WARLOCKS!

Helpful Hints for Both the Technical and Roleplaying Aspects of the Game

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7threalm
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Re: WARLOCKS!

Unread post by 7threalm »

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Last edited by 7threalm on Mon Aug 26, 2013 9:58 pm, edited 2 times in total.
Duragin Balderden(Battle Rager of Kraak Helzak)

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Azmodeth
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Re: WARLOCKS!

Unread post by Azmodeth »

haha warlock posts always get a lot of attention. Its where my curiosity in them stemmed from.

Anyways, check mail. Replied to your mail.
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7threalm
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Re: WARLOCKS!

Unread post by 7threalm »

maybe something like this

Base Attack Bonus: Average BAB
Saves: Good Will; Poor Fortitude and Reflex
Hit Die: d6
Class Skills: The Warlock’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).
Skill Points at 1st Level: (6+Int Modifier)x6
Skill Points at Each Additional Level: 6+Int modifier.


BAB Fort Ref Will #Inv Abilities

1. +0 +0 +0 +2 1 Pact, Eldritch Blast 1d6, invocation (least), Flight (Gliding)
2. +1 +0 +0 +3 2 Unearthly Eyes
3. +2 +1 +1 +3 2 Compact's Aegis, Covenant's Vulnerability, Eldritch Blast 2d6
4. +3 +1 +1 +4 3 Deceive Item, Servant's Apathy
5. +3 +1 +1 +4 3 Eldritch Blast 3d6, Boon (lesser)
6. +4 +2 +2 +5 4 New invocation (least or lesser), Flight (limited flight)
7. +5 +2 +2 +5 4 Eldritch Blast 4d6
8. +6 +2 +2 +6 5 Accordant Child
9. +6 +3 +3 +6 5 Eldritch Blast 5d6
10.+7 +3 +3 +7 6 Boon (lesser), Kin Touch
11.+8 +3 +3 +7 7 Eldritch Blast 6d6, new invocation (least, lesser, or greater), Boon (greater)
12.+9 +4 +4 +8 7 Essence Harvest, Flight (unlimited flight)
13.+9 +4 +4 +8 8 Eldritch Blast 7d6
14.+10 +4 +4 +9 8 Boon (greater)
15.+11 +5 +5 +9 9 Eldritch Blast 8d6, Boon (lesser)
16.+12 +5 +5 +10 10 New invocation (least, lesser, greater, or high)
17.+12 +5 +5 +10 10 Eldritch Blast 9d6
18.+13 +6 +6 +11 11 Watcher's Chill
19.+14 +6 +6 +11 11 Eldritch Blast 10d6, Boon (greater)
20.+15 +6 +6 +12 12 Pact Ascension, Boon (lesser)




Class Features:

Weapon and Armor Proficiencies: Fey Warlocks are proficient with all simple weapons and with light armor but not with shields, and only when these items are not made of metal.

A Warlock can use armor they are proficient in without incurring the normal arcane spell failure chance.

Pact: Either by birth or by deed, each Warlock enters into a pact with a source of strange energy not accessible by most mortals. These pacts are different than those of the Binder; instead of drawing in multiple remnants of power past, a Warlock taps directly into one source, funneling that essence into their own and slowly becoming a part of it. The three pacts described here are Infernal, Fey, Far Realms, and Shadow, and each has a unique power source with it's own benefits and limitations.

Infernal: Warlocks with an Infernal Pact draw their power from Devils and are usually beholden to a particular powerful Lord of Hell. They are treated as evil for the purpose of spells, abilities, and powers if it would be less beneficial than their real alignment, but they are recognized by Devils, whose attitudes toward them start as indifferent. Additionally, they add Knowledge (religion) to their list of class skills.
Fey: Fey Pact Warlocks draw their energy from accords with the children of the wilderness, but are not necessarily bound to either the Seelie or Unseelie Court. They are not considered proficient with weapons or armor made of metal, but are proficient with medium armor provided it is not metal. Additionally, they add Knowledge (nature) to their list of class skills.
Far Realms: Warlocks with a Pact tied to the Far Realms take their energy and direction from the alien insanities that thrive there. This severely hinders their ability to communicate effectively with more mundane intelligences, however. They suffer a -4 penalty to Bluff, Diplomacy, and Sense Motive, but they cannot be torn away from tasks at hand; they never suffer penalties to any skill checks due to combat or other distractions. Additionally, they add Knowledge (the planes) to their list of class skills.
Shadow: Shadow Pact Warlocks are servants of death and the undead and hold power of darkness and shadows. They are dazzled in bright light but gain the extraordinary benefits of a constant deathwatch effect. Additionally, they add Handle Undead to the list of class skills.


Invocations: As normal warlock, with the exception that eldritch essence and blast shape invocations make the blast they modify a standard action.

Eldritch Blast (Sp): Takes an attack action to use, allowing for it to be used multiple times in a full attack with a high enough BAB, though feats and class features which allow extra attacks as part of a full attack do not grant extra uses of Eldritch Blast. Otherwise as normal, except as follows:

Infernal: Against good aligned outsiders, an Infernal Warlock's Eldritch Blast deals 2 extra damage per die.
Fey: A Fey Warlock's Eldritch Blast deals damage using d4s instead of d6s but against aberrations, constructs, and undead, a Fey Warlock's Eldritch Blast deals double damage. It may also be used to heal an ally (including the Fey Warlock) for 2 hit points per die of damage it would cause. When used with multiple target or area of affect Blast Shape invocations, the choice to harm or heal is made individually for each target.
Far Realms: Against non-chaotic aligned opponents, a Far Realms Warlock's Eldritch Blast deals 1 extra point of damage per die.
Shadow: When striking a target, creates a 5' cube of total darkness that persists for a number of rounds equal to half the Warlock's level, minimum 1, with up to one cube per level persisting at a time.


Flight (Ex): A Warlock is blessed with flight by the energies coursing through him, even if the source his power comes from are not. This works as a Raptoran's wings, with the exception that they grant a glide (and later fly) speed equal to twice the Warlock's base land speed with good maneuverability and only grow more effective from levels in the Warlock class.

Infernal: Dark and imposing bat-like wings.
Fey: Colorful wings like those of an insect or bird.
Far Realms: No wings, the Warlock simply hovers in the air if he wishes.
Shadow: Skeletal wings with tattered, shadowy flesh.


Unearthly Eyes (Su): At 2nd level, A Warlock's sight become enhanced by the magic flowing through him. He gains low-light vision, adds half his class level to spot checks, and can cast detect magic at will with a CL equalling his class level but gaining all information in the first round and, based on his pact, detecting other auras as listed.

Infernal: detect evil
Fey: detect plants or animals
Far Realms: detect chaos
Shadow: Lifesense feat, even if not meeting prerequisites


Compact's Aegis (Ex): At 3rd level, a Warlock gains SR equal to 15 plus his class level. Additionally, he gains damage reduction 3/cold iron which increases by 3 at 7th level and every 4 levels after.

Covenant's Vulnerability (Ex): Starting at 3rd level, just as a Warlock is strengthened by the magic flowing through his veins, he also becomes more vulnerable to that which he cannot protect himself from.

Infernal: The mark he bears becomes apparent to all; the attitude of all non-evil creatures he deals with starts as unfriendly.
Fey: The mere touch of iron or steel (such as touching the bars of a jail cell) causes 1 point of damage, and attempting to wield an iron or steel weapon or use iron or steel armor causes 1 point of damage per round, and iron or steel weapons striking him deal an extra 1d6 points of damage (his DR still applies if it is not cold iron, but he always suffers at least 1 point of damage from being hit with such weapons).
Far Realms: The mere presence of order is disruptive to his warped mind. He is overwhelmed by lawful auras as if detecting for them, and suffers a -4 to all checks the require concentrating unless he would normally be distracted by his surroundings.
Shadows: The Warlock's own life begins to wane to shadow. Positive energy affects only heal him for half as much, and he is treated as undead for the purpose of other spells, abilities, and powers if it would be less beneficial for him.


Deceive Item (Ex): As standard Warlock.

Servant's Apathy(Su): At 4th level, the Warlock's mental and spiritual bondage to distant creatures allows him to ignore many of the inconveniences of his true location and physical body. He is protected as if by a continuos Endure Elements and only needs to eat and sleep half as much as he normally would, though he still requires eight hours to renew any daily abilities, powers, or spells he may possess.

Boon (lesser) (Su): Starting at 5th level and every five levels after, the Warlock is granted a lesser favor from the powers that he serves. He may pick any from the following list or from the list specific to his Pact. Each lesser Boon may only be taken once unless otherwise noted.

Boon:

1000 Faces (Su): As Druid.
Swift Essence (Su): The Warlock may apply an Eldritch Essence to an Eldritch Blast by consuming a swift action. This allows him to apply an Eldritch Essence to an Eldritch Blast without having to convert it into consuming a standard action.
Agile Flight (Ex): The Warlock's flight (and glide) maneuverability increase by one step.
Swift Flight (Ex): The Warlock's flight (and glide) speed increases by 30'. This boon may be chosen multiple times, but each time after the first only adds 15'.
Timeless Haste (Ex): The Warlock's base speed increases by 10'. This boon may be chosen multiple times, but each time after the first only adds 5'.
Alluring Accuracy (Ex): When using Eldritch Blast, the Warlock adds his Cha bonus to attack rolls, damage, and healing.
Infernal Boon:

Poison Immunity (Ex): The Warlock is immune to all poisons.
Burning Soul (Su): The Warlock burns with an inner fire fueled in the unholy depths of Hell. All enemies that end their turn within 30' of him and anyone grappling him or striking him with a natural attack takes damage equal to the number of dice of damage that his eldritch blast causes. This damage is half fire and half unholy.
Corrupt Essence (Su): The Warlock's mere presence weakens energy his masters find offensive. All divine spells and all spells with the [Good] descriptor cast within 120' of the Warlock are cast at -1 CL.
Fey Boon:

Faerie's Footprints (Su): As Druid's Trackless Step and Woodland Stride, plus the Warlock may treat all wind conditions as if they were one lower whenever it is beneficial to him.
Wild Empathy (Ex): As Animal Empathy, but can be used on vermin, beasts, and magical beasts with an Int score of 3 or lower at no penalty.
Camouflage (Ex): Can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment and even while being observed.
Far Realms Boon:

Voidmind (Ex): The Warlock's mind is superficially blank. All attempts to detect his mind, his thoughts, his alignment, or his auras must succeed on a CL check against his Warlock level to do so.
Chaos Minded (Su): The Warlock's mind is home to the swirling chaos of the Far Realms. When any mind affecting spell, ability, or power affects the Warlock, the caster must make a Will save (DC 15 + 1/2 Warlock's level + Cha) or be dazed for one round.
Insanity Cloak (Su): The Warlock leaks some of the insane distortions of the Farm Realms into the world around him, causing his form to blur, shift, and jump wildly. He does not provoke AoOs for movement or spellcasting.
Shadow Boon:

Darksight (Ex): The Warlock's eyes are replaced by motes of darkness; his vision is unimpeded by low-light conditions or darkness, even magical in nature.
Shadow's Life (Su): The Warlock draws his life energy from darkness and his shadow can act for him. He is healed by negative energy and can treat any square within his reach as the point of origin for any attacks or invocations he uses.
Dark Harmony (Su): The darkness generated by the Warlock becomes an extension of his own shadow. He can see through any cube of darkness created by his eldritch blast, and each cube counts as being within his threatened reach, regardless of actual distance.


Accordant Child (Su): At 8th level, the constant flow of magic coursing through the Warlock's blood begins to change him, making him more and more like those whose power he shares. Any affect that targets him but that would not work on a creature of the appropriate type (Such as Charm Person or a Bane weapon specific to his current type) has a 50% chance to simply fail against him, and even if succeeding, the Warlock gains a +4 on any save against it.

Infernal: Outsider
Fey: Fey
Far Realms: Aberration
Shadow: Undead


Kin Touch (Su): At 10th level, the Warlock can, with a mere touch, bring forth the powers of those he has given his life to. He learns a unique lesser invocation based on the Pact he has chosen. This unique invocation may also be used as a Eldritch Essence invocation.

Infernal: Poison as the spell, but causes damage equal to the Warlock's level if successfully saved against.
Fey: Vernal Touch. Removes the dazed, nauseated, fatigued, and exhausted conditions from living creatures not of the aberration type (in that order if more than one applies). Against aberrations, constructs, and undead, the warlock instead makes a Turning Check against his target (as a Cleric's Turn Undead, with an effective Cleric level three lower than the Fey Warlock's).
Far Realms: Confusion as the spell, with a range of touch.
Shadow: Animate Dead as the spell, with a range of touch and no material component. Can be used against living targets, though it has no affect unless the target is killed before it's next action.


Essence Harvest (Su): At 12th level, the Warlock can harvest the magical energy around him to fuel his own body. He learns the Essence Harvest greater invocation, which functions as a targeted dispel magic, but for each spell level dispelled, the Warlock heals 10 hit points. If he is already at max health, he instead gains 5 temporary hit points that last for one hour per spell level dispelled. This invocation may also be used as a Eldritch Essence invocation, and he cannot use this invocation on his other invocations.

Boon (greater) (Su): Starting at 11th level, and again at 14th level and every five levels after, the Warlock is granted a greater favor from the powers that he serves. He may pick any from the following list. Each greater Boon may only be taken once. A Warlock may choose two lesser boons in place of choosing a greater boon.

Energy Allure (Su): The Warlock's gains Energy Resistance 15 to Fire, Acid, Cold, and Electricity, which stacks with Energy Resistance from invocations. If this Energy Resistance would negate the entirety of the damage caused, the Warlock heals an amount of hit points equal to half what was negated. This boon may be chosen multiple times, but each time after the first only increases the Energy Resistance by 10.
Swift Shape (Su): The Warlock may apply an Blast Shape to an Eldritch Blast by consuming a swift action. This allows him to apply an Eldritch Essence to an Eldritch Blast without having to convert it into consuming a standard action.
Free Essence (Su): The Warlock may apply an Eldritch Essence to an Eldritch Blast with only a free action. The Warlock must have the Swift Essence lesser boon to choose this boon.
Beauty's Bounty (Su): The Warlock changes from the magic coursing through his form. His body is reworked, making it softer and more frail, but far more graceful and regal. He gains a permanent +2 bonus to Dexterity and Charisma and a -2 penalty to Strength and Constitution. Additionally, he uses his Charisma bonus in place of his Constitution bonus for determining bonus hit points per hit die. Only Fey Warlocks may choose this boon.
Alien Beauty (Su): The Warlock changes from the magic coursing through his form. His mind is reworked, making it frailer and his reactions slower, but more forceful and clever. He gains a permanent +2 bonus to Intelligence and Charisma and a -2 penalty to Dexterity and Wisdom. Additionally, he uses his Charisma bonus in place of his Wisdom bonus for his Will saves. Only Far Realms Warlocks may choose this boon.
Sinful Allure (Su): The Warlock changes from the magic coursing through his form. His body and mind are reworked, making him more impulsive and less graceful, but far stronger and more attractive. He gains a permanent +2 bonus to Strength and Charisma and a -2 penalty to Wisdom and Dexterity. Additionally, he uses his Charisma bonus in place of his Dexterity bonus for making ranged attack rolls. Only Infernal Warlocks may choose this boon.
Shadow's Temptation (Su): The Warlock changes from the magic coursing through his form. His body and mind are reworked, making him weaker and more fragile, but more patient and compelling. He gains a permanent +2 bonus to Wisdom and Charisma and a -2 penalty to Constitution and Strength. Additionally, he adds twice his Charisma bonus to the number of HD of Undead he can control. Only Shadow Warlocks may choose this boon.


Watcher's Chill: At 18th level, a Warlock exudes the uneasy feeling of being watched by those he is bound to. While his body accepts it, others near him are disturbed and disheartened by it, especially in the presence of especially beautiful or influential Warlocks. All enemies within 30' of him suffer a morale penalty on all saves and Charisma based skill checks equal to the Warlock's Cha bonus. This is a mind-affecting effect.

Pact Ascension: At 20th level, the Warlock is fully changed by the magics flowing within him. He gains the Fey, Outsider, Aberration, or Undead type as appropriate (protecting him from affects which only target humanoids) and becomes immortal, unable to die of natural causes. He does not need to eat, sleep, or breathe. He can still be slain through violence, however.
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Diamore
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Re: WARLOCKS!

Unread post by Diamore »

The server I played on previously had a lot of requirements to playing them, the big one being that it was your only character. So once I arrived here, after making a druid, I tried out warlock.

The warlock was envisioned as a capricious spirit based off fey, a theme echoed in other family members through different means. I took both heritages, as they were new and shiny before hey got the upgrade here, with an idea for a "bred to be bad" story arc.


My experiences have been vastly mixed. I would recite my invocations with more interesting, chaotic and fae sounding names and effects. Played as a slightly mad, possibly evil character on her inexorable downward spiral. I would call myself a mage, not the loaded term of warlock. The roleplay side was frequently enjoyable around, and with, low levels. Until a random spellcraft (or sometimes lore) roll from any of the epic characters about would immediately label me a Warlock without any discussion, usually followed by the "I have met many like you" kind of rp.

Mechanically I found playing the class very dull, so the semi-constant spellcraft rolls simply destroyed any attempt at enjoying the rp of the character. I added fighter so I didn't have to blast things and deal with immediate spellcraft rolls so often. But the character, theme and all, now go unused at level 18.

The number of warlocks about also began to limit enjoyment. When everyone has the same background (and build for that matter), you have less to hang your rp on when you are supposedly rare. Especially for Fae based warlocks. You likely have more to work with as a straight up and down evil demon pact warlock.

Just an alternate view to think over before investing heavily in your idea.
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SeraphimShade
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Re: WARLOCKS!

Unread post by SeraphimShade »

Thank you Diamore I will certainly consider all of that!
Gabriel Stryder - Former Paladin

LORD! punish me no more with your anger; in your wrath do not chastise me!
Your arrows have sunk deep in me;
your hand has come down upon me.
My flesh is afflicted because of your anger;
my frame aches because of my sin,
a burden beyond my strength.

-Psalm 38
Azmodeth
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Re: WARLOCKS!

Unread post by Azmodeth »

hey, fey based warlocks are only about as rare as a chosen of mystra or a lawful good surface hero drow ranger...

however, if you can pull it off in rp why not right ?
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Nomster
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Re: WARLOCKS!

Unread post by Nomster »

I think its easiest from a survival point to play a fey-lock as the whole server won't start a man hunt after you. I've encountered some other warlocks, who state the redemption line. I'm not really sure what to make of it though, I understand its difficult to play a warlock who's downright evil and knows his pact is evil and get away with it. The natural response for characters encountering these would be to lynch them but at times that may seem close to griefing... Often I just let it slide or ignore it.
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7threalm
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Re: WARLOCKS!

Unread post by 7threalm »

Azmodeth wrote:hey, fey based warlocks are only about as rare as a chosen of mystra or a lawful good surface hero drow ranger...

however, if you can pull it off in rp why not right ?
exactly, if assimar can be blackguards, palemasters etc..evil necromancers....assassins

why not :)

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Re: WARLOCKS!

Unread post by Xanfyrst »

Azmodeth wrote:hey, fey based warlocks are only about as rare as a chosen of mystra or a lawful good surface hero drow ranger...

however, if you can pull it off in rp why not right ?
That's the problem... the vast majority of players who plays warlocks are like the vast majority of players who play paladins; neither knows enough of the class to role-play it correctly. Over the years I've only seen players of 2-3 warlocks and 3-4 paladins that understood their classes well enough to pull it off. That's the challenge of these classes. I personally gave up on my warlock back in the day because I couldn't pull it off. (And playing the class also gets boring after a while...)

Personally, I would prefer having both classes being application only. The warlock especially.
SANITY IS FOR THE WEAK.
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Azmodeth
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Re: WARLOCKS!

Unread post by Azmodeth »

Xany, think that's why Seraphim wants to get idea's and concepts right. Who needs it to be application only, when maybe one player truly tries hard to earn favor for playing it right, in lore by the general audience - the players and staff, us.

There does seem, to be a type , around the Palladin/Warlock interest, I don't understand it in any fashion.
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LordLP
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Re: WARLOCKS!

Unread post by LordLP »

Montaron Alagondar wrote:From a lore point of view, the term "Warlock" is as dangerous and offensive as the therm "Necromancer."
I'll have to second Montron's post there. People need to know, lore wise, that Warlocks are a direct defiance to there god and in essence, natural order of the world.
Nomster wrote:I think its easiest from a survival point to play a fey-lock as the whole server won't start a man hunt after you.
Server shouldn't care. While I'm not sure most PC's even know the difference; if they did would they truly believe them? Hell if I was a warlock I would jump on the 'I'm a fey, really I am' bandwagon quicker then you could wag a stick at me.

Warlocks need to be RPed like any other 'hated' lore wise thing. Quiet, unassuming, a little crazy, and hidden. The norm of having Warlocks self proclaiming there Warlocks and everyone goes 'oh, ok' should change IMO.
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Re: WARLOCKS!

Unread post by SeraphimShade »

LP! thats part of what I really look forward RPing! The quiet, hidden, struggling to keep his sanity! Even if he is a Fey pact warlock, In my mind they certainly shouldn't be broadcasting it!

As another example just like if I was a Lawful good drow ranger I'd be getting so much plastic surgery my nose inverted and my skin turned translucent white. Then I'd become a bard, and that's about as far as I'll take this analogy.

The point is EVEN if you are good, you know you're good, and feel others should view you as such, you should be able to recognize that there are certain secrets or traits that if others discovered them they would be undesirable. Granted many of us don't keep a secret like "I made a pact with devil for power" but I'm sure all of us can think of some smaller example.

And yes the whole reason I started this is because I want to make sure I am reading ALL the lore, becoming knowledgable in it and then rping it accordingly. I wouldn't mind making an evil warlock type as well or just someone who's power hungry but the character I play is good and unless some sort of horrific change occured would never consider making an evil pact.

I read alot about making the class application only but I think if you start doing that you might aswell just make the whole server Serious RP only, and down that road lies danger. I like that it's kind of open with serious RPers and casual RPers it gives the server a very friendly welcoming atmosphere. But that's a subject for another time...

We're here to talk about crafting and cultivating Warlock RP!
Gabriel Stryder - Former Paladin

LORD! punish me no more with your anger; in your wrath do not chastise me!
Your arrows have sunk deep in me;
your hand has come down upon me.
My flesh is afflicted because of your anger;
my frame aches because of my sin,
a burden beyond my strength.

-Psalm 38
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Xanfyrst
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Re: WARLOCKS!

Unread post by Xanfyrst »

Who needs it to be application only, when maybe one player truly tries hard to earn favor for playing it right, in lore by the general audience - the players and staff, us.
For the same reason why Red Wizard is application only.

It's just a personal opinion of mine. I'm sure the DM team disagrees with me, as they so often do. I'm just an old grumpy vet of this server. :P
SANITY IS FOR THE WEAK.
Alistair the Red - Roaming Bounty Hunter and Underworld Contact.
Lord Eliphas Valkarian "the Deceiver" -Chosen Prophet of Bane, Autonomous Agent of the Zhentarim. Immortal? ×Returned from the Beyond×
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Re: WARLOCKS!

Unread post by Simian »

While I can understand where Xanfyrst is coming from, the fact remains that a Warlock is a base class while a Red Wizard is a prestige class.

It is easier to have requirements with prestige classes because prestige classes are 'prestige' and therefore far more specific than base classes. For example a Red Wizard is a member of a lore-specific faction that has very distinct requirements. While a Warlock is a base class that you can rather freely twist to whaterver you want. Kind of like you can with Paladins. (I am not denying the restrictions that come with the Paladin class, just saying there is a lot of wiggle room still.)
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Re: WARLOCKS!

Unread post by Xanfyrst »

Sure, there's plenty of wiggle room with both classes.... problem with that is that players thinks that means they can RP whatever they want and disregard the lore behind both classes, which I find bloody damn important for immersion.

It ruins it a bit for me to see so many paladins breaking their codes on a daily basis and fey-pacted warlocks who wants hugs and forgiveness while still use their evil powers.

Seraphim, I would suggest contacting Knightmare for warlock information. He knows a fair bit about it. Especially the evil kind, that has become so rare nowadays.
SANITY IS FOR THE WEAK.
Alistair the Red - Roaming Bounty Hunter and Underworld Contact.
Lord Eliphas Valkarian "the Deceiver" -Chosen Prophet of Bane, Autonomous Agent of the Zhentarim. Immortal? ×Returned from the Beyond×
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