Hello,
In the same vein as http://www.enworld.org/showthread.php?t=228158 and http://www.enworld.org/showthread.php?t=227877, here's a Warlock. I did this because I wasn't sure whether Warlocks were any good, and that's what I want to play. All told, I think they're a little better than I thought, but I don't think they actually do a lot more damage than non-strikers, so maybe they're not actually strikers. In particular, looking at the dwarf above, I think it's pretty even, and I had to be a bit fiddly to stay competitive. Also, if you think "striker" as "rogue replacement", it doesn't work, because warlock is missing dex (so thievery is not so good), stealth (I took it as a feat) and the usual panoply.
Since my goal was an actual striker (i.e., lots of damage to single targets), I took the infernal pact. This means that the most important stat is con, followed by int and finally cha. These are not so good stats to depend on, so I went with half-elf, which is also not such a good race otherwise, I think. By the way, I call shenanigans on the myth that AC is much higher than the rest. That's probably only true for defenders.
I'm not spelling out every single detail because I just want to get an idea. For the same idea, I kept the gear spartan, you can mentally add all the bells and whistles. Let me know if I made mistakes. Things I'm not sure: the dilettante power I took, and the wizard at-will I took for wizard training.
In the same vein as http://www.enworld.org/showthread.php?t=228158 and http://www.enworld.org/showthread.php?t=227877, here's a Warlock. I did this because I wasn't sure whether Warlocks were any good, and that's what I want to play. All told, I think they're a little better than I thought, but I don't think they actually do a lot more damage than non-strikers, so maybe they're not actually strikers. In particular, looking at the dwarf above, I think it's pretty even, and I had to be a bit fiddly to stay competitive. Also, if you think "striker" as "rogue replacement", it doesn't work, because warlock is missing dex (so thievery is not so good), stealth (I took it as a feat) and the usual panoply.
Since my goal was an actual striker (i.e., lots of damage to single targets), I took the infernal pact. This means that the most important stat is con, followed by int and finally cha. These are not so good stats to depend on, so I went with half-elf, which is also not such a good race otherwise, I think. By the way, I call shenanigans on the myth that AC is much higher than the rest. That's probably only true for defenders.
I'm not spelling out every single detail because I just want to get an idea. For the same idea, I kept the gear spartan, you can mentally add all the bells and whistles. Let me know if I made mistakes. Things I'm not sure: the dilettante power I took, and the wizard at-will I took for wizard training.
Buckit, Half-Elven Warlock 1
STR 8 -1 HP 30; BLOODIED 15
CON 18 +4 SURGE 7 PER DAY 10
DEX 10 +0 AC 14; FORT 14, REF 13, WILL 14
INT 15 +2 INIT 0; SPEED 6
WIS 11 +0
CHA 16 +3
SKILLS: Bluff +8, Insight +7, Stealth +5, Thievery +5, Religion +7.
FEATS: Skill Training (Stealth)
Class features: curse (+1d6 damage), pact boon (1 temp hp when cursed foe dies, wooo.)
POWERS:
Unless otherwise noted, all powers have Range 10. All ongoing effects have (save ends).
At-Will:
Eldritch Blast +4 vs Ref, 1d10+4
Hellish Rebuke +4 vs Ref, 1d6+4 fire, if you are damaged before next turn, another 1d6+4 damage.
Encounter:
Diabolic Grasp +4 vs Fort, 2d8+4 and slide the enemy 3 squares.
Divine Challenge (dilettante): mark as minor action, close burst 5, single target, mark has -2 to attack except anyone except you and takes 3+cha bonus damage when it first attacks someone else.
Daily:
Flames of Phlegethos +4 vs Ref, 3d10+4 fire and ongoing 5 fire.
EQUIPMENT: leather armor
Buckit, Half-Elven Warlock 10
STR 8 -1 HP 77; BLOODIED 38
CON 20 +5 SURGE 19 PER DAY 11
DEX 10 +0 AC 22; FORT 22, REF 21, WILL 21
INT 17 +3 INIT +5; SPEED 6
WIS 11 +0
CHA 16 +3
SKILLS: Arcana +13, Bluff +13, Insight +12, Stealth +10, Thievery +10, Perception +10, Religion +13.
FEATS: Skill Training (Stealth), Action Surge, Arcane Initiate, Astral Fire (+1 to fire power damage), Light Step (+1 overland movement), Skill Training (Perception).
Class features: curse (+1d6 damage), pact boon (10 temp hp when cursed foe dies.)
POWERS:
Unless otherwise noted, all powers have Range 10. All ongoing effects have (save ends).
At-Will:
Eldritch Blast +12 vs Ref, 1d10+7
Hellish Rebuke +12 vs Ref, 1d6+8 fire, if you are damaged before next turn, another 1d6+8 damage.
Encounter:
Diabolic Grasp +12 vs Fort, 2d8+7 and slide the enemy 4 squares.
Fiery bolt +12 vs Ref, 3d6+8 fire, adjacent also take 1d6+11.
Infernal moon curse +12 vs Fort, 2d8+10 poison+immobilizes enemy til end of next turn.
Divine Challenge (dilettante): mark as minor action, close burst 5, single target, mark has -2 to attack except anyone except you and takes 3+cha bonus damage when it first attacks someone else.
Prestidigitation (arcane initiate): various small utilities.
Daily:
Flames of Phlegethos +12 vs Ref, 3d10+8 fire and ongoing 5 fire.
Hunger of Hodar, shadow burst, no hit roll, 2d10 necro damage, sustain minor +12 vs fort for 1d6+5.
Iron Spike of Dis +12 vs Ref, 3d10+7, immobilized. On miss, 1/2 dmg.
Util:
Beguiling tongue: encounter, +5 to bluff/diplomacy/intimidate.
Dark One's Own Luck: daily, reroll.
Shielding Shades: daily, when damaged, reduce damage received to 0.
EQUIPMENT: leather armor +2, wand +2, amulet +2.
Buckit, Half-Elven Warlock 20 (Life Stealer)
STR 9 -1 HP 130; BLOODIED 65
CON 23 +6 SURGE 32 PER DAY 12
DEX 11 +0 AC 32; FORT 30, REF 30, WILL 28
INT 20 +5 INIT +10; SPEED 7
WIS 12 +1
CHA 17 +3
SKILLS: Arcana +20, Bluff +18, Insight +18, Stealth +15, Thievery +15, Perception +16, Religion +20.
FEATS: Skill Training (Stealth), Action Surge, Arcane Initiate, Astral Fire (+1 to fire power damage), Light Step (+1 overland movement), Skill Training (Perception), Fleet Footed, Combat Anticipation, Danger Sense, Twofold Curse, Wizard Daily, Wizard Utility.
Class features: curse (+2d6 damage), pact boon (20 temp hp when cursed foe dies.)
POWERS:
Unless otherwise noted, all powers have Range 10. All ongoing effects have (save ends).
At-Will:
Eldritch Blast +20 vs Ref, 1d10+10
Hellish Rebuke +20 vs Ref, 1d6+11 fire, if you are damaged before next turn, another 1d6+11 damage.
Encounter:
Fiery bolt +20 vs Ref, 3d6+11 fire, adjacent also take 1d6+11.
Infernal moon curse +20 vs Fort, 2d8+10 poison+immobilizes enemy til end of next turn.
Soul Flaying +20 vs Will, 2d8+15 necro
Soul Scorch (Paragon) +20 vs Will, 3d8+16 fire+necro, +10 damage if you have matching life spark.
Divine Challenge (dilettante): mark as minor action, close burst 5, single target, mark has -2 to attack except anyone except you and takes 3+cha bonus damage when it first attacks someone else.
Prestidigitation (arcane initiate): various small utilities.
Daily:
Iron Spike of Dis +20 vs Ref, 3d10+10, immobilized. On miss, 1/2 dmg.
Tendrils of Thuban +20 vs Fort, 4d10+10 cold, immobilized. Sustain minor +20 vs Fort, 1d10+10, immobilized (save ends).
Soul theft (Paragon) +20 vs Fort, 3d8+10, up to 3 targets, and get soul spark if they die. 1/2 damage on miss, no soul sparks.
Disintegrate (Wizard) +19 vs Ref. Hit: 5d10+9, ongoing 10, then ongoing 5. Miss: 3d10+9, ongoing 5.
Util:
Beguiling tongue: encounter, +5 to bluff/diplomacy/intimidate.
Dark One's Own Luck: daily, reroll.
Shielding Shades: daily, when damaged, reduce damage received to 0.
Stoneskin: wiz daily, damage reduction 10 for the encounter.
Life spark summons (Paragon): summon slayed enemy for one more regular attack on my next turn.
EQUIPMENT: leather armor +4, wand +4, amulet +4.
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