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Area Urg_Frp, Msg#79, Feb-14-92 02:24AM From: Lindsey Lambert To: All Subject: AD&D Warlock/Witch ------------------------------------------------------------------------------ Just thought i would post a "new" class that was designed for our campaign world. We were wondering just what kind of a reaction we could get from folks out there in netland. Admittedly, not all of the ideas contained within are original. In fact, the Warlock/Witch is a compilation of ideas/concepts from several books, and a movie, that has been supplemented by a lot of our own ideas on what a Warlock/Witch should be. True enough, the class presented here can be a powerful and deadly character class, but only if in the hands of a competent roleplayer. However, if the other characters, be it PC's or NPC's, are competently playing their classes a game balance can still be easily maintained. (IMHO) In the trial runs in our campaign, there have been two Warlocks (1st and 9th level) and a Witch (13th) played. At any level Warlocks/Witches can be loads of fun. :^) Knight Be honest, but please be gentle... first posting you know. ;^) And now, with lots of fanfare... WARLOCK/WITCH The warlock is a subclass of the Priest class. The Warlock (witch if female) is a person who is an advocate and devout worshiper of Demonic Forces. They receive both Priest and Mage spells, at a limited rate and have several special abilities to boot. Unfortunately with such power comes several restrictions. Ability Requirements: Wisdom 13 Intelligence 13 Constitution 9 Prime Requisites: Wisdom and Intelligence Races Allowed: Human, Elven, Half Elven Alignment Restrictions: Any Evil Warlocks receive a 10% Experience point bonus if they have both Wisdom and Intelligence scores above 16. Warlock Experience Levels Level Warlock Hit Dice (d6) 1 0 1 2 2500 2 3 5000 3 4 10000 4 5 20000 5 6 40000 6 7 60000 7 8 90000 8 9 135000 9 10 275000 10 11 415000 10+2 12 830000 10+4 13 1200000 10+6 375000 additional xp for each level past 13 Warlock Spell Progression Table Warlock Level Cleric Mage Spell Level Spell Level 1 2 3 4 5 6 1 2 3 4 5 6 1 1 1 2 2 1 3 3 2 4 3 1 2 5 3 2 2 1 6 3 2 3 2 7 3 2 1 3 2 1 8 3 3 1 3 2 1 9 3 3 2 1 3 2 2 10 3 3 2 1 3 3 2 1 11 4 4 2 1 4 3 2 1 12 4 4 3 2 1 4 3 3 2 13 4 4 3 2 1 4 3 3 2 1 14 4 4 3 2 2 5 4 3 2 1 15 5 5 3 2 2 1 5 5 3 2 2 16 5 5 3 2 2 1 5 5 3 3 2 1 17 6 5 4 2 2 1 5 5 3 3 2 1 18 6 5 5 3 2 2 5 5 4 3 2 1 19 6 5 5 3 3 2 6 5 5 3 2 2 (Note: We didn't figure there would be any great need to work out the number of spells past 19th level, although spell progression does continue.) One of the least common type of Priest is the Warlock. The Warlock embraces the dark forces of Demonic Powers. In return for their evil service, Warlock's are granted certain powers beyond those of the normal mortals. They are both granted spells by their Demonic masters as clerics receive spells from their deities, and study 'black' magics as the mage. So the Warlock must both study and pray to be at his full magic potential. Warlocks may study Mage spells in the Schools of Necromancy, Greater Divination, Conjuration/Summoning and Enchantment/Charm. Warlocks may receive spells from Demon masters from the following spheres Necromantic (major), All (major), Charm (major), Divination (major), Astral (major), Summoning (major), Healing (minor), Protection (minor), Thought (minor), Time (minor) and Wards (minor). Warlocks with high Wisdoms receive bonus spells as does the Priest, but according to the following table: Wisdom Spell Bonus 15 one 1st 16 one 1st 17 one 2nd 18 one 3rd 19 one 2nd Warlocks are restricted to the following weapons : Blowgun, Dagger, Staff, Sling, Sickle, Whip and Throwing Knives. Warlocks may not wear any armor (with the rare exception of Elven Chain) or imploy shields, but they may use bracers. They follow the THAC0 progression of Priests. Warlocks start off with 2 initial weapon proficiencies and 4 non-weapon proficiencies. They receive another weapon prof. every 4 levels and additional non-weapon prof. every 3 levels. Their penalty for employing weapons they are not proficient in is -4. Warlocks may choose non-weapon proficiencies from all Groups except the Fighter Group. warlocks start off with Spellcraft and Religion as free initial non-weapon prof. Due to their covert, dark dealings, Warlocks have developed several Theiving Skills. They have the below base scores, adjusted for Race and Dexterity and gain an addition 15 points to allocate to these scores (with no more than 5 going to any one score per level) per level. NOTE: 5 points per level must go to Read Languages, and no score, with the exception of read languages, can ever be increased to above 80% Theiving Skill Base Scores Move Silently 10% Hide in Shadows 10% Detect Noise 10% Read Languages 10% Due to the total dedication they give, and the sacrafices they make to their Demon masters, Warlocks have been granted certain special abilities. These abilities are listed below: - Warlocks gain +4 to all saving throws vs. Necromatic spells - Warlocks affect undead as evil priests of 2 lvs below their actual ability - Warlocks radiate a personal Protection from Good (as spell) aura, which may only be detected by Paladins - At 3rd level Warlocks may Bestow Curse (as spell) once per week per 4 levels of ability - At 5th level Warlocks may utter a Word of Fear (as Mage spell) once per week per 3 levels of ability - At 7th level of ability, Warlocks can brew poisons, and attract a Familiar (as Mage spell) - At 9th level Warlocks may Change Self (as spell) once every 3 turns - At 13th level, a Warlock may summon a Minor Demon for a period of 666 turns as a personal guardian/servant. This may only be attempted once per month with a 5% chance of success per human sacrafice involved in the ceremony. The ceremony takes 3 turns plus 1/2 turn per human sacrafice and involves about 500sps worth of preperation. - At 17th level a Warlock may call for a unholy steed. This occurs in the same manner as Paladins with the exception that the steed is a Nightmare. - At 21st level the Warlock may Bestoy a Major Curse. This is the same as the 3rd level clerical spell except that it lasts for 6-24 days. This may be done once per week per 6 levels of the caster. - Finally, at 25th level, the Warlock may summon a Major Demon, as per the 13th level ability, but every time this is done, the Warlock runs a 35% chance -1%/level of the Warlock of having the Demon take the Warlock's soul in return for the service. Warlocks may gather in covenants (groups of three) to increase their spell casting ability. When gathered the highest level member of the covenant may cast spells as if he was his own level + 1/2 the level of the next highest level member + 1/4 the level of the third member. This only applies to Clerical Spells and is only in effect so long as the three remain together. Unfortunately, when gathered in a covenant, any damage done to one member is also done to the other two. Gathering in a covenant requires a special ceremony lasting 3 turns and requiring no less than 3 pints of fresh blood. If the blood is from a non human (or demi human) the covenant has a 25% chance of not working. Warlocks have the following restrictions: - Warlocks may not tread upon consecrated (Holy) ground. To do so causes the Warlock 2d6+2 points of damage/round - Warlocks are affected by Holy Water as Anti Paladins - Warlocks can only heal themselves. If they are healed by Priests of any good or neutral faith, they take damage in the amount they would have been healed. If healed by evil priests, they only get 1/2 the normal amount healed - All natural animals, with the exceptions of creatures of the night and darkness (serpents, black cats, ravens, etc), are unfriendly towards Warlocks, and will back away from them if at all possible. If cornered by a Warlock, they will attack the Warlock to the best of its ability. - Weapons and items of cold wrought iron do double normal damage to Warlocks - If fresh blood of a Warlock is obtained , and a special 'Compass' of brass is constructed, a Priest can track a Warlock so long as the Warlock is within 1/2 mile per level of the Priest and so long as the blood does not dry up. This 'Compass' requires about 4 days to make and the materials cost about 150 sps. ------------------------------------------------------------------------------