Warlock 18
CE Medium Humanoid ()
Init ; Senses Listen +, Spot +
Languages
AC 30, touch18, flat-footed 27
hp 135 (18 HD) DR 4/cold iron
Resist Fire 5, Cold 5
Fort Ref Will
Speed 40ft.
Melee +5 Anarchic heavy mace of speed /// ( plus vs lawful) or
Ranged Eldritch Blast +()Base Atk +13, Grp +12
Attack Options Eldrich Blast
Special Actions Detect magic, Deceive Item, Fiendish Resilience 2
Combat Gear Potion of Cure Moderate Wounds
Warlock Invocations See the unseen, Fell Flight, Noxious Blast (DC 23), Vitriolic Blast, Devour magic, Eldritch Chain, Eldritch doom, Walk Unseen
Abilities Str 8 Dex 17 Con 18 Int 10 Wis 12 Cha 22
SQ Damage Reduction 4/cold iron, Fire Resistance 5, Cold Resistance 5
Feats Arcane Mastery, , Spell Penetration, Obtain Familiar, Improved Familiar, Mortal Bane (eldritch blast), Quicken Spell Like Ability (Eldritch Blast), Improved InitSkills
Skills Knowledge (arcana) +10, Knowledge (religion) +5, Knowledge (the planes) +10, Spellcarft +5, Use Magic Device +16, Use Rope +2,
Equipment Staff of 2 Heads, Crossbow, +8 Bracers of armor, Gloves of Dexterity +4, Ring of Protection +5, Cloak of Charisma +4, Amulet of Health +4, Boots of striding, plus 18g
When you use this invocation, you can activate great powers of vision, allowing you to see invisible creatures and objects (as the see invisibility spell). You also gain darkvision out to 60 feet for a period of 24 hours.
When you use this invocation, the powers of darkness bear you aloft as you sprout a streaming, winglike cape of shadows. You can fly at a speed equal to your land speed with good maneuverability for 24 hours.
This eldritch essence invocation allows you to change your eldritch blast into a noxious blast. Any creature struck by a noxious blast must make a Fortitude save or be nauseated for 1 minute. (Your save DC is 22.)
CE Medium Humanoid ()
Init ; Senses Listen +, Spot +
Languages
AC 30, touch18, flat-footed 27
hp 135 (18 HD) DR 4/cold iron
Resist Fire 5, Cold 5
Fort Ref Will
Speed 40ft.
Melee +5 Anarchic heavy mace of speed /// ( plus vs lawful) or
Ranged Eldritch Blast +()Base Atk +13, Grp +12
Attack Options Eldrich Blast
Special Actions Detect magic, Deceive Item, Fiendish Resilience 2
Combat Gear Potion of Cure Moderate Wounds
Warlock Invocations See the unseen, Fell Flight, Noxious Blast (DC 23), Vitriolic Blast, Devour magic, Eldritch Chain, Eldritch doom, Walk Unseen
Abilities Str 8 Dex 17 Con 18 Int 10 Wis 12 Cha 22
SQ Damage Reduction 4/cold iron, Fire Resistance 5, Cold Resistance 5
Feats Arcane Mastery, , Spell Penetration, Obtain Familiar, Improved Familiar, Mortal Bane (eldritch blast), Quicken Spell Like Ability (Eldritch Blast), Improved InitSkills
Skills Knowledge (arcana) +10, Knowledge (religion) +5, Knowledge (the planes) +10, Spellcarft +5, Use Magic Device +16, Use Rope +2,
Equipment Staff of 2 Heads, Crossbow, +8 Bracers of armor, Gloves of Dexterity +4, Ring of Protection +5, Cloak of Charisma +4, Amulet of Health +4, Boots of striding, plus 18g
See the Unseen
Least; 2ndWhen you use this invocation, you can activate great powers of vision, allowing you to see invisible creatures and objects (as the see invisibility spell). You also gain darkvision out to 60 feet for a period of 24 hours.
Fell Flight
Lesser; 3rdWhen you use this invocation, the powers of darkness bear you aloft as you sprout a streaming, winglike cape of shadows. You can fly at a speed equal to your land speed with good maneuverability for 24 hours.
Noxious Blast
Greater; 6th; Eldritch EssenceThis eldritch essence invocation allows you to change your eldritch blast into a noxious blast. Any creature struck by a noxious blast must make a Fortitude save or be nauseated for 1 minute. (Your save DC is 22.)
Vitriolic Blast
Greater; 6th; Eldritch EssenceThis eldritch essence invocation allows you to change your eldritch blast into a vitriolic blast. A vitriolic blast deals acid damage, and it is formed from conjured acid, making it different from other eldritch essences because it ignores spell resistance. Creatures struck by a vitriolic blast automatically take an extra 2d6 points of acid damage on following rounds. This acid damage persists for 1 round per five class levels you have. For example, a 15th-level warlock deals 2d6 points of acid damage per round for 3 rounds after the initial vitriolic blast attack.
Devour Magic
Greater; 6thThis invocation allows you to deliver a targeted greater dispel magic with your touch. You gain 5 temporary hit points for each spell level dispelled by this touch. For example, if you successfully dispel a wall of ice, you gain 20 temporary hit points. These temporary hit points fade after 1 minute and do not stack with other temporary hit points. If you devour a new spell, you can replace the old temporary hit points with the ones gained from the more recent spell, thus resetting the duration. You cannot devour your own invocations.
Eldritch Chain
Lesser; 4th; Blast ShapeThis blast shape invocation allows you to improve your eldritch blast by turning it into an arc of energy that “jumps” from the first target to others. An eldritch chain can jump to one or more secondary targets within 30 feet of the first target, allowing you to make additional ranged touch attacks and deal damage to the secondary targets if you hit. You can “jump” the chain to one secondary target per five caster levels, so you can strike two additional targets at 10th level, three additional targets at 15th level, and four additional targets at 20th level. Each new target must be within 30 feet of the previous one, and you can’t target the same creature more than once with the eldritch chain. If you miss any target in the chain, the eldritch chain attack ends there. Each target struck after the first takes half the damage dealt to the first target. This reduction in damage to secondary targets applies to any effect that increases the damage of your eldritch blast (such as vitriolic blast). You must make a separate spell penetration check for each target, if applicable.
Eldritch Doom
Dark; 8th; Blast ShapeThis blast shape invocation allows you to invoke your eldritch blast as the dreaded eldritch doom. This causes bolts of mystical power to lash out and savage nearby targets. An eldritch doom deals eldritch blast damage to any number of targets designated by you and within 20 feet. This is not a ray attack, so it requires no ranged touch attack. Each target can attempt a DC 24 Reflex save for half damage.
Walk Unseen
Lesser; 2ndYou can use this invocation to become invisible (as the invisibility spell, self only) for 24 hours or until you attack.
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 that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A warlock is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A warlock can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. 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 his warlock level.
The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the warlock's Charisma modifier. Since spell-like abilities are not actually spells, a warlock cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic 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.
At any level when a warlock learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a warlock can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a warlock can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a warlock can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark).
Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Warlocks can qualify for some prestige classes usually intended for spellcasters; see below.
Eldritch Blast (Sp): 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. If you apply a blast shape or eldritch essence invocation to your eldritch blast, your eldritch blast uses the level equivalent of the shape or essence.
An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a warlock's eldritch blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (eldritch blast) increases the DC for all saving throws (if any) associated with a warlock's eldritch blast by 2.
A warlock can use eldritch blast at will.
Detect Magic (Sp): Beginning at 2nd level, a warlock can use detect magic as the spell at will. His caster level equals his class level.
Damage Reduction (Su): Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron. At 7th level and every four levels thereafter, a warlock's damage reduction improves as shown on Table: The Warlock.
Deceive Item (Ex): At 4th level and higher, a warlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened.
Fiendish Resilience (Su): Beginning at 8th level, a warlock knows the trick of fiendish resilience. Once per day, as a free action, he can enter a state that lasts for 2 minutes. While in this state, the warlock gains fast healing 1.
At 13th level, a warlock's fiendish resilience improves. When in his fiendish resilience state, he gains fast healing 2 instead. At 18th level, a warlock's fiendish resilience improves to fast healing 5.
A warlock's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A warlock is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A warlock can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. 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 his warlock level.
The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the warlock's Charisma modifier. Since spell-like abilities are not actually spells, a warlock cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic 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.
At any level when a warlock learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a warlock can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a warlock can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a warlock can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark).
Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Warlocks can qualify for some prestige classes usually intended for spellcasters; see below.
Eldritch Blast (Sp): 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. If you apply a blast shape or eldritch essence invocation to your eldritch blast, your eldritch blast uses the level equivalent of the shape or essence.
An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a warlock's eldritch blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (eldritch blast) increases the DC for all saving throws (if any) associated with a warlock's eldritch blast by 2.
A warlock can use eldritch blast at will.
Detect Magic (Sp): Beginning at 2nd level, a warlock can use detect magic as the spell at will. His caster level equals his class level.
Damage Reduction (Su): Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron. At 7th level and every four levels thereafter, a warlock's damage reduction improves as shown on Table: The Warlock.
Deceive Item (Ex): At 4th level and higher, a warlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened.
Fiendish Resilience (Su): Beginning at 8th level, a warlock knows the trick of fiendish resilience. Once per day, as a free action, he can enter a state that lasts for 2 minutes. While in this state, the warlock gains fast healing 1.
At 13th level, a warlock's fiendish resilience improves. When in his fiendish resilience state, he gains fast healing 2 instead. At 18th level, a warlock's fiendish resilience improves to fast healing 5.
