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Practiced Invoker Testing Results (Updated)

Posted: Tue Oct 20, 2015 2:16 am
by skatness
I noticed some things quite odd with practiced invoker so i decided to run some tests

For a baseline test(s) #1 13warlock+3non=16caster level w/ practiced invoker

Entropic shield= 13minutes (should be 16minutes)

Flee the scene(base w/o dark transient)= 48seconds (should be 48seconds so seems fine)

Ignore the pyre= Absorbs 16damage, (fine as well)

Eldritch Chain= 10th level you get two extra bounces, 15th level you gain 3 extra, only bounces twice (3 total targets, should be 4 total targets)

Blast Dice= 7d6 (should be 8d6) 13warlock=7d6 16 Caster level= 8d6
----------Working as intended-------

Baseline Test #2 13warlock +4non warlock=Caster level 17 w/ practiced invoker

Entropic Shield= 13minutes (should be 17minutes)

Flee the scene(again base w/o dark transient)= 48seconds (right on target)

Ignore the Pyre= Absorbs 17damage (also right on)

Eldrich Chain= Still only two bounces

Blast Dice=8d6 (shows up on char sheet) Should be 9d6. So on the 4th level of non warlock i finally gained 1d6 blast dice-but should be 2d6
------Working as intended--------


The last test to run is finding someone with a 18R item. If im caster level 17 then i should never fail VS 18 SR. If i do fail/get resisted then know im not getting my full Caster Level(13warlock+4practiced invoker) on my SR checks.

to beat SR its...1d20+caster level vs SR. you have to meet or beat the SR
So at caster level 17 i can roll a 1 and have 18 check vs SR. Basically 18SR i should always beat. IF it does get resisted then i know im not gaining my full Caster Level

So far the important abilities seem to be working then, i havent tested SR but the CL on the blast dice is on point, so i would imagine the SR checks will be up to par as well. The entropic shield duration isnt a big deal. As i go into epic levels i will keep track of the blast DC and the duration on retribute invisiblity when it is obtained. It gives me something to pass the time while grinding.


Upon gaining level 17 warlock (21cl with practiced invoker) my "The Dead Walk" invocation has not seemed to gain the more powerfull summon.

"At level 12 and 21 you summon a more powerful zombie or skeleton"

Re: Practiced Invoker Testing Results (Wonky)

Posted: Tue Oct 20, 2015 3:33 am
by illithid
Blast Dice changes after level 11 to three levels per 1D6 so:
CL 11 = 6D6
CL 14 = 7D6
CL 17 = 8D6
CL 20 = 9D6

Practiced invoker doesn't actually apply 1d6/2d6 as some things read, it does add caster levels though properly so your 13+3 example is correct at 7d6 as well as your 13+4 at 8D6

I'm unsure on some of the others you've put forward, hopefully someone else can help

Re: Practiced Invoker Testing Results (Wonky)

Posted: Tue Oct 20, 2015 4:57 am
by skatness
Alright i suppose the nwn2 wiki is correct in the blast dice instance
http://nwn2.wikia.com/wiki/Warlock
14=7d6
17=8d6
20=9d6

Then it says epic levels it reverts back to

22=10d6
24=11d6
26=12d6
28=13d6
30=14d6

I was following the nwn2db builder, which was a static 1d6/2lvls

As i go into epic levels i will keep track of the blast dice, but so far so good then.

Thanks for the heads up.

Re: Practiced Invoker Testing Results (Wonky)

Posted: Tue Oct 20, 2015 5:03 am
by Storm Munin
So basically someone diping into warlock gets the better umph out of the feat, as in the +2d6, or someone who go all the way.
Good to know.


While that first part may be considered unfair I fail to see any way to change this without moving the +1d6 every second level somewhere later in the build.

I do believe it takes some selling arguments to support such a change should it be deemed wanted, since loosing the +1d6 at every second level in the low levels will make warlock slightly harder to play at those levels.

Re: Practiced Invoker Testing Results (Wonky)

Posted: Tue Oct 20, 2015 5:18 am
by skatness
Storm Munin wrote:So basically someone diping into warlock gets the better umph out of the feat, as in the +2d6, or someone who go all the way.
Good to know.


While that first part may be considered unfair I fail to see any way to change this without moving the +1d6 every second level somewhere later in the build.

I do believe it takes some selling arguments to support such a change should it be deemed wanted, since loosing the +1d6 at every second level in the low levels will make warlock slightly harder to play at those levels.
Looking back on the "blast curve" for lack of a better term, i saw it basically just from levels 1-20 as in before the motb expansions and whatnot.

I can see why they could have chosen to start making it every 3 levels since you start gaining more powerful abilites (like black tentacles[it was a good spell in the basic campagin] and vitriolic blast) as well as the dark invocations.

Reviewing the warlock progression page http://nwn2.wikia.com/wiki/Warlock, EVERY level it gains something (up to level 20 which was the cap), even the "blank" levels youre still gaining higher tier invocations. In a sense it does seem more streamline that way

Then when motb came out, they were like hey this warlock is epic now, lets streamline the blast dice again. back to 1d6/2levels.