Warlock

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**Warlock Class**

Warlocks usually gain their power via pacts with abyssal, fey, or rarely, celestial patrons. Sometimes their powers may be inherited from those further up their bloodline who made such pacts. Unlike sorcerers or wizards, rather than harnessing magic through the guidelines of a spell, they manipulate the supernatural energy infusing them with will alone.  The demand to further the goals of the originators of the pact, or to fight them, drives many to adventuring.

WARNING: To learn an invocation, a warlock must have a Charisma score of 10 + the invocation's Effective Spell Level (ESL). For example, to learn an invocation with an ESL of 9, a warlock must have a base Charisma of at least 19.

* Hit Die: d6
* Proficiencies: Simple Weapons and Light Armor
* Skill Points: 2 + Int Mod (x4 at character level 1)
* Alignment: Chaotic or Evil only
* Base Attack Bonus: Medium (3/4)
* Strong Save: Will
* Spellcasting: By default, warlocks suffer from Arcane Spell Failure when using armor/shields.

**Class Skills:**

* Alchemy
* Concentration
* Craft Weapon
* Craft Armor
* Discipline
* Heal
* Intimidate
* Leadership
* Lore
* Spellcraft
* Taunt
* Use Magic Device

**Feats:**

* Gains active skill feats at level 1 (Area Taunt, Demoralize Opponents, Feint, Set Trap)
* Gains Weapon Finesse at level 1
* Epic Bonus Feat list includes Great Charisma, Great Constitution, Great Dexterity, and Great Strength among many other feats

* 1. Eldritch Blast
* 2. Skill Focus: Lore, Skill Focus: Spellcraft
* 3. Physical Damage Reduction 1/-
* 4. Skill Focus: Use Magic Device
* 5.
* 6.
* 7. Physical Damage Reduction 2/-
* 8. Fiendish Resilience
* 9.
* 10. Acid and Sonic energy resist 5/-
* 11. Physical Damage Reduction 3/-
* 12. Epic Skill Focus: Use Magic Device
* 13.
* 14.
* 15. Physical Damage Reduction 4/-
* 16.
* 17.
* 18.
* 19. Physical Damage Reduction 7/-
* 20. Acid and Sonic energy resist 10/-
* 21.
* 22.
* 23.
* 24.
* 25.
* 26.
* 27. Physical Damage Reduction 10/-
* 28.
* 29.
* 30. Acid and Sonic energy resist 20/-
* 31.
* 32.
* 33.
* 34.
* 35. Physical Damage Reduction 13/-
* 36.
* 37.
* 38.
* 39.
* 40. Acid and Sonic energy resist 30/-

Eldritch Blast: The first ability a warlock learns is the eldritch blast; a 60' ray of magical energy.  It has no saving throw, but is affected by spell resistance.  Certain types of invocations can modify it, and it increases in damage with levels in invocation classes and the Spellcraft skill.

Fiendish Resilience: Warlocks can, once per day, gain Fast Healing 1 that lasts for 2 minutes. This regeneration improves at the following class levels:

* Level 8: 1 point
* Level 13: 2 points
* Level 18: 5 points
* Level 23: 7 points
* Level 28: 9 points
* Level 33: 12 points
* Level 38: 15 points

**Invoker Level:**

Effectively the same as Caster Level for normal spellcaster classes. A warlock's Invoker Level is calculated thusly:

* Total Warlock + Hellfire Warlock levels + (1/2 RDD levels) + (1/2 Pale Master levels)

**Eldritch Blast & Invocation Damage Calculation:**

By default, damage is calculated as 1d6 per 2 Invoker levels + 1/2 your total Spellcraft ranks. The damage die increases at the following levels:

* Invoker level 10: 1d8
* Invoker level 20: 1d10
* Invoker level 30: 1d12
* Invoker level 40: 1d20

**Invocations:**

Invocations are broken into 5 tiers, unlocked at the following class levels:

* Least (1)
* Lesser (6)
* Greater (11)
* Dark (16)
* Epic (16, but requires total character level 21+ and each has other specific requirements)

**Invocation List:**

For a list of all invocations and a description of what they do, see Invocations and Eldritch Blast.