D&D 3.x [3.5] Warlock and General Question

MRaye55

First Post
Still a pretty new player, group I play with goes with 3.5. While trying to build my very first character I've come across some things that have confused me/ been a little blurry in the rulebook:

For starters, I've taken the feat "Quicken Spell-like Ability", and while I plan on taking "Empower Spell-like ability" later I was wondering if both could be used at the same time to make one super big Eldritch blast 3 times per day.

Next, as a character progresses they can choose which abilities they wish to progress, I think it's once every fourth level; I was wondering how exactly this was added onto you stats? Does the increase count as a bonus, as you would gain from magic items, or is it added straight onto the base stat? And that leads me to ANOTHER question, what's the purpose of base stats? It seems like the only time your stats even remotely affect your spells is when the stat BONUS is taken into account, and since that seems to be the case what exactly is the point of the base stat? lol

Also, any suggestions for feats to be used by a lock focusing on both a ranged build and a Glaive build? Not a hybrid but for one of each; might be building a ranged lock later.

Lastly, I'm planning on focusing on an Eldritch Glaive build for now, and was wondering what items would increase my strength. Still having some trouble navigating the books and finding what I want.


Sorry for the pretty random nature of my posts and thanks for any and all help!
 

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For starters, I've taken the feat "Quicken Spell-like Ability", and while I plan on taking "Empower Spell-like ability" later I was wondering if both could be used at the same time to make one super big Eldritch blast 3 times per day.
My understanding is yes you can do that. You can apply the metamagic SLA 3 times per day. This means you can do 2 quickened + empowered and one each of quicken/empower, or 3 each of quicken/empower, etc.

Next, as a character progresses they can choose which abilities they wish to progress, I think it's once every fourth level; I was wondering how exactly this was added onto you stats? Does the increase count as a bonus, as you would gain from magic items, or is it added straight onto the base stat?
From the PH: "The ability improvement is permanent."
It is added straight onto the stat.

And that leads me to ANOTHER question, what's the purpose of base stats? It seems like the only time your stats even remotely affect your spells is when the stat BONUS is taken into account, and since that seems to be the case what exactly is the point of the base stat? lol
I'm not sure what you're asking. The save DC for your invocations is 10 + equivalent spell + Charisma modifier. Your CON bonus increases your hp and Fort saves; Your DEX increases your AC and chance to hit with your blast, etc.
If you're asking why don't they just limit it to bonuses and not base stats, for one it's tradition. Also certain spells, abilities, monsters, etc. can reduce your stats so really it's easier and allows for partial loss of a stat bonus. Let's say you have a 16 CON (+3 bonus) and you get CON drain of 3. Then you drop to 13 CON (+1 bonus). If the drain were 4, then you would still have a +1 bonus.

Also, any suggestions for feats to be used by a lock focusing on both a ranged build and a Glaive build? Not a hybrid but for one of each; might be building a ranged lock later.

Lastly, I'm planning on focusing on an Eldritch Glaive build for now, and was wondering what items would increase my strength. Still having some trouble navigating the books and finding what I want.
!
Try this link: The Warlock Handbook

In addition, I'm sure you'll soon get great, specific advice so keep on the lookout.
 

I'm not sure what you're asking.
Yeah his question confused me too. But I think he means, "If a Constitution of 16 gives me +3 to hit points and that's all, why do I need to track the 16? Why didn't the game just have the bonus be the only number to track?"

The answer for him is, that's not all that any stat does. Every stat has many applications, some obvious, some obscure. For example, there is a rule in the DMG that states that for swimming underwater, it can only be done for as many rounds as you have points of Constitution. Then you're fatigued or drowning. That doesn't use the bonus; thankfully it uses the base score.

Every stat has stuff like this.
 

Yeah his question confused me too. But I think he means, "If a Constitution of 16 gives me +3 to hit points and that's all, why do I need to track the 16? Why didn't the game just have the bonus be the only number to track?"
You got it! Really wasn't very clear with my question. And thanks for the answer, cleared things up :P I've officially sub-optimized my Lock into a 56d6+20 full-round attack no SR nuke at level 12, so... WOOTZ
 



Yeah the numbers seem off.

Why don't you give us your build so we can offer advice.

Ability scores, feats, invocations chosen,

Character and class levels,. . .

What books can you use?
 

Yeah his question confused me too. But I think he means, "If a Constitution of 16 gives me +3 to hit points and that's all, why do I need to track the 16? Why didn't the game just have the bonus be the only number to track?"
You got it! Really wasn't very clear with my question. And thanks for the answer, cleared things up :P I've officially sub-optimized my Lock into a 56d6+20 full-round attack no SR nuke at level 12, so... WOOTZ

How are you getting a 56 d6 +20 on an invocatin attack?

Using an invocation is using a spell-like ability and unless you manage to use the quicken spell like ability feat it takes a standard action to use which means no benefit from having a high BAB. One EB per round and maybe one more with quicken spell like ability but no more.

Also you don't get to add your ability modifier to the damage done it is a straight up number just like spells.
 

Here's my build pasted from another thread thingy. Simplifying the simplification at the bottom of my sheet, Eldritch Blast standard at level 12 is 6d6, adding on the 6d6 from Hellfire Warlock PrC adds up to 12d6, and then Greater Chausable of Fell Power increases that to 14d6 for a standard Eldritch Blast; using the Least Invocation "Eldritch Glaive" Eldritch Blast is turned into a melee weapon, for use as a standard Glaive. In time, and with a high BAB I'll be able to get multiple attacks on a full round attack, allowing for separate strikes with a chance of 14d6+5(From strength bonus) each, and that, too, will increase with level. For now I have 2 strikes, with an additional 14d6+0 as a ranged attack with a quickened Eldritch Blast; I think the major flaw here is my low AC, which will be somewhat remedied at 16 with Retributive Invisibility mixed with Fell Flight to avoid direct attacks from enemies. As far as I know all this checks out properly (After having a facepalm moment), though please correct me if I'm wrong (Still).
^^ I realize that my summary of the summary was longer than the original summary, XD that is my power.

Thanks for the answer! And I'm just pasting this straight from the formatting I used to put this on my facebook. With higher levels I'll take Power Attack since I'll have extra BAB. Explanation at bottom explains everything (I think =/); enjoy.


Canzi the Catholic: Wielder of the Hellfire Glaive
Pretty nerdy name, eh?

Male Human Warlock 9/Hellfire Warlock 3
Chaotic Good
Representing Matt
Strength
16
(+3)
Dexterity
12
(+1)
Constitution
14
(+2)
Intelligence
12
(+1)
Wisdom
10
(+0)
Charisma
18
(+4)
Size:Medium

Total Hit Points: 65
Speed: 30 feet
Armor Class: 13 = 10 +2 [leather] +1 [dexterity]
Touch AC: 11 = 10 +1 [dexterity]
Flat-footed: 12 = 10 +2 [leather]
Initiative modifier: 1 = +1[dexterity]
Fortitude save: 7= 4 [base] +2 [constitution] +1 [Hellfire]
Reflex save: 6= 4[base] +1 [dexterity] +1 [Hellfire]
Will save:11= 8[base] +3 [Hellfire]

Attack (handheld):+14/+9 = 8[base]+1[Glaive] +2 [Stone] +3 [Strength]

Attack (unarmed):
+13/+8 = 8 [base]+2 [Stone] +3 [Strength]

Attack (missile):
+11/+6 = 8 [base]+1 [dexterity] +2 [Hellfire]

Grapple check: 8 = 8 [Base]

Languages:
Common, Infernal

Feats:
Soulmeld: Strongheart Vest
Combat Reflexes
Maximize Spell-like ability: Eldritch Blast
Quicken Spell-like ability: Eldritch Blast
Weapon Focus: Glaive
Reach Weapon Fighting: Glaive

Compressed Skills:
Bluff: 9
Concentration: 4
Diplomacy: 9
Intimidate: 16
Knowledge (Arcana): 6
Knowledge (Religion): 4
Knowledge (Planes): 12
Sense Motive: 5
Spellcraft: 11
Use Magic Device: 10

Abilities:
Human
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)

Hellfire Warlock:
Hellfire Blast - +6d6
Hellfire Infusion
Hellfire Shield
Resistance to Fire 10

Warlock:
Core class from "Complete Arcane"
Save vs. a warlock's magic is 10 + equivalent spell level + charisma modifier
At level 11:
Know 1 invocation of greater, lesser, or least level
Know 3 invocations of lesser or least level
Know 3 invocations of least level
Eldritch blast 6d6; 60' ranged touch
Detect magic at will
Deceive item
Imbue Item
Damage reduction 3/cold iron
Energy resistance 5 (choose 2 kinds)
Acid
Cold

Magic Items:
Greater Chausable of Fell Power - +2d6 to Eldritch Blast
Gloves of Eldritch Admixture - Expend charges for further Eldritch Blast damage
Pale Blue Ioun Stone - +2 Strength Bonus

Invocations:
See the Unseen: See Invisibility 24 hrs, Darkvision 60'
Entropic Warding: Self - 20% Ranged miss chance, cannot be tracked (Scent or trail)
Eldritch Glaive: Turn Eldritch Blast into a melee weapon for entire round; able to make attacks of opportunity
Brimstone Blast: Eldritch Blast turns into fire damage, additional damage following rounds
Fell Flight: Fly at land speed
Charm: As Charm Monster, minor differences; see CArc 132
Vitrolic Blast: Eldritch Blast deals acid damage, SR does not apply, additional damage following rounds


In Short:
Full-round attack with a Vitrolic Eldritch Glaive deals 28d6+10 damage. Can maximize 3 times per day for 178 damage assuming all attacks hit. Can also quicken a standard Eldritch Blast for an additional 14d6 damage. Can see invisibility nonstop, and make 2 AoO's per round, which will increase with further levels. At level 16 will have Chilling Tentacles as well as Retributive Invisibility for both battlefield control and increased survivability. Pure combat aside, Charm allows for manipulation of NPC's, 1 at a time, more or less enslaved indefinitely. May take levels as a fighter beyond 15 for additional feats to use with Eldritch Glaive, as well as increased HD, though will probably stick with pure Warlock for Path of Shadow, an unlimited-use group teleportation.

(EDIT: I think I fixed everything concerning having too many attacks, let me know if I missed anything and thanks for any and all advice/help (As always :P))
 
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I realize my mistake, hehe

I thought the AB I got from gear and Strength gave me extra attacks, woops :P That bumps me down to 14d6+5 with only 2 attacks a round, woops! lol Any chance that there's a feat to give me an extra attack with Glaive on my round?

I have access to any and every 3.5 book that I can think of, and probably any that you can think of too! So just lemme know which book it's in and I'll be good. Also, going to edit my previous post to make up for the BAB mistake and account for only being able to make two attacks
 
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