New Class: The Warlock


Homebrew and House Rules

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Sorry, had a brain spasm. I hate material components. Having to carry around bat dung to change reality is... bat dung...

Somatic components are completely on theme.

Carry on. I blame late night, post university assignment posting...

Silver Crusade

@ I'm hiding in your closet:

While in the real world, you're right, in this game creativity is under the purview of Charisma. That's just how it is. I'm not arguing real life, just the game. And again as personal preference, I want these characters to be striking and noticeable immediately, like how other Charisma casters are read.

As for dual attribute dependence, I really hate that for other classes, so I'd rather keep this as a simple class in that respect.

@Arctic Sphinx:

I did listen to some of the chatter on the class, so I wanted to implement a few things. The reason I have them the ability suppress it though is twofold:

1. It's mainly to stop in combat buffs, which are sweet. But long distance stuff or vitally important magic (death ward, plane shift, etc), needs to happen, and having the Invoker left out can derail campaigns.

2. Another weakness. Sure, it's not always an option, but it does give them the chance of getting boned. Might remove that they're always willing, but I can't imagine it coming up that often.

@Tels

I've stated before, this is a shonen anime class. I was going to let them take improved unarmed strike too, but I felt that was too obvious.

@Oceanshieldwolf

Yeah, needing crap to blow up the world that's just random garbage seems fun, but also from the shonen perspective, somatic components are just kind of fun. No verbal though, need to let the character spout out whatever banter they want.

*New Black Art: Unnatural Evolution. I like eidolons. More people should be eidolons.

*Altered Class Feature: Psyche Pact. Slightly stronger now, confuses those who sneak a peak. Interested to hear if the step down from an outsider to an aberration is needed, I think it is, but it's a hard call.

*Altered Class Feature: Bloodlust. A little more powerful now, but more flavorful, which is always an aim.

Scarab Sages

N. Jolly wrote:

@ I'm hiding in your closet:

While in the real world, you're right, in this game creativity is under the purview of Charisma. That's just how it is. I'm not arguing real life, just the game. And again as personal preference, I want these characters to be striking and noticeable immediately, like how other Charisma casters are read.

As for dual attribute dependence, I really hate that for other classes, so I'd rather keep this as a simple class in that respect.

To say that the correlation of imagination with Charisma is deliberate and immutable canon is far too bold a statement. It certainly wasn't that way for the majority of the game's history. Other than that, fair enough.


I've always taken Charisma to be force of will, and that's why it tends to be the 'self-taught' magic stat. It represents the character's ability to force himself on the world, whether it be scaring people, convincing them of something, lies and misdirection, or reaching out into the ether, exerting your will on the universe and making stuff explode.

However, I feel that the Sorcerer dropped the ball in this regard. It's always kind of bugged me that the Sorcerer, essentially, doesn't get magic because of something he did, but because of something his ancestors did. I know it's possible the Sorcerer was exposed to some arcane energy or survived some mystic ritual or something, but the flavor suggests that most Sorcerers gain power through their ancestry.

It bugs me that the class that should be all about learning and honing his own power and exerting his will on the universe... only has power if Mommy had a kinky side.

Contrarywise, the Wizard, uses his vast intellect (a natural ability) and learns to control and wield the energies of the universe.

The Sorcerers power comes from some other being or ancestry, while the Wizard's power is all his own. That rankles me a bit.

Silver Crusade

The history of stats is kinda crazy, although I agree about the BS requirements (especially in 3.5) of needing an adventurous mother.

*Altered Mechanic: Grim Focus. It now takes 6 rounds instead of 5, feels right with all the reductions possible.

*New section: Sample Character. Rosa Espada, someone who I genuinely like, although if I'm being honest, I'd have made her a Dreadnaught or Anima Summoner too if I was actually playing her.

I think I'm going to do a kickstarter to get this project off the ground, I'll update the thread on that in case there's any cost, since I'd like to at least get a picture of Rosa for the iconic instead of Kallen (my Alchemist iconic) from the same artist.

I do actually want to change the fluff a bit to match the more 'anti divine' feel the class is slowly embracing, maybe changing Heretic's Curse to not force the character to submit to all divine abilities.

Silver Crusade

Updates

*Altered Class Feature: Defiant Hubris. Gives a small bonus now, not as dangerous.

Mostly posting to ask a question here: Would losing the GF reductions on path abilities (as well as moving GF back down to 5) work better? If I did that, I'd probably add another Path or two to make up for the open space. Someone brought it up, and I think they're right about it increasing the bookkeeping of the class.


I dunno, but not having a link to the class on the page is driving me nuts:

The Invoker

;)

Silver Crusade

I'm thinking I should just start a new thread at this point, I think I'm going to do that.


Oh. Okay. I'm going to miss this thread. Lots of good input.

Silver Crusade

There was a lot of good input in this thread that's really helped the class grow. It's unrecognizable from where it first started, which was arcane blast + Hex.

*Altered Class Feature: Invoker's Path. No reductions except for Blood Path here, might make Death path more inclusive, basically include the feat into it, and change that feat into something better.

*New Invoker's Paths: Passion, Loyalty, Time, Hope. Needed some space filled, and filled it was. Each one is pretty nice, passion's a little weak, but good for skill monkeys.

*New Traits: No Face and Arcane Defense. Space fillers since I wasn't going to add 4 more lines just to give new materials for the new paths, although I miss the DR reference.

Maybe I'll save the new thread until I get the kickstarter started, start things off on the right foot. Seems like there's always people on the class now, so I at least know this class is drawing some interest.


I just bookmarked it, solved that problem :P


Hmm...Time path is really good. One thing though: since it's an immediate action, do you only get a second move action if you expend your focus on your turn, or would you immediately get a move action? The latter could be significantly more powerful than the other paths...at least in theory.

Hypothetical scenario: BBEG tosses a fireball at party. Immediate action in response: Invoker gives herself a luck bonus and then moves 30feet in a straight line, out of the range of the fireball. If that is intended, then I suppose it's a neat trick, especially if you then pick up the loyalty path to give your bonus to one of your allies.

Though, having said that, the fact that you have to wait 5 rounds before doing that again means that you're probably only going to get to do that once in a battle...maybe twice if it starts to run long.

Silver Crusade

So...is the link on the front not leading to the class, or is it just the name? I can't see changing from Invoker, it just feels right.

And I'll admit I didn't think out Time a lot, so I'll probably have to word it more clearly. Would an additional swift/immediate action be better?

*Altered Class Feature: Defiant Hubris. Noticed my change wasn't included there, so now it gives a bonus vs. divine spells, yay. More flavor than anything to me.

*Altered archetype feature: Soul Shield. Now it's 3x level, 2x level was feeling a bit lacking.

Working on a name for the publishing company now, probably gonna get on that this weekend.


Hope it goes well for you N.Jolly! I shall look forward to hearing about the KS.

Silver Crusade

@Oceanshieldwolf

Thanks for everything you've done to help make this whole thing work, it's seriously appreciated.

Did a little playtesting, might actually stop having initiate powers scale up to level 10 for some of them, since it's a bit more of a benefit than they should be getting, giving the player too much for reaching level 10.


I took a look at this for the first time in awhile. Its come a long ways, for the better.

1) I like the white on black headers. It looks slick.

2) Proficiencies: I would chance it to "light armor and with shields (except tower shields)." I don't know if you care about adhering to conventions or not, but I can't think of any classes that give proficiency in only one shield.

3) Arcane Blast: I would remove the mention of save DC from this class feature. It is redundant information, as the saves come as a result of Black Arts, where the information is listed again. The reason for this is that a novice player with a 1st level character could be confused over being given irrelevant information. Alternately, add a sentence explaining when saves for the AB become a thing. Also, it may be helpful to clarify that delivering AB through a melee weapon is not a touch attack, and also change "the attack only discharges on a successful hit" to "the damage only discharges on a successful hit".

4) Novice Magic: Its short and sweet, which I am a huge fan of. However, would it be terrible to let the invoker choose cantrips from a list?

5) Defiant Hubris: I like the flavor of this. However, I see it being pretty narrow in focus. How many divine spells will the invoker be targeted by? I don't think that spell-like and supernatural abilities are divided between arcane and divine. Perhaps you could include something about the spell-like abilities of outsiders, or have that as an improved form?


Swashbuckler is only proficient with the buckler.


You got my email on OGL stuff/clarification?

Silver Crusade

Ciaran Barnes wrote:

I took a look at this for the first time in awhile. Its come a long ways, for the better.

1) I like the white on black headers. It looks slick.

2) Proficiencies: I would chance it to "light armor and with shields (except tower shields)." I don't know if you care about adhering to conventions or not, but I can't think of any classes that give proficiency in only one shield.

3) Arcane Blast: I would remove the mention of save DC from this class feature. It is redundant information, as the saves come as a result of Black Arts, where the information is listed again. The reason for this is that a novice player with a 1st level character could be confused over being given irrelevant information. Alternately, add a sentence explaining when saves for the AB become a thing. Also, it may be helpful to clarify that delivering AB through a melee weapon is not a touch attack, and also change "the attack only discharges on a successful hit" to "the damage only discharges on a successful hit".

4) Novice Magic: Its short and sweet, which I am a huge fan of. However, would it be terrible to let the invoker choose cantrips from a list?

5) Defiant Hubris: I like the flavor of this. However, I see it being pretty narrow in focus. How many divine spells will the invoker be targeted by? I don't think that spell-like and supernatural abilities are divided between arcane and divine. Perhaps you could include something about the spell-like abilities of outsiders, or have that as an improved form?

Yeah, haven't seen you around in a while.

1. Thanks, I straight up stole the idea from another class I saw on here, but a good idea is a good idea.

2. I might, but I guess it does have a precedent. It wouldn't really matter either way.

3. I actually thought putting it both places would be less confusing. It gives them two places to look to find the same information, and if I was looking for the save for Arcane Blast, I'd be looking in the Arcane Blast section, not thinking that having it modified by a Black Art would change that.

I will agree that I should change the wording on how the attack discharges on a melee charge, so that's done. And making it clear that it's against the target's regular AC.

4. I'll be honest and just picked the four most useful ones in my eyes. I probably could make it an option though, I'll fiddle around with the wording there to see what I think.

5. I did actually want to make some kind of difference for it, although I'm going to have to find a good place to put in an 'advanced' version since everything's formatted so tightly now. Adding even a single line is difficult with how nicely everything looks.

Thanks for the feedback, and I did get your email Oceanshieldwolf, I just need to add that info real quick. That's in addition to what I already have, right?


N. Jolly wrote:
Ciaran Barnes wrote:

I took a look at this for the first time in awhile. Its come a long ways, for the better.

1) I like the white on black headers. It looks slick.

2) Proficiencies: I would chance it to "light armor and with shields (except tower shields)." I don't know if you care about adhering to conventions or not, but I can't think of any classes that give proficiency in only one shield.

3) Arcane Blast: I would remove the mention of save DC from this class feature. It is redundant information, as the saves come as a result of Black Arts, where the information is listed again. The reason for this is that a novice player with a 1st level character could be confused over being given irrelevant information. Alternately, add a sentence explaining when saves for the AB become a thing. Also, it may be helpful to clarify that delivering AB through a melee weapon is not a touch attack, and also change "the attack only discharges on a successful hit" to "the damage only discharges on a successful hit".

4) Novice Magic: Its short and sweet, which I am a huge fan of. However, would it be terrible to let the invoker choose cantrips from a list?

5) Defiant Hubris: I like the flavor of this. However, I see it being pretty narrow in focus. How many divine spells will the invoker be targeted by? I don't think that spell-like and supernatural abilities are divided between arcane and divine. Perhaps you could include something about the spell-like abilities of outsiders, or have that as an improved form?

Yeah, haven't seen you around in a while.

1. Thanks, I straight up stole the idea from another class I saw on here, but a good idea is a good idea.

2. I might, but I guess it does have a precedent. It wouldn't really matter either way.

3. I actually thought putting it both places would be less confusing. It gives them two places to look to find the same information, and if I was looking for the save for Arcane Blast, I'd be looking in the Arcane Blast section, not thinking that...

Spell-like abilities are explicitly arcane in nature, unless the spell it mimics is only available from a divine list, like heat metal.

Supernatural abilities are neither arcane nor divine, but you might add in some text about if it comes from a divine source (like a domain or mystery).


N. Jolly wrote:
Adding even a single line is difficult with how nicely everything looks.

I want to to know that you sound like a crazy person, but also know that as someone who also writes and endlessly revises his own homebrew, I know exactly how you feel.

Silver Crusade

@Tels: I thought I remembered reading that, but it's always good to have a refresher on that. I went with just divine spells and basically everything from outsiders, which are basically focused divine. Took a little finagling, but I do like them being a terrestrial terror.

@Ciaran: Every moment of my life was hell making any changes to this, and I even tried going oldschool and setting it up like the old Warlock, but making everything into stupid SLAs was way more trouble than it was worth. The amount of wording that went into it was crazy ugly, and really only made things worse.

I think giving Black Arts somatic components is enough, SR was never really my fave defense against anything, so A. Blast getting through it doesn't bother me. It's hard to stop, yeah. But it's also hard to get the damage to anything crazy. At worst you get one big blast as a Destructlock, and that's it. So SR isn't a huge concern for design.

*Altered Mechanic: Defiant Hubris. So yeah, works against everything from outsiders at level five now. Also trying to think of a better name, although hubris is staying. It seems kinda dumb singularly, so I want a descriptive word in front of it. Was thinking divine hubris, but that seemed redundant.

Also getting to work on the next class I wanted to work with, The Hero, another tentative name, but whatever, I'll come up with something better. Also another path based class, want to patch up a lot of holes in what makes melee suck, make things more flexible.


I find it strangely appropriate that this interferes with healing from Clerics and Oracles, but not Witches--that Witches sync up so well with Warlocks, at least in that respect.

What about something like "Divine Anathema", since it's basically a loathing/disrespect for divine magic? (I know you like the word hubris, just putting it out there)

Another thing you could call it might be "Aegis of Hubris", given that it protects you from divine spells, regardless of source.

As for melee problems, the first one I can see is a dependence on full-round attacks and abilities/feats that augment them. Offensively, rather than doing something more interesting, they tend to rely on trying to give you bigger and better full-round attacks.

Silver Crusade

Arctic Sphinx wrote:

I find it strangely appropriate that this interferes with healing from Clerics and Oracles, but not Witches--that Witches sync up so well with Warlocks, at least in that respect.

What about something like "Divine Anathema", since it's basically a loathing/disrespect for divine magic? (I know you like the word hubris, just putting it out there)

Another thing you could call it might be "Aegis of Hubris", given that it protects you from divine spells, regardless of source.

As for melee problems, the first one I can see is a dependence on full-round attacks and abilities/feats that augment them. Offensively, rather than doing something more interesting, they tend to rely on trying to give you bigger and better full-round attacks.

I actually added that to the lore, along with Bards. I actually enjoy including which classes other classes tend to enjoy being around.

G*@ d~#mit, that's a great name. And used.

Most classes are still locked into that, although Quicksilver Assault helps with that, and Shadow Jump helps with maneuverability, so I don't think the class is nearly as tied to full rounding and such. I feel like those and Devoured by Darkness actually help with that, but if you have any suggestions, I'd be happy to listen.


I normally despise Homebrew stuff, BUT this Invoker is awesome. This is the best thing I've seen so far that comes close to the original Warlock.

This thread is pretty long and I hope I get the time to read all of it.

Some things I think should be thrown in, even just to let the player know that they're there, are the Feats from the Bestiary. http://www.d20pfsrd.com/feats/monster-feats

Such as Ability Focus, Empower Spell-like ability and Quicken version. I know most of these Invoker abilities are SU and not SA but just a thought out there for things. I know the Warlock was able to use them. Also mention some of the Witches feats that could apply for Invokers as well, like Extra Hex.

I know I once had a DM that didn't like the Warlock's Eldritch Blast untyped damage ability. He didn't like how it wasn't resisted by anything other than spell resistance. So he changed it to Force Damage, which I was cool with cause it meant I could destroy Ghosts/Wraith & Incorporeal goons, BUT he allowed it so someone with either Shield cast or a Brooch of Shielding could block some of the damage done. Meh, it all worked out okay just took a little bit of work to polish off some arcane casters.

Just a few thoughts on some of your stuff:

Hex Recovery: I think it would be awesome, that instead of just being able to say "Nope I don't have this condition anymore" that you tied it in with this: (Any target of yours under one of your Hexes, must make another Fort. save or you can transfer One condition under which you're suffering to the target.)

Maybe give him a bonus on his Fortitude save and if he makes it, then you're still stuck with the condition and the target is immune to the Hex Recovery ability for 24hrs. I kinda like the feel/flavor of doing it this way, feels more Witchy/Warlock/Occultish. Kinda a Balance needs to be made in the Occult world.

Hex Backlash: I don't think my GM would like it that you force someone to save each round or take damage if he wants to use his powers. I think making him have to save each round, just to be able to make a Concentration check of like DC15 plus the level the spell/ability/etc... in order for him to get it off would probably float over better with GMs. IMO that is.

Shadow Jump: seems a little powerful for low levels and seems to have unlimited usage. I'd scale each jump back 20ft and maybe put some usages per day on it, that aren't tied to any level or ability mod.

Reality Rift: I think it would be better and less powerful, if the direction wasn't chosen and was completely random. Like 1d8 roll for direction of 1. Fwd 2. Bkwd 3. Side 4. Side 5. Up 6. Down (if on bridge/flying/on a rope/etc... 7. no change 8. GM's choice of what happens.

Ravenous Shadows: I know my group party members get pissed at me for long duration spells that hamper them from getting in the action. I myself would limit my ability to do this from 1 min/level down to 1 round/level instead.

That's all I can think of for right now. Thanks again for this Invoker class that you've put so much time into.


Eigengrau wrote:

Hex Recovery: I think it would be awesome, that instead of just being able to say "Nope I don't have this condition anymore" that you tied it in with this: (Any target of yours under one of your Hexes, must make another Fort. save or you can transfer One condition under which you're suffering to the target.)

Maybe give him a bonus on his Fortitude save and if he makes it, then you're still stuck with the condition and the target is immune to the Hex Recovery ability for 24hrs. I kinda like the feel/flavor of doing it this way, feels more Witchy/Warlock/Occultish. Kinda a Balance needs to be made in the Occult world.

Sounds like the Direlock's Fearsome Slough…

Fearsome Slough:

Starting at 2nd level, by expending one point from her dire pool, the direlock can remove one temporary condition she is suffering from and transfer it to another creature. As a swift action, the direlock can transfer the dazzled, deafened, fatigued, shaken and staggered conditions to an adjacent non-allied creature.

To transfer the condition, the direlock first makes a new saving throw with a +10 morale bonus (as well as any other bonuses available) against a particular condition she is suffering from – if successful, she can slough the condition to an adjacent enemy.

If the direlock fails this new save the expended dire pool point is still lost. The enemy is allowed a saving throw as if it were the original target - if successful, the condition dissipates.

If the victim fails its save, it receives the condition for as many rounds were left at the time the direlock sloughed it.

Only one condition can be sloughed per round and each enemy may only be under the effect of one of the direlock's sloughed conditions at one time. If the victim dies before the condition has run its course the condition dissipates.

A direlock cannot slough a condition she has received that did not require a saving throw. Sloughing a condition completely removes it and any prior conditions that led to it.

At 6th level a direlock adds frightened, sickened, and cowering to the list of conditions she can transfer.

At 10th a direlock adds exhausted, nauseated, and panicked to the list of conditions she can transfer.

At 14th level, a direlock adds bleeding, blinded, and deafened, and to the list of conditions she can transfer.

At 18th level the direlock adds diseased and poisoned to the list of conditions she can transfer. This includes all ability or ongoing related affects of the disease or poison. Any saves against the condition she has already made are transferred to the victim.

Silver Crusade

@Eigengrau

I'm glad to hear my homebrew was up to snuff.

1. I could let them know about the feats, but I can't completely hand hold here.

2. I think I actually listed it as pure arcane damage, like a few spells do. It's basically typeless though.

3. You said in the other thread that there were some things that were unclear, can you tell me what those were so I can try to clarify them?

4. I'll agree I think Hex Refresh is weak, that might be a good solution, although I'd probably do it differently than my friend, the Direlock.

5. Yeah, it just does damage now, no save to use abilities.

6. This was based off the TOB power Shadow Jump, and unlimited jumping there didn't really effect much. It's the kind of thing that can be abused, but there'll rarely be a situation to do it, as you either jump to a place you couldn't reach and then run, or just keep going pretty slow by always jumping.

7. It's really just a re positioning, doesn't really seem that strong to me. I think I'll want to see it in play to really see how powerful it feels.

8. Dropped it down to a round per level, that's basically all it'll be needed for anyways.

Thanks for the suggestions, and let me know if there's anything else you think needs changed.


As it is now I don't think the Invoker Path choices should even be there. They don't really offer much and most of the abilities doesn't seem to have to rely on them or seem affected by it. Maybe I'm missing something though.

I would like to see maybe a 1/2 damage talent or something to convert your blast into a non-lethal blast. Converting your damage by half into a non-lethal Arcane B@#$% Slap. Maybe having some bull rush effect as well. Would be handy at times. Even w/o the non-lethal part, I'd love to be able to force enemies back or off a ledge/ladder or bull rushed into their allies.

The part I was kinda confused on was the Grim Focus or whatever its called. How it works and how often you can use it and it just doesn't jump out at me as a defining concept for the class. I'll get back on this thread later with more questions.

EDIT!!!
Okay it seems I shouldn't critique things from my phone without the Invoker Document handy... Sorry. Forget most of the stuff above.

Okay the Invoker Path choices, Some offer way too much of a good thing while others are just kinda "blah" and seem to be just for filler/fluff need something here kinda thing.

For instance "Fiend" if I was 10th level w/a +5 CHA mod, I'd get to add +5 Luck bonus to AC for 5 rounds every 5 rounds as an immediate action, which could cancel out even being hit with an attack roll to begin with? That's not counting whatever you used Grim Focus to get either.

There are too many Luck bonuses being mentioned here, IMO. Don't those stack w/each other Luck bonus? Something doesn't feel Invoker/Warlock/Witch/Black Magic dealing by all the Luck bonuses. Maybe have some if not all changed to Dodge/Profane/Sacred/Deflection?

Some of them (paths) and the Grim Focus reset time itself feel too powerful, Fiend path is too powerful I think.

Grim Focus I think should be limited on the number of times per day you can use it, based off your CHA mod. IMO at least. Also I feel it should only reset when you knock a foe to Zero Hit-Points or defeat him single-handedly, OR after 8hrs rest if you didn't have a foe to defeat.

(At 11th level and beyond, an Invoker can maintain two Grim Focuses at once. Each one recovers independent of the other, although an Invoker may only expend one per round.) What exactly does this mean? I find it confusing...

Also I personally am sick of the whole Eidolon thing and the like. But this is just me. I felt the same way whenever I saw someone with a Drizzt clone at game day events from WoTC stores etc... I think if I ran into someone using Unnatural Evolution I'd seriously find ways to "Off" the party member lol.

I don't really think the Invoker needs any Archetypes at all. There are so many choices you can make with your Black Arts and Feats that the class itself is Bad-A$$ as it is. I'd focus on just the base class itself.

I'm trying to find a way to let our GM let me run this character at 7th level. There's some things we might have to restrict or tune down a bit.
I'd love to play it and tell you how it did. As it is now the other characters aren't even remotely optimized. The GM did like the Hellion class and thought that would be a good fit in the campaign BUT I think this would be much better and can't wait to show it to him.

Silver Crusade

Eigengrau wrote:

As it is now I don't think the Invoker Path choices should even be there. They don't really offer much and most of the abilities doesn't seem to have to rely on them or seem affected by it. Maybe I'm missing something though.

I would like to see maybe a 1/2 damage talent or something to convert your blast into a non-lethal blast. Converting your damage by half into a non-lethal Arcane B@#$% Slap. Maybe having some bull rush effect as well. Would be handy at times. Even w/o the non-lethal part, I'd love to be able to force enemies back or off a ledge/ladder or bull rushed into their allies.

The part I was kinda confused on was the Grim Focus or whatever its called. How it works and how often you can use it and it just doesn't jump out at me as a defining concept for the class. I'll get back on this thread later with more questions.

EDIT!!!
Okay it seems I shouldn't critique things from my phone without the Invoker Document handy... Sorry. Forget most of the stuff above.

Okay the Invoker Path choices, Some offer way too much of a good thing while others are just kinda "blah" and seem to be just for filler/fluff need something here kinda thing.

For instance "Fiend" if I was 10th level w/a +5 CHA mod, I'd get to add +5 Luck bonus to AC for 5 rounds every 5 rounds as an immediate action, which could cancel out even being hit with an attack roll to begin with? That's not counting whatever you used Grim Focus to get either.

There are too many Luck bonuses being mentioned here, IMO. Don't those stack w/each other Luck bonus? Something doesn't feel Invoker/Warlock/Witch/Black Magic dealing by all the Luck bonuses. Maybe have some if not all changed to Dodge/Profane/Sacred/Deflection?

Some of them (paths) and the Grim Focus reset time itself feel too powerful, Fiend path is too powerful I think.

Grim Focus I think should be limited on the number of times per day you can use it, based off your CHA mod. IMO at least. Also I feel it should only reset when you knock a foe to Zero Hit-Points or or defeat him single-handedly, OR after 8hrs rest if you didn't have a foe to defeat.

(At 11th level and beyond, an Invoker can maintain two Grim Focuses at once. Each one recovers independent of the other, although an Invoker may only expend one per round.) What exactly does this mean? I find it confusing...

Also I personally am sick of the whole Eidolon thing and the like. But this is just me. I felt the same way whenever I saw someone with a Drizzt clone at game day events from WoTC stores etc... I think if I ran into someone using Unnatural Evolution I'd seriously find ways to "Off" the party member lol.

I don't really think the Invoker needs any Archetypes at all. There are so many choices you can make with your Black Arts and Feats that the class itself is Bad-A$$ as it is. I'd focus on just the base class itself.

I'm trying to find a way to let our GM let me run this character at 7th level. There's some things we might have to restrict or tune down a bit.
I'd love to play it and tell you how it did. As it is now the other characters aren't even remotely optimized. The GM did like the Hellion class and thought that would be a good fit in the campaign BUT I think this would be much better and can't wait to show it to him.

Okay, sorry I didn't get back to this sooner, I didn't see the edit. Let me take this point by point.

1. Paths were originally more impactful, but I still feel like they're very flavorful, which help the class feel different depending on who's playing it. That's what they're really there for.

2. Yeah, a non lethal blast could work, I could make something like that later, kinda shocked I didn't already make a 'punch' blast.

3. I'll have to have others read over it to see if it's muddy to them as well and how best they'd word it, but noting that it's an issue is important.

4. Some of them aren't the best balanced, I'll admit that. I made some of them (passion) as space fillers, but if I cut down on them, I might be able to reword Grim Focus.

4. (a) Luck bonuses do not stack, or I'd have used something else. It's more of a "influence the universe" kind of luck, that's the flavor.

5. I really don't want to limit Grim Focus to X amount of times per day, but the reset time may get extended to 5 minutes of rest, making it a one a battle sort of thing, instead of where it is. I'm probably going to work off 5 minute rest for the other projects I have as well, due to that basically making it an encounter power (I know, that's a dirty term 'round these parts.)

6. Basically just means you could burn your Grim Focus twice, like that there's two separate focuses that you can use independent of the other. Again, I'll have that read over, although if you can think of a better wording for it, I would appreciate hearing it, since I want this to be as clear as possible.

7. Oh man, you're not going to like one of the classes I'm working on. Unnatural Evo is another mold breaker, but I myself like Eidolons, so it's hard to not include a bit of them. That's just a preference difference though.

8. Archetypes were originally tabled, but since this class has a weird kind of kinship with the Direlock of Oceanshieldwolf's design, I thought Archetypes would be fun.

From this I'm really getting that Grim Focus recovers too fast, since it's way less 'mandatory' than the Binder ability that it's based off of. So in that respect, I'll probably drop it to 5 mins, which will require some feat reworking, but that's fine.

I have two projects, one's almost finished, the Strategist which is a TOB inspired class (you'll have to wait to find out how), and the Machinist, which is a class I've been meaning to put together a while with a heavy steampunk feel to it. Let me know what changes you and your GM decide on if they let you run this.


Don't get me wrong here and I hate to say bad things & criticize your hard work done on this. BUT I really do love this class and hope to get my GM Tuesday to let me run it.

I min/max like my actual real life depends on my character surviving. So if there's a way that I can find to be an Uber Invoker who'll dominate encounters, I'll do it. Which now I'm trying to nip that in the bud before I can even start with this class in gameplay.

The Grim Focus ability, if it's not changed to longer reset times, I'd abuse the hell out of it. Which I think we'll change the reset times before I even get introduced to the rest of the party lol.

I plan on taking a couple extra feats for Hexes and Black Arts. I'll snag Improved Initiative and later on down the career of the Invoker I'll grab Umbral Grace when my Charisma mod is around +6 or +7. I'm throwing caution and stuff to the wind here and just going Hex/BA feats besides Imp. Initiative. Maybe I'll snag Ability Focus on one of the Hexes too.

I might be a glass canon with the mindset of "the best defense is a good offense" thing, but I want to see what I can do offensively with a large selection of debuffing Hexes/BA's.

Already I'm considering some kind of prolonged combat option to take out the bad guy. Enforcer feat to get a free action Intimidate check, Cruel weapon to get a Sickened condition on him if he's Shaken from Intimidate, Evil Eye Hex and Misfortune Hex and Cackle Hex. So channeling some kind of ABT through my Cruel weapon onto an enemy and using the Feat/Hexes/Intimidate scenario could result in a -6 penalty to their saves and forcing them to roll twice and taking the worst result on those saves. Setting the BBEG up for our Oracle or Wizard to cast some kind of save or suck spell on him.

Bah that sounds all kinda cool but who knows... Can't wait to get started.

Silver Crusade

Eigengrau wrote:

Don't get me wrong here and I hate to say bad things & criticize your hard work done on this. BUT I really do love this class and hope to get my GM Tuesday to let me run it.

I min/max like my actual real life depends on my character surviving. So if there's a way that I can find to be an Uber Invoker who'll dominate encounters, I'll do it. Which now I'm trying to nip that in the bud before I can even start with this class in gameplay.

The Grim Focus ability, if it's not changed to longer reset times, I'd abuse the hell out of it. Which I think we'll change the reset times before I even get introduced to the rest of the party lol.

I plan on taking a couple extra feats for Hexes and Black Arts. I'll snag Improved Initiative and later on down the career of the Invoker I'll grab Umbral Grace when my Charisma mod is around +6 or +7. I'm throwing caution and stuff to the wind here and just going Hex/BA feats besides Imp. Initiative. Maybe I'll snag Ability Focus on one of the Hexes too.

I might be a glass canon with the mindset of "the best defense is a good offense" thing, but I want to see what I can do offensively with a large selection of debuffing Hexes/BA's.

Already I'm considering some kind of prolonged combat option to take out the bad guy. Enforcer feat to get a free action Intimidate check, Cruel weapon to get a Sickened condition on him if he's Shaken from Intimidate, Evil Eye Hex and Misfortune Hex and Cackle Hex. So channeling some kind of ABT through my Cruel weapon onto an enemy and using the Feat/Hexes/Intimidate scenario could result in a -6 penalty to their saves and forcing them to roll twice and taking the worst result on those saves. Setting the BBEG up for our Oracle or Wizard to cast some kind of save or suck spell on him.

Bah that sounds all kinda cool but who knows... Can't wait to get started.

No problem, I want you to tell me everything wrong. Getting information on what works is as important as what doesn't work.

And I want you to break this class, to completely draw everything out of it you can. All I ask is that the standards of "Breaking" be held to the tier the class is intended to play at, so around the Inquisitor, Bard, or Alchemist.

I'd say Grim Focus now is kind of easy to abuse, but now I've set it to 5 mins instead of 5 rounds, so it's never getting used twice in the same battle.

And honestly if you're going ranged blaster, Umbral Grace isn't super amazing, since you should be boosting both Dex and Cha. Although yeah, Extra Hex/BA is the way to go with the class in my opinion.

Hopefully the build will come together, you'll have to let me know how it works though. I think the increased recharge time of Grim Focus will help balance it though.


Got to play the class last night at level 7. Used a 25pt buy for abilities in this homebrew campaign, this campaign is rumored to last 4yrs with his current plot line planned out so far. In this campaign of his, we will meet 1/week, there is even a separate group of different players IN the same story, this is an evil aligned group that the GM has said we will eventually meet them at some point when we influence the plot line enough where they'll have to step in to confront us. I don't know who they even are lol.

Anyway, there is so much that the Invoker is capable of doing I thought I was going to be an untouchable bad-ass. We had one major fight and I didn't get touched. I came in thinking I was going to be a God, when we started the fight I was overcame with doubt and thought wow I'm going to get murdered here.

Before combat started (some subterfuge stuff went on) I used my Flight Hex. On my turn I flew up out of melee range and used a modified version of your Smoldering Witchfire. We changed it so the target caught on fire if he failed a save and had to spend an entire round to put it out. So that took one big bad bodyguard out of combat for 1 round starting off. Unfortunately I should have used this later when a party member was close by to a guard to let him get an AoO out of it.

Another round I put another guard to sleep with the Slumber Hex.
Another round I finished off the 1st guard I had set on fire.
I guess now for round 4 I tried to hit someone with Elemental Surge Lightning but rolled a 1 on the attack roll. Luckily for the party I didn't hit anyone accidentally.
In round 5 slapped a Hex Weave Overchannel/Evil Eye -2 saves on the BBEG. Round 6 I popped him with a Hex Slumber and he failed his save by a lot. Combat was now over at this point.

Things I forgot to do: 1. Forgot about Grim Focus 2. Forgot I could do a Hex Fusion to combine a Hex with my blast.

Things that kept me all doubting my superiority was that I could only really do so much per round. For some reason I kept thinking about my old Warlock and my 4E Warlock who could do several things on his turn.

Smoldering Witchfire was changed because we didn't quite see the point of it only doing 1d6+ damage on my next turn? for every 1d6 I subtracted anyway. It didn't seem to be worded in a way to do ongoing damage to disrupt anything. So I said something about maybe it could set someone on fire for a # of rounds equal to the dice you subtracted. This was well received and a limitation of letting him put it out on a complete round action. Takes a guy out of a fight for a round if he has no enemies nearby.

Chose Curse as my invoker path too, but didn't use it because I forgot about Grim Focus.

Also I used Feather Fall from Flight Hex to escape by way of an upstairs window.

Thanks to the class having Charisma as it's main stat I accomplished the following: Used Diplomacy to great effect in raising the price of our groups services. Used Bluff/Diplomacy again to get our employer to sign a contract stating the said service and legalizing it. Used Bluff to talk our Samurai out of just flat out Challenging our contracted target to a duel. Used it again to talk the rest of the party into interrogating our contracted target first before "ending him". While they did that I used Bluff/Diplomacy again to talk to the Patriarch of the contracted target's family to read our contract and buy our services by outbidding our previous employer. Bluffed our party into thinking the our current target wasn't a bad guy our employer was. Turned out to be true but I didn't know that. We switched sides and made a lot more money. I also got a bonus amount of gold from conning the original employer into paying a 1/2 up front amount that the party didn't know about.

Silver Crusade

God, sorry I haven't gotten back to this in forever, I've been playtesting other things, but I really do appreciate the input. Honestly I'm about ready to push this class out the door once I get the website up, but I'm pretty happy with how it's working for you.

It's given me a lot to think about, sadly I've been distracted with my new TOB style class, the Strategist, so I'll probably get back to this soon.


I want to play the Warlock

Lame reference, but all this sounds pretty cool! Dotting for a later read!


I really am interested in playing this class. If you are still receiving feedback on the class, I would like to ask if you could make Divine Anathema less harsh.

Specifically, I would like it to not apply while the Invoker is unconscious and bleeding out.

Another piece of feedback. Magical Nullifier allows access to infinite uses of a 9th level spell. I think you should modify the Mage's disjunction effect in the following way: Items that roll a natural 1 on their Will save are not destroyed, but instead suppressed for double the amount of time. Magical items may never be destroyed by this ability.

Also, a question. The Arcane Weapon black art. It can be used to deliver the arcane blast as a melee touch attack. Can it also be used as a normal weapon and then deliver the arcane blast? Would the Charisma modifier still be doubled if the answer is yes?

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