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Warlocks being broken?
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<blockquote data-quote="StreamOfTheSky" data-source="post: 4900852" data-attributes="member: 35909"><p>As far as using magic items go, yes, that's definitely an option. But a rogue can do that, too. And add sneak attack damage. And whatever scroll you're using, the wizard of your level can use higher level spells with much higher DCs anyway, so I don't buy that as a way to make an NPC Warlock more dangerous in a fight. Class levels are never worth their weight in CR, for sure. But warlock levels especially don't pan out for a main villain to fight the party. Warlocks can work well as lower level minions, using fell flight or the spiderclimb invocation to stay away from the melee attackers and slowly but surely plinking away the party's hp if they ignore them. I made a fey race up to use as the main NPC's helpers in my gestalt game that had some inherent warlock abilities, much like a race that comes with sorcerer spellcasting, they did a pretty good job.</p><p></p><p>[sblock]Notes: They were made to fight an evil party, they could just as easily be Chaotic Neutral. They benefitted from some houserules (like a +4 per size smaller than medium rule for escape artist), as well as things unique to the high powered campaign: high point buy, +1 bonus feat (just get rid of split spell-like ability, which I made up anyway). They might be higher CR, this was a gestalt game. The speed 50 in () was because it was assumed they'd have Longstrider up before combat.</p><p></p><p>Eldritch Spirit</p><p>Size/Type: Small Fey</p><p>Hit Dice: 6d6+12 (48 hp) *I gave NPCs max hp; the standard would be 33 (half HD)</p><p>Initiative: +5 </p><p>Speed: 40 (50) ft. (4 squares), fly 40 (50) ft. (good)</p><p>Armor Class: 25 (+5 Dex, +2 natural +3 armor +1 shield +4 deflection), touch 19, flat-footed 21</p><p>Base Attack/Grapple: +3/+0</p><p>Full Attack: Eldritch Blast +9 ranged touch (3d6; 60 ft) or mstrwk dagger +6 melee (1d3+1/19-20)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Eldritch Blast, spell-like abilities</p><p>Special Qualities: Invocations, damage reduction 5/cold iron, Deceive Item, Energy Resistance 5 (all 5 energy types), Deflection, low-light vision</p><p>Saves: Fort +4, Ref +10, Will +8</p><p>Abilities: Str 12, Dex 20, Con 14, Int 15, Wis 16, Cha 18</p><p>Skills: Bluff +13, Concentration +11, Diplomacy +12, Escape Artist +14 (18), Listen +10, Sense Motive +12, Spot +10, Tumble +14, UMD +13</p><p>Feats: Point Blank Shot, Ability Focus (Eldritch Blast), Precise Shot, Split Spell-like Ability (Eldritch Blast)</p><p>Challenge Rating: 4</p><p>Treasure: Standard (mostly wands and scrolls)</p><p>Alignment: Always chaotic good</p><p></p><p>Spell-like Abilities:</p><p>At-will -- Detect Magic; 3/day -- Color Spray, Faerie Fire; 1/day -- Cure Moderate Wounds. CL 6th.</p><p></p><p>Invocations: All Eldritch Spirits know the Fell Flight invocation (included in stats block) as well as four other lesser invocations. CL 6th. Typical invocations:</p><p><strong>Sickening Blast</strong> (level 2; fort DC 18 or become sickened for 1 min.)</p><p><strong>Frightful Blast</strong> (level 2; will DC 18 or become shaken for 1 min.)</p><p><strong>Eldritch Spear</strong> (level 2; EB range becomes 250 ft)</p><p><strong>Dark One's Own Luck</strong> (+4 to one save type)</p><p><strong>Devil's Sight</strong> (See 30 ft in normal and magical darkness)</p><p><strong>Entropic Warding</strong> (ranged attacks miss 20%, leave no trail)</p><p><strong>See the Unseen</strong> (See Invisible, Darkvision 60 ft)</p><p><strong>Summon Swarm</strong> (range 40 ft; as spell; duration: concentration)</p><p><strong>Voice of Madness</strong> (level 2; range 40 ft; will DC 16 or confused for 4 rounds)</p><p></p><p>Deflection: Eldritch Spirits add their charisma modifiers as a deflection bonus to AC when wearing light or no armor.</p><p></p><p>Deceive Item: Can always take 10 on UMD checks</p><p></p><p>Scrolls often carried: Magic Missile (CL 3); Invisibility, Whirling Blade, Unluck, Entangle, Blessed Aim</p><p>Wands often carried: Ray of Clumsiness, Longstrider</p><p>Eternal Wands often carried: Benign Transposition, Grease (CL 3)</p><p>[/sblock]</p><p></p><p>In my case, I had 2-3 (I forget) of them backing up a Bralani Eladrin.</p><p></p><p></p><p>Oh, and as for the 100 Fell Flights...even more fun: Use Reciprocal Gyre on the Warlock. Instant Death! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4900852, member: 35909"] As far as using magic items go, yes, that's definitely an option. But a rogue can do that, too. And add sneak attack damage. And whatever scroll you're using, the wizard of your level can use higher level spells with much higher DCs anyway, so I don't buy that as a way to make an NPC Warlock more dangerous in a fight. Class levels are never worth their weight in CR, for sure. But warlock levels especially don't pan out for a main villain to fight the party. Warlocks can work well as lower level minions, using fell flight or the spiderclimb invocation to stay away from the melee attackers and slowly but surely plinking away the party's hp if they ignore them. I made a fey race up to use as the main NPC's helpers in my gestalt game that had some inherent warlock abilities, much like a race that comes with sorcerer spellcasting, they did a pretty good job. [sblock]Notes: They were made to fight an evil party, they could just as easily be Chaotic Neutral. They benefitted from some houserules (like a +4 per size smaller than medium rule for escape artist), as well as things unique to the high powered campaign: high point buy, +1 bonus feat (just get rid of split spell-like ability, which I made up anyway). They might be higher CR, this was a gestalt game. The speed 50 in () was because it was assumed they'd have Longstrider up before combat. Eldritch Spirit Size/Type: Small Fey Hit Dice: 6d6+12 (48 hp) *I gave NPCs max hp; the standard would be 33 (half HD) Initiative: +5 Speed: 40 (50) ft. (4 squares), fly 40 (50) ft. (good) Armor Class: 25 (+5 Dex, +2 natural +3 armor +1 shield +4 deflection), touch 19, flat-footed 21 Base Attack/Grapple: +3/+0 Full Attack: Eldritch Blast +9 ranged touch (3d6; 60 ft) or mstrwk dagger +6 melee (1d3+1/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Eldritch Blast, spell-like abilities Special Qualities: Invocations, damage reduction 5/cold iron, Deceive Item, Energy Resistance 5 (all 5 energy types), Deflection, low-light vision Saves: Fort +4, Ref +10, Will +8 Abilities: Str 12, Dex 20, Con 14, Int 15, Wis 16, Cha 18 Skills: Bluff +13, Concentration +11, Diplomacy +12, Escape Artist +14 (18), Listen +10, Sense Motive +12, Spot +10, Tumble +14, UMD +13 Feats: Point Blank Shot, Ability Focus (Eldritch Blast), Precise Shot, Split Spell-like Ability (Eldritch Blast) Challenge Rating: 4 Treasure: Standard (mostly wands and scrolls) Alignment: Always chaotic good Spell-like Abilities: At-will -- Detect Magic; 3/day -- Color Spray, Faerie Fire; 1/day -- Cure Moderate Wounds. CL 6th. Invocations: All Eldritch Spirits know the Fell Flight invocation (included in stats block) as well as four other lesser invocations. CL 6th. Typical invocations: [b]Sickening Blast[/b] (level 2; fort DC 18 or become sickened for 1 min.) [b]Frightful Blast[/b] (level 2; will DC 18 or become shaken for 1 min.) [b]Eldritch Spear[/b] (level 2; EB range becomes 250 ft) [b]Dark One's Own Luck[/b] (+4 to one save type) [b]Devil's Sight[/b] (See 30 ft in normal and magical darkness) [b]Entropic Warding[/b] (ranged attacks miss 20%, leave no trail) [b]See the Unseen[/b] (See Invisible, Darkvision 60 ft) [b]Summon Swarm[/b] (range 40 ft; as spell; duration: concentration) [b]Voice of Madness[/b] (level 2; range 40 ft; will DC 16 or confused for 4 rounds) Deflection: Eldritch Spirits add their charisma modifiers as a deflection bonus to AC when wearing light or no armor. Deceive Item: Can always take 10 on UMD checks Scrolls often carried: Magic Missile (CL 3); Invisibility, Whirling Blade, Unluck, Entangle, Blessed Aim Wands often carried: Ray of Clumsiness, Longstrider Eternal Wands often carried: Benign Transposition, Grease (CL 3) [/sblock] In my case, I had 2-3 (I forget) of them backing up a Bralani Eladrin. Oh, and as for the 100 Fell Flights...even more fun: Use Reciprocal Gyre on the Warlock. Instant Death! :D [/QUOTE]
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