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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: 5674650" data-attributes="member: 57504"><p><strong>9/4:</strong> Before I go any further, I figure I should fill in some options for the previous levels first.</p><p></p><p> <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, Thunder</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></p><p> <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> </p><p> <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, 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. 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 one-half 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></p><p><strong>9/5:</strong> An early update today; not even Labor Day can squash me now!</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> </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> </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'">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 th<span style="font-size: 10px">e attack until the end of your next turn.</span></span></p><p> <span style="font-size: 10px"> <span style="font-family: 'Verdana'">Increase the effect to two targets at Level 11, and to three targets at Level 21.</span></span></p><p></p><p></p><p><strong>9/6:</strong> <span style="font-family: 'Verdana'"><span style="font-size: 10px">In addition to the two new warlock powers, I've updated the murr's racial fluff and instituted a dramatic change: +2 to Dex or Int, keeping the race in line with the new rules! Finally, your dreams of a murr rogue (murrogue) can be satisfied.</span></span></p><p> <span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p> <span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span><strong><span style="font-family: 'Verdana'"><span style="font-size: 18px">Murr</span></span></strong></p><p> <strong><span style="font-family: 'Verdana'"></span></strong></p><p><strong><span style="font-family: 'Verdana'">Ability Scores</span></strong><span style="font-family: 'Verdana'">: +2 Constitution, +2 Dexterity or +2 Intelligence</span></p><p> </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> </p><p> <strong><span style="font-family: 'Verdana'">Murr Characteristics:</span></strong><span style="font-family: 'Verdana'"> 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><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span> <span style="font-family: 'Verdana'"> </span></p><p> <span style="font-family: 'Verdana'"></span> <span style="color: DimGray"><strong><span style="color: dimgray"><span style="font-family: 'Verdana'">Pressure of the Sunken, Warlock Attack 19</span></span></strong></span><em><span style="font-family: 'Verdana'"></span></em></p><p><em><span style="font-family: 'Verdana'">The incredible crush of the ocean bears down, holding its struggling victims fast.</span></em><strong><span style="font-family: 'Verdana'"></span></strong></p><p><strong><span style="font-family: 'Verdana'">Daily * Arcane, Cold, Force, Implement</span></strong></p><p><strong><span style="font-family: 'Verdana'">Standard Action,</span></strong><span style="font-family: 'Verdana'"> <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, or 4d6 + Constitution modifier cold and force damage if you target only one creature. In addition, the target is knocked prone and immobilized (save ends). While the target is immobilized, it can’t stand up.</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> </p><p> <span style="color: DimGray"><strong><span style="color: dimgray"><span style="font-family: 'Verdana'">Time and Space Asunder, Warlock Attack 19</span></span></strong></span><span style="font-family: 'Verdana'"></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></p><p><span style="font-family: 'Verdana'"><strong>9/7:</strong> </span><span style="font-family: 'Verdana'"><span style="font-size: 10px">Just a couple of new Utilities today, including one that I'm really unsure of. Should Drifting Lights be available earlier in the build, as it's not powerful enough? Maybe to make it worthy of a Level 22 spell it should also reveal invisible creatures? Give me some feedback.</span></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><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>9/8:</strong> I've decided to condense a week's worth of warlock and murr into one post each, so that I'm not cluttering up the board.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span> <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><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>9/9: </strong>Still waiting for a mod to clean up this thread, but I guess I can just use the following posts for more powers and options when I write them. Speaking of...</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span> <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> <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'"> Murr, <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></p><p><span style="font-family: 'Verdana'"><strong>9/10:</strong> Skipping ahead a bit, mostly because inspiration has yet to strike for the other Level 25 power.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span> <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></blockquote><p></p>
[QUOTE="Dire Human, post: 5674650, member: 57504"] [B]9/4:[/B] Before I go any further, I figure I should fill in some options for the previous levels first. [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, Thunder[/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] [B][FONT=Verdana]Deep Pact:[/FONT][/B][FONT=Verdana] You instead slide the target 1 square.[/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, Necrotic[/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 one-half 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] [B]9/5:[/B] An early update today; not even Labor Day can squash me now! [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] [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] [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]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 th[SIZE=2]e attack until the end of your next turn.[/SIZE][/FONT] [SIZE=2] [FONT=Verdana]Increase the effect to two targets at Level 11, and to three targets at Level 21.[/FONT][/SIZE] [B]9/6:[/B] [FONT=Verdana][SIZE=2]In addition to the two new warlock powers, I've updated the murr's racial fluff and instituted a dramatic change: +2 to Dex or Int, keeping the race in line with the new rules! Finally, your dreams of a murr rogue (murrogue) can be satisfied. [/SIZE][/FONT][B][FONT=Verdana][SIZE=5]Murr[/SIZE] Ability Scores[/FONT][/B][FONT=Verdana]: +2 Constitution, +2 Dexterity or +2 Intelligence[/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.[/FONT] [B][FONT=Verdana]Murr Characteristics:[/FONT][/B][FONT=Verdana] 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] [COLOR=DimGray][B][COLOR=dimgray][FONT=Verdana]Pressure of the Sunken, Warlock Attack 19[/FONT][/COLOR][/B][/COLOR][I][FONT=Verdana] The incredible crush of the ocean bears down, holding its struggling victims fast.[/FONT][/I][B][FONT=Verdana] Daily * Arcane, Cold, Force, Implement Standard Action,[/FONT][/B][FONT=Verdana] [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, or 4d6 + Constitution modifier cold and force damage if you target only one creature. In addition, the target is knocked prone and immobilized (save ends). While the target is immobilized, it can’t stand up.[/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.[/FONT] [COLOR=DimGray][B][COLOR=dimgray][FONT=Verdana]Time and Space Asunder, Warlock Attack 19[/FONT][/COLOR][/B][/COLOR][FONT=Verdana] [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. [B]9/7:[/B] [/FONT][FONT=Verdana][SIZE=2]Just a couple of new Utilities today, including one that I'm really unsure of. Should Drifting Lights be available earlier in the build, as it's not powerful enough? Maybe to make it worthy of a Level 22 spell it should also reveal invisible creatures? Give me some feedback.[/SIZE][/FONT][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. [B]9/8:[/B] I've decided to condense a week's worth of warlock and murr into one post each, so that I'm not cluttering up the board.[/FONT] [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. [B]9/9: [/B]Still waiting for a mod to clean up this thread, but I guess I can just use the following posts for more powers and options when I write them. Speaking of... [/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] [B][FONT=Verdana]Clinging Spray Paragon Tier Prerequisites:[/FONT][/B][FONT=Verdana] Murr, [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. [B]9/10:[/B] Skipping ahead a bit, mostly because inspiration has yet to strike for the other Level 25 power. [/FONT] [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] [FONT=Verdana] [/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] [/QUOTE]
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