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nonsi
2013-01-14, 05:55 PM
Preface:

Looking at the core Warlock, it's quite obvious that this class is underpowered and offers a very narrow array of options, per build.
That’s what happened until 12th level – that’s where without some DM supervision a warlock can wield his “one class feature to rule them all” and easily start amassing magic items to the point where his class hardly matters anymore.

This evolution of a previous work of min (http://www.giantitp.com/forums/showthread.php?t=184943)e is how I find it appropriate to make the Warlock versatile and fun throughout its pre-epic career (for me, a decently designed and fun class is one that will make you think long and hard before you’d consider multiclassing or PrC-ing out of).


Table: the Warlock

Alignment: Any excpt TN.
Hit Die: d6.

{table=head]Level|BAB|Fort|Ref|Will|Special|Invocations|Shapes & Essences

1st|+0|+0|+0|+2| Eldritch Blast, Overcharge |
2 (Least)|
0

2nd|+1|+0|+0|+3| Eldritch Eyes|
3|
0

3rd|+2|+1|+1|+3| Heritage|
3|
1

4th|+3|+0|+1|+4| Spell Resistance|
4|
1

5th|+3|+1|+1|+4| Fast Healing 1|
4|
2

6th|+4|+2|+2|+5| Spectral Blast|
5 (Lesser)|
2

7th|+5|+2|+2|+5| Heritage, Aspect of Power|
6|
2

8th|+6/+1|+2|+2|+6| Energy Resistance 5|
6|
3

9th|+6/+1|+3|+3|+6| Split Blast (2 blasts)|
7|
3

10th|+7/+2|+3|+3|+7| Sustaining Magic (eat, drink, sleep)|
7|
4

11th|+8/+3|+3|+3|+7| Heritage|
8 (Greater)|
4

12th|+9/+4|+4|+4|+8| Dual Essence|
9|
4

13th|+9/+4|+4|+4|+8| Fast Healing 2, Erupting Blast|
9|
5

14th|+10/+5/|+4|+4|+9| Penetrating Blast|
10|
5

15th|+11/+6/+1|+5|+5|+9| Heritage |
10|
6

16th|+12/+7/+2|+5|+5|+10| Energy Resistance 10|
11 (Grand)|
6

17th|+12/+7/+2|+5|+5|+10| Split Blast (3 blasts)|
12|
6

18th|+13/+8/+3|+6|+6|+11| Eldritch Resilience|
12|
7

19th|+14/+9/+4|+6|+6|+11| Heritage, Name of Power|
13|
7

20th|+15/+10/+5|+6|+6|+12| Sustaining Magic (breathe, aging)|
13|
8

[/table]

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

Class Skills: Bluff, Concentration, Craft, Disguise, Intimidate, Jump, Knowledge (arcana), Knowledge (the planes), Knowledge (religion), Profession, Sense Motive, and Use Magic Device.
Note: A Warlock bathes in magic. Magic erupts and flows as s/he wills - by innate instinct, not comprehension. A Warlock has no understanding of the "behind the scenes" forces that are involved in the process. Therefore, Spellcraft is not a class skill of the Warlock class (not this remake anyway).

Skill Points Per Level: 4 + Int-mod.


Class Features:

Invocations, Shapes & Essences (Sp)
A warlock may learn any official invocation from any source book (including Dragonfire Adept's invocations).
An invocation may be traded for blast shape/essence, but not the other way around.
A single invocation may be retrained at levels: 3, 5, 8, 10, 13, 15, 18 & 20. This also applies for invocations swapped for shape/essence.
A single blast shape/essence may be retrained at levels: 4, 6, 7, 9, 11, 12, 14, 16, 17 & 19.
Note: I don’t like the invocation category name “Dark”, because it implies evil orientation, and this remake allows multiple themes.

Eldritch Blast (Su)
EB keeps gaining 1d6 every other level past 11th level.
Also, EB is not an untyped damage.
Each warlock’s EB can produce three types of damage (one type per blast).
Those three damage types are determined by the warlock’s alignment, which in turn is determined by his heritage.
This is how it goes:
- Evil (demonic heritage): Acid/Cold/Negative energy
- Good (celestial heritage): Cold/Electric/Positive energy
- Chaotic (fey heritage): Electric/Fire/Force
- Lawful (infernal heritage): Acid/Fire/Sonic
When targeting an opponent, a warlock senses any resistance or immunity that his target has against the damage types producible by his EB, thus, without much fuss, unless the warlock has particular reason to be less effective, the most potent damage type is always chosen.
EB Allows iterative attacks, but only the primary iteration may carry essences.
EB iteratives cannot be modified by blast shapes that affect an area. Iteratives may be applied to single targets only.
Note: EB damage counts as an Evocation effect, meaning that while EB cannot be triggered in A-M, once it is triggered, it's not affected by A-M, dispelling screens or SR.

Overcharge (Su)
In moments of great need, a warlock can take 1 Con-point damage to increase the damage of a single EB by 1d6. This affects EB directly. This doesn't come at the expense of applying eldritch essence to your EB. At levels 8 and 15, Overcharge increases EB damage by 3d6 / 5d6 respectively.
Spells, (Sp) and (Su) abilities cannot heal this Con damage. Only good old fashioned bed rest can.

Eldritch Eyes (Su)
At 2nd level warlock gains the ability to Detect Magic at will, as the spell.
At 9th level, this ability evolves to operate as Arcane Sight.
At 16th level, this ability evolves for the last time to operate as Greater Arcane Sight.

Heritage
A warlock is linked with the primal forces of the world. At 3rd level, one aspect (warlock’s choice) of the warlock's alignment manifests itself in the form of an Outsider Heritage Feat (see the Heritage Feats below).
If at this point the warlock has no feat from his appropriate heritage, he gains the one with the "1st level only" requirement, otherwise he may select another feat from his heritage to which he qualifies.
If the warlock has exhausted his heritage feats when gaining this ability, and the other aspect of his alignment is Neutral, he's entitled to a general feat of his selection. Subsequently, if he has another extreme alignment aspect, he may start a second heritage path.

Spell Resistance (Su)
The warlock gains SR 10 + class level.
He may will an effect to automatically breach his SR as a free action if he’s aware of the incoming effect.

Spectral Blast (Sp)
The Warlock's EB now stretches to the ethereal plane and no longer suffers the usual 50% miss chance against ethereal or phased targets.

Energy Resistance (Su)
The warlock's innate resistance is valid against the three types of damage at the warlock’s disposal.

Aspect of Power (Su)
The warlock gains a continuous, ever present power of Prestidigitation and may use either of the following abilities once per round, as a free action:
- Distinct Voice: If the warlock wishes, anyone within 100ft can hear him, regardless of noise around him, even when whispering.
- Unnerving Glare: The warlock can make his eyes flash/glow with a chosen color whenever he wishes, and/or permanently be of unnatural color. This grants a +2 circumstance bonus to all Intimidate checks.

Split Blast (Su)
At 9th level, a warlock may concentrate a great deal of magical power upon his EB, split that power and use it against different enemies (or groups of enemies).
As a full-round action, the warlock may choose to split his EB into two blasts, but each deals one less die of damage, has a penalty of -2 to the ranged touch attack roll, and has a caster level reduction of -1. Splitting an EB does not count as a blast shape invocation and thus a warlock may imbue either blasts with blast shape.
At 17th level, a warlock gains the ability to split his EB into three blasts, but each deals 2 less dice of damage, has a -4 penalty to their ranged touch attack roll, and has a caster level reduction of -2.
Components of a split blast originate from a single point in space and cannot overlap.

Sustaining Magic (Su)
a 10th level warlock no longer needs to eat, drink or sleep. He’s sustained purely by magic.
At level 20, magic sustains the warlock to such a degree that he no longer needs to breathe and he doesn't age unless disconnected from magic entirely. Moreover, the warlock doesn’t merely ceases to age, he actually becomes younger at the same rate he would advance, to a minimum age of adult. This reversed process does not take away or even prevent age-based increase of mental abilities.
This benefit is lost whenever the warlock is denied access to magic (Antimagic, dead magic zone etc).

Dual Essence (Sp)
The warlock can now simultaneously imbue his EB with 2 essences.

Erupting Blast (Su)
EB can be generated without uttering a sound or making any gestures, and can originate from anywhere on the warlock's body (eyes, forehead, chest etc).
Firing an EB still requires a standard action (full action for Split Blast).

Penetrating Blast
The warlock's EB now does full damage to objects and bypasses SR and DR automatically. This does not come at the expense of Eldritch Essence or Blast Shape invocations. Note that SR still applies against any essence addendums that require Fort/Will saves (e.g. Frightful / Sickening / Beshadowed / Bewitching / Noxious / Utterdark Blast).

Eldritch Resilience (Su)
Your fast healing becomes Regeneration 5.
Furthermore, you ignore the first time you're hit with energy drain or ability damage in a given combat round.

Name of Power (Su)
The warlock becomes aware when anyone on the same world (planet) speaks his name (referring specifically to him). He knows when it happens, and learns the name and location of the speaker.
This ability may be suppressed and renewed as a free action.


Invocations:


Omitted Invocations:

Eldritch Glaive (DrM): Not needed. See Hideous Blow and Combat Blast feat.


Modified Invocations:

Brimstone Blast: Anyone damaged must succeed on a Reflex save or catch fire, suffering an additional 1d6 fire damage each round until the flames are extinguished.

Dark Discorporation: Reduced to Greater invocation category (6th). This invocation's power and practical value were quite overrated.

Devil's Sight: Also confers "See Invisible". Given invocations are such a valuable asset and given there's so little of them (even under these modifications), it seems that "Devil's Sight" and "See the Unseen" were intentionally created separately to annoy.

Eldritch Cone: As the normal invocation, except the cone is increased from 30ft to 60ft.

Flee the Scene: If the warlock has an active invocation that makes him invisible, he DOES NOT leave a Major Image after he shifts.

Hideous Blow: Instead of a ranged touch attack, as a swift action, an EB modified by Hideous Blow can be channeled through a melee or range weapon when making an attack or full attack. Hideous Blow may be discharged on a successful touch or ranged-touch attack - regardless of whether or not the weapon deals any damage.

Wall of Perilous Flames: As with Disintegrate, if a creature is KILLED by the wall, its remains are completely consumed.


New Invocations:

Shapes:

Eldritch Bolt (Lesser; 3rd)
Your EB is 5ft diameter 60ft long bolt that hits everything in its path. Unlike lightning, it doesn't ricochet, but it can be blocked by solid matter.

Eldritch Burst (Lesser; 4th)
This blast shape invocation turns Your EB into a small burst around you, striking out at everything within 10ft + 5ft per 5 Invoker levels (friend or foe, alive as well as inanimate). This is not a ray attack, so it requires no ranged touch attack. Any creature in the area of the burst may attempt a Fort save for half damage.

Eldritch Missiles (Lesser; 3rd)
This blast shape invocation turns Your EB into an Eldritch Missile blast. Your EB damage can be split to generate multiple blasts. All blasts are discharged at the same time and all targets must be within a 30ft sphere.

Essences:

Weaponry Blast (least; 2nd level)
This essence invocation changes the EB damage into bludgeoning/piercing/slashing damage (warlock's choice).

Phantom Blast (Greater; 5th)
This eldritch essence invocation turns your EB into a phantom blast. A phantom Blast is, for all intent and purpose, invisible. It cannot be detected by any means and can only be noticed after the fact.

Phase Blast (lesser; 4th level)
This eldritch essence invocation causes your EB to phase into the ethereal and bypass all physical obstacles on its way to the target (including carried shield, a closed window, Wall of Force effect etc).

Shocking Blast (Lesser; 4th)
Your Eldritch Blast deals electricity damage. If attacking a target in metal armor, you gain a +3 bonus to the attack roll, or the target suffers a -3 penalty to his saving throw (if your blast targets an area of effect). In addition, targets in Plate-Mail / Full-Plate become entangled for one round.

Others:

Dark Grasp (Greater, 6th)
The warlock creates a massive hand which is seemingly formed from pure darkness or a swarming mass of ghostly insects or bats (optional flavors)
This invocation functions identically to the Telekinesis spell, except as follows:
- It takes a full round to activate.
- It requires concentration to maintain. When maintained, the dark hand occupies one of the warlock’s hands, so he may not perform actions which require fine manipulation or two hands in conjunction with this ability.
- At the warlock’s discretion, it may deliver 1d6 cold, 1d6 electricity and 1d6 negative energy damage to anyone it successfully manipulates.
- It is incorporeal and has AC = [10 + ½ CL + CHA-mod]
- It has HP = [2 * CL]. If reduced to 0 HP, it vanishes and cannot be reformed for the next 8 hours. Otherwise, it regenerates 1 HP per round while maintained.

Dark Whispers (Grand; 7th)
The warlock can project his mind and afflict others with overwhelming disorientation and paranoia.
The warlock designates a victim, who immediately begins hearing insidious, whispering, demanding voices in its head, forcing it to succeed at a Will save vs. DC [10 + 1/2 CL+ CHA-mod) or go insane for a number of rounds equal to the warlock's CHA-mod. While insane, the victim suffers a -6 penalty to WIS and is unable to tell friend from foe, lashing out violently against the nearest available creatures. Victims who pass the will save are immune to further uses of this invocation for 24 hours.
Dark Whispers has an alternate effect on beings with intelligence scores that are normally immune to mind-affecting abilities - they must succeed at a Will save or the psychic shock of their intimate contact with the Harrowed's beast instead deals them 6d6 points of damage.

Detect Thoughts (Least; 2nd)
This invocation works as the arcane spell of the same name. It is always active, ready for the warlock to utilize via concentration.

Devil's Whispers (Greater; 5th)
Not really a new invocation, but since it's from Ci, it can easily be neglected, and Suggestion on steroids a really nice ability.

Magic Coating (Least; 1st)
You can use Grease and Sticky Floor RotD, as the spells.

Make Way (Greater; 5th)
You can use Forcewave (SC), as the spell, with the following changes:
- The AoE is 10ft + 5ft per 5 class levels.
- The force wave affects everything, not just creatures.
- CHA is used instead of STR for determining the Bull Rush score.

Poltergeist (Grand; 8th)
The warlock becomes incorporeal. He is immune to attacks from non-magical weapons and magical weapons & spells, except for those with the force descriptor. He can travel through solid substances with no hindrance except for effects and spells with the force descriptor. He loses any natural armor bonuses but gains a deflection bonus to AC equal to his CHA-mod. He gains a flight speed of 90ft with perfect maneuverability and retains his normal visual capabilities.

Size Step (Least; 2nd)
This invocation allows the warlock to increase/decrease his size, just as if affected by Enlarge/Reduce Person spell.

Unbreak (Least; 2nd)
This invocation functions as given for Make Whole spell.

Undulant Innards (lesser; 4th)
The warlock gains Fortification 25% per 5 class levels.

// ------------------------------------------------------------------

Planar Binding as invocations
Warlocks can also learn Lesser/Regular/Greater Planar Binding as Lesser/Greater/Grand invocations.
This would, of course, require an "only one at a time" restriction, but I see having an infernal companion as being very much in keeping with the warlock's design.
Built into the invocations is a personal protection (equivalent to a Prot. from evil) during the bargaining phase, but bystanders/party members/ etc are there at their own risk.
Varied degree of success depends on the opposed check. Success means the called creature is bound to the bargain, failure immediately returns the creature, and failure by 5+ simply ends the bargain (and protections) and frees the called creature to act however it cares to.
Note: Good aligned warlocks can instead learn to invoke the various versions of Planar Ally.

Necro-Themed Invocations:

Death’s Command (Least; 2nd)
You can Command Undead as the spell.

Phantom Steed (Lesser; 3rd):
You may use Phantom Steed at-will. You may only have a single stead at a given time.

Soul Snatch (Greater; 5th)
You may attempt to snatch the soul of a Helpless or Dying creature, within close range (25ft + 5ft/level).
The target may attempt a Fort save to resist the effect (DC: 10 + 1/2 class levels + CHA-mod) or die.
A snatched soul grants you knowledge of everything the creature thought about 24 hours prior to its death.
You may hold onto the soul and utilize its link to the afterlife's to make a single Knowledge check with a bonus equal to the creature's CR (or its own Knowledge ranks, whichever is greater) plus your CHA-mod. The result of that check isn't limited by what you or the creature know. Once used in such a manner, the soul is released.

Awaken Undead (Greater; 6th)
Use Awaken Undead as the spell. These undead remain completely loyal to you and remain under your command if they were already under your command.

Restless Dead (Greater; 6th)
You can Create Undead as the spell, this undead crumbles to dust after one minute per CL unless you use the material components. This undead shares your alignment and is under your direct control.

Relentless Souls (Dark; 8th)
You can Create Greater Undead as the spell, this undead crumbles to dust after one minute per CL unless you use the material components. This undead shares your alignment and is under your direct control.

Undead Legion (Dark; 9th)
All undead of a specific type under your control within 30ft of you become a legion.
So long as these undead remain within 60ft of each other, their total HP become a single pool of HP. These undead remain animated until the entire pool of HP is depleted – at which point all of the undead in the legion crumble to dust.
If one of these undead leaves this area, it is removed from the legion, it gains HP equal to the number of HP currently in the pool divided by the number of undead currently in the legion, rounded down. If the number is below one, the undead crumbles into a pile of dust.
An undead legion cannot be turned or rebuked unless the roll is sufficient to affect all undead in the legion. You can only have one legion created at a time in this way.




Feats:

Outsider Heritage Feate:

On very rare occasions, usually due to some cosmic event, creatures are born with an affinity to the denizens of one of the alignment associated planes of existence. Such creatures always possess an alignment aspect corresponding to their heritage and gain the first heritage feat of their heritage.


Fiendish Heritage (evil)

Fiendish Heritage
Requirements: 1st level only
Benefit: You are descended from creatures native to the Lower Planes.
You gain a +4 bonus on Fort saving throws against poison. You also gain a +1 bonus on saving throws against spells or other effects that target evil aligned creatures or which are exceptionally potent against evil aligned creatures.

Fiendish Skin
Requirements: Fiendish Heritage
Benefit: You gain DR (overcome by good) equal to 1 + the total number of Fiendish Heritage feats you possess (including this one).

Fiendish Power
Requirements: Fiendish Heritage, character level 3rd
Benefit: Your caster level and save DCs for evil spells and invocations increase by 1.

Fiendish Presence
Requirements: Fiendish Heritage, character level 6th
Benefit: You gain the following spell-like abilities, each usable once per day: cause fear, detect thoughts, and suggestion. Your caster level equals your character level.

Fiendish Legacy
Requirements: Fiendish Heritage, character level 9th
Benefit: You gain the following spell-like abilities, each usable once per day: teleport (self plus 50 pounds of objects only), summon monster V (fiendish creatures only) and unholy blight. Your caster level equals your character level.

Celestial Heritage (good)

Celestial Heritage
Requirements: 1st level only
Benefit: You are descended from creatures native to the Celestial realms.
You gain a +3 bonus on saving throws against polymorph and petrifaction effects.

Celestial Skin
Requirements: Celestial Heritage
Benefit: You gain DR (overcome by Evil) equal to 1 + the total number of Celestial Heritage feats you possess (including this one).

Celestial Power
Requirements: Celestial Heritage, character level 3rd
Benefit: Your caster level and save DCs for good spells and invocations increase by 1.

Celestial Presence
Requirements: Celestial Heritage, character level 6th
Benefit: You gain the following spell-like abilities, each usable once per day: aid, commune, and detect evil. Your caster level equals your character level.

Celestial Legacy
Requirements: Celestial Heritage, character level 9th
Benefit: You gain the following spell-like abilities, each usable once per day: teleport (self plus 50 pounds of objects only), summon monster V (Angelic creatures only), and Holy Smite. Your caster level equals your character level.

Fey Heritage (chaotic)

Fey Heritage
Requirements: 1st level only
Benefit: You are descended from creatures native to the fey realms.
You gain a +3 bonus on Will saving throws against Illusion effects.

Fey Power
Requirements: Fey Heritage
Benefit: Your caster level and save DCs for Illusion spells and invocations increase by 1.

Fey Skin
Requirements: Fey Heritage, character level 3rd
Benefit: You gain DR (overcome by cold iron) equal to 1 + the total number of Fey Heritage feats you possess (including this one).

Fey Presence
Requirements: Fey Heritage, character level 6th
Benefit: You gain the following spell-like abilities, each usable once per day: charm monster, deep slumber, and disguise self. Your caster level equals your character level.

Fey Legacy
Requirements: Fey Heritage, character level 9th
Benefit: You gain the following spell-like abilities, each usable once per day: confusion, dimension door, and summon nature's ally V. Your caster level equals your character level.

Infernal Heritage (lawful)

Infernal Heritage
Requirements: 1st level only
Benefit: You are descended from creatures native to the upper realms.
You gain a +3 bonus on Will saving throws against Enchantment effects.

Infernal Power
Requirements: Infernal Heritage
Benefit: Your caster level and save DCs for Enchantment spells and invocations increase by 1.

Infernal Skin
Requirements: Infernal Heritage, character level 3rd
Benefit: You gain DR (overcome by Chaos) equal to 1 + the number of Infernal Heritage feats you possess (including this one).

Infernal Presence
Requirements: Infernal Heritage, character level 6th
Benefit: You gain the following spell-like abilities, each usable once per day: Charm Monster, Blindness/Deafness, and Disguise Self. Your caster level equals your character level.

Infernal Legacy
Requirements: Infernal Heritage, character level 9th
Benefit: You gain the following spell-like abilities, each usable once per day: Speak with Dead, Order's Wrath, and summon nature's ally V (Lawful creatures only). Your caster level equals your character level.


Other Feats:

Dark Transient
Requirements: Knowledge (the planes) 15, Fell Flight, Flee the Scene, Path of Shadow
Benefit: You gain the following benefits:
- Your flight speed (from the fell flight invocation) increases by 30ft and its maneuverability increases to perfect.
- You can self transport great distances with a single thought (as greater teleport). You can also transport other creatures, but if you do, there is a chance of error (as teleport).
- You can self plane shift with perfect accuracy. You can also transport other creatures, but you then suffer the inaccuracies normally incurred when using the spell.

Eldritch Retribution
Requirements: Combat Reflexes
Benefit: When someone scores a melee touch attack against you (whether or not actually dealing damage – minor contact is enough), you may discharge EB damage upon your attacker as an immediate action (auto-hit). You cannot modify this assault with essence or shape invocations and you must be aware of the incoming attack in order to retaliate.

Eldritch Sculptor
Requirements: Spellcraft 11, Eldritch Spear, Hideous Blow, Eldritch Chain, Eldritch Cone, Eldritch Doom]
Benefit: You control and shape your EB like a master sculptor and can enhance it in one of the following manners:
- You can use two eldritch blasts per round as a full attack action, rather than the normal limit of one, and apply eldritch essences to both blasts.
- You gain +2 bonus on attack rolls to hit an opponent with your EB.
- If you modify your EB with the Eldritch Spear, the range increases to 500ft.
- You can use Hideous Blow as part of an AoO.
- If you modify your EB with Eldritch Chain, you may start the chain up to 120ft away from you and the maximum distance between each target increases to 60ft.
- The range of your Eldritch Cone increases to 120ft.
- The radius of Eldritch Doom increases to 40ft.

Empowered Eldritch Blast
Benefit: The damage dealt by your eldritch blast increases by 1d6. You can stack this feat multiple times.

Master of the Elements
Requirements: Knowledge (the planes) 21, Breath of the Night, Chilling Tentacles, Stony Grasp, Wall of Perilous Flame
Benefit: You have achieved mastery of the four elements -- air, earth, fire, and water.
- Once per day, you can summon a single creature from the summon monster I-IX list that is an elemental or has the air, earth, fire, or water subtype. The monster serves you for a number of rounds equal to your CL.
- Once per day, you can use dominate monster on elementals and creatures with the air, earth, fire and water subtype. This effect lasts for a number of days equal to your Warlock class-level.
- Your energy resistance against air, earth, fire and water is increased to 20.
- Elementals and creatures with the air, earth, fire and water subtype view you as one of their kind. These creatures react to you as if their attitude is one step better than the situation otherwise warrants.

Paragon Visionary
Requirements: Spellcraft 9, Dark Foresight, Devil's Sight, Voidsense
Benefit: Your powers of perception are beyond mortal ken.
- You can see through illusions, magical darkness, shapechangers, and other effects (as true seeing).
- You are automatically aware of all spells or magical effects you see.
- Simply by looking at a creature, you can determine if it is a divine or arcane caster, whether it has any spell-like abilities, and the highest spell or spell-like abilities it knows.
- When you use the Voidsense invocation, you gain Blindsight 60ft.
- You receive a bonus on all Listen, Sense Motive and Spot checks equal to double your Wisdom modifier or +6, whichever is greater.

Just to Browse
2013-01-14, 06:46 PM
I... er... ah... is that polymorph at will?

nonsi
2013-01-15, 01:34 AM
I... er... ah... is that polymorph at will?

Yes, I meant to change that one to 7th before posting, but it slipped me (fixed).
And even when accessible only at 16th level I'm not sure about it.
It's more of a thought experiment ATM.

Jane_Smith
2013-01-15, 02:12 AM
Instead of the split blast class feature, and the like, why not simply just allow eldritch blasts to be considered similar to normal single attacks? You can two-weapon fight them for a penalty, rapid shot them like you could in 3.5, take weapon focus, and at higher levels your bab will actually let you full attack for a nice shower of them? Would need some adjustment to its damage output on each hit, but it would make war-locks and blast-locks more viable and fun.

nonsi
2013-01-15, 03:55 AM
Instead of the split blast class feature, and the like, why not simply just allow eldritch blasts to be considered similar to normal single attacks? You can two-weapon fight them for a penalty, rapid shot them like you could in 3.5, take weapon focus, and at higher levels your bab will actually let you full attack for a nice shower of them? Would need some adjustment to its damage output on each hit, but it would make war-locks and blast-locks more viable and fun.

A tempting thought, however . . .
If you get all that for free, doesn't it leave archers biting the dust ?
My thought was that if you need [Hideous Blast + Eldritch Spear + Combat Blast], then at least it takes some resources, which mitigates the character's power level.

nonsi
2013-01-16, 05:00 AM
Ok, table formatting is finished.

Also, feedbacks would be nice :smallsmile:

nonsi
2013-01-17, 02:25 AM
Ok, lay it on me.
Is it that good that people are simply awestruck, or is it that bad :smallconfused:

Zman
2013-01-17, 08:45 AM
This class does not fix the low damage output of the Warlock, leaves him just as inflexible skill wise, and adds a laundry list of other goodies turning him into a magical creature. I'd have much rather seen a fix for Eldritch Blast, and skill points. That does a lot more for the class IMO.

Edit: Missed Split Blast. Damage problem solved, possibly even too powerful now. Still desperately needs skill points as a 2+ Non Int based Character.

Jane_Smith
2013-01-17, 03:14 PM
If you get all that for free, doesn't it leave archers biting the dust ?

That kinda thinking is kinda bad for D&D or any rpg I think. A player should be able if they invest the feats, etc, to play any class as any role if they specialize in it. A warlock tank, flurry dps, tactical, etc options make the class as a whole far more solid and enjoyable. People love there customization.

nonsi
2013-01-17, 06:50 PM
I made the following changes:

- 4 skill points per level.
- EB allows iterative attacks, not applicable for blast shapes that affect an area
- Split Blast does not allow areas to overlap.
- Nixed Change Form invocation and Combat Blast feat.