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A Pathfinder Warlock: A Conversion by Master Arminas
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<blockquote data-quote="master arminas" data-source="post: 5747416" data-attributes="member: 9287"><p>Glad you liked it Walking Dead. I wanted to make the class fit better into Pathfinder, but as written in 3.5 the Warlock had several really big problems.</p><p></p><p>First of all, was the inability to inflict meaningful damage at higher levels. The eldritch blast was simply not up to par with any melee, ranged, or spellcasting class after 5th or 6th level. Sure, he could do it every round in the day, but it left the player feeling almost useless. This version doesn't (I hope) make it overpowered in that respect, but does give it a needed boost in both damage dice and the ability to add a few bonuses. In fact, the damage is just slightly higher than would be inflicted by a Wizard evocation spell against which the target made a successful save (on average).</p><p></p><p>Second, it was the at-will nature (as much as I loved them) of the pure utility abilities that made the class so difficult for DMs. In this area, we had some invocations that were weak, some that were good, and some that were simply far too good to use at will, every round, all 'de day long (black tentacles, word of changing, devouring touch being some of the examples). Added to that, many of the invocations were 24 hours in duration, so you didn't really need to use them at will--and you couldn't use them on others, only yourself.</p><p></p><p>The third flaw was the really limited array of abilities that the class received. So few, in fact, that many people constantly referred to the class as a one-trick pony. And as much as I loved the flavor, I had to agree with that description--well, a two or three trick pony between spamming EBs, black tentacles, and morphing commoners into toads.</p><p></p><p>When I started to work on this class revision, I wanted to fix these problems and I desperately wanted to keep the feel of the Warlock. But as I kept looking at the class, I decided that the simplest way to fix things would be to split the EB (and essence and shape invocations) off from the utility aspects. I kept the at-will, all-day usage of the EB and those invocations that affect the EB, but for the rest a limited spell list seemed more appropriate--although I fully acknowledge that players used to the old warlock will complain about being hit by a nerf bat!</p><p></p><p>This change gives my Warlock a bit more flexibility and versitility, especially in the number of different spells that he can cast per day--putting him just about on par with the Bard as a spellcaster. It lets a DM breath a sigh of relief, because now the Warlock has to deal with finite resource management just like every other spellcasting class in the game. It also makes the Warlock more attractive to a party because his spells can be cast on folks other than himself.</p><p></p><p>I did flavor the spell list to (heavily) reflect the nature of the original invocations that the Warlock had available, with selections like shatter, fly, overland flight, dimension door, baleful polymorph, and animate dead. But these has been fleshed out with good, solid utility spells that make the class better suited to an adventuring party. And he can still blast things all day long if he wants to.</p><p></p><p>It <em>is</em> more book keeping for the player to deal with, but if you can play a bard or a magus, you will find my Warlock fairly simple. It is still easier to play than a sorcerer, and much less complicated than a Wizard or a Witch. The end result, I think, is a fun class that can provide a great deal of enjoyment <em>and</em> utility to your party.</p><p></p><p>I hope that explains my reasoning.</p><p></p><p>Master Arminas</p></blockquote><p></p>
[QUOTE="master arminas, post: 5747416, member: 9287"] Glad you liked it Walking Dead. I wanted to make the class fit better into Pathfinder, but as written in 3.5 the Warlock had several really big problems. First of all, was the inability to inflict meaningful damage at higher levels. The eldritch blast was simply not up to par with any melee, ranged, or spellcasting class after 5th or 6th level. Sure, he could do it every round in the day, but it left the player feeling almost useless. This version doesn't (I hope) make it overpowered in that respect, but does give it a needed boost in both damage dice and the ability to add a few bonuses. In fact, the damage is just slightly higher than would be inflicted by a Wizard evocation spell against which the target made a successful save (on average). Second, it was the at-will nature (as much as I loved them) of the pure utility abilities that made the class so difficult for DMs. In this area, we had some invocations that were weak, some that were good, and some that were simply far too good to use at will, every round, all 'de day long (black tentacles, word of changing, devouring touch being some of the examples). Added to that, many of the invocations were 24 hours in duration, so you didn't really need to use them at will--and you couldn't use them on others, only yourself. The third flaw was the really limited array of abilities that the class received. So few, in fact, that many people constantly referred to the class as a one-trick pony. And as much as I loved the flavor, I had to agree with that description--well, a two or three trick pony between spamming EBs, black tentacles, and morphing commoners into toads. When I started to work on this class revision, I wanted to fix these problems and I desperately wanted to keep the feel of the Warlock. But as I kept looking at the class, I decided that the simplest way to fix things would be to split the EB (and essence and shape invocations) off from the utility aspects. I kept the at-will, all-day usage of the EB and those invocations that affect the EB, but for the rest a limited spell list seemed more appropriate--although I fully acknowledge that players used to the old warlock will complain about being hit by a nerf bat! This change gives my Warlock a bit more flexibility and versitility, especially in the number of different spells that he can cast per day--putting him just about on par with the Bard as a spellcaster. It lets a DM breath a sigh of relief, because now the Warlock has to deal with finite resource management just like every other spellcasting class in the game. It also makes the Warlock more attractive to a party because his spells can be cast on folks other than himself. I did flavor the spell list to (heavily) reflect the nature of the original invocations that the Warlock had available, with selections like shatter, fly, overland flight, dimension door, baleful polymorph, and animate dead. But these has been fleshed out with good, solid utility spells that make the class better suited to an adventuring party. And he can still blast things all day long if he wants to. It [I]is[/I] more book keeping for the player to deal with, but if you can play a bard or a magus, you will find my Warlock fairly simple. It is still easier to play than a sorcerer, and much less complicated than a Wizard or a Witch. The end result, I think, is a fun class that can provide a great deal of enjoyment [I]and[/I] utility to your party. I hope that explains my reasoning. Master Arminas [/QUOTE]
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