lynora |
To the best of my knowledge, it's pretty much just flavor that you have to put in yourself in 3.5. I managed to make a pretty sweet fey warlock using the fey heritage feats, and I'm pretty sure you could use a similar treatment to create the other ideas. (I've never even looked at the books for 4e, so I'm pretty well just guessing though. I don't know exactly what any of those do for you mechanically speaking.)
SmiloDan RPG Superstar 2012 Top 32 |
I made a Pathfinder version of the Warlock to give it a little extra pizazz--or is that pizzas? Anyways, I was going to have different pacts that are really similar to the Pathfinder Sorcerer Bloodlines, but then a friend said that makes them even more too similar to Sorcerers. Maybe I should make up some specific entities, like the vestiges binders use, and use them for the different pacts of the warlock...
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 the 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.
lynora |
A warlock can easily blend in as a sorcerer, a rogue, a cleric, whatever role they wish to masquerade as. The class provides some fun flavor and a different approach to magic that some (me included) find entertaining. In play I find them a little underpowered compared to the core classes, so we houseruled that they get an invocation every level and that fixed it.
fray |
In play I find them a little underpowered compared to the core classes, so we houseruled that they get an invocation every level and that fixed it.
Cool idea. Next I get the chance I'll throw it by the GM and see if I get to do that.
I also give Warlocks access to the Dragon Fire Adept invocations.
hogarth |
Alright, I'm curious. How is that you (anyone, really) see a warlock as a viable class in D&D ? I guess I'm asking about what role they play in society....
In my Shackled City game, the warlock is the MVP in terms of doing damage so far. At level 3, 2d6 damage (plus PBS) as a touch attack that bypasses any DR is pretty solid -- especially considering that my players have a single silver dagger between them and they're fighting creatures with DR 10/silver...
I'm sure he'll become less useful as time goes on, but he's a solid contributor at the moment (level 4, soon to be level 5).
RiseFlynnsterRise |
A warlock can easily blend in as a sorcerer, a rogue, a cleric, whatever role they wish to masquerade as. The class provides some fun flavor and a different approach to magic that some (me included) find entertaining. In play I find them a little underpowered compared to the core classes, so we houseruled that they get an invocation every level and that fixed it.
Thanks for that feedback...I've gotta admit though, it still feels kinda alien to me....
Aries_Omega |
I made a Pathfinder version of the Warlock to give it a little extra pizazz--or is that pizzas? Anyways, I was going to have different pacts that are really similar to the Pathfinder Sorcerer Bloodlines, but then a friend said that makes them even more too similar to Sorcerers. Maybe I should make up some specific entities, like the vestiges binders use, and use them for the different pacts of the warlock...
Consider that idea yoiked! I like...that works nice. I am so use to posting something and like a day later two replies. This is good.
In my game it Warlocks would work. Arcane magic is viewed as sinful. The Church finds young sorcerers they can find and indoctinates them to be repentent of their sinful natures and to use their powers for the Church. Nobles use magic ala wizards as a form of extreme penence. They are allowed to use magic to help their fellow man in hopes that they can get into heaven after leading a sinful life of a noble. Warlocks on the other hand found yet another way to use arcane magic. They contact powerful extra dimensional beings that they make a pact with for arcane magic. I kind of envision them like 3.5 and 4E warlocks with a little bit of the Binder class from Tome of Magic in it.
So...if there any official WOTC, 3rd party or homebrew stuff out there...I want to see it
JBSchroeds |
I never got to playtest it, but I made a class more along the lines of what's being thown around here called the Pact Wrought. The link was behaving a little oddly when I was testing it out, so if it doesn't jump to my post just go into the address bar and hit enter.
The Black Bard |
Warlocks are odd, in the sense they are almost a "Prestige Base Class" in that you have (or someone related to you has) already done something "cool" to be one. Very similar to Paladins, Favored Souls, and Sorcerors. You don't "learn" to be one, you just are one.
Personally, I've never found them to be weak either, but then again, no one in my group has ever played a wizard or sorceror to high level, except a magic missle specialist who was so broken he wasn't a good estimation for anything.
If I had to "buff" the warlock, I would consider giving them the vestige binding feats from Tome of Magic for free, at levels equal to or possibly even a level before you could normally take them. I beleive those feats only let you bind to a single vestige, if not, I would enforce that as a limit, but I would also try to develop an outsider for the power chosen, rather than a vestige.
Consider, that with warlock alignments, there is nothing preventing chaotic good, neutral good, chaotic neutral, chaotic evil, neutral evil, neutral, or lawful evil outsiders from binding with them, if we assume the cleric paradigm of "one step away" works here as well. You could have good warlocks who are carrying the power of leonals. Or neutral ones who are siphoning energy from the slaad. A lawful evil warlock may have discovered an ancient formula that allows one reconfigure the fundamental truths of reality, a secret the inevitables thought buried forever.
Warlocks are fun, well balanced, and capable of bringing a lot of story to the table.
Aries_Omega |
If I had to "buff" the warlock, I would consider giving them the vestige binding feats from Tome of Magic for free, at levels equal to or possibly even a level before you could normally take them. I beleive those feats only let you bind to a single vestige, if not, I would enforce that as a limit, but I would also try to develop an outsider for the power chosen, rather than a vestige.
I like that idea. I may just use that.
I have been shopping this idea around to a few message boards and picking have been slim. This board has been the best source of info so far. All in all this has been good. I was thinking what about this
A: Do or find variants that change how the warlock is. Lots of work involved. So far the variants I found here could work. I'd want to playtest it. Or I can do the easy thing and.....
B: Change just the DR that warlocks get later on to reflect their pact and come up with a list of alternate names for things depending on the pact like "Dark One's Own Luck" for Infernal Pact call it something like "Luck of the Leprechaun" if it's a fey pact one...but it still functions the same way...just alternate name. Maybe give different pacts different bonus class skills.
What do you all think?
Hunterofthedusk |
Well, awhile ago I started making an elemental variant of the warlock. Actually, 4 variants, which I attempted to make at the same time. It was actually a daunting task because I had to come up with 4 different lists of invocations, most of them mimicking spells but some of them homebrewed. I never finished, but I would like to pick it up again sometime in the future.
SmiloDan RPG Superstar 2012 Top 32 |
I've played a couple warlocks in 3.5. One was a human ranger 1/warlock 3 that hated githyanki (but never got to fight one, even though he stole one of their silver swords in his background). He was pretty much a tank who could hit from afar if need be. I think I got him up to level 10 or so.
Another was in an evil epic Dragonlance campaign. He was a dark dwarf warlock. He had a lot of staying power, but only caused about half the damage his "allies" did with their spells. But I eventually got some epic level chausibles or whatever (scarves and rods) that increased my eldritch blast. Quicken, Empower, and Maximize Spell-like Ability were necessary feats.
Warlocks work best in campaigns where you have LOTS of encounters "Per Day." If you're only having 1 or 2 encounters per day, some of the key features of the warlock are under used (at-will powers).
They're also really good for newbie players who want to play blasters but don't want to read all the rules about spells.
Scott Williams 16 |
Alright, I'm curious. How is that you (anyone, really) see a warlock as a viable class in D&D ? I guess I'm asking about what role they play in society....
imho, thats just it, they have no role. they are outcasts. as for party role, again imho, they are best as a 5th party member, they are blasters(yes, i am excluding some other material) and limited to that role.
RiseFlynnsterRise |
imho, thats just it, they have no role. they are outcasts. as for party role, again imho, they are best as a 5th party member, they are blasters(yes, i am excluding some other material) and limited to that role.
What I meant was it just seems as if they were literally "dropped" into the situation...and not fitting into anything at all. They seem forced, not natural in concept.
Aberzombie |
Well, awhile ago I started making an elemental variant of the warlock. Actually, 4 variants, which I attempted to make at the same time. It was actually a daunting task because I had to come up with 4 different lists of invocations, most of them mimicking spells but some of them homebrewed. I never finished, but I would like to pick it up again sometime in the future.
Sounds cool. I like the idea of an elemental-themed warlock, but maybe make it just one version, who can emphasize one element, not use its opposite, and be slightly weaker with the remaining two. For example:
Olaf the Dark-souled uses fire as his primary focus, and so cannot use water-based invocations. His fire powers are pretty strong, but he'll also have some earth and air stuff.
Peruhain of Brithondy |
Just ran a campaign from 5th to 12th level with a warlock PC, who turned out to be reasonably balanced with the rest of the party, maybe a bit overpowered, without getting one invocation per level.
I gave him access to a couple of homebrewed invocations and near the end he got a homebrewed magic item that duplicated (more or less) the split ray metamagic feat from Comp. Arc. He also had a fell chasuble, which boosted his blast damage by 1d6. He chose his invocations carefully and made excellent use of them: see the unseen, chill tentacles, voracious dispelling, and the one that lets you fly all the time (which replaced the one that lets you spider climb all the time). Chill tentacles and voracious dispelling at will, combined with being able to see anything and fly anywhere made him, if anything, a bit difficult to challenge, and meant that large numbers of lesser enemies didn't faze him. For damage, just eldritch spear and torpid blast (homebrewed, forces enemy to make will save or be slowed one round). Oh, and empower spell-like ability and quicken spell-like ability feats applied to his eldritch blast.
In the final encounter of the campaign, he almost single-handedly took down two enemies (in succession) five and four CR levels above average party level. The battleground was under a silence effect, so he was the only spellcaster who could do much.
As for flavor, warlocks should be rarer than most other classes, but they don't fit in any worse than monks in a medieval setting.
Harden Sull |
What I meant was it just seems as if they were literally "dropped" into the situation...and not fitting into anything at all. They seem forced, not natural in concept.
I understand what you're saying, but more forced than all Paladins being lawful good? (excepting paladins of tyranny i suppose)
I mean, lots of stuff in D&D/Pathfinder/whatever is more a cool idea that one has to find a way to fit into the story. I actually like that.
My warlock is an illegitimate son and the dad, who nobody knows (excepting the mom obviously, but she didn't know him well) was the one "carrying" the power.
So, that's how he got his power. And yeah, it sorta turned him into an outcast....
Kevin Andrew Murphy Contributor |
I think the evil or chaotic restriction isn't a bad one. If you were a really good person you wouldn't want to use powers given to you by Hell, even if they'd been bought and paid for by someone else. For example, your great-great-grandfather who'd probably stew even more every time you use the infernal flames he bought with his soul.
Ditto if you're lawful and you've inherited some wacky powers from the fey, or been given them by the fey for whatever capricious reasons the fey have.
If you want to get rid of the evil or chaotic restriction, come up with a non-evil non-chaotic power source of your own, or pull one from 4e or Pathfinder. Or broaden the source out a bit, so that you can have a neutral character who uses evil magic to good ends or chaotic magic to lawful ends. Zelazny's Dilvish the Damned is a good example of this: A noble and idealistic young knight who's sent to Hell and comes back a dark mage.
The Black Bard |
A recent player ran a raptoran warlock, but he wanted to get out of his "infernal deal". So he hoped to find a more powerful entity, and bind himself to it. After a chance encounter with a slaad, and the fact his personality was CN all the way, he decided to research a powerful slaad lord to siphon power from. He did an awesome amount of in-game roleplay and work for it, so I let him take Acolyte of the Skin, only slaad-flavored. He ended up growing a big slaad-like mouth in his abdomen, which he could use to fire "channeled" eldritch blasts (spend a full round action to get d8s instead of d6s).
It was good times. On a more world versimiltude note, I like the chaos powers concept as an explanation for the "eldritch" energy, which is fairly hard to pin down in regular D&D world versimiltude. Its an energy, but its not force, but its not elemental either. Its technically arcane, but no arcane caster besides a warlock can use it. Linking it to chaos energy worked, especially when I started bringing in some of the ELH epic slaad.
Aries_Omega |
If you want to get rid of the evil or chaotic restriction, come up with a non-evil non-chaotic power source of your own, or pull one from 4e or Pathfinder. Or broaden the source out a bit, so that you can have a neutral character who uses evil magic to good ends or chaotic magic to lawful ends. Zelazny's Dilvish the Damned is a good example of this: A noble and idealistic young knight who's sent to Hell and comes back a dark mage.
Thats where I am trying to go at this time. Lets move the subject to that. So...warlocks and their pacts. Any suggestions? I like
Infernal - Devils, demons and such.
Fey - Lords and Dames of the Seelie and Unseelie Court
Star - The strange things that go bump in the night
Celestial - The Lesser Key of Solomon and the Qabbala. Different then a cleric since it isn't faith but knowledge of esoteric rituals.
Elemental - Kinda on the fence about this one. Elemental Lords are pretty apathatic to the mortal world usually...right?
Any other pacts people can think of??
I was thumbing through the vestiges from Tome of Magic and was thinking starting there. Read through them more...seperate them into what pact type they fit into and using that as inspiration on how each pact changes it. Maybe Celestial pact warlocks cannot be chaotic or any type of evil for example.
What do you all think?
SmiloDan RPG Superstar 2012 Top 32 |
Kevin Andrew Murphy wrote:If you want to get rid of the evil or chaotic restriction, come up with a non-evil non-chaotic power source of your own, or pull one from 4e or Pathfinder. Or broaden the source out a bit, so that you can have a neutral character who uses evil magic to good ends or chaotic magic to lawful ends. Zelazny's Dilvish the Damned is a good example of this: A noble and idealistic young knight who's sent to Hell and comes back a dark mage.Thats where I am trying to go at this time. Lets move the subject to that. So...warlocks and their pacts. Any suggestions? I like
Infernal - Devils, demons and such.
Fey - Lords and Dames of the Seelie and Unseelie Court
Star - The strange things that go bump in the night
Celestial - The Lesser Key of Solomon and the Qabbala. Different then a cleric since it isn't faith but knowledge of esoteric rituals.
Elemental - Kinda on the fence about this one. Elemental Lords are pretty apathatic to the mortal world usually...right?
Any other pacts people can think of??
I was thumbing through the vestiges from Tome of Magic and was thinking starting there. Read through them more...seperate them into what pact type they fit into and using that as inspiration on how each pact changes it. Maybe Celestial pact warlocks cannot be chaotic or any type of evil for example.
What do you all think?
I think warlock pacts should be made with specific entities. That way, they can be a little more focused and be different than the sorcerer bloodlines. So instead of having a single Fey Pact, maybe have an Oberon Pact, Titania Pact, and Puck Pact.
Aries_Omega |
I think warlock pacts should be made with specific entities. That way, they can be a little more focused and be different than the sorcerer bloodlines. So instead of having a single Fey Pact, maybe have an Oberon Pact, Titania Pact, and Puck Pact.
Hmmm...intersting. I will look into that.
SmiloDan RPG Superstar 2012 Top 32 |
SmiloDan wrote:I think warlock pacts should be made with specific entities. That way, they can be a little more focused and be different than the sorcerer bloodlines. So instead of having a single Fey Pact, maybe have an Oberon Pact, Titania Pact, and Puck Pact.Hmmm...intersting. I will look into that.
Thanks. I'm kind of working on a Pathfinder version of the warlock. There's a lot ways to make the different pacts similar, but different. Like instead of just DR 2/cold iron, there's DR 2/chaos, DR 2/piercing, DR 2/silver, DR 1/-, etc. etc. Ditto with the energy resistances. Maybe even introduce resistances to poison, negative energy, and force effects?
Like Poison Resistance 1. You reduce the amount of ability damage you take from poison by 1, minimum 0.
Stuff like that.
Abraham spalding |
I haven't had much problems with the warlock in any direction so far with anyone I've played with. I've seen some builds that are over what I would want at my table, but those came from the optimization boards and where, in my opinion, more theoretical than practical.
The powers that I've seen grabbed the most have been, flight related, the dispelling one, and the vision boosters. One player had a habit of making a lot of use out of his UMD abilities due to the class and that helped him get out of any 'rut' his own abilities could have lead to.
Peruhain of Brithondy |
Yeah, my warlock player finished the campaign with a virtual library of scrolls in his bag of holding. UMD is one of those skills that suddenly becomes very, very useful and powerful when you hit mid-levels.
I would also encourage those interested in playing with the warlock to invent some special invocations--collaborate with the player on this--that gets the player thinking about what he wants, but gives you the chance to trim it back a bit if it's too powerful. My player's warlock PC's mother had essentially sacrificed his father's life and her own soul to bind a diabolical soul to his, for the purpose of reclaiming her family's lost land and title of nobility. He did a great job of playing a character torn by the desire to act as a force for good and the tortured knowledge of what gave him his strange powers. During the campaign, the character had a chance to explore his family's ruined castle and discovered that the family had a tradition of experimentation with soul-binding techniques. A daughter of the family left a disguised journal, from which he was gradually able (with increasing knowledge (planes) checks) to learn of several non-standard invocations she had developed. He also could have become a hell-fire warlock (FC2), but chose instead to try to harness his ill-gotten powers for good ends. The player ended up inventing a couple of invocations and feats for his own character, and I was able to accept them with only minor modifications.
spalding |
Something else I've done is simple renames of standard invocations.
For example I took a Warforged, made him a warlock, and just renamed his invocations with more robotic type names, and wala! I made me a "mega man". Simple thematic changes to the way the powers look without changing the mechanics can give a new RP feel to the warlock too.
This link leads to a new class that uses invocations that I created if anyone wants to see.
(Also in a spoiler for those that don't want to follow the link)
A variant of Warlock the Occultist has fewer offensive abilities but more... subtle uses for her powers.
--------------------------------------------------------------------------- ----
HD: D6
Skills: Bluff; Concentration; Craft; Diplomacy; Handle Animal; Intimidate; Knowledges (each taken seperately); Sense Motive; Spellcraft; Use Magic Device
Skill Points: 4 + Int Modifier per level ( x4 at 1st level)
Base Attack Progression: Normal (as per cleric)
Strong Save Throws: Will
Weak Save Throws: Fort; Ref
Weapon Profiencies: Simple
Armor Profiencies: none
Level --- Ablities --- Invocations
1 --- Familiar, Curse 1/day (as hexblade's curse), Strange Heritage --- 2 (least)
2 --- Detect Magic, Eldritch Blast 1d6 --- 3
3 --- Poison Use --- 3
4 --- Decieve Item --- 4
5 --- Curse 2/day --- 4
6 --- Eldritch Blast 2d6 --- 5 (lesser)
7 --- Greater Curse (as hexblade's greater curse) --- 5
8 --- none --- 6
9 --- Curse 3/day --- 6
10 --- Eldritch Blast 3d6 --- 7
11 --- none --- 8 (greater)
12 --- Imbue Item --- 8
13 --- Curse 4/day --- 9
14 --- Eldritch Blast 4d6 --- 9
15 --- Dire Curse (as hexblade's dire curse) --- 10
16 --- none --- 11 (dark)
17 --- Curse 5/day --- 11
18 --- Eldritch Blast 5d6 --- 12
19 --- none --- 12
20 --- none --- 13
Strange Heritage --- An Occultist often has an unusual family as such they can take any heritage feat even if it is normally reserved for sorcerers (this does not mean that a witch can have more than one heritage unless the heritage feat says otherwise).
An Occults treats all essence and blast invocations as one level higher than they are for a warlock ( a least becomes a lesser; a lesser becomes a greater; a greater becomes a dark; and dark cannot be taken at all)