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Warlock, the Battlemage


Warlocks are wizards who have also developed innate psionic abilities. This unique combination gives the Warlock a clear edge in the realm of offensive magic.

Experienced Warlocks have access to all of the high-level spells of the wizard and all of the high-level powers of the psionicist.

Warlocks adventure in order to increase their knowledge and power. Just like other adventurers, they can also have noble or ignoble motivations.





Hit Dice, Proficiencies, Alignment


D6 Hit Die. No armour or shield proficiency. No selectable weapon-group proficiency. Starts with simple-weapons proficiency only. Warlocks can be of any alignment.


Special Abilities


Psionics: Psionic powers do not have a verbal or somatic component and cannot be counterspelled (or used to counterspell). Wearing armour does not result in a spell failure chance. Using a power is a mental action (usually a standard action) that triggers attacks of opportunity from enemies, unless you're manifesting the power on the defensive. Psionic powers can be disrupted or dispelled just like spells. Metamagic feats do not apply to psionic powers. The Wisdom modifier determines the Difficulty Class of the Warlock's psionic powers. The Charisma modifier determines the number of psionic picks at level 1 and the number of bonus psionic power points. Activating a power expends a number of power points (PP) that depends on the level of the power. It is often possible to augment a power by spending more power points than the minimum. However, a character cannot spend more PP on a power than his character level. At level 1, a Warlock gains a number of powers known equal to 3 + Charisma modifier. At all other levels, a Warlock gains two more powers known.

Spells: The Intelligence modifier determines the Difficulty Class of the Warlock's arcane spells. The Charisma modifier determines the number of spell picks at level 1 and the number of bonus spell slots. A Warlock can activate Arcane Spell Scrolls of any spell in the lists of the Rogue and Wizard. When a Warlock wears armour or uses a shield, he suffers from a chance to fail the casting of spells with a somatic component. Spell picks at level 1: 3 + Charisma modifier. Spell picks at all other levels: 2. A Warlock can cast somatic spells while holding a light shield, but not a heavy shield or tower shield. Warlocks can also cast somatic spells while wielding a two-handed weapon or several weapons at the same time, because switching a weapon from one hand to the other is a free action. A character cannot have more than one summoned creature at a time. A Warlock draws his spells from the Wizard's list of spells and he can use his spells to counterspell.


Warlock Feats


Energy Conversion: You can select 'acid' as an alternative damage type with the powers Energy Ray, Energy Bolt, Energy Cone, Energy Ball and Energy Wave. If a saving throw is allowed, it is a Fortitude saving throw. Requires: Level 6.

Arcane Transmutation: You can convert wizard spells with an energy qualifier, like Fireball and Cone of Cold, into a different energy type upon casting. You have access to the standard energy types (fire, cold, lightning) plus acid if you have the feat Energy Conversion. So you could cast a Fireball and have it deal Acid damage. Or you could cast Cone of Cold and have it deal electricity damage. Any secondary effects from the spells are unchanged, only the main damage type is converted. List of affected spells: Burning Hands, Shocking Grasp, Ray of Frost, Flaming Sphere, Scorching Ray, Scorch, Ice Blast, Fireball, Electric Sphere, Lightning Bolt, Flame Arrow, Ice Lance, Ice Storm, Cone of Cold, Greater Shocking Grasp, Chain Lightning, Freezing Sphere, Greater Scorching Ray, Power Fireball, Discharge, Polar Ray, Meteor Shower.

Dispelling Magic Missile: Each missile from your spell Magic Missile has a 50% chance to destroy a single illusory duplicate created by the spell Mirror Image. Requires: Level 1.

Widened Colour Spray: The radius of your Colour Spray spells increases from 15' to 25'.

Improved Finger Of Death: Your Finger of Death spells are improved from Close Range to Medium Range.

Greater Finger Of Death: Your Finger of Death spells are improved from Standard Action Casting Time to Move Action Casting Time. Requires: Improved Finger Of Death.

Improved Domination: Your spells Control Person and Control Monster are improved from Close Range to Medium Range. Your spells Dominate Person and Dominate Monster (but not Dominate Undead) are improved from Medium Range to Long Range.

Greater Domination: Your spells Control Person, Control Monster, Dominate Person and Dominate Monster (but not Dominate Undead) are improved from Full Round Action Casting Time to Standard Action Casting Time. Requires: Improved Domination.

Improved Control And Dominate: The range of the Psionic Powers Control Body and Dominate increases from Close to Medium.

Greater Control And Dominate: Your Psionic Powers Control Body and Dominate are improved from Full Round Action Casting Time to Standard Action Casting Time. Requires: Improved Control And Dominate.

Swift Assimilate: Your Psionic Power Assimilate is improved from Standard Action Casting Time to Move Action Casting Time.

Improved Hail Of Crystals: The range of your Psionic Power Hail of Crystals increases from Medium to Long. In addition, allies in the area of effect are no longer affected.

Spell Focus: Select a magic school: Conjuration, Evocation, Necromancy, Enchantment or Alteration. You gain a +1 bonus to the difficulty class of all spells in the chosen magic school.

Greater Spell Focus: Select a magic school: Conjuration, Evocation, Necromancy, Enchantment or Alteration. You gain another +1 bonus to the difficulty class of all spells in the chosen magic school. Requires: Spell Focus in the chosen school.

Spell Shaping: Select one of the following spells: Fireball, Electric Sphere, Cone of Cold, Ice Storm, Power Fireball, Prismatic Spray or Acid Blast. When you cast the selected spell (or a metamagic version of it), you manipulate the area of effect so that allies standing within the normal area of effect remain unaffected by the spell. Requires: Greater Spell Focus (Evocation), Level 5 Wizard, Sorcerer or Warlock.

Energy Sculpting: Select one of the following powers: Energy Stun, Energy Bolt, Energy Cone, Energy Ball and Energy Wave. When you activate the selected power, you manipulate the area of effect so that allies standing within the normal area of effect remain unaffected by the spell.

Improved Mind Leech: The augmentation limit of the power Mind Leech is removed.

Improved Range Mind Leech: The range of the power Mind Leech increases from Touch to Medium. A ranged touch attack is now required, rather than a melee touch attack.

Armoured Casting: You avoid the spell failure chance when casting spells with a somatic component while wearing armour of a category that you are proficient with. Requires: Light Armour Proficiency.

Psionic Talent: You gain an additional number of power points equal to your level. The bonus increases automatically when you gain a level. This feat cannot be taken more than once.

Fast Cell Division: You can activate the psionic power Cell Division as a move action rather than a standard action.



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