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Snowbluff
2012-12-24, 10:36 PM
Forward incoming. I will be writing my own and editing it in later. Needless to say, extenuating circumstances have left the handbook orphaned, and I have volunteered to become its curator.

Original handbook by Thiago Martell.



Credits

Many people helped in this Warlock Handbook. This is where we thank damn.

Lonely Tylenol made all the invocation ratings and gave a lot of good ideas.
Socratov has also been around frequently, helping with suggestions
Planar noticed a few things we never noticed, like that ruling in the FAQ regarding Strongheart Vest

Snowbluff
2012-12-24, 10:37 PM
THE NEW WARLOCK HANDBOOK
http://www.wizards.com/dnd/images/cc_20050629_Warlock.jpg
Welcome to the New Warlock Handbook. This guide came up from an idea to compile various thoughts about Warlocks, since it has been spread out between various guides around the various optimization communities. Sadly, those guides haven't been updated in quite a while, so I'm trying to fill the gaps.

Color Coded for Your Convenience
I initially resisted using a color code system for this guide, but under influence of our friend LonelyTylenol, I gave in. You will find the following color ratings in this guide:
Purple - Excellent
Blue - Good
Black - Average
Red - Bad

Introduction
Warlocks are a base class presented in Complete Arcane. It has a strong demonic flavor, though options for fey flavored and celestial flavored warlocks showed up later.
The warlock shtick is at-will magic. The class is built around invocations - spell-like abilities the warlock gets to use how often he wants. The class gets an offensive option in eldritch blast, allowing for an at will ranged touch attack for magical damage. Eldritch blast can be further tweaked with essences and shapes.
If the demonic flavor, the at-will magic or something else entirely about the Warlock interests you, hang on because we get a long road ahead of us. In this handbook, we plan to explore all the options available to Warlocks.

Standing on the Shoulders of Giants
The following are the previous Warlock handbooks in case you want to check out the (awesome) guides that came before us.
Warlock Information Compilation (http://www.minmaxboards.com/index.php?topic=2997) by Thinblade
Glaivelock Miniguide (http://community.wizards.com/go/thread/view/75882/19870282/The_Glaivelock_-_A_Mini-Guide) by JanusJones... sadly contains many errors regarding rules interpretations
Melee warlock handbook (http://www.giantitp.com/forums/showthread.php?t=159708)
Warlock FAQ by Rich Baker (http://community.wizards.com/go/thread/view/75882/19520666/Warlock_Faq_by_Rich_Baker?pg=1) Rich Baker created the Warlock and this compilation has several of his answers regarding the class, feat interactions, what it should and should not do. Very good for those that want to homebrew invocations, since he states the design goals behind them. A new link for the FAQ is here (http://www.adnd3egame.com/documents/mainfaq.pdf), thanks to Socratov.

A Note About The Tier System
I'm guessing most of you reading this handbook are familiar with JaronK's tier system for classes (http://brilliantgameologists.com/boards/index.php?topic=5293.0). JaronK has Warlocks at tier 4, which is something I disagree with. You see, the tier system claims to consider potential and not specific builds. However, the Warlock has potential for very high damage output if he chooses his melee options. Between high damage output and his invocations, a Warlock is more versatile than any initiator and even the Duskblade. To me, the Warlock fits perfectly the definition of tier 3.
There have been plenty of accusations of bias towards the tier system, but I really don't think this is a case of such. I think it's just a matter of no one bothering enough to defend the Warlock at the time of it's writing and JaronK not knowing much about Warlocks, really (eldritch glaive is very counterintuitive). The tier system is unlikely to get updated ever again and should only be considered as rough guidelines anyway, but do notice that I strongly think Warlock stands quite firmly at tier 3, above the Duskblade and the martial adepts but below Beguiler.

Warlock Basics
Let's get down to the basics about Warlocks. First, overall pros and cons.
Pros:

Can function with pretty much any ability score assignment
At-will abilities, requiring no resource management (other than actions, gold and hp, but everyone needs those)
Good damage output if using melee options
Good skill list
Able to use invocations in light armor
Medium base attack bonus


Cons:


Alignment restrictions (must be chaotic or evil)
Only gets 12 invocations across 20 levels
Hard to qualify for prestige classes
Few skill points
d6 Hit Dice
Starved for feats


To Melee or Not Melee
The first question you must ask yourself regarding Warlocks is this - do you want the extra damage output from melee or not? Using eldritch glaive and or eldritch claws will gain you a lot of damage over staying ranged, but it requires investment and puts you in the frontlines.
You'll notice this is not titled "ranged or melee", because going melee does not hurt your ranged capabilities in the slightest. We'll discuss a few options for ranged-only warlocks to increase their damage output (Psionic Shot, Hellfire Warlock plus Legacy Champion/Uncanny Trickster abuse), but be advised it's not spectacular damage in any way.
Please notice how we never mentioned Hideous Blow as an option for melee warlocks. That's because, as others have said before me, Hideous Blow blows hideously.
We are in no way claiming that ranged Warlocks are bad. If anything, not having to spend feats and levels for damage boosts gives them versatility. It's just that they don't make good main damage dealers. You can play a blastlock just fine, you just won't be winning any damage contests.

Charisma: Take it or Leave it
As mentioned before, Warlocks can function with pretty much any ability score assignment (yes, even 3s across the board, even if that is an unplayable character by RAW). This might confuse some readers, since the save DC for invocations depends on Charisma. It's important to notice that Warlocks have several invocations that don't allow saves, so you could simply take those. Basically, even the Warlock's main stat (according to Complete Arcane) is skippable.
It's important to keep good Charisma if you want to use invocations that allow saves, such as most eldritch essences and a few others (Tenacious Plague, Word of Changing, Nightmares Made Real), if you want to get mileage from Dark One's Own Luck if you want to use Bluff, UMD and Intimidate reliably.
If you don't want to use those, you can safely dump Charisma and stock up on 24 hour buffs (Fell Flight, Beguiling Influence, Leaps and Bounds, Dark Foresight, Walk Unseen, Entropic Warding) and invocations that don't require saves (Chilling Tentacles, Path of Shadows, Flee the Scene, Hellspawned Grace, The Dead Walk).
Some of you may already have noticed that some of the best invocations don't require saves. Also, the best essence user is the glaivelock - and that's because he forces several saves in the same round and thus does not require stellar Charisma (though it helps).
My suggestion after all this is that having a good Charisma on your Warlock is preferrable... if it does not hurt other parts of your build. Check the requirements on your feats, your expected Armor Class and decide if you want to be a melee 'lock or not before you assign points to Charisma. In most situations, 14~16 is good enough.
I don't advise dumping Charisma altogether unless you start at very high levels, since UMD is so good. At high levels, though, you don't need Cha since between ranks and taking 10 you'll meet all DCs anyway.

Warlock Class Abilities
Here we'll discuss about the various class abilities Warlocks get and how you can make use of them.
Eldritch Blast: The Warlock's signature ability, gained at level 1. Eldritch blast by itself is nothing to write home about. It's a ranged touch attack with 30ft range that hits for an average of 3.5 damage/2 levels. It can gain rider effects through essences and can target differently with shapes. Some of those rider effects are really good (such as Noxious Blast) and your damage output can be greatly increased if you use options to attack more than once a round (eldritch glaive, eldritch claw, grappling blast). Out of the box, eldritch blast is nothing special, but if you use the right options, it becomes a respectable source of damage.
Detect Magic: This is a nice ability to have, since it's at will. It's easy to forget you have it, though.
Damage Reduction: Small DR, but you'll have it against most attacks, since cold iron weapons are usually rare in NPC statblocks and monsters are very rarely able to overcome this. It's a small bonus, but it sure adds up.
Energy Resistance: This is nothing special, but it least it saves you some GP from buying equipment to do this. Passive ability and easily forgettable, but it can be a lifesaver every now and then.
Fiendish Resilience: A very minor passive ability. It's basically a built-in ability for out of combat healing - which you should be doing from wands anyway. Really forgettable. There are options to trade it away in Drow of the Underdark (Poisonous Blood) and Player's Handbook 2 (Fiendish Flamewrath). I like Fiendish Flamewrath better, but both poison and fire are commonly resisted.
Deceive Item: This is one of the strongest features of the Warlock class. Use Magic Device is the best skill in the game and Warlock is one of only two classes that can take 10 on it.
Imbue Item: This ability allows you craft magical items with no need for spells. You still need the magic item creation feats, but you could dip the Chameleon prestige class from Races of Destiny for a way around that (they get a floating feat that can be swapped evey day). More info on magic item creation will follow below.

Races for your Warlock
Part of choosing any character is selecting race. Warlocks can work as any race, but a few races are specially good as Warlocks. If you already have a race set in mind due to background or anything like that, go with that.
I'm not covering races with LA yet.
Human: As usual, humans are a good race to choose. Extra feats are helpful in a usually feat starved race, warlocks are not that dependant on ability scores so the lack of bonuses is not a problem, warlocks don't get much skill points so every little bit helps.... and it qualifies you for Chameleon. As an aside, it's a good option for fey themed warlocks because then you can take Nymph's Kiss and Fey Heritage at 1st level. Silverbrow Humans from Dragon Magic also give you Disguise as class skill, qualifying you for Chameleon as a single classed Warlock.
Halfling: Small size is very good for warlocks. Eldritch blast's damage does not depend on size and it has an interesting relation to eldritch claw - since your damage is more or less than same and you start at a lower point, a Small Warlock actually has the potential to make their eldritch claws more powerful than a Medium-sized Warlock! That only applies if you don't consider Beast Strike, though. If you can use the Strongheart Halflings from Forgotten Realms Campaign Setting, they get a bonus feat, same as humans.
Xeph (Expanded Psionics Handbook): -2 Str and +2 Dex good stat modifiers, Burst is a good ability overall (remember that you get a bonus to Jump from high land speed, which helps Glaivelocks), Xeph Celerity is a racial feat that allows you to get extra attacks and xeph also opens up psionic feats. A good race for Warlocks, specially at low levels when Burst can (and will) save your life.
Hengeyokai (Oriental Adventures and Dragon Magazine 318): With the update from Dragon 318, this race has no LA (because there is no Shapechanger creature type in 3.5 - it's only a subtype). You get plenty of good options from this very fun race. Sparrow and crane hengeyokai get flight (so you don't need to take Fell Flight as an invocation), badger gives you a burrow speed (deadly when combined with Spring Attack or Mobile Spellcasting), dog gives you scent, raccon dog has a bonus to Str and hare gets a bonus to Dex and 40ft base speed. Wisdom is the stat Warlocks care less about, so a penalty here is not a problem at all (it does lock you out of Eldritch Disciple builds, though). I've seen many people saying you could spend all day blasting in sparrow form - but notice that invocations do have somatic components, so you need hands to use them, unless you take the Surrogate Spellcasting feat (from Savage Species). Shapechanger subtype qualifies you for Warshaper.
Warforged (Eberron CS or Monster Manual 3): As others did before me, I'll quote JeminiZero (http://www.giantitp.com/forums/showthread.php?p=9971162#post9971162): "Also bears mentioning under races: Warforged. Con bonus, considerable immunities (which help make up for your crappy Fort save), plus never needing to rest. Also qualifies for certain awesome buffs (Construct Essence, Golem Immunity).
Plus, ya'know a mecha that flies around shooting lasers, and fighting with a beam sabre glaive.
Its not all roses though, theres a feat tax (for better armor plating), you're harder to heal, and theres the Cha penalty (but you can live without that)."
Tibbit (Dragon Compendium): Most of what was said regarding hengeyokai and halfling applies to tibbit. You get the size advantage and the ability to disguise yourself as a cat is handy.
Changeling (Eberron Campaign Setting): Shapechanger subtype and minor disguise are good assets. While it does qualify you for Warshaper, some people might argue that minor disguise replicates an illusion spell so the Warshaper features wouldn't work. That's really splitting hairs, since the description of minor disguise specifically mentions it as a transformation. RAI seems crystal clear here, but ask your DM.
Shifter (Eberron Campaign Setting): Another option to qualify for warshaper, but a rather sucky one at that. With the limited shifting, you won't get the benefits from warshaper most of the time. It doesn't have much else to offer for a warlock. Mostly a trap option.
Elan (Expanded Psionics Handbook): Solid defensive racial features, psionic and aberration type opens up Rapidstrike. A penalty to Charisma is not exactly welcomed, but you can work around that anyway. A solid race for Warlocks, specially those that use Eldritch Claw.
Daelkyr Halfblood (Magic of Eberron): Aberration type with no penalty to Charisma. Symbionts are borderline broken - they get their own set of actions, after all. One of the best options around.
Kobold (Races of the Dragon): You can get dragon type through a feat, so you qualify for Rapidstrike. Small size is good as mentioned before. You don't get as much mileage of the abuse on high mental stats from the Dragonwrought feat, so it's probably not worth it. Only mentioned for completeness sake.
Shimonen Greensnake Naga (Oriental Adventures): The race is found at page 173 and the level adjustment on page 203. It's +1 LA, but it's one of the few LA really seems to be worth it, specially with buyoff. You get Str+2, Dex +4, Con +4, Int +2 and Wis +2 (Dragon Magazine 318 updates it to only Str +2 and Dex+4, a lot more reasonable - that's why it didn't get a purple rating), poison, telepathy (restricted to nagas), taint immunity and alternate form. This is a race that allows you to (ab)use Venomfire, Warshaper and Mindsight. Very, very good.
Synad:Can get Rapidstrike like Elans, qualify for psionic feats without Wild Talent, and no Cha penalty. (Thanks Psyren!)
Petal: (MM3) Very similar to the Pixie. I would say the biggest difference is the lack of Greater Invisibility, but with only 1 HD and 2 LA, you'll have Walk Unseen and Retributive Invisibility before a similiar Pixie.

Snowbluff
2012-12-24, 10:38 PM
The Various Kinds of Warlock:
There are many possible builds for Warlocks. In this section, we'll discuss the most common builds.
Blastlock: The blastlock stays ranged. This is the default for warlocks and the worst option when it comes to damage and debuffing. You practically need Hellfire Warlock for this to remain relevant and even with Legacy Champion/Uncanny Trickster abuse it's not a main damage dealer. You can increase your damage output with common Warlock items (Chasuble of Fell Power, Warlock's Scepter) and (Greater) Psionic Shot if your race allows for that. A blastlock probably fits better on very low OP groups, where you coud use your resources for stuff other than damage.

Glaivelock: The glaivelock is focused on Eldritch Glaive, a least invocation (blast shape) from Dragon Magic. With Eldritch Glaive, the glaivelock gets the option to do iterative attacks, increasing their damage output considerably. Since the glaivelock can still apply essences, they work as good debuffers. Eldritch Glaive still targets touch AC, so the Glaivelock have good accuracy.
A glaivelock has better damage output than a ranged warlock, but worse damage output when compared to a clawlock. It's probably the best warlock option for debuffing - it forces multiple saves on the same round.

Clawlock: The clawlock uses the Eldritch Claw feat from Dragon Magazine. More than any other warlock build, the clawlock is a damage dealer. Their damage potential is very good, since they can stack anything that helps natural weapons, unarmed strikes, manufactured weapons and eldritch blast. Clawlocks depend on Dragon Magazine material, which is frowned upon on some tables, so ask your DM before building one.

Feats for the Warlock
Ability Focus: Key it to your Eldritch Blast so all of your essences get the bonus. If you really want to, apply it to a regular invocation, but it's not really worth it.
Able Learner (Races of Destiny): Human only. Your class skills remain with you forever. Good if you're dipping or if you want to qualify for Chameleon.
Eldritch Claws (Dragon 358): As a free action, create a pair of claws. Damage is based on unarmed strike + eldritch blast. This is crazy good - you get to stack bonuses from plenty of sources, it has synergy with lots of things, the damage is really good.
Beast Strike: Adds your claw damage to your unarmed strike damage. Very good feat for clawlocks.
Improved Unarmed Strike (PHB): By itself, not that good of a feat. It's useful as a requirement, though.
Grappling Blast (Dragon 358): Allows you to grapple and deal eldritch blast damage, giving a bonus in the next grapple checks. I can see this being useful in a grappler build that dips Warlock, but increasing actual size is not that good for warlocks. I'd skip it.
Superior Unarmed Strike (Tome of Battle): Clawlocks should either take this or enter Shou Disciple. Solid damage buff.
Improved Natural Attack (Monster Manual): Clawlocks can take this feat, but they can also get it from Thayan Gladiator or the Fanged Ring. You could take this for unarmed strike as well, but you can (and should) use (Greater) Mighty Wallop instead.
Planar Affinity (online (http://www.wizards.com/default.asp?x=dnd/frcc/20070328)): Change two invocations instead of one. Quite lackluster. Useful in a few tricky situations (see Enlightened Spirit).
Infernal Adept (online (http://www.wizards.com/default.asp?x=dnd/frcc/20070613)): Opens up the Dragonfire Adept invocation list for you. Could be quite strong - we'll mention your options later.
Weapon Finesse (PHB): Glaivelocks should probably take this. You can use Str to attack with eldritch glaive, but that's all you'll ever get from it. Dexterity, on the other hand, applies to plenty of other stuff - initiative, Dex, Balance, Tumble, ranged attack rolls, Reflex saves... You can even be a finesse clawlock, though of course your damage output will suffer. However, if you're a ranged warlock that just uses glaive/claw onde in a while, I'd skip it.
Touch/Ray Spell Specialization (Complete Arcane): Low, low damage bonus. Not a requirement for anything. I'd skip it.
Obtain Familiar (Complete Arcane): Familiar are pretty useful, since they represent a second set of actions.
Improved Familiar (PHB): Now we're talking. Some improved familiar can speak and use magical items, so you could give them wands of important spells that can be cast during combat to save you actions (Nerveskitter and Snake's Swiftness spring to mind). If you're a Hellfire Warlock, give your familiar a Rod of Bodily Restoration and don't worry much about complaints of cheese.
Point Blank Shot (PHB): Low bonuses, only good as a requirement for Psionic Shot.
Precise Shot (PHB): Don't take this. Touch attacks are reliable enough and you need your feat slots for better stuff.
Mortalbane (Book of Vile Darkness, page 49): No alignment requirements, despite coming from BoVD. 5/day, get +2d6 damage on a damaging spell-like ability. This is a very good damage boost for eldritch blast and the lack of requirements make this a very good choice for your 1st level feat. Fades in usefulness as you level up, but it's still handy.
Empower/Maximize/Quicken Spell-like Ability: These feats are all very good for a warlock, since spell-like abilities are our bread and butter. Since eldritch blast counts as a 1st level spell (see the errata for Complete Arcane), it's a prime candidate for these. Empower SLA is not exactly worth it - the bonus is pretty low. Quicken & Maximize are very good options. Notice you can take those feats for other invocations, but unless you're spamming them I would advise against it.
Practiced Spellcaster (Complete Arcane): At first glance, this is a piece of crap. It helps you defeat SR and dispel... and that's that. However, Richard Baker himself said he would allow it to advance the Warlock's eldritch blast. If your DM accepts this ruling, this is very good news for any Warlock that dips around.
Supernatural Transformation (Savage Species): This feat does not work with invocations, sadly.
Surrogate Spellcasting (Savage Species): Requires Wis 13, but warlocks don't depend on ability scores as much as other classes. Allows your hengeyokai/tibbit warlock to use invocations in any form. Now you really can be a sparrow of death!
Mindsight (Lords of Madness page 126): This feat is so good that if you qualify for it you should take it. Blindsense plus detecting Intelligence and creature type?! If you dipped Mindbender of if you are a Shimonen Naga, you shouldn't ask yourself "Should I take this feat?", you should ask yourself "When should I take this feat?" with the anser being as soon as possible. Also, Shedu Crown soulmeld bound to your Crown Chakra, or a Dip into Mindbender are good ways to get Telepathy to qualify.
Extra Invocation (Complete Arcane): You need more invocations, but this feat by itself is not the most optimal way to get them. If you have access to Psychic Reformation and/or Embrace/Shun the Dark Chaos it becomes better... but if you want versatility that much you really should be dipping Chameleon. All things considered, a necessary evil for many builds and a good filler feat if you don't know what else to take.
Abberant Dragonmark, Dragonmarks: Useful in general, but can also be used to qualify for certain classes that call for a certain spell or two.
Inhuman Reach: (Lords of Madness) Add 5' to your reach. Notable for Glaivelocks. Requires Aberrant Blood, or Aberrant Dragonmark. (http://www.wizards.com/default.asp?x=dnd/ebee/20050704a)
Deformity: Tall: (Heroes of Horror) Very similiar to Inhuman reach, except you have to be evil. Vile evil. "super" evil. Which is a lot like having "super" cancer, I'd imagine. Still awful, but moreso, just to a point where no one will care. Except not. Apparently the evils of the universe have lower standards for the Vile than the Good has for their Exalted. Requires Willing Deformity (HoH, prev. BoVD), and evil, making it slightly worse than Inhuman reach overall.
At Home in the Deep: See through your own Darkness. Darkness is a pretty mad invocation, but this at least makes it useful.
Blend Into Darkness: It’s like hide in plain sight, but you have to be in your Darkness... the at-will darkness you can center on yourself.
Imperious Command: Intimidate to make a foe a cower. Can be rather useful with stacking fear effects and bonuses.
Instinctive Darkness: Use your Darkness as a Immediate action. Not very useful.
Intensify Darkness: Deeper Darkness? Might not be worth the feat.


Magical Items for the Warlock
(Greater) Chasuble of Fell Power (Magic Item Compendium): +1d6 eldritch blast damage, +2d6 on the greater version. Take it.
Warlock's Scepter (Magic Item Compendium): Bonus to ranged touch attacks, expend charges for bonus damage on eldritch blasts. Take it.
Beast Claws (Savage Species): Your claws now deal +1d6 damage. They are also +2 weapons. Is it Christmas already? Every Clawlock should take this if allowed.
Boots of Agile Jumping (Magic Item Compendium): This item allows you to use Dexterity for Jump. Useful for Glaivelock builds that use Sudden Leap to close with the target.
Chronocharm of the Horizon Walker (Magic Item Compendium): Move half your speed as a free action. The cost is very low. The problem is taking the neck slot. See if you can mix this with your chasuble. Good for melee warlocks in general.
Anklet of Translocation (Magic Item Compendium): A swift action teleport, good for everyone. Very cheap item as well.
Quicksilver Boots (Magic Item Compendium): With 3 uses a day and moving as a swift action, this item is pretty good. It's not expensive and I'd get it as soon as possible.
Cyran Gliding Boots (Magic Item Compendium): Magical roller skates. Fits thematically if you're a Cyran Avenger. Moving 10ft as a 5ft step is very good, even if it is limited in uses per day. Between this and Quicksilver Boots, I'd probably get Quicksilver Boots.
Codex Advocare (Expedition to Castle Ravenloft): 20.000 GP for a least invocation. Looks like a good deal, specially since it's the only way to get extra invocations
Gauntlet of Heartfelt Blows (Dragon Magazine): Adds Charisma as a bonus to damage. It specifically works with touch attacks! Good buy for glaivelocks.
Rod of Eldritch Power (Complete Mage): Each of this rod contains an eldritch essence or shape. Good for adding versatility to any build - sometimes you simply need that extra reach from eldritch spear or find a bunch of enemies lined up perfectly for eldritch chain. Also, you can basically get a lightsaber for 4000GP, which is pretty awesome by itself.
Bracers of the Blast Barrier (Magic Item Compendium, page 80)- 3/day turn spell-like ability into 10'x10' wall of magical energy. Pretty cool for all your line of sight interruption needs. (3200gp)
Bracers of the Entangling Blast (Magic Item Compendium, page 80)- 3/day damaging spell like ability deals 1/2 damage and entangles foe for 1d3 rounds. Entangle is a very sweet debuff. (2000gp)
Gloves of Eldritch Admixture (Magic Item Compendium 105)- Add extra energy damage (your choice of type) to eldritch blast. 3 charges/day. Nothing special, but it's cheap and you can drop it for something better later. (2500gp)

Wands
Wands are spells in item form. Many players are wary of wands, because they have limited charges. 50 is a lot though, specially for utility. Even for spells you cast once an encounter, it lasts for 12 days on of nonstop adventuring (with some change). They are not even very expensive and remember - beyond level 12, you can craft them yourself.
But how do you know if a spell is good for wands? The less it depends on caster level the better, because then the wand is cheaper. Fixed duration spells (specially those that last 24 hours) are specially good, but those that have durations measured on hours are still very good, but you should still consider those that have durations measured in minutes. If the duration is measured in rounds, though, it better be a swift action to activate.
Below are some spells that are good on wands:
Primal Instinct (Dragon Magic): A level 2 spell for Rangers with 24 hour duration. +5 to initiative and Survival. If you are dragonblooded (hello again, Silverbrow Human) you also get +5 to a Knowledge check. 24 hour buffs are always good, specially when they fit so well in wand form.
(Greater) Mighty Wallop (Races of the Dragon): +1 effective size for damage in a bludgeoning weapon, such as unarmed strike. Good for clawlocks. As a 1st level spell with duration measured in hours, it's dirty cheap. If you have enough gold to sink into the greater version, try it... however, it's going to get really expensive really fast and I don't think it's worth it.
Venomfire (Serpent Kingdoms): A creature's poison now dealing acid damage... 1d6 per caster level. Lasts hours/level. It's a 3rd level spell. If you have a viper familiar or if you have poison yourself (SG Naga, for example), you can even milk the poison, keep it in a flask and apply to weapons (such as claws). An extra 5d6 damage? Yes, please. The book that made Pun-Pun does not disappoint when it comes to overpowered stuff, does it? :smallwink:
Nerveskitter: Bonus to initiative? Yes!

Snowbluff
2012-12-24, 10:42 PM
The following is the work of LonelyTylenol
Invocations
To my knowledge, the Warlock has had invocations printed in six books: Complete Arcane (CArc), Complete Mage (CM), Dragon Magic (DrM), Cityscape (Ci), Magic of Incarnum (MoI), and Drow of the Underdark (DotU), making it, ironically, one of the better-supported classes in the game outside of core; however, you have a relatively limited number of invocations available for use, gaining only three invocations at each tier, which means you have to choose from these invocations very carefully. Not all Warlocks are going to be built the same, but there are still some general rules governing which invocations you should consider taking as a Warlock:
Passive vs. Active
As a Warlock, you'll find that some invocations you can cast are passive invocations, generally 24-hour or long-duration at-will buffs that you just cast at the beginning of the day and consider "always-on" abilities. Mere mention that these are being cast at the beginning of each day is usually enough, as barring a Dispel check, these basically are "always-on". Good examples of this include the least invocations Entropic Warding and Dark One's Own Luck, or the lesser invocation Ignore the Pyre.
Active invocations, on the other hand, have to be activated in order to work, which means that you need to be spending actions to use them, and the benefits of the invocation are generally relatively short in duration. The greater invocation Chilling Tentacles is a good example of an active invocation.
While it is generally useful to have more than one combat trick up your sleeve (or just more than one action that you can actually take in general), keep in mind that you should always be careful of how many active invocations you take; after all, it's great to have Eldritch Blast three different ways, Chilling Tentacles, Baleful Utterance, Dread Seizure and Impenetrable Barrier at your disposal, keep in mind that you have only one standard action per turn. At the same time, it's possible to pick so many passive invocations that you have nothing to do in combat but Eldritch Blast and maybe one other trick (possibly a variation of Eldritch Blast), and then be left with little to do when your Eldritch Blast doesn't cut it. Pick the active invocations that you can't live without, or pick a few that shore up blind spots in your usual offense, and then pick passive invocations to compliment them, so you aren't left with six of your best invocations being rendered totally unusable in a combat in a given time, or at a complete loss for actions entirely.

General vs. Specific (Characters)
If you picked All-Seeing Eyes, See the Unseen, Serpent's Tongue, Crawling Eye, Voidsense, and Spider-Shape, you would have, at your disposal, darkvision, see invisibility, blindsense, tremorsense, scent, good Spot and Search bonuses, and a remote vision ability, making you a scouting machine (well, insofar as a class with 2+INT skills and no perception skills as class skill can be); nobody is getting anything past you! Of course, you've also used all of your least and lesser invocations for scouting, so until level 11, this is all you can do--well, this and the bog-standard Eldritch Blast 5d6. It is possible to pick a specialty within the Warlock's invocation list, and become very good at that thing, but it is possible to over-specialize, and become pigeonholed (or useless when that one thing isn't called for). Since D&D is a combat-focused game, this is most often seen with combat-focused Warlocks who suffer from "The Whole World's a Nail" syndrome.
Just as it is possible to over-specialize, it is also possible to over-generalize. It's easy to become the "Jack of All Trades, Master of None"--just pick from the "good" invocations you get a list of seemingly useful invocations that don't complement each other in the least. Now you can do a little bit of combat, a little bit of social interaction, a little bit of scouting, and a little bit of sneaking, but you can't do combat well enough to play the combat role (meaning the group still needs a brute), social interaction enough to play the social role (meaning the group still needs a face), scouting enough to play the scout role (meaning the group still needs a scout), or sneaking enough to play a sneak (meaning the group still needs a rogue-like). Congratulations: you've just become the fifth wheel. The problem gets worse if you happen to be bad enough at each of these roles, as the brute has to waste hit points protecting you in combat, the face has to struggle through a social encounter to get past your blunders, the scout hardly sees the point in your even trying to look, and you and the sneak get exposed when you fail your Move Silently check. At this point, you've gone from fifth wheel to spare tire: you're literally only useful when one of the four falls flat, and they only need you to get you to the next stop so they can patch up the old one (or replace you with a new one).
As with the first issue, it's good to find a balance here: pick two, maybe three things that you want to be good at, and then be good at those things. After all, if you're good at battlefield control and social interaction, then you have carved out a niche for yourself in-combat (with Eldritch Chain debuffing, or Chilling Tentacles, or whatever your poison is) and out-of-combat (with Beguiling Influence, Charm, and so on), and the rest of the party doesn't have to worry about covering your behind while they do their part by beating things to death (that you've made easier to kill with battlefield control) and sneaking past the guards (that you've made easier to sneak past by seducing them, or enthralling them).
General vs. Specific (Invocations)
You get a limited number of invocations, and you need to get as much mileage out of them as humanly possible. That much is a fact. As a result, it's important to get as much mileage out of your invocations as possible: you'll want either invocations that do a lot of things, or invocations that do one thing that applies a lot of the time. Invocations that are neither (do only one thing, which is very situational) either have incredibly powerful effects or simply aren't worth the space (sometimes both).
Consider, for example, the least invocation Baleful Utterance and the greater invocation Dragonward. Baleful Utterance, which you can pick up at level 1, allows you to use Shatter as the spell at-will. After a couple levels, this begins to have a number of useful applications: it is your go-to offensive trick for crystalline creatures of any kind (dealing 1d6/level, with a Fort save for half), a ranged sunder with no opposed rolls, your go-to solution for exceptional locks (or just weak doors), manacles (or other bindings of any kind), trap mechanisms (either to disable or trigger them), and so on; creative players can think of limitless applications for Shatter with no verbal component (like causing something to explode near the guards, providing a distraction).
Dragonward, on the other hand, provides three benefits that only apply against creatures of the Dragon type or Dragonblood subtype: immunity to the Frightful Presence ability of Dragons (which a successful save essentially grants you anyway, and you're a Good Will class of at least 11th level at this point), DR5/-- against the natural attacks of a dragon (but you already have DR3/cold iron, which the dragon doesn't overcome, and that continues to scale), and energy resistance 20 against any breath weapon (but only if used by a dragon or dragonblood). The benefits are very situational, in that they only matter against one type of creature, but they can all be imitated quite nicely by applying other, general effects: Dark One's Own Luck can give you your CHA to your Will save (and can be changed to any other save at any time), which can help negate the Frightful Presence effect, and Ignore the Pyre can give you scaling energy resistance (which eventually meets the energy resistance of Dragonward) against all effects by any creature of that energy type, which you can change (at-will) to be the dragon's energy type (unless you have two dragons of different colors working in tandem, which is rare). As for the DR? Well, you can have at-will flight and invisibility, and a means of getting away quickly, all as lesser invocations; why is the dragon successfully closing into melee range to attack you in the first place? The bonuses are very situational and can be entirely overlapped (or rendered obsolete) by the base class features of the Warlock, or less costly invocations picked up earlier, so why bother with it?
There are, of course, some exceptions to this rule (Vitriolic Blast, as an eldritch essence, doesn't do anything new, per se, but it does allow your existing attacks to ignore the Spell Resistance of your enemies), but in general, look for invocations that either have a broad range of direct effects or indirect applications.

Without further ado...

The Least Invocations
Eldritch Essences
Frightful Blast (CArc, active): Enemies make a Will save or are shaken for 1 minute. Does not stack with itself, or other fear effects if the creature is already shaken, but I believe it stacks with other fear effects applied after it, meaning it can work well with an Intimidate check to demoralize, or the Dreadful Wrath feat, to make everybody frightened for 1 minute. Does not affect constructs, oozes, plants, undead, vermin, and some swarms, or anything else with immunity to mind-affecting effects.
Hammer Blast (CM, active): Your Eldritch Blast does full damage to objects as opposed to half. Why on Earth would you take this over Baleful Utterance?
Sickening Blast (CArc, active): Enemies make a Fort save or are sickened for 1 minute. The sickened condition is virtually identical to the shakened condition of Frightful Blast, but can never escalate and targets a worse save. Does not affect constructs or undead.

Blast Shapes
Eldritch Glaive (DrM, active): As a full-round action, make iterative attacks with your Eldritch Glaive as if it were a reach weapon. You can make attacks of opportunity until the start of your next turn. This is everything Hideous Blow is not: you're still making touch attacks, you're not in melee range (a simple Enlarge Person puts you at 20 feet away), and you get multiple attacks for having a high Base Attack Bonus, which makes it the only option for high single-target damage in any printed book (you have to look to Dragon Magazine for the only other). If you're not a melee Warlock, this is still pretty good, but so are a lot of other things.
Eldritch Spear (CArc, active): Your Eldritch Blast range becomes 250 feet. If you have decided to become a non-melee Warlock (or even a ranged Warlock), this is your invocation of choice for single-target encounters. Combined with a method of flight, you basically have a way to stay completely out of range (or out of the first two range increments for archers) while dealing your full Eldritch Blast damage. This isn't the best combat option by any stretch, but it is the safest. If you're a melee warlock, this is anywhere from only average to totally unnecessary (good for getting off a few long-range attacks while enemies close into melee, and nothing else).
Hideous Blow (CArc, active): Your melee attacks channel your Eldritch Blast. Congratulations: you're now no longer making touch attacks, are still only making a single attack, are restricted to melee range, and all you're getting out of it is the base weapon damage you'd normally get. With Concentration checks to avoid attacks of opportunity being as easy as they are, this somehow manages to be worse than simply using an unshaped Eldritch Blast at point blank. As many have said before me, Hideous Blow blows hideously.

Other Invocations
All-Seeing Eyes (CM, passive): +6 on Search and Spot, and Comprehend Languages on written material. Spot and Search are two of the more useful skills in the game, and there is good synergy here with other perception abilities. If you are a dedicated scout (or are dipping the class for scouting abilities), this is a pretty good grab.
Baleful Utterance (CArc, active): At-will shatter, as a spell-like ability. Use this to escape from bindings, open locks (or kick in doors), trigger traps, sunder enemies (without the opposed roll or the attack of opportunity), distract the guard with an explosion, shatter glass to mix into the enemy's stew, as an attack mode for crystalline enemies, and anything else you can think of that can be done with random acts of destruction! This is one of the most universally applicable low-level invocations the Warlock has, and remains useful for most of his career for some reason or other. It isn't a must-have, but it comes recommended highly.
Beguiling Influence (CArc, passive): +6 to Bluff, Diplomacy, and Intimidate. The bonuses themselves aren't fantastic, but the skills are, and hoo boy, are those skills fantastic. Unfortunately, Diplomacy isn't a class skill for you, but with the right feats, it can be. This is a must-have for any Warlock that wants to be a face, fear-based Warlocks, and most Warlocks that take Able Learner for Chameleon; the rest can hold out for Charm or some other analogue for their social needs (or trade it out later if they do grab it).
Breath of the Night (CArc, active): At-will Fog Cloud as a spell-like ability. A useful effect for controlling space or when you and the party need to get away; however, better options do exist, and you can simply Use Magic Device a wand of Obscuring Mist (caster level 1) for the same effect, with the same duration, which makes you wonder why you'd bother picking this up at level 2 when your second-level WBL can get you all the castings you'd need for life anyway.
Dark One's Own Luck (CArc, active): You gain your CHA as a luck bonus (which cannot exceed your caster level) to one save, selected at the time of casting, for 24 hours. Since you can cast it at-will (just like any other invocation), you can switch this around as you need it, which gives it a certain deal of defensive utility. If you've pumped your CHA into the stratosphere, this is good for a late-game swap-in, but only passable early on. If you've dumped CHA, it's terrible, of course.
Call of the Wild (CM, passive): Gain wild empathy as a druid of your level and always-on Speak with Animals. Situationally useful, and very campaign-dependent; if you're a Fey-themed Warlock, or you're in a nature-heavy campaign, it definitely couldn't hurt to pick this up.
Cocoon of Refuse (Ci, active): At-will Entangle against a single creature as a spell-like ability, but 1 round/level and only in urban environments. Originally, I thought this was just like the spell--a 40-ft. radius spread--and had marked it as a good option, because at-will Entangle is good enough to be a primary battlefield control method for several levels, given how good the entangled condition is. Then I re-read it, and found out that it only applies to one creature, and now it's mediocre (but not altogether a terrible option). Obviously setting-specific, so don't take this if you're in a nature-themed campaign.
Darkness (CArc, active): At-will Darkness as a spell-like ability. Unfortunately, Darkness just isn't very good, and so neither is this invocation. It doesn't do much of anything that Breath of the Night doesn't do, and Breath of the Night does nothing a Wand of Obscuring Mist doesn't do, so don't bother with either. Despite this, Darkness is also an SLA for Drow, making Warlock a good option for dips and Darkness a good invocation through feats in Drow of the Underdark.
Devil's Sight (CArc, passive): See in magical and non-magical darkness out to 30 feet. Half the darkvision range of See the Unseen (below), and magical darkness doesn't come up often enough to ignore the strong overlap See the Unseen has with this.
Drain Incarnum (MoI, active): 30-foot range Fort save or cause 1 essentia (or 1 WIS) damage? Where do I sign? (Don't mistake that blue for this being a good option; it's not bolded. That's blue for sarcasm, as in, "this is so bad as to be laughable". Even in an Incarnum-heavy campaign, a standard action to cause 1 essentia damage is laughable; if the creature really needs that essentia invested in that item, then congratulations; you've wasted your standard action to force them to take a swift action to re-invest that essentia. If they fail the save. Way to go, champ.)
Earthen Grasp (CArc, active): At-will Earthen Grasp as the spell. Grapples as a Medium creature with a BAB of your level, with a STR score equal to 14 + 2/3 caster levels, without Improved Grapple--in other words, it's a pretty poor grappler. It provokes attacks of opportunity just for trying, and is too fragile to endure more than maybe one. If you really want battlefield control that bad, Chilling Tentacles is worth waiting ten levels. Yes, it is.
Entropic Warding (CArc, passive): Arrows have a 20% miss chance against you, you leave no trace, and you cannot be tracked by scent. If you're a far-range Warlock (think Eldritch Spear), this addresses your one remaining weakness... Somewhat. The other two effects aren't great for the average Warlock, but are useful for scouts. This is a good invocation to grab early instead of late. If you're a scout, keep this for as long as you feel like it; otherwise, trade it out when you get greater invocations and a Ring of Entropic Deflection (MiC, p. 123) stops being cost-prohibitive.
Leaps and Bounds (CArc, passive): +6 to Balance, Jump and Tumble for 24 hours (at-will). Unfortunately, it doesn't allow you to use the skills untrained, so you're only getting the +6 to Balance and Jump unless you spend cross-class ranks in Tumble. This is better for Rogue-likes and some combat types that dip Warlock, or Melee Warlocks with Able Learner (who are becoming Chameleons).
Miasmic Cloud (CArc, active): The only reason this isn't red (like Breath of the Night) is because the fatigue is a neat little add-on that makes it unique from a Wand of 1st-level spell, which stacks with other fatigue effects. It also doesn't negatively affect you, so in the low levels, this can be a good way to open up a combat.
Otherworldly Whispers (CM, passive): Gain a +6 bonus to Knowledge (arcana), Knowledge (religion) and Knowledge (the planes) checks. These are all class skills for you, and knowledge is power in this game (and, in fact, if you have Knowledge Devotion, then knowledge literally does become power); however, it would probably be better if it let you make these checks untrained. Really, the Dragonfire Adept version of this (Draconic Knowledge) is just qualitatively better (so if your DM lets you pick up DFA invocations with Extra Invocation, grab that instead).
See the Unseen (CArc, passive): You gain darkvision and see invisibility out to 60 feet for 24 hours, at-will. Darkvision is only alright, but the ability to see invisible things becomes crucial at higher levels, when invisible enemies can become a literal death knell for the party. Grab this at level 4 (or swap it in at a later level if you, or someone in your party, has darkvision), as you're not likely to see invisible things in a game before that point anyway. (You can always grab it before this point as a precaution, but it's not strictly necessary before level 4-6.)
Serpent's Tongue (CM, passive): Gain the scent ability, and +5 to Fort saves vs. poison. Scent is useful if you have the Track feat (but the Track feat isn't good), and is an okay method of perception otherwise. The bonus to Fortitude saves vs. poison is okay, but not remarkable (and Dark One's Own Luck just does it better).
Soulreaving Aura (CM, active): As the spell Reaving Aura, but you gain temporary HP if you kill something with it. Considering you can only kill something with it if it is already at -9, and the hit points last for 1 round (and are useless unless you're locked in combat with something else at the time of casting), why would you ever cast this in combat, and kill creatures that are no threat to you, wasting a standard action to eliminate things that are? Just coup de grace enemies that need to die after they are dead.
Spiderwalk (CArc, passive): At-will Spider Climb as the spell (but with a duration of 24 hours), plus immunity to webs. It's another form of movement, and in the low levels, it will keep you safe against a large number of creatures. If you feel it necessary to have, grab it early, but swap it out when you get lesser invocations (such as Fell Flight) that give you more versatile move modes.
Summon Swarm (CArc, active): At-will Summon Swarm as a spell-like ability, only the duration is Concentration. Is this was Summon Swarm with the listed duration of Concentration + 2 rounds, it would be better, but as-is, you need to spend every standard action to let the swarm take its turn. At first level, however, it's 1d6 unavoidable damage. If you do take it, you should trade it away as soon as possible, since it is only good at level 1.
Swimming the Styx (CM, passive): Grants you a swim speed equal to your movement speed, and the ability to breathe underwater, for 24 hours (usable at-will). Its usefulness is dependent on the campaign: in an aquatic or nautical campaign (ex. Stormwrack), it's anywhere from good to great; in a desert campaign (ex. Sandstorm), it's terrible.

The Lesser Invocations
Eldritch Essences
Baneful Blast (CM, active): Have you ever wanted roughly 1/12th of your 20th-level class resources on something only marginally useful that one time in the whole campaign you fight creatures with the Humanoid (dwarf) type/subtype, and useless everywhere else? Yeah, me neither. But not all is lost! You can spend another 1/12th of your 20th-level class resources to also do +2d6 damage to plants! ...If you are in a campaign where you fight an unusually high number of elementals or something, pick up a rod of that baneful blast... Or just skip it altogether, as damage that minor to a single creature type is probably not worth the gold investment.
Beshadowed Blast (CArc, active): Blind is actually not that bad of a condition. Unfortunately, it's a Fort save with a duration of 1 round, so it's not that likely to go off against anything you would want to use it on (and not that game-changing when it does). Does not affect constructs or undead (Fortitude save), oozes (already blind), or true dragons (who have blindsense and/or blindsight), or anything else that is blind.
Brimstone Blast (CArc, active): Your first Reflex-based invocation, and unfortunately it's not very good. Fire damage is the most commonly resisted, and the Reflex save isn't even for half (meaning that the damage can essentially be negated outright with a successful save). Further, damage over time just generally isn't worth your time, because by the time this has done its extra 8d6 of damage (at level 20), the creature has been dead for three rounds. Confers no additional benefit.
Deteriorating Blast (DrM, active): Reduces the damage reduction of enemies struck by the Eldritch Blast by 5 for 1 minute... Provided they succeed the Fortitude save. The only reason this is okay is because it applies to all forms of damage reduction simultaneously, and because sometimes it's good to let the party Fighter have nice things. Unfortunately, that makes this the MVP of lesser eldritch essences--and it's still mediocre.
Hellrime Blast (CArc, active): Deals cold damage (but no extra cold damage), meaning your Eldritch Blast is now susceptible to resistances. The target must make a Fort save or suffer a -4 penalty to Dexterity for 10 minutes, which is good (except for the Fort save) except for the fact that it doesn't stack or escalate. If you happen to have Eldritch Chain, this might be good to have on a rod for a one-and-done mass debuff, because the long duration will make any single casting last as long as you need it to, but it's a bad idea for an invocation slot, because it's not worth trying multiple times if you fail (and there's no sense using it again if you succeed).

Blast Shapes
Eldritch Chain (CArc, active): Your Eldritch Blast hits an extra target for every 5 levels you have (maximum 5 total targets at level 20). Does not have the same explosive 1 target/level cap of Chain Spell, but also doesn't have the weaker save DCs that Chain Spell does. If you have a decent DEX, you aren't going to be missing often even at the time that you get this, and it only gets better as you level. If you are a ranged Warlock (or a BFC/debuff-focused Warlock), this will probably be your go-to blast shape, as it allows you to target several targets for damage and debuffing without even a remote risk of collateral damage (which you get out of Eldritch Cone).

Other Invocations
Charm (CArc, active): As the spell Charm Monster, but language-dependent (meaning you can often use it on dragons and most magical beasts, but not plants or oozes). Useful for all the reasons that Charm Monster is; this is your go-to invocation for social tricks even if you aren't a face, and if you are a face, this remains useful at all levels as a proxy for Diplomacy, and is a useful replacement otherwise if you don't want to invest the skill ranks. If you are a diplomancer (and not merely a face), this loses its effectiveness when epic-level checks for Bluff and Diplomacy come into play, as it is superseded by Beguiling Influence. It is still good for combat-heavy Warlocks, provided there is something big and bad that understands you within range.
Cold Comfort (CM, passive): As the spell Endure Elements. Unfortunately for this invocation, Endure Elements is a first level spell--with the same duration as this invocation. A wand of Endure Elements for you and the whole party is thus only 750gp--and a continuous item is 2,000 gp (although you could pick up four Crystals of Least Adaptation for the same price and have always-on, slotless Endure Elements for most of your party). Update 14/12/12: Cold Comfort was downgraded to a least invocation by the errata; it's still bad but eh.
Crawling Eye (CM, active): The Warlock's Arcane Eye. Has no listed duration or range, which means you can use this indefinitely as long as you are fine with having one eye (and 2 less hit points), and see twice. This is a must-have for any scouting Warlock that has made it this far, as you gain remote, (almost) consequence-free scouting using all your vision-based invocations.
Curse of Despair (CArc, active): As the spell Bestow Curse, with a -1 penalty on attack rolls on a save. The curses are strong, but the range: touch and the action cost hurts this a lot. This is better if you're Greater Invisible (such as a pixie or under the effect of Retributive Invisibility), because you can apply it without blowing your cover if you're smart about it; if you're able to scout effectively (or divine preemptively), you can sneak up, apply the curse of your choosing as a pre-fight debuff, and then begin the combat with a -4 to everyone's everything, or a 50% chance of missed actions, or both(!).
The Dead Walk (CArc, "active"): As Animate Dead, but you can also forego the material component to create free summons out of your enemies for 1 minute/level. The second half of the ability is situationally useful for those fights where your DM throws a single Unkillable Badass surrounded by legions of tiny minions at you, and you manage to kill the Unkillable Badass first, because now he's yours, and is wreaking havoc on the legions of tiny minions. It is also useful for triggering traps, creating expendable meat shields, and the like.
The real star of this show, however, is--surprise, surprise--the Animate Dead ability of this invocation. If you grab this invocation at level 6, that means you've foregone flight, which is okay--your first undead is probably going to be a zombie dire bat, for a fly speed of 40 ft (clumsy) and an AC of 22, or a zombie giant eagle, for a fly speed of 80 ft (clumsy) and an AC of 18, plus 55 hp each and the DR5/slashing of zombies. Put barding and reins on either, if you can. By level 12, you can have a 10-headed zombie hydra (which can make a partial charge and attack with all 10 heads as a standard action), a zombie rhinoceros (which retains its powerful charge ability and can thus make powerful partial charges), your original flying zombie mount, and 4 HD to spare (zombie fleshraker raptor?). Pick up big things with Powerful Charge (ex) or Pounce (ex), fly, swim and burrow speeds (per the campaign needs), or simply legions of expendable mooks of your choosing; assuming you spend judiciously, you really can't go wrong. The number of things this invocation can do if you aren't creative is astounding; if you are, warn your DM before taking it.
"Active" is in quotations because this is not a combat spell; this is something you do during your downtime, either after a combat or between adventures entirely. As a result, this becomes a mediocre to bad choice for Chameleon Warlocks, but only because it becomes an AWESOME choice for an "Extra Invocation" feat using your floating feat; take the corpses of your choosing to town with you, get some rest, wake up the next day, select Extra Invocation (The Dead Walk), animate all the dead you need, and then switch the feat out the next day when you're done; the undead remain, loyal and under your command, and you have an extra invocation slot for something else that you wouldn't have normally!
Disembodied Hand (CM, active): The Warlock's spectral hand. Allows you to deliver touch attacks remotely, and you can even deliver a consequence-free assault with this and Crawling Eye from a great distance. In spite of how flavorful and fun this may be, however, doing this with any lesser invocation would use all of your lesser invocations, and there are certainly better options.
Dread Seizure (DrM, active): Target must make a Fort save or have its movement speed halved, and take a -5 penalty on all attacks against creatures more than 5 feet away. A fairly useful single-target debuff at first glance, until you remember that Beshadowed Blast deals your Eldritch Blast damage, grants total concealment to everything it attacks (which can be better or worse than the -5 penalty, but is usually better), denies the DEX bonus of the target and confers an additional -2 penalty to AC for the same Fortitude save and a sure-thing attack roll... And that wasn't a good option to take.
Fell Flight (CArc, passive): At-will flight with a speed of equal to your land speed (good). Flight is absolutely invaluable, and you would be laughed out of every optimization or even "generally smart play" thread and board if you willingly passed it up, and yet this is not a must-grab. Why? Two reasons: First, The Dead Walk (above) can get you flight for the same invocation cost, at a better speed but worse maneuverability, provided you're not too picky to ride a flying zombie mount (you do lose three degrees of maneuverability, but will not likely be outmaneuvering enemies with your base land speed anyway). Second, flight is very easy to get with magic items (http://www.giantitp.com/forums/showthread.php?t=187851), with the two obvious choices probably being the Feathered Wings graft (Fiend Folio, 10,000 gp) if you're evil, or the Winged Mask (Magic of Faerun, 13,000 gp) if you're not. These are a significant expenditure of WBL when you might get this invocation, but quickly become a drop in the bucket, and both grant you at-will or constant flight with a better speed (the latter at the same maneuverability). These are not perfect substitutes for Fell Flight, but they are good enough (and flight items a common enough necessity) that you might be able to get away with skipping this invocation. If you are in a low-magic campaign and your DM protests against riding a zombie eagle for some reason, this of course becomes a must-have, as at-will flight is still good; it's just not exclusive to the Warlock.
Flee the Scene (CArc, active): Dimension Door, leaves a major image behind. Dimension Door is good for getting distance from a target. Since you are a warlock, it has a Somatic Component, and therefore you can not use it while grappled.

Old Description: At-will short-range Dimension Door that leaves a Major Image behind when you use it. Useful for all the reasons that Freedom of Movement is useful: because you're probably not the best grappler in the game; because "paralysis" is one full-round action away from "coup de grace" (and spell-like abilities can be activated when paralyzed), because one way or another, you can fly (meaning you can escape in all three dimensions); and because by level 20, this gets you 75 feet as a standard action, allowing you to easily outpace most enemies that you couldn't with your normal move/fly speed. This is for that Warlock that just doesn't want to die.
Hungry Darkness (CArc, active): At-will Darkness as the spell, except every square of darkness you create is also a bat swarm. Lasts for Concentration + 2 rounds. This is everything the least invocations Darkness and Summon Swarm should have been... Except it isn't a least invocation. Bats are, in my opinion, the worst of the three swarms you can produce, and the five levels you've progressed since Summon Swarm first became an option haven't been kind to the already pitiful DC11 Fort save vs. the nauseated condition. If this were a least invocation, it would be one of the best, but at the level you get it, it's just too late.
Ignore the Pyre (DrM, passive): Gain energy resistance equal to your caster level to one type for 24 hours. Remember that, as with Dark One's Own Luck, you can change it at-will--meaning that, if you think one encounter is going to call for fire resistance and the next acid resistance, you can switch it as a standard action. That means that you can theoretically have up to 20 of any of the five resistances at any time; however, versatile as that is, resistance 20 at level 20 is still only okay. You will get use out of this if you take it; it's just not strictly necessary to.
Mask of Flesh (CM, active): Disguise Self with a number of strange implications. A friend of mine pointed out that the best use for this is probably to capture somebody (or somebodies, keep them hostage (better take 20 on that Use Rope check), and then siphon off their energy constantly, living their life while they languish in your own little dungeon. Be sure to capture people of power if you do so, and don't even pretend you're not Evil if you do.
Relentless Dispelling (CM, active): Targeted Dispel Magic at-will. Only it repeats at the start of your next turn. This comes out about even with Voracious Dispelling, in my opinion; you only get one of the three uses of Dispel Magic, but you get possibly the best one, and you are much better at it than you'd be with Voracious Dispelling.
Spider-Shape (DotU, active): Change into a monstrous spider of various sizes. The tiny spider is a decent scouting form (you get a +8 size bonus to Hide in addition to the +4 racial bonus, and a +4 bonus to Spot, and a +8 to Climb with a climb speed), and the largest form gives you 27 STR, which is... OK, I guess. Truth be told, this isn't a combat form: it's a scouting form, which you use in conjunction with your long-duration scouting buffs. There are better things you can do than this, but you can do this.
Steal Incarnum (MoI, active): Does not affect people without essentia. STARTING OFF WITH A BANG HERE. You steal one essentia per five caster levels (maximum 4) from your target and gain it... Provided the target fails a... Wait for it... Fortitude save. I'm honestly not sure why the Warlock has so many invocations from Magic of Incarnum; is there some unseen Warlock/Incarnate hybrid floating out there that I haven't seen? In any case, if your character is one of those rare breeds that actually uses essentia and lesser invocations, in an Incarnum-heavy campaign (do those exist?), full of enemies with weak Fortitude saves... Still don't take this, because it's underwhelming.
Stony Grasp (CArc, active): At-will Stony Grasp as the spell. Stony Grasp doesn't actually have a better grapple check than Earthen Grasp; it's just more durable. Since both are at-will for Warlocks, you don't actually care about the durability, meaning that this actually manages to be no better than the (already bad) least invocation, but for a much steeper cost.
Sudden Swarm (DotU, passive): The first time you kill an enemy with an invocation (including your Eldritch Blast) after casting this (which lasts 24 hours), a spider swarm bursts from the body. This is everything that the other swarm invocations wants to be: as a pre-buff, it has no action cost in combat; it is mentally under your control, as opposed to roaming on its own; the control is mental and takes only a free action, so there is no action cost in combat after it activates; and you add your warlock to the hit points (meh) and save DC of the swarm's poison (!). The swarm lasts for only a round per level, but that's probably enough to end the combat. The Fort save DC for the nauseated condition is still pathetic, but at least you're not wasting actions to attempt it; it happens for free on the kill, and takes free actions after the fact. The only cost of this invocation is the invocation itself, so the biggest problem this invocation has is the stiff competition at this level.
Thieves' Bane (Ci, active): A hold portal that explodes when somebody tries to bypass it. The damage is unimpressive, but bypasses spell resistance, but more scandalously, this is another lesser invocation that mimics a first-level spell. By this point, you could have 9 ranks in Use Magic Device (which is a class skill for you), and take 10 on the checks; if Hold Portal is something that is going to come up that much in your games, buy a wand for 750gp and skip on the damage. You have better things to do than this.
Voidsense (CArc, passive): At-will blindsense (30 ft) with a 24-hour duration (so basically always-on). Not bad, but since you already have darkvision and see invisibility always-on as a least invocation, I'm not sure I see this being useful enough independent of those senses to truly stand out. I guess it's good for scouts, who wish to be complete about their senses.
Voracious Dispelling (CArc, active): At-will Dispel Magic with no-save damage attached. You get all three uses of Dispel Magic, which lends itself to a great deal of versatility, and is the major selling point it has over Relentless Dispelling, since the damage it does isn't that great.
Walk Unseen (CArc, passive): At-will invisibility as the spell, but with a 24-hour duration. Good for all the reasons invisibility is. The only reason this isn't an absolute must-have is because there are so many other good invocations at this level, from which you must pick three (or spend greater or dark invocations on them), and this very well might not be one of them.
Wall of Gloom (CArc, active): Allows you to produce a straight wall 40 ft. long, or a ring with a 15 ft. radius. Creatures with 6 HD or less can be effectively walled off or penned up with the "halted" feature of the Wall of Gloom; unfortunately, at the level you'll be getting this, you are not likely to be fighting many creatures with 6 HD or less. Regardless, you can use this to throw up an improvised wall that a creature will not be able to see through, which you can use to interrupt a charge; however, the same can be done with a wand of Wall of Smoke or Obscuring Mist for the same action cost (and both are first-level spells). If you're using the Spell Compendium version, you gain a larger wall, but lose all special abilities of the wall.
Weighty Utterance (DrM, active): You gain an at-will quasi-Wingbind, forcing your target to make a Will save or fall 5 feet per caster level, with falling damage for those that hit the ground. You know what's better than laboring over forcing them to the ground, though? Taking the fight to them.
Witchwood Step (CM, passive): You can walk on water, and are unaffected by difficult terrain. The only problem is, both difficult terrain and water are at ground level, and if you didn't pick Fell Flight, it's only because you found another method of flying; besides, if water is of great concern to you, you took Swimming the Styx as a least invocation, so why bother with this?

Snowbluff
2012-12-24, 10:52 PM
The Greater Invocations
Eldritch Essences
Bewitching Blast (CArc, active): Anybody hit with Eldritch Blast damage must make a Will save or be confused for 1 round. Confused is actually a pretty good condition--the target is three times as likely to lose all their actions as they are to act normally, and then there's all the other weird stuff--but between the randomness of the roll, plus the one-round duration of the effect, it's just not that reliable. Does not affect constructs, oozes, plants, undead, vermin, and some swarms, or anything else with immunity to mind-affecting effects.
Noxious Blast (CArc, active): Anyone affected by the Eldritch Blast must make a Fort save or be nauseated for 1 minute. Nauseated creatures can only make a single move action per turn--essentially, if you can get this off, that enemy is done. You don't have to worry about them anymore. Apply this on an Eldritch Chain for a multi-target debuff. Does not affect constructs or undead.
Repelling Blast (DrM, active): Throws all targets who fail a Reflex save 1d6x5 feet (1d6 squares) away from you and knocked prone. "Prone" is a decent enough condition to apply, and the Reflex save isn't that problematic, since it's not damage, but the randomness of the throw makes it difficult to predict and prepare, which is problematic. Does not affect creatures of Large size or larger.
Vitriolic Blast (CArc, active): Your Eldritch Blast ignores spell resistance (score!) and deals extra damage on subsequent rounds, no save. Multiple instances of Vitriolic Blast stack, so if you attack thrice with Eldritch Glaive, you'll do an extra 6d6 damage on the next round, and so on. As such, this is a must-have for Glaivelocks and other purely damage-focused builds (as it pretty much guarantees the damage you do, and often extra damage as well).
Hindering Blast (CM, active): The targets of your Eldritch Blast must make a Will save or be slowed for 1 round. Will's not a bad save to target, but the one-round duration means you need to apply this constantly or all you're costing them is their move action. It's not bad--just subsumed by Noxious Blast almost completely.
Incarnum Blast (MoI, active) (Red if you do not have essentia): This is one Magic of Incarnum got right, but not for its incarnum effect: when used against anybody with at least one alignment component opposed to yours, the enemy makes a Fortitude save or is dazed for 1 round. For reference, dazed is almost as good as stunned, but harder to find immunities for, which makes this probably the best condition to apply to an enemy. Be chaotic good (evil probably being the most common among things you need to kill in most campaigns) and Eldritch Chain this. The duration and Fort save make this high-risk, high-reward. However, it only works on living creatures.
Penetrating Blast (DrM, active): You gain a +4 bonus on caster checks to overcome spell penetration with your Eldritch Blast, and your Eldritch Blast, in turn, lowers SR by 5 on a failed Will save. I can think of better invocations (even better shapes) to take over this, but if you have a caster-heavy group, I guess this is one way to help everyone out.

Blast Shapes
Eldritch Cone (CArc, active): Your Eldritch Blast affects a 30-foot cone. You don't make an attack roll, but enemies make a Reflex save for half damage. Yuck. Evasion now completely invalidates your blast; what's more, at this level, you are basically always hitting with your basic blasts and Eldritch Chain anyway, so the only time this is useful is when you have large quantities of DEX-drained enemies lumped close together.
Eldritch Line (CM, active): Your Eldritch Blast affects a 60-foot line. Bad for all the reasons Eldritch Cone is bad, save for the following: you still get to make your blasts at range, but now you're less likely to hit multiple people unless you're tossing them down a hallway (and seriously, at that point, just UMD a wand of Lightning Bolt).

Other Invocations
Caustic Mire (CM, active): As the spell Caustic Mire. Also as the invocation Chilling Tentacles, below, except without the grapple checks. Pick Chilling Tentacles instead.
Chilling Tentacles (CArc, active): As Evard's Spiked Black Tentacles of Forced Intrusion, but deals cold damage even on enemies it fails the grapple check against. This is the penultimate crowd control invocation, and an absolute steal for an at-will ability: if you don't grab this at invoker level 11, then you're a Glaivelock who grabbed it at level 13.
Devil's Whispers (Ci, active): At-will Suggestion, only the victim makes another save at a -5 penalty to remember that they did it, and if they don't, then they blame themselves. Just put the gun in their hand and tell them to pull the trigger. Of course, PO/TO-level Diplomancers (some of whom may have dipped for Beguiling Influence) can do this either now or soon without the invocation with epic Diplomacy/Bluff checks, but for the rest of us (who don't want our DMs to throw entire bookshelves at us), this dominates every social encounter you will find yourself in... For a few levels, at least, at which point Mind Blank starts to come into play.
Devour Magic (CArc, active): A touch-range Greater Dispel Magic that gives you a few temporary hit points for a short period of time. The range of touch and targeted limitation combined are a deal-breaker to me; however, it is the only Dispel invocation Warlocks get that doesn't cap at 10. Even for dedicated dispellers, however, this is only okay.
Dragonward (DrM, passive): Grants you immunity to the frightful presence of dragons, DR5/-- against natural weapons of dragons, and energy resistance 20 against breath weapons caused by dragons... And only dragons. This is bad for all the reasons Baneful Blast was bad; situational bonuses that are applied on a very narrow scope tend to go unused for most of the campaign. If you know, for a fact, that 90% of your campaign is going to be the PCs getting caught in a war against dragons, then the invocation is still only decent; you already have DR that dragons can't overcome, and have a number of ways to gather the other benefits and grant them wider applications more easily.
Enervating Shadow (CArc, passive): You gain total concealment in areas that aren't brightly lit, and adjacent enemies take a -4 STR penalty upon a failed Fort save. Most of the things that would defeat the lesser invocation Walk Unseen (such as True Seeing) would defeat this as well, and that also grants total concealment, but without the light limitation. The Fort or STR penalty is mediocre, and "adjacent" is defined as five feet away from you--which you don't want enemies to be, as a Glaivelock or a size-boosted Clawlock, rendering this useless even to melee builds.
Hellspawned Grace (CM, active): For up to 10 rounds, you get to polymorph into a creature with an absurd array of good special qualities... Only you don't get its special qualities. Oh well.
Tenacious Plague (CArc, active): As the spell Insect Plague, but you add your CHA modifier to the save DC of the plague, and it deals its 2d6 damage as a magic weapon. The save DC of a Noxious Blast would be four higher (six with Ability Focus), and deal a number of DC more, and is easier to shape without collateral damage. The Long range and 1 min/level duration are cute, but there are other, much better ways of debuffing by this point.
Nightmares Made Real (CM, active): As the spell Nightmare Terrain with some mediocre damage slapped onto it to... Make it more "Warlock"-y, I guess. Nightmare Terrain is actually pretty decent, with a Will save to entangle others, and total concealment (and the ability to hide in plain sight) for you. It's when you can combine this with Chilling Tentacles that you have won, however; now, your enemies have to make a Will save, plus a grapple check every round, to be allowed to move at half speed toward/away from an enemy with total concealment!
Painful Slumber of Ages (CM, active): Target must make a Will save or fall asleep... Permanently! You don't really need a permanent duration sleep effect, however, as six seconds are generally long enough to coup de grace; however, I guess if you're in the business of taking people alive (and you're playing D&D?), I guess the fact that you're guaranteed 24 hours of sleep on a single failed save is good, and once again, you can always coup the ones you don't need.
Wall of Perilous Flame (CArc, active): As Wall of Fire, but Perilous! The damage from this spell is laughable at more or less all levels; this just happens to get special mention because you can make this wall over 200 feet long. Creating successive Walls of Perilous Flame can easily cause them to stretch out over a mile wide, or simply layer so thick that no enemy will want to go through them.
Warlock's Call (CArc, "active"): As the spell Sending, but with caveats. (Really? This is the spell you opted to nerf?) This is not worth an invocation slot; however, it is significantly better as a Chameleon invocation, as it is useful to have during down-time. The fact that this is a spell-like ability means you cast this as a standard action as opposed to its normal 10-minute casting time; you can decide for yourself if that makes this significantly better on the field, but to me, this still seems like a downtime invocation.

The Dark Invocations
Eldritch Essences
Utterdark Blast (CArc, active): Targets of your Eldritch Blast must make a Fort save or take 2 negative levels. This confers a -2 penalty on attacks rolls, saves, skill checks and ability checks, -10 hit points, and a -2 to one's effective level (including all level-dependent effects). If that sounds like a lot of what the least invocations does, with some extra minor benefits... Well, that's because it is. The benefit of these levels is that they can add up, and they add up quickly--as each failed save makes the next save easier to fail. A Glaivelock often has little room for CHA in their build, but if one happened to pump it, they could shell out six negative levels in one turn with their Utterdark Glaive. Unfortunately, Utterdark Blast does have a lot of problems: it came at level 16, by which point immunity to negative levels is relatively commonplace; multiple saves need to fail for the negative levels to add up; and, being an 8th-level invocation, it is virtually impossible to apply spell-like metamagic to it, meaning the ceiling is pretty high unless you can shower tons of enemies with tons of attacks. Does not affect constructs or undead (unless you want to heal them).
Binding Blast (CM, active): Targets of your Eldritch Blast must make a Will save or be stunned for 1 round. If you did your research, you probably picked up Incarnum Blast a few levels ago, which does almost exactly the same thing, but as a greater invocation. Regardless, this ability has no caveats, Will is a decent save to target, and stun is one of the best effects to apply; it's just that, at this point, you probably wanted to be doing more with your dark invocations.

Blast Shapes
Eldritch Doom: Your Eldritch Blast becomes a 20-ft radius burst, centered on you. If you're using this, you are where you don't generally want to be (in melee range), unless you're a melee Warlock, in which case you have other, better uses for your blast shapes (some which you picked up in the very early levels).

Other Invocations
Caster's Lament (CM, active): OK, it's been pointed out that this isn't actually as bad as I thought it was, as you can use this once per day per enchantment that you are trying to break. That makes this a fairly useful defensive invocation, as you are able to effectively remove curses at-will during downtime. The counterspell application has limited use, but limiting the actions that an enemy can take is probably a better way to counter spells (making a proactive debuffer better in general than a reactive counterspeller).
Dark Discorporation (CArc, passive): You become a swarm of batlike shadows, gaining the swarm subtype and a number of cool, but not altogether great, traits and abilities. The killer for me is the fact that you cannot cast invocations (and can, in fact, only take a single move action) while in this form, meaning you give up more than fifteen levels of class features just to be in this form and get the swarm attack mode.
Dark Foresight (CArc, passive): At-will Foresight as the spell, plus telepathic communication if you cast it on somebody else. This is mediocre except for the fact that, unlike other invocations where a second casting replaces the first there is no upper limit to the number of people you can cast this on; since this is an at-will ability, that means that you and your entire party basically always have Dark Foresight active, and not a single one of you can be surprised (but only you get the +2 insight bonus to AC and Reflex saves, not that anyone cares), and you can always communicate telepathically with your entire party. With this active, surprise rounds never exist for the enemy; depending on your (and the enemy's) level of optimization, this can be invaluable.
Impenetrable Barrier (DrM, active): At-will Wall of Force as the spell, except that it's black and blocks all modes of vision. New walls replace old. It is, perhaps, the best at what it does--that being hard battlefield control through walls--but you are likely already a good battlefield controller by this point (either through shapes/essences, or other invocations picked up earlier), so taking this only makes you slightly better at what you can already do. You can't be faulted for putting your best foot forward, but at this point, you're probably better off picking up something you can't already do.
Incarnum Shroud: I've talked before about how scandalous a lesser invocation imitating a first-level spell is; well, this is worse. At level 16 and greater, you can select, as a dark invocation, an ability that imitates the second-level spell Blur. A continuous ring of Blur is 24,000gp to buy, and 12,000gp to make. If custom item creation is somehow too much for your DM, the Minor Cloak of Displacement does the same thing at the same cost. Blurring as a magic armor property is a +1 value. There is no excuse for getting this. None.
Path of Shadow (CArc, active): At-will Shadow Walk, with fast healing attached to it. The healing is mediocre, but at-will fast travel is fast travel (you move roughly 50mph with this spell for hours/level). It's not as good as Teleport, and you're getting it a minimum of seven levels later, but you know what? Fast travel is fast travel.
Retributive Invisibility (CArc, passive): At-will Greater Invisibility with a 24-hour duration. Greater Invisibility is awesome, so why is this only okay? Because you're getting it thirteen levels after See Invisibility first hit the scene, and five levels after True Seeing. By this point, enemies with either of the above (or blindsense, or blindsight) are commonplace, meaning your Greater Invisibility came too late to the party to be game-breaking. If you are in a high-level game where nothing seems to see invisible things, this is much better.
Steal Summoning (CM, active): This invocation is literally broken. As in, it doesn't work. The spell Steal Summoning is an immediate action cast that needs to be cast at the time a summoned creature is being brought into the world; however, as an invocation, this is always going to be a spell-like ability for you. Complete Arcane says about a Warlock's invocations: "A warlock's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity." This is for the Warlock that has decided an invocation that you can use 1/day (Caster's Lament) is still too overpowered for him, and would like an invocation he can never use. Even if it were cast as an immediate action, the spell it imitates is too situational to ever be useful as an at-will ability.
Word of Changing (CArc, active): At-will Baleful Polymorph as the spell. This is one of those "love it or hate it" invocations; either you'll love the ability to completely negate a creature at-will for 24 hours, provided they fail the save, or you'll hate how late in the game this comes, and how often it just doesn't work (constructs and undead are immune for it being a Fortitude save; oozes and plants are immune to polymorph effects; and creatures with the shapechanger subtype just don't care. In addition, this targets Fort where Painful Slumber, a greater invocation, targets Will). I, for one, love it--mostly because Word of Changing is exactly the type of thing a high-level CE Warlock might do just for fun.

Snowbluff
2012-12-24, 10:56 PM
Dip Classes for the Warlock
Since it's similar in many ways to spellcasting classes, warlock should not give up caster levels if at all possible. Even then, some dips are very tasty and should be considered.
Dipping is usually more acceptable for melee warlocks, since they care more about damage potential so delaying invocations (or Imbue Item) a bit is not that big of a deal, specially if you consider the ruling Rich Baker has on Practiced Spellcaster advancing eldritch blast damage. For more generalist warlocks, dips should be considered very very carefully.
Binder (Tome of Magic): Binder is a very versatile class and very multiclass friendly. A single level dip allows you to get Naberius, which helps your face skills and makes Hellfire Warlock much less dangerous. Plenty of other vestiges are good for warlocks, including Paimon and Andromalius. This class has plenty of similatiries with Warlock, so much that it became part of the class beyond 3rd edition. Very good.
Cleric: Everyone knows Cleric is such a strong class and how strong a single level Cleric dip can be. If you go for Cloistered Cleric (a variant from Unearthed Arcana), it gets kind of ridiculous, even. It opens up Eldritch Disciple, one of the most potent classes available to Warlocks. When it comes to RAW power, it's hard to compete with a Cleric dip. Armor proficiency allows you to qualify for Battle Caster, turn undead opens up Divine Might, you can exchange your domains for devotion feats (including Knowledge Devotion, one of the rare bonuses to damage you can apply to eldritch blast).
Wizard: Wizards are almost as good a dip classes as Clerics. With a single level, you can get a familiar and a bonus feat (either Scribe Scroll or a Fighter bonus feat) or you can give up your familiar for Immediate Magic from PH2 (Abrupt Jaunt is so good it's arguably broken).
Sorcerer: Picking up some spells is a good idea. Better for an Eldritch Theurge than Wizard if you are not dumping Cha, which is the casting stat for both Warlock and Sorcerer.
Fighter: Bonus feats: the class. Not very useful in most cases, since a lot of the feats needed for Warlock builds are not options. On the other hand, feats like Improved Trip are good for Glaivelock lockdown builds.
Ranger: Ew. Unless you like the skills, a short dip into Barbarian or Fighter will serve you better.
Barbarian: Need to pounce, Lion Spirit Totem.. The ACFs for Barbarian are some of the best in the business, and include nifty things like free Improved Trip.
Paladin: A 2 level dip for Divine Grace is good on Charisma heavy build, but Charisma heavy builds are not that good. I could see this being somewhat usable in a clawlock build using From Smite to Song to get Inspire Courage and going crazy from there, but it's very convoluted.
Warblade: The best chassis around and you can get Sudden Leap out of it, helping immensely with the mobility problem of melee warlocks. Good maneuvers all around, good skill list and a worthwhile dip even if you lack high Int for the class features.
Crusader: A good class on it's own, but it competes with Warblade in the ToB front and it's simply not as good as it's cousin for warlocks, even though it has a bit of Charisma focus.
Swordsage: 3/4 BAB and a focus on Wisdom (one of the least important abilities for warlock) makes this the worst out of the 3 ToB classes for Warlock. Note that the Shadow Hand feat does not apply to claws and that you can get all of the utility from maneuvers from invocations. Becomes better with Ascetic Mage or Beast Strike if you are using the Unarmed Variant.
Incarnate: Very good. Note that you can get everything you can get in 2 levels here from feats (Shape Soulmeld, Open Least Chakra).
Totemist: A good option. Second level, you gain the unique Totem Chakra. 3/4 BaB, but you probably won't be taking more than 2 levels
Soulborn: Awful. Full BaB, but no Soulmelds until level 4? I guess your one immunity at level 2 and your Smite will make up for it, right?
Hexblade:
Swashbuckler: Swashbuckler should only be taken if you need Weapon Finesse and want a slightly better chassis than Fighter. The features of later levels don't really compare to continued Warlock features. Thanks Jackalope! (http://www.giantitp.com/forums/showpost.php?p=14528695&postcount=131)
Scout: Useful for the skills, and the skirmish ability works well with standard Eldritch Blast. Trapfinding is a nice addition for a single level dip. Like all skill based dips, this works well with Able Learner and Chameleon entry.

Prestige Classes for Warlocks:
Acolyte of the Skin (CA):Well, taken to ten levels, relatively useless. You lose invocations for using, in return for a couple of powers used 1/day. A stun, poison 2/day, summon a 7-8 HD outsider, a mild damaging ability. I don't think any of these are worth losing invocations over.
Nosomatic Chirurgeon (Dragonmarked): Kind of mediocre in my book, until you realize that Pestilential Touch lets you qualify for spell level requirements. Heal isn't a class skill for you, requiring you to take some extra feat tax or dip even more.
Eldritch Disciple (Complete Mage): Can grant a few useful abilities, like Healing Blast. The progression isn't a complete 10/10 theurge, and requires Turn Undead, which means the best option for entry is the Wisdom-based Cleric. They can add their Essences to their touch spells, which could add some nasty effects.
Eldritch Theurge (Complete Mage): Blastomancy. Early on you can combine AoE spells with your Eldritch Blast, then your Essences with your Ranged touch spells (Hint: Vitrolic Blast has no SR and works in AMF), and finally your touch spells with your Eldritch Blast. I think it blends well with Escalation Mage, which can be used to quicken a Spellwoven Eldritch Blast, which is normally a full round action to use. You can also use this to combine other AoE effects, like web or Grease, to your Eldritch Blast.
Enlightened Spirit (Complete Mage): This class does not advance your warlock abilities. Instead, it gives some celestial-flavored abilities, +5d6 eldritch blast and 5 set invocations. Usually, this class sucks. However, in a gestalt or epic build, Enlightened Spirit shines. Since it is adding instead of advancing, in a gestalt build it basically doubles your eldritch blast progression throughout those 10 levels. 5 extra invocations is nothing to sneeze it - the problem is that they are set. However, they are still invocations and as such can be swapped away when you get a new tier of invocations. Having Planar Affinity helps, since you can swap two at a time - two when you get Greater, two when you get Dark - you only need to keep one, and it turns out one of the invocations Enlightened Spirit grants you is pretty good (Celestial Flight). In epic levels it works very similarly, except that you need to time your levels carefully.
Demonbinder (Drow of the Underdark): The cost of entry is small, and it provides some good utility and extra abilities a Warlock should enjoy. My only gripes her are the Full-round activation for your Demonbinds, requires Drow (ask your DM for the Half-Drow or LA buyoff), and the lost CL. Becomes more or less even if you have to be a Drow and you can't buy off the LA.
Hellfire Warlock (Fiendish Codex II): Probably everyone that wants to play a Warlock already knows about the Hellfire Warlock, THE Warlock prestige class. Don't have Fiendish Codex II? No worries - it's free (http://www.wizards.com/default.asp?x=dnd/ex/20061207a&page=3). It requires a sucky invocation to get in, but it's worth it. It progresses your invocations, add some damage in the form of hellfire, allows you to apply some metamagic to items (and this is a really good and often overlooked part of the class) and you even get an immediate action ability, one of the very few a Warlock gets.
The problem is that using hellfire deals Con damage and you can't be immune to it. There are three common ways to deal with it:
1) Use wands and rods of bodily restoration to keep going. The most simple solution, one suggested in the class description itself. Better if you have a familiar.
2) Dip Binder (Tome of Magic) and bind Naberius. You now heal 1 point of ability damage per round. Binder and Warlock fit like a glove onto each other and this fits both the RAI and RAW of Hellfire Warlock. The only problem is setting back one step of your progression.
3) Take Shape Soulmeld (Strongheart Vest) (from Magic of Incarnum) as a feat. This reduces any ability damage you take by 1. This is definitely not RAI and the debate on whether is not it is RAW (because what the hell does 'somehow immune' means?) has been raging over years and has never been completely settled. Check if your DM. If you can take it, hey, free power boost. Update 14/12/12: The latest 3.5 FAQ (http://www.wizards.com/default.asp?x=dnd/er/20030221a) addresses Strongheart Vest.

OK, so Hellfire Warlock is the bee's knees. The problem is that it's only three levels long. If only we could advance the class progression beyond that... and hey, looks like we can. Some people debate if you can actually do this, but I have yet to see any RAW argument that holds against it. I don't think that's RAI, but this depends mostly on your group. Check with yoru DM before doing it, basically. There are three ways to do it:
1) Bloodlines (from Unearthed Arcana) advance level-related class features. This would advance hellfire and hellfire only. You get your bonuses to damage, but no free invocations, no BAB, no skill points. I'm not a fan of bloodlines myself and I have yet to see a game that is enriched by adding them. Personally, I'd avoid it like the plague.
2) Uncanny Trickster (from Complete Scoundrel) is another 3 level prestige class. Two of it's levels progress class features for another class. The fluff even kind of fits - you're squeezing just a little tad of extra power from your pact with the lower realms by trickery. Might be hard to get enough skill points for all those skill tricks while you qualify for Hellfire Warlock, but if you can do it, you probably should.
3) Legacy Champion (from Weapons of Legacy) is a bit like Uncanny Trickster in that it progresses class features from another class. However, it does so on 8/10 progression. That's a potential +16d6 bonus for your hellfire damage. There are several problems with that, though. First of all, you can't take all levels while qualifying for Hellfire Warlock pre-epic. Also, you need to find/found a legacy item, and that's a whole book full of badly organized mechanics your DM might not want to read. Also, if you go for the most Legacy heavy build possible (Warlock 9/Hellfire Warlock 3/Legacy Champion 8) you're losing out on Imbue Item, the single best class feature Warlocks get. If you keep Imbue Item, you end up with Warlock 12/Hellfire Warlock 3/Legacy Champion 5. That's a slight advantage over Uncanny Trickster with a lot more to learn. Still, you suffer penalties just from using weapons of legacy and that sucks. On the plus side, if your DM allows you to pick and choose abilities for your item, it can get quite decent. My personal advice? Just use Uncanny Trickster instead.
Chameleon (Races of Destiny): Chameleon is on of the most versatile classes is all of D&D 3.5 and Warlock really needs the flexibility. The requirements lock you into a few builds - it requires being a human, changeling or doppelganger and taking the Able Learner feat. A two level dip offers you the option you using several abilities (from a small bonus to melee to 2nd level arcane or divine spells) and a floating feat - that is, a feat you can select every day. This is awesome for the Warlock for two big reasons - Extra Invocation and item creation feats. Between this and Imbue Item, you can do any magical item.
You can go further than 2nd level, but it starts becoming more about Chameleon and less about Warlock very fast.
Cyran Avenger (Five Nations):
Ruathar (Races of the Wild): I guess you don't lose CL? Really, mostly for flavor. I should stop talking before I damn it with faint praise.
Thayan Gladiator (Champions of Ruin):
Warshaper (Complete Warrior):
Prestige Bard (UA): Singing should not interfere with your Invocations. A simple dip into Wizard or Sorcerer, then find a way to get Perform as a skill (like Apprentice: Entertainer). Aside from the obvious Inspire Courage and various other musical options, you also get 6+ skill points/level from a good skill list. The quintessential Party Face Warlock.

Sentinel of Bharrai: The biggest contribution this gives is healing and some bear forms. With enough levels, you can turn into a Dire Polar Bear from Frostburn, which has a whopping 39 strength.

Here's what Troacctid had to say:

Also, Sentinel of Bharrai, from Book of Exalted Deeds. Very strong prestige class. Easy to qualify for as a good-aligned Warlock--just take a feat tax. Gives you a bunch of powerful, relevant class features, including the ability to turn into a bear at will, which is badass (and lets you dump your physical ability scores). 10/10 casting. 4+Int skill points too. All you lose is some HP and BAB, which is like, whatever. The extra Strength from the bear form makes this an especially good choice for clawlocks, but ranged Warlocks will love it too.

Sentinel of Bharrai's bear shape is based on Polymorph/Alter Self, so you retain your spell-like abilities. Unlike Wild Shape, which prevents you from performing somatic components unless the form has humanlike hands, Polymorph only requires you to have limbs capable of fine manipulation. I think bear paws should work just fine for that. Look at that guy in the illustration. He sure looks capable of fine manipulation, wouldn't you say? He's got a quarterstaff and everything.

Even if your DM ruled against you on it, though, the worst it would do is bring the class down from purple to blue.


Stormsinger: For more Bard bard abilities. It has some nice bardic music abilities, which work with your Perform: Sing. With a good charisma score, it's an excellent option. Prestige bard causes you to lose CL, so this is a viable alternative with a bard dip.


Stormsinger, from Frostburn. Similar to Virtuoso, but with a feat tax and only one lost level of casting (from the compulsory Bard dip to meet the prerequisites). Thunderstrike is mostly redundant (although it bypasses spell resistance, so it's at least something to keep in mind), but the Control Winds ability is absolutely fantastic, and being able to control the weather and call storms is pretty badass. Also, from a flavor perspective, it's just a really cool class. I would probably rate it a little below Demonbinder in viability--similar power level/coolness factor, but harsher prerequisites. Really, though...Control Winds alone, and at a boosted caster level, too...that spell is insane. And 4+Int skill points is still an upgrade even if you're locked into maxing Perform (Sing).
Virtuoso:Another bard themed PrC.



Virtuoso, from Complete Adventurer. A valid alternative to Prestige Bard. You need a level of Bard to qualify. You get a lot of the same benefits as Prestige Bard, but in exchange for weaker bardic music, you only drop two levels of casting instead of, like, five or whatever. That's a pretty good trade in my book. If Prestige Bard is worth a mention, so is Virtuoso.


Urban Savant: A city-based knowledge class. By making easy knowledge checks, you can provide information on enemies, and it comes with a nice little diplomacy ability for city creatures. It can easily be purple in the appropriate fields, but unless you know your setting well in advanced, it can be difficult to gauge its effectiveness.



Urban Savant, from Cityscape. Easy enough to qualify for (just take a quick dip into Paragnostic Apostle), and it offers full casting progression, 6+Int skill points, and awesome class features that let you basically cheat--you can literally look at the game statistics of the monsters you're fighting. I think this may be the quintessential skill monkey Warlock much more so than Prestige Bard.

Paragnostic Apostle: Another easy-entry PrC. It grants all knowledge skills, making it a good class to dip into while trying to get into classes that require knowledge skills you don't have.



Edit: I also notice Paragnostic Apostle (Complete Champion) isn't on there. It is basically Ruathar. Super easy to qualify for, and gives you full casting with some boring marginal benefits that may be slightly better than what you'd get from Warlock levels, like increased speed with Fell Flight, +1 to dispelling checks, and a bonus to the save DCs of your essence invocations. It's also notable in that you can qualify for it unusually early--potentially going Warlock 2/Paragnostic Apostle 5--if you can get a 3rd level spell-like ability, e.g. with the Intensify Darkness feat or by being an Aasimar. Not that that's necessarily amazing, but it's notable.

Snowbluff
2012-12-24, 10:58 PM
Epic Feats: Might get moved.

Dark Transient: Fly faster, Greater Teleport. I give it a hearty "meh".

Eldritch Sculptor: Usefulness depends on interpretation. I would say if your DM lets this work for your Glaive, or you are an Edlritch Theurge with Lord of All Essences, take it.

Epic Eldritch Blast: The sad, sad truth about epic warlocks is that health far outstrips their damage. This doesn't fix that. More useful for Clawlocks and Glaivelocks, but their feats are betterspent elsewhere.

Epic Fiendish Resilience: Improve your self healing. You have UMD for this.

Lord of All Essences: Very good. Double Essence use is great, specially if you are a Theurge, since their Spellblast abilities are Essences.

Master of the Elements: A slightly nerfed (Only one creature, but it is only a standard action) Summon Monster IX and Dominate Elemental? This gets my vote.

Morpheme Savant: Tongues and a slightly improved Warlocks call? Awful.
Power Word: Stun, Blind, and Kill are nice, but keep in mind enemies have much higher HP in epic.

Paragon Visionary: Detection! I wouldn't call it absolutely necessary (You can get items to do the same thing), but I would not call it bad for what it does.

Shadowmaster: 50% miss chance, ability to mimic 8th level spells, and immunity to [Shadow] spells, and shadow based effects. Easily amazing.

Souleater Incarnate: Awful for the same reasons the required Invocations are.

Verminlord: Creeping Doom with a huge buff, so I am not going to call it bad, but I am not sure how useful swarms are supposed to be at epic levels. Probably sucks for the same reason Summon Swarm does.

Snowbluff
2012-12-24, 11:00 PM
Reserved. Yep. Go ahead.

Morcleon
2012-12-24, 11:15 PM
...so it's basically just a repost of the old one, with a half-promise of new stuff...? Cool. But why? :smalltongue:

You should do an epic feats section too, for this thing (http://www.wizards.com/default.asp?x=dnd/ei/20061027a). :smallbiggrin:

EDIT: I see you changed the title in the short amount of time it took me to post this... :smallamused:

Snowbluff
2012-12-24, 11:28 PM
...so it's basically just a repost of the old one, with a half-promise of new stuff...? Cool. But why? :smalltongue:

Elementary, my dear Watson. Upkeep. If it needs to be updated, it can be. The previous one is unfinished, and I'll be adding a to-do list.


You should do an epic feats section too, for this thing (http://www.wizards.com/default.asp?x=dnd/ei/20061027a). :smallbiggrin:

Hm, I'll take a look through this. Thanks. It's exactly what Thiago, the previous curator, and I were thinking.


EDIT: I see you changed the title in the short amount of time it took me to post this... :smallamused:

For clarification. As much as I love the "Zombified Handbook", I want it clear that this will be the most up-to-date.

Morcleon
2012-12-24, 11:37 PM
Hm, I'll take a look through this. Thanks. It's exactly what Thiago, the previous curator, and I were thinking.

Shadowmaster is head-and-shoulders above the rest. Shades at-will. 'Nuff said.

Morpheme Savant is probably the next, what with the power words and the bonus to bluff, diplomacy, and intimidate.

Then there's the Master of the Elements, which is decent if you like summoning.

The two blast essence/shape ones are okay if you specialize in those. The essence one is great for stacking effects for a melee-lock.

The rest are just meh.

Madara
2012-12-24, 11:41 PM
There's a half-finished warlock handbook, and an "Info-dump" but this is well needed since the other two will never go any further. Make sure to add the mindbender to the PrC section. You also need a "Roles" section for this handbook. Otherwise, it looks like its shaping up pretty well. :smallsmile:

Lonely Tylenol
2012-12-24, 11:52 PM
A shame that I could not do the repost of the last one, in light of recent developments. :smalltongue:

Nevertheless...

I can offer to contribute more, if you'd like. I did offer builds in the last guide that never saw the light of day, but aside from that my contribution was mainly to be an E6 mini-guide.

Feralventas
2012-12-25, 12:07 AM
While there're a couple of mentions of Warlock as a dedicated scout, I've used it to great effect as a perceptive-focused character option. I'd started the build as a Cleric focus, but having a dip of Warlock at 3 caught what would have otherwise been a Large and Violent surprise for the party. With See the Unseen, Devil's Sight, All-Seeing Eyes on their own, the warlock can mitigate several primary means of reducing PC perception of the game-world and therefore debuff their ability to act in it. You can then add the Necropolitan template and Lifesense at first level, and Craft Wondrous Item at 3rd to continue to buff and support your Spot and Listen checks, making yourself nigh impossible to sneak up on while never needing to sleep. Your damage capacity is kept at your Eldritch Blast or weapon's damage, but as long as you're willing to play a more passive, simple combative role, you can do a lot with just being able to see what's really happening.

And of course Detect Magic helps.

This actually makes dumping strength or even Charisma (the latter only if needed though) viable, as your contributions come from things that don't grant DC's and makes the dip in Swordsage make a measure of sense for Wisdom-to AC (meaning you can potentially dump Dex too), taking Shadow Hand maneuvers for stealth, or Tiger Claw if you can spare an invocation for Eldritch Glaive. Or Monk for that matter, though losing the mundane armor bonus and later magical enhancements may be less useful.

Edit: Madara's mention of Mindbender also reminds me of Mind-sight out of Lords of Madness; now you automatically know if anything with a mind comes into your telepathic range (100ft).

Sorry to be a bother here, it's just a facet of the Warlock that I think is worthy of note.

Lonely Tylenol
2012-12-25, 12:15 AM
While there're a couple of mentions of Warlock as a dedicated scout, I've used it to great effect as a perceptive-focused character option. I'd started the build as a Cleric focus, but having a dip of Warlock at 3 caught what would have otherwise been a Large and Violent surprise for the party. With See the Unseen, Devil's Sight, All-Seeing Eyes on their own, the warlock can mitigate several primary means of reducing PC perception of the game-world and therefore debuff their ability to act in it. You can then add the Necropolitan template and Lifesense at first level, and Craft Wondrous Item at 3rd to continue to buff and support your Spot and Listen checks, making yourself nigh impossible to sneak up on while never needing to sleep. Your damage capacity is kept at your Eldritch Blast or weapon's damage, but as long as you're willing to play a more passive, simple combative role, you can do a lot with just being able to see what's really happening.

And of course Detect Magic helps.

This actually makes dumping strength or even Charisma (the latter only if needed though) viable, as your contributions come from things that don't grant DC's and makes the dip in Swordsage make a measure of sense for Wisdom-to AC (meaning you can potentially dump Dex too), taking Shadow Hand maneuvers for stealth, or Tiger Claw if you can spare an invocation for Eldritch Glaive. Or Monk for that matter, though losing the mundane armor bonus and later magical enhancements may be less useful.

Edit: Madara's mention of Mindbender also reminds me of Mind-sight out of Lords of Madness; now you automatically know if anything with a mind comes into your telepathic range (100ft).

Sorry to be a bother here, it's just a facet of the Warlock that I think is worthy of note.

It was also the focus of a build that I made that never made it to the "builds" section (which never came to life). If you care to search the last thread for it, it's on page 7 or so, I think. I'm on a phone and can't be arsed to right now, but I'll look it up later tonight when I get home, if you'd like.

Snowbluff
2012-12-25, 12:17 AM
Swordsage 2, Wis to AC. Ascetic Mage, Cha to AC. I'll add it.

Added to Mindsight the Shedu Crown and Mindbender qualifications.

Feralventas
2012-12-25, 01:00 AM
It was also the focus of a build that I made that never made it to the "builds" section (which never came to life). If you care to search the last thread for it, it's on page 7 or so, I think. I'm on a phone and can't be arsed to right now, but I'll look it up later tonight when I get home, if you'd like.

No need to trouble yourself, but thanks none the less.

SargesPrivates
2012-12-25, 01:55 AM
I never understood why summon swarm gets placed as a "good at level 1 only" kind of spell. The feat section even says mortalbane is a good pick up for an early feat and you can mortalbane the swarm, now instead of only 5 uses of the extra 2d6 you get access to it until your done with the swarm.

Not to mention even at level 5 your only doing 3d6 damage on EB which is the same damage your doing if you caught three people in the swarm, sure focusing damage on targets is usually better but a lot of smaller mooks dont need a full 3d6 at level 5 to kill. Plus a mortalbane swarm can do a maximum 12d6 (split between 4 people) in a perfect situation accompanied by auto bleed.

Also why is chain blue and cone red? I get that it is a bit easier to hit allies with cone but its possible targets is much higher at all levels and chain is only 2-3 targets all the way to level 15, hardly seems worth the pick up until at least level 10 and then as far as aoe goes cone seems better. Especially if your going for debuffs, because then who cares if they make the reflex save, the damage isn't what you were aiming for.

just my 2cp. Also i was hoping someone planned to finish this guide since i just started up a warlock character.

Snowbluff
2012-12-25, 03:00 AM
I never understood why summon swarm gets placed as a "good at level 1 only" kind of spell. The feat section even says mortalbane is a good pick up for an early feat and you can mortalbane the swarm, now instead of only 5 uses of the extra 2d6 you get access to it until your done with the swarm.

Depends on your interpretation. I wouldn't let Mortalbane do more than the 2d6 extra per use it says.

It's an invocation.

You cannot control the Swarm, IIRC. The saves for the distraction don't scale. The damage scales to pathetic even with Mortalbane.



Also why is chain blue and cone red? I get that it is a bit easier to hit allies with cone but its possible targets is much higher at all levels and chain is only 2-3 targets all the way to level 15, hardly seems worth the pick up until at least level 10 and then as far as aoe goes cone seems better. Especially if your going for debuffs, because then who cares if they make the reflex save, the damage isn't what you were aiming for.

The range of Chain is much better. Cones can hit your allies. Seems like a flat loss for Cone here.


just my 2cp. Also i was hoping someone planned to finish this guide since i just started up a warlock character.

Well, yeah I am working on it. Give me a break, it's Christmas. :P

Biffoniacus_Furiou
2012-12-25, 03:06 AM
Be sure to include Hellbred (FC2) under races, and Ability Focus: Eldritch Blast under feats. I'd also put Half-Fey (http://www.wizards.com/default.asp?x=dnd/sp/20040213a) under level-adjusted races/templates, and note that you don't have to take both levels (http://www.wizards.com/default.asp?x=dnd/sp/20030824a) of that.

On Enlightened Spirit gestalt: Assuming you start taking it as early as possible, you'll get access to greater invocations one level sooner from its bonus shape invocation, which means your Warlock 10 invocation known can be greater instead of lesser. The bit about being able to trade out the invocations it grants is a bit questionable (trade an invocation you know for any other invocation you could have picked in its place, there are no other choices), plus every invocation it gives you is actually really, really good, even though a few are extremely situational.

I'd include Spellthief in the class dips, especially on a Chameleon build, due to just one level of it enabling wand use for most of the Wizard spell list.

Snowbluff
2012-12-25, 03:14 AM
Be sure to include Hellbred (FC2) under races, and Ability Focus: Eldritch Blast under feats. I'd also put Half-Fey (http://www.wizards.com/default.asp?x=dnd/sp/20040213a) under level-adjusted races/templates, and note that you don't have to take both levels (http://www.wizards.com/default.asp?x=dnd/sp/20030824a) of that.

On Enlightened Spirit gestalt: Assuming you start taking it as early as possible, you'll get access to greater invocations one level sooner from its bonus shape invocation, which means your Warlock 10 invocation known can be greater instead of lesser. The bit about being able to trade out the invocations it grants is a bit questionable (trade an invocation you know for any other invocation you could have picked in its place, there are no other choices), plus every invocation it gives you is actually really, really good, even though a few are extremely situational.

That's cool. Useful.


I'd include Spellthief in the class dips, especially on a Chameleon build, due to just one level of it enabling wand use for most of the Wizard spell list.

I'll do this as soon as UMD stops being a skill for Warlocks and Cha stops being a stat for Warlocks. I'll put it in because: BiFu, though.

Anderlith
2012-12-25, 03:16 AM
I'm sorry but there is too much purple & the Font changing makes this unpleasant to read

Snowbluff
2012-12-25, 03:19 AM
I'm sorry but there is too much purple & the Font changing makes this unpleasant to read

PM Thiago, it was his handbook.

I'm thinking chaning the colors as well. Purple should be green or something.

Anderlith
2012-12-25, 03:29 AM
Hasn't it always been?

Blue: Great
Green: Good
Black: Okay
Red: Bad

Snowbluff
2012-12-25, 03:40 AM
Hasn't it always been?

Blue: Great
Green: Good
Black: Okay
Red: Bad

Dictum Mortuum (http://dictummortuum.blogspot.com/)uses purple in their scale, so no.

SargesPrivates
2012-12-25, 04:03 AM
Depends on your interpretation. I wouldn't let Mortalbane do more than the 2d6 extra per use it says.

It's an invocation.

Well mortal bane states a mortalbane spell-like ability does 2d6 extra damage, since the swarm is one continuous ability it remains a mortalbane swarm (because you summoned it as one) so I cant imagine it would stop after the first time it damages.


You cannot control the Swarm, IIRC. The saves for the distraction don't scale. The damage scales to pathetic even with Mortalbane.

Up until level 6 the swarm is hitting harder then your eldritched blast as long as you summon it mortalbane, and the bleed is more useful then the distraction. I'm not saying you shouldn't switch it out once you've hit the ability to do so but saying it is only good level one is kind of a misnomer.



The range of Chain is much better. Cones can hit your allies. Seems like a flat loss for Cone here.

Well hitting two creatures does not equal aoe/multitarget attack in my book, it is probably more worth it at 4 targets and okay at 3, but consistently hitting three times that seems much more of a boon. Especially once you can fly and can station yourself either over the enemy or over your frontline so you can't hit them anyway.

Not saying chain isn't good but the two being more then a step away from each other seems biased considering their relatively similar in severeness of disadvantages.

Tl;dr hitting two enemies for an entire invocation slot? Worth a blue rating? Hitting the fighter for barely a scratch to his health once every 10 times you use it, graded a red rating?




Well, yeah I am working on it. Give me a break, it's Christmas. :P

I'm in no hurry, not like my campaigns being run during the holidays :smalltongue: , I appreciate you reviving this is all. :smallsmile:

Snowbluff
2012-12-25, 04:19 AM
You're welcome, but you seem to have a predilection for mutilating your teammates. :smallbiggrin:

Mortalbane is really vague, looking at it now, and damage dealing isn't your game in the first place. You are also forgetting you can Mortalbane EB, and you can do all sorts of other things with it, and that it has items and feats built for it.

SargesPrivates
2012-12-25, 05:03 AM
You're welcome, but you seem to have a predilection for mutilating your teammates. :smallbiggrin:

Mortalbane is really vague, looking at it now, and damage dealing isn't your game in the first place. You are also forgetting you can Mortalbane EB, and you can do all sorts of other things with it, and that it has items and feats built for it.

Until you start getting lesser invocations damage is all you have as a blasterlock (unless your making good use of that baleful utterance), so for the first 5 levels those swarms are usually my go to combat spell. A mortalbane EB is a one shot damage buff for EB so best not to spam it on the first encounter of the day.

and yeah I find i do throw things at my teammates more often then i probably should :smallredface:

Lonely Tylenol
2012-12-25, 07:34 AM
EDIT III: Spoilered upon request.


I never understood why summon swarm gets placed as a "good at level 1 only" kind of spell. The feat section even says mortalbane is a good pick up for an early feat and you can mortalbane the swarm, now instead of only 5 uses of the extra 2d6 you get access to it until your done with the swarm.

Not to mention even at level 5 your only doing 3d6 damage on EB which is the same damage your doing if you caught three people in the swarm, sure focusing damage on targets is usually better but a lot of smaller mooks dont need a full 3d6 at level 5 to kill. Plus a mortalbane swarm can do a maximum 12d6 (split between 4 people) in a perfect situation accompanied by auto bleed.

If I may (as the person whose ratings are being called into question):

I had to be convinced that Summon Swarm was even good at level 1. Relative to Eldritch Blast, the range is terrible, the duration is prohibitive, and the damage never scales or improves of its own accord. The only thing it has over Eldritch Blast in the first two levels is the lack of a need for an attack roll, but by about level 4 or 5, your ranged attack bonus has scaled to the point where you almost never miss touch attacks anyway. And unlike Summon Swarm, you aren't wasting one of your precious twelve invocations on Eldritch Blast.

Comparing a Mortalbane-enhanced Summon Swarm to a vanilla Eldritch Blast is a laughable example, because a Mortalbane-enhanced Summon Swarm pales in comparison to a Mortalbane-enhanced Eldritch Blast (which is what you get when you put the two on equal footing), only the Eldritch Blast continues to scale. None of the situations you just described happen with any regularity or reliability in your bog-standard combat scenario, where you concentrate on a swarm and it does its bidding persistently and for the whole combat against multiple targets at a time--rather, the best, safest use of Summon Swarm is to not concentrate on it, which nets you the free no-roll attack, plus the opportunity to do it again (with manual repositioning) next turn. Gambling on a low-level, low-reward attack form that doesn't scale with not only one of your twelve invocations, but one of your seven feats seems like a serious folly.


Also why is chain blue and cone red? I get that it is a bit easier to hit allies with cone but its possible targets is much higher at all levels and chain is only 2-3 targets all the way to level 15, hardly seems worth the pick up until at least level 10 and then as far as aoe goes cone seems better. Especially if your going for debuffs, because then who cares if they make the reflex save, the damage isn't what you were aiming for.

The cone's range is half that of your standard Eldritch Blast, putting you in much greater danger than Eldritch Chain and weakening the odds of hitting a wide spread of enemies; Area of Effect spells into clusters always run the risk of affecting allies; and succeeding a ranged touch attack will always be easier than forcing your opponents to succeed a Reflex save. In fact, by the time you've picked up Eldritch Chain (it won't be your first lesser invocation, by any stretch of the imagination), you should be hitting nearly all the time on a 2 or better, even if you dumped DEX initially (unless your DM has a weak spot for the Scintillating Scales spell, and none do). Your enemies' saves, by contrast, have been scaling with Hit Dice since level 1.

Cone has a few VERY niche situations where it can truly outshine Chain (large quantities of enemies grouped together with low DEX/Reflex saves and high touch ACs), but a primary attack form it is not. In fact, it actively makes your attack weaker than the bog-standard Eldritch Blast by default, and only situationally breaks even (and even more situationally improves upon it). Therefore, red. Chain just adds extra targets to your standard blast (and therefore inherently improves upon the standard model).


Well mortal bane states a mortalbane spell-like ability does 2d6 extra damage, since the swarm is one continuous ability it remains a mortalbane swarm (because you summoned it as one) so I cant imagine it would stop after the first time it damages.

Up until level 6 the swarm is hitting harder then your eldritched blast as long as you summon it mortalbane, and the bleed is more useful then the distraction. I'm not saying you shouldn't switch it out once you've hit the ability to do so but saying it is only good level one is kind of a misnomer.

I just want to reiterate: Spending a feat improving an invocation that you WILL be trading out at level 6 probably isn't a good idea, unless it's a 5-level game. (Reminder: Mortalbane requires you select a spell-like ability to improve.)


Well hitting two creatures does not equal aoe/multitarget attack in my book, it is probably more worth it at 4 targets and okay at 3, but consistently hitting three times that seems much more of a boon. Especially once you can fly and can station yourself either over the enemy or over your frontline so you can't hit them anyway.

You're probably not picking up any lesser blast shapes until 10 or later anyway, because the rest of the lesser invocations are just flat-out unbeatable. If you're consistently hitting 9 or more with your 30-ft. cone, you aren't playing Dungeons & Dragons; you're bowling.


Not saying chain isn't good but the two being more then a step away from each other seems biased considering their relatively similar in severeness of disadvantages.

Tl;dr hitting two enemies for an entire invocation slot? Worth a blue rating? Hitting the fighter for barely a scratch to his health once every 10 times you use it, graded a red rating?

Ranged touch attack vs. Reflex save: Ranged touch attack.
Hitting your allies vs. not hitting your allies: Not hitting your allies.
30 ft. range vs. 60 ft. range: 60 ft. range.
Choose your targets vs. limited to a cone: Choose your targets.
Applies precision damage vs. does not apply precision damage: Applies precision damage.

Since Eldritch Chain increases the number of targets you can hit and does not otherwise modify the attack form, it is a flat-out improvement over Eldritch Blast (which makes it worth getting if being a ranged attacker is your focus, for whatever reason). By contrast, Eldritch Cone does all of the above five things worse than Eldritch Blast, not to mention Eldritch Chain, which makes it by default worse than simply not taking a blast shape at all.

If you don't believe me, think about the situational effectiveness of each, and what you need in order to make each invocation better than the standard Eldritch Blast.

Eldritch Chain: More than one target.
Eldritch Cone: More than one target, all targets situated closely together, all targets have poor Reflex saves, all targets incapable of using close-range fighting to their advantage, all allies given a wide berth...

The fact that Eldritch Cone can hit an astounding 24 targets (if all targets are packed closely together in a 30-ft cone-shaped bundle) is irrelevant, because that never happens, and no situation even remotely resembling that happens often, and in the typical situation, I would settle for hitting two or three targets on a 2 before four or five targets for probably half the damage, plus the party Fighter who had the audacity to wade into melee range.

EDIT: It should be noted that you can buy a Rod of Eldritch Power containing either Eldritch Chain or Eldritch Cone (among others), netting you five uses per day of either, so if you consider either of them worth your while but not your invocation slot, the answer is only 16,000gp away for chain (36,000 for cone). I know which one I'd be more likely to get five daily uses out of, however.

EDIT II: Also note that Chain is a lesser invocation, while Cone is a greater. By the time you have to choose between the two, Chain is already hitting three targets... And you can't even choose Cone until such invocations as Chilling Tentacles become available to you.

Amnestic
2012-12-25, 12:42 PM
Standing in the Shoulders of Giants

Should that not be 'standing on the shoulders of giants'?

Psyren
2012-12-25, 12:58 PM
Add Synad (CPsi) to races. Can get Rapidstrike like Elans, qualify for psionic feats without Wild Talent, and no Cha penalty.

Snowbluff
2012-12-25, 03:49 PM
Add Synad (CPsi) to races. Can get Rapidstrike like Elans, qualify for psionic feats without Wild Talent, and no Cha penalty.

Thanks, added.

@LonelyTylenol Dayyyyuuuum

Also, I am the polar opposite of Thiago when it comes to Strongheart Vest.

I also in the opposite in looks. (Short blonde hair, scantily clad in white versus long black hair, robed in black.)

SargesPrivates
2012-12-25, 09:04 PM
I should probably spoiler this as well.


If I may (as the person whose ratings are being called into question):

I had to be convinced that Summon Swarm was even good at level 1. Relative to Eldritch Blast, the range is terrible, the duration is prohibitive, and the damage never scales or improves of its own accord. The only thing it has over Eldritch Blast in the first two levels is the lack of a need for an attack roll, but by about level 4 or 5, your ranged attack bonus has scaled to the point where you almost never miss touch attacks anyway. And unlike Summon Swarm, you aren't wasting one of your precious twelve invocations on Eldritch Blast.

Well you also should take into account swarm is your only form of aoe until 6, idk how much you value that over jut being able to hit one of the 8 mooks charging you, but it seems like a great way to cut down on enemy numbers imo. and you cant waste the invocation slot if you didn't plan on switching out either of the other two anyway.


Comparing a Mortalbane-enhanced Summon Swarm to a vanilla Eldritch Blast is a laughable example, because a Mortalbane-enhanced Summon Swarm pales in comparison to a Mortalbane-enhanced Eldritch Blast (which is what you get when you put the two on equal footing), only the Eldritch Blast continues to scale. None of the situations you just described happen with any regularity or reliability in your bog-standard combat scenario, where you concentrate on a swarm and it does its bidding persistently and for the whole combat against multiple targets at a time--rather, the best, safest use of Summon Swarm is to not concentrate on it, which nets you the free no-roll attack, plus the opportunity to do it again (with manual repositioning) next turn. Gambling on a low-level, low-reward attack form that doesn't scale with not only one of your twelve invocations, but one of your seven feats seems like a serious folly.

The reason I compared it that way is because halfway into your first encounter of the day all of your mortalbanes will be gone if your putting it on EB (only 5 uses) while one use on swarm lasts most of, if not all of, each battle, meaning in a standard adventuring day it should always be a mortalbane swarm, while only occasionally a mortalbane eb.

Its also still a decent use of a feat slot because you can apply it to chilling tentacles at later levels, keep in mind mortalbane works on each of your spell like abilities 5 times every day, so you don't pick mortalbane (summon swarm) you pick mortalbane and then apply it to any of your abilities whenever.


The cone's range is half that of your standard Eldritch Blast, putting you in much greater danger than Eldritch Chain and weakening the odds of hitting a wide spread of enemies; Area of Effect spells into clusters always run the risk of affecting allies; and succeeding a ranged touch attack will always be easier than forcing your opponents to succeed a Reflex save. In fact, by the time you've picked up Eldritch Chain (it won't be your first lesser invocation, by any stretch of the imagination), you should be hitting nearly all the time on a 2 or better, even if you dumped DEX initially (unless your DM has a weak spot for the Scintillating Scales spell, and none do). Your enemies' saves, by contrast, have been scaling with Hit Dice since level 1.

unless extremely optimized with no room for anything not damage related to his EB, a blasterlock is not contributing to a battle through damage. Lets face it 1d6 every other level once to a single target is not a lot of damage, Your banking on anything you have with a save and a decent effect to be going off if you went blaster lock and my enemies making the reflex save and taking 5 damage instead of 10 is not my biggest concern (although doing 5 damage to 4 people is more then doing 10 damage to 1)


Cone has a few VERY niche situations where it can truly outshine Chain (large quantities of enemies grouped together with low DEX/Reflex saves and high touch ACs), but a primary attack form it is not. In fact, it actively makes your attack weaker than the bog-standard Eldritch Blast by default, and only situationally breaks even (and even more situationally improves upon it). Therefore, red. Chain just adds extra targets to your standard blast (and therefore inherently improves upon the standard model).

going from unnoticed damage to barely there damage doesn't decide fights, clearing a path for your death dealers to the bbeg does decide fights. I think where we find disagreement here is you think two enemies and consider that 1/4th of an encounter, where if I'm facing only 4 things in an encounter my group has action economied (its a verb now :smallbiggrin:) all over there faces and waltzed away. Just like you should never pit 5 adventurers vs a single boss, pitting them vs a number lesser then them is usually just a floor mopping.

Encounters in my games tend to have 1-2 bruiser big guys and anywhere from 10-15 little guys, clearing half the little guys in a turn or two is a big boon in my group because they simply get in the way.


I just want to reiterate: Spending a feat improving an invocation that you WILL be trading out at level 6 probably isn't a good idea, unless it's a 5-level game. (Reminder: Mortalbane requires you select a spell-like ability to improve.)

you may want to read the feat again :smallwink:


You're probably not picking up any lesser blast shapes until 10 or later anyway, because the rest of the lesser invocations are just flat-out unbeatable. If you're consistently hitting 9 or more with your 30-ft. cone, you aren't playing Dungeons & Dragons; you're bowling.

If your consistently fighting two creatures that together make your cr+1-2 I'd imagine they have amazing initiative the ability to fly and a lot of SR every single time, or ones already dead by round one and the other needs to straight out kill three of you not to die next round. two trolls do not make for a half difficult encounter for a group of level 4 adventurers. However 9 goblins, two orcs and a troll is hard to deal with due to casters and archers always being threatened (obviously before the casters can fly of course) and the fighter has no time to save him with a troll in front of him (at least he hopes the troll went after him)



Since Eldritch Chain increases the number of targets you can hit and does not otherwise modify the attack form, it is a flat-out improvement over Eldritch Blast (which makes it worth getting if being a ranged attacker is your focus, for whatever reason). By contrast, Eldritch Cone does all of the above five things worse than Eldritch Blast, not to mention Eldritch Chain, which makes it by default worse than simply not taking a blast shape at all.

I was under the impression they were graded based on their effects to an encounter, not how much they improve what you can already do. going from 1 damage a round vs a dragon to 5 is 5x improvement, but your still not changing the battle meaningfully. Hitting a single extra target is just as much a flat out improvement as making someone shaken with frightful blast yet one is blue and the other black. Cone on the other hand isn't upgrading your EB it is giving you an aoe version, think orb of fire vs fireball instead of orb of fire vs orb of fire + chain spell (not the best comparison since i believe chain spell targets far more targets)


If you don't believe me, think about the situational effectiveness of each, and what you need in order to make each invocation better than the standard Eldritch Blast.

Eldritch Chain: More than one target.
Eldritch Cone: More than one target, all targets situated closely together, all targets have poor Reflex saves, all targets incapable of using close-range fighting to their advantage, all allies given a wide berth...

Actually when i think of situations my only thought is "what does more total damage 4d6 to two targets or 2d6-4d6 between 3-4 targets" if there are only two targets I might forget to use chain anyway because battles almost over, if there are more I'm getting more saves and more total damage out of cone. I'm also not one whose afraid to scratch the party fighter if i for some reason am not just flying directly over him and the rest of my allies are behind me.

[reiteration omitted]


EDIT: It should be noted that you can buy a Rod of Eldritch Power containing either Eldritch Chain or Eldritch Cone (among others), netting you five uses per day of either, so if you consider either of them worth your while but not your invocation slot, the answer is only 16,000gp away for chain (36,000 for cone). I know which one I'd be more likely to get five daily uses out of, however.

True but that's true of all the blast shapes really, hardly affects the ranking.


EDIT II: Also note that Chain is a lesser invocation, while Cone is a greater. By the time you have to choose between the two, Chain is already hitting three targets... And you can't even choose Cone until such invocations as Chilling Tentacles become available to you.

That is a point for chain but Imo that just makes them both worth it under certain circumstances.

Madara
2012-12-25, 09:56 PM
Roles section is still missing. Also, add Whisper Gnome. Small Races do extremely well with Warlock. Ranged Touch attack +Small size bonus -Reduced speed(Because of Fell Flight) +AC Bonus = Awesome.

As always, very much thanks for your work.

Mephit
2012-12-25, 10:59 PM
Could you use some spoilers to make the whole thing easier to navigate?

Snowbluff
2012-12-25, 11:27 PM
Roles section is still missing. Also, add Whisper Gnome. Small Races do extremely well with Warlock. Ranged Touch attack +Small size bonus -Reduced speed(Because of Fell Flight) +AC Bonus = Awesome.

As always, very much thanks for your work.

Your welcome.


Could you use some spoilers to make the whole thing easier to navigate?


I'll get one both of these. It's a good idea.

Lonely Tylenol
2012-12-26, 06:05 AM
Apologies for the length. I tend towards it.

Spoilered per request.


Well you also should take into account swarm is your only form of aoe until 6, idk how much you value that over jut being able to hit one of the 8 mooks charging you, but it seems like a great way to cut down on enemy numbers imo. and you cant waste the invocation slot if you didn't plan on switching out either of the other two anyway.

Sure you can! You can spend your first five levels doing two to three unique, distinct things that allow you to contribute to a variety of different situations with your invocations... Or you could spend your first five levels supplementing your fairly cookie-cutter attack form with another, almost identical attack form (which replaces the original action). Sounds like a waste of an invocation slot to me. If I had the choice between Summon Swarm and Baleful Utterance in the first few levels, for example, I'd pick the latter, because it gives me options that I didn't already have on a much grander scale.


The reason I compared it that way is because halfway into your first encounter of the day all of your mortalbanes will be gone if your putting it on EB (only 5 uses) while one use on swarm lasts most of, if not all of, each battle, meaning in a standard adventuring day it should always be a mortalbane swarm, while only occasionally a mortalbane eb.

That's assuming you're concentrating on your summoned swarm, the swarm is doing precisely what you want it to (reminder: this isn't Summon Monster we're talking about), and your continued concentration occurs without incident.

I'll hand it to you that Mortalbane does improve Summon Swarm. It can potentially improve Summon Swarm much more than it can improve Eldritch Blast (and will have a difficult time doing outright worse), but its lack of scaling and the fact that it replaces your primary attack form with an almost identical attack form still make it mediocre. Even a combat-focused Warlock trades it out at 6, whereas certain other invocations (such as Eldritch Glaive and Baleful Utterance) never go stale--and this is exactly what Summon Swarm has to contend with: even when it's good, there is still much better to be had, and that is the very definition of mediocre.


unless extremely optimized with no room for anything not damage related to his EB, a blasterlock is not contributing to a battle through damage. Lets face it 1d6 every other level once to a single target is not a lot of damage, Your banking on anything you have with a save and a decent effect to be going off if you went blaster lock and my enemies making the reflex save and taking 5 damage instead of 10 is not my biggest concern (although doing 5 damage to 4 people is more then doing 10 damage to 1)

Offering a save <<<<<<< not offering a save. This is a universal truth. Attack-roll, no-save spells and spell-likes are always going to be better, because it is much easier to ensure an attack roll hits than a save fails.


going from unnoticed damage to barely there damage doesn't decide fights, clearing a path for your death dealers to the bbeg does decide fights. I think where we find disagreement here is you think two enemies and consider that 1/4th of an encounter, where if I'm facing only 4 things in an encounter my group has action economied (its a verb now :smallbiggrin:) all over there faces and waltzed away. Just like you should never pit 5 adventurers vs a single boss, pitting them vs a number lesser then them is usually just a floor mopping.

Encounters in my games tend to have 1-2 bruiser big guys and anywhere from 10-15 little guys, clearing half the little guys in a turn or two is a big boon in my group because they simply get in the way.

I DM a party of 10. This is all elementary to me: if I tried to challenge my party with "only 4 things", those 4 things would die before half the party acted. If either of the Warblades were high in initiative order, sooner than that.

I also run an E6 game, where fatality is both possible and final, and every single one of my players would agree with me on this principle, in a low-level game or a high-level one: hitting two things swinging at you and zero things swinging at the things swinging at you is always better than hitting ten things swinging at you and one thing swinging at the things swinging at you, because the things swinging at you have an average life expectancy of one encounter, two if they're lucky, but the things swinging at the things swinging at you are expected to live the entire campaign, and it only takes one slip-up to screw that up (and you don't want to be the engineer of that slip-up).

If that's not enough for you, remember that Evasion is a thing. A fairly easy to acquire thing among humanoids, even. Petty thieves laugh at the mighty Eldritch Cone a full nine levels before you can even get it.


If your consistently fighting two creatures that together make your cr+1-2 I'd imagine they have amazing initiative the ability to fly and a lot of SR every single time, or ones already dead by round one and the other needs to straight out kill three of you not to die next round. two trolls do not make for a half difficult encounter for a group of level 4 adventurers. However 9 goblins, two orcs and a troll is hard to deal with due to casters and archers always being threatened (obviously before the casters can fly of course) and the fighter has no time to save him with a troll in front of him (at least he hopes the troll went after him)

Against two trolls, or a troll and nine goblins, the principle is always the same: exercise the maximum possible amount of control over the encounter and produce the minimum amount of collateral damage. As an attack form, the amount of damage Eldritch Chain produces is always zero, which cannot be said of the cone (without careful positioning, which can even put you in a precarious position, which makes the collateral damage "you").

Similarly, you can decide precisely what you are attacking. To use your own example: in the combat involving nine goblins, two orcs and a troll, the nine goblins (and possibly even the two orcs, depending on whether or not they have class levels) are mere busywork; in your own words, "they simply get in the way". They are meant to pad the encounter and rob the party of their action economy advantage. The troll and the two orcs are going to be the first in order of priority in your typical situation, so you want to make sure that you hit them first--really, the goblins' pitiful to-hit, damage, and survivability make them not worth the time anyway--and, with Eldritch Chain, you can make sure you hit all of the targets you want to hit, instead of the ones conveniently grouped together (do I want to hit the two orcs flanking the archer, or the troll battering the fighter?), which is what Eldritch Cone limits you to. So you hit five guys! That's great! Unfortunately, only one of them mattered.

Of course, the standard order of priority ("big guy" -> semi-"big guy"s -> "busywork") isn't how every encounter is solved: many are contextual. To use the above example, three "busywork" minions (goblins or some other large quantity of badder mooks) are surrounding the spellcaster, two semi-"big"s are flanking the archer (or some tactical equivalent), and one "big" is wailing on the fighter (replace "figher" with "spellcaster" and vice-versa where appropriate). The character facing the "big" is basically free to help as soon as the "big" is incapacitated, and only one of the two semi-"big"s needs to be incapacitated to turn the favor in that fight. You could throw a cone at any one of the three (maybe even two with clever positioning), but you don't really have complete control of which due the prohibitive range, and you are almost certainly going to get one of your friends with whatever game-changing debuff you intend to lay down as a Warlock (read: collateral damage). Eldritch Chain allows you to choose precisely which targets are most necessary to incapacitate first. You aren't always going to hit as many as you might with Eldritch Cone (although due to the weak range and limited scope of cone, you totally might, even against large groups, if they're spread out), but the ones you're going to hit are all going to be the ones that matter most (and most importantly, you're never going to hit an ally--especially when you're laying down critical debuffs).


I was under the impression they were graded based on their effects to an encounter, not how much they improve what you can already do. going from 1 damage a round vs a dragon to 5 is 5x improvement, but your still not changing the battle meaningfully. Hitting a single extra target is just as much a flat out improvement as making someone shaken with frightful blast yet one is blue and the other black. Cone on the other hand isn't upgrading your EB it is giving you an aoe version, think orb of fire vs fireball instead of orb of fire vs orb of fire + chain spell (not the best comparison since i believe chain spell targets far more targets)

They are graded on their relative value vs. other invocations of the same invocation level. In other words, they're graded on the mileage you would get out of each invocation if you were to take that invocation over something else. Hitting a single extra target (or two, or three, or four, or five; it really depends on the level you're using it) is most definitely one of the better things you can do with your lesser invocation, which is really saying something, because there are no shortage of great lesser invocations: this is due largely in part to the fact that it is a straight-up force multiplier, which is a big deal when you consider all of the things you can do with force multipliers such as that one: more importantly than that, however, is that it is precise in its execution. It compares quite favorably against almost every other invocation of that level (lesser), and is worth taking in almost every case, because it has a high relative worth, and is almost always useful in combat (again, the only time it isn't worth having in a combat is when you're fighting a solitary enemy).

As a greater invocation, Eldritch Cone isn't expected to compare with Eldritch Chain--it's expected to be greater than Eldritch Chain, not only offering you something different from the aforementioned, but better than it. Unfortunately, Eldritch Cone doesn't even compare favorably against vanilla Eldritch Blast, relying on a much more situational usefulness than that which is required to get mileage out of Eldritch Chain. "Worse by default" is a bad starting point for something that is only situationally useful to begin with, even if it does come with a convenient off switch. Then, for one of the three invocation slots that it is competing for, it is matched up against two of the best debuffs to layer atop an Eldritch Blast, as well as Chilling Tentacles and Devil's Whispers, the pièce de résistance of the Warlock's battlefield control and social arsenals, respectively. Even when you take these out of the equation, Eldritch Cone still competes unfavorably against Nightmares Made Real and quite a few others. At the level you get Eldritch Cone, for what it offers, it doesn't make the top three even if you take the first top three out entirely... And probably not even after you take the second top three out.

The opportunity cost is the greatest thing considered here: I consider Eldritch Blast superior to Eldritch Cone in a wide variety of situations due in large part to the extra range and the greater degree of control I get to exercise over who gets hit when, which is all fine and dandy except Eldritch Cone costs a greater invocation to take. You may also have to take Eldritch Cone over one of the best essences in the game as a result of the fact that they share the same grade of invocation (something that is not true of chain).


Actually when i think of situations my only thought is "what does more total damage 4d6 to two targets or 2d6-4d6 between 3-4 targets" if there are only two targets I might forget to use chain anyway because battles almost over, if there are more I'm getting more saves and more total damage out of cone. I'm also not one whose afraid to scratch the party fighter if i for some reason am not just flying directly over him and the rest of my allies are behind me.

[reiteration omitted]

Are you talking about damage or debuffs here? Most of your arguments are centered around the idea that "your damage doesn't matter, the debuffs are what are really important", but when you're talking about the collateral damage done to the fighter, you seem to be conveniently ignoring the debuffs. Yes, this does make a world of difference.

If you don't mind, I'd like to share an anecdote with you:

A couple of weeks ago, my party was exploring a labyrinth set deep underground in a tomb, with teleportation shenanigans and various and sundry traps and kill-rooms. Deciding that their best bets were to split up and increase their odds of finding the way out quickly, the Scout walked through a door alone--and into a room of three Wights, who, being situated in a miniature kill room, got the jump on him, hitting him twice in the surprise round (once a critical hit) and a third time in the first round of initiative (which they won), knocking him out. In the second round, one took a bite out of him while he was on the ground, knocking him from -2 to -9 (rolling a 1 on damage--lucky him), and requiring the party basically kill their way to him to stabilize him that round.

You may think all that is quite irrelevant to the scenarios we've been discussing thus far (it is), but I told you that so I could tell you this:

That scout had been with the party since day 1, for an entire year of gaming with that group, during which they had cleared hundreds of encounters of all natures, better or worse than the situation they were in there. It only took one misstep to undo all of that and bring his character to the brink of death.

Don't be that misstep.


That is a point for chain but Imo that just makes them both worth it under certain circumstances.

Well, yes, but Eldritch Doom is also worth it under certain circumstances. That doesn't mean I consider it worthy of one of my precious few invocation slots.

Snowbluff
2012-12-26, 11:40 AM
Sorry, Tylenol, but could you spoiler your arguments? I appreciate you explaining this, but I want the pages to be easily read like the handbook.:smallsmile:

Morcleon
2012-12-26, 11:45 AM
@Cone v Chain: Why would you spend an invocation slot on either? Both are rather situational and, unless you know that you'll be facing a specific subset grouping of enemies a lot of the time (if you know your DM, or you know the theme, for example) then just pick up a rod of eldritch power for the one you want. Save your invocation slots for things you can't just throw money at to get. :smallbiggrin:

Snowbluff
2012-12-26, 12:35 PM
@Cone v Chain: Why would you spend an invocation slot on either? Both are rather situational and, unless you know that you'll be facing a specific subset grouping of enemies a lot of the time (if you know your DM, or you know the theme, for example) then just pick up a rod of eldritch power for the one you want. Save your invocation slots for things you can't just throw money at to get. :smallbiggrin:

Well, the money is better spent on scrolls of Gate and Simulacrum/Ice Assassin.

Not every likes having to spend money on things like that, and it's not always an option. Class Features are more reliable.

JellyPooga
2012-12-26, 12:51 PM
It should be noted that the Sudden [Metamagic] Feats are also applicable to Invocations (including Eldritch Blast, obviously). They're not, clearly, as good as the [Metamagic] Spell-Like Ability Feats in the long run, but if you're only playing a low-level game (e.g. in an E6 environment), then they can provide a little boost that would otherwise be unavailable (bearing in mind that Blast Essences and Blast Shapes increase the CL of your Blast...so a Chain Blast, for example, cannot be used Maximised until you are level 10? 12? I forget and am away from books, but it's something up there). In addition, you do not have to specify the Invocation a Sudden [Metamagic] Feat applies to, potentially giving you a little more flexibility. Alternatively, they can be used to apply metamagic to your Invocations at low levels, then be re-trained out for their 3/day counterpart when you get to a sufficiently high level.

Amphetryon
2012-12-26, 12:59 PM
Well, the money is better spent on scrolls of Gate and Simulacrum/Ice Assassin.

Not every likes having to spend money on things like that, and it's not always an option. Class Features are more reliable.

Availability of items is also more DM-dependent than invocation availability, in my experience. Certainly it may be worth noting that the item is probably a better choice when available, but the invocations are still good enough to warrant a positive mark in the guide.

Snowbluff
2012-12-26, 01:05 PM
Availability of items is also more DM-dependent than invocation availability, in my experience. Certainly it may be worth noting that the item is probably a better choice when available, but the invocations are still good enough to warrant a positive mark in the guide.

The rod is already listed in the item section.

Amphetryon
2012-12-26, 01:34 PM
The rod is already listed in the item section.

Did I say otherwise?

Morcleon
2012-12-26, 01:41 PM
Yeah, invocations are less subject to DM fiat than WBL.

Still, chain and cone are both somewhat situational in their use, depending on the types and numbers of encounters faced. I generally prefer cone, simply because it's an AoE, and the only decent blast shape that does so. :smallsmile:

Lonely Tylenol
2012-12-26, 09:23 PM
Sorry, Tylenol, but could you spoiler your arguments? I appreciate you explaining this, but I want the pages to be easily read like the handbook.:smallsmile:

:\

...Spoilered.


@Cone v Chain: Why would you spend an invocation slot on either? Both are rather situational and, unless you know that you'll be facing a specific subset grouping of enemies a lot of the time (if you know your DM, or you know the theme, for example) then just pick up a rod of eldritch power for the one you want. Save your invocation slots for things you can't just throw money at to get. :smallbiggrin:

As I've mentioned before (the first post on this discussion here, and in the previous thread), you can do just that. Chain is probably going to see common enough use (in a combat-heavy adventuring day, at the least; don't expect it to win you any favors in a social encounter), in my opinion, that a single rod might not cut it, and relative to the rest of the lesser invocations is still a solid pick if you'd rather spend a slot on it (or if that's your only option, as mentioned above) and it suits the build.

Snowbluff
2012-12-26, 09:41 PM
I'll take a gander at the Sudden MM feats.


:\

...Spoilered.


Thank you! :smallsmile:

About the Shapes, I agree with Tylenol. They are in the item section, so people know where to find them and that they are an option.

Morcleon
2012-12-26, 10:20 PM
:\

...Spoilered.



As I've mentioned before (the first post on this discussion here, and in the previous thread), you can do just that. Chain is probably going to see common enough use (in a combat-heavy adventuring day, at the least; don't expect it to win you any favors in a social encounter), in my opinion, that a single rod might not cut it, and relative to the rest of the lesser invocations is still a solid pick if you'd rather spend a slot on it (or if that's your only option, as mentioned above) and it suits the build.

Ah, missed that. :smallredface::smalltongue:

Perhaps there should be a class skills section? :smallsmile:

And add the Enveloping Pit to the items. It's like a portable hole, but much larger, and much cheaper. It also requires a UMD DC 30 to use if you're not LN, LE or NE. But UMD comes easily enough for a warlock.

And a section for the epic warlock feats?

Snowbluff
2012-12-26, 10:42 PM
Ah, missed that. :smallredface::smalltongue:

Perhaps there should be a class skills section? :smallsmile:

And add the Enveloping Pit to the items. It's like a portable hole, but much larger, and much cheaper. It also requires a UMD DC 30 to use if you're not LN, LE or NE. But UMD comes easily enough for a warlock.

And a section for the epic warlock feats?

If the Pit was uniquely valuable to the Warlock, I would mention it. That's an item handbook's entry, not a warlock handbook entry.:smalltongue: unless portable hole made it in as well... somehow. That's the problem with secondhand orphans. You don't know what has been in them.
Argh, I'll get on it. Been busy working on my own build for a local Test of Spite type deal. I've been through several builds, but I am either unhappy with it, or it just isn't working/banned. :smallsigh:

Morcleon
2012-12-26, 10:50 PM
If the Pit was uniquely valuable to the Warlock, I would mention it. That's an item handbook's entry, not a warlock handbook entry.:smalltongue: unless portable hole made it in as well... somehow. That's the problem with secondhand orphans. You don't know what has been in them.
Argh, I'll get on it. Been busy working on my own build for a local Test of Spite type deal. I've been through several builds, but I am either unhappy with it, or it just isn't working/banned. :smallsigh:

The Cyran Gliding Boots are in there too... >.> That... could be taken so many different ways... O.O
Yay, epic stuff! Shadowmaster > everything else. :smallbiggrin::smallwink:

AmberVael
2012-12-26, 10:53 PM
Originally when I saw this handbook, I was not sure what I should do. I had a number of objections to it, but I felt hesitant to bring them up, as I only found it after significant time had passed. However, with the revival of this thread, and the promise of updates for it, I feel this is a good time to bring up my thoughts on it.

On the Emphasis of Clawlock:
First, a recurring difficulty I have with this handbook is its continued emphasis on the Eldritch Claw warlock. Now, to be clear, I have no problem with that flavor of warlock. It is a quite viable and useful option- that's not my difficulty here. What I object to is rather how materials really suitable only to the Eldritch Claw warlock are frequently and almost consistently marked as good options. For example, at least three of the races are really mentioned only for their ability to get Rapidstrike. For a non-claw warlock, the idea that the Elan or Synad are choices equal to Human or Halfling is... inaccurate, I'd say. You see similar things in the feat section, from things like Beast Strike and Superior Unarmed Strike.
I think I'd strongly suggest listing such things under their non-Clawlock rating, but then mention their rating in regards to clawlock in the description. If that doesn't sit right, it could at least say "this drops to X if you are not making a Clawlock" in the description. I see some attempt at that, but I think it needs to be much more explicit. Use the Invocation section as an example, I'd say. The difference in power for items in different builds was handled much better there.
Races
Changelings. I really don't see how a Changeling is a purple option for warlocks. I love their ability, I find them to be a really entertaining and cool race, and I do think they're a little underestimated, but I don't see them outdoing human and halfling for the vast majority of builds. The only significant merit I'm aware that they possess is the one mentioned in the guide- the ability to qualify for and potentially use Warshaper- but I dispute that this is even an amazing ability for a clawlock. As a one level dip, with no limitations put on morphic weapons it might be passable... but I feel incredibly hesitant to say that makes Changeling a purple option even for the clawlock. At best they should be blue. I'd probably put them at black.

I'd further make a note about Pixie in there. It's a relatively common build suggestion- constantly invisible, flying warlocks are rather amusing, though the LA cost is high.

In addition, while Charisma is not necessary for a good Warlock, there are Warlock builds that can benefit from higher Charisma. This in mind, it isn't it just a little odd how races Charisma penalties get more spotlight than races with Charisma bonuses? Lesser Aasimar and Spellscale (possibly Star Elves) should at least get a mention, I feel. They might not be the best options, but they're options that bear noting, I think. Also Hellbred, but that was mentioned already.
Feats
First, Ability Focus needs to get mentioned. It is easy to get, and is a pretty fair selection at early levels, particularly for warlocks who go towards the debuff route. I know this was mentioned before, but it bears repeating.

Second, Infernal Adept is not blue. It is really not blue at all. Just in case it's been missed, you can only pick an invocation that is two grades lower than your highest grade. The one grade lower clause of Extra Invocation is hard enough. Two grades lower is just a slap in the face. There is only one invocation on the dragonfire adept list that might, might be worth picking this feat up for, but I'm honestly not sure Humanoid Shape is so powerful that it is worth your feat at level 18.

I would also make a note on Supernatural Transformation. The designer of the class says he doubts it is broken to allow it (though he errs on the side of caution, a position I can respect), and in my experience, it hasn't really been bad either. I've also had a number of DMs allow it. I think warning that it might not be allowed is wise, but if it is allowed, it'd be nice to have a rating that reflected its worth. I'd imagine it is blue or purple, at a thought. The power is not overwhelming, but it is quite useful and you can get it very early on, which is nice.

Extra Invocation is at least blue. A warlock really needs all the invocations they can get, and in truth, while they don't have a great many feat slots, there also isn't a great deal of options for those feat slots. I'd say Extra Invocation is one of the better choices. For something like a clawlock, where you're trying to focus on damage it might not be as necessary, admittedly, and you'd have fewer slots for it. Still, I'll gladly take the ability to see invisible creatures, add my Cha to a save, or get a constant Entropic Warding over a feat like Improved Natural Attack or Able Learner (which are rated at the same level as Extra Invocation, currently). And those are just the options at level 6, leaving alone the lesser and greater invocations you might take with it later.

Martial Study could stand to get mentioned. The maneuver Sudden Leap comes up several times, but a feat for getting it isn't? A little odd, I'd say. Besides, there are probably other things that it can be used for with the various melee builds. It may not be optimal compared to a martial adept dip, admittedly (since you'll need to take it more than once to get Sudden Leap). In the same line, I might make note of Travel Devotion- if not in the feat section, at least under Cleric dip. It's something to note for a warlock focused on Eldritch Glaive.
Invocations
I want to object first to Eldritch Spear. I really don't believe it's a blue option. The ability to fire off an eldritch blast from a bit longer of a range is not comparable to See the Unseen, Entropic Warding, or Spiderwalk. I do see how it can be useful, but I think it is more black than blue.

I also believe The Dead Walk is being overrated here. I do think it is quite cool, but if you just want it to fly or to have a few other abilities permanently, you can really make do with scrolls of animate dead, which are actually pretty cheap. It's definitely not a substitute for Fell Flight given that you need to get the onyx and corpse of an appropriate creature and further hope that they don't die (and for the latter, you'll need to constantly upgrade them, thus spending even more money). Skeletons and zombies aren't particularly amazing minions- the ability to create them temporarily without onyx is nice enough, but I'm not sure it truly merits purple. Props to use of it via Chameleon though- that's a pretty clever strategy, and I definitely get behind that.

Flee the Scene- the range is terrible, even at high levels it does not actually allow you to reliably outpace an enemy who wants to catch you (due to how run works, or even anyone with a decent speed and double movement). It also, like dimension door, does not allow you to take any actions until your next turn (which stings), and importantly, one of the big reasons it is cited to be good- escaping paralysis? It doesn't work. Unlike most spell-like abilities, invocations are specifically stated to have somatic components. If you're paralyzed, grappled or otherwise incapacitated, you can't use this to escape. Flee the Scene still has its uses, but it has huge downsides that are not properly addressed or taken into account here.

Noxious Blast. Just blue? It's a spammable save or lose that can affect multiple enemies at once if you have the right blast shape. Not working on some enemies is sad, but I'd call this purple, easily. Its drawback is no worse than Chilling Tentacles having to deal with Freedom of Movement or big grapplers, I'd say.

Incarnum Blast. Given the alignment restriction, and the fact that this makes your eldritch blast not work at all against non-living creatures if it is applied, and because it only lasts 1 round, I don't know that I agree on this having blue status. I can see how it would be useful, but it seems too situational. At minimum, I believe it is the least of the blue options by far.

Eldritch Cone. Reflex-half area effects get a lot of hate, and there IS reason for that, but in general I think people are a little too hard on them. I generally agree with all the criticism leveled at it, but I'd point out a few things: First, it affects the most area of the blast shapes, excluding Doom (but doom... well, I don't want to spend a dark invocation on it). Second, given the cone shape and a warlock's almost guaranteed ability to fly, you can manipulate the shape of the effect by angle to give you a much more interesting variety of options. Third, and here is what I view as the most important part: It is one of only three blast shapes that allows Eldritch Blast to work on something other than an attack roll. The other two are Eldritch Line- which is even worse than Cone- and Eldritch Doom, which is a Dark invocation. A reflex area effect isn't exactly optimal, but it's better than no other options at all, I'd say, especially with things like Ray Deflection out there, or simply ways to get high touch ACs in the case of Eldritch Glaive.
I might very tentatively suggest making it a black option, or perhaps more honestly, I might make a note of the value of having a non-attack roll blast shape, if only through a magic item.

Devour magic. Yeah, it's touch range and targeted only. On the other hand... Greater Dispel at will. I don't think it is blue by any stretch of the imagination, but it'll serve its purpose. I don't think of it as an offensive invocation really- but you can use it against various active magics, from illusions to wards to debuffs on your allies, and it'll serve you just fine there. I'd definitely think of it as being head and shoulders above all the other red options at that level- I'd contest it as being black as a utility effect more comparable to Caster's Lament.

Wall of Perilous Flame... I'm not seeing this being useful at all. Despite being massive, and being able to make tons of them with adequate time, it's still awful. If you have time to make tons of fire walls, you know what you also have time to do? Make tons of chilling tentacles. :smalltongue: Do that instead and don't bother with this. I'd call it red.

Path of Shadow. Okay, this is a little different. I think the rating is accurate, but the description is missing a cool thing- you're not on the material plane when you're using this. Which means it is much more than a simple travel effect, it's a solid escape ability too, perhaps even better than teleport might be. Given just how few planar travel abilities there are that have precision, following someone that uses Path of Shadow into the Shadow Plane is not exactly easy. As the Warlock can use it at will, even if they're followed they can generally move, dismiss and recast it to random walk until they lose their tail.

Utterdark Blast. "Does not affect undead." Well, um, not quite. Utterdark Blast is rather interesting for being the only blast essence to not only deal negative levels, but negative energy damage. If you frequently work with undead, either from having The Dead Walk, or something else, it's quite worth noting that you can use this as a debuff to enemies and a healing power to allies at the same time.

Snowbluff
2012-12-26, 11:20 PM
The Cyran Gliding Boots are in there too... >.> That... could be taken so many different ways... O.O
Yay, epic stuff! Shadowmaster > everything else. :smallbiggrin::smallwink:
They are good for Glaivelocks.
That's the beauty of my jokes.
Yeah, a ton of 8th and below spells is pretty much the basis of many builds. It's deservedly epic.

@Vael

I'll add Travel Devotion, Ability Focus, and the Note about healing Undead. Thanks for point this stuff out, this was really stretched out with all of the stuff that got put into it when I got a hold of it.

Morcleon, can you make a list of all of things I said I would do and dangle it over my head until I get them done?

Morcleon
2012-12-26, 11:39 PM
Okay! Right now, the list is as follows:
Finish spoilering dips and PrC.
Finish comments on dips and PrCs.
Add a Class Skills section.
Add a Roles section.
Add an Epic Feat section.
Add Sudden Metamagic feats.
Add Whisper Gnome.
Add Mindbender PrC.
Delete the random period between "Introduction" and "Standing on the Shoulders of Giants"
Normalize spacing between spoilers.
Properly spoiler the greater invocation Caustic Mire.
Add Vael's stuff (Travel Devotion, Ability Focus, healing undead, etc)
Write a forward for the handbook.

I... think that's it for now. :smallsmile:

ShneekeyTheLost
2012-12-27, 09:38 AM
I would like to point out that use of Eldritch Cone can be useful if you are aiming straight DOWN at a group of opponents. Then it would roughly have the same area of effect a Fireball has, you're flying out of their reach so it doesn't matter if it is 5' or 500' since they can't move in that direction, and you don't have to worry about rolling a natural 1. Even if your opponents save, you are doing at least something, even if it is half-damage, since few opponents actually have Evasion.

Furthermore, since it's pretty much guaranteed to do some damage, it is viable as a mechanism to transmit more serious threats, like Nauseating Blast, Hindering Blast, Beshadowed Blast, and other Save or Lose conditions. In this case, damage is irrelevant, it's the status effects, with their own save, which is the danger.

I'd still say Eldritch Chain is superior, but I wouldn't put Cone at red.

Also, taking a Rogue or Scout dip onto a Warlock isn't a bad thing, considering the scouting ability it provides. It's a shame you can't get Arcane Trickster to work with Warlock without a moderate amount of cheese (Nosmiatic Chirgeon or dipping another class with casting to qualify then telling it to advance warlock casting).

Lonely Tylenol
2012-12-27, 01:57 PM
EDIT:

Snowbluff:

I am willing to spoiler my arguments for or against certain choices in this thread, but I don't agree with the content of the guide itself being spoilered. It may have a lot of content, but, well, that's the point--to be a compendium, a collection of knowledge for people to pour over and learn from. Having everything out in the open makes it all so much more accessible. Anybody who would TL;DR (and who would come to a guide and do that?) can CTRL+F and search for exactly what they... Oh wait, they can't, because it's all spoilered. :smallannoyed:


Originally when I saw this handbook, I was not sure what I should do. I had a number of objections to it, but I felt hesitant to bring them up, as I only found it after significant time had passed. However, with the revival of this thread, and the promise of updates for it, I feel this is a good time to bring up my thoughts on it.

If I may:


On the Emphasis of Clawlock:
First, a recurring difficulty I have with this handbook is its continued emphasis on the Eldritch Claw warlock. Now, to be clear, I have no problem with that flavor of warlock. It is a quite viable and useful option- that's not my difficulty here. What I object to is rather how materials really suitable only to the Eldritch Claw warlock are frequently and almost consistently marked as good options. For example, at least three of the races are really mentioned only for their ability to get Rapidstrike. For a non-claw warlock, the idea that the Elan or Synad are choices equal to Human or Halfling is... inaccurate, I'd say. You see similar things in the feat section, from things like Beast Strike and Superior Unarmed Strike.
I think I'd strongly suggest listing such things under their non-Clawlock rating, but then mention their rating in regards to clawlock in the description. If that doesn't sit right, it could at least say "this drops to X if you are not making a Clawlock" in the description. I see some attempt at that, but I think it needs to be much more explicit. Use the Invocation section as an example, I'd say. The difference in power for items in different builds was handled much better there.

I actually agree whole-heartedly on this. It's something I myself took objection to the first time around: Clawlocks are going to make it to fewer tables than anything else a Warlock can do (being that they are based on Dragon Magazine content), and use the Warlock only peripherally in a lot of ways. Even without these objections, it's still only one variant of many.


Races
I'd further make a note about Pixie in there. It's a relatively common build suggestion- constantly invisible, flying warlocks are rather amusing, though the LA cost is high.

In addition, while Charisma is not necessary for a good Warlock, there are Warlock builds that can benefit from higher Charisma. This in mind, it isn't it just a little odd how races Charisma penalties get more spotlight than races with Charisma bonuses? Lesser Aasimar and Spellscale (possibly Star Elves) should at least get a mention, I feel. They might not be the best options, but they're options that bear noting, I think. Also Hellbred, but that was mentioned already.

On the Pixie: It will definitely be getting special mention in this guide if for no better reason than it is objectively the best race to take in E6 (where level adjustment is typically handled a little differently). Like, if you're NOT a Pixie, you're either not playing with these LA rules, or you're sacrificing power for some form of non-default flavor.

On CHA races: While a lack of emphasis was placed on the Charisma-based element of Warlock in favor of melee Warlocks, I would like to caution that races with CHA bonuses are not worth mentioning just because they are races with CHA bonuses. For example, minus anything crazy that can be done with the Dragonblood subtype that my brain is too addled to remember at 5:30am, I'm not sure what Spellscale brings to the table aside from -2 CON/+2 CHA.


Feats
First, Ability Focus needs to get mentioned. It is easy to get, and is a pretty fair selection at early levels, particularly for warlocks who go towards the debuff route. I know this was mentioned before, but it bears repeating.

Second, Infernal Adept is not blue. It is really not blue at all. Just in case it's been missed, you can only pick an invocation that is two grades lower than your highest grade. The one grade lower clause of Extra Invocation is hard enough. Two grades lower is just a slap in the face. There is only one invocation on the dragonfire adept list that might, might be worth picking this feat up for, but I'm honestly not sure Humanoid Shape is so powerful that it is worth your feat at level 18.

I would also make a note on Supernatural Transformation. The designer of the class says he doubts it is broken to allow it (though he errs on the side of caution, a position I can respect), and in my experience, it hasn't really been bad either. I've also had a number of DMs allow it. I think warning that it might not be allowed is wise, but if it is allowed, it'd be nice to have a rating that reflected its worth. I'd imagine it is blue or purple, at a thought. The power is not overwhelming, but it is quite useful and you can get it very early on, which is nice.

Extra Invocation is at least blue. A warlock really needs all the invocations they can get, and in truth, while they don't have a great many feat slots, there also isn't a great deal of options for those feat slots. I'd say Extra Invocation is one of the better choices. For something like a clawlock, where you're trying to focus on damage it might not be as necessary, admittedly, and you'd have fewer slots for it. Still, I'll gladly take the ability to see invisible creatures, add my Cha to a save, or get a constant Entropic Warding over a feat like Improved Natural Attack or Able Learner (which are rated at the same level as Extra Invocation, currently). And those are just the options at level 6, leaving alone the lesser and greater invocations you might take with it later.

Martial Study could stand to get mentioned. The maneuver Sudden Leap comes up several times, but a feat for getting it isn't? A little odd, I'd say. Besides, there are probably other things that it can be used for with the various melee builds. It may not be optimal compared to a martial adept dip, admittedly (since you'll need to take it more than once to get Sudden Leap). In the same line, I might make note of Travel Devotion- if not in the feat section, at least under Cleric dip. It's something to note for a warlock focused on Eldritch Glaive.

Martial Study does deserve the mention. Ability Focus isn't necessarily the best use of your feat (correct me if I'm wrong on this, and I have been wrong before, but you actually do have to select which ability this feat improves), but it certainly has its own niche.

Extra Invocation is variable (fantastic in all builds involving the Chameleon PrC, good in utility Warlocks, mediocre on combat-focused Warlocks, and outright bad on melee Warlocks such as the Clawlock--largely based on feat availability, of course), but the original guide writer had a much heavier focus on claw and melee builds, which hurt it (perhaps unfairly).

Infernal Adept is good to great on the builds that make the best use of it (such as Chameleon Warlocks, by way of the floating feat), but I can't personally argue the original author's intent myself.


Invocations
I want to object first to Eldritch Spear. I really don't believe it's a blue option. The ability to fire off an eldritch blast from a bit longer of a range is not comparable to See the Unseen, Entropic Warding, or Spiderwalk. I do see how it can be useful, but I think it is more black than blue.

I also believe The Dead Walk is being overrated here. I do think it is quite cool, but if you just want it to fly or to have a few other abilities permanently, you can really make do with scrolls of animate dead, which are actually pretty cheap. It's definitely not a substitute for Fell Flight given that you need to get the onyx and corpse of an appropriate creature and further hope that they don't die (and for the latter, you'll need to constantly upgrade them, thus spending even more money). Skeletons and zombies aren't particularly amazing minions- the ability to create them temporarily without onyx is nice enough, but I'm not sure it truly merits purple. Props to use of it via Chameleon though- that's a pretty clever strategy, and I definitely get behind that.

Flee the Scene- the range is terrible, even at high levels it does not actually allow you to reliably outpace an enemy who wants to catch you (due to how run works, or even anyone with a decent speed and double movement). It also, like dimension door, does not allow you to take any actions until your next turn (which stings), and importantly, one of the big reasons it is cited to be good- escaping paralysis? It doesn't work. Unlike most spell-like abilities, invocations are specifically stated to have somatic components. If you're paralyzed, grappled or otherwise incapacitated, you can't use this to escape. Flee the Scene still has its uses, but it has huge downsides that are not properly addressed or taken into account here.

Noxious Blast. Just blue? It's a spammable save or lose that can affect multiple enemies at once if you have the right blast shape. Not working on some enemies is sad, but I'd call this purple, easily. Its drawback is no worse than Chilling Tentacles having to deal with Freedom of Movement or big grapplers, I'd say.

Incarnum Blast. Given the alignment restriction, and the fact that this makes your eldritch blast not work at all against non-living creatures if it is applied, and because it only lasts 1 round, I don't know that I agree on this having blue status. I can see how it would be useful, but it seems too situational. At minimum, I believe it is the least of the blue options by far.

Eldritch Cone. Reflex-half area effects get a lot of hate, and there IS reason for that, but in general I think people are a little too hard on them. I generally agree with all the criticism leveled at it, but I'd point out a few things: First, it affects the most area of the blast shapes, excluding Doom (but doom... well, I don't want to spend a dark invocation on it). Second, given the cone shape and a warlock's almost guaranteed ability to fly, you can manipulate the shape of the effect by angle to give you a much more interesting variety of options. Third, and here is what I view as the most important part: It is one of only three blast shapes that allows Eldritch Blast to work on something other than an attack roll. The other two are Eldritch Line- which is even worse than Cone- and Eldritch Doom, which is a Dark invocation. A reflex area effect isn't exactly optimal, but it's better than no other options at all, I'd say, especially with things like Ray Deflection out there, or simply ways to get high touch ACs in the case of Eldritch Glaive.
I might very tentatively suggest making it a black option, or perhaps more honestly, I might make a note of the value of having a non-attack roll blast shape, if only through a magic item.

Devour magic. Yeah, it's touch range and targeted only. On the other hand... Greater Dispel at will. I don't think it is blue by any stretch of the imagination, but it'll serve its purpose. I don't think of it as an offensive invocation really- but you can use it against various active magics, from illusions to wards to debuffs on your allies, and it'll serve you just fine there. I'd definitely think of it as being head and shoulders above all the other red options at that level- I'd contest it as being black as a utility effect more comparable to Caster's Lament.

Wall of Perilous Flame... I'm not seeing this being useful at all. Despite being massive, and being able to make tons of them with adequate time, it's still awful. If you have time to make tons of fire walls, you know what you also have time to do? Make tons of chilling tentacles. :smalltongue: Do that instead and don't bother with this. I'd call it red.

Path of Shadow. Okay, this is a little different. I think the rating is accurate, but the description is missing a cool thing- you're not on the material plane when you're using this. Which means it is much more than a simple travel effect, it's a solid escape ability too, perhaps even better than teleport might be. Given just how few planar travel abilities there are that have precision, following someone that uses Path of Shadow into the Shadow Plane is not exactly easy. As the Warlock can use it at will, even if they're followed they can generally move, dismiss and recast it to random walk until they lose their tail.

Utterdark Blast. "Does not affect undead." Well, um, not quite. Utterdark Blast is rather interesting for being the only blast essence to not only deal negative levels, but negative energy damage. If you frequently work with undead, either from having The Dead Walk, or something else, it's quite worth noting that you can use this as a debuff to enemies and a healing power to allies at the same time.



In order (and spoilered for length):

Eldritch Spear:
Yes, I believe it is absolutely one of the better options offered to you for your least invocation. It is not explosive like the other blast shapes mentioned here, but the range is enough so that you can actually make favorable effective use of the sniping rules, allowing you to effectively initiate and even possibly end encounters remotely (you take a -20 to your Hide check, and the enemy takes up to a -25 penalty on their Spot check to find you). This is indispensable for scout Warlocks or sneak Warlocks, such as those intermixing Arcane Trickster or other Sneak Attack-advancing classes. Once flight is available to you, it lets you stay more than two range increments out of the way of archers, and well out of the way of breath weapons, virtually all cone and line spells, most rays, and everything that will ever deal precision damage aside from the Sniper's Shot spell. Once flight is available to your enemies, it lets you stay completely clear of the three-dimensional charge. Basically, it is the combat invocation of choice for all builds that abhor combat, or at least the "fair fight", and is already graded less favorably for combat builds that require it stay close. The best thing it has going for it is that it's a least invocation, and for the invocation grade at which you get it, yes, it does compare favorably against almost everything; in fact, I'd say that the most compelling argument not to get it is that most people can just get it on a rod or two fairly cheaply, which I encourage them to do if they can.

The Dead Walk:
The Dead Walk is something that literally merits looking at other guides than this to understand the full breadth and scope of its usefulness. Basically, it's good for all the reasons Animate Dead is good, as well as all the reasons Summon Monster is good (provided you have corpses but no onyx), and then some, and there's absolutely no way that I could hope to describe them all in one invocation's description (though I certainly did try). Basically, The Dead Walk requires some degree of system mastery and effort to use at its fullest potential, but when it does, and you saddle yourself up with some of the better undead available to you, it is devastating.

For instance, zombies themselves aren't terribly good--they are slow and offer little reward when they do catch up with something--but the hydra, the rhinoceros, and any of the jungle cats are exceptional as zombies because of the way that their special qualities interact with a partial charge (hydras make one attack with each head as part of a standard action; rhinoceroses retain the powerful charge special quality, and jungle cats retain the pounce special quality, both of which can be used with a partial charge).

Zombies retain all forms of movement, so a Diglett thoqqua or bulette (or some other creature with a burrow speed) is useful for anything you would need a burrow speed for, a Lapras hydra or scrag is good for anything you would need a swim speed for, and a Pidgeot giant eagle or dire bat is good for anything you would need a fly speed for. A remorhaz skeleton retains their heat quality, which makes it exceptionally painful in the mid-level range. And all of these are just core.

Skeletal dragons (Draconomicon, p. 192) and zombie dragons (ibid, p. 197) are exceptionally good for their kind--better than any other type of skeleton or zombie in general, barring niche examples like the above--and do not have a Hit Dice cap, unlike the bog-standard skeleton and zombie, making them ideal late-game targets if your zombie hydra isn't keeping pace. Skeletal dragons retain the BAB, saves, all extraordinary special attacks and qualities (such as blindsense and frightful presence), and all mundane attack forms save for crush, meaning their full attack routine remains largely unchanged, and they are just as lethal on the frontline. Additionally, they retain any immunities based on subtype, and are saddled with a number of others for being undead. Zombie dragons are as above, except they lose frightful presence, but keep the flight and the breath weapon, which make adult dragons great late-game mounts (you'd be best served picking a dragon with a breath weapon that has a good effect, as opposed to one that deals damage). Both types retain burrow and climb speeds, so even a skeletal dragon can be helpful for mobility.

If you keep a few spare HD open, you can keep the cost-free method open for disposable skeletal minions for such things as disabling traps, opening doors, solving switch puzzles (arrrrrrghhhhhhh), scouting, and basically anything else you would use Summon Monster for. If you feel like hauling the bodies around (load them on your zombie rhino), you can create a disposable Instant Army during the "prebuff" phase of preparation, whenever you get one. It can even be used during combat to spontaneously create undead out of part of the force you were fighting, especially during longer combats, making combat much like a chess board where you take your friend's pieces, repaint them, and put them on the board wherever you want. It even has a built-in method for destroying the evidence! This version is definitely not as devastating as the permanent version, but its uses cannot be ignored.

I don't understand the objection based on the cost of the material components. 25gp/HD is not cost-prohibitive unless you are making expendable minions every encounter, which you should be doing for free anyway. Some small measure of protection is useful for the ones you want to keep around (studded leather barding never goes out of style), but if the party spellcasters are team players, they shouldn't have a problem extending party-wide buffs to the help (unless they have a problem with chaos or evil, in which case why are you playing a Warlock with them?), and if you took Dark Foresight, you should definitely be extending it to all your undead minions as well, both for the AC/Reflex bonus and the ability to communicate orders telepathically with all of them. Command word items of any buff spell you would want extended to all your friends is useful--and totally a thing you can do, if you're twelfth level or higher--so keeping them all buffed is as simple as keeping the rest of the party buffed, essentially, if you have to do it all yourself. For the mileage you can get out of this invocation if you're doing it right... Yes, it's an absolute must-have, unless you can trivialize taking it in some way (like being a Chameleon and doing it all during your downtime).

Flee the Scene:
You're right; that is totally my bad. Flee the Scene is something that requires Sudden Still to achieve Freedom of Movement-level nirvana, and while that does improve the invocation significantly, I can't recommend you take it for that purpose. I'll write up a revision and consider knocking this to just good, although it still does something that you can't really buy cheaply or easily.

Noxious Blast:
If you read through the discussions in the first thread (I don't expect you to have), you'll see that I am more or less in agreement with you here: this is, in my opinion, the best eldritch essence to take for a wide variety of builds. However, in addition to not affecting some creatures, it is a Fortitude save-or-lose, with Fortitude just generally being a worse save to target than Will (but still better than Reflex). The biggest thing keeping this from being a must-grab, however, is that the competition for eldritch essences at this level is quite stiff--and none are definitively superior to all the others. Noxious Blast is strongly recommended, but if you were to grab, say, Vitriolic Blast instead, you would certainly be forgiven for it. It's still very good--just not a must-grab (as long as you grab one of them, I feel, you will endure).

Incarnum Blast:
I agree that it is the weakest blue of the three, but it is still ahead of most of the field of greater invocations, simply because dazed is that good of a condition: it's something that basically needs to have counters put in place for it, and it completely shuts down the thing that is afflicted by it. It only has a one-round duration, but for a quality condition like dazed, that is very often enough. It is less of an instant sell than the others, though, admittedly (but again, the competition is stiff).

Eldritch Cone:
Being the least terrible of all the blast shapes which don't require attack rolls (all of which are greater or dark, mind) does not make it any better than its competition for that invocation slot, save of course for Eldritch Line. The item option is always available (and certainly more palatable than spending an invocation slot or your last feat on this), but if it wasn't, I wouldn't recommend spending one of your three greater invocations on it (and certainly not one of your three dark invocations!). Being a counter to Ray Deflection or the tarrasque's carapace does not redeem it, unless every single monster you fight has Ray Deflection, in which case your DM is pre-empting you; run fast and far away.

Nothing else I have to say on this invocation hasn't already been said in my (other) spoilered arguments.

Devour Magic:
This was basically my original summary of the invocation. For anybody devoted enough to dispelling that they need the extra caster level, being the only Greater Dispel alone makes it black. For removing illusions, wards, and things from your party, either the lesser version will do (unlike Caster's Lament, there is no clause against retrying with Voracious Dispelling or Relentless Dispelling, so you can just keep trying to dispel it until you finally succeed), or time pressures are making it impossible for the lesser version to work (typically this means you're in combat, in which case the best defense is a strong offense, especially when the alternative is an opposed caster level check). This remains true up until level 20 (when the DC becomes 31, and it becomes impossible to succeed the check without somehow increasing the CL cap), or at least very close to it (when it becomes unreasonable to pass the check in a few rounds' time). I don't dispute its usefulness in these cases; I just think that it falls under a nasty Catch-22: it shines the most when it is needed the least (when there is no pressure to be tactical about your decision, and you can just walk up and brute-force the magic away).

Wall of Perilous Flame:
Yeah, not gonna lie... It's mostly just the fact that the walls get huge here. This spell has really only that one distinction: it can basically level an entire army of low-level mooks lined up for war in record time, and multiple castings mean multiple lines in that regard (in essence, making a mockery of the traditional interpretation of medieval combat), which makes it the best "busywork" invocation. Chilling Tentacles doesn't quite manage that in the same way (mostly because it's not a line-shaped spell), even though it's superior in almost all other regards. I suppose it does deserve to be red, though. I'll reconsider it.

Path of Shadows:
This is a very good point! I'll include the escape ability.

Utterdark Blast:
Ah, yes. A copy-paste error on my part (writing all that became tiresome, so I copy-pasted the same tags and some qualifying text to expedite the process); I will revise that, and also make special mention of the fact that it can be used to heal undead (with a more favorable rating for wannabe Necromancers). Thanks for pointing that out to me. :smallsmile:


I would like to point out that use of Eldritch Cone can be useful if you are aiming straight DOWN at a group of opponents. Then it would roughly have the same area of effect a Fireball has, you're flying out of their reach so it doesn't matter if it is 5' or 500' since they can't move in that direction, and you don't have to worry about rolling a natural 1. Even if your opponents save, you are doing at least something, even if it is half-damage, since few opponents actually have Evasion.

Chilling Tentacles also has the same area of effect a Fireball has, but can be cast from much further away (and from pretty much any spot within 200 or so feet of the target location, instead of an exact point about 25 feet above), and not only is the damage automatic from that, but the effect persists, so as to make sure nobody walks through that space unmolested until after combat ends.

Ignoring the fact that you don't have Eldritch Cone until six levels after flight became a class feature for many humanoids (and a regular thing for most animals, outsiders and aberrations worthy of mention, since flight is pretty archetypal), "5' out of reach" is a passable Jump check for many (and a trivial Jump check for some), and being within 30 feet of a great many people (and directly over them) typically means you're within Close range for every spell that needs to be cast, the first range increment for every arrow that needs to be fired, and the line of fire for every other (Ex), (Su), and (Sp) ability worthy of mention.

Chilling Tentacles on cold-immune creatures still confers the difficult terrain/grapple effect, again, remotely.


Furthermore, since it's pretty much guaranteed to do some damage, it is viable as a mechanism to transmit more serious threats, like Nauseating Blast, Hindering Blast, Beshadowed Blast, and other Save or Lose conditions. In this case, damage is irrelevant, it's the status effects, with their own save, which is the danger.

I'm not inclined to disagree with you on this, which is why Noxious Blast is blue (and Hindering Blast is black). The off-chance that you roll a 1 (and don't have a contingency for that sort of thing) doesn't necessarily make it a viable method of transmittal, however, and the fact that these invocations can be applied to it at all doesn't make it better than any of the other blast shapes, or vanilla Eldritch Blast (all of which can have all of the essences applied to them).


I'd still say Eldritch Chain is superior, but I wouldn't put Cone at red.

The question I think I really need to put forward to everybody stepping forward in defense of Cone is this:

Would you spend a greater invocation on it?

Pretend the Rod of Eldritch Power doesn't exist (for the purposes of my invocation ratings, it didn't). You have three greater invocation slots, four if you spend your very last feat pre-epic on it, and one opportunity to swap. Is this what you're going to be spending one of them on?


Also, taking a Rogue or Scout dip onto a Warlock isn't a bad thing, considering the scouting ability it provides. It's a shame you can't get Arcane Trickster to work with Warlock without a moderate amount of cheese (Nosmiatic Chirgeon or dipping another class with casting to qualify then telling it to advance warlock casting).

To wit, the feat Spell Hand (Complete Arcane, p. 83) allows you to qualify for Arcane Trickster (it only asks that you be able to cast Mage Hand, which Spell Hand gives you). One of the Warlock builds I submitted for the "builds" section (the scout build) used this feat to qualify.

JellyPooga
2012-12-27, 03:02 PM
To wit, the feat Spell Hand (Complete Arcane, p. 83) allows you to qualify for Arcane Trickster (it only asks that you be able to cast Mage Hand, which Spell Hand gives you). One of the Warlock builds I submitted for the "builds" section (the scout build) used this feat to qualify.

Just having the Spell Hand Feat isn't enough for Arcane Trickster...you need to be able to cast a spell of 3rd level or higher too, which is the much harder aspect to fulfill. As a DM, I'd be willing to waive this requirement with being able to use Lesser Invocations, but RAW, Warlocks have a much harder time of it than burning a Feat to get in.

AmberVael
2012-12-27, 03:37 PM
On CHA races: While a lack of emphasis was placed on the Charisma-based element of Warlock in favor of melee Warlocks, I would like to caution that races with CHA bonuses are not worth mentioning just because they are races with CHA bonuses.
That's fair, but there are so few of them that you might as well list them all anyway. :smalltongue:
Besides, if you're listing Warforged... I mean, what exactly is Warforged offering to Warlock here? It's a fun race, but I don't see what it lends to Warlock in particular that makes it noteworthy.
Though perhaps that's just an argument for removing Warforged.


Ability Focus isn't necessarily the best use of your feat (correct me if I'm wrong on this, and I have been wrong before, but you actually do have to select which ability this feat improves), but it certainly has its own niche.
This is true. As far as I'm aware, however, you can just select "Ability Focus: Eldritch Blast" and cover all your essence invocations, which is pretty rad. That's the real winner there.


Infernal Adept is good to great on the builds that make the best use of it (such as Chameleon Warlocks, by way of the floating feat), but I can't personally argue the original author's intent myself.
Could you... explain this? I'm honestly having significant trouble seeing why the Chameleon would care about Infernal Adept at all. I suppose in theory it does open up new invocations, but in practice... I'd think there are always way better things to allocate that feat to. What exactly makes Infernal Adept worth taking?


The question I think I really need to put forward to everybody stepping forward in defense of Cone is this:

Would you spend a greater invocation on it?

Pretend the Rod of Eldritch Power doesn't exist (for the purposes of my invocation ratings, it didn't). You have three greater invocation slots, four if you spend your very last feat pre-epic on it, and one opportunity to swap. Is this what you're going to be spending one of them on?
If I'm more of a utility warlock? No.
But if my best weapon and main mode of attack is Eldritch Blast? Yes. It's painful giving up some of those other invocations, but even with a fair DM there will be enough times when a reflex save based blast will be far better suited to the task than an attack roll based blast.
In a way, it is comparable to Vitriolic Blast. Some builds won't need Eldritch Blast to bypass SR. They can do fine without it. But if your build is centered on Eldritch Blast, you need it to be reliable. The more options and variety you can give it in methods of attack, the better. And cone, for all its faults, is one of the easiest methods to significant alter that method.

ShneekeyTheLost
2012-12-27, 03:43 PM
Just having the Spell Hand Feat isn't enough for Arcane Trickster...you need to be able to cast a spell of 3rd level or higher too, which is the much harder aspect to fulfill. As a DM, I'd be willing to waive this requirement with being able to use Lesser Invocations, but RAW, Warlocks have a much harder time of it than burning a Feat to get in.

This is the problem, yes. Nosmiac Chirgeon can bypass it by being able to trade in uses of SLAs to be able to cast the Inflict series as arcane, as well as advancing arcane casting. Since you have no lack of SLA uses, this can be optimized to produce decent damage output against non-undead, better than your EB anyways. You'd have to be built specifically for it, though. Definitely a build which begs for The Dead Walk so you can heal your pets effectively.

And because you can then cast spells of 3rd level or higher, you get in. Unfortunately, because of the requirements of NC, it's going to be a very specific and dedicated build.

The other option is to dip Assassin, but that again detracts from your Warlock levels, which is made of fail. Even if you use Eldritch Theurge to minimize your lost levels, it's still doubtful if you can get enough levels of Warlock Invocations to be worth the hassle.

As far as Eldritch Cone, it suffers from the problem that most of your best invocations are Greater, so it's really hard to chose just three. Fortunately, with a two-level dip in Chameleon, you get an extra one once you hit Dark invocations. It really depends on the kind of encounters you get. If you get a few powerful opponents, then it probably isn't worth it. But if your GM loves sending swarms of not as powerful things at you, then it can be amazing. Particularly when combined with methods of making sure that you really aren't getting hit in combat, even then. Stuff like Flight, Improved Invisibility, and even simple item choices like Lesser Cloak of Displacement or a Wand of Mirror Image can make you much safer than the party beatstick in melee combat.

Lonely Tylenol
2012-12-27, 10:32 PM
Just having the Spell Hand Feat isn't enough for Arcane Trickster...you need to be able to cast a spell of 3rd level or higher too, which is the much harder aspect to fulfill. As a DM, I'd be willing to waive this requirement with being able to use Lesser Invocations, but RAW, Warlocks have a much harder time of it than burning a Feat to get in.

That's the beautiful thing: that is exactly how it works, by RAW and RAI. You need to be able to cast at least one spell of third level or higher, which all your lesser invocations on up totally are. Complete Arcane--the book in which the Warlock was first published--had this to say on the matter of specific spell requirements (p. 71):


A requirement based on a specific spell measures whether
the character or creature in question is capable of producing
the necessary effect, and as such, invocations and spell-like
abilities that generate the relevant effect meet the requirements
for specific spell knowledge. For example, a prestige
class with a spellcasting requirement of “Must know (or be
able to cast) darkness” is met by a warlock who chooses darkness
as one of her invocations, or by any creature with darkness as
a spell-like ability.

In other words, to qualify for Arcane Trickster, the Warlock does not need to be able to cast spells of third level or better--which would bar its entry--it simply needs to be able to cast at least one spell of third level or better, which is a specific requirement (not general), and allows its entry. Spell-like abilities are allowed to count as the corresponding spell for the purposes of qualifying for prestige classes or feats, and since lesser invocations on up all have spell levels totaling third or better, it allows for qualifications to the prestige class.

At least, this is the consensus that has been used for the better part of a decade, and the resolution for pretty much every discussion I've ever seen on the matter. The singular nature of the Arcane Trickster's requirements make all the difference.

(If you are that unsure, however, you can qualify by being a Lesser Aasimar via the Daylight SLA, and gain the benefit of a +CHA race with all the trimmings.)


That's fair, but there are so few of them that you might as well list them all anyway. :smalltongue:
Besides, if you're listing Warforged... I mean, what exactly is Warforged offering to Warlock here? It's a fun race, but I don't see what it lends to Warlock in particular that makes it noteworthy.
Though perhaps that's just an argument for removing Warforged.

I claim no responsibility for the list of races; my contribution to what is on the guide now started and ended with the invocations. But what Warforged bring to the table is basically the ability to never stop. Ever. You don't need to rest to recover spells, as Warlocks just cast invocations at-will, and you don't need to rest for any other reason.

Of the +CHA races, Aasimar is definitely worthy of mention. Star Elf, on the other hand, is not; it offers you +2 CHA and -2 CON, and some elf-like things, but the elf-like things can be gained by levels in Ruathar if you don't have anything better to do, and that's the easiest PrC to gain access to ever (and loses none of your invocation casting).


This is true. As far as I'm aware, however, you can just select "Ability Focus: Eldritch Blast" and cover all your essence invocations, which is pretty rad. That's the real winner there.

Agreed.


Could you... explain this? I'm honestly having significant trouble seeing why the Chameleon would care about Infernal Adept at all. I suppose in theory it does open up new invocations, but in practice... I'd think there are always way better things to allocate that feat to. What exactly makes Infernal Adept worth taking?

Options!

Specifically, the Chameleon's floating feat allows you to take Extra Invocation and Infernal Adept freely, changing the invocation you use every day. The point is that, in exchange for your third Dark invocation, two levels in Warlock gives you an unofficial "floating" invocation that can be any least, lesser or greater Warlock invocation, or a least or lesser Dragonfire Adept invocation, as you please. The feat is great simply because it gives you more options, and you don't have to commit to actually keeping the feat with Chameleon--which makes it a fantastic option, if only for the occasional use of Draconic Knowledge, Magic Insight to identify, Frightful Presence (on your attack) and Humanoid Shape.


If I'm more of a utility warlock? No.
But if my best weapon and main mode of attack is Eldritch Blast? Yes. It's painful giving up some of those other invocations, but even with a fair DM there will be enough times when a reflex save based blast will be far better suited to the task than an attack roll based blast.
In a way, it is comparable to Vitriolic Blast. Some builds won't need Eldritch Blast to bypass SR. They can do fine without it. But if your build is centered on Eldritch Blast, you need it to be reliable. The more options and variety you can give it in methods of attack, the better. And cone, for all its faults, is one of the easiest methods to significant alter that method.

I don't know if I agree with that... But I can respect the desire to have more options. I still don't think it's worth the greater invocation by any stretch.


As far as Eldritch Cone, it suffers from the problem that most of your best invocations are Greater, so it's really hard to chose just three. Fortunately, with a two-level dip in Chameleon, you get an extra one once you hit Dark invocations. It really depends on the kind of encounters you get. If you get a few powerful opponents, then it probably isn't worth it. But if your GM loves sending swarms of not as powerful things at you, then it can be amazing. Particularly when combined with methods of making sure that you really aren't getting hit in combat, even then. Stuff like Flight, Improved Invisibility, and even simple item choices like Lesser Cloak of Displacement or a Wand of Mirror Image can make you much safer than the party beatstick in melee combat.

Chameleon with Extra Invocation makes Eldritch Cone much more palatable. I am of the mind that Extra Invocation and Chameleon are the stars there, but it definitely does make it easier to swallow.

Snowbluff
2012-12-27, 10:52 PM
Wow, I can't even go to work for a full shift without this exploding. I'll try to sift through this...

Endarire
2012-12-28, 01:30 AM
Care to post this guide on the Min/Max Boards (http://www.minmaxboards.com/index.php?board=28.0)?

Snowbluff
2012-12-28, 01:46 AM
Care to post this guide on the Min/Max Boards (http://www.minmaxboards.com/index.php?board=28.0)?

It's not my guide in the first place, but I'll do that once it gets more complete. It'd be annoying to have to update both of them simultaneously.

chaos_redefined
2012-12-28, 05:15 AM
Someone mentioned Arcane Trickster, but that isn't the only dual-progression wizard/sneak available.

Spellwarp Sniper has the same requirement of a 3rd level spell, but does not require mage hand, and only requires one level of rogue. The feat Insightful plus Eldritch Blast should be sufficient for Unseen Seer, although Advanced Learning probably does nothing for you. As a crazy option, Psion 3/Warlock 1 is sufficient to enter Cerebremancer.

Vizzerdrix
2012-12-28, 05:52 AM
two things.

First, Dragonmarks as an entry into Arcane Trickster. I know it isn't a great option, but if you are using a Cha+ race and are going heavy into saves then they can be decent. Aberrant Dragonmarks can qualify races not covered by house marks.


Second. Petals have a lot of the goodies of a pixie but less LA and RHD.

Snowbluff
2012-12-28, 01:42 PM
Someone mentioned Arcane Trickster, but that isn't the only dual-progression wizard/sneak available.

Spellwarp Sniper has the same requirement of a 3rd level spell, but does not require mage hand, and only requires one level of rogue. The feat Insightful plus Eldritch Blast should be sufficient for Unseen Seer, although Advanced Learning probably does nothing for you. As a crazy option, Psion 3/Warlock 1 is sufficient to enter Cerebremancer.

Okay, so I know Arcane Trickster, Spellwarp Sniper. I'll see about getting complete methods for entry added for all of the sneaky/caster PrCs.

Whats the source for the Chiurgeon


two things.

First, Dragonmarks as an entry into Arcane Trickster. I know it isn't a great option, but if you are using a Cha+ race and are going heavy into saves then they can be decent. Aberrant Dragonmarks can qualify races not covered by house marks.


Second. Petals have a lot of the goodies of a pixie but less LA and RHD.

Added Abberant Dragonmark to the list, same with petals. Is there a list of sources I can add to the snippet? Is there a handbook for Dragon Marks already?

I might added Marrulurk. 2d6 SA, but has 3 Monstrous Humanoid HD. Still, will be better than rogue for a Glaive or Clawlock.

ShneekeyTheLost
2012-12-28, 02:58 PM
Okay, so I know Arcane Trickster, Spellwarp Sniper. I'll see about getting complete methods for entry added for all of the sneaky/caster PrCs.

Whats the source for the Chiurgeon Dragonmarked.


Added Abberant Dragonmark to the list, same with petals. Is there a list of sources I can add to the snippet? Is there a handbook for Dragon Marks already?

I might added Marrulurk. 2d6 SA, but has 3 Monstrous Humanoid HD. Still, will be better than rogue for a Glaive or Clawlock.

Unfortunately, that doesn't really allow Warlocks to Qualify. From Complete Arcane, Page 71.

Requirements for specific level of spells to be cast are not met. However, requirements for a specific spell can be, if there's an invocation which duplicates this.

For example, requiring a spell of 3rd level... it can't do that, because it doesn't do spells. Requiring the ability to cast Darkness, however, it would qualify for with the Darkness invocation. The first is a generalization, casting a spell of 3rd level, without specifying one in particular. The second is a very specific request, the Darkness spell.

Snowbluff
2012-12-28, 03:08 PM
Dragonmarked.



Unfortunately, that doesn't really allow Warlocks to Qualify. From Complete Arcane, Page 71.

Requirements for specific level of spells to be cast are not met. However, requirements for a specific spell can be, if there's an invocation which duplicates this.

For example, requiring a spell of 3rd level... it can't do that, because it doesn't do spells. Requiring the ability to cast Darkness, however, it would qualify for with the Darkness invocation. The first is a generalization, casting a spell of 3rd level, without specifying one in particular. The second is a very specific request, the Darkness spell.


Okay. I'll work on fixing this. I'll added a more... apt version of the PrC wording to the Handbook. Then, I'll see if I can gather more PrCs for the list.

Vizzerdrix
2012-12-28, 04:29 PM
Added Abberant Dragonmark to the list, same with petals. Is there a list of sources I can add to the snippet? Is there a handbook for Dragon Marks already?

Here you go. Dragonmarked handbook. (http://www.minmaxboards.com/index.php?topic=1072)

Snowbluff
2012-12-28, 05:00 PM
Here you go. Dragonmarked handbook. (http://www.minmaxboards.com/index.php?topic=1072)

Sweet, that means I won't have to write anything. Awesome. Thanks.

Theoboldi
2012-12-29, 01:25 PM
One thing I'd like to nitpick is that the DC of dark discorporations nauseating ability actually does scale. The DC should be either 18 plus CHA, as usual for warlock invocations or 10 plus 1/2 HD plus CON, like the description of the swarm subtype states. I'm not sure which of these measurements takes precedence with this invocation, but I still have no idea why you would think that the DC is only 12.

Snowbluff
2012-12-29, 01:29 PM
One thing I'd like to nitpick is that the DC of dark discorporations nauseating ability actually does scale. The DC should be either 18 plus CHA, as usual for warlock invocations or 10 plus 1/2 HD plus CON, like the description of the swarm subtype states. I'm not sure which of these measurements takes precedence with this invocation, but I still have no idea why you would think that the DC is only 12.

Hehe, not my handbook...

Um... yeah, I think 18+Cha sounds correct.

Still crap, through.

ShneekeyTheLost
2012-12-29, 01:59 PM
Hehe, not my handbook...

Um... yeah, I think 18+Cha sounds correct.

Still crap, through.

The same base DC as any other 8th level spell. Considering a Warlock can get upwards of 36 Charisma at that level, that's a DC of 31. Respectable enough.Moreso if you take Ability Focus and several of the other means of increasing DC's. Granted, it won't match stuff like Tainted Sorcerer or Red Wizard shenanigans, but then again... nothing really does.

Lonely Tylenol
2012-12-29, 05:19 PM
Unfortunately, that doesn't really allow Warlocks to Qualify. From Complete Arcane, Page 71.

Requirements for specific level of spells to be cast are not met. However, requirements for a specific spell can be, if there's an invocation which duplicates this.

For example, requiring a spell of 3rd level... it can't do that, because it doesn't do spells. Requiring the ability to cast Darkness, however, it would qualify for with the Darkness invocation. The first is a generalization, casting a spell of 3rd level, without specifying one in particular. The second is a very specific request, the Darkness spell.

Actually--and this is the most commonly held form of argument that I have been able to find, and is found rather commonly--the specific wording of Arcane Trickster (regarding being able to cast at least one) makes it distinct from the wording that you are referring to (and that Complete Arcane refers to for most caster PrCs), regarding being able to cast "spells of X level", because you need the ability to cast only one (a specific requirement), as opposed to the ability to cast them (a general requirement). In other words, being able to cast a single spell of third level through any means possible qualifies you for Arcane Trickster, and since any one spell will qualify (as opposed to a general ability to cast), it is functionally a requirement for a specific spell by way of quantity.

The most common manifestation of this argument is the argument that a Lesser Aasimar can qualify for Arcane Trickster as soon as they meet the skill and Sneak Attack requirements using the feat Spell Hand, because they gain the ability to cast mage hand via the Spell Hand feat, and the ability to cast at least one third-level spell via their Daylight racial SLA. This does not entail the ability to cast spells of X level--which they of course do not have--but it does entail the ability to cast at least one spell of X level, because that is basically what it is, per the specific spell requirements.


One thing I'd like to nitpick is that the DC of dark discorporations nauseating ability actually does scale. The DC should be either 18 plus CHA, as usual for warlock invocations or 10 plus 1/2 HD plus CON, like the description of the swarm subtype states. I'm not sure which of these measurements takes precedence with this invocation, but I still have no idea why you would think that the DC is only 12.

The default rule for all the Warlock's swarm invocations (and one of the things that makes them all so awful) is that the swarm's attack only ever requires the Fort save of a default swarm--and this DC never scales. I think when I wrote up the dark invocations, I overgeneralized based on the fact that all the other DCs are of a typical swarm of their type (except for Sudden Swarm, which states that the save DC for the poison, but not the nauseated condition, scale off of Warlock level), and there is no mention (just as there is for all the others) that the swarm doesn't use the default Fort save of a bat swarm (which is the case for all the others), or give a save DC of its own, without accounting for the fact that you are the swarm. By default, this makes the DC 10 + 1/2 HD + CON modifier (the standard save DC for the Distraction ability), and makes it one of the rare abilities that has a save DC that doesn't scale off of CHA, for those Warlocks that dumped the stat.

Sgt. Cookie
2012-12-30, 09:41 AM
For a campaign I might be joining on this board, I created an invocation using Bard, that might be useful here.

Feel free to pick holes, but as far as I am aware, it should work fine.

Bardic Invoker

This is a build, involving the Warlock and Prestige Bard, that gives you full Bard abilities, whilst giving you the At-Will aspect of the Warlock.

Race: Human, Half-Elf, Half-Orc, or any other race that can access Human Paragon.

Ability Score layout: Str: 14 Dex: 10 Con: 14 Int: 14 Wis: 10 Charisma: 16

Nothing new here, it is after all, a Bard.

Class Layout:Human Paragon 1/Wizard 1/Warlock 2/Human Paragon 2/Prestige Bard 15

Specifics:
Human Paragon: What you're here for is Adaptive Learning (Perform). This makes perform a class skill for classes, which we really rather need.

You need to choose Perform, obviously, as well as any Knowledge skill. The other eight skills are yours for the choosing.

Wizard: We go Wizard for a very important reason, Warlock alone cannot qualify for Prestige Bard. So, we need a Wizard dip to give us the spell casting ability to enter.

Warlock 2: Obvious, this gives Prestige Bard the class we will advance.

Human Paragon (Again): Honestly? You can drop this for two more levels of Warlock, I stuck them in because, personally, I find an extra Bonus Feat and a +2 to any ability score to be rather nice.

Since picking up these last two levels of Human Paragon can also increase Warlock invocations/Eldritch Blast, the choice is yours.

Prestige Bard: Just because Warlock doesn't qualify for Prestige Bard, that doesn't mean we can't have it advance our Warlock casting.

Apply any and all standard Bard OP tricks as you desire.

So there you have it, any questions?

Snowbluff
2012-12-30, 09:51 AM
For a campaign I might be joining on this board, I created an invocation using Bard, that might be useful here.

Feel free to pick holes, but as far as I am aware, it should work fine.

Bardic Invoker

This is a build, involving the Warlock and Prestige Bard, that gives you full Bard abilities, whilst giving you the At-Will aspect of the Warlock.

Race: Human, Half-Elf, Half-Orc, or any other race that can access Human Paragon.

Ability Score layout: Str: 14 Dex: 10 Con: 14 Int: 14 Wis: 10 Charisma: 16

Nothing new here, it is after all, a Bard.

Class Layout:Human Paragon 1/Wizard 1/Warlock 2/Human Paragon 2/Prestige Bard 15

Specifics:
Human Paragon: What you're here for is Adaptive Learning (Perform). This makes perform a class skill for classes, which we really rather need.

You need to choose Perform, obviously, as well as any Knowledge skill. The other eight skills are yours for the choosing.

Wizard: We go Wizard for a very important reason, Warlock alone cannot qualify for Prestige Bard. So, we need a Wizard dip to give us the spell casting ability to enter.

Warlock 2: Obvious, this gives Prestige Bard the class we will advance.

Human Paragon (Again): Honestly? You can drop this for two more levels of Warlock, I stuck them in because, personally, I find an extra Bonus Feat and a +2 to any ability score to be rather nice.

Since picking up these last two levels of Human Paragon can also increase Warlock invocations/Eldritch Blast, the choice is yours.

Prestige Bard: Just because Warlock doesn't qualify for Prestige Bard, that doesn't mean we can't have it advance our Warlock casting.

Apply any and all standard Bard OP tricks as you desire.

So there you have it, any questions?

Dammit, I was going to do this for a tournament I was setting up for.

I'll add prestige Bard to the list of PrCs. Singing won't interfere with Invocations, right?

Also, Seeker of Song 2 would do wonders if you pick up DFI.

Sgt. Cookie
2012-12-30, 10:02 AM
I don't think singing would interfere. Invocations only have somatic components, so as long as your hands are free, I don't see why it would.

Snowbluff
2012-12-30, 10:43 AM
I don't think singing would interfere. Invocations only have somatic components, so as long as your hands are free, I don't see why it would.

Yeah, that's what I was thinking.

ShneekeyTheLost
2012-12-30, 12:56 PM
Actually--and this is the most commonly held form of argument that I have been able to find, and is found rather commonly--the specific wording of Arcane Trickster (regarding being able to cast at least one) makes it distinct from the wording that you are referring to (and that Complete Arcane refers to for most caster PrCs), regarding being able to cast "spells of X level", because you need the ability to cast only one (a specific requirement), as opposed to the ability to cast them (a general requirement). In other words, being able to cast a single spell of third level through any means possible qualifies you for Arcane Trickster, and since any one spell will qualify (as opposed to a general ability to cast), it is functionally a requirement for a specific spell by way of quantity.

Oh, we're sorry, but that's incorrect. But don't worry, we have a lovely consolation price waiting for you in the back.

You can meet qualifications for "Needing to cast X spell", for example "Needs to be able to cast Darkness" or "Needs to be able to cast Charm Person". That's it. You can't qualify for 'cast a spell of X level' because you DO NOT CAST SPELLS, much less spells of a specific level.

'Cast a spell of 3rd level or higher' is NOT a specific spell, therefore you cannot meet its qualifications with an invocation.

The feat Spell Hand does meet the qualifications for being able to cast Mage Hand, because that is a specific spell requirement. However, the clause 'must be able to cast a spell of 3rd level or higher' is NOT met by invocations.


The most common manifestation of this argument is the argument that a Lesser Aasimar can qualify for Arcane Trickster as soon as they meet the skill and Sneak Attack requirements using the feat Spell Hand, because they gain the ability to cast mage hand via the Spell Hand feat, and the ability to cast at least one third-level spell via their Daylight racial SLA. This does not entail the ability to cast spells of X level--which they of course do not have--but it does entail the ability to cast at least one spell of X level, because that is basically what it is, per the specific spell requirements.And that's incorrect as well.

Lonely Tylenol
2012-12-30, 09:34 PM
Oh, we're sorry, but that's incorrect. But don't worry, we have a lovely consolation price waiting for you in the back.

You can meet qualifications for "Needing to cast X spell", for example "Needs to be able to cast Darkness" or "Needs to be able to cast Charm Person". That's it. You can't qualify for 'cast a spell of X level' because you DO NOT CAST SPELLS, much less spells of a specific level.

'Cast a spell of 3rd level or higher' is NOT a specific spell, therefore you cannot meet its qualifications with an invocation.

The feat Spell Hand does meet the qualifications for being able to cast Mage Hand, because that is a specific spell requirement. However, the clause 'must be able to cast a spell of 3rd level or higher' is NOT met by invocations.

And that's incorrect as well.

It is absolutely not incorrect. This is the exact same foundation that The Wish (http://www.dandwiki.com/wiki/The_Wish_and_the_Word_(3.5e_Optimized_Character_Bu ild)) (one half of The Wish and The Word) is built off of, with the following note explicitly written into the build itself:


(To get into IoSV, you need five Abjurations, with one at 4th level. Combined with the Warlock Invocations that are Abjuations effects like Devour Magic. Voracious Dispelling, and Entropic Warding and spell gained from (which count as spells for meeting PrC requirements per the Complete Arcane pg 70) and spells from Magical Training off the Wizard list for more abjurations, while Precocious Apprentice provides the needed ability to cast 2nd level spells.)

Specific does NOT mean named. The Initiate of the Sevenfold Veil requires you be, and this is verbatim from Complete Arcane, "able to cast five abjuration spells, including at least two of 4th level or higher."

Now, let's look at the invocation Voracious Dispelling, also from Complete Arcane:


Voracious Dispelling
Lesser; 4th
You can use dispel magic as the spell. Yada yada, not-OCR text.

Emphasis mine. Note that the invocation has a spell level, and that level is 4. It is not 3, but it does pass through 3 to get to 4, subverting every Monty Python joke ever to be made on this subject.

Note that it uses dispel magic as the spell. That means we have to look closely at dispel magic, so if you will indulge me...


Dispel Magic
Abjuration
Spell text, mostly technical hooplah.

Emphasis mine. What we have here, now, as defined by the above parameters, is a fourth-level abjuration. No, it is not a spell, but it allows us to fulfill a singular, specific spell requirement, which "abjuration spell of 4th level or higher" totally is.

Because Warlock invocations have both spell levels (listed in the invocation) and schools (listed in the spell they imitate, for all spells that are cast "as the spell"), they can be used to fulfill spell requirements for singular spells (which basically means "any spell they are imitating for which they fulfill the requirements, any time that a quantifiable number of spells is called for", on a one-to-one basis). In the case of Initiate of the Sevenfold Veil, Loremaster, and very few other PrCs, there are two requirements needing to be filled--a spell level and a school--and the invocation fulfills both. You don't even need to wade into the binary "can cast spells/cannot cast spells" argument, because it merely asks that you imitate a quantifiable number of spells--and, with enough invocations, you fulfill that as well.

With all this in mind, Arcane Trickster is actually even easier to qualify for than this, because it only has one requirement--a spell level--that only one spell needs to fulfill. And every lesser, greater, and dark invocation fulfills that requirement, by having a spell level of 3rd or higher. No, it is not imitating a specific spell identically, as Charm does for Mindbender, but it is fulfilling the requirements of a single spell necessary to enter the PrC--the requirements just don't name an exact spell by name. Warlock will never let you cast "spells of X level"--because this does refer to the binary "can cast spells/cannot cast spells" distinction--but it will let you cast "one spell of X level"--because Warlock invocations do, in fact, have spell levels, and invocations and other SLAs are allowed to act as equivalent spells where specific requirements are concerned (and the listed quantity does make it a specific requirement).

The only way that a Warlock could qualify for Initiative of the Sevenfold Veil (as per The Wish) and not for Arcane Trickster is if fulfilling two out of two specific prerequisites for IotSV's spells (spell level and school) is specific enough, but fulfilling one out of one specific requirements for AT's (spell level) is somehow too general--even though one of the prerequisites is the same.

Otherwise, either The Wish is an invalid build, and all understandings of optimization that led up to and followed from it invalid, and the collective minds that brought you the Warlock Information Compilation (http://community.wizards.com/go/thread/view/75882/19871406/Warlock_Information_Compilation?pg=1) are all unilaterally wrong on this matter, or maybe, just maybe, you need to drop the condescension and discuss this on even terms.

Sgt. Cookie
2012-12-30, 10:20 PM
@Snowbluff: In your Prestige Bard entry, you list Sorcerer as a potential dip. I used Wizard because a Sorcerer only gets two first level spells at level 1. Wizard 1 is much more optimal, because it means you loose less Warlock caster levels.

Snowbluff
2012-12-30, 10:28 PM
@Snowbluff: In your Prestige Bard entry, you list Sorcerer as a potential dip. I used Wizard because a Sorcerer only gets two first level spells at level 1. Wizard 1 is much more optimal, because it means you loose less Warlock caster levels.

Bleck. W/e. Someone will figure it out. I am thinking in a 2 level dips. It is not because I am a computer. I did a lot of fighter and then ToB earlier in my career.

Added the Epic Feat section.

Morcleon
2013-01-04, 11:03 AM
Ah, epic stuff. :smallsmile:

Dark Transient also gives greater plane shift, but it's still not enough to bump it up to blue.

Morpheme Savant should be blue for social focused warlocks, if only for the +(Cha x 2) to Bluff, Diplomacy and Intimidate.

Souleater Incarnate goes up to low black if used in a heavily incarnum focused game. Still meh.

You forgot Epic Extra Invocation. Goes from red to [color=Blue]blue[/color,] depending on which invocation you take with it. Useful for meeting prereqs for other epic feats, though.

Theoboldi
2013-01-04, 01:41 PM
On the epic feats, I think you should note that despite it being really good, Shadowmaster requires some of the most useless invocations you can possibly take.
It is still very much worth it, but it's better when you already start in epic, since before that point you'll have wasted 4 of your invocations on really subpar choices. Not enough to bump it down to blue, but it should be noted.

ShneekeyTheLost
2013-01-04, 01:44 PM
It is absolutely not incorrect. This is the exact same foundation that The Wish (http://www.dandwiki.com/wiki/The_Wish_and_the_Word_(3.5e_Optimized_Character_Bu ild)) (one half of The Wish and The Word) is built off of, with the following note explicitly written into the build itself:



Specific does NOT mean named. The Initiate of the Sevenfold Veil requires you be, and this is verbatim from Complete Arcane, "able to cast five abjuration spells, including at least two of 4th level or higher."Mmmm... nope, not seeing it. I've never recognized the legitimacy of that particular version of the Wish and the Word for this very reason. I didn't agree back then, I still don't.


Now, let's look at the invocation Voracious Dispelling, also from Complete Arcane:



Emphasis mine. Note that the invocation has a spell level, and that level is 4. It is not 3, but it does pass through 3 to get to 4, subverting every Monty Python joke ever to be made on this subject.

Note that it uses dispel magic as the spell. That means we have to look closely at dispel magic, so if you will indulge me...



Emphasis mine. What we have here, now, as defined by the above parameters, is a fourth-level abjuration. No, it is not a spell, but it allows us to fulfill a singular, specific spell requirement, which "abjuration spell of 4th level or higher" totally is.Again, wrong. It is effectively a 4th level effect for purposes where the spell level of an effect interacts with other effects, for example how it interacts with the Globe of Invulnerability line.

Now, it would be great if a PrC required you to be able to cast the spell Dispel Magic, but not a 4th level Abjuration spell, because IT IS NOT A SPELL, much less an Aburation spell, it merely duplicates the effects.


Because Warlock invocations have both spell levels (listed in the invocation) and schools (listed in the spell they imitate, for all spells that are cast "as the spell"), they can be used to fulfill spell requirements for singular spells (which basically means "any spell they are imitating for which they fulfill the requirements, any time that a quantifiable number of spells is called for", on a one-to-one basis). In the case of Initiate of the Sevenfold Veil, Loremaster, and very few other PrCs, there are two requirements needing to be filled--a spell level and a school--and the invocation fulfills both. You don't even need to wade into the binary "can cast spells/cannot cast spells" argument, because it merely asks that you imitate a quantifiable number of spells--and, with enough invocations, you fulfill that as well.Spells which the Warlock DOES NOT CAST. You can replicate casting a specific spell by being able to use an SLA which duplicates it. This doesn't mean you are casting a spell, and cannot qualify for prerequisites which call for such.


With all this in mind, Arcane Trickster is actually even easier to qualify for than this, because it only has one requirement--a spell level--that only one spell needs to fulfill. And every lesser, greater, and dark invocation fulfills that requirement, by having a spell level of 3rd or higher. No, it is not imitating a specific spell identically, as Charm does for Mindbender, but it is fulfilling the requirements of a single spell necessary to enter the PrC--the requirements just don't name an exact spell by name. Warlock will never let you cast "spells of X level"--because this does refer to the binary "can cast spells/cannot cast spells" distinction--but it will let you cast "one spell of X level"--because Warlock invocations do, in fact, have spell levels, and invocations and other SLAs are allowed to act as equivalent spells where specific requirements are concerned (and the listed quantity does make it a specific requirement).

The only way that a Warlock could qualify for Initiative of the Sevenfold Veil (as per The Wish) and not for Arcane Trickster is if fulfilling two out of two specific prerequisites for IotSV's spells (spell level and school) is specific enough, but fulfilling one out of one specific requirements for AT's (spell level) is somehow too general--even though one of the prerequisites is the same.And again, none of this is correct.


Otherwise, either The Wish is an invalid build, and all understandings of optimization that led up to and followed from it invalid, and the collective minds that brought you the Warlock Information Compilation (http://community.wizards.com/go/thread/view/75882/19871406/Warlock_Information_Compilation?pg=1) are all unilaterally wrong on this matter, or maybe, just maybe, you need to drop the condescension and discuss this on even terms.

You are correct, it is an invalid build, at least that particular version. There's a reason I walked away from that particular discussion back when it was first being done. I didn't agree with it back then, I still don't.

You are employing circular logic. "If we assume that we can employ it in this fashion, then obviously we can, and therefore my argument is correct" when, in fact, the entire supposition is faulty to begin with.

Wishing it worked that way for the purposes of CharOp does not make it so.

Granted, it wouldn't be a bad house rule to employ, but it would be just that... a house rule.

Snowbluff
2013-01-04, 05:56 PM
Ah, epic stuff. :smallsmile:

Dark Transient also gives greater plane shift, but it's still not enough to bump it up to blue.

Morpheme Savant should be blue for social focused warlocks, if only for the +(Cha x 2) to Bluff, Diplomacy and Intimidate.

Souleater Incarnate goes up to low black if used in a heavily incarnum focused game. Still meh.

You forgot Epic Extra Invocation. Goes from red to [color=Blue]blue[/color,] depending on which invocation you take with it. Useful for meeting prereqs for other epic feats, though.

Blech blech blech. Add this to my list of things, and repost it, please.


On the epic feats, I think you should note that despite it being really good, Shadowmaster requires some of the most useless invocations you can possibly take.
It is still very much worth it, but it's better when you already start in epic, since before that point you'll have wasted 4 of your invocations on really subpar choices. Not enough to bump it down to blue, but it should be noted.

They are not horrible feats... Beshadowed and Darkness have their uses, but having to take Dark Discorporation isn't a problem. I'll note prerequisites in the epic sections.

Theoboldi
2013-01-04, 06:02 PM
They are not horrible feats... Beshadowed and Darkness have their uses, but having to take Dark Discorporation isn't a problem. I'll note prerequisites in the epic sections.

Says the one who put all of them down as red. :smalltongue:

Yes I know you didn't rate them.

Snowbluff
2013-01-04, 06:07 PM
Says the one who put all of them down as red. :smalltongue:

Yes I know you didn't rate them.

Just a heads up, I meant invocations. I did rate the epic feats. :smalltongue:

Added feats from DotU.

Byzantine
2013-01-04, 06:23 PM
I am assuming that homebrew is allowed? If it is, I shall hunt up an older WotC board thread dedicated to adding things to the Warlock. Not everything it has is the best, but it really ups the ability of a blastlock, and adds fun feats and items to the mix.

Snowbluff
2013-01-04, 06:47 PM
I am assuming that homebrew is allowed? If it is, I shall hunt up an older WotC board thread dedicated to adding things to the Warlock. Not everything it has is the best, but it really ups the ability of a blastlock, and adds fun feats and items to the mix.

It's not. I firmly belief that the only advice a handbook can reasonably give is RAW from official material.

I might add a homebrew section later, but I see little point if there is already a handbook or thread already dedicated to it.

Byzantine
2013-01-04, 06:53 PM
Fair enough. The Warlock Circle II stopped updating in.... I believe 2007 or 2008, I'd have to check. That said, I should find the link again for posterity. When all is said and done, I do love the idea of providing a guide for the warlock. It's one of my favourite arcane classes.

Snowbluff
2013-01-04, 06:58 PM
Fair enough. The Warlock Circle II stopped updating in.... I believe 2007 or 2008, I'd have to check. That said, I should find the link again for posterity. When all is said and done, I do love the idea of providing a guide for the warlock. It's one of my favourite arcane classes.

Yeah, I'll link it at the least. If it's no longer updating, I'll see about adding some peach homebrew. I don't know much about HB, and I suck at it (See the link in my sig spoiler), so I'll ask around for help.

I love the Warlock. I just think it suffers from a lack of splat support and community support. 2 previous handbooks are now defunct/no longer updating, and this one's owner was banned, so I picked it up for him.

Morcleon
2013-01-04, 07:11 PM
Blech blech blech. Add this to my list of things, and repost it, please.

Updated list of things for Snow to do!

Finish spoilering dips and PrC.
Finish comments on dips and PrCs.
Add a Class Skills section.
Add an Epic Feat section.
Add Sudden Metamagic feats.
Add Whisper Gnome.
Add Mindbender PrC.
Delete the out-of-place period between "Introduction" and "Standing on the Shoulders of Giants"
Normalize spacing between spoilers.
Properly spoiler the greater invocation Caustic Mire.
Add Vael's stuff (Travel Devotion, Ability Focus, Utterdark Blast healing undead, etc)
Write a forward for the handbook.
Feats -> Abberant Dragonmark, Dragonmarks: *Useful.
Dark Transient also gives greater plane shift, but it's still not enough to bump it up to blue.
Morpheme Savant should be blue for social focused warlocks, if only for the +(Cha x 2) to Bluff, Diplomacy and Intimidate.
Souleater Incarnate goes up to low black if used in a heavily incarnum focused game. Still meh.
Add Epic Extra Invocation. Goes from red to blue, depending on which invocation you take with it. Useful for meeting prereqs for other epic feats, though.

Byzantine
2013-01-04, 07:54 PM
Ah, found it: The Warlock Circle II Guildhouse (http://community.wizards.com/go/thread/view/75894/19956198/The_Warlock_Circle_II)

I also found Rich Baker's reposted Q&A about warlocks, their design and various interactions; Warlock faq by Rich Baker (http://community.wizards.com/go/thread/view/75882/19520666/Warlock_Faq_by_Rich_Baker?pg=1)

Overall, good links to have around. TWC also has/had related warlock links should you wish to add (and check, since they're from before the forum revamp, so many have been deleted.) As far as splatbook support, I know that Dragon Magic, despite being subpar overall in my opinion, has some warlock stuff. I'll take a look through what I have to see if there's anything else that covers them.

AmberVael
2013-01-04, 08:52 PM
Overall, good links to have around. TWC also has/had related warlock links should you wish to add (and check, since they're from before the forum revamp, so many have been deleted.) As far as splatbook support, I know that Dragon Magic, despite being subpar overall in my opinion, has some warlock stuff. I'll take a look through what I have to see if there's anything else that covers them.

Well, all the invocations from other sources have already been covered in this guide, at least. Those are the main things to look at.

Just for quick reference, invocations can be found in:

Cityscape
Complete Arcane
Complete Mage
Dragon Magic
Drow of the Underdark
Magic of Incarnum


Edit: Though come to think of, the Eldritch Claws feat comes from dragon magazine... maybe there is more warlock material to be found there?

Snowbluff
2013-01-05, 12:44 AM
Guys, all of the Warlock specific and official material has be search trhoug hfor the material in the guide. Just a heads up.

Cranthis
2013-01-07, 07:49 PM
Where in Races of Ebberon is this Daelkyr half-blood?

Dusk Eclipse
2013-01-07, 08:28 PM
They are in Magic of Eberron, not Races of Eberron.

Cranthis
2013-01-07, 08:30 PM
Ah. The post says Races of Eberron. But I have found it, thanks.

Snowbluff
2013-01-08, 01:27 AM
Ah. The post says Races of Eberron. But I have found it, thanks.

Fixed it. Now MoE.

Kane0
2013-01-08, 06:12 AM
Hey there, liking your work on the handbook.

Question though: are you thinking of referencing or linking homebrew material for the warlock at the end? As a dm and warlock fan id like to see some recommended brew or other supplementary material for poor Morthos and those like him.

Snowbluff
2013-01-08, 09:30 AM
I'll be making a peach homebrew section at a later date.

only1doug
2013-01-08, 09:35 AM
My warlock Homebrew (http://www.giantitp.com/forums/showthread.php?t=255369)

2 bits of Homebrew, the floating Invocation Feat chain and an Enlightened Spirit (PRC) modification.



Floating Invocation Feat Chain:
These feats are designed to give the warlock some much needed versatility, by having one Invocation of each grade be changeable (on a daily basis).

Floating Invocation (Least)
Prerequisite: Access to Least Invocations, Invoker Level 3 or Higher, 2 Least Invocations.
Benefit: Choose one of your existing Least Invocations, This is now changeable on a daily basis: once every 24hrs you may change your Floating Invocation to a different Least Invocation. This process takes 1hr and can only be done after getting a good nights sleep. This Feat may only be taken once.

Floating Invocation (Lesser)
Prerequisite: Access to Lesser Invocations, Floating Invocation (Least)
Benefit: Choose one of your existing Lesser Invocations, This is now changeable on a daily basis: once every 24hrs you may change your Floating Invocation to a different Lesser Invocation. This process takes 1hr and can only be done after getting a good nights sleep. You can change any or all of your Floating Invocations during the same time period. This Feat may only be taken once.

Floating Invocation (Greater)
Prerequisite: Access to Greater Invocations, Floating Invocation (Lesser)
Benefit: Choose one of your existing Greater Invocations, This is now changeable on a daily basis: once every 24hrs you may change your Floating Invocation to a different Greater Invocation. This process takes 1hr and can only be done after getting a good nights sleep. You can change any or all of your Floating Invocations during the same time period. This Feat may only be taken once.

Floating Invocation (Dark)
Prerequisite: Access to Dark Invocations, Floating Invocation (Greater)
Benefit: Choose one of your existing Dark Invocations, This is now changeable on a daily basis: once every 24hrs you may change your Floating Invocation to a different Dark Invocation. This process takes 1hr and can only be done after getting a good nights sleep. You can change any or all of your Floating Invocations during the same time period. This Feat may only be taken once.


Enlightened Spirits:
The biggest problem with this PRC is that it doesn't advance your Invocation Level for warlock invocations if you continue with warlock after leaving this class.

Homebrew Solution: the following line of Text should be added to the Enlightened spirit class:

Enlightened Spirits who return to the warlock class may add their Enlightened Spirit class levels to their Warlock class levels for the purposes of determining the maximum grade of Invocation known.

Jackalope
2013-01-12, 03:17 PM
Snow, since you pointed me over to here, will you be adding my thought? For those who didn't see it since I posted in the old thread, the idea is that adding the Morphing enhancement to a Warlock's Scepter (both are light weapons since the scepter is a light mace) allows it to become a spiked gauntlet, which allows holding weapons in hand including an Eldritch Glaive if your DM is picky about you needing two free hands to use it.

Morcleon
2013-01-12, 03:25 PM
Snow, since you pointed me over to here, will you be adding my thought? For those who didn't see it since I posted in the old thread, the idea is that adding the Morphing enhancement to a Warlock's Scepter (both are light weapons since the scepter is a light mace) allows it to become a spiked gauntlet, which allows holding weapons in hand including an Eldritch Glaive if your DM is picky about you needing two free hands to use it.

Could just take the warlock scepter's unique magic and stick it onto a +1 gauntlet... :smallwink:

Snowbluff
2013-01-12, 03:28 PM
Can I get the rules source for doing this?

Fable Wright
2013-01-12, 03:33 PM
Coming in with PrC evaluations:

From Shinken's Guide to Melee Warlocks (http://www.giantitp.com/forums/showthread.php?t=159708) (He also did Thayan Gladiator, but since I don't have that book, I'm not going to mention it):


Ruathar (Races of the Wild): One of the easiest to qualify prestige classes ever written. The class features are nothing to write home about and it only has a d6 hit die, like Warlock. It does have a good skill list while progressing invocations. If only it had movement skills, then it would be perfect. This can help you qualify for Cyran Avenger.

Cyran Avenger (Five Nations): Full base attack bonus and an increase in hit dice are already good, but the Charisma synergy is amazing. If you are a melee warlock specialized in essences that force saves, Cyran Avenger will benefit your damage potential. 4/5 invocation progression, a built-in smite that goes up to +5d6 damage (uses per day depend on your Charisma). You get extra action points and the like.
I really, really like Cyran Avenger for melee Warlocks in Eberron. Qualifying can be a bit of a bitch, sure - BAB +5 and Survival 8 are kinda hard to achive.
A two-level dip in Ranger could qualify you at Warlock 4/Ranger 2, if you are desperate for some avenging. I don't think it's worth it, though. The real strenght of Cyran Avenger comes from the syngery with your Warlock abilities - the Ranger dip makes Cyran Avenger a 4/7 invocation progression, basically, almost the same as one of those 'full-bab half-casting' you find every now and then.
Warlock 4/Ruathar 3 qualifies a level later and only loses a single invocation level (when it enters Cyran Avenger).

Eldritch Disciple (Complete Mage): This advances Cleric and Warlock while granting extra goodies. Remember to have Knight's Move prepared.
Eldritch Disciple is very effective and allows you to pull some tricks. Wild Frenzy is pretty good, and I believe you'd get twice the damage bonus with eldritch claw (once for the unarmed strike, once for the eldritch blast) - you get it kind of late for it to matter, though. Healing Blast makes your party happy; as an essence, it can still be combined with eldritch glaive, for lots of healing from a (small) distance. Not recommended to use with eldritch claw, since your unarmed strike would still deal damage.
Eldritch Spellwave spares you a known invocation for eldritch chain, since you can just tack essences on Mass Inflict Light Wounds. I like this for taking out mobs with Vitriolic Blast or Utterdark Blast. With Vitriolic, it's hilarious - mass inflict them with acid and become invisible. Wait safely to see if they die. Rinse and repeat. Not very melee-ish, of course, but you can save your awesomeness for the big bad evil guys - play cat and mouse with mooks.


Personally, I would make Cyran Avenger and Eldritch Disciple as Purple, and Ruathar as Black; the only purpose of Ruathar is to get the skills for Cyran Avenger without losing caster levels. Eldritch Disciple is a powerhouse; if you use it to advance Ur-Priest, you suddenly became terrifying. With less cheese and going with Cleric, you get access to Divine Power, swift action movement spells like Knight's Move that are critical for Glaivelocks, and open up Turn/Rebuke undead abuses (even just Travel Devotion for the movement). In addition to the excellent suite of abilities the class provides.

Cyran Avengers (http://www.wizards.com/default.asp?x=dnd/iw/20050707b&page=2) are awesome because they are full BAB, 4/5 Casting progression, and have useful class features; for a Charisma-based warlock, they provide bonus damage, and bonuses to hit on both melee attacks and ranged attacks with some non-negligible bonus damage.

For base classes, Swashbuckler and Hexblade are both Red. Swashbuckler doesn't get you anything; Insightful Strike only works with Light weapons (aka NOT Weapon-Like Spells), weapon finesse is useless, and the saves, even with Grace, are terrible. Hexblades aren't as bad; a two-level dip gets you Cha to Saves against spells and spell-like effects, third level gives you the rare Mettle ability, and fourth level gives you 1st level spells (to qualify you for prestige classes) and a neat walking debuff. Why is this red? Because you invested 4 levels for moderate bonuses, spells that you could have gotten with a 1-level dip, and not much else. I guess Warlocks who wanted to dip Paladin until they found out about the Alignment requisistes could take it for the bonuses to saves could use it, but it's just not as good as continuing base warlock.

Warshaper I would put as Red. First, the class is only open to Changelings and Shifters, both of which are suboptimal choices. Second, the class's main draws are that you get an untyped bonus to Strength and Constitution, Fast Healing, and the ability to grow natural weapons. For everything except Clawlocks, that's terrible. You don't apply strength to damage for Eldritch Blasts, you're already hitting touch ACs so bonuses there are relatively useless, and Eldritch Blast (including Glaive) is not used as an interive attack, so the grown natural weapons are useless. If you're a Clawlock, it's Good to Excellent, as you can use extra natural attacks, and the bonuses to stats and physical abilities are very useful. If you're a Changeling Clawlock, this class is pretty good; to everyone else, avoid it like the plague.

Demonbinders are pretty good; they grant almost full Invocation progression, some DR, and some nifty immunities. The Demon forms each grant temporary hit points, a passive demon-themed ability, and all save one grant you the ability to use a small ability 1/encounter. The passive and active abilities can be useful, going from Tongues to True Sight to Gaseous Form, and giving you bonus damage or, at higher levels, EB attacks. While not as powerful as Hellfire Warlock or as versatile as any of the spellcasting theurges, it's very solid. (Blue.)

I also think that Bard should be moved down to Blue from Purple; it isn't an auto-include in any builds that qualify, nor is it something extremely powerful to build around. It's solid, but you lose an Invocation level to qualify, more as part of the class, and only moderate bonuses to show for it. It's still a good class, but it's not as good as the other Purple classes.

Jackalope
2013-01-12, 03:48 PM
Can I get the rules source for doing this?

The morphing enhancement is in MiC, page 39. It's a +1 that allows changing the weapon into another of the same category (light, 1h, 2h) and size based on the wielder (medium, large, etc). Since the Warlock's Scepter is a light mace, it's a light weapon as is a spiked gauntlet. Since a spiked gauntlet is just a regular gauntlet with spikes (as per the illustration on PHB 119), it's entirely reasonable to think that using a weapon in that hand works because regular gauntlets can do that (or else the gauntlets that come with all medium and heavy armors except the breastplate are pretty much useless, as perhaps are Gauntlets of Ogre Strength).

As for Morcleon's suggestion, it's debatable whether taking a unique enhancement and putting it on another weapon is possible. In my experience even if it might be RAW it's not well tolerated, but that's only what I've seen so far so it may not be statistically relevant. Hence why I didn't go that route and instead went with "enhance the weapon that already has a unique enchantment" since that has more support.

Morcleon
2013-01-12, 03:49 PM
Can I get the rules source for doing this?

It's logic. The fact that you can add magical abilities to items implies that you can remove them as well. There is also nothing saying that you can't switch items, although that may require a cost increase.

Yes, it would be a custom magic item.

Snowbluff
2013-01-12, 03:50 PM
Cyran Avengers (http://www.wizards.com/default.asp?x=dnd/iw/20050707b&page=2) are awesome because they are full BAB, 4/5 Casting progression, and have useful class features; for a Charisma-based warlock, they provide bonus damage, and bonuses to hit on both melee attacks and ranged attacks with some non-negligible bonus damage.


I also think that Bard should be moved down to Blue from Purple; it isn't an auto-include in any builds that qualify, nor is it something extremely powerful to build around. It's solid, but you lose an Invocation level to qualify, more as part of the class, and only moderate bonuses to show for it. It's still a good class, but it's not as good as the other Purple classes.

Cyran Avenger is horrible. Easily red. "Class features" is a funny way of putting what they have. I don't think Survival is a class skill, and they don't net a feat gain. Even if you don't dip to get in, lost CL. Possible use as scout.

While we are quoting external handbooks, read an IC handbook. I think +10/+10 is something you can build around PrC Bard. I'll consider changing it to blue.

Eldritch Dsciple simply is not as good as its contemporary, the Eldritch Theurge. Kind of Disappointing. For some reason loses a CL. Potential for purple if we dd not consider the entry options.

Cleric: Wis is not a stat for warlocks.

Favored Soul: The Cleric list is weak without domains. Stat synergy is existent here... or would be if Wis wasn't a part of their casting.

Archivist: 2 Casting stats that dod not line up with Warlock. Meh.

Shugenja and Wujen are still classes, right? At least one of them is divine...

Jackalope
2013-01-12, 04:00 PM
Shugenja is a class, yes. Its casting is entirely cha-based, so it has potential with warlock.

Wu Jen is arcane and relies on int, so it might not mesh well depending on the warlock's stats. However, it does have a 7th level spell called Giant Size which makes the caster Huge or larger, so it might oddly work on a grapplock build via Eldritch Theurge.

Snowbluff
2013-01-12, 04:03 PM
It's logic. The fact that you can add magical abilities to items implies that you can remove them as well. There is also nothing saying that you can't switch items, although that may require a cost increase.

Yes, it would be a custom magic item.

In that case I'll add it to the lists, right next to our Continuous Ring of Truestrike and Truespell.


Shugenja is a class, yes. Its casting is entirely cha-based, so it has potential with warlock.

Wu Jen is arcane and relies on int, so it might not mesh well depending on the warlock's stats. However, it does have a 7th level spell called Giant Size which makes the caster Huge or larger, so it might oddly work on a grapplock build via Eldritch Theurge.


OKay, thanks. I'll work with this for the new ED entry.

Jackalope
2013-01-12, 04:46 PM
Shugenja for ED will require some work since it doesn't have Turn/Rebuke Undead. Sacred Exorcist can be used to get Turning, but by the time a Shugenja gets Dismissal, it's at 8th level which puts SE's entry at 9th. After that is a warlock level at 10th, and then ED is 11-20. Such a build wouldn't primarily be a warlock, but it still has some potential since it barely manages to get 9th level spells at 20.

Alternately, one could refluff a Shugenja's Sense Elements to qualify in place of Turn/Rebuke Undead for ED. There's the slight issue of SE not scaling at all with Cha like Turning does, so the uses based on that will be limited, which limits the class features of ED. I know of no official source that gives extra uses of Sense Elements.

Fable Wright
2013-01-12, 04:47 PM
Cyran Avenger is horrible. Easily red. "Class features" is a funny way of putting what they have. I don't think Survival is a class skill, and they don't net a feat gain. Even if you don't dip to get in, lost CL. Possible use as scout.
That's why Ruathar is mentioned as a Warlock PrC. Qualifying to enter is easy as breathing, they do have Survival as a class skill, and it's worth it for the mostly full Invocation progression and full BAB. They have feat parity, getting Heroic Spirit to get back Track, and Heroic Spirit is not a bad feat. The smite is extra, but because of the Warlock's lack of heavy dependence on just about any stats, they can easily afford to get a +2 or +4 Cloak of Charisma at this level, and of those smites are rather worth it for 5 levels.


While we are quoting external handbooks, read an IC handbook. I think +10/+10 is something you can build around PrC Bard. I'll consider changing it to blue.
Right. Warlock bards totally have Inspirational Boost. Words of Creation is allowed at every table. More likely, the Warlock can get +2 to attack and damage at 6th level, and get another +1 every 4 or 5 levels. I don't agree that it's worth 5 lost CL (including the one lost from the spellcaster dip), a feat to get Perform on the necessary skill lists, Bard battlegear isn't useful for the warlock, nor is Snowflake Wardance, especially when you say that 4/5 progression for invocations and useful class features is by no means worth it. I'm not saying it's terrible; it's better than a lot of options. It's not worth Purple rating, though.



Eldritch Dsciple simply is not as good as its contemporary, the Eldritch Theurge. Kind of Disappointing. For some reason loses a CL. Potential for purple if we dd not consider the entry options.

Cleric: Wis is not a stat for warlocks.

Favored Soul: The Cleric list is weak without domains. Stat synergy is existent here... or would be if Wis wasn't a part of their casting.

Archivist: 2 Casting stats that dod not line up with Warlock. Meh.

Shugenja and Wujen are still classes, right? At least one of them is divine...
Again, the Warlock's lack of focus on stats helps a bit here. If you can afford a +4 item to Wis and started with an 11 in Wis, a one level dip in Cleric and taking the full Eldritch Theurge class gets you all the spells you need. Your saving throws are crap, but you're focused on buffs, not offensive spells, like you should, you get significant bonuses from the dip. Cleric is already a good dip, and when all of your spells are buffs, they do quite a lot of good complementing the Warlock.

Snowbluff
2013-01-12, 04:55 PM
Shugenja for ED will require some work since it doesn't have Turn/Rebuke Undead. Sacred Exorcist can be used to get Turning, but by the time a Shugenja gets Dismissal, it's at 8th level which puts SE's entry at 9th. After that is a warlock level at 10th, and then ED is 11-20. Such a build wouldn't primarily be a warlock, but it still has some potential since it barely manages to get 9th level spells at 20.

Alternately, one could refluff a Shugenja's Sense Elements to qualify in place of Turn/Rebuke Undead for ED. There's the slight issue of SE not scaling at all with Cha like Turning does, so the uses based on that will be limited, which limits the class features of ED. I know of no official source that gives extra uses of Sense Elements.

Ugh. Turn Undead should be renamed Turn Interest. It makes things harder than it should be.

@Dm of Darkness. This is a RAW handbook. Ample allowances are assumed. It's probable that have a +4 Wis item is not allowed on all tables, but that is not what we are here to discuss.

Fable Wright
2013-01-12, 05:10 PM
Ugh. Turn Undead should be renamed Turn Interest. It makes things harder than it should be.

@Dm of Darkness. This is a RAW handbook. Ample allowances are assumed. It's probable that have a +4 Wis item is not allowed on all tables, but that is not what we are here to discuss.

There's also the requirement for 15 Int and Wis for the words, the fact the feat recommends DMs to be careful about putting it in their games, and that +4 items of Wisdom are found in Core. Periapt of Wisdom +4. I'm just saying, if the build requires one feat that has a warning to the DM about it in the book to be very good, it's suspect at best.

Jackalope
2013-01-12, 06:53 PM
Do you have any plans on adding Primordial Giant? (Secrets of Xen'drik 81)

I know of no LA 0 giants (aside from the DM letting the Half-giant class from CompPsi work at 0 level which is iffy), but two LA+1 races eligible for it are Half-giant (http://www.d20srd.org/srd/psionic/psionicRaces.htm#halfGiants) and Eneko (Secrets of Sarlona 109). There's also the LA+1 Half-ogre from Savage Species, but it got upped to +2 for some reason in Races of Destiny.

-4 str, -2 con, +4 int, +4 cha, +1 to CL for SLAs, and various other abilities including Favored Class: Warlock can make it exceptionally worthwhile.

Also, you may want to mention the Beast Strike feat is from Dragon 355 since you haven't referenced it.

Snowbluff
2013-01-12, 10:54 PM
There's also the requirement for 15 Int and Wis for the words, the fact the feat recommends DMs to be careful about putting it in their games, and that +4 items of Wisdom are found in Core. Periapt of Wisdom +4. I'm just saying, if the build requires one feat that has a warning to the DM about it in the book to be very good, it's suspect at best.

I'll put your concerns etc. in my forward. Like a note saying "if the good options for using x are not available, don't take x", and then I'll point out the important things for each thing. :smallwink:


Do you have any plans on adding Primordial Giant? (Secrets of Xen'drik 81)

I know of no LA 0 giants (aside from the DM letting the Half-giant class from CompPsi work at 0 level which is iffy), but two LA+1 races eligible for it are Half-giant (http://www.d20srd.org/srd/psionic/psionicRaces.htm#halfGiants) and Eneko (Secrets of Sarlona 109). There's also the LA+1 Half-ogre from Savage Species, but it got upped to +2 for some reason in Races of Destiny.

-4 str, -2 con, +4 int, +4 cha, +1 to CL for SLAs, and various other abilities including Favored Class: Warlock can make it exceptionally worthwhile.

Also, you may want to mention the Beast Strike feat is from Dragon 355 since you haven't referenced it.

Primordial Giant? Yeah, I'll see about prepping that.

Sgt. Cookie
2013-01-12, 11:14 PM
I don't know if this helps, but unless I'm mistaken, DFI can be applied to Eldritch Claws, being a natural weapon and all that. Meaning that a Bardlock is much tastier than it first appears.

Snowbluff
2013-01-12, 11:17 PM
I don't know if this helps, but unless I'm mistaken, DFI can be applied to Eldritch Claws, being a natural weapon and all that. Meaning that a Bardlock is much tastier than it first appears.

Yes.
It's a build-dependant, which is what DMofDarkness was saying.

Jackalope
2013-01-13, 03:38 PM
You mentioned Aberrant Dragonmark in the feats section. Using a variant found at the bottom of http://www.wizards.com/default.asp?x=dnd/ebee/20050704a, the Aberrant Dragonmark becomes an Aberrant feat that would qualify the character for Inhuman Reach (http://dndtools.eu/feats/lords-of-madness--72/inhuman-reach--1617/) for example, which can be quite nice on a Glaive build since the feat explicitly says gaining the 5 foot increased natural reach adds 10 feet to your reach weapons.

A couple of the aberrant feats grant bonuses to grapple checks too, which would benefit a grapplock.

Other Aberrant feats are found at http://dndtools.eu/feats/categories/aberrant/.

And I'll edit in a writeup on the Shou Disciple since you mentioned it in the feats section. I might also do one for Fist of the Forest since that increases unarmed damage too.

Snowbluff
2013-01-13, 03:43 PM
You mentioned Aberrant Dragonmark in the feats section. Using a variant found at the bottom of http://www.wizards.com/default.asp?x=dnd/ebee/20050704a, the Aberrant Dragonmark becomes an Aberrant feat that would qualify the character for Inhuman Reach (http://dndtools.eu/feats/lords-of-madness--72/inhuman-reach--1617/) for example, which can be quite nice on a Glaive build since the feat explicitly says gaining the 5 foot increased natural reach adds 10 feet to your reach weapons.

Other Aberrant feats are found at http://dndtools.eu/feats/categories/aberrant/

(>'.')>
<('.'<)

Sorry. I am not dancing. I am trying to find where it says this is a dragonmark handbook. I think I mentioned that they existed, and that I do not provide answers for them.

... I think I'll add them to the Inhuman Reach entry. Which should be listed. I'd be ashamed for the original writer if it is not there already.

Deepbluediver
2013-01-13, 11:57 PM
Reading through this whole thing thoroughly, to help increase the sum total of my Warlock Knowledge. :smallwink:

Since I am not terribly familiar with warlocks, I have a quick question regarding Eldritch Cone and Line (since I just got to that part). Can you stack multiple blast-shapes, specifically these two with Chain? What I mean is, if you are facing a huge horde of enemies, and you Chain-Lined an eldritch blast through the middle of the group, would it bounce around to chain to targets on both sides of the line as well?
If you did a Cone would the Chains bounce around inside the area of effect?

I suspect this is still far to situational to be useful, but I was curious.

Snowbluff
2013-01-14, 12:09 AM
Nope. There is a Epic feat to do that, I think.

Jackalope
2013-01-14, 02:37 AM
None of the epic feats at http://www.wizards.com/default.asp?x=dnd/ei/20061027a allows for double shapes. Doubles essences, yes, but not shapes.

Snowbluff
2013-01-14, 02:38 AM
There you go. You think I would have memorized that, after writing hte book on them.

Lonely Tylenol
2013-01-14, 07:31 AM
There you go. You think I would have memorized that, after writing hte book on them.

...But... I wrote the book on them...

Thinblade
2013-01-14, 05:42 PM
Well, technically, I wrote (err... assembled) the book on them first.

Hi there, this is Thinblade checking in. I got pointed in the direction of this guide-in-progress and thought I'd check in. I'm not entirely certain why yet another warlock guide is getting written from scratch, considering that nothing new in 3.5 has been published in years. That's why my Compilation hasn't been updated in a while; there hasn't been anything to update it with. Well, a couple of new builds, but really, it's got enough of those already.

But I suppose there is value in putting out the information on a variety of places. Especially since Brilliant Gameologists is currently down with no ETA of when its coming back.

A couple of notes:
* First, I wouldn't spoiler everything. If I have to click open a spoiler tag to read everything (even when it's just a single paragraph), it becomes way too much work to read it all the way through. Also, it makes it impossible to do a quick browser search for a term you're looking for.
* And second, definitely spend some time working on the overall formatting and readability. There's a lot of information here; you don't want to make peoples' eyes glaze over with blocks of text, strange colors, etc. Carriage returns are your friends.

Snowbluff
2013-01-14, 05:51 PM
I think my foresight justifies this handbook well enough. I am picking it up for a friend, anyway.

I think that makes a third for unspoiling it. I'll add that to the list.

Lonely Tylenol
2013-01-14, 05:59 PM
I'm not entirely certain why yet another warlock guide is getting written from scratch, considering that nothing new in 3.5 has been published in years. That's why my Compilation hasn't been updated in a while; there hasn't been anything to update it with. Well, a couple of new builds, but really, it's got enough of those already.

This has not stopped anyone from writing guides, ever. :smallamused:

I can't speak for Thiago, but I believe it began with both the widely-held perception that the Warlock can't really do anything (but more than that, it can't do a lot of the things it can), and also that some avenues felt under-represented by the information compilation. Thiago concerned himself mainly with the Clawlock, which I believe, but admittedly can't recall from memory, got zero mentions in your compilation (it's Dragon Magazine content).

Snowbluff
2013-01-14, 06:04 PM
This has not stopped anyone from writing guides, ever. :smallamused:

Oh snap! We got some reasoning up in this thread! :smalltongue:


I can't speak for Thiago, but I believe it began with both the widely-held perception that the Warlock can't really do anything (but more than that, it can't do a lot of the things it can), and also that some avenues felt under-represented by the information compilation. Thiago concerned himself mainly with the Clawlock, which I believe, but admittedly can't recall from memory, got zero mentions in your compilation (it's Dragon Magazine content).

This pretty much. The Warlock gets no love in this community, and I think it deserves attention.

Jackalope
2013-01-14, 06:21 PM
Writeup for Swashbuckler dip:

Only take Swashbuckler if you need Weapon Finesse and want a slightly better first level chassis than Fighter. Notice that it gets Diplomacy as a class skill but doesn't have Intimidate. The normal second level is crappy because it's just a +1 competence bonus to Reflex saves, but it can be traded for Arcane Stunt (CM 32) which grants a spell-like ability once per day. Unless you have a massive amount of Int and aren't fighting things immune to crits and such (quite unlikely), 3rd level's Insightful Strike isn't worth it compared to more levels in Warlock. The 4th level ability from Dead Levels 2 (http://www.wizards.com/default.asp?x=dnd/cwc/20070227x) is based on Bluff so a Warlock could pull it off quite well, but 4 levels for the ability to get some information out of someone based on a skill check isn't worth it especially when Diplomacy can probably get you the same result.

Really quick version: Swashbuckler should only be taken if you need Weapon Finesse and want a slightly better chassis than Fighter. The features of later levels don't really compare to continued Warlock features.

An even better dip would be the martial Rogue variant from UA that trades Sneak Attack for the Fighter's feat progression.

Snowbluff
2013-01-14, 06:34 PM
I'd put down the real quick version, but I seem to have forgotten how to link individual posts so I can credit your post.

Morcleon
2013-01-14, 06:36 PM
I'd put down the real quick version, but I seem to have forgotten how to link individual posts so I can credit your post.

(link) (http://www.giantitp.com/forums/showpost.php?p=14528695&postcount=131)

Click the little post number at the upper right. This is #133, your post was #132.

Snowbluff
2013-01-14, 06:43 PM
(link) (http://www.giantitp.com/forums/showpost.php?p=14528695&postcount=131)

Click the little post number at the upper right. This is #133, your post was #132.

See? How could I screw that up? I know I had to click something on the post, but it has been so long since I've actually used that.

Psyren
2013-01-14, 06:53 PM
Can we have more mention of the Sha'ir? From both a flavor and power perspective it's a slam dunk with the Warlock - it can progress both Eldritch Theurge and Eldritch Disciple, it's Cha-focused, it revolves around Diplomancy and the genies that power it can also be used as the source of your warlock abilities as well. (Efreeti and Dao are evil, while Marids are chaotic.)

There's great synergy in combat too - Invocations are a useful fallback while your gen is out getting that one spell you need.

Jackalope
2013-01-14, 07:30 PM
Pretty sure you mean that the ED or ET can progress Sha'ir, and not the other way around? You made it sound like a prestige class at one point.

If it wasn't for the fact that Brilliant Gameologists is down the Sha'ir handbook would be available to look at.

For those interested in the source, it's Dragon Compendium or Dragon Mag 315.

Thinblade
2013-01-14, 07:30 PM
This has not stopped anyone from writing guides, ever. :smallamused:

I can't speak for Thiago, but I believe it began with both the widely-held perception that the Warlock can't really do anything (but more than that, it can't do a lot of the things it can), and also that some avenues felt under-represented by the information compilation. Thiago concerned himself mainly with the Clawlock, which I believe, but admittedly can't recall from memory, got zero mentions in your compilation (it's Dragon Magazine content).

Very true.

And yes, I stayed away from Dragon material. That's partly because I first compiled the doc over on the old WotC 339 Min/Max board, and they had a rather dismissive attitude toward Dragon stuff. Also, a lot of DM's don't allow material from Dragon, and I wanted to make a guide that would be usable in all campaigns.

I did always think those claws were kind of cool, though, and not just for the Wolverine factor. So if someone's going to step up and make a guide for them, I'm all for it.

Dusk Eclipse
2013-01-14, 07:39 PM
Shinken's Guide to Melee Warlocks (http://www.giantitp.com/forums/showthread.php?t=159708) is the closest thing to a Clawlock guide.

Jackalope
2013-01-14, 07:43 PM
Shinken's Guide to Melee Warlocks (http://www.giantitp.com/forums/showthread.php?t=159708) is the closest thing to a Clawlock guide.

That was linked to already in the "Standing on the Shoulders of Giants" spoiler.

Dusk Eclipse
2013-01-14, 07:49 PM
Thinblade asked if someone would start a clawlock guide and I meant to say that it had already been done.

Amphetryon
2013-01-14, 07:53 PM
Thinblade asked if someone would start a clawlock guide and I meant to say that it had already been done.

Interested to see if Thinblade agrees with the clawlock guide poster's assertions about a glaivelock.

Jackalope
2013-01-14, 08:08 PM
Hexblade overview, assuming standard class and not Mike Mearls' suggested fix (http://community.wizards.com/go/thread/view/75882/19547530/Contacting_Wizards_of_the_Coast_about_Hex_Blades?p ost_id=332210466#332210466).

1st level grants martial weapons, a Will save bump, and 1/day curse based on Charisma and Hexblade level, so not much. 2nd level, however, grants Charisma as a save bonus against all spells and spell-like abilities. 3rd level grants Mettle and is the quickest way to get the full ability from a base class. 4th grants kinda crappy spells and a familiar, but the familiar can be traded for a moving hex that debuffs anything it's adjacent to by -2 AC and -2 saves, so potentially quite useful for both an attack- or save-focused Warlock.

Quick version: Hexblade 2 and 3 can be very worth it to get bonuses on saves. 4th is the absolute cutoff point to get the moving debuff. The limited spells aren't worth dipping in the class.

Thinblade
2013-01-14, 09:55 PM
I saw the link to the clawlock guide in the Shoulders of Giants post; I meant this guide, since it's focus is more on Dragon and other beyond-core material.

I'll take a look at the clawlock guide and see if I can come up with an opinion, as requested. May be a day or two, though.

CDTalmas
2013-01-16, 02:44 AM
For taking a 10-ft step in place of a 5-ft, why not utilize the "Sparring Dummy of the Master"? As a UMD class, I'm sure the Warlock would have few problems and 30-days of training for the ability permanently is nothing to scoff at. Especially useful if you have multiple party members that can utilize the item.

Arms and Equipment Guide.

Thinblade
2013-01-16, 11:13 AM
I agree with shinken that eldritch glaive isn't as well-written as I'd like (so what else is new in 3.5?). However, my read on it is that it does count as a weapon for its duration. The text says, "takes on physical substance" and that you can attack "as if using a reach weapon."

You still don't get haste, since you're attacking as part of a full round action, but you would be able to use things like power attack, since your EB now has a physical presence that you can hit harder with. It's not actually a glaive, however, so if you had glaive feats you couldn't use them. You'd need the feats for the EB instead.

That's my read on it, at least. CA already says that you can use ranged combat feats like PBS, so it's we know you can use precision attack and damage bonuses.

Also, I don't know what his/her deal is with being unsure about the somatic gestures. CA page 71 doesn't get much clearer about the fact that invocations use somatic components.

Person_Man
2013-01-16, 02:26 PM
I apologize if this has already been posted, but this is a pretty obscure set of corrections and pro-tips. This isn't really relevant to Warlock builds, but is worthwhile for Incarnate builds who are willing to dip a few levels into Warlock before heading into an Incarnum PrC.

Magic of Incarnum pg 107 has four Invocations:

Drain Incarnum (Least): Fort Save deals 1 point of essentia damage. A creature without an essentia pool instead takes 1 point of Wisdom damage. Although this is highly situational, Ooze, Animated Objects, Ochre Jelly, and other similarly oblivious creatures have a Wis of 1, which means that this is a Save or Die effect for them. I wouldn't take it normally. But if you have the floating feat from Chameleon for Extra Invocation, it's worth keeping in mind when you know you're going to be fighting such creatures.

Incarnum Blast (Greater, Essence): Any living creature whose alignment is opposed to at least one component of yours must Save or be Dazed for 1 round. Other living creatures take normal damage. Those with an essentia pool lose 1 point. And you can invest essentia into this Invocation as if it were a Feat to increase the damage of your Blast by 1d6 per point. (You can invest between 1 and 4 points of essentia, based on your Hit Dice).

Incarnum Shroud (Dark): Enemies suffer a 20% miss chance against you. You gain 1 point of essentia. And you can invest essentia in the Invocation as if it were a Feat to gain a minor Insight bonus to AC and Fort Saves.

Steal Incarnum (Lesser): Already described in handbook. You steal essentia for 1 minute.


The very obscure Incarnate/Warlock essentia trick is:

Buy or collect a bag of rats, insects, or other cheap animals.
Get a Familiar or Animal Companion.
Get access to the Necrocarnum Weapon soulmeld. (Incarnate 1 or the Shape Soulmeld Feat).
Open your Hands chakra slot (Incarnate 4, lot of PrC, or a 6th level Feat). Bind Necrocarnum Weapon to it. Now when you hit a living creature with a critical hit, you gain bonus temporary essentia equal to the essentia invested in this soulmeld (probably 1-5 points) for 1 minute.
Take the Share Soulmeld Feat. Now your Familiar or Animal Companion gains all of the benefits of your soulmelds.
Prior to combat, Coup de Grace one of your rats, giving you bonus essentia.
Have your Familiar or Animal Companion Coup de Grace one of your rats, giving it bonus essentia.
Use the Steal Incarnum Invocation on your Animal Companion or Familiar.



Now you have between 4 and 12 points of bonus essentia for the next 8 rounds. Although that doesn't sound like a lot, keep in mind that an Incarnate 20 only gets 26 points of essentia. It should be enough to max out several soulmelds, Incarnum Feats, and/or the Incarnum Blast soulmeld. You can do this any number of times per day, because it's an Invocation.

Thinblade
2013-01-17, 09:02 AM
Ah, the ever-popular bag of rats. Is there any rule it can't help circumvent? Not quite as classy as the trousers full of snakes, but close.

Seriously, though, thanks for pointing it out. It's a really, really focused trick, though, and requires a bunch of invocations when you already barely have any. It's good to know, and to include, but I don't see it as something very many warlocks using.

GreatWyrmGold
2013-01-18, 01:59 PM
This is a good guide, but why is the paladin listed as a multiclassing possibility at all? It's pretty much the most impossible pair of classes by alignment restrictions--paladins must be lawful good, warlocks must be chaotic or evil.

Snowbluff
2013-01-18, 02:11 PM
This is a good guide, but why is the paladin listed as a multiclassing possibility at all? It's pretty much the most impossible pair of classes by alignment restrictions--paladins must be lawful good, warlocks must be chaotic or evil.

That's a really good question. Chaotic variant paladins are the answer. I think.

Morcleon
2013-01-18, 03:24 PM
That's a really good question. Chaotic variant paladins are the answer. I think.

Any of the paladin variant from UA work. Only the standard paladin does not.

Jackalope
2013-01-24, 03:10 AM
Any of the paladin variant from UA work. Only the standard paladin does not.
There are also the nonevil paladin variants in Dragon 310 (though the nonchaotic of course don't work), and the evil ones in 312.

Morcleon
2013-02-06, 01:16 AM
Hey Snow! I got that list for you (again)! :smallwink:


Finish comments on dips and PrCs.
Add a Class Skills section.
Add Sudden Metamagic feats.
Add Whisper Gnome.
Add Mindbender PrC.
Add Vael's stuff (Travel Devotion, Ability Focus, Utterdark Blast healing undead, etc)
Write a forward for the handbook.
Feats -> Abberant Dragonmark, Dragonmarks: *Useful.
Dark Transient also gives greater plane shift, but it's still not enough to bump it up to blue.
Morpheme Savant should be blue for social focused warlocks, if only for the +(Cha x 2) to Bluff, Diplomacy and Intimidate.
Souleater Incarnate goes up to low black if used in a heavily incarnum focused game. Still meh. Also, this needs to be bolded.
Add Epic Extra Invocation. Goes from red to blue, depending on which invocation you take with it. Useful for meeting prereqs for other epic feats, though.

super dark33
2013-02-17, 04:25 PM
Can you tell me what you think about the Acolyte of the skin PC for warlocks?
I always found it usefull but I want to see how really powerfull it is.

Snowbluff
2013-02-17, 04:49 PM
Can you tell me what you think about the Acolyte of the skin PC for warlocks?
I always found it usefull but I want to see how really powerfull it is.

Acolyte of the Skin (CA):Well, taken to ten levels, relatively useless. You lose invocations for using, in return for a couple of powers used 1/day. A stun, poison 2/day, summon a 7-8 HD outsider, a mild damaging ability. I don't think any of these are worth losing invocations over.

For similiar flavor, I would suggest Demonbinder (DotU), which will be receiving a review shortly.

super dark33
2013-02-17, 04:55 PM
Acolyte of the Skin (CA):Well, taken to ten levels, relatively useless. You lose invocations for using, in return for a couple of powers used 1/day. A stun, poison 2/day, summon a 7-8 HD outsider, a mild damaging ability. I don't think any of these are worth losing invocations over.

For similiar flavor, I would suggest Demonbinder (DotU), which will be receiving a review shortly.

I think you do gain invocations, somthing in the complete arcane about +1 caster level applies to warlock invocations?
Or I'm just reading it wrong?

Snowbluff
2013-02-17, 05:03 PM
I think you do gain invocations, somthing in the complete arcane about +1 caster level applies to warlock invocations?
Or I'm just reading it wrong?

You do gain invocations, but at a halved rate, and you will never get a Dark level invocation.

Jackalope
2013-02-18, 02:09 AM
Your Flee the Scene description got me looking into more detail. Specifically, you mention SLAs don't have a somatic component, but the Warlock's armor proficiency says:


Because the somatic components required for warlock
invocations are relatively simple...
(all invocations, including eldritch blast, have a somatic component).

So invocations are a no-go when grappled it looks like.

super dark33
2013-02-18, 04:24 AM
You do gain invocations, but at a halved rate, and you will never get a Dark level invocation.

Dark invocations are overrated anyway.:smalltongue:
most of them aren't worth taking as you pointed yourself.

Also it's Stun ability is targeting anything you can see at medium range.
Fly+ogle= stunned armies.

Morcleon
2013-02-18, 04:28 AM
Dark invocations are overrated anyway.:smalltongue:
Also most of them aren't worth taking as you pointed yourself.

Yeah, but there are some that really are worth it. :smallwink:

Also, if you're at the point where you're getting dark invocations, there's a good chance you'll be going into epic levels, where you can start picking up the epic warlock feats. :smallsmile:

Snowbluff
2013-02-18, 08:45 AM
So invocations are a no-go when grappled it looks like.
This was the description when I got the handbook. I haven't changed it, since I am working on some better wording. Flee the Scene's description will need some reworking as well.

Also it's Stun ability is targeting anything you can see at medium range.
Fly+ogle= stunned armies.

Sure, for 1 round if the enemy is worth its salt. Once per day. As a [Mind-Affecting]. :smalltongue:

Socratov
2013-03-21, 12:26 PM
So, I jsut posted this in another thread, but I'd like to nominate Flyby Attack (MM) for the blasterlock. Fell Flight invocation qualifies for this and allows you to make shots while moving. Very useful if you want to flay and stay just out of range. Also very useful if you play warlock gestalt with scout since you can make optimum use of your movement and blasts.

Snowbluff
2013-03-21, 02:39 PM
So, I jsut posted this in another thread, but I'd like to nominate Flyby Attack (MM) for the blasterlock. Fell Flight invocation qualifies for this and allows you to make shots while moving. Very useful if you want to flay and stay just out of range. Also very useful if you play warlock gestalt with scout since you can make optimum use of your movement and blasts.

I'll put it in, then. MORCLEON! More stuff for the list!

Thank you, Socratov. :smallsmile:

gooddragon1
2013-03-21, 03:11 PM
Cleric is also good for inquisition domain = +4 on dispel checks.

Eldritch line is much better than you give it credit for:
-Large creature grapples medium creature and you don't have improved precise shot... eldritch line the top squares it occupies to hit only the large creature.
-Swarms are hard to fight without AOE damage
-Hit multiple opponents
-If aimed right it doesn't risk hitting allies

Morcleon
2013-03-21, 03:32 PM
I'll put it in, then. MORCLEON! More stuff for the list!

Thank you, Socratov. :smallsmile:

But... but... you said... >.< *is confused*


Finish comments on dips and PrCs.
Add a Class Skills section.
Add Sudden Metamagic feats.
Add Whisper Gnome.
Add Mindbender PrC.
Add Vael's stuff (Travel Devotion, Ability Focus, Utterdark Blast healing undead, etc)
Write a forward for the handbook.
Feats -> Abberant Dragonmark, Dragonmarks: *Useful.
Dark Transient also gives greater plane shift, but it's still not enough to bump it up to blue.
Morpheme Savant should be blue for social focused warlocks, if only for the +(Cha x 2) to Bluff, Diplomacy and Intimidate.
Souleater Incarnate goes up to low black if used in a heavily incarnum focused game. Still meh. Also, this needs to be bolded.
Add Epic Extra Invocation. Goes from red to blue, depending on which invocation you take with it. Useful for meeting prereqs for other epic feats, though.
Add Flyby Attack.

Snowbluff
2013-03-21, 03:37 PM
Cleric is also good for inquisition domain = +4 on dispel checks.The fact that Clerics have domains has been recognized. I'll think about finding the link to the guide to cleric dipping. +4 on Dispel isn't very good for Warlock, however. IIRC, they only get variations of Dispel Magic. :smalltongue:


Eldritch line is much better than you give it credit for:
-Large creature grapples medium creature and you don't have improved precise shot... eldritch line the top squares it occupies to hit only the large creature.
-Swarms are hard to fight without AOE damage
-Hit multiple opponents
-If aimed right it doesn't risk hitting allies
It's red relative to the rest of the invocation level. It has it's uses, but at this point you can just UMD something or have someone else handle it.

gooddragon1
2013-03-21, 07:14 PM
The fact that Clerics have domains has been recognized. I'll think about finding the link to the guide to cleric dipping. +4 on Dispel isn't very good for Warlock, however. IIRC, they only get variations of Dispel Magic. :smalltongue:


It's red relative to the rest of the invocation level. It has it's uses, but at this point you can just UMD something or have someone else handle it.

That's +4 to max dispel check. That means your ranged dispel magic can be useful for longer.

UMD costs gold and may not always work (or requires further investments) and it's always nice to be able to contribute. In addition, you may at some point run into something with ridiculous touch AC, they'd probably also save for half but if they don't have evasion you're still doing damage.

Snowbluff
2013-03-21, 09:16 PM
That's +4 to max dispel check. That means your ranged dispel magic can be useful for longer.[quote]That's a lot of investment for a single ability that will not last your characters lifetime. At level 15 you will be at +14 to dispel (you lost a CL to cleric), putting you a CL behind the curve when you mac out the dispel, anyway.

[quote]UMD costs gold and may not always work (or requires further investments) and it's always nice to be able to contribute. In addition, you may at some point run into something with ridiculous touch AC, they'd probably also save for half but if they don't have evasion you're still doing damage.

UMD doesn't always work? At level 11, you have a +14 to your best skill before any items or abilities. GP wise, the circumstantial attack isn't really expensive, either. Even if you don't want to use an expendable, pick up an item for the shape.

If they have a good touch AC, use the Invocation that you picked up instead of the wimpy Shape.

Deepbluediver
2013-03-21, 09:18 PM
It's red relative to the rest of the invocation level. It has it's uses, but at this point you can just UMD something or have someone else handle it.

It's funny that this is getting more attention right now. Just yesterday I was messing around with a homebrew class-fix for the Warlock (just for some stuff, the class is obviously pretty decent as-is) and I was using your list to go through which of the invocations needed modifying.

I was wondering if some of the lower-rated blast-shape invocation couldn't be helped by lumping them together in a single package.
Make one invocation called "Sculpted Blast" or something like that and it lets you use a line, a cone, maybe even Eldritch Doom and a few others.

I know Handbooks and Homebrew are different animals, but since you are all the warlock experts I figured I'd see if anyone had any thoughts.

Snowbluff
2013-03-21, 09:41 PM
Socratov linked the handbook and then posted, so it got bumped.

When I made my fix, I just gave the Warlock's more invocations. Whn you have 24 possible (20, and at 1, 6, 11, and 16 you get an invocation or Meta-SLA), you have more room for shapes.

Morcleon
2013-03-21, 09:50 PM
Socratov linked the handbook and then posted, so it got bumped.

When I made my fix, I just gave the Warlock's more invocations. Whn you have 24 possible (20, and at 1, 6, 11, and 16 you get an invocation or Meta-SLA), you have more room for shapes.

Oh right, about your fix. It's listed in your sig as "Warlock HB", and then right next to it is the link to "Warlock Handbook".

You may want to clarify that... :smallwink:

Snowbluff
2013-03-21, 09:55 PM
Oh right, about your fix. It's listed in your sig as "Warlock HB", and then right next to it is the link to "Warlock Handbook".

You may want to clarify that... :smallwink:

I need to make an extended sig. I am right on the max character limit right now. :smalltongue:

Thinblade
2013-03-27, 09:29 AM
Deepblue: When thinking on homebrew fixes for the warlock, I usually do what Snowbluff does: give them more invocations. Without more invocations, every warlock starts looking the same and acting the same in combat, since there are a few choices at each invocation level that are so clearly superior that you have to take them, even if you would prefer to take something more atmospheric.

That said, I think your idea of lumping a number of shapes into a single shape invocation is interesting. I think I'd probably tweak it to make it a bit more like a tactical feat. Maybe something like this:

Sculpted Blast:
Requirements: One blast shape invocation at both least and lesser level, Warlock 8.
Effect: You gain the ability to use all blast shape invocations of a level allowable by your warlock level. When you gain access to a new level of invocations, you automatically gain all the blast shapes of that level. This blast shape replaces your known lesser blast shape. You may exchange your least blast shape for any other least invocation.

That lets you get everything, but not immediately. You would have to wait until the mid game, and there are so many good lesser invocations that taking this would still not be a no-brainer. I would probably restrict the "gain all more powerful shapes" part to pure warlocks as a bit of reward for not PrC'ing out.

Deadline
2013-03-27, 09:49 AM
Snowbluff, do you have any thoughts on Blood Magus (Complete Arcane) as a prestige class for a Warlock?

Socratov
2013-03-27, 10:12 AM
Snowbluff, do you have any thoughts on Blood Magus (Complete Arcane) as a prestige class for a Warlock?

well, it does work, but the interesting parts are either a 2-lvl dip or a 4-lvl dip for the crafting feats (after lvl 12). For the rest the class on the whole offers 2 lost casterlevels, and abilites a warlock could do without, even though the capstone definately has rule of cool written all over it. The scarification and draught of blood abilites do make a great way of crafting spells you might need.

then there is the question of getting more EB per casterlevel.

Deepbluediver
2013-03-27, 11:33 AM
When I made my fix, I just gave the Warlock's more invocations. When you have 24 possible (20, and at 1, 6, 11, and 16 you get an invocation or Meta-SLA), you have more room for shapes.

Deepblue: When thinking on homebrew fixes for the warlock, I usually do what Snowbluff does: give them more invocations.
Thanks for the feedback. Whether I give more invocations or lump some of the weaker ones together, it basically all boils down to the same thing. While I expected it was doubtful, I really just wanted to check that allowing a single invocation to do more than one thing wouldn't leap past the balance bar and into OP territory.


hat said, I think your idea of lumping a number of shapes into a single shape invocation is interesting. I think I'd probably tweak it to make it a bit more like a tactical feat. Maybe something like this:

Sculpted Blast
Requirements: One blast shape invocation at both least and lesser level, Warlock 8.
Effect: You gain the ability to use all blast shape invocations of a level allowable by your warlock level. When you gain access to a new level of invocations, you automatically gain all the blast shapes of that level. This blast shape replaces your known lesser blast shape. You may exchange your least blast shape for any other least invocation.

That lets you get everything, but not immediately. You would have to wait until the mid game, and there are so many good lesser invocations that taking this would still not be a no-brainer. I would probably restrict the "gain all more powerful shapes" part to pure warlocks as a bit of reward for not PrC'ing out.

Hmm....I do like feats.

I know that Sculpt Spell was a metamagic feat, but there's something about this I don't quite like. I can't put my finger on it exactly though. :smallconfused:


Taking your lead on the scaling style, I was thinking of something like this:

Sculpted Blast
Lesser
This blast shape invocation allows you to invoke your Eldritch Blast as a line with range of 60 ft or a 30 ft Cone, dealing your normal Eldritch Blast damage to all creatures in the area. You do not need to make a ranged touch attack when using this shape, although your targets may attempt a reflex save for half-damage.

At Warlock level 11, you can arc you Eldritch Blast around objects, creatures, and other obstacles, negating cover. You can even bend your Eldritch Blast around corners or objects that provide concealment, although you still have a 20/50% chance to miss your target unless you have some other way to locate exactly where they are.

At Warlock level 16, you can invoke you Eldritch Blast to explode in a circle with a radius of 20 ft, similar to a fireball spell (range 60 ft.). You do not need to make a ranged touch attack when using this shape, although your targets may attempt a reflex save for half-damage.



My biggest issue with Eldrtich Doom was not that Warlocks can't be in melee range, but that it had a tendency to hurt your allies as well (plus, flying out of melee range is a good theory, but DMs have a habit of building dungeons filled with tight passageways and small rooms). The intent with this is that you can launch it right at your feet if you want to be ground zero for some reason, or you can aim it a little farther away to hit clusters of enemies.
Question though- are Warlocks normally immune to their own Eldritch Blast damage? Has it ever come up before? The regular Eldritch Doom didn't include the warlock in the effect, I think, but that doesn't really address the issue.

only1doug
2013-03-27, 11:47 AM
I put together the following (http://www.giantitp.com/forums/showthread.php?t=255369) Warlock Homebrew:

Floating Invocation Feat Chain:
These feats are designed to give the warlock some much needed versatility, by having one Invocation of each grade be changeable (on a daily basis).

Floating Invocation (Least)
Prerequisite: Access to Least Invocations, Invoker Level 3 or Higher, 2 Least Invocations.
Benefit: Choose one of your existing Least Invocations, This is now changeable on a daily basis: once every 24hrs you may change your Floating Invocation to a different Least Invocation. This process takes 1hr and can only be done after getting a good nights sleep. This Feat may only be taken once.

Floating Invocation (Lesser)
Prerequisite: Access to Lesser Invocations, Floating Invocation (Least)
Benefit: Choose one of your existing Lesser Invocations, This is now changeable on a daily basis: once every 24hrs you may change your Floating Invocation to a different Lesser Invocation. This process takes 1hr and can only be done after getting a good nights sleep. You can change any or all of your Floating Invocations during the same time period. This Feat may only be taken once.

Floating Invocation (Greater)
Prerequisite: Access to Greater Invocations, Floating Invocation (Lesser)
Benefit: Choose one of your existing Greater Invocations, This is now changeable on a daily basis: once every 24hrs you may change your Floating Invocation to a different Greater Invocation. This process takes 1hr and can only be done after getting a good nights sleep. You can change any or all of your Floating Invocations during the same time period. This Feat may only be taken once.

Floating Invocation (Dark)
Prerequisite: Access to Dark Invocations, Floating Invocation (Greater)
Benefit: Choose one of your existing Dark Invocations, This is now changeable on a daily basis: once every 24hrs you may change your Floating Invocation to a different Dark Invocation. This process takes 1hr and can only be done after getting a good nights sleep. You can change any or all of your Floating Invocations during the same time period. This Feat may only be taken once.


Enlightened Spirits:
The biggest problem with this PRC is that it doesn't advance your Invocation Level for warlock invocations if you continue with warlock after leaving this class.

Homebrew Solution: the following line of Text should be added to the Enlightened spirit class:

Enlightened Spirits who return to the warlock class may add their Enlightened Spirit class levels to their Warlock class levels for the purposes of determining the maximum grade of Invocation known.

Thinblade
2013-03-27, 12:57 PM
DB: I probably wasn't clear in my write-up, since I was doing it off the cuff. I meant that it was a lesser invocation that was inspired by tactical feats. It takes the slot of an existing lesser invocation, but requires you to also have a specific least invocation as well, which you can then change out.

I like your bend around corners thing. In my mind, the more experienced a warlock gets, the more they should be able to do "trick shots" with their primary attack, since they've been working with it for so long.

You're mistaken about Eldritch Doom, however. It never affects party members. It's not a burst; you designate the targets. So you could use it in the middle of a pike formation against a single goblin, and only the goblin would be hit.

Deepbluediver
2013-03-27, 01:03 PM
You're mistaken about Eldritch Doom, however. It never affects party members. It's not a burst; you designate the targets. So you could use it in the middle of a pike formation against a single goblin, and only the goblin would be hit.

My bad, then.

The first time I saw a Warlock in a game, some one else was playing one, and he was using the ability like that (not sure if it was accidental or intentional). I never actually looked up the exact wording myself, even when I tried out a Warlock. Guess I've been doing it wrong all these years. :smallredface:

Thinblade
2013-04-01, 09:43 AM
Socratov: The problem with Blood Magus is two-fold:

First, most of the class's abilities most likely don't work with warlock invocations. They specifically say spell, and not spell-like. Since this was in the book that introduced the warlock and other PrC's (ie: Mindbender) mention spell-likes, this probably means that blood magus wasn't meant to work with warlocks.

The first point can be DM hand-waved. The second is baked into the class. It requires two really useless feats (Great Fortitude, and the worst feat in 3e, Toughness), as well as getting killed and brought back, which is really hard/expensive to do at lower level.

What do you get in return? A weaker version of two low-level crafting feats, a few useful and minor abilities (staunch, death knell), and two lost caster levels. It really, really, isn't worth it. If you're that desperate for the crafting feats, just take them, but really, by 12th level you should be crafting more powerful things, if you're crafting at all.

Kazyan
2013-04-14, 09:57 PM
I'm playing an epic Glaivelock right now, and I have to say thay Dark Transient is possibly blue. :smallsmile: I didn't have to go much out of my way to get it, because its prerequisite invocations are prime picks anyway. It's incredibly useful to be able to go anywhere you want whenever you want--seriously, space is no obstacle anymore--and to not have to worry about speed in the campaign's teleport-blocker zones.

Snowbluff
2013-04-14, 10:05 PM
Hm... I'll have to consider it.

I am trying not to rate them on the prerequisites. :smalltongue:

Morcleon
2013-04-14, 10:14 PM
I'm playing an epic Glaivelock right now, and I have to say thay Dark Transient is possibly blue. :smallsmile: I didn't have to go much out of my way to get it, because its prerequisite invocations are prime picks anyway. It's incredibly useful to be able to go anywhere you want whenever you want--seriously, space is no obstacle anymore--and to not have to worry about speed in the campaign's teleport-blocker zones.

I'd put it at a high black but, compared to the others (particularly Eldritch Sculptor, Lord of the Elements and Shadowmaster), it's a bit lackluster, as most long distance travel is better done with casters. Of course, it does help if you have an enveloping pit and the need to 'port all over the place.

Maybe put in a "this is blue if you expect to need lots of long-distance mobility".

Kazyan
2013-04-14, 10:20 PM
I have Shadowmaster and Eldritch Sculptor in that game as well. (We're level 34...) Dark Transient pales in comparison to Eldritch Sculptor, true. I don't really know how to use Shadowmaster even though I have a cheat sheet. Still, the feat was very worth the slot, as were the other two.

Morcleon
2013-04-14, 10:45 PM
I have Shadowmaster and Eldritch Sculptor in that game as well. (We're level 34...) Dark Transient pales in comparison to Eldritch Sculptor, true. I don't really know how to use Shadowmaster even though I have a cheat sheet. Still, the feat was very worth the slot, as were the other two.

It's a nice one to have once you've gotten the other good ones, and it's certainly better than most of the other black ones.

Shadowmaster is:
1. Standard action to get 50% miss chance.
2. Immunity to all shadow spells and effects.
3. Cast any Sorc/Wiz conjuration (creation or summoning) or evocation spell 8th level or lower (but using the DC of a 9th level spell), with a Will save to take only 80% damage, or have an 80% chance of the spell working. Get a list of the best spells that work with this, and you're set. If you need something specific and you think conjuration or evocation could do it, see if your DM will let you go google it. :smallsmile:

Socratov
2013-04-15, 06:46 AM
Socratov: The problem with Blood Magus is two-fold:

First, most of the class's abilities most likely don't work with warlock invocations. They specifically say spell, and not spell-like. Since this was in the book that introduced the warlock and other PrC's (ie: Mindbender) mention spell-likes, this probably means that blood magus wasn't meant to work with warlocks.
and with lvl 12 you can scribe actual spells into your flesh.


The first point can be DM hand-waved. The second is baked into the class. It requires two really useless feats (Great Fortitude, and the worst feat in 3e, Toughness), as well as getting killed and brought back, which is really hard/expensive to do at lower level.true, I never said the prereqs were worth it. I was more focused on what the class actually gives you if you want to play it


What do you get in return? A weaker version of two low-level crafting feats, a few useful and minor abilities (staunch, death knell), and two lost caster levels. It really, really, isn't worth it. If you're that desperate for the crafting feats, just take them, but really, by 12th level you should be crafting more powerful things, if you're crafting at all.

true, if you go crafting, warlock 12/chameleon 2 is all you will ever need (it will be fun with hellfire warlock 2 since you can use hellfire to apply metamagic to wands etc.)

However, it can be a fun class to use if you are into that sort of thing/if the optimizationlevel of your group allows it.

My point in that post was whether a blood magus works with warlock or whether it would be an option at all. Which it is. It is possible, it does give you something and yes, it could be fun if it's your thing.

What you are saying is like with druid PrC's: yes they work and may be fun, but in the end they aren't worth it (except for planar shepherd) since druid on it's own is stronger.

Woudl I take the class for power? No. You need those casterlevels IMO. But is it possible (which is the actual question)? Yes. Would it give some nice stuffs? Yes, it has it's good parts. Is it good? No not really.

Garret Dorigan
2013-04-18, 07:00 PM
Quick question. While I understand that this handbook is a continuation of the last one, why does the section on Chameleon list all these ways to get Disguise as a class skill... especially when Disguise is on the Warlock's skill list?

Am I missing something here on this one?

Also, Human Paragon (UA) is another nice little class for Hellfire boosting that isn't listed.

Snowbluff
2013-04-18, 07:55 PM
Quick question. While I understand that this handbook is a continuation of the last one, why does the section on Chameleon list all these ways to get Disguise as a class skill... especially when Disguise is on the Warlock's skill list?

Am I missing something here on this one?
Yeah, all of the mistakes haven't been weeded out yet. Thanks. :smallsmile:


Also, Human Paragon (UA) is another nice little class for Hellfire boosting that isn't listed.

Nope. HFlock doesn't progress based on CL, so it doesn't affect Hellfire Blast when you take Human Paragon, and it's not a valid target for the progression anyway.

Garret Dorigan
2013-04-18, 08:19 PM
Ah, I see what you mean now. I had always though that HP had "Features" at the end of it's table entry.

Qwertystop
2013-05-23, 03:24 PM
Any prestige classes for a Glaivelock? The only top-grade ones I see are very definitely not melee, except Hellfire which is small and Chameleon which is race-restrictive.

Snowbluff
2013-05-23, 06:22 PM
Any prestige classes for a Glaivelock? The only top-grade ones I see are very definitely not melee, except Hellfire which is small and Chameleon which is race-restrictive.

Specifically? No, not really. Warlock does not lend itself well to full-BaB classes. A rogue+caster type might work, but I suggest Eldritch Disciple.

Since Disciples have cleric spells you can use Divine Power for full BaB. They can also use glaive to heal their allies with Healing Blast.

I'll do some research for some more to put in the handbook.

Qwertystop
2013-05-26, 12:01 PM
Any basic level-order for it? Bare minimums? Going into a game very soon, assuming I get accepted.

Namfuak
2013-05-26, 01:18 PM
Any prestige classes for a Glaivelock? The only top-grade ones I see are very definitely not melee, except Hellfire which is small and Chameleon which is race-restrictive.

I was playing around in my head with an Eldritch Disciple glaivelock. Right now the build is Binder 1/Warlock 6/Ur Priest 2/Eldritch Disciple 9/HFW 2. Binder can be replaced with any full Fort Save class to meet Ur-Priest's prerequisites, but binder just seemed like the best choice. I could be missing some requirement somewhere, so if something's off just let me know.

Snowbluff
2013-05-26, 01:23 PM
Any basic level-order for it? Bare minimums? Going into a game very soon, assuming I get accepted.

The build above will work, but it would require evilness.

If you don't want to be evil, Warlock2/Cleric3/EldritchDsciple10 will work. If you want more theurging, find a way to enter Mystic Theurge (Warlock should progress from this, IIRC). Otherwise, Binder and/or Hellfire Warlock tricks will work.

Namfuak
2013-05-26, 02:15 PM
The build above will work, but it would require evilness.


Oh yeah, my idea for the character was an unseelie fey who hates the gods for forcing him to live in his grotesque body. I figured it would fit well as a BBEG who wants to summon an elder evil, but it could be a PC as well.

Morcleon
2013-05-31, 09:43 AM
Breath of the Night keys off fog cloud, not obscuring mist. Shouldn't this bring it up to black? :smalltongue:

Qwertystop
2013-06-01, 05:10 PM
The build above will work, but it would require evilness.

If you don't want to be evil, Warlock2/Cleric3/EldritchDsciple10 will work. If you want more theurging, find a way to enter Mystic Theurge (Warlock should progress from this, IIRC). Otherwise, Binder and/or Hellfire Warlock tricks will work.

Character's shifted to a different game that starts at L6. Going Cleric 3/Warlock 2/ED 1 so far, because that gives that little extra boost to HD (first HD max, rest are average). Skill points were too annoying to want to go back and change them.

Only problem is a lack of knowing what feats. Level 3 I got Weapon Finesse for Eldritch Glaive, but other than that I'm not sure what to take. Focusing on general utility, because MIC is awesome.

It's here (http://www.myth-weavers.com/sheetview.php?sheetid=578429).

Snowbluff
2013-06-01, 05:31 PM
Unless you have iteratives from BaB or running an incredibly potent lockdown, Weapon Finesse is low priority. I wouldn't worry about using it until you're a higher level.

If you are, Travel Devotion (Free if you trade out one of your Domains for the feat) and Extra Turning will fit right at home in the build, as would Power Attack (you don't qualify). Divine Metamagic Persist is a common fallback for clerics.

Qwertystop
2013-06-01, 06:17 PM
Unless you have iteratives from BaB or running an incredibly potent lockdown, Weapon Finesse is low priority. I wouldn't worry about using it until you're a higher level.

If you are, Travel Devotion (Free if you trade out one of your Domains for the feat) and Extra Turning will fit right at home in the build, as would Power Attack (you don't qualify). Divine Metamagic Persist is a common fallback for clerics.

No, I'm not actually focusing combat. I'm putting in the absolute minimum required for helping combat and otherwise being general-utility. I felt that Weapon Finesse meant I could get that much more out of the point-buy by dumping Strength, since I need Dex anyway for any ranged-touch spells.

Snowbluff
2013-06-01, 07:48 PM
No, I'm not actually focusing combat. I'm putting in the absolute minimum required for helping combat and otherwise being general-utility. I felt that Weapon Finesse meant I could get that much more out of the point-buy by dumping Strength, since I need Dex anyway for any ranged-touch spells.

I would swap out the Glaive for so something with more utility, like see the unseen, until you can get more attacks out of it. Right now it's just filling up your invocation slot. I was going to suggest Extra Invocation, but you need a few more Warlock CL before you can do that.

Extra Turning, DMM, Travel Devotion would work regardless of focus. Practiced Spellcaster is another good feat.

Qwertystop
2013-06-01, 09:05 PM
Is sneaking into Sevenfold Veil worth the cost in invocations, after I get far enough into Eldritch Disciple?

Snowbluff
2013-06-01, 09:17 PM
Is sneaking into Sevenfold Veil worth the cost in invocations, after I get far enough into Eldritch Disciple?

That would be up to whether or not your DM would let Invocations count as Arcane Spells for the prerequisites. It's better than continuing Warlock, but worse than getting some Cleric progression with a Theurge. The costs are in Warlock Invocations (your bread and butter) and Cleric Spells (More utility). I would say no at this point.

Qwertystop
2013-06-01, 10:21 PM
That would be up to whether or not your DM would let Invocations count as Arcane Spells for the prerequisites. It's better than continuing Warlock, but worse than getting some Cleric progression with a Theurge. The costs are in Warlock Invocations (your bread and butter) and Cleric Spells (More utility). I would say no at this point.

Don't they do that by default?

Actually... wait a second... doesn't being a Cleric give me the spells-known requirement on its own? Doesn't say Arcane spells, and I'm pretty sure there's enough Abjurations on the Cleric list to qualify by the time I get to 5th level (my likely breakpoint) in Eldritch Disciple (10th level character). That gets me to level 17... if the game even gets that far I'll just put more Eldritch Disciple in at the end.

Snowbluff
2013-06-01, 10:25 PM
Don't they do that by default?

Strictly speaking, SLAs are not spells, and they do not have schools. :smallfrown:

Morcleon
2013-06-01, 10:27 PM
Snow... Breath of the Night is Fog Cloud, not Obscuring Mist. Could you change around the rating and description?

Snowbluff
2013-06-01, 10:29 PM
Snow... Breath of the Night is Fog Cloud, not Obscuring Mist. Could you change around the rating and description?

Uh, these 2 do not look all that different. Could you explain to me why the rating would go up.

Morcleon
2013-06-01, 10:32 PM
Uh, these 2 do not look all that different. Could you explain to me why the rating would go up.

You can see through obscuring mist. You can't see through fog cloud. Also, it's medium range (as opposed to 20'), 10 min/level (as opposed to 1 min/level) and gives total concealment rather than just normal concealment.

Snowbluff
2013-06-01, 10:34 PM
You can see through obscuring mist. You can't see through fog cloud. Also, it's medium range (as opposed to 20'), 10 min/level (as opposed to 1 min/level) and gives total concealment rather than just normal concealment.

It's at will, duration don't matter as much, and they both can grant total (http://www.d20srd.org/srd/spells/fogCloud.htm)concealment. (http://www.d20srd.org/srd/spells/obscuringMist.htm)

Morcleon
2013-06-01, 10:35 PM
It's at will, duration don't matter as much, and they both can grant total (http://www.d20srd.org/srd/spells/fogCloud.htm)concealment. (http://www.d20srd.org/srd/spells/obscuringMist.htm)

...wait, both give total concealment? Never mind then. Just update the spell it's keyed off of. :smallsmile:

Qwertystop
2013-06-01, 10:38 PM
Strictly speaking, SLAs are not spells, and they do not have schools. :smallfrown:
Complete Arcane, pages 71 and 72. SLAs qualify for the "specific spell" and "caster level" requirements, but not "X-th level spells" requirements. Invocations are SLAs with somatic components that sometimes don't match actual spells. Invocations that do match actual spells count as those spells for prerequisites that require specific spells. It's a bit blurry as to whether it counts, because it doesn't actually give a ruling on Spell School requirements, but it seems workable because the Invocations count as the spells they match "except as follows," which never includes spell-school modification.

Uh, these 2 do not look all that different. Could you explain to me why the rating would go up.

Bigger, longer range, longer duration, fireproof.

Snowbluff
2013-06-01, 10:41 PM
Complete Arcane, pages 71 and 72. SLAs qualify for the "specific spell" and "caster level" requirements, but not "X-th level spells" requirements. Invocations are SLAs with somatic components that sometimes don't match actual spells. Invocations that do match actual spells count as those spells for prerequisites that require specific spells. It's a bit blurry as to whether it counts, because it doesn't actually give a ruling on Spell School requirements, but it seems workable because the Invocations count as the spells they match "except as follows," which never includes spell-school modification. Specific spell is different from school, and they don't count as spells with a level regardless. Sevenfold Veil
Dudes require school, spells of Nth level.


Bigger, longer range, longer duration, fireproof.

Yeah, still red. "Fireproof" doesn't really help much. I changed the source spell, but the first level wand is doing pretty well.

Qwertystop
2013-06-02, 10:41 AM
Specific spell is different from school, and they don't count as spells with a level regardless. Sevenfold Veil
Dudes require school, spells of Nth level.


Yeah, still red. "Fireproof" doesn't really help much. I changed the source spell, but the first level wand is doing pretty well.

Don't they? Every single Invocation, right after "least" or "lesser" or whatever, says a spell-level equivalent, and if an SLA counts as a specific spell (say Dispel Magic), why shouldn't it qualify for something that that specific spell qualifies for (Dispel Magic qualifies as an Abjuration)? Of course, in my particular case it's irrelevant because I have Cleric levels, but one of the guides you linked does say it's possible otherwise (just with a high Invocation cost).

Actually... wait... I just checked Breath of the Night. So it's like Fog Cloud, except centered on you, lasts 1 minute, and dispersed by a torch.

What.

Snowbluff
2013-06-02, 11:06 AM
Don't they? Every single Invocation, right after "least" or "lesser" or whatever, says a spell-level equivalent, and if an SLA counts as a specific spell (say Dispel Magic), why shouldn't it qualify for something that that specific spell qualifies for (Dispel Magic qualifies as an Abjuration)? Of course, in my particular case it's irrelevant because I have Cleric levels, but one of the guides you linked does say it's possible otherwise (just with a high Invocation cost).


The implications of SLAs being allowed to qualify for certain things go beyond Warlock. The issue is up for debate, which is why I pointed out you should ask your DM. I'll have to make a section on it.

BowStreetRunner
2013-06-04, 11:00 PM
The Sentinel of Bharrai prestige class from BoED might be worth mentioning. (Technically, Skylord from the same book is also open to CG Elven or Half-Elven Warlocks, but I'm not sure it really works well with Warlock.) Sentinel can be taken by a CG Warlock, although it requires 8 ranks of Knowledge (nature), Sacred Vow and Vow of Obedience, so isn't the easiest to get into. It has full caster progression, d4 hit die, 1/2 BAB, good Will saves, and 4+INT skill points/level. It gains energy resistance against multiple energy types, has a Bear Shape ability, gets a bit of supernatural healing ability, and has some decent SLAs including quickened call lightning and cavalry of dire bears.

Snowbluff
2013-06-04, 11:41 PM
I'm not sure how useful it is for Warlock. Bear form could be good, but the entry is a bit expensive.

BowStreetRunner
2013-06-05, 12:18 AM
I'm not sure how useful it is for Warlock. Bear form could be good, but the entry is a bit expensive.

It supposedly works well with the Grappling Blast feat from Dragon 358. (I haven't tried it.) The Vows are a bit of a bummer, taking up two feats. I suppose if you playing the party face the +2 diplomacy isn't all that bad. However, you can gain the Knowledge (nature) easy enough with a dip into Ruathar and avoid having to use a third feat for Knowledge Devotion or something (unless you want to - KD is a great feat I've used on warlock builds before). I would rate the SoB a solid 'Average' and put it on the list.

(Skylord I would put in Red, unless someone can supply a build that proves it worthwhile.)

Morcleon
2013-06-05, 12:20 AM
It supposedly works well with the Grappling Blast feat from Dragon 358. (I haven't tried it.) The Vows are a bit of a bummer, taking up two feats. I suppose if you playing the party face the +2 diplomacy isn't all that bad. However, you can gain the Knowledge (nature) easy enough with a dip into Ruathar and avoid having to use a third feat for Knowledge Devotion or something (unless you want to - KD is a great feat I've used on warlock builds before). I would rate the SoB a solid 'Average' and put it on the list.

(Skylord I would put in Red, unless someone can supply a build that proves it worthwhile.)

Grappling Blast is sorta a niche thing, and takes up another feat. If you wanted a heavily focused meleelock, it might be alright. Also, grappling is both notoriously difficult without heavy size bonuses and is easily negated with a 4th level spell.

@Snow: Your PM box is full... >.>

Snowbluff
2013-06-05, 07:51 AM
Grappling Blast is sorta a niche thing, and takes up another feat. If you wanted a heavily focused meleelock, it might be alright. Also, grappling is both notoriously difficult without heavy size bonuses and is easily negated with a 4th level spell. Well, the bear form would give you a decent Str and size.


@Snow: Your PM box is full... >.>
No it isn't. :smalltongue:

Kane0
2013-10-31, 06:30 PM
As requested, a reminder to throw in the Scout (CAdv) under Dip options.

Probably Black, perhaps blue for blastlocks, black to red for clawlocks and glaivelocks. Compliments the array of least and lesser invocations that are good for scouting, and Eldritch Blast lends itself well to Skirmishing. The chassis is solid and the skill points don't hurt either.

Also, Psionic shot is mentioned a lot but isn't actually in the feats section.

Nitpick: The Blastlock isnt really given its due as an option that can be reliable and difficult to kill. Using invocations like eldritch spear, walk unseen, spiderclimb or fell flight, flee the scene and taking advantage of his energy resistance, DR and Fast Healing make him tough to bring down if he stays elusive, even before the use of UMD.

Thanks for keeping the Warlock handbook alive!

Jackalope
2013-11-14, 06:18 PM
You might want to get rid of the little bit in Hideous Blows description about AoOs since Rich Baker mentioned it in the Warlock FAQ. (http://community.wizards.com/forum/previous-editions-general/threads/975156) And it's assumed that the creator's thoughts trump a Sage Advice, which Andy Collins did and that said HB does provoke an AoO.

Either that or mention that the ruling from the creator himself says that HB doesn't provoke whereas the ruling from the Sage Advice column says it does.

Person_Man
2013-11-14, 09:41 PM
I would quibble with you that the Warlock is indeed Tier 4, because it just doesn't have a lot of resources and can't fill as many roles as other Tier 3 classes. You just don't get nearly enough Invocations, and you can't change those Invocations out at least once per day.

This is especially limiting at low levels, when you barely anything to work with. Then it gets much better at mid levels, when the combos you outline start to kick in. At this point, yes, you could make a very reasonable argument that the Warlock plays like a Tier 3 class, especially if you were in a "world's largest dungeon" situation where having at-will abilities is a meaningful advantage (which is not the case in most games, since you can just retreat/Rope Trick and rest when you run out of resources). But then you really don't have any great, marque class abilities or a capstone to look forward to at high levels. And the entire time, you're burdened by serious MAD, low hit die, weak armor, and a dearth of Skill points.

Otherwise, fabulous job on the handbook. If you're looking for additions to the Feats section, I would urge you to look at Vile Feats, especially those in Elder Evils. I'm AFB right now, but there are several that work very well for a Warlock.

Vanitas
2013-11-14, 09:50 PM
I would quibble with you that the Warlock is indeed Tier 4, because it just doesn't have a lot of resources and can't fill as many roles as other Tier 3 classes. You just don't get nearly enough Invocations, and you can't change those Invocations out at least once per day.

I wasn't aware that "filling multiple roles" was how tier 3 was defined.
I don't think Duskblade, Warblade, Crusader, Psychic Warrior or Swordsage can fill more roles than Warlock.

Snowbluff
2013-11-14, 09:50 PM
Warlocks are mad? Why wasn't I notified?!

I thought Cha > Con > Dex. You can drop con if you do invocations with no saves, or dex if you take a blast shape that doesn't use a touch attack. You might not even need dex, since you are all touch attacks with medium BaB. :smallconfused:

Either way, most of the credit goes to the late (banned) Thiago.


You might want to get rid of the little bit in Hideous Blows description about AoOs since Rich Baker mentioned it in the Warlock FAQ. (http://community.wizards.com/forum/previous-editions-general/threads/975156) And it's assumed that the creator's thoughts trump a Sage Advice, which Andy Collins did and that said HB does provoke an AoO.

Either that or mention that the ruling from the creator himself says that HB doesn't provoke whereas the ruling from the Sage Advice column says it does.

I'll take a look at this. Generally, I consider this sort of thing RAI but not RAW. "Talk to your DM."

AmberVael
2013-11-14, 10:35 PM
I would quibble with you that the Warlock is indeed Tier 4, because it just doesn't have a lot of resources and can't fill as many roles as other Tier 3 classes. You just don't get nearly enough Invocations, and you can't change those Invocations out at least once per day.

It's a pretty wide contention. Suffice to say it is at least considered to be teetering between tiers 3 and 4. If it got more invocations it'd be undeniably tier 3, but as is...

Generally I'm inclined to call it Tier 4 myself, even though it is one of my favorite classes.


I wasn't aware that "filling multiple roles" was how tier 3 was defined.
I don't think Duskblade, Warblade, Crusader, Psychic Warrior or Swordsage can fill more roles than Warlock.
Tier 3 is generally the ability to perform well in at least one area and also be able to contribute meaningfully in other areas. Warlocks sometimes struggle with that second part, especially at low levels.
There is a lot of arguing going on about the ToB class tiers (and Warlock too) over here (http://www.giantitp.com/forums/showthread.php?t=311068) if people want to discuss it, so I won't hijack this thread with any more of it.


I thought Cha > Con > Dex. You can drop con cha if you do invocations with no saves, or dex if you take a blast shape that doesn't use a touch attack. You might not even need dex, since you are all touch attacks with medium BaB. :smallconfused:
Fixed that for you.

It really depends on the Warlock build, like you were pointing at there. I mean, reaaaally depends. If you want to do some kind of blastlock, you can go with Dex. Or you could dump dex and go with a melee lock and use Strength if you felt like it (or be a Dex based melee lock, which is generally a good idea). Or you could dump both and focus on non-eldritch blast invocations, and use Cha. And if you want to stay out of combat range, Con can be somewhat lower in priority.

Ultimately though the warlock isn't MAD at all. They're NAD, when it comes down to it. A warlock with 3s in all abilities can still manage to get stuff done- how many other classes can really say that?

I might call them AAD. Any Ability Dependent. Seriously, pick any ability and I'll build a warlock around it and it'll work out just fine.

Person_Man
2013-11-15, 08:58 AM
Warlocks are mad? Why wasn't I notified?

Yes, my opinion is that Warlocks are MAD compared to other comparable classes who can fill similar roles.

Dragonfire Adept is Con/Cha, and can be Con SAD if you want to depend primarily on your breath weapon for attacks and use your Invocations for utility.

A blasty Save or Suck/Lose Totemist is Con SAD, and if you can go Str/Con or Dex/Con you can also fill the melee role very well.

Any full caster basically only needs to have a high primary casting attribute.

Warlock has limited hit dice and armor, lack serious buffs, and wants to hit people with high touch AC - so you want high Dex. Low armor and hit dice and lack of buffs means you want high Con. Meaningful Saving Throw DCs means high Cha. While it's theoretically possible for a Warlock to play without using any Invocations that require Saving Throws, such a build will probably suck and/or fill very limited roles. And while it's possible to give up Dex and/or Con while keeping Cha high, your character will end up being very very squishy.

AmberVael
2013-11-15, 09:37 AM
While it's theoretically possible for a Warlock to play without using any Invocations that require Saving Throws, such a build will probably suck and/or fill very limited roles.

I think you're really underestimating this. Just as a sample invocation list that takes zero impact from lacking any Charisma:

Least: Eldritch Glaive, Entropic Warding, See the Unseen
Lesser: Crawling Eye, The Dead Walk, Walk Unseen
Greater: Vitriolic Blast, Chilling Tentacles, Devour Magic
Dark: Dark Foresight, Path of Shadow, Caster's Lament

You really get to hit most of the high notes of the Warlock class, and get a relatively good variety of invocations to boot. Sure, it might be nice to have something like Devil's Whispers or Charm in there, or maybe one debuff blast, but you've still got an array of good options. In fact, I think you only really lose out on Greater Invocations- there are a couple of really nice save based invocations there. Still, you can scout, deal damage, and help deal with enemy spells/spellcasters pretty well.

Snowbluff
2013-11-15, 09:45 AM
DFI is worse for optimization. Attack rolls optimize more easily.

As for invocations, a lot of the best ones are the ones with no saves. Flight, invisibility, see invisibility, animate dead, shadow walk, black tentacles.

Anyway, 3 stats is not MAD. Unless wizards are consider MAD. They have to hit a lot of touch ACs as well. Without more actions, they can be hard pressed to do so.

There armor isn't any worse than most classes. If you're so worried, AC is really easily to itemize for. If you have any amount of Dex, Heavy armor proficiency is completely pointless to the point of being detrimental. Medium armor only grants +2 ac at best, and you can still wear it. Shields don't have enough ASF/ACF to not use for a few hundred extra GP.


Fixed that for you.
Thanks.

EDIT: Ninja'd Warlocked.

Just to Browse
2013-11-15, 09:45 AM
Isn't that a single warlock build, though? It's about the right number of invocations... I'd be a lot more satisfied with 5-6 invocation per set that all hit the high points of the warlock..

AmberVael
2013-11-15, 09:55 AM
Okay.

Least: Eldritch Glaive, Eldritch Spear, All-Seeing Eyes, Entropic Warding, See the Unseen, Serpent's Tongue, Spiderwalk
Lesser: Eldritch Chain, Crawling Eye, The Dead Walk, Fell Flight, Flee the Scene, Ignore the Pyre, Relentless Dispelling, Spider Shape, Voidsense, Voracious Dispelling, Walk Unseen
Greater: Vitriolic Blast, Caustic Mire, Chilling Tentacles, Devour Magic
Dark: Caster's Lament, Dark Foresight, Impenetrable Barrier, Path of Shadow, Retributive Invisibility

Kuulvheysoon
2013-11-15, 10:08 AM
You can also toss up Incarnum Shroud (Dark, gives you concealment (20% miss chance), and a +1 insight bonus to AC and Fort saves (which can be increased by investing more essentia) and Drain Essentia (Least, does 1 point of Wisdom drain or essentia damage to a creature within 30ft, no save). Nevermind, Drain Essentia offers a save. Damn.

Smorgonoffz
2013-11-16, 07:59 PM
Just a few simple questions:

As a clawlock wannabe(we start the campaign on level 1),
1) i would like to know which talents to take to maximize the damage
2) if i use the "beast fang" talent i add to my unarmed strike the damage of the claws, but what's the claw damage? es: 1D4(UNARMED STRIKE)+claws+eldritch blast?
3) to maximize the clawlock , will these be the right classes?

Warlock*/ Binder(1 for naberius)/Hellfire warlock/ warblade?

After 1st level warlock how should i progress?

Vanitas
2013-11-16, 08:22 PM
Just a few simple questions:

As a clawlock wannabe(we start the campaign on level 1),
1) i would like to know which talents to take to maximize the damage
By talents you mean feats, right?


2) if i use the "beast fang" talent i add to my unarmed strike the damage of the claws, but what's the claw damage? es: 1D4(UNARMED STRIKE)+claws+eldritch blast?
I'm guessing you meant the Beast Strike feat. Beast Strike adds claw damage to unarmed strike damage, so...
Eldritch Claws damage: unarmed strike + eldritch blast
Beast Strike damage: unarmed strike + unarmed strike + eldritch blast
If you have 1d4 unarmed strike damage and 2d6 eldritch blast damage
Eldritch Claws: 1d4+2d6
Beast Strike: 2d4+2d6


3) to maximize the clawlock , will these be the right classes?

Warlock*/ Binder(1 for naberius)/Hellfire warlock/ warblade?

After 1st level warlock how should i progress?
That's not exactly the best Clawlock build, no. If you're making it all about the claws, you should consider Thayan Gladiator.

Snowbluff
2013-11-16, 09:13 PM
Vanitas has it right about not using HFW.

Smorgonoffz
2013-11-17, 04:46 AM
@everyone: thanks for clarifying

1) yes, i meant feats(it was a mistranslation)
2) right again


So to maximize the claw lock i've to do Warlock/Thayan gladiator, but doesn't tha lock 2 of my feats fortidude and weapon focus. Also isn't thayan gladiator 3.0?

So new level progression
1)Warlock 7
2) Thayan gladiator , how many levels of this? (10 levels)
3) warlock or other classes?.

Race: human

Feats:

1)Toughness (blank)
3) eldritch claws
6) weapon focus
9) beast claws
12)
15)
18)

Ellowryn
2014-02-24, 10:26 AM
Kind of a step back in topic but, with Binder being a very recommended dip class for anybody thinking of going Hellfire Warlock, why isn't the Bind Visage Feat listed in the possible feat section? True you only get one aspect of one visage, and it requires a feat, but to be honest the main reason you dip Binder anyways is for just one aspect of one visage. And its not like losing that one effective binder level is going to make a difference for the binding DC.
So I recommend at least make it blue, if nothing else. And be prepared either way to make like a speaker at a Republican National Convention every time you see a pulpit.:smallbiggrin:

AmberVael
2014-02-24, 10:29 AM
Kind of a step back in topic but, with Binder being a very recommended dip class for anybody thinking of going Hellfire Warlock, why isn't the Bind Visage Feat listed in the possible feat section? True you only get one aspect of one visage, and it requires a feat, but to be honest the main reason you dip Binder anyways is for just one aspect of one visage. And its not like losing that one effective binder level is going to make a difference for the binding DC.
So I recommend at least make it blue, if nothing else. And be prepared either way to make like a speaker at a Republican National Convention every time you see a pulpit.:smallbiggrin:

You don't get to choose the granted ability you get from the Bind Vestige feat- there is a table that lists what you get from the vestiges, and you don't get Faster Ability Healing from Naberius with it.

Snowbluff
2014-02-24, 10:57 AM
You don't get to choose the granted ability you get from the Bind Vestige feat- there is a table that lists what you get from the vestiges, and you don't get Faster Ability Healing from Naberius with it.

This is accurate.

Fax Celestis
2014-02-24, 11:04 AM
Hengeyokai (Oriental Adventures and Dragon Magazine 318): With the update from Dragon 318, this race has no LA (because there is no Shapechanger creature type in 3.5 - it's only a subtype). You get plenty of good options from this very fun race. Sparrow and crane hengeyokai get flight (so you don't need to take Fell Flight as an invocation), badger gives you a burrow speed (deadly when combined with Spring Attack or Mobile Spellcasting), dog gives you scent, raccon dog has a bonus to Str and hare gets a bonus to Dex and 40ft base speed. Wisdom is the stat Warlocks care less about, so a penalty here is not a problem at all (it does lock you out of Eldritch Disciple builds, though). I've seen many people saying you could spend all day blasting in sparrow form - but notice that invocations do have somatic components, so you need hands to use them, unless you take the Surrogate Spellcasting feat (from Savage Species). Shapechanger subtype qualifies you for Warshaper.
I'm not sure about that.


Spells
Sometimes a creature can cast arcane or divine spells just as a member of a spellcasting class can (and can activate magic items accordingly). Such creatures are subject to the same spellcasting rules that characters are, except as follows.

A spellcasting creature that lacks hands or arms can provide any somatic component a spell might require by moving its body. Such a creature also does need material components for its spells. The creature can cast the spell by either touching the required component (but not if the component is in another creature’s possession) or having the required component on its person. Sometimes spellcasting creatures utilize the Eschew Materials feat to avoid fussing with noncostly components.

A spellcasting creature is not actually a member of a class unless its entry says so, and it does not gain any class abilities. A creature with access to cleric spells must prepare them in the normal manner and receives domain spells if noted, but it does not receive domain granted powers unless it has at least one level in the cleric class.
http://www.d20srd.org/srd/specialAbilities.htm#spells

Snowbluff
2014-02-24, 11:14 AM
Fax, be a little more pedantic and it works out fine. Warlocks are not casting spells, and somatic components for SLAs are not affected. :smalltongue:

Seriously though, that part is an artifact. I just haven't changed it because I consider it arguable.

Qwertystop
2014-02-24, 11:19 AM
Actually, that bit is about creatures that have casting naturally (without class levels). Says so in the first paragraph.

arkangel111
2014-02-24, 11:38 AM
In case some of you don't check out the homebrew side. I took on a project to convert the 3.5 warlock to PF and tried to upgrade it some to fit with the PF classes. I built it under the assumption that few feats would be ported from 3.5 as my group doesn't allow most of it to convert. feel free to look at it and gimme your input. I plan to play this class in an upcoming adventure with my group so am hoping its on par with other classes.

I will keep an eye on this thread to see what new things I may be able to port.

Here is the thread:
http://www.giantitp.com/forums/showthread.php?t=332771
And a direct link to the document:
https://docs.google.com/document/d/1e2xRLLDUzXL0Lo9dhwAKpaHrEifGngHoDHM88y_y7T4/edit?usp=sharing

Segev
2014-02-24, 11:41 AM
In case some of you don't check out the homebrew side. I took on a project to convert the 3.5 warlock to PF and tried to upgrade it some to fit with the PF classes. I built it under the assumption that few feats would be ported from 3.5 as my group doesn't allow most of it to convert. feel free to look at it and gimme your input. I plan to play this class in an upcoming adventure with my group so am hoping its on par with other classes.

I'd contemplated this at one point, myself, but I think the witch is - perhaps intentionally, perhaps not - actually pretty close. Hexes instead of invocations, and no real "blast," but it seems to fill the same thematic and even mechanical niche, to a degree.

Snowbluff
2014-02-24, 12:03 PM
I'd contemplated this at one point, myself, but I think the witch is - perhaps intentionally, perhaps not - actually pretty close. Hexes instead of invocations, and no real "blast," but it seems to fill the same thematic and even mechanical niche, to a degree.

Which is awful. It completely defeats the purpose of the Warlock in the first place, and the Witch was already redundant, since Wizards have class features now.

arkangel111
2014-02-26, 01:14 AM
Added some flare to the [PF] Warlock remake. Still have lots to do but I figured this thread also needed a good bump...

Snowbluff
2014-02-27, 12:20 PM
Added some flare to the [PF] Warlock remake. Still have lots to do but I figured this thread also needed a good bump...

It's a handbook, so no one is really worried about it going away. The Mods usually don't enforce necromancy rules for handbooks, and I keep this thread subbed.

Phelix-Mu
2014-02-27, 12:55 PM
Call me 100% ignorant, but I have looked, and can't find where the eldritch doom invocation is centered on the warlock. It seems to me that, barring some other statement, it follows the same default range as the normal eldritch blast, 60'. I wrestled with this ages ago for a long-lasting campaign, and generally concluded as I just noted, but would be interested if you, Snowbluff, or the community have tracked down where it specifies otherwise.

Thanks, and excellent handbook, btw.:smallsmile:

Snowbluff
2014-02-27, 01:35 PM
Call me 100% ignorant, but I have looked, and can't find where the eldritch doom invocation is centered on the warlock. It seems to me that, barring some other statement, it follows the same default range as the normal eldritch blast, 60'. I wrestled with this ages ago for a long-lasting campaign, and generally concluded as I just noted, but would be interested if you, Snowbluff, or the community have tracked down where it specifies otherwise. I'll reread it. Off the top of my head, if it isn't centered on the caster, and it doesn't have a range, so it might be a little dysfunctional.

EDIT: It's within 20 ft of your.


Thanks, and excellent handbook, btw.:smallsmile:

Please, I'm just a curator.

Phelix-Mu
2014-02-27, 03:45 PM
I'll reread it. Off the top of my head, if it isn't centered on the caster, and it doesn't have a range, so it might be a little dysfunctional.

EDIT: It's within 20 ft of your.


Please, I'm just a curator.

Hey, hey. The wonders of human genius and creativity through the ages would be lost to the world if not for the stewards that safeguard and keep them relevant in our oft-changing present. Credit where credit is due, of course, but curating is more than just babysitting.

nerghull
2014-06-16, 10:02 AM
Hey ! Playing a fey-themed warlock, and like anyone one else befor me, I'm interested in the Hellfire. I will refluff this here and there, but the main point is avoyding the constitution damage.
Since Soulmeld and Binder aren't allowed and I don't have a familiar (personal choice), I searched something to heal myself up without loosing action. And I think I found something that might be useful, in the MIC, the Caduceus bracers (p.84) allow you to trade daily healing ability to heal attribute damage, first I read it as a stuff for monk and paladin, but I remember that the warlock has some kind of daily healing ability, as the easily-forgettable Fiendish Resilience.
So my question is, does Caduceus bracers function with Fiendish Resilience ? If it does, who exactly, do you just loose rounds of fast healing or do you have to wait five round to heal a point of Constitution damage ?
I couldn't find any erratum or what explaining wich abilities actually function with caduceus bracers, so if someone have something like that, that'll do ^^

Also, I don't think there's mentionned here or in the previous handbook, but legacy feats from Complete Mage are pretty cool for the fluff and, if the fiendish legacy feat chain is not really worth it, for a non-melee warlock, the fey legacy feat chain is really worth mentionning, especially Fey Skin and Fey Power.

Again, thank you for updating/keeping this handbook.

PS : This is my first post here so I don't know if there is something like a presentation needed.
PSS : English not my first language, pardon me if I made mistakes and so on...

AmberVael
2014-06-16, 10:29 AM
Hey ! Playing a fey-themed warlock, and like anyone one else befor me, I'm interested in the Hellfire. I will refluff this here and there, but the main point is avoyding the constitution damage.
Since Soulmeld and Binder aren't allowed and I don't have a familiar (personal choice), I searched something to heal myself up without loosing action. And I think I found something that might be useful, in the MIC, the Caduceus bracers (p.84) allow you to trade daily healing ability to heal attribute damage, first I read it as a stuff for monk and paladin, but I remember that the warlock has some kind of daily healing ability, as the easily-forgettable Fiendish Resilience.
So my question is, does Caduceus bracers function with Fiendish Resilience ? If it does, who exactly, do you just loose rounds of fast healing or do you have to wait five round to heal a point of Constitution damage ?
I couldn't find any erratum or what explaining wich abilities actually function with caduceus bracers, so if someone have something like that, that'll do ^^

Also, I don't think there's mentionned here or in the previous handbook, but legacy feats from Complete Mage are pretty cool for the fluff and, if the fiendish legacy feat chain is not really worth it, for a non-melee warlock, the fey legacy feat chain is really worth mentionning, especially Fey Skin and Fey Power.

Again, thank you for updating/keeping this handbook.

PS : This is my first post here so I don't know if there is something like a presentation needed.
PSS : English not my first language, pardon me if I made mistakes and so on...

Thank you so very much for citing those bracers. It's nice not to have to track things down myself.

Unfortunately, the Caduceus Bracers do not function with Fiendish Resilience. To activate them you specifically need an ability that provides a set pool of healing points per day. Fiendish Resilience not only isn't a pool of points, but technically doesn't even provide healing in the first place- that is to say, using Fiendish Resilience doesn't provide healing, it provides the ability Fast Healing 1, which is what proceeds to heal you (if that distinction makes sense).

Other than Lay on Hands and Wholeness of Body, the only other abilities I can think of that might trigger Caduceus Bracers are Touch of Vitality (from Dragon Shaman in the PHB II at level 6, who eventually gets an ability that would make the bracers redundant) and Pool of Healing (a variant Cleric ability found in Complete Champion)


If all you're really looking for is the ability to recover from using Hellfire, however, might I suggest the Rod of Bodily restoration (Magic Item Compendium page 173)? Quite inexpensive and can provide up to 12 points of constitution damage every day, and can be used to heal damage in other ability scores too.

nerghull
2014-06-16, 10:36 AM
I saw the Rod of bodily restoration too, but it's a Standard action so, I have better time using wands of lesser restoration, if I am to loose my actions, since the rod function only three time a day.

Anyway, thanks for the quick answer, not sure if I understand it all, but I'm sure my DM will.