Witch Alternate Class - Warlock (Need Opinions - Not a Conversion)


Homebrew and House Rules


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While I like many of the proposed warlock conversions, I wanted something that was not quite a direct conversion for my homebrew campaign setting for a player of mine. Add to that, I wasn't terribly interested in converting or including the standard invocations from the warlock. So, with a love for the witch class, the alchemist class, the eldritch blasts of the 3.5 warlock and the Julian Sands movie "Warlock" in mind, I set about sketching out a really rough draft.

I've intentionally kept their base attack bonus and saving throws the same as the standard witch. Additionally, I removed all melee specific shapes.

I would appreciate any input on this vision of the class, specifically as it relates to balance (against core and even the base witch) and play value. The idea is to streamline it for use, of course.

I had a little trouble with tables in google docs and haven't removed all references to eldritch this or that, as of yet. Its a very rough draft.

Thanks, in advance. I'll check back in the morning.

Witch Alternate Class - Warlock


On a quick overview, I liked what I saw.

The one thing I might caution is that you should either switch all the hex and spellcsting abilities over to a Cha base to match the bloodline powers, or more simply switch the bloodline powers over to an Int base to match the spellcasting, etc.

It's quick, simple, and effective without giving up flavor. I just have to ask:

It seems you gave up one spell/lvl to make up for Spellfire, and you modified the Hexes to fit (oh, and would the normal hexes still be available?), but what happened to the familiar, and what do you give up for the bloodline powers?

Now, I don't see a problem with this type giving up the familiar in trade for a spell book or something similar (or even just leaving it in there as part of the Pact ability), but unless you are invoking spells known like a sorcerer or an oracle this lack of a medium from which to prepare as a weakness can be a bit overpowering (no cost to write spells, etc.). Also do not underestimate the utility of bloodline powers. Just look at the Boreal (APG) and Areal (UM) bloodlines (specifically the Blizzard and Windcaller powers, respectively). I know that you are limiting the bloodlines available, but it is something to consider.

Over all, though, very well done. I don't see anything particularly overbalancing as written, but I would try to address those concerns in some manner, just to be safe.

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Da'ath wrote:

While I like many of the proposed warlock conversions, I wanted something that was not quite a direct conversion for my homebrew campaign setting for a player of mine. Add to that, I wasn't terribly interested in converting or including the standard invocations from the warlock. So, with a love for the witch class, the alchemist class, the eldritch blasts of the 3.5 warlock and the Julian Sands movie "Warlock" in mind, I set about sketching out a really rough draft.

I've intentionally kept their base attack bonus and saving throws the same as the standard witch. Additionally, I removed all melee specific shapes.

I would appreciate any input on this vision of the class, specifically as it relates to balance (against core and even the base witch) and play value. The idea is to streamline it for use, of course.

I had a little trouble with tables in google docs and haven't removed all references to eldritch this or that, as of yet. Its a very rough draft.

Thanks, in advance. I'll check back in the morning.

Witch Alternate Class - Warlock

I like it overall, though I do think you need to give up something for the bloodline powers, which can be very strong. If you dropped the bloodline powers to Warlock level - 5 or something, to keep them from getting the capstone, it might be better off.

"A creature burning in this way never takes more than 2d6 points of fire damage in a round, even if it has been hit by more than one brimstone blast." <-- You should change this to say "A creature burning in this way does not take more than 2d6 damage from burning in a given round, even if it is hit by another brimstone blast."

Otherwise, very well done!


Master_Crafter wrote:

On a quick overview, I liked what I saw.

The one thing I might caution is that you should either switch all the hex and spellcsting abilities over to a Cha base to match the bloodline powers, or more simply switch the bloodline powers over to an Int base to match the spellcasting, etc.

It's quick, simple, and effective without giving up flavor.

Wow, I missed that entirely. Thanks for pointing that out.

Master_Crafter wrote:
It seems you gave up one spell/lvl to make up for Spellfire, and you modified the Hexes to fit (oh, and would the normal hexes still be available?), but what happened to the familiar, and what do you give up for the bloodline powers?

I'm so glad I posted this for review. I forgot to add in the "grimoire" reference, i.e. spellbook like a wizard's. Thanks again. As to the standard witch hexes, yes, they should still be available for selection. On a quick skim of them, I'm not seeing anything that screams bad idea just yet, but I'm a little distracted with a 9 month old who is possed she had to get her shots today, lol.

Master_Crafter wrote:
Also do not underestimate the utility of bloodline powers. Just look at the Boreal (APG) and Areal (UM) bloodlines (specifically the Blizzard and Windcaller powers, respectively). I know that you are limiting the bloodlines available, but it is something to consider.

I also dropped the Patron to try and balance out the bloodline abilities, but the more I look at patrons (and realize how little they actually offer - some of the spells are just duplicates of things already on the witch spell list) the more I realize it wasn't a fair trade. Excellent point.

cartmanbeck wrote:
I like it overall, though I do think you need to give up something for the bloodline powers, which can be very strong. If you dropped the bloodline powers to Warlock level - 5 or something, to keep them from getting the capstone, it might be better off.

My idea for the bloodlines was loss of patron, but as you can see from the comment above, I agree with you two - not an even trade, especially when you add in that grand hexes are supposed to be the witch's capstone. Do you guys think going with the restricted list and warlock level -5, as you suggest, would balance it out or does it require more restriction?

cartmanbeck wrote:
"A creature burning in this way never takes more than 2d6 points of fire damage in a round, even if it has been hit by more than one brimstone blast." <-- You should change this to say "A creature burning in this way does not take more than 2d6 damage from burning in a given round, even if it is hit by another brimstone blast."

Thanks for the correction. I anticipate a lot of rephrasing on the new hexes to come, =)

I want to thank you both for your prompt and very constructive responses. I'll try to add in the corrections as time permits (i.e. till the wife gets home and can take over babysitting).

Edit: Added in the changes proposed.


Da'ath wrote:
Do you guys think going with the restricted list and warlock level -5, as you suggest, would balance it out or does it require more restriction?

The -5 would work OK, but that still gives them the bloodline capstone ability in addition to Grand Hex if they ever get to lvl 25. I know that's not likely, but still worth the note.

What I would recommend is giving them the Eldrith Heritage and Improved EH feats for free. I would only give them Imp. EH once, but they could still choose between the 3rd & 9th lvl powers and use these free feats to meet the prereques for a second Imp. EH or Greater EH for the same bloodline.

If you do this, I don't even see too much trouble expanding the accessible bloodlines to include all possible choices, subject to DM approval.

You might also try writing this as an archetype. The most important things to change in your writeup would be including what new abilities substitute for what old ones (and I think this thread has pretty much covered that). The new hexes just become an expanded set of options that only this archetype could take advantage of.

I really like this piece of work and want to see the final project. I feel that this even outdoes many of the warlock conversions out there as far as capturing the flavor without giving unlimited uses of abilities. That was rather broken with the original warlock IMHO, and I would know because that was one of my favorite classes. :)

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Master_Crafter wrote:
Da'ath wrote:
Do you guys think going with the restricted list and warlock level -5, as you suggest, would balance it out or does it require more restriction?

The -5 would work OK, but that still gives them the bloodline capstone ability in addition to Grand Hex if they ever get to lvl 25. I know that's not likely, but still worth the note.

What I would recommend is giving them the Eldrith Heritage and Improved EH feats for free. I would only give them Imp. EH once, but they could still choose between the 3rd & 9th lvl powers and use these free feats to meet the prereques for a second Imp. EH or Greater EH for the same bloodline.

If you do this, I don't even see too much trouble expanding the accessible bloodlines to include all possible choices, subject to DM approval.

You might also try writing this as an archetype. The most important things to change in your writeup would be including what new abilities substitute for what old ones (and I think this thread has pretty much covered that). The new hexes just become an expanded set of options that only this archetype could take advantage of.

I really like this piece of work and want to see the final project. I feel that this even outdoes many of the warlock conversions out there as far as capturing the flavor without giving unlimited uses of abilities. That was rather broken with the original warlock IMHO, and I would know because that was one of my favorite classes. :)

I agree, giving them the Eldritch Heritage and Improved EH would be totally flavorful and not overly powerful, and then if they want to use feats to make them even better that's up to the player.


Um I know this may not be in the normal flavor of the warlock but why not make a pact with an angel. how about celestial bloodline as an option for warlocks.


That was exactly what I was thinking with opening up the accessible bloodlines... well, maybe not exactly with the whole celestial bit, but still I like the idea.

Just that the character needs access to a magical heritage for flavor and back story, but the ones listed all work better for an evil/chaotic character. I generally prefer more variation. Maybe they have the blood of a dragon.

Grand Lodge

There's way too much in this package. You took the warlock from 3.5 and added the witch goodies as well. Even with the dimnished casting, it's too mutch. Right now you've hammered two classes into one and you need to choose one path.

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LazarX wrote:
There's way too much in this package. You took the warlock from 3.5 and added the witch goodies as well. Even with the dimnished casting, it's too mutch.

I disagree with you, I think it would be very balanced with the Witch. A couple bloodline abilities won't make it overpowered, no more armor proficiency, a spellbook instead of a familiar is fine, and spellfire doesn't pass spell resistance like a lot of the hexes do. I'd say if anything this class will be a little bit UNDERpowered compared to a witch, and especially compared to a wizard.


LazarX wrote:
There's way too much in this package. You took the warlock from 3.5 and added the witch goodies as well. Even with the dimnished casting, it's too mutch.

Note that it gives up spells/day to get Spellfire/day (not unlimited use of spellfire), it requires using your normal allotment of hexes to get new ones that are more specific to the class (and which are used with Spellfire, so those limits apply), and it gives up the Patron (free spells added to your list) in trade for two bloodline powers (at least with the modifications as suggested). It also changes from having a familiar to being a grimoir (more like a wizard).

All-in-all, very balanced IMO.


This way is easier than quoting to answer multiple points:

Re-Post of the Link (Suggestions Added): Witch Archetype - Warlock

Re: cartmanbeck & Master_Crafter: I really like the shift to the eldritch heritage feats you two suggested. I had forgotten they existed; I went with your suggestion Master_Crafter of converting it to an archetype - there really wasn't enough in terms of changes made to warrant an alternate class (thankfully). Once this part is hammered out, I'll go back and begin rewriting the invocations for shapes & essences.

Re: jackspeed: I'm usually cautious with introducing new material to my gaming group; we are all very good optimizers and so I introduced it here as it was in the hopes someone else had a better idea, which turns out to have worked out quite well. As it is written now, it is open to the standard bloodline choices, barring GM approval.

Re: Lazarus: The limited uses of spellfire, reclassifying the blast shape and essences invocations as Hexes, granting the essences a saving throw for their secondary effect, diminished spellcasting, lack of armor, loss of patron spells, loss of a familiar (which is an aid other of +2 to any skills you use, among other things) & use of the witches framework (low fort & reflex, good will, 1d6 HD, and poor BAB progression) are all intended to act as balancing factors against the material added.
Can you be more specific with regard to what you find imbalancing against the core classes?

Grand Lodge

Compare this in overall power level and versatility to the standard witch class. With this in the game, who'd take the former?


LazarX wrote:
Compare this in overall power level and versatility to the standard witch class. With this in the game, who'd take the former?

As a standard witch (or warlock archetype) you gain a total of 11 Hexes (excluding those possible to acquire through 10 level-dependent feats by level 20, only 1 of which may be spent on a Grand Hex). Five must be devoted to standard hexes; 4 must be devoted to major hexes or standard; 2 must be devoted to grand hexes (or major or standard).

As a warlock, unless you burn a lot of your feats, you're not going to get a lot of the better hexes, as you're having to devote them to shape and essences. While the occasional feat burnt to grab an additional hex is a good idea, devoting all your feats to them is, quite simply, self-defeating.

Hexes You Could Miss Out On (due to shape & essence hexes)
Hex: Cackle, Disguise, Evil Eye, Flight, Fortune, Misfortune, Slumber,
Major Hex: Agony, Ice Tomb, Retribution, Waxen Image
Grand Hex: Dire Prophecy, Life Giver, Natural Disaster, Summon Spirit

If one considers that 35 average damage of a 10d6 spellfire a finite number of times per day isn't very useful without a heavy investment of essence & shape hexes, as well as feats to increase your DC and so on.

I can see a lot of folks playing the standard witch.


Re: LazarX:Someone who really wants those extra spells per day, for one. Furthermore, there are those out there who really don't like the alchemist for the fact that they have a limited "spell" list and a limited number of bombs per day. Both these conditions now apply and you are not getting any "free" spells added to your familiar/spellbook anymore, which will put others off as well. Combine that this also changes the flavor significantly and adds more specialized hexes that not everyone will find useful or to their liking for a given character concept and I think you will find enough people to give the base class a whirl.

As for actual balance (statistically speaking the power of the archetype to deal and/or take hits, fill multiple roles, etc.), it's really not any more powerful than the base class, just different and in some ways more flavorful.

Re: Da'ath: Be sure to add in that Pact replaces the familiar's Patron ability (and the extra "free" spells known). Also change the wording in Pact from "the blodlines chosen" to "the bloodline chosen" and make it clear that these bonus feats must be selected for the same bloodline.

These things should be implied, but you should always watch out for the munchkins.

I also wouldn't worry about re-stating the rules for hexes except for those which specifically apply to Spellfire. It takes up room and makes things harder to read IMO. The new hexes/essences can just be listed as new options which require Spellfire to be useful.

Anyway, I'm impressed. I'm going to print this out and suggest it to my gaming group the next time we meet, if that's alright. If I notice any further needed modifications I will post them here. (I must admit I've still only scanned trough the new essences/hexes. :P )


Re: Master_Crafter: Fixed on both counts and I agree - clear language is best.
Good point on the re-stating of the rules; I went ahead and combined the rules for shape & essence in hex section - not sure why wizards mentioned the same basic set of rules twice (other than to fill book space).

And thanks for the kind words; feel free to use it as you need to. I'm going through the shape & essences right now and replacing things (like invocation with hex) and so on. Any additional input or modifications you have are welcome.

Edit: I'm working on minor editing atm & hitting the sack. Baby hasn't grasped the concept of sleeping till noon, though I'm sure she will in her teenage years. I also need to fix the durations on some of the essence effects.

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Da'ath wrote:

Re: Master_Crafter: Fixed on both counts and I agree - clear language is best.

Good point on the re-stating of the rules; I went ahead and combined the rules for shape & essence in hex section - not sure why wizards mentioned the same basic set of rules twice (other than to fill book space).

And thanks for the kind words; feel free to use it as you need to. I'm going through the shape & essences right now and replacing things (like invocation with hex) and so on. Any additional input or modifications you have are welcome.

Edit: I'm working on minor editing atm & hitting the sack. Baby hasn't grasped the concept of sleeping till noon, though I'm sure she will in her teenage years. I also need to fix the durations on some of the essence effects.

I like the current version a lot. I feel like it's got very good fluff and is on-par with the Witch as far as power level. Good job, seriously. If you would like to have this put up on d20pfsrd.com, I am an editor on there and would be glad to put it up on my Labs page (listing you as the creator of course).


cartmanbeck wrote:
I like the current version a lot. I feel like it's got very good fluff and is on-par with the Witch as far as power level. Good job, seriously. If you would like to have this put up on d20pfsrd.com, I am an editor on there and would be glad to put it up on my Labs page (listing you as the creator of course).

Thanks! While this was originally for my home campaign setting, I'm delighted others might get some use out of it too. Feel free!

As far as the "new" hexes go, I was noticing most of the witch standard debuff hexes have a "only affect the target 1 time in 24 hours" clause. I see no reason to add this to the straight damage ones (such as the fire or cold blast), but with the debuffs like sickening or nauseating blast, you guys think adding that onto them would be in keeping with the manner of the other hexes? For the duration of the effects, I'm also considering the evil eye duration arrangement of the following:
"This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A [SAVETYPE] save reduces this to just 1 round."

Thoughts?

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Da'ath wrote:
cartmanbeck wrote:
I like the current version a lot. I feel like it's got very good fluff and is on-par with the Witch as far as power level. Good job, seriously. If you would like to have this put up on d20pfsrd.com, I am an editor on there and would be glad to put it up on my Labs page (listing you as the creator of course).

Thanks! While this was originally for my home campaign setting, I'm delighted others might get some use out of it too. Feel free!

As far as the "new" hexes go, I was noticing most of the witch standard debuff hexes have a "only affect the target 1 time in 24 hours" clause. I see no reason to add this to the straight damage ones (such as the fire or cold blast), but with the debuffs like sickening or nauseating blast, you guys think adding that onto them would be in keeping with the manner of the other hexes? For the duration of the effects, I'm also considering the evil eye duration arrangement of the following:
"This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A [SAVETYPE] save reduces this to just 1 round."

Thoughts?

I think that is totally reasonable. Again, you're making a witch archetype so keeping with the general way the witch works is key. Let me know when you have those changes made and I'll put it up on the SRD and link it back here. :)


cartmanbeck wrote:
I think that is totally reasonable. Again, you're making a witch archetype so keeping with the general way the witch works is key. Let me know when you have those changes made and I'll put it up on the SRD and link it back here. :)

Will do. It will probably be some time tonight; I have to wait for my daughter to go to bed before I can have me time, lol.


Da'ath wrote:
cartmanbeck wrote:
I like the current version a lot. I feel like it's got very good fluff and is on-par with the Witch as far as power level. Good job, seriously. If you would like to have this put up on d20pfsrd.com, I am an editor on there and would be glad to put it up on my Labs page (listing you as the creator of course).

Thanks! While this was originally for my home campaign setting, I'm delighted others might get some use out of it too. Feel free!

As far as the "new" hexes go, I was noticing most of the witch standard debuff hexes have a "only affect the target 1 time in 24 hours" clause. I see no reason to add this to the straight damage ones (such as the fire or cold blast), but with the debuffs like sickening or nauseating blast, you guys think adding that onto them would be in keeping with the manner of the other hexes? For the duration of the effects, I'm also considering the evil eye duration arrangement of the following:
"This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A [SAVETYPE] save reduces this to just 1 round."

Thoughts?

Well, I've read through many of the witch hexes, and I wish to point out that while the "once per 24 hrs" and limited duration is a hallmark of many of the more powerful hexes such as Misfortune (roll twice and take the worst result for 1 rnd), Slumber (target falls asleep & is effectively helpless until awoken), and Agony (target is sickened for 1 round/lvl) these effects only allow one save, other hexes such as Evil Eye (target takes a penalty to stat of witch's choice for {3+Int} rounds) and Retribution (target takes dmg when harming another for {Int} rounds) have no limit on how many times they may be used against the same target. These hexes may also otherwise be used as many times per day as the Witch wishes, providing that there are enough targets to use them against.

Your hexes only target a creature who was first hit by Whitchfire, which is essentially the same as a second save (though based on your attack bonus vs their AC instead of their save bonus vs your hex DC). This, combined with the fact that you will have limited uses/day of these hexes by virtue of the fact that they must be delivered by Spellfire attacks (which is itself limited per day) largely negates IMO the restrictions on uses on a given target per day.

What I would do is limit the duration to an {X+Int} rounds wording (I lean towards {3+Int} myself) and state in the text of each that these effects do not stack with themselves to worsen any conditions applied. This will further limit the number of times per day that these effects can be used against a given opponent and bring the power of these abilities even closer in line with the power of existing hexes.


Seems like a cool mix between witch and alchemist...I like it,those are my favorite classes at the moment


Master_Crafter wrote:

Well, I've read through many of the witch hexes, and I wish to point out that while the "once per 24 hrs" and limited duration is a hallmark of many of the more powerful hexes such as Misfortune (roll twice and take the worst result for 1 rnd), Slumber (target falls asleep & is effectively helpless until awoken), and Agony (target is sickened for 1 round/lvl) these effects only allow one save, other hexes such as Evil Eye (target takes a penalty to stat of witch's choice for {3+Int} rounds) and Retribution (target takes dmg when harming another for {Int} rounds) have no limit on how many times they may be used against the same target. These hexes may also otherwise be used as many times per day as the Witch wishes, providing that there are enough targets to use them against.

Your hexes only target a creature who was first hit by Whitchfire, which is essentially the same as a second...

You have a very valid point. I went ahead and added in the duration as 3 + int in rounds and touched everything up a bit.

If you guys see any that /should/ have the caveat of only 24 hours, let me know, but I think barring any of that, it'll be done. You guys have been a big help. Thank you, very much.

Trailos wrote:
Seems like a cool mix between witch and alchemist...I like it,those are my favorite classes at the moment

I drew pretty heavily on the warlock/dragonfire adept (3.5), alchemist & witch for inspiration. I'm pretty happy with it, to be honest.=)


I can't wait to see this on d20pfsrd.com, assuming cartmanbeck can actually take the time to put it up there. =)

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Master_Crafter wrote:
I can't wait to see this on d20pfsrd.com, assuming cartmanbeck can actually take the time to put it up there. =)

Here is the link: Warlock

I made a couple little adjustments to the wording of powers, and also added this line to the Pact listing: "The warlock's effective sorcerer level for the bloodline abilities gained equals his warlock level." Otherwise his level would be treated as Warlock level -2 which I don't think fits the flavor of the class completely. If you guys disagree I'll change it back.

I was also thinking you might want to add a line to the Pact section about certain bloodline powers that normally allow you to fire an elemental ray... perhaps for those (such as the Efreeti Bloodline) we could add the stipulation that instead of firing that much weaker ray attack, you gain the corresponding Hex as a bonus. For example, for Efreeti, you'd get Searing Blast at third level as a bonus Hex. What do you guys think of that?


cartmanbeck wrote:
Master_Crafter wrote:
I can't wait to see this on d20pfsrd.com, assuming cartmanbeck can actually take the time to put it up there. =)

Here is the link: Warlock

I made a couple little adjustments to the wording of powers, and also added this line to the Pact listing: "The warlock's effective sorcerer level for the bloodline abilities gained equals his warlock level." Otherwise his level would be treated as Warlock level -2 which I don't think fits the flavor of the class completely. If you guys disagree I'll change it back.

I was also thinking you might want to add a line to the Pact section about certain bloodline powers that normally allow you to fire an elemental ray... perhaps for those (such as the Efreeti Bloodline) we could add the stipulation that instead of firing that much weaker ray attack, you gain the corresponding Hex as a bonus. For example, for Efreeti, you'd get Searing Blast at third level as a bonus Hex. What do you guys think of that?

Looks great & thanks! You should add yourself and Master_Crafter to the list, though, as you two contributed greatly to the construction of the archetype.=)

I can certainly see letting the warlock use his level in lieu of the standard level -<value> the feats impose. Looks like the first two feats potentially impose the penalty, but the greater heritage (which they have to buy) does not. Does anyone forsee any "ripples" in the pond regarding such a change?

As for the bloodline abilities that are overshadowed by the witchfire, that's a pretty good point.
While I've only checked over a handful of the bloodlines available, I only potentially see a couple problems:
1. Caustic Blast is a major hex essence, i.e. 10+ level. This isn't a huge deal, as it merely changes the damage type from the normal to acid and has the same basic effects as the searing blast, just a different damage type.
2. There are a handful of 1st level abilities that either have no equivalent essence or provide a beneficial effect you wouldn't want to replace, such as heavenly fire (celestial bloodline; level 1).

I admit, I really didn't even think about this when we were working on it and I'm not sure whether to leave it as is, grant the hex as you suggest, or grant additional uses of witchfire (for example 2). Thoughts?

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Da'ath wrote:
cartmanbeck wrote:
Master_Crafter wrote:
I can't wait to see this on d20pfsrd.com, assuming cartmanbeck can actually take the time to put it up there. =)

Here is the link: Warlock

I made a couple little adjustments to the wording of powers, and also added this line to the Pact listing: "The warlock's effective sorcerer level for the bloodline abilities gained equals his warlock level." Otherwise his level would be treated as Warlock level -2 which I don't think fits the flavor of the class completely. If you guys disagree I'll change it back.

I was also thinking you might want to add a line to the Pact section about certain bloodline powers that normally allow you to fire an elemental ray... perhaps for those (such as the Efreeti Bloodline) we could add the stipulation that instead of firing that much weaker ray attack, you gain the corresponding Hex as a bonus. For example, for Efreeti, you'd get Searing Blast at third level as a bonus Hex. What do you guys think of that?

Looks great & thanks! You should add yourself and Master_Crafter to the list, though, as you two contributed greatly to the construction of the archetype.=)

I can certainly see letting the warlock use his level in lieu of the standard level -<value> the feats impose. Looks like the first two feats potentially impose the penalty, but the greater heritage (which they have to buy) does not. Does anyone forsee any "ripples" in the pond regarding such a change?

As for the bloodline abilities that are overshadowed by the witchfire, that's a pretty good point.
While I've only checked over a handful of the bloodlines available, I only potentially see a couple problems:
1. Caustic Blast is a major hex essence, i.e. 10+ level. This isn't a huge deal, as it merely changes...

How about instead of granting the hexes, you simply stipulate that with those specific bloodlines (Djinni, Efreeti, Elemental, Marid, or Protean) the player has the option to either take the 1st-level power as written OR change the damage type of their Witchfire ability 3 + Int times per day, with no other benefits of those powers? Djinni would grant electric damage, Efreeti would be fire, Elemental would be whichever element they chose, Marid would be cold, and Protean would be acid. Does this seem reasonable?


I would probably leave it as is.

My reasoning follows that these abilities are essentially somewhere in between cantrips and 1st lvl spells, and as such do not merit granting a whole new hex, of which the weakest are about as powerful as a 1st lvl spell, but which also have no actual limit on uses/day (excepting the 1/day/target and Witchfire hexes of course).

And since they are also slightly more powerful than cantrips, however, I can totally see their limitation on uses/day being what they are for the most part. Besides, the powers as written give the Oracle an unique ability which slightly increases their versatility.

If you wanted to give something slightly more I would suggest giving the associated Bloodline Arcana. It gives a slight overall boost but with some rather strict limitations. I'm not sure, however that the ability to change your energy type granted by the Elemental bloodline arcana should apply to Witchfire, though unless another hex is applied first to make it an elemental attack instead of a pure arcane attack, but that part I would leave to you if you elect to use this option.

And, Da'ath, I must thank you for the credit you gave me in your above post. Regardless of how it may be listed in the credits on d20pfsrd, you have just honored me. But realize, I could not have done so much without so much to work with.

It has been a pleasure assisting you.


First, I want to apologize for it taking loger than normal for me to respond - been very busy with my daughter & finals preparation for Monday.

Re: Master Crafter - I think you're right. Should Probably just leave as is.

Re: Cartmanbeck - Thinking about it, if you'd like, just add a box to it with the title "Possible Variants" or something like that and put in the possible rule suggestions for the bloodline arcana as MC suggested and the additional hex/variation on damage you suggested. I think that way GMs who are hesitant to change things wouldn't feel boxed in. Who knows, maybe someone will be inspired and come at it from a different angle.=)

You both have been a huge help and contributed significantly. I'm really happy with how it turned out and I can't say that very often (I usually have an almost obsessive need to tweak things without end).

Shadow Lodge

Hey, I just read this and wanted to give you some props. This is a very well-done version of the warlock, which I loved in 3.5.


I am slightly worried about the legality of all of this as I beleive the warlock is not apart of ogl as Wizards put it out with its 4e player's handbook. Not to say anything about using it as homebrew, but putting it out on the pathfinder open content may be a problem. It may not come to anything, but just a concern to throw out.


Tagged for further reference


I really like the way this Warlock came out, I wish I had spotted it before today :)

Job well done


Pathfinder Adventure Path, Lost Omens, Maps, Rulebook Subscriber; Pathfinder Battles Case Subscriber

I'm very impressed with this. Thank you. I shall encourage my players to try it if they wish.


I haven't been able to actually post for a while due to a variety of things going on, but I'd like to say thank you to the people who were both supportive and critical regarding the archetype. I have been extremely happy with how it has performed at the table and the fact that my players, who are extremely good at min-maxing (our group consists of 8 folks + me as the DM), haven't found any solid exploits with it that we may have missed.

To those who like it, I hope it adds to your enjoyment at the table.

As for the legality of it, which Kitsune Knight commented on, I have no intention of publishing this material for profit or otherwise - the usage intended for it was purely for my homebrew campaign (the material was prevented purely for review). If, however, you're talking about the placement of it on the Pathfinder OGC, I have no control over that. I'm sure if WotC wants it down, they'll take it down.=)

Good read from the U.S. Copyright Office: http://www.copyright.gov/fls/fl108.html

(Edited for clarity)


Hey I was wondering since you use your INT mod for everything else as your warlock archetype, would you still use CHA for the bloodline/pact abilities or would you change that to INT.


I am sure that having a class, alternate class or archetype named: Warlock, and mirroring Wizard's non-ogl, will not really be a big issue. Even if Paizo brought it to print since, the term warlock is not intellectual property of WOTC. As per using material of WOTC for your own games, I do that all the time. You might be surprised to hear my game setting is in "The Great Wheel" my player's already have problems with the cultists of Graz'zt, and Iggwilv is hot on their trail. One of the PC's in my campaign is an Incarnate, the prince of the main kingdom is an Azurite, there is a nation of Vasharan in the north, and The Order of the Seropaenes have just formed an allieance with the Order of the Planes-Militant... and all using Pathfinder rules and material :)


pensworth wrote:
Hey I was wondering since you use your INT mod for everything else as your warlock archetype, would you still use CHA for the bloodline/pact abilities or would you change that to INT.

Yep, it's Intelligence for the heritage feats, as well. You can find the current version in this thread: Witch Archetype: Warlock. The clickable link is in the first post, which covers everything.=)

Kyller Tiamatson wrote:
I am sure that having a class, alternate class or archetype named: Warlock, and mirroring Wizard's non-ogl, will not really be a big issue. Even if Paizo brought it to print since, the term warlock is not intellectual property of WOTC. As per using material of WOTC for your own games, I do that all the time. You might be surprised to hear my game setting is in "The Great Wheel" my player's already have problems with the cultists of Graz'zt, and Iggwilv is hot on their trail. One of the PC's in my campaign is an Incarnate, the prince of the main kingdom is an Azurite, there is a nation of Vasharan in the north, and The Order of the Seropaenes have just formed an allieance with the Order of the Planes-Militant... and all using Pathfinder rules and material :)

I was a little concerned at first, but the current version has pretty much stripped that away. As for my home games, I steal whatever I can, whenever it suits an idea I have for something. I, for example, use the -ari suffix for all elves. Since drow did not match that convention, I gave a nod to Lolth and named them the "lolthari". I use the Vasharan too.

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