Académique Documents
Professionnel Documents
Culture Documents
BAB
Fort
Ref
Will
+0
+0
+2
+2
+1
+0
+3
+2
+1
+3
Special
Eldritch
Blast
Invocations
Known
Shapes/
Essences
1d8
+3
Detect magic
1d8
+3
+3
DR 1/-
2d8
+1
+4
+4
Deceive Item
2d8
+3
+1
+4
+4
Eldritch Power
3d8
+4
+2
+5
+5
3d8
+5
+2
+5
+5
DR 2/-
4d8
+6/+1
+2
+6
+6
4d8
+6/+1
+3
+6
+6
Eldritch Power
5d8
10
+7/+2
+3
+7
+7
Energy Resistance 5
5d8
11
+8/+3
+3
+7
+7
6d8
12
+9/+4
+4
+8
+8
6d8
13
+9/+4
+4
+8
+8
Eldritch Power
7d8
14
+10/+5
+4
+9
+9
7d8
15
+11/+6/+1
+5
+9
+9
DR 4/-
8d8
16
+12/+7/+2
+5
+10
+10
Dark Invocations
8d8
10
17
+12/+7/+2
+5
+10
+10
Eldritch Power
9d8
10
18
+13/+8/+3
+6
+11
+11
Eldritch Feat
9d8
11
19
+14/+9/+4
+6
+11
+11
DR 5/-
10d8
11
20
+15/+10/+5
+6
+12
+12
10d8
12
Sources of Power:
Warlocks gain their powers from some source. Be it
a blood connection or some kind of pact or blessing,
these sources are what sets them apart from the
average man. Whatever the reason they got their
powers, they will never be normal. Any ability that
calls for a saving throw has a save DC of 10 +
class level + Cha Bonus.
Alien Power:
You, or your ancestors, were touched by some
creature outside human understanding, be it the
frightful experimentation of the Mi-Go, or some
aberration's infectious bite, or stranger things from
beyond reality. Whatever the reason, they changed
you.
Eldritch Feats: Combat Expertise, Defensive Combat
Training, Improved Grapple, Ironguts, Iron Will
Unnerving Presence (Ex): Something about
you seems off, making it easier to coerce
others. At level 1, you receive a +4 racial
bonus to Intimidate checks. You suffer a -2
racial penalty on Handle Animal checks, and
against Aberrations, you receive a +4 racial
bonus on Diplomacy checks instead of
Intimidate.
Alien Life (Ex): Your physiology is strange and
warped for your race, making you more
difficult to cripple. At level 5, you have a 25%
chance to ignore extra damage from critical
hits and sneak attacks, as per the
fortification armor property. At level 13, this
improves to 50% fortification.
Starbound Step (Su): You seem to be
somewhat out of phase with reality, as if you
didn't belong there. At level 9, you can
replicate the effects of a dimension door on
3+Cha bonus times/day.
Acid Blood (Ex): Your blood has become
highly caustic. At level 13, any time you take
slashing or piercing damage, all creatures
adjacent to you take 1d6 acid damage per
two dice of your Eldritch blast (Reflex half).
Divine Blessing:
Effendi:
Fairies' Kiss:
Wild Magic:
Dragonfire Adept:
Praise! Praise to she that birthed the noble dragonkind!
Praise be to Tiamat, mother of the chromatics!
In her service, we raise our breath and blade against the servants
of Bahamut!
-Tiamat's Children; Oath of Battle
Dragonfire Adepts are magicians that, through
supplication, study and blood rituals, have sought
to become like the great and mighty beasts known
as dragons. Unlock Warlocks, they do not receive
power from pacts with extradimensional beings, but
instead gain their powers by studying and serving
dragons.
Adventures: Dragonfire Adepts often adventure in
service to a dragon or dragonkind, but just as often
seek some piece of ancient draconic lore. Anything
that allows them to become more like the great
beings they venerate can be a motivation.
Characteristics: Dragonfire Adepts are often
arrogant and haughty, like the beings the revere,
and have the utmost faith in their abilities. That's
not to say that they're narcissists, but it's also not to
say they are not narcissists.
Alignment: Dragonfire Adepts are extremely
convicted. While they can be of any alignment,
many tend toward extreme alignments, much like
the dragons. Good Dragonfire Adepts seek to follow
the path of Bahamut, and his offspring the metallic
dragons, protecting the weak with magic and fire,
while Evil ones emulate Tiamat, and her brood the
chromatics, subjugating and destroying those in
their path. Neutral ones are rare, but often prefer to
contemplate the nature of draconity, often looking
to the ancient dragon god Io for inspiration.
Religion: Dragonfire Adepts often worship draconic
deities, such as Tiamat or Bahamut. Those who
worship non-dragon deities often pay their respects
to deities with dragon-like personalities, usually
gods of riches, magic or physical power.
Background: Many Dragonfire Adepts were normal
people who encountered a dragon in their lives and
were enraptured by its power and grace. A few
BAB
Fort
Ref
Will
Special
Breath Invocations
Damage
Known
+0
+2
+0
+2
1d6
+1
+3
+0
+3
1d6
+2
+3
+1
+3
Bonus Feat
2d6
+3
+4
+1
+4
Dragonkin
2d6
+3
+4
+1
+4
Breath Effect
3d6
+4
+5
+2
+5
3d6
+5
+5
+2
+5
Scales +3
4d6
+6
+6
+2
+6
Bonus Feat
4d6
+6
+6
+3
+6
Energy Resistance 5
5d6
10
+7
+7
+3
+7
5d6
11
+8
+7
+3
+7
6d6
12
+9
+8
+4
+8
Scales +4
6d6
13
+9
+8
+4
+8
Bonus Feat
7d6
14
+10
+9
+4
+9
Energy Resistance 10
7d6
15
+11
+9
+5
+9
Breath Effect
8d6
16
+12
+10
+5
+10
8d6
17
+12
+10
+5
+10
Scales +5
9d6
18
+13
+11
+6
+11
Bonus Feat
9d6
19
+14
+11
+6
+11
Draconic Immunities
10d6
20
+15
+12
+6
+12
10d6
Breath Effects:
10
11
Invocations:
Warlock Invocations:
Least Invocations:
All-Seeing Eyes: Magical eyes grant
comprehend languages for written words,
bonus to Perception.
Baleful Utterance: Speak a word and shatter
objects.
Beguiling Influence: Become inhumanly
persuasive.
Breath of the Night: Create a fog cloud.
Call of the Beast: Speak with animals and
influence their behavior.
12
Lesser Invocations:
Beshadowed Blast: Targets of your eldritch
blast must save or be blinded.
Brimstone Blast: Your eldritch blast deals fire
damage, and ignite on a failed save.
Charm: Make a creature friendly
Cold Comfort: You protect those around you
from elemental attack.
Crawling Eye: Your eye grows legs, can move
independently.
Curse of Despair: Curse a creature, either as
bestow curse, or as a penalty to certain rolls.
The Dead Walk: Raise undead as per
animate dead.
Deteriorating Blast: Targets of your eldritch
blast must save or have DR reduced by 5.
Disembodied Hand: Your hand separates
and is used at range.
Dread Seizure: Creature is wracked with
crippling pain.
Eldritch Chain: Your eldritch blast affects
multiple creatures in a chain.
Energy Resistance: Target gains resistance 10
to acid, cold, fire, electric or sonic damage.
Fell Flight: Fly with good maneuverability.
Flee the Scene: dimension door away, leaving
a major image.
Hellrime Blast: Your eldritch blast deals cold
damage, and targets must save or take Dex
damage.
Hungry Darkness: Cast deadly shadows on
your enemy.
Ignore the Pyre: Gain CL resistance to a
chosen elemental damage.
Mask of Flesh: Touched target takes 1d6 Cha
damage, you take on its appearance.
Relentless Dispelling: Targeted dispel magic
strikes again on the next turn.
Spider Shape: Take the form of a fiendish
spider.
Spirit Blast: Your eldritch blast is more
effective against undead
13
Dark Invocations:
Caster's Lament: You can break enchantment
and counterspell.
Dark Discorporation: Become a swarm.
Dark Foresight: As foresight, plus limited
telepathy
Eldritch Doom: Your eldritch blast becomes a
20-foot burst.
Impenetrable Barrier: Create an opaque wall
of force.
Incarnum Shroud: Become concealed in
Incarnum, gain extra essentia.
Path of Shadow: As shadow walk , plus
healing.
Retributive Invisibility: Become invisible,
deal damage in a burst if dispelled.
Steal Summoning: Seize control of a
summoned monster.
Transform Magic: Dispel magic and turn it
into healing.
Utterdark Blast: Targets of your eldritch blast
must save or suffer 2 negative levels.
Word of Changing: As baleful polymorph,
but possibly permanent.
Least Invocations:
Aquatic Adaptation: Gain swim speed;
breathe and use breath weapon underwater.
Beguiling Influence: Become inhumanly
persuasive.
Breath of the Night: Create a fog cloud.
Call of the Beast: Speak with animals and
influence their behavior.
Darkness: As the spell.
Deafening Roar: Deafen and render shaken
any creatures in a 30-foot cone.
Draconic Knowledge: Dragon spirits grant a
bonus to Knowledge and Spellcraft.
Drain Incarnum: Drain essentia or wisdom
from target.
Endure Exposure: Target is affected by
endure elements, becomes immune to your
breath weapon.
Magic Insight: Detect and identify magical
auras and items.
Scalding Gust: Gust of wind deals fire
damage.
See the Unseen: Gain see invisibility and
darkvision.
Serpent's Tongue: Gain scent ability, +5
bonus vs. poison.
Spiderwalk: Replicate the effects of a spider
climb spell.
Lesser Invocations:
Charm: Make a creature friendly.
Draconic Flight: Grow wings, fly with good
maneuverability, fly overland.
Energy Resistance: Target gains resistance 10
to acid, cold, fire, electric or sonic damage.
Enthralling Voice: Fascinate others.
Frightful Presence: Render nearby enemies
shaken.
Humanoid Shape: Polymorph into any
humanoid.
Relentless Dispelling: Targeted dispel magic
strikes again on the next turn.
14
Invocation Descriptions:
ALL-SEEING EYES (Least, 2nd)
Classes: Warlock
School: Divination
Range: Personal
Target: Self
Spell Resistance: No
Duration: 24 hours
You are surrounded by motes of light that resemble
eyes. These eyes heighten your perception,
granting you a +6 bonus to Perception checks, and
you receive the benefits of a comprehend languages
spell, except that it only applies to written words.
AQUATIC ADAPTATION (Least, 2nd)
Classes: Dragonfire Adept
School: Transmutation
Range: Personal
Target: Self
Spell Resistance: No
Duration: 24 hours
Your body changes subtly, allowing you to breathe
underwater, as well as granting you a swim speed
equal to your base speed. You can also use your
breath weapon normally while underwater.
AURA OF FLAME (Greater, 6th)
Classes: Dragonfire Adept
School: Evocation
Descriptors: fire
Range: Personal
Target: Self
Save: None
Spell Resistance: No
Duration: 1 minute per caster level
You are wreathed in flames, damageing any
creature that strikes you with a non-reach melee
attack takes 2 fire damage per caster level.
15
16
17
18
19
20
21
22
23
24
Shaken
7-13
Frightened
14+
Panicked
25
26
27
28
29
30
31
32
33
Eldritch Disciple:
Fort
Requirements:
Skills: Knowledge[Religion] 5,
Knowledge[Planes] 5
Spells: Able to cast 2nd-level divine spells
Invoking: Able to use least invocations
Special: Able to channel energy
Special: If you are a Warlock, you must have
the divine blessing source of power.
GRI:
Hit Die: d8
Skill Points/Level: 2+Int
Class Skills: Bluff, Craft, Diplomacy, Heal,
Intimidate, Knowledge (arcana), Knowledge
(nature), Knowledge (religion), Knowledge (the
planes), Sense Motive, Spellcraft
Class Features:
Invoking: At each level, your invoking in a class
advances as if you had gained a level in the class,
including invocations known, caster level, and
maximum grade available.
Spellcasting: At each level beyond first, your
spellcasting in a divine class advances as if you had
gained a level in that class.
Channeling: Your levels in this class stack with
levels in Warlock with Divine Blessing, and those
stack with channeling from other sources.
+0
+1
+0
+1 level
+1
+1
+1
+1 level
+1 level
+2
+2
+1
+1 level
+1 level
+3
+2
+1
+1 level
+1 level
+3
+3
+2
+1 level
+1 level
+4
+3
+2
+1 level
+1 level
+5
+4
+2
+1 level
+1 level
+6
+4
+3
+4
+1 level
+1 level
+6
+5
+3
+1 level
+1 level
10
+7
+5
+3
+1 level
+1 level
Eldritch Disciple
34
35
Eldritch Theurge:
+0
+0
+0
+1
DR 1/-
+1 level
+1 level
+1
+1
+1
+1
+1 level
+1 level
+2
+1
+1
+2
Spellblast
+1 level
+1 level
+3
+1
+1
+2
+1 level
+1 level
+3
+2
+2
+3
Eldritch Spellweave
+1 level
+1 level
+4
+2
+2
+3
+1 level
+1 level
+5
+2
+2
+4
DR 3/-
+1 level
+1 level
+6
+3
+3
+4
+1 level
+1 level
+6
+3
+3
+5
+1 level
+1 level
10
+7
+3
Eldritch Theurge
+3
+5
+1 level
+1 level
36
Enlightened Spirit:
37
Demonbinder:
+1
+1
+0
+1
+2
+1
+1
+1
+3
+2
+1
+2
Fell flight
+4
+2
+1
+2
+5
+3
+2
+3
+6
+3
+2
+3
+7
+4
+2
+4
+1 level
+8
+4
+3
+4
+9
+5
+3
+5
Transform Magic
10
+10 +5 +3
Enlightened Spirit
+5
+1 level
+1 level
+1 level
+1 level
38
Invoking
+0
+1
+0
+1
+1
+1
+1
+1
+1 level
+1
+2
+1
+2
Resistance to Electricity 5
+1 level
+2
+2
+1
+2
+2
+3
+2
+3
Resistance to Electricity 10
+1 level
+3
+3
+2
+3
+1 level
+3
+4
+2
+4
Poison Immunity
+1 level
+4
+4
+3
+4
+4
+5
+3
+5
immunity to Electricity
+1 level
10
+5
+5
Demonbinder
+3
+5
+1 level
+1 level
+1 level
39
40
Requirements:
Skills: Intimidate 3, Knowledge[Planes] 9,
Spellcraft 3
Invocation: Must know brimstone blast
and/or hellrime blast.
GRI:
Hit Die: d8
Skill Points/Level: 2+Int
Class Skills: Disguise, Intimidate, Knowledge
(arcana), Knowledge (the planes), Knowledge
(religion), Spellcraft, Use Magic Device.
Class Features:
Planar Fire Blast (Sp): If you are willing to pay the
price, you can turn your eldritch blast into a hellfire
blast. Your eldritch blast deals an extra 2d6
damage per class level. This isn't normal fire, but
Planar Fire, a force which ignores resistance and
immunity to fire. There is a downside to this ability,
however, which is that every time you use a planar
fire blast, you take 1 point of Constitution damage,
which can not be reduced or avoided in any way
(although it can still be healed as normal.) This
Constitution damage ignores normal immunities,
and if you are of a race that does not have a
Constitution score, you take damage to whichever
ability score determines your hit points, if any.
Invoking: At each level, your caster level,
invocations known, and maximum invocation
grade advance as if you had gained a level in an
invoking class. Additionally, at each level, your
Warlock Source of Power advances as if you had
gained a Warlock level.
Fire Resistance (Ex): At level 2, you gain resistance
10 to fire damage, stacking with fire resistances
from other sources.
Planar Fire Infusion (Su): At level 2, you gain the
ability to apply the effects Empower Spell, Maximize
Spell, or any metamagic feat of level adjustment +1
or less to magic items when using them, as a swift
action, a number of times per day equal to your
Charisma bonus.
Invoking
+0
+0
+0
+1
+1
+1
+2
+1
+1
41
Fire Resistance
Feats:
There are a number of feats intended for use with
the Warlock and DFAs, as well as feats useful to
them and other casters.
Metamagic Feats and Invocations:
Only metamagic feats without level
modification can be applied to invocations as if
they were normal spells. This doesn't increase their
casting time. If you are able to reduce a metamagic
feat's level modifier down to +0, you may apply
them in the same way. If a feat requires you have a
spell of a certain school, level or descriptor
available to cast in order to use the feat, then an
invocation of the same school or descriptor meets
the requirements.
Black Lore [Metamagic]
Your knowledge of dark secrets empowers your
necromancy.
Prerequisite: Spell Focus [Necromancy], Caster
level 7
Benefit: Any necromancy spell you cast can be cast
instead as a Black Lore spell, dealing an extra 1d6
points of negative energy damage +1d6 per two
spell levels (+1d6 for 1st-level spells, +2d6 for 2ndor 3rd-level spells, etc.). If the spell normally allows
a saving throw, the target takes half the negative
energy damage on a successful save, regardless of
the outcome of the save on the spell's normal effect.
In addition to its normal spell components, a Black
Lore spell requires the creation and expenditure of a
runebone: a small human bone scribed with
carefully prepared arcane markings. Only a
character trained in the Black Lore knows the
secrets of creating a runebone, which takes 1 hour
to craft and requires special inks and powders
costing 25 gp per die of negative energy damage to
be generated. While the maximum negative energy
damage dealt by a Black Lore spell is based on the
spell's level, the actual damage is limited by the
runebone's potency. +0 to spell level.
42
Infernal Adept
You can access invocations not normally available
to your class.
Prerequisites: Special (see text)
Benefit: You learn an invocation from the list of a
different class. If you are a Dragonfire Adept, you
can select from the Warlock list or the Soulfire
Blade list. If you are a Warlock, you can select from
the Dragonfire Adept or Soulfire Blade list. If you
are a Soulfire Blade Soulknife, you may select from
the Warlock or Dragonfire Adept list. Unless you are
of the appropriate type/subtype (Dragon type or
dragonblood subtype for Dragonfire Adept,
Aberration, Outsider, Fey, native outsider or
aberrant subtype for Warlock, or psionic subtype for
Soulfire Blade invocations), you must be taught by a
creature that knows the invocation. Unless you are
able to apply them to something, you may not take
Eldritch Shape or Eldritch Essence invocations in
this way.
Insightful
You have a talent for divination
Benefit: An innate talent for magic grants you the
following spell-like abilities as a 1st-level caster. If
you are an invoker, you may instead use your
invoker level for caster level. 1/day detect magic,
detect secret doors, read magic.
Lord of the Uttercold [Metamagic]
You can merge the powers of death and ice.
Prerequisites: Elemental Spell [Cold], Knowledge
[Planes] 6, able to cast a spell with the cold
descriptor
Benefit: You can turn spells with the cold descriptor
into uttercold spells. Half the damage dealt by an
uttercold spell is cold damage, and the other half is
negative energy damage. The spell's saving throw
remains unchanged, but creatures can apply cold
resistance or immunity to cold only to the cold
portion of the damage. An undead creature can be
healed by the negative energy damage of an
uttercold spell, though if it doesn't have resistance
to cold, the effects of damage and healing may
cancel each other out. +0 to spell level.
Necropolis Born
You have been touched by the dead
Benefit: An innate talent for magic grants you the
following spell-like abilities as a 1st-level caster. If
you are an invoker, you may instead use your
invoker level for caster level. 1/daycause fear,
ghost sound, touch of fatigue. Save DC 10 + spell
level + your Cha modifier.
Metamagic School Focus
You are very skilled at using metamagic with this
school.
Prerequisites: Spell Focus or Arcane School of the
chosen school.
Benefit: Choose a school of magic for which you
have the Spell Focus feat, or the school in which you
have specialized. Three times per day, you can
reduce by one level the cost of a metamagic feat
applied to a spell of the chosen school. If you
prepare spells, you can have only up to three such
reduced cost spells prepared at any time.
Planar Adept
You are more adaptable than others with your
Invocations as a result of your heritage
Prerequisites: Outsider, Aberration, Fey, or aberrant
subtype
Benefit: When swapping invocations, you may swap
two invocations for new ones instead of one. You
are still limited by grade and list.
Practiced Spellcaster
You are especially skilled at a specific type of magic.
Prerequisites: Spellcraft 1
Benefit: Select a spellcasting or invoking class you
possess. Your caster level in that class is increased
by 4, up to your hit dice (so a Wizard 2/Fighter 3
would only have a Wizard caster level of 5, but
upon gaining another level in Fighter would
increase CL to 6). This does not advance
spells/invocations known, spells per day or
maximum invocation grade.
43
Spell Hand
You can intuitively manipulate object around you.
Benefit: An innate talent for magic grants you the
following spell-like abilities as a 1st-level caster. If
you are an invoker, you may instead use your
invoker level for caster level. 1/daymage hand,
open/close, Tensers floating disk. Save DC 10 +
spell level + your Cha modifier.
Touch Spell Specialization
You can strike truer with touch spells.
Prerequisites: Weapon Focus (touch spell), caster
level 4th
Benefit: As Ranged Spell Specialization, except it
applies to melee touch spells and spell-like abilities
instead.
Archetypes:
Soulfire Blade:
Base Class: Soulknife
Class Skills: Add Diplomacy, Spellcraft
Invoking (Ps): Soulfire Blades have mastered a
unique brand of psionics unlike any others. They
use invocations, similarly to a Warlock, with the
following differences:
They are Psi-Like abilities, not Spell-Like
abilities. As a result, instead of caster level,
these invocations have manifester levels. Any
effect based on CL instead uses ML
Your invocations thus qualify you for things
which require:
A manifester level
The ability to manifest powers of a level
up to your ML (rounded up), provided
you know at least 1 invocation of that
level or greater.
The ability to manifest powers of a given
discipline or with a given descriptor
44
Least Invocations:
Beguiling Influence: Become inhumanly
persuasive.
Call of the Beast: Speak with animals and
influence their behavior.
Cocoon of Refuse: Entangle an enemy in
garbage.
Conceal Thoughts: You conceal your motives.
Disable: An enemy believes it is disabled
Drain Incarnum: Drain essentia or wisdom
from target.
Entropic Warding: Protect yourself in a
sheathe of chaotic energies.
Empathy: Intuit a creature's emotional state.
Far Hand: Move objects from a short
distance
Frightful Blast: Your eldritch blast strikes fear
into enemies, rendering them shaken,
Leaps and Bounds: Gain a bonus on
Acrobatics.
Magic Insight: Detect and identify magical
auras and items.
Precognition: Flashes of the future grant you
special tactical benefits.
Psychic Push: Bull rush an enemy at
distance.
Sickening Blast: Targets of your eldritch blast
must save or be nauseated.
World of Fear: Terrify those around you
Lesser Invocations:
Aura Sight: Detect creatures and magic of a
given alignment.
Beshadowed Blast: Targets of your eldritch
blast must save or be blinded.
Brimstone Blast: Your eldritch blast deals fire
damage, and ignite on a failed save.
Charm: Make a creature friendly
Cold Comfort: You protect those around you
from elemental attack.
Danger Sense: You can better perceive
threats.
45
Greater Invocations:
Adaptation: Adapt to harsh conditions
Bewitching Blast: Targets of your eldritch
blast must save or be confused.
Binding Blast: Targets of your eldritch blast
must save or be stunned.
Catapsi: Inhibit enemy psionics
Enervating Shadow: You become concealed
in shadow, and enemies near you suffer a
Strength penalty.
Hindering Blast: Targets of your eldritch
blast must save or be immobilized.
Holy Blast: Your eldritch blast damages
outsiders, and affects targets with a
dimensional anchor.
Penetrating Blast: Your eldritch blast
becomes better at penetrating spell
resistance, and reduces spell resistance on a
failed save.
Psychometry: Read an object's past.
Repelling Blast: Targets of your eldritch blast
must save or be knocked back.
Dark Invocations:
Astral Body: Gain various abilities as if you
were an astral construct.
Dark Foresight: As foresight, plus limited
telepathy
Incarnum Shroud: Become concealed in
Incarnum, gain extra essentia.
Instill Vulnerability: Target becomes
vulnerable to an energy type.
Psionic Mind Blank: Protect your mind from
mental effects.
Reddopsi: Reflect Psionic powers back on
their users
Utterdark Blast: Targets of your eldritch blast
must save or suffer 2 negative levels.
ADAPTATION (Greater, 5th)
Classes: Soulfire Blade
Discipline (Subdiscipline): Psychometabolism
Range: Personal
Target(s): You
Save: No
Power Resistance: No
Duration: 24 hours
You can adapt to nearly any terrain, taking
damage from any environmental hazards that deal
damage and receiving a +4 bonus to saving throws
against environmental effects (such as combustion
in a plane of fire, resisting volcanic fumes, etc.) for
the duration of this invocation.
46
Least
Least
Least
Least
Least
Lesser
Lesser
Lesser
Lesser
10
Lesser
11
Greater
12
Greater
13
Greater
14
Greater
15
Greater
16
10
Dark
17
10
Dark
18
11
Dark
19
11
Dark
20
12
Dark
47
48
Black Mage:
Black Mages are Warlocks who attained their power
purely by study. Unlike other Warlocks, they do not
benefit from a pact of any kind, deriding it as
cheating.
Base Class: Warlock
Class Skills: Add all Knowledge[Skills]
Invoking: Invoking is largely unchanged, except that
save DCs are determined by Intelligence, as
opposed to Charisma.
Eldritch Study: Black Mages have no need for
powers from others, and instead rely on rigorous
study. They do not select a source of power, and
instead receive a set of specialized benefits:
Studious Arcana (Ex): A Black Mage can
understand arcane formulae that most
Warlocks never bother with. A Black Mage
can study a scroll containing a 1st or 2nd level
arcane spell as a Wizard adding it to his
spellbook would, and from that point may
cast that spell as a Least Invocation. Upon
gaining access to a new grade of Invocation,
he may add spells of 3rd or 4th level (Lesser
Invocation), 5th or 6th level (Greater
Invocation), or 7th to 9th level (Dark
Invocation) to his available Invocations. A
Black Mage may only know one extra
invocation of each grade this way, but can
replace these learned invocations at will.
This replaces the first Eldritch Power.
Impossible Knowledge (Ex): You are wellversed in all varieties of arcane lore, and you
can put this knowledge to great effect in
practice. You can replace Survival checks
with Knowledge[Nature] checks, Strength
checks to break an object with
Knowledge[Engineering] checks, Diplomacy
with Knowledge[Local] checks, Linguistics
checks with Knowledge[History] checks, and
Stealth and Perception with
Knowledge[Dungeoneering] checks.
Additionally, any time you make a successful
Knowledge check to identify a creature or
item, you gain a bonus equal to your class
Roll
2-3
+1
4-5
+2
6-7
+3
8-9
+4
10-11
+5
12
+7
49
50