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Unreserved! or, Breaking the Warlock
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<blockquote data-quote="Primitive Screwhead" data-source="post: 3518776" data-attributes="member: 20805"><p>THanks! <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> re: Second.. thats what happens when I write the post and then realize the question of which level you can acquire spells at...and don't go back to double check <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>Perhaps have it go with the highest version instead of the lowest version.</p><p></p><p>re: Third.. agreed, but that would be part of the strategy of the feat. Also note that a low level {1st through 3rd} has less of an impact as you only need to rest 1 hour, which could be done between encounters.</p><p></p><p>re: Fourth.. My first thought is to not add the secondary benefit since the freedom to select from a wide variety of spells is useful.</p><p> My second thought is to have a table of potential secondary effect, called a 'boon' that can be selected in addition to the spell. One of these effects could be:</p><p> <em>Greater Unlock</em> When selecting this boon you may upgrade a previously selected Unlocked spell to a higher version of the same spell that you are now eligible for. An example would be upgrading from cure Light wounds to Cure Moderate wounds.</p><p></p><p></p><p>For a fun Warlock feat: Healing Blast</p><p> You infuse your blast with positive energy to heal the target instead of harm it. However, the sudden influx of energy can be harmful. The target must make a Fort save against the blast or take half normal damage. THe blast overloads the target senses and imposes a -2 on all attack and skill rolls for 1 round.</p><p></p><p>"Don't worry Sir Cleric, I know you are out of spells but the Warlock here will heal you...."</p><p></p><p>"Noooo!!!"</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3518776, member: 20805"] THanks! :) re: Second.. thats what happens when I write the post and then realize the question of which level you can acquire spells at...and don't go back to double check :) Perhaps have it go with the highest version instead of the lowest version. re: Third.. agreed, but that would be part of the strategy of the feat. Also note that a low level {1st through 3rd} has less of an impact as you only need to rest 1 hour, which could be done between encounters. re: Fourth.. My first thought is to not add the secondary benefit since the freedom to select from a wide variety of spells is useful. My second thought is to have a table of potential secondary effect, called a 'boon' that can be selected in addition to the spell. One of these effects could be: [i]Greater Unlock[/i] When selecting this boon you may upgrade a previously selected Unlocked spell to a higher version of the same spell that you are now eligible for. An example would be upgrading from cure Light wounds to Cure Moderate wounds. For a fun Warlock feat: Healing Blast You infuse your blast with positive energy to heal the target instead of harm it. However, the sudden influx of energy can be harmful. The target must make a Fort save against the blast or take half normal damage. THe blast overloads the target senses and imposes a -2 on all attack and skill rolls for 1 round. "Don't worry Sir Cleric, I know you are out of spells but the Warlock here will heal you...." "Noooo!!!" [/QUOTE]
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