Between working on various projects, I decided to make a warlock hack for pathfinder. If this is enjoyable, I might make more pathfinder classes, because I find class design relaxing. Enjoy! :grin: As always, feedback is appreciated.
Lvl | BAB | Fort | Ref | Will | Special | Arts Known | Mystic Blast |
1 | +0 | +0 | +0 | +2 | art (Least), Pact Strength, Mystic Blast | 1 | 1d6 |
2 | +1 | +0 | +0 | +3 | Detect Magic, Bonus Feat | 2 | 1d6 |
3 | +2 | +1 | +1 | +3 | DR 1/Weakness | 2 | 2d6 |
4 | +3 | +1 | +1 | +4 | Pact Strength | 3 | 2d6 |
5 | +3 | +1 | +1 | +4 | Bonus Feat | 3 | 3d6 |
6 | +4 | +2 | +2 | +5 | Art (Lesser) | 4 | 3d6 |
7 | +5 | +2 | +2 | +5 | DR 2/Weakness | 4 | 4d6 |
8 | +6/+1 | +2 | +2 | +6 | Pact Strength, Bonus Feat | 5 | 4d6 |
9 | +6/+1 | +3 | +3 | +6 | Unearthly Healing 1 | 5 | 5d6 |
10 | +7/+2 | +3 | +3 | +7 | Energy Resistance 5 | 6 | 5d6 |
11 | +8/+3 | +3 | +3 | +7 | DR 3/Weakness, art (Greater), Bonus Feat | 7 | 6d6 |
12 | +9/+4 | +4 | +4 | +8 | Pact Strength | 7 | 6d6 |
13 | +9/+4 | +4 | +4 | +8 | Unearthly Healing 2 | 8 | 7d6 |
14 | +10/+5 | +4 | +4 | +9 | Bonus Feat | 8 | 7d6 |
15 | +11/+6/+1 | +5 | +5 | +9 | DR 4/Weakness | 9 | 8d6 |
16 | +12/+7/+2 | +5 | +5 | +10 | Pact Strength, art (Supreme) | 10 | 8d6 |
17 | +12/+7/+2 | +5 | +5 | +10 | Bonus Feat, | 10 | 9d6 |
18 | +13/+8/+3 | +6 | +6 | +11 | Unearthly Healing 5, Energy Resistance 10 | 11 | 9d6 |
19 | +14/+9/+4 | +6 | +6 | +11 | DR 5/Weakness | 11 | 10d6 |
20 | +15/+10/+5 | +6 | +6 | +12 | Pact Apotheosis, Bonus Feat | 12 | 10d6 |
HD: d8
The Warlock's class skills are Acrobatics, (Dex), Bluff (Cha), Concentration (Con) Craft (Int), Disguise (Cha) Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the Planes) (Int), Knowledge (Religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skills: 2+Int modifier
Weapon and Armor Proficiency: Occultists are proficient with all simple weapons. They are proficient with light armor and shields.
The somatic components of an occultist's arts are relatively simple. They can ignore arcane spell failure chance when wearing light armor. Medium or Heavy armor incurs normal arcane spell failure chances. A multiclass occultist still incurs normal arcane spell failure chance from levels in other classes.
Arts An occultist does not prepare or cast spells like most wielders of the arcane arts. Instead, she possesses a set list of abilities known as Arts that allow her to draw upon the power of her pact. All Arts can be used at will, with the following restrictions:
The Occultist's arts are spell-like abilities, but still require concentration checks and incur spell failure chance, although the occultist can ignore spell failure from light armor. The save DC is 10 + equivalent spell level + Charisma modifier. When an occultist learns a new art, he can also replace an art with another art of the same or a lower grade. He can replace one art with same grade or higher at 6th, 11th, and 16th levels, but cannot do so with his highest "grade" of art. The grades are least, lesser, greater, and supreme. See the Complete Arcane Warlock, the class that inspired this one, for more details. Arts are chosen from the invocation list found in Complete Arcane, Complete Mage, and other supplements that have invocations.
Mystic Blast The first ability an occultist learns is mystic blast. An occultist attacks his foes with mystic power A mystic blast is a ray with a range of 60 feet. It is a ranged touch attack against a single target that allows no saving through, but spell resistance applies. A mystic blast deals 1d6 + Charisma modifier points of damage at 1st level and increases in power per the table above. A mystic blast is the equivalent of a spell whose level is equal to one-half the occultist's class level (round down), with a minimum spell level of 0 and a maximum of 9th when an occultist reaches 18th level or higher. It does half damage to objects. See the Complete Arcane Warlock, the class that inspired this one, for more details.
Pact Every occultist can draw upon a source of magic that comes from a pact with a powerful otherworldly being that grants them unique powers, including an additional first level art, determines their energy resistance and weakness on their damage reduction, an additional class skill, and special abilities unique to that Pact. This pact can be made by the occultist directly, or it could be something that came from one of their ancestors, a pact that even binds future generations. For example, an occultist may have cut a literal deal with a devil, or an ancestor of the occultist may have treated with beings from Outer Spheres. No matter the source, this Pact empowers the Occultist in a number of ways as the occultist gains level. An occultist must pick one pact upon taking their first level of occultist. Once made, this choice cannot be changed.
Pact StrengthAt 1st level an occultist gains additional special abilities, based on their pact. New Pact Strengths are gained at 4th level and every 4 levels thereafter.
Detect Magic At 2nd level, an occultist can use detect magic as a spell like ability at will. His caster level equals his class lvel.
[note=Bonus Feats]An occultist bonus feat list is simply as follows: any feat from a wotc sourcebook that specifically modifies a warlock's class abilities, the Deceive Item and Imbue Item class features from the warlock (with a minimum level of the level the warlock gained those abilities), and and any Blast Shape invocation or Eldritch Essence invocation, which provide the same functionality but are now feats. The occultist must be capable of learning the level of art that the blast shape/endritch essence previously was.)[/note]
Bonus Feat At 2nd level, an occultist gains a bonus feat, selected from the following list: Blast Shape Feats, Mystic Essence Feats, Other Feats. (see sidebar) He gains another feat at 5th level and every 3 levels thereafter.
Damage Reduction Empowered by the pact he made, an occultist becomes resistant to physical attacks. At 3rd level he gains Damage Reduction 1/ the weakness specified by his pact. At 7th level and every 4 levels thereafter, the occultist's damage reduction improves as shown above.
Deceive Item Due to their familiarity with the ways of magic, at 5th level and higher, an occultist can take 10 when making a Use Magic Device check, even when distracted or threatened.
Unearthly Resistance Starting at 8th level, an occultist can tap into his otherworldly pact to gain Unearthly Resistance. An occultist can enter, as a free action, a state where he gains fast healing 1. This can be done for a total of charisma modifier x 5 rounds per day (minimum 5), broken up as the occultist wishes.
At 13th level, the fast healing increases to 2. At 18th, it becomes fast healing 5.
Energy Resistance At 10th level and higher, an occultist has energy resistance 5 against two energy types, as indicated by his pact. At 18th level, this changes to energy resistance 10
Imbue item An occultist of 14th level or higher can create magic items, even if he does not know the required spells. He can use Use Magic Device (DC 15 + spell level for arcane, DC 25 + level for divine) in place of a required spell. If it succeeds, he can create the item as if he had cast the spell. If he fails, he cannot create the item. No gold is lost, his progress is just stopped. He cannot attempt a check again for that spell for one week.
PactsThe following pacts represent only some of the possible creatures can make a pact with (Although they are the only 4 I intend on making right now)
[spoiler=Abyssal]
You or an ancestor have cut a bargain with a demon, one of the dread denizens of the Abyss.
Class Skill: Climb
Bonus Art: Baleful Utterance
Energy Resist: Electricity and Acid
Damage Reduction: -/Cold Iron
Claws: At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if small) plus your strength modifier. These claws can be retracted or grown at will. You can make one claw attack using your off hand at a -4 penalty on the same turn you use your mystic blast.
Demonic Resistance: At 4th level, you gain a resistance to poisons and a thicker hide. You get a +2 bonus on saving throws against poison. This increases by +1 at 6th level and every 2 levels thereafter. You also gain a +1 bonus to natural armor. This bonus increases by +1 at 7th level and every 3 levels thereafter, to a total of +6 at 19th level.
Demonic Strength: At 8th level, you gain a +2 inherent bonus to your strength. This bonus increases to +4 at 13th level and +6 at 17th.
Empowered Claws: At 12th level, your claws become empowered. They are now considered magic weapons for the purposes of overcoming DR, their damage increases to 1d6 points of damage, and when you strike an opponent with your claws, you can, as a swift action once per round, deal mystic blast damage (Fort resist)
Corrupting Telepathy: You gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language). Creatures who are in telepathic contact with you take a -2 penalty to will and fort saves to resist your arts.
Demonic Apotheosis: You become a demon in truth. You become an Outsider with the native subtype, with all the benefits and drawbacks of that type. Your hit dice do not change. You become immune to electricity and poison. You also gain resistance to acid 20, cold 10, and fire 10.
[/spoiler]
[spoiler=Aberrant]
You or an ancestor have cut a bargain with a madding creature of the Outer Spheres.
Class Skill: Knowledge (Dungeoneering)
Bonus Art: See the Unseen
Energy Resist: Acid and Cold
Damage Reduction: -/Silver
Tentacles: At 1st level, you grow four tentacles from your back. These tentacles are fully capable of grasping and holding items, but are too clumsy to wield weapons or be used for fine manipulation. These tentacles give you two slam attacks that are treated as natural secondary attacks, allowing you to make two slam attacks as part of a full attack action at -5 your full attack bonus. These attacks deal 1d4 points of damage each (1d3 if small) plus your strength modifier. These tentacles have a reach of 5 feet and provide you the grab ability. You get a +4 to CMB to initiate or maintain a grapple or trip a foe. You do not take any penalties to use arts with a range of touch against grappled targets when grappled with your tentacles.
Spell Resistance: At 4th level, you gain spell resistance 5 + your occultist level + charisma modifier.
Strange Anatomy: At 8th level, your anatomy changes, giving you a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level and to 75% at 17th level.
Empowered Tentacles: At 12th level, your tentacles become empowered. The bonus to CMB to grapple increases to +8 and the damage increases to 1d6 (1d4 if small). The reach becomes 10 feet. When grappling a foe with your tentacles, you can, as a swift action, deal mystic blast damage at half your level (Fort Resist).
Otherworldly Senses: At 16th level, you gain blindsense out to 60 feet, and darkvision out to 120 feet (If you already have Darkvision, your existing range increases by 60 feet)
Aberrant Forms: You become a true aberration. You become an aberration, with all the strengths and weaknesses of that type. Your hit dice do not change. You are immune to critical hits and sneak attacks. In addition, your blindsense becomes blindsight with a range of 60 feet and your damage reduction becomes damage reduction 5/—.
[/spoiler]
[spoiler=Infernal]
You or an ancestor have struck a deal with an actual devil.
Class Skill: Diplomacy
Bonus Art: Devil's Sight
Energy Resist: Fire and Electricity
Damage Reduction: -/Silver
Hellfire Sword: At 1st level, you can create a short sword out of hellfire. You gain proficiency with martial weapons. This weapon deals 1d6 points of fire (1d4 if small) damage + your charisma modifier on a melee attack. Foes hit by your Hellfire Sword must make a fort save (use your mystic blast DC) or take a -2 penalty to saves against your arts for a number of rounds equal to a charisma modifier. Feats that improve your ability to use short swords also improve your hellfire sword.
Hellknight: At 4th level, your ability to ignore armored spell check penalty extends it extends to shields, which you gain proficiency in. At 8th level, it covers medium armor, which you gain proficiency in. At 12th, it extends to heavy armor, and you gain proficiency in wearing them. At 16, it extends to tower shields.
Hellish Combat: At 8th level, you become more proficient in melee combat. You gain a +2 inherent bonus to melee attack rolls. This bonus increases to +4 at 13th level and +6 at 17th.
Empowered Hellfire Sword: At 12th level, your hellfire sword become empowered. Foes that fail their save against the sword take a -4 penalty to all saves against your arts for a number of rounds equal to your charisma modifier, and once per round, as a swift action, you can channel the energy of your mystic blast into a strike made by your hellfire sword (fort resist)
Diabolic Presence: At 16th level, You gain a fearsome presence you can extend to all nearby foes. Any foe within 30 feet of you must make a will save (Use your mystic blast DC) or become shaken for 1d4 + charisma modifier rounds.
Diabolic Apotheosis: You become a devil in truth. You become an Outsider with the native subtype, with all the benefits and drawbacks of that type. Your hit dice do not change. You gain immunity to fire and poison. You also gain resistance to electricity 20, acid 10, and cold 10.
[/spoiler]
[spoiler=Fey]
You or an ancestor have bargained with one of the fey.
Class Skill: Knowledge (nature)
Bonus Art: Call of the Beast
Energy Resist: Cold and Fire
Damage Reduction: -/Cold Iron
Fey Antlers: At 1st level, you can sprout horns or antlers. These horns are treated as natural weapons, allowing you to make one gore attack using your full base attack bonus. This attack deal 1d6 points of damage each (1d4 if small) plus your strength modifier. These horns can be retracted or grown at will. Foes struck by your antlers become marked, taking a -2 to defense against your mystic blast for a number of rounds equal to your charisma modifier.
Sylvan Swiftness: At 4th level, you become naturally graceful. You ignore any penalties to movement from natural rough terrain, and gain a +10 foot bonus to your base speed. This bonus increases by +5 feet at 8th level and every 4 levels thereafter.
Fey Enchantment: At 8th level, you become more resistant to enchantments, and yours become harder to resist. You get a +2 inherent bonus to resist enchantments, and the DC for your enchantment arts increases by +2. The resistance increases to +4 at level 13 and +6 at level 17, while your increase to the DC of your arts increases to +3 at 13th and +4 at 16th.
Empowered Antlers: At 12th level your horns or antlers become more powerful. Their damage increases to 1d8 (1d6 if small), they are treated as magic for the purposes of overcoming damage reduction, and when you strike an opponent with your horns, you can, as a swift action once per round, deal mystic blast damage (Fort resist)
Fey Magic: At 16th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will.
Fey Ascension: You become a true member of the Sidhe. You become a fey, with all the benefits and drawbacks of that type. Your hit dice do not change. You gain immunity to poison and DR10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. You can cast shadow walk once per day as a spell like ability, using your occultist level as your caster level.
[/spoiler]