Quote Originally Posted by MammonAzrael View Post
Multiclassing should be a choice you make for building a specific character. Whether it's another base class or a prestige class, you should never be taking it for no reason other than "It's just stronger". This is a major fault with many of the official made classes, and one that I strive to avoid. A base class should be worth taking 20 full levels in.
One of the most compelling ways to say a class is really strong, is when you look at it, you don't see a reason to do anything else. This is just something I read once, is all.

Quote Originally Posted by MammonAzrael View Post
Yes, they provide a lot of the power of the class. And while they're stronger, they still remain behind full casters in terms of power and utility.
I do agree with the lower power compared to full casters, but they are very comparable compared to the original. I think this is my DM is my head telling me that to power something up beyond its original value is bad. heh.



Quote Originally Posted by MammonAzrael View Post
Note that Protective Aura only applies against evil creatures. And while that will make is extremely good against say a necromancer, it'll do little if you run up against a back of animals, or a neutral thieves guild, and so on. Additionally, 10 feet isn't that far unless you're fighting in hallways, and severely reduces it's usefulness for maneuverability.
I didn't realize that about the aura. Ignore statement now.

Quote Originally Posted by MammonAzrael View Post
Also, you play a Bard instead of a Warlock because Bard fits the flavor of your class better.
I really have no clue what I was going for with the Bard comment. I think I derped for a moment.

Quote Originally Posted by MammonAzrael View Post
Essences and Shapes often receive less love because they are just not as good as other invocations. Eight are available for 2 reasons.
  1. The symmetry of gaining an invocation every level flows better on both the chart and feels more natural, instead of having to remember that there are two levels where you don't learn a new invocation.
  2. This allows you to have 1 shape and 1 essence of each Least, Lesser, Greater, and Ancestry, so that each grade can get it's time in the sun.
Well, I suppose that does make good sense. I suppose it's just my anti-powergamer, attempting to come out.


Quote Originally Posted by MammonAzrael View Post
There are two items that increase an eldritch blast's damage: the Warlock's Scepter and the Chasuble of Fell Power. The Greater Chasuble adds 2d6 to an EB, while the Scepter can, once per day, add 4d6. Combined with Hellfire Blast, you're getting +12d6 (at the cost of 3 Con) for the first EB, and +8d6 for every other EB that day.
Hellfire is +9d6 and the Chasuble adds 2d6, so isn't that 11d6 per blast? +4d6 for the Scepter once? The Con cost is negligible, merely because of Eternal Wands and Bard Spells.

Quote Originally Posted by MammonAzrael View Post
Eldritch Volley only allows you to fire three blasts at class level 18, not character level 18. I will amend that tobe more clear.
Derp. for some reason I thought it was Warlock 15 not 18. Gaahhh! Kaaaaahhhnnnn!!!

Quote Originally Posted by MammonAzrael View Post
Heck, an unmodified disintegrate dishing out 36d6 damage at that level, and you can bet that isn't the most powerful option the wizard has available.
Yes, but disintegrate allows for a save. We didn't even have to essence or shape this blast.



Quote Originally Posted by MammonAzrael View Post
I'm glad you like them! But every class should get things every level. Dead levels are heresy in game design. If you level up and all you're doing is increasing a couple numbers by 1 and rolling for hit points, you're playing a poorly designed class, full stop. This class is unquestionably powerful out of the box, but that is how classes should be - you shouldn't need hours of book-diving and intimate knowledge of the rules to make a class powerful.
This is what I like about Pathfinder against 3.5, personally. Power without need for eighteen sourcebooks.



Quote Originally Posted by MammonAzrael View Post
Sounds like you got caught up on the damage capability of the Demonic lineage (which is it's main focus). It can certainly do some impressive things, but HP damage is easily replaced, and PO'd Power Attacking characters will still out-damage it.
Well it is a bit crazy, and well the capstones are pretty crazy on all of the Heritages I've seen. I mean what other 3.5 class gets as much innately as this warlock. Just saying.

Quote Originally Posted by MammonAzrael View Post
I do admit that the class hasn't been properly tested, and the balance is only theoretical, so it's quite possible that numbers need to be tweaked. Thus far the only feedback I've had from actual play has been regarding the angelic lineage, and that feedback was very positive (even given the game had a very heavy evil focus).
I am the only Warlock player in my group. Ever. The games I am in atm have no place for a Warlock, but I am running a Greyhawk based game that I will be testing the power, and versatility of these Warlocks, as villains. I'll let you know how many TPKs I get. :p



Quote Originally Posted by MammonAzrael View Post
I'm thrilled you took the time to read through it and respond. It's the only way the class will improve. Balance is a tricky thing, especially in DnD where people play at such differing levels of power. The triple blast is a new addition, and it may be too much. I'm not really sure how heritages are getting together to combo though.
I didn't mean the Heritages across each other, but rather just the overall power increase is pretty incredible. I mean, I don't even know what to say about that other than, Balance is something I don't really respect in DnD, I mainly just point out things that seem to skew it way too hard, one way or another.