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Pathbreaker - musings of an amateur game designer
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<blockquote data-quote="Lord Mhoram" data-source="post: 8616186" data-attributes="member: 4789"><p>So I went back to the 3.5 (or 3.0) version of the Warlock. Later versions made the pact and bond so important, but when reviewing this version, it's implied all over in the flavor but nothing in mechanics. So as the creepy side with those was a flavor I have issues with I tossed them (I play to make a variant class that has them built on the chassis I came up with this). </p><p></p><p>So no pact, no bond with a Grimoire or similar, no darkness. The new name Thauamaturge. The main focus of the class is the eldritch blase, modifications to it's damage type, shape and other enhancements (taking the "replace damage with effect" that was in the New Paths Compendium version) adding a pool of points - primary for shape and the replace damage abilities. This will remain unchanged in the Warlock version.</p><p></p><p>For utility and versatility - 6th level spontaneous caster. Having a mid bab 6th level arcane caster could really easily step on magus, with different specifics, I had the spells list be a combination of Sorcerer/Wizard and Psychic - but removed all Evocation and Necromancy spells. The Evocation is explained as any leaning towards that kind of magic was grabbed by the eldritch blase. Necromancy was flavor, so the Warlock version will get that back, and instead of Sor/Wiz they get the Witch list.</p><p></p><p>Lastly Invocations - these will be at will magical abilities - mostly sensory, movement or utility; nothing that is really an attack (they don't need it, as they have spells and Eldritch blast). The Warlock version will add (or replace with) Hexes. At this point the mechanics are worked out, I just need to pretty up the writing. - Instead of "Blast shape, burst 20'R", I have to do the "Once the Thaumaturge picks this blast trait she may spend a point to make her Eldritch Blast a Burst effect with a radius of 20' with a range of the normal blast." kind of thing. But the design work and bare bones are done.</p></blockquote><p></p>
[QUOTE="Lord Mhoram, post: 8616186, member: 4789"] So I went back to the 3.5 (or 3.0) version of the Warlock. Later versions made the pact and bond so important, but when reviewing this version, it's implied all over in the flavor but nothing in mechanics. So as the creepy side with those was a flavor I have issues with I tossed them (I play to make a variant class that has them built on the chassis I came up with this). So no pact, no bond with a Grimoire or similar, no darkness. The new name Thauamaturge. The main focus of the class is the eldritch blase, modifications to it's damage type, shape and other enhancements (taking the "replace damage with effect" that was in the New Paths Compendium version) adding a pool of points - primary for shape and the replace damage abilities. This will remain unchanged in the Warlock version. For utility and versatility - 6th level spontaneous caster. Having a mid bab 6th level arcane caster could really easily step on magus, with different specifics, I had the spells list be a combination of Sorcerer/Wizard and Psychic - but removed all Evocation and Necromancy spells. The Evocation is explained as any leaning towards that kind of magic was grabbed by the eldritch blase. Necromancy was flavor, so the Warlock version will get that back, and instead of Sor/Wiz they get the Witch list. Lastly Invocations - these will be at will magical abilities - mostly sensory, movement or utility; nothing that is really an attack (they don't need it, as they have spells and Eldritch blast). The Warlock version will add (or replace with) Hexes. At this point the mechanics are worked out, I just need to pretty up the writing. - Instead of "Blast shape, burst 20'R", I have to do the "Once the Thaumaturge picks this blast trait she may spend a point to make her Eldritch Blast a Burst effect with a radius of 20' with a range of the normal blast." kind of thing. But the design work and bare bones are done. [/QUOTE]
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