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Warlocks seem pointless
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<blockquote data-quote="TrippyHippy" data-source="post: 6480436" data-attributes="member: 27252"><p>Well, for example, if you want to play a combatant you can take a diabolic patron and a pact of the blade. This blade could be anything (as you automatically get the proficiency) so a Great Sword seems obvious (2d6 magical attack). You’re main attack could still be Eldritch Blast (at will) which is D10 damage also. Amour of Shadows gives you Mage Armour at will, while Fiendish Vigour gives bonus HP. You can also get more temp HP from kills you make. As you get more powerful you can augment your attacks with more Invocations and spells, and actually cause a heck of damage with an almost vampiric impact. </p><p></p><p>If you wanted to be more of a sneak, then there are various abilities that other have alluded to on tis thread already - but in short you get a lot of shadow manipulation on offer. This makes them similar to Rogues in a sense, but more magical firepower. The Path of Chains grants you familiars that are a lot more powerful than the ones on offer to other spell casters - more intelligent, combat worthy and dextrous and can in some cases go invisible. </p><p></p><p>The social manipulator style is my favourite, and it’s worth noting that those with an Arch-Fey patron can charm/intimidate everyone in the room at level 1 for an obvious example. But there are lots of mind-influencing/telepathy powers along with disguise magic that is frequently at will too. </p><p></p><p>There are a lot of options to build on as you progress in levels - more than I can highlight here. The point I was trying to make is that you get more traction in the powers you take if they compliment a certain theme. Don’t take one combatant power here, and another social one there. Rather than go jack of all trades, try to build your options thematically to compliment each other. This will create a really potent character that is fun to play.</p></blockquote><p></p>
[QUOTE="TrippyHippy, post: 6480436, member: 27252"] Well, for example, if you want to play a combatant you can take a diabolic patron and a pact of the blade. This blade could be anything (as you automatically get the proficiency) so a Great Sword seems obvious (2d6 magical attack). You’re main attack could still be Eldritch Blast (at will) which is D10 damage also. Amour of Shadows gives you Mage Armour at will, while Fiendish Vigour gives bonus HP. You can also get more temp HP from kills you make. As you get more powerful you can augment your attacks with more Invocations and spells, and actually cause a heck of damage with an almost vampiric impact. If you wanted to be more of a sneak, then there are various abilities that other have alluded to on tis thread already - but in short you get a lot of shadow manipulation on offer. This makes them similar to Rogues in a sense, but more magical firepower. The Path of Chains grants you familiars that are a lot more powerful than the ones on offer to other spell casters - more intelligent, combat worthy and dextrous and can in some cases go invisible. The social manipulator style is my favourite, and it’s worth noting that those with an Arch-Fey patron can charm/intimidate everyone in the room at level 1 for an obvious example. But there are lots of mind-influencing/telepathy powers along with disguise magic that is frequently at will too. There are a lot of options to build on as you progress in levels - more than I can highlight here. The point I was trying to make is that you get more traction in the powers you take if they compliment a certain theme. Don’t take one combatant power here, and another social one there. Rather than go jack of all trades, try to build your options thematically to compliment each other. This will create a really potent character that is fun to play. [/QUOTE]
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