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Warlocks - D&D/Witch - Pathfinder. An interesting class not much present on cRPG's.

SorcererV1ct0rSorcererV1ct0r Member Posts: 2,176
Warlocks started on D&D on 3.5e(complete arcane sourcebook - non OGL) as an "develish" variation of arcane casters, just like druid is a "naturish" variation of divine casters. On 5e, they changed the class to become more similar to other casters and at the same time that make him more unique, approaching magic towards the teachings of an otherworldly patron. Warlocks aren't divine casters, their patron teaches then, not imbue power to then.

And on pathfinder, an completely different approach to the class fantasy of an "pact" was implemented The Witch (source) that differently than the 5e, is a INT based class and "prepare" her spells using her familiar, making the relationship between her and her patron and her familiar much more interesting and different than other arcane casters. There are also an class for those who prefer the 3.5e, the Kineticist.

Are one of the most interesting classes(not as sorc imo), but unfortunately is very underrepresented on cRPG's. You can play as an Warlock only using PRC mod for nwn1, mods for IE games but the unique game that implemented the class is NWN2, in a very poorly and nerfed way, the DC's are bugged, the SR checks too, the class is borderline unplayable without an pnp mod that makes warlock more pnp like.

I honestly found the Witch - Pathfinder/5e - D&D better ideas of the class, since they allow more roleplay between then and their patrons. Each patron is unique. An Archfey and an Devil as an patron would result in a different experience and even sidequests that the GM can create. Pathfinder is less vague about what happens to an warlock on his afterlife depending of his patron. For example, if you have an infernal patron on pathfinder
d20pfsrd wrote:
"Your power was brokered from a powerful daemon, demon, or devil to speed the corruption and moral decay of mortals. When you die, your soul goes to Abaddon, the Abyss, or Hell, and you can’t be raised or resurrected except by extraordinary means—though bold service may earn you a favored position in damnation.
http://www.d20pfsrd.com/classes/base-classes/witch/witch-patrons
And other particularity of witches on pathfinder is the Hexes, an at will spell ability with few exceptions that can only be used once per day like Natural disaster
d20pfsrd wrote:
" Effect: This functions as a storm of vengeance combined with an earthquake that occurs on the second round of the effect (while acid is raining from the sky). A witch must concentrate for the duration of this effect. If disrupted, the effect immediately ends. A witch can only use this ability once per day. "
http://www.d20pfsrd.com/classes/base-classes/witch/hexes/hexes/grand-hexes/hex-grand-natural-disaster-su/

An interesting "build", the gravewalker witch
https://www.youtube.com/watch?v=oCHqUlB4FzM

Comments

  • SorcererV1ct0rSorcererV1ct0r Member Posts: 2,176
    edited June 2019
    AMP1972 wrote: »
    Actually the Warlock class is authentically presented in Vanilla NWN2. It was the first class I did beat the game with. So, if you want to field test a Warlock (not pathfinder male Witch but D&D), Neverwinter Nights 2 DOES offer the class for play. And it is not too bad, though a fighter/wizard will have an easier time due to the notorious hack & slash aspect.

    Not true. NWN2 Warlock is bugged AND nerfed, you can only complete because you have other 5 useful guys. Just like you can have an lv 1 rogue MC and complete the game with your party. Warlocks doesn't follow the rules on nwn2. An mod that fixes the problem.
    - Added all Warlock Epic Feats and Invocations. To know more read the feats section.
    - Fixed Warlock to have the right save DC on eldritch blasts (10 + half-level, shape level or essence level whatever is higher + Charisma modifier)
    - Fixed all Invocations with the right save DC and right caster level (including Practiced Spellcaster that I added)
    (...)
    - The Dead walk now works as DnD. It animated 1*Caster level (max 20) of undead and put them under your control for 1 minute. You can cast it as many times you want but you cannot control more than 2*Caster Level HD of undead. Those in excess will be removed from your control.
    - Flee the Scene is now a teleport spell
    - Word of Changing is now an hostile polymorph spell that change creatures to 1 HD ones if failed save
    - Retributive Invisibility last 1 round/level as it should
    - Added Enervating Shadow Greater Invocation for Warlock
    - Chilling Tentacles changed with a proper GRAPPLE routine and it now works as DnD
    - Tenacious Plague works as DnD now, it doesn't stack with itself and it's more powerful.
    (...)
    - Added Practiced Spellcaster as a selectable feat for the class.
    - source : https://neverwintervault.org/project/nwn2/other/warlock-reworked-102g


    Warlocks was very powerful on 3,5e, see this reddit post https://www.reddit.com/r/dndnext/comments/96dlfs/anyone_else_miss_the_old_35e_warlock/


    See PRC warlock for NWN1 and mods that make warlock more pnp like for nwn2 to have an interesting warlock experience. Even DDO that barely resembles warlock has an better implementation compared to vanilla nwn2. Despite all problems like cooldowns and stat inflation, at least the SR/DC isn't bugged.
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