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 barbe