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Some questions about Daggerspell warlock mechanics
Posted: Tue Aug 15, 2017 11:03 am
by Bunnysmack
It took a lot of indecisive hand ringing, but I've finally decided to make my first character a chaotic good daggerspell warlock. I do, however, have a few questions about how the daggerspell mechanics work and the server-added warlock invocations.
1. How is damage for Arcane Throw counted? Can the daggers crit? Do they roll separately to hit? Do they suffer and/or benefit from two weapon fighting penalties/feats?
2. What invocations would be worth exploring? The character will only ever have 8 charisma, barring item bonuses, so I'm thinking I'll avoid any invocations that depend upon a DC. Any others that are must have additions to the original game content?
Re: Some questions about Daggerspell warlock mechanics
Posted: Tue Aug 15, 2017 11:11 am
by chad878262
Bunnysmack wrote:1. How is damage for Arcane Throw counted? Can the daggers crit? Do they roll separately to hit? Do they suffer and/or benefit from two weapon fighting penalties/feats?
Suggest you looke at the forum post here:
viewtopic.php?f=7&t=49035
The one change to note from the below is that Valefort was able to add in bonus damage from daggers as well as base and enhancement bonus damage. Thus if you have a +2 dagger with 1d6 lightning damage you will get 1d4 + 1d6 + 2 damage from that dagger. However, the d6 will be physical damage, not electrical. When you reach 5th level you apply the dagger damage from both hands.
- Daggercast: Daggerspell mages seamlessly blend the use of their twin daggers with powerful spellcasting abilities. A daggerspell mage delivers melee touch attack spells with a dagger attack (adding the base dagger damage plus any enhance bonus from the right hand).
- Double Daggercast: As a daggerspell mage advances in level, the connection between his spellcasting abilities and his two-dagger fighting style strengthens. At 5th level or higher, a daggerspell mage delivers melee touch attack spells with both of his daggers (adding the base dagger damage plus any enhance bonus from each dagger).
Bunnysmack wrote:2. What invocations would be worth exploring? The character will only ever have 8 charisma, barring item bonuses, so I'm thinking I'll avoid any invocations that depend upon a DC. Any others that are must have additions to the original game content?
Highly dependent on build. Will you mostly be a Blaster Lock, using Dagger Cast with your Eldritch Blast? Or will you mix in more Rogue and perhaps a Shadow Dancer dip and be more of an in your face sneak attacker who also uses Hideous Blow? No matter what I imagine you will want Leaps and Bounds unless you plan on spending a boatload of gold for a +4 DEX item later...
Flee the Scene is great, especially if you can fit in the Dark Transient Feat. Either Retributive Invisibility or Walk Unseen is a must have IMO. If you're a blaster or you plan on going solo a lot you may want The Dead Walk just so you have a meat shield to help you land more sneak attacks etc.
Basically if you are a blaster you want to improve your blasts with shapes and essences, if you are a PTWF melee lock you want buffs to protect you and make you hit harder/more often.
Re: Some questions about Daggerspell warlock mechanics
Posted: Tue Aug 15, 2017 11:51 am
by Bunnysmack
I am using TeoDeathDealer's Daggerspell Warlock build. Combination of rogue/shadow dancer stealth and ranged arcane throw blasts. Starting with 16 dex and power leveling all level ups into dex. So, kinda a combination of the two options you listed.
Currently, I'm only level 2 and flailing around trying to find a happy medium for XP gain without dying horribly...so far, I've died 4 times...
Started with Leaps and bounds and planning on taking draining blast next but replacing it later. A DC 11 save might be easy for even early level monsters to make, but when applied to every blast it should give me an edge for now.