Demon Pact Warlock

I have designed a new Pact for the Warlock.
For detailed information, see my blog: Archchancellors Thoughts - The Demon Pact Warlock

Overview:
Background
Warlock Pacts are always dangerous. Warlocks risk their souls and their sanity, dealing with otherworldly, often barely understandable or relatable creatures.
Pacts with Demons are no less risky. Demons respect agreements only as long as they feel they have to. They rule by fear and power, and they shortest moment of weakness might be enough to bring a demon against one.
A pact with a demon requires the Warlock to imbue himself with abyssal energy, possibly drinking demonic blood and making sacrifices. It requires a display of strength and hatred that a demon can respect, but it also requires offering the demon in return - the demon excepts a vessel for him or his bretheren, as to give the demon a chance to rampage this world.

A Warlock that loses control over the traces of demonic blood and abyssal energies inside him can be overcome by them, losing control over his body and becoming a mere passenger as a demon achieves control. There is just one advantage - demons don't care for your sanity or your soul, so those are safe... Provided the Warlock can deal with the actions of depravity the demon performs while in control, and doesn't get consumed by his emotions of hatred and anger.

A Warlocks best chance to avoid such a thing happening is to serve as an agent of destruction for the demons. More so than most Warlocks, a demon pact warlock will always consider violence as an option to both serve his own goals and to calm the abyss inside him.


Gameplay Information
Unlike most Warlocks, Demon Pact Warlocks focus on melee and close attacks. Most of the daily powers related to the Demon Pact Warlock are polymorph powers that improve his melee abilities, more specifically his Demon Claw Pact power. His Elemental Corruption ability makes it more risky for enemies to engage him in melee, which could otherwise limit his mobility and as such his abilities as a Striker.

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So, what do you guys thinks? Which powers might need work because they are too weak or strong? What can I do to make its flavor feel... "stronger". What basic concerns do still need addressing?

Unfortunately, I haven't yet put up Utility Powers for the Warlock. These might be important for granting him a little more maneuverability...
 

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Hmmm. Interesting. I've been thinking a bit about this.

More summonings might be interesting, why stop at a Carnage Demon? But maybe it would be interesting if the demons you summon might get a bit out of control, and hmmm, don't you think feeding the souls of your cursed enemies to the demons to make them behave is just so fine?

Yeah, there's plenty that can be done with the concept. Plenty of wickedness indeed...
 

I was just about to make a post inquiring of people how they would build Elric of Melnibone'. And certainly Fighter/(Summoner)Wizard and Fighter/Warlock.. hybrids were bouncing around my head. When a hexed enemy goes down his sword is fed the souls and he gets temporary hitpoints ;-). Blood and souls for my lord Arioch.... build up multiple kills before having enough empowerment to do your big Daily effect.

Not quite what Im seeing in your class but... still ;-)
 
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Hmmm. Interesting. I've been thinking a bit about this.

More summonings might be interesting, why stop at a Carnage Demon? But maybe it would be interesting if the demons you summon might get a bit out of control, and hmmm, don't you think feeding the souls of your cursed enemies to the demons to make them behave is just so fine?

Yeah, there's plenty that can be done with the concept. Plenty of wickedness indeed...
There is definitely room for more summoning powers. I wanted to focus on the "melee" concept first.

I like your suggestion, and generally think, the "risk" factor of losing control is not played up enough yet.
 

Some general editing stuff:
- "Arcane", not "Arcana"
- "Cold", not "Ice" damage
- Only the first four powers have the Implement keyword, and many others need it.

I'm surprised Elemental Corruption can't deal Acid damage.

Lightning Strike: consider making the extra damage only target enemies, or having the Demonic Pact benefit be that it only targets enemies. Also, why ranged 20, when the focus is supposed to be on close & melee attacks? You could make it target two enemies in a close burst 5. Otherwise, it's a ranged power that you want to use when surrounded by foes, and that's weird.

Flaming Claws: extra damage on every attack is dangerous. Consider giving extra damage to your Warlock's Curse instead, since that's limited to 1/round.

Fiery Blood: IMHO close bursts should tend to target enemies, but you have a lot of flexibility as to when you use this one, so it's not that big a deal.

Mezzodemons got errata'd to be Medium (except advanced ones which can be Large), so maybe you want to make the Mezzodemon power not enlarge the PC. The Medium Mezzodemon still has reach 2.

Channel Immolith: why a close burst 1 that targets one enemy? Sounds like a melee attack to me. Also, the "zone" sounds more like an aura: you have to say that it moves with you unless it's stationary.

Channel Glabrezu: doesn't allow you to attack one target twice, so the rider effect won't work.

Cheers, -- N
 

Looks cool. I like the idea of a melee warlock, and making pacts with demons, which are basically corrupted elemental engines of destruction, definitely lends itself towards a melee monster.

I think it is interesting that you went towards the theme of basic demons, as opposed to the various demon lords and princes. I think it is neat.

A few thoughts:

1. Many of the melee attack powers are vs. Reflex, but you decided to make Demon Claws vs. AC. Any particular reason?

2. Channel Evistro: making at-will attacks as a minor action vs. bloodied enemies could result in 3 attacks per round, which might be too much for a level 1 daily. Perhaps institute a minor 1/round limitation?

3. I am having a hard time evaluating how potent the daily powers are. The polymorph aspects of them are cool, but the initial attack is quite bland. I like the Demon Claw augments, but overall I am unsure how to rate them. What was your thought process behind designing the daily powers?

4. I'd love to see some powers associated with the marilith, hezrou, and a few of the other iconic demons.
 

4. I'd love to see some powers associated with the marilith, hezrou, and a few of the other iconic demons.

For me the iconicness is perhaps the coolest tid bit...nostalgic flashbacks... must resist... ideas such as paragon paths featuring the classic archmagi also get a serious thumbs up.
 

Ah, these posts remind why "real" game designers work in teams of designers and developers and _then_ also have editors. ;)

Thanks a lot for the feedback so far. I think I will have to repost it in a while, working in your suggestions and fixes. Keep it coming.
 

Some general editing stuff:
- "Arcane", not "Arcana"
- "Cold", not "Ice" damage
- Only the first four powers have the Implement keyword, and many others need it.

I'm surprised Elemental Corruption can't deal Acid damage.
Yep, lots of editing errors.

Lightning Strike: consider making the extra damage only target enemies, or having the Demonic Pact benefit be that it only targets enemies. Also, why ranged 20, when the focus is supposed to be on close & melee attacks? You could make it target two enemies in a close burst 5. Otherwise, it's a ranged power that you want to use when surrounded by foes, and that's weird.
You have a good point.


Flaming Claws: extra damage on every attack is dangerous. Consider giving extra damage to your Warlock's Curse instead, since that's limited to 1/round.
I think I will limit it to Warlock Powers instead. Warlocks usually do not have powers that attack the same target multiple times. It would probably be problematic with something like Blade Cascade (especially since it is an effect). What might be a good idea is to apply the INT bonus to damage not to the extra damage. Note how it lasts only until the start of your next turn, so it is mostly useful for opportunity attacks and when spending action points.

Fiery Blood: IMHO close bursts should tend to target enemies, but you have a lot of flexibility as to when you use this one, so it's not that big a deal.
I think there is not much reason for this power to be "able" to limit its targets, and it fits the flavor of a sudden, uncontrolled outburst better.


Mezzodemons got errata'd to be Medium (except advanced ones which can be Large), so maybe you want to make the Mezzodemon power not enlarge the PC. The Medium Mezzodemon still has reach 2.
Ah, no surprise I missed that. Still not sure if the Reach 2 makes sense then.


Channel Immolith: why a close burst 1 that targets one enemy? Sounds like a melee attack to me. Also, the "zone" sounds more like an aura: you have to say that it moves with you unless it's stationary.
A dreaded copy & paste error.

Channel Glabrezu: doesn't allow you to attack one target twice, so the rider effect won't work.
Yep, the wording is wrong.

Cheers, -- N[/QUOTE]

Looks cool. I like the idea of a melee warlock, and making pacts with demons, which are basically corrupted elemental engines of destruction, definitely lends itself towards a melee monster.
The themes elemental and melee were my general goal in the powers. The other pacts seem to focus more on fire, force, psychic, necrotic, radiant or just plain unnamed damage.

I think it is interesting that you went towards the theme of basic demons, as opposed to the various demon lords and princes. I think it is neat.
Demon Lords and Princes are mostly found in the upper tiers, I found it more natural to work with the demons at various levels - the powers follow the general "level" structure of the demons (though 1:1 level matches are hard.)

It might be an idea to create a few paragon paths, feats or epic destinies related to the Demon Lords and Princes. Maybe also some magic items...

A few thoughts:

1. Many of the melee attack powers are vs. Reflex, but you decided to make Demon Claws vs. AC. Any particular reason?
That's something I have been thinking about back and again. Ultimately, my reason is that it's an actual melee attack with claws, not arcane or abyssal energies. I might have to revisit some powers that also have a melee attack flavor to ensure they do the same.

2. Channel Evistro: making at-will attacks as a minor action vs. bloodied enemies could result in 3 attacks per round, which might be too much for a level 1 daily. Perhaps institute a minor 1/round limitation?
Yes, that is the way to go. (I think the "real" Evistro doesn't have this limitation... I think that once got a Sorceror killed in Thunderspire Labyrinth :lol:)

3. I am having a hard time evaluating how potent the daily powers are. The polymorph aspects of them are cool, but the initial attack is quite bland. I like the Demon Claw augments, but overall I am unsure how to rate them. What was your thought process behind designing the daily powers?
The initial attack basically represents the violent transformation process (most visible with the Immolith, at least when I fix the target line. ;) )
The balance is intended to be similar to Vestige Daily Powers and Barbarian Rage Powers - they grant an encounter long benefit that increases the damage output of the Warlock over time.

The damage output of the initial attack of the dailies is comparable to that of other Warlock power - comparable, but generally weaker, since the demonic claw augmentation needs to be accounted for.

4. I'd love to see some powers associated with the marilith, hezrou, and a few of the other iconic demons.
Daily or Encounter Powers? ;)
I assume both, right? I will see what I can do. My first goal was to cover all levels, and I always picked the demon which seemed to fit better to the level and whose ability were easier to model.
 

I think I will limit it to Warlock Powers instead. Warlocks usually do not have powers that attack the same target multiple times. It would probably be problematic with something like Blade Cascade (especially since it is an effect). What might be a good idea is to apply the INT bonus to damage not to the extra damage. Note how it lasts only until the start of your next turn, so it is mostly useful for opportunity attacks and when spending action points.
Since I'm playing a Bard right now, whenever I see extra damage, this is what springs to mind.

Cheers, -- N

PS: More in-depth look at powers in a bit.
 

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