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Forked Thread: Twilight of the Warlocks
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<blockquote data-quote="vagabundo" data-source="post: 4789483" data-attributes="member: 55864"><p>Some background reading.</p><p></p><p>Discusses the options in Arcane Power for Warlocks:</p><p><a href="http://forum.rpg.net/showthread.php?t=450652" target="_blank">[4E] Warlocks after Arcane Power - RPGnet Forums</a></p><p></p><p>Warlocks Guide on the Offical forums - has some posts at the end about the PHBII: </p><p><a href="http://forums.gleemax.com/showthread.php?t=1057267" target="_blank">A Warlock Guide - Wizards Community</a></p><p></p><p>--------------------------</p><p></p><p>In my opinion you can create very viable characters with the Warlock and they have some of the strongest flavour of any of the classes. Yes, they may not be on an equal damaging footing with some of the other strikers, but I'm not sure that matters as much as having a fun character to play.</p><p></p><p>And a few well placed homebrew feats could solve this issue: like Plane Sailings suggestion above. Any fix would probably revolve around expanding their warlocks' curse.</p><p></p><p>--------------------------</p><p></p><p>On the flavour side of things, I've been disappointed that there hasn't been a good article on Pacts and the entities that you have pacts with. I'm sure there could be interesting additional mechanical elements that could come from having a pact with Yog-Sothoth or Cthulhu.</p><p></p><p>For the fey I've always imagined an enormous elder tree that is hideously ancient and warlocks that pact with it gain insight bonus's and an extra encounter power to enhance their attacks against a cursed creature. It drains all souls it receives of knowledge and feeds on the empty energy husks. Sometimes you can commune with the tree to ask for assistance, but talk with it too long and it will start to drain your healing surges.</p></blockquote><p></p>
[QUOTE="vagabundo, post: 4789483, member: 55864"] Some background reading. Discusses the options in Arcane Power for Warlocks: [url=http://forum.rpg.net/showthread.php?t=450652][4E] Warlocks after Arcane Power - RPGnet Forums[/url] Warlocks Guide on the Offical forums - has some posts at the end about the PHBII: [url=http://forums.gleemax.com/showthread.php?t=1057267]A Warlock Guide - Wizards Community[/url] -------------------------- In my opinion you can create very viable characters with the Warlock and they have some of the strongest flavour of any of the classes. Yes, they may not be on an equal damaging footing with some of the other strikers, but I'm not sure that matters as much as having a fun character to play. And a few well placed homebrew feats could solve this issue: like Plane Sailings suggestion above. Any fix would probably revolve around expanding their warlocks' curse. -------------------------- On the flavour side of things, I've been disappointed that there hasn't been a good article on Pacts and the entities that you have pacts with. I'm sure there could be interesting additional mechanical elements that could come from having a pact with Yog-Sothoth or Cthulhu. For the fey I've always imagined an enormous elder tree that is hideously ancient and warlocks that pact with it gain insight bonus's and an extra encounter power to enhance their attacks against a cursed creature. It drains all souls it receives of knowledge and feeds on the empty energy husks. Sometimes you can commune with the tree to ask for assistance, but talk with it too long and it will start to drain your healing surges. [/QUOTE]
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