• Michael Alves (The Sage)

Warlock Class - PF2E Compatible

Updated: Oct 25, 2019



Here I present the first class I designed with PF2E compatibility the Warlock. First, it's important to point that it is still open for improvements, as any game design content needs testing and feedback to be fine-tuned. I will be glad to have opinions and actual reviews of players using it. I will not make changes based on what habilities people want it to have or how they would like the class to be, since this is my view on the warlock concept, and every person will have different tastes. If I start hearing each opinion about what the concept should be the class will become a mass. Yet I will try to cover more ideas and develop more feats and stuff for it if people show interest in it.


On the other way, I will take the opinions, reviews and mathematical arguments very seriously to help me balance the class, and all of them will be taken into consideration.


As a final note, the class concept is about delving into evil, profane and long-forgotten powers, it can be used by tragic heroes that use the dark powers to fight against a greater evil, to make villains and create many other character concepts that involve pursuing evil powers.


It is not a standard caster, as the idea was to represent a search for pure power, not spell knowledge. Your warlock can be empowered by an ancient and mysterious relic, or receive power from a dead deity, or even by discovering an ancient form of power. The idea is that you can easily represent different sources of power, and maybe even more than one. (Some of his abilities might come from an evil artifact and others from his study of an ancient forbidden book of dark magic.)


The class is designed to provide interesting choices of customization and have different builds with different focus, but all thematically "warlockish".



Warlock Class



You delved into some dark or forbidden art in search of power, and you succeeded where others have failed, as you now command dark forces unknown to most. Your power comes from such an evil source that no one dares to speak about it out loud, but you know why you needed that power, and what you must do.


You struggle to keep your power, and only by your will and focus you are succeeding in staying on your path, as your power is tempting and enables you to wreak havoc, summon demonic beings and take away the very life force of those who oppose you. It’s a strong power and as It grows so does the burden of not falling, like many others that trailed your path have done in the past.


During combat encounters…

  • Using your dark power, you can kill foes with profane bolts of evil power, curse them or drain their very life force. You are not a melee combatant, but your dark powers can protect you, and you can drink on the life force of the enemies to keep yourself into the fray.

  • Depending on your choices of feats you can become very resilient, a powerful damage dealer, a summoner of demonic servants or a master of debuffs and curses.


During social encounters…

  • You provide knowledge on obscure topics, and you understand well how to deal with evil, yet your closeness with the dark powers may have turned you cold, harsh or just very practical for the tastes of most other people around you.


While exploring…

  • You solve problems related to dark arts and evil powers and you provide knowledge on evil creatures, their powers and how to best vanquish them.

  • You are also a master of rituals, being able to conduct or help in the great majority of them.


In downtime…

  • You research the dark arts, looking for tales of old places of power, ancient artifacts, and forbidden rituals.

  • You might get a disciple, or try to find followers or servants to help on your quest. Maybe even create a sect, a cabal, or try to gain the rule over lands and people.


You might…

  • Justify your actions by a cause or past history. Maybe a deep hatred for a wrongdoer or a twisted sense of justice, or even a real altruistic goal.

  • Be pragmatic or harsh, as you grew accustomed to deal with dark powers that are always waiting for you to make a mistake.

  • Pursue ancient secrets and look for opportunities to increase your power in any way that can further your goals and your quest.


Others probably…

  • Assume you have ulterior motives, and that you might betray then at some point, even if that was never your intention.

  • Fear your dark and mysterious powers, and how much alike they are to what the villains of old tales and myths can do.

  • Look for you when they need to face an evil force they fear and cannot understand or fight against.

It is important to note that Warlocks are not necessarily Evil, but the power that they use is. Your character can be a tragic hero, in search of power to fight for a greater and good cause. You could be a cursed person that got those powers unwillingly, or someone that was born infused with it by some fate or by the hand of some evil being.


Your powers are evil, what you will do with them is up to you. Those around you will judge you and fear you, and the power you hold will try to corrupt you anyway, but your destiny is your own.


Warlocks works great as a class for a tragic hero, but can also be used by a hero that overturns all those odds to become a great individual, an example against all prejudice, and a testimony to the freedom of will.


Or your Warlock can be just a villain looking for the next chance he can get to become more powerful. This is all up to you.

· Key Ability

· Intelligence. At 1st level, your class gives you an ability boost to Intelligence.


· Hit Points

· 8 + your Constitution Modifier. You increase your maximum number of HP by this number at 1st level and every level thereafter.


· Initial Proficiencies

· At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.


· Perception

· Trained in Perception


· Saving Throws

· Expert in Fortitude

· Trained in Reflex

· Expert in Will


· Skills

· Trained in Occultism

· Trained in one of three options: Arcana, Nature or Religion

· Expert in Lore (Dark Arts)

· Trained in a number of additional skills equals to your Intelligence modifier


· Attacks

· Trained in simple weapons

· Trained in unarmed attacks

· Trained in Profane Bolt


· Defenses

· Trained in Unarmored defense


· Class DC

· Trained in Warlock class DC



Key Terms


You’ll see the following key terms in many warlock abilities.


PROFANE: This is a keyword that appears on most of Warlock's abilities. It indicates that the source of power for it is the profane energies wielded by the Warlock.


Actions with the Profane Keyword are treated as [EVIL] for all aspects, and all damage caused by it is affected by resistances or weakness against Evil damage. But different from other Evil damage actions, it does normal damage against evil and neutral aligned creatures as well as to objects.

All damage caused by those actions are still of the kind of damage described, and they can be affected by resistances and weaknesses from those types. If an affected creature or object have weakness or resistance against evil and the type of damage caused by the action, only the biggest weakness and biggest resistance should be applied.


MANIFESTATION: Manifestations are powers that require the Warlock to summon his profane powers similarly to how spellcasters cast magic. All manifestations, if not otherwise noted, require somatic and verbal components.

Manifestations are not spells, but the effect of manifestations can be dispelled just like any magical effect. Consider the level of effect of a Manifestation to be equal to half the warlock level of the user rounded up.


CURSE AFFINITY: As a Warlock learn more diverse curses, he gains better insight into their works. A warlock only receives the benefits described in the curse affinity if he has the required curses or number of curses described as its requisites. If he has that required curses the bonus will be active even if that specific curse is not active on one of his targets. (The warlock only gets Curse Affinities from the warlock feats he has.)



Class Features

You gain these abilities as a warlock. Abilities gained at higher levels list the requisite levels next to their names.


ANCESTRY AND BACKGROUND

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.


INITIAL PROFICIENCIES

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.


DARK PATH

On your path to power, you found many dark secrets and different ways to reach your goal, but as a warlock, you will be able to forge your own path, yet all paths must start somewhere. Choose your starting specialty from the list:


Demonologist

You specialized in summoning and controlling extra-planar beings of unknow profane origin to do your bidding. You start with the Call Demonic Servant Warlock Feat.


In addition, you can use Lore (Dark Arts) in place of Religion to Recall Knowledge about Demons, Fiends and other Evil Extraplanar creatures. While doing so you gain a +2 circumstance bonus.


Hexer

You focused on studying the powerful curses and ancient hexes to bring doom to your enemies. You start with the Leeching Curse Warlock Feat.


In addition, you can use Lore (Dark Arts) to Identify Magic when dealing with curses. While doing so you gain a +2 circumstance bonus.


Unhollower

You concentrated your efforts on acquiring and potentializing raw profane power over the study of detailed rituals and practices. You start with the Profane Empowerment Warlock Feat.


In addition, you have resistance against Evil equals half your intelligence bonus, and all your Profane abilities receive a +3 status bonus against being countered.


PROFANE BOLT


You can focus your profane powers in a bolt of energy to strike down your foes. You gain the Profane Bolt action.


Profane Bolt is a special action that works similar to a spell but does not use spell slots. It follows the same rules as spells but can be used any number of times per day at-will.


Profane Bolt

Warlock LEVEL 1

[Attack] [Force] [Profane] [Manifestation]

Cast [one-action] to [three-actions]

Range Varies [see description]; Targets 1 creature [see description]

Saving Throw basic Reflex [see description]

You invoke powerful dark magic to create a profane bolt of energy to hurl at your enemy. Make a spell attack roll, using your proficiency with Profane Bolt. The bolt deals force damage equal to 1d4 + your intelligence modifier. The number of actions you spend when casting this spell determines its targets, range, area, and other parameters.


At 3rd level, and every odd level therefore, Profane Bolt damage increases by 1d4 (For a total of 10d4 at level 19).


[one-action] (somatic) Profane Bolt has a range of 30 Feet.


[two-actions] (verbal, somatic) Profane Bolt has a range of 120 Feet.


[three-actions] (somatic, verbal) Profane Bolt becomes a 10-Foot Burst Area with a range of 120 Feet and target everyone inside the area, the targets get a basic Reflex save. (This version of the attack does not require an attack roll, and uses your Warlock DC.)


WARLOCK FEATS 1ST

At 1st level and at every even-numbered level, you gain a warlock class feat.


RITUAL MASTERY 2ND

Your search for power made you into a specialist in deciphering and executing strange rituals and lost magic, making it possible for you to execute even the most intricate rituals with a mastery that surpasses even prodigal arcanists.


You can use Lore (Dark Arts) instead of the relevant skill necessary for a ritual that you know, or any ritual that you participate as a secondary caster.


Your mastery of dark arts also enables you to reduce the number of secondary casters for any ritual you are in charge by 1.


SKILL FEATS 2ND

At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.


GENERAL FEATS 3RD

At 3rd level and every 4 levels thereafter, you gain a general feat.


SKILL INCREASES 3RD

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use an increase to either become trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert.


At 7th level, you can use skill increases to become a master in a skill in which you’re already an expert, and at 15th level, you can use them to become legendary in a skill in which you’re already a master.


DECAYING HEX 3RD

You gain the following action: Decaying Hex [TWO-ACTION] - WARLOCK 3

[Profane] [Warlock] [Manifestation]


By the use of ancient signs of death, destruction, and decay, you hex the target, causing it to slowly decompose in front of you. Chose a target creature or object in the range of 30 FEET, it must attempt a Fortitude Save.


Critical Success: The target is unaffected and can’t be affected by your Decaying Hex for the next 24-hours. Success: The target is unaffected. Failure: The target takes your warlock level in persistent physical damage. Critical Failure: The target takes your warlock level in persistent physical damage and becomes Sickened 2 while the persistent damage lasts.


DEMONOLOGIST: Enemies affected by your Decaying Hex that end their turn adjacent to your Demonic Servant must roll their flat check against DC 17 to recover from Decaying Hex persistent damage instead of 15.


HEXER: The DC of your Decaying Hex is increased by 1.

If the target succeeds on its save against your Decaying Hex, it still takes half of your warlock level in persistent physical damage.


UNHOLLOWER: Your Profane Bolts against targets affected by your Decaying Hex cause 1d6 extra damage.


ABILITY BOOSTS 5TH

At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.


ANCESTRY FEATS 5TH

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

The list of ancestry feats available to you can be found in your ancestry’s entry.


WARLOCK EXPERTISE 7TH

You grow stronger on the control of your dark powers as you search for ways to further your knowledge about them.

Your proficiency ranks for Profane Bolt and Warlock DCs increase to expert.


LIGHTNING REFLEXES 7TH

Your reflexes are Lightning fast. Your proficiency rank for Reflex saves increases to expert.


RESOLVE 9TH

You’ve steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.


ALERTNESS 11TH

You remain alert to threats around you. Your proficiency rank for Perception increases to expert.


SIMPLE WEAPON EXPERTISE 11TH

Your search for power improved your weapon technique. Your proficiency rank for simple weapons and unarmed attacks increases to expert.


JUGGERNAUT 11TH

The dark energies strength your body increasing your resilience to physical pain and ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.


DEFENSIVE ROBES 13TH

Your manipulation of Dark Energies and your defensive training aid you in avoiding harm. Your proficiency rank in unarmored defense increases to expert.


WEAPON SPECIALIZATION 13TH

You’ve learned to inflict grave wounds with your practiced weapons. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and 4 if you’re legendary.


MASTER WARLOCK 15TH

You became a master of manipulating the dark and profane energies.

Your proficiency ranks for Profane Bolt and Warlock DCs increase to master.


LEGENDARY WARLOCK 19TH

Your mastery of the dark arts will be part of tales and myths in the long future. Your proficiency ranks for Profane Bolt and Warlock DCs increase to legendary.


WARLOCK FEATS

1ST LEVEL



Call Demonic Servant FEAT 1

[Profane] [Warlock]

You can summon and gain the service of a demonic being that will follow and obey your commands as best as it can. See Demonic Servants.


Leeching Curse [TWO-ACTION] FEAT 1

[Curse] [Profane] [Warlock] [Manifestation]


You place a curse that eats away at your enemy's own life force and feeds you with dark power. Chose a target in the range of 30 FEET, that is not affected by a Warlock Curse caused by you, the target must attempt a Will Save.


Critical Success: The target is unaffected and can’t be affected by your Leeching Curse for the next 24-hours. Success: The target is unaffected. Failure: The target takes 1d4, +1d4 for each 4 warlock levels you have, persistent negative damage. (1d4 at level 1, to 6d4 at level 18.) Critical Failure: The target takes 2d4, +2d4 for each 4 warlock levels you have, persistent negative damage. (1d4 at level 1, to 12d4 at level 18.) In addition, the target also becomes Drained 1 permanently. (Only a remove curse or similar effect can end this condition.) Every time this curse cause damage to one of your enemies, you gain temporary Hit Points equal to half the negative damage the target takes, rounded up (after applying resistances and the like). After 1 minute you lose any remaining temporary Hit Points.


Profane Empowerment [ONE-ACTION] FEAT 1

[Profane] [Warlock]

Frequency: once per round


You sacrifice your own life force in trade for a temporary boost of your dark powers. You take an amount of damage equals your Warlock Level, and until the end of your next turn, your next manifestation DC is increased by 2. If it is a Profane Bolt it also gains +1d6 + half your Warlock Level rounded up in extra force damage, and have a +2 status bonus to its attack roll.


(The damage taken to activate this ability cannot be reduced in any way, and is reduced directly of your hit points, ignoring any temporary hit points you might have.)


Profane Armor [ONE-ACTION] FEAT 1

[Profane] [Warlock] [Manifestation]

Frequency: once per 10 minutes Duration: 30 minutes


You create a protective ward of profane energy to defend you, gaining 5 + your Warlock level temporary hit points.


Spreading Misery [ONE-ACTION] FEAT 1

[Profane] [Warlock]

Frequency: once per round

You tap into the malignant essence of the profane to bring misery to multiple foes. Your next Profane Bolt, Decaying Hex or Warlock Curse action that targets only one target and is used on this turn can target one extra target in the same range from you.


Attack rolls and saves are made separately. If you make two attack rolls, each will use your current attack penalty, but they will count as two attacks when calculating your multiple attack penalty for the rest of the turn.


2ND LEVEL


Empowered summoning FEAT 2

[Profane] [Warlock]

Prerequisite(s): Call Demonic Servant


The demonic servants you call are more powerful, becoming empowered servants, which grants it additional capabilities. See the Demonic Servant rules for more information.

Your Demonic Servant is also more independent. During an encounter, even if you don’t use the Command Servant action, your Demonic Servant can still use 1 action on your turn that round to Stride or Strike.


Weakening Curse [TWO-ACTION] FEAT 2

[Curse] [Profane] [Warlock] [Manifestation]

You place a curse that drains the strength of the enemy’s body.

Chose a target in the range of 30 FEET, that is not affected by a Warlock Curse caused by you, the target must attempt a Fortitude Save.


Critical Success: The target is unaffected and can’t be affected by your Weakening Curse for the next 24-hours. Success: The target is enfeebled 1 for 1 round. Failure: The target is enfeebled 2 for 1 minute. Critical Failure: The target is enfeebled 3 permanently. (Only a remove curse or similar effect can end this condition.) [Curse affinity] If you have Leeching Curse Warlock Feat, targets cursed by you also have -1 to all attacks against you.


Profane Volley [ONE-ACTION] FEAT 2

[Profane] [Warlock] [Manifestation]

Frequency: once per round


You make two quick shots of profane energy. Make two attacks using Profane Bolt, as if you were using it with one-action. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.


Terrifying Gaze [TWO-ACTION] FEAT 2

[Fear] [Mental] [Emotion] [Profane] [Warlock] [Manifestation]

Frequency: once per round


You summon your dark powers to terrorize your enemies, as your eyes become filled with power and a sinister presence becomes tangible near you.

Choose a target in the range of 60 feet to instill with fear. It must attempt a Will Save.


Critical Success: The target is unaffected and can’t be affected by your Terifying Gaze for the next 24-hours. Success: The target is frightened 1. Failure: The target is frightened 2. Critical Failure: The target is frightened 3 and fleeing for 1 round.

4TH LEVEL


Reaching Blasphemy [ONE-ACTION] FEAT 4

[Profane] [Warlock]

Prerequisite(s): At last one Warlock Curse feat.

Frequency: once per round

You utter words of dark power that echo mysteriously around you, as you gather the profane powers to lay curses upon your enemies.


The next Decaying Hex or Warlock Curse you cast until the end of your next turn has a range of 500 feet.


Mystical Seizing [TWO-ACTION] FEAT 4

[Profane] [Warlock] [Manifestation]

Frequency: once per round


You send out a pulse of profane power, in a 30-foot emanation, to registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.


You detect illusion magic only if that magic’s effect has a lower level than half your Warlock Level rounded up. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.


You also learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.


You can then immediately and in the same action attempt to dispel a spell, magic item or mystical effect you sensed on the area.


To do so, you can target 1 spell effect or unattended magic item in 30 Feet of you and attempt a counteract check against the target. If you succeed against a spell effect, you counteract it. If you succeed against a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn’t change the item’s non-magical properties. If the target is an artifact or similar item, you automatically fail.


Corrupting Bolt FEAT 4

[Profane] [Warlock]

Your Profane bolt becomes particularly pernicious, targets hit by your Profane bolt also received 1d4 extra Persistent force damage, as the lingering profane energies eats away at their body. This extra damage is not multiplied on a critical hit.


Silent Manifestation [ONE-ACTION] FEAT 4

[Profane] [Warlock]


Instead of using ancient profane utterances of lost languages, you learned to mentalize the patterns of power and channel them by the force of your will. Your next Manifestation used until the end of your next turn does not require a verbal component.


6TH LEVEL


Drain Life [ONE, TWO or THREE-ACTIONS] FEAT 6

[Death] [Negative] [Profane] [Warlock] [Manifestation]

Frequency: once per round


You tap into the very life essence of your enemy, and with the use of dark magic, you channel their life force away, draining it of its very essence and feeding yourself with it.


Use one action to start the use of this manifestation, then you chose a living creature as a target in the range of 30 feet. It must attempt a Fortitude Save.


Critical Success: The target is unaffected and can’t be affected by your DRAIN LIFE for the next 24-hours. Success: The target is not affected. Failure: The target takes 1d6 + half your warlock level in negative damage. Critical Failure: The target takes the damage as it has failed and is Drained 1.


If your target failed its save, you can then continue to drain his life by using up to three actions in total, each again applying the damage. (The Drained 1 condition does not stack in case of a critical failure)


Each point of damage that an enemy loses to DRAIN LIFE is then converted as healing to you. You restore a number of Hit Points equal to damage caused as if you had received magical healing.


Drain Life only affect living beings and ignore up to 10 points of damage resistance the target has.


Vulnerability Curse [TWO-ACTION] FEAT 6

[Curse] [Profane] [Warlock] [Manifestation]

You curse your foe so that all their pain is amplified, and each wound carve deeper into their body. Chose a target in the range of 30 FEET, that is not affected by a Warlock Curse caused by you, the target must attempt a Fortitude Save.


Critical Success: The target is unaffected and can’t be affected by your Vulnerability Curse for the next 24-hours. Success: The target has weakness 2 against all damage for 1 round. Failure: The target has weakness 3 against all damage for 1 minute. Critical Failure: The target has weakness 6 against all damage permanently. (Only a remove curse or similar effect can end this condition.) [Curse affinity] If you have both the Leeching Curse Warlock Feat and the Weakening Curse Warlock Feat, you receive +1 status bonus to the DC of all your Warlock Curses.


Unhollowed Shield [REACTION] FEAT 6

[Profane] [Warlock]

Prerequisite(s): Profane Armor

Frequency: once per 10 minutes

Trigger: a creature targets you with an attack and you can see the attacker.


You suddenly summon the dark powers to protect you, gaining +1 circumstance bonus to AC against the triggering attack, and reducing the damage caused by the attack by an amount equals to 5 + your Warlock level.


Steady Manifester FEAT 6

[Warlock]

You are not easy to disrupt. If a reaction would disrupt a manifesting action of yours, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.


8TH LEVEL


Greater Servant FEAT 8

[Profane] [Warlock]

Prerequisite(s) Empowered Summoning.

You can now call greater demonic servants that are even more powerful. See the Demonic Servant rules for more information.


Curse-Breaker FEAT 8

[Profane] [Warlock] [Manifestation]

Frequency: once per day


You can perform a 10-minute ritual on a willing target to break it free from curses, and place a mark to protect him from evil powers.


You must target one living creature in range of touch, and perform a 10-minute-long cast without being interrupted. You then can attempt to counteract one curse afflicting the target, as if you were using the remove curse spell. If the curse comes from a cursed item or other external source, a success indicates that the target creature can rid itself of the cursed item, but it doesn’t remove the curse from the item.


At the end of the ritual, you can also place a protective ward on the target, granting it a +3 status bonus to saves against death effects, negative effects, and curses. This ward has an 8-hour duration.


You can perform the ritual exclusively to place the ward on yourself or an ally, it still takes 10 minutes of casting time.


Dimensional Grasp [THREE-ACTION] FEAT 8

[Profane] [Warlock] [Manifestation]

Your domain of the dark arts enables you to touch the very fabric of reality, enabling you to banish extra-planar creatures to their home planes or to disrupt attempts to transverse the dimensions and make use of teleportation by your foes.


Chose a target creature in 30 feet. If you are on your home plane and the target is an extraplanar you must choose if you will try to banish it or only block its dimensional movements. (If not on your home plane, or if the target is not an extraplanar your only option is to block dimensional movements.)


The target them attempts a Will save.


Critical Success: The target is unaffected, and you are stunned 1.

Success: The target is unaffected.

Failure: The target is banished if your choice was to try a banishment. If not, Dimensional Grasp will attempt to counteract any teleportation effect or any effect that would move the target to a different plane for 1 minute.

Critical Failure: As the failure but if it was a banishing attempt the creature can’t return to your plane by any means for 1 week, and if it was a dimensional block, the duration of the Dimensional Grasp on the target becomes 1 hour.


10TH LEVEL


Curse of Slothfulness [THREE-ACTION] FEAT 10

[Curse] [Profane] [Warlock] [Manifestation]

You summon vile magic to curse your enemy sapping away at their speed and making their movements sluggish.


Chose a target in the range of 30 FEET, that is not affected by a Warlock Curse caused by you, the target must attempt a Fortitude Save.


Critical Success: The target is unaffected and can’t be affected by your Curse of Slothfulness for the next 24-hours. Success: The target is Clumsy 1 for 1 round. Failure: The target is Slowed 1 and Clumsy 1 for 1 minute. Critical Failure: The target is Slowed 2 and Clumsy 1 for 1 minute. After this the target is also Slowed 1 and Clumsy 1 permanently. (Only a remove curse or similar effect can end this condition.) [Curse affinity] If you have at least two other Curse Warlock Feats, you gain resistance 3 against any attack made by an enemy afflicted by one of your Warlock Curses.


Sacrificial Summoning [ONE-ACTION] FEAT 10

[Profane] [Warlock] [Manifestation]

Prerequisite(s): Call Demonic Servant.

Frequency: once per 10-minute


By paying a blood sacrifice you can immediately summon a Demonic Servant to your side. You take an amount of damage equals to twice your Warlock Level, and you can immediately summon one demonic servant as if you were doing the daily preparations after a rest.


It appears in a free square in a 30-feet range from you, where you can see.

If you already had a demonic servant active, the older will instantly disappears. This enables you to change your servant on the fly or to summon a new one in case your servant dies. (The damage taken to activate this ability cannot be reduced in any way, and is reduced directly of your hit points, ignoring any temporary hit points you might have.)


Dark thirst FEAT 10

[Profane] [Warlock]

Prerequisite(s) Leeching Curse


Your thirst for your enemy’s life force grows as strong as your powers.

The damage dices of your Leeching Curse improve from d4 to d6.


Lesser summoning [THREE-ACTION] FEAT 10

[Profane] [Warlock] [Conjuration] [Manifestation]


Using your profane powers, you can summon lesser beings from the lower planes to do your bidding.


You conjure a fiend to fight for you. This works like the effect of summon animal spell, except you summon a common creature that has the fiend trait and whose level is 5 or lower.


It appears on a targeted square in 30 feet, that you can see, and it must be sustained each round with a concentrate action, for up to 1 minute.


As your power in the dark arts progress the power of the demon you can call gets stronger. Increase the level of the fiend you can summon by 1 for each warlock level you have over 10, up to a Level 15 Fiend at 20 Warlock levels.


12TH LEVEL


Profane Visage FEAT 12

[Profane] [Warlock]

Prerequisite(s): Terrifying Gaze


You instill greater terror in your enemies as they feel your profane aura of power.

When you use your Oppressive Gaze, the effects changes and are as following:


Critical Success: The target is unaffected and can’t be affected by your Terrifying Gaze for the next 24-hours. Success: The target is frightened 1. Failure: The target is frightened 3. Critical Failure: The target is frightened 4 and fleeing for 1 round.


Profound Weakening FEAT 12

[Profane] [Warlock]

Prerequisite(s): Weakening Curse


Your Weakening Curse is more insidious and profound, sapping away more at your foe’s strength.

When you use your Weakening Curse the effects change and are as following:


Critical Success: The target is unaffected and can’t be affected by your Weakening Curse for the next 24-hours. Success: The target is enfeebled 2 for 1 round. Failure: The target is enfeebled 3 for 1 minute. Critical Failure: The target is enfeebled 4 permanently. (Only a remove curse or similar effect can end this condition.)


Reaching Bolt FEAT 12

[Profane] [Warlock]

You have mastered the precision of your profane bolts enabling you to reach further to take your foes down.


The range and area of your Profane Bolts increase as follows:

[one-action]: Profane Bolt has a range of 45 Feet.

[two-actions]: Profane Bolt has a range of 240 Feet.

[three-actions]: Profane Bolt has 20-Foot Burst Area with a range of 500 Feet.


14TH LEVEL


Profane Protection [TWO-ACTION] FEAT 14

[Profane] [Warlock] [Manifestation]

Prerequisite(s): Profane Armor

Duration: 5 rounds


Your mastery of the Profane Armor enables you to use the dark powers to protect you more often, albeit at the cost of a longer cast time and a reduced duration.


You create a protective ward of profane energy, similar to Profane Armor, to defend you, gaining 10 + your Warlock level temporary hit points.


Additionally, when you chose this talent it also increases the hit points provided by your Profane Armor by 5.

Unyielding Drain FEAT 14

[Profane] [Warlock]

Prerequisite(s): Drain Life


When you start draining an enemy’s life force it’s hard for them to stop you.


After the initial action used to Drain Life, all other actions used in it cannot be disrupted by your enemies.

When a target fails to save against your Drain Life action, if you use the last action of your turn to Drain Life, you can keep draining the target’s life on your next turn.


If at the start of your next turn if the target is in 120 feet range from you and you have a line of effect for it, you can keep using actions to Drain Life as if continuing a successful use of Life Drain. If you use any action, other then reactions, that are not to Drain Life, this effect ends.


Greater Bolt FEAT 14

[Profane] [Warlock]

Your profane bolt's destructive force becomes even more powerful as you keep delving into the dark arts.


The basic damage dice and the dices gained from having higher warlock levels on your Profane Bolt becomes d6 instead of d4. If you have the Corrupting Bolt Feat, its persistent damage also becomes 1d6.


16TH LEVEL


Master Summoner FEAT 16

[Profane] [Warlock]

Prerequisite(s): Greater Servant Feat


You reach the mastery of the art of summoning Demonic Servants, enabling you to bring forth the Eldritch Servants, the pinnacle of the power of those creatures, to do you bidding. See the Demonic Servant rules for more information.


Plaguening [One-ACTION] FEAT 16

[Profane] [Warlock]

Prerequisite(s): at last 1 Warlock Curse Feat Frequency: once per round

You call forth ancient curses and the dark powers of decay to empower your next curse into a plague to spread to all your foes.


The next Warlock Curse or Decaying Hex you cast until the end of your next turn will target all creatures in a 20-foot burst area in its range.


Empowering Sacrifice FEAT 16

[Profane] [Warlock]

Prerequisite(s): Profane Empowerment Feat


As your hunger for power grows, so does the sacrifices you make to attain more power.


When you use your Profane Empowerment action, you can choose to sacrifice double the amount of hit points. If you do so, the bonus damage for your Profane Bolt becomes 2d6 + your Warlock Level, the attack bonus becomes +3, and your DC’s are increased by 3 instead of 2.


18TH LEVEL


Soul Imprisionament [THREE-ACTION] FEAT 18

[Profane] [Warlock] [Manifestation]

By tapping into the most obscure of the dark arts you can take hold of your dead foe’s own soul, imprisoning it and preventing the target to be returned to life.


Choose one target creature, in 30 feet range, that died within the last minute. You take hold of the target’s soul before it can pass on to the afterlife, and you imprison it, creating a mystical gem formed of the crystallized soul's own existence.


While the soul is in this crystallized state, the target can’t be returned to life through any means, even powerful magic such as wish. If the gem is shattered or Soul Imprisionament is counteracted on the gem, the soul is freed. The gem has AC 18, Hardness 20 and 10 Hit Points.


Profane Nova [THREE-ACTION] FEAT 18

[Profane] [Death] [Negative] [Warlock] [Manifestation]

Frequency: once per 10-minute.


You accumulate and condense your profane energy, only to release it a moment later as an explosion of energy that wreak havoc at everything close to you.


All creatures on a 30-foot emanation takes 12d6 damage and must attempt a Fortitude save

Critical Success: The target is unaffected.

Success: The target takes full damage.

Failure: The target takes full damage and is drained 2.

Critical Failure: The target takes double damage and is drained 5.


Exposing Vulnerability FEAT 18

[Profane] [Warlock]

Prerequisite(s): Curse of Vulnerability


Your Curse of Vulnerability causes the target defenses to falter and the attacks against him to strike true.


When you use your Vulnerability Curse the effects change and are as following:

Critical Success: The target is unaffected and can’t be affected by your Vulnerability Curse for the next 24-hours. Success: The target has weakness 2 against all damage for 1 round. Failure: The target has weakness 3 against all damage and -1 status penalty to his AC for 1 minute. Critical Failure: The target has weakness 6 against all damage, and -2 status penalty to his AC permanently. (Only a remove curse or similar effect can end this condition.)


20TH LEVEL


Armageddon [THREE-ACTION] FEAT 20

[Profane] [Warlock] [Manifestation]

Frequency: once per 10-minute.


You fill an area with profane powers bringing forth an Armageddon over the it, destroying and consuming everything.


All creatures on a 360-foot burst in a 720 feet range will be affected and must attempt a reflex save.


Affected creatures suffer the following effects:

  • 4d8 bludgeon damage as the earth trembles and breaks, causing huge rocks to be launched into the skies.

  • 4d8 acid damage, as a noxious rain falls over the area consuming everything in it.

  • 4d8 electricity damage as red lightings falls from the skies.

  • 4d8 fire damage, as fire spreads from the cracked earth and leaps into the air.

  • 8d8 force damage, as huge columns of dark profane power erupt, causing every living and unliving thing in their way to corrode and decay.


Hexlord Might FEAT 20

[Profane] [Warlock]

Prerequisite(s): Any two different Warlock Curses


You can place two Warlock Curses on each enemy instead of only one.

Targets with two of your curses are also Doomed 1 while both curses last.


Demonic Sacrifice [REACTION] FEAT 20

[Profane] [Warlock]

Prerequisite(s): Call Demonic Servant

Trigger: You would take damage from any source.

Requirements: You have an active Demonic Servant.


Your demonic servant takes half of the damage that would be caused to you. Both you and your demonic servant have resistance 5 against this damage.


DEMONIC SERVANTS


Some warlocks learn how to summon servants from long-forgotten hellish realms.


A demonic servant is a “loyal” creature subjugated by your profane powers. Your demonic servant has the minion trait, and it gains 2 actions during your turn if you use the Command Servant action to command it; this is a new action described below.


Command Servant [one-action]

[Auditory] [Concentrate]

You command your demonic servant into action. He gains 2 actions during your turn.

You can summon a demonic servant as part of the preparations each day, either to change the kind of servant or to get a new one in case your demonic servant died on the previous day. This summon has no cost, and only allow you to have one demonic servant at a time.


Summoning the Servant is a complex ritual that requires a 10-minute long cast without interruption, but it requires no special component other than something to draw the sigils and magic circles and a surface to do it. It can be done during the preparations without incurring any extra time.


Demonic Servant


The following are the base statistics for the three options of demonic servants a warlock can summon. As you gain levels the demonic servants you summon also becomes stronger.

Demonic Servants calculate their modifiers and DCs just as you do with one difference: the only item bonuses they can benefit from are to speed and AC (their maximum item bonus to AC is +2).


Proficiencies


Your demonic servant uses your level to determine its proficiency bonuses. It’s trained in all its attacks, in unarmored defense, and in all saving throws.

Brutish Servant

This servant is a brute creature, a mass of muscles with huge arms ready to take down your foes.

Size Medium

Melee [one-action] fists, Damage 1d6 bludgeoning

Str +4, Dex +0, Con +4, Int -2, Wis +0, Cha -1

Hit Points 8 + 10 per Warlock Level

Weakness Good 3

Skill (trained) Intimidation, Athletics, Perception

Senses dark vision 30 feet

Speed 30 feet

Hulking Body: The Brutish Servant adds its Constitution modifier as a status bonus to its AC.


Stalking Servant

This servant is a sinister and slim humanoid creature with long and sharp claws.

Size Medium

Melee [one-action] claws (agile, finesse), Damage 1d6 slashing or piercing

Str +1, Dex +4, Con +1, Int +1, Wis +0, Cha -1

Hit Points 5 + 7 per Warlock Level

Weakness Good 3

Skill (trained) Intimidation, Stealth, Perception, Athletics, Acrobatics, Thievery

Senses dark vision 30 feet

Speed 30 feet

Sneak Attack: The Stalking Servant deals 1d6 extra precision damage against flat-footed targets.


Impish Servant

This servant is a small flying hideous humanoid creature, with small claws and pointy teeth.

Size Small

Melee [one-action] jaws (finesse), Damage 1d4 piercing

Melee [one-action] claws (agile, finesse), Damage 1d4 slashing

Str -1, Dex +2, Con +0, Int +3, Wis +3, Cha +3

Hit Points 4 + 6 per Warlock Level

Weakness Good 3

Skill (trained) Perception, Deception, Intimidation, Diplomacy, Society

Senses dark vision 30 feet

Speed 15 feet, fly 30 feet

Innate Arcane Magic: The Impish Servant is capable of casting some spells. It uses its intelligence score as a spellcasting attribute and your level and proficiencies to calculate the attack rolls and the DC of his spells. Its spells are heightened as if cast by a wizard of your level -2 (minimum of 1), capping at the maximum of level 5, using his highest slot.


Some of his spells are used only once per day. If you summon another Impish Servant, his spells will not be availed for use.


List of Spells:

Produce Flame (at-will) Ghost Sound (at-will) Pest Form (Once per Day) Charm (Once per Day)

The Impish Servant will only cast spells if commanded to do so by the Command Servant action.

Empowered Servants


By choosing the Empowered Summoning Feat, your servant will become more powerful. The proficiencies for all saving throws become expert, and they become as follows:


Brutish Servant

This servant is a brute creature, a mass of muscles with huge arms ready to take down your foes.

Size Medium

Melee [one-action] fists, Damage 1d6 bludgeoning

Str +5, Dex +0, Con +5, Int -2, Wis +0, Cha -1

Hit Points 8 + 11 per Warlock Level

Resistance Physical 3 (Except Silver or Cold Iron)

Weakness Good 5

Skill (expert) Intimidation, Athletics, Perception

Senses dark vision 30 feet

Speed 30 feet

Hulking Body: The Brutish Servant adds its Constitution modifier as a status bonus to its AC.


StalkIng SERVANT

This servant is a sinister and slim humanoid creature with long and sharp claws.

Size Medium

Melee [one-action] claws (agile, finesse), Damage 1d6 slashing or piercing

Str +2, Dex +5, Con +1, Int +1, Wis +0, Cha -1

Hit Points 5 + 7 per Warlock Level

Resistance Electricity 10

Weakness Good 5

Skill (expert) Intimidation, Stealth, Perception, Athletics, Acrobatics, Thievery

Senses dark vision 30 feet

Speed 30 feet

Sneak Attack: The Stalking Servant deals 1d6 extra precision damage against flatfooted targets.


Impish Servant

This servant is a small flying hideous humanoid creature, with small claws and pointy teeth.

Size Small

Melee [one-action] jaws (finesse), Damage 1d4 piercing

Melee [one-action] claws (agile, finesse), Damage 1d4 slashing

Str -1, Dex +2, Con +0, Int +3, Wis +3, Cha +3

Hit Points 4 + 6 per Warlock Level

Resistance Fire 10

Weakness Good 5

Skill (expert) Perception, Deception, Intimidation, Diplomacy, Society

Senses dark vision 30 feet

Speed 15 feet, fly 30 feet

Innate Arcane Magic: The Impish Servant is capable of casting some spells. It uses its intelligence score as a spellcasting attribute and your level and proficiencies to calculate the attack rolls and the DC of his spells. Its spells are heightened as if cast by a wizard of your level -2 (minimum of 1), capping at the maximum of level 5, using his best slot.


Some of his spells are used only once per day. If you summon another Impish Servant, his spells will not be availed for use.


List of Spells:

Produce Flame (at-will) Ghost Sound (at-will) Pest Form (Once per Day)

Charm (Once per Day)

Burning Hands (Once per Day)

Animal Form (Once per day)

The Impish Servant will only cast spells if commanded to do so by the Command Servant action.


Greater Demonic Servants


By choosing the Greater Servant Feat, your servant will again become more powerful. Their attacks become magical for the purpose of ignoring resistances, and they become as follows:


Brutish Servant

This servant is a brute creature, a mass of muscles with huge arms ready to take down your foes.

Size Medium

Melee [one-action] fists, Damage 2d6 bludgeoning

Str +7, Dex +0, Con +7, Int -2, Wis +0, Cha -1

Hit Points 8 + 13 per Warlock Level

Resistance Physical 3 (Except Silver or Cold Iron)

Weakness Good 10

Skill (expert) Intimidation, Athletics, Perception

Senses dark vision 30 feet

Speed 30 feet

Hulking Body: The Brutish Servant adds its Constitution modifier as a status bonus to its AC.


Attack of Opportunity [reaction]

Trigger: A creature within the Brutish Servant’s reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.

Effect: The Brutish Servant attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the Servant disrupts that action. This Strike doesn’t count toward the Servant’s multiple attack penalty, and its multiple attack penalty doesn’t apply to this Strike.


Stalking Servant

This servant is a sinister and slim humanoid creature with long and sharp claws.

Size Medium

Melee [one-action] claws (agile, finesse), Damage 2d6 slashing or piercing

Str +3, Dex +7, Con +2, Int +2, Wis +0, Cha -1

Hit Points 5 + 8 per Warlock Level

Resistance Electricity 20

Weakness Good 10

Skill (expert) Intimidation, Stealth, Perception, Athletics, Acrobatics, Thievery

Senses dark vision 30 feet

Speed 30 feet

Sneak Attack: The Stalking Servant deals 2d6 extra precision damage against flatfooted targets.

Exploiter: Whenever you and your stalking servant are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions.

Blood-thirsty: The Stalking Servant's unarmed proficiency becomes expert.


Impish Servant

This servant is a small flying hideous humanoid creature, with small claws and pointy teeth.

Size Small

Melee [one-action] jaws (finesse), Damage 1d4 piercing

Melee [one-action] claws (agile, finesse), Damage 1d4 slashing

Str -1, Dex +2, Con +0, Int +4, Wis +4, Cha +4

Hit Points 4 + 6 per Warlock Level

Resistance Fire 20, Poison 5

Weakness Good 10

Skill (expert) Perception, Deception, Intimidation, Diplomacy, Society

Senses dark vision 30 feet

Speed 15 feet, fly 30 feet

Innate Arcane Magic: The Impish Servant is capable of casting some spells. It uses its intelligence score as a spellcasting attribute and your level and proficiencies to calculate the attack rolls and the DC of his spells. Its spells are heightened as if cast by a wizard of your level -3, capping at the maximum of level 12, using his best slot.


Some of his spells are used only once per day. If you summon another Impish Servant, his spells will not be availed for use.


List of Spells:

Produce Flame (at-will) Ghost Sound (at-will) Pest Form (Once per Day) Charm (Once per Day) Burning Hands (Once per Day) Animal Form (Once per day) Darkness (Once per day) Invisibility (Once per day) Blindness (Once per day)

The Impish Servant will only cast spells if commanded to do so by the Command Servant action.


Eldritch Servants


By choosing the Master Summoner feat, your servant will grow to the pinnacle of their power, becoming Eldritch Demonic Servants.

Their proficiency with unarmed attacks and unarmored defenses increases to expert, and the proficiency of the saving throws becomes master, and they become as follows:


Brutish Servant

This servant is a brute creature, a mass of muscles with huge arms ready to take down your foes.

Size Medium

Melee [one-action] fists, Damage 3d6 bludgeoning

Str +7, Dex +2, Con +7, Int -2, Wis +0, Cha -1

Hit Points 8 + 13 per Warlock Level

Resistance Physical 5 (Except Silver or Cold Iron)

Weakness Good 15

Skill (master) Intimidation, Athletics, Perception

Senses dark vision 30 feet

Speed 30 feet

Hulking Body: The Brutish Servant adds its Constitution modifier as a status bonus to its AC.

Unbreakable defenses: The Brutish servant Unarmored defense proficiency is increased to master, and its fortitude and reflex saves are legendary.


Attack of Opportunity [reaction]

Trigger: A creature within the Brutish Servant’s reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.

Effect: The Brutish Servant attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the Servant disrupts that action. This Strike doesn’t count toward the Servant’s multiple attack penalty, and its multiple attack penalty doesn’t apply to this Strike.


Stalking Servant

This servant is a sinister and slim humanoid creature with long and sharp claws.

Size Medium

Melee [one-action] claws (agile, finesse), Damage 3d6 slashing or piercing

Str +4, Dex +7, Con +3, Int +2, Wis +0, Cha -1

Hit Points 5 + 9 per Warlock Level

Immunity Electricity

Weakness Good 15

Skill (master) Intimidation, Stealth, Perception, Athletics, Acrobatics, Thievery

Senses dark vision 30 feet

Speed 30 feet

Sneak Attack: The Stalking Servant deals 3d6 extra precision damage against flatfooted targets.

Exploiter: Whenever you and your stalking servant are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions.

Eldritch Blood-thirsty: The Stalking Servant's unarmed proficiency becomes legendary.


Impish Servant

This servant is a small flying hideous humanoid creature, with small claws and pointy teeth.

Size Small

Melee [one-action] jaws (finesse), Damage 1d4 piercing

Melee [one-action] claws (agile, finesse), Damage 1d4 slashing

Str -1, Dex +3, Con +1, Int +4, Wis +4, Cha +4

Hit Points 4 + 7 per Warlock Level

Immunity Fire

Resistance Poison 10

Weakness Good 10

Skill (mater) Perception, Deception, Intimidation, Diplomacy, Society

Senses dark vision 30 feet

Speed 15 feet, fly 30 feet

Innate Arcane Magic: The Impish Servant is capable of casting some spells. It uses its intelligence score as a spellcasting attribute and your level and proficiencies to calculate the attack rolls and the DC of his spells. Its spells are heightened as if cast by a wizard of your level - 4, using his best slot.


Some of his spells are used only once per day. If you summon another Impish Servant, his spells will not be availed for use.


List of Spells:

Produce Flame (at-will) Ghost Sound (at-will) Pest Form (Once per Day) Charm (Once per Day) Burning Hands (Once per Day) Animal Form (Once per day) Darkness (Once per day) Invisibility (Once per day) Blindness (Once per day) Tongues (Once per day) Disintegrate (Once per day) Teleport (Once per day) Planeshift (Once per day)

The Impish Servant will only cast spells if commanded to do so by the Command Servant action.


Warlock Dedication Feats:


Warlock Dedication FEAT 2

[Archetype] [Dedication] [Multiclass]

Archetype: Warlock

Prerequisite(s): Intelligence 14


You become trained in Lore (Dark Arts), and one of three choices, Arcana Religion and Occultism; if you were already trained in all three, you instead become trained in another skill of your choice. You become trained in Warlock class DC and on Profane Bolt. You can use the Profane Bolt action.


At level 12 your Warlock class DC and your Profane Bolt both improves to Expert, and by level 18 they become Master.


Special You cannot gain another dedication feat until you have gained two other feats from the warlock archetype.


Basic Warlock Power FEAT 4

[Archetype]

Archetype: Warlock

Prerequisite(s): Warlock Dedication


You gain a 1st- or 2nd-level Warlock feat.


Darkening FEAT 4

[Archetype]

Archetype: Warlock

Prerequisite(s): Warlock Dedication


You gain the use of the Decaying Hex action.

In addition you can chose one of the Warlock Dark Paths. You are considered as if you have that path for the purpose of the Decaying Hex action. You gain no other benefit from the Dark Path chosen.


Ritual Study FEAT 4

[Archetype]

Archetype: Warlock

Prerequisite(s): Warlock Dedication


You gain the Ritual Mastery Warlock class feature.

You become Expert in Lore (Dark Arts), if you already are Expert in it, you can become Expert in Arcana, Religion, Nature or Occultism. (You must be trained in the chosen skill, else you only gain trained in it.)


Warlock Path FEAT 6

[Archetype]

Archetype: Warlock

Prerequisite(s): Warlock Dedication, Darkening


You gain the advantages and the extra warlock feat given by the Dark Path you chose on the Darkening Feat.


Advanced Warlock Power FEAT 6

[Archetype]

Archetype: Warlock

Prerequisite(s): Basic Warlock Power

You gain one warlock feat. For the purpose of prerequisites, your warlock level is half your character level.

Special You can select this feat more than once. Each time you do, you gain another sorcerer feat.


Greater Warlock Power FEAT 16

[Archetype]

Archetype: Warlock

Prerequisite(s): Advanced Warlock Power

You gain one warlock feat of up to 16 level. (You can only chose this feat once)

Change-log:


24/10/2019 - Major class changes and balancing. Added Warlock Dedication.

09/10/2019 - Changed initial skills proficiency to include option for religion and nature.

07/10/2019 - Warlock Class v1.0 Beta released.


(The change-log would contain all mechanical changes made to the class over time, but Wix limit of blog post size made it impossible, sorry.)

Compatibility with Pathfinder Second Edition requires Pathfinder Second Edition from Paizo Inc. See paizo.com/pathfinder to learn more about Pathfinder. Paizo Inc. does not guarantee compatibility, and does not endorse this product.


Pathfinder is a registered trademark of Paizo Inc. Pathfinder Second Edition and the Pathfinder Second Edition Compatibility Logo are trademarks of Paizo Inc. The Pathfinder-Icons font is © 2019 Paizo Inc. These trademarks and copyrighted works are used under the Pathfinder Second Edition Compatibility License. See paizo.com/pathfinder/compatibility for more information on this license.


Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license. See paizo.com/pathfinder to learn more about Pathfinder.

Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.

System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.

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© 2019 by Michael Alves and my buddies from Arcano Games.

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