The feyest of the fey?

Particle_Man

Explorer
I was thinking about a Fey-Pact Warlock, and with the Eladrin getting an option of bonuses to Int and Cha there is a nice tie to the race. There is a specific fey based paragon path and epic destiny.

So what magic items and feats should one go for, not for the most power, but to most strongly exemplify the fey-pact? (eladrin racial stuff could fit here too, I think).
 

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I think this depends on what you consider "fey". I remember an article about character creation where they wanted to make a warlock along similar lines. They were not going specifically for fey, but rather focusing on something that is associated with fey, teleporting. They chose a race, class, paragon path and feats that all centered on teleporting, either allowing the character to to teleport more or farther or in neater ways.

Using this as a guideline it helped narrow down the options. There are several items in the game that allow for better teleportation, same can be said of feat options and paragon paths.

I would try to decide what you think they fey concept you associate most with being fey is, like becoming invisible, charming powers, bluffing or teleporting, and then focus on things that improve that one concept. Perhaps pick a secondary concept in case at a certain level there is no "best" option that fits with your primary choice.

Once you narrow this down I think a lot of your power, equipment and feat selections will jump out at you. But just "fey" is a bit broad and will provide you with too many options, which can then leave you with a grass is always greener situation no matter what power/feat combos you pick.
 

Best to come up with a character concept, then work from there. My concept was "Prince of Summer"; a masked Fey. I leaned heavily on teleport powers, frequently to the detriment of attack powers, and used a sword as my implement via the Arcane Implement feat. I used a Flaming Longsword, primary and a Rod of Corruption, secondary (flame-like jumping of Curse to all in the radius). Later on I switched to a Longsword of Summer which had the dual benefits of better fitting the character concept, and adding to damage.

So what would your concept be? With that, it would be easier to suggest items.
 

As pointed out, you need to think about which aspect of fey you want to go. Perhaps think about who your "patron" is. Perhaps take a look at the Court of Stars articles in DDI for ideas as to who your pact is with. Look at what those individuals do and then pick powers, feats, items, etc. that mirror those choices.
 


Let's focus on teleporting. Where can that article be found? (I don't have a subscription, so I hope it is not behind that wall)

There was a maxi-teleport Warlock on the Wizards charop lists, but I can't seem to find it now. It's fairly easy to do now though, given that Eladrin are finally more viable Feylocks. Just remember that you don't want to stick to only Feylock powers, as other Pacts get teleports too; notably the Starlock.

As an Eladrin, you have the racial Fey Step power (teleport 5). As a Warlock you get a free teleport 3, via the Misty Step Pact Boon (Fey Pact), whenever one of your Cursed foes drops to zero hp. That's a good amount to teleporting right there, but only one of them is controlled. So, as they come up you add:

Level 2 Utility - Ethereal Stride (teleport 3 + defense bonuses)
Level 3 Encounter - Otherwind Stride (teleport 5+INT and burst 1 attack)
Level 6 Utility - Fey Switch (swap with ally, teleport 10)
Level 10 Utility - Ethereal Sidestep (teleport 1 at will, as move)
...or...
Level 10 Utility - Warlock's Leap (teleport 6 without line of sight)
Level 16 Utility - Warp Space (burst 5, teleport self and 2 allies)
Level 22 Utility - Ascention of the Elder (teleport 20 up, fly 8)
Level 23 Encounter - Dark Transport (range 10, swap places with creature + damage)

There are others, but those are what I would recommend. The 10th level choice depends on whether you really want to be the infinite teleporter, or if you want to be able to get to places that no one really should.

A couple of key magic items are the Eladrin Boots and the Eladrin Ring of Passage. Each will add 2 to the distance that an Eladrin can teleport himself, plus have a Daily teleport power. Eladrin Armor could add another square of distance, but it likely isn't worth what you would have to give up, in stats and feats, to get it.

So by 10th you could possibly be able to teleport 5 squares, as a move action every round, or through 9 squares of solid rock.

Then there are the feats, that let you modify how you can use your racial teleport power. The most useful would be Fey Step Trailblazer, which allows you to drag an ally along on your Fey Step.

If you want to teleport enemies then taking a Pact Sword will let you teleport an enemy, on a hit, once per day.
 

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