The Deep Project: Deep Pact Warlocks and the Murr

OK! As punishment for my sloth and irresponsibility, I've upped the timetable to two items per day. That'll teach me!


Deep Pact Level 6 Utility Power: Lungless Breath

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

Deep Pact Level 7 Encounter Power: Tangible Dread

Tangible Dread, Warlock Attack 7
Paranoia grips your foe, the tiny thoughts you've implanted in his mind distracting him and making him 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.


Murr

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.

Practiced Leap
Heroic Tier
Prerequisite:
Murr, 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.

Sticky Spray
Heroic Tier
Prerequisite:
Murr, noxious spray racial power
Benefit: Your noxious spray power slows its targets until the end of your next turn.
 
Last edited:

log in or register to remove this ad

I raise my glass to you!! Creating classes is daunting. I should know. I've got 5 full classes written up, each with 4 paragon paths to go with them. And scads more paragon paths. And 8 races. <shakes head>

My intent was to publish, but I've more or less decided I'd never earn anything respectable for it. And now, even considering to use the material seems a bit worrisome because of the awesomeness that is the Character Builder. Yeah, you can play without it, but... (a topic best left out of this thread)

Anyway, my rambling aside, I will try to provide you some meaningful feedback when I get the time.

And maybe I'll take a cue from you and just share up what I've built just because I can.
 


Just one question for you at the moment: Do you have any intention of this class being used by races other than the murr?
Of course! Anyone can harness the (literally) Lovecraftian horrors of the deep. It's just that Murr are perfect for it, what with their creepy, vague backstory and all.

Murr

Guarded Mind
Heroic Tier
Prerequisite:
Murr, psion
Benefit: Whenever 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 10 at Level 11, and to 15 at Level 21.

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

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.

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.
 

Poor EnWorld Deep Pact thread; I've neglected you for too long. Options dump!

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.

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.

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
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.

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 weakened until the end of your next turn.
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.

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 scores a critical hit against you
Effect: The attack becomes a normal hit, and 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.

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, Implement, Thunder
Standard Action, Close burst 3
Target: Each creature in burst
Attack: Constitution vs. Fortitude, or Constitituion + 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 or two creatures
Attack: Constitution vs. Reflex
Hit: 1d6 + Constitution modifier damage, and you may slide the target a number of squares equal to your Intelligence modifier. On a critical hit, the target is also knocked prone.
Deep Pact: The attack deals extra cold damage equal to your Intelligence modifier.
 
Last edited:

Just a few ideas for Murr class/race combinations: the psionic one was obvious. The Ranger and Rogue? Not so obvious, but presents interesting possibilities.


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

Sticky Fingers
Heroic Tier
Prerequisites:
Murr
Effect: You gain a +2 bonus to Thievery checks. Whenever you have a climb speed, it increases by 2 squares.

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

Classes. Busy. Needs more MADNESS AND DEATH AND SUFFOCATION.

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:
3d8 + 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.
 

9/2/10 to 9/2/11. It's been exactly one year since I've last updated this. It seems like a lifetime ago.

Let's get this party started again.


Level 16 Utility Spells


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
Target
: You and one or two allies in burst
Effect: You slide the target 2 squares.

Tentacle Cling, 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 you are forced to move.


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, 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.

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, 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.
Deep Pact:
The attack deals an extra 2d4 cold damage.
 
Last edited:

Another day, another way to spit horrible phlegm at people. People like horrible phlegm, right?

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.

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.

Twin Spray
Heroic Tier
Prerequisites:
Murr, noxious spray racial power
Effect: Your noxious spray power targets two creatures within the burst.
 

9/4: Before I go any further, I figure I should fill in some options for the previous levels first.

Whipping Tentacles, Warlock Attack 1
Disgusting suckered tentacles rise from a portal you’ve summoned, pulling and grasping for a meal.
Encounter * Arcane, Implement, Thunder
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.

Deep Pact: You instead slide the target 1 square.

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, Necrotic
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 one-half 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.


9/5: An early update today; not even Labor Day can squash me now!

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.


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.

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.

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.


9/6: In addition to the two new warlock powers, I've updated the murr's racial fluff and instituted a dramatic change: +2 to Dex or Int, keeping the race in line with the new rules! Finally, your dreams of a murr rogue (murrogue) can be satisfied.

Murr

Ability Scores
: +2 Constitution, +2 Dexterity or +2 Intelligence

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


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, or 4d6 + Constitution modifier cold and force damage if you target only one creature. In addition, 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.


9/7:
Just a couple of new Utilities today, including one that I'm really unsure of. Should Drifting Lights be available earlier in the build, as it's not powerful enough? Maybe to make it worthy of a Level 22 spell it should also reveal invisible creatures? Give me some feedback.

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.


9/8: I've decided to condense a week's worth of warlock and murr into one post each, so that I'm not cluttering up the board.


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.


9/9: Still waiting for a mod to clean up this thread, but I guess I can just use the following posts for more powers and options when I write them. Speaking of...

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.

Clinging Spray
Paragon Tier
Prerequisites:
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.


9/10: Skipping ahead a bit, mostly because inspiration has yet to strike for the other Level 25 power.

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.
 
Last edited:

Remove ads

Top