Warlocks - players and DM's - your thoughts


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They make a great 5th character to a group. We've only just now picked up a "pure" arcane caster and we've suffered for it's lack until now.

We are currently 11th level and we started at 6th. The warlock seriously needs to pick up virtrolic blast as his next invocation. SR is a bitch.
 

I think the Warlock is what the Sorcerer should have been -- this is ad-hoc, natural casting without spell components or 'Bigbys Gesticulating Hand' spells just like wizards.

(Italics added.)

I'm a little confused by the italicized part. Are you just referring to the greatly reduced utility spell selection, or is that portion meant to imply that warlocks don't have to worry about somatic components (which, um, they very much do)?
 

They're okay, if a bit one-dimensional. They make a good multi-class option though, for the creation of pc's with a little extra magical ability.
 

It all boils down to your DM style. How do you like to run your games? If the idea of a character that can deal out significant amounts of damage to large numbers of creatures all day long worries you, don't allow the warlock in your game. If you enjoy using certain types of scenarios or challenges that a warlock with the right invocation can bypass easily (Voadam mentioned the captured, disarmed, and imprisoned scenario earlier), don't allow one in your game.

My group tends to run games that are combat focused, and the warlock hasn't been a problem there.
 

Dalamar said:
My overall impression is that what the warlock loses in overall efficiency, it gains in lasting power and flavor. A really nice class to play. And Repelling Blast on a Huge creature makes for a great visual :D

I'll agree with the first part, but point out that Repelling Blast only works on Medium or smaller creatures. Which serves as a reminder that Invocations need to be read carefully.

I've been playing my warlock a month and what strikes me most is that the class if one of the few that isn't a derivation or combination of the core four classes. Warlocks usually end up as light ranger fighters with a selection of magical enhancements. They're really very modular. Instead of a selection of spells you have a very few invocations on call to support your concept. You can go stealthy infiltrator, mega-face, hexer, summoner, mobile sniper, or battlefield support. (At least, those are the main ones that come to mind.)

With so many more Invocations available compares to those any one Warlock will have, it's impossible to say what to expect of the whole class. With no ability to switch spells, once they have a PC built you should be able to know everything they can do. Conversely, with Invocations being at will, expect them to be do it at every chance. Baleful Utterance? Every lock gets Shattered. Fell Flight? Pits and cliffs are not obstacles. See the Unseen? No invisible assassins, ever. Warlock's Call? Expect them to carry on entire conversations with distant friends and keep the entire party in contact.

So besides another reminder to carefully read the Invocations and how they're different from spells they mimic, my real advice is not to try and know the Warlock class but know your player's specific Warlock. He won't have many tricks but he'll use what he has freely.
 

One key way that warlocks get versatile fast is their "take 10" on UMD checks. That means that it is very easy for them to use ANY wand, for instance.

I personally am having a blast with mine. Finally, a "no paperwork" magic-user!

If the player gets uppity, bring in grappling monsters, clay golems and black dragons. :)
 

I'm very fond of the warlock, having played one for some time. They're easy, and the UMD makes up for the lack of flexibility. Of course, they're very specialized, and can become boring if you let them, but I think the flavor of the class makes up for it.

Demiurge out.
 

Thanks all.

I gave my player the official okey-dokey which, if you knew him means the has the class planned out (feats, skills, spells, possesions and all) to level 20 by now.
 

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