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The Deep Project: Deep Pact Warlocks and the Murr
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<blockquote data-quote="Dire Human" data-source="post: 5229451" data-attributes="member: 57504"><p>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.</p><p> </p><p>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.</p><p> </p><p>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.</p><p></p><p><span style="font-family: 'Verdana'">Here's how they stand, as of September 14, 2011:<span style="color: white"></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white"></span></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><span style="font-size: 18px"><strong><span style="font-family: 'Verdana'">Deep Pact</span></strong></span>[FONT=&quot]</p><p></p><p>[/FONT]<strong><span style="font-family: 'Verdana'">Deep Visions:</span></strong><span style="font-family: 'Verdana'"> You know the deep visions spell.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Gloom of the Deep:</strong> 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.</span></p><p><span style="font-family: 'Verdana'">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.</span>[FONT=&quot]</p><p></p><p>[/FONT]<span style="font-size: 15px"><strong><span style="font-family: 'Verdana'">Level 1 At-Will Attack Spells</span></strong></span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><strong><span style="color: seagreen"><span style="font-family: 'Verdana'"></span></span></strong></p><p><strong><span style="color: seagreen"><span style="font-family: 'Verdana'">Deep Visions, Warlock Attack 1</span></span></strong><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><em>The world swims in and out of focus for your foe, terrifying visions turning nearby creatures into the horrible monsters of the deep.</em></span></p><p><span style="font-family: 'Verdana'"><strong>At-Will * Arcane, Fear, Implement, Psychic</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action</strong>, <strong>Ranged</strong> 10</span></p><p><span style="font-family: 'Verdana'"><strong>Target:</strong> One creature</span></p><p><span style="font-family: 'Verdana'"><strong>Attack:</strong> Constitution vs. Will</span></p><p><span style="font-family: 'Verdana'"><strong>Hit:</strong> 1d8 + Constitution modifier psychic damage, and you slide the target 1 square away from the creature closest to it.</span></p><p><span style="font-family: 'Verdana'">Increase damage to 2d8 + Constitution modifier psychic damage at 21st level. </span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><span style="font-size: 15px"><strong><span style="font-family: 'Verdana'">Level 1 Encounter Attack Spells</span></strong></span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: red">Sound Pulse, Warlock Attack 1</span></strong></span></p><p><span style="font-family: 'Verdana'"><em>Like the triumphant call of some enormous aquatic beast, a focused blast of sound sends its target reeling.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Encounter * Arcane, Implement, Thunder</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action</strong>, <strong>Ranged</strong> 5</span></p><p><span style="font-family: 'Verdana'"><strong>Target:</strong> One creature</span></p><p><span style="font-family: 'Verdana'"><strong>Attack:</strong> Constitution vs. Fortitude</span></p><p><span style="font-family: 'Verdana'"><strong>Hit:</strong> 2d10 + Constitution modifier thunder damage, and the target is deafened until the end of your next turn.</span>[FONT=&quot]</p><p></p><p>[/FONT]<strong><span style="color: red"><span style="font-family: 'Verdana'">Whipping Tentacles, Warlock Attack 1 </span></span></strong><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><em>Disgusting suckered tentacles rise from a portal you’ve summoned, pulling and grasping for a meal.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Encounter * Arcane, Implement</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action</strong>, <strong>Area</strong> burst 2 within 10</span></p><p><span style="font-family: 'Verdana'"><strong>Target:</strong> Each creature in burst</span></p><p><span style="font-family: 'Verdana'"><strong>Attack:</strong> Constitution vs. Reflex</span></p><p><span style="font-family: 'Verdana'"><strong>Hit:</strong> 1d6 + Constitution modifier damage, and you pull the target 1 square towards the origin square of the burst.</span>[FONT=&quot]</p><p>[/FONT]<strong><span style="font-family: 'Verdana'">Deep Pact:</span></strong><span style="font-family: 'Verdana'"> You instead slide the target 1 square.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><span style="font-size: 15px"><strong><span style="font-family: 'Verdana'">Level 1 Daily Attack Spells</span></strong></span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: gray">Airless Suffering, Warlock Attack 1</span></strong></span></p><p><span style="font-family: 'Verdana'"><em>Your foe's eyes bulge as he struggles and collapses; you've filled his lungs with foul water, leaving him to suffocate.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Daily * Arcane, Implement, Necrotic</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action</strong>, <strong>Ranged</strong> 5</span></p><p><span style="font-family: 'Verdana'"><strong>Target:</strong> One creature</span></p><p><span style="font-family: 'Verdana'"><strong>Attack:</strong> Constitution vs. Fortitude</span></p><p><span style="font-family: 'Verdana'"><strong>Hit:</strong> 2d6 + Constitution modifier necrotic damage.</span></p><p><span style="font-family: 'Verdana'"><strong>Miss:</strong> Half damage.</span></p><p><span style="font-family: 'Verdana'"><strong>Effect:</strong> Ongoing 5 damage (save ends).</span></p><p> <strong><span style="font-family: 'Verdana'">First Failed Saving Throw: </span></strong><span style="font-family: 'Verdana'">The target falls prone and takes ongoing 5 damage (save ends).</span></p><p> <strong><span style="font-family: 'Verdana'">Second Failed Saving Throw:</span></strong><span style="font-family: 'Verdana'"> The target falls unconscious and takes ongoing 5 damage (save ends both).</span>[FONT=&quot]</p><p></p><p>[/FONT]<strong><span style="color: gray"><span style="font-family: 'Verdana'">A Thousand Tiny Whispers, Warlock Attack 1</span></span></strong><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><em>Chattering dark mouths create a quiet cacophony, driving those with the time to listen slowly mad.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Daily * Arcane, Implement, Psychic</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action</strong>, <strong>Ranged</strong> 10</span></p><p><span style="font-family: 'Verdana'"><strong>Target:</strong> One creature</span></p><p><span style="font-family: 'Verdana'"><strong>Attack:</strong> Constitution vs. Will</span></p><p><span style="font-family: 'Verdana'"><strong>Hit:</strong> 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.</span></p><p><span style="font-family: 'Verdana'"><strong>Miss:</strong> Half damage, and one creature within 5 squares of the target is plagued by whispers until the end of your next turn.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><span style="font-size: 15px"><strong><span style="font-family: 'Verdana'">Level 2 Utility Spells</span></strong></span><span style="color: white"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'"></span></span><strong><span style="color: red"><span style="font-family: 'Verdana'">Colors of the Deep, Warlock Utility 2</span></span></strong><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><em>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.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Encounter * Arcane, Polymorph</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Minor Action, Personal</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Effect:</strong> 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.</span></p><p><span style="font-family: 'Verdana'"><span style="color: white"></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white"></span><strong><span style="color: gray">Finless Dive, Warlock Utility 2</span></strong><span style="color: white"></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white"></span><em>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.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Daily * Arcane, Polymorph</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action</strong>, <strong>Personal</strong> </span></p><p><span style="font-family: 'Verdana'"><strong>Effect:</strong> 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.</span></p><p><span style="font-family: 'Verdana'"><strong>Sustain Minor:</strong> The effect persists.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><span style="font-size: 15px"><strong><span style="font-family: 'Verdana'">Level 3 Encounter Attack Spells</span></strong></span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><span style="color: white"></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white"></span><strong><span style="color: red">Bubbling Bones, Warlock Attack 3</span></strong><span style="color: white"></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white"></span><em>The crush of the deep sea unexpectedly reverses, your victim becoming disoriented and weak as 'the bends' wracks his body.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Encounter * Arcane, Implement </strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action</strong>, <strong>Ranged</strong> 5</span></p><p><span style="font-family: 'Verdana'"><strong>Target:</strong> One creature</span></p><p><span style="font-family: 'Verdana'"><strong>Attack:</strong> Constitution vs. Fortitude</span></p><p><span style="font-family: 'Verdana'"><strong>Hit:</strong> 2d6 + Constitution modifier damage, and the target is weakened until the end of your next turn.</span></p><p><span style="font-family: 'Verdana'"><strong>Deep Pact:</strong> If the target is cursed by you, the attack deals additional damage equal to your Intelligence modifier.</span></p><p> </p><p> <strong><span style="color: red"><span style="font-family: 'Verdana'">Siren’s Call, Warlock Attack 3</span></span></strong><span style="color: white"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'"></span></span><em><span style="font-family: 'Verdana'">A beautiful melody leads your hapless foe into a deadly trap.</span></em><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Encounter * Arcane, Charm, Implement </strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action</strong>, <strong>Ranged</strong> 5</span></p><p><span style="font-family: 'Verdana'"><strong>Target:</strong> One creature</span></p><p><span style="font-family: 'Verdana'"><strong>Attack:</strong> Constitution vs. Will</span></p><p><span style="font-family: 'Verdana'"><strong>Hit:</strong> You pull the target 2 squares. Then, the target takes 2d10 + Constitution modifier damage</span></p><p><span style="font-family: 'Verdana'"><strong>Deep Pact:</strong> You slide the target 2 squares instead.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><span style="font-size: 15px"><strong><span style="font-family: 'Verdana'">Level 5 Daily Attack Spells</span></strong></span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><span style="color: white"></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white"></span><strong><span style="color: gray">Deeptow Current, Warlock Attack 5</span></strong><span style="color: white"></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white"></span><em>A vortex of black water sweeps away anyone caught within its icy grasp, especially eager to drown those you've marked for death.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Daily * Arcane, Cold, Implement, Zone</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action</strong>, <strong>Area</strong> burst 2 within 10</span></p><p><span style="font-family: 'Verdana'"><strong>Target:</strong> Each creature in burst</span></p><p><span style="font-family: 'Verdana'"><strong>Attack:</strong> Constitution vs. Reflex</span></p><p><span style="font-family: 'Verdana'"><strong>Hit:</strong> 1d8 + Constitution modifier cold damage, and the target is knocked prone and pulled 1 square towards the burst's origin square.</span></p><p><span style="font-family: 'Verdana'"><strong>Miss:</strong> Half damage.</span></p><p><span style="font-family: 'Verdana'"><strong>Effect:</strong> 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.</span></p><p> </p><p> <strong><span style="color: gray"><span style="font-family: 'Verdana'">Horrifying Visage of the Dwellers, Warlock Attack 5</span></span></strong><span style="color: white"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: white"><span style="font-family: 'Verdana'"></span></span><em><span style="font-family: 'Verdana'">Your illusionary magic gives your foes a brief glimpse of what awaits them beneath the waves.</span></em><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Daily * Arcane, Fear, Implement, Psychic</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action</strong>, <strong>Close</strong> blast 3</span></p><p><span style="font-family: 'Verdana'"><strong>Target:</strong> Each enemy in burst</span></p><p><span style="font-family: 'Verdana'"><strong>Attack:</strong> Constitution vs. Will</span></p><p><span style="font-family: 'Verdana'"><strong>Hit:</strong> 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.</span></p><p> <strong><span style="font-family: 'Verdana'">Miss:</span></strong><span style="font-family: 'Verdana'"> Half damage, and you push the target 3 squares.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><span style="font-size: 15px"><strong><span style="font-family: 'Verdana'">Level 6 Utility Spells</span></strong></span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: gray">Lungless Breath, Warlock Utility 6</span></strong></span></p><p><span style="font-family: 'Verdana'"><em>It's a simple matter to breathe underwater: you must simply forget that you have lungs, and keep moving so as not to remember. </em></span></p><p><span style="font-family: 'Verdana'"><strong>Daily * Arcane, Polymorph</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action, Personal</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Effect: </strong>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.</span></p><p><span style="font-family: 'Verdana'"><strong>Sustain Move: </strong>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.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: dimgray">Shadow of the Shark, Warlock Utility 6</span></strong></span></p><p><span style="font-family: 'Verdana'"><em>Your allies are remoras beneath your fins, lurking in your wake as you swim ceaselessly in search of prey.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Daily * Arcane</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Free Action, Close</strong> burst 5 </span></p><p><span style="font-family: 'Verdana'"><strong>Trigger:</strong> You gain concealment from your Shadow Walk class feature</span></p><p><span style="font-family: 'Verdana'"><strong>Target:</strong> One ally in burst</span></p><p><span style="font-family: 'Verdana'"><strong>Effect:</strong> 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.</span></p><p><span style="font-family: 'Verdana'"><strong>Deep Pact:</strong> If you trigger your Pact Boon while you are granting the target concealment, the target gains the benefit of your Pact Boon instead.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><span style="font-size: 15px"><strong><span style="font-family: 'Verdana'">Level 7 Encounter Attack Spells</span></strong></span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: red">Searing Vent, Warlock Attack 7</span></strong></span></p><p><span style="font-family: 'Verdana'"><em>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.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Encounter * Arcane, Fire, Implement, Necrotic</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action, Area</strong> burst 1 within 10</span></p><p><span style="font-family: 'Verdana'"><strong>Target:</strong> Each creature in burst</span></p><p><span style="font-family: 'Verdana'"><strong>Attack:</strong> Constitution vs. Fortitude</span></p><p><span style="font-family: 'Verdana'"><strong>Hit:</strong> 2d6 + Constitution modifier fire and necrotic damage, and all creatures have concealment against the target until the end of your next turn.</span></p><p><span style="font-family: 'Verdana'"><strong>Deep Pact:</strong> The attack deals extra fire damage equal to your Intelligence modifier.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: red">Tangible Dread, Warlock Attack 7</span></strong></span></p><p><span style="font-family: 'Verdana'"><em>Paranoia grips your foe, the tiny thoughts you've implanted in their mind distracting them and making them flail wildly at nothing.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Encounter * Arcane, Fear, Implement, Psychic</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action, Ranged </strong>10</span></p><p><span style="font-family: 'Verdana'"><strong>Target: </strong>One creature</span></p><p><span style="font-family: 'Verdana'"><strong>Attack: </strong>Constitution vs. Will</span></p><p><span style="font-family: 'Verdana'"><strong>Hit: </strong>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.</span></p><p><span style="font-family: 'Verdana'"><strong>Deep Pact: </strong>If the square is occupied by a creature, the target gains a +2 power bonus to the attack roll.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><span style="font-size: 15px"><strong><span style="font-family: 'Verdana'">Level 9 Daily Attack Spells</span></strong></span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: dimgray"></span></strong></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: dimgray">Endless Fields of Strangleweed, Warlock Attack 9</span></strong></span></p><p><span style="font-family: 'Verdana'"><em>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.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Daily * Arcane, Implement, Zone</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action, Area</strong> burst 2 within 10</span></p><p><span style="font-family: 'Verdana'"><strong>Target:</strong> Each creature in burst</span></p><p><span style="font-family: 'Verdana'"><strong>Attack:</strong> Constitution vs. Reflex</span></p><p><span style="font-family: 'Verdana'"><strong>Hit:</strong> 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).</span></p><p><span style="font-family: 'Verdana'"><strong>Effect:</strong> 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.</span></p><p><span style="font-family: 'Verdana'"><strong>Sustain Minor:</strong> The zone persists, and you can move the zone 1 square.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: dimgray">Deep Dweller’s Gaze, Warlock Attack 9</span></strong></span></p><p><span style="font-family: 'Verdana'"><em>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.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Daily * Arcane, Fear, Implement, Psychic</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action, Ranged</strong> 10</span></p><p><span style="font-family: 'Verdana'"><strong>Target:</strong> One creature</span></p><p><span style="font-family: 'Verdana'"><strong>Attack:</strong> Constitution vs. Will</span></p><p><span style="font-family: 'Verdana'"><strong>Hit:</strong> 2d8 + Constitution modifier psychic damage, and the target is dominated until the end of your next turn.</span></p><p><span style="font-family: 'Verdana'"><strong>Miss:</strong> Half damage, and the target is not dominated.</span></p><p><span style="font-family: 'Verdana'"><strong>Effect:</strong> 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.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><span style="font-size: 15px"><strong><span style="font-family: 'Verdana'">Level 10 Utility Spells</span></strong></span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: red">Unstable Anatomy, Warlock Utility 10</span></strong></span></p><p><span style="font-family: 'Verdana'"><em>Your body churns madly like the currents, always unpredictable. An errant attack sends a splash of your corrupted fluids flying.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Encounter * Acid, Arcane, Polymorph</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Immediate Reaction, Close</strong> burst 5 </span></p><p><span style="font-family: 'Verdana'"><strong>Trigger:</strong> An enemy within the burst deals damage to you with an attack</span></p><p><span style="font-family: 'Verdana'"><strong>Effect:</strong> One creature within the burst takes acid damage equal to your Constitution modifier.</span></p><p><span style="font-family: 'Verdana'"><strong>Deep Pact:</strong> The triggering attack’s damage is reduced by an amount equal to one-half your Constitution modifier.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: red">Eyeless Sight, Warlock Utility 10</span></strong></span></p><p><span style="font-family: 'Verdana'"><em>With a flash everything becomes clear, glassy orbs becoming stark white in contrast to the dark room they survey.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Encounter * Arcane, Polymorph</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Minor Action, Close</strong> burst 5 </span></p><p><span style="font-family: 'Verdana'"><strong>Target:</strong> You or one ally in burst</span></p><p><span style="font-family: 'Verdana'"><strong>Effect:</strong> 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.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><span style="font-size: 15px"><strong><span style="font-family: 'Verdana'">Level 13 Encounter Attack Spells</span></strong></span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: red">Rumbling Echoes, Warlock Attack 13</span></strong></span></p><p><span style="font-family: 'Verdana'"><em>An undersea earthquake, or the shifting of some dreadful leviathan? No matter its source, a massive rumbling rattles your enemies.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Encounter * Arcane, Fear, Implement, Thunder</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action, Close</strong> burst 3</span></p><p><span style="font-family: 'Verdana'"><strong>Target:</strong> Each creature in burst</span></p><p><span style="font-family: 'Verdana'"><strong>Attack:</strong> Constitution vs. Fortitude, or Constitution + 2 vs. Fortitude if the target is adjacent to you</span></p><p><span style="font-family: 'Verdana'"><strong>Hit:</strong> 1d12 + Constitution modifier thunder damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.</span></p><p><span style="font-family: 'Verdana'"><strong>Deep Pact:</strong> The penalty to attack rolls equals your Intelligence modifier.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: red">Pull of the Depths, Warlock Attack 13</span></strong></span></p><p><span style="font-family: 'Verdana'"><em>Riptides, strangleweed, tentacles; the ocean has so many ways of dragging the unwary to an icy grave.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Encounter * Arcane, Implement</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action, Ranged</strong> 10</span></p><p><span style="font-family: 'Verdana'"><strong>Target:</strong> One, two, or three creatures</span></p><p><span style="font-family: 'Verdana'"><strong>Attack:</strong> Constitution vs. Reflex</span></p><p><span style="font-family: 'Verdana'"><strong>Hit:</strong> 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.</span></p><p><span style="font-family: 'Verdana'"><strong>Deep Pact:</strong> On a critical hit, the target is also knocked prone.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><span style="font-size: 15px"><strong><span style="font-family: 'Verdana'">Level 15 Daily Attack Spells</span></strong></span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: dimgray">Silence of the Black Ocean, Warlock Attack 15</span></strong><em></em></span></p><p><span style="font-family: 'Verdana'"><em>In the darkest corners of the deepest ocean trenches, the only sound is the gurgling of your victim’s last moments.</em><strong></strong></span></p><p><span style="font-family: 'Verdana'"><strong>Daily * Arcane, Implement, Necrotic</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action,</strong> <strong>Ranged</strong> 10 </span></p><p><span style="font-family: 'Verdana'"><strong>Target:</strong> One creature</span></p><p><span style="font-family: 'Verdana'"><strong>Attack:</strong> Constitution vs. Fortitude<strong></strong></span></p><p><span style="font-family: 'Verdana'"><strong>Hit:</strong> 5d8 + Constitution modifier necrotic damage, and the target is blinded (save ends), dazed (save ends), and deafened (save ends).</span></p><p><span style="font-family: 'Verdana'"><strong>Miss:</strong> Half damage, and the target grants combat advantage to your allies (save ends) and all creatures have concealment against the target (save ends). </span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: dimgray">Carve the Amber Sigil, Warlock Attack 15</span></strong></span></p><p><span style="font-family: 'Verdana'"><em>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.</em><strong></strong></span></p><p><span style="font-family: 'Verdana'"><strong>Daily * Arcane, Charm, Implement, Psychic</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action,</strong> <strong>Close</strong> burst 5 </span></p><p><span style="font-family: 'Verdana'"><strong>Target:</strong> Each creature who can see you in burst<strong></strong></span></p><p><span style="font-family: 'Verdana'"><strong>Attack:</strong> Constitution + 2 vs. Will. If the target is an ally, it can choose to automatically be hit by the attack.</span></p><p><span style="font-family: 'Verdana'"><strong>Hit:</strong> 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.</span></p><p><span style="font-family: 'Verdana'"><strong>Miss:</strong> The target is blinded until the end of your next turn.</span></p><p><span style="font-family: 'Verdana'"></span>[FONT=&quot]</p><p>[/FONT]<span style="font-size: 15px"><strong><span style="font-family: 'Verdana'">Level 16 Utility Spells</span></strong></span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: red">Handless Climb, Warlock Utility 16</span></strong></span></p><p><span style="font-family: 'Verdana'"><em>Barbed and suckered tentacles sprout from your arms and back, allowing you to stick to any surface.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Encounter * Arcane, Polymorph</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Free Action, Personal</strong> </span></p><p><span style="font-family: 'Verdana'"><strong>Effect:</strong> 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.</span>[FONT=&quot]</p><p></p><p>[/FONT]<strong><span style="color: red"><span style="font-family: 'Verdana'">Slippery Slither, Warlock Utility 16 </span></span></strong><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><em>A trail of slick mucus slides you and your slightly disgusted allies to a more advantageous location.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Encounter * Arcane</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Move Action, Close</strong> burst 1</span>[FONT=&quot]</p><p>[/FONT]<strong><span style="font-family: 'Verdana'">Target</span></strong><span style="font-family: 'Verdana'">: You and one or two allies in burst</span></p><p><span style="font-family: 'Verdana'"><strong>Effect:</strong> You slide the target 2 squares.</span>[FONT=&quot]</p><p></p><p>[/FONT]<span style="font-size: 15px"><strong><span style="font-family: 'Verdana'">Level 17 Encounter Attack Spells</span></strong></span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: red">Angler’s Luring Lights, Warlock Attack 17</span></strong></span></p><p><span style="font-family: 'Verdana'"><em>Tiny motes of light lead your foes away from each other, each to a hungry waiting mouth.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Encounter * Arcane, Charm, Implement</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action, Area</strong> burst 2 within 10</span></p><p><span style="font-family: 'Verdana'"><strong>Target:</strong> Each enemy in burst</span></p><p><span style="font-family: 'Verdana'"><strong>Attack:</strong> Constitution vs. Will</span></p><p><span style="font-family: 'Verdana'"><strong>Hit:</strong> You push the target 2 squares from the origin square of the burst. Then, the target takes 1d10 + Constitution modifier damage.</span></p><p><span style="font-family: 'Verdana'"><strong>Deep Pact:</strong> You instead push the target a number of squares equal to your Intelligence modifier.</span>[FONT=&quot]</p><p></p><p>[/FONT]<strong><span style="color: red"><span style="font-family: 'Verdana'">Full to Bursting, Warlock Attack 17</span></span></strong><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><em>The eyes bulge and the stomach grows taught, struggling to contain the foul water you’ve pumped into your foe.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Encounter * Arcane, Cold, Implement, Poison</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action, Ranged</strong> 10</span></p><p><span style="font-family: 'Verdana'"><strong>Target:</strong> One creature</span></p><p><span style="font-family: 'Verdana'"><strong>Attack:</strong> Constitution vs. Fortitude</span></p><p><span style="font-family: 'Verdana'"><strong>Hit:</strong> 4d4 + Constitution modifier poison damage, and the target is slowed until the end of your next turn.</span>[FONT=&quot]</p><p>[/FONT]<strong><span style="font-family: 'Verdana'">Deep Pact:</span></strong><span style="font-family: 'Verdana'"> The attack deals an extra 2d4 cold damage.</span>[FONT=&quot]</p><p></p><p>[/FONT]<span style="font-size: 15px"><strong><span style="font-family: 'Verdana'">Level 19 Daily Attack Spells</span></strong></span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: dimgray">Pressure of the Sunken, Warlock Attack 19</span></strong><em></em></span></p><p><span style="font-family: 'Verdana'"><em>The incredible crush of the ocean bears down, holding its struggling victims fast.</em><strong></strong></span></p><p><span style="font-family: 'Verdana'"><strong>Daily * Arcane, Cold, Force, Implement</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action,</strong> <strong>Ranged</strong> 10 </span></p><p><span style="font-family: 'Verdana'"><strong>Target:</strong> One, two, or three creatures</span></p><p><span style="font-family: 'Verdana'"><strong>Attack:</strong> Constitution vs. Fortitude<strong></strong></span></p><p><span style="font-family: 'Verdana'"><strong>Hit:</strong> 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.</span></p><p> <strong><span style="font-family: 'Verdana'">First Failed Saving Throw: </span></strong><span style="font-family: 'Verdana'">Ongoing 5 cold and force damage and immobilized (save ends both).</span></p><p><span style="font-family: 'Verdana'"><strong>Miss:</strong> Half damage, and the target is knocked prone and can’t stand up until the end of your next turn. </span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: dimgray">Time and Space Asunder, Warlock Attack 19</span></strong></span></p><p><span style="font-family: 'Verdana'"><em>The deep dwellers’ twisted awareness of the world suddenly seems sane, and with and outstretched hand you pluck an enemy out of existence.</em><strong></strong></span></p><p><span style="font-family: 'Verdana'"><strong>Daily * Arcane, Implement, Psychic, Teleportation</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action,</strong> <strong>Ranged</strong> 10 </span></p><p><span style="font-family: 'Verdana'"><strong>Target:</strong> One creature<strong></strong></span></p><p><span style="font-family: 'Verdana'"><strong>Attack:</strong> Constitution vs. Will</span></p><p><span style="font-family: 'Verdana'"><strong>Hit:</strong> The target is removed from play until the end of your next turn.</span></p><p> <strong><span style="font-family: 'Verdana'">Aftereffect</span></strong><span style="font-family: 'Verdana'">: The target reappears in the space it last occupied or in the nearest unoccupied space, then takes 4d10 + Constitution modifier psychic damage.</span></p><p><span style="font-family: 'Verdana'"><strong>Miss:</strong> You teleport the target 3 squares. Then, the target takes 3d10 + Constitution modifier psychic damage</span></p><p> <span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><span style="font-size: 15px"><strong><span style="font-family: 'Verdana'">Level 22 Utility Spells</span></strong></span><span style="font-family: 'Verdana'"></span></p><p> <span style="font-family: 'Verdana'"></span></p><p> <strong><span style="color: gray"><span style="font-family: 'Verdana'">Drifting Lights, Warlock Utility 22</span></span></strong><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><em>Motes of light float carelessly through the air, sticking to anything they encounter and illuminating them.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Daily * Arcane, Conjuration</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Minor Action, Close</strong> burst 5</span></p><p><span style="font-family: 'Verdana'"><strong>Effect:</strong> 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.</span></p><p> <strong><span style="font-family: 'Verdana'">Deep Pact:</span></strong><span style="font-family: 'Verdana'"> While adjacent to a drifting light, you may benefit from the concealment granted by your Shadow Walk class feature.</span></p><p> <span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: gray">Spaceless Step, Warlock Utility 22</span></strong></span></p><p><span style="font-family: 'Verdana'"><em>Your mind having been warped by the deep dwellers, stepping between the cracks of reality comes easy.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Daily * Arcane, Teleport</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Minor Action, Personal</strong> </span></p><p><span style="font-family: 'Verdana'"><strong>Effect:</strong> 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.</span></p><p></p><p><span style="font-size: 15px"><strong><span style="font-family: 'Verdana'">Level 23 Encounter Attack Spells</span></strong></span><span style="font-family: 'Verdana'"></span></p><p> <span style="font-family: 'Verdana'"></span></p><p> <strong><span style="color: red"><span style="font-family: 'Verdana'">Oppressive Darkness, Warlock Attack 23</span></span></strong><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><em>The darkness of their minds is deeper than anything under the waves.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Encounter * Arcane, Fear, Implement, Psychic</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action, Ranged </strong>10</span></p><p><span style="font-family: 'Verdana'"><strong>Target: </strong>One, two, or three creatures</span></p><p><span style="font-family: 'Verdana'"><strong>Attack: </strong>Constitution vs. Will</span></p><p><span style="font-family: 'Verdana'"><strong>Hit: </strong>1d12 + Constitution modifier psychic damage, and the target is blinded until the end of your next turn.</span></p><p> <strong><span style="font-family: 'Verdana'">Deep Pact:</span></strong><span style="font-family: 'Verdana'"> <strong>Aftereffect:</strong> All creatures have concealment against the target until the end of your next turn.</span></p><p> </p><p> <strong><span style="color: red"><span style="font-family: 'Verdana'">Sting of the Man-o-war, Warlock Attack 23</span></span></strong><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><em>Sometimes the frailest creatures of the depths are also the most dangerous, as you prove to your victim with a swarm of cruel jellyfish.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Encounter * Arcane, Implement, Poison</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action, Ranged </strong>10</span></p><p><span style="font-family: 'Verdana'"><strong>Target: </strong>One creature</span></p><p><span style="font-family: 'Verdana'"><strong>Attack: </strong>Constitution vs. Reflex</span></p><p><span style="font-family: 'Verdana'"><strong>Hit: </strong>3d8 + Constitution modifier poison damage, and the target grants combat advantage until the end of your next turn.</span></p><p> <strong><span style="font-family: 'Verdana'">Deep Pact:</span></strong><span style="font-family: 'Verdana'"> The target is also knocked prone.</span></p><p></p><p><span style="font-size: 15px"><strong><span style="font-family: 'Verdana'">Level 25 Daily Attack Spells</span></strong></span></p><p></p><p><strong><span style="color: dimgray"><span style="font-family: 'Verdana'">At the Mouth of Madness, Warlock Attack 25</span></span></strong><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><em>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.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Daily * Arcane, Charm, Implement, Psychic</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action, Ranged</strong> 10</span></p><p><span style="font-family: 'Verdana'"><strong>Target:</strong> One creature</span></p><p><span style="font-family: 'Verdana'"><strong>Attack:</strong> Constitution vs. Will</span></p><p><span style="font-family: 'Verdana'"><strong>Hit:</strong> 1d10 + Constitution modifier psychic damage, and the target makes a basic attack against itself with a +2 power bonus to the attack roll.</span></p><p><span style="font-family: 'Verdana'"><strong>Sustain Minor:</strong> When you sustain this power, you can repeat the attack against the target. If you miss, you can no longer sustain the power.</span></p><p></p><p> <strong><span style="color: dimgray"><span style="font-family: 'Verdana'">The Kraken’s Unrelenting Grip, Warlock Attack 25</span></span></strong><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><em>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.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Daily * Arcane, Implement, Zone</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action, Ranged</strong> 10</span></p><p><span style="font-family: 'Verdana'"><strong>Target:</strong> One creature</span></p><p><span style="font-family: 'Verdana'"><strong>Attack:</strong> Constitution vs. Fortitude</span></p><p><span style="font-family: 'Verdana'"><strong>Hit:</strong> 4d12 + Constitution modifier damage, and the target is held immobilized 20 feet above the ground and takes ongoing 10 damage (save ends both).</span></p><p><span style="font-family: 'Verdana'"><strong>Miss:</strong> Half damage, and the target is slowed and takes ongoing 5 damage (save ends both).</span></p><p> <strong><span style="font-family: 'Verdana'">Aftereffect:</span></strong><span style="font-family: 'Verdana'"> You slide the target 2 squares and knock it prone.</span></p><p></p><p><span style="font-size: 15px"><strong><span style="font-family: 'Verdana'">Level 27 Encounter Attack Spells</span></strong></span></p><p></p><p> <strong><span style="color: red"><span style="font-family: 'Verdana'">Breath of the Leviathan, Warlock Attack 27</span></span></strong><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><em>Channeling the breath of the legendary slumbering beast through your own lungs, you unleash a roar of staggering power.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Encounter * Arcane, Cold, Implement, Thunder</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action, Close</strong> blast 5</span></p><p> <strong><span style="font-family: 'Verdana'">Deep Pact:</span></strong><span style="font-family: 'Verdana'"><strong> The power’s range is area burst 2 within 5 squares.</strong></span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Target:</strong> Each creature in burst</span></p><p><span style="font-family: 'Verdana'"><strong>Attack:</strong> Constitution vs. Fortitude</span></p><p><span style="font-family: 'Verdana'"><strong>Hit:</strong> 2d12 + Constitution modifier cold and thunder damage, and the target is deafened until the end of your next turn.</span></p><p> </p><p> <strong><span style="color: red"><span style="font-family: 'Verdana'">Tentacle Burst, Warlock Attack 27</span></span></strong><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><em>Your flesh gives way to the arms of the deep, reaching and clawing and grasping for life.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Encounter * Arcane, Implement</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action, Close</strong> burst 3</span></p><p><span style="font-family: 'Verdana'"><strong>Target:</strong> Each creature in the burst</span></p><p><span style="font-family: 'Verdana'"><strong>Attack:</strong> Constitution vs. Reflex</span></p><p><span style="font-family: 'Verdana'"><strong>Hit:</strong> 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.</span></p><p><span style="font-family: 'Verdana'"><strong>Deep Pact:</strong> You also slide the target 1 square.</span></p><p></p><p><span style="font-size: 15px"><strong><span style="font-family: 'Verdana'">Level 29 Daily Attack Spells</span></strong></span></p><p></p><p><strong><span style="color: dimgray"><span style="font-family: 'Verdana'">At Last Taken by Madness, Warlock Attack 29</span></span></strong><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">E<em>xhausted 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.</em></span></p><p><span style="font-family: 'Verdana'"><strong>Daily * Arcane, Fear, Implement, Psychic, Reliable</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action, Ranged</strong> 10</span></p><p><span style="font-family: 'Verdana'"><strong>Target:</strong> One creature</span></p><p><span style="font-family: 'Verdana'"><strong>Attack:</strong> Constitution vs. Will</span></p><p><span style="font-family: 'Verdana'"><strong>Hit:</strong> 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.</span></p><p> </p><p> <strong><span style="color: dimgray"><span style="font-family: 'Verdana'">Ghosts of the Drowned, Warlock Attack 29</span></span></strong><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><em>The spirits of those who succumbed to a watery grave flow forth, eager to add another to their grisly ranks<em>.</em></em></span></p><p><span style="font-family: 'Verdana'"><strong>Daily * Arcane, Cold, Implement, Psychic</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Standard Action, Close</strong> burst 2</span></p><p><span style="font-family: 'Verdana'"><strong>Target:</strong> Each enemy in the burst</span></p><p><span style="font-family: 'Verdana'"><strong>Attack:</strong> Constitution vs. Fortitude</span></p><p><span style="font-family: 'Verdana'"><strong>Hit:</strong> 2d6 + Constitution modifier cold and psychic damage.</span></p><p> <strong><span style="font-family: 'Verdana'">Effect:</span></strong><span style="font-family: 'Verdana'"> 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.</span></p><p> <strong><span style="font-family: 'Verdana'">First Failed Saving Throw:</span></strong><span style="font-family: 'Verdana'"> The target takes ongoing 10 cold and psychic damage, even outside of the zone (save ends).</span></p><p> <strong><span style="font-family: 'Verdana'">Second Failed Saving Throw:</span></strong><span style="font-family: 'Verdana'"> The target takes ongoing 15 cold and psychic damage and falls unconscious, even outside of the zone (save ends both).</span></p><p> <strong><span style="font-family: 'Verdana'">Sustain Standard:</span></strong><span style="font-family: 'Verdana'"> The zone persists.</span></p><p></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><span style="font-size: 18px"><strong><span style="font-family: 'Verdana'">Murr</span></strong></span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><em>Frog- and fish-like humanoids, mutated from humans by otherworldly forces.</em></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>RACIAL TRAITS</strong></span>[FONT=&quot]</p><p>[/FONT]<strong><span style="font-family: 'Verdana'">Average Height</span></strong><span style="font-family: 'Verdana'">: 5' 3" - 5'11"</span></p><p><span style="font-family: 'Verdana'"><strong>Average Weight</strong>: 140 - 205</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Ability Scores</strong>: +2 Constitution, +2 Dexterity or +2 Intelligence</span></p><p><span style="font-family: 'Verdana'"><strong>Size</strong>: Medium</span></p><p><span style="font-family: 'Verdana'"><strong>Speed</strong>: 6 squares</span></p><p><span style="font-family: 'Verdana'"><strong>Vision:</strong> Low-light</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Languages:</strong> Common</span></p><p><span style="font-family: 'Verdana'"><strong>Skill Bonuses:</strong> +2 Insight, +2 Intimidate</span></p><p><span style="font-family: 'Verdana'"><strong>Group Suspicion:</strong> You grant allies within 10 squares of you a +1 racial bonus to Insight checks. </span></p><p><span style="font-family: 'Verdana'"><strong>Noxious Spray:</strong> You have the noxious spray power.</span></p><p><span style="font-family: 'Verdana'"><strong>Slick Skin:</strong> 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.</span></p><p><span style="font-family: 'Verdana'"><strong>Strong Lungs:</strong> When you make an Endurance check to hold your breath or swim over a long period of time, roll twice and use either result.</span>[FONT=&quot]</p><p></p><p>[/FONT]<strong><span style="color: red"><span style="font-family: 'Verdana'">Noxious Spray, Murr Feature</span></span></strong><em><span style="font-family: 'Verdana'"></span></em></p><p><em><span style="font-family: 'Verdana'">With a horrible noise you dredge up a glob of phlegm, launching the caustic substance at a particularly hated foe.</span></em><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Encounter * Acid</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Minor Action</strong>, <strong>Close</strong> burst 3</span></p><p><span style="font-family: 'Verdana'"><strong>Target:</strong> One creature in burst</span></p><p><span style="font-family: 'Verdana'"><strong>Attack:</strong> Strength + 4 vs. Reflex, Constitution + 4 vs. Reflex, or Dexterity + 4 vs. Reflex</span></p><p><span style="font-family: 'Verdana'"><strong>Hit:</strong> 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.</span></p><p><span style="font-family: 'Verdana'">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. </span></p><p><span style="font-family: 'Verdana'"><strong>Special:</strong> 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.</span></p><p> <span style="font-family: 'Verdana'"></span></p><p> <span style="font-family: 'Verdana'"></span></p><p> <span style="font-family: 'Verdana'">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.</span></p><p> <span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">Play an Murr if you want...</span></p><p> </p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Verdana'">to be slippery, savvy, and smart.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Verdana'">to be an outsider struggling with prejudice and misconceptions.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Verdana'">to have a visible connection to mysterious, alien forces.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Verdana'">to be a member of a race that favors the psion, rogue, warlock, and wizard classes.</span></li> </ul><p> <strong><span style="font-family: 'Verdana'">PHYSICAL QUALITIES</span></strong><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">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.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">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.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>PLAYING A MURR</strong></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">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.</span></p><p> </p><p> <span style="font-family: 'Verdana'">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.</span></p><p> </p><p> <span style="font-family: 'Verdana'">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.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Murr Characteristics:</strong> Stubborn, suspicious, reserved, patient, cunning</span></p><p> </p><p> <strong><span style="font-family: 'Verdana'">Murr Names:</span></strong><span style="font-family: 'Verdana'"> Typically their original human name, though some murr take on a new name or title once they’ve fully transformed</span></p><p> </p><p> <span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><span style="font-size: 18px"><strong><span style="font-family: 'Verdana'">Feats</span></strong></span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><span style="font-size: 15px"><strong><span style="font-family: 'Verdana'">General Feats</span></strong></span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Healthy Paranoia</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Heroic Tier</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Prerequisite: </strong>Murr</span></p><p><span style="font-family: 'Verdana'"><strong>Benefit: </strong>You gain a +4 bonus to all defenses against attacks by allies and enemies dominated by allies.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Insulting Spray</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Heroic Tier</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Prerequisite: </strong>Murr, <em>noxious spray </em>racial power</span></p><p><span style="font-family: 'Verdana'"><strong>Benefit:</strong> Your noxious spray power marks its targets until the end of your next turn, whether the power hits or misses.</span>[FONT=&quot]</p><p></p><p>[/FONT]<strong><span style="font-family: 'Verdana'">Powerful Spray</span></strong></p><p><strong><span style="font-family: 'Verdana'">Heroic Tier</span></strong></p><p><strong><span style="font-family: 'Verdana'">Prerequisites:</span></strong><span style="font-family: 'Verdana'"> Murr, <em>noxious spray </em>racial power</span></p><p><span style="font-family: 'Verdana'"><strong>Effect:</strong> 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.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Seaborne Skill</strong> </span></p><p><span style="font-family: 'Verdana'"><strong>Heroic Tier</strong> </span></p><p><span style="font-family: 'Verdana'"><strong>Prerequisite:</strong> Murr</span></p><p><span style="font-family: 'Verdana'"><strong>Benefit:</strong> 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.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Sticky Fingers</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Heroic Tier</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Prerequisite:</strong> Murr</span></p><p><span style="font-family: 'Verdana'"><strong>Effect:</strong> 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.</span></p><p><span style="font-family: 'Verdana'"><span style="color: white"></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white"></span><strong>Sticky Spray</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Heroic Tier</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Prerequisite: </strong>Murr, <em>noxious spray </em>racial power</span></p><p><span style="font-family: 'Verdana'"><strong>Benefit: </strong>Targets hit by your noxious spray power are slowed until the end of your next turn.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Torches and Pitchforks</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Heroic Tier</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Prerequisite: </strong>Murr</span></p><p><span style="font-family: 'Verdana'"><strong>Benefit: </strong>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.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Touched By Chaos</strong> </span></p><p><span style="font-family: 'Verdana'"><strong>Heroic Tier</strong> </span></p><p><span style="font-family: 'Verdana'"><strong>Prerequisite:</strong> Murr, natural origin</span></p><p><span style="font-family: 'Verdana'"><strong>Benefit:</strong> 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.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Touched By Madness</strong> </span></p><p><span style="font-family: 'Verdana'"><strong>Heroic Tier</strong> </span></p><p><span style="font-family: 'Verdana'"><strong>Prerequisite:</strong> Murr, natural origin</span></p><p><span style="font-family: 'Verdana'"><strong>Benefit:</strong> 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.</span></p><p><span style="font-family: 'Verdana'"></span>[FONT=&quot]</p><p>[/FONT]<strong><span style="font-family: 'Verdana'">Twin Spray</span></strong></p><p><strong><span style="font-family: 'Verdana'">Heroic Tier</span></strong></p><p><strong><span style="font-family: 'Verdana'">Prerequisites:</span></strong><span style="font-family: 'Verdana'"> Murr, <em>noxious spray </em>racial power</span></p><p><span style="font-family: 'Verdana'"><strong>Effect:</strong> Your noxious spray power targets two creatures within the burst.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><span style="font-size: 15px"><strong><span style="font-family: 'Verdana'">Class-Specific Feats</span></strong></span><span style="font-family: 'Verdana'"></span></p><p> <span style="font-family: 'Verdana'"></span></p><p> <strong><span style="font-family: 'Verdana'">Bottled Anger</span></strong></p><p><strong><span style="font-family: 'Verdana'">Heroic Tier</span></strong></p><p><strong><span style="font-family: 'Verdana'">Prerequisite:</span></strong><span style="font-family: 'Verdana'"> Murr, barbarian</span></p><p><span style="font-family: 'Verdana'"><strong>Benefit:</strong> 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.</span></p><p> <span style="font-family: 'Verdana'">Increase the bonus to damage rolls +4 at Level 11, and to +6 at Level 21.</span></p><p> </p><p> <strong><span style="font-family: 'Verdana'">Bounce Back</span></strong></p><p><strong><span style="font-family: 'Verdana'">Heroic Tier</span></strong></p><p><strong><span style="font-family: 'Verdana'">Prerequisite:</span></strong><span style="font-family: 'Verdana'"> Murr, fighter</span></p><p><span style="font-family: 'Verdana'"><strong>Benefit: </strong>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.</span></p><p> </p><p> <strong>Brutal Blast</strong></p><p><strong>Heroic Tier</strong></p><p><strong>Prerequisite:</strong> Murr, warlock, <em>eldritch blast</em> power</p><p><strong>Benefit:</strong> 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.</p><p> </p><p><strong><span style="font-family: 'Verdana'">Cautious Tactics</span></strong></p><p><strong><span style="font-family: 'Verdana'">Heroic Tier</span></strong></p><p><strong><span style="font-family: 'Verdana'">Prerequisite:</span></strong><span style="font-family: 'Verdana'"> Murr, warlord</span></p><p><span style="font-family: 'Verdana'"><strong>Benefit: </strong>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<strong>.</strong></span></p><p></p><p> <strong><span style="font-family: 'Verdana'">Consecrated Bioluminescence</span></strong></p><p><strong><span style="font-family: 'Verdana'">Heroic Tier</span></strong></p><p><strong><span style="font-family: 'Verdana'">Prerequisite:</span></strong><span style="font-family: 'Verdana'"> Murr, paladin, <em>noxious spray </em>racial power</span></p><p><span style="font-family: 'Verdana'"><strong>Benefit: </strong>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<strong>.</strong></span></p><p> </p><p><strong><span style="font-family: 'Verdana'">Creature of the Mire</span></strong></p><p> <strong><span style="font-family: 'Verdana'">Heroic Tier</span></strong></p><p><strong><span style="font-family: 'Verdana'">Prerequisite:</span></strong><span style="font-family: 'Verdana'"> Murr, warden</span></p><p> <strong><span style="font-family: 'Verdana'">Benefit:</span></strong><span style="font-family: 'Verdana'"> You gain swampwalk. In addition, you gain a +2 bonus to saving throws against poison and acid.</span></p><p> </p><p><strong><span style="font-family: 'Verdana'">Croaking Word</span></strong></p><p> <strong><span style="font-family: 'Verdana'">Heroic Tier</span></strong></p><p><strong><span style="font-family: 'Verdana'">Prerequisite:</span></strong><span style="font-family: 'Verdana'"> Murr, bard, <em>majestic word</em> power</span></p><p> <strong><span style="font-family: 'Verdana'">Benefit:</span></strong><span style="font-family: 'Verdana'"> When you use your <em>majestic word</em> power on a dying ally, that ally can spend 2 healing surges instead of 1.</span></p><p></p><p><strong><span style="font-family: 'Verdana'">Cunning Wrath</span></strong></p><p><strong><span style="font-family: 'Verdana'">Heroic Tier</span></strong></p><p><strong><span style="font-family: 'Verdana'">Prerequisite:</span></strong><span style="font-family: 'Verdana'"> Murr, invoker, Covenant of Wrath class feature</span></p><p><span style="font-family: 'Verdana'"><strong>Benefit:</strong> When you use your <em>armor of wrath</em> power, you may slide the target instead of pushing it.</span></p><p></p><p> <strong>Defiant Spray</strong></p><p><strong>Heroic Tier</strong></p><p><strong>Prerequisite:</strong> Murr, runepriest, Defiant Word class feature, <em>noxious spray</em> racial power</p><p><strong>Benefit:</strong> Whenever an enemy triggers your Defiant Word class feature, you may use your noxious spray power against the triggering enemy as an immediate reaction.</p><p> </p><p> <strong><span style="font-family: 'Verdana'">Frightening Malediction</span></strong></p><p><strong><span style="font-family: 'Verdana'">Heroic Tier</span></strong></p><p><strong><span style="font-family: 'Verdana'">Prerequisite:</span></strong><span style="font-family: 'Verdana'"> Murr, invoker, Covenant of Malediction class feature</span></p><p><span style="font-family: 'Verdana'"><strong>Benefit:</strong> When you use your <em>maledictor’s doom</em> power, you may push the target whenever you hit with a psychic or thunder attack as well.</span></p><p> </p><p> <strong><span style="font-family: 'Verdana'">Guarded Mind</span></strong></p><p><strong><span style="font-family: 'Verdana'">Heroic Tier</span></strong></p><p><strong><span style="font-family: 'Verdana'">Prerequisite:</span></strong><span style="font-family: 'Verdana'"> Murr, psion</span></p><p><span style="font-family: 'Verdana'"><strong>Benefit:</strong> 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.</span></p><p><span style="font-family: 'Verdana'">Increase the psychic damage to Constitution + 5 at Level 11, and to Constitution + 10 at Level 21.</span></p><p><span style="font-family: 'Verdana'"></span>[FONT=&quot]</p><p>[/FONT]<strong><span style="font-family: 'Verdana'">Heal the Mind</span></strong></p><p><strong><span style="font-family: 'Verdana'">Heroic Tier</span></strong></p><p><strong><span style="font-family: 'Verdana'">Prerequisite:</span></strong><span style="font-family: 'Verdana'"> Murr, cleric, <em>healing word</em> power</span></p><p><span style="font-family: 'Verdana'"><strong>Benefit:</strong> Targets of your <em>healing word</em> power gain a +2 power bonus to Will until the end of your next turn.</span></p><p>[FONT=&quot]</p><p>[/FONT]<strong><span style="font-family: 'Verdana'">Inauspicious Spray</span></strong></p><p><strong><span style="font-family: 'Verdana'">Heroic Tier</span></strong></p><p><strong><span style="font-family: 'Verdana'">Prerequisites:</span></strong><span style="font-family: 'Verdana'"> Murr, <em>noxious spray </em>racial power, any arcane class</span></p><p><span style="font-family: 'Verdana'"><strong>Effect:</strong> Targets hit by your noxious spray power take a -2 penalty to saving throws until the end of your next turn.</span></p><p> </p><p><span style="font-family: 'Verdana'"><strong>Infernal Machines</strong></span></p><p> <span style="font-family: 'Verdana'"><strong>Heroic Tier</strong></span></p><p> <span style="font-family: 'Verdana'"><strong>Prerequisite: </strong></span><span style="font-family: 'Verdana'">Murr or tiefling, artificer</span></p><p><span style="font-family: 'Verdana'"><strong>Benefit:</strong> You gain a +2 bonus to damage rolls with artificer and artificer paragon path powers.</span></p><p></p><p><strong><span style="font-family: 'Verdana'">Leaping Form</span></strong></p><p><strong><span style="font-family: 'Verdana'">Heroic Tier</span></strong></p><p><strong><span style="font-family: 'Verdana'">Prerequisites:</span></strong><span style="font-family: 'Verdana'"> Murr, druid, <em>wild shape</em> power</span></p><p><span style="font-family: 'Verdana'"><strong>Effect:</strong> While you are in beast form, you gain a +1 bonus to speed and a +5 racial bonus to Athletics checks to jump.</span></p><p></p><p> <strong><span style="font-family: 'Verdana'">Miring Magic</span></strong></p><p><strong><span style="font-family: 'Verdana'">Heroic Tier</span></strong></p><p><strong><span style="font-family: 'Verdana'">Prerequisites:</span></strong><span style="font-family: 'Verdana'"> Murr, <em>noxious spray </em>racial power, wizard</span></p><p><span style="font-family: 'Verdana'"><strong>Effect:</strong> 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.</span></p><p> <span style="font-family: 'Verdana'">Increase the effect to two targets at Level 11, and to three targets at Level 21.</span>[FONT=&quot]</p><p></p><p>[/FONT] <strong>Mutated Mind</strong></p><p><strong>Heroic Tier</strong></p><p><strong>Prerequisite:</strong> Murr, any psionic class</p><p><strong>Benefit:</strong> 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.)</p><p> </p><p> <strong>Noxious Arrow</strong></p><p><strong>Heroic Tier</strong></p><p><strong>Prerequisite:</strong> Murr, seeker, <em>noxious spray</em> racial power</p><p><strong>Benefit:</strong> The range of your noxious spray power instead becomes ranged weapon, and can be used as a ranged basic attack.</p><p> </p><p><strong><span style="font-family: 'Verdana'">Practiced Leap</span></strong></p><p><strong><span style="font-family: 'Verdana'">Heroic Tier</span></strong></p><p><strong><span style="font-family: 'Verdana'">Prerequisite: </span></strong><span style="font-family: 'Verdana'">Murr, monk or rogue</span></p><p><span style="font-family: 'Verdana'"><strong>Benefit:</strong> 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.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span> <strong>Primal Mutations</strong></p><p><strong>Heroic Tier</strong></p><p><strong>Prerequisite:</strong> Murr, any primal class</p><p><strong>Benefit:</strong> You gain a +2 racial bonus to Athletics and Perception checks, as well as Nature checks to avoid becoming lost in a natural environment.</p><p> </p><p><span style="font-family: 'Verdana'"> <strong>Pseudonatural Affinity</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Heroic Tier</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Prerequisites:</strong> Murr, ranger, Beast Mastery class feature</span></p><p><span style="font-family: 'Verdana'"><strong>Effect:</strong> 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.</span>[FONT=&quot]</p><p></p><p>[/FONT] <strong>Pseudonatural Arcana</strong></p><p><strong>Heroic Tier</strong></p><p><strong>Prerequisite:</strong> Murr, sorcerer, <em>noxious spray</em> racial power</p><p><strong>Benefit:</strong> Your noxious spray power gains the Arcane keyword.</p><p> </p><p> <strong><span style="font-family: 'Verdana'">Shameful Rebuke</span></strong></p><p><strong><span style="font-family: 'Verdana'">Heroic Tier</span></strong></p><p><strong><span style="font-family: 'Verdana'">Prerequisite:</span></strong><span style="font-family: 'Verdana'"> Murr, invoker, Covenant of Preservation class feature</span></p><p><span style="font-family: 'Verdana'"><strong>Benefit:</strong> When you hit with an attack against the triggering enemy of your <em>preserver’s rebuke</em> power, that enemy takes a -2 penalty to attack rolls until the end of your next turn.</span></p><p> </p><p> <strong>Spray of Enmity</strong></p><p><strong>Heroic Tier</strong></p><p><strong>Prerequisite:</strong> Murr, avenger, <em>noxious spray</em> racial power</p><p><strong>Benefit:</strong> 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.</p><p> </p><p><strong><span style="font-family: 'Verdana'">Sticky Shield</span></strong></p><p><strong><span style="font-family: 'Verdana'">Heroic Tier</span></strong></p><p><strong><span style="font-family: 'Verdana'">Prerequisite:</span></strong><span style="font-family: 'Verdana'"> Murr, swordmage, <em>aegis of shielding </em>power</span></p><p><span style="font-family: 'Verdana'"><strong>Benefit: </strong>Whenever an enemy triggers your <em>aegis of shielding</em>, you may reduce the damage reduction from your <em>aegis</em> by half to slow the target until the end of its next turn<strong>.</strong></span></p><p><span style="font-family: 'Verdana'"><strong></strong></span></p><p><span style="font-family: 'Verdana'"><strong></strong></span><strong><span style="font-family: 'Verdana'">Stubborn Spirit</span></strong></p><p><strong><span style="font-family: 'Verdana'">Heroic Tier</span></strong></p><p><strong><span style="font-family: 'Verdana'">Prerequisite:</span></strong><span style="font-family: 'Verdana'"> Murr, shaman</span></p><p><span style="font-family: 'Verdana'"><strong>Benefit:</strong> You gain a +2 feat bonus to the damage threshold to destroy your spirit companion with a melee or ranged attack.</span></p><p><span style="font-family: 'Verdana'"> </span></p><p><span style="font-family: 'Verdana'"></span> <strong>Uplifted by Divinity</strong></p><p><strong>Heroic Tier</strong></p><p><strong>Prerequisite:</strong> Murr, any divine class, Channel Divinity class feature</p><p><strong>Benefit:</strong> Once per encounter, when you use a Channel Divinity power, you gain temporary hit points equal to one-half your level + your Constitution modifier.</p><p> </p><p> <strong>Wrathful Spray</strong></p><p><strong>Heroic Tier</strong></p><p><strong>Prerequisite:</strong> Murr, runepriest, Wrathful Hammer class feature, <em>noxious spray</em> racial power</p><p><strong>Benefit:</strong> Whenever an enemy triggers your Wrathful Hammer class feature, you may use your noxious spray power against the triggering enemy as an immediate reaction.</p><p> </p><p><span style="font-size: 15px"><strong><span style="font-family: 'Verdana'">Paragon Tier Feats</span></strong></span></p><p> <span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span> <strong><span style="font-family: 'Verdana'">Clinging Spray</span></strong></p><p><strong><span style="font-family: 'Verdana'">Paragon Tier</span></strong></p><p><strong><span style="font-family: 'Verdana'">Prerequisites:</span></strong> <span style="font-family: 'Verdana'">11th level, m</span><span style="font-family: 'Verdana'">urr, <em>noxious spray</em> racial power</span></p><p><span style="font-family: 'Verdana'"><strong>Effect:</strong> 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.</span></p><p> <span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><span style="font-family: 'Verdana'"><strong>Mental Guardian</strong></span></p><p><span style="font-family: 'Verdana'"></span> <span style="font-family: 'Verdana'"><strong>Paragon </strong><strong>Tier</strong></span></p><p> <span style="font-family: 'Verdana'"><strong>Prerequisite:</strong></span> <span style="font-family: 'Verdana'">11th level, m</span><span style="font-family: 'Verdana'">urr, ardent</span></p><p><span style="font-family: 'Verdana'"><strong>Benefit:</strong></span> <span style="font-family: 'Verdana'"> Whenever you grant a bonus to defenses to your allies, that bonus increases by 1.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Non-Euclidean Push</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Paragon Tier</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Prerequisites:</strong> </span><span style="font-family: 'Verdana'">11th level, m</span><span style="font-family: 'Verdana'">urr, any psionic class</span></p><p><span style="font-family: 'Verdana'"><strong>Effect:</strong> Whenever you would push a creature, you can instead teleport the target an equal number of squares away from you.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Outcast's Stealth</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Paragon Tier</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Prerequisites:</strong> 11th level, murr, any martial class</span></p><p><span style="font-family: 'Verdana'"><strong>Effect:</strong> You gain a +2 bonus to Stealth checks made after moving more than 2 squares. This bonus increases to +5 if you're running.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Self-Isolation</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Paragon Tier</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Prerequisites:</strong> 11th leve, murr, ranger</span></p><p><span style="font-family: 'Verdana'"><strong>Effect:</strong> 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).</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span> <strong>Vengeful Mind</strong></p><p><strong>Paragon Tier</strong></p><p><strong>Prerequisite:</strong> 11th level, murr, battlemind, <em>mind spike</em> power</p><p><strong>Benefit:</strong> Your mind spike power deals additional damage equal to your Constitution modifier.</p></blockquote><p></p>
[QUOTE="Dire Human, post: 5229451, member: 57504"] 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. [FONT=Verdana]Here's how they stand, as of September 14, 2011:[COLOR=white] [/COLOR] [/FONT][SIZE=5][B][FONT=Verdana]Deep Pact[/FONT][/B][/SIZE][FONT="] [/FONT][B][FONT=Verdana]Deep Visions:[/FONT][/B][FONT=Verdana] You know the deep visions spell. [B]Gloom of the Deep:[/B] 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.[/FONT][FONT="] [/FONT][SIZE=4][B][FONT=Verdana]Level 1 At-Will Attack Spells[/FONT][/B][/SIZE][FONT=Verdana] [/FONT][B][COLOR=seagreen][FONT=Verdana] Deep Visions, Warlock Attack 1[/FONT][/COLOR][/B][FONT=Verdana] [I]The world swims in and out of focus for your foe, terrifying visions turning nearby creatures into the horrible monsters of the deep.[/I] [B]At-Will * Arcane, Fear, Implement, Psychic[/B] [B]Standard Action[/B], [B]Ranged[/B] 10 [B]Target:[/B] One creature [B]Attack:[/B] Constitution vs. Will [B]Hit:[/B] 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. [/FONT][SIZE=4][B][FONT=Verdana]Level 1 Encounter Attack Spells[/FONT][/B][/SIZE][FONT=Verdana] [B][COLOR=red]Sound Pulse, Warlock Attack 1[/COLOR][/B] [I]Like the triumphant call of some enormous aquatic beast, a focused blast of sound sends its target reeling.[/I] [B]Encounter * Arcane, Implement, Thunder[/B] [B]Standard Action[/B], [B]Ranged[/B] 5 [B]Target:[/B] One creature [B]Attack:[/B] Constitution vs. Fortitude [B]Hit:[/B] 2d10 + Constitution modifier thunder damage, and the target is deafened until the end of your next turn.[/FONT][FONT="] [/FONT][B][COLOR=red][FONT=Verdana]Whipping Tentacles, Warlock Attack 1 [/FONT][/COLOR][/B][FONT=Verdana] [I]Disgusting suckered tentacles rise from a portal you’ve summoned, pulling and grasping for a meal.[/I] [B]Encounter * Arcane, Implement[/B] [B]Standard Action[/B], [B]Area[/B] burst 2 within 10 [B]Target:[/B] Each creature in burst [B]Attack:[/B] Constitution vs. Reflex [B]Hit:[/B] 1d6 + Constitution modifier damage, and you pull the target 1 square towards the origin square of the burst.[/FONT][FONT="] [/FONT][B][FONT=Verdana]Deep Pact:[/FONT][/B][FONT=Verdana] You instead slide the target 1 square. [/FONT][SIZE=4][B][FONT=Verdana]Level 1 Daily Attack Spells[/FONT][/B][/SIZE][FONT=Verdana] [B][COLOR=gray]Airless Suffering, Warlock Attack 1[/COLOR][/B] [I]Your foe's eyes bulge as he struggles and collapses; you've filled his lungs with foul water, leaving him to suffocate.[/I] [B]Daily * Arcane, Implement, Necrotic[/B] [B]Standard Action[/B], [B]Ranged[/B] 5 [B]Target:[/B] One creature [B]Attack:[/B] Constitution vs. Fortitude [B]Hit:[/B] 2d6 + Constitution modifier necrotic damage. [B]Miss:[/B] Half damage. [B]Effect:[/B] Ongoing 5 damage (save ends).[/FONT] [B][FONT=Verdana]First Failed Saving Throw: [/FONT][/B][FONT=Verdana]The target falls prone and takes ongoing 5 damage (save ends).[/FONT] [B][FONT=Verdana]Second Failed Saving Throw:[/FONT][/B][FONT=Verdana] The target falls unconscious and takes ongoing 5 damage (save ends both).[/FONT][FONT="] [/FONT][B][COLOR=gray][FONT=Verdana]A Thousand Tiny Whispers, Warlock Attack 1[/FONT][/COLOR][/B][FONT=Verdana] [I]Chattering dark mouths create a quiet cacophony, driving those with the time to listen slowly mad.[/I] [B]Daily * Arcane, Implement, Psychic[/B] [B]Standard Action[/B], [B]Ranged[/B] 10 [B]Target:[/B] One creature [B]Attack:[/B] Constitution vs. Will [B]Hit:[/B] 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. [B]Miss:[/B] Half damage, and one creature within 5 squares of the target is plagued by whispers until the end of your next turn. [/FONT][SIZE=4][B][FONT=Verdana]Level 2 Utility Spells[/FONT][/B][/SIZE][COLOR=white][FONT=Verdana] [/FONT][/COLOR][B][COLOR=red][FONT=Verdana]Colors of the Deep, Warlock Utility 2[/FONT][/COLOR][/B][FONT=Verdana] [I]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.[/I] [B]Encounter * Arcane, Polymorph[/B] [B]Minor Action, Personal[/B] [B]Effect:[/B] 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. [COLOR=white] [/COLOR][B][COLOR=gray]Finless Dive, Warlock Utility 2[/COLOR][/B][COLOR=white] [/COLOR][I]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.[/I] [B]Daily * Arcane, Polymorph[/B] [B]Standard Action[/B], [B]Personal[/B] [B]Effect:[/B] 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. [B]Sustain Minor:[/B] The effect persists. [/FONT][SIZE=4][B][FONT=Verdana]Level 3 Encounter Attack Spells[/FONT][/B][/SIZE][FONT=Verdana] [COLOR=white] [/COLOR][B][COLOR=red]Bubbling Bones, Warlock Attack 3[/COLOR][/B][COLOR=white] [/COLOR][I]The crush of the deep sea unexpectedly reverses, your victim becoming disoriented and weak as 'the bends' wracks his body.[/I] [B]Encounter * Arcane, Implement [/B] [B]Standard Action[/B], [B]Ranged[/B] 5 [B]Target:[/B] One creature [B]Attack:[/B] Constitution vs. Fortitude [B]Hit:[/B] 2d6 + Constitution modifier damage, and the target is weakened until the end of your next turn. [B]Deep Pact:[/B] If the target is cursed by you, the attack deals additional damage equal to your Intelligence modifier.[/FONT] [B][COLOR=red][FONT=Verdana]Siren’s Call, Warlock Attack 3[/FONT][/COLOR][/B][COLOR=white][FONT=Verdana] [/FONT][/COLOR][I][FONT=Verdana]A beautiful melody leads your hapless foe into a deadly trap.[/FONT][/I][FONT=Verdana] [B]Encounter * Arcane, Charm, Implement [/B] [B]Standard Action[/B], [B]Ranged[/B] 5 [B]Target:[/B] One creature [B]Attack:[/B] Constitution vs. Will [B]Hit:[/B] You pull the target 2 squares. Then, the target takes 2d10 + Constitution modifier damage [B]Deep Pact:[/B] You slide the target 2 squares instead. [/FONT][SIZE=4][B][FONT=Verdana]Level 5 Daily Attack Spells[/FONT][/B][/SIZE][FONT=Verdana] [COLOR=white] [/COLOR][B][COLOR=gray]Deeptow Current, Warlock Attack 5[/COLOR][/B][COLOR=white] [/COLOR][I]A vortex of black water sweeps away anyone caught within its icy grasp, especially eager to drown those you've marked for death.[/I] [B]Daily * Arcane, Cold, Implement, Zone[/B] [B]Standard Action[/B], [B]Area[/B] burst 2 within 10 [B]Target:[/B] Each creature in burst [B]Attack:[/B] Constitution vs. Reflex [B]Hit:[/B] 1d8 + Constitution modifier cold damage, and the target is knocked prone and pulled 1 square towards the burst's origin square. [B]Miss:[/B] Half damage. [B]Effect:[/B] 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.[/FONT] [B][COLOR=gray][FONT=Verdana]Horrifying Visage of the Dwellers, Warlock Attack 5[/FONT][/COLOR][/B][COLOR=white][FONT=Verdana] [/FONT][/COLOR][I][FONT=Verdana]Your illusionary magic gives your foes a brief glimpse of what awaits them beneath the waves.[/FONT][/I][FONT=Verdana] [B]Daily * Arcane, Fear, Implement, Psychic[/B] [B]Standard Action[/B], [B]Close[/B] blast 3 [B]Target:[/B] Each enemy in burst [B]Attack:[/B] Constitution vs. Will [B]Hit:[/B] 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.[/FONT] [B][FONT=Verdana]Miss:[/FONT][/B][FONT=Verdana] Half damage, and you push the target 3 squares. [/FONT][SIZE=4][B][FONT=Verdana]Level 6 Utility Spells[/FONT][/B][/SIZE][FONT=Verdana] [B][COLOR=gray]Lungless Breath, Warlock Utility 6[/COLOR][/B] [I]It's a simple matter to breathe underwater: you must simply forget that you have lungs, and keep moving so as not to remember. [/I] [B]Daily * Arcane, Polymorph Standard Action, Personal[/B] [B]Effect: [/B]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. [B]Sustain Move: [/B]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. [B][COLOR=dimgray]Shadow of the Shark, Warlock Utility 6[/COLOR][/B] [I]Your allies are remoras beneath your fins, lurking in your wake as you swim ceaselessly in search of prey.[/I] [B]Daily * Arcane[/B] [B]Free Action, Close[/B] burst 5 [B]Trigger:[/B] You gain concealment from your Shadow Walk class feature [B]Target:[/B] One ally in burst [B]Effect:[/B] 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. [B]Deep Pact:[/B] If you trigger your Pact Boon while you are granting the target concealment, the target gains the benefit of your Pact Boon instead. [/FONT][SIZE=4][B][FONT=Verdana]Level 7 Encounter Attack Spells[/FONT][/B][/SIZE][FONT=Verdana] [B][COLOR=red]Searing Vent, Warlock Attack 7[/COLOR][/B] [I]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.[/I] [B]Encounter * Arcane, Fire, Implement, Necrotic[/B] [B]Standard Action, Area[/B] burst 1 within 10 [B]Target:[/B] Each creature in burst [B]Attack:[/B] Constitution vs. Fortitude [B]Hit:[/B] 2d6 + Constitution modifier fire and necrotic damage, and all creatures have concealment against the target until the end of your next turn. [B]Deep Pact:[/B] The attack deals extra fire damage equal to your Intelligence modifier. [B][COLOR=red]Tangible Dread, Warlock Attack 7[/COLOR][/B] [I]Paranoia grips your foe, the tiny thoughts you've implanted in their mind distracting them and making them flail wildly at nothing.[/I] [B]Encounter * Arcane, Fear, Implement, Psychic Standard Action, Ranged [/B]10 [B]Target: [/B]One creature [B]Attack: [/B]Constitution vs. Will [B]Hit: [/B]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. [B]Deep Pact: [/B]If the square is occupied by a creature, the target gains a +2 power bonus to the attack roll. [/FONT][SIZE=4][B][FONT=Verdana]Level 9 Daily Attack Spells[/FONT][/B][/SIZE][FONT=Verdana] [B][COLOR=dimgray] Endless Fields of Strangleweed, Warlock Attack 9[/COLOR][/B] [I]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.[/I] [B]Daily * Arcane, Implement, Zone[/B] [B]Standard Action, Area[/B] burst 2 within 10 [B]Target:[/B] Each creature in burst [B]Attack:[/B] Constitution vs. Reflex [B]Hit:[/B] 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). [B]Effect:[/B] 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. [B]Sustain Minor:[/B] The zone persists, and you can move the zone 1 square. [B][COLOR=dimgray]Deep Dweller’s Gaze, Warlock Attack 9[/COLOR][/B] [I]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.[/I] [B]Daily * Arcane, Fear, Implement, Psychic[/B] [B]Standard Action, Ranged[/B] 10 [B]Target:[/B] One creature [B]Attack:[/B] Constitution vs. Will [B]Hit:[/B] 2d8 + Constitution modifier psychic damage, and the target is dominated until the end of your next turn. [B]Miss:[/B] Half damage, and the target is not dominated. [B]Effect:[/B] 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. [/FONT][SIZE=4][B][FONT=Verdana]Level 10 Utility Spells[/FONT][/B][/SIZE][FONT=Verdana] [B][COLOR=red]Unstable Anatomy, Warlock Utility 10[/COLOR][/B] [I]Your body churns madly like the currents, always unpredictable. An errant attack sends a splash of your corrupted fluids flying.[/I] [B]Encounter * Acid, Arcane, Polymorph[/B] [B]Immediate Reaction, Close[/B] burst 5 [B]Trigger:[/B] An enemy within the burst deals damage to you with an attack [B]Effect:[/B] One creature within the burst takes acid damage equal to your Constitution modifier. [B]Deep Pact:[/B] The triggering attack’s damage is reduced by an amount equal to one-half your Constitution modifier. [B][COLOR=red]Eyeless Sight, Warlock Utility 10[/COLOR][/B] [I]With a flash everything becomes clear, glassy orbs becoming stark white in contrast to the dark room they survey.[/I] [B]Encounter * Arcane, Polymorph[/B] [B]Minor Action, Close[/B] burst 5 [B]Target:[/B] You or one ally in burst [B]Effect:[/B] 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. [/FONT][SIZE=4][B][FONT=Verdana]Level 13 Encounter Attack Spells[/FONT][/B][/SIZE][FONT=Verdana] [B][COLOR=red]Rumbling Echoes, Warlock Attack 13[/COLOR][/B] [I]An undersea earthquake, or the shifting of some dreadful leviathan? No matter its source, a massive rumbling rattles your enemies.[/I] [B]Encounter * Arcane, Fear, Implement, Thunder[/B] [B]Standard Action, Close[/B] burst 3 [B]Target:[/B] Each creature in burst [B]Attack:[/B] Constitution vs. Fortitude, or Constitution + 2 vs. Fortitude if the target is adjacent to you [B]Hit:[/B] 1d12 + Constitution modifier thunder damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. [B]Deep Pact:[/B] The penalty to attack rolls equals your Intelligence modifier. [B][COLOR=red]Pull of the Depths, Warlock Attack 13[/COLOR][/B] [I]Riptides, strangleweed, tentacles; the ocean has so many ways of dragging the unwary to an icy grave.[/I] [B]Encounter * Arcane, Implement[/B] [B]Standard Action, Ranged[/B] 10 [B]Target:[/B] One, two, or three creatures [B]Attack:[/B] Constitution vs. Reflex [B]Hit:[/B] 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. [B]Deep Pact:[/B] On a critical hit, the target is also knocked prone. [/FONT][SIZE=4][B][FONT=Verdana]Level 15 Daily Attack Spells[/FONT][/B][/SIZE][FONT=Verdana] [B][COLOR=dimgray]Silence of the Black Ocean, Warlock Attack 15[/COLOR][/B][I] In the darkest corners of the deepest ocean trenches, the only sound is the gurgling of your victim’s last moments.[/I][B] Daily * Arcane, Implement, Necrotic Standard Action,[/B] [B]Ranged[/B] 10 [B]Target:[/B] One creature [B]Attack:[/B] Constitution vs. Fortitude[B] Hit:[/B] 5d8 + Constitution modifier necrotic damage, and the target is blinded (save ends), dazed (save ends), and deafened (save ends). [B]Miss:[/B] Half damage, and the target grants combat advantage to your allies (save ends) and all creatures have concealment against the target (save ends). [B][COLOR=dimgray]Carve the Amber Sigil, Warlock Attack 15[/COLOR][/B] [I]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.[/I][B] Daily * Arcane, Charm, Implement, Psychic Standard Action,[/B] [B]Close[/B] burst 5 [B]Target:[/B] Each creature who can see you in burst[B] Attack:[/B] Constitution + 2 vs. Will. If the target is an ally, it can choose to automatically be hit by the attack. [B]Hit:[/B] 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. [B]Miss:[/B] The target is blinded until the end of your next turn. [/FONT][FONT="] [/FONT][SIZE=4][B][FONT=Verdana]Level 16 Utility Spells[/FONT][/B][/SIZE][FONT=Verdana] [B][COLOR=red]Handless Climb, Warlock Utility 16[/COLOR][/B] [I]Barbed and suckered tentacles sprout from your arms and back, allowing you to stick to any surface.[/I] [B]Encounter * Arcane, Polymorph[/B] [B]Free Action, Personal[/B] [B]Effect:[/B] 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.[/FONT][FONT="] [/FONT][B][COLOR=red][FONT=Verdana]Slippery Slither, Warlock Utility 16 [/FONT][/COLOR][/B][FONT=Verdana] [I]A trail of slick mucus slides you and your slightly disgusted allies to a more advantageous location.[/I] [B]Encounter * Arcane[/B] [B]Move Action, Close[/B] burst 1[/FONT][FONT="] [/FONT][B][FONT=Verdana]Target[/FONT][/B][FONT=Verdana]: You and one or two allies in burst [B]Effect:[/B] You slide the target 2 squares.[/FONT][FONT="] [/FONT][SIZE=4][B][FONT=Verdana]Level 17 Encounter Attack Spells[/FONT][/B][/SIZE][FONT=Verdana] [B][COLOR=red]Angler’s Luring Lights, Warlock Attack 17[/COLOR][/B] [I]Tiny motes of light lead your foes away from each other, each to a hungry waiting mouth.[/I] [B]Encounter * Arcane, Charm, Implement[/B] [B]Standard Action, Area[/B] burst 2 within 10 [B]Target:[/B] Each enemy in burst [B]Attack:[/B] Constitution vs. Will [B]Hit:[/B] You push the target 2 squares from the origin square of the burst. Then, the target takes 1d10 + Constitution modifier damage. [B]Deep Pact:[/B] You instead push the target a number of squares equal to your Intelligence modifier.[/FONT][FONT="] [/FONT][B][COLOR=red][FONT=Verdana]Full to Bursting, Warlock Attack 17[/FONT][/COLOR][/B][FONT=Verdana] [I]The eyes bulge and the stomach grows taught, struggling to contain the foul water you’ve pumped into your foe.[/I] [B]Encounter * Arcane, Cold, Implement, Poison[/B] [B]Standard Action, Ranged[/B] 10 [B]Target:[/B] One creature [B]Attack:[/B] Constitution vs. Fortitude [B]Hit:[/B] 4d4 + Constitution modifier poison damage, and the target is slowed until the end of your next turn.[/FONT][FONT="] [/FONT][B][FONT=Verdana]Deep Pact:[/FONT][/B][FONT=Verdana] The attack deals an extra 2d4 cold damage.[/FONT][FONT="] [/FONT][SIZE=4][B][FONT=Verdana]Level 19 Daily Attack Spells[/FONT][/B][/SIZE][FONT=Verdana] [B][COLOR=dimgray]Pressure of the Sunken, Warlock Attack 19[/COLOR][/B][I] The incredible crush of the ocean bears down, holding its struggling victims fast.[/I][B] Daily * Arcane, Cold, Force, Implement Standard Action,[/B] [B]Ranged[/B] 10 [B]Target:[/B] One, two, or three creatures [B]Attack:[/B] Constitution vs. Fortitude[B] Hit:[/B] 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.[/FONT] [B][FONT=Verdana]First Failed Saving Throw: [/FONT][/B][FONT=Verdana]Ongoing 5 cold and force damage and immobilized (save ends both). [B]Miss:[/B] Half damage, and the target is knocked prone and can’t stand up until the end of your next turn. [B][COLOR=dimgray]Time and Space Asunder, Warlock Attack 19[/COLOR][/B] [I]The deep dwellers’ twisted awareness of the world suddenly seems sane, and with and outstretched hand you pluck an enemy out of existence.[/I][B] Daily * Arcane, Implement, Psychic, Teleportation Standard Action,[/B] [B]Ranged[/B] 10 [B]Target:[/B] One creature[B] Attack:[/B] Constitution vs. Will [B]Hit:[/B] The target is removed from play until the end of your next turn.[/FONT] [B][FONT=Verdana]Aftereffect[/FONT][/B][FONT=Verdana]: The target reappears in the space it last occupied or in the nearest unoccupied space, then takes 4d10 + Constitution modifier psychic damage. [B]Miss:[/B] You teleport the target 3 squares. Then, the target takes 3d10 + Constitution modifier psychic damage[/FONT] [FONT=Verdana] [/FONT][SIZE=4][B][FONT=Verdana]Level 22 Utility Spells[/FONT][/B][/SIZE][FONT=Verdana] [/FONT] [B][COLOR=gray][FONT=Verdana]Drifting Lights, Warlock Utility 22[/FONT][/COLOR][/B][FONT=Verdana] [I]Motes of light float carelessly through the air, sticking to anything they encounter and illuminating them.[/I] [B]Daily * Arcane, Conjuration[/B] [B]Minor Action, Close[/B] burst 5 [B]Effect:[/B] 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.[/FONT] [B][FONT=Verdana]Deep Pact:[/FONT][/B][FONT=Verdana] While adjacent to a drifting light, you may benefit from the concealment granted by your Shadow Walk class feature.[/FONT] [FONT=Verdana] [B][COLOR=gray]Spaceless Step, Warlock Utility 22[/COLOR][/B] [I]Your mind having been warped by the deep dwellers, stepping between the cracks of reality comes easy.[/I] [B]Daily * Arcane, Teleport[/B] [B]Minor Action, Personal[/B] [B]Effect:[/B] 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.[/FONT] [SIZE=4][B][FONT=Verdana]Level 23 Encounter Attack Spells[/FONT][/B][/SIZE][FONT=Verdana] [/FONT] [B][COLOR=red][FONT=Verdana]Oppressive Darkness, Warlock Attack 23[/FONT][/COLOR][/B][FONT=Verdana] [I]The darkness of their minds is deeper than anything under the waves.[/I] [B]Encounter * Arcane, Fear, Implement, Psychic Standard Action, Ranged [/B]10 [B]Target: [/B]One, two, or three creatures [B]Attack: [/B]Constitution vs. Will [B]Hit: [/B]1d12 + Constitution modifier psychic damage, and the target is blinded until the end of your next turn.[/FONT] [B][FONT=Verdana]Deep Pact:[/FONT][/B][FONT=Verdana] [B]Aftereffect:[/B] All creatures have concealment against the target until the end of your next turn.[/FONT] [B][COLOR=red][FONT=Verdana]Sting of the Man-o-war, Warlock Attack 23[/FONT][/COLOR][/B][FONT=Verdana] [I]Sometimes the frailest creatures of the depths are also the most dangerous, as you prove to your victim with a swarm of cruel jellyfish.[/I] [B]Encounter * Arcane, Implement, Poison Standard Action, Ranged [/B]10 [B]Target: [/B]One creature [B]Attack: [/B]Constitution vs. Reflex [B]Hit: [/B]3d8 + Constitution modifier poison damage, and the target grants combat advantage until the end of your next turn.[/FONT] [B][FONT=Verdana]Deep Pact:[/FONT][/B][FONT=Verdana] The target is also knocked prone.[/FONT] [SIZE=4][B][FONT=Verdana]Level 25 Daily Attack Spells[/FONT][/B][/SIZE] [B][COLOR=dimgray][FONT=Verdana]At the Mouth of Madness, Warlock Attack 25[/FONT][/COLOR][/B][FONT=Verdana] [I]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.[/I] [B]Daily * Arcane, Charm, Implement, Psychic[/B] [B]Standard Action, Ranged[/B] 10 [B]Target:[/B] One creature [B]Attack:[/B] Constitution vs. Will [B]Hit:[/B] 1d10 + Constitution modifier psychic damage, and the target makes a basic attack against itself with a +2 power bonus to the attack roll. [B]Sustain Minor:[/B] When you sustain this power, you can repeat the attack against the target. If you miss, you can no longer sustain the power.[/FONT] [B][COLOR=dimgray][FONT=Verdana]The Kraken’s Unrelenting Grip, Warlock Attack 25[/FONT][/COLOR][/B][FONT=Verdana] [I]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.[/I] [B]Daily * Arcane, Implement, Zone[/B] [B]Standard Action, Ranged[/B] 10 [B]Target:[/B] One creature [B]Attack:[/B] Constitution vs. Fortitude [B]Hit:[/B] 4d12 + Constitution modifier damage, and the target is held immobilized 20 feet above the ground and takes ongoing 10 damage (save ends both). [B]Miss:[/B] Half damage, and the target is slowed and takes ongoing 5 damage (save ends both).[/FONT] [B][FONT=Verdana]Aftereffect:[/FONT][/B][FONT=Verdana] You slide the target 2 squares and knock it prone.[/FONT] [SIZE=4][B][FONT=Verdana]Level 27 Encounter Attack Spells[/FONT][/B][/SIZE] [B][COLOR=red][FONT=Verdana]Breath of the Leviathan, Warlock Attack 27[/FONT][/COLOR][/B][FONT=Verdana] [I]Channeling the breath of the legendary slumbering beast through your own lungs, you unleash a roar of staggering power.[/I] [B]Encounter * Arcane, Cold, Implement, Thunder[/B] [B]Standard Action, Close[/B] blast 5[/FONT] [B][FONT=Verdana]Deep Pact:[/FONT][/B][FONT=Verdana][B] The power’s range is area burst 2 within 5 squares.[/B][/FONT][FONT=Verdana] [B]Target:[/B] Each creature in burst [B]Attack:[/B] Constitution vs. Fortitude [B]Hit:[/B] 2d12 + Constitution modifier cold and thunder damage, and the target is deafened until the end of your next turn.[/FONT] [B][COLOR=red][FONT=Verdana]Tentacle Burst, Warlock Attack 27[/FONT][/COLOR][/B][FONT=Verdana] [I]Your flesh gives way to the arms of the deep, reaching and clawing and grasping for life.[/I] [B]Encounter * Arcane, Implement[/B] [B]Standard Action, Close[/B] burst 3 [B]Target:[/B] Each creature in the burst [B]Attack:[/B] Constitution vs. Reflex [B]Hit:[/B] 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. [B]Deep Pact:[/B] You also slide the target 1 square.[/FONT] [SIZE=4][B][FONT=Verdana]Level 29 Daily Attack Spells[/FONT][/B][/SIZE] [B][COLOR=dimgray][FONT=Verdana]At Last Taken by Madness, Warlock Attack 29[/FONT][/COLOR][/B][FONT=Verdana] E[I]xhausted 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.[/I] [B]Daily * Arcane, Fear, Implement, Psychic, Reliable[/B] [B]Standard Action, Ranged[/B] 10 [B]Target:[/B] One creature [B]Attack:[/B] Constitution vs. Will [B]Hit:[/B] 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.[/FONT] [B][COLOR=dimgray][FONT=Verdana]Ghosts of the Drowned, Warlock Attack 29[/FONT][/COLOR][/B][FONT=Verdana] [I]The spirits of those who succumbed to a watery grave flow forth, eager to add another to their grisly ranks[I].[/I][/I] [B]Daily * Arcane, Cold, Implement, Psychic[/B] [B]Standard Action, Close[/B] burst 2 [B]Target:[/B] Each enemy in the burst [B]Attack:[/B] Constitution vs. Fortitude [B]Hit:[/B] 2d6 + Constitution modifier cold and psychic damage.[/FONT] [B][FONT=Verdana]Effect:[/FONT][/B][FONT=Verdana] 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.[/FONT] [B][FONT=Verdana]First Failed Saving Throw:[/FONT][/B][FONT=Verdana] The target takes ongoing 10 cold and psychic damage, even outside of the zone (save ends).[/FONT] [B][FONT=Verdana]Second Failed Saving Throw:[/FONT][/B][FONT=Verdana] The target takes ongoing 15 cold and psychic damage and falls unconscious, even outside of the zone (save ends both).[/FONT] [B][FONT=Verdana]Sustain Standard:[/FONT][/B][FONT=Verdana] The zone persists.[/FONT] [FONT=Verdana] [/FONT][SIZE=5][B][FONT=Verdana]Murr[/FONT][/B][/SIZE][FONT=Verdana] [I]Frog- and fish-like humanoids, mutated from humans by otherworldly forces.[/I] [B]RACIAL TRAITS[/B][/FONT][FONT="] [/FONT][B][FONT=Verdana]Average Height[/FONT][/B][FONT=Verdana]: 5' 3" - 5'11" [B]Average Weight[/B]: 140 - 205 [B]Ability Scores[/B]: +2 Constitution, +2 Dexterity or +2 Intelligence [B]Size[/B]: Medium [B]Speed[/B]: 6 squares [B]Vision:[/B] Low-light [B]Languages:[/B] Common [B]Skill Bonuses:[/B] +2 Insight, +2 Intimidate [B]Group Suspicion:[/B] You grant allies within 10 squares of you a +1 racial bonus to Insight checks. [B]Noxious Spray:[/B] You have the noxious spray power. [B]Slick Skin:[/B] 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. [B]Strong Lungs:[/B] When you make an Endurance check to hold your breath or swim over a long period of time, roll twice and use either result.[/FONT][FONT="] [/FONT][B][COLOR=red][FONT=Verdana]Noxious Spray, Murr Feature[/FONT][/COLOR][/B][I][FONT=Verdana] With a horrible noise you dredge up a glob of phlegm, launching the caustic substance at a particularly hated foe.[/FONT][/I][FONT=Verdana] [B]Encounter * Acid[/B] [B]Minor Action[/B], [B]Close[/B] burst 3 [B]Target:[/B] One creature in burst [B]Attack:[/B] Strength + 4 vs. Reflex, Constitution + 4 vs. Reflex, or Dexterity + 4 vs. Reflex [B]Hit:[/B] 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. [B]Special:[/B] 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. [/FONT] [FONT=Verdana]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.[/FONT] [FONT=Verdana] Play an Murr if you want...[/FONT] [LIST] [*][FONT=Verdana]to be slippery, savvy, and smart.[/FONT] [*][FONT=Verdana]to be an outsider struggling with prejudice and misconceptions.[/FONT] [*][FONT=Verdana]to have a visible connection to mysterious, alien forces.[/FONT] [*][FONT=Verdana]to be a member of a race that favors the psion, rogue, warlock, and wizard classes.[/FONT] [/LIST] [B][FONT=Verdana]PHYSICAL QUALITIES[/FONT][/B][FONT=Verdana] 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. [B]PLAYING A MURR[/B] 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.[/FONT] [FONT=Verdana]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.[/FONT] [FONT=Verdana]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. [B]Murr Characteristics:[/B] Stubborn, suspicious, reserved, patient, cunning[/FONT] [B][FONT=Verdana]Murr Names:[/FONT][/B][FONT=Verdana] Typically their original human name, though some murr take on a new name or title once they’ve fully transformed[/FONT] [FONT=Verdana] [/FONT][SIZE=5][B][FONT=Verdana]Feats[/FONT][/B][/SIZE][FONT=Verdana] [/FONT][SIZE=4][B][FONT=Verdana]General Feats[/FONT][/B][/SIZE][FONT=Verdana] [B]Healthy Paranoia Heroic Tier Prerequisite: [/B]Murr [B]Benefit: [/B]You gain a +4 bonus to all defenses against attacks by allies and enemies dominated by allies. [B]Insulting Spray Heroic Tier Prerequisite: [/B]Murr, [I]noxious spray [/I]racial power [B]Benefit:[/B] Your noxious spray power marks its targets until the end of your next turn, whether the power hits or misses.[/FONT][FONT="] [/FONT][B][FONT=Verdana]Powerful Spray Heroic Tier Prerequisites:[/FONT][/B][FONT=Verdana] Murr, [I]noxious spray [/I]racial power [B]Effect:[/B] 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. [B]Seaborne Skill[/B] [B]Heroic Tier[/B] [B]Prerequisite:[/B] Murr [B]Benefit:[/B] 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. [B]Sticky Fingers Heroic Tier Prerequisite:[/B] Murr [B]Effect:[/B] 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. [COLOR=white] [/COLOR][B]Sticky Spray Heroic Tier Prerequisite: [/B]Murr, [I]noxious spray [/I]racial power [B]Benefit: [/B]Targets hit by your noxious spray power are slowed until the end of your next turn. [B]Torches and Pitchforks Heroic Tier Prerequisite: [/B]Murr [B]Benefit: [/B]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. [B]Touched By Chaos[/B] [B]Heroic Tier[/B] [B]Prerequisite:[/B] Murr, natural origin [B]Benefit:[/B] 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. [B]Touched By Madness[/B] [B]Heroic Tier[/B] [B]Prerequisite:[/B] Murr, natural origin [B]Benefit:[/B] 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. [/FONT][FONT="] [/FONT][B][FONT=Verdana]Twin Spray Heroic Tier Prerequisites:[/FONT][/B][FONT=Verdana] Murr, [I]noxious spray [/I]racial power [B]Effect:[/B] Your noxious spray power targets two creatures within the burst. [/FONT][SIZE=4][B][FONT=Verdana]Class-Specific Feats[/FONT][/B][/SIZE][FONT=Verdana] [/FONT] [B][FONT=Verdana]Bottled Anger Heroic Tier Prerequisite:[/FONT][/B][FONT=Verdana] Murr, barbarian [B]Benefit:[/B] 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.[/FONT] [FONT=Verdana]Increase the bonus to damage rolls +4 at Level 11, and to +6 at Level 21.[/FONT] [B][FONT=Verdana]Bounce Back Heroic Tier Prerequisite:[/FONT][/B][FONT=Verdana] Murr, fighter [B]Benefit: [/B]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.[/FONT] [B]Brutal Blast Heroic Tier Prerequisite:[/B] Murr, warlock, [I]eldritch blast[/I] power [B]Benefit:[/B] 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. [B][FONT=Verdana]Cautious Tactics Heroic Tier Prerequisite:[/FONT][/B][FONT=Verdana] Murr, warlord [B]Benefit: [/B]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[B].[/B][/FONT] [B][FONT=Verdana]Consecrated Bioluminescence Heroic Tier Prerequisite:[/FONT][/B][FONT=Verdana] Murr, paladin, [I]noxious spray [/I]racial power [B]Benefit: [/B]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[B].[/B][/FONT] [B][FONT=Verdana]Creature of the Mire[/FONT][/B] [B][FONT=Verdana]Heroic Tier Prerequisite:[/FONT][/B][FONT=Verdana] Murr, warden[/FONT] [B][FONT=Verdana]Benefit:[/FONT][/B][FONT=Verdana] You gain swampwalk. In addition, you gain a +2 bonus to saving throws against poison and acid.[/FONT] [B][FONT=Verdana]Croaking Word[/FONT][/B] [B][FONT=Verdana]Heroic Tier Prerequisite:[/FONT][/B][FONT=Verdana] Murr, bard, [I]majestic word[/I] power[/FONT] [B][FONT=Verdana]Benefit:[/FONT][/B][FONT=Verdana] When you use your [I]majestic word[/I] power on a dying ally, that ally can spend 2 healing surges instead of 1.[/FONT] [B][FONT=Verdana]Cunning Wrath Heroic Tier Prerequisite:[/FONT][/B][FONT=Verdana] Murr, invoker, Covenant of Wrath class feature [B]Benefit:[/B] When you use your [I]armor of wrath[/I] power, you may slide the target instead of pushing it.[/FONT] [B]Defiant Spray Heroic Tier Prerequisite:[/B] Murr, runepriest, Defiant Word class feature, [I]noxious spray[/I] racial power [B]Benefit:[/B] Whenever an enemy triggers your Defiant Word class feature, you may use your noxious spray power against the triggering enemy as an immediate reaction. [B][FONT=Verdana]Frightening Malediction Heroic Tier Prerequisite:[/FONT][/B][FONT=Verdana] Murr, invoker, Covenant of Malediction class feature [B]Benefit:[/B] When you use your [I]maledictor’s doom[/I] power, you may push the target whenever you hit with a psychic or thunder attack as well.[/FONT] [B][FONT=Verdana]Guarded Mind Heroic Tier Prerequisite:[/FONT][/B][FONT=Verdana] Murr, psion [B]Benefit:[/B] 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. [/FONT][FONT="] [/FONT][B][FONT=Verdana]Heal the Mind Heroic Tier Prerequisite:[/FONT][/B][FONT=Verdana] Murr, cleric, [I]healing word[/I] power [B]Benefit:[/B] Targets of your [I]healing word[/I] power gain a +2 power bonus to Will until the end of your next turn.[/FONT] [FONT="] [/FONT][B][FONT=Verdana]Inauspicious Spray Heroic Tier Prerequisites:[/FONT][/B][FONT=Verdana] Murr, [I]noxious spray [/I]racial power, any arcane class [B]Effect:[/B] Targets hit by your noxious spray power take a -2 penalty to saving throws until the end of your next turn.[/FONT] [FONT=Verdana][B]Infernal Machines Heroic Tier Prerequisite: [/B][/FONT][FONT=Verdana]Murr or tiefling, artificer [B]Benefit:[/B] You gain a +2 bonus to damage rolls with artificer and artificer paragon path powers.[/FONT] [B][FONT=Verdana]Leaping Form Heroic Tier Prerequisites:[/FONT][/B][FONT=Verdana] Murr, druid, [I]wild shape[/I] power [B]Effect:[/B] While you are in beast form, you gain a +1 bonus to speed and a +5 racial bonus to Athletics checks to jump.[/FONT] [B][FONT=Verdana]Miring Magic Heroic Tier Prerequisites:[/FONT][/B][FONT=Verdana] Murr, [I]noxious spray [/I]racial power, wizard [B]Effect:[/B] 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.[/FONT] [FONT=Verdana]Increase the effect to two targets at Level 11, and to three targets at Level 21.[/FONT][FONT="] [/FONT] [B]Mutated Mind Heroic Tier Prerequisite:[/B] Murr, any psionic class [B]Benefit:[/B] 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.) [B]Noxious Arrow Heroic Tier Prerequisite:[/B] Murr, seeker, [I]noxious spray[/I] racial power [B]Benefit:[/B] The range of your noxious spray power instead becomes ranged weapon, and can be used as a ranged basic attack. [B][FONT=Verdana]Practiced Leap Heroic Tier Prerequisite: [/FONT][/B][FONT=Verdana]Murr, monk or rogue [B]Benefit:[/B] 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. [/FONT] [B]Primal Mutations Heroic Tier Prerequisite:[/B] Murr, any primal class [B]Benefit:[/B] You gain a +2 racial bonus to Athletics and Perception checks, as well as Nature checks to avoid becoming lost in a natural environment. [FONT=Verdana] [B]Pseudonatural Affinity Heroic Tier Prerequisites:[/B] Murr, ranger, Beast Mastery class feature [B]Effect:[/B] 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][FONT="] [/FONT] [B]Pseudonatural Arcana Heroic Tier Prerequisite:[/B] Murr, sorcerer, [I]noxious spray[/I] racial power [B]Benefit:[/B] Your noxious spray power gains the Arcane keyword. [B][FONT=Verdana]Shameful Rebuke Heroic Tier Prerequisite:[/FONT][/B][FONT=Verdana] Murr, invoker, Covenant of Preservation class feature [B]Benefit:[/B] When you hit with an attack against the triggering enemy of your [I]preserver’s rebuke[/I] power, that enemy takes a -2 penalty to attack rolls until the end of your next turn.[/FONT] [B]Spray of Enmity Heroic Tier Prerequisite:[/B] Murr, avenger, [I]noxious spray[/I] racial power [B]Benefit:[/B] 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. [B][FONT=Verdana]Sticky Shield Heroic Tier Prerequisite:[/FONT][/B][FONT=Verdana] Murr, swordmage, [I]aegis of shielding [/I]power [B]Benefit: [/B]Whenever an enemy triggers your [I]aegis of shielding[/I], you may reduce the damage reduction from your [I]aegis[/I] by half to slow the target until the end of its next turn[B]. [/B][/FONT][B][FONT=Verdana]Stubborn Spirit Heroic Tier Prerequisite:[/FONT][/B][FONT=Verdana] Murr, shaman [B]Benefit:[/B] You gain a +2 feat bonus to the damage threshold to destroy your spirit companion with a melee or ranged attack.[/FONT] [FONT=Verdana] [/FONT] [B]Uplifted by Divinity Heroic Tier Prerequisite:[/B] Murr, any divine class, Channel Divinity class feature [B]Benefit:[/B] Once per encounter, when you use a Channel Divinity power, you gain temporary hit points equal to one-half your level + your Constitution modifier. [B]Wrathful Spray Heroic Tier Prerequisite:[/B] Murr, runepriest, Wrathful Hammer class feature, [I]noxious spray[/I] racial power [B]Benefit:[/B] Whenever an enemy triggers your Wrathful Hammer class feature, you may use your noxious spray power against the triggering enemy as an immediate reaction. [SIZE=4][B][FONT=Verdana]Paragon Tier Feats[/FONT][/B][/SIZE] [FONT=Verdana] [/FONT] [B][FONT=Verdana]Clinging Spray Paragon Tier Prerequisites:[/FONT][/B][FONT=Verdana] [/FONT][FONT=Verdana]11th level, m[/FONT][FONT=Verdana]urr, [I]noxious spray[/I] racial power [B]Effect:[/B] 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.[/FONT] [FONT=Verdana] [/FONT][FONT=Verdana][B]Mental Guardian[/B] [/FONT] [FONT=Verdana][B]Paragon [/B][B]Tier Prerequisite:[/B][/FONT][FONT=Verdana] [/FONT][FONT=Verdana]11th level, m[/FONT][FONT=Verdana]urr, ardent [B]Benefit:[/B][/FONT] [FONT=Verdana] Whenever you grant a bonus to defenses to your allies, that bonus increases by 1.[/FONT] [FONT=Verdana] [B]Non-Euclidean Push Paragon Tier Prerequisites:[/B] [/FONT][FONT=Verdana]11th level, m[/FONT][FONT=Verdana]urr, any psionic class [B]Effect:[/B] Whenever you would push a creature, you can instead teleport the target an equal number of squares away from you. [B]Outcast's Stealth Paragon Tier Prerequisites:[/B] 11th level, murr, any martial class [B]Effect:[/B] You gain a +2 bonus to Stealth checks made after moving more than 2 squares. This bonus increases to +5 if you're running. [B]Self-Isolation Paragon Tier Prerequisites:[/B] 11th leve, murr, ranger [B]Effect:[/B] 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). [/FONT] [B]Vengeful Mind Paragon Tier Prerequisite:[/B] 11th level, murr, battlemind, [I]mind spike[/I] power [B]Benefit:[/B] Your mind spike power deals additional damage equal to your Constitution modifier. [/QUOTE]
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The Deep Project: Deep Pact Warlocks and the Murr
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