DMs (And some players) have expressed a feeling that warlocks need some work done to them. Currently, in part due to implementation of some invocations, warlocks tend to be cookie cutter in their design and some features downright useless (Any warlocks out there actually have hideous blow?). Also with a lot of pathfinder changes to some classes to make them better, why not take the time to make warlocks better? The goal isn't to make warlocks more POWERFUL, though there might be minor power increases, but to make them more diversified and useful.
I wanted to give people an idea of what was coming down the pipe and some of the ideas that are flowing for the revamp. Feel free to comment on your own ideas.
Hellfire Warlock
It's been decided that this PrC is relatively useless and forcing players to pick 3 levels of it when pure warlock is better has been a thorn. So some of this classes concept will be injected into the base class.
Deities
Due to the nature of warlocks, many tend to revere entities that have god powers but aren't precisely gods. D&D and Forgotten Realms have always allowed worship of these entities so they are going to be showing up in the deity lists for Sundren.
All of these deities will be Divine Rank 1 in power, and are generally worshiped by cultists. Clerics will likely find it better to worship a usual god for domain selections.
Demon Lords
Baphomet - CE - Tanar'ri - Prince of Beasts
Dagon - CE - Obyrith - Prince of the Depths
Demogorgon - CE - Tanar'ri - Prince of Demons
Fraz-Urb'luu - CE - Tanar'ri - Prince of Deception
Graz'zt - CE - Tanar'ri - The Dark Prince
Jubilex - CE - Tanar'ri - The Faceless Lord
Kostchtchie - CE - Tanar'ri - Prince of Wrath
Malcanthet - CE - Tanar'ri - Queen of the Succubi
Obox-ob - CE - Obyrith - Prince of Vermin
Orcus - CE - Tanar'ri - Prince of the Undead
Pale Night - CE - Obyrith - The Mother of Demons
Pazazu - CE - Tanar'ri - Prince of the Lower Aerial Kingdoms
Yeenoghu - CE - Tanar'ri - Prince of Gnolls (Also worshipped by them)
Zuggtmoy - CE - Tanar'ri - Lady of Fungi
Devil Lords
Bel - LE - Lord of the First
Dispater - LE - Lord of the Second
Mammon - LE - Lord of the Third
Belial and Fierna - LE - Lords of the Fourth
Levistus - LE - Lord of the Fifth
Glasya - LE - Lord of the Sixth
Baalzebul - LE - Lord of the Seventh
Mephistopheles - LE - Lord of the Eigth (Also Creator of Hellfire Warlocks)
Asmodeus - LE - Lord of the Ninth (Ruler of Hell)
Invocations
Some old worthless invocations will be redone and fixed to be more useful so that warlocks actually have to choose between them! Certain ones have always been no-brainers for warlock selection and that shouldn't be the case. So they will be reevaluated and modified as needed, with some new ones likely being added since we have more ways of implementing things Obsidian didn't.
Also, the Verbal component for warlock invocations that don't require them will be removed.
Pacts & Bonus Feats
Beginning at level 1 a warlock will select their pact which will be chosen between Infernal and Abyssal at the moment. We're talking about allowing other pacts (Lore support Fey and others) but we have had a policy in the past against having masses of Fey warlocks running around, so that is up in the air at the moment.
As a warlock levels they are given feat selections to help color them even more with feat options based upon the pact chosen.
Examples might be those with Infernal pact being able to pick Hellfire options and Devilish concepts. Abyssal options will follow demonic traits and abilities.
The damage resistance will get a small buff to make it more in line with pathfinderizing we've done across the board. It'll also change based on the pact you choose. Those with Infernal pacts will end up with Silver DR, those with Abyssal pacts will end up with Cold Iron DR.
The changing into the form of a fiend will become a bonus feat, not an invocation. Word of Change was meant to polymorph enemies into chickens and the like as a baleful spell. I see no reason not to leave it that way.
Epic Levels
Kaeldorn had previously nerfed a great deal of the epic goodies classes get, and warlocks were one of the classes who got slapped in the face. Having toned epic blast down from 50% damage increase to 10% damage increase (Mathematically ends up 2 to 4 damage bonus a round... instead of 13 to 23 damage a round) we'll be undoing that. We'll probably evaluate other epic possibilities but epic isn't as priority considering how few epic warlocks we have.
Warlock Faction
We have no intention of creating a faction specific to warlocks due to the fact we don't have hundreds of active players to further divide among factions. New factions means dividing DM attention as well, and we'd encourage warlocks to get involved with current factions in some way or the other.
That said, this doesn't mean we won't be supporting warlocks for items meant specifically for the class. We'll be re-evaluating the current items out there for warlocks in the current store and how players gain access to that store as warlocks (I'll not spoiler where it is but I'm sure people with Knowledge Religion or Knowledge Planes has found it).
Conclusion
We'll probably end up using our creativity to bring these changes light, so this is room for players to weigh in and think of features they'd like to see in warlocks. Invocation ideas, bonus feat ideas, etc. This is new territory for 3E.
I'll also see about fixing the spell resistance bugs that have been a thorn in warlocks since day 1.
I wanted to give people an idea of what was coming down the pipe and some of the ideas that are flowing for the revamp. Feel free to comment on your own ideas.
Hellfire Warlock
It's been decided that this PrC is relatively useless and forcing players to pick 3 levels of it when pure warlock is better has been a thorn. So some of this classes concept will be injected into the base class.
Deities
Due to the nature of warlocks, many tend to revere entities that have god powers but aren't precisely gods. D&D and Forgotten Realms have always allowed worship of these entities so they are going to be showing up in the deity lists for Sundren.
All of these deities will be Divine Rank 1 in power, and are generally worshiped by cultists. Clerics will likely find it better to worship a usual god for domain selections.
Demon Lords
Baphomet - CE - Tanar'ri - Prince of Beasts
Dagon - CE - Obyrith - Prince of the Depths
Demogorgon - CE - Tanar'ri - Prince of Demons
Fraz-Urb'luu - CE - Tanar'ri - Prince of Deception
Graz'zt - CE - Tanar'ri - The Dark Prince
Jubilex - CE - Tanar'ri - The Faceless Lord
Kostchtchie - CE - Tanar'ri - Prince of Wrath
Malcanthet - CE - Tanar'ri - Queen of the Succubi
Obox-ob - CE - Obyrith - Prince of Vermin
Orcus - CE - Tanar'ri - Prince of the Undead
Pale Night - CE - Obyrith - The Mother of Demons
Pazazu - CE - Tanar'ri - Prince of the Lower Aerial Kingdoms
Yeenoghu - CE - Tanar'ri - Prince of Gnolls (Also worshipped by them)
Zuggtmoy - CE - Tanar'ri - Lady of Fungi
Devil Lords
Bel - LE - Lord of the First
Dispater - LE - Lord of the Second
Mammon - LE - Lord of the Third
Belial and Fierna - LE - Lords of the Fourth
Levistus - LE - Lord of the Fifth
Glasya - LE - Lord of the Sixth
Baalzebul - LE - Lord of the Seventh
Mephistopheles - LE - Lord of the Eigth (Also Creator of Hellfire Warlocks)
Asmodeus - LE - Lord of the Ninth (Ruler of Hell)
Invocations
Some old worthless invocations will be redone and fixed to be more useful so that warlocks actually have to choose between them! Certain ones have always been no-brainers for warlock selection and that shouldn't be the case. So they will be reevaluated and modified as needed, with some new ones likely being added since we have more ways of implementing things Obsidian didn't.
Also, the Verbal component for warlock invocations that don't require them will be removed.
Pacts & Bonus Feats
Beginning at level 1 a warlock will select their pact which will be chosen between Infernal and Abyssal at the moment. We're talking about allowing other pacts (Lore support Fey and others) but we have had a policy in the past against having masses of Fey warlocks running around, so that is up in the air at the moment.
As a warlock levels they are given feat selections to help color them even more with feat options based upon the pact chosen.
Examples might be those with Infernal pact being able to pick Hellfire options and Devilish concepts. Abyssal options will follow demonic traits and abilities.
The damage resistance will get a small buff to make it more in line with pathfinderizing we've done across the board. It'll also change based on the pact you choose. Those with Infernal pacts will end up with Silver DR, those with Abyssal pacts will end up with Cold Iron DR.
The changing into the form of a fiend will become a bonus feat, not an invocation. Word of Change was meant to polymorph enemies into chickens and the like as a baleful spell. I see no reason not to leave it that way.
Epic Levels
Kaeldorn had previously nerfed a great deal of the epic goodies classes get, and warlocks were one of the classes who got slapped in the face. Having toned epic blast down from 50% damage increase to 10% damage increase (Mathematically ends up 2 to 4 damage bonus a round... instead of 13 to 23 damage a round) we'll be undoing that. We'll probably evaluate other epic possibilities but epic isn't as priority considering how few epic warlocks we have.
Warlock Faction
We have no intention of creating a faction specific to warlocks due to the fact we don't have hundreds of active players to further divide among factions. New factions means dividing DM attention as well, and we'd encourage warlocks to get involved with current factions in some way or the other.
That said, this doesn't mean we won't be supporting warlocks for items meant specifically for the class. We'll be re-evaluating the current items out there for warlocks in the current store and how players gain access to that store as warlocks (I'll not spoiler where it is but I'm sure people with Knowledge Religion or Knowledge Planes has found it).
Conclusion
We'll probably end up using our creativity to bring these changes light, so this is room for players to weigh in and think of features they'd like to see in warlocks. Invocation ideas, bonus feat ideas, etc. This is new territory for 3E.
I'll also see about fixing the spell resistance bugs that have been a thorn in warlocks since day 1.
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