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Need Help with a Warlock Build
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<blockquote data-quote="brehobit" data-source="post: 2433717" data-attributes="member: 12032"><p>OK,</p><p></p><p>First of all, as noted, your stats are very very good. This makes things a lot easier in some ways, but as a warlock has less need for stats than some classes, it may actually hurt you in comparison to your peers. I'd argue that Dex is more important than Chr, but by 4th level they will be tied so no biggy...</p><p></p><p>As someone noted, H.B. does provoke AoOs. The old FAQ said that it didn't, but that was fixed. So if you want to use HB I'd suggest you find a reach weapon and use that as your main weapon (so you don't provoke) Dropping it and drawing a normal weapon if you have to.</p><p></p><p>For your 3rd Invokation, I'd suggest one of the EB boosters. Either E. Spear or one of the ones that makes your target take a save or get penalties. Let's face it, if your stats are normal for your group, 2d6 damage is going to suck compared to what the fighters can do. (by 4th level I'd expect to see then doing 16ish points per round. You will be doing 7).</p><p></p><p>I'd actually suggest multi-classing early. My barbarian 1/warlock 7 lives off of the barbarian level. The skills, the +10 movement (which also adds +10 to your fly speed if you take the Invokation) and the rage (when really low on hit points mainly) as well as the hit points, and martial weapons more than pay for the one level down in Warlock. Another good one is the rogue/warlock with only a bit of warlock (probably not past 3rd). The ability to see inviso and have dark vision is just huge. And a ranged touch attack is always a nice thing to have at the start of combat (when folks are flat footed). Depends on how high of a level you are going.</p><p></p><p>As far as feats go: Extra Invokation is really nice. Point blank shot is one of the only ways in increase your damage AND the +1 to hit is really handy. WP: exotic for a spiked chain can be helpful if you are going to take H.B. And if you are going with the reach weapon, combat reflexes can be nice. Able learner is also helpful. At higher levels (say 12th or so) a magic crafting feat is almost a must in my opinion.</p><p></p><p>Finally, max out UMD as a first priority. Warlocks, IME, use it all the time. And consider starting with a wand of CLW. Really handy...</p></blockquote><p></p>
[QUOTE="brehobit, post: 2433717, member: 12032"] OK, First of all, as noted, your stats are very very good. This makes things a lot easier in some ways, but as a warlock has less need for stats than some classes, it may actually hurt you in comparison to your peers. I'd argue that Dex is more important than Chr, but by 4th level they will be tied so no biggy... As someone noted, H.B. does provoke AoOs. The old FAQ said that it didn't, but that was fixed. So if you want to use HB I'd suggest you find a reach weapon and use that as your main weapon (so you don't provoke) Dropping it and drawing a normal weapon if you have to. For your 3rd Invokation, I'd suggest one of the EB boosters. Either E. Spear or one of the ones that makes your target take a save or get penalties. Let's face it, if your stats are normal for your group, 2d6 damage is going to suck compared to what the fighters can do. (by 4th level I'd expect to see then doing 16ish points per round. You will be doing 7). I'd actually suggest multi-classing early. My barbarian 1/warlock 7 lives off of the barbarian level. The skills, the +10 movement (which also adds +10 to your fly speed if you take the Invokation) and the rage (when really low on hit points mainly) as well as the hit points, and martial weapons more than pay for the one level down in Warlock. Another good one is the rogue/warlock with only a bit of warlock (probably not past 3rd). The ability to see inviso and have dark vision is just huge. And a ranged touch attack is always a nice thing to have at the start of combat (when folks are flat footed). Depends on how high of a level you are going. As far as feats go: Extra Invokation is really nice. Point blank shot is one of the only ways in increase your damage AND the +1 to hit is really handy. WP: exotic for a spiked chain can be helpful if you are going to take H.B. And if you are going with the reach weapon, combat reflexes can be nice. Able learner is also helpful. At higher levels (say 12th or so) a magic crafting feat is almost a must in my opinion. Finally, max out UMD as a first priority. Warlocks, IME, use it all the time. And consider starting with a wand of CLW. Really handy... [/QUOTE]
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