OGL Warlock for Pathfinder 1st edition (Part 5: Pact Boons)
Posted by Owen K.C. Stephens
Okay, so while working on the Pathfinder 1e warlock, we’ve done the class advancement chart, spell access rules, and a Fiendish patron and a Draconic patron.
Let’s move on to Pact Boons.
(Art by bueroeisenmann)
Your pact boon is a special link between you and a creature or object that is granted to you by your patron. In most cases any patron can grant any pact boon–the nature of the pact boon says more about the warlock than the patron. Once you select a pact boon, this choice cannot be changed.
Pact boons are obviously the kind of thing we could expand endlessly, but let’s start with three very different kinds of pact boons, which build three very different kind of warlocks.
Pact of the Blade (Su): As a standard action you can create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it, and are automatically proficient with it while you wield it. This acts as a magic weapon. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (a free action), or if you die. W When you make attacks with your pact weapon, you add your Charisma bonus (rather than Strength, Dexterity, or any other ability score) to attack rolls and damage. This value is not adjusted for light, finesse, or 2-handed weapons.
You can transform one existing weapon (including a magic weapon) into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
At 6th level you can summon your pact weapon as a move action. At 9th, you can do so as a swift or immediate action. At 12th, you can do so as part of an attack, and as long as you have a free hand you are considered to be threatening with the weapon even when it is not summoned.
Pact of Loyalty (Ex): You gain a familiar, as a wizard with a level equal to your warlock level. This is automatically an improved familiar, as if you had the Improved Familiar feat. You qualify for improved familiars as if your level was 4 higher. The familiar cannot have an elemental or alignment subtype that does not match your patron (subject to GM approval).
The familiar has a typical alignment for a creature of its kind. However, due to its bond of loyalty with you, it acts and makes decisions as if its alignment matched yours precisely. Though it may complain about such acts if they diametrically oppose its alignment, it does not attempt to skirt typical alignment decisions.
It is entirely loyal to your and your commands, even unto its death.
If it dies, you receive a new improved familiar when you next gain a warlock level. You cannot gain one before this.
Pact of Whispers (Ex): You bond with an object of your choice that grants you secret knowledge, becoming a lore whisperer. The item cannot be a weapon, magic item, toolkit, shield, or armor. Knucklebones are common, as are playing cards, bowls, rune-sticks, knotted cords, and even skulls.
When the item is either adjacent to you or in your hand (essentially it must be exposed to attacks as either a held or unattended object), you can make a special Knowledge (any) check, or a Diplomacy check to gather information (at no cost) or Use Magic Device check. The bonus for this check is 3 +your Charisma bonus + your warlock level. Once you have done this, you cannot do so again until you next regain spell slots.
Additionally, at 8th level you gain a bonus feat your can use as long as you have access to your lore whisperer (it need not be exposed). This feat may be a Crafting feat, or Skill Focus, or a feat that does nothing other than give you access to class skills, additional skill points, or bonuses to skills. You must meet the feat’s prerequisites normally. You gain an additional such feat at 12th level, and every 4 levels thereafter.
If your lore whisperer is lost or destroyed, you can create a new one in a ritual that takes 1d12 hours, ending your bond to your previous lore whisperer.
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About Owen K.C. StephensOwen K.C. Stephens Owen Kirker Clifford Stephens is a full-time ttRPG Writer, designer, developer, publisher, and consultant. He's the publisher for Rogue Genius Games, and has served as the Starfinder Design Lead for Paizo Publishing, the Freeport and Pathfinder RPG developer for Green Ronin, a developer for Rite Publishing, and the Editor-in-Chief for Evil Genius Games. Owen has written game material for numerous other companies, including Wizards of the Coast, Kobold Press, White Wolf, Steve Jackson Games and Upper Deck. He also consults, freelances, and in the off season, sleeps. He has a Pateon which supports his online work. You can find it at https://www.patreon.com/OwenKCStephens
Posted on September 1, 2020, in Game Design, Pathfinder Development and tagged 5e, Base Classes, Game Design, gaming, Geekery, Pathfinder First Edition, PC Options, Warlock. Bookmark the permalink. Leave a comment.
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