So, who has played a Warlock?

taferial said:
I took the PB/ Precise Shot combo at first and Supernatural Transformation (from Savage Species) at third, which bascialy lets me transform a spell-like ability into a supernatural one (Blast).

According to the guy who made the Warlock class, they technically can't use supernatural transformation because their powers are learned rather than innate (i.e., part of your race). he did say though that if you want to use it in your games, it probably wouldn't be overpowered.

taferial said:
Im wondering what benifits im going to get from keeping ST, or should I just swap it out? I still provoke AoO with the blast for useing a ranged attack in melee even though the actual invocation dosnt cause them anymore (hummm Hideous Blow might work well with this), and it does remove any Sr issues that may crop up in later levels. But besides that im completly in the dark about the diference between spell-like and supernatural, particularly in regard to eldritch blast.

If you're planning on getting Vitriolic Blast at level 11 or later, Supernatural Transformation might not be that worthwhile. Vitriolic Blast makes your eldritch blast conjured acid so it ignores spell resistance plus it deals extra damage over time (2d6 per round for 1 round per 5 levels you have). If you're not planning on getting Vitriolic Blast, and your DM will let you get Supernatural Transformation, then it's a good choice.

taferial said:
I just dont know enough to make an informed decision especialy where my limited feats are concerned so any advice would be gratefuly recieved.

You already got Point Blank and Precise Shot, which is good (IMO they are must haves). Craft Wondrous Item is a good choice because at level 12 you get an ability that lets you use your Use Magic Device skill to make magic items even though you don't have the proper spells. This effectively allows you to create any magical item in the game, even cleric items (assuming you have the appropriate item creation feat). Scribe Scroll is good for the same reason. With that you can make a scroll of any spell in the game, greatly expanding your options. Craft Wand, Craft Magic Arms and Armor and Craft Staff are also decent choices, but with the limited feats available I personally would prefer Craft Woundrous Item to one of those.

I strongly suggest you consider getting at least one of the following feats: Empower SLA, Maximize SLA or Quicken SLA. These feats let you pick one of your spell like abilities (Eldritch Blast being the obvious choice) and apply the metamagic to it for free 3 times per day. Empower and Maximize can be taken as early as level 6, Quicken requires level 12. Quicken is definately the best of the 3, but the other two are still good options.

Improved Precise Shot can be taken at level 15 or later, and let's you ignore the miss chance for attacking foes who are grappling as well as ignoring the penalties for anything less than total cover or concealment. Flyby attack allows you to move, shoot, move, which gives you alot of flexibility. Obviously you need the Fell Flight invocation to benefit from that.

And of course, there's always the Extra Invocation feat.

taferial said:
I dont remember mention of the Chasuble of Fell Power either, must read class description again.

The Chausible of Fell Power is a wondrous item that's listed in Complete Arcane. It's a scarf (takes up the same space as an amulet) that adds +1d6 (lesser) or +2d6 (greater) to your eldritch blast damage and any damaging spells with the chaotic descriptor (if you cast them from a staff or scroll, for example). A very nice item indeed.
 

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I played a warlock for a little while, and I felt like I was getting more than my share of the spotlight. The class basically plays like you're a superhero, and becomes particularly strong when party resources are strained. Basically, I think I'd only really enjoy it in an all-warlock game.

But if you're tryin' it, don't overlook the Summon Swarm least invocation. Unlike the spell, the duration is just concentration, not concentration +2 rounds, which is actually a good thing since you have no control over the swarm. Sure, the bats (generally the best choice) don't do a lot of damage, but they can be disruptive and annoying to your opponents, and hey, wounding. And blindsense.

(Also, I didn't get to try this, but may make a fun combo with Stony Grasp.)
 

the warlock is fun for the most part, but...

i witnessed a warlock at 10th level last night, 10 straight levels of it actually, and it does seem to hand out its fair share of butt whooping, but the eldritch blast routine gets kinda old. i did have one question about it though, since we couldnt seem to find one way or the other. the blast being a spell like ability, and a standard action to cast, can you do it once a round? or if you do it as an attack action, can you do it once per attack bonus, i.e., if youre +6/+1, can you blast at both 6 and 1, or since its a 'spell like ablility' functioning like a spell, its only once a round. if its the first of the two, then the warlock is definatly a path bent on destruction. the eldritch blast is almost always gonna hit, and you can dance around the 60 foot area laying waste to anybody, espically into melee with precise shot and the like. improved critical ray would be crooked for that thing too.
on the other side, the class did look pretty good from how it was played, and it does seem to have a lot of potential. if any of my stuff ever died, i might consider a multiclass fighter/warlock then prestige to something out of complete warrior or complete arcane so i can keep increasing dice damage on the eldritch blast.
 

zypherillius said:
the blast being a spell like ability, and a standard action to cast, can you do it once a round? or if you do it as an attack action, can you do it once per attack bonus, i.e., if youre +6/+1, can you blast at both 6 and 1, or since its a 'spell like ablility' functioning like a spell, its only once a round.

Eldritch blast can only be used once per round (unless you Quicken it) because it takes a standard action to cast.
 

Falling Icicle said:
According to the guy who made the Warlock class, they technically can't use supernatural transformation because their powers are learned rather than innate (i.e., part of your race). he did say though that if you want to use it in your games, it probably wouldn't be overpowered.
Also, it's not necessarily a good choice, because it prevents you from taking Maximise/Empower/Quicken Spell-like Ability for your Eldritch Blast, and these are powerful options.
 

Thanks for the replys, apreciate the time.

My GM is fairly strict with the rules so Ill have to fess up about supernatural trans technicaly not working with the warlocks spell like abilitys (somehow we were both convinced they were "inate" bloodline like abilities rather than learnt). Though the feat, iirc, lets me chose to make my blast spell like or supernatural so the sudden meta magics would be be useable.

Im playing my warlock as an aprentice to my adopted father, a rather powerful wizard. who found me on his doorstep speaking tongues. He was atempting to teach me actual spells and tutoring me in mage-craft (hence the ranks in knowledge arcana and spell craft) untill I got frustrated with my lack of ability and inability to learn even simple cantrips and ran off to become an adventurer... cue teenage rebel angst. So I do potentialy have a blag.

As the only arcane type caster in the party Im trying to avoid the all blast route and fill some of the crowd controll/ utility areas that the swiss-army-mage excels at. Though I realy cant see much better use of the feats than strengthening my zark. I guess the crafting feats will help me fill this area better though... Im a little wary of the create wonderous/ armour/ rings etc type feats as the party rarely has any down time and I feel they tend to trivialise the items recovered from adventuring, though thats a whole other area of discusion.

Ill give it some more thought, thanks for your opinions.
 

taferial said:
somehow we were both convinced they were "inate" bloodline like abilities rather than learnt

Well I think perhaps the fact the class discription says your ancestors were either part demon or made a pact with one, sort of implied it was bloodline related.

The main problem with a lot of the none blast invocations (mist, darkness, swarm type) is that the range is 0. So if you use them chances are you are going to hit the party with the area of effect, or you have to get yourself away from the party and among the enemy to use them effectively, which doesn't do much for your odds of survival.
 
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I played a warlock and ended up multiclassing with totemist (magic of incarnum). The synergy was incredible to the point that I felt guilty playing the character. Using the wormtail belt (purple worm-flavored) my AC went through the roof, I got a wicked poisonous tail attack to use with hideous blow, plus all the versatility that totemist offered. And as a warlock I still was able to pull off a good variety of tricks and use wands and scrolls.

One of my favorite characters ever.
 


Infernal Teddy said:
BTW, has there been any support for the Warlock anywhere?
If you mean additional published material, very little. The PHBII gives an alternate class feature at 8th level, but it's not particularly impressive (essentially a 1/day fire shield-style effect instead of Fiendish Resilience).

However, Complete Mage, due out in October, will feature new material for Warlocks.
 

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