The Deep Project: Deep Pact Warlocks and the Murr

Dire Human

First Post
As many of you guys probably will agree with me on, sometimes creating a class or build or race or whatever from scratch can be a pain. You'll fiddle with it, make a few ideas, sketch out some sample names for later content, then let it lay fallow as you jump onto a different project. It's a vicious cycle.

Well, you know what? I'm not going to let this idea die. Maybe it's just all the Lovecraft banging around in my brain, but I think a Warlock pact focused on the deep sea is a great, creepy idea, and I think a character with "that Innsmouth look" could be a great roleplaying hook. I'm not going to let my laziness take over, and I'm going to push through and do it. So I've started up the Deep Project: I'm going to post a power, feat, or a bit of info on both of my Warlock pact and race every day, and I'll update this post with the relevant information whenever I can. Then when I'm done, I'll compile it all, playtest it, and finally have something I can call my own.

At this point I don't care if other people read my stuff, and if this post never gets another hit, that's fine. But by making this challenge to myself public, I'm hoping it'll give me the incentive I need to push this through and make something great.

Here's how they stand, as of September 14, 2011:


Deep Pact[FONT=&quot]

[/FONT]Deep Visions: You know the deep visions spell.

Gloom of the Deep: You have the Gloom of the Deep pact boon. The death of a cursed foe causes your shadow to bubble and grow, making you as dark as the sunless ocean trenches your patrons inhabit.
When an enemy under your Warlock’s Curse is reduced to 0 hit points or fewer, you gain concealment until the end of your next turn. If you also have the concealment granted by your shadow walk class feature, you gain combat advantage against each enemy you have concealment against.
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[/FONT]Level 1 At-Will Attack Spells

Deep Visions, Warlock Attack 1

The world swims in and out of focus for your foe, terrifying visions turning nearby creatures into the horrible monsters of the deep.
At-Will * Arcane, Fear, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 1d8 + Constitution modifier psychic damage, and you slide the target 1 square away from the creature closest to it.
Increase damage to 2d8 + Constitution modifier psychic damage at 21st level.

Level 1 Encounter Attack Spells

Sound Pulse, Warlock Attack 1
Like the triumphant call of some enormous aquatic beast, a focused blast of sound sends its target reeling.
Encounter * Arcane, Implement, Thunder
Standard Action, Ranged 5
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 2d10 + Constitution modifier thunder damage, and the target is deafened until the end of your next turn.
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[/FONT]Whipping Tentacles, Warlock Attack 1
Disgusting suckered tentacles rise from a portal you’ve summoned, pulling and grasping for a meal.
Encounter * Arcane, Implement
Standard Action, Area burst 2 within 10
Target: Each creature in burst
Attack: Constitution vs. Reflex
Hit: 1d6 + Constitution modifier damage, and you pull the target 1 square towards the origin square of the burst.
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[/FONT]Deep Pact: You instead slide the target 1 square.

Level 1 Daily Attack Spells

Airless Suffering, Warlock Attack 1
Your foe's eyes bulge as he struggles and collapses; you've filled his lungs with foul water, leaving him to suffocate.
Daily * Arcane, Implement, Necrotic
Standard Action, Ranged 5
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 2d6 + Constitution modifier necrotic damage.
Miss: Half damage.
Effect: Ongoing 5 damage (save ends).

First Failed Saving Throw: The target falls prone and takes ongoing 5 damage (save ends).
Second Failed Saving Throw: The target falls unconscious and takes ongoing 5 damage (save ends both).[FONT=&quot]

[/FONT]A Thousand Tiny Whispers, Warlock Attack 1
Chattering dark mouths create a quiet cacophony, driving those with the time to listen slowly mad.
Daily * Arcane, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 2d10 + Constitution modifier psychic damage, and the target is plagued by whispers (save ends). While plagued by whispers, at the end of each of its turns, the target takes psychic damage equal to your Intelligence modifier for each action it had not spent on its turn.
Miss: Half damage, and one creature within 5 squares of the target is plagued by whispers until the end of your next turn.

Level 2 Utility Spells

Colors of the Deep, Warlock Utility 2
Shifting the body’s colors to confuse prey is a common trick for the horrors of the deep. With practice, you’ve learned it as well.
Encounter * Arcane, Polymorph
Minor Action, Personal
Effect: Until the end of your next turn, while you have concealment from your Shadow Walk class feature, you gain a +5 power bonus to Bluff and Stealth checks.

Finless Dive, Warlock Utility 2
Your limbs stretch with sickening cracking noises and growths of skin web your fingers and toes. Suddenly, the depths of the ocean seem like home.
Daily * Arcane, Polymorph
Standard Action, Personal
Effect: You gain a swim speed equal to your speed until the end of your next turn. In addition, while you have the swim speed granted by this power, you gain a +2 bonus to Endurance checks to hold your breath.
Sustain Minor: The effect persists.

Level 3 Encounter Attack Spells

Bubbling Bones, Warlock Attack 3
The crush of the deep sea unexpectedly reverses, your victim becoming disoriented and weak as 'the bends' wracks his body.
Encounter * Arcane, Implement
Standard Action, Ranged 5
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 2d6 + Constitution modifier damage, and the target is weakened until the end of your next turn.
Deep Pact: If the target is cursed by you, the attack deals additional damage equal to your Intelligence modifier.


Siren’s Call, Warlock Attack 3
A beautiful melody leads your hapless foe into a deadly trap.
Encounter * Arcane, Charm, Implement
Standard Action, Ranged 5
Target: One creature
Attack: Constitution vs. Will
Hit: You pull the target 2 squares. Then, the target takes 2d10 + Constitution modifier damage
Deep Pact: You slide the target 2 squares instead.

Level 5 Daily Attack Spells

Deeptow Current, Warlock Attack 5
A vortex of black water sweeps away anyone caught within its icy grasp, especially eager to drown those you've marked for death.
Daily * Arcane, Cold, Implement, Zone
Standard Action, Area burst 2 within 10
Target: Each creature in burst
Attack: Constitution vs. Reflex
Hit: 1d8 + Constitution modifier cold damage, and the target is knocked prone and pulled 1 square towards the burst's origin square.
Miss: Half damage.
Effect: The area creates a zone of swirling undertow until the end of the encounter. Enemies that enter or start their turn within the zone take 1d6 cold damage, and if the enemy has been cursed by you, you may also slide that enemy 1 square.


Horrifying Visage of the Dwellers, Warlock Attack 5
Your illusionary magic gives your foes a brief glimpse of what awaits them beneath the waves.
Daily * Arcane, Fear, Implement, Psychic
Standard Action, Close blast 3
Target: Each enemy in burst
Attack: Constitution vs. Will
Hit: 1d10 + Constitution modifier psychic damage, and the target moves it speed away from you. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks.

Miss: Half damage, and you push the target 3 squares.

Level 6 Utility Spells

Lungless Breath, Warlock Utility 6
It's a simple matter to breathe underwater: you must simply forget that you have lungs, and keep moving so as not to remember.
Daily * Arcane, Polymorph
Standard Action, Personal

Effect: You swim a number of squares up to your speed, and you can breathe underwater until the end of your next turn. You take no penalties to attack rolls while swimming or underwater.
Sustain Move: You swim a number of squares up to your speed. If you move more than one square, the effect persists until the end of your next turn or for 5 minutes after the initial effect.

Shadow of the Shark, Warlock Utility 6
Your allies are remoras beneath your fins, lurking in your wake as you swim ceaselessly in search of prey.
Daily * Arcane
Free Action, Close burst 5
Trigger: You gain concealment from your Shadow Walk class feature
Target: One ally in burst
Effect: The target gains your Shadow Walk’s concealment instead of you. This effect lasts as long as you sustain your Shadow Walk class feature, or until the target is no longer within 5 squares of you.
Deep Pact: If you trigger your Pact Boon while you are granting the target concealment, the target gains the benefit of your Pact Boon instead.

Level 7 Encounter Attack Spells

Searing Vent, Warlock Attack 7
The sulfur and ammonia of an ocean trench’s vent surrounds your foes, the intense heat and choking brimstone creating an undersea hell as painful as the real one.
Encounter * Arcane, Fire, Implement, Necrotic
Standard Action, Area burst 1 within 10
Target: Each creature in burst
Attack: Constitution vs. Fortitude
Hit: 2d6 + Constitution modifier fire and necrotic damage, and all creatures have concealment against the target until the end of your next turn.
Deep Pact: The attack deals extra fire damage equal to your Intelligence modifier.

Tangible Dread, Warlock Attack 7
Paranoia grips your foe, the tiny thoughts you've implanted in their mind distracting them and making them flail wildly at nothing.
Encounter * Arcane, Fear, Implement, Psychic
Standard Action, Ranged
10
Target: One creature
Attack: Constitution vs. Will
Hit: 1d10 + Constitution modifier psychic damage. On the target's next turn, its first action must be a standard action used to attack a square of your choice adjacent to the target.
Deep Pact: If the square is occupied by a creature, the target gains a +2 power bonus to the attack roll.

Level 9 Daily Attack Spells

Endless Fields of Strangleweed, Warlock Attack 9

Floating as if still in the ocean they were conjured from, stalks of strangleweed sway and reach at your command. They pull hardest at those you’ve marked for an early grave.
Daily * Arcane, Implement, Zone
Standard Action, Area burst 2 within 10
Target: Each creature in burst
Attack: Constitution vs. Reflex
Hit: 1d8 + Constitution modifier damage, and the target is slowed until the end of your next turn. If the target is cursed, it is instead slowed (save ends).
Effect: The burst becomes a zone of strangleweed until the end of your next turn. The zone is difficult terrain to your enemies. Whenever a cursed enemy ends its turn within the zone, you may slide it 2 squares.
Sustain Minor: The zone persists, and you can move the zone 1 square.

Deep Dweller’s Gaze, Warlock Attack 9
The baleful eyes of the Deep Dwellers come upon your foe, demanding its servitude. Even if it resists, your own gaze reminds it that the creatures of the abyss are always watching.
Daily * Arcane, Fear, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 2d8 + Constitution modifier psychic damage, and the target is dominated until the end of your next turn.
Miss: Half damage, and the target is not dominated.
Effect: Until the end of the encounter, whenever the target makes an attack while within your line of sight, you may spend an immediate reaction to reduce the triggering attack’s damage by an amount equal to your Intelligence modifier.

Level 10 Utility Spells

Unstable Anatomy, Warlock Utility 10
Your body churns madly like the currents, always unpredictable. An errant attack sends a splash of your corrupted fluids flying.
Encounter * Acid, Arcane, Polymorph
Immediate Reaction, Close burst 5
Trigger: An enemy within the burst deals damage to you with an attack
Effect: One creature within the burst takes acid damage equal to your Constitution modifier.
Deep Pact: The triggering attack’s damage is reduced by an amount equal to one-half your Constitution modifier.

Eyeless Sight, Warlock Utility 10
With a flash everything becomes clear, glassy orbs becoming stark white in contrast to the dark room they survey.
Encounter * Arcane, Polymorph
Minor Action, Close burst 5
Target: You or one ally in burst
Effect: The target gains blindsight out to 10 squares until the end of your next turn. This means the target can clearly see creatures or objects within the range and within line of effect, even if they are invisible or obscured.

Level 13 Encounter Attack Spells

Rumbling Echoes, Warlock Attack 13
An undersea earthquake, or the shifting of some dreadful leviathan? No matter its source, a massive rumbling rattles your enemies.
Encounter * Arcane, Fear, Implement, Thunder
Standard Action, Close burst 3
Target: Each creature in burst
Attack: Constitution vs. Fortitude, or Constitution + 2 vs. Fortitude if the target is adjacent to you
Hit: 1d12 + Constitution modifier thunder damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Deep Pact: The penalty to attack rolls equals your Intelligence modifier.

Pull of the Depths, Warlock Attack 13
Riptides, strangleweed, tentacles; the ocean has so many ways of dragging the unwary to an icy grave.
Encounter * Arcane, Implement
Standard Action, Ranged 10
Target: One, two, or three creatures
Attack: Constitution vs. Reflex
Hit: 1d12 + Constitution modifier damage, or 2d12 + Constitution modifier damage if you target only one creature. In addition, you may slide the target a number of squares equal to your Intelligence modifier.
Deep Pact: On a critical hit, the target is also knocked prone.

Level 15 Daily Attack Spells

Silence of the Black Ocean, Warlock Attack 15
In the darkest corners of the deepest ocean trenches, the only sound is the gurgling of your victim’s last moments.

Daily * Arcane, Implement, Necrotic
Standard Action,
Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit:
5d8 + Constitution modifier necrotic damage, and the target is blinded (save ends), dazed (save ends), and deafened (save ends).
Miss: Half damage, and the target grants combat advantage to your allies (save ends) and all creatures have concealment against the target (save ends).

Carve the Amber Sigil, Warlock Attack 15
The Amber Sigil, carved into the rock of a lonely island by a hand unknown, supposedly brings madness to all who look upon it. Drawing it in the air with your wand, you’re about to find out.
Daily * Arcane, Charm, Implement, Psychic
Standard Action,
Close burst 5
Target: Each creature who can see you in burst
Attack:
Constitution + 2 vs. Will. If the target is an ally, it can choose to automatically be hit by the attack.
Hit: Constitution modifier psychic damage, and the target makes a basic attack with a +2 power bonus to the attack roll as a free action against a target of your choice.
Miss: The target is blinded until the end of your next turn.
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[/FONT]Level 16 Utility Spells

Handless Climb, Warlock Utility 16
Barbed and suckered tentacles sprout from your arms and back, allowing you to stick to any surface.
Encounter * Arcane, Polymorph
Free Action, Personal
Effect: Until the end of your turn, you gain a climb speed equal to your speed + 2. If you end your turn in a square adjacent to a surface you would normally fall from, you can remain in that square until the end of your next turn or until you are forced to move.
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[/FONT]Slippery Slither, Warlock Utility 16
A trail of slick mucus slides you and your slightly disgusted allies to a more advantageous location.
Encounter * Arcane
Move Action, Close burst 1
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[/FONT]Target: You and one or two allies in burst
Effect: You slide the target 2 squares.
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[/FONT]Level 17 Encounter Attack Spells

Angler’s Luring Lights, Warlock Attack 17
Tiny motes of light lead your foes away from each other, each to a hungry waiting mouth.
Encounter * Arcane, Charm, Implement
Standard Action, Area burst 2 within 10
Target: Each enemy in burst
Attack: Constitution vs. Will
Hit: You push the target 2 squares from the origin square of the burst. Then, the target takes 1d10 + Constitution modifier damage.
Deep Pact: You instead push the target a number of squares equal to your Intelligence modifier.
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[/FONT]Full to Bursting, Warlock Attack 17
The eyes bulge and the stomach grows taught, struggling to contain the foul water you’ve pumped into your foe.
Encounter * Arcane, Cold, Implement, Poison
Standard Action, Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 4d4 + Constitution modifier poison damage, and the target is slowed until the end of your next turn.
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[/FONT]Deep Pact: The attack deals an extra 2d4 cold damage.[FONT=&quot]

[/FONT]Level 19 Daily Attack Spells

Pressure of the Sunken, Warlock Attack 19
The incredible crush of the ocean bears down, holding its struggling victims fast.

Daily * Arcane, Cold, Force, Implement
Standard Action,
Ranged 10
Target: One, two, or three creatures
Attack: Constitution vs. Fortitude
Hit:
2d6 + Constitution modifier cold and force damage, and the target is knocked prone and immobilized (save ends). While the target is immobilized, it can’t stand up.

First Failed Saving Throw: Ongoing 5 cold and force damage and immobilized (save ends both).
Miss: Half damage, and the target is knocked prone and can’t stand up until the end of your next turn.

Time and Space Asunder, Warlock Attack 19
The deep dwellers’ twisted awareness of the world suddenly seems sane, and with and outstretched hand you pluck an enemy out of existence.
Daily * Arcane, Implement, Psychic, Teleportation
Standard Action,
Ranged 10
Target: One creature
Attack:
Constitution vs. Will
Hit: The target is removed from play until the end of your next turn.

Aftereffect: The target reappears in the space it last occupied or in the nearest unoccupied space, then takes 4d10 + Constitution modifier psychic damage.
Miss: You teleport the target 3 squares. Then, the target takes 3d10 + Constitution modifier psychic damage


Level 22 Utility Spells

Drifting Lights, Warlock Utility 22
Motes of light float carelessly through the air, sticking to anything they encounter and illuminating them.
Daily * Arcane, Conjuration
Minor Action, Close burst 5
Effect: You conjure five drifting lights in five squares within the burst. The drifting lights use your defenses, and they last until the end of the encounter, they are hit by an attack, or you dismiss them as a free action. The drifting lights cast bright light on adjacent squares and dim light out to five squares, and creatures in the same space or adjacent to a drifting light cannot benefit from concealment or total concealment. As a move action, you can move each of the lights 3 squares.

Deep Pact: While adjacent to a drifting light, you may benefit from the concealment granted by your Shadow Walk class feature.

Spaceless Step, Warlock Utility 22
Your mind having been warped by the deep dwellers, stepping between the cracks of reality comes easy.
Daily * Arcane, Teleport
Minor Action, Personal
Effect: You gain a teleport speed equal to your move speed until the end of the encounter or for 5 minutes. Whenever you teleport at least 1 square in this manner, you gain the benefit of your Shadow Walk class feature.


Level 23 Encounter Attack Spells

Oppressive Darkness, Warlock Attack 23
The darkness of their minds is deeper than anything under the waves.
Encounter * Arcane, Fear, Implement, Psychic
Standard Action, Ranged
10
Target: One, two, or three creatures
Attack: Constitution vs. Will
Hit: 1d12 + Constitution modifier psychic damage, and the target is blinded until the end of your next turn.

Deep Pact: Aftereffect: All creatures have concealment against the target until the end of your next turn.

Sting of the Man-o-war, Warlock Attack 23
Sometimes the frailest creatures of the depths are also the most dangerous, as you prove to your victim with a swarm of cruel jellyfish.
Encounter * Arcane, Implement, Poison
Standard Action, Ranged
10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 3d8 + Constitution modifier poison damage, and the target grants combat advantage until the end of your next turn.

Deep Pact: The target is also knocked prone.

Level 25 Daily Attack Spells

At the Mouth of Madness, Warlock Attack 25
Your target teeters on the edge of insanity, and the strain causes it to begin to act erratically, attacking itself in an attempt to fight away the maddening thoughts.
Daily * Arcane, Charm, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 1d10 + Constitution modifier psychic damage, and the target makes a basic attack against itself with a +2 power bonus to the attack roll.
Sustain Minor: When you sustain this power, you can repeat the attack against the target. If you miss, you can no longer sustain the power.


The Kraken’s Unrelenting Grip, Warlock Attack 25
The thick, barbed tendrils of the Kraken burst forth at your command, holding your foe aloft and screaming. When the beast is finished with its victim, it callously tosses it aside.
Daily * Arcane, Implement, Zone
Standard Action, Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 4d12 + Constitution modifier damage, and the target is held immobilized 20 feet above the ground and takes ongoing 10 damage (save ends both).
Miss: Half damage, and the target is slowed and takes ongoing 5 damage (save ends both).

Aftereffect: You slide the target 2 squares and knock it prone.

Level 27 Encounter Attack Spells

Breath of the Leviathan, Warlock Attack 27
Channeling the breath of the legendary slumbering beast through your own lungs, you unleash a roar of staggering power.
Encounter * Arcane, Cold, Implement, Thunder
Standard Action, Close blast 5

Deep Pact: The power’s range is area burst 2 within 5 squares.
Target: Each creature in burst
Attack: Constitution vs. Fortitude
Hit: 2d12 + Constitution modifier cold and thunder damage, and the target is deafened until the end of your next turn.


Tentacle Burst, Warlock Attack 27
Your flesh gives way to the arms of the deep, reaching and clawing and grasping for life.
Encounter * Arcane, Implement
Standard Action, Close burst 3
Target: Each creature in the burst
Attack: Constitution vs. Reflex
Hit: 2d8 + Constitution modifier damage, or 2d10 + Constitution modifier damage if the target is cursed. In addition, the target is immobilized while it is within 3 squares of you until the end of your next turn.
Deep Pact: You also slide the target 1 square.


Level 29 Daily Attack Spells

At Last Taken by Madness, Warlock Attack 29
Exhausted by the influence of your deep visions, your foe’s mind finally snaps, for a time lashing out at anything and everything in a fit of panic.
Daily * Arcane, Fear, Implement, Psychic, Reliable
Standard Action, Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 5d8 + Constitution modifier psychic damage, and the target is taken by madness (save ends). While taken by madness, the target treats all creatures as enemies, including for the purpose of opportunity attacks, and must make every attack and opportunity attack possible.


Ghosts of the Drowned, Warlock Attack 29
The spirits of those who succumbed to a watery grave flow forth, eager to add another to their grisly ranks.
Daily * Arcane, Cold, Implement, Psychic
Standard Action, Close burst 2
Target: Each enemy in the burst
Attack: Constitution vs. Fortitude
Hit: 2d6 + Constitution modifier cold and psychic damage.

Effect: The burst creates a zone of drowning spirits that lasts until the end your next turn. When you move, the zone moves with you, remaining centered on you. Enemies within the zone are drowning (save ends). While drowning, the target takes ongoing 5 cold and psychic damage.
First Failed Saving Throw: The target takes ongoing 10 cold and psychic damage, even outside of the zone (save ends).
Second Failed Saving Throw: The target takes ongoing 15 cold and psychic damage and falls unconscious, even outside of the zone (save ends both).
Sustain Standard: The zone persists.


Murr

Frog- and fish-like humanoids, mutated from humans by otherworldly forces.

RACIAL TRAITS
[FONT=&quot]
[/FONT]Average Height: 5' 3" - 5'11"
Average Weight: 140 - 205

Ability Scores: +2 Constitution, +2 Dexterity or +2 Intelligence
Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Common
Skill Bonuses: +2 Insight, +2 Intimidate
Group Suspicion: You grant allies within 10 squares of you a +1 racial bonus to Insight checks.
Noxious Spray: You have the noxious spray power.
Slick Skin: You gain a +2 racial bonus to saving throws against the slowed, immobilized, and restrained conditions, as well as checks made to escape a grab.
Strong Lungs: When you make an Endurance check to hold your breath or swim over a long period of time, roll twice and use either result.
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[/FONT]Noxious Spray, Murr Feature
With a horrible noise you dredge up a glob of phlegm, launching the caustic substance at a particularly hated foe.

Encounter * Acid
Minor Action, Close burst 3
Target: One creature in burst
Attack: Strength + 4 vs. Reflex, Constitution + 4 vs. Reflex, or Dexterity + 4 vs. Reflex
Hit: 1d6 + Constitution modifier acid damage, and you push the target 1 square. If the target is adjacent to you, you may push the target 2 squares instead.
Increase to +6 bonus and 2d6 + Constitution modifier acid damage at 11th level, and to +8 bonus and 3d6 + Constitution modifier acid damage at 21st level.
Special: When you create your character, choose Strength, Constitution, or Dexterity as the ability score you use when making attack rolls with this power. This choice remains throughout your character’s life and does not change the power’s other effects.


Once coastal humans, murr have been transformed into their current amphibian forms by unknown corrupting forces. Outcast by society at large, their tenacity and skepticism have allowed them to survive the worst of what the world has to offer and thrive. Though sometimes desperate and cruel, the resolve of the murr in the face of darkness is never to be underestimated.

Play an Murr if you want...


  • to be slippery, savvy, and smart.
  • to be an outsider struggling with prejudice and misconceptions.
  • to have a visible connection to mysterious, alien forces.
  • to be a member of a race that favors the psion, rogue, warlock, and wizard classes.
PHYSICAL QUALITIES

No two murr are exactly alike, but most are a bit squatter and tougher than the humans they once were, their posture slumped and their stance wide. Their skin tends towards blushless shades of brown, tan, and grey, sometimes with tinges of green or blue. A few have their fingers and toes webbed at random, making their hands and feet asymmetrical. If the process hasn't completely robbed the murr of his or her hair, it quickly grays or even turns white. Their most noticeable difference, however, is the face: while their ears have shriveled and their nose has flattened upwards, their eyes have grown, always on the lookout above a widened, frog-like mouth.

Murr most likely begin their transformation sometime in their teens, and that same force keeps them alive surprisingly long: their longevity extends easily to a century, although village pariahs and unlucky sailors rarely live that long. Their flesh, while pliant, is surprisingly difficult to scar or burn, and other than their premature gray hair they stay youthful and spry for much of their lifespan.

PLAYING A MURR

A murr is a humanoid creature with a strange, barely-understood genesis. Some theorize they're remnants of a former seafaring race that intermixed with humans, their traits sometimes manifesting in the children born to parents sharing this forgotten ancestry. Others speculate that they're an altogether new creation, a product of the Far Realm or the Abyss interacting with our world in unexpected ways. Or maybe they're secretly young koa-toa posing as a kidnapped child and can't get the disguise just right. In any case, the discovery of a murr is a cause for much concern in the borderlands and coasts where they're usually found.


Murr communities are rare but real, sometimes created as an entire village is slowly turned, whereas other times a disparate group will band together and found a society of their own. In either case, murr are almost subconsciously drawn to the open sea, and their villages can be found along the ocean and in the slums of coastal cities alike. As individuals, murr tend to be outcasts from society in all but the most cosmopolitan of places; whether from this isolation, or perhaps as a result of the change itself, a community of murr will tend towards insularity and mistrust, viewing outsiders with the same suspicion that they themselves are treated with. A bloc of murr with a grudge is a powerful thing, each member holding their contempt with surprising persistence.

Those who do find themselves on the side of a murr will find them fiercely loyal friends and allies, willing to do anything to repay even the most simple shows of kindness. As the transformation process will often affect only one member of a family, older murr often mentor younger outcasts in place of a true parental figure, teaching them their place in the world. In battle they use their natural toughness and cunning to fight even against impossible odds, and are more than willing to die for the rare few that they trust. Though their appearance and mannerisms may seem strange to the humans they once were, the murr are at their heart a devoted, if distrustful, people.

Murr Characteristics: Stubborn, suspicious, reserved, patient, cunning


Murr Names: Typically their original human name, though some murr take on a new name or title once they’ve fully transformed


Feats

General Feats

Healthy Paranoia
Heroic Tier
Prerequisite:
Murr
Benefit: You gain a +4 bonus to all defenses against attacks by allies and enemies dominated by allies.

Insulting Spray
Heroic Tier
Prerequisite:
Murr, noxious spray racial power
Benefit: Your noxious spray power marks its targets until the end of your next turn, whether the power hits or misses.
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[/FONT]Powerful Spray
Heroic Tier
Prerequisites:
Murr, noxious spray racial power
Effect: The range of your noxious spray power increases by 3. If the target of your noxious spray is within 3 squares, you may push the target 2 squares.

Seaborne Skill
Heroic Tier
Prerequisite: Murr
Benefit: You gain a +2 racial bonus to Athletics checks. In addition, you gain proficiency and a +2 feat bonus to damage rolls with slings and weapons with the heavy thrown property.

Sticky Fingers
Heroic Tier
Prerequisite:
Murr
Effect: You gain a +2 racial bonus to Thievery checks. Whenever you climb, you gain a +2 bonus to speed for the duration of the climb.

Sticky Spray
Heroic Tier
Prerequisite:
Murr, noxious spray racial power
Benefit: Targets hit by your noxious spray power are slowed until the end of your next turn.

Torches and Pitchforks
Heroic Tier
Prerequisite:
Murr
Benefit: You gain a +1 feat bonus to attack and damage rolls with spears and powers with the Fire keyword. The bonus increases to +2 at 15th level and +3 at 25th level.

Touched By Chaos
Heroic Tier
Prerequisite: Murr, natural origin
Benefit: You have been touched by the Abyss, and your origin changes to elemental. In addition, you gain a +1 feat bonus to your Reflex defense and a +2 bonus to saving throws against ongoing damage.

Touched By Madness
Heroic Tier
Prerequisite: Murr, natural origin
Benefit: You have been touched by the Far Realm, and your origin changes to abberant. In addition, you gain a +1 feat bonus to your Will defense and a +5 bonus to saving throws against fear effects.
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[/FONT]Twin Spray
Heroic Tier
Prerequisites:
Murr, noxious spray racial power
Effect: Your noxious spray power targets two creatures within the burst.

Class-Specific Feats

Bottled Anger
Heroic Tier
Prerequisite:
Murr, barbarian
Benefit: Whenever you use a power with the Rage keyword, you can choose to delay the rage’s effects until the end of your next turn. If you do, your first attack after the end of your next turn gains a +2 bonus to the attack and damage rolls.

Increase the bonus to damage rolls +4 at Level 11, and to +6 at Level 21.

Bounce Back
Heroic Tier
Prerequisite:
Murr, fighter
Benefit: Whenever you would be pushed or slid by a creature, you can push the triggering creature 1 square as a free action after the push or slide. In addition, whenever you are knocked prone, you can make a saving throw. If you succeed, you can spend an immediate reaction to stand up.


Brutal Blast
Heroic Tier
Prerequisite:
Murr, warlock, eldritch blast power
Benefit: When you roll damage for your eldritch blast power, reroll any die that displays a 1 or 2 until you have a result of 3 or higher.

Cautious Tactics
Heroic Tier
Prerequisite:
Murr, warlord
Benefit: Whenever you would slide an ally or allow an ally to shift, that ally can slide or shift 1 additional square, as long as the ally doesn’t end the slide or shift adjacent to an enemy.


Consecrated Bioluminescence
Heroic Tier
Prerequisite:
Murr, paladin, noxious spray racial power
Benefit: Your noxious spray power deals radiant damage instead of its normal damage type, and targets hit by it are subject to your divine sanction until the end of your next turn.


Creature of the Mire
Heroic Tier
Prerequisite:
Murr, warden
Benefit: You gain swampwalk. In addition, you gain a +2 bonus to saving throws against poison and acid.

Croaking Word
Heroic Tier
Prerequisite:
Murr, bard, majestic word power
Benefit: When you use your majestic word power on a dying ally, that ally can spend 2 healing surges instead of 1.

Cunning Wrath
Heroic Tier
Prerequisite:
Murr, invoker, Covenant of Wrath class feature
Benefit: When you use your armor of wrath power, you may slide the target instead of pushing it.


Defiant Spray
Heroic Tier
Prerequisite:
Murr, runepriest, Defiant Word class feature, noxious spray racial power
Benefit: Whenever an enemy triggers your Defiant Word class feature, you may use your noxious spray power against the triggering enemy as an immediate reaction.

Frightening Malediction
Heroic Tier
Prerequisite:
Murr, invoker, Covenant of Malediction class feature
Benefit: When you use your maledictor’s doom power, you may push the target whenever you hit with a psychic or thunder attack as well.


Guarded Mind
Heroic Tier
Prerequisite:
Murr, psion
Benefit: Once per encounter, when an enemy makes an attack that targets your Will defense, that enemy takes psychic damage equal to your Constitution modifier. If the attack hits, you may push the triggering enemy 1 square as an immediate reaction.
Increase the psychic damage to Constitution + 5 at Level 11, and to Constitution + 10 at Level 21.
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[/FONT]Heal the Mind
Heroic Tier
Prerequisite:
Murr, cleric, healing word power
Benefit: Targets of your healing word power gain a +2 power bonus to Will until the end of your next turn.

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[/FONT]Inauspicious Spray
Heroic Tier
Prerequisites:
Murr, noxious spray racial power, any arcane class
Effect: Targets hit by your noxious spray power take a -2 penalty to saving throws until the end of your next turn.


Infernal Machines
Heroic Tier
Prerequisite:
Murr or tiefling, artificer
Benefit: You gain a +2 bonus to damage rolls with artificer and artificer paragon path powers.


Leaping Form
Heroic Tier
Prerequisites:
Murr, druid, wild shape power
Effect: While you are in beast form, you gain a +1 bonus to speed and a +5 racial bonus to Athletics checks to jump.


Miring Magic
Heroic Tier
Prerequisites:
Murr, noxious spray racial power, wizard
Effect: Whenever you hit with an wizard attack power with the acid, poison, or psychic keywords, you can expend your noxious spray power to slow one target of the attack until the end of your next turn.

Increase the effect to two targets at Level 11, and to three targets at Level 21.[FONT=&quot]

[/FONT] Mutated Mind
Heroic Tier
Prerequisite:
Murr, any psionic class
Benefit: You gain telepathy 5. (You can communicate with any other creature that has a language and is within line of sight within 5 squares of you; this allows for two-way communication.)

Noxious Arrow
Heroic Tier
Prerequisite:
Murr, seeker, noxious spray racial power
Benefit: The range of your noxious spray power instead becomes ranged weapon, and can be used as a ranged basic attack.

Practiced Leap
Heroic Tier
Prerequisite:
Murr, monk or rogue
Benefit: Whenever a power would allow you to move or shift, you may instead jump an equal number of squares without making an Athletics check. If you choose to jump in place of shifting, you do not provoke opportunity attacks for the duration of the jump.

Primal Mutations
Heroic Tier
Prerequisite:
Murr, any primal class
Benefit: You gain a +2 racial bonus to Athletics and Perception checks, as well as Nature checks to avoid becoming lost in a natural environment.

Pseudonatural Affinity
Heroic Tier
Prerequisites:
Murr, ranger, Beast Mastery class feature
Effect: If you have an origin other than natural, your beast companion gains that origin instead of the natural origin. In addition, your beast companion gains resist psychic 5 + one-half your level.
[FONT=&quot]

[/FONT] Pseudonatural Arcana
Heroic Tier
Prerequisite:
Murr, sorcerer, noxious spray racial power
Benefit: Your noxious spray power gains the Arcane keyword.

Shameful Rebuke
Heroic Tier
Prerequisite:
Murr, invoker, Covenant of Preservation class feature
Benefit: When you hit with an attack against the triggering enemy of your preserver’s rebuke power, that enemy takes a -2 penalty to attack rolls until the end of your next turn.


Spray of Enmity
Heroic Tier
Prerequisite:
Murr, avenger, noxious spray racial power
Benefit: As long as there are no other enemies adjacent to you, you gain the benefit of your oath of enmity with your noxious spray power against your oath of enmity target.

Sticky Shield
Heroic Tier
Prerequisite:
Murr, swordmage, aegis of shielding power
Benefit: Whenever an enemy triggers your aegis of shielding, you may reduce the damage reduction from your aegis by half to slow the target until the end of its next turn.

Stubborn Spirit
Heroic Tier
Prerequisite:
Murr, shaman
Benefit: You gain a +2 feat bonus to the damage threshold to destroy your spirit companion with a melee or ranged attack.


Uplifted by Divinity
Heroic Tier
Prerequisite:
Murr, any divine class, Channel Divinity class feature
Benefit: Once per encounter, when you use a Channel Divinity power, you gain temporary hit points equal to one-half your level + your Constitution modifier.

Wrathful Spray
Heroic Tier
Prerequisite:
Murr, runepriest, Wrathful Hammer class feature, noxious spray racial power
Benefit: Whenever an enemy triggers your Wrathful Hammer class feature, you may use your noxious spray power against the triggering enemy as an immediate reaction.

Paragon Tier Feats

Clinging Spray
Paragon Tier
Prerequisites:
11th level, murr, noxious spray racial power
Effect: Your noxious spray power instead deals ongoing acid damage equal to 5 + your Constitution modifier. Increase the ongoing damage to 8 + your Constitution modifier at Level 21.


Mental Guardian
Paragon Tier
Prerequisite:
11th level, murr, ardent
Benefit:
Whenever you grant a bonus to defenses to your allies, that bonus increases by 1.

Non-Euclidean Push
Paragon Tier
Prerequisites:
11th level, murr, any psionic class
Effect: Whenever you would push a creature, you can instead teleport the target an equal number of squares away from you.

Outcast's Stealth
Paragon Tier
Prerequisites:
11th level, murr, any martial class
Effect: You gain a +2 bonus to Stealth checks made after moving more than 2 squares. This bonus increases to +5 if you're running.

Self-Isolation
Paragon Tier
Prerequisites:
11th leve, murr, ranger
Effect: Whenever you use an attack power that would allow you to move or shift after the attack, you may instead push one target of the attack one-half the number of squares you would have moved or shifted (minimum 1).

Vengeful Mind
Paragon Tier
Prerequisite:
11th level, murr, battlemind, mind spike power
Benefit: Your mind spike power deals additional damage equal to your Constitution modifier.
 
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I know I've tried and failed at making RPG stuff, both for 4e and my own games. Yet we still keep trying...Good luck!
 

It's updated! Two days down, twenty-eight left to go!

Current plans for the Deep Pact have them focusing on:

  • Illusions and maddening visions
  • Tentacles and slime
  • Suffocation and deafness
  • Painfully loud or alluring sound
  • Extremely cold or crushing water
What would you guys like to see? What would make the Deep Pact, to you, worthy of Cthulhu himself?
 

These in general are all quite fine; much better than a lot of homebrew stuff that gets posted here.

The at-will is confusing and perhaps needlessly complicated; I'd suggest just having it be a slide 1. Also, it should almost certainly have the Fear keyword (probably in place of Charm). For a more flavorful effect, might I suggest something along the lines of "the target considers no creature to be an ally until the end of your next turn"? (Mechanically, it would deprive enemies of flanking and obviously effect enemy leader powers. Of course, it could easily get even more confusing than the current effect.)

Sound Pulse is a decent power; my only complaint is that it's kind of bland. Deafened is mostly a flavor condition, unless you're trying to make Stealth checks (since its only significant effect is -10 to Perception).

The Murr is, similarly, a bit bland, mechanically speaking. It reminds me of a MM race. Strong Lungs is great, but mostly flavor, which means the race doesn't even really have any racial features. (Of course, big props for a Con/Int race. And that the race is crazy fish people. Koa-toa?) I'm curious as to why they have an Insight bonus--aren't they crazy?

All-in-all, I'd say this is a very good start. :) Often it's better to start conservative--to make things that are too *weak*--and add on; most people doing homebrew start out with things far too strong and have to strip away, which is usually harder.

I hope to see Summon Old One as a Level 29 Daily. ;)
 
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Deep Visions, Warlock Attack 1

The world swims in and out of focus for your foe, terrifying visions turning nearby creatures into the horrible monsters of the deep.
At-Will * Arcane, Charm, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 1d8 + Constitution modifier psychic damage, and you slide the target 1 square away from the creature closest to it.
Increase damage to 2d8 + Constitution modifier psychic damage at 21st level.

I like this, but might I suggest changing the slide effect? As it is, it's unclear what happens if two creatures are equidistant from the target. How about:

Hit: 1d8 + Constitution modifier psychic damage, and you slide the target 1 square to a space not adjacent to any creature. If this is impossible, the target instead grants combat advantage until the end of its next turn.
Increase damage to 2d8 + Constitution modifier psychic damage at 21st level.
 

I like this, but might I suggest changing the slide effect? As it is, it's unclear what happens if two creatures are equidistant from the target.
The at-will is confusing and perhaps needlessly complicated; I'd suggest just having it be a slide 1. Also, it should almost certainly have the Fear keyword (probably in place of Charm).
It's no more difficult or complicated than a Ranger determining which creature is closest in order to use Hunter's Quarry. However, the Fear keyword was an oversight; I'll change it right away.

Sound Pulse is a decent power; my only complaint is that it's kind of bland. Deafened is mostly a flavor condition, unless you're trying to make Stealth checks (since its only significant effect is -10 to Perception).
The real draw of Sound Pulse is the 2d12 + Con damage; deafened is just a bonus, albeit a thematically appropriate one. Do you think the damage is too low? Maybe I should bump it to 2d12 + Con with an extra +Int if you have the Deep Pact, or a base 3d4 or 3d6.

The Murr is, similarly, a bit bland, mechanically speaking. It reminds me of a MM race. Strong Lungs is great, but mostly flavor, which means the race doesn't even really have any racial features. (Of course, big props for a Con/Int race. And that the race is crazy fish people. Koa-toa?) I'm curious as to why they have an Insight bonus--aren't they crazy?
They're not crazy, they're just outsiders. They're fantastic fishermen but are run out of villages for being "cursed", they're perfect sailors but "unlucky" and constantly being thrown out. The murr are mutated outcasts in a way that tieflings aren't; rather than blustering royal superiority, the life of a murr is one of constant paranoia lest they be discovered for what they are.

Also, keep in mind that both the pact and the race are updated works-in-progress with a lot of holes. I've already added their slick skin ability, and I have at least one more class feature in mind in addition to their racial power before I'm done. I guess all I can say is "stay tuned".

[...] and you slide the target 1 square to a space not adjacent to any creature. If this is impossible, the target instead grants combat advantage until the end of its next turn.
For a more flavorful effect, might I suggest something along the lines of "the target considers no creature to be an ally until the end of your next turn"? (Mechanically, it would deprive enemies of flanking and obviously effect enemy leader powers. Of course, it could easily get even more confusing than the current effect.)
These are both fantastic status effects for future powers. Thank you!
 

The real draw of Sound Pulse is the 2d12 + Con damage; deafened is just a bonus, albeit a thematically appropriate one. Do you think the damage is too low? Maybe I should bump it to 2d12 + Con with an extra +Int if you have the Deep Pact, or a base 3d4 or 3d6.

Sorry I wasn't clear, I think the power level is just fine. I don't have compendium access right now but I believe 2d12 is pretty good damage for a level 1 striker encounter (especially warlocks, who aren't very good strikers in the firstplace). :)

They're not crazy, they're just outsiders. They're fantastic fishermen but are run out of villages for being "cursed", they're perfect sailors but "unlucky" and constantly being thrown out. The murr are mutated outcasts in a way that tieflings aren't; rather than blustering royal superiority, the life of a murr is one of constant paranoia lest they be discovered for what they are.

Also, keep in mind that both the pact and the race are updated works-in-progress with a lot of holes. I've already added their slick skin ability, and I have at least one more class feature in mind in addition to their racial power before I'm done. I guess all I can say is "stay tuned".

Ah, I'm beginning to understand better now. It sounds good. And as I said, adding on is always easier than taking away, so good for you. I'm looking forward to seeing what's coming.
 

Like a fire hose that's been clamped shut, I'm back and ready to unleash a ton of new options for my race and pact!

Gloom of the Deep: You have the Gloom of the Deep pact boon. The death of a cursed foe causes your shadow to bubble and grow, making you as dark as the sunless ocean trenches your patrons inhabit.

When an enemy under your Warlock’s Curse is reduced to 0 hit points or fewer, you gain concealment until the end of your next turn. If you also have the concealment granted by your shadow walk class feature, you gain combat advantage against each enemy you have concealment against.

Level 2 Utility Spells


Finless Dive
, Warlock Utility 2
Your limbs stretch with sickening cracking noises and growths of skin web your fingers and toes. Suddenly, the depths of the ocean seem like home.
Daily
* Arcane
Standard Action,
Personal
Effect:
You gain a swim speed equal to your speed + 2 until the end of your next turn. In addition, while you have the swim speed granted by this power, you gain a +2 bonus to Endurance checks to hold your breath.
Sustain Minor:
The effect persists.

Level 3 Encounter Attack Spells


Bubbling Bones
, Warlock Attack 3
The crush of the deep sea unexpectedly reverses, your victim becoming disoriented and weak as 'the bends' wracks his body.
Encounter
* Arcane, Implement
Standard Action,
Ranged 5
Target:
One creature
Attack:
Constitution vs. Fortitude
Hit:
2d6 + Constitution modifier damage, and the target is weakened until the end of your next turn.
Deep Pact:
If the target is cursed by you, the attack deals additional damage equal to your Intelligence modifier.

Level 5 Daily Attack Spells


Deeptow Current
, Warlock Attack 5
A vortex of black water sweeps away anyone caught within its icy grasp, especially eager to drown those you've marked for death.
Daily
* Arcane, Cold, Implement, Zone
Standard Action,
Area burst 2 within 10
Target:
Each creature in burst
Attack:
Constitution vs. Reflex
Hit:
1d10 + Constitution modifier cold damage, and the target is knocked prone and pulled 1 square towards the burst's origin square.
Miss:
Half damage.
Effect:
The area creates a zone of swirling undertow until the end of the encounter. Enemies that enter or start their turn within the zone take 1d6 cold damage, and if the enemy has been cursed by you, you may also slide that enemy 1 square.


Murr

Languages:
Common
Noxious Spray:
You have the noxious spray power.
Group Suspicion:
You grant allies within 10 squares of you a +1 racial bonus to Insight checks.
Slick Skin:
You gain a +2 racial bonus to saving throws against the slowed, immobilized, and restrained conditions, as well as checks made to escape a grab.

Noxious Spray
, Murr Feature
With a horrible noise you dredge up a glob of phlegm, launching the caustic substace at a particularly hated foe.

Encounter * Acid
Standard Action,
Close burst 3
Target:
One creature in burst
Attack:
Strength + 4 vs. Reflex, Constitution + 4 vs. Reflex, or Dexterity + 4 vs. Reflex
Hit:
1d6 + Constitution modifier acid damage. If the target is adjacent to you, you may also push the target 1 square.
Increase to +6 bonus and 2d6 + Constitution modifier acid damage at 11th level, and to +8 bonus and 3d6 + Constitution modifier acid damage at 21st level.
Special:
When you create your character, choose Strength, Constitution, or Dexterity as the ability score you use when making attack rolls with this power. This choice remains throughout your character’s life and does not change the power’s other effects.


Seaborne Skill

Heroic Tier

Prerequisite:
Murr
Benefit:
You gain a +2 racial bonus to Athletics checks. In addition, you gain proficiency and a +2 feat bonus to damage rolls with slings and weapons with the heavy thrown property.

Touched By Chaos

Heroic Tier

Prerequisite:
Murr
Benefit:
You have been touched by the Abyss, so you are considered an elemental creature for the purpose of effects that relate to creature origin. In addition, you gain a +1 feat bonus to your Reflex defense and a +2 bonus to saving throws against ongoing damage.
Special
: You cannot select this feat if you have the Touched By Madness feat.

Touched By Madness

Heroic Tier

Prerequisite:
Murr
Benefit:
You have been touched by the Far Realm, so you are considered an abberant creature for the purpose of effects that relate to creature origin. In addition, you gain a +1 feat bonus to your Will defense and a +2 bonus to saving throws against fear effects.
Special
: You cannot select this feat if you have the Touched by Chaos feat.
 
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Muur paragon path.

Are they likely to get a paragon path that makes them aquatic creatures?

Or high level feats for this purpose?

An epic destiny which makes them "immortal Deep Ones" would also make sense.
 


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