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Yikes, this thread got really out of hand, I was just looking for mechanical ways to have the monk and fighter do stuff out of combat. I ended up killing them off and now they're playing a ranger and barbarian respectively, they are having much more fun now.
As a side note, my group never gets into issues with roll play vs role play, they usually role play their stats, but if they say something clever or something similar I'll give them a relevant bonus.
On the v2 table, it only says 9 as the max. And im WAAAAAAY less concerned about those other "locks" when i was playing a warlock i hated those guys, and all the crap rules they came out with were just band-aids for a broken class. Thats why i hated Wizards, just churning out content to sell and having to constantly put more content out to "fix" it
What are you even talking about? I'm looking at the chart on the link I posted and it still goes to twelve.
Lol did you read the material?
And I'm definitely concerned with balance if this is going to be a good conversion, "those other locks" matter because most people who played warlock in 3.5 were either glaivelocks or clawlocks.
Edit: I think I figured it out. I'll let the infernal warlock combine eldritch spear and eldritch chain, or maybe let eldritch chain hit more people.
Baron Ulfhamr wrote:
I need a god for a (former) paladin who is Lawful Good or Lawful Neutral, pro-humanity/civilization/expansion, and intolerant of "evil" races such as orcs. The god can be from Paizo or TSR/WotC sources for my purposes, although one with strong equivalency in both systems might be interesting. The gods needs to be the type whose church would endorse witch hunts, inquisitions, and crusades- all the infamous Lawful "Good" stuff.
If I was you I'd use the god emperor of mankind from warhammer, and just use zarus as a template.
Idk about the taking invocations out and putting in bonus feats. In terms of buffing the EB you could bump the damage die up to d8s at some point. Either way im going to start play-testing the first version of it tomorrow.
What are you talking about? I didn't pull out any extra invocations.
And bumping the damage up to d8's would only make the glaivelock and the clawlock stronger, the blastlock would be in the same position he is in now., just with a little bit higher extra damage.
Id say instead of feats do bonus essences, most are feat-equivalent anyway do to them simply altering an ability you already have... Or maybe create some sculpt feats? Metablast feats lol i gptta read the new stuff though
Wouldn't that be overkill on all the invocations?
The feat extra invocation does exist, and pathfinder characters get buckets of feats, so the warlock could grab some more invocations if he felt starved even after the extra 6.
I really think I need to buff eldritch blast somehow, at 10th level the average damage is just 17.5 + charisma modifier bonus I added in.
It needs more oomph for blastlocks, glaivelocks and clawlocks are fine but blastlocks really suffer on the damage front.
Well, they have a lot of fun during combat, and whenever they pass a skill check they enjoy it. The fighter in particular loves to pass swim checks, but at this point in the game swimming is not a challenge.
I tried doing a note passing thing, but they clearly did not enjoy it.
They are very quiet, and always defer to the other players whenever I try to get them to engage.
I will try puzzles, but those two are very very bad at riddles.
The fighter is focused totally around power attacking, and the monk similarly is focused all around combat.
It's hard for me to find ways for these totally combat focused characters to do well outside combat.
They're not even that good at combat.
I'm not too worried about the rogue, the player who plays him has a very firm grasp of the system, and traps are extremely common, it keeps him very happy.
I've got a group with a druid, a magus, a fighter, a monk, and a rogue.
The monk and fighter are complaining about feeling totally useless for anything out of combat, but I don't know how to rectify this for them.
What could I do for them that the other classes couldn't do better?
Hmm, I'm looking around, and eldritch blast seems pretty weak.
Should I shift around the eldritch blast improvements, or make the damage scale better?
I'm not gonna allow iterative attacks, because that's the point of the glaivelock, but eldritch blast really seems crappy at higher levels.
Woops, i didnt realize you already put those in.... It was late lol. Ok...... Id say that creating new invocations is still a necessity, it is pretty difficult to build a Warlock around a creative theme. Again i can beast that portion (as i was going to anyway). I will share my best idea i had for it when i was outlining the conversion. I was going to combine fiendish resilience with the fiendish flamewreath alternative feature (players handbook II) and make it a choice between the two and breaking it up into rounds (like Rage)
If you can make some balanced invocations, I'll toss them into the document I'm making.
Here's an updated version of the warlock, I added bonus feats and fixed the skills a little.
Edit: Damn, the formatting got all messed up when I converted it to docx
Keep disguise too, people don't like Warlocks and it is necessary if only from a rp stand point. And for invocations they didn't appear in alot of books and i will name them. Complete arcane. Complete Mage. And Cityscape.... Yep... That is it and their are only three or four in Cityscape. Also a true "conversion" needs new invocations, the limited choice was the most difficult thing (other than the limited number that you get, but ill get to that) their needs to be more, i will definitely contribute to this end. On top of the relatively limited choice, you ONLY get 12 invocations, and everyone who hears me say that is like "ONLY 12? They are at will spell-like abilities." but it really is a problem, every time you are choosing a new invocation you have to look at it like "this is ¹/¹² of my core power" this must be resolved. Here is what i suggest; the Eldritch Blast shapes a separate class feature (my highest recommendation) or add bonus feats from a warlock bonus feat list (this would also make taking feats easier because you dont have to look for stuff in so many different books). For the first option, it helps you have more invocations while having it limited. And you could still take them normally, but it not be taking away from your power. Of course you could always increase the number of invocations...
I guess I could keep disguise, but I don't think I want to make new invocations. I don't think I'd be able to make balanced invocations, but allowing the warlock to use dragonfire adept invocations would probably be a good idea.
I'm already giving the class 6 free invocations, on top of the 12, so I think it is fair. I had thought of giving them 20 and the bonus 6, but there just aren't enough invocations out there to justify that, every warlock made would essentially be the same if they had that many to pick.
I had debated giving them bonus feats, but honestly, the class gets a lot of nifty features, I don't know how I could fit them in without the class being overpowered. What level's would I even put them in, and if I did, how would I handle them? Generic bonus feats, or pact specific?
Edit: I forgot to post the link to the index of invocations.
It is the 3.5 warlock, he uses invocations and eldritch blast.
On the subject of skills, I'll admit, I just copy and pasted that from another conversion here. I'll put more time into it, but the original class had a pretty beefy skill set. I'm mostly going to remove redundant skills and some rogue skills, like stealth and disable device. UMD is staying, because a lot of the class features revolve around it.
As a side note, I'm also working on finding all the 3.5 invocations for the warlock, and putting them in one document nice and organized. I'll have that up later.
I know it's been done before, but here's my shot at converting the warlock to pathfinder.
I tried to keep it as close to the original class, while still giving it some customization options.
I'm planning on adding more pacts later.
Opinions? Does it seem unbalanced?
They should just come up with an alternate class option for magus to be a full BAB caster. Lower the spells, and cut out the bonus feats and few class features.
Edit: Spell strike would probably have to go.
I take it you've never been in a group where the cleric/wizard/druid did everything like a jerk and made everyone else bored.
Sorry I rolled a 1 on my thread reading.
The tier list has almost nothing to do with combat. It's problem solving.
one of my favorite PFS characters is a 2 handed magus with a great sword. arcane pool off sets the power attack penatly and 7d6 + (stuff) at 3rd level is very sweet, 9d6 + (stuff) maxamized at 5th lol.
You can't spellstrike though
I can't believe I never found that! Now I just need to hunt for the floor monster, ceiling monster, wall monsters, door monster, and the worm that hides in doors monster(it burrows into your head when you go to listen to the door).
Weren't those a race from the FATAL rpg or am I mistaken?
Mithral: Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard. When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor. A character wearing mithral full plate must be proficient in wearing heavy armor to avoid adding the armor's check penalty to all his attack rolls and skill checks that involve moving. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0).
An item made from mithral weighs half as much as the same item made from other metals. In the case of weapons, this lighter weight does not change a weapon's size category or the ease with which it can be wielded (whether it is light, one-handed, or two-handed). Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a quarterstaff cannot.) Mithral weapons count as silver for the purpose of overcoming damage reduction.
I'm pretty sure channel evil refers to creatures that have good as an intrinsic part of their being i.e. good outsiders