Born of a supernatural bloodline, a warlock seeks to master the perilous magic that suffuses his soul. Unlike sorcerers or wizards, who approach arcane magic through the medium of spells, a warlock invokes powerful magic through nothing more than an effort of will. By harnessing his innate magical gift through fearsome determination, a warlock can perform feats of supernatural stealth, beguile the weak-minded, or scour his foes with blasts of eldritch power. Warlocks harbor great reserves of mystical energy. The font of dark magic burning in their souls makes them resistant to many forms of attack and arms them with dangerous power. Warlocks learn to harness their power to perform a small number of specific attacks and tricks called invocations. Warlocks make up for their lack of versatility by being tougher and more resilient than sorcerers or wizards.
Alignment: Any chaotic or any evil Key Abilities: Charisma, Dexterity Hit Points per Level: 6 Base Attack Bonus: Medium High Saves: Will Weapons: All simple weapons Armor: Light Base Skill Points: 2 Spellcasting: Unlike other spellcasters, you can cast your spells, called invocations, an unlimited number of times per day. Invocations (Charisma-based, no preparation, no casting limit, wearing medium or heavy armor, or using a shield, can cause spells to fail).
Warlock Special Abilities
Eldritch Blast: You can invoke an eldritch blast each round, sending a bolt of magical energy at an enemy. You must hit the target, but their armor does not protect them from this type of attack. They do not receive a saving throw against this damage, but spell resistance can protect them. An eldritch blast deals damage equal to 1d6 times one-half the warlock's class level (round down), with a minimum of 1d6 points of damage at 1st level and a maximum of 9d6 when a warlock reaches 18th level or higher.
Eldritch Essences: Some invocations modify the damage of an eldritch blast or add secondary harmful effects to the attack. Only one eldritch essence can be added at one time.
Blast Shapes: Some invocations modify the range, target(s), or area of effect of an eldritch blast. Only one blast shape can modify an eldritch blast at a time.
Eldritch Lore: You gain a +2 competence bonus to your Spellcraft and Lore skills.
Deceive Item: You gain a +4 bonus to your Use Magic Device skill.
Damage Reduction (3rd level): You become resistant to physical attacks except those inflicted by cold iron weapons (1/cold iron). At 7th level and every four levels thereafter, the damage reduction improves by 1.
Fiendish Resilience (8th level): Once per day, you 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.
Energy Resistance (10th level): You gain a resistance to two forms of energy (acid, cold, electricity, fire and sonic). This ability improves at 20th level
Imbue Item (12th level) - New addition in Mask of the Betrayer
Multiclass and Prestige Class Tips: Warlock abilities do not combine well with other classes, so it is rare for warlocks to learn a prestige class (or multiclass). A warlock’s eldritch abilities don’t qualify them for prestige classes that require spellcasting abilities (such as the arcane trickster).