* * * Wizards Community Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : 3.5e Warlock Converted to 1e (peer rvw pls) Started at 04-16-07 02:25 PM by Kevmann Visit at http://forums.gleemax.com/showthread.php?t=830245 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : Kevmann Date : 04-16-07 02:25 PM Thread Title : 3.5e Warlock Converted to 1e (peer rvw pls) 1st Edition Warlock Born of supernatural bloodline, a warlock seeks to master the perilous magic that suffuses his soul. Unlike wizards who approach arcane magic through the medium of spells, a warlock invokes powerful magic through nothing more then an effort of will. By harnessing his innate magical gift through fearsome determination and force of will, a warlock can perform feats of supernatural stealth, beuile the weak-minded, or scour his foes with blasts of eldritch power. Warlocks form a subclass of magic-user, and thus uses the attack and save matrix of a magic-user. A character must have a minimum of 14 in both Intelligence and Charisma before he can qualify to be a warlock. Also, only races with pure or mixed human blood can have the infernal taint to their blood that gives a warlock his power, thus only humans, half-elves, or half-orcs can qualify. A warlock must have either any evil and/or any chaotic alignment, thus lawful evil or chaotic good are alignment options to the warlock. Class Progression Lvl XP d6 hd Special KnowI 1 0 1 Eldritch blast 1d4, invocation (least) 1 2 2250 2 2 3 4500 3 Eldritch blast 2d4 2 4 9000 4 2 5 18000 5 Eldritch blast 3d4, Invocation (lesser) 3 6 35000 6 3 7 60000 7 Eldritch blast 4d4 3 8 95000 8 4 9 145000 9 Eldritch blast 5d4 4 10 220000 10 4 11 375000 10+2 Eldritch blast 6d4, invocation (greater) 5 12 660000 10+4 5 13 880000 10+6 Eldritch blast 7d4 5 14 1500000 10+8 6 15 1875000 10+10 Eldritch blast 8d4 6 16 2250000 10+12 6 17 2625000 10+14 Eldritch blast 9d4, Invocation (dark) 7 18 3000000 10+16 7 19 3375000 10+18 7 20 3750000 10+20 Eldritch blast 9d6 8 Weapon and Armor Proficiencies: Warlocks are more martial then their other magic-user counterparts. They are proficient in the same weapons and armor as rogues, and can use their invocations and eldritch blast while using studded leather or lighter armor. Invocations: A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will and as often as a normal magic user could cast spells (normally only once a round). The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A warlock begins knowledge of one invocation, which must be of the lowest grade (least). As warlock gains levels, he learns new invocations. A list of available invocations can be found follow this class description. At any level when a warlock learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. Eldritch Blast: The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. An eldritch blast is a ray with a range of 20 yards. It requires a ranged attack to hit a target and does an amount of magical damage as listed in the class progression. Some of a warlock’s invocations, such as frightful blast, modify the damage or other effects of the warlock’s eldritch blast. These are called eldritch essence invocations. Unless noted otherwise, eldritch blasts modified by eldritch essence invocations deal damage normally in addition to imparting the effects described in the invocation description. A warlock can apply only one eldritch essence invocation to a single eldritch blast, choosing from any of the eldritch essence invocations that he knows. A warlock can apply an eldritch essence invocation and a blast shape invocation (see below) to the same blast. Some of a warlocks invocations, such as eldritch spear, modify the range, target(s), or area of a warlock’s eldritch blast. These are called the blast shape invocations. Unless noted otherwise, eldritch blasts subject to blast shape invocations deal damage normally in addition to imparting the effects described in the invocation description. A warlock can apply only one blast shape at a time to an eldritch blast, and he can choose from any of the blast shape invocations that he knows. A warlock need not apply a blast shape or eldritch essence invocation to his eldritch blast at his discretion. Here are a list of all 3.5e invocations which can be easily converted over to 1e. Assume if an invocation is not listed here that its been given the boot. Of course, the GM can add or take away invocations at their discretion. Invocation 1e Spell or Effect LEAST Dark Ones Own Luck: +2 on one save (can take multiple times for different saves) Devil’s Sight: Ultravision 10yrds Eldritch Spear (BS): Blast range increases to 80yrds Frightful Blast (EE): Target must make save vs spell or take –1 to attack rolls and saves for 1 turn Hideous Blow (BS): Eldritch blast channeled through unarmed or melee weapon for one attack, if successful the eldritch blast damage is in addition to any normal melee damage. Leaps and Bounds: Gain Tightrope Walking, Jump, and Tumble non-weapon proficiencies. (remove if not using nwps) Sickening Blast (EE): Target must make save vs poison or take a –1 to attack rolls and damage for 1 turn Spiderwalk: 1st lvl arcane spell spiderclimb Wall of Gloom: 1st level illusionist spell wall of fog LESSER Baleful Utterance: 2nd lvl arcane spell shatter Beshadowed Blast (EE): Target must make save vs spell or be blinded for 1 round Breath of Night: 2nd lvl illusionist spell fog cloud Brimstone Blast (EE): Eldritch blast does fire damage and target takes 1 point of fire damage every two segment for a round or until they succeed at a save vs spell check (one can be made every segment unless attacking or casting). Darkness: 2nd lvl arcane spell darkness 15’ Entropic Warding: 3rd lvl arcane spell protection from normal missiles Fell Flight: 3rd level arcane spell fly Hellrime Blast (EE): Eldritch blast does cold damage and target takes –2 to Dexterity for 6 turns See the Unseen: 2nd lvl arcane spell detect invisibility Voracious Dispelling: 3rd level arcane spell dispel magic, except only creature touched Walk Unseen: 2nd level arcane spell invisibility but self only GREATER Bewitching Blast (EE): Target of blast must make save vs spell or be confused for one turn. Charm: 4th level arcane spell charm monster except only one creature can be charmed at a time Eldritch Cone (BS): Blast is now a 10 yrd cone, creatures caught make save vs spell to take half damage Flee the Scene: 4th level arcane spell dimension door Vitriolic Blast (EE): Eldritch blast does acid damage and deals an additional 2d4 damage on each of the following three rounds. Wall of Perilous Flame: 4th lvl arcane spell wall of fire DARKER The Dead Walk: 5th level arcane spell animate dead Eldritch Doom (BS): Blast is now a 10yrd diam, creatures caught get save vs spell for half Noxious Blast (EE): Target of blast must make save vs poison or be helpless for 1d4+1 rounds. Repelling Blast (EE): Target of blast must make dex check or be thrown back 1d10 yrds and knocked prone. If an object is hit prematurely, creature takes 1d4 damage per 2 yards hurled. Retributive Invisibility: 4th level illusionist spell improved invisibilityexcept self only -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 2] Author : orgcandman Date : 04-16-07 05:59 PM Thread Title : Re: 3.5e Warlock Converted to 1e (peer rvw pls) I think the first thing to be done is to drop the X+1 HP progression. I've used it on one custom class in 1e ever, and that was because the class would be melee'ing a lot more. It was really a flavor thing, since on average, it's only 1/2 a point higher than the mage. The next thing is to drop the damaging dice from d6. The thing is, most creatures in AD&D have only a few hit dice, and after that, just HPs added. It's not quite the same as 3.5e where the creatures can have quite a few HPs, and even more with all the feats. This is how I would progress damage: Level Damage 1st d3 (1-3) 2nd d4 (1-4) 3rd d6 (1-6) 4th d6 (1-6)(give some bonus to the hit...+2) 5th d6+1 (2-7) 6th 2d4 (2-8) 7th 3d3 (3-9) 8th 1d10+2 (3-10)(give some bonus to the hit again...+3) 9th 3d4 (3-12) 10th 2d6+1 (3-13) 11th 4d4 (4-16) 12th 3d6+1 (4-19)(give some bonus to the hit again...+4) 13th 5d4 (5-20) 14th 4d6+1 (5-25) 15th 2d12+3 (5-27) 16th 5d6 (5-30)(give some bonus to the hit again...+5) 17th 8d4 (8-32) 18th 6d6+2 (8-38) 19th 10d4 (10-40) 20th 7d6+3 (10-45)(give some bonus to the hit again...+6) Every level after 20th adds a d4 of damaging dice I think this damage progression is good, as it gives the player something to look forward to at every level, and you can see the damage dealt being raised slowly but steadily. For experience levels, usually once the "ability" cap is hit (ie: 20th), the book specifies a number of XP to get to levels above the indicated. I'd make it look like: Level XP Needed HD+HP 1st 0 1 2nd 2250 2 3rd 4500 3 4th 9000 4 5th 18000 5 6th 35000 6 7th 60000 7 8th 95000 8 9th 145000 9 10th 220000 10 11th 375000 10+1 12th 660000 10+2 13th 880000 10+3 14th 1500000 10+4 15th 1875000 10+5 16th 2250000 10+6 17th 2625000 10+7 18th 3000000 10+8 19th 3375000 10+9 20th 3750000 10+10 Every level after 20th requires 3750000 XP more than the previous. I think it should use the theif attack matrix, but should not ignore armor ratings. Probably it can ignore magical armor bonuses, and all shields. Since the blast is ranged, will it have a firing rate, or will it go off a number of melee attacks that someone has. I think the latter is the better approach, meaning that your attack progression should be spelled out, (or follow the ranger table). This lets you compete with the outlandish magic user damage / round. I don't know much about how invocations work, so an explanation on number known, times per day, etc.. would be good. However, off the bat Dark one's own luck - permanent is a dangerous word...I'd have to know how invocations work to keep it in. Brimstone Blast - This should be scaled down to one every two segments. Otherwise, you're adding +10 damage, as well as stopping most arcane casters in their tracks Hellrime Blast - I'd change it to 6 turns, or 9 turns. 10 turns is like an hour and 40 minutes, which is awkward although not that awkward...probably fine as-is. Bewitching blast - Make it a turn. One round, at 11th level, is nothing. Vitriolic Blast - change the damaging dice to 2d4 I also might change some of the dex checks to saves vs. something-or-other. Those are my initial thoughts. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 3] Author : Kevmann Date : 04-16-07 08:10 PM Thread Title : Re: 3.5e Warlock Converted to 1e (peer rvw pls) As far as hit points, I guess I could move it up to d6, but I am not going to lay down at d4, this is a more martial class then your standard magic user. Well, that progression is a bit complicated to me. How about we just downgrade the dice to d4s. Now, if your not familiar with the eldritch blast, its a bolt of pure magical energy. In 3.5, its considered a touch attack, meaning it ignores armor and shields among other things. I think only things like having a good Dex and rings of protection would really help you against this attack. Also, since this is a subclass of the magic-user I would like to keep the matrix's within that class. And since the attack matrix of the magic-users is the poorest, it counters the fact their blast ignores armor. I'll add in that xp cap line. No, you will only be able to use the blast once a round. I'll try to convert all the 3.5 text into 1e text so this class can be viewed stand alone. Thanks for the feedback, I hope when I get the text posted it will clear up some of your mechanical questions. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 4] Author : ypexode Date : 04-17-07 12:33 AM Thread Title : Re: 3.5e Warlock Converted to 1e (peer rvw pls) I like the fact that some of us are looking for some new ideas that the later editions provide and try to introduce them to our older editions campaigns.Keep up the good work. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 5] Author : orgcandman Date : 04-17-07 09:37 AM Thread Title : Re: 3.5e Warlock Converted to 1e (peer rvw pls) I'm still a little wary about removing armor bonuses. The thing is, unless an action will almost certainly deal a small (read less than 10) amount of damage, having it ignore armor and shield bonuses is really powerful. A fighter with average con, who rolls well(as in all of his rolls are max), will only have around 110 hp @ 20th level. I might make the following changes: @1st level they get eldritch blast @4th level, it ignores non-magical shield bonus. @7th level, it ignores non-magical armor bonus. This way its not all at once, and at the end you'll still be great, but at the beginning, the fighting classes still get their chance to shine. Thing is, at 1st level, he's quite a bit more powerful than the magic user because he has access to 2nd level spells, so I'm more inclined to have the class be weak early (like the magic user) and then a wrecking ball from 7th+ Especially since its hitting on the same table as the magic user, I understand that its going to be a weaker class early on. That's ok. The magic user's attack table @7th requires a 9 to hit AC 10 (which is what many opponents are going to look like when you ignore bonuses), at 11+ it's only a 6, and at 16+, every round you'll be hitting with 7->9 d4...which kills a magic user after around two rounds. Can this deal 1/2 damage to creatures with with magical resistances or that require +1 or better to hit? I see this as being insane at the highest levels...like you get a magic user ally to cast time stop, and haste, and a few other buff spells, and all of a sudden blam any foe is dead before it even gets to go. Also, it might be interesting to find the original warlock class from OD&D and see how this differs. It's either in the blackmoor supplement or the eldritch wizardry supplement, iirc. Or its in a dragon magazine. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 6] Author : Kevmann Date : 04-17-07 06:48 PM Thread Title : Re: 3.5e Warlock Converted to 1e (peer rvw pls) Thanks for your response ypexode, glad you like it! orcandman, Firstly, I agree with you that I should include that non-magical armor and non-magical shield bonuses to not apply. Secondly, I am not that familiar with how magic resistance works in 1e. I certainly agree that creatures with magic resistance should take only a partial amount of damage, but since I do not know how it works I wouldn't know how. I also agree that having access to 2nd level spells at 1st level is a bit much for 1e, let me mess with the invocation list a bit more to get it settled out. However, consider that this class will be doing a lot less damage then say a warrior or a mage would. Even when he gets 9d4 eldritch blast, that is only on average 22.5 damage (9x2.5), most fighters and mages can do a lot more then that at that high of level. In fact, I might change things up a bit for the high level eldritch blast damage... Anyway, fighters have multiple attacks and mages have wicked spells, the warlock's strength lies in the fact he can keep going and going for multiple combats and his versitility, but in party situations that doesn't really help too much because if the rest of the party has to rest then the warlock can't really go on without them. I'm just saying, look at the class as a whole and you will see it stays balanced with other classes. EDIT: Ok, so I actually beefed the eldritch damage a bit at high levels, due to comparison of some of the stuff other classes can do. Also, I shifted a lot of the invocations to a higher grade. Now the warlock does not have access to higher then 1st level spells until 5th level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 7] Author : orgcandman Date : 04-17-07 10:15 PM Thread Title : Re: 3.5e Warlock Converted to 1e (peer rvw pls) don't get me wrong. At high levels, I'm fine with it ignoring armor and shield. At low levels though, its crazy more powerful than a mage or fighter. That's why I suggest having the ignoring of bonuses happen around similar times when fighters / mages get better. On further thought, using those invocations at will all day is pretty much like saying "Let me pick a random power, and I have that power..poof!" I'd be more comfortable with it being...say...a number of times per turn equal to level+3, or perhaps per hour/day. I'm not sure. Also, Voracious dispelling is insane. You have to remember, in 1e wizards have a small number of spells per day that they're casting. At level 5, you become better than the fighter, since your attacks, currently, are bypassing armor & shield, meaning they're gonna hit all the time. You're better than a wizard since you can just dispel the hell out of the 6 spells that they can cast, and poof, you win. You're better than a cleric because you can handle most weapons, have a great infinite use ranged attack (eldritch spear) meaning that cleric isn't getting close. Even if he does, unlike other casters, you're sitting in armor, which if playing by the weapon vs. ac charts, the cleric is gonna get penalties attacking you. The difference between this in 3.5 and this in 1e is that in 3.5 a lot of the numbers are higher, so the wizards, who have a crappy hit bonus, were never able to hit. They came up with a touch AC to give the wizards a fighting chance. But think about this, a wizard at 1st in 3.5, trying to touch attack a good theif (16+ dex) still has to roll a 13 (unless he's got weapon finesse..but even then the theif can take dodge, and other feats/skills/powers to up that number). This guy, in 1e at 1st only has to roll a 12. Possibly a 13. However, stats don't increase in 1e, AND infinite use abilities are really rare (only the monk has one, and the monk is mostly terrible). If this didn't ignore armor & shield, then the number 1st level warlock needs roll in order to hit a fully armored theif is 19. Now, that sounds like a lot, but if you use my progressions, that number drops @ 7th to a respectable number: 14 for a 19 dex theif (extremely rare). I would be OK with you changing the invokations so that perhaps you can modify the blast to bypass armor and shield. Otherwise, this class is pretty much the only class I'd take through any dungeon crawl. Good utility, good hps, great fighting capability since the few things in the game which boost AC are ignored completely, AND you get to deal with any magic user by infinite dispel of anything they attempt. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 8] Author : Agathokles Date : 04-18-07 05:41 PM Thread Title : Re: 3.5e Warlock Converted to 1e (peer rvw pls) Secondly, I am not that familiar with how magic resistance works in 1e. There's a percentile score, you roll under it on a d100, and if you succeed you're unaffected by that spell or power. However, consider that this class will be doing a lot less damage then say a warrior or a mage would. Even when he gets 9d4 eldritch blast, that is only on average 22.5 damage (9x2.5), most fighters and mages can do a lot more then that at that high of level. You should really do the math here, comparing with Fighters. I don't have 1e books, so I'll have to try with AD&D. The average high level fighter equipped with a 1d8 damage weapon he is specialized with, could do 2.5 attacks per round. Strength damage bonus are usually low, unless you have 18 Strength, but let's take a 6 points including magical weapon. That's up to an average of 31.5 HP per round, so 9d4 seems reasonable as long as the blast can hit a single target. When it becomes an area effect, that's a completely different matter, and should be addressed by comparing it with magic user spells (and therefore should have a cap on the number of uses per day, unless the damage is much reduced). All in all, it can be a nice class -- a good ranged fighter, basically, with some spells. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 9] Author : orgcandman Date : 04-19-07 01:28 PM Thread Title : Re: 3.5e Warlock Converted to 1e (peer rvw pls) I might actually take a different direction with a warlock class. While it wouldn't be a direct descendant of the 3.5e class, it would look something like: Warlock Born of a thirst for unending power through the devils and demons of the universe, a warlock seeks to master the perilous magic that suffuses his soul. Unlike wizards who approach arcane magic through the medium of spells, a warlock invokes powerful magic through black binding rituals which request aid from demons and devils. By harnessing his innate magical gift through fearsome determination and force of will, a warlock can blast his enemies with a soul-crushing force, invoke fierce curses, and even summon demons to himself. Warlocks form a subclass of magic-user, and thus uses the attack and save matrix of a magic-user. A character must have a minimum of 14 in both Intelligence and Charisma before he can qualify to be a warlock. Also, only races with pure or mixed human blood can have the infernal taint to their blood that gives a warlock his power, thus only humans, half-elves, or half-orcs can qualify. A warlock must have any non-good alignment, thus lawful evil or chaotic neutral are alignment options to the warlock. Lvl XP d6 hd Ability Gained 1 0 1 A 2 2250 2 3 4500 3 B 4 9000 4 5 18000 5 C 6 35000 6 7 60000 7 D 8 95000 8 9 145000 9 E 10 220000 10 11 375000 10+1 F 12 660000 10+2 13 880000 10+3 G 14 1500000 10+4 15 1875000 10+5 H 16 2250000 10+6 17 2625000 10+7 I 18 3000000 10+8 19 3375000 10+9 J 20 3750000 10+10 K Weapon and Armor Proficiencies A warlock may become proficient with the following weapons: blowgun, bow (short), club, crossbow (small), dagger, dart, oil, sling, staves (quarter and bo), swords (other than bastard and two-handed). A warlock may only wear studded or lighter armor. A - Construct demonic paraphenelia At 1st level, a warlock gains the ability to create beads, necklaces, candles, and other items of demonic import. Such items, when used, allow the warlock to deal damage to an enemy which is within 30 yards, and is within the warlock's line of sight. The construction and use of these objects is described below: Item Construction Time Effect (caster level is set at time of construction) Candle 1 hours / 3 candles 1d3 damage per 2 caster levels Bead String 1 hour / string 1d4 damage per 2 caster levels Necklace 2 hours / necklace 1d6 damage per 2 caster levels Figurine 1 day / figurine 3d3 damage per 2 caster levels Using an item takes 3 segments. The defending target makes a save vs. wands. A successful save indicates only 1/2 damage is dealt. An unsuccessful save indicates full damage is dealt. Once an item is used, it vanishes. If a warlock is struck in combat while attempting to use an item and fails a system shock roll, the item is ruined. To replenish items, a warlock needs to keep a stock of waxes, fats, threads, straw, bones, and other items which would be employed to create the different demonic items. A warlock may also deconstruct items which he/she made earlier. B - Blood essence infusion During the creation process of an item, a warlock may infuse some of his/her essence into the final created product. Such a feat takes double the normal time but gives the items +1 to their damage dealt per caster level (set at time of creation), and further, victims making a save do so at -4. C - Summon Imp At 5th level, a warlock gains the ability to summon an imp from the demonic planes. A warlock must perform a 24 hour ritual, during which he inks the symbol of the chosen demon into his flesh. Once completed, he gains the ability to summon an extra planar demonic imp granted by the demon/devil he has chosen to make a pact with. The summoned imp has the following stats: Name To be chosen by the player Hit Dice 1 + 1/2 warlock (a 5th level warlock's minion would have 3 HD, a 7th would have 4) Movement 12" ground, 9" fly AC 10 - HD # Attacks 3 Damage 1-4/1-8/1-8 Magic Resistance None Intelligence Semi Special Attack Fireblast - 2d6 fire damage / 3 segment cast / 1 per day / save negates Strength 12 Intelligence 7 Wisdom 7 Dex 9 Con 14 Cha 9 Should the summoned imp drop to 0 or fewer hit points, it will be teleported off to whichever plane it came from, where it will stay for 1d4 weeks + 1 day per 2 hit points. A summoned imp can only regain hit points on its native plane, and gains them at a rate of 1 hp / day unless it is allowed to rest for at least week. An imp can communicate in any tongue with its master, but cannot understand the words of others. D - Vexing Essence When a warlock invokes the power of his transformed objects, he may combine them to with other herbs, stones, and essences to create powerful curses upon the victims instead of dealing normal damage. Below is a list of herbs, stones, and essence which can be combined, along with the duration, set by the item used. Item Used Duration Candle 1 hour Bead String 3 hours Necklace 12 hours Figurine 1 day Combinant Effect Invoking Time Devilsbane Blindness +3 segments Demonsbane Deafness +3 segments Magebane Muteness +2 segments Roguebane Paralysis +1 segment Nightshade Sickness +1 segment Mindbane Psychosis +3 segments Soulbane Catalypsy +5 segments Agate Damage as normal, every turn +1 segment Iron Psychosis +2 segments Steel Seizures +3 segments Standard Ore Sleep +2 segments Troll Essence Sores which do not heal(-4 con) +6 segments Pixie Essence Uncontrollable laughter +2 segments Brownie Essence All attacks hurt target +4 segments Demonic Essence Target is under warlock's control +5 segments E - Demonic Binding A warlock may perform a summoning ritual which will allow him to bind a specific demon's or devil's essence with his own. The warlock gains the following benefits: - Ultravision 90' - Blindsense 30' - Flight movement (as per the wizard spell) I haven't figured out the rest of the abilities, but this is how I would envision a warlock. NOTE: You get a similar ability to eldritch blast, but it forces the target to make a save instead of needing you to make attacks. Its limited to how much you have in terms of items, much like a mages spell components. You get some demonic binding, and I'm eventually thinking of a mechanical way of selling your soul (accepting a gaes / quest) to a demon for some insane power. What do you think of this? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 10] Author : Kevmann Date : 04-19-07 06:48 PM Thread Title : Re: 3.5e Warlock Converted to 1e (peer rvw pls) Well, I can limit Voracious Dispelling to "creature touched" to solve the infinite counter thing you mentioned. On to the eldritch blast thing, the only way I feel comfortable with removing the no armor/shield bonus is by perhaps using a different attack matrix souly for use with the eldritch blast. Perhaps the eldritch blast uses a cleric or rogue matrix? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 11] Author : Kevmann Date : 04-19-07 09:57 PM Thread Title : Re: 3.5e Warlock Converted to 1e (peer rvw pls) Listen, I wanted to keep my draft of the warlock short and sweet. I think that a class with as few descriptions as possible, few rules as possible, really works best in a 1e environment. Now, while I appreciate your enthusiasm and am willing to continue discussing the various balancing points of my class, introducing an entirely new class design was not what I had in mind. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 12] Author : Kevmann Date : 04-19-07 10:05 PM Thread Title : Re: 3.5e Warlock Converted to 1e (peer rvw pls) OK, I thought it out and for the reasons that I would rather a class be slightly underbalanced then overbalanced, I will switch the eldritch blast so it doesn't ignore armor/shields. Heck, a character in this class would probably have a really high dex anyway. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 13] Author : orgcandman Date : 04-20-07 07:03 AM Thread Title : Re: 3.5e Warlock Converted to 1e (peer rvw pls) you could also always have it hit at +1...heck having it treated as a +1 weapon might actually make the class really useful to party members. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 14] Author : Kevmann Date : 04-22-07 11:56 PM Thread Title : Re: 3.5e Warlock Converted to 1e (peer rvw pls) Ok, how about I say that warlocks get a +1 bonus to hit with their eldritch blast and I'll add a line in about how the blast is treated as a magical attack. However, two issues remain. Firstly, the eldritch blast is going to be reading more and more like a weapon attack. I mean, it requires a to-hit roll, hits as a magical weapon, and is effected by armor and shields. So the question still remains, is it or is it not effected by magical resistance? If so, we would be making it even weaker then it is, kind of like getting the worst of both worlds (spells and weapons). Is there an alternative that keeps within the flavor of the ability? Secondly, I have been looking at the monk unarmed damage progression and it looks pretty nice. If I continued it to lvl 20, it would be about the same average damage as 9d6. Do you think I should switch to that damage progression? Lastly, I was thinking about adding in a new blast shape evocation in either greater or dark area. Something that allows them to make two attacks in a round, once on their initiative and once more at the end of the round. I think that since monks get so many attacks in a round and do the same damage as a warlock that this would balance the class out nicely in terms of being in power with the other classes. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 15] Author : Higmorton Date : 04-28-07 05:02 PM Thread Title : Re: 3.5e Warlock Converted to 1e (peer rvw pls) Then give the blast the desription as using a blade of force. Stated magic resistance does not apply because this is more a force generated weapon. I would also increase the magical bonus as the player progresses. lev. 1 - 4: +1, 5 - 8: +2, etc. Max it at +4. I would say keep the damage as it is. As for attacks. Use like an adaptation of the fighter. level 1 - 8 : 1 attack level 9 - 16: 3/2 attacks level 17+ 2 attacks But then still, a weapon proficiency, for the blast should be taken, then I would say amd additional slot should be speant at 9th and 17 to get the bonus attacks. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Downloaded from Wizards Community (http://forums.gleemax.com) at 05-10-08 08:21 AM.