Help requested with an Eldarin Fey Pact Warlock

DispelAkimbo

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I'm shortly going to play my first 4th edition character and for better or worse have chosen to go for an Eldarin Fey Pact Warlock. Why? Because it sounds like a fun choice :-).

My concern is that I've chosen an ineffective or weak combination that will lead to a character that is the runt of the litter (the rest of the group have more 4th edition experience than me).

I'm not looking for a power-build here, but I am requesting guidance on suitable stats, feats, skills and powers to hopefully make me an effective member of the party.

Any suggestions warmly appreciated!
 

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I'll let the pro's help you with regards to stats, powers and feats but I just wanted to say that you shouldn't worry too much about it. From what I have seen, there is not a way to really gimp yourself in 4e too much and any combination you might come up with will still be fun in it's own way.

Don't worry about them out-doing you or anything I guess is what I'm getting at - just make sure you know about all the tools available to you and then use them effectively (primarily, don't forget what you have when the time comes).
 

Actually, I just don't see how to play a "good" fey pact warlock, at least at low level. You do a lot of damage, but I find most of the good low-level powers are con based.

Seeing one in play, the teleport thing is much more useful than I'd have thought. He finds places to go that are fairly safe and give someone else flanking. Darn handy and almost "leader-like".
 

Your eladrin bonus to INT is going to be handy; Most Fey-Warlock powers are based on CHA, but INT is used for the special bonus effects that they incur. For instance (I don't have the book in front of me), a power might do a certain amount of damage based on CHA, then incur an attack penalty that is based on your INT modifier. Because of this, Eladrin are more suited to be deceptive warlocks than scourge warlocks.

Your bonus to DEX is less useful than the INT bonus as far as powers go, but you'll be better at Stealth, which goes great with Shadow Walk, and Fey warlocks, with all the Invisibility, are the best at getting hidden. Being a fey eladrin warlock means that you are also the king of short-ranged teleports, which is also handy for getting hidden.

And of course, be sure to give your CHA some love.

If I were to make such a character, it would go:
STR 8, CON 13, DEX 14, INT 16, WIS 10, CHA 17
Of course, your concept might differ. I prefer my warlocks to pick powers from their specific pact, which would mean mostly CHA-based powers.
 
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Having done a little more reading and research, I thought that I'd followup my own request for help with the solution that I've come up with. It seems to largely fall in line with the concept that Alabast has suggested :-)

Whilst Eldarin isn't an ideal race for Warlock I reckon my best bet is to play to the Eldarin strengths and hope that teamwork can make up for his weaknesses.

In my eyes his strengths are:

Bonus to Int and Dex. Extra teleportation per encounter (which goes well with Fey Pact). Extra skill trained (any skill I think, not just extra class skill).

Reckon that I'll go for stats along the lines of the following:

Str 8
Dex 15
Con 15
Int 15
Wis 10
Cha 16

So +3 with main attack is hopefully just enough and +2 with secondaries (Int) that will also increase to +3 at fourth level. A decent con to help off-set the weak fort defence and boost HP.

Why the 15 in dex? Well, with Shadow Walk, Misty Step and [racial] training in the Stealth skill, I should have the potential to be quite an "elusive" striker....again playing to my strengths.

I'll probably multi-class to Wizard, as that would give me an extra encounter power (I'll pick one that targets Fort defence as don't think Warlock has one of those at low levels) and also I'll be trained in the Arcana skill for free (maybe doesn't add much in power levels but perfectly fits in with the character concept).

Skills at level one should be:

Arcana: +9
History: +9
Stealth: +7
Insight: +5
Bluff / Intimidate: +8
+Regional skill training?

Defences at level one:
AC: 14 (ouch)
Fort: 12
Reflex: 13
Will: 14 (+5 more vs charm)

HP: 27
Initiative: +2

Main attack: Eldritch Blast will be +3 vs Reflex for 1d10+3 damage

Looking at that as a whole, and bearing in mind it is a first level character, I think that the AC seems the only real weak spot, although it would be nice to have another +1 or +2 on the main attack.

At level 8 (?) when all stats increase by one, I should notice an improvement. Dex, Con and Cha modifiers should all increase by one, and thus defenses increasing too (with Int increasing at level four).

Anyone got any thoughts on flaws that I might have missed or tweaks that would improve him?
 

What you have looks like a good start. Can I reccomend a few things? I am currently playing a character similar to the one your describe in a PbP. If I do say so myself, he is a bit of a badass at level 6.

I would reccomend dropping your Dex by as much as you need to to get your starting Cha to at least 17. You will likely find yourself not hitting as often as you want in later heroic tier with a 16. Trust me, it's worth it. Also, it won't affect your Stealth abilities THAT much.

As for multiclassing goes, you might consider picking up Swordmage instead of wizard. Mostly, for an Eladrin, I like this because it lets you pick up Intelligent Blademaster. Carry around a Pact Longsword from adventurer's vault, and you have a striker that, in a pinch, can attack into melee. Also, this gives you the extra AC you need if you turn out to need it (1 encounter/day).

Also, if you can swing it, you might consider lowering Con and/or Dex further to get a 1-point increase to your Int. Get as many teleporting powers as possible and go for the PP from the book, you'll do damage just teleporting around, which will be awesome. Toughness makes up for this Con loss.

If you want to see what this build might look like/could do at level 6, feel free to look here and here. Barrion is the Eladrin feypact warlock in question.

As for feats, Improved Misty Step, Toughness, are obvious heroic tier ones to get.
 

Stuff

Having done a little more reading and research, I thought that I'd followup my own request for help with the solution that I've come up with. It seems to largely fall in line with the concept that Alabast has suggested :-)

Whilst Eldarin isn't an ideal race for Warlock I reckon my best bet is to play to the Eldarin strengths and hope that teamwork can make up for his weaknesses.

In my eyes his strengths are:

Bonus to Int and Dex. Extra teleportation per encounter (which goes well with Fey Pact). Extra skill trained (any skill I think, not just extra class skill).

Reckon that I'll go for stats along the lines of the following:

Str 8
Dex 15
Con 15
Int 15
Wis 10
Cha 16

So +3 with main attack is hopefully just enough and +2 with secondaries (Int) that will also increase to +3 at fourth level. A decent con to help off-set the weak fort defence and boost HP.

Why the 15 in dex? Well, with Shadow Walk, Misty Step and [racial] training in the Stealth skill, I should have the potential to be quite an "elusive" striker....again playing to my strengths.

I'll probably multi-class to Wizard, as that would give me an extra encounter power (I'll pick one that targets Fort defence as don't think Warlock has one of those at low levels) and also I'll be trained in the Arcana skill for free (maybe doesn't add much in power levels but perfectly fits in with the character concept).

Skills at level one should be:

Arcana: +9
History: +9
Stealth: +7
Insight: +5
Bluff / Intimidate: +8
+Regional skill training?

Defences at level one:
AC: 14 (ouch)
Fort: 12
Reflex: 13
Will: 14 (+5 more vs charm)

HP: 27
Initiative: +2

Main attack: Eldritch Blast will be +3 vs Reflex for 1d10+3 damage

Looking at that as a whole, and bearing in mind it is a first level character, I think that the AC seems the only real weak spot, although it would be nice to have another +1 or +2 on the main attack.

At level 8 (?) when all stats increase by one, I should notice an improvement. Dex, Con and Cha modifiers should all increase by one, and thus defenses increasing too (with Int increasing at level four).

Anyone got any thoughts on flaws that I might have missed or tweaks that would improve him?

First, a couple of minor corrections...
You can actually train in Bluff AND Intimidate if you are taking Arcane Inititate at level 1.
Your Will Defense would actually be 15 (10 base, + 3 for Charisma mod, +1 for Warlock, +1 for Eladrin). Also, the +5 you get against Charms is for Saving Throws, not Will Defense.
As for the character, yeah, your AC is going to be low, but hey- that's what defenders are for. Also, you're likely to have AC 16 most of the time, due to Shadow Walk. And that AC goes up to 19 against the big bad guy that you just hit with Eyebite. (Not to mention you have Combat Advantage vs him next turn.) Add another +2 for the Marked condition that your defender(s) are hopefully tossing around, and you'll be set. Misty Step will help keep you BAMF!ing around all over the place. I actually like the stealthy, sneaky fey caster concept, and it sounds pretty fun. My wife plays an Eladrin Warlord, and she uses Fey Step every single encounter without fail. As you might have guessed, it turns out teleporting is pretty handy. Don't worry too much about power level, and effectiveness and whatnot. The difference between hitting with a 16 Charisma and an 18 doesn't matter about 95% of the time. Just play something that you'll enjoy and that is fun for you.
Later!
Gruns
 

Have to confess that I'm not familiar with the Swordmage or the Intelligent Blademaster feat.

Would it be fair for me to assume though that multi-classing to Swordmage gives Arcane skill training and a Swordmage at-will power as an encounter power?

Also does the Intelligent Blademaster feat allow you to use your intelligence modifier instead of strength to hit (and damage)?

Are there any pre-requisites for either? As they both sound very sensible suggestions to me and I can see that Barrion has turned out well for the benefits of them.

I'm afraid though that I'm less enthusiastic about dropping dex and/or con to boost cha and int. I can see your point, and realise that it's best to be good at what you do frequently...it just seems though like it would have to be a massive drop in one or two stats for a single point increase in others.

I'll have to think that one over and see how what I think after looking into the Swordmage modification. Thanks for the suggestions!
 

...it just seems though like it would have to be a massive drop in one or two stats for a single point increase in others.
If your Con is 14 or 15 you'll get exactly the same +2 modifier.

Don't forget that to get from 14 to 15 you need 2 points. (2 pts, right? not sure at the moment)

What I don't understand is why you have 3 odd stats (15 in dex, con & int). At 4th level you can only increase 2 of them, and to me you are just wasting 2 points in Constitution when you could use them in Int and Dex.
Having +3 in Dex and Int and +2 in Con is much more useful than a +2 in all these three stats.
 
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