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Mo_the_Hawked
2013-05-14, 09:59 PM
So the title pretty much spells it out. Give you quick run down of my work so far.

All 18s with a 19 in Cha.
Human.
Able Learner
Practiced Spellcaster Not using any effects that require saves with the Warlock.
Combat Reflexes
Spell Penetration


Edit: Oops forgot my classes, Paladin of Freedom 2/Warlock 3/Chameleon 1. Sixth Level Character.

So i've gone with a Eldritch Glaive and Combat Reflexes

Pretty much all books are viable, Practiced Spellcaster is negotiable. Trying to talk my DM into a Devoted Warlock feat of some sort, advance Smite and perhaps highest level Invocation. Spell Penetration is also high on my less

Not really looking for super high power, just options I guess.

only1doug
2013-05-15, 03:06 AM
So the title pretty much spells it out. Give you quick run down of my work so far.

All 18s with a 19 in Cha.
Human.
Able Learner
Practiced Spellcaster

Edit: Oops forgot my classes, Paladin of Freedom 2/Warlock 3/ Changeling 1. Sixth Level Character.

Pretty much all books are viable, Practiced Spellcaster is negotiable. Trying to talk my DM into a Devoted Warlock feat of some sort, advance Smite and perhaps highest level Invocation. Spell Penetration is also high on my less

Not really looking for super high power, just options I guess.

I'm not familiar with the changeling class, where is it from?

Mo_the_Hawked
2013-05-15, 07:38 AM
Races of Destiny. Able Learner is a required feat.

It offers the ability to shift "focus" to other classes, I.E. it can cast as an Wizard or Cleric. Fight like a fighter, pick locks like a rogue, not as well perhaps.

It also features 'Floating Feats' which you pick every day and it can be any feat which you qualify for.

Edit: I am such a dink, it's Chameleon not Changeling.

only1doug
2013-05-15, 07:51 AM
Races of Destiny. Able Learner is a required feat.

It offers the ability to shift "focus" to other classes, I.E. it can cast as an Wizard or Cleric. Fight like a fighter, pick locks like a rogue, not as well perhaps.

It also features 'Floating Feats' which you pick every day and it can be any feat which you qualify for.

Edit: I am such a dink, it's Chameleon not Changeling.

I did wonder if it might be...

Edit:

Some feat ideas:

from the Warlock handbook (http://www.giantitp.com/forums/showthread.php?t=265455) •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.
•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): Change two invocations instead of one. Quite lackluster. Useful in a few tricky situations (see Enlightened Spirit).
•Infernal Adept (online): 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.
•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.
•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.
•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.
•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.


From a Chameleon Handbook (http://brilliantgameologists.com/boards/index.php?PHPSESSID=gm4u2ac0f2ufp72d53fra4u5m3&topic=8750.0)Feats

•Item Creation Feats: While best saved for your floating feat if you do choose to take one in a permanent slot you can gain access to more complex Item Creation feats and the Artisan ECS feats to reduce the Cost/Time for crafting.
•Practiced Spellcaster CAr: If you need a boost to your caster level to qualify for another feat or prestige class this is a good option.
•Knowledge Devotion CC: A good feat but unless you previously had the Knowledges as class skills it looses its luster.
•Imperious Command DotU: If your stocking up on Intimidate this is the best feat you can take but the Charisma requirement might be out of your reach
•Eduaction ECS: As a first level feat you need a bonus one to get this and Able Learner but if you need the Knowledges as skills but don't want to dip this is your choice.

Feats for your Floating Feat

•Item Creation Feats: Why waste a feat on item creation when you can just swap to one during downtime? Note that you will need a caster level aside from the Chameleon's caster level.
•Open Minded CAd: Need an exotic skill? Is your roleplaying in need of a boost? Then just grab 5 ranks in Craft (Basket weaving) and have fun. This can also help if you failed a spellcraft check to understand a spell, just gain an extra rank in spellcraft and you can try again. No need to wait for the next level.
•Extra Spell CAr: Switch to Extra Spell, copy the spell into your spellbook and then the next day change Extra Spell to another spell. Its a great way to fill up that spellbook with exotic spells that are hard to get your hands on.