malcolm_n
Adventurer
The warlock
Since we don't have everything for them yet, here's my write-up on the warlock for anybody who wants to start playtesting some of their abilities.
Since we don't have everything for them yet, here's my write-up on the warlock for anybody who wants to start playtesting some of their abilities.
I know, lotta work. I'm getting started on the Site tomorrow. Gnight for nowWarlock
Role: Striker
Power Source: Arcane
Key Abilities: Charisma, Constitution
Armor Training: Leather
Weapon Proficiencies:
Bonus to Defenses: +2 Will
HP per level gained: 5 HP/level
Healing Surges: 6 + Constitution Modifier
Trained Skills: Any four skills
Available Skills: Pick four skills from the following list: Arcana, Bluff, Diplomacy, Insight, Intimidate, Nature, Planes, Perception, Stealth, Streetwise, Thievery
Build Options: Demonic Pact, Fey Pact, Star Pact
Class Features:
Often the lone wolf, warlocks are at once admired and feared for their auspicious abilities and the ancient deals that gifted them. At one time, the forefathers of the warlocks bargained with outside beings of great power to harness magic in ways unforeseen.
While your party may accept you as an equal and comrade, others are less open to their preconceptions about your past. The word, “evil,” is thrown around loosely when speaking of you, even if you are not so. Only through greater acts do you often prove your worth, and even then, many worry you’ll turn on them at a moment’s notice.
In combat, you try to burn down your enemies, often literally, as quickly as you can. You have some tricks up your sleeve to avoid confronting foes head on.
Characteristics: You’ll rely heavily on your Eldritch Blast, regardless of your pact (see below). Use it to good advantage and keep an eye out for the opportunity to give an edge to your allies as well.
Religion: Warlocks differ greatly in their views of religion. You may worship those who grant you power; or you may despise them and so worship their counterpart. Depending on your predilections, you may not worship anybody, relying on your own capabilities to get you along.
Races: Any race could have warlocks in its midst. The forebear of a PC dragonborn may have offered himself to a perceived resource for his clan. Elves and orcs may look to a fey entity for help in their lands. Tieflings, especially, are both well versed in and well suited for demonic pacts.
The pact a warlock makes drives his motives and the powers he gains therein. Even though he may deny the path, it is usually there nonetheless and reminds him always of deeds past.
Demonic Pact Warlock: Your powers are drawn from the elemental chaos. Whether by design or accident, you receive abilities gifted from demons and other beings within this
Suggested Feat: Demonic Pact (Fiendish Flamewreath) (human feat: Toughness)
Suggested Skills: Intimidate, Planes, Perception, Streetwise
Suggested At-Will Powers: Eldritch Blast, Chill Touch
Suggested Encounter Power: Scorch
Suggested Daily Power: Glare of the Pit
Fey Pact Warlock: Your abilities hail from a patron within the feywild. You generally use them to subterfuge the enemy so that you can better attack them.
Suggested Feat: Action Surge (human feat: Human Perseverance)
Suggested Skills: Bluff, Nature, Stealth, Thievery
Suggested At-Will Powers: Eldritch Blast, Eyebite
Suggested Encounter Power: Witchfire
Suggested Daily Power: Curse of the Dark Dream
Star Pact Warlock: There is something out there, in the darkness between the stars. It gives you the power you wield against foes while granting additional benefits to you for doing so.
Suggested Feat: Eldritch Essence (Sickening Blast) (human feat: Fleet Footed)
Suggested Skills: Arcana, Diplomacy, Insight, Perception
Suggested At-Will Powers: Eldritch Blast, Starfire
Suggested Encounter Power: Black Tentacles
Suggested Daily Power: Descent into Madness
All Warlocks share these class features.
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Pact
You, or somebody from whom you descend, have bargained with the entities greater than you. Their blessing has granted you great power. So too has it changed your outlook and mannerisms both in solitude and company. Select one of the following options. You can use only one pact feature per round even if you meet the requirements for several.
* Demonic Pact (Fiendish Resistance): When you reduce an enemy under your warlock’s curse to 0 hit points or fewer, you gain resistance 5 against one of the following until the end of your next round: Acid, cold, electricity, fire, sonic, or weapons.
* Fey Pact (Misty Step): When you reduce an enemy under your warlock’s curse to 0 hit points or fewer, you can teleport 3 squares as a free action.
* Star Pact (Alien Blessing): When you reduce an enemy under your warlock’s curse to 0 hit points or fewer, you gain a +1 to all defenses until the end of your next round.
Prime Shot: If none of your allies are nearer to your target than you, you gain a +1 to ranged attacks against the target.
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Shadow Walk: When you move at least 3 squares in a round, you have concealment (+2 AC) until the end of your next turn. This ability doesn’t function if any part of your move is toward an enemy.
Warlock’s Curse: Once per turn as a minor action, place a curse on the enemy nearest you; you do +1d6 damage on the enemy. This ability lasts until the end of the encounter or your enemy is defeated.
Your powers are called spells, since they are from the arcane source. You usually have an implement in your hand when you use your powers, but it’s not required.
At-Will Powers
Eldritch Blast
Warlock (All) Attack 1
You fire a bolt of dark, crackling eldritch energy at your foe.
At Will Arcane, Implement
Standard Action Ranged 10
Target: One Creature
Attack: Cha vs. Reflex
Hit: 1d10 + Cha damage
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
Eye Bite
Warlock (Fey) Attack 1
You glare at your enemy, and your eyes briefly gleam with brilliant colors. Your foe reels under your mental assault and you vanish from his sight.
At Will Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One Creature
Attack: Cha vs. Will
Hit: 1d6 + Cha psychic damage and you are invisible to the target until the start of your next turn.
Fiendish Glare of the Pit
Acolyte of Chaos Attack 21
In your pursuit of chaos, you have honed your pact and your powers derived therein to perfection.
At Will Arcane
Immediate Action (Interrupt)
Trigger: A creature successfully attacks you.
Effect: The attacking creature takes 3d8 + Cha damage.
Scare
Warlock (All) Attack 1
Your target cannot take its eyes off of you, thinking you are its greatest fear.
At Will Arcane, Implement
Standard Action Ranged 10
Target: One Creature
Attack: Cha vs. Will
Hit: 1d6 + Cha and target takes a -2 to its reflex defense until the start of your next turn.
Special: Your target must be able to see you.
Chill Touch
Warlock (Demon) Attack 1
Cold preternaturally extends from your grasp and creeps into the enemy’s bones.
At Will Arcane, Implement, Necrotic
Standard Action Melee Grab
Target: One Creature
Attack: Cha vs. Fortitude
Hit: 1d6 + Cha necrotic damage and target slowed until the start of your next turn (save ends).
Starfire
Warlock (Star) Attack 1
A burst of light surrounds the enemy and bursts in a shower of white flame.
At will Arcane, Implement, Radiant
Standard Action Ranged 15
Target: One Creature
Attack: Cha vs. Reflex
Hit: 1d6 + Cha radiant damage and ongoing 1 radiant damage (save ends)
Encounter Powers
Black Tentacles
Warlock (Star) Attack 1
A writhing mass of tentacles springs from your target and tries to hinder action.
Encounter Arcane, Implement, Conjuration
Standard Action Ranged 15
Target: One Creature
Attack: Cha vs. Fortitude
Hit: 1d4 + Cha damage and target is encumbered (move reduced to 4)
Sustain Minor: Cha damage and target is encumbered (save ends).
Scorch
Warlock (Demon) Attack 1
A swath of flame erupts from the ground extending past you to burn your enemy.
Encounter Arcane, Implement, Fire
Standard Action Line 5
Target: All in line (see special)
Attack: Cha vs. Reflex
Hit: 2d6 + Cha fire damage and ongoing 5 fire damage (save ends)
Special: This attack strikes targets in order from closest to furthest. It stops after the first successful attack.
Touch of Idiocy
Warlock (All) Attack 1
Your attack leaves your target momentarily unaware of what to do next.
Encounter Arcane, Implement
Standard Action
Target: One Creature
Attack: Cha vs. Will
Hit: 1[W] + Cha damage and target is dazed until the start of your next turn.
Witchfire
Warlock (Fey) Attack 1
Encounter Arcane, Fire, Implement
Standard Action Ranged 10
Target: One Creature
Attack: Cha vs. Reflex
Hit: 2d6 + Cha fire damage and the target takes a -4 penalty to attack rolls until the end of your next turn.
Daily Powers
Curse of the Dark Dream
Warlock (Fey) Attack 1
Daily Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One Creature
Attack: Cha vs. Will
Hit: 3d8 + Cha psychic damage, and you slide the target 3 squares.
Sustain Minor: You slide the target 1 square, whether you hit or miss (save ends).
Descent into Madness
Warlock (Star) Attack 1
Visions of depravity litter your enemy’s mind.
Daily Arcane, Implement, Charm
Standard Action Ranged 15
Target: Once Creature
Attack: Cha vs. Will
Hit: 2d6 + Cha damage and the target is confused
Sustain Standard: 2d6 + Cha damage and target is confused (save ends).
Glare of the Pit
Warlock (Demon) Attack 1
Blackness overtakes your eyes, causing pain to those who would look upon you.
Daily Arcane
Immediate Action (Interrupt)
Trigger: A creature successfully attacks you.
Effect: The attacking creature takes 3d8 + Cha damage.
Special: You may use this ability twice per day, but only once per attack.