TEXT: BASE CLASSES 
   
   
   
  ? 
   
  WARLOCK (BASE) 
   
  Many heroes have a dark past, the taint of the infernal far 
  back in their family lines - but the Warlock embraces it and 
  uses that mote of power to grant himself unique abilities. 
  First and foremost among them is a spell that is written in no 
  book, but comes from the bloodline itself. As the Warlock 
  grows in power, so too does his inborn Eldritch Bolt – 
  changing to fit his desires and becoming an extension of 
  the Warlock’s own being.  
  Depending on your campaign, a Warlock could be... 
   A crusading do gooder, determined to apply his 
  dark heritage to a good and just cause 
   A clever rogue, who supplements his skills with 
  a multi-useful ability that produces flame, acid 
  and other more dangerous aspects as well 
   A silent enforcer, who can panic opponents and 
  bystanders alike with a his reputation and a 
  flick of his glowing, death-spewing finger  
   A dabbler in the mystical arts, who never really 
  misses the breadth of power of other spellcasters 
  thanks to an innate spell that grows with experience 
   A true diabolist who revels in his powerful 
  birthright, and tyrannizes all he meets 
   
  Party Role: Combatant/Talker. Your ability to 
  augment your Eldritch Bolt means that you’re a 
  versatile ranged combatant, while your ancestry also 
  grants you a dark seductive side that draws others 
  to you and make them hang on every word. Note 
  that a single classed Warlock can learn no other 
  spells than Eldritch Bolt except through the Arcane Knowledge 
  augmentation. 
  CLASS FEATURES 
  Requirements: Sorcery campaign quality 
  Favored Attributes: Wisdom, Intelligence, Dexterity 
  Caster: Each Level in this class increases your Casting Level 
  by 1. 
  Class Skills: Bluff, Haggle, Impress, Intimidate, Investigate, 
  Prestidigitation, Resolve, Sense Motive, Sneak, Tactics 
  Skill Points: 6 + Int modifier per level (×4 at Career Level 1) 
  Vitality: 9 + Con modifier per level 
  Starting Proficiencies: 4 
  CORE ABILITY 
  Power In The Blood: The infernal roots of your family tree 
  both empowers, sustains and enhances you. You are always 
  considered to have a mage’s pouch when casting Eldritch Bolt or 
  any spell granted by the Arcane Knowledge ability. Also, once per 
  session, you may improve the Disposition of any 1 non-adversary 
  NPC by 5. Finally, you require only 1 common meal per day. 
  CLASS ABILITIES 
  Eldritch Bolt: At Level 1, you 
  may 
  purchase 
  ranks 
  in 
  the 
  Spellcasting skill, cast Level 0 
  spells you know, and learn the 
  following spell. 
  ELDRITCH BOLT 
  Level: 0 Force 
  Casting Time: 1 half action 
  Distance: Short range attack 
  Duration: Instant 
  Effect: You may fire 1 missile at a target 
  you can see, with the missile inflicting (1d4 + 
  your Cha Modifier) lethal damage. 
   
  At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, you may 
  choose 1 of the following abilities to augment your 
  Eldritch Bolt. Each of these abilities may be chosen only once. 
   
  Acidic Bolt: You gain a trick. 
  Acidic Bolt (Eldritch Bolt Attack Trick): This Eldritch 
  Bolt’s damage type becomes Acid. Also it inflicts double 
  damage when attacking objects or scenery. 
   
  Arcane Knowledge: You learn 4 Level 0 spells available 
  in the campaign. You may choose this ability any 
  number of times. 
   Blinding Bolt: You gain a trick. 
  Blinding Bolt (Eldritch Bolt Attack Trick): This Eldritch 
  Bolt also causes a single amount of Flash damage to the 
  target equal to the total damage of the missiles hitting the 
  target. 
   Eldritch Claws: You gain a trick. 
  Eldritch Claws (Unarmed Attack Trick): With a 
  successful hit you may cast Eldritch Bolt as a free 
  action targeting the same character. 
   
  Enveloping Bolt: You gain a trick. 
  Enveloping Bolt (Eldritch Bolt Attack Trick): This 
  Eldritch Bolt gains the Spread weapon quality (see Fantasy 
  Craft, page 177). 
   Faithful Bolt: You gain a trick. 
  Faithful Bolt (Eldritch Bolt Attack Trick): This Eldritch 
  Bolt gains your Alignment and targets of opposing Alignments 
  suffer +2 damage. 
   Fiery Bolt: You gain a trick. 
  Fiery Bolt (Eldritch Bolt Attack Trick): This Eldritch Bolt’s 
  damage type becomes Fire and gains AP 5. 
   Force Bolt: You gain a trick. 
  Force Bolt (Eldritch Bolt Attack Trick): This Eldritch 
  Bolt’s damage type becomes Force and corporeal targets must 
  make a successful Fortitude save (DC equal to the damage after 
  DR and Resistances are applied) or become sprawled. 
   Knock Out Bolt: You gain a trick. 
  Knock Out Bolt (Eldritch Bolt Attack Trick): This Eldritch 
  Bolt’s damage type becomes Subdual. 
   
  
  (BASE CLASS) 
   
   
   
  ? 
   
  Table X.X: Warlock 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Def 
  Init 
  Lifestyle 
  Legend 
  Abilities 
  1 
  +0 
  +2 
  +0 
  +1 
  +1 
  +2 
  +0 
  +1 
  Eldritch bolt, power in the blood 
  2 
  +1 
  +3 
  +0 
  +2 
  +1 
  +3 
  +0 
  +1 
  Eldritch power (double cast bolt) 
  3 
  +2 
  +3 
  +1 
  +2 
  +2 
  +4 
  +1 
  +2 
  Eldritch bolt (benefit)  
  4 
  +3 
  +4 
  +1 
  +2 
  +2 
  +5 
  +1 
  +2 
  An ancestral path 
  5 
  +3 
  +4 
  +1 
  +3 
  +3 
  +5 
  +1 
  +3 
  Eldritch bolt (benefit) 
  6 
  +4 
  +5 
  +2 
  +3 
  +4 
  +6 
  +2 
  +3 
  Dark gifts 
  7 
  +5 
  +5 
  +2 
  +4 
  +4 
  +7 
  +2 
  +4 
  Eldritch bolt (benefit) 
  8 
  +6 
  +6 
  +2 
  +4 
  +5 
  +8 
  +2 
  +4 
  An ancestral path 
  9 
  +6 
  +6 
  +3 
  +4 
  +5 
  +9 
  +3 
  +5 
  Dark gifts , eldritch bolt (benefit) 
  10 
  +7 
  +7 
  +3 
  +5 
  +6 
  +10 
  +3 
  +5 
  Eldritch master I 
  11 
  +8 
  +7 
  +3 
  +5 
  +7 
  +10 
  +3 
  +6 
  Eldritch bolt (benefit), eldritch power (Charisma AP) 
  12 
  +9 
  +8 
  +4 
  +6 
  +7 
  +11 
  +4 
  +6 
  An ancestral path, dark gifts 
  13 
  +9 
  +8 
  +4 
  +6 
  +8 
  +12 
  +4 
  +7 
  Eldritch bolt (benefit) 
  14 
  +10 
  +9 
  +4 
  +6 
  +8 
  +13 
  +4 
  +7 
  Eldritch ground zero  
  15 
  +11 
  +9 
  +5 
  +7 
  +9 
  +14 
  +5 
  +8 
  Dark gifts, eldritch bolt (benefit) 
  16 
  +12 
  +10 
  +5 
  +7 
  +10 
  +15 
  +5 
  +8 
  An ancestral path 
  17 
  +12 
  +10 
  +5 
  +8 
  +10 
  +15 
  +5 
  +9 
  Eldritch bolt (benefit) 
  18 
  +13 
  +11 
  +6 
  +8 
  +11 
  +16 
  +6 
  +9 
  Dark gifts 
  19 
  +14 
  +11 
  +6 
  +8 
  +11 
  +17 
  +6 
  +10 
  Eldritch bolt (benefit), eldritch power (+1d4 damage) 
  20 
  +15 
  +12 
  +6 
  +9 
  +12 
  +18 
  +6 
  +10 
  An ancestral path, eldritch master II 
   
   Long Range Bolt: You gain a trick. 
  Long Range Bolt (Eldritch Bolt Attack Trick): This Eldritch 
  Bolt now has a Distance of Medium Range. 
   Mighty Bolt: Your Eldritch Bolt’s damage die increases by 1. 
  You may choose this ability up to 3 times, increasing the die 
  type by 1 each time (to a max of d10). 
   Multi Bolt: Your Eldritch Bolt gains 1 additional missile. The 
  number of targets can be up to the number of missiles 
  (minimum of 1 target per missile). Each missile inflicts the 
  spell’s base damage separately. You may choose this ability up 
  to 2 times, increasing number of missiles by 1 each time (to a 
  max of 3 missiles). 
   Piercing Bolt: Your Eldritch Bolt gains AP 2. You may choose 
  this ability up to 3 times (to a max of AP 6). 
   Shocking Bolt: You gain a trick. 
  Shocking Bolt (Eldritch Bolt Attack Trick): This Eldritch 
  Bolt’s damage type becomes Electrical. 
   Tripping Bolt: You gain a trick. 
  Tripping Bolt (Eldritch Bolt Trip Trick): You use your 
  Eldritch Bolt spellcasting result as your Trip check result. The 
  target(s) must be within your Close Quarters range. 
   
  Eldritch Power: At Level 2 you may cast a second Eldritch 
  Bolt spell during a round if you have sufficient remaining actions. 
  You may use this ability a number of times per session equal to 
  your Casting Level. 
  At Level 11, your Eldritch Bolts gain AP equal to your 
  Charisma modifier. 
  At Level 19, your Eldritch Bolts gain an additional 1d4 damage 
  per missile. 
  An Ancestral Path: At Levels 4, 8, 12, 16, and 20, you gain 1 
  additional Style or Covert feat or you may take a step upon either 
  the paths of Evil or Magic. 
  Dark Gifts: At Levels 6, 9, 12, 15, and 18, you may choose 1 
  of the following abilities. Each of these abilities may be chosen 
  only once. 
   Always Ready: You may always act during surprise rounds. 
   Beguiling: When you successfully Taunt a character, you may 
  decline the standard result to have your target become fixated 
  on you for 1d6 rounds. Special characters and villains may 
  spend 1 action die to cancel this effect and become immune to 
  this ability for the rest of the scene. If you gain this benefit 
  from multiple sources, you may also damage the target once 
  without interrupting his fixation (you may do this only once, no 
  matter how many times you gain the benefit). 
   Darkvision I: You ignore the effects of dim and faint light. 
   Eldritch Trickery: you may apply general and ranged attack 
  tricks to your Eldritch Bolt spell. 
   Expertise: Choose one: Bluff, Haggle, Impress, Intimidate, 
  Investigate, Prestidigitation, Resolve, Sense Motive, Sneak, or 
  Tactics. You may always take 10 with this skill. Also, taking 
  10 with this skill doesn’t take twice as long and taking 20 takes 
  only 10 times as long. 
   Flattery: Your dark charm is hard to resist. Each time you fail 
  an Impress check and don’t suffer an error, you still succeed as 
  long as the check DC (or your opponent’s check result) is equal 
  to or less than your Class Level + 20. If several grades of 
  success are possible, you achieve only the lowest possible 
  positive result. 
  If you gain this ability for either skill from two or more 
  classes, add together your levels in all classes granting the 
  ability when determining its effect. 
   Seductive: Your Charisma score rises by 1. 
   Sneak Attack: You gain an additional die of sneak attack 
  damage. 
   9: Ability #9 
   10: Ability #10 
   
  Eldritch Master I: At Level 10, your Threat range with your 
  Eldritch Bolt spellcasting checks increases by 1 and it costs you 1 
  fewer action dice to activate critical hits with your Eldritch Bolt 
  (minimum 0). 
  
  BASE CLASSES 
   
   
   
  ? 
   
  Eldritch Master II: At Level 20, your Threat range with your 
  Eldritch Bolt spellcasting checks increases by an additional 1 (total 
  of 2). Also, you may apply an additional trick to your Eldritch Bolt 
  attack. 
  Eldritch Ground Zero: At level 14, you gain access to the 
  following special attack action. 
   
  ELDRITCH GROUND ZERO 
  1 Full Action • Spellcasting Attack Action • Requires 
  Eldritch Bolt spell 
  Make a spellcasting check for your Eldritch Bolt spell. You 
  may apply 1 additional trick to this spell above the number you 
  may normally apply. The spell automatically targets all legal 
  opposing characters within its Range with your Eldritch Bolt’s 
  base Damage, AP, and number of missiles as modified by your 
  chosen augmentation abilities. After this attack, you must make a 
  Will save with a DC equal to the number targets or become 
  Fatigued. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  NEW CROSS-TRAINING ABILITIES 
  The following class abilities are available Sages (or 
  any class with the cross-training ability) through their 
  cross-training class ability. 
   Eldritch Bolt ×2; Eldritch Power; An Ancestral 
  Path 
   
   
   
  NPC CLASS ABILITIES 
   
  The following new class abilities from the Artificer base class 
  are available to NPCs using the class ability NPC quality 
  . 
  Table X.X: NPC Class Abilities 
  Class Ability 
   
  XP Value 
  Acidic Bolt* 
  2 
  Blinding Bolt* 
  2 
  Eldritch Bolt (spell itself, gained via spellcasting skill) 
  0 
  Eldritch Claws* 
  2 
  Eldritch Ground Zero* 
  8 
  Eldritch Master I* 
  4 
  Eldritch Master II* 
  4 
  Eldritch Power 
  2 per grade 
  Eldritch Trickery 
  2 
  Enveloping Bolt* 
  2 
  Faithful Bolt* 
  2 
  Fiery Bolt* 
  2 
  Flattery 
  1 
  Knock Out Bolt* 
  2 
  Long Range Bolt* 
  2 
  Mighty Bolt* 
  2 per grade (Max 3) 
  Multi Bolt* 
  2 per grade (Max 2) 
  Piercing Bolt* 
  2 per grade (Max 3) 
  Shocking Bolt* 
  2 
  Tripping Bolt* 
  2 
  *Requires the Eldritch Bolt spell 
   
   
  Class design by Big Jim with the help of the Crafty forumites. 
  Art by Nny2 of deviantART. 
  
SOURCE: textdata/thevault/FantasyCraft/Homebrew/02 - Base - Warlock (Big Jim) (Ver 2.1) (LtI).pdf