| Post/Author/DateTime | Post |
|---|---|
| #1lord_karsusAug 22, 2008 23:21:41 | -I like the idea of different Warlock Pacts (ie, Star, Diabolical, Infernal, Fey) providing (A) mechanical differences on the different Warlocks, and (B) mechanical differences on the different powers. Being as that I don't play 4e, I'd like to translate this into 3e, being as 3e didn't do this, and left the idea of different sources of power up to "fluff". -Any help? |
| #2serphetAug 22, 2008 23:26:05 | I think it would be good to take this to pathfinder's Sorcerer. |
| #3lord_karsusAug 22, 2008 23:34:07 | -That's what got me to liking the idea of mechanical differences reflecting in the character based on what "path" they chose. My own homebrew Sorcerer has a system like this, and now I want to have a homebrew Warlock that does something similar, based on the 4e Warlock pacts powers/abilities. |
| #4nighttreeAug 23, 2008 11:35:03 | We are converting a lot of our game to Pathfinder, and so I started thinking through a conversion for a Pathfinder Warlock. I'm still thinking things through....but here is what I have so far. Pathfinder Warlock Hit Die: D8 Skill Points: 2+ Int Eldritch Pact (Su): You have forged a pact with mysterious entities that grant you your arcane power. Choose one of the following pacts: Celestial Pact, Dark Pact, Fey Pact, Infernal Pact, or Star Pact. The Pact you choose determines the following Warlock abilities. 1st level Invocation: Your first level least invocation is determined by the pact you have chosen. Warlocks Curse (Su): As a “Swift” action, you can target the enemy closest to you and place a curse upon him. For the remainder of the encounter, the target takes +1D6 extra damage from one attack against it (made by the Warlock) each round. The curse damage increases to 2D6 at tenth level. A Warlocks curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit point or fewer. You can place a curse on multiple targets over the course of an encounter; each curse requires a swift action. You cant place a curse on a creature that is already effected by your or another Warlocks curse. Pact Boon: A Pact boon is a spell like effect usable only when someone who is the target of your Warlocks curse, drops to 0 or fewer HP. |
| #5lord_karsusAug 23, 2008 19:01:37 | -There are some of the ideas I had floating around. Celestial Pact: Eldrich Blast is considered 'Good' aligned, for the sake of overcoming Spell Resistance/Extra Damage. Diabolical Pact: Eldrich Blast is considered 'Evil' aligned, for the sake of overcoming Spell Resistance/Extra Damage. Divine Pact: Gain the ability to Rebuke/Command Undead as a Cleric 1/2 total Warlock Levels. Draconic Pact: Limited Dragon apotheosis (Scales with Level). Elemental Pact: Elemental Resistance (Scales with Level), depending on the element. Infernal Pact: Eldrich Blast is considered 'Evil' aligned, for the sake of overcoming Spell Resistance/Extra Damage. Fey Pact: +2 Caster Level on all Spells/Future Invocations dealing with Illusions. Star Pact: Resistance to Mind-Reading effects (Scales with Level). |
| #6valgardAug 24, 2008 10:07:20 | -There are some of the ideas I had floating around. Sorry to tell ya, LK, but I don't find this very appealing. Why I would make a pact with a divine power to take turn/rebuke undead? For the flaovur and for the class feature, I'll take the cleric class. If there are to be specific abilities for different sources they have to be more unique. The idea should be to get specific invocations that rise up with level. I think it should be good to present these sources: Abyssal Pact Draconic Pact (This is what the Dragonfire Adept class from Dragon Magic is) Fey Pact Infernal Pact Star Pact I find the Dark Pact that will be in the FRPG a bit confusing, as it seems to come from Lolth (the excerpt says was develpoed by the drow) that would be like the Abyssal Pact. |
| #7lord_karsusAug 24, 2008 10:57:07 | Sorry to tell ya, LK, but I don't find this very appealing. Why I would make a pact with a divine power to take turn/rebuke undead? For the flaovur and for the class feature, I'll take the cleric class. If there are to be specific abilities for different sources they have to be more unique. The idea should be to get specific invocations that rise up with level. -That's fine. You don't have to like it. My thought behind the Divine Pact was that the person made a deal with some kind of divine entity, and in the agreement, it comes to place a portion of it's power in the Warlock, in exchange for the Warlock powers- very much like a permanent Binder/Vestige, or sort of like a Proxy/Chosen- and the two share a symbiotic/parasitic relationship. The Turn/Command Undead stems from the idea that there is a divine entity, or a portion of a divine entity within the Warlock. -And, these are just the "starting benefits" upon taking those particular pacts. I want to translate the 4e Warlock powers into 3e Warlock "augmentations" for their Eldrich Blast, and other Invocations, unique to each pact. I find the Dark Pact that will be in the FRPG a bit confusing, as it seems to come from Lolth (the excerpt says was develpoed by the drow) that would be like the Abyssal Pact. -I don't like the Dark Pact either, and see no reason for it, and as such, will not be including it. |
| #8karazhanAug 24, 2008 12:21:56 | If you like the divine pact, the spirit blast aspect of the Enlightened Spirit prestige class might interest you. |
| #9banpaiAug 24, 2008 19:56:38 | Good luck with the project, I am pretty much invested into 4th edition now, and pathfinder looks nice but needs to make some changes to his fighter. My brother recently suggested a mix between 4th and 3rd:"Keep classes, skill system (add old skills, with worthwile craft rules) and class powers but everything else 3rd edition." I am not shure what exactly that would mean but I guess it would be: 4th edition rules with 4rd edition flavor :D -maybe something for necromacer games or paizo to think about ![]() |
| #10lord_karsusAug 24, 2008 22:34:23 | If you like the divine pact, the spirit blast aspect of the Enlightened Spirit prestige class might interest you. -I don't know...I just find the ability to Turn/Rebuke Undead so appealing. I'll check it out, though. |
| #11suin_bahhar_02Aug 25, 2008 3:25:36 | Undead hate is not the only defining divine boon granted by gods. |
| #12banpaiAug 25, 2008 6:05:15 | -I don't know...I just find the ability to Turn/Rebuke Undead so appealing. I'll check it out, though. I really like what Pathfinder did to the Turn Undead ability - it´s just plain usefull even if there are no undead arround. |
| #13lord_karsusAug 25, 2008 10:35:24 | Undead hate is not the only defining divine boon granted by gods. -No, it isn't. But, it's the only thing that's universal by all Clerics, as various Domains exist. I really like what Pathfinder did to the Turn Undead ability - it´s just plain usefull even if there are no undead arround. -I'll have to check it out. |
| #14DiffanAug 26, 2008 11:04:32 | A suggestion for warlock pacts is to include a small, minor ability which is a Pact Boon. Then start going through the available Invocations and changing them to represent different aspects. For example, my cousin loves the 4e Warlock because (with the Star Pact) he is able to do things with fate and screwing with people's rolls. I think working with what's already made, changing the flavor of invocations, and going from there would be a good first step. I really like what Pathfinder did to the Turn Undead ability - it´s just plain usefull even if there are no undead arround. While it was useful in 3.5 (love my Divine Feats), selecting who gains hp with your turn attemps in a 30 ft. burst is nice though I'm still on the fence about how it deals with undead. For example, in 3.5 you could take the feat Disciple of the Sun, spend 2 turn attempts and instead of turning undead, they're destroyed instead. Now, they just take some damage and run (or not run and take half if they make a save). We'll see how it works in practice, but I know my friends cleric of Lathander won't be happy. BTW, any idea how to convert Greater Turning? I'm thinking of making it your d6 roll x3. Ideas? |
| #15lord_karsusSep 09, 2008 22:45:27 | -Though of a new Pact to add (and this one, in and of itself, would be quite versatile): Planar Pacts. The Warlock in question learns how to harness the powers of a specific plane, and "binds" himself/herself to it. Obviously, this creates numerous, numerous, subsets. Planar (Nine Hells) Pact, Planar (Abyss) Pact, Planar (Ethereal) Pact, Planar (Astral) Pact, and so on... |
| #16valgardSep 10, 2008 2:30:59 | These subsets of Planar pacts will be very similar to others. The Infernal Pact will be quite similar to the Planar (Baator) Pact, for example. The difference would be that with an Infernal Pact you vow yourself to a devil, while with the Planar (Baator) Pact you submit yourself to the Nine Hells themselves. Maybe, the differentiation can be quite good if you find and give abilities of the plane itself rather than to fall to the routine of giving something about its inhabitants. Also, Regarding the Warlock's alignment limitation, we can get rid of Lawful Neutral, Lawful Good, and Neutral Good planes. |
| #17lord_karsusSep 10, 2008 11:27:04 | Pact you submit yourself to the Nine Hells themselves. Maybe, the differentiation can be quite good if you find and give abilities of the plane itself rather than to fall to the routine of giving something about its inhabitants. -Right. I was thinking that, in the cases where it seems somewhat redundant (The Nine Hells, the Abyss, etc.) that, in lieu of special Eldrich Blast powers, augmentations and Invocations, that the Warlock actually begin an apotheosis into a Demon/Devil/etc., due to the energies from the Plane that he/she bound to him/herself altering his physiology. |
| #18valgardSep 20, 2008 9:50:54 | I've linked this thread to the Pathfinder to Forgotten Realms conversion thread. Alediran asked for a PDF with those conversions and anything resulting from here would be quite interesting to consider. |
| #19DreamStalkerSep 20, 2008 19:50:50 | I think the Dark Pact is supposed to be a pact with the essence of the Shadowfell, just first discovered by Lloth and the drow. I think the different pacts should alter the basic Eldritch Blast in some way and provide another leveled bonus (such as movement, defenses of various natures, ect). Here are some preliminary ideas for Blast effects. For the planes/outsiders I did one for each extreme alignment and then one for each general alignment. Duty Pact (Archons, Mount Celestia)- One ally within range gains 1d4 temporary hit points when an enemy is hit by your Eldritch Blast. These hit points do not stack with themselves. Heroic Pact (Eladrin, Ysgard)- When an enemy is struck by your Eldritch Blast gain a +1 Luck bonus to attack rolls until the end of your next turn. Celestial Pact (Celestial beings or planes)- Eldritch Blast is a Good effect and deals Holy damage. Diabolic Pact (Devils, Nine Hells)- Enemies struck by Eldritch Blast take a -2 penalty to Will saves until the end of your next turn. This penalty does not stack with itself. Abyssal Pact (Demons, Abyss)- Enemies struck by your Eldritch Blast don't feel so good. You are a bad person. Infernal Pact (Fiendish beings or planes)- Eldritch Blast is an Evil effect and deals Unholy damage. Oath Pact (Lawful beings or planes)- Eldritch Blast is a Lawful effect and deals axiomatic (lawful) divine damage. Anarchic Pact (Chaotic beings or planes)- Eldritch Blast is a Chaotic effect and deals anarchic (chaotic) divine damage. Fey Pact (Fey)- Enemies struck by Eldritch Blast must save vs Will or be effected by Faerie Fire and dazed for 1 round. Dark Pact (Shadow beings or Plane of Shadow)- Enemies struck by Eldritch Blast must save vs Will Enemies struck by Eldritch Blast must save vs Will or be effected by Darkness for 1 round. Star Pact (Starry things)- Enemies struck by Eldritch Blast take a -2 penalty to Will saves until the end of your next round. This penalty does not stack with itself. Air Pact (Air)- Enemies struck by Eldritch Blast are deafened for one round. Earth Pact (Earth)- Enemies truck by Eldritch Blast must save vs Fort or be knocked prone. Fire Pact (Fire)- Eldritch Blast deals fire damage and deals 2d4 fire damage one round later. Enemy may take an action to put out the flames as per usual rules. Water Pact (Water)- Enemies struck by Eldritch blast must save vs Fort or be push back 1d3x5'. |
| #20valgardSep 21, 2008 10:26:09 | Should I remind you that 3E warlocks must be evil or chaotic? An archon pact it's unthinkable... I just don't see archons giving powers to warlocks: Become a cleric or paladin! A part from that, I like the idea of changing some aspects of eldritch blast, and some of the examples you give are quite good: I particularly like the fey pact effect. |
| #21DreamStalkerSep 21, 2008 15:50:10 | Good point on alignments![]() Also, I meant dazzled not dazed for the Fey Pact. Dazed would be well... too damn good at that level for an at will ability that had no save. |
| #22DiffanSep 21, 2008 16:51:37 | Should I remind you that 3E warlocks must be evil or chaotic? An archon pact it's unthinkable... I just don't see archons giving powers to warlocks: Become a cleric or paladin! Actually warlocks aren't required to be evil or chaotic, it's just that they often are. There's no rules saying you can't play a Lawful Good warlock. Don't mean to be a rules-lawyer, and I agree that if you want to be a shining beacon of light and justice a warlock isn't the greatest path.....but you could. |
| #23DreamStalkerSep 21, 2008 17:27:10 | ![]() Alignment: Any evil or any chaotic. However, considering the change in flavor the alignment restriction may no longer be necessary. Warlock was intended as an Infernal class from its onset but now we are expanding the focus as was done in 4E. New Pact idea. Necrotic Pact (Liches, mummies, other powerful undead monstrosities)- Enemies struck by Eldritch Blast suffer a -2 penalty to Fort saves until the end of your next round. |
| #24lord_karsusSep 21, 2008 19:52:59 | -Being as that I am intending on (obviously) broadening the source of the Warlock, the Evil/Chaotic restriction is something that is going out the door. The 3e version really seemed to imply a Demonic pact, whereas, here, I am being much more ambitious. I need to sit down with the Manual of the Planes, and make a quick list of planes and benefits for the Planar Pact. If I'm really feeling ambitious, I'll open up my Planescape stuff, and do the same for Paraelemental and Quasielemental Planes. |
| #25rinonalyrna_fathomlinSep 21, 2008 21:00:58 | I just want to say, I think this is a great thread. I like having a wide variety of different pacts to choose from. |
| #26lord_karsusSep 21, 2008 21:27:44 | I just want to say, I think this is a great thread. -Me too. |
| #27DreamStalkerSep 22, 2008 1:04:23 | Agreed I love that you intend to work on the Para- and Quasi- Elemental planes as well. They were missed in 3.x. |
| #28DiffanSep 22, 2008 7:16:25 | Alignment: Any evil or any chaotic. Weird, my copy says: Alignment: Warlocks are often chaotic or evil (and more than a few are both). The powers they serve can be cruel, capricious, and wild, unbound by conventional views of right and wrong. However, even warlocks who derive their powers from the most sinister of patrons have been known to turn the black pwers at their command against evil. A good-aligned warlock is a grim and feaersome enemy of evil. All too familiar with the darkness lurking in his heart, etc............... EDIT: Was it in the Errata? |
| #29lord_karsusSep 22, 2008 11:42:07 | -Here's the list I have for the Planar Pact, along with a few theoretical benefits. Suggestions? Planar (Astral) Pact: Your Eldritch Blast can Planar (Ethereal) Pact: Planar (Shadow) Pact: Planar (Air) Pact: For the purpose of bypassing Damage Resistance, the Warlock’s Eldritch Blast is considered as doing both typeless magical damage, and Air damage. Planar (Earth) Pact: For the purpose of bypassing Damage Resistance, the Warlock’s Eldritch Blast is considered as doing both typeless magical damage, and Earth damage. Planar (Fire) Pact: For the purpose of bypassing Damage Resistance, the Warlock’s Eldritch Blast is considered as doing both typeless magical damage, and Fire damage. Planar (Water) Pact: For the purpose of bypassing Damage Resistance, the Warlock’s Eldritch Blast is considered as doing both typeless magical damage, and Water damage. Planar (Negative) Pact: The Warlock’s Eldrich Blast does an extra 1 point of damage. Planar (Positive) Pact: The Warlock receives +1 HP every time he uses his Eldritch Blast. The Warlock can only gain a total of 24 HP in a day. Planar (Ysgard) Pact: Planar (Limbo) Pact: For the purpose of bypassing Damage Resistance, the Warlock’s Eldritch Blast is considered Chaotic. Planar (Pandemonium) Pact: Planar (Abyss) Pact: Planar (Carceri) Pact: Planar (Hades) Pact: Planar (Gehenna) Pact: Planar (Baator) Pact: Planar (Acheron) Pact: Planar (Mechanus) Pact: For the purpose of bypassing Damage Resistance, the Warlock’s Eldritch Blast is considered Lawful. Planar (Arcadia) Pact: Planar (Celestia) Pact: For the purpose of bypassing Damage Resistance, the Warlock’s Eldritch Blast is considered Good. Planar (Byopia) Pact: Planar (Elysium) Pact: Planar (Beastlands) Pact: Planar (Arborea) Pact: Planar (Outlands) Pact: |
| #30DreamStalkerSep 22, 2008 13:32:44 | To Diffan- You are looking in the wrong spot. Classes have two places they talk about alignment. You are looking in the general roleplaying part of the class description. Look over at the top of Page 7 where it says Game Rule Information. That is where classes list alignment requirements. To Karsus- Eldritch Blast already bypasses Damage Reduction. It isn't "mundane" damage normally it is typeless energy damage. However being alignment based damage would work for dealing lethal damage to regenerating creatures that take lethal from such a damage. Of course, your intention may be to change Eldritch Blast to regular damage |
| #31lord_karsusSep 22, 2008 14:22:17 | -Edited that a bit, most of the theoretical stuff I'm doing is based on memory, and not with the actual books in front of me. That's because it's theoretical right now. I changed the wording around, to make what I meant more clear. -What do you think makes more sense: For the Elemental Pact to give the Warlock Eldritch Blasts that are also elemental in nature, or the the Planar (Elemental Plane) Pact to do that? The difference I am envisioning between the two is that one makes the Eldritch Blasts Elementally-charged, and the other gives the Warlock Elemental resistances that scale as the level increases. |
| #32suin_bahhar_02Sep 23, 2008 6:27:42 | -What do you think makes more sense: For the Elemental Pact to give the Warlock Eldritch Blasts that are also elemental in nature, or the the Planar (Elemental Plane) Pact to do that? The difference I am envisioning between the two is that one makes the Eldritch Blasts Elementally-charged, and the other gives the Warlock Elemental resistances that scale as the level increases. Both. :P Perhaps make the distinction on the application of the spells or special abilities they get. Such as "blasty" magic for the elementalists and "travel" magic for the planar pactholders. |
| #33valgardSep 23, 2008 8:09:32 | -What do you think makes more sense: For the Elemental Pact to give the Warlock Eldritch Blasts that are also elemental in nature, or the the Planar (Elemental Plane) Pact to do that? The difference I am envisioning between the two is that one makes the Eldritch Blasts Elementally-charged, and the other gives the Warlock Elemental resistances that scale as the level increases. Why don't you make one of the two a "generic" elemental flavour, without specializing in any element, and the other pact having to choose a specific element. Regarding flavour, the idea is that an elemental pact is made with a specific elemental creature, going from one of the elemental deities -I'm not going to call them 'primordials', by the way- or princes of elemental evil or good to powerful genies or the like. It seems logical to make the "elemental pact" to choose a specific element. So, you could be a Fire Element Pact Warlock and you gain many fire-related powers. I suggest to look at specific prestige classes regarding choosing one specific element, such as the Elemental Archon (Faiths and Pantheons), Elemental Savant (Complete Arcane), or Elemental Warrior (Planar Handbook) to look for options. On the other side, the "Planar: Elemental" could simply be "Planar: Inner", and then you got powers regarding various elements, and even positive and negative energy. You could make as the new 4E genasi and let a warlock choose an element at the beginning, and as he advances he chooses different ones. That would also permit the para- and quasi-elementals you wanted to consider. So, an Inner Planes Planar Pact Warlock would choose, for example, Negative Blast at 1st level to make his eldritch blasts enervative (within some limits for a 1st-level character), then at a higher level he chooses earth, so he gets powers regarding negative, earth and dust... |
| #34lord_karsusSep 23, 2008 10:02:11 | -Valgard, I like that idea. That not only cuts down on the amount of typing I need to do, but it's pretty nifty. |