Orcblooded Warlock

Orcblooded class — see Classes for the full list.

Prime Requisite:STR, INT
Requirements:None
Hit Dice:1d4
Maximum Level:10

The orcblooded people have never been known for their arcane talent, but there are some few (rumored to have made pacts with dark powers) who manage to master the art of magic. Like all orcblooded, they are also ferocious combatants, not to be underestimated in melee.

Orcblooded Warlock Level Progression / Spell Progression

ExperienceTitleLevelHit DiceAttack BonusMelee Damage Bonus12345
0Orcblooded Medium11d4+0+11----
4,450Orcblooded Occultist22d4+1+12----
8,900Orcblooded Spiritualist33d4+2+221---
17,800Orcblooded Hexgiver44d4+3+222---
35,600Orcblooded Cursebringer55d4+4+2221--
70,200Orcblooded Necromancer66d4+5+3222--
140,000Orcblooded Incantationist77d4+6+33221-
280,000Orcblooded Warlock88d4+7+33322-
470,000Orcblooded Dread Lord99d4+8+433321
660,000Orcblooded Dread Lord, 10th Level109d4+2+9+433332

Orcblooded Warlock Saving Throws

LevelParalysisDeathBlastImplementSpells
1-313+13+15+11+12+
4-612+12+14+10+11+
7-911+11+13+9+10+
1010+10+12+8+9+

Combat Characteristics

Like all their brethren, orcblooded warlocks are ferocious in combat.

Combat Proficiencies: Orcblooded warlocks are proficient with axes, flails, hammers, maces, swords, daggers, spears, and polearms. They are not proficient in any armor. They are proficient in the two-handed fighting style and the dual weapon fighting styles but not the weapon and shield style.

Combat Progression: Orcblooded warlocks advance in attack throws as monsters, by one point every level of experience. They increase their base damage from successful melee (but not missile) weapon attacks by +1 at 1st level, and by an additional +1 at 3rd, 6th, and 9th level. They advance in saving throws as mages. They can cleave after dropping a foe a maximum of once per round per level.

Starting Class Powers

After the Flesh: For most mortals, undeath is a curse. For warlocks, it is a pathway to power. If transformed into intelligent undead, the orcblooded warlock retains his racial powers and his class abilities. Once transformed, the warlock can continue to advance in Hit Dice without limit, even past his class’s maximum level. A 1 HD undead warlock requires 4,000 XP (plus 500) to advance to 2 HD plus an additional 500 XP per * the undead possesses. The amount of XP required to advance as an undead doubles with each HD thereafter. All of the warlock’s class abilities will continue to progress without regard to his class’s maximum level, to a maximum of 14th level. The Judge has additional rules for characters advancing via this power.

Arcane Magic: Warlocks can learn and cast powerful arcane spells. The number and levels of spells the warlock can cast in a single day are listed on the Warlock Spell Progression table. A warlock’s spell selection is limited to the spells in his repertoire. A warlock’s repertoire can include the number of spells up to the number and level of spells listed for his level, increased by his Intellect bonus. More information on casting spells and individual spell descriptions can be found in Spells.

FamiliarCharacteristics
BatSpd 120’ fly, AC 13, HD 1/4, #AT 1, Dmg 1, echolocation
CatSpd 210’, AC 3, HD 1/2, #AT 3, Dmg 1/1/1, acute hearing & olfaction, agile, climber 6+, pounce, naturally stealthy
Crow/RavenSpd 330 fly, AC 3, HD 1/4, #AT 1, Dmg 1d2-1, acute vision
EagleSpd 480’ fly, AC 3, HD 1/2, #AT 2, Dmg 1d2/1d2, acute vision, alertness, dive
JackalSpd 180’, AC 2, HD 1-1, #AT 1, Dmg 1d4, acute & olfaction, tracking
OwlSpd 300’ fly, AC 3, HD 1/4, #AT 2, Dmg 1/1, acute hearing, acute vision, alertness, dive, night vision, sneak 6+
RatSpd 60’/40’ swim, AC 10, HD ¼, #AT 1, Dmg 1d3-1
Tokay GullSpd 150’ fly, AC 2, HD 1/2, #AT 1, Dmg 1d3, bark, night vision, natural climber
VultureSpd 300’ fly, AC 3, HD 1/2, #AT 2, Dmg 1d2/1d2, acute olfaction & vision, immunity (mundane disease, poison)

Familiar: An orcblooded warlock has the service of a magical spirit in the guise of a beast. Familiars can be any normal animal of less than 1 Hit Die. Familiars can be selected from the list below or devised by the Judge. (Except where otherwise permitted, all familiars are animals of less than 1 HD.) Familiars have hit points equal to half their master’s hit points, and attack and save as mages equal to their master’s level. While a familiar is within 30’ of its master, the master gains a +1 bonus to all saving throws and gains one class proficiency. The proficiency is selected from his class list at the time the familiar is chosen and cannot be one the master already has. A familiar is always considered in range of its master for purposes of clairvoyancy and clairaudiency. If the familiar is reduced to 0 hp, it dies, and the master immediately suffers damage equal to the familiar’s maximum hit points. The familiar cannot be restored to life but instead returns to the character when he reaches his next level of experience. (If he is maximum level, his familiar is not restored; instead, he receives the former familiar’s class proficiency as his own.)

Occultism: Every warlock has studied the forbidden secrets of the occult. On a proficiency throw of 11+, he can name the popular titles and symbols of chthonic powers; identify the type of undead creature encountered; and otherwise recall information of interest to demonology and necromancy. (This class power counts as one rank of Knowledge (Occult) proficiency).

Secrets of the Dark Arts: The warlock can control undead as a Chaotic cleric of one half his class level. If the character casts death spells, his targets suffer a -2 penalty on their saving throws. When the character casts necromantic spells (such as animate undead), the spell effects are calculated as if he were two class levels higher than his actual level of experience. His eligibility to research death or necromancy magic is determined as if he were two caster levels higher than actual. He gains a +2 bonus on magic research throws and increases his research rate by 10% when researching death or necromancy magic. Secrets of the Dark Arts can partially stack with the Black Lore of Mabar proficiency, such that the character can control undead as a cleric of two-thirds his class level (rounded up), and his death and necromancy spells and research are calculated as if he were three (rather than two) caster levels higher than his actual caster level.

Additional Class Powers

Death Healing (4th): The orcblooded warlock learns to drain the life force of fallen foes in order to heal himself. Whenever the warlock successfully slays a sentient creature with a melee attack, he can expend a spell slot to heal himself. Healing is 1d6 per level of the spell slot expended, to a maximum value equal to the slain victim’s maximum (starting) hit points. The warlock can cleave after death healing if he has any cleaves remaining.

Evil Eye (5th): The warlock can hex a foe with the merest glance. He can bestow curse as a supernatural ability once per week. Because his Evil Eye is a supernatural ability and not a spell, he does not need to declare he is casting it before initiative, nor does taking damage or failing a saving throw prior to his initiative segment interrupt it.

Minor Magical Research (5th): The warlock can research spells, scribe magical scrolls, and brew potions.

Contact Dark Powers (9th): The character can cast contact other plane once per week. It takes 1 turn (10 minutes) to cast and suffers all the risks and benefits of that spell.

Major Magical Research (9th): The warlock can create more powerful magic items such as weapons, rings, and staffs.

Sanctum (9th): By acquiring a sanctum (often a great tower) worth at least 15,000gp, the warlock can attract followers to his service. 1d6 apprentices of 1st – 3rd level plus 2d6 apprentices of 0th level arrive to serve him as followers within 1d3 months of him acquiring the sanctum. If the warlock already has a sanctum, the followers arrive to serve him within 1d3 months of him reaching 9th level. The apprentices function as assistants in magical research (see Magical Research). If performing magic research, the apprentices must be provided food and lodging but need not be paid wages. (If asked to accompany the mage on adventure, the apprentices must be paid wages as henchmen.) If the warlock builds a dungeon beneath or near his sanctum, monsters will start to arrive to dwell within, often followed by adventurers seeking to fight them. Additional rules for sanctums are detailed in Campaigns.

Summon Infernal Powers (10th): At 10th level, the warlock gains the ability to call upon supernatural servants of dark forces. Oncer per month he may conjure an invisible stalker or other creature of the Judge’s devising to plague an enemy or perform a service. The creature will serve until its task is complete unless it is returned to its home dimension by a dispel evil, or the creature is slain. If given a dangerous or arduous task, the creature may attempt to subvert its instructions. Summoning the dark servant takes 1 turn to complete.

Racial Traits

Savage Fury: On their initiative, an orcblooded may enter a savage fury, gaining a +2 on damage rolls and becoming immune to fear until the combat ends. Once this state is entered, the character may not cast spells or retreat; they will fight until all foes are defeated or they are incapacitated. This stacks with the Berserkergang proficiency.

Brute Strength: Orcblooded gain a +4 bonus on dungeonbashing throws.

Bonus Languages: Orcblooded are raised multilingual, able to speak and understand Orcish, Drow, Goblin, and Valerian.

Monstrous Appearance: Orcblooded characters often have tusks, strange skin colors, and other markings that humans and demihumans find unsettling. As a result, the orcblooded warlock suffers a -3 penalty to reactions, loyalty, and morale of humans and other demihumans, while gaining a +3 bonus with other orcblooded characters. At the Judge’s discretion, the bonus may also apply to other “monstrous” races such as goblinoids.

Class Proficiencies

Proficiency Progression: At 1st level, warlocks gain one class proficiency from their class proficiency list and one general proficiency from the general proficiency list (as indicated by the template rolled). They select an additional class proficiency at 3rd, 6th, and 9th level. They select an additional general proficiency at 5th and 9th level.

Orcblooded Warlock Proficiency List: Alchemy, Armor Training, Battle Magic, Beast Friendship, Berserkergang, Black Lore of Mabar, Collegiate Wizardry, Contemplation, Craft, Elementalism, Engineering, Fighting Style Specialization, Healing, Illusion Resistance, Intimidation, Knowledge, Language, Loremastery, Magical Engineering, Mapping, Mystic Aura, Naturalism, Performance, Prestidigitation, Profession, Quiet Magic, Sensing Good, Sensing Power, Soothsaying, Transmogrification, Unflappable Casting, Weapon Focus

Warlock Templates

3d6TemplateProficienciesStarting Equipment
3-4ChthonicistQuiet Magic Caving MappingMusty old spellbook with choking grip and frighten humanoid, gnarled oaken staff, tattered robe, low boots, backpack, quill and ink, tinderbox, 24 torches, waterskin, 1 week’s iron rations, 1gp (7 1/6 st)
5-6Furtive Cultist[[Mastery of Conjuration & SummoningMastery of Conj. & Summ]]. Folkways Signaling
7-8DoppelgangerTransmogrification Disguise StreetwiseMulti-colored spellbook with chameleon and silent step, concealed dagger in boot, 5 darts, freeholder’s tunic and pants, leather belt, low boots, backpack, disguise kit, quill and ink, tinderbox, 12 torches, waterskin, 1 week’s iron rations, 15gp (5 3/6 st)
9-10VivisectionistBlack Lore of Mabar Healing Healing 2Bloodstained spellbook with unliving puppet and slicing blow, chirurgeon’s scalpel, ear plugs (to mask screams), chirurgeon’s robe, low boots, backpack, large surgical saw, 1 lb comfrey, 1 lb horsetail, 1 lb willow bark, quill and ink, lantern, tinderbox, 1 lb common oil, waterskin, 1 week’s iron rations, 9gp (3 3/6 st)
11-12CorruptedLoremastery Collegiate Wizardry Knowledge (history)Rusted iron-bound spellbook with summon manes and discern magic, rune-etched staff, silver dagger, black summoner’s cassock, high boots, backpack, quill and ink, lantern, tinderbox, 4 lbs common oil, waterskin, 1 week’s iron rations, 40gp (4 1/6 st)
13-14AlchemistElementalism (water) Alchemy Alchemy 2Chemical-stained spellbook with sharpness and slickness, wavy-bladed silver dagger, splotched alchemist’s robe, long leather gloves, high boots, backpack, alchemist’s tools, chemistry journal, quill and ink, lantern, tinderbox, 2 lbs common oil, 5 lbs military oil, 2 waterskins, 1 week’s iron rations, 14gp (6 st)
15-16UndertakerBattle Magic Military Strategy Siege EngineeringBattle-scarred spellbook with slicing blow and counterspell, unholy symbol (crossed blades of Rak Tulkesh), iron-shod staff topped with skull, 2 wickedly curved silver daggers, 10 darts, black armiger’s tunic and pants, leather gloves, high boots, iron skullcap, backpack, quill and ink, tinderbox, 2 lbs common oil, 2 waterskins, 1 week’s iron rations, 13gp (4 4/6 st)
17-18Cult LeaderMystic Aura Theology LeadershipRolled papyrus spellbook with beguile humanoid and conjure cacodemon spawn, unholy symbol (green sun of Masvirik), serpent-carved staff, wavy-bladed dagger, black cultist’s robes, long leather gloves, high boots, backpack, holy book (Book of the Awakening) quill and ink, lantern, tinderbox, 2 lbs common oil, 5lbs military oil, 1 week’s iron rations, 1 week’s iron rations, 44gp (5 3/6 st)

Notes: The vivisectionist’s chirurgeon scalpel is a dagger.

Most characters of this class have above average Intellect, and the templates above reflect that. Each template assumes that the character has an INT attribute of between 13 and 15, qualifying him for one bonus proficiency and one bonus spell. The bonus proficiency and bonus spell that each template begins with are noted last. For characters with INT of less than 13, delete the third proficiency and the second spell. For characters with INT higher than 15, select the appropriate number of additional general proficiencies and ask your Judge to determine what additional spells your character knows.

Spells

Studious arcane caster: choose the repertoire from the whole arcane spell list. See Magic and Spellcasting for how repertoires work.