Halfling Infernal Warlock CON build

Zephrin the Lost

First Post
we're getting ready for a one-off paragon game so we can try the new rules. here's what I got:

Comments and suggestions are welcome.

====== Created Using Wizards of the Coast D&D Character Builder ======
Haydn, level 12
Halfling, Warlock, Hellbringer
Build: Scourge Warlock
Eldritch Blast: Eldritch Blast Constitution
Eldritch Pact: Infernal Pact
Background: Occupation - Criminal

FINAL ABILITY SCORES
Str 11, Con 21, Dex 13, Int 17, Wis 9, Cha 14.

STARTING ABILITY SCORES
Str 10, Con 18, Dex 10, Int 14, Wis 8, Cha 11.


AC: 22 Fort: 23 Reflex: 22 Will: 22
HP: 98 Surges: 11 Surge Value: 24

TRAINED SKILLS
History +14, Arcana +14, Thievery +14, Religion +14

UNTRAINED SKILLS
Acrobatics +9, Bluff +8, Diplomacy +8, Dungeoneering +5, Endurance +11, Heal +5, Insight +5, Intimidate +8, Nature +5, Perception +5, Stealth +7, Streetwise +8, Athletics +6

FEATS
Level 1: Improved Dark One's Blessing
Level 2: Sacrifice to Caiphon
Level 4: Distant Advantage
Level 6: Toughness
Level 8: Reaper's Touch
Level 10: Defensive Mobility
Level 11: Twofold Curse
Level 12: Called Shot

POWERS
Warlock encounter 1: Vampiric Embrace
Warlock daily 1: Armor of Agathys
Warlock utility 2: Ethereal Stride
Warlock encounter 3: Fiery Bolt
Warlock daily 5: Tyrannical Threat
Warlock utility 6: Red Leeches of Nihal
Warlock encounter 7: Howl of Doom
Warlock daily 9: Summons of Khirad
Warlock utility 10: Destiny Inversion

ITEMS
Pact Blade Dagger +3, Deathburst Githweave Armor +3, Periapt of Cascading Health +2
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Looks pretty good, though I play a Starlock myself. The only thing I'd recommend is switching Defensive Mobility for Arcane Familar and get a falcon. The falcon offers the same +2 AC to AoO, but you also get to use the Falcon as the origin of your powers once per encounter (that gives you, for one attack, a 50 square range).

A few questions though: You have Summons of Khirad. Why? Do you have a wizard who loves area attacks? Or do you plan on just keeping you surrounded by enemies to keep them off other squishy characters? I'm not sure I see the reason for that. Same thing with Destiny Invesion; The best reason to have destiny inversion is to use Fortune Binding (level 3 encounter) to push that damage onto an emey. It looks like you're going for being able to conjure up lots of temp HP and then wade into battle. For that I'd recommend looking at the Blood Mage paragon path you can get for multiclassing into Wizard.

Oh, and a Rod of Reaving would be nice, since you have Tyrannical Threat (Rod of Ruin deals its enhancement bonus damage whenever you place a curse on an enemy).
 


Warlock's are a tough class to play (at least for newer players) because the number of options available for how you want to play. My character is only level 8 and I'm still trying to figure out if I want him to be pure damage/melt your face, or if I want him to be more fate-controlling warlock. Here are a few combos I've found that might help:

Destiny Inversion + Fortune's Binding (+ Thief of Five Fates): This is a nasty one. Say some punk hits you for 30 damage (not that out of the ordinary at paragon level). You first take ongoing 15 damage, then next turn you hit that same some other punk with Fortune's Binding. You get rid of ongoing 15 damage, and your foe takes that ongoing damage (save ends). This is devilish enough, but if you want to really screw them over, action point that turn and use Thief of Five Fates. This allows you to roll a d20 whenever they make a save, and if your roll is higher than theirs, they fail their save (even if they rolled a 10 or higher).

Iron Spike of Dis + Hunger of Hadar + Howl of Doom: This is for the the more controlly Warlock. Iron Spike to immobilize your foe (save ends), then action point to plop a Hunger of Hadar right on top of them. They won't be able to move their first turn (taking 2d10 from Hadar), and will start their second turn in Hadar (assuming they saved, they'll take 4d10 from your zone). On your second turn you sustain the zone (another 1d6) and ready a Howl of Doom as soon as they leave. If that hits, you push them back into the zone and they take another 2d10. Even if your enemy made the save on their first turn, they still take at least 4d10 damage, with an extra 2d10+1d6 if you hit them with your attacks. On TOP of Spike's damage of 3d10. If everything goes according to plan, you just did 9d10+1d6 if they saved on their first turn. That's pure awesome.

Infernal Moon Curse + Diabolic Grasp: This is pure Dark Side magic here. Normally when you force an enemy off a ledge they get a save, and if they make it they fall prone in the last square. To solve that nasty wrinkle you use Infernal Moon Curse to lift them 5 feet in the air, action point (or wait a turn) and use your force push attack. If you're next to a ledge, you can push them, while they're mid-air, over a cliff. At the end of your next turn they fall to their doom. It is SO a Sith move, and purely delightful for the more chaotic Warlock.

If you want to keep Summons of Khirad (instead of Thief of Five Fates), you can plop Hadar down, stand next to it and keep teleporting your foe into the zone every time they try to leave. That might be slightly more amusing to play out, but having to attack each time you want to sustain it makes it a bit less consistent than Iron Spike of Dis. It does target Will however, which is a plus.
 
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He's now a dwarf!

Thanks for all the advice. The familiar is a bound demon (more temp points). I can't wait to rock this bad boy at the table!

====== Created Using Wizards of the Coast D&D Character Builder ======
Incendius Lock, Herald of Torog, level 12
Dwarf, Warlock, Blood Mage
Build: Scourge Warlock
Eldritch Blast: Eldritch Blast Constitution
Eldritch Pact: Infernal Pact
Twofold Pact: Fey Pact
Background: Geography - Mountains (+2 to Athletics)

FINAL ABILITY SCORES
Str 9, Con 23, Dex 12, Int 17, Wis 14, Cha 14.

STARTING ABILITY SCORES
Str 8, Con 18, Dex 11, Int 14, Wis 11, Cha 13.


AC: 22 Fort: 24 Reflex: 22 Will: 21
HP: 100 Surges: 12 Surge Value: 25

TRAINED SKILLS
History +14, Arcana +14, Thievery +12, Religion +14, Athletics +12

UNTRAINED SKILLS
Acrobatics +7, Bluff +8, Diplomacy +8, Dungeoneering +10, Endurance +14, Heal +8, Insight +8, Intimidate +10, Nature +8, Perception +8, Stealth +7, Streetwise +8

FEATS
Level 1: Improved Dark One's Blessing
Level 2: Sacrifice to Caiphon
Level 4: Arcane Familiar
Level 6: Toughness
Level 8: Reaper's Touch
Level 10: Arcane Initiate
Level 11: Twofold Pact
Level 12: Rune-Scribed Soul
Feat User Choice: Implement Expertise (Hammer)

POWERS
Arcane Initiate: Chilling Cloud
Warlock encounter 1: Vampiric Embrace
Warlock daily 1: Armor of Agathys
Warlock utility 2: Ethereal Stride
Warlock encounter 3: Fortune Binding
Warlock daily 5: Tyrannical Threat
Warlock utility 6: Red Leeches of Nihal
Warlock encounter 7: Howl of Doom
Warlock daily 9: Iron Spike of Dis
Warlock utility 10: Destiny Inversion

ITEMS
Periapt of Cascading Health +2, Pact Hammer Warhammer +3, Stanching Cloth Armor (Basic Clothing) +3
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
 

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