LGCS 597: Warlock Author only [Archive] - Wizards Community

Post/Author/DateTimePost
bitznarf

02-08-07, 06:39 PM
I'd like to know why the warlock is a 'authors only' class rather then restricted. I was under the impression that it was not available to players due to the power of the class, however if this is not the case, please by all means fill me in. Mostly I am just looking for the rationale behind the decision.
Bob_the_Theurge

02-08-07, 06:41 PM
I'd like to know why the warlock is a 'authors only' class rather then restricted. I was under the impression that it was not available to players due to the power of the class, however if this is not the case, please by all means fill me in. Mostly I am just looking for the rationale behind the decision.

It was "npc only" previously due mostly to alignment restrictions of the class, not due to power.

I've fought them ingame in home campaign and in LG and they're pretty darn weak, truth be told, especially after the errata that blasted away the caster level on their bolts. Put up SR 15 at APL 10 and watch them fail 60% of the time.
scon40

02-08-07, 06:42 PM
I can tell you why I personally have it there. It's an evil-oriented class.
Britt

02-08-07, 06:51 PM
And for me it's because they use a different ruleset that doesn't quite match the rest of the game. Apparently there are some pretty hefty arguments from authoritative sources that say it doesn't work quite how they intended, or some such. I don't have a quote though, so that's just second or third hand.

As you can guess, I don't mind the evil overtones, being from the BK :p
Bosstone

02-08-07, 06:53 PM
The Warlock restriction is Chaotic or Evil, correct? I don't have my books at work to check. Similarly, Hexblade is any non-good, but there doesn't seem to be a problem with having Hexblades in the game as purely Neutral characters. Is there a differing issue with the Warlock that PCs can't be limited to CG and CN alignments?

I initially figured it was the alternative ruleset that made them locked to PCs, but it puzzled me why they'd be NPC-only/Author-only even then. Seems like you might as well restrict them entirely, if they don't mesh with game rules rather than just player rules.
bitznarf

02-08-07, 06:56 PM
The Warlock restriction is Chaotic or Evil, correct? I don't have my books at work to check. Similarly, Hexblade is any non-good, but there doesn't seem to be a problem with having Hexblades in the game as purely Neutral characters. Is there a differing issue with the Warlock that PCs can't be limited to CG and CN alignments?

I initially figured it was the alternative ruleset that made them locked to PCs, but it puzzled me why they'd be NPC-only/Author-only even then. Seems like you might as well restrict them entirely, if they don't mesh with game rules rather than just player rules.

Right, what he said.
Jay_Ibero_911

02-08-07, 06:59 PM
It's obviously not the evil overtones that are an issue with Fiendish and Infernal heritage are open...
jstorrie

02-08-07, 07:01 PM
I think the main problem is that too many people would complain. The CO people are in a fairly solid consensus that warlocks are properly balanced (being about as powerful as a sorceror, or slightly less so) but people who don't know the rules all that well seem to cry bloody murder about how overpowered warlocks are whenever they come up.
Britt

02-08-07, 07:01 PM
Those are based on your heritage, which you can't control. With warlock (devil's advocate argument), you choose to use infernal powers.
Franco Un-American

02-08-07, 07:03 PM
Except that nonevil powers (such as fey) can grant warlocks such power. They aren't, by necessity, linked to the lower planes.
bitznarf

02-08-07, 07:08 PM
I think the main problem is that too many people would complain. The CO people are in a fairly solid consensus that warlocks are properly balanced (being about as powerful as a sorceror, or slightly less so) but people who don't know the rules all that well seem to cry bloody murder about how overpowered warlocks are whenever they come up.

If this is indeed the case, which Britt and Steven seem to be saying it isn't, then I would argue for the removal of the class from the campaign completely. If it is indeed due to the evil(ish) nature of the class, I would compare it to the hexblade in that regard. If one should be allowed or banned so should the other. And if the flavour/rules aspects of it don't fit the campaign, why is it available for authors to use? Is there something I am missing here?
Japangirl

02-08-07, 07:10 PM
Those are based on your heritage, which you can't control. With warlock (devil's advocate argument), you choose to use infernal powers.

You can also choose to PrC into the Good classes out of CM, there are at least 2 or 3 of them. Using demonically tainted powers doesn't mean you have to be evil at all!

(Yes I know you're playing devil's advocate, but I just thought I'd throw this out anyways)
Timlagor

02-08-07, 07:22 PM
besides which Warlocks are stated to often get their powers as the result of some ritual performed by their ancestors ...their heritage one might say ;)
Bosstone

02-08-07, 07:24 PM
The way I see it, there's four options:

A) Remove the NPC-only flag from Warlock and make it entirely Closed, because of the alternative ruleset. This, I think, is probably the best option, because the reason is sensible for a streamlined game like LG.
B) Make Warlock Closed and Hexblade Closed, because of the evil overtones. (Come on, Hexblade has Bestow Curse. How is that not evil? ;) )
C) Make Warlock an Open class for the same reason Hexblade is, because there's options for non-evil alignments.
D) Do nothing and leave both classes as they are. I'd encourage against this, because the logic used demonstrates an inconsistency, whether it's from Hexblade being allowed and Warlock not, or Warlock being allowed as NPC-only even though the ruleset is not quite core D&D.

There's other options too, like make both classes NONC or some such, but those four are the easiest.
CdrcJsn

02-08-07, 08:12 PM
Though some warlocks may get their power from fiendish sources, the class description also indicates that some warlocks get theirs from Fey ancestors (makes sense with the DR/Iron that they eventually get).

I'm in the camp that don't think they're overpowered. In a low magic campaign with several encounters in one day, maybe, but not in a setting like LG.

As for their unusual powers...it's no more unusual than spells from new sources. Most Warlocks will probably use the same 3 or 4 tricks during the course of a mod so even judges totally unfamiliar with the class won't be thrown for a loop.
Arvagor

02-08-07, 08:57 PM
And for me it's because they use a different ruleset that doesn't quite match the rest of the game.Might want to stay away from this argument... After all, we've allowed shadowcasters (Tome of Magic) into the game, and I don't really see how their mysteries are any less different than the warlock's invocations...
Hariman

02-09-07, 12:24 AM
It's not the invocations that are the problem. I don't think the problem is a balance issue.

It's how the Warlock interacts with crafting and Use Magic Device.

Imbue Item is likely the main problem.

A warlock, at level 12, gains the ability to craft ANYTHING. And if you max out UMD you can have a modifier of +28 (Skill ranks +15, Cha +8 (17 base cha, stat bumps & a +6 item, Skill Focus/magical aptitude = another +5.)

That means that this character can use ALL levels of Arcane spells for crafting AND up to level 4 Divine spells for crafting. Without rolling. And ninth level divine spells only have a 25% chance of not being usable for crafting (that failure chance drops to 10% by 15th level and vanishes at 17th level).

I can just see this character hording gold to craft items to hand out to other party members. Or crafting just about ANY spell into a wand or scroll.

And you have to have a list of all the spells that the character has had to roll to try to use. (It's gonna be a small list.)

The warlock would need to be altered to be usable in LG just because of that one nightmare of an ability.

Lasting all day is small potatoes compared to that. And although some invocations ARE pretty powerful, they could be closed.

Deceive Item isn't too bad. You still have to buy the item to use it. Although this does let you use divine AND arcane items, it's not that horrible unless someone crafts items for you. (Low DCs, money spent on consumables, time taken to draw each item.)

So we'd need an alternate ability that could replace Imbue Item before the warlock could be considered LG worthy. And a full review of all invocations to eliminate ones that are overpowered. (There's one or two there.)

Hariman

PS: I don't think that Alignment is much of a problem either, as Chaotic Good is an option. Heck, hexblades can't be good at all.
dougemes

02-09-07, 10:40 AM
[snip]
Imbue Item is likely the main problem.
A warlock, at level 12, gains the ability to craft ANYTHING. And if you max out UMD you can have a modifier of +28 (Skill ranks +15, Cha +8 (17 base cha, stat bumps & a +6 item, Skill Focus/magical aptitude = another +5.)
[snip]
Deceive Item isn't too bad. You still have to buy the item to use it. Although this does let you use divine AND arcane items, it's not that horrible unless someone crafts items for you.

For the record, I play a CG warlock in a home campaign. The class is balanced for home play. It is NOT balanced for a living campaign (where we have metagame knowledge of x resource using encounters per mod, etc).
At 12th level, the warlock can craft an ignore spell requirements IF he has the corresponding crafting feat. Which at each feat gain, he qualifies for (scribe scroll at 1st, CWI at 3rd, wand at 6th, rod at 9th, ring or staff at 12)

And the calculations for the UMD (scrolls) check at level 12 is like this:

10 (deceive item class feature) + 15 (max ranks UMD) + 3 (16 charisma - 15 base and 1 level bump, using elite array) + 2 (synergy: spellcraft) + 2 (synergy: decipher script) +3 (competence from circlet of persuasion) + 2 (feat: magical aptitude) == 37.

Deceive Item class ability overrules UMD check method, allowing you to take 10 instead of rolling. Imbue Item class ability lets you make a UMD check to "put a spell in".

So at 12th level, this warlock MUST auto-succeed a UMD of 37 for scrolls (which equates to 17th level caster, divine/arcane/any) and for 9th level spells. He can scribe scrolls of wish, timestop, gate, true res, implosion, anything. I don't think its appropriate to allow module writers access to a class that at apl 10 could toss 9th level spells as many times as they had scrolls, and follow it with vitriolic eldritch spears from 250' away in full concealment, with only needed a paltry 1 item (which could be substituted out by skill focus: UMD). A naked warlock is NOT hampered.

Please change the warlock to CLOSED and not available for module writers.
dougemes

02-09-07, 11:02 AM
It was "npc only" previously due mostly to alignment restrictions of the class, not due to power.

I've fought them ingame in home campaign and in LG and they're pretty darn weak, truth be told, especially after the errata that blasted away the caster level on their bolts. Put up SR 15 at APL 10 and watch them fail 60% of the time.

Umm, 11th level warlock has a greater invocation, chooses vitriolic blast, shapes it with eldritch spear and proceeds to do 6d6 conjured acid from 250ft away, ignoring SR. Oh yeah, he is doing this while concealed.

Least:
Devil’s Sight (darkvision + see in magical darkness)
See the Unseen (darkvision + see invis)
Eldritch Spear (ranged touch attack at 250 ft away)

Lesser:
Hungry darkness (dark + swarm)
Walk Unseen (invis)
Flee the Scene (short teleport and Leave behind a major image)

Greater:
Vitriolic Blast

And at 13th level warlock, he has 2 greater invocations, so pick up Enervating Shadow for FULL CONCEALMENT. Sorry, but it should NOT
be allowed into Living Greyhawk for module writers unless it is opened
for players as well.
Jay_Ibero_911

02-09-07, 02:34 PM
Umm, 11th level warlock has a greater invocation, chooses vitriolic blast, shapes it with eldritch spear and proceeds to do 6d6 conjured acid from 250ft away, ignoring SR. Oh yeah, he is doing this while concealed.

Least:
Devil’s Sight (darkvision + see in magical darkness)
See the Unseen (darkvision + see invis)
Eldritch Spear (ranged touch attack at 250 ft away)

Lesser:
Hungry darkness (dark + swarm)
Walk Unseen (invis)
Flee the Scene (short teleport and Leave behind a major image)

Greater:
Vitriolic Blast

And at 13th level warlock, he has 2 greater invocations, so pick up Enervating Shadow for FULL CONCEALMENT. Sorry, but it should NOT
be allowed into Living Greyhawk for module writers unless it is opened
for players as well.

I dunno...damage potential just from the class is WAY under the curve...it's the Neg level one that could get annoying fast, and even that has a fort save...On a side note...encountered a Warlock Varguille once...that was wierd...not too tough though...Let's see...an 11th level Wiz with Acidic Splatter Reserve feat and a Vitriolic Sphere Heightened to 6th level does 6d6 acic damage every round with a touch, though only at 30ft...Oh, and a full compliment of spells which are potentially FAR more powerful than anything a Warlock can do...
LachlarlanIII

02-09-07, 02:45 PM
It's not the invocations that are the problem. I don't think the problem is a balance issue.

It's how the Warlock interacts with crafting and Use Magic Device.

Imbue Item is likely the main problem.

A warlock, at level 12, gains the ability to craft ANYTHING. And if you max out UMD you can have a modifier of +28 (Skill ranks +15, Cha +8 (17 base cha, stat bumps & a +6 item, Skill Focus/magical aptitude = another +5.)

That means that this character can use ALL levels of Arcane spells for crafting AND up to level 4 Divine spells for crafting. Without rolling. And ninth level divine spells only have a 25% chance of not being usable for crafting (that failure chance drops to 10% by 15th level and vanishes at 17th level).

I can just see this character hording gold to craft items to hand out to other party members. Or crafting just about ANY spell into a wand or scroll.

And you have to have a list of all the spells that the character has had to roll to try to use. (It's gonna be a small list.)

The warlock would need to be altered to be usable in LG just because of that one nightmare of an ability.

Lasting all day is small potatoes compared to that. And although some invocations ARE pretty powerful, they could be closed.

Deceive Item isn't too bad. You still have to buy the item to use it. Although this does let you use divine AND arcane items, it's not that horrible unless someone crafts items for you. (Low DCs, money spent on consumables, time taken to draw each item.)

So we'd need an alternate ability that could replace Imbue Item before the warlock could be considered LG worthy. And a full review of all invocations to eliminate ones that are overpowered. (There's one or two there.)

Hariman

PS: I don't think that Alignment is much of a problem either, as Chaotic Good is an option. Heck, hexblades can't be good at all.

While that is a powerful ability, I think you're overestimating the value it has in LG.

The Warlock still can't craft anything he hasn't had access to in the Items Found box.

Before with the CL+2 rule, I'd heartily agree with you, but now it's just not as powerful as you say it is.
pimeister

02-09-07, 02:55 PM
I concur with crafting being over-rated for this class in LG with the current blanket restrictions on what can be crafted. Also, the negative level essence is lvl 16, so wouldnt even see play in the normal campaign from players
Franco Un-American

02-09-07, 02:57 PM
1) LG encounters don't normally begin from far enough away to make the long-range sniping available. I've played/DM'd a total of 1 encounter where that would be viable.

2) Concealment can be negated by a very large number of creatures at high levels. At low levels, the damage an eldritch blast does is so low compared to a tank that they likely won't be targetting you anyway. Even the no SR thing isn't that big a deal in that light.

3) The build you mentioned blows all his/her feats to power a class ability that doesn't even come into effect until 12th level. That's only 25%ish of their play time in LG. Most warlocks will want to take feats they can use sooner. Point Blank Shot and Precise Shot, for example, are very common and popular choices.
Jay_Ibero_911

02-09-07, 03:02 PM
1) LG encounters don't normally begin from far enough away to make the long-range sniping available. I've played/DM'd a total of 1 encounter where that would be viable.

2) Concealment can be negated by a very large number of creatures at high levels. At low levels, the damage an eldritch blast does is so low compared to a tank that they likely won't be targetting you anyway. Even the no SR thing isn't that big a deal in that light.

3) The build you mentioned blows all his/her feats to power a class ability that doesn't even come into effect until 12th level. That's only 25%ish of their play time in LG. Most warlocks will want to take feats they can use sooner. Point Blank Shot and Precise Shot, for example, are very common and popular choices.

You forget about the new re-training rules? At 12th level, Warlock takes one craft feat, abuses the hell out of it, 13th retrains, 14th retrains, 15th retrains....ends up with craploads of stuff...and only using one feat slot essentially. So The crafting is potentially very abuseable...even with just scribe scroll and craft wand....Personally, I'd be happy playing a warlock even with Imbue Item removed altogether...
dougemes

02-09-07, 03:50 PM
While that is a powerful ability, I think you're overestimating the value it has in LG.
The Warlock still can't craft anything he hasn't had access to in the Items Found box.
Before with the CL+2 rule, I'd heartily agree with you, but now it's just not as powerful as you say it is.

Umm, authors dont craft against items found. That is my point. A level 12
warlock as I have already demonstrated can craft 9th level divine and arcane scrolls.

Checking CY596 and draft CY597 for author / npc spells:
Sphere of Ultimate Destruction (9th level)

Scribe scroll cost in XP:
Spell Level 9 * 17th caster = 153 xp, Spell level 8 * 15th caster = 120 xp, etc.

So you think an APL10 party can handle a NPC who could conservatively have anywhere from 2 to over a dozen scrolls of level 8 & 9 spells?

Again, at APL10, Good luck with being grappled by elder earth elementals.
(Grapple check 37) Good luck with the controlled Sphere of Annihilation,
good luck with being gated to another plane (Negative energy perhaps),
then watching the warlock plane shift away. Good luck with miracle stripping
everyone naked before combat.
dougemes

02-09-07, 03:52 PM
1) LG encounters don't normally begin from far enough away to make the long-range sniping available. I've played/DM'd a total of 1 encounter where that would be viable.

2) Concealment can be negated by a very large number of creatures at high levels. At low levels, the damage an eldritch blast does is so low compared to a tank that they likely won't be targetting you anyway. Even the no SR thing isn't that big a deal in that light.

3) The build you mentioned blows all his/her feats to power a class ability that doesn't even come into effect until 12th level. That's only 25%ish of their play time in LG. Most warlocks will want to take feats they can use sooner. Point Blank Shot and Precise Shot, for example, are very common and popular choices.

I suggested only taking scribe scroll. I was merely stating the warlock could be able to take all the others as well if he wanted to. Really, 1 item creation feat taken at either 1st or 12th level doesnt bust up a warlock build.

Also, I am strongly arguing AGAINST having the class for authors in LG. It needs to be open for all or none (and Im pointing out why they should be
in the none category)
Hariman

02-10-07, 12:53 AM
Oh yeah. There's the "burn the treasure" warlock. You simply buy masses of scrolls to use as weapons.

Plus, some of the invocations are deceptively useful. The Earthen Grasp and and Summon Swarm invocations together can spell doom. Either alone is a pain.

A Greater Chasuble of Fell Power (+2d6 to EB) and a Warlock's Sceptre (50 charge rod that boosts eldritch blasts by 1d6 per charge spent, limited to 3d6/3 charges unless you WANT to spend 5 charges for 4d6 extra dice of damage.) = 11d6 eldritch blasts. One per round without Quicken SLA. A warlock would gladly spend the gold on those items AND the feats to craft them himself. (Which can be done by warlocks.)

While I'd love to see warlocks in LG as playable, it has been stated that they aren't getting in. Yes, I agree that if you swap out Imbue Item, they're much better. But it's been stated that warlock isn't going to be a playable class.

Heck, I've never even heard of one being used as an NPC.
Crazy Boro

02-10-07, 01:05 AM
Heck, I've never even heard of one being used as an NPC.

I've seen one once before in a year 5 mod. Otherwise, I don't know of any others. I know the now reduced crafting list could help alleviate the crafting worries. It'd take some good luck to find the access to craft the chausible and scepter along with 2 feats (or retraining options to get both). We'd have to see on the retraining options in the final LGCS to see if they'll even allow the retraining of mic feats. If they don't allow that, then it gets a little more balanced.
D0rsal

02-11-07, 03:59 PM
just a cpl pts:

1) would the item creation capabilities of a higher lvl warlock be that much greater than an equal lvl mystic theurge w/ the new MIC rules?

2) how much mileage do you think you're gonna get out of character that runs around w/ all those toys? wreck enuff mods/encounters & pretty soon ppl wont want to play w/ you b/c they want to see their characters in action...

3) its alrdy been said that the, "they're evil" argument doesnt hold water due to LG's inclusion of hexblades, but it seems worth mentioning that not all heroes wear white gloves. some of our favorite literary heroes have blemishes: james bond - sex addict(i personally dont have a problem w/ this) =) han solo - smuggler & murderer, he did shoot 1st =) harry dresden - a smartass w/ no regard for the law, the incredible hulk - anger mgnt issues =) & probably the most iconic character of all the D&D/fantasy genre, drizzt; his heritage doesnt get any darker.
Sargh

02-11-07, 06:23 PM
Sorry, the whole evil oriented class just doesn't hold water. Both in the fact that classes that are just as "evil" are allowed, and the fact that there's a fey background route that isn't evil at all.

Aside from a couple of combo's that put them on par with other casters, warlocks for the most part are a weak class. I speak from personally playing one in a home game that had a lot more open rules for potential abuse than LG. The item creation stuff is nice but limited in an LG setting.

They may have a diff ruleset, but it's a small one. Certainly not like, say, shadowcrafter... Every book that comes out adds new rulesets. Sheesh, look at reserve feats.

Just my 2cp but the reasons I've heard frankly sounds more like personal bias from the powers that be rather than any rational reason.

And for the record, I tend to think the auther only list should be an extremely short one, reserved for things like blackgaurds and eyes of grummsh. If it's good enough to be an author toy and it's not an evil class, it's good enough for players to have fun with too. I've already had to fight them in 2 diff mods and they were a speedbump at best.

If I remember right the Xendrik stuff allows them, so there is a precedent, although I think they allow a lot more leeway on evil alingment from what I've heard.
Genghis Cohen

02-11-07, 07:41 PM
I'm another who finds the "Warlocks are evil so they're banned" argument to be questionable. Just make it closed for NPCs as well.
LGMoses

02-11-07, 08:57 PM
I can tell you why I personally have it there. It's an evil-oriented class.

its one of the lost circle members!!!!:eek:
solbergb

02-11-07, 10:44 PM
Umm, 11th level warlock has a greater invocation, chooses vitriolic blast, shapes it with eldritch spear and proceeds to do 6d6 conjured acid from 250ft away, ignoring SR. Oh yeah, he is doing this while concealed.

Least:
Devil’s Sight (darkvision + see in magical darkness)
See the Unseen (darkvision + see invis)
Eldritch Spear (ranged touch attack at 250 ft away)

Lesser:
Hungry darkness (dark + swarm)
Walk Unseen (invis)
Flee the Scene (short teleport and Leave behind a major image)

Greater:
Vitriolic Blast

And at 13th level warlock, he has 2 greater invocations, so pick up Enervating Shadow for FULL CONCEALMENT. Sorry, but it should NOT
be allowed into Living Greyhawk for module writers unless it is opened
for players as well.


This just cracks me up.

Take a vanilla, no effort to design sorcerer.

I can do everything described there, and do it from 2x the distance easy. 5x the distance if I pick some long range boom, and at those ranges I don't even need invisibility...distance mods will prevent them from pinpointing.

Now take a vanilla, no effort to design ranger archer. In a natural setting, he's got camoflauge...give him woodland archer and maxed spot ranks and he can do the same thing, except from 1500 feet away.

And the kicker is, I will do at LEAST twice the damage every round. Possibly 3-4 times the damage. 6d6 is like 20 points of damage. That is ONE arrow from a high level archer. the difference is that my hypothetical ranger can break concealment and shoot you for 120 points of damage.

Warlocks have absolutely pitiful power on a round over round basis, and so what if they can snipe away for a long time. They can't KILL anyone with a mere 20 points of damage a round, and the party will eventually figure out a way to overcome the mobility and invisibility....if nothing else lobbing readied actions at the place where the eldritch spear keeps coming out will do something. 250 feet isn't far enough away to avoid catching a glitterdust or faerie fire, just to start with, and there are many, many other things that can hose that tactic.

I fought a crocked out sorcerer with all the broken "reduce metamagic cost" feats combined with flight and superior invisibility recently at APL14. THAT was a challenging fight, because his zaps were actually DANGEROUS at that APL and all the usual methods of defeating invisibility (scent, blindsense, glitterdust etc) don't work on that spell. We still figured out a way to beat him.
MatteBlack

02-13-07, 12:20 AM
Might it be that they can Dispel Magic every round if properly equipped? Sounds like a pain the butt to author mods against.
solbergb

02-13-07, 11:59 AM
My sorcerer (in the build that included dispel magic instead of phantom steed) could theoretically dispel magic 19 times in a module. at level 12 she'd also be able to chain the spell 4 times to hit 48 more targets.

She also doesn't have to touch the target to do the dispel

What's your point?

These capabilities already exist. Authors don't lose sleep over them.
solbergb

02-13-07, 12:00 PM
My sorcerer (in the build that included dispel magic instead of phantom steed) could theoretically dispel magic 19 times per day. at level 12 that goes up to 20 single target dispels and she'd also be able to chain the spell 4 times to hit 48 more targets.

What's your point?

These capabilities already exist. Authors don't lose sleep over them.
MatteBlack

02-13-07, 06:27 PM
My sorcerer (in the build that included dispel magic instead of phantom steed) could theoretically dispel magic 19 times per day. at level 12 that goes up to 20 single target dispels and she'd also be able to chain the spell 4 times to hit 48 more targets.

What's your point?

These capabilities already exist. Authors don't lose sleep over them.

With NO resource cost? Zip? Nada?

You can keep doing it until you roll a 20, and then be just as ready for battle as you were before.

Its been awhile since I looked at the class but, I recall it being as normal Dispel or at least only a ranged touch attack.

I don't know that the class is particularly broken but, it can be played pretty annoyingly very easily.

I played one in a home game and had some fun with it but, it strikes me being like marshal in that you end up playing this whole other version of D&D than in the past. My fellow players joked that I was playing paintball on the D&D mat.

Lee
solbergb

02-13-07, 06:31 PM
It's still not anything to lose sleep over. My sorceress routinely sets off magic traps with careful use of small bits of her servant horde. That's also effectively unlimited, on traps that can be sprung. Druids do the same with low level summons.

Either you write the mod assuming it is possible to dispel or bypass whatever magical foo that is in the way, or you make it impossible.

If you are considering combats, rather than static content, sorcerers and favored souls already have effectivley unlimited dispels.