Warlock [3.5] Character Advice.


Advice


Hello, I wanted to bring the Warlock from 3.5 to PF. And when I brought this up to my DM he was happy with it saying sure the HD would go to d8 the Int would be 4+Int and we can convert the skills just fine.

Then we looked to the problems with the Warlock and how many invocations it gets. So we came up with three ideas, and I was wondering if we could get insight on the three options so we can decide which of the three to use. And also what best to do with my character in general.

Option 1: Convert the list to a 1/1 ration of Level to Invocation. So every level you gain a new Invocation but keeping the current level at which you gain access to increased Invocation type. [Total 20]

Option 2: Add a Bonus Feat feature at 3th level and every third level thereafter but make it so that you can only pick Extra Invocations which put you at 18 Invocations a day

Option 3: Keep the number of invocations but turn them into Unique Invocations per day. So at level 20 you have 12 invocations but they can be of any of the list you want. But the key part is you possess access to all of the invocations you could normally choose from so level 1 could choose to cast one invocation but he could choose from the whole list of Least invocations.

My character is a Naga, specifically a Shinomen Greenskin Naga CR 1/2 (LA 1) [Oriental Adventures pg 172)
It gains Telepathy (Naga Only; but really good benefits to being in a Naga Party); It also gains a poison ability (Does not have a bite); And it has Alternate Form (allows its snake half to morph into two humanoid legs making them appear human) [the book calls out female naga but DM says that is likely a typo so he is ruling any of the race can.)
The Ability benefits are delicious Str +2; Dex +4; Con +4; Int +2; Wis +2

I am doing the Warlock class because I love the At-will power aspect and how it can be really neat and cool in general
I did consider using the Warlock class created on the Homebrew forum that archetypes from the witch but the at will invocations seem more fun the hexes.

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Pathfinder Warlock:

BAB: +3/4
Good Saves: Will
Hit Dice: 1d8

Class Skills: Acrobatics, Appraise, Bluff, Craft, Disguise, Fly, Intimidate, Knowledge arcana, Knowledge planes, Knowledge religion, Profession, Sense Motive, Spellcraft, Use Magic Device.
Skill Ranks Per Level: 4 + Int modifier

Warlocks are proficient in all Simple Weapons, Light Armor, but no shields.

LEVEL ABILITY
1. Eldritch Blast 1d6, Hex Pool, Least Invocations, Pact, Warlock's Curse.
2. Hex, Detect Magic
3. Eldritch Blast 2d6, Pact Defense 1
4. Hex, Deceive Item
5. Eldritch Blast 3d6, Arcane Sight
6. Hex, Lesser Invocations
7. Eldritch Blast 4d6, Improved Warlock's Curse, Pact Defense 2
8. Hex, Pact Ward 1, Two Eldritch Blasts
9. Eldritch Blast 5d6, Baleful Luck
10. Hex, Pact Resistance
11. Eldritch Blast 6d6, Greater Invocations, Pact Defense 3
12. Hex, Imbue Item
13. Eldritch Blast 7d6, Greater Warlock's Curse
14. Hex, Greater Arcane Sight
15. Eldritch Blast 8d6, Pact Defense 4, Three Eldritch Blasts
16. Hex, Dark Invocations
17. Eldritch Blast 9d6, Mindblank
18. Hex, Pact Warding 5
19. Eldritch Blast 10d6, Pact Defense 5, Dire Warlock's Curse
20. Hex, Greater Pact Resistance

Eldritch Blast (Su). As standard warlock's eldritch blast, but supernatural instead of spell-like.

Hex Pool (Su). A Warlock has a Hex Pool equal to his Charisma bonus (minimum 1) multiplied by his class level. His Hex Pool is replenished each day at dawn. The Warlock spends points from his Hex Pool to power his Warlock's Curse and Hex Power abilities.

Least Invocations (Sp). At 1st level, the warlock gains the ability to use least invocations. In addition to the normal number of invocations a standard warlock gets, a Pathfinder Warlock gains a bonus eldritch shape or eldritch essense invocation each time he gains a new level of invocations (at levels 1, 6, 11, and 16).

Pact (Su). Each Pathfinder Warlock makes a pact with some kind of otherworldly entity. Depending on the kind entity the warlock is bound to influences his Pact Defenses, Pact Wards, and Pact Resistances. Each Pact also grants the Warlock a bonus class Skill.

Warlock's Curse (Su). As a swift action, the Warlock can target an opponent within 60 feet with his Warlock's Curse. The Warlock must spend at least 1 point from his Hex Pool to activate this power; the duration of the Warlock's Curse is 1 round per point spent from the Hex Pool. The opponent is allowed a Will save with a DC of 10 + 1/2 the Warlock's class level + his Charisma modifier to avoid the Warlock's Curse. If the opponent fails the Will Save, the opponent takes a -2 luck penalty to its Ability Checks, AC, Attack Rolls, Damage Rolls, Caster Level Checks, Saving Throws, and Skill Checks for the duration of the Warlock's Curse.
At 7th level, the luck penalty increases to -4. At 13th level, it increases to -6, and at 19th level, it increases to -8.

Hex (Su). The Warlock is adept at using power of luck to hinder his enemies and aid himself. At 2nd level, and every 2 levels thereafter, the Warlock selects one of the following abilities. Using a Hex Power is an immediate action unless otherwise stated.

Hexed Ability. The Warlock can force an opponent to re-roll an ability check by spending 1 point from his Hex Pool, or the Warlock can re-roll his own ability check by spending 2 points from his Hex Pool.

Hexed Attack. The Warlock can force an opponent to re-roll an attack roll by spending 2 points from his Hex Pool, or the Warlock can re-roll his own attack roll by spending 4 points from his Hex Pool.

Hexed Magic Damage. The Warlock can force an opponent to re-roll a spell's, spell-like ability, or supernatual ability's damage roll by spending 3 points from his Hex Pool, or the Warlock can re-roll his own spell's, spell-like ability's, or supernatural ability's damage roll by spending 6 points from his Hex Pool.

Hexed Weapon Damage. The Warlock can force an opponent to re-roll a weapon's damage roll by spending 2 points from his Hex Pool, or the Warlock can re-roll his own weapon damage roll by spending 4 points from his Hex Pool.

Hexed Save. The Warlock can force an opponent to re-roll a saving throw by spending 2 points from his Hex Pool, or the Warlock can re-roll his own saving throw by spending 4 points from his Hex Pool.

Hexed Caster. The Warlock can force an opponent to re-roll a caster level check by spending 3 points from his Hex Pool, or the Warlock can re-roll his own caster level check by spending 6 points from his Hex Pool.

Hexed Skill. The Warlock can force an opponent to re-roll a skill check by spending 1 point from his Hex Pool, or the Warlock can re-roll his own skill check by spending 2 points from his Hex Pool.

Hexed Reaction. The Warlock can force an opponent to re-roll an initiative check by spending 2 points from his Hex Pool, or the Warlock can re-roll his own initiative check by spending 4 points from his Hex Pool. This use of Hex Power does not take an action; it occurs prior to actions being taken.

Hexed Prowess. The Warlock can force an opponent to re-roll a Combat Manuver Check by spending 2 point from his Hex Pool, or the Warlock can re-roll his own Combat Manuver Check by spending 4 points from his Hex Pool.

Detect Magic (Sp). At 2nd level, the Warlock can use Detect Magic at will as a spell-like ability.

Pact Defense (Su). At 3rd level, depending on the type of Pact the Warlock made, he gains DR 1/-, DR 2/cold iron, DR 2/silver, DR 2/magic, DR 2/good, DR 2/chaotic, DR 2/evil, DR 2/evil, DR 2/adamantium, DR 2/piercing, DR 2/slashing, DR 2/bludgeoning, or Natural Armor +1. This benefit is multiplied by the increases in the Pact Defenses at levels 7, 11, 15, and 19.

Deceive Item (Ex). At 4th level, the Warlock can take 10 on Use Magic Device skill checks.

Arcane Sight (Sp). At 5th level, the Warlock's Detect Magic ability improves. The Warlock can use Arcane Sight at will as a Spell-like ability.

Pact Ward (Su). At 8th level, depending on the type of Pact the Warlock made, he gains the ability to spend points from his Hex Pool to Ward himself. As a free action, he can spend 1 Hex Point and gain Fast Healing for 1 round equal to the value of Pact Ward, gain an energy shield that does 1d6 points of damage per point of the Ward for 1 round, gain a deflection bonus to AC equal to the amount of the Ward for 1 round, etc.

Two Eldritch Blasts (Su). At 8th level, the Warlock can use a full round action to use 2 eldritch blasts in the same round. The second eldritch blast takes a -5 penalty to its attack roll. Both eldritch blasts must have the same shape and essence, if any. They can target the same or different opponents.

Baleful Luck (Su). At 9th level, when using his Hex Power against an opponent, the Warlock applies a luck penalty equal to his Charisma bonus (if any) to his opponent's reroll. When using his Hex Power to benefit from a re-roll himself, the Warlock may spend 1 additional point from his Hex Pool to add his Charisma bonus (if any) as a luck bonus to the results of the reroll.

Pact Resistance (Su). At 10th level, depending on the Pact the Warlock made, he gains energy resistance 10 to two energy types or energy resistance 20 to one energy type. Certain Pacts may provide a bonus against a certain type of special attack, such as paralysis, petrification, or poison.

Imbue Item (Ex). At 12th level, the Pathfinder Warlock gets the same ability as the standard Warlock ability to use the Use Magic Device skill to enchant magic items.

Greater Arcane Sight (Sp). At 14th level, the Warlock can use Greater Arcane Sight as a spell-like effect at will.

Three Eldritch Blasts (Su). At 15th level, the Warlock can use a full round action to use 3 eldritch blasts in the same round. The second eldritch blast takes a -5 penalty to its attack roll and the third eldritch blast takes a -10 penalty to its attack roll. All three eldritch blasts must have the same shape and essence, if any. They can target the same or different opponents.

Mindblank (Sp). At 17th level, the Warlock gains the benefits of the Mindblank spell. He can re-activate it as a standard action if it is somehow dispelled or suppressed.

Greater Pact Resistance (Su). At 20th level, the resistances from the Pact Resistance ability double.


That is very interesting. The Hex focus is flavorful and unique for sure.
I will show this to my DM to see if this might be a good alternative, though right now we are trying more for a conversion then a homebrew, but still very good.


Drat, SmiloDan, I was thinking about something like that for some time...


I think Smilo thought about it like six years ago - check the threads abounding in Conversions HERE


Oceanshieldwolf wrote:
I think Smilo thought about it like six years ago - check the threads abounding in Conversions HERE

And I thought about it for quite a long time as well (well, since the appearance of witches and hexes). The first version that I wrote wasn't what I actually wanted to get. The SmiloDan's version was closer to my intent.

Dark Archive

I think that race is too good, unless everyone.else is.getting such.powerful races. You do realize that level adjustment.means you will be one character class level behind the.non la raved right?

I Think option 2 where you get an extra invocation every 3 levels would.be best. The others seem way too good.

Happy to see someone else.also trying an old 3.5 class and maki.g usr of the backwards compatibility PF is supposed to be based on. Not all convertions are easy but there is still a ton of fun available from 3.5 expansions.


Raymond Lambert wrote:

I think that race is too good, unless everyone.else is.getting such.powerful races. You do realize that level adjustment.means you will be one character class level behind the.non la raved right?

I Think option 2 where you get an extra invocation every 3 levels would.be best. The others seem way too good.

Happy to see someone else.also trying an old 3.5 class and maki.g usr of the backwards compatibility PF is supposed to be based on. Not all convertions are easy but there is still a ton of fun available from 3.5 expansions.

There is no LA in Pathfinder. PF uses CR for their monster race. So it is CR 1/2 which is the same for the tieflings and aasimar races which start with class levels.

The HD discribed in the Oriental Adventures book is a 1d8, but the Dragon Mag update for that book says that is because the race was meant to have a level of Expert that they didn't properly put in. Honestly don't mess with the Update as it doesn't seem to do much other then strictly nerf everything and of course for the Greenskin Naga makes no sense as looking at the Expert class nothing else was taken except the HD and not even that as d6 is the 3.5 HD for Expert.

So congrats you found a rare race that has no level adjust and is overall plain better then a human. Tell your DM he might need to handwave why the Naga have not overrun the earth since they appear to be strictly better then humans.


I am gonna try to talk several of my groupmates into the Naga to benefit from the Telepathy powers. Especially since they can appear to be a human.

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