Galera,
Não sei se saiu alguma errata, ou seu vou precisar de uma regra caseira (ou ter que conversar com o jogador... whatever).
Olha o roubo.
Warlock dark pact (Forgotten Realms) com Quick Curse Rod.
Queria saber se vocês acham quebrado (algo tipo Orb Wizard)?
Quickcurse Rod Level 2+
With this rod, you can curse any creature you can see, and more
quickly than usual.
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
Implement (Rod)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Encounter): Free Action. Place a Warlock’s Curse
on any target in sight.
Cursebite Warlock (Dark) Attack 1
The shadowy aura of your curse grows teeth long enough to take
a deep bite.
Encounter ✦ Arcane, Implement, Necrotic
Standard Action Close burst 20
Target: Each creature in burst under your curse
Attack: Charisma vs. Fortitude
Hit: 2d8 necrotic damage.
Dark Pact: The attack deals extra damage equal to your
Intelligence modifier.
No primeiro turno, o Warlock elimina todos os minions que já tenham aparecido no campo de batalha!
Se houverem muitos minions, ele ainda ganha:
Darkspiral Aura: You have the Darkspiral Aura
pact boon. As your cursed enemies fall in battle, your
Darkspiral Aura grows in power. You can unleash it
on an enemy, blasting its mind and body.
When an enemy under your Warlock’s Curse is
reduced to 0 hit points or fewer, add 1 to your Darkspiral
Aura. Your Darkspiral Aura has a starting
value of 0, and it resets to 0 when you take a short rest
or an extended rest.
Once per round as a free action when an enemy
makes a melee attack or a ranged attack against you,
you can use your Darkspiral Aura as an immediate
interrupt, dealing 1d6 necrotic and psychic damage
to that enemy for each point of your Darkspiral
Aura’s current value. If this attack deals less than 12
damage, the value of your Darkspiral Aura becomes
0. If this attack deals 12 damage or more, you can
cause the enemy to be weakened for its attack (which
means the attack deals half damage), and the value of
your Darkspiral Aura becomes 1.
At 11th level, the damage you deal increases to
1d8 per point of your Darkspiral Aura’s current value,
and at 21st level the damage increases to 1d10 per
point of your Darkspiral Aura’s current value.
Minhas primeiras opções são reduzir a quantidade de criaturas que aparecem de primeira (não necessariamente uma segunda onda, apenas aparecem no segundo ou terceiro turno), reduzir a quantidade de minions (o que deixaria o combate chato para o wizard do grupo)...
E aí? O que acham?



