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 Primordial Warlock

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Aluman
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PostSubject: Primordial Warlock   Sun Aug 31, 2008 6:39 pm

Primordial Pact Warlock
The primordial pact warlock is a warlock much like the star, infernal, and fey pact warlocks. The main point of difference from the others is that instead of binding to outer reaches of sanity, or the wilds of the fey lands, or even devils this warlock agreed to be the servant of a primordial. Always seeking vengeance for the war against the gods, the primordials make bargains with both good and evil to thwart every god's moves.

Pact Boon
Lament of the Forgotten
When a creature you have cursed is reduced to 0 hit points or less, opponents suffer a -1 penalty to their saving throws, cumulative.

New Powers of the Primordial Pact Warlock
Level 1 at will powers

Acid Shard Warlock (Primordial) Attack 1
Your invoke the furry of the of the earth scorned and scarred cascading it towards your target
At Will <> Arcane, Acid, Implement
Standard Action Ranged 10
Target: One Creature
Attack: Constitution vs. Reflex
Hit: 1d6+Constitution modifier acid damage, deals constitution
modifier acid damage to the creature at beginning of
your next turn

Level 1 encounter powers

Lightning Cage Warlock (Primordial) Attack 1
With a flick of your wrist lightning launches and surronds the target binding them to the ground.
Encounter <> Arcane, Thunder, Implement
Standard Action Ranged 10
Target: One Creature
Attack: Constitution vs. Fortitude
Hit: 1d6+Constitution modifier lightning damage, and immobilizes (save ends) target
Primordial Pact: Ongoing Damage equal to 1+Intelligence modifier

Level 1 daily spells

Frozen Soul Warlock (Primordial) Attack 1
With a curse from your voice, the target's legs become ice laden
Daily <> Arcane, Cold, Implement
Standard Action Ranged 10
Target: One Creature
Attack: Constitution vs. Will
Hit: 2d6+Constitution Modifier cold damage, weakens (save
ends) and immobilizes (save ends) opponent
Miss: Half Damage and weakens (save ends)

Level 2 utility spells

Earthen slide Warlock (Primordial)
Daily<> Arcane
Move Action Personal
You gain phasing equal to your speed until the end of your next turn.

Level 3 Encounter Spells

Blazing Bolts Warlock (Primordial) Attack 3
You flick your hand and four lightning bolts streak out striking your target in his arms and legs.
Encounter<> Arcane, Thunder, Implement
Standard Action Ranged 10
Target: One Creature
Attack: Constitution vs. Will
Primordial Pact: Add your intelligence modifier to hit
Hit: 1d8+Con modifier thunder damage Target is dazed (save ends)

Level 5 Daily Spells

Curse of the Long Winter Warlock (primordial) Attack 5
With a single word, the targets arms begin freezing, icicles forming on his joints
Daily <> Arcane, Cold, Implement
Standard Action Ranged 20
Target: One Creature
Attack: Constitution vs. fortitude
Hit: 2d10+Constitution cold damage, Target is stunned (save ends)

Level 6 Utility Spells

Curse of Spite Warlock (primordial)
Daily <> Arcane
Immediate Interrupt
Condition: Enemy makes an attack roll, saving throw, or skill check
Effect: They take a penalty equal to your con modifier to the roll.

Level 7 Encounter Spells

Rage of the forgotten Warlock (primordial) Attack 7
Encounter <> Arcane, Thunder, Implement
Standard Action Burst 1 within 10squares
Target: All Creatures in burst
Attack: Constitution Vs. Fortitude
Primordial Pact: Add intelligence modifier onto Hit and Damage roll
Hit: 2d8+Con Thunder Damage All Creatures are blinded and deafened (save ends both)

Level 9 Daily Spells

Perma Frost Warlock (Primordial) Attack 9
Frost flows over the target freezing them to the ground
Daily <> Arcane, Cold, Implement
Standard Action, Ranged 20
Target: One Creature
Attack: Constitution Vs. Will
Hit: 3d10+Con Damage, Target is Restrained (Save Ends), and suffer a -2 penalty to all attacks until end of the encounter

Level 10 Utility Spells

Shroud of the earth Warlock (primordial)
You transform your body assuming the shape of a lumbering earthenwork creature.
Daily<> Arcane, Polymorph
Minor Action Personal
Effect: You change your skin into earth and stone, gaining a damage resistance of 5 against all damages. You suffer a -3 speed penalty until the end of the encounter

Level 13 Encounter Spells

Breath of Pollen Warlock (primordial) Attack 13
Exhaling onto the oncoming attackers, they become confused as the spores from your breath sink into them.
Encounter<>Arcane, Psychic, Implement
Standard Action close blast 5
Target: All enemies in blast
Attack: Constitution Vs. Will
Hit: Creatures are Dazed (save ends)
Primordial Pact: if they fail the first save they are Immobilized as well (save ends both) if they fail two saves they are Blinded (Save ends all three), if they fail three saves they are Immobilized (save ends all four)

Level 15 Daily Spells

Oort Grasp Warlock (primordial) Attack 15
With a single word ice forms around the legs of your pursuers freezing them in their tracks
Standard Action Burst 5 at Range 20
Target: All Creatures in Burst
Attack: Constitution Vs Fortitude
Hit: All creatures are Immobilized (save ends), if the first save fails all creatures are restrained (save ends).
Primordial Pact: After Affect: Slowed (save ends)

Level 16 Utility Spells

Song of Yesterday
With a haunting hymn you powers stay.
Immediate Interrupt
Condition: An affect caused by your warlock powers is saved against
Affect: The target must reroll its save, with a penalty equal to Intelligence modifier.

Level 17 Encounter spells


Draining Mist Warlock (primordial) Attack 17
A thick cloud raises from the ground weakening your enemies while your wounds heal
Standard Action Burst 1 Ranged 5
Target: All Creatures in Burst
Attack: Constitution V Fortitude
Hit: All creatures are weakened (save ends) you may spend a healing surge
Primordial Pact: You gain hit points equal to your intelligence modifier
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PostSubject: Re: Primordial Warlock   Sun Aug 31, 2008 6:42 pm

This is a rough draft of level 1-17, minus paragon path.

Things I have concerns with: Phasing is a powerful movement type, While it does behave like moving through the earth, I worry that perhaps its too powerful.

Spells after level 10 aren't dealing damage, while most have multiple saves tied into them, I am concerned that its isn't worthwhile (even with the Prime's various save negs).

I wonder if Level 15 and 13 shouldn't be reversed, as 13 can result in easy killings.

Also tempted to rework this Pact into a full class as an elemental striker.
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PostSubject: Re: Primordial Warlock   Sun Aug 31, 2008 7:44 pm

Looks good, and I love the concept behind it. I haven't looked over every power yet, but I am concerned with Lament of the Forgotten. You don't list a range or a duration, so it immediately seems overpowered.

Maybe all enemies within 10 squares of the target suffer a -1 penalty to their saving throws until the end of their next turn?

Still, it seems odd to affect enemies instead of just the warlock himself, like all other pacts do (it's also cleaner and simpler that way).

Just some thoughts. The level 1 stuff looks pretty balanced, I haven't looked far beyond that yet, but I'll certainly take a closer look when I can.
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PostSubject: Re: Primordial Warlock   Sun Aug 31, 2008 8:09 pm

My intent with the Primordial Warlock was a Controler/Striker rather than Striker/Controller (like most warlocks are), for that I wanted something to make saving throws better, I think 10 squares and yeah I always meant it for just one round essentially, that way you have to conserve minions for your better higher up powers.
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PostSubject: Re: Primordial Warlock   Mon Sep 01, 2008 1:23 am

Maybe to make it more "personal" to the Warlock, have it so that they only get the -1 to saving throws against effects that the warlock put on them (that could be worded better but you see what I'm saying).

Also took a look at that utility:
Quote:

Level 2 utility spells

Earthen slide Warlock (Primordial)
Daily<> Arcane
Move Action Personal
You gain phasing equal to your speed until the end of your next turn.

Immediately I noticed that this can actually be used for two turns the way you have it worded. Move action to use Earthen Slide, move, then whatever standard action; Next turn, the power is still in effect, so you stay phased, move action, standard action, end your turn, then FINALLY are no longer phased.

Is this intentional? If not, I'd suggest rewording it like so: "You gain phasing equal to your speed until the beginning of your next turn."

Now, comparing it to the Warlock's other level 2 Utility spells: It's more powerful than Ethereal Stride, but it should be, because Earthen Slide is a Daily and Ethereal is only an Encounter power.

I looked up phasing just now to make sure I understand exactly what it does. You can ignore difficult terrain and move through solid obstacles like walls, but must end your turn in an unoccupied space. Nothing about phasing seems to imply that you have to be insubstantial (which is what I initially thought for some reason), so you seem to have balanced the power quite well. I'd allow it (with my rephrasing, that is).

You still provoke OAs and everything when you move, so it's not overpowered. Actually I could even see this being used just to get a shift if the only available spots to shift in are difficult terrain (and you're not an elf).

To expand on this, you could multiclass rogue and get some powers that let you shift multiple squares, and whip Earthen Stride out first to get full advantage of those powers and shift right through difficult terrain (and walls). That's nice synergy, and not overpowered, IMHO.

EDIT: Actually I just noticed the wording of your power is funny. You make it a move action but instead of actually granting movement you just grant phasing.

Why not just say, "you phase a number of squares equal to your speed" instead of "gaining" phasing?

That should fix the awkwardness a ton-- unless you intended this to only "work" on the next turn (unless you spend an action point or trade in your standard for a move)?

If that's the case, big no-no, as the new WotC philosophy is that all move actions should actually be move-related. Though a strict reading of your power (which I don't think is RAI but I'm not sure) would "grant" phasing, which is move-related, you're not actually moving, so it's against the new "policy" of how to use move actions.

Of course an individual player can trade down a move action for a minor action, but any power that specifically uses a move action should allow the player to move.

So I guess the big question is: How do you intend for this power to work?
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PostSubject: Re: Primordial Warlock   Mon Sep 01, 2008 2:46 am

Aluman wrote:


Acid Shard Warlock (Primordial) Attack 1
Your invoke the furry of the of the earth scorned and scarred cascading it towards your target
At Will <> Arcane, Acid, Implement
Standard Action Ranged 10
Target: One Creature
Attack: Constitution vs. Reflex
Hit: 1d6+Constitution modifier acid damage, deals constitution
modifier acid damage to the creature at beginning of
your next turn

Good stuff. I'd say this is balanced, as it's similar to Hellish Rebuke or Dire Radiance, but trades in some damage in order to guarantee it. It's like a mini ongoing damage effect.

However, I do see a problem that you might want to address. It's relatively minor, but it's there. This power basically deals 1d6 + Con mod + Con mod damage.

So if you start with a Con of 18, then compared to Eldritch Blast by level:

Code:

Level  Con score  Con mod    Eldritch Blast Damage      Acid Shard Damage
1          18            +4            1d10+4 (9.5)                  1d6+8 (11.5)
8          20            +5            1d10+5 (10.5)                1d6+10 (13.5)
14        22            +6            1d10+6 (11.5)                1d6+12 (15.5)
21        24            +7            2d10+7 (16)                    2d6+14 (21)
28        26            +8            2d10+8 (17)                    2d6+16 (23)

Now that's not including enhancement bonuses, but the difference between them still wouldn't change. Ugh, that's overpowered now that I look at it. The only time you'd consider using Eldritch Blast would be if the target had resistance or immunity to acid, which doesn't happen very often.

I see what you were doing here. You were trying to lessen the damage compared to Hellish Rebuke and Dire Radiance in order to guarantee it, but Eldritch Blast already makes that compromise.

Even 1d4 would be overpowered. Taking out a die roll completely would balance it on the surface, but without a damage roll you wouldn't add your enhancement modifier damage to it, so then it'd be underpowered.

Here's an idea: make it do Constitution modifier damage on a miss. That way you're compromising by guaranteeing damage no matter what.


Quote:
Level 1 encounter powers

Lightning Cage Warlock (Primordial) Attack 1
With a flick of your wrist lightning launches and surronds the target binding them to the ground.
Encounter <> Arcane, Thunder, Implement
Standard Action Ranged 10
Target: One Creature
Attack: Constitution vs. Fortitude
Hit: 1d6+Constitution modifier lightning damage, and immobilizes (save ends) target
Primordial Pact: Ongoing Damage equal to 1+Intelligence modifier

I'm a little worried about the immobilization effect, but you've toned down the damage quite a bit, so it should be okay. I hope. It'd seem more in line though if you upped the damage to two dice and gave it a different effect, like maybe knocking the target prone or something (but still keep the ongoing damage).

Quote:
Level 1 daily spells

Frozen Soul Warlock (Primordial) Attack 1
With a curse from your voice, the target's legs become ice laden
Daily <> Arcane, Cold, Implement
Standard Action Ranged 10
Target: One Creature
Attack: Constitution vs. Will
Hit: 2d6+Constitution Modifier cold damage, weakens (save
ends) and immobilizes (save ends) opponent
Miss: Half Damage and weakens (save ends)

Even with knocking the damage down a die, it still seems too powerful. Dread Star causes immobilize, but only until the end of your next turn. Really your power won't last much longer than that but it's still going to affect the target for at least one turn, and potentially more, as well as weakening the target.

Maybe change it to:
Hit: 3d6 + Constitution modifier cold damage, and target is immobilized until the end of your next turn.
Effect: Target is weakened (save ends)


Quote:
Level 2 utility spells

Earthen slide Warlock (Primordial)
Daily<> Arcane
Move Action Personal
You gain phasing equal to your speed until the end of your next turn.


This was discussed in my last post. Smile


Quote:
Level 3 Encounter Spells

Blazing Bolts Warlock (Primordial) Attack 3
You flick your hand and four lightning bolts streak out striking your target in his arms and legs.
Encounter<> Arcane, Thunder, Implement
Standard Action Ranged 10
Target: One Creature
Attack: Constitution vs. Will
Primordial Pact: Add your intelligence modifier to hit
Hit: 1d8+Con modifier thunder damage Target is dazed (save ends)

You're giving up a lot on this power just for the +to-hit. Do you think it's a fair trade? This seems underpowered to me.

Now that I think about it, it's also weird, because I think only Leaders can grant to-hit bonuses like that. Maybe up the damage and make it a bonus to the damage roll.


Quote:
Level 5 Daily Spells

Curse of the Long Winter Warlock (primordial) Attack 5
With a single word, the targets arms begin freezing, icicles forming on his joints
Daily <> Arcane, Cold, Implement
Standard Action Ranged 20
Target: One Creature
Attack: Constitution vs. fortitude
Hit: 2d10+Constitution cold damage, Target is stunned (save ends)

Stunning is really powerful in this game, and you aren't really giving anything up for it. You also gave it a great range.

I don't know, the other powers are really good too; maybe stunned is okay then, but I'd still drop the range to 10.

Maybe, to be safe, make it burst 1 within 10 squares and have it daze everyone (save ends).

Up to you. I might just be paranoid about this.


Quote:
Level 6 Utility Spells

Curse of Spite Warlock (primordial)
Daily <> Arcane
Immediate Interrupt
Condition: Enemy makes an attack roll, saving throw, or skill check
Effect: They take a penalty equal to your con modifier to the roll.

Perfect. Only thing is I'd reword it: "The target takes a penalty on the roll equal to your Constitution modifier."


Quote:
Level 7 Encounter Spells

Rage of the forgotten Warlock (primordial) Attack 7
Encounter <> Arcane, Thunder, Implement
Standard Action Burst 1 within 10squares
Target: All Creatures in burst
Attack: Constitution Vs. Fortitude
Primordial Pact: Add intelligence modifier onto Hit and Damage roll
Hit: 2d8+Con Thunder Damage All Creatures are blinded and deafened (save ends both)

Whoah, buddy! That's more powerful than Infernal Moon Curse, which affects only one target!

Drop the damage to 2d6 and make the Intelligence modifier only apply to the damage roll, not the hit roll. Even so it seems overpowered. Howl of Doom just pushes the targets back once, whereas you're effectively crippling them, and you don't even have to be close! Being blinded means they grant combat advantage to everyone and all of their targets (your allies) have total concealment against them (-5 penalties to all their ranged and melee attacks)!

Even if it were "until the end of your next turn" and Close Blast 1 it'd probably be overpowered.


Quote:
Level 9 Daily Spells

Perma Frost Warlock (Primordial) Attack 9
Frost flows over the target freezing them to the ground
Daily <> Arcane, Cold, Implement
Standard Action, Ranged 20
Target: One Creature
Attack: Constitution Vs. Will
Hit: 3d10+Con Damage, Target is Restrained (Save Ends), and suffer a -2 penalty to all attacks until end of the encounter

Hm. Seems okay. Consider making the -2 penalty a Sustain Minor, or save ends.


Quote:
Level 10 Utility Spells

Shroud of the earth Warlock (primordial)
You transform your body assuming the shape of a lumbering earthenwork creature.
Daily<> Arcane, Polymorph
Minor Action Personal
Effect: You change your skin into earth and stone, gaining a damage resistance of 5 against all damages. You suffer a -3 speed penalty until the end of the encounter

Pretty good. Consider changing the speed penalty to just "You are slowed until the end of the encounter." It's similar, does almost the same effect, and doesn't have any odd quirkiness in case you're slowed by another source (your speed is still 2, not -1 or -2).



That's all for now. I'll get to the final powers in a little bit.
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PostSubject: Re: Primordial Warlock   Mon Sep 01, 2008 3:22 am

Aluman wrote:


Level 13 Encounter Spells

Breath of Pollen Warlock (primordial) Attack 13
Exhaling onto the oncoming attackers, they become confused as the spores from your breath sink into them.
Encounter<>Arcane, Psychic, Implement
Standard Action close blast 5
Target: All enemies in blast
Attack: Constitution Vs. Will
Hit: Creatures are Dazed (save ends)
Primordial Pact: if they fail the first save they are Immobilized as well (save ends both) if they fail two saves they are Blinded (Save ends all three), if they fail three saves they are Immobilized (save ends all four)

Huh? They get immobilized twice?

Otherwise this power seems fine.


Quote:
Level 15 Daily Spells

Oort Grasp Warlock (primordial) Attack 15
With a single word ice forms around the legs of your pursuers freezing them in their tracks
Standard Action Burst 5 at Range 20
Target: All Creatures in Burst
Attack: Constitution Vs Fortitude
Hit: All creatures are Immobilized (save ends), if the first save fails all creatures are restrained (save ends).
Primordial Pact: After Affect: Slowed (save ends)

Change the wording in the hit line to "Target" instead of "All creatures." So something like: "Each target is immobilized (save ends). If the first save fails the target is restrained (save ends both).

Also change the range line to "Burst 5 within 10 squares"

Otherwise I think this power is fine. It doesn't do any damage, but it has better effects than its kin.


Quote:
Level 16 Utility Spells

Song of Yesterday
With a haunting hymn you powers stay.
Immediate Interrupt
Condition: An affect caused by your warlock powers is saved against
Affect: The target must reroll its save, with a penalty equal to Intelligence modifier.

Very nice. I think it's balanced. Really cool name, too.


Quote:
Level 17 Encounter spells


Draining Mist Warlock (primordial) Attack 17
A thick cloud raises from the ground weakening your enemies while your wounds heal
Standard Action Burst 1 Ranged 5
Target: All Creatures in Burst
Attack: Constitution V Fortitude
Hit: All creatures are weakened (save ends) you may spend a healing surge
Primordial Pact: You gain hit points equal to your intelligence modifier

Hmm.. is weakening the targets really that good? This seems a little underpowered since it doesn't do any damage. Even Strand of Fate does 1d8 + Cha mod damage, and I'd put its effect (vulnerability 10) on par with weakened, if not better. Then again, it only affects one target.

I suppose this is balanced, then. Hard to tell.
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PostSubject: Re: Primordial Warlock   Mon Sep 01, 2008 5:24 am

squarecircle wrote:
Aluman wrote:


Level 13 Encounter Spells

Breath of Pollen Warlock (primordial) Attack 13
Exhaling onto the oncoming attackers, they become confused as the spores from your breath sink into them.
Encounter<>Arcane, Psychic, Implement
Standard Action close blast 5
Target: All enemies in blast
Attack: Constitution Vs. Will
Hit: Creatures are Dazed (save ends)
Primordial Pact: if they fail the first save they are Immobilized as well (save ends both) if they fail two saves they are Blinded (Save ends all three), if they fail three saves they are Immobilized (save ends all four)

Huh? They get immobilized twice?

Otherwise this power seems fine.

Yeah Should be helpless, not immbolized (basically after 3 failed saves you are completely vulerable to the Rogue going medival on you.)
Quote:

Quote:
Level 15 Daily Spells

Oort Grasp Warlock (primordial) Attack 15
With a single word ice forms around the legs of your pursuers freezing them in their tracks
Standard Action Burst 5 at Range 20
Target: All Creatures in Burst
Attack: Constitution Vs Fortitude
Hit: All creatures are Immobilized (save ends), if the first save fails all creatures are restrained (save ends).
Primordial Pact: After Affect: Slowed (save ends)

Change the wording in the hit line to "Target" instead of "All creatures." So something like: "Each target is immobilized (save ends). If the first save fails the target is restrained (save ends both).

Also change the range line to "Burst 5 within 10 squares"

Otherwise I think this power is fine. It doesn't do any damage, but it has better effects than its kin.

Yup up through Level 10 the intent of the Primordial was slightly less damage with control spalshed past level 10 I am going for no damage, lots of good control ailments, I plan on making the paragon path give some small damage on failed save by an opponent (like 4 ish) to help keep them in the damage game too though.
Quote:

Quote:
Level 16 Utility Spells

Song of Yesterday
With a haunting hymn you powers stay.
Immediate Interrupt
Condition: An affect caused by your warlock powers is saved against
Affect: The target must reroll its save, with a penalty equal to Intelligence modifier.

Very nice. I think it's balanced. Really cool name, too.

I liked the name, so even though it didn't strictly fit the idea of elemental powered warlock I had to keep it.
Quote:

Quote:
Level 17 Encounter spells


Draining Mist Warlock (primordial) Attack 17
A thick cloud raises from the ground weakening your enemies while your wounds heal
Standard Action Burst 1 Ranged 5
Target: All Creatures in Burst
Attack: Constitution V Fortitude
Hit: All creatures are weakened (save ends) you may spend a healing surge
Primordial Pact: You gain hit points equal to your intelligence modifier

Hmm.. is weakening the targets really that good? This seems a little underpowered since it doesn't do any damage. Even Strand of Fate does 1d8 + Cha mod damage, and I'd put its effect (vulnerability 10) on par with weakened, if not better. Then again, it only affects one target.

I suppose this is balanced, then. Hard to tell.

Yeah, I wanted something relatively minor as its a healing affect, but at the same time to fit. Maybe knocked prone, since that's one round of inconvenience? I don't know.
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PostSubject: Re: Primordial Warlock   Mon Sep 01, 2008 6:14 am

squarecircle wrote:

Good stuff. I'd say this is balanced, as it's similar to Hellish Rebuke or Dire Radiance, but trades in some damage in order to guarantee it. It's like a mini ongoing damage effect.

However, I do see a problem that you might want to address. It's relatively minor, but it's there. This power basically deals 1d6 + Con mod + Con mod damage.

So if you start with a Con of 18, then compared to Eldritch Blast by level:

Code:

Level  Con score  Con mod    Eldritch Blast Damage      Acid Shard Damage
1          18            +4            1d10+4 (9.5)                  1d6+8 (11.5)
8          20            +5            1d10+5 (10.5)                1d6+10 (13.5)
14        22            +6            1d10+6 (11.5)                1d6+12 (15.5)
21        24            +7            2d10+7 (16)                    2d6+14 (21)
28        26            +8            2d10+8 (17)                    2d6+16 (23)

Now that's not including enhancement bonuses, but the difference between them still wouldn't change. Ugh, that's overpowered now that I look at it. The only time you'd consider using Eldritch Blast would be if the target had resistance or immunity to acid, which doesn't happen very often.

I see what you were doing here. You were trying to lessen the damage compared to Hellish Rebuke and Dire Radiance in order to guarantee it, but Eldritch Blast already makes that compromise.

Actually, The At Will is established as better then Eldritch Blast, my at will falls squarely between EB and Hellish Rebuke (presuming the free action to harm yourself, or use of the couple of feats from Dragon that let you deal damage to yourself for various reasons), DR is much more situational, but again with a good Tact Warlord, you will always get that extra umph of damage, Initially I was thinking making them slowed until the beginning of your next turn, but as the rest the pact trades damage for unique affects, I wanted to give their at will a little extra punch. And keep in mind that although your Average damage is better with Acid Shard, EB has the Same Max damage output (28).
Quote:

Even 1d4 would be overpowered. Taking out a die roll completely would balance it on the surface, but without a damage roll you wouldn't add your enhancement modifier damage to it, so then it'd be underpowered.

I had toyed with copying twin strike basically and making 2d6 with no modifer and no extra umph, but I don't know it fits that acid deals once then again.
Quote:

Here's an idea: make it do Constitution modifier damage on a miss. That way you're compromising by guaranteeing damage no matter what.


Quote:

Quote:
Level 1 encounter powers

Lightning Cage Warlock (Primordial) Attack 1
With a flick of your wrist lightning launches and surronds the target binding them to the ground.
Encounter <> Arcane, Thunder, Implement
Standard Action Ranged 10
Target: One Creature
Attack: Constitution vs. Fortitude
Hit: 1d6+Constitution modifier lightning damage, and immobilizes (save ends) target
Primordial Pact: Ongoing Damage equal to 1+Intelligence modifier

I'm a little worried about the immobilization effect, but you've toned down the damage quite a bit, so it should be okay. I hope. It'd seem more in line though if you upped the damage to two dice and gave it a different effect, like maybe knocking the target prone or something (but still keep the ongoing damage).

I was orginally going to make this immobilized until end of your next turn, the primordial pact: sustain minor target is immobilized until the end of your next turn, but decided to work inteligience into it, and the whole keeping a creature immobile for the entire encoutner while you are ranged attacker might be a bit overpowered. Thus the ongoing (which is 4-10 and coupled with their various save stoppers is quite nasty or at least I think so)
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Level 1 daily spells

Frozen Soul Warlock (Primordial) Attack 1
With a curse from your voice, the target's legs become ice laden
Daily <> Arcane, Cold, Implement
Standard Action Ranged 10
Target: One Creature
Attack: Constitution vs. Will
Hit: 2d6+Constitution Modifier cold damage, weakens (save
ends) and immobilizes (save ends) opponent
Miss: Half Damage and weakens (save ends)

Even with knocking the damage down a die, it still seems too powerful. Dread Star causes immobilize, but only until the end of your next turn. Really your power won't last much longer than that but it's still going to affect the target for at least one turn, and potentially more, as well as weakening the target.

Maybe change it to:
Hit: 3d6 + Constitution modifier cold damage, and target is immobilized until the end of your next turn.
Effect: Target is weakened (save ends)

My only none me test of the Primordial chose to go with Armor spell of Infernal, so I only have my experinces with it, and it seems a tad powerful, but I think tis because of Immobliziation, I think its over all underated in the Heroic tier to stop an enemy.
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Level 2 utility spells

Earthen slide Warlock (Primordial)
Daily<> Arcane
Move Action Personal
You gain phasing equal to your speed until the end of your next turn.


This was discussed in my last post. Smile

And I am answering here as I am lazy XD
My intent was one round of phasing, I think I might move it to minor action and you gain phasing equal to your speed until the beginning of your next turn, which would allow like 16 squares of movement at best (Elf with boots that give +1 speed spending an action point) and while it looks powerful, with the OA's being provoked, it requires more tatical use (especially
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Level 3 Encounter Spells

Blazing Bolts Warlock (Primordial) Attack 3
You flick your hand and four lightning bolts streak out striking your target in his arms and legs.
Encounter<> Arcane, Thunder, Implement
Standard Action Ranged 10
Target: One Creature
Attack: Constitution vs. Will
Primordial Pact: Add your intelligence modifier to hit
Hit: 1d8+Con modifier thunder damage Target is dazed (save ends)

You're giving up a lot on this power just for the +to-hit. Do you think it's a fair trade? This seems underpowered to me.

Now that I think about it, it's also weird, because I think only Leaders can grant to-hit bonuses like that. Maybe up the damage and make it a bonus to the damage roll.

Actually fighters and other pacts do have powers that grant (modifer) bonus to attack, to me the damage is less important the condition with the Primordial, so its giving up a lot to get a Daze to hit.
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Level 5 Daily Spells

Curse of the Long Winter Warlock (primordial) Attack 5
With a single word, the targets arms begin freezing, icicles forming on his joints
Daily <> Arcane, Cold, Implement
Standard Action Ranged 20
Target: One Creature
Attack: Constitution vs. fortitude
Hit: 2d10+Constitution cold damage, Target is stunned (save ends)

Stunning is really powerful in this game, and you aren't really giving anything up for it. You also gave it a great range.

I don't know, the other powers are really good too; maybe stunned is okay then, but I'd still drop the range to 10.

Maybe, to be safe, make it burst 1 within 10 squares and have it daze everyone (save ends).

Up to you. I might just be paranoid about this.

I don't know, I like stunning, maybe I'll drop the range to 10, but I don't want to make it burst and add just another area daze affect (which wizards will have lots of) I want slightly improved condition affects but instead of area focused on one person (Kind of a solo-controller)
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Level 6 Utility Spells

Curse of Spite Warlock (primordial)
Daily <> Arcane
Immediate Interrupt
Condition: Enemy makes an attack roll, saving throw, or skill check
Effect: They take a penalty equal to your con modifier to the roll.

Perfect. Only thing is I'd reword it: "The target takes a penalty on the roll equal to your Constitution modifier."


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Level 7 Encounter Spells

Rage of the forgotten Warlock (primordial) Attack 7
Encounter <> Arcane, Thunder, Implement
Standard Action Burst 1 within 10squares
Target: All Creatures in burst
Attack: Constitution Vs. Fortitude
Primordial Pact: Add intelligence modifier onto Hit and Damage roll
Hit: 2d8+Con Thunder Damage All Creatures are blinded and deafened (save ends both)

Whoah, buddy! That's more powerful than Infernal Moon Curse, which affects only one target!

Drop the damage to 2d6 and make the Intelligence modifier only apply to the damage roll, not the hit roll. Even so it seems overpowered. Howl of Doom just pushes the targets back once, whereas you're effectively crippling them, and you don't even have to be close! Being blinded means they grant combat advantage to everyone and all of their targets (your allies) have total concealment against them (-5 penalties to all their ranged and melee attacks)!

Even if it were "until the end of your next turn" and Close Blast 1 it'd probably be overpowered.

Actually it was suppose to be 1d8+Con it slipped through as 2d8. I think over all the blinding/deafening affect as save ends is ok with 1d8 even at an area, but I am open to suggestions.
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Level 9 Daily Spells

Perma Frost Warlock (Primordial) Attack 9
Frost flows over the target freezing them to the ground
Daily <> Arcane, Cold, Implement
Standard Action, Ranged 20
Target: One Creature
Attack: Constitution Vs. Will
Hit: 3d10+Con Damage, Target is Restrained (Save Ends), and suffer a -2 penalty to all attacks until end of the encounter

Hm. Seems okay. Consider making the -2 penalty a Sustain Minor, or save ends.

I've been toying with that idea, the Level 9 spell is the only one I don't think is questionable in its power, but it has a Range of 20 which outstrips the other level 9s (all 10 square) so for now I am going to leave it as is, and get around to playtesting things at that level and see if its extra range makes more powerful.
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Level 10 Utility Spells

Shroud of the earth Warlock (primordial)
You transform your body assuming the shape of a lumbering earthenwork creature.
Daily<> Arcane, Polymorph
Minor Action Personal
Effect: You change your skin into earth and stone, gaining a damage resistance of 5 against all damages. You suffer a -3 speed penalty until the end of the encounter

Pretty good. Consider changing the speed penalty to just "You are slowed until the end of the encounter." It's similar, does almost the same effect, and doesn't have any odd quirkiness in case you're slowed by another source (your speed is still 2, not -1 or -2).

I actually might just drop it, as I don't know if if resist 5 is strictly that much better than the other Warlock pacts powers at 10.


Thanks by the way, hte people I have shown it to, haven't picked up on the stuff you have XD
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