Warlock-Kinetic

Kinetic Warlocks have the following game statistics.

Abilities: A high Charisma score makes a kinetic warlock’s invocations harder to resist. High Dexterity is very valuable to a warlock, allowing him to better use of his Mind-Movement, and a good Constitution score is also useful

Alignment: Any evil or any chaotic

Hit Die: D6

Class Skills: The kinetic warlock’s class skills are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points at 1st Level: 2 + Int modifier, × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

Weapon and Armor Proficiency: Kinetic Warlocks are proficient with all simple weapons. They are proficient with light armor but not with shields.

Because the somatic components required for warlock invocations are relatively simple, a kinetic warlock can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a warlock wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all invocations, including mind-movement, have a somatic component. A multiclass warlock still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.

Invocations: A kinetic warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, they possesses a repertoire of attacks, defenses, and abilities known as invocations that require them to focus the wild energy that suffuses their soul. A kinetic warlock can use any invocation they know at will, with the following qualifications:

A kinetic warlock’s invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A kinetic warlock is entitled to a Concentration check to successfully use an invocation if ther are hit by an attack while invoking, just as a spellcaster would be. A kinetic warlock can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A kinetic warlock’s invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A kinetic warlock’s caster level with their invocations is equal to their warlock level.

The save DC for an invocation if it allows a save is 10 + equivalent spell level + the warlock’s Charisma modifier. Since spell-like abilities are not actually spells, a kinetic warlock cannot benefit from the Spell Focus feat. they can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability.

The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A kinetic warlock begins with knowledge of one invocation, which must be of the lowest grade (least). As a kinetic warlock gains levels, they learn new invocations, as summarized and described on below. A list of available invocations can be found following this class description, and a complete description of each invocation can be found on this site.

At any level when a kinetic warlock learns a new invocation, they can also replace an invocation they already know with another invocation of the same or a lower grade. At 6th level, a kinetic warlock can replace a least invocation they know with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a kinetic warlock can replace a least or lesser invocation they know with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a kinetic warlock can replace a least, lesser, or greater invocation they know with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark).

Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Kinetic Warlocks can qualify for some prestige classes usually intended for spellcasters.

Mind-Movement (Sp): The first ability a warlock learns is mind-movement. Warlocks attack & defend from their enemies with a form of telekinetic power, using sinister magical energy to move and hurl objects and sometimes divulge other devastating effects.

Kinetic Warlocks can move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.

When this spell-like ability ends for any reason, momentary mental exhaustion prevents the warlock from casting it again for 1d4 rounds.

Sustained Force

As a standard action the kinetic warlock can cast a sustained force which can moves an object weighing no more than 25 pounds per caster level up to 20 feet per round (maximum 375 pounds at 15th level). A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.

This version of the spell can last 1 round per caster level, but it ends if the kinetic warlock ceases concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond the kinetic warlock’s range of 60ft. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.

An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks.

Combat Maneuver

Alternatively, once per round, a warlock can use mind-movement to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, a kinetic warlock use their caster level in place of their base attack bonus (for disarm and grapple), warlocks use their Charisma modifier in place of Strength or Dexterity modifier, and a failed attempt doesn't allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if the kinetic warlock ceases concentration.

Violent Thrust

Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).

You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Charisma modifier. Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).

Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).

Detect Magic (Sp): Beginning at 2nd level, a kinetic warlock can use detect magic as the spell at will. His caster level equals his class level.

Damage Reduction (Su): Fortified by the supernatural power flowing in his body, a kinetic warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron. At 7th level and every four levels thereafter, a kinetic warlock’s damage reduction improves as follows; 11th level damage reduction 3/cold iron; 15th level damage reduction 4/cold iron; 19th level damage reduction 5/cold iron.

Deceive Item (Ex): At 4th level and higher, a kinetic warlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened.

Fiendish Resilience (Su): Beginning at 8th level, a warlock knows the trick of fiendish resilience. Once per day, as a free action, they can enter a state that lasts for 2 minutes. While in this state, the kinetic warlock gains fast healing 1.

At 13th level, a warlock’s fiendish resilience improves. When in their fiendish resilience state, they gain fast healing 2 instead. At 18th level, a warlock’s fiendish resilience improves to fast healing 5.

Energy Resistance (Su): At 10th level and higher, a kinetic warlock has resistance 5 against any two of the following energy types: acid, cold, electricity, fire, and sonic. Once the types are chosen, this energy resistance cannot be changed. At 20th level, a kinetic warlock gains resistance 10 against the two selected types of energy.

Imbue Item (Su): A kinetic warlock of 12th level or higher can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he doesn’t know or can’t cast.

If the check succeeds, the kinetic warlock can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level.