4) Class Traits and Abilities
Warlocks act as Strikers - bringing divine punishment upon their enemies, but they're not tank-y in any way. My key abilities are Charisma, Constitution, and Intelligence, in that order, so my Gnome racial bonuses are BOSS. Let's stat it out:
STR 11 (+0) DEX 12 (+1) CON 16 (+3) = 15 + 1 at Level 4. INT 16 (+3) = 14 + 2 WIS 10 CHA 20 (+5) = 17 + 2 + 1 at Level 4. Being Small, my speed is only 5 squares, but it helps to have some Low-Light Vision too. Armor is Cloth and Leather only, but my Defense Bonuses are +1 to Reflex and +1 Will. Weapon Proficiencies: Simple Melee, Simple Ranged 1) ELDRITCH BLAST - Your At-Will powers are intrinsically tied to your class choice by theme and pact, so Eldritch Blast is an automatic At-Will power. Your Eldritch Pact decides your other At-Will power... 2) ELDRITCH PACT - You get three choices: Fey, Infernal, Star. This selection decides your second At-Will power, as it is mechanically tied to the flavor of the pact. Star punishes movement toward you with Dire Radiance (Movement), Fey makes you Invisible with Eyebite (Buff), Infernal channels additional damage to a target when I take damage with Hellish Rebuke (Offense). Each one is still an initial attack roll, with the appropriate follow-up bonus. I'm going with Hellish Rebuke, because the language specifies that the target doesn't have to be the one that damages me; I could take damage from something else entirely, and still automatically deal 1d6+3 fire damage to my chosen target. That's nice. Also, I get Dark One's Blessing, which grants me temporary HP when a creature under my Warlock's Curse (see below), dies. 3) PRIME SHOT - As long as I'm the closest to my target (so no ally is closer than I), I get a +1 to all ranged attack rolls against that target. Nifty. 4) SHADOW WALK - As long as I travel at least 3 squares on my turn, I gain Concealment until the end of my next turn. Which is great, because I plan to keep my distance whenever possible. 5) WARLOCK'S CURSE - once per turn, as a Minor Action, I curse a dude. That dude is more vulnerable to my nasty attacks and takes extra damage (+1d6 for now). So there. 6) IMPLEMENTS - Warlocks make use of specific powerful wands or rods or pact daggers that add extra powers or bonuses to their spells. Cool beans. 5) Powers (Spells)
A Level 4 dude has 2 At-Will Powers, 2 Encounter Powers (not including other class features, or racial abilities), 1 Utility Power, and 1 Daily Power. Many of my powers are already pre-determined by my Infernal Pact choice, so let's just lay them out.
At-Wills 1) Eldritch Blast - you can choose your Charisma or Constitution to help out with this spell, but you can't change later. Charisma is my OBVIOUS CHOICE with a +5 modifier. With the added benefit of this spell counting as a basic ranged attack, allies that grant such opportunities open up a world of hurt against our enemies. 2) Hellish Rebuke - Constitution-based ranged attack vs. Reflex, so 1d6+3 fire damage if I hit. The added bonus is they take an extra 1d6+3 fire damage if I take ANY damage before the end of my next turn. Encounters Racial) Fade Away - We've talked about this. Take damage, go invisible! 1st Level) Diabolic Grasp - Another Constitution-based power that hits nice for 2d8+3, and will move the target 4 freaking squares! 3rd Level) Fiery Bolt - 3d6+3 fire damage, and burst 1 with 1d6+3 fire damage, with another +3 for my Intelligence. Ouch. Daily 1) Armor of Agathys - Gain some 13 Temporary Hit points and any enemy that starts its turn adjacent to me takes 1d6+3 Cold damage until the END OF THE ENCOUNTER. Utility - Daily 2nd Level) Fiendish Resilience - Minor Action to give myself 8 temporary hit points. Meh. No choice in the matter. FEAT SELECTION 1) Improved Initiative - the earlier I go, the better. +4. 2) Improved Dark One's Blessing - when a Cursed enemy drops to 0, I'll gain 7 temp HP instead of 4. 4) Magic Of The Mists - retain Fade Away when I attack. Booyah. 6) Gear and Overview
Basic Melee = Sickle; +4 to hit, 1d6 damage --- Sickles have +2 Proficiency, + Strength (0) + 1/2 Level (2)
Basic Ranged = Hand Crossbow; +5 to hit, 1d6+1 damage --- Hand Crossbows have +2 Proficiency + Dex (1) + 1/2 Level (2)* **I don't plan on using this, as my Eldritch Blast counts as a Basic Ranged Attack. 1d10+5, with a +9 to hit is way better.** Implement: Magic Tome = +1 Attack and Damage rolls, but on a Critical add 1d6 damage. At-Will Powers: ELDRITCH BLAST, Hellish Rebuke Encounter Powers: Fade Away [R], Diabolic Grasp, Fiery Bolt Daily Powers: Armor of Agathys HP: 30 (15 at level 1, +5 per level [15]) Healing Surges: 9 (6+3) Surge Value: 7 AC: 15 --- (10+1/2 level [12]+Dexterity Mod [1]+Leather Armor [2] Fortitude: 15 --- (10+1/2 Level [12]+Con Mod [3]) Reflex: 16 --- (Int +3 + 12 + 1) Will: 18 --- (Cha +5 + 12 + 1) Trained Skills: Arcana, Bluff, Intimidate, Streetwise Gnome made. Let's blow some stuff up. See you at the table. -Adamus
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Adam SummererProfessional Game Master musician, music teacher, game designer, amateur bartender, and aspiring fiction author. Honestly, I write what I want when I want. Often monster lore, sometimes miniature showcases, and the occasional movie/show review.
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