Love to play the dark, brooding caster, but not really feeling Invoker? Of course you do. You find invoker's self-proclaimed "control" over magic laughable. Oh, how they delude themselves, secluding their gifts to a handful of conjurer's tricks. Elements? Ha! You know where true power comes from. It does not come from fire and ice, or magics of the blade, or even from death's domain. No... REAL power comes from a far more foul, dangerous corner of the Multiverse.
Your blood, tainted by foul energies, burns with a desire for more. You are... a Warlock.
In ages past, your ancestors hosted demons, or perhaps instead devils, and in their contracts condemned your line to eternal damnation in the eyes of the creator. You never did quite fit in. Something about you just never seemed normal. Maybe it was your eyes, which bore unnatural color or shape. Or perhaps the dark scales that sporadically appeared on your skin. Or the color of your blood, green or blue instead of the deep red of mortals. No matter how this corruption manifested, it did one thing above all else: It gave you a small taste of true power.
Now, you walk the streets of Aabahran ever seeking more of that power. Never sated, your thirst has led you down the path of the Warlock. Where this path leads, there will be much sacrifice. In the end, claims to humanity might be a thing of the past. You are prepared for this, however. After all, if such a thing were a bother to you, then your tale would have ended the moment you noticed the taint you carry.
Skills:
1: Mace, Lineage, Wands, Scrolls, Staves, Dagger, Sword
5: Meditation, Hand to Hand
8: Dodge
15: Haggle
17: Trance
23: Second Attack
40: Fel Ritual
Spells:
1: Eldritch Blast Fel Sphere
3: Detect Magic
5: Sense Life
5: Invisibility
10: Fel Sphere (basic), Weaken
14: Protection
17: Abyssal Gate
18: Protective Shield
20: Fel Sphere (basic), Manifest
23: Hellflame
28: Fiendish Binding
30: Fel Sphere(basic)
37: Blacksoul
40: Fel Sphere(advanced), Fel Adaptation
42: Eldritch Explosion
45: Fear Aura
48: Lightbane
50: Fel Sphere(master)
Lineage: Selectable Skill, Demonblood or Devilblood. Whatever you choose now will impact your available choices for skills and spells in the future. Also, Demonblood provides -1 svsmal, and Devilblood provides -1 svsaff.
Fel Ritual: Selectable Skill, Dagger or Mace. Dagger provides the ability "Ritual Sacrifice", which allows you to empower your Fiendish Binding to summon a more powerful demon or devil than normal by sacrificing a NPC follower or half of your max HP. Mace provides "Fel Artifact", which increases the spell level of your Eldritch Blast and Eldritch Explosion by 1, as well as allows an extra Fel Sphere (basic) selection.
Eldritch Blast: The staple Warlock spell. Eldritch Blast gets stronger as the Warlock levels. This spell is modified by Fel Spheres, as well as Hellflame, Blacksoul, and Lightbane. Damage done by an unmodified Eldritch Blast is aff-based. Eldritch Blast can only be modified by one sphere and one Soultaint (Hellflame, Blacksoul, Lightbane) at a time.
Sense Life: Can sense all nearby life. Only works in the same room, but will allow the Warlock to see everyone in the room, regardless of whether they are hidden, invisible, camo'd, or otherwise obstructed.
Hellflame: Using Hellflame causes your Eldritch Blast to ignore half of the svsaff of the target. Lasts a moderate duration.
Blacksoul: Using Blacksoul causes Eldritch Blast to instead use the svsmal of the target.
Lightbane: Using Lightbane causes Eldritch Blast to have a moderate chance to paralyze a good-aligned target. Lightbane deals 50% increased damage to Avatars.
Eldritch Explosion: Causes an eruption of fel energy. This deals immense damage in an area around the caster, but does not apply any spell modification effects via spheres or Soultaints.
Fiendish Binding: If demonblood, summons a Quasit, which casts flame arrow. If devilblood, summons a chain devil. Bone devils attack 3 times per round and trips.
Ritual Sacrifice: Demonblood: Summons shadow demons, which cast Veil of Darkness and Harm. Devilblood: Summons a bone devil. Bone devils are large, attack 3-4 times per round, and bashes.
Abyssal Gate: Marks a room as a destination point. Everyone that walks into that room will see the mark. The Warlock can then return to that mark by casting Abyssal Gate again. This consumes the mark.
Manifest: If the caster chose Demonblood, then it grants -30 AC and changes anatomy to Demon. If the caster chose Devilblood, its anatomy becomes unique and it gains -2 svspell.
Fel Adaptation: If the caster chose Demonblood, it increases afflevel by 1. If the caster chose Devilblood, it allows Eldritch Explosion to apply Soultaints.
I will go ahead and give spheres their own section, since they are pretty complex. Spheres are selectable spells. Much like Warrior Weapon Selections, a Warlock must unlock the basic sphere before unlocking the advanced, and the advanced before the master.
In addition to providing bonuses to Eldritch Blast, Each Sphere grants additional spells, which may be used independently of the sphere currently chosen for empowerment.
Sphere Selections:
Air
Bone
Carnage
Dominion
Heresy
Terror
Virulence
Voracity
Air:
Basic: deals 10% increased damage (after resistance) to flying targets.
Advanced: Fly (spell). Gives the user flight for a moderate duration
Master: Gives Eldritch Blast a small chance to sap the wind from the target's lungs, silencing the target for 1 round.
Bone:
Basic: Bone Armor (spell) functions like Armor, but -40 instead of -20, and 10% of max hp taken as unmitigated damage in order to activate.
Advanced: Eldritch Blast stacks a debuff on the enemy, increasing damage taken by 3% per cast, capped at 15%
**Master: ** Small chance for random Shatter affect when using Eldritch Blast.
Carnage:
Basic: Gives your Eldritch Blast a moderate chance to cause the enemy to bleed for 2 rounds.
Advanced: Bleeding Targets have their svsaff reduced by the Warlock's level, divided by 5
Advanced: Implosion: deals moderate damage without regards to saves. Causes bleeding.
Dominion:
Basic: Gives your Eldritch Blast a moderate chance to cage your enemy in fel energy, making fleeing more difficult.
Advanced: Gives your Eldritch Blast a chance to remove a berserk or frenzy effect.
Advanced: Charm Person
Heresy
Basic: Your Eldritch Blast reduces healing received by its target by 50% for 3 rounds, but deals 75% normal damage.
Advanced: Your Eldritch Blasts have a chance to trigger a blasphemy effect on the target for 1 round.
Master: Your Eldritch Blast has a chance to remove Sanctuary and similar affects.
Terror
Basic: Your Eldritch Blast reduces your target's hitroll and damage roll by your level, divided by 10.
Advanced: Hysteria. Like Mass Hysteria, but only one target. Short Duration.
Master: Your Eldritch Blasts have a moderate chance of refreshing the duration of Hysteria.
Virulence:
Basic: Your Eldritch blast has a chance to posion the target.
Advanced: Your Eldritch blast has a chance to cause dysentery.
Master: Felfever - similar to insomnia, but causes a random malady upon sleeping.
Voracity:
Basic: Your Eldritch Blast inflicts 10% increased damage to living targets, but 20% less to undead.
Advanced: Your Eldritch blast heals you for 5% of the damage done.
Master: If a target is killed by a voracity empowered Eldritch Blast that you cast, you gain a permanent 10 hp.