Tuesday, March 27, 2012

From the Kill Pile: Undeath Pact, Part 2

The wrap up of the Undeath Pact Warlock.  Some side projects have surfaced recently that have taken most of my time of late, so not a lot of postable original writing going on.  Though I have started readjusting my schedule to get more writing time, cutting down on television and video games and such.  I tried cutting down on sleep... that was a bad plan.  

Gravemaster
I punish the wicked with eternal service to the just. You may call me a villain, but those who serve me undo their misdeeds in life with good works in death.


Prerequisites: Undeath pact warlock
It is the neophyte necromancer who robs the graveyards of peasants, butchers innocents, and generally gives those of your studies a bad name. While you would never describe your art as pleasant, you do not dig up just anyone to serve you. You only bind the worst criminals to your service, punishing them in death for the crimes they perpetrated in life. If they went unpunished in life, all the better. Some gravemasters have become quite the detectives through hunting down those who deserve the torture of the walking dead. In some lands, this may even be the law of the land. When you encounter those souls who have been wrongly cursed with undead you work to free them, turning them against their creators and then destroying them.

Gravemaster Features:
Commanding the Dead (11th Level): When you spend an action point to take an extra action, your undead servant may also take an additional action of the same type.
Bound in Death (11th Level): Undead under your control receive a +2 bonus to Will and Fortitude defenses when adjacent to you or another undead under your control.
The Taste of Death (16th Level): Undead under your control gain a +2 bonus to attack rolls against bloodied foes.

Gravemaster Spells
Mastery of the Dead Warlock (Undeath) Attack 11
Even undead created by others are not beyond your power. Using your necrotic controls you can wrest control of undead minions away from others for at least a few moments.
Encounter * Arcane, Implement, Necrotic
Standard Action Area burst 2 in 10 squares
Target: All enemy undead minions in burst
Attack: Constitution vs. Will
Hit: You gain control of the target until the end of your next turn. They are controlled using the same rules as animated creatures, so you must expend actions to command them. At the end of your next turn the targets are destroyed.
Undeath Pact: The targets gain a bonus to damage rolls made under your control equal to your Intelligence modifier.

Punishing Strike of the Walking Dead Necromancer (Undeath) Utility 12
Charged with power your undead followers strike out at your enemies with great fury, breaking bones and bending steel to see them dead.
Daily * Arcane
Minor Action Close burst 10
Effect: All undead under your control gain a +2 power bonus to attack rolls and damage rolls until the beginning of your next turn.

Command of the Carrion Lord Warlock (Undeath) Attack 20
Focusing your will on a single undead you bend it to your control, turning it against its former allies.
Daily* Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One undead creature
Attack: Constitution vs. Will
Hit: The target is dominated (save ends). It is controlled using the same rules as your undead servant, so you must expend actions to command it.
Sustain Minor: You inflict a -2 penalty on the next saving throw of the target against this spell.
Sustain Move: You inflict a -4 penalty on the next saving throw of the target against this spell.
Sustain Standard: You inflict a -6 penalty on the next saving throw of the target against this spell.
Aftereffect: The target suffers 4d10 + Constitution modifier radiant damage.  


Deathlord
You have moved beyond the study of undeath, instead working on the deepest meanings of death. Through this you have learned more can motivate a corpse than necromancy and magic.


Prerequisites: 21st level undeath pact warlock
You began your studies with necromantic magic working to infuse the bodies of the dead with power so they could serve your will. This is what your undead master told you was the path to true power, but the longer you walked that dark power you found there was more to death than your master understood. It took many years of studying necromantic magics before you began to puzzle it out, but at last you have learned that necromantic magic is only the basest, brute force method of animating the dead. What is pulling the strings of a corpse through necrotic strings compared to the power of instilling that corpse with its original spirit, driven by the same desires and goals that motivated it in life?

With this insight you have moved beyond the power of your former masters, creating undead through recalling their spirits and giving them what they want in exchange for service. Some want revenge against the same enemies you fight, while others want their loved ones looked after in exchange to their service. While this process requires a little more work on your part, the undead now under your command are more than witless automatons doing your bidding. They work toward the same purposes as you as willing agents. You are no more a lord of the undead, but a leader of the restless dead.

In this role you become the intermediary between the living and the dead, helping deal with walking dead, haunting, and all manner of events where the world and the dead intersect. In time you become known to both the leaders of the living and the dead, both immortal and mortal. Gods of evil and undeath curse you for finding your better path while gods of the death thank you for your service to their charges.

Immortality?
After your last quest ends your work in the lands of the living are over and you become as much dead as living, able to walk the realms of the dead as easily as the lands of the living. You have dominion over where these two worlds cross and work to make such areas as peaceful as possible. In the realm of the dead you build a domain of your own free from necromancy and tyranny over the dead, bringing new ideas to the land of the dead. To the living you become a legendary spirit of the dead who helped them find their rest; to the dead you become the leader to a new world; to necromancers you become a tale of terror and punishment.

Deathlord Features
Necromantic Control (21st Level): Once per round, you can take a minor action to order your undead servant to take a standard action, a move action, or a minor action.
Beyond Undeath (21st Level): Undead you create, including your servant and any you animate, do not have vulnerability to radiant damage.
Death-Link (24th Level): As long as you remain within 20 squares of each other, you and your undead servant may draw on each other’s healing surges as if they were your own. Also, any time either you or your servant is damaged, you may choose to divide the damage evenly between the two of you.
If you are reduced to 0 hit points and your undead servant has at least one hit point, you may immediately spend a healing surge.
Touch of the Undying (30th Level): You gain resist poison and resist necrotic equal to your level + your Intelligence modifier and automatically succeed at all death saves. Any time you use bound beyond the grave you may assign the temporary hit points to yourself. Any spells that affect all undead under your control also affects you.

Armor of the Unliving Deathlord (Undeath) Utility 26
Daily * Arcane
Standard Action Close burst 20
Target: Each undead you control in burst
Effect: The target spends a healing surge and gains a +2 power bonus to AC, Will, Fortitude, and Reflex until the end of the encounter.  

Feats

Distant Animation
Prerequisites: Warlock, Undeath Pact class feature
Benefit: All spells with animate keyword gain a range of 10 so the undead animated by the spell can appear in any square within 10 squares of you.  


Servant Training
Prerequisites: Warlock, Undeath Pact class feature
Benefit: Your undead servant gains training in a single skill that you are trained in.

Skilled Animator
Prerequisites: Con 13, warlock, undeath pact
Benefit: Creatures you create by powers with the animate keyword gain a +1 bonus to attack and damage rolls.

Dedicated Servant
Prerequisites: 11th level, Con 15, warlock, Undeath Pact class feature
Benefit: When your undead servant is adjacent to you, you gain a +1 bonus to AC and Reflex.

Fast Servant
Prerequisites: 11th level, Con 15, warlock, Undeath Pact class feature
Benefit: Your undead servant gains a +1 feat bonus to speed and a +2 feat bonus to Reflex defense.


Tough Servant
Prerequisites: 11th level, Con 15, warlock, Undeath Pact class feature
Benefit: Your undead servant gains an additional healing surge and an additional number of hit points equal to your 5 + Constitution modifier.

Unstoppable Servant
Prerequisites: 11th level, Con 15, warlock, Undeath Pact class feature, bound beyond the grave class feature
Benefit: Instead of using bound beyond the grave to give your undead servant temporary hit points, you may instead give it regeneration equal to your Intelligence bonus. This regeneration ends if the servant is struck with radiant damage or reaches 0 hit points.

Overwhelming Power of the Dead
Prerequisites: 21st level, Con 19, warlock, Undeath Pact class feature
Benefit: Undead under your control get a +2 bonus to attack rolls for each undead under your control that is adjacent to the attacking undead.

Magic Items
Armor of the Dead Level 5+
Coming in a wide variety of forms, this armor is created to be installed in the undead servant of an undeath pact warlock.
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Armor: Any
Enhancement: AC
Property: Reduces the Vulnerable (Radiant) of the wearer by 5. Can only be used on undead servants.
A common item found among necromancers and the armies of the dead, these suits of armor come in a vast array of shapes and sizes. Designed with little thought to comfort or ease of use, these suits of armor are usually horrific in appearance in order to magnify the terror their wearers can inflict. Most undead pact warlocks tend to customize the armor of the dead their undead servants wear as a sign of pride and so their servant can be easily recognized by other undeath pact warlocks.  



Weapon of the Dead Level 5+
Varying from razor sharp gloves to massive two-handed weapons, these weapons were designed to be used by undead servants.
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Weapon: Any
Enhancement: Attack rolls and damage rolls
Critical: +1d6 necrotic per plus
Property: Can only be used by undead servants.
Power (Daily): Minor Action. Your undead servant can make a basic melee attack.
Like armor of the dead, weapons of the dead are common among undead commanded by a powerful spellcasters. Weapons of the dead usually reflect the culture and type of undead they were created for, though they are almost always made to look as imposing as possible.

Bone Doll Level 5
Made from ritually prepared corpses, these small dolls serve as a focus for the undead minions you summon. You can use them to pour your own life force into your minions, increasing their power.
Wondrous Item 1,000 gp
Power (Consumable * Necrotic): Minor action. Use the bone doll in the same round you use a undeath pact power with the animate keyword and spend a healing surge without gaining any hit points. The undead animated gain a +2 power bonus on all defenses.
Developed by necromancers in the southern Bonewood Jungle, these small dolls are infused with necromantic energy to serve as a focus for the spells used to animate undead. Each bone doll can only be used once so many necromancers carry a bag or bandoleer of them for emergencies. These dolls always look gaunt and frightening, made of human bones and teeth. Possessing these items is a crime in some kingdoms since they are only good for desecrating the undead.    






Sunday, March 18, 2012

From the Kill Pile: Undeath Pact Warlock

So this was the warlock path that was the most crazy: a striker that does its damage through controlled minions and a servant.  It was loosely based on the ranger build with the beast companion, but also had dailies abilities for summoning minions.  Of the three, it's the one I had the most concerns about not working well, but I figured I should try at least one out there warlock pact.

And hopefully some real content for next week.

Undeath Warlock Pact

Most mortals listen to the innate repulsion they feel towards undead, but some brave souls overcome this instinct for the sake of power. They see the ageless power of liches and other undead and recognize the power to be gained. They see armies of undead immune to hunger, thirst, or exhaustion, and see power to be wielded. A rare few manage to bargain power from the most potent undead, taking a fraction of their power in exchange for being an agent where the walking dead are not welcome. Such individuals are usually human, but all races have made deals with the undead at some point.

To obtain your powers, you have made deals with some of the darkest powers, pledging your service to liches, vampires, and worse monsters. In exchange you have received dominion over the walking dead, including the ability to bind them to your service. You can summon up the powers of the grave to weaken and slay your foes, while your minions tear them to shreds, possibly adding them to your forces. You may seek to use the powers of darkness against its own spawn or you may simply crave power, but whatever your motivation you walk a dark path.

Unlike most warlocks, undeath pact warlocks are served by undead followers in combat. Much of the warlock’s effectiveness in combat comes from ordering these undead around. In addition to having a permanent undead servant, undeath warlocks can create minions through their encounter and daily powers using ceremonial remains they carry with them.

Touch of the Grave: You know the touch of the grave at-will spell.
Bound Beyond the Grave: When you destroy an enemy, you can channel its life force into your undead servants, bolstering their animated, necrotic forms.
When an enemy under your Warlock’s Curse is reduced to 0 hit points or fewer, your undead servant gains a number of temporary hit points equal to your level. This cannot be used on minion undead servants.

Undead Servants
As part of the ceremony to imbue an undeath pact warlock with his power, the warlock is granted the ability to animate and control undead. The warlock has a single servant that is always at his beck and call, but the warlock can learn abilities to summon up other creatures on a limited basis. Undeath pact warlocks do not gain the Prime Shot or Shadow Walk class features.

You must select what type of undead servant you control from the following categories: ghoul, shade, skeleton, wight, or zombie. These are general classes of undead and may be customized in terms of appearance, behavior, etc. according to your desire and the flavor of the campaign. For example, a skeleton of a warlock from a desert may be equipped with only a pair of scimitars and no armor or clothes, while a skeleton serving a warlock from a northern realm could be outfitted fully in the armor and furs of his burial ceremony.

You and your undead servant operate so well together that you function as if you are one. You can use your actions in combat to give orders to your undead servant. Even if your undead is intelligent they are still bound to your will and cannot disobey your orders.

Your servant is considered a creature and an ally for determining what powers can affect it. It can be healed by inspiring word or protected by priest’s shield and so forth.

You can only have one undead servant at a time. Dismissing your undead servant turns it back into a normal corpse. You can gain a new undead servant using the Create Undead Servant Ritual, which the undeath pact warlock learns in his training. This ritual is also used to replace the undead servant if it is destroyed in combat.

Some warlock powers may allow the warlock to summon up undead minions on a temporary basis. The follow the same rules as the warlock’s main undead servant unless otherwise specified. This means if an undeath warlock summons up a number of skeleton minions they can only make attacks if the warlock uses a standard action to order them (and his undead servant) to attack.

Undead Servant Statistics
The type of undead servant determines most of its game statistics, though there are some characteristics shared in common by all undead types.
Level: Your undead servant’s level is always equal to yours. The undead servant’s defenses, hit points, and attack bonus improve as your level increases.
Ability Scores: Your undead servant’s type determines its ability scores, which increase as your level increases. Add 1 to two of your undead servant’s ability scores at 4th, 8th, 14th, 18th, 24th, and 28th level. At 11th and 21st level, all the undead servant’s ability scores improve by 1.
Healing Surges: Your undead servant has two healing surges. The undead servant’s healing surge value is equal to a quarter of its maximum hit points.
Vision: Your undead servant has darkvision.
Vulnerable: All undead servants have vulnerable 5 radiant.
Immune: All undead servants are immune to poison and disease.
Resist: All undead servants have resist 10 necrotic.

Servant Types
Choose one of the following types for your undead servant. Once you choose a type, you can embellish the undead servant’s appearance.

Ghoul
Ghouls are grave dwelling, corpse-eating undead that rely on their speed and agility in combat. They have greater mobility and cunning than other undead servants.
Ability Scores: Strength 12, Constitution 14, Dexterity 16, Intelligence 8, Wisdom 8, Charisma 10
Size: Medium
Speed: 7 squares, climb 3 squares
Defenses: AC 14 + level, Fortitude 12 + level, Reflex 14 + Level, Will 10 + level
Hit Points: 14 + 6 per level
Attack Bonus: Level + 5
Damage: 1d6
Melee Basic Attack: Claw; level +5 vs. AC; 1d6 + Dexterity modifier damage.
Trained Skill: Stealth

Shade
Made for the tortured souls of the dead, shades seek to draw energy of the living in the hopes of staving off the cold of the grave. They are stealthy and have the advantage of ignoring armor with their basic attack.
Ability Scores: Strength 10, Constitution 12, Dexterity 16, Intelligence 6, Wisdom 6, Charisma 14
Size: Medium
Speed: 6 squares
Defenses: AC 14 + level, Fortitude 10 + level, Reflex 14 + Level, Will 10 + level
Hit Points: 12 + 6 per level
Attack Bonus: Level + 2
Damage: 1d6
Melee Basic Attack: Claw; Level +2 vs. Reflex; 1d6 + Dexterity modifier damage.
Trained Skills: Stealth
Special: Shade servants use servant’s attack bonus vs. Reflex for any abilities that use the servant’s attack bonus vs. AC.

Skeleton
Skeletons are the most common type of undead servant, have few notable weaknesses but few notable strengths either.
Ability Scores: Strength 14, Constitution 14, Dexterity 16, Intelligence 6, Wisdom 12, Charisma 6
Size: Medium
Speed: 6 squares
Defenses: AC 14 + level, Fortitude 12 + level, Reflex 14 + Level, Will 10 + level
Hit Points: 14 + 8 per level
Attack Bonus: Level + 4
Damage: Melee 1d8; Ranged 1d6
Melee Basic Attack: Weapon; level + 4 vs. AC; 1d8 + Dexterity modifier damage.
Ranged Basic Attack: Weapon; level +4 vs. AC; 1d6 + Dexterity modifier damage.
Speed of the Dead: When making an attack of opportunity the skeleton gains a +2 bonus to the attack roll.
Trained Skills: None

Wight
Wights are favored for their fast movement and hard-hitting attacks. They are not cunning or subtle, but they are very effective when used aggressively.
Ability Scores: Strength 16, Constitution 12, Dexterity 14, Intelligence 6, Wisdom 6, Charisma 14
Size: Medium
Speed: 7 squares
Defenses: AC 14 + level, Fortitude 14 + level, Reflex 12 + Level, Will 10 + level
Hit Points: 12 + 8 per level
Attack Bonus: Level + 4
Damage: 1d8
Melee Basic Attack: Claw; Level +4; 1d8 + Strength modifier damage.
Trained Skills: None

Zombie
Not particularly fast moving or accurate, zombies excel at staying in the fight despite suffering immense damage.
Ability Scores: Strength 16, Constitution 14, Dexterity 8, Intelligence 6, Wisdom 6, Charisma 6
Size: Medium
Speed: 4
Defenses: AC 14 + level, Fortitude 14 + level, Reflex 10 + Level, Will 10 + level
Hit Points: 14 + 10 per level
Attack Bonus: Level + 2
Damage: 1d10
Melee Basic Attack: Slam; Level +2; 1d10 + Strength modifier damage
Trained Skills: None

***Sidebar***
Create Undead Servant
Level: 1 Component Cost: 50 gp
Category: Creation Market Price: None
Time: 4 hours Key Skill: Arcana (no check)
Duration: Instantaneous
This ritual allows you to create an undead servant from a corpse. You can create any of the five types of undead servants, determined when you cast the ritual. At the end of the ritual you have a fully functional undead servant. This ritual automatically fails if you already have an undead servant bound to your service.

This ritual requires a corpse that has not previously been animated as an undead. Creating a paragon tier undead servant costs 500 gp, and an epic tier undead servant costs 5,000 gp.
***sidebar***


Commanding an Undead Servant
Your undead servant does not normally take its own actions during combat. Instead it acts on your turn as you direct it, using the options below. To command your undead servant, you use the action type listed below. To command your undead servant it must be within 20 squares of you, but it need not hear or see you. If you don’t use an action to command your undead servant it remains where it is, as long as you are conscious and present in the encounter. If you are not conscious or you are not present your undead servant can act independently.
Attack (Standard Action): Your undead servant makes a basic melee attack against an enemy of your choice.
Defend (Standard Action): Your undead servant or both of you use the total defense action. If you are adjacent to each other the bonus to your defenses increases to +3 from +2.
Move (Move Action): Your undead servant or both of you take a move action. Both of you need not take the same type of move action.
Opportunity Attack (Immediate Interrupt): When a creature provokes an attack of opportunity from your undead servant, you spend an immediate interrupt action to command your undead servant to attack the creature.
Other Actions: For other types of actions you must spend the appropriate action and your undead servant completes it. If your undead servant is incapable of completing the task your action is wasted and the undead servant does nothing. It is up to the DM if your undead servant can complete an action.

Undead Servants Independent Actions
When you can’t command your undead servant, it can act independently. For example, if you are unconscious or you are busy elsewhere, your undead servant can act normally without waiting for your commands. In such circumstances the undead servant can take a standard action, a move action, and a minor action on each of its turns.

Undead Servants and Healing
Your undead servant can spend healing surges and receive the benefits of healing abilities in the same fashion as other characters.
Second Wind: Undead servants cannot use the second wind action.
Other Healing: When you are adjacent to your undead servant, you can spend a minor action and one of your healing surges to channel some of your power into it, healing it as if it had spent a healing surge.
Destruction: An undead servant follows the same rules as a character for death and dying, even though the servant does not truly die. Instead, if it suffers sufficient damage, the magic holding it together slowly bleeds away unless its is reinforced by healing the undead servant’s body.

New Keyword: Animate
Powers with the Animate keyword awaken creatures from the surrounding area to serve you.
Animated Creatures
A creature you animate uses these rules, unless a power description says otherwise.
  • Allied Creature: All animated creatures are allies to both you and your allies. The power determines where the animated creatures appear.
  • Defenses: The animated creature's defenses equal yours when the creature is animated, not including any temporary bonuses or penalties.
  • Minions: All animated creatures are minions and are destroyed as soon as they suffer a single point of damage. They have no healing surges. Some animated creatures have abilities that reduce certain types of damage, making them tougher than normal minions.
  • Speed: The animating power determines the creatures speed.
  • Commanding the Creature: Animated creatures have no actions of their own; you must spend actions to issue orders to your animated creatures. You may spend a single action to issue an order to all your animated creatures and your undead servant. To command an animated creature you need not see or hear it but must be within 20 squares. When you command the animated creature ,the two of you share knowledge but not senses. As a minor action, you can command the animated creature to take one of the following actions, if it is physically capable of taking that action: open or close a door or a container or pick up or drop an item. As a move action, you can command the animated creature to take one of the following actions: crawl, escape, fly, run, shift, or walk. As a standard action, you can command the animated creature to make an attack, which is detailed in the power description. Other special commands may be listed in the power description.
  • Attacks: The attack bonus of animated creatures is equal to your Constitution modifier plus a bonus listed in the power description.
  • Ability and Skill Checks: If the animated creature has to make an ability or skill check, it is assumed to have a bonus equal to half your level plus any modifiers listed in the power description.
  • Duration: Unless the power description says otherwise, animated creatures remain until the end of the encounter or until they are struck for damage.

New Keyword: Servant
A power that has this keyword can only be used while your undead servant is active and present in an encounter. Some of these powers are more effective when used in conjunction with a specific type of undead servant. Only undeath pact warlocks can take powers with the servant keyword.

Range:
The following range designations appear in some powers.
Melee servant 1: The attack’s target must be adjacent to your undead servant.
Melee weapon (servant 1): The attack’s target must be within the reach of the weapon you’re wielding and adjacent to your undead servant.
Close burst (servant 1): The burst originates from your undead servant.
Servant: The power may only be used on your servant.
Undead Servants and Damage Notation
Powers that use your undead servant to attack use the servant’s attack bonus and use [S] to denote the servant’s damage die. A number before [S] tells you the number of times you roll the die.

Level 1 At-Will Powers
Touch of the Grave Warlock (Undeath) Attack 1
You reach out through your undead servant, striking down your enemies with its power.
At-Will * Arcane, Servant
Standard Action Melee servant 1
Target: One creature
Attack: Servant’s attack bonus vs. AC.
Hit: 1[S] + servant’s ability modifier + your Constitution modifier.
Increase damage to 2[S] + servant’s ability modifier + your Constitution modifier at 21st level.

Level 1 Encounter Powers
Embrace of Death Warlock (Undeath) Attack 1
Your minion grabs its opponent, holding him in place for you to pick apart at your leisure.
Encounter * Arcane, Servant
Standard Action Melee servant 1
Target: One creature
Attack: Servants attack bonus vs. Reflex.
Hit: 2[S] + the servant’s ability modifier + your Constitution modifier damage, and the target is grabbed (until escape).
Zombie Servant: Attempts to escape the grab suffer a penalty equal to your Intelligence modifier.

Soultaking Warlock (Undeath) Attack 1
Your undead servant rends its enemy with its weapon, draining the victim’s life force to fuel its necrotic needs.
Encounter * Arcane, Healing, Servant
Standard Action Melee servant 1
Target: One creature
Attack: Servant attack bonus vs. AC
Hit: 1[S] + the servant’s ability modifier + your Constitution modifier necrotic damage and the target loses 1 healing surge. The undead servant regains a healing surge.
Wight Servant: The servant heals a number of hit points equal to your Intelligence modifier.

Level 1 Daily Powers
Skeletal Horde Warlock (Undeath) Attack 1
You summon up a group of skeletons to aid you in battle. They may not be the equal of your undead servant, but they can still be effective in the right situation.
Daily * Animate, Arcane
Standard Action Close burst 1
Effect: You animate four skeletons, which appear in the four closest empty squares to you. The skeletons have the following abilities.
Horde Skeleton
Medium natural animate (undead)
Defenses +1 AC, +1 Reflex, -2 Will
Resist 10 necrotic
Immune poison, disease
Speed 6
Longsword (standard; at-will) * Weapon
Constitution vs. AC; 1 + Constitution modifier damage.
Shortbow (standard; at-will) * Weapon
Ranged 15/30; Constitution vs. AC; Constitution modifier damage.

Sunder Spirit Warlock (Undeath) Attack 1
You blast the target with a torrent of necrotic energy, causing his body to rot as you tear their spirit apart and absorb his life energies.
Daily * Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 3d8 + Constitution modifier necrotic damage. If the target is bloodied or reduced to 0 or fewer hit points by this attack, you gain a number of temporary hit points equal to 5 + your Intelligence modifier.


Level 2 Utility Spells
Sacrifice the Dead Warlock (Undeath) Utility 2
When targeted by an attack, you command your undead servant to interpose itself between you and the threat.
Encounter * Arcane, Servant
Immediate Interrupt Personal
Trigger: You are the target of a successful attack and your undead servant is adjacent to you.
Effect: You and your undead target switch places, and the triggering attack targets the undead servant instead of you.

Level 3 Encounter Powers
The Ghoul’s Touch Warlock (Undeath) Attack 3
You channel necrotic energy through your undead servant, allowing him to drain the motive life force from its target.
Encounter * Arcane, Servant, Necrotic
Standard Action Melee servant 1
Target: One creature
Attack: Servant’s attack bonus vs. AC
Hit: 2[S] + servant’s ability score + your Constitution bonus necrotic damage, and the target is immobilized until the end of your next turn.
Ghoul Servant: The target suffers a penalty to its Reflex defense equal to your Intelligence modifier until the end of your next turn.

Poison of the Grave Warlock (Undeath) Attack 3
You pull forth the foul essence of undeath from your undead servants and use it to assault your enemies.
Encounter * Arcane, Implement, Servant, Necrotic
Standard Action Close burst servant 1
Target: All creatures in burst
Attack: Constitution vs. Fortitude
Hit: 2d10 + Constitution modifier necrotic damage.
Undeath Pact: The target suffers a penalty to Fortitude equal to your Intelligence modifier until the end of your next turn.

Level 5 Daily Spells
Zombie Host Warlock (Undeath) Attack 5
You raise a group of zombies, using specially prepared remains, creating a small force of minions at your beck and call.
Daily * Animate, Arcane
Standard Action Close burst 1
Effect: You animate four zombies, which appear in the four closest empty squares to you. The zombies have the following abilities.
Host Zombie
Defenses +1 AC, +1 Fortitude, -1 Reflex, -1 Will
Resist 10 necrotic
Immune poison, disease
Speed 4
Slam (standard; at-will)
1 + Constitution vs. AC; 2 + Constitution modifier damage.
Tough Minion
The zombie is not destroyed by attacks that inflict less damage than your Constitution modifier.

Armor of Nar-Tuul Warlock (Undeath) Attack 5
You summon up necrotic energies to infuse your undead servants, making them more resilient and able to damage their foes with the merest touch.
Daily * Arcane, Necrotic
Standard Action Melee servant 1
Target: One creature
Attack: Constitution vs. Will
Hit: 1[S] + servant’s ability score + your Constitution bonus necrotic damage. Undead under your control within 10 squares of your servant gain a +2 power bonus to AC, Fortitude defense, and Will defense. Also, any creature successfully attacking your undead servant in melee suffers necrotic damage equal to your Intelligence modifier. This lasts until the beginning of your next turn.
Sustain Minor: The effect continues.

Level 6 Utility Spells
The Arisen Host Warlock (Undeath) Utility 6
Awakening the necrotic power of your master, you restore one of your fallen undead to the fight.
Encounter * Arcane
Immediate Reaction Close burst 10
Trigger: One undead under your control is reduced to 0 hit points or fewer.
Target: One undead you control in burst that has been reduced to 0 hit points or fewer.
Effect: The target may immediately spend a healing surge. If used on a minion undead it is restored to 1 hit point.

Level 7 Encounter Spells
The Shade’s Curse Warlock (Undeath) Attack 7
You channel necrotic energy into your undead servant, allowing it to reach through the armor of the target as shades do, rending flesh while ignoring steel.
Encounter * Arcane, Necrotic, Servant
Standard Action Melee servant 1
Target: One creature
Attack: Servant’s attack bonus -2 vs. Reflex
Hit: 2[S] + servant’s ability score + your Constitution modifier necrotic damage, and the target is weakened until the end of your next turn.
Shade Servant: Shade servants ignore the penalty to the attack roll and inflict ongoing necrotic damage equal to your Intelligence modifier until the end of your next turn.

Gravelight Warlock (Undeath) Attack 7
Against most foes, the majority of an undeath warlock’s spells are effective, but against undead they need something else. This spell is commonly learnt by undeath warlocks who expect to be combating undead because it releases a bolt of radiant energy at the target.
Encounter * Arcane, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 2d8 + Constitution radiant damage and the target is dazed.
Undeath Pact: If the target is undead, it is blinded until the end of its next turn.

Level 9 Daily Spells
Touch of the Nine Dead Kings Warlock (Undeath) Attack 9
You summon forth the power of nine ancient kings who sold their souls for eternal life as liches, drawing life from your target to feed their eternal hunger.
Daily * Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 3d10 + Constitution modifier necrotic damage, and the target is weakened (save ends).
Miss: Half damage, and the target is not weakened.

The Dreadblades of Morgus-Tal Warlock (Undeath) Attack 9
You focus your power on the weapons of your undead, causing them to glow with black necrotic energy. The merest touch of these weapons causes flesh to rot and steel to rust.
Daily * Arcane, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 2d10 + Constitution modifier necrotic damage.
Effect: All undead you control within 10 squares inflict an additional 1d6 necrotic damage on any successful melee attack until the beginning of your next turn.
Sustain Minor: The effect continues.

Ghoul Swarm Warlock (Undeath) Attack 9
You raise a group of ghouls which come crawling up from the earth to answer your summons.
Daily * Animate, Arcane
Standard Action Close burst 1
Effect: You animate four ghouls, which appear in the four closest empty squares to you. The ghouls have the following abilities.
Swarm Ghoul
Defenses +1 AC, +1 Reflex, -2 Will
Resist 10 necrotic
Immune poison, disease
Speed 7, climb 3
Claw (standard; at-will)
2 + Constitution vs. AC; 3 + Constitution modifier.
Fast Minion
The ghoul reduces all blast and area damage by your Intelligence modifier. If the damage is reduced to 0 the minion is not destroyed.

Level 10 Utility Spells
Wraithform Warlock (Undeath) Utility 10
You imbue your undead servant with necrotic energy, turning its form ghost-like and insubstantial.
Daily * Arcane, Servant
Standard Action Servant
Effect: Your undead servant becomes insubstantial until the end of the encounter.

Level 13 Encounter Spells
Blessing of the Dead Warlock (Undeath) Attack 13
One of the last resorts of the cornered necromancer, this blast of radiant energy knocks back undead who get too close to the warlock.
Encounter * Arcane, Implement, Radiant
Standard Action Close blast 3
Target: All creatures in blast
Attack: Constitution vs. Reflex
Hit: 2d8 + Constitution modifier radiant damage. If the target is undead, it is pushed 3 squares.
Undeath Pact: Undead are pushed a number of squares equal to 2 + your Intelligence modifier.

Protecting the Master Warlock (Undeath) Attack 13
Your servant goes barreling into your enemies, knocking them away from you.
Encounter * Arcane, Servant
Standard Action Close burst 1 (servant)
Target: All enemies in area
Attack: Servant’s attack bonus vs. AC
Hit: 2[S] + servant’s ability modifier + your Constitution modifier damage, and the target is pushed 2 squares.
Special: This power may be used in place of the melee basic attack in a charge.
Undeath Pact: The target is pushed a number of squares equal to 2 + your Intelligence modifier.

Level 15 Daily Spells
Light of the Exorcism Warlock (Undeath) Attack 15
Focusing on the power of life instead of that of the grave, you unleash a powerful bolt of radiant energy and empower the rest of your spells with its influence.
Daily * Arcane, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 4d10 + Constitution modifier radiant damage, and the target is stunned (save ends).
Effect: For the rest of the encounter, all necrotic damage you inflict is considered to be necrotic and radiant damage.

Shade Onslaught Warlock (Undeath) Attack 15
Daily * Animate, Arcane
Standard Action Close burst 1
Effect: You animate four shades, which appear in the four closest empty squares to you. The shades have the following abilities.
Shade
Defenses +2 AC, +2 Reflex, -2 Fortitude, -2 Will
Resist 10 necrotic
Immune poison, disease
Speed 6
Claw (standard; at-will)
Intelligence vs. Reflex; 4 + Intelligence modifier.
Shadow Form
The shade reduces all damage from abilities that target AC or Reflexes by your Intelligence modifier. If the damage is reduced to 0 hit points or less the shade is not destroyed.

Level 16 Utility Spells
Curse of the Walking Dead Warlock (Undeath) Utility 16
You channel the power of your Warlock’s Curse through your undead, cursing your foes through the weapons of your undead followers.
Daily * Arcane
Standard Action Close burst 10
Target: All undead you control in the burst
Effect: Any target struck by your undead until the end of your next turn are under the effects of your Warlock’s Curse. You may also use the damage bonus from your Warlock’s Curse with the attacks made by undead under your control until the end of the encounter.

Fury of the Grave Warlock (Undeath) Utility 16
Charging your undead with necrotic energy, you empower their decaying limbs to strike with unnatural speed.
Daily * Arcane
Minor Action Close burst 10
Target: All undead you control in the burst
Effect: All targets gain the ability to make an extra basic attack as a free action.
Sustain Move: The targets can make an extra basic attack.

Level 17 Encounter Spells
Banshee Wail Warlock (Undeath) Attack 17
You let out a horrendous scream of pain foretelling the death of all those who hear it.
Encounter * Arcane, Implement, Necrotic
Standard Action Close blast 3
Target: All creatures in blast
Attack: Constitution vs. Will
Hit: 2d6 + Constitution modifier necrotic damage, and the targets gain vulnerable necrotic 10 until the end of your next turn.
Undeath Pact: The targets grant combat advantage to you and your allies until the end of your next turn.

Wraith Storm Warlock (Undeath) Attack 17
The weapon of your servant turns black and insubstantial, waiting to draw the strength from any it touches.
Encounter * Arcane, Healing, Servant
Standard Action Melee servant 1
Target: All creatures in close burst
Attack: Servant’s attack bonus vs. Reflex.
Hit: 2[S] + the servant’s ability modifier + your Constitution modifier damage, and the target is weakened until the end of your next turn.
Undeath Pact: Your undead servant heals a number of hit points equal to your Intelligence modifier.

Level 19 Daily Spells
Wight Assault Warlock (Undeath) Attack 19
Four wights claw themselves up from the earth, ready to kill at your command.
Daily * Arcane
Standard Action Close burst 1
Effect: You animate four wights, which appear in the four closest empty squares to you. The wights have the following abilities.
Wight
Defenses +2 AC, +2 Fortitude, -4 Will
Resist 10 necrotic
Immune poison, disease
Speed 7
Claw (standard; at-will)
3 + Constitution vs. AC; 2 + Constitution modifier and the target is immobilized (save ends).

Curse of the Barrow King Warlock (Undeath) Attack 19
Sounding of an ancient litany of a wronged king murdered unjustly, you curse your opponents to be troubled by the dead king’s soul, preventing him from finding peace and solace.
Daily * Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 2d6 + Constitution modifier necrotic damage, the target takes ongoing 10 necrotic damage and regains only half the number of hit points from any healing effect (save ends both).

Level 22 Utility Spells
Unbreakable in Death Warlock (Undeath) Utility 22
You charge your undead with necrotic energy, forcing them onward despite the condition of their corpses.
Daily * Arcane, Necrotic
Standard Action Close burst 10
Target: All undead under your control in the burst
Effect: All targets gain regeneration 5, but their regeneration does not function on a round in which they take radiant damage. As a minor action, you can revive any minion destroyed in the previous round, if they were not destroyed by radiant damage. The undead lose the regenerate 5 ability at the end of your next turn.
Sustain Minor: The undead retain their regeneration.

Level 23 Encounter Spells
Drain of the Soul Warlock (Undeath) Attack 23
Drawing forth the life force of your target, you inflict grievous damage while using hits life force to heal yourself.
Encounter * Arcane, Healing, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 3d10 + Constitution modifier necrotic damage, and you heal a number of hit points equal to half the damage you inflict.
Undeath Pact: You heal an additional number of hit points equal to your Intelligence modifier.

A Sacrifice of Bones Warlock (Undeath) Attack 23
You fill one of your undead with necrotic energy, causing it to explode, damaging nearby creatures with the withering power released.
Encounter * Arcane, Necrotic, Servant
Standard Action Close burst 1 (servant)
Target: Each creature in burst
Attack: Constitution vs. Fortitude
Hit: 2d10 + Constitution modifier necrotic damage, and the target is knocked prone. If the undead used as the source of this ability is your undead servant, this ability inflicts +2d10 necrotic damage, and the target is also dazed until the end of your next turn.
Effect: Any undead you control may be used as the source of this ability. The undead used as the source of this ability is reduced to 0 hit points.

Level 25 Daily Spells
Dance of the Macabre
Calling forth music from the realms of the dead you gain some power over those close to death, forcing them into a blasphemous dance of the dead.
Daily * Arcane, Charm, Implement, Necrotic
Standard Action Close burst 5
Target: Each bloodied or undead enemy in burst
Attack: Constitution vs. Will
Hit: 2d6 + Constitution modifier necrotic damage, and the target makes a melee basic attack against the closest ally. If no ally is available, the target suffers an additional 2d6 necrotic damage and is dazed until the end of your next turn.

Wraith Pack Warlock (Undeath) Attack 25
Four wraiths fade in from the shadows around you, prepared to feast on the life force of your enemies.
Daily * Arcane
Standard Action Close burst 1
Effect: You animate four wraiths, which appear in the four closest empty squares to you. The wraiths have the following abilities.
Wraith
Defenses AC +3, Fort -3, Reflex +3, Will +3
Resist 10 necrotic
Immune poison, disease
Speed fly 6 (hover)
Claw (standard; at-will) * Necrotic
1+ Constitution vs. Reflex; 4 + Constitution modifier necrotic damage and the target is weakened (save ends).
Regeneration
If destroyed by any damage type aside from radiant damage, you may spend a minor action on your next turn to restore the wraith to 1 hit point. This must be done on your next turn or else the wraith is destroyed permanently.
Spawn Wraith
Any humanoid killed by a wraith rises as a wraith under your control at the start of your next turn, appearing in the square where it died (or in the nearest unoccupied space). This wraith has the same stats as the wraith originally created with this power.

Level 27 Encounter Spells
Strike of the Wraith King Warlock (Undeath) Attack 27
Black claws reach out from your hand, raking your target while cloaking you in a field of shadow.
Encounter * Arcane, Implement, Necrotic
Standard Action Ranged 5
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 4d10 + Constitution modifier necrotic damage, and you become insubstantial until the beginning of your next turn.

Promise of the Grave Warlock (Undeath) Attack 27
Your undead servant strikes at your enemy, channeling the chill and peace of the grave into its strike. Your enemy is left dumbfounded by the attack, comatose from the quiet of the grave.
Encounter * Arcane, Implement, Necrotic
Standard Action Melee servant 1
Target: One creature
Attack: Servant’s attack bonus vs. AC
Hit: 4[S] + the servant’s ability modifier + your Constitution modifier damage and the target is stunned until the end of your next turn.

Level 29 Daily Spells
Storm of the Damned
You call the spirits of those you have damned with your black arts back to your service, releasing them in a torrent of necrotic energy at your enemies. They burst forth as a horde of ghosts, ripping those in their path to shreds.
Daily * Arcane, Implement, Necrotic
Standard Action Close wall 6
Target: All creatures in wall
Attack: Constitution vs. Will
Hit: 4d10 + Constitution modifier necrotic damage, the target loses a healing surge, and the target suffers ongoing necrotic 10 damage (save ends).

Spectral Army Warlock (Undeath) Attack 29
Calling upon ancient deals forged with long-dead soldiers you call up specters from the legions of the dead
Daily * Arcane
Standard Action Close burst 1
Effect: You animate four specters, which appear in the four closest empty squares to you. The specters have the following abilities.
Specter
Spectral Chill (Cold) aura 1; enemies in the aura take a -2 penalty to all defenses.
Defenses +3 AC, +3 Reflex, +3 Will
Resist 10 necrotic
Immune poison, disease
Speed fly 6 (hover); phasing
Spectral Touch (standard; at-will) * Necrotic
2 + Intelligence vs. Reflex; 6 + Intelligence modifier necrotic damage.
Invisibility (minor; at-will)
As a minor action you can order your specters to turn invisible. They remain invisible until they attack or are damaged.

Saturday, March 10, 2012

New Campaign Idea: Easy Company of Mars

So today I went and saw John Carter and enjoyed it immensely.  It may be that I was not expecting much, but in any case I was thoroughly entertained by the movie.  It was a total science fantasy epic and made no apologies, and that is rare.  I've read the first few of the original books and found them faithful enough to the source material and the changes that they did make made for a better movie.  I would actually argue they improved the stories overall by dropping unnecessary elements (John Carter's only mentioned once lack of aging or the telepathy).

I saw the movie with, among others, The Wombat Warlord and Ed Stark (of TSR and WOTC frame), so maybe it was the company but coming out of the movie I was enthused to run a Spelljammer campaign as the airships in the movie were really cool and reminded me of Spelljammer.  But on further reflection, I wanted less fantasy in space and more science fantasy on another world, and so got to thinking: if I were running Barsoom-esque game, what would I want to do?

Now there are several Barsoom-esque games on the market, such as Adamant Entertainment's MARS or the old Journe stuff, but in thinking about it I would want the "fish out of water" feeling of the John Carter story intact.  Most existing Barsoomian settings are pretty focused on playing natives to the setting, which is not what I would want.  I don't like asking people to read a ton of background information for games, so asking someone to learn about Barsoom so they could play a Red Martian isn't so much my style. I much prefer to have games where the players learn about (or preferably help craft) the setting as they go.  So while many of the Barsoom-esque games out there are quality games and they could do what I want with some work, not really what I'm looking for.

So, this brought me back to my old favorite, A Song of Ice and Fire.  With the work I've already done with a Song of Dirt and Wind I could hack together a Barsoom game with the same system pretty easily; mainly need rules for some of the odder weapons, vehicles, creatures, and some new benefits.  So given I was using that system, how would I frame the campaign such that the PCs would all be Earthlings brought to Mars together, have good group cohesion, and make them characters that would be able to kick some butt from the get go.  My thought was to steal a page from Mr. Burroughs and make them soldiers, but instead of veterans, soldiers who are transported to Mars mid conflict.  And what better conflict than punching Nazis.

WARNING: SPOILERS FOR JOHN CARTER AHEAD!!!

So my idea for the campaign is this: the players are a company of American infantry (or maybe a tank crew if they want to go that way) along with a handful of partisans, intelligence officers, etc who are sent during the Battle of the Bulge to capture some German scouts who have been nosing around some old cave network.  The PCs arrive and find Nazi Occultists working with the Therns and in the process of pursing them are zapped to Mars (if they have a tank, I'd like it to go too even though that does not jive with out the transport works in the stories.  The image of driving around Mars in some highly modified Sherman tank in a culture that seems to have no concept of ground armor would be cool).  So the players end up on Mars with all their weapons, gear, etc and vital intelligence that they have to get back to the Allied forces.

Unfortunately finding their way back is not so easy as it was for John Carter in that they have to get into the heart of some Thern fortress, and for that they need to help the people of Mars overthrow Thern control/influence.  Early the players save a group of Red Martians from attack (relying on the moral certainty of Nazi-aligned badguys to motivate them into action to save these aliens) and become the default protectors/rulers of the region (using the SIFRP house rules).  Over time they run out of bullets, medicine, etc and have to make do with local supplies.  They could use their modern military skills to form an army, beat down the Therns, and eventually send one or more of their dudes back to Earth (or maybe even back in time to make sure the orders are relevant still).

The overarching "get back to report" story line may put undue emphasis on leaving Mars instead of enjoying being there, so I may drop it.  Still, I think it would be a fun game with a good plan for introducing people for the setting, tangible mechanical long term goals (i.e. house system and a larger "Mars goes to war" version of the same), and a built in reason for group cohesion.  Now to just find the time.




Thursday, March 8, 2012

From the Kill Pile: Dragon Pact Warlock, Part 2

The paragon path, epic destiny, etc for the Dragon Pact Warlock.  Next I should be back to posting something for a Song of Dirt and Wind since that seems to be the most popular of the projects I post about.


Dragonblooded
I have given much to be the fury of fire, cold, and poison given wings. I am the destroyer of civilizations. I am one with the fundamental forces of destruction. I am the dragon.”


Prerequisites: Warlock class, dragon pact
Your pact with the dragons has begun your transformation into something more than mortal. Already you have stopped aging like others of your race and you dream of flying open skies, terrifying those pesky creatures that scatter below you. You have welcomed these changes as a sign of your growing power and use them to further the destructive causes of your masters. It remains to be seen what facets of your humanity you’ll be able to retain in this new existence.

While the mortal world may not be ready for your new existence, dragons are another matter. Now that you have begun blurring the line between mortal and dragon, many dragons treat you as more of an equal than they would otherwise, but they also expect the same treatment in return. Any dragonblooded who kills dragons for mortal reasons, like defending a human city or reclaiming a lost dwarven relic, will be treated as a traitor to his people. Killing dragons for more understandably draconic ideas, such as staking territory, claiming a horde, or settling a long standing dispute is perfectly acceptable. Most dragon warlocks who reach this point either become as children to their master or kill their master, taking his place in the dragon hierarchy.

Dragonblooded Path Features
Burning Surge (11th Level): When you spend an action point to take an extra action you gain +1d10 draconic element damage to all successful attacks until the end of your next turn.
The Curse of Slow Death (11th Level): Any target that is under the effects of your Warlock Curse suffers a -2 penalty to saving throws to end ongoing damage.
Draconic Shield (16th Level): You gain resist (draconic element) equal to your class level + Constitution modifier.

Dragonblooded Spells
Igniting the Ember Dragonblooded (Dragon) Attack 11
Reaching out with the power of your draconic element you empower that element in others, increasing the harm they suffer from your lingering attacks.
Encounter Arcane, Draconic Element, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 2d8 + Constitution modifier draconic element damage. If the target is already suffering ongoing damage of your draconic element type that damage increases by +5 and the target suffers a -5 penalty to its next save against that ongoing damage.

Claws of Cinder Dragonblooded (Dragon) Utility 12
Focusing the power of your draconic master into your own body you turn your hands into the weapons of a dragon.
Daily * Arcane
Minor Action Personal
Effect: Your hands become claws, which are considered light blade weapons with a +3 enhancement bonus, a +2 proficiency bonus, inflict 1d6 damage, and have the high crit and off-hand properties. The spells claws of the dragon and rending strike inflict an additional 1d6 damage if used while this spell is active.

Curse of Tarum-For Dragonblooded (Dragon) Utility 20
Channeling raw elemental fury into your curse you make your target far more susceptible to your draconic element, setting them up for a world of pain.
Encounter * Arcane
Minor Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 3d10 + Constitution modifier draconic element damage.
Effect: The target is cursed and gains vulnerable (draconic damage) 10 (save ends).
First Failed Save: The target gains vulnerable (draconic damage) 15 (save ends).
Second Failed Save: The target gains vulnerable (draconic damage) 20 (save ends).  


Prince of Dragons
You have melded the limitless drive and possibilities of mortal existence with the power and of dragons, creating a new aspect of life in the universe. Both young and ancient, mortal and immortal, powerful and fragile, you harness the totality of human and dragon existence into one unique being.


Prerequisites: 21st level, dragon pact warlock

As the Prince of Dragons you have surpassed the limits of your mortal coil and the vicious, limited mindsets of dragonkind. You have the freewill, hope, and possibility of a mortal with the strength, elemental fury, and longevity of a dragon. This makes you unique in the world, a middle ground between human and dragon existence. This may lead you to become an intermediary between the kingdoms of humans and the courts of dragons, or cause you to champion defending one side against the other. Maybe you help unite mortals and metallic or chromatic dragons against the scourge dragons. You are the first of your kind so there is no one to teach you what to do; it must be found on your own.
You have the capacity to become a leader among either of your peoples and doubtless both will come to know your name. In any conflict your voice will be backed with the weight of draconic and human armies, making you a vital ally and a fearsome enemy. Even gods will fear the influence you exert and the power you contain.

Immortality?
Imbued with the power of the dragons but without their massive forms to support, you have become ageless, the living embodiment of the power of dragons contained in a mortal shell. At the end of your final quest you retire to the edges of civilization where the realms of mortals and dragons intersect. From you there you build a stronghold and hoard of your own, but do so openly and in such a way that mortals can reach your new home. Using your unique position you become the arbiter of the dragon and mortal worlds, serving as judge, adjudicator, and when required war leader. In time both dragons and mortals may move beyond needing your guidance, at which point you fade into legend and your stronghold becomes a long lost storehouse of wealth and wisdom sought by many a neophyte adventurer.

Prince of Dragons Features
Master of the Chromatic Flight (21st Level): You may choose a second draconic element. Any time you use a power with the draconic element keyword you may choose which element to use. When using a power with the draconic element keyword with your original draconic element you gain a +1d6 bonus to damage.
The Crucible of Health (24th Level): When you are struck by an attack that has the same keyword as your draconic element type you may spend a healing surge as an immediate reaction.
Draconic Mantle (24th Level): You gain a bonus equal to your Constitution to all Bluff, Diplomacy, Insight, and Intimidate skill checks made against dragons.
Ravages of the Dragon (30th Level): Any creature affected by one of your spells with the draconic element keyword gains vulnerable (draconic element) 10 until the end of your next turn.
Draconic Transformation Utility 26
You bring the power of your dragon lords into your own body, temporarily turning it into that of a dragon.
Daily Arcane, Polymorph
Standard Action Personal
Effect: You turn into a dragon of the appropriate color for your draconic element, and gain the following template until the end of the encounter. The transformation process allows you to spend a healing surge.
Draconic Transformation Artillery
Huge natural magical beast (dragon)
Senses darkvision
Defenses +4 AC, +2 Fortitude, -2 Reflex
Speed 8, Fly 8 (hover)
Hit Points +2 per level
Powers
Bite (standard; at-will) * Draconic element
Reach 2; Con +5 vs. AC; 1d10 + Con damage plus 1d10 draconic element damage.
Claw (standard; at-will)
Reach 2; Con +5 vs. AC; 1d10 + Con damage.
Draconic Focus * Draconic Element
Any dragon pact warlock powers inflict an additional 1d6 draconic element damage.  

Heroic Feats

Draconic Kinship
Prerequisites: Cha 13, warlock, Dragon Pact class feature
Benefit: You gain a +2 feat bonus to Bluff, Diplomacy, Insight, and Intimidate skill checks made involving dragons and dragonborn.


Improved Draconic Hide
Prerequisites: Con 13, warlock, Dragon Pact class feature
Benefit: Your Draconic Hide pact boon grants an additional +1 to AC.

Paragon Feats

The Company of Dragons
Prerequisites: 11th level, Con 15, warlock, Dragon Pact class feature
Benefit: You gain a +5 bonus to Will defense when attacked with the frightful presence power of dragons, and you take no damage when a dragon misses you with its breath weapon.

Storm of Dragon Fury
Prerequisites: 11st level, Con 15, Int 13, warlock, Dragon Pact class feature
Benefit: You gain a +2 bonus to attack rolls against any creature suffering ongoing damage from a dragon pact warlock spell.

Epic Feats

Dragon's Ruse
Prerequisites: 21st level, Con 15, warlock, Dragon Pact class feature
Benefit: You gain combat advantage against creatures with vulnerability to your draconic element.

Magic Items

Draconic Pact Blade Level 4+
Forged from the claw of a dragon, these blades are favored by dragon pact warlocks.
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Weapon: Light Blade
Enhancement: Attack rolls and damage rolls
Critical: +1d6 per plus
Property: This blade functions as a warlock implement, adding its enhancement bonus to attack rolls and damage rolls for warlock powers that use implements.
Property: When a creature you have cursed with your warlock’s curse makes a melee attack against you, it suffers ongoing damage of your draconic element equal to the draconic pact blade’s enhancement bonus (save ends). If the creature is already suffering ongoing damage of your draconic element, the ongoing damage increases by the pact blade’s enhancement bonus. If the draconic pact blade is being wielded by a warlock who is not a dragon pact warlock, the ongoing damage is of the same type as the dragon type it was made from.

Special: You do not gain your weapon proficiency bonus to the attack roll when using a pact blade as an implement.

Forged from the claws of dragons, the first draconic pact blades were created by dragon pact warlocks sent to eliminate the enemies of their master. Due to the way these weapons are made they are a source of some conflict among dragons, some feeling they are an affront to all dragonkind while others see them as an appropriate use of their enemies’ remains. In any case most dragon pact warlocks quickly learn to hide their dragon pact blades from any dragons they hope to avoid fighting.  


Eyepiece of Dragonsight Level 19
These brass and gold goggles allow the wearer to see the elemental fury of those touched by the power of dragons.
Item Slot: Head 105,000 gp
Power (Encounter): You may ignore concealment and invisibility when it conceals dragons, dragonborn, dragon pact warlocks, or those suffering ongoing damage from any of the previous creature types until the beginning of your next turn.
Sustain Minor: The power remains in effect.
First created by the dragon slayer Silas the Black, these eyepieces are designed to help the wearer see all aspects of draconic power. While they remain in use with well equipped dragon slayers, they have also become popular with dragon pact warlocks who use them to keep track of targets suffering from an ongoing effect that go invisible. These items are sufficiently that most people still strongly associate them with dragon slayers such that dragon pact warlocks carrying them may be mistake for dragon slayers.