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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Warlock vs. Incorporeals
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<blockquote data-quote="MarkB" data-source="post: 2902451" data-attributes="member: 40176"><p>Bear in mind that you can swap out lower-level invocations when you get new ones - so if you want some of that mobility early, take Spiderwalk until you can swap it out for Fell Flight later.</p><p></p><p>Baleful Utterance is incredibly useful, to the point where it's almost abusive. It's surprising just how many mundane items an adventurer comes across that would make his life easier if they were to conveniently fall apart.</p><p></p><p>Flee the Scene is great for both mobility and battlefield control - being able to run (or fly) in and pull your companion(s) out of harm's way, leaving behind an illusory target, is very handy.</p><p></p><p>Wall of Perilous Flame is good, but also consider Chilling Tentacles - it's devastating for battlefield control, and as a bonus it deals damage too.</p><p></p><p></p><p>Personally, I've never been attracted by most of the essence blasts. Their effects just aren't radical enough to make it worth spending the invocation - with the exception of Vitriolic Blasts, obviously, to get you past SR.</p><p></p><p>My first warlock took Eldritch Spear at 4th level, and got no use out of it at all for two levels. Granted, we were doing a lot of dungeoneering, but the fact is that even on open ground, it's not all that common to <em>know</em> you're going to go ahead and fight someone before they get within shouting distance. If you're going to be a highly mobile, flying warlock, chances are you'll be able to get within normal blast range and still stay fairly safe.</p><p></p><p>Eldritch Chain and Eldritch Cone, however, are well worth it - the Chain because it's the closest you'll get to having iterative attacks, and the Cone for those occasions when the enemy thinks a tight formation is a good idea.</p><p></p><p></p><p>Reasonable choice, though I will point out that it's hard to go wrong with See the Unseen. Even for a character who already has darkvision, constant-effect See Invisibility is very useful. Entropic Ward is also nice.</p><p></p><p></p><p>That's a well-balanced set of choices, and you've covered all the essentials.</p><p></p><p></p><p>Intimidating Strike would be a good feat for a melee-specialised member of your party to take - if they hit an opponent first to get them Shaken, you can follow up to Frighten them. Other than that, you could use wands of <em>cause fear</em> as a follow-up to your blasts.</p><p></p><p></p><p>Only worth it if you're going to specialise in eldritch essence invocations, and cause saving throws against most of your blasts.</p><p></p><p></p><p>If you're going to follow up with Precise Shot to let you fire into melee (and consider Improved Precise Shot at 15th level so that you can ignore cover and concealment), then Point Blank Shot is worth it. If not, a situational +1 to hit and damage is of debatable worth compared to other feat choices.</p><p></p><p></p><p>Definitely worth it, but only at later levels. I wouldn't spend a feat to gain anything lower than a Lesser invocation.</p><p></p><p></p><p>Most definitely worth it. You only get to maximise three blasts per day, but when you really want that extra damage, it's well worth it.</p><p></p><p></p><p>Looks like you've got a good character concept there.</p></blockquote><p></p>
[QUOTE="MarkB, post: 2902451, member: 40176"] Bear in mind that you can swap out lower-level invocations when you get new ones - so if you want some of that mobility early, take Spiderwalk until you can swap it out for Fell Flight later. Baleful Utterance is incredibly useful, to the point where it's almost abusive. It's surprising just how many mundane items an adventurer comes across that would make his life easier if they were to conveniently fall apart. Flee the Scene is great for both mobility and battlefield control - being able to run (or fly) in and pull your companion(s) out of harm's way, leaving behind an illusory target, is very handy. Wall of Perilous Flame is good, but also consider Chilling Tentacles - it's devastating for battlefield control, and as a bonus it deals damage too. Personally, I've never been attracted by most of the essence blasts. Their effects just aren't radical enough to make it worth spending the invocation - with the exception of Vitriolic Blasts, obviously, to get you past SR. My first warlock took Eldritch Spear at 4th level, and got no use out of it at all for two levels. Granted, we were doing a lot of dungeoneering, but the fact is that even on open ground, it's not all that common to [i]know[/i] you're going to go ahead and fight someone before they get within shouting distance. If you're going to be a highly mobile, flying warlock, chances are you'll be able to get within normal blast range and still stay fairly safe. Eldritch Chain and Eldritch Cone, however, are well worth it - the Chain because it's the closest you'll get to having iterative attacks, and the Cone for those occasions when the enemy thinks a tight formation is a good idea. Reasonable choice, though I will point out that it's hard to go wrong with See the Unseen. Even for a character who already has darkvision, constant-effect See Invisibility is very useful. Entropic Ward is also nice. That's a well-balanced set of choices, and you've covered all the essentials. Intimidating Strike would be a good feat for a melee-specialised member of your party to take - if they hit an opponent first to get them Shaken, you can follow up to Frighten them. Other than that, you could use wands of [i]cause fear[/i] as a follow-up to your blasts. Only worth it if you're going to specialise in eldritch essence invocations, and cause saving throws against most of your blasts. If you're going to follow up with Precise Shot to let you fire into melee (and consider Improved Precise Shot at 15th level so that you can ignore cover and concealment), then Point Blank Shot is worth it. If not, a situational +1 to hit and damage is of debatable worth compared to other feat choices. Definitely worth it, but only at later levels. I wouldn't spend a feat to gain anything lower than a Lesser invocation. Most definitely worth it. You only get to maximise three blasts per day, but when you really want that extra damage, it's well worth it. Looks like you've got a good character concept there. [/QUOTE]
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