True Elemental Warlock

The mighty but forbidden path open to warlocks, trading for greater power at the expense of greater cost

The Following is a conversion for the 3.5e Dungeons and Dragons Prestige Class for Pathfinder 1e. This conversion is a creation of my own design and, while it may not be perfectly balanced, is an updated version any are free to use so long as you enjoy it and refer to where you got it!   The link to the Warlock Class which this Prestige Class is designed for can be found by clicking here.
 

Description

The True Elemental Warlocks are made up of the Warlocks who have performed some great service to their patron or sought out one of the notoriously lethal True Elements - claiming its fantastical power for themselves to better rend their enemies apart.   They wield terrifying power corresponding to one of reality's deadly true elements, but pay a horrible price in both body and mind, as they must pay with their very lives to use this power, and in exchange they feel the overwhelming sorrow and pain of those they slay with their newfound power.  

Class Details

  Hit Die: d8 per Warlock Level  

Requirements

  Skills: Knowledge(Planes) 9 ranks, Spellcraft 6 ranks   Language: Must speak the Elemental Language of the True Element you wish to take(Ignan, Aquan, Auran, Terran(For Sonic and Acid)).   Warlock Invocation: Must know either the Hellrime Blast or Brimstone Blast Warlock Invocations.  

Class Skills

  The Warlock's Class Skills are: Disguise(Cha), Intimidate(Cha), Knowledge(Arcana)(Int), Knowledge(Religion)(Int), Knowledge(Planes)(Int), Spellcraft(Int), and Use Magic Device(Cha).   Skill Ranks Per Level: 4 + Int Modifier  
Level Base Attack Bonus Fort Save Ref Save Will Save Special Invoking
1st +0 +0 +0 +1 True Elemental Focus, True Elemental Blast +2d6 +1 level of existing invoking class
2nd +1 +1 +1 +2 True Elemental Blast +4d6, True Elemental Infusion, True Elemental Resistance +1 level of existing invoking class
3rd +2 +1 +1 +2 True Elemental Blast +6d6, True Elemental Shield +1 level of existing invoking class
 

True Elemental Focus

A True Elemental Warlock is irrevocably bound to five of one of the seven True Elements(Not counting True Pos. Energy and True Neg. Energy, which do not suit usage for Eldritch Blasts), and must choose one of the below true elements that they speak the elemental language of. This elemental choice is made the moment this prestige class is taken, cannot be changed, and informs later prestige class abilities.   True Elements function as the lesser version of the element they are based on, but as a general rule ignore all resistance and immunity of the target - meaning True Fire, AKA Hellfire, bypasses all fire immunity and resistance.   Below is a list of the True Elements a True Elemental Warlock can focus in, as well as what types of patrons typically grant access to them. Additionally, each element has a backlash and/or consequence to its usage(Though it is mostly flavor), and using them repeatedly can sometimes affect the warlock's mental or physical state in some ways depending on the element being used(GM/Player Discretion):  
  • True Fire, AKA Hellfire or Godfire: Typically given by infernal patrons, or patrons with a very close relationship with fire. Those killed by Hellfire are automatically condemned to the nine hells, and the warlock experiences the mental anguish of their victim's damnation each time they slay a creature with hellfire.
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  • True Cold, AKA Uttercold: Typically given by undead patrons, or patrons with a very close relationship with cold. Those ckilled by Uttercold are automatically condemned to undeath as an Uttercold-Infused Undead, and will raise a variable period of time after they are slain, doomed to walk the earth as eternal undead. Warlocks who kill targets with uttercold are haunted by the eons of isolation and soul-chilling sorrow their victims are doomed to experience.
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  • True Acid, AKA Omniacid: Typically given by abyssal or serpentine patrons, or patrons with a very close relationship with acid. Those killed by Omniacid are doomed to obscurity in namelessness, and Warlocks who kill creatures with Omniacid are burdened with the knowledge that their target shall be wiped and forgotten from history - and they alone will remember them, for all time, unable to forget by any means the names of their victims.
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  • True Lightning, AKA Goldbolt: Typically given by divine or celestial patrons, or patrons with a very close relationship with lightning, weather, or electricity. Those killed by Goldbolt have their souls obliterated into nothingness, and are forever erased from The Soul's Journey - warlocks who kill creatures with Goldbolt must deal with the knowledge of denying that creature an afterlife and condemning them to eternal oblivion.
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  • True Sonic, AKA Blacksong: Typically given by only the vilest and most evil of patrons(Typically patrons sealed away or locked away from the world), or patrons with a very close relationship with sonic or sound. Those killed by Blacksong are doomed to eternal service of the Warlock's patron as an undying Wraith, forever tormented and tortured beyond imagining. A warlock who kills creatures with Blacksong must deal with haunting nightmares of evils sealed away, consuming them and their allies time and again as they do to the creatures they have slain.
 

True Elemental Blast

Whenever you use your eldritch blast ability, you can change your eldritch blast into a true elemental blast. A true elemental blast deals your normal eldritch blast damage plus an extra 2d6 points of damage per class level. If your blast hits multiple targets (for example, the eldritch chain or eldritch cone blast shape invocations), each target takes the extra damage. This damage is not the normal elemental damage type, and is the chosen true element taken in 'True Elemental Focus' above. See the True Elemental Page for more information.   Each time you use this ability, you take 1 point of Constitution damage. Because the diabolical forces behind the powers of the True Elements demand part of your essence in exchange for this granted power, if you do not have a Constitution score or are somehow immune to Constitution damage, you cannot use this ability.   At GM Discretion, they can rule the CON damage as CHA damage to allow undead/construct characters without a CON score to become True Elemental Warlocks - if changed in this way, those characters would die at 0 CHA as if it were CON.  

Invoking

At each level, you gain new invocations known, increased damage with eldritch blast, and an increase in invoker level as if you had also gained a level in the warlock class. You do not, however, gain any other benefit a character of that class would have gained.  

True Elemental Resistance

At 2nd level, you gain resistance 10 to the element you chose in 'True Elemental Focus' above, that, unlike normal, applies to True Elemental Damage. This resistance stacks with any resistances you have gained elsewhere.  

True Elemental Infusion

At 2nd level, you can infuse magic items that you wield with the power of your chosen true element. Whenever you use a charged magic item (such as a wand or a staff ), you can apply one of the following metamagic effects to your next use of the item: empower, enlarge, widen, or elemental. These effects work just like the metamagic feats of the same name. Using True Elemental Infusion is a swift action. You can use this ability a number of times per day equal to your Charisma modifier (minimum one). When you infuse an item with true elemental power, it glows briefly with elemental symbols that are disturbing to look upon.  

True Elemental Shield

Starting at 3rd level, you can call up your chosen true element to surround yourself with a protective barrier. Whenever someone directs a melee attack against you, you can, as an immediate action, aim a blast of your chosen true element at that creature. This blast deals damage equal to your eldritch blast (including bonus damage from the true elemental blast ability). This blast automatically strikes the target, which can attempt a Reflex saving throw for half damage (DC 10 + 1/2 your character level + your Cha modifier).   Each time you use this ability, you take 1 point of Constitution damage. Because the diabolical forces behind the powers of the True Elements demand part of your essence in exchange for this granted power, if you do not have a Constitution score or are somehow immune to Constitution damage, you cannot use this ability.

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