Barbed Warlock (Fighter/Witch)
While many warriors find their power through practice and training, others seek a quick, albeit painful way to power. By pledging themselves to a patron and embedding themselves with special armor spikes, these barbed warlocks have mystical power to complement their blood-bought martial skill. (Original Concept by Lindley Court)
Primary: Fighter.
Secondary: Witch.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The barbed warlock selects three witch skills to add to his class skills in addition to the normal fighter class skills, one of which must be Knowledge (arcane). The barbed warlock gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The barbed warlock is proficient with all simple and martial weapons, with all types of armor (heavy, light and medium), and with shields (except tower shields).
Patron Bond (Su): At 1st level, a barbed warlock must also select a witch’s patron. This bond grants him powers and abilities beyond those of a normal fighter. The barbed warlock’s patron does not gain patron spells.
When a barbed warlock selects his patron, he forms a bond with a set of armor spikes. These armor spikes are magically fused to the barbed warlock, connecting him to his patron and the source of his power. The barbed warlock can manifest or retract these armor spikes as a move action. If the barbed warlock wears armor, these spikes are manifested as part of his armor.
Bonded armor spikes grant the barbed warlock a +1 natural armor bonus to AC, a +2 bonus on checks made to grapple a foe and a +2 bonus to his CMD when an opponent attempts to grapple him. If the barbed warlock attempts to pin an opponent, he gains a +4 bonus on the grapple check instead of +2. Any creature that attempts to grapple or pin the barbed warlock, or attacks him with unarmed or natural attacks takes 1 point of piercing damage. In addition, a barbed warlock’s armor spikes allow him to move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
As the barbed warlock advances in levels, he gains additional powers granted by his patron. These abilities are gained at 7th level and 15th level, and are described hereafter.
Agility: At 7th level, the barbed warlock gains the ability to designate a single foe as a swift action. He gains a dodge bonus to AC equal to twice the total enhancement bonus of his armor spikes against this foe, and a penalty to his AC equal to his enhancement of his armor spikes against all other opponents. This effect remains until the foe is defeated, or he designates another foe as a swift action. At 15th level, the barbed warlock gains the ability to dodge attacks at the drop of a hat. As an immediate action, he can change his designated foe a number of times per day equal to his Intelligence modifier. This change can be made in response to an attack from another source, but must be activated before the results of the attack are declared.
Ancestors: At 7th level, the barbed warlock can call upon the spirits of those that have gone on before him. As a swift action, he can channel his ancestral spirits into his bonded armor spikes, allowing him to add his Intelligence modifier to his Will saves for a number of minutes equal to his barbed warlock level. Additionally, he can always make a Knowledge check to identify a foe’s weaknesses as a free action. At 15th level, the barbed warlock gains Exotic Weapon Proficiency as a bonus feat and may select one exotic weapon of his choice. As a swift action, he can gain an insight bonus on attack and damage rolls with this weapon equal to his Intelligence modifier for a number of rounds per day equal to his barbed warlock level. These rounds do not need to be consecutive.
Animals: At 7th level, the barbed warlock gains the wild empathy class feature as a druid equal to his barbed warlock level. At 15th level, the barbed warlock gains the wild shape class feature as a druid equal to 1/2 his barbed warlock level. The barbed warlock is limited to only spiked, spiny, barbed, or thorny creatures, such a giant porcupine, or creatures with the bramble or thorny template.
Boundaries: At 7th level, the barbed warlock gains a shield bonus to AC equal to the enhancement bonus of his bonded armor spikes. At 15th level, he can gain a deflection bonus to AC equal to his Intelligence modifier as a swift action for a number of rounds per day equal to his barbed warlock level. These rounds do not need to be consecutive.
Death: At 7th level, the barbed warlock can channel negative energy as an evil cleric of equal to his barbed warlock level, regardless of his actual alignment. He can use this ability a number of times per day equal to 3 + his Intelligence modifier. At 15th level, the barbed warlock gains Command Undead as a bonus feat.
Deception: At 7th level, the barbed warlock gains Improved Feint and Greater Feint as bonus feats, even if he doesn’t meet the prerequisites. At 15th level, the barbed warlock gains a bonus equal to the enhancement bonus of his bonded armor spikes a number of times per day equal to his Intelligence modifier.
Devotion: At 7th level, the barbed warlock can designate a number of allies as devoted companion up to his Intelligence modifier as a swift action. He gains a bonus equal to one-third his barbed warlock level on all aid another checks to assist these allies. At 15th level, the barbed warlock grant a luck bonus to AC to all devoted companions adjacent to him equal to his Intelligence modifier.
Dimensions: At 7th level, the barbed warlock can use dimension door as a spell-like ability twice per day, with a caster level equal to his barbed warlock class level. At 15th level, the barbed warlock can use dimension door up to four times per day.
Elements: At 7th level, the barbed warlock gains resist energy 5 to one of the following energy types: acid, cold, electricity, fire. At 15th level, the barbed warlock adds 1d6 points of damage of his resist energy type to all confirmed critical hits made with manufactured weapons.
Enchantment: At 7th level, the barbed warlock gains a bonus on all Bluff and Diplomacy checks equal to 1/2 his barbed warlock level. At 15th level, the barbed warlock adds his Intelligence modifier to all Bluff and Diplomacy checks in place of his Charisma modifier.
Endurance: At 7th level, the barbed warlock adds his Intelligence modifier in addition to his Constitution modifier when determining his total hit points. At 15th level, once per day as a full-round action, the barbed warlock can gain a number of temporary hit points equal to three times his barbed warlock level for 10 minutes.
Healing: At 7th level, the barbed warlock can use cure serious wounds as a spell-like ability a number of times each day equal to 3 + his Intelligence modifier. At 15th level, he can use cure moderate wounds (mass) a number of times per day equal to his Intelligence modifier.
Insanity: At 7th level, the barbed warlock can block his mind from logical thought as a move action. He gains the confused condition and is immune to all mind-affecting effects for 1d4+2 rounds. He can use this ability a number of times per day equal to 3 + his Intelligence modifier. At 15th level, the duration of this confused effect increases to 2d4+2 rounds.
Light: At 7th level, the barbed warlock can use daylight as a spell-like ability (centered on him) for a number of rounds per day equal to barbed warlock level. These rounds do not need to be consecutive. At 15th level, the barbed warlock can create a burst of blinding light that blinds all creatures within 30 feet for 1d6+1 rounds by expending 1 round of his daylight ability. A successful Fortitude save (DC 10 + 1/2 the barbed warlock level + the barbed warlock’s Intelligence modifier) negates the blinding effect. Creatures with light sensitivity take a -5 penalty on this save, and are blinded for 2d6+1 rounds if the save fails.
Moon: At 7th level, the barbed warlock can evoke icy gloom upon his foes. As a swift action, he can deal an additional 2d6 points of damage for each successful attack until the beginning of his next turn. This damage is half cold damage and half normal damage. He can use this ability a number of times each day equal to 3 + his Intelligence modifier. At 15th level, the barbed warlock’s additional damage increases to 4d6.
Occult: At 7th level, the barbed warlock can call upon dark spirits to guard him. This grants him spell resistance equal to 6 + his barbed warlock level for a number of rounds equal to 1/2 his barbed warlock level. He may use this ability a number of times per day equal to 3 + his Intelligence modifier. At 15th level, this spell resistance increases to 11 + his barbed warlock level.
Peace: At 7th level, the barbed warlock can use charm monster as a spell-like ability three times per day. At 15th level, the barbed warlock can use charm monster five times per day.
Plague: At 7th level, the barbed warlock becomes immune to poison and disease. At 15th level, as a swift action, the barbed warlock can grant all allies within 10 feet a +4 bonus to saves against poison and disease for a number of rounds equal to 1/2 his barbed warlock level + his Intelligence modifier. The barbed warlock can use this ability a number of times per day equal to 3 + his Intelligence modifier.
Portents: At 7th level, the barbed warlock gains a permanent +1 insight bonus to attack and damage. At 15th level, barbed warlock’s insight bonus to attack and damage rolls increase to +3.
Shadow: At 7th level, the barbed warlock gains a +2 circumstance bonus to AC while in areas of dim light or darker. At 15th level, the barbed warlock can make sneak attacks as a rogue equal to half his barbed warlock level.
Spirits: At 7th level, as a swift action, the barbed warlock can imbue his weapon with spiritual power for 1 minute. A weapon imbued with spiritual energy deals an additional 1d6 points of force damage against an opponent. She can use this ability a number of times per day equal to 3 + her Intelligence modifier. At 15th level, the barbed warlock’s spirit imbued weapon deals 2d6 points of force damage.
Stars: At 7th level, the barbed warlock can strike with the force of a falling star. She can make a ranged touch attack that deals 3d6 damage. This is a ray effect with a range of 30 feet that deals half fire damage and half arcane energy damage. The barbed warlock can use this ability a number of times per day equal to 3 + her Intelligence modifier. At 15th level, the barbed warlock’s ray damage increases to 6d6.
Strength: At 7th level, as a swift action, the barbed warlock can enter a powerful fury as the rage spell. She can use this ability for a number of rounds per day equal to her barbed warlock level + her Intelligence modifier. These round do not need tom be consecutive. At 15th level, the barbed warlock’s bonus to Strength and Constitution increase to +4.
Time: At 7th level, the barbed warlock can cast as a haste spell-like ability three times per day. At 15th level, the barbed warlock can cast haste up to five times per day.
Transformation: At 7th level, the barbed warlock can cast beast shape I as a spell-like ability a number of times per day equal to 3 + her Intelligence modifier. At 15th level, this effect improves to beast shape II.
Trickery: At 7th level, the barbed warlock gains the sneak attack ability as a rogue equal to 1/2 the barbed warlock’s level. At 15th level, the barbed warlock adds 1/2 her Intelligence modifier per sneak attack dice as bonus precision damage.
If bonded armor spikes are damaged, they are restored to full hit points the next time the barbed warlock rests for 8 hours. If the armor spikes are destroyed, they can be replaced after 1 week in a special ritual that costs 200 gp per barbed warlock level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A barbed warlock can designate an existing set of magic armor spikes as his bonded item. This functions in the same way as replacing destroyed armor spikes except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
This ability replaces the bonus feat gained at 1st level, armor training 2, and armor training 4.
Hex: At 3rd level, a barbed warlock gains the witch’s hex ability and can select a hex of her choice. At 11th level and again at 19th level, she gains an additional hex. A barbed warlock may choose from any hex available to the witch class, or from the following new hexes restricted to the barbed warlock multiclass archetype.
Spine Burst (Su): A barbed warlock can unleash his armor spikes in a 10-foot burst. All creatures in the burst take 1d6 points of piercing damage + his Strength modifier (Reflex save for half damage). Once loosed, spikes grow back in 1 minute. A barbed warlock can use this hex a number of times per day equal to 3 + 1/2 his barbed warlock level.
Spine Growth (Su): A barbed warlock can increase the size of his armor spikes. His armor spikes damage increase to 1d8 (1d6 if Small), and their range of increases by 10 feet if he uses the spike volley hex while this is in effect. This hex remains in effect for 1 minute per barbed warlock level.
Spine Volley (Su): A barbed warlock can unleash a volley of four armor spikes (make an attack roll for each spike). This attack deals 1d6 points of damage plus his Strength modifier per spike (1d4 for a Small barbed warlock) and has a range of 30 feet with no range increment. All targets must be within 15 feet of each other. Once loosed, spikes grow back in 1 minute. At 8th level, a barbed warlock can unleash a volley of six armor spikes. A barbed warlock can launch only 24 spikes in any 24-hour period.
Spine-Staff (Su): A barbed warlock can detach a single armor spike and change it into an iron staff. This staff has the statistics of a quarter staff, but deals 1d8/1d8 points of damage (1d6/1d6 for Small). The spine-staff remains for 10 minutes per barbed warlock level. After which time, it vanishes, and a new armor spike immediately grows in its place. A barbed warlock can use this hex a number of times per day equal to 3 + his Intelligence modifier.
This ability replaces armor training 1, armor training 3, and armor mastery.
Eldritch Spines (Su): Upon reaching 4th level, the barbed warlock’s patron bond grants her armor spikes a +1 enhancement bonus. For every four levels beyond 4th, the armor spikes gain another +1 enhancement bonus, to a maximum of +5 at 20th level. These bonuses can also be used to add certain weapon properties (see below). Adding these properties requires 1 minute and consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the armor spikes already have, but duplicate abilities do not stack.
The barbed warlock can add the bane, cruel, impervious, invigorating, keen weapon properties to his bonded armor spikes, or the following weapon properties as granted according to his chosen patron.
Agility: Stalking, Speed.
Ancestors: Guardian, Huntsman.
Animals: Benevolent, Furious.
Boundaries: Impervious, Defending.
Death: Deadly, Stalking.
Deception: Cunning, Anarchic.
Devotion: Valiant, Holy.
Dimensions: Planar, Anchoring.
Elements: Flaming, Frost.
Enchantment: Merciful, Allying.
Endurance: Countering, Defending.
Healing: Benevolent, Lifesurge.
Insanity: Furious, Vicious.
Light: Shock, Holy.
Moon: Limning, Glamered.
Occult: Ominous, Defiant.
Peace: Benevolent, Defiant.
Plague: Corrosive, Corrosive Burst.
Portents: Heartseeker, Stalking.
Shadow: Axiomatic, Unholy.
Spirits: Ghost Touch, Invigorating.
Stars: Grayflame, Limning.
Strength: Furious, Furyborn.
Time: Phase Locking, Speed.
Transformation: Dispelling, Dispelling Burst.
Trickery: Vicious, Wounding.
The properties granted by the patron can be changed or removed at any time by spending 1 minute of concentration and mediation. An occult porcupines armor spikes can be enhanced as normal, at her cost. This ability replaces the bonus feats gained at 4th, 8th, 12th, 16th, and 20th.
Table: Barbed Warlock