Beruflich Dokumente
Kultur Dokumente
Class Skills
Appraise (INT), Bluff (CHA), Craft (INT), Diplomacy (CHA), Fly (DEX),
Intimidate (CHA), Knowledge (Arcana) (INT), Knowledge (Planes) (INT),
Perception (WIS), Perform (CHA), Spellcraft (INT), Use Magic Device (CHA)
Class Features
All of the following are class features of the Warlock.
Weapon and Armor Proficiencies: The Warlock is proficient with all
simple weapons. They are not proficient with any armor or shields because
that would interfere with casting their spells. (See Arcane Spells and Armor
on pg. 83 of Pathfinder Core Rulebook)
Spells: The Warlock draws most of her arcane spells from the Warlock
Spell list provided at the end of the document. She can cast any spells she
knows without preparing it ahead of time. To learn or cast a spell, a warlock
must have a Charisma or Constitution score equal to at least 10 + the spell
level. The Difficulty class for a saving throw against a warlocks spell is 10 +
the spell level + the warlocks Constitution or Charisma modifier.
Like other spellcasters, a warlock can cast only a certain number of
spells of each spell level per day. Her base daily spell allotment is given on
the Table 1-1. In addition, she receives bonus spells per day if she has a high
Constitution or Charisma score (see table 1-3 in Pathfinder Core Rulebook).
A warlocks selection of spells is extremely limited.
Eldritch Blast: All warlocks know the spell Eldritch Blast.
Eldritch Pact: At creation each warlock will make a pact with a
mysterious entity that will grant them their power. Choose one of the
following pacts: Fey, Infernal, or Star pact. Your pact will determine what
powers you will gain. Each pact gives a boon power.
gathering great power thereby. You can call upon powers that
madden or terrify your enemies, manipulate chance and fate, or
scour you foes with icy banes and curses drawn from beyond the
night sky.
o Granted Powers: Dire Radiance and Fate of the Void
Fate of the Void: Your curse intermingles with the
lost vitality of a cursed enemy to reveal a glimpse of
the future to you. When an enemy under your
Warlocks curse is reduced to 0 HP or fewer, you gain
a +1 bonus to any single d20 roll you make during
your next turn (attack roll, saving throw, skill check,
or ability check). If you dont use this bonus by the
end of your turn its lost. This bonus is cumulative; if
three cursed enemies drop to 0 HP or fewer before
your next turn, you gain a +3 bonus to a d20 roll
during your turn.
Dire Radiance: You cause a shaft of brilliant, cold
star light to lance down from above, bathing your foe
in excruciating light. The nearer he moves toward
you, the brighter and more deadly the light becomes.
Casting time: 1 Standard Action. Range: Medium (50
ft + 5 per caster level). Target: One creature. Spell
Resistance: Yes. Save: Fortitude (halve damage).
Effect: Make a ranged touch attack. Deal 1d6 +
Constitution modifier damage. If the target moves
nearer to you on its next turn, it takes an extra 1d6 +
Constitution Modifier damage. Increase the damage
to 2d6 + Constitution modifier damage at level 10.
Eldritch Blast: You fire a bolt of dark, crackling energy at your
foe. Range: Medium (50 ft + 5 per caster level). Casting time: 1
Standard Action. Target: One creature. Spell Resistance: No.
Save: No. Effect: Make a ranged touch attack. Deal 1d10 +
Charisma or Constitution modifier damage. Increase damage to
2d10 + Charisma or Constitution modifier damage at level 10.
Prime Shot: At 2nd level the warlock is empowered by the
excitement of being the closest in the fray. He gets a +1 bonus
to attack rolls if he is the clost to the enemy target.
Shadow Walk: At 5th level the warlock uses his dark powers to
warp reality around him. If the warlock moves more than 15 ft
during his turn then he gains concealment until the end of his
next turn.
Warlocks Curse: Once per turn as a swift action, you can
place a Warlocks Curse on the enemy nearest to you that you
can see. A cursed enemy is more vulnerable to your attacks. If
you damage a cursed enemy, you deal extra damage. You decide
whether to apply the extra damage after making the damage
roll. You can deal this extra damage once per round. A Warlocks
Curse remains in effect until the end of combat or until the
cursed enemy is reduced to 0 HP or fewer. You can place
Warlocks Curse on multiple targets over the course of an
encounter. Lvls 1-10 (1d6) Lvls 11-20 (2d6). Warlocks Curse may
be activated 10 + Warlocks Lvl + Charisma or Constitution
Modifier
Table 1-1
LVL
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
BA
B
0
1
1
2
2
3
3
4
4
5
5
6/1
6/1
7/2
7/2
8/3
8/3
9/4
9/4
10/
5
Spells:
For
t
0
0
1
1
1
2
2
2
3
3
3
4
4
4
5
5
5
6
6
6
Ref
Will
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
0
0
1
1
1
2
2
2
3
3
3
4
4
4
5
5
5
6
6
6
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10
10
11
11
12
3
4
5
6
6
6
6
6
6
6
6
6
6
6
6
6
6
6
6
6
3
4
5
6
6
6
6
6
6
6
6
6
6
6
6
6
6
3
4
5
6
6
6
6
6
6
6
6
6
6
6
6
3
4
5
6
6
6
6
6
6
6
6
6
6
3
4
5
6
6
6
6
6
6
6
6
3
4
5
6
6
6
6
6
6
3
4
5
6
6
6
6
3
4
5
6
6
3
4
6
Level 1
Diabolic Grasp:
You crook your hand into the shape of a claw, and a great talon of sulfurous
darkness forms around your enemy. It rakes fiercely at him and drags him a
short distance before dissapating again.
Dreadful Word:
You whisper one word of an unthinkable cosmic secret to your foe. His mind
reels in terror.
Vampiric Embrace:
A ribbon of twisting darkness streams from your hand to your targets heart,
feeding on his vital force as you grow stronger.
Witchfire:
From the mystic energy of the Feywild, you draw a brilliant white flame and
set it in your enemys mind and body. Rivulets of argent five stream up into
the air from his eyes, mouth, and hands; agony disrupts his very thoughts.
Target: Yourself
SR: N/A
Save: N/A
Effect: you can teleport 15 ft, and you gain a + 2 power bonus to AC
and and CMD untill the end of your next turn.
Level 2
Armor of Agathys: (infernal pact only)
You surround yourself in a sheath of black ice from a dark and doleful realm.
It protects you from attack and radiates fierce cold.