Name: Tejas Vidhya
Alignment: Chaotic Good
Languages: Common, Vishkanya, Orc, Undercommon, Celestial, Infernal, Abyssal
Dex: 18 (20) +5
Con: 14 +2
Int: 16 (18) +4
Cha: 20 (22) +6
Will: 5 = 6 - 1
Fort: 7 = 6 + 1
Ref: 7 = 2 + 5
Base Attack: +6/+1
Class Skills: Acrobatics (Dex), Bluff (Cha), Craft (Int), Disguise (Cha), Intimidate (Cha), Fly (Dex), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Int), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Bluff (Cha): 18 = 4 + 3 + 6 + 6
Diplomacy (Cha): 15 = 4 + 6 + 6
Knowledge (Arcana)(Int): 16 = 4 + 3 + 4 + 6
Knowledge (Planes)(Int): 16 = 4 + 3 + 4 + 6
Knowledge (Religion)(Int): 16 = 4 + 3 + 4 + 6
Linguistics: 2 + 4
Sense Motive (Wis): 7 = 4 + 3
Spellcraft (Int): 10 = 4 + 3 + 4
Use Magic Device (Cha): 18 = 8 + 3 + 6 +2
Fly (Dex): 13 = 2 + 4 + 5 + 3
Racial and Class Features
Ability Score Racial Traits: Vishkanyas are graceful and elegant, but they are often irrational. They gain +2 Dexterity, +2 Charisma, and –2 Wisdom.
Type: Vishkanyas are humanoids with the vishkanya subtype.
Size: Vishkanyas are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Vishkanyas have a base speed of 30 feet.
Poison Resistance: A vishkanya has a racial bonus on saving throws against poison equal to its Hit Dice.
Keen Senses: Vishkanyas receive a +2 racial bonus on Perception checks.
Limber: Vishkanyas receive a +2 racial bonus on Escape Artist and Stealth checks.
Low-Light Vision: Vishkanyas can see twice as far as humans in conditions of dim light.
Poison Use: Vishkanyas are skilled in the use of poison and never accidentally poison themselves when using or applying poison.
Toxic: A number of times per day equal to his Constitution modifier (minimum 1/day), a vishkanya can envenom a weapon that he wields with his toxic blood (using blood requires the vishkanya to be injured when he uses this ability). Applying venom in this way is a swift action.
Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the vishkanya's Hit Dice + the vishkanya's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Weapon Familiarity: Vishkanyas are always proficient with blowguns, kukri, and shuriken.
Invocations (Sp): A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will, with the following qualifications:
A 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 warlock is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A warlock can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A warlock’s invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A warlock’s caster level with his invocations is equal to his warlock level.
The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the warlock’s Charisma modifier.
The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A warlock begins with knowledge of one invocation, which must be of the lowest grade (least). As a warlock gains levels, he learns new invocations, as summarized on the table above. A list of available invocations can be found following this class description, and a complete description of each invocation can be found in this document.
At any level when a warlock learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a warlock can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a warlock can replace a least or lesser invocation he knows 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 warlock can replace a least, lesser, or greater invocation he knows 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).
Spell Penetration: +4 to overcome Spell Resistance
Point-Blank Shot: +1 to attack and damage with ranged attacks at ranges of up to 30 feet.
Precise Shot: No penalty to firing into melee, can never hit an ally by accident.
Empower Spell-Like Ability (Eldritch Blast): +50% damage when using Eldritch Blast Three times per day.
Eldritch Blast: Ranged touch attack Ray, nonelemental. Deals +1d6 points of damage every odd warlock level. Currently 4d6.
Detect Magic (sp): At Will as the spell.
Deceive Item (ex): Can take 10 on use magic device checks at any time even under duress or in combat.
Eldritch Trait: Honeyed Words (Roll Twice on Bluff checks 1/day per 5 levels)
Eldritch Trait: Hard to Fool (Roll Twice on Sense Motive checks 1/dar per 5 levels)
Eldritch Trait: Eldritch Veil (SR 6 + Warlock Level)
Eldritch Trait: Primordial Resistance (Cold Resistance 5, Acid Resistance 5)
Beguiling Influence: 2nd +6 on Bluff, Diplomacy and Intimidate checks.
Call of the Beasts: 2nd Gain Wild Empathy as the Druid ability using your Warlock level, also act as if always under the effects of Speak With Animals. Acts as a Diplomacy check adding the Warlock's level to improve the attitude of any animal or magical beast.
Entropic Warding: 2nd Grants 20% miss chance on all ranged attacks that require attack rolls against you. Also covers any trace of your passage (as Pass Without Trace) and eliminates the ability to track you by scent.
Otherworldly Whispers: 2nd +6 on Planes, Arcana and Religion knowledge checks.
Fell Flight: 3rd Flight speed equal to land speed with good maneuverability.
Voracious Dispelling: 4th As Dispel Magic, but deals 1 point of damage per level of spell effect removed (No Save).
Charm: 4th 60 Ft range, beguile a target as charm monster, only works on 1 target at a time.
Body: +2 Mithril Chain Shirt (+6 AC, 0 armor penalty)
Forehead: Headband of Mental Prowess (+2 Charisma and Intelligence, +2 to Use Magic Device)
Belt: Belt of Incredible Dexterity (+2 Dexterity)
Right Ring: Ring of Protection +1
Back: Handy Haversack
(Side Pouch 1)
2 scrolls of Restoration
Wand of cure Moderate Wounds (50 Charges, 2d8+3 healing)
10 days trail rations
(Side Pouch 2)
100 ft silk rope