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Warlock Handbook
5 years ago  ::  Mar 11, 2005 - 7:46PM #1
Tealgorthian
Posts: 142
Date Joined: 10/02/04
***Changes made 08/10, added two PrCs at the bottom of the builds section that a Warlock can qualify for.***


There's been a rash in Warlock threads here recently. So, for a class picking up in popularity I thought I start this thread. Warlock is my favorite class, ever.

Currently, search is down. I know alot of good Warlock builds have been posted, so if you posted one and you want it here, please show it.

Warlock Pros.


  • A good skill list. It's a Cha based class with good Cha based skills, and it gets the eternally powerful Use Magic Device. Three good solid Knowledge skills (Arcana, Planes, and Religion - almost the Big Four, if only it had Nature).
  • All their Invocations can be used in Light armor, with no ASF.
  • Unlimited uses of their Invocations, and Eldritch Blast
  • Detect Magic at Will, with Caster Level equal to class level.
  • The ability to take 10 on all UMD checks, even when distracted or threatened. At 4th level (!)
  • Damage reduction/Cold Iron.
  • Energy Resistance against two elements
  • Artificer like ability to craft magic items with UMD.


Warlock Cons


  • Alignment Restrictions (Chaotic or Evil only)
  • Low skill points per level
  • d6 hit die
  • Very feat dependent for most Warlock Builds.
  • Lack of good Prestige Classes a Warlock can qualify for. Almost none were printed pre-Complete Arcane
  • Only 1 good save.
  • Only gain a total of 12 Invocations
  • Errata is greatly needed, a very confusing class mechanic. Check my sig for the thread from Richard Baker


Dipping into the Warlock:
The basic reason to dip into the Warlock is for a 24 hour self-buff. 1 Level will get you 1 Invocation, and a 1d6 Eldritch Blast (Not all that useful). Good Invocations for this are: Beguiling Influence, Leaps and Bounds, Entropic Warding, See and Unseen, and Spiderwalk, depending on what you are trying to accomplish. A social Rogue, for example, could pick up a +6 unnamed bonus to Bluff, Diplomacy, and Intimidate. A warrior could dip in for 1 level to get See the Unseen, which would grant Darkvision and See Invisibility.

Dipping for a second level gets you Detect Magic at will, and a second Invocation.

The max I would go for a dip into Warlock is 4, which nets you 3 Least Invocations, Detect Magic at will, Eldritch Blast 2d6 (Meh) Damage Reduction 1/Cold Iron, and Imbue Item, which gives you the awesome ability to take 10 on UMB checks, something shared only by the Artificier.
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5 years ago  ::  Mar 11, 2005 - 7:47PM #2
Tealgorthian
Posts: 142
Date Joined: 10/02/04
Invocation Critiques

Eldritch Essences

Eldritch Essences, Least

Frightful Blast: Handy for a low level VS will save, but the fact it doesnt stack reduces it's viability quite a bit. If you take it at low levels, I'd suggest replacing it with something stronger ASAP.

Sickening Blast: I prefer this to Frightful Blast, but most monsters tend to have a better Fort save than Will, which, again, limits it's uses. Another one that needs to be replaced ASAP.

Eldritch Essences, Lesser

Beshadowed Blast: Another Fort save Essences, and somewhat better than Sickening Blast. Blinding your enemy can be just as effective as Invisibility sometimes. A good low level power, but should be replaced.

Brimstone Blast: Your first Ref save blast, and it's pretty crappy. It can be easily simulated with something like Alchemist's Fire. I'd only take this if you seem to be facing an abnormal amount of creatures that need fire.

Hellrime Blast: The only stat affecting Essence, and it turns out to be a penalty instead of damage. Medicore at best. I'd take Beshadowed Blast over this, they are both Fort targetting.

Eldritch Essences, Greater

Bewitching Blast: Meh. I've never even considered taking this power. The duration is too short for me to consider. There are MUCH better Essences at this level you can take.

Noxious Blast: If you still have Sickening Blast, you should definately dump it now, and take this power in it's place. This Invocation can take a monster out of the fight for 1 min. Awesome.

Repelling Blast: A kind of middle of the road blast. I use it with things like Chilling Tentacles and Wall of Perilous Flame. If you want a straight blaster, look else where. If you are going for battlefeild control, this is the blast for you!

Vitriolic Blast: The king of the Greater Essences, this is the -only- Essence that allows you to ignore SR, and is therefore a must have in my book. It makes you viable in combat against high SR monsters, and the ban of all casters, Golems.

Eldritch Essence, Dark

Utterdark Blast: My personal favorite blast, it's the only way a Warlock can deal negative levels. Given time, he can reduce even the most powerful enemy to almost nil. Seems to be the most effective when used with any of the AoE Shapes (Cone, Doom, and Chain)

Eldritch Essences

Blast Shapes, Least

Eldritch Spear: The usefulness of this invocation varies grealy depending on the style of Warlock you wish to play. A long range sniper will get the most use, but remember that using this Shape denies you the use of higher level shapes. I have yet to take this ability

Hideous Blow: The primary Shape of all Melee Warlocks, it can give the Warlock an almost-like Sneak Attack ability. Again, use varies on play style.

Blast Shapes, Lesser

Eldritch Chain: Less useful than some other shapes, it can be used to Repel multiple targets, or issue multi-target debuffs, till you run out of Blast damage. My favorite combination is Chain + Utterdark Blast.

Blast Shapes, Greater

Eldritch Cone: I find this to be the least useful of the AoE Shapes, but many many others disagree with me. It offers one of the largest AoE effects, and doesnt require the Ranged Touch attack. It does offer a Ref save for half damage. Could be useful with Fell Flight and fired from straight above.

Blast Shapes, Dark

Eldritch Doom: This Shape puts the Warlock were he doesnt really wanna be. In the middle of all the fighting. That's the only way it is effective. Melee Warlocks can find this power useful if they are surrounded. Combined with Repelling Blast, it can even the odds fairly quickly.
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5 years ago  ::  Mar 11, 2005 - 7:47PM #3
Tealgorthian
Posts: 142
Date Joined: 10/02/04
Least Invocations

Baleful Utterance: Unlimited Shatters as the spell. very very very useful.

Beguiling Influance: Will see the most use in Warlocks that want to make good negotiator. The use is limited because Diplomacy is not a class skill for Warlocks, sadly. If you add levels of a social class (Rogue, Bard) the usefulness of this Invocation increases.

Breath of the Night: I've not found a use for this Invocation yet. Fog Cloud can be a handy spell, but one that can be more easily duplicated with a magic item.

Dark One's Own Luck: A luck bonus to your saves based on your Charisma for 24 hours, but limited by your class level. It cant be used on more than 1 save at a time. That makes me less than excited about it.

DarknessThe 3.5 version of Darkness is pretty crappy. If you used the 3.0 version.. yeah, go for it.

Devil's Sight: When the Warlock was first introduced, there was alot of excitement about this combined with Darkness, but it turns out that it isnt all it's cracked up to be. There are better things to use your Invocation slots on.

Earthen Grasp: Since the spell sucks, I think this invocation sucks too.

Entropic Warding: This Invocation is so good, I dont know what else to say. 20% miss chance from ranged attacks, leaving no trail, cant be tracked by scent? Wow.

Leaps and Bounds: Might be good for multi-class Warlocks that get those skills on their list. Rogue and Monks come to mind immediately.

Miasmic Cloud: Easy to catch your allies inside, easily dispirsed. Might make a good low level Invocation to swap out later

See the Unseen: One of the best of the Least Invocations. 24 hour See Invisibility -and- Darkvision. I'll take two, and an order of fries.

Spiderwalk: A great power for those Warlocks seeking to enhance their mobility options, esp. in caves, buildings, and cities.

Summon Swarm: A decent low level power, the duration prevents you from summoning 400 Swarms.


Lesser Invocations

Charm: Another solid invocation, this one can give you a temporary cohort. Can also be used to qualify for the Mindbender PrC

Curse of Dispair: Not all that useful, since you need to be close enough to touch the target, but given that Bestow Curse can be a powerful ability, I say it depends on your Warlock-style.

The Dead Walk: If you use the black onyx you can create an undead army in a day. Even without the onyx, it is a good ability to make a quick zombie in the middle of combat. If you take Utterdark Blast, you can heal your undead minions. With Eldritch Chain you can heal mutiple targets. With Eldritch Cone you can heal your undead while affecting your enemies.

Fell Flight The crown jewel of Warlock mobility, the spell can give you flight you can turn on and off all day long. Awesome invocation

Flee the Scene: Another awesome mobility invocation. A good way to create confusion among your enemies. Too bad the range was shortened so much.

Hungry Darkness: I'm not sure what the use of this Invocation is. It only lasts if you concentrate, and it's only Darkness with a bat swarm. Seems useless.

Stony Grasp: Just as useless as Earthen Grasp.

Void Sense: Blindsense is a good ability, but I am not sure I would use an Invocation slot on it. Good candidate for the Extra Invocation feat.

Voracious Dispelling: Good Invocation. with a high spell craft, and a readied action, this Invocation could make a Warlock a good counterspeller. Note that the effectiveness decreases as your increase with level, much like the effectiveness of Dispel Magic diminishes.

Walk Unseen: I love this Invocation, but I never seen to have enough slots to take it. Who doesnt want Invisibility at will?

Wall of Gloom: Not a very useful Wall Invocation, and there are much much better ones at this level you can take.

Greater Invocations

Chilling Tentacles: Awesome, awesome Invocation! This is one of the reasons Warlocks make such good battlefield controllers! Even if someone isnt grappled, they still take cold damage.

Devour Magic: I actully find this Invocation less useful than it's lower counterpart, since it can only be used as a targeted dispel, and as a touch spell. Flexability is just something a Warlock cant give up.

Enervating Shadow: A decent Invocation, but one that requires close proximity again. The Str penalty is nice, but there are better places to spend a Greater Invocation.

Tenacious Plague: A good swarn summoning spell, if that is your thing. The DC boost, and ability to treat the swarm as magical weapons for overcoming DR is pretty good. The number of swarms you summon can be pretty sick too.

Wall of Perilous Flame: Another good battlefield control spell, made even better since half of the damage is not fire damage anymore.

Warlock's call: Uh. Sending isnt that useful anyway, plus it can damage you. Sheer crap.

Dark Invocations

Dark Discorporation: Why, oh why, would you take this? You can only take move actions! Blah! It basically negates your abilities to use Invocations at all. I'd rather not. I've been informed some people prefer this Invocation. Just goes to show you cant take -1- persons opinion as fact. There are instances where Swarm Traits and Immunites will be very useful, and the damage isnt half bad. I prefer to have access to my Invocations and Eldritch Blast.

Dark Foresight: Eh, I wouldnt take it. I've never found Foresight to be all that useful. The Telepathy picks up some of the slack, and is very useful for with the Charm use.

Path of Shadow: The only long range teleportation spell a Warlock gets, and it appears you can take your party along with you. Nice ability.

Retributive Invisibility: Greater Invisibility at will, and it can damage everything around you if it is dispelled. Pretty good

Word of Changing: Probably the most hiliarious ability the Warlock gets, the ability to permanently Baleful Polymorph an enemy is usually too much for me to pass up.
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5 years ago  ::  Mar 11, 2005 - 7:48PM #4
Tealgorthian
Posts: 142
Date Joined: 10/02/04
Not dont yet. Feel free to submit some

Basic Human Warlock 20 (EB Focused)

[code]Warlock 1: Point Blank Shot, (Precise Shot)
Warlock 3: Ability Focus (Eldritch Blast)
Warlock 6: Spell Penetration
Warlock 9: Maximize Spell-like Ability (Eldritch Blast)
Warlock12: Sudden Still
Warlock15: Greater Spell Penetration
Warlock18: Extra Invocation[/code]
Least Invocations ( ---> denotes a switch in Invocations, if there is no note for when, assume ASAP)

Spiderwalk ---> See the Unseen (When you get Fell Flight)
Sickening Blast ---> Beguiling Influance
Entropic Warding

Lesser Invocations

Eldritch Chain
Beshadowed Blast ---> Voracious Dispelling
Fell Flight

Greater Invocations

Vitriolic Blast
Noxious Blast
Chilling Tentacles
Eldritch Cone (Through Extra Invocation)

Dark Invocations

Utterdark Blast
Eldritch Doom
Path of Shadows

---------------------

Versatile Warlock - Invocations yet to be desided.

Human Warlock18/Cham2

[code]1 Warlock 1: Able Learner, Point Blank Shot
2 Warlock 2:
3 Warlock 3: Precise Shot
4 Warlock 4:
5 Warlock 5:
6 Warlock 5/Cham1: Ability Focus (Eldritch Blast)
7 Warlock 5/Cham2:
8 Warlock 6/Cham2:
9 Warlock 7/Cham2: Spell Penetration
10 Warlock 8/Cham2:
11 Warlock 9/Cham2:
12 Warlock10/Cham2: Maximize Spell-Like Ability (Eldritch Blast)*
13 Warlock11/Cham2:
14 Warlock12/Cham2:
15 Warlock13/Cham2: Greater Spell Penetration
16 Warlock14/Cham2:
17 Warlock15/Cham2:
18 Warlock16/Cham2: Quicken Spell-Like Ability (Flee the Scene)
19 Warlock17/Cham2:
20 Warlock18/Cham2:[/code]
Exalted Warlock(1) - Human

[code] 1 Warlock 1 Sacred Vow, Education
2 Warlock 2
3 Warlock 3 Vow of Poverty
4 Warlock 4 Nymph's Kiss
5 Warlock 5
6 Warlock 6 Point Blank Shot, Vow of Obedience
7 Warlock 6/Sentinal of Bharri 1
8 Warlock 6/Sentinal of Bharri 2 Consecrate Spell-like Ability
9 Warlock 6/Sentinal of Bharri 3 Precise Shot
10 Warlock 6/Sentinal of Bharri 4 Purify Spell-like Ability
11 Warlock 6/Sentinal of Bharri 5
12 Warlock 6/Sentinal of Bharri 6 Ability Focus (Eldritch Blast), (Free Exalted Feat)
13 Warlock 6/Sentinal of Bharri 7
14 Warlock 6/Sentinal of Bharri 8 (Free Exalted Feat)
15 Warlock 6/Sentinal of Bharri 9 Quicken Spell-like Ability (Eldritch Blast)
16 Warlock 6/Sentinal of Bharri10 (Free Exalted Feat)
17 Warlock 7/Sentinal of Bharri10
18 Warlock 8/Sentinal of Bharri10 (Free Exalted Feat) Maximize Spell-Like ability (Eldritch Blast)
19 Warlock 9/Sentinal of Bharri10
20 Warlock10/Sentinal of Bharri10 (Free Exalted Feat)[/code]
Benifits: Spells dont damage trees, Tracks, 4 forms of Energy Resistance 10, Hide in Plain Sight in woods, with a +10 bonus, Bear Shapes, Healing ability, summon dire bears 1/week, quickened call lightning as spell-like ability, quickened lightning storm as a spell like ability.
Cons: Lose of half your Warlock abilities, reduction in BAB, Fort and Ref saves, feat issues.

Warlock/Teflammar Shadowlord Build - Note build requires the Spell Hand Feat(CA). Post by Eytan

Various Builds from Mommy was an Orc

Just wanted to add some PrCs that could potentially NOT SUCK for a Warlock.

Ruather from Races of the Wild: Really easy requirements. Easier than most any PrC in print, I think. It also has 3/3 +1 spellcasting levels, and some minor benifits. The most useful of which are the minor magic item you are given, and the extended lifespan. Also, it expands your skill list a bit.

Sand Shaper from Sandstorm: To me, the jury is still out on this one. It's 8/10 +1 spellcasting, but you dont get many of the major class features of the PrC. Really, the only things you do get are Sandform, Sandstride (Improved) Sand Shape, Desert Slumber and Desert Shroud. The PrC is cool, and flavorful, but you want to get the best out of it, play a Sorcerer or Warmage.
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5 years ago  ::  Mar 11, 2005 - 7:49PM #5
Tealgorthian
Posts: 142
Date Joined: 10/02/04
Warlock Theme Builds

Warlock Errata, by Richard Baker
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5 years ago  ::  Mar 13, 2005 - 12:01AM #6
NineInchNall
Posts: 363
Date Joined: 06/22/03
This is a great little run down of the invocations. Thanks for the work! :D
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5 years ago  ::  Mar 13, 2005 - 7:56PM #7
Warchicken
Posts: 1
Date Joined: 02/28/05
I have to disagree about the Stony Grasp. Its pretty useful since it can come up from just about anywhere except liquids. Its saved my party on a few occassions, nothing like getting flanking with the giant hand. If you're up there in class level (for me I'm the equivalent of a 10th lvl caster, Warlock 9 Acolyte of the Skin 3) it has STR 22, BAB 10+STR bonus, and has 40 HP. The monsters my DM throws against us rarely if ever try to attack it and denying your enemy their movement ability is just nasty. It also helps to split up the enemy.
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5 years ago  ::  Mar 13, 2005 - 8:02PM #8
Tealgorthian
Posts: 142
Date Joined: 10/02/04

Warchicken]I have to disagree about the Stony Grasp. Its pretty useful since it can come up from just about anywhere except liquids. Its saved my party on a few occassions, nothing like getting flanking with the giant hand. If you're up there in class level (for me I'm the equivalent of a 10th lvl caster, Warlock 9 Acolyte of the Skin 3) it has STR 22, BAB 10+STR bonus, and has 40 HP. The monsters my DM throws against us rarely if ever try to attack it and denying your enemy their movement ability is just nasty. It also helps to split up the enemy.


Well, it's a Sorc/Wiz3 spell. So if you find you like the spell, it would fit perfectly into a wand.

There are alot of Invocations at that level that can have more than 1 appliaction, which is what a Warlock needs. With only 12 Invocations in your whole career, at most(!), squeezing every bit of efficency out of the ones you are alotted is a must.

If you find it to be effective, great! Post up your stratagy for using it, and I'll find a place to add it into the Handbook (Creditting you, of course)

That's what the thread is all wrote:

I have to disagree about the Stony Grasp. Its pretty useful since it can come up from just about anywhere except liquids. Its saved my party on a few occassions, nothing like getting flanking with the giant hand. If you're up there in class level (for me I'm the equivalent of a 10th lvl caster, Warlock 9 Acolyte of the Skin 3) it has STR 22, BAB 10+STR bonus, and has 40 HP. The monsters my DM throws against us rarely if ever try to attack it and denying your enemy their movement ability is just nasty. It also helps to split up the enemy.[/quote]
Well, it's a Sorc/Wiz3 spell. So if you find you like the spell, it would fit perfectly into a wand.

There are alot of Invocations at that level that can have more than 1 appliaction, which is what a Warlock needs. With only 12 Invocations in your whole career, at most(!), squeezing every bit of efficency out of the ones you are alotted is a must.

If you find it to be effective, great! Post up your stratagy for using it, and I'll find a place to add it into the Handbook (Creditting you, of course)

That's what the thread is all about.

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5 years ago  ::  Mar 14, 2005 - 2:07AM #9
SlashDash
Posts: 22
Date Joined: 07/19/03

Tealgorthian]Least Invocations
Dark Discorporation: Why, oh why, would you take this? You can only take move actions! Blah! It basically negates your abilities to use Invocations at all. I'd rather not.


Hold on there cowboy, that's my personal FAVORITE you're talking about!

Yes, when you use it you don't use others, but then again everytime you use invocation X you don't use anything else for that round. Think of it as a constantly cast invocation (that you can turn on\off at will).

Other than that, this invocation gives you:
Flight, Gaseous Form (roughly), blindsens, Tons of immunities not to mention decent area damage. Fighters can't attack you since you are immune to damage and casters will have a hard time casting when you constatly damage them.

Also, don't forget that since this is a transformation, all regular advantages of transformations occur. Example, just dump everything on you then morph and no problem with encum wrote:

Least Invocations
Dark Discorporation: Why, oh why, would you take this? You can only take move actions! Blah! It basically negates your abilities to use Invocations at all. I'd rather not.[/quote]
Hold on there cowboy, that's my personal FAVORITE you're talking about!

Yes, when you use it you don't use others, but then again everytime you use invocation X you don't use anything else for that round. Think of it as a constantly cast invocation (that you can turn on\off at will).

Other than that, this invocation gives you:
Flight, Gaseous Form (roughly), blindsens, Tons of immunities not to mention decent area damage. Fighters can't attack you since you are immune to damage and casters will have a hard time casting when you constatly damage them.

Also, don't forget that since this is a transformation, all regular advantages of transformations occur. Example, just dump everything on you then morph and no problem with encumbrence.

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5 years ago  ::  Mar 14, 2005 - 4:27AM #10
Lostone
Posts: 401
Date Joined: 04/07/03

Tealgorthian]Eldritch Doom: This Shape puts the Warlock were he doesnt really wanna be. In the middle of all the fighting. That's the only way it is effective.


I tend to think of this as a "I just got ambushed, their funeral." type of power. I don't see Warlocks intentionally seeking out the center of combat with this, but using it defensively to keep the melee mongers away from them. This combined with a few blasts of utterdark and your enemies will be running for weaker opponents.

Excellent job with this so far, I may have more comments to add as I keep r wrote:

Eldritch Doom: This Shape puts the Warlock were he doesnt really wanna be. In the middle of all the fighting. That's the only way it is effective.[/quote]
I tend to think of this as a "I just got ambushed, their funeral." type of power. I don't see Warlocks intentionally seeking out the center of combat with this, but using it defensively to keep the melee mongers away from them. This combined with a few blasts of utterdark and your enemies will be running for weaker opponents.

Excellent job with this so far, I may have more comments to add as I keep reading.

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