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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: 5675233" data-attributes="member: 57504"><p><strong>9/11:</strong> You know what no one would expect? A murr invoker. But, strangely, that's what I had the most ideas about today!</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><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'">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><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>9/13:</strong> I missed a day! However, the good news is that I'm posting an extra-large set of options today.</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'">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="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'">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><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><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> <span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></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></p><p><span style="font-family: 'Verdana'"><strong>9/14:</strong> And with this, the Deep Pact is officially up to Level 30! I still have plenty of work to do with it, however, what with rebalancing the powers and creating feats, but for the most part I'll be focusing on getting 1 feat for every Murr/Class combination from here on out. Consider the Deep Pact complete!</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'">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> <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'">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><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>9/17: </strong>It's Saturday night! Let's catch up on some feats so that it can be time to party!</span></p><p><span style="font-family: 'Verdana'"></span></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><span style="font-family: 'Verdana'"></span> <span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Practiced Leap</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, 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> <span style="font-family: 'Verdana'"></span></p><p><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'"> Murr, 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></blockquote><p></p>
[QUOTE="Dire Human, post: 5675233, member: 57504"] [B]9/11:[/B] You know what no one would expect? A murr invoker. But, strangely, that's what I had the most ideas about today! [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][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]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. [B]9/13:[/B] I missed a day! However, the good news is that I'm posting an extra-large set of options today. [/FONT] [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][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]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]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=Verdana] [/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. [B]9/14:[/B] And with this, the Deep Pact is officially up to Level 30! I still have plenty of work to do with it, however, what with rebalancing the powers and creating feats, but for the most part I'll be focusing on getting 1 feat for every Murr/Class combination from here on out. Consider the Deep Pact complete! [/FONT] [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] [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]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. [B]9/17: [/B]It's Saturday night! Let's catch up on some feats so that it can be time to party! [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] [FONT=Verdana] [B]Practiced Leap Heroic Tier Prerequisite: [/B][/FONT][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] [FONT=Verdana] [B]Mental Guardian[/B] [/FONT] [FONT=Verdana][B]Paragon [/B][B]Tier Prerequisite:[/B][/FONT][FONT=Verdana] Murr, ardent [B]Benefit:[/B][/FONT] [FONT=Verdana] Whenever you grant a bonus to defenses to your allies, that bonus increases by 1.[/FONT] [/QUOTE]
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