Warlock Guide

## Role

\*\*\*\*Damage: dark blasts can put out some hurt

\*\*\*\*Debuff: plenty of nasty spells

\*\*Support: decent buffs, but not the best

\*\*Utility: you’ll have some spells and skills to help out

\*\*Tank: With high vitality you can stand to take a few attacks, but benefit from range

## Ability Scores

Lots of room to play around after you nab 3 good ones

\*Power\*\*\*: dump if going finesse, otherwise can work

\*\*\*\*Finesse\*\*: sling those dark blasts, meh if using power

\*\*\*Grace: need ac and your armor isn’t the best

\*\*\*\*\*Vitality: Stay alive and get more spells, and even more spells with blood magic

\*Stature\*\*\*: not needed unless you want to go melee

\*\*Intellect: not especially needed, but nice for skills

\*\*Acumen: good for some important skills and those pesky illusions

\*\*Resolve: good for resistances,

\*\*\*\*Ego: Spell DC’s and abilities

\*Charm: not necessary unless you need to lie about your affiliations for campaign reasons

## Basics

\*\*\*D8 HD: not the best, but you'll have the vitality to deal with it

\*\*\*3 +Skill Points: if you don’t dump Int, you’ll have lots of tricks

\*\*\*Class Skills: a decent selection, though not a lot

\*\*\*\*Good Resistances: Very strong resistances to have

\*\*Proficiencies: not too much to work with

\*\*\*CB: good enough, as expected for a ⅔ caster

\*\*\*\*MB: Lucky little thing, getting the fullcaster MB, spam spells as much as you like

## Features

\*\*\*\*Spellcasting: Despite getting only ⅔ progression, being able to use vitality for additional spells and gettin the full MB will make you a potent and powerful caster, usually getting more spells than most full casters for your level, prepared casters will all be jelly.

\*\*\*Dark Blast: If ever you don’t want to use your generous number of spells, throw some extra damage at them for free

\*\*\*Patron: Boons and costs, nifty and strange abilities

\*\*\*Outer Lord:

\*\*\*First Boon:Really fun and spooky ability, be careful about leaving the dungeon

\*\*\*\*Second Boon: sucks to get ambushed at night, but great ability, go check out the guide to wizards for familiar info

\*\*\*Third Boon: invulnerability is nice, and by this point you really need a big “DO NOT DISTURB” sign for when you’re sleeping

\*\*Fourth Boon: underwhelming but DR is always appreciated

\*\*\*Deity:

\*\*First Boon: Another spammable damage, pick up the oath trait for goodies

\*\*\*Second Boon: spammable healing, nice for no real healers, don't be the party face and people won’t judge you for your “Jesus died for your sins” forehead tattoo

\*\*\*\*Third Boon: A large bonus covering a lot of effects, and easier to deal with if you worship publicly accepted deities

\*\*\*Fourth Boon: Good immunities, freaky costs

\*\*\*High Sidhe:

\*\*First Boon:Potential useful and weird cost, go gluten free

\*\*\*Second Boon: Cool immunities

\*\*\*Third Boon: Who doesn’t love DR? The cost can hurt a lot though

\*\*\*\*Fourth Boon: fantastic immunities, funny costs

\*\*\*Blood Magic: Even more spell slots, that V is going to help a lot

\*\*\*\*Blood Fueled: Excellent spell delivery, damage and effects is great

\*\*Blood Debt: Ok no action needed healing, would be nice if it could be used more often

\*\*\*Blood Fate: Spooky and destructive ability for finishing off foes, healing is nice bonus

## Species

\*\*\*\*Human: +2s where you need them, and a feat to jump start your abilities

\*\*\*Dwarf: +2V and other ok bonuses, nothing spectacular

\*Elf: -2V. Trading that away loses one of their best abilities. Other bonuses don’t help enough

\*\*\*Half-Elf: Ok bonuses, G probably more helpful that I, not bad

\*\*\*Half-Orc: Good for a melee build, Brutish can pump that V even higher

\*\*Halfling: Good for ranged combat, but no bonuses where you need them

\*\*\*\*\*Gnome: bonuses to all your needed stats, great supplemental abilities

\*\*\*\*Goblin: +2V and some other nice abilities for a sneaky ranged build

##### Easy Build:

Species: Gnome, take Deceptively Tough and Tricky Little Liars

Ability Scores: E > V > F > G > S > I > A > R > C > P

Feats: Tough, Weapon Focus(Dark Blast), Armor Focus, Resistor, Spell Focus Focus, Improved Initiative, Skill Focus(Intimidate), Spell Specialization, Improved Spell Specialization, Improved Initiative.

Traits:Mr. Tough Guy, Reactive, Stocky, Retribution Initiate, Rugged, Fierce

Patron: Feresemn. Just monetary cost has fewer repercussions and the divine spell list is very nice.

Dark Blast: Electric tolerance is probably rarest.

Equipment: Chain Shirt, Crossbow

Playstyle: Stay at range in combat, unless trying to deliver some of the more debilitating touch spells