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Mr.Bookworm
2007-12-23, 07:27 PM
I've been wondering.

What are the best Warlock Invocations? In this particular case, for fighting. Assuming Least and Lesser Invocations.

Er...

*insert long, profound post here*

Gralamin
2007-12-23, 07:29 PM
Warlock Handbook (http://forums.gleemax.com/showthread.php?t=393586)

Mr.Bookworm
2007-12-23, 07:31 PM
Ah. Thanks.

Kurald Galain
2007-12-23, 07:45 PM
Improved Warlock Handbook (http://forums.gleemax.com/showthread.php?t=751117).

Assuming by "fighting" you mean "melee", the answer is probably Eldritch Glaive, planning for Fell Flight, and the feat Flyby Attack. At lower level, you can get Baleful Utterance and go nuts sundering the opponents' weapons and armor before you attack them.

Mr.Bookworm
2007-12-23, 07:55 PM
Actually, I meant battle in general. Sorry if that wasn't clear.

The advice I'm looking for pertains to a PvP tournament.

EDIT:

And thanks to you too.

Armads
2007-12-23, 08:52 PM
Improved Warlock Handbook (http://forums.gleemax.com/showthread.php?t=751117).

Assuming by "fighting" you mean "melee", the answer is probably Eldritch Glaive, planning for Fell Flight, and the feat Flyby Attack.

Why? Eldritch Glaive's a full round action to use, so you can't use it effectively with flyby attack.

mabriss lethe
2007-12-23, 11:41 PM
depends on how you want to fight.

(I'm only using the stuff presented in complete arcane, so it's not going to be complete.)

These are just the invocations that catch my eye for building a PvP warlock. They focus mostly on control and movement.

Least Invocations of note:

Baleful utterance: A low level warlock's best friend. Destroy your enemy's equipment and daze them to boot. If you don't like that option, you can turn a flask of alchemist's fire into an amazing impromptu trap.

Earthen grasp: very useful for control but only on certain terrrains.

Eldritch spear: increases your EB's range to 250ft with no increment good for sniping, especially when combined with things like fell flight.

Entropic Warding: a combination of "entropic shield" and "pass without trace" a pretty good defensive invocation that has some secondary abilities.

Summon Swarm: useful for creating random havoc, but you don't have any real control over it. If properly placed spider and rat swarms are particularly useful. rats carry disease and spiders have poison. Great when used in conjunction with fell flight to stay out of range of your own landbound swarms. (not so much of a hinderance with bat swarms though)

Lesser invocations of note:

Charm: not the best choice, but in Pvp it could be used to get the drop on your foe or convince him to do something that might get him into a dangerous position.

Curse of Despair: As bestow curse, but still bestows a -1 penalty on on attack rolls for a minute even if he makes the save. Nifty, but melee combat isn't where a warlock shines.

The dead walk: Have your own zombie horde, what's not to love. It's free if you don't mind them crumbling to dust after a minute, but requires a material component for more permanent undead. Great for mobbing.

Fell flight: one of the best transport oriented invocations. Flight, great for getting into places where you can cause mayhem unmolested. (see also summon swarm and eldritch spear.)

Flee the scene: Just a step behind fell flight in general utility, but if you want to play a more rogueish warlock it's your best friend ever. Dimension door 1/round followed by illusions to confuse your foes. That's some flanking win.

Stony Grasp: improved version of earthen grasp.

Hungry darkness: very neat choice, good for crowd control and low level area damage, great if you also have the devil's sight invocation handy so that you can snipe at those trapped in the darkness.

Voracious dispelling: A staple of the warlock. One of only two options the warlock has for counteracting other casters. While not everyone's first choice, it's one that nearly every warlock should have at some point or another.

Walk Unseen: invisibility. plain and simple with all the pros and cons that go with it.

Collin152
2007-12-23, 11:58 PM
Doesn't hungry darkness have a concentration duration?

mabriss lethe
2007-12-24, 12:23 AM
Concentration +2 rounds (assuming it hasn't been eratta-ed), so you'd still get some time to take potshots after you break your concentration.

Collin152
2007-12-24, 12:25 AM
Ah. So, immobilize, hungry dark them, then fire some shots, while making sure both the darkness and the immobiliation stay in effect.

Shame darkness is only shadowy illumination now. I hope most people houserule that, especially since almost every other aspect of the rules treats darkness as pure darkness.

vanyell
2007-12-24, 12:33 AM
is there a warlock class similar to the eldrich knight?

8/10 invoking levels and a good BAB?

Kurald Galain
2007-12-24, 04:34 AM
Why? Eldritch Glaive's a full round action to use, so you can't use it effectively with flyby attack.

Eldritch Glaive lets you make AOOs with it.


Oh btw, the Swarm invocation is awesome at lower levels (but should be swapped out later on) because of its area effect and nasty side effects.

Spider walk is a very good least invocation, its mobility only slightly less than Fell Flight as long as you're in a dungeon or city area.

I didn't find the Earthen/Stony Grasp and Hungry Darkness all that impressive, it's simply that there's better invocs out there and you get preciously few of them. Ymmv.


WRT the Eldritch Knight, the warlock can use many of the "+1 level of arcane spellcasting class" prestige classes to their full effect. But, as it happens, not EK because it has 3rd-level spells as a prereq.