Warlocks

Some who desire power are crazy enough to offer their souls to some not so nice individuals to get it. Others are unfortunate enough to be the descendants of those people, their line forever trapped within an endless cycle of servitude. However the pact is forged, Warlocks wield the powers of the Lower Realm, enabling them to invoke powers with their will alone.

Not all Warlocks were spellcasters before becoming a Warlock. Some were born into it, harbouring fearsome power in exchange for their soul, a trade some may not even be aware of it. To become a Warlock the character must adhere to the following:

* The character must have a Charisma Score of at least 30.

* The character must possess the Fiendish Pact Feat.

* The character must possess the Occult Practitioner Feat.

**Invocations**

A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will, with the following qualifications:

A warlock's invocations are spell-like abilities; using an invocation is therefore a standard action. A warlock's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A warlock's caster level with his invocations is equal to ½ his Character Level.

The save DC for an invocation (if it allows a save) is Character Level + Spell Level + Cha Modifier + Feats. Since spell-like abilities are not actually spells, a warlock cannot benefit from the Spell Focus feat or Meta-Magic. He can, however, benefit from the Ability Focus feat, as well as from feats that emulate Meta-Magic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability.

The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A warlock begins with knowledge of one invocation, which must be of the lowest grade (least). As a warlock gains levels, he learns new invocations, as summarized on Table: The Warlock and described below. A list of available invocations can be found on the Warlock Invocations Page.

**Eldritch Blast**

The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. An eldritch blast is the equivalent of a 1st-level spell. An eldritch blast deals half damage to objects and constructs. Metamagic feats cannot improve a warlock's eldritch blast, because it is a spell-like ability, not a spell. Eldritch Blast consumes a Standard Action to cast and uses the Warlock’s Innovation DC.

**Deceive Item**

Warlocks are able to use bonded magic items, even if it isn’t the item’s owner. This would enable the Warlock to use the item as if it were the person bonded to it. In the case of a Witch’s Book of Shadows, if a Warlock manages to acquire it, the grimoire recognises him as its owner and allows him to use, edit and add to its contents.

**Fiendish Traits**

Warlocks are harder to damage as the energies infused in their bodies grants them DR/25-. Additionally, Warlocks are resistant to Fire Damage, ignoring half of all Fire Damage they take.

**Fear Aura**

Warlocks can enshroud themself in a dreadful aura, causing all those within 30ft to become Frightened, for a single round. This DC for this is equal to the Warlocks Invocation DC. A successful Will Save negates this. Using Fear Aura is considered a Free Action that can be performed once per turn. It remains active until dismissed, the caster is dead or unconscious.

**Item Creation**

Warlocks can use their supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate Item Creation Feat).

**Superior Form**

As Warlocks explore and eventually embrace the influence of the Lower Realm, his body becomes stronger than that of the average member of his race. The Warlock finds his wounds mending themselves, as he gains Fast Healing 30. His physical stats (Str, Dex, Con) are granted a bonus of +5.

**HellFire Blast**

Warlocks are able to drown their foes in seas of HellFire, a chaotic flame that burns hotter than any normal flame. HellFire eats away at the target’s very soul, dealing Con damage of 3d6 each round, for 1d6 rounds. This is a ranged touch attack, where a Fortitude Save halves the damage dealt. The DC for HellFire Blast is equal to the Warlock’s Highest Attack Roll.

**Fiendish Apotheosis**

The Warlock has drifted away from his mortal ties, his form becoming warped to resemble his fiendish overlords. The Warlock gains the type of Outsider and is considered to be of the Evil subtype even if his alignment isn’t Evil. The Warlock becomes immortal, being unable to age or die of natural causes. He can still be slain and die through other means, granted he isn’t resistant or outright immune to them.