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Leif's 'The Hall of the Rainbow Mage' [A] (D&D 3.5 OOC)
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<blockquote data-quote="Jemal" data-source="post: 4794041" data-attributes="member: 9026"><p>what's strange about 36 point buy? Isn't that average? *L* <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>The Chasuble is also in Complete Arcane, and if you don't have the 18,000 for the greater there's a lesser that's 8,000 for +1d6.</p><p>As for the energy damage, yes it's just for circumstantial "HEy a red dragon.. COLD DAMAGE", OR "hey, a stone wall... ACID DAMAGE!", or for flavour.</p><p></p><p>And I much prefer the scepter from Complete Arcane.</p><p></p><p></p><p>**EDIT: Whoops, just checked the RG and it appears as though you're playing a Ranged Warlock, not sure where I got the Melee bit from (I Must be projecting *L*).</p><p>Well, for a ranged lock what you have looks pretty good. Just ignore my suggestions that pertained mainly to melee <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Also, Why Drow? I presume RP reasons?**</p><p></p><p></p><p></p><p>As for invocations, there's a LOT of good ones. If you're going with the melee type I'd suggest not taking too many of the essences or shapes. A melee warlocks greatest power is the little tricks his invocations let him do.</p><p>Suggestions: </p><p>Least - </p><p>Hideous Blow - required for a melee lock <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p>Eldritch Spear - It's nice for the greatsword fighter to have a backup bow incase he can't reah his target, but if you're grabbing Fel Flight later on you probably won't need it.</p><p>Baleful Utterance - Shatter at will is always fun, though that may be more of a personal thing.</p><p>Darkness/Devil's Sight - Makes for a good "I see you but you don't see me" combo.</p><p>Entropic Warding - Gives you a chance to get in close without being pelted to death by arrows (Especially when combined with your DR and the fact that warlocks can get a fairly respectable AC).</p><p>See the Unseen - Because everybody should have a method of seeing Invisibility, and you never know when Darkvision will come in handy.</p><p></p><p>Lesser - </p><p>Flee the Scene/Fell Flight - I highly recomend at least one of these for your enhanced movement mode. I prefer Flight, but Flee the Scene can have some good uses too.</p><p>Voidsense - Blindsense is a very useful perk</p><p>Voracious Dispelling can be OK, but I much prefer the Devour Magic Invo later on.</p><p>Walk Unseen - At first glance invisibility at will can seem awesome, but using up your standard action for it isn't so keen, especially since you don't have anything to REALLY capitalize on it with, such as Sneak Attack. </p><p>Dead Wak - Meh, I've never been to fond of neco's, but if you want it, then take it.</p><p>Eldritch Chain - A nice AoE, it'll get you 3 targets at this level if you need to hit multiple opponents.</p><p></p><p>Grater - </p><p>Vitriolic to ignore SR and add damage/round is almost always the best first choice, unless you have a specific concept in mind that would directly benefit from another one. (Such as Chilling Tentacles/Wall of Perilous Flame for a controller type)</p><p>Devour Magic - As I said, one of my personal favourites, though its use is circumstantial at best.</p><p></p><p></p><p>If you're going with a Melee Lock, I suggest ignoring any of the invocations that allow saving throws, b/c that way you can completely ignore your Charisma. (Unlike spellcasters there's no minimum required Cha to use/know invocations, it just sets the DC)</p><p></p><p></p><p></p><p>Hmm.. just realized I don't have my char. posted inthe RG. better get on that instead of poking at the warlock... But damit the warlocks are fun!!!</p><p>*Kinda wishing I'd gone with Lock, but I play too many as it is.*</p></blockquote><p></p>
[QUOTE="Jemal, post: 4794041, member: 9026"] what's strange about 36 point buy? Isn't that average? *L* ;) The Chasuble is also in Complete Arcane, and if you don't have the 18,000 for the greater there's a lesser that's 8,000 for +1d6. As for the energy damage, yes it's just for circumstantial "HEy a red dragon.. COLD DAMAGE", OR "hey, a stone wall... ACID DAMAGE!", or for flavour. And I much prefer the scepter from Complete Arcane. **EDIT: Whoops, just checked the RG and it appears as though you're playing a Ranged Warlock, not sure where I got the Melee bit from (I Must be projecting *L*). Well, for a ranged lock what you have looks pretty good. Just ignore my suggestions that pertained mainly to melee :) Also, Why Drow? I presume RP reasons?** As for invocations, there's a LOT of good ones. If you're going with the melee type I'd suggest not taking too many of the essences or shapes. A melee warlocks greatest power is the little tricks his invocations let him do. Suggestions: Least - Hideous Blow - required for a melee lock ;) Eldritch Spear - It's nice for the greatsword fighter to have a backup bow incase he can't reah his target, but if you're grabbing Fel Flight later on you probably won't need it. Baleful Utterance - Shatter at will is always fun, though that may be more of a personal thing. Darkness/Devil's Sight - Makes for a good "I see you but you don't see me" combo. Entropic Warding - Gives you a chance to get in close without being pelted to death by arrows (Especially when combined with your DR and the fact that warlocks can get a fairly respectable AC). See the Unseen - Because everybody should have a method of seeing Invisibility, and you never know when Darkvision will come in handy. Lesser - Flee the Scene/Fell Flight - I highly recomend at least one of these for your enhanced movement mode. I prefer Flight, but Flee the Scene can have some good uses too. Voidsense - Blindsense is a very useful perk Voracious Dispelling can be OK, but I much prefer the Devour Magic Invo later on. Walk Unseen - At first glance invisibility at will can seem awesome, but using up your standard action for it isn't so keen, especially since you don't have anything to REALLY capitalize on it with, such as Sneak Attack. Dead Wak - Meh, I've never been to fond of neco's, but if you want it, then take it. Eldritch Chain - A nice AoE, it'll get you 3 targets at this level if you need to hit multiple opponents. Grater - Vitriolic to ignore SR and add damage/round is almost always the best first choice, unless you have a specific concept in mind that would directly benefit from another one. (Such as Chilling Tentacles/Wall of Perilous Flame for a controller type) Devour Magic - As I said, one of my personal favourites, though its use is circumstantial at best. If you're going with a Melee Lock, I suggest ignoring any of the invocations that allow saving throws, b/c that way you can completely ignore your Charisma. (Unlike spellcasters there's no minimum required Cha to use/know invocations, it just sets the DC) Hmm.. just realized I don't have my char. posted inthe RG. better get on that instead of poking at the warlock... But damit the warlocks are fun!!! *Kinda wishing I'd gone with Lock, but I play too many as it is.* [/QUOTE]
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