Warlock
A) Background:
Warlocks are specialized sorcerers who summon demonic spirits to do their bidding. By surrounding themselves with demons, warlocks are free to assault their enemies with black magic, exploding skulls, acrid poison clouds, and vile curses. The ability to infect, slow and terrify their enemies gives warlocks unprecedented control over a battle. They can manipulate opposing attacks and movement with debuffs and crowd control spells, rendering an enemy easy prey for their hungry pet demons. Warlocks can also lay down fields of fire and corruption that slowly leech life from advancing foes.
In the face of demonic forces, most people see danger. Warlocks see only opportunity. Dominance is their aim, and they have found a path to it in the dark arts. At first, they command only the service of imps, but as a warlock’s knowledge grows, seductive succubi, loyal voidwalkers, horrific felhunters, among many others will soon join the dark sorcerer’s ranks to wreak havoc on anyone who stands in their master’s way. Warlocks can also ignite distant enemies in searing flame, send them fleeing in terror and pain, or afflict them with corrupting diseases and curses that steal the victim’s vitality. These practitioners of the profane are feared across the wild realms of Kalimor. many who have felt their wrath now prefer to fight alongside a warlock than against one.
B) Class Features:
1) 4 sided dice for hit dice, until 10th level. +1 hP per level after 10th level.
2) Mage Thaco and proficiency progression chart. Priest saving throws.
3) Use Mage experience progression chart.
4) Control Demons as Priest Turning table, minus 3 levels.
5) Cast magic spells, as mage progression table, up to 4th level spells. Limited to the following
schools: Summoning, Enchanting, Illusion, Invocation, Necromancy.
6) Cast Shadow Priest spells, as Priest progression table, up to 4th level spells. Limited to the
following spheres of influence: Animal, Astral, Elemental, Necromantic, and Summoning spheres.
7) 1st level: summon imp demon.
8) 4th level: summon Void walker Demon.
9) 7th level: summon Succubus Demon.
10) 10th level: summon Felhunter Demon.
11) 13th level: summon Felguard Demon.
12) 17th level: summon Infernal Demon.
13) 20th level: summon Doomguard Demon.
14) Unique Class Spell 2nd level: Life tap (Baseline ability). Allows caster to exchange 1d6 life for 1d6
mana per level.
15) Unique class spell 5th level: Death Coil (Baseline ability). force any target of any level to flee in
terror for 1 round. Save vs spells at negative of caster's level. Also does 2 damage per level of
caster. Caster is healed for double the amount of damage done with death coil.
16) Unique class spell 8th level: Curse of Corruption (Baseline ability). inflict target with destructive
disease. Damage over time, d8 per level, per round. 1 round per 3 levels of caster.
17) Unique Class Spell 11th level: Curse of the Cripple (Baseline ability). Inflict target with
debilitating disease. -1 to all mechanics per 3 levels of caster. lasts for 1 round per 3 levels of
the caster. also inflicts d4 per level of caster. Becomes d6 if target already has Curse of
corruption on them.
18) Unique class spell 14th level: Curse of Unstable Affliction (Baseline ability). Requires target to
have curse of corruption on them. Every time target takes damage from corruption, there is a
100% change that 1 enemy target per 3 levels of the caster within 100 feet will contract curse of
corruption's disease. This saves the warlock from caster the spell.
C) Restrictions:
1) May never own more than 10 total magical items & trinkets that cause magical effects.
2) Ability score requirements: 13 CON, 14 INT, 14 WIS.
3) Allowable races:
* Federation: Human (All types except Northmen), Gnome, worgen.
* Insurrectionist: Orc, Forsaken, Syn-Dorei, Half-Elf (Syn-Dorei), half-Ogre, Troll, goblin.
* Dissidents: Half-Orcs
4) Alignment: Can be anything that is not good or LN. (TN, LE, NE, CN, CE)
5) Prime Requisites: INT, WIS
6) May never employ good beings. Prefers undead, Death knights, or demonic minions.
7) Permanent negative 10 to reaction adjustment.
8) Unholy Presence. Can be turned by paladins and Good Priests.
9) Demonic Corruption. Warlocks slowly show minor signs of demonic influence over time. These
signs include fangs, claws, eyes (including the whites of the eyes) and teeth that turn
completely black, horns, hooves for feet, leathery wings, skin that turns red, black, or scaly,
prehensile tail, foul stench of burning sulfur, deep demonic voice, & etc. This results in a
permanent minus 1 to Charisma and comeliness every 3 levels. Demonic affects caused by
Demonic corruption will be at the dM's discretion.
10) After 10th level, a Warlock must add an additional 100,000 xP per level to advance.
Warlocks are specialized sorcerers who summon demonic spirits to do their bidding. By surrounding themselves with demons, warlocks are free to assault their enemies with black magic, exploding skulls, acrid poison clouds, and vile curses. The ability to infect, slow and terrify their enemies gives warlocks unprecedented control over a battle. They can manipulate opposing attacks and movement with debuffs and crowd control spells, rendering an enemy easy prey for their hungry pet demons. Warlocks can also lay down fields of fire and corruption that slowly leech life from advancing foes.
In the face of demonic forces, most people see danger. Warlocks see only opportunity. Dominance is their aim, and they have found a path to it in the dark arts. At first, they command only the service of imps, but as a warlock’s knowledge grows, seductive succubi, loyal voidwalkers, horrific felhunters, among many others will soon join the dark sorcerer’s ranks to wreak havoc on anyone who stands in their master’s way. Warlocks can also ignite distant enemies in searing flame, send them fleeing in terror and pain, or afflict them with corrupting diseases and curses that steal the victim’s vitality. These practitioners of the profane are feared across the wild realms of Kalimor. many who have felt their wrath now prefer to fight alongside a warlock than against one.
B) Class Features:
1) 4 sided dice for hit dice, until 10th level. +1 hP per level after 10th level.
2) Mage Thaco and proficiency progression chart. Priest saving throws.
3) Use Mage experience progression chart.
4) Control Demons as Priest Turning table, minus 3 levels.
5) Cast magic spells, as mage progression table, up to 4th level spells. Limited to the following
schools: Summoning, Enchanting, Illusion, Invocation, Necromancy.
6) Cast Shadow Priest spells, as Priest progression table, up to 4th level spells. Limited to the
following spheres of influence: Animal, Astral, Elemental, Necromantic, and Summoning spheres.
7) 1st level: summon imp demon.
8) 4th level: summon Void walker Demon.
9) 7th level: summon Succubus Demon.
10) 10th level: summon Felhunter Demon.
11) 13th level: summon Felguard Demon.
12) 17th level: summon Infernal Demon.
13) 20th level: summon Doomguard Demon.
14) Unique Class Spell 2nd level: Life tap (Baseline ability). Allows caster to exchange 1d6 life for 1d6
mana per level.
15) Unique class spell 5th level: Death Coil (Baseline ability). force any target of any level to flee in
terror for 1 round. Save vs spells at negative of caster's level. Also does 2 damage per level of
caster. Caster is healed for double the amount of damage done with death coil.
16) Unique class spell 8th level: Curse of Corruption (Baseline ability). inflict target with destructive
disease. Damage over time, d8 per level, per round. 1 round per 3 levels of caster.
17) Unique Class Spell 11th level: Curse of the Cripple (Baseline ability). Inflict target with
debilitating disease. -1 to all mechanics per 3 levels of caster. lasts for 1 round per 3 levels of
the caster. also inflicts d4 per level of caster. Becomes d6 if target already has Curse of
corruption on them.
18) Unique class spell 14th level: Curse of Unstable Affliction (Baseline ability). Requires target to
have curse of corruption on them. Every time target takes damage from corruption, there is a
100% change that 1 enemy target per 3 levels of the caster within 100 feet will contract curse of
corruption's disease. This saves the warlock from caster the spell.
C) Restrictions:
1) May never own more than 10 total magical items & trinkets that cause magical effects.
2) Ability score requirements: 13 CON, 14 INT, 14 WIS.
3) Allowable races:
* Federation: Human (All types except Northmen), Gnome, worgen.
* Insurrectionist: Orc, Forsaken, Syn-Dorei, Half-Elf (Syn-Dorei), half-Ogre, Troll, goblin.
* Dissidents: Half-Orcs
4) Alignment: Can be anything that is not good or LN. (TN, LE, NE, CN, CE)
5) Prime Requisites: INT, WIS
6) May never employ good beings. Prefers undead, Death knights, or demonic minions.
7) Permanent negative 10 to reaction adjustment.
8) Unholy Presence. Can be turned by paladins and Good Priests.
9) Demonic Corruption. Warlocks slowly show minor signs of demonic influence over time. These
signs include fangs, claws, eyes (including the whites of the eyes) and teeth that turn
completely black, horns, hooves for feet, leathery wings, skin that turns red, black, or scaly,
prehensile tail, foul stench of burning sulfur, deep demonic voice, & etc. This results in a
permanent minus 1 to Charisma and comeliness every 3 levels. Demonic affects caused by
Demonic corruption will be at the dM's discretion.
10) After 10th level, a Warlock must add an additional 100,000 xP per level to advance.