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Warlocks seem pointless
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<blockquote data-quote="green_destiny" data-source="post: 6494267" data-attributes="member: 6785408"><p>Not really, as someone else on this thread has pointed out.</p><p></p><p>> An invisible familiar that does your bidding (especially to spy or be a look-out for the party)</p><p>> You share the senses of the familiar</p><p>> Any item a familiar carries becomes invisible ("Hold my spear while I blast this goblin to bits!")</p><p>> A familiar that will help you with skill checks and they also has its own skill checks</p><p>> When you forego an attack, you can let your familiar attack and their attacks has status effects (poison, frighten, be unconscious etc.)</p><p>> Familiars that can shape shift (crawl, walk, fly, swim)</p><p>> Also why choose between a Sprite, Quasit, Imp or Pseudo dragon familiars when you can choose which familiar you like each time you summon your familiar?</p><p></p><p>> AND familiars that shares their MAGIC RESISTANCE with their master! (now I know why only a few of invocations are Pact of chain dependent - to keep the pacts a bit balanced)</p><p></p><p>Comparing regular familiars with the familiars granted by Pact of chain is like comparing a pet hamster to a K-9 trained police dog.</p><p></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">* Pact of Chain:</span></p><p><span style="font-family: 'Verdana'">No need to spend one invocation to let your familiar talk if your chosen familiar can already talk and rely your message. Unless you want to deliver/talk your message yourself.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">* Pact of Tome:</span></p><p><span style="font-family: 'Verdana'">Will give you additional cantrips for extra attack/utility spells. You can also vary your damage types with your wider selection of cantrips. Plus you get to access to all beneficial utility rituals (cant find any attack-based ritual).</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">* Pact of Blade:</span></p><p><span style="font-family: 'Verdana'">I'm really not a fan of MAD builds (heavily feat and attribute points dependent - but at least you can really stand your ground in melee compared with Chain and Tome). I rather stick with what a warlock does best naturally but each to its own.</span></p><p><span style="font-family: 'Verdana'"></span></p></blockquote><p></p>
[QUOTE="green_destiny, post: 6494267, member: 6785408"] Not really, as someone else on this thread has pointed out. > An invisible familiar that does your bidding (especially to spy or be a look-out for the party) > You share the senses of the familiar > Any item a familiar carries becomes invisible ("Hold my spear while I blast this goblin to bits!") > A familiar that will help you with skill checks and they also has its own skill checks > When you forego an attack, you can let your familiar attack and their attacks has status effects (poison, frighten, be unconscious etc.) > Familiars that can shape shift (crawl, walk, fly, swim) > Also why choose between a Sprite, Quasit, Imp or Pseudo dragon familiars when you can choose which familiar you like each time you summon your familiar? > AND familiars that shares their MAGIC RESISTANCE with their master! (now I know why only a few of invocations are Pact of chain dependent - to keep the pacts a bit balanced) Comparing regular familiars with the familiars granted by Pact of chain is like comparing a pet hamster to a K-9 trained police dog. [FONT=Verdana][/FONT][FONT=Verdana] * Pact of Chain: No need to spend one invocation to let your familiar talk if your chosen familiar can already talk and rely your message. Unless you want to deliver/talk your message yourself. * Pact of Tome: Will give you additional cantrips for extra attack/utility spells. You can also vary your damage types with your wider selection of cantrips. Plus you get to access to all beneficial utility rituals (cant find any attack-based ritual). * Pact of Blade: I'm really not a fan of MAD builds (heavily feat and attribute points dependent - but at least you can really stand your ground in melee compared with Chain and Tome). I rather stick with what a warlock does best naturally but each to its own. [/FONT] [/QUOTE]
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