character holding the stone is a higher level then the stone can handle. X = max level the stone can keep alive. At 9th and 15th level you may take the same Stone type reducing the DC by 5.
Curse (Sp): The first Warlock was the male student of a Witch, who taught him everything she could about curses. Today that training still lives in one form or another. Every four levels, the Warlock gains access to a curse ability. He may cast one curse per day every four levels from the curses he has access to. The DC for the curses are 10+ half Warlock level+ Intelligence Modifier. They all have verbal and somatic components. The curses are:
- Curse of Fire: The target must make a Will Save or suffer 1d4 Fire damage for a number of rounds equal to the Warlocks level. If any one touches the Cursed victim, there is a 40% chance that they will also take 1d4 fire damage.
- Curse of Disease: The target must make a Fortitude save or suffer from Mummy Rot for a number of rounds equal to the Warlocks level.
- Curse of Agony: The target must make a Will save or he must succeed a Concentration check DC 20 to preform any strenuous action for a number of rounds equal to the Warlocks level.
- Curse of Weakness: The target must make a Will save or suffer 1d4 points of Strength damage.
- Curse of Doom: The target must make a Will save or suffer the Curse of Doom for a number of rounds equal to the Warlocks level. If the target dies under the effect, a random Evil creature is spawned from the corpse taken from the Summon Monster Spell list of the highest version available to the Warlock. Example: Level 5 Warlock, evil monster from Summon Monster 3 list. The Monster is not inherently friendly to the Warlock.
- Curse of Tongues: The target must make a Will Save or will be forced to stutter everything he says, each word in a random language (whether he knows the language or not). Naturally, spells with the verbal component can't be cast. This lasts for a number of rounds equal to the Warlocks level.
- Curse of Fear: The target must make a Will save or come under the effect of the Fear spell.
Summoning Circle (Sp): Smart Warlocks hone their craft, and every five levels they can summon a different creature of their choice. At the time of gaining this ability the Warlock choose a creature type (if there is a subtype he must choose one of those instead) and can then summon any creature he knows about of that type through a summoning circle painted in blood, 1 gp worth of candles and incense, and an hour long incantation. The summoned creature is not inherently friendly to the Warlock, and does not disappear like most other summoning spells.
Fear Immunity (Ex): The only thing we must fear, is fear itself..... and tenth level Warlocks. Experience grants both power and insight, and insight grants understand, and if you understand something, why fear it? At tenth level Warlocks are immune to all fear effects, magical or otherwise, and can not be intimidated.
If the Warlock preforms any act that doesn't offer a reward, or takes any levels in any anti-evil class (such as Paladin) the Warlock loses all Warlock abilities and may not take further levels in Warlock.
Congratulations. You made it this far. But don't stop here, the ladder is higher still. There is always someone, something more powerful then you. Don't ever stop, don't ever settle for less. You worked hard to get this powerful, now continue working for more.
2 + Int modifier skill points per level.
Playing a Warlock
Religion: Warlocks don't like taking orders from others, and many despise the idea of crowding around with a bunch of smelly people to whisper to some being he'll own in a decade or so. If a Warlock were to worship someone, it'd be himself or a powerful Demon who's earned his respect. (This doesn't mean the Warlock won't back stab him the moment he gets the chance, however)
Other Classes: Warlocks enjoy the company of others, so long as they understand their place. They tend to get along with Wizards and Sorcerers, providing they can keep an open mind of things. Paladins, on the other hand, seem to mysteriously disappear when a Warlock shows up.
Combat: Send out minions, find a comfy chair and a bag of popcorn. "Oh hey, we're losing?" *FWOOSH* "Who wants barbecue?!"
Advancement: Sure Wizards are the master of the Arcane, and no one can best the Sorcerers inner talent; but why? Warlocks get free minions. Free. Minions. Pawns were made to die to further your goals.
Warlocks in the World
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<-class name-> Lore
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