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Author Topic: [Fantasy Craft] Class Conversion Exercise - Warlock  (Read 4373 times)
Catodon
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« Reply #45 on: March 22, 2011, 04:21:13 AM »

Fantasy Craft works hard to incorporate powerful archetypes of the fanasty genre. Consider for example the core races Dwarves, Elves, Giants, Dragons, golems, ogres all powerful archtypes hundreds even thousands of years old (hmmm lets ignore saurians, cos' they are cool).
The concept of 'a deala with a devil' (or genie/dark god/unseelie faerie) is also a powerful archetype worth of FC treatment of some kind.
Just sayin'
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« Reply #46 on: March 22, 2011, 08:33:04 AM »

It does indeed.  However, Archetypes are generally done through Species and Specialty, possibly supplemented by feats (especially Species feats), while Classes are generally meant to be broader in application.

However, this class does manage to be pretty broad imho, partly because it doesn't shoot for a specific archetype but instead covers everything from a cultist in thrall to the old ones to an agent of angels or a devil's half-willing pawn, and should be fun (and, I think, balanced) to play, which ultimately is the main thing.
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Khaalis
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« Reply #47 on: March 22, 2011, 08:57:19 AM »

Quote from: paddyfool
However, this class does manage to be pretty broad imho, partly because it doesn't shoot for a specific archetype but instead covers everything from a cultist in thrall to the old ones to an agent of angels or a devil's half-willing pawn, and should be fun (and, I think, balanced) to play, which ultimately is the main thing.
Thanks, that is pretty much exactly what I was going for. Its really a wide open field and could be even more-so, being as wide open as there are Heritage feats. I also tried to get enough of a certain "feel" to each pact as well so that they wouldn't feel like just carbon copies of one another.  I'm still interested to see what Morgenstern has to say about the EB ability. I've been toying with it, but it just doesn't feel quite right if it doesn't work like a spell.
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Morgenstern
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« Reply #48 on: March 22, 2011, 04:42:35 PM »

I'd look at the Drake's breath weapon (and how it can be advanced through feats). Not necessarily as an attack that is a line, but as a simeple flat statement "you can do X".

Incidentally, while I have access to the 3.5 version of Warlocks, my impressio of them is pretty strongly influenced by the World of Warcraft version, which is what I think the D&D designers were trying to emulate with theirs. The addition of various pacts did let it branch out and is a big part of why I think you have a workable base here - in someways it's a lot like a priest in that you have an interchangable flavor + mechanical support (pact versus an alignment) that reshapes the basic class skeleton. While the Priest has a lot of permanent support optiosn, the warlock ahs a number of permanent attack options, or at least, abilites slots devoted to the blast the heck out of the enemy benefits Smiley.
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Khaalis
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« Reply #49 on: March 23, 2011, 03:10:52 AM »

Ok, here is an attempt to write EB as an ability rather than as a spell, and supporting feats.


Eldritch Blast: Once per round as a half action you can shoot forth a ray of eldritch power in a 50 ft. line, inflicting 1d6 + your Charisma modifier in a damage type decided by your warlock pact. Make a single Invoking check against a single target in range.



SPELLCASTING FEATS

ELDRITCH BLAST BASICS
   You learn to channel your eldritch blast more effectively.
   Prerequisites: Invoking 1+ Ranks
   Benefit: Your Eldritch Blast damage gains AP 2, and you gain a stance.
   Focused Blast (Stance): Your target’s cover worsens by 2 grades (e.g. ½ cover becomes no cover). You may not move while in this stance (though you may still take Bonus 5 ft. Steps as normal).

ELDRITCH BLAST MASTERY
   You learn to cast your Eldritch Blast farther than normal.
   Prerequisites: Eldritch Blast Basics
   Benefit: Choose a damage type: acid, cold, electrical, fire, flash, force, sonic, or stress. Your Eldritch Blast may inflict this type of damage instead of the damage type dictated by your warlock pact. You also gain a trick.
   Jumping Blast (Eldritch Blast Attack Trick): If you hit by 4 or more, you also inflict your eldritch blast damage on 1 adjacent character of your choice.

ELDRITCH BLAST SUPREMACY
You learn to cast your Eldritch Blast in a wider area.
   Prerequisites: Eldritch Blast Mastery
   Benefit: Your Charisma score rises by 1 and you gain a trick.
   Thrusting Blast (Eldritch Blast Attack Trick): If you hit an opponent of your size or smaller by 4 or more, they must make a successful Fortitude save (DC 10 + the number of Spellcasting feats you have + your Cha modifier) or become sprawled.


ELDRITCH WEAPON BASICS
You learn to channel your eldritch blast into the form of a melee weapon.
   Prerequisites: Invoking 1+ Ranks
   Benefit: You gain the following ability.
   Eldritch Weapon: As a half action, you may summon forth a semi-material melee weapon of your choice and which you are proficient with that is made of eldritch energy. This eldritch weapon acts as an actual weapon in regard only to proficiencies, fortes, tricks, feats and other special abilities specific to a weapon type (e.g. an eldritch long sword counts as an ‘edged’ weapon and a ‘sword’) and lasts for 1 minute per Caster Level and may not be disarmed. In all other respects, the eldritch weapon acts as your standard eldritch blast. You may create additional eldritch weapons with additional uses of this ability.

ELDRITCH WEAPON MASTERY
Your eldritch weapon becomes more potent.
   Prerequisites: Eldritch Weapon Basics
   Benefit: Your Eldritch Weapon gains Keen 4, and you gain a trick.
   Knockback (Eldritch Weapon Attack Trick): If you hit by 4 or more, you push the target 5 ft. away from you (assuming there’s an empty square behind them). If they’re pushed, you may move into the square they previously occupied.

ELDRITCH WEAPON SUPREMACY
Your eldritch weapon becomes most formidable.
   Prerequisites: Eldritch Weapon Mastery
   Benefit: Your Charisma score rises by 1 and you gain a trick.
   Severing Energy (Eldritch Weapon Attack Trick): If your target is a standard character with a lower Charisma score than yours, he immediately fails his Damage save (damage isn’t rolled). You may use this trick once per round.


GREATER ELDRITCH BLAST
   Your eldritch blast is exceptionally deadly.
   Prerequisites: Eldritch Blast Basics
   Benefit: Your Eldritch Blast becomes a 100 ft. line, a 50 ft. cone, or 20 ft. sphere (your choice).


INVOCATION SPECIALIST
You learn a small number of additional invocations.
   Prerequisite: Invoking 8+ ranks
   Benefit: You learn an additional number of invocations equal to your Lifestyle, from the list available to you. You may choose any invocations of up to the highest spell level of invocation you can learn.


MIGHTY ELDRITCH BLAST
   Your eldritch blast is exceptionally deadly.
   Prerequisites: Greater Eldritch Blast
   Benefit: Your Charisma score rises by 1 and your Eldritch Blast inflicts an additional 1d6 damage.


Thoughts?
« Last Edit: March 23, 2011, 03:20:27 AM by Khaalis » Logged
paddyfool
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« Reply #50 on: March 24, 2011, 05:11:04 PM »

Quote
Eldritch Blast: Once per round as a half action you can shoot forth a ray of eldritch power in a 50 ft. line, inflicting 1d6 + your Charisma modifier in a damage type decided by your warlock pact. Make a single Invoking check against a single target in range.

I'm a little confused; does this only hit a single target in that area, or all targets in that area based on the one result?  If the former (which seems to be the case based on Eldritch Blast Mastery), why is this ability area-based?
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Khaalis
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« Reply #51 on: March 25, 2011, 12:51:00 AM »

Quote
Eldritch Blast: Once per round as a half action you can shoot forth a ray of eldritch power in a 50 ft. line, inflicting 1d6 + your Charisma modifier in a damage type decided by your warlock pact. Make a single Invoking check against a single target in range.

I'm a little confused; does this only hit a single target in that area, or all targets in that area based on the one result?  If the former (which seems to be the case based on Eldritch Blast Mastery), why is this ability area-based?

This is why I wasn't keen on making it a non-spell.  I'm having difficulty wording it to work. The point is to have a single ranged spell-like ray, beam, whatever you want to call it, that strikes a single target up to 50ft away. I assume the confusion was the inclusion of the word "line"? If so I'm still a touch confused. "Line" is not one of the "Area" options on p238 & 239.  That would be a "beam". However looking again, maybe I should have just used "ray" only.

So, lets try this again.  Does that make more sense?

Eldritch Blast: Once per round as a half action you can shoot forth a ray of eldritch power up to 50 ft., inflicting 1d6 + your Charisma modifier in a damage type decided by your warlock pact. Make a single Invoking check against a single target in range that you can see.

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Bill Whitmore
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« Reply #52 on: March 25, 2011, 02:56:23 AM »

This is why I wasn't keen on making it a non-spell.  I'm having difficulty wording it to work. The point is to have a single ranged spell-like ray, beam, whatever you want to call it, that strikes a single target up to 50ft away. I assume the confusion was the inclusion of the word "line"? If so I'm still a touch confused. "Line" is not one of the "Area" options on p238 & 239.  That would be a "beam". However looking again, maybe I should have just used "ray" only.

"Line" is an Area option for spells, listed on page 113, and is similar, if not identical, to Beam, in that it affects every thing along the effects path.

Ray looks like the appropriate description for this.

Hope that clarifies some of the confusion.
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