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The Pathfinder Warlock: A Conversion--The Final Cut
Born with eldritch power coursing through their veins, Warlocks are a breed apart from more traditional wielders of arcane magic. They see things that no child should notice, and they know things that none of such an age should be aware of. From their childhood years onward, Warlocks are isolated, as their neighbors begin to sense the strange power within him. Eventually, all fledging Warlocks grow angry, and manifest their first eldritch blast, often with tragic consequences. For those who are not simply killed by frightened peasants or do not go mad over the results of their actions, it is the first step on a perilous career to harness the raw energy exuding from within them. Those few discover that they do not wield magic, they are magic: a living, breathing avatar of eldritch energy.
No one knows the source of a Warlock's powers, not sages, not mystics, not even the Warlock himself. Unlike a sorcerer who is born to a blood-heritage that influences his magic, many fledgling Warlocks have no history of such influences in their family tree. Nor does race seem to matter to the power that gifts a Warlock with their abilities. Every race has seen some of its children born with this precarious gift.
Because of the toll inflicted on a Warlock by the constant rejection and hostility that he faces, most are neutral in alignment--at best. A significant minority are completely evil in outlook, seeking to do unto others as they have done unto him. Although rare, good Warlocks do exist, seeking to harness the eldritch powers within them for a purpose and cause higher than one’s own self. Sadly, even these few are shunned by those who become aware of what they are, for the stories of evil wrought by more malevolent Warlocks are the common fare of bards and commoners.
To be a Warlock is to be alone, a being never fully trusted by anyone who fears what unknown forces might well be granting these perilous powers to a mere mortal.
Role: Warlocks, while no true substitute for a sorcerer or wizard, are an excellent supplement to them. While their spells lack those which cause damage, for that purpose the class possesses eldritch blast, and there are many battlefield control and utility spells on their list. They also gain more skills than more traditional arcane casters, and their proficiency with arms and armor (and higher hit points) serves them well in melee.
Hit Die: d8
Base Attack Bonus: Medium
Good Saving Throws: Will
Class Skills: Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Knowledge (The Planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
Weapon and Armor Proficiencies: The warlock is proficient with all simple weapons. He is proficient with light armor, but not with medium or heavy armor, or with shields of any type. The warlock can cast warlock spells (but not arcane spells gained from other classes) in light armor without incurring the normal chance of arcane spell failure. While wearing medium or heavy armor or when using a shield, a warlock suffers the normal chance of spell failure.
Eldritch Blast (Su): A warlock gains a supernatural ability known as the eldritch blast; this ability allows the warlock to focus his eldritch arcane energy into a damaging blast of dark energies able to wound, or even kill, his opponents. As a standard action a warlock can make a ranged touch attack against an opponent within 60 feet, dealing 1d8 points of damage (the damage results from pure arcane energy and does not possess an energy type, therefore energy resistances and immunities offer no protection). The target of the eldritch blast receives no saving throw. Although the eldritch blast itself does not provoke an attack of opportunity, it should be noted that all ranged touch attacks in Pathfinder do provoke an attack of opportunity when the to-hit roll is made.
At 2nd level, and every two warlock levels gained thereafter, the damage inflicted by an eldritch blast increases by 1d8 to a maximum of 11d8 at 20th level.
An eldritch blast is not subject to spell resistance.
An eldritch blast deals half damage to objects.
For the purposes of the spells globe of invulnerability, lesser globe of invulnerability, and similar powers and effects, a 1st level warlock’s eldritch blast has an effective spell level equal to a 1st-level spell. At each odd-numbered warlock level gained thereafter, the eldritch blast strength increases by one level, to an effective spell of 9th-level at warlock level 17.
A warlock may apply the ability focus feat to a specific invocation, not the eldritch blast in general. He may select ability focus multiple times, but it must be applied to a separate invocation with each selection.
Invocations (Su): Warlocks learn a number of magic tricks, called invocations, which he can apply to his eldritch blast. At 1st level, a warlock gains one of the following minor invocations of his choice. He gains an additional invocation at 2nd level and for every 2 levels attained after 2nd level. A warlock cannot select an individual invocation more than once.
Unless otherwise noted, invocations are part of the same standard action a warlock uses to unleash his eldritch blast. The save (if any) to resist an invocation is equal to 10 + ½ the warlock’s level + the warlock’s Charisma modifier.
A warlock can apply only one invocation to any given eldritch blast.
Minor Invocations (Su):
Beshadowed Blast: The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become blinded for 2 rounds. On a successful save, the target is instead dazzled for 1 round. A warlock must be at least 6th level to select this invocation.
Boreal Blast: The warlock alters his eldritch blast to inflict cold damage. The damage on his eldritch blast increases by +1d8; this extra damage applies only to the boreal blast.
Eldritch Spear: The warlock can use his eldritch blast at medium range (100 ft. + 10 ft./level) instead of the standard 60-foot range.
Exsanguinating Blast: The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or suffer 1d6 points of bleed damage. On a successful save, the target instead suffers 1 point of bleed damage. Regardless, the DC for a heal check to staunch the bleeding is equal to that of the invocation; a cure wounds spell of any level automatically staunches this effect. A warlock must be at least 4th level to select this invocation.
Frightful Blast: The target of the eldritch blast suffers normal damage and must make a Will saving throw or become shaken for 2 rounds. On a successful save, the target not affected by the fear effect, but still suffers the damage rolled as normal. This is a mind-affecting, fear affect.
Hideous Blow: The warlock infuses his melee weapon with the power of his eldritch blast. This invocation may be used as a standard action, and imbues one melee weapon which the warlock is currently wielding with the energy of his eldritch blast. As part of the invocation, the warlock may make a single melee attack roll with his weapon, gaining a bonus on the attack roll equal to the warlock’s Charisma modifier (if any). If the attack successful hits the warlock deals normal weapon damage plus the full damage of his eldritch blast. A successful critical hit (using the weapons critical threat range) deals normal critical hit damage for both the weapon and the eldritch blast. Since hideous blow is not a ranged touch attack, this is the only eldritch blast invocation that does not provoke an attack of opportunity. A warlock must be at least 6th level to select this invocation.
Hindering Blast: The target of the eldritch blast suffers normal damage and must make a Will saving throw or become slowed (as per the spell slow) for 2 rounds. On a successful save, the target not affected by the slow effect, but still suffers the damage rolled as normal.
Inferno Blast: The warlock alters his eldritch blast to inflict fire damage. The damage on his eldritch blast increases by +1d8; this extra damage applies only to the inferno blast.
Maelstrom Blast: The warlock alters his eldritch blast to inflict electricity damage. The damage on his eldritch blast increases by +1d8; this extra damage applies only to the maelstrom blast.
Sickening Blast: The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become sickened for 2 rounds. On a successful save, the target not affected by the sickened effect, but still suffers the damage rolled as normal.
Spells: A warlock casts arcane spells drawn from the warlock spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a warlock must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warlock’s spell is 10 + the spell level + the warlock’s Charisma modifier.
Like other spellcasters, a warlock can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as that of the Bard class. In addition, he receives bonus spells per day if he has a high Charisma score.
The warlock’s selection of spells is extremely limited. A warlock begins play know four 0-level spells and two 1st-level spells of the warlock’s choice. At each new warlock level, he gains one or more new spells, as per the Bard spells known table. (Unlike spells per day, the number of spells a warlock knows is not affected by his Charisma score.)
Upon reaching 5th level, and at every third warlock level after that (8th, 11th, and so on), a warlock can choose to learn a new spell in place of one he already knows. In effect, the warlock “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level warlock spell the warlock can cast. A warlock may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A warlock need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Cantrips (Su): Warlocks learn a number of cantrips, or 0-level spells, as noted under ‘Spells Known’. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Damage Reduction (Ex): At 3rd level, the warlock’s exposure to eldritch arcane energies begins to strengthen his body, providing protection from many attacks. He gains DR 2/cold iron. This increases by 1 at 5th level and every two levels gained thereafter, to a maximum of DR/10 cold iron at 19th level.
Energy Resistance (Ex): At 5th level, the warlock gains resistance 10 to two of the following energy types: acid, cold, electricity, and fire. The warlock chooses which types of energy he becomes resistant to. At 11th level, both of these resistances increase to 20. At 17th level, the warlock’s energy resistances once again increase, this time to 30.
Eldritch Intensity (Ex): At 6th level, a warlock may add his class level as a bonus on the damage inflicted by his eldritch blast.
Eldritch Resilience (Su): At 7th level, the warlock can use his eldritch energy to reknit his tissues, sinews, and bones. The warlock can use a swift action to grant himself fast healing 1 for 20 rounds. At 10th level, and every three levels gained thereafter, the fast healing granted by eldritch resilience increases by 1 to a maximum of fast healing 5 at 18th level. The warlock can use this ability twice per day at 13th level and three times per day at 19th level.
Eldritch Aura (Su): At 8th level, a warlock’s eldritch power grows strong enough that he unconsciously releases damaging attacks on those who harm him. Any melee attack that damages the warlock for at least 1 point of hit-point damage (lethal or non-lethal) causes a backlash in eldritch energy. This backlash deals 1d8 points of damage to the attacker. This damage results from pure arcane energy and does not possess an energy type, therefore energy resistances, energy immunities, and damage reduction of any type offer no protection against it. It always deals lethal damage and is not under the conscious control of the warlock. Any melee attack that inflicts hit point damage to the warlock provokes the use of this ability.
At 12th level, and every four levels gained thereafter as a warlock, the damage inflicts by the warlock’s eldritch aura increases by 1d8, to a maximum of 4d8 at 20th level.
Eldritch Knowledge (Su): At 9th level, the warlock gains a 1st-level arcane spell of his choice that he may add to his list of spells known. He may select from any 1st-level bard, magus, sorcerer/wizard, or witch spell to add to his spells known. At 11th level, and every two levels gained thereafter, the warlock gains knowledge of another arcane spell, each time of a progressively higher level (2nd-level spell at 11th level, 3rd-level spell at 13th-level, etc.). At 19th level, when the warlock gains this ability, he may select a single 7th-level sorcerer/wizard or witch spell and add it to the list of his spells known as a 6th-level warlock spell.
Major Invocations (Su): Starting at 10th level, and every two levels thereafter, a warlock can choose one of the following major invocations instead of a minor invocation whenever he may select a new invocation.
Bewitching Blast: The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become confused for 2 rounds. On a successful save, the target is dazed for 1 round.
Eldritch Line: The warlock invokes his eldritch blast in a 120-foot line that is 5-feet wide and affects all creatures within the area. No attack is needed for this invocation, but all targets in the area of effect are allowed a Reflex save for one-half damage.
Eldritch Cone: The warlock invokes his eldritch blast in a 60-foot cone that affects all creatures within the area. No attack is needed for this invocation, but all targets in the area of effect are allowed a Reflex save for one-half damage.
Entropic Blast: This invocation can only be used against objects weighing no more than 10 pounds per warlock level. The object takes normal damage from the eldritch blast, and has its hardness reduced by one-half. This is an instantaneous effect. Any single object can have its hardness reduced by this invocation only once. Magical or attended objects are allowed a Will save to negate the hardness reduction effects of this invocation, but not the damage; non-magical or unattended objects are automatically affected.
Fatiguing Blast: The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become fatigued. On a successful save, the target not affected by the fatigue effect, but still suffers the damage rolled as normal. This invocation does not stack with itself. If a creature fails it’s save against this invocation twice, he remains fatigued and does not become exhausted.
Noxious Blast: The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become nauseated for 2 rounds. On a successful save, the target is sickened for 1 round.
Repelling Blast: The target of the eldritch blast suffers normal damage and must make a Will saving throw or be moved 5 feet in a direction directly away from the warlock for every 5 points of damage he suffers. If the target strikes an immobile, solid object (such as wall) while still having movement remaining, he suffers an additional 1d6 points of bludgeoning damage for every 5 feet of movement remaining. While moving in such a fashion, the target provokes attacks of opportunity. A successful save negates the repelling effect.
Vitriolic Blast: The warlock alters his eldritch blast to inflict acid damage. The damage on his eldritch blast increases by +2d8; this extra damage applies only to the vitriolic blast.
Weakening Blast: Any creature damaged by the warlock’s eldritch blast must make a Will save or take 2 points of Strength damage. On a successful save, the target only takes 1 point of Strength damage.
Empower Invocation (Su): At 11th level, a warlock may empower (as per the feat Empower Spell) his eldritch blast or any invocation that he knows. He may use this ability once per day. At 13th level, and every two warlock levels gained thereafter, a warlock gains one daily use of this ability, to a maximum of five times per day at 19th level.
Greater Invocation (Su): Starting at 18th level, and every two levels thereafter, a warlock can choose of one of the following greater invocations instead of a minor or major invocation whenever he may select a new invocation.
Banishing Blast: The target of the eldritch blast suffers normal damage. In addition, if the target is an outsider it must make a Will saving throw or suffer the effects of dismissal (as per the spell). If the target has merely been summoned via a spell (such as summon monster or summon nature's ally), this invocation counters and dispells the summoning spell (for the creature targeted only) with no saving throw.
Eldritch Doom: The warlock invokes his eldritch blast in a 20-foot radius spread with a range of 60-feet that affects all creatures within the area. No attack roll is needed for this invocation, but all targets in the area of effect are allowed a Reflex save for one-half damage.
Exhausting Blast: The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become exhausted. On a successful save, the target suffers the normal damage and is fatigued instead. This invocation does not stack with itself. If a creature successfully saves against this invocation twice, he remains fatigued and does not become exhausted.
Horrific Blast: The target of the eldritch blast suffers normal damage and must make a Will saving throw or be stunned for 2 rounds. On a successful save, the target is staggered for 1 round.
Mirror Blast: The warlock can select two targets within range of his eldritch blast, so long as both targets are within 30 feet of each other. He makes a melee touch attack against both targets, and each suffers the full damage from his eldritch blast if his attack rolls are successful.
Utterdark Blast: The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or gain 2 negative levels. On a successful save, the target does not gain any negative levels. Undead creatures suffer no damage and gain no benefit from this invocation.
Warlock Supreme (Su): At 20th level, the warlock undergoes an eldritch apotheosis that is the culmination of all that he has strived to achieve. His energy resistances improve to immunities and he gains resistance 10 against the two energy types he did not select. His damage reduction increases to DR 10/cold iron and magic. The warlock can also select one 8th-level sorcerer/wizard or witch spell of his choice and add it to his spells known as a 6th-level warlock spell. Three times per day, a warlock supreme may invoke an eldritch blast, a minor invocation, a major invocation, or a greater invocation as a swift action.
Warlock Spell List
0-level Spells: Arcane Mark, Bleed, Dancing Lights, Detect Magic, Detect Poison, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Resistance
1st-level Spells: Cause Fear, Charm Person, Chill Touch, Comprehend Languages, Disguise Self, Endure Elements, Expeditious Retreat, Feather Fall, Hold Portal, Jump, Magic Aura, Obscuring Mist, Ray of Enfeeblement, Sleep, Unseen Servant, Ventriloquism
2nd-level Spells: Arcane Lock, Bear’s Endurance, Blindness/Deafness, Bull’s Strength, Cat’s Grace, Darkvision, Darkness, Fog Cloud, Invisibility, Scare, See Invisibility, Shatter, Spider Climb, Summon Swarm, Web
3rd-level Spells: Deep Slumber, Dispel Magic, Fly, Gaseous Form, Greater Magic Weapon, Major Image, Nondetection, Phantom Steed, Sleet Storm, Slow, Stinking Cloud, Suggestion, Tongues, Vampiric Touch
4th-level Spells: Animate Dead, Bestow Curse, Black Tentacles, Charm Monster, Confusion, Crushing Despair, Dimension Door, Enervation, Fear, Greater Invisibility, Hallucinatory Terrain, Phantasmal Killer, Shadow Conjuration, Solid Fog
5th-level Spells: Baleful Polymorph, Blight, Cloudkill, Dominate Person, Dream, Feeblemind, Mind Fog, Mirage Arcana, Nightmare, Overland Flight, Passwall, Shadow Evocation, Teleport, Waves of Fatigue
6th-level Spells: Acid Fog, Circle of Death, Contingency, Eyebite, Flesh to Stone, Geas/Quest, Greater Dispel Magic, Mass Suggestion, Mislead, Shadow Walk, True Seeing
I am still not really satisfied with Eldritch Intensity (see above). It just doesn't do it for me, and like others have said, the bump to an 11d8 no save, no spell resistance ranged touch attack that can crit pretty well solves many of the damage issues. Any thoughts on what should replace it?
Eldritch Intensity (Ex): At 6th level, a warlock may add his class level as a bonus on the damage inflicted by his eldritch blast.
Greater Eldritch Intensity (Ex):At 12th level, a warlock increases the power of his eldritch blast, causing it to deal more damage. Eldritch blast damage is increased by half. Saving throws and opposed rolls are not affected.
10d8 should be the damage for this ability to keep it in check with other abilities/spells that scale the same way.
This small addition to this ability would basically give the Eldrtich Blast the Empower Feat at 12th leave making the damage 15d8. You may change the level to 15 if you want, but I think 12 is decent enough.
Eldrtich Blast damage for a 12th level warlock would be 15d8+12 which I think it's a pretty decent smack.
This is just a suggestion, because I do not know what kind of real use you want to give it, but sometimes just applying a feat effect is enough as a secondary thing an ability can have.
|SmiloDan RPG Superstar 2012 Top 32|
Hmmm. A telekinesis effect? Doesn't duplicate his spell list and provides him with a little oomph and coolness factor, fitting in well with this levitation and flight. So . . .
Eldritch Hands (Sp): Starting at 6th level, a warlock can use telekinesis, as per the spell except as stated below, as a standard action once each round. The warlock is limited to a maximum weight of 15 lbs per warlock level, and the maximum number of objects he is able to simultaneously manipulate with the violent thrust aspect ability is equal to one-half his warlock class level, rounded down (to a maximum of 10). The warlock may only this ability at medium range (100 ft. + 10 ft./level) instead of the long range listed for the spell.
|SmiloDan RPG Superstar 2012 Top 32|
I really gotta say that I enjoyed reading all the cuts of this conversion.
The Warlock class was first introduced to me in NWN2 and I was suckered in ever since. One of the big reasons I had difficulty choosing PFRPG over 4E was that I could make Ammon Jerro (NWN2's Warlock) with ease in 4E; yet nothing like it in PFRPG.
Conversions are great and this one looks magnificent.
I may end up trying this out if my Paladin dies in Carrion Crown. If being a big thing, because I sure smight evil alot. :D
This is coming from a large fan of the Warlock of 3.5, especially given that my favorite way of explaining the three 'Main Mage Classes' was "Wizard is a really expensive Swiss army knife, Sorc is like a good set of Ginsu knives, and the Warlock is like an army-quality k-bar with a compass on the hilt". I like this conversion, but it removes a lot of what I liked.
A: Warlocks had a DAMN GOOD REASON why the Alignment was Chaotic or Evil Only. It was because, be it due to heritage, or directly sacrificing goats and children to an evil being, a LARGE majority of 'locks were fighting off VERY evil and not Lawful urges. The ability of them to take such feats as the "Fae/Demonic Heritage" series supported this. CG 'locks were supposed to have a little bit of an issue with trying not to back stab friends/give into the evil/generally not nice source of their power/burn down the orphanage, and the CE ones were able to do that just because they wanted to. You didn't see Lawful ones on that entire reason of "Oh god, if I let up just once, I could end up kidnapping children for my fae ancestors/burning down villages in the name of Krom"
B: I LOVED the fact that I had no spells. The entire point was that the Warlock was supposed to be the Energizer bunny of the magic classes. Sure, a Wizard or Sorc or (insert magic class here) may have been able to flatten a city in one spell, but they had a LIMITED amount of spells due to having to exert themselves in molding the energies required. Warlocks, on the other spell, had a direct connection to the mana flow (or whathave you in your campaign world), allowing near limitless use of power (Ala Edritch blast) but they had little ability to form or shape it into anything much more, outside of empowering themselves in a few ways. It made them play different, and to this day one of my favorite combinations is Warlock/Rogue, because Sneak Blast.
C: I'm not sure about the Eldritch Intensity one. If you straight up build the 'lock as a Charisma monkey (Unless you changed his primary stat) the xd8+Cha Mod Blast was pretty deadly was it was. Granted, a meat tank is still going to laugh at the damage, but that's the point of making a character like that. You're just making the ability MORE DAMAGING then it really needs to be. I mean, the ability goes from Long Sword (I believe) To well past the damage of some siege weapons, if I remember right.
All in all, it's a great conversion, but I'll end up doing some heavy editing, specifically involving anything about a spell list...or I might just convert on my own or some such.
Being a bit of an 'out of the box' player (not the owner of this account, but rather his roommate, so don't blame him for my post), I think its a decent Arcane caster. Problem is, with my understanding of the Warlock class, it isn't a normal 'Arcane' caster. In fact, being a reader of the Constantine graphic novels and a big Cthulhu reader amongst other arcane readings, the Warlock is sacrificing his soul and health to generate this magic, being part of the Pact. Saying that Fortitude and Constitution are in no way capable of playing a part of his spellcasting is like saying a Wizard's spellcasting has nothing to do with Arcane magic. Its the VERY CORE of what he is doing. Charisma is natural essence, alongside Constitution. Those two elements are the mainstay of the Soul in D&D terms being his presence and his life force.
As well, having played a non-OP Warlock, I like the change-up of the names. Complete Mage specifies that not all Warlocks are bound to Dark Forces, and I in fact enjoyed taking the Fey pact playing with an Elven Warlock. Also played a Hell-pact Halfling who was CG and stuck with a bad family decision. Still, I believe those 'other invocations' that were stricken as 24-hour effects is a bad move on your part. However, this is your custom version and I'm putting in my input, but for a normal Arcane caster variant, I applaud your decisions. I, personally, want to play something that's not the ordinary (In my different gaming groups I very rarely play Human and I always play strange combinations that I can get roleplaying stories for that the GMs think will be interesting: least of all being the Half-Orc Bard who used Perform/Sing as an alternate route for Torture).
Good luck in your attempt, however. As to the individual whom wrote about the Primus, Secundus and Tertiary pacts, I think a little more clarification on the powers would be interesting whenever you make the link/posting of it. Sounds very promising (I enjoyed playing a Star-Pact Warlock in 4th Edition, being a major Cthulhu fan and playing a Half-Elf named Achmed Al-Khamed the Insane to mimic the Mad Arab Alhazred).
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I'm going to have to say as soon as I started reading about this Warlock I was disappointed with it. Let me elaborate as to why. So far I've come across a few "attempts" at trying to convert the 3.5 Warlock into a compatible format for Pathfinder. All have failed so far as I'm concerned.
This is mainly because no one seems to truly understand what made the warlock different from Sorcerers. So I'd like to explain. Warlocks and Sorcerers are both classes that derive their abilities from the blood. There is nothing wrong with having two classes that are bound by blood of their families past. It's the way they manifest that heritage that helps make them different. Sorcerers gain an inherent knowledge of spells. Rather than having to learn spells from a scroll or book, it just comes naturally to them. They don't have to take time to memorize the formula for casting as spell, they just know how to do it.
I will admit that I really liked the Pathfinder take on Sorcerers. I felt they gained a much needed boost. *Sorcerer rant : While I enjoyed the concept the Sorcerer presented, I always felt mechanically they were under-powered. Now before you go off saying that they have so many spells per day, (the same baloney argument my players always gave) I'd urge you to look at other classes that are also spontaneous casters, such as Warmage, Archivist, Dread Necromancer, Beguiler, and the Duskblade(even though the highest spell level for them is 6) and of course the Favored soul (the first spontaneous spell caster with sorcerer format since the Sorcerer). These all have the same spell casting might as the sorcerer, but they have a whole array of abilities that can easily outmatch the sorcerer. The Sorcerer is just plain. Even the Favored soul which had fewer extra abilities than the other classes I named off, has more than a sorcerer. While there are feats that can help add some flavor, the issue I have with them is that they are feats, the sorcerer has to use it's limited supply of feats to gain what it should have already had.
Warlocks on the other hand, DO NOT CAST SPELLS! This is the biggest complaint I have with the so called attempts at Warlock conversion. Everyone is comparing warlocks to actual spellcasters and thus is trying to recreate them as a sort of spellcaster. Warlocks are not spellcasters. They use Invocations. Invocations are not spells. It's plainly described in the Complete Arcane that they do not cast spells. They even lack the spellcasting requirements because of this to qualify for certain prestige classes. So I am puzzled why people keep trying to make this a spellcasting class for the conversion.
The blood power of the warlock is not spells but rather abilities beyond spells. Invocations, powers that come directly from the blood, nay the essence of the being that has been labeled as Warlock. They are eldritch power made flesh. The power they wield is part of them. Not inherent knowledge, but raw - magical - power, hence the term Eldritch. Their invocations; while some do basically copy a spell, are not needing to recite phrases, or use material components, or somatic gestures (except maybe with the blast if it comes from the hand) to invoke. They just desire something they are able to do to occur and it dose. So if a warlock wants darkness, it happens. No words of power, no components, it just happens because of sheer desire and ability to make it happen. On top of that, the darkness literally eats away at you. That's just cool in my opinion.
The Warlock is also not restricted to just being born of infernal or demonic background. There are feats specifically aimed at the Warlock to customize the origins of the power they hold. Granted there are several invocations that are clearly infernal in origin or appearance (the power Hellspawn grace- which lets you turn into a hellcat is a good example). The point is, you can define the origins how ever you want. It can come from demons and devils, or it can come from divine beings. Heck it can even be from a Fey background. I've had a few Warlocks, one derived her power from Fey origins. And she was a follower of a goddess of the wilderness. Another in a custom Greek game derived his power from Hades himself, yet was a follower of Apollo he would strive to channel his power into that of light and healing rather than hellish destruction. And I had an idea that the Warlock would be a great template for creating one of the dreaded Bhaalspawn for a Bauldur's Gate table top adaption of the video game in the Forgotten Realms setting. This power could even come from the Far Realm. There are so many possibilities, it's nearly endless. The only real limit, is the players imagination.
I am going to say, as far as magic users go, the Warlock is my favorite. I really like the idea of having a few strange powers that are unique and can be used as often as I desire. I also love how customizable the background for them can be.
So I hope this helps clarify the difference between the two classes as well as any other similar class.
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While an interesting take, my criticism stems from the fact that you changed warlock from what it originally was to something very different. Changing in spells to sub for invocations doesn't make a warlock a warlock, it appears to make them a slightly worse ranged magus.
The entire draw of the Warlock class was that you could do a very few select arcane tricks infinitely. The Invocations were awesome because many of them were entirely unique and interesting, with effects that could not be duplicated and settled firmly into the "weird and cool" category.
Examples include, for instance, Flee the Scene (Which allowed you to do a short range Dimension Door spell and leave behind a major image), Devour Magic (Which allowed you to gain temporary hit points upon dispelling magical effects), See the Unseen (which gave you darkvision and the ability to detect invisible creatures), and Hungry Darkness (Which created magical darkness filled with a bat swarm).
Changing those effects out for bog standard spells means the class loses a lot of what makes it cool. You have, yes, technically fixed Warlock's problems with utility, but you've done so by turning them into a slightly worse Sorcerer.
My fix from 3.5 was much simpler. Turn Eldritch Blast into an attack action instead of a standard action, and add on the character's charisma modifier to the damage of Eldritch Blast. While this does not fix a Warlock's limited amount of utility, it does mean that in between your cool utility options becoming relevant, you at least have the option that any medium base caster does. Hit them with a brick for moderate but respectable damage.
What if you had an 8th level warlock slice another 8th level warlock? Do they both spontaneously go up in flames by repeatedly triggering Eldritch Aura, or does Eldritch Aura not count as a melee attack?
Ignoring SR might be a problem. It's like uber-force damage. With a sufficient number of 1st level warlocks, you can kill almost anything.
|Liz Courts Community Manager|
Forgive me I have not read all of your fixes so I apologise if any of this is redundant. I love the conversion but I have a serious problem with how you hand out the abilities. Pathfinder would never give any class DR2 on the same level, it would start at 1, with large gaps between the increases. Also they would never give a class 2 energy resistances of 10 on the same level. It would start with energy resist 5 probably "fire" later gaining the second energy type 5 ice or acid and then later turning both into energy resist 10/10 on the same level. Give 1 powerful ability at any given level and sprinkle in the lesser ones with level balance in mind. My other problem is the evoactions. There should not be an any effect on a successful save.... It still does damage!!! It should be 1D4 rounds on fail, nothing on a succesful save but damage. Save the lesser status effects for lesser evocation. But perhaps when they gain access to stronger evocation they also gain the ability to add their caster stat to the duration time of their lesser evocations to keep them relevant at later levels. Again Love the conversion overall. But it seems crazy unbalanced level to level.