Sunday, February 5, 2012

From the Kill Pile, The Red Brotherhood part 2 of 3

And this time the stats for the Red Brotherhood.  These were relatively early into my experience with 4E so they're a bit odd, particularly Batia Kaan and Portia Otten.  I think I got too carried away with the themes for those characters and let them turn out weird mechanically (Batia too powerful, Portia too weak).


Orseus

Mercenary turned vampire crime lord, Orseus Qrang has gone far in his unnaturally long life.  Still a thug at heart, Orseus has benefited from his centuries of experience, but he still uses force and intimidation as often as possible.  The main thing he has learned over the decades is that force and intimidation work better the more you know about your target. Now Orseus goes into every situation looking to learn as much about it as possible before the first move is made.  Once the fight is joined, Orseus fights tooth and nail to win, having no qualms about fighting dirty or hurting innocents.

Orseus has little interest in material goods or wealth, only valuing power and freewill.  Orseus values both power over others and personal strength, such as the growing power he has received from his undead transformation.  His quest to consume the blood of the descendants of the Bone Cabal has been his main goal for centuries, and he is willing to make any sacrifice short of his own life and  freedom to reach that goal.  Money, land, and followers mean nothing to him compared to his quest for power.  More than anything else in the world Orseus hates not being in control of his destiny, as was the case in his service of Rothjur the Foul and Lord Vostrag.  He puts a high value on being able to set his own course in life and receiving orders from others is a sure way to raise his ire.  Among his own lieutenants, he is sensitive to any comment that seems like an order and has killed more than one follower for pushing him too hard. 

Since his discovery of the secret of the Bone Cabal, Orseus has grown in power, but why or how he is not completely sure.  Orseus seeks the blood of the Bone Cabal to increase his strength, but is beginning to think this drive may not be simply his desire for power.  Orseus is starting to believe that the Carrion Lords are getting some sort of hold on him, applying  subtle pressure on him to attain the rest of the power of the Bone Cabal.  The appearance of Blight has only reinforced this idea.  Soon Orseus may be forced into a position where his two main drives, lust for power and a desire to remain free, come into direct confrontation. 

With the increasing size of the Red Brotherhood Orseus spends most of his time seeing to the needs of his people, not out of any sense of loyalty but to ensure they remain useful tools to him.  Orseus prefers to operate through his people, only taking a personal role in events when one of the descendants of the Bone Cabal is likely to be captured.  Because of this, it is easy to encounter the Red  Brotherhood without meeting Orseus directly. 

While Orseus is power hungry and will do almost anything in pursuit of his goal, he is not needlessly or capriciously cruel.  He never goes out of his way to cause suffering unless he thinks it will help him accomplish his goals or increase his reputation, and usually refrains from needless violence to avoid attracting attention to his operations.  While violence is one of his favored tools, he is willing to talk and can on occasion be bargained with.  As long as he is respected and any deals struck are adhered to, he can be counted on to keep his side of any bargain. 

Orseus Qrang, Vampire Warlord                   Level 10 Elite Soldier
Medium natural animate (undead)                  XP 1,000
Initiative +10              Senses Perception +8; darkvision
HP 212                        Bloodied 106
Regeneration 5 (regeneration does not function while Orseus is exposed to direct sunlight)
AC 28; Fort 24, Ref 22, Will 22
Immune disease, poison; Resist necrotic 10; Vulnerable 5 radiant
Saving Throws +2
Speed 5
Action Points 1
[Melee Basic] +2 Lifedrinker Longsword (standard; at-will) * Weapon
+17 vs. AC; 2d8+5 damage. If the target is reduced to 0 hit points Orseus gains 5 temporary hit points. 
[Melee] Curtain of Steel (standard; at-will) * Weapon
+17 vs. AC; 2d8+5 damage, and the target is marked until the end of its next turn. If the target is reduced to 0 hit points Orseus gains 5 temporary hit points.  
[Melee] Blood Siphon (standard; encounter, recharge when an Orseus bloodies an target) * Necrotic, Healing
+17 vs. AC; 3d8+4 damage and make a secondary attack against the target.
            Secondary Attack: +15 Fortitude; 2d8+8 necrotic damage and Orseus regains 62 hit points. 
[Ranged]Mists of the Carrion Lords (standard; encounter) * Necrotic
Close burst 3; +13 vs. Fortitude; 2d6+4 necrotic damage and  ongoing 10 necrotic damage (save ends).
[Ranged]Imperious Gaze (minor; recharge 6)
Ranged 5; +15 vs. Will; the target is dazed (save ends). Aftereffect: the target is slowed (save ends). 
Unfettered (immediate reaction when Orseus is dazed, dominated, marked or stunned; recharge 5 6)
Orseus removes all marks and can make a saving throw against any ongoing dominate, dazed, or stun effects. 
Amulet of Scorn (immediate reaction, when Orseus is bloodied; encounter) * Healing, Necrotic
+9 vs. Will; the creature that bloodied Orseus loses a healing surge and Orseus gains 62 hit points. 
Alignment Evil           Languages Common
Skills Intimidate +14, Stealth +13, Nature +13
Str  21 (+10)   Dex 16 (+8)    Wis 16 (+8)
Con  18 (+9)   Int 12 (+6)      Cha 18 (+9)
Equipment chainmail, traveling clothes, amulet of scorn, heavy shield, +2 lifedrinker longsword, amulet of scorn

Orseus Tactics
In combat, Orseus tries to engage the most powerful combatant on the field in single combat, only moving against any carriers of the blood of the Bone Cabal after all threats have been neutralized.  Orseus attempts to engage the most powerful opponent he can find, using his imperious gaze to keep the target off-balance while attacking with curtain of steel.  If Orseus becomes bloodied, he uses blood siphon and switches to an easier target if he needs to recharge that power.  Orseus uses blood siphon on his own allies if it is the only way he can win a fight.  Orseus only uses mists of the Carrion Lords when Blight and Gunther are the only allies in range.  He uses unfettered as soon as a mark gets in his way or he becomes stunned, dazed, or dominated. 

Blight, Servant of Orseus

The undead wolf-creature known as Blight joined the Red Brotherhood six months ago after Orseus drank the blood of Arjin Flamewright, an obscure bastard of the Flamewright family.  Blight walked into the Brotherhood camp shortly after the death of Arjin Flamewright and laid down at Orseus' feet like an obedient hound.  Blight has been at Orseus' side ever since, carrying out its master’s every command, though sometimes with a extra dash of needless cruelty.  On the surface, Blight looks like the perfect minion for Orseus: loyal, strong, and deadly.  Unfortunately, even though Orseus has begun to suspect Blight is more than he appears, no one has any idea of the creature's true intentions.

Blight is the embodiment of the will of the Carrion Lords.  These decaying primordials finally had enough influence in the mortal world to create a minion apart from Orseus. Once he consumed Arjin Flamewright's tainted blood,  the Carrion Lords created Blight to serve as a guide for Orseus.  Blight is primarily tasked with guarding Orseus and carrying out his will, but his secret goal to hone Orseus into a proper agent of the Carrion Lords.  The Carrion Lords have grandiose plans for Orseus, including reforming the Bone Cabal.However, first, all Orseus’ remaining humanity must be excised: his lust for freedom, his willingness to honor agreements, and his comfort with the living.  Slowly, Blight is working to turn Orseus into a completely inhuman killing machine in the service of the Carrion Lords. 

Blight twists all the orders he receives from Orseus to his own ends; killing unless specifically ordered not to, encouraging disagreements among the Brotherhood, and pushing Orseus ever forward and under the sway of the Carrion Lords.  While he never disobeys Orseus, Blight shows far more initiative and forethought than most undead.  None of the living members of the Brotherhood trust Blight a and more than a few have looked to arrange unfortunate “accidents” to get rid of the undead beast. Those who tried to slay Blight were all eliminated in one way or another, but never in such fashion to draw blame back to Orseus’ faithful hound. 

In combat, Blight watches Orseus, striking from the shadows against any who would attack his undead master.  Blight keeps moving throughout the fight to make use of shroud of the dead and prefers to use hit-and-run tactics to gain combat advantage against his enemies.  When he can assist in flanking or keep Orseus from being flanked, Blight uses call of the master to aid Orseus and immediately goes to Orseus if he is bloodied. 

Blight, the Undead Wolf                                 Level 8 Lurker
Medium natural animate (undead)                  XP 350
Initiative +13; Senses Perception +11; darkvision
HP 72; Bloodied 36
AC 22; Fortitude 20, Reflexes 22, Will 18
Immune disease, poison; Resist necrotic 10  ; Vulnerable 5 radiant
Spd 8
[Melee Basic] Bite (standard; at-will)
+13 vs. AC; 1d6+8 damage, or 2d6+8 damage against prone targets.
[Melee] Maul of the Grave (standard; encounter)
+13 vs. AC; 2d6+8 damage and make a secondary attack.
Secondary Attack: +11 vs. Fortitude; 2d6+6 necrotic damage. 
Call of the Master (standard; recharge when Orseus is bloodied) * Teleport
Blight teleports to a square adjacent to Orseus and may make a basic melee attack against one target. 
Shroud of the Dead
Blight gains concealment when he moves at least four squares during his turn.  While he has concealment he gains combat advantage against adjacent enemies. 
Combat Advantage
Blight deals an extra 2d6 damage against targets he has combat advantage against. 
Alignment Evil                       Languages
Skills Insight +11, Intimidate +7, Perception +11, Stealth +14, Nature +11
Str 18 (+8)      Dex 20 (+9)     Wis 14 (+6)
Con 18 (+8)    Int 14 (+6)      Cha 6 (+2)

Blight Tactics
In combat, Blight watches Orseus, striking from the shadows against any who would attack his undead master.  Blight keeps moving throughout the fight to make use of shroud of the dead and prefers to use hit-and-run tactics to gain combat advantage against his enemies.  When he can assist in flanking or keep Orseus from being flanked, Blight uses call of the master to aid Orseus and immediately goes to Orseus if he is bloodied. 

Batia Kaan, the Right Hand Woman

Having spent most of her life among criminals and bandits, Batia Kaan is finally getting tired of the outlaw's life.  Batia grew up as a street urchin in the massive metropolis of Irondowns, earning her keep as a pickpocket and lookout until she was old enough to hold a dagger.  Then, she began working as a thug, using her small size and sex to encourage others to underestimate her.  Many made that mistake and paid a severe price.  By the time she was twenty, Batia Kaan, or Batia the Blade as some called her, was one of the most respected bladesmen in the city.  By age thirty, Batia was running her own gang, the Blade Dancers, and had successfully carved a third of the city into her own criminal empire.  Unfortunately, the Blade Dancers did not last long in the face of an alliance against them formed by the other criminals in the city, fearful that the Blade Dancers would eventually force them all out.  Batia was about to be run out of the city when Orseus found her and offered her and her surviving men a place in the Red Brotherhood.  Having no other option, Batia Kaan accepted, and her men now form the core of the current Red Brotherhood. 

Over the next five years, she worked her way up to being Orseus' second in command, leading the group in his absence.  Batia has put up with what she sees as Orseus' stupid obsession with certain noble families, which she assumes is revenge driven, but is growing increasingly tired of Orseus' methods.  Batia would prefer a more wealth-driven criminal enterprise, and as she is getting into her middle years, she is beginning to think about retirement.  So far, Batia has kept her thoughts to herself except for the occasional suggestion of hitting wealthy targets of opportunity, but she is biding her time.  Batia is aware that a mutiny is unlikely to succeed against Orseus, if for no other reason that Orseus and Blight alone could kill a good part of the Brotherhood, so she does not plan to openly fight Orseus for control of the group.  Instead, she hopes to betray the whole group to the law, to one of the noble houses they have attacked, or those who hunt vampires in exchange for clemency and enough of a warning to make off with a sizeable chunk of the Brotherhood's wealth before any attack is made.  Batia knows her days are numbered if she stays in the Red Brotherhood, so she dearly wants to get out while she can.  She has concealed this from Orseus, but Old Tessers has begun to suspect her intentions. 

Despite Batia's doubts and plans for betrayal, she is nigh indispensible in the day-to-day operation of the Red Brotherhood.  She has the best leadership skills of anyone in the group and has far more experience running a criminal enterprise than Orseus.  Her network of fences and contacts has helped the band locate their targets and increase their profits, all the while earning her a fearsome reputation within criminal circles. 

Batia Kaan is a professional through and through, having little personal attachment to anyone or anything.  Revenge is the only emotional reaction she commonly allows herself to suffer; any who cross her are likely to end up dead, and she still holds a grudge against those who forced her out of Irondowns all those years ago.  She puts on a show of caring for her men and their wellbeing, but that is only to keep morale up.  She is interested only in getting what's hers; though, she recognizes keeping her allies alive and on her side is a good way to accomplish this.  Once people have outlived their usefulness, however, she gives them precious little thought.  Batia has cultivated a personality of being a whip-smart wisecracker, always ready with a quip or insult, often playing that role in contrast to Orseus' cold nature. 

Batia Kaan                                         Level 9 Skirmisher (Leader)
Medium natural humanoid                  XP 400
Initiative +11; Senses Perception +11;
HP 94; Bloodied 47
AC 23; Fortitude 19, Reflexes 23, Will 21
Spd 6
[Melee Basic] +2 duelist's rapier (standard; at-will) * Weapon
+14 vs. AC; 1d6+4 damage.
[Ranged] Thrown Dagger (standard; at-will) * Weapon
Ranged 5; +14 vs. AC; 1d4+8 damage
[Ranged] Feint (minor; recharges when Batia hits a target with a melee attack) * Weapon
+12 vs. Will; target grants Batia and her adjacent allies combat advantage until the end of her next turn.
Distraction in Numbers (minor; at-will)
Batia may shift one square when she has an adjacent ally.
Rally the Brotherhood (minor; recharge when she is bloodied)
All non-minion allies gain 4 temporary hit points. 
Duelist's Rapier (minor; daily)
Batia has combat advantage against the next creature she attacks with her rapier. 
Combat Advantage
Batia deals an additional 1d6 against targets she has combat advantage against.
Alignment Unaligned Languages
Skills  Bluff +13, Insight +11, Intimidate +13, Perception +11, Thievery +14
Str 14 (+6)      Dex 20 (+9)     Wis 14 (+6)
Con 14 (+6)    Int  16 (+7)     Cha 18 (+8)
Equipment: hide armor, throwing daggers, +2 deulist's rapier

Batia Kaan Tactics
In combat, Batia tries to stay with her allies, working to use them as shields while she moves to strike leaders and particularly troublesome combatants.  She usually attacks magicians first, knowing they can devastate her troops in short order.  Batia tries to keep some of her allies adjacent to her, so she can use distraction in numbers. Once Batia engages a target, she uses her rapier and feint together to keep the target under constant attack. 

Old Tessers, the Fence

Aside from Orseus, Old Tessers has been with the Red Brotherhood longer than anyone.  He claims to be over a hundred years old but never admits to his exact age. Betting on his age has become a common pastime among the Red Brotherhood, with the current payout on a correct guess sitting at 500 gp.  Old Tessers uses different stories to explaining his longevity, usually blaming it on alchemical elixirs consumed during an earlier career as an adventurer or a magical fountain he found long ago.  More than any such mystical influence, his cunning and intelligence have kept him alive through his long and sordid criminal career.  Old Tessers comes across to most as a slimy old man, always looking for the angle and how he can benefit in every situation. 

In his many years in crime, Old Tessers has been a burglar, a mastermind, a thug, a counterfeiter, and a fence; the last is the role he fills currently for the Red Brotherhood.  With his advanced age, Old Tessers has moved toward the more cerebral aspects of crime and now handles all the financial matters for the Red Brotherhood.  He is not above fighting when pressed but prefers to do so at range, using an array of alchemical elixirs he has collected over his many years.  Old Tessers only leaves the main camp of the Red Brotherhood when selling goods to outsiders, which is always done away from the main camp to avoid outsiders learning of its location.  Old Tessers never goes anywhere without an escort of several bandits and is often accompanied by Gunther when outside the camp. 

Old Tessers has been working with the Red Brotherhood for more than two decades and has learned more of the group's secrets than anyone apart from Orseus.  He knows what Orseus is really after and what happens to those who try to leave the group, but remains loyal because he believes that eventually Orseus will give him what he truly wants: immortality.  Old Tessers assumes that at some point in Orseus’ consumption of the blood of the Bone Cabal he will gain the ability to create new vampires and Old Tessers hopes to be the first in line.  Because of this, Old Tessers is one of the most loyal members of the Red Brotherhood and has informed on more than one traitor in the group in the hopes of currying Orseus' favor. 

Old Tessers                                                     Level 6 Artillery
Medium natural humanoid                              XP 250
Initiative +4; Senses Perception +12
HP 52; Bloodied 26
AC 18; Fortitude 17, Reflexes 17, Will 20
Spd 6
[Melee Basic] Short sword (standard; at-will) * Weapon
+13 vs. AC; 1d6+4 damage.
[Area] Firebomb (standard; at-will) * Fire
Area burst 1 within 10; +11 vs. Reflex; 1d6+5 fire damage. 
[Ranged] Venom on the Wind (standard; encounter) * Weapon, Poison
Ranged 5; +13 vs. AC; 1d4+4 damage and make a secondary attack.
Secondary Attack: +11 vs. Fortitude; ongoing 5 poison damage (save ends).          
[Area] Old Tesser's Special (standard; encounter) * Fire
Area burst 1 within 10; +11 vs. Reflex; 2d8+5 fire damage. 
Alignment Unaligned Languages Common, Dwarven, Elven
Skills Arcana +14, Bluff +13, Insight +12, Perception +12, Thievery +9
Str 10 (+3)      Dex 12 (+4)     Wis 16 (+6)
Con 10 (+3)    Int 19 (+8)      Cha 18 (+7)
Equipment: Daggers, firebombs, leather armor

Old Tessers Tactics
Old Tessers avoids melee combat as much as possible, knowing he is far too old for such things.  Instead, he works to keep his distance while pelting his enemies with firebombs.  Targets that close on him are attcked with venom on the wind, while particularly stubborn clumps of enemies are targeted with Old Tessers’ special

Portia Otten, the Spy

Orseus long ago accepted that to reach his goal he needed agents that could operate within the teeming masses of humanity without raising suspicion.  He has used these agents both to find the descendants of the Bone Cabal and to find suitable targets for the Red Brotherhood to rob.  These agents have a longer life expectancy than the thugs in Orseus' employ, but not by much.  Most are discovered while engaged in subterfuge, and once their true allegiance is discovered, many were executed in short order.  Orseus tries to depict the role of the spy as being more glamorous and pampered than most in the Red Brotherhood, but warns that it also involves spending time among those who would kill you if they knew your true goals.

Portia Otten is the latest to take up the role of the spy.  A conwoman of no small skill before joining the Red Brotherhood, she was captured by the group while running a con by pretending to be Baroness Marela Narika, one of the descendants of the Bone Cabal.  Luckily for Portia, she was able to convince Orseus of her real identity before he killed her.  The depth of the deception she had created, and the fact the Brotherhood's previous spy had been killed while gathering information on the fake Baroness Narika, moved Orseus to offer her the spy position within the Brotherhood.  Having nowhere else to go and a number of bounty hunters on her trail, Portia accepted, thinking that a bandit gang is a good place to lie low and wait for the law to give up hunting her. 

Ever since taking up the role of spy, Portia has been instrumental in Red Brotherhood operations.  She travels ahead of the group when it is on the move, investigating settlements and roads to get the lay of the land and spread the fearsome reputation of the Red Brotherhood ahead of their arrival.  She usually does this under the guise of an adventurer or bounty hunter looking for work so she can find out who is hiring muscle, major criminal groups, and so on.  Once the Red Brotherhood catches up to her, she spends her time in the taverns, merchant houses, and the social hubs of the region, gathering information on when caravans are leaving, their defenses, and what nobles in the region are doing.  Portia is very skilled at playing any role, from a ruffian raised in the sewers to a noble-born lady, and has a wardrobe that runs the gamut.  Even among the Red Brotherhood, few know much about her or what her real personality is, with most assuming she is always running a confidence scam of some sort.  Obviously, she is not well trusted in the Red Brotherhood.

Portia's efforts are helped by the fact she is stunningly beautiful, possessed of striking red hair and statuesque form.  She has used this to Orseus' advantage on many occasions, going so far as to have affairs with descendants of the Bone Cabal so they can be easily led to secluded locations and murdered.  Portia has used similar tactics to get close to those Orseus suspects of disloyalty. 

If Portia gets into a fight, she has done something wrong.  She tries to get away from fights as quickly as possible and is more than willing to sacrifice others to secure her escape.  She tries to use fast-talk to keep herself from being attacked, resorting to scream and run if she is actually attacked.  If she has a significant number of allies, Portia will use fast-talk to confuse her enemies while peppering them with thrown daggers. 

Portia Otten                                                    Level 8 Lurker
Medium natural humanoid                              XP 350
Initiative +11; Senses Perception +13
HP 70; Bloodied 35
AC 22; Fortitude 19, Reflexes 20, Will 21
Spd 6
[Melee Basic] Dagger (standard; at-will) * Weapon
+13 vs. AC; 1d4+6 damage.
[Ranged] Thrown Dagger (standard; at-will) * Weapon
+13 vs. AC; 1d4+6 damage
[Ranged] Fast-Talk (standard; at-will)
Ranged 3; +11 vs. Will; target is stunned until the end of Portia's next turn.  This effect ends if the target takes damage. 
[Immediate Interrupt]Scream and Run (free action when Portia takes damage; recharge 5 6)
Portia shifts 3 squares but is considered stunned until the end of her next turn. 
Combat Advantage  
Portia dazes any targets she hits that she has combat advantage against until the end of her next turn. 
Alignment Unaligned Languages Common, Dwarven, Elven, Draconic, Giant
Skills Bluff +14, Diplomacy +14, Insight +13, Streetwise +14
Str 14 (+6)                 Dex 17 (+7)     Wis 18 (+8)
Con 16 (+7)                Int 16 (+7)      Cha 20 (+9)
Equipment: Daggers, leather armor

Portia Otten Tactics
If Portia gets into a fight, she has done something wrong.  She tries to get away from fights as quickly as possible and is more than willing to sacrifice others to secure her escape.  She tries to use fast-talk to keep herself from being attacked, resorting to scream and run if she is actually attacked.  If she has a significant number of allies, Portia will use fast-talk to confuse her enemies while peppering them with thrown daggers. 

Alia Tyy, the Wizard

One of the more recent recruits to the Red Brotherhood, Alia Tyy is a wizard who was forced from the Astar Arcane Academy, where she had spent most her life, when she was discovered to have more than a theoretical interest in necromancy.  Alia had uncovered many of the journals of Rothjur the Foul in the dark recesses of the school's library and was working to recreate his work when she was discovered.  She managed to escape capture and set out into the world to find artifacts that remained from Rothjur's abbreviated reign. 

Using scrying magic, she eventually found the amulet of scorn in the possession of Orseus, one of the few material reminders of his past undead servitude.  Alia had expected to find such items in tombs or dungeons and was most surprised when she stumbled into the camp of the Red Brotherhood shortly after it had suffered one of its few defeats at the hand of a local lord's household guard.  Orseus quickly set to questioning Alia, and once he learned her goal, recruited her into the Brotherhood to provide some much-needed magical firepower in exchange for his knowledge of Rothjur the Foul.  While Orseus knows little aside from the location of Rothjur's various haunts, he has convinced Alia that he knows much of Rothjur's magical lore in order to better secure her loyalty.  So far, Alia has remained loyal despite receiving little information for her efforts, but her patience grows short as Orseus continually puts off giving her information in favor of his own goals. 

Alia sees the Brotherhood as a temporary unpleasantness that must be endured for her to reach her real goal of mastery of the necromantic arts.  She does not socialize with anyone but Jannio, considering the rest beneath her.  Alia is interested in and spends time with Gunther, but this is only scholarly interest to find out more about his quasi-undead state.  For the most part, the other members of the Red Brotherhood are fine with Alia avoiding them, finding her more than a bit creepy.  Alia spends most of her time reading books on necromancy and history that the Brotherhood steals or she purchases with her share of the spoils.  She is little interested in the alcohol and cheap entertainments the others in the group partake in. 

A young woman with dark hair and pale features, Alia is slowly losing her soft scholar's body for the lean strength of a woodsman.  She still wears the robes of her school, but they are faded, badly patched, and stained in a variety of earthen colors.  She is almost always in the camp of the Red Brotherhood, having no interest in patrols or small scale operations. In addition, she remains within the camp to provide some extra magical firepower if the camp is ever discovered.  Alia only takes the field during major operations.

Alia Tyy                                                           Level 9 Controller
Medium natural humanoid                              XP 400
Initiative +7; Senses Perception +7,
HP 94; Bloodied 47
AC 23; Fortitude 20, Reflexes 22, Will 21
Spd 6
[Melee Basic] Staff (standard; at-will) * Weapon
+14 vs. AC; 1d6+5 damage.
[Ranged] Carrion Wrath (standard; at-will) * Necrotic
Ranged 20; +13 vs. Fortitude; 2d4+5 necrotic damage. 
[Area] Storm of the Graveborn (standard; encounter) * Necrotic
Area burst 3 within 10; +13 vs. Fortitude; 2d6+5 necrotic damage and the target is weakened (save ends).
Gravedancer's Escape (immediate interrupt when attacked; encounter) * Necrotic, Teleport
When attacked the attacker takes 2d6+5 necrotic damage and Alia may teleport 6 squares. 
Alignment Unaligned Languages Common, Draconic, Goblin, Abyssal
Skills: Arcana +14, History +14, Dungeoneering +14
Str 12 (+5)      Dex 16 (+7)     Wis 17 (+7)
Con 14 (+6)    Int 20 (+9)      Cha 12 (+5)
Equipment: +2 magic staff. wand

Alia Tyy Tactics
In combat, Alia prefers to stay back from the fight, often using storm of the graveborn as her opening salvo before her allies get too close to the enemy.  Once the fight has devolved into a melee, she uses carrion wrath to pick off obvious leaders or healers.  She uses gravedancer's escape to get away from attackers who do manage to close with her. 

Gunther, the Muscle

Gunther is the third longest surviving member of the Red Brotherhood behind Orseus and Old Tessers.  He had been Orseus' right-hand man for many years before Batia Kaan, but met an untimely end while the Red Brotherhood ambushed Lord Staghorn, a descendant of the Bone Cabal, and his hunting party.  Gunther was slain by Lord Staghorn, his chest cleaved open, but in the aftermath of the battle, the necromantic power that Orseus absorbed somehow raised Gunther to walk again.  Gunther was not alive but also was not completely undead, leaving his mind a confused mess of its former self.  Orseus immediately set about retraining Gunther to be muscle for the Red Brotherhood, seeing little difference in the life or death of his followers.  This event was the first time Orseus' power would act without his explicit wish, but it would not be the last. 

Since his return, Gunther has become a simpleton, capable of only monosyllabic conversation and able to follow only basic instructions.  He is extremely resilient and a powerful combatant, so Orseus primarily uses him for heavy labor and straight-up fights.  When not engaged in a task, Gunther sits alone in Orseus' tent, doing nothing.  He has no interest in interacting with others, and most members of the Brotherhood avoid him save Alia, who sees him as a magical experiment to poke and prod.  More than anything, Gunther just wants to be left alone and allowed to die in peace, but he is compelled to follow Orseus' orders and Orseus sees Gunther as being far too useful to let go. 

Unlike Blight, Gunther is not an agent of the Carrion Lords and instead is the product of random uncontrolled necrotic energy spilling out of Orseus.  Thus, the Carrion Lords have no direct control over Gunther, though Orseus does.  Gunther does not trust Blight, and Blight considers Gunther to be something of a threat.  The two have not come to blows yet, but will do so if given any excuse.    

Gunther                                                                      Level 7 Brute
Medium natural humanoid (undead)                          XP 300
Initiative +5; Senses Perception +3; darkvision
HP 100; Bloodied 50
AC 19; Fortitude 21, Reflexes 17, Will 16
Resist necrotic 5, poison and disease 15
Spd 5
[Melee Basic] Great Axe (standard; at-will)
+10 vs. AC; 2d6+8 damage.
[Melee] Spinning Splinter Strike (standard; encounter)
Close burst 1; +10 vs. AC; 2d6+8 damage and the target is pushed 1 square. 
Alignment Evil           Languages Common
Skills: Athletics +13, Intimidate +6, Nature +8
Str 21 (+8)      Dex 14 (+5)     Wis 10 (+3)
Con 20 (+8)    Int 6 (+1)        Cha 6 (+1)
Equipment: Great axe, hide armor

Gunther Tactics
In combat, Gunther prefers to hack his way through weaker opponents and deep into the enemy ranks, using spinning splintering strike once he is surrounded.  If no such opponents present themselves he works with his allies to flank more powerful targets and uses his greataxe to put them down as quickly as possible. 

Lorca Jannio, the Scholar
One of the newest recruits of the Red Brotherhood, Lorca Jannio is the latest in a long line of scholars, who Orseus forcibly recruited to help him find the heirs of the Bone Cabal.  Lorca was kidnapped from his studies at the Library of Rockholm, where he was following the Jannio family tradition of becoming the foremost expert in the genealogy of noble families in the realm.  It was this reputation that attracted the attention of Orseus, who arranged to have Lorca kidnapped while he was doing field research among the graves of the Stone Hill Barrows.  Orseus killed all of Lorca's guard and made it abundantly clear that the same would happen to him if he ever became more trouble than he was worth.

Having no martial training to speak of and never having been threatened with violence before, Lorca gave into Orseus' demands and has remained with the Red Brotherhood for the last six months.  In that time, Lorca has not even tried to escape, such is his fear of Orseus.  Lorca has no knowledge of woodcraft, fighting, or subterfuge, making it unlikely he could escape on his own, even if he wanted to.  Instead, Lorca has tried to stay in Orseus' good graces in the hopes that eventually the Brotherhood will bite off more than it can chew, and he can escape in the confusion.  In an effort to alienate Lorca from his past, Orseus has forced him to take an active part in the group's activities, including killing prisoners who outlive their usefulness.  So far, Lorca has gone along with this due to threat of death and has learned something of fighting in the process, but he still remains hopeful he can escape, return home, and forget this entire nightmarish chapter in his life.  With this goal in mind, he will readily work with outsiders against Orseus if they can guarantee his safety. 

A scholar through and through, Lorca is always getting lost, complaining about the rough conditions the Red Brotherhood lives in, and is foten mocked by the Brotherhood for his soft ways.  Only Alia and Portia actually socialize with him, most other members of the group only deigning to converse with him when mocking him.  This works well for Lorca, considering the thugs that surround him on a daily basis terrify him.  Lorca spends most of the time in the camp, since Orseus considers him too valuable to risk.  To support Lorca's work, Orseus has stolen a wide array of books and documents regarding the descendants of the Bone Cabal and their bloodlines. Lorca spends most of his days pouring over them.  If he doesn't find a new candidate for Orseus to hunt down every week or two, Orseus begins threatening physical violence as punishment for his laziness.  Thus far, Lorca has managed to find someone soon after these physical punishments begin.

Unfortunately for Lorca, he made a recent discovery that has made it much more necessary for him to escape the Red Brotherhood: Lorca is a descendant of the Bone Cabal.  Apparently, Piero Jannio, Scourge of the Bone Legion, is a distant ancestor of Lorca, and the Jannio family’s obsession with genealogy led them to keep a watchful eye on other descendants of the Bone Cabal.  Lorca has hidden his ancestry from Orseus so far, but is fearful that if Orseus inspects his notes, the vampire warlord may discover the truth.  Thus, Lorca has become very paranoid about keeping his books and papers hidden away from anyone who could puzzle them out. 

Lorca Jannio                                                  Level 5 Artillery
Medium natural humanoid                              XP 200
Initiative +4; Senses Perception +5
HP 48; Bloodied 24
AC 17; Fortitude 16, Reflexes 18, Will 17
Spd 6
[Melee Basic] Dagger (standard; at-will) * Weapon
+12 vs. AC; 1d4+6 damage.
[Ranged] Crossbow (standard; at-will) * Weapon
Ranged 10; +12 vs. AC; 1d8+6 damage.
[Ranged] Calculated Attack (standard; encounter) * Weapon
Ranged 10; +12 vs. AC; 2d8+6 damage and the target dazed until the end of Lorca's next turn. 
Alignment Unaligned Languages Common, Dwarven, Elven, Draconic
Skills: Arcana +11, History +14
Str 10 (+2)      Dex 14 (+4)     Wis 16 (+5)
Con 12 (+3)    Int 18 (+6)      Cha 12 (+3)
Equipment: Clothes, dagger, crossbow, bolts
Lorca Jannio Tactics
Lorca is rarely taken into combat situations by Orseus to avoid giving him any unnecessary opportunities to escape.  The Lorca is taken out into the field he stays with Alia and has at least one of the veterans or leaders assigned to keep him in line.  For now he stays near those assigned to guard him, fearful to run unless the battle turns against the Brotherhood.  He hangs in the back of such battles, attacking with his crossbow against weaker targets.  He will use calculated attack against targets that attack him directly, his own sense of self preservation overriding his desire to not kill anyone.  If more than two thirds of the Brotherhood are defeated Lorca will make a run for it or try and switch sides to if he thinks they will listen to him. 

Lackeys and Henchmen

The rank and file members of the Red Brotherhood are a ragged band pack of career criminals, desperate farmers, down on their luck mercenaries, and professional brigands.  They have been recruited across the hundreds of miles the Red Brotherhood has wandered and include a wide variety of cultures, languages, and ethnicities.  All speak Common, but other than that and greed there are few commonalities between them.  These differences sometimes flare up into violence as ancient rivalries reappear, but Orseus puts a quick end to such conflicts. 

Red Brotherhood Veteran
The veteran members of the Red Brotherhood are a motley collection of mercenaries, thieves, and bandits united in the pursuit of wealth under Orseus' direction.  Most worked their way up from the mob that is the lower ranks of the Red Brotherhood, but some are more experienced recruits who have seen a good share of combat and banditry before joining the Brotherhood.  They do not know anything of Orseus' real plans, Batia's possible betrayal, or any of the other secrets the leaders of the group possess.  Their concerns are more immediate, with most hoping to make some big score and get out before they get killed.  Orseus works to encourage this idea when he can.  These veterans spend most of their time keeping the newer recruits in line, making sure the camp is organized, scouting possible marks, and striking when directed. 

Red Brotherhood Veteran                                        Level 6 Soldier
Medium natural humanoid                                          XP 250
Initiative +8; Senses Perception +0; darkvision
HP 75; Bloodied 37
AC 22; Fortitude 20, Reflexes 18, Will 16
Spd 6
[M] Cutlass (standard; at-will) * Weapon
+13 vs. AC; 1d8+5 damage.
[r] Shortbow (standard; at-will) * Weapon
Ranged 10; +13 vs. AC; 1d6+5 damage.
Fighting Dirty
When the Veteran has combat advantage against a target he gains a +4 bonus to attacks instead of the normal +2. 
Easy Kill
Veterans gain a +2 bonus to damage against bloodied targets. 
Alignment Unaligned Languages Common
Skills Nature +8, Stealth +11
Str 16 (+6)      Dex 16(+6)      Wis 10 (+3)
Con 19 (+7)    Int 10 (+3)      Cha 10 (+3)

Red Brotherhood Veteran Tactics
The veterans of the Red Brotherhood follow their leaders into battle, working to support them by flanking enemies, cutting off retreats, etc.  The veterans know that Orseus, Batia, or Alia have a far greater impact on the course of a battle than they.  Veterans always work to flank their enemies so they can take advantage of fighting dirty and tend to concentrate on one target at a time, hoping to use easy kill as they whittle down their enemy. 

Red Brotherhood Bandit
Making up the bulk of the ranks of the Red Brotherhood, these thugs are mostly new recruits who have only been with the group for a few months.  While some have martial training, most are whatever riffraff the Brotherhood has recruited from local criminal circles and taverns.  These bandits have little loyalty to the Red Brotherhood, many seeing it as nothing more than a job.  Those that survive and prove their loyalty are eventually given more respect within the Brotherhood, but it is a case of survival of the fittest. 

Red Brotherhood Bandit                              Level 6 Minion
Medium natural humanoid                              XP 63
Initiative +6; Senses Perception +3
HP 1; a missed attack never damages a minion
AC 20; Fortitude 18, Reflexes 18, Will 16
Spd 6
[M] Cutlass (standard; at-will) * Weapon
+11 vs. AC; 5 damage.
[r] Shortbow (standard; at-will) * Weapon
+11 vs. AC; 5 damage
Easy Kill
Bandits gain a +2 bonus to damage against bloodied targets. 
Alignment Unaligned Languages
Str 14 (+5)      Dex 16 (+6)     Wis 10 (+3)
Con 16 (+6)    Int 8 (+2)        Cha 8 (+2)

Red Brotherhood Bandit Tactics
While Orseus and Batia are not cruel, they are more than willing to use the bandits as a shield for the leaders and veterans of the Red Brotherhood.  Thus the bandits usually make up the front line of any Red Brotherhood formation and work to overwhelm their enemies with numbers.  Like the veterans, the bandits work to flank enemies so the leaders of the Red Brotherhood can gain combat advantage against them. 

Tuesday, January 31, 2012

From the Kill Pile: The Red Brotherhood, Part 1 of 3


This kill pile salvage is from a PDF line that was going to be about villain groups for 4E, but sadly fell apart before the first one saw print.  First section is background, second will be stat blocks, and third will be other weirdness.  

The Red Brotherhood

Introduction
            For three centuries the Red Brotherhood has existed in the nooks and crannies of the civilized world, something of an urban legend among nobles and the elite.  Few believe the stories of blood-drinking bandits who prey only on those of noble birth, or at least few admit to believing them publicly.  Behind closed doors, many a country lord has told tales of friends of relatives or nobles of distant lands waylaid and slain in the most horrific manner by the Red Brotherhood.  Such storytellers may laugh at these stories of banditry and murder when they are shared around the dinner table, but even a  rumor of the Red Brotherhood operating in the vicinity quickly results in an expansion of every noble's personal guard. 
            While the Red Brotherhood could revel in such infamy, they instead try to avoid hunting in any region in which their stories have grown too prevalent.  Under the leadership of Orseus, a vampire of extreme age and greater goals than simple thievery, the Red Brotherhood thrives not on force or brutality, but cunning and planning.  They listen to the rumor mill, bribe local officials, and try to avoid all the hard work that goes into normal banditry.  With centuries to perfect his skills, Orseus has forged a highly efficient, trained, and widely feared bandit gang that has few equals; all the while keeping his dark plans for power a secret. 
            The Red Brotherhood is a group of villains suitable for Heroic-tier play, specifically for characters between 6th and 10th level.  This product details the history, members, and tactics of the Red Brotherhood, along with information about how to incorporate them into your campaign.  They can be used as anything from a one-off encounter to a reoccurring group of villains that could be a major threat to the players.
           
History
             Orseus Qrang was born the child of peasants, and early in his life found his natural talent for swordplay to be a path to a better life; a path the led to blood money, cheap taverns, and few friends. He lived most of his life as a mercenary of little note, serving whatever petty lord or bandit captain could afford his services.  His life finally changed when he entered the service of the wizard Rothjur the Foul, a thoroughly unpleasant fellow bent on extending his life far beyond the bounds of mortal existence through the necromantic arts.  Orseus was little concerned with this, caring only the large piles of gold he was paid by Rothjur to guard his tower and workshops. Nor did he mind the occasional kidnapping and murder assignments, as Rothjur’s need for more “resources” for his experiments with undeath grew and grew. 
            In time, Rothjur attained his goal of lichdom and immediately set about transforming his minions into undead as well, so his loyal servants could serve him forever.  Told he would become a vampire lord of vast power, Orseus was rather put out when he was instead transformed into a vampire spawn by Lord Vostrag, the vampire lord lieutenant of Rothjur the Foul and master of his military forces.  Orseus put up with this unfortunate state of affairs for several years, living at the beck and call of Lord Vostrag and Rothjur the Foul until Rothjur's tower was assaulted by an army of heroes, adventurers, and other various do-gooders in the hopes of ending the lich’s unnatural reign of terror.  Not interested in being so thoroughly controlled with no payment for his service, Orseus betrayed Lord Vostrag and Rothjur the Foul, lowering the defenses of the tower at a key moment in the siege.  The resulting battle destroyed both Rothjur the Foul and Lord Vostrag, consigning them to history as minor undead tyrants, while Orseus escaped in the confusion along with a small portion of Rothjur's treasure.
            Unfortunately, Orseus, being a vampire spawn, found his new life to be little better if not worse than his time in service to Rothjur.  He had no ready source of blood or anyone to protect him during daylight hours.  He hid as best he could and fed on wanderers no one would miss, doing all he could to avoid attracting the attention of the heroes who so handily dispatched his master.  This deplorable state lasted for several months, until, through some good fortune, Orseus caught a noble lord, Lord Marcus Sarthing, alone on a night's ride.  Attacking from the shadows, Orseus slew Lord Sarthing and drank his blood in short order. 

Then something unexpected happened.
           
One of Lord Sarthing's ancestors had more than a dabbling interest in the necromantic arts that has ultimately resulted in a terrible curse on his entire family line. The curse stipulated that should Sarthing blood be consumed by an undead creature it would increase the power of the imbibing undead ten-fold.  Orseus went from being a vampire spawn to something more; and while not made the equal of a vampire lord, Orseus immediately decided he wanted more of this power.  He spent the next five years hunting down Lord Sarthing's immediate family, killing them all and feasting on their blood, each victim making him stronger.  While Orseus was never what one would call a genius, he was cunning and greedy, and these two traits allowed him to overcome his other shortcomings in his pursuit of yet more power.  He quickly learned all he could about the family tree of the Sarthing family, hunting down every distant cousin, forgotten uncle, and bastard child he could. This took many, many years, but every Sarthing scion made him more powerful, and so he continued on. 
            After a century of chasing the Sarthings, at which point the family line was all but wiped out and forced into hiding, Orseus found a record of Hulbaer Sarthing, the warlock who had introduced the taint to the family generations ago.  Orseus learned that Hulbaer Sarthing had been part of a group of warlocks, the Bone Cabal, which had made numerous deals with a group of necrotic primordials called the Carrion Lords.  The Carrion Lords were trapped in a prehistoric divinely constructed prison, as is the case with most primordials, but could escape their prison if they gained enough power in the mortal world.  Thus, they made deals with mortal agents with the goal of spreading their tainted power through the blood of their agents, power that could later be collected and returned to the Carrion Lords after it had time to fester and grow in the hearts of mortals. While the Bone Cabal received power for their sacrifices, they became infected by the power of the Carrion Lords, an infection they passed on to their children and which would empower any undead that feasted upon their flesh or blood.  Orseus learned the basics of this story, paying little attention to the role of the Carrion Lords and instead concentrating on the fact that there were other families with blood similar to the Sarthing family.  Orseus came to believe that if he consumed all the blood of the descendants of the Bone Cabal, he would obtain all their power and become sort of undead god, possibly replacing the Carrion Lords. While the records he found did indicate collecting all the extant blood of the Bone Cabal would bring some sort of power, what exactly that power is remained unknown to Orseus. He knew the Carrion Lords existed and were tied to the Bone Cabal, but knew nothing else of their true aims.  
            Now Orseus had a dozen families to track down instead of one, and many of these families had parlayed the arcane power of their ancestors into worldly power, becoming noble houses or families of great economic power over time.  Others married into noble houses, spreading their blood taint.  While Orseus could hunt down a lesser house like Sarthing on his own, some of the greater houses on his list would prove more difficult, thus he came to the conclusion he needed followers.  He needed scholars, charlatans, and warriors to see his cause through, and he knew better than most that all sorts of men can be bought if you look long enough and carry a large-enough coin purse. 
            Thus began the Red Brotherhood, a group of mercenary scholars, thugs, and other criminals working for Orseus Qrang toward his goal of consuming the blood of all the descendants of the Bone Cabal – while making a tidy profit in the process.  Drawn from the lowest of the low, Orseus is served by the sort of desperate scum who would willingly work for a vampire, albeit, one that has little interest in feeding on them.  Recruited from gutters, seedy taverns, and bandit gangs, these unseemly few are loyal little beyond the money Orseus helps them steal and the fear he instills in them. 
            Orseus has kept the Red Brotherhood running in one fashion or another for almost three hundred years, with most of his followers only lasting a few years before meeting an untimely end.  Orseus makes enough money and is successful enough that he can usually find more recruits with little difficulty, but is forced to travel around continually to avoid the law and to keep tales of his few failures from reaching the ears of possible recruits.  Orseus considers the fearsome and yet mysterious reputation of the Red Brotherhood one of his best assets and works hard to keep both intact, often forsaking profit for the sake of furthering the group's infamy.  He has even gone so far as to pay bards and entertainers encountered in his travels to tell tales of the Red Brotherhood, each more horrific than the last.
            Orseus has not told any of his followers of his true goals, preferring to play the part of a vampire with strange tastes rather than one on a mission for great power.  Orseus secretly fears that one of his followers may learn his true goal and try to stop him, or worse yet, beat him to it.  This is the primary reason Orseus has refrained from creating vampire spawn, though his own experience as a vampire spawn also lead him to avoid that choice. So far, Orseus believes he is the only person who knows the secret of the Bone Cabal and has already killed several scholars who have assisted him in the past to keep them from putting the pieces together.   However, Orseus' current scholar, Lorca Junnio, has puzzled out Orseus' goals, a feat that is sure to earn him a swift and painful death should Orseus learn of it. 
            In the last three centuries, Orseus has killed dozens of descendants of the Bone Cabal and scores of other he suspected of being descendants, many of whom were nobles of rank.  This record has made the Red Brotherhood a group feared by the nobles of many regions.  In areas where Orseus is not thought of as an old wives tale there is a substantial price on his head.  Orseus works to enhance this reputation of fear, but also works just as hard to remain more a rumor than a fact.  Cognizant of the many forces that could squash his band if they could find and corner him, Orseus knows the best defense is to be impossible to find. 
            In the last few years, Orseus has attracted a particularly skilled band of ruffians and ne'er-do-wells to his side, growing his operation from a score of men to several dozen, complete with spies, scholars, and magicians.  Buoyed by recent successes and his acquisition of more competent minions, Orseus now looks to gain enough strength to strike more openly at those descendants of the Bone Cabal who have managed to evade him with their castles, armies, and powerful magics.  . 

Important Personages
            The Red Brotherhood currently has around sixty members, though this varies from week to week as casualties and new recruits come and go.  No one really “leaves” the Red Brotherhood as anything other than a corpse, a policy Orseus has worked hard to enforce and keep quiet. Those who do wish to leave are allowed to do so, only to be hunted down by Orseus or Blight a few days later. Orseus regularly spins yarns of past members who retired to lives of wealth and leisure, but such stories are complete fabrications.  Only the group fence, Old Tessers, has been around long enough to know the true fates of those Orseus describes. However, Tessers is eager to avoid the cold hand of death, and he keeps his mouth shut in the hopes his loyalty might convince Orseus to transform him into undead as well. 
            Orseus serves as the leader of the Red Brotherhood, but it has grown too large for him to oversee every aspect of it himself.  To that end, he has recruited an inner circle of lieutenants who each take some part if the band's operations as their responsibility.  These individuals have mostly been promoted from within the ranks of the Red Brotherhood, but some, like Alia Tyy, were immediately promoted upon joining the group due to their special skills.  These lieutenants speak with Orseus' voice in matters related to their area of expertise, but that does not mean he will not overrule them when needed.  Orseus does not trust his lieutenants any more than he has to and works to make sure they have as much invested in the success of the Red Brotherhood as possible. He also tries to play them off against each other, but is not very successful at this, and his attempts are clumsy at best. 
            As a whole, the Red Brotherhood is loyal to Orseus since he provides them with wealth, security, and a fearsome reputation.  Most members know the group would not be as successful without Orseus, so mutinies from within, of which there have been several, rarely find many supporters.  This does not mean that the Red Brotherhood is made up of fanatics, and the loyalty of most members evaporate as soon as they are faced with execution or torture.  While Orseus has tried to impress upon his men that he will track down any traitors and punish them more severely than any agent of the law, his efforts have only met with limited success.  Orseus' own focus on mobility and avoiding the notice of the authorities has limited the scope and reach of his forces to their current state..  While the Red Brotherhood will not betray their master for coin, they will turn their coats to avoid an inescapable death..  Orseus has orchestrated several daring rescues over the years in order to further inspire loyalty in his men, but only in situations where he knew he could prevail. 
            Orseus works to recruit his followers from those who are beneath the notice of the general populace: the poor, the disenfranchised, and those outside the law.  These poor souls are usually recruited from local criminal organizations, slums, and underworld hangouts, but when hard-up for followers, Orseus has been known to press peasants into his service.  Such members of the Brotherhood rarely survive long and tend to get all the most dangerous jobs.  Orseus tries to operate away from the homelands of his recruits where possible to avoid anyone recognizing them and to avoid any unexpected emotional entanglements.  

Sunday, January 29, 2012

From the Kill Pile: The Time Pact Warlock, Part 2


And part 2 of the Time Pact Warlock.  Not sure what to do for the next From the Kill Pile, more warlock pacts (I've got two more)?  Cut bits from the World's Largest Dungeon from back in the day?  The extra ships that I wrote up for Fading Suns way way back in the day?
Paragon Path: Time Weaver
Some say time is a river, but that’s all rather simplistic.  Time is more like a spider’s web or a weaver’s work; it is made up of thousands of threads and the alteration of one can cause catastrophe elsewhere.  This is the power I hold over time, as I have the threads of time at my beck and call. 
Prerequisites: Time pact warlock
Your studies began with treating time as a tool used to your own ends, but now you have begun to see it entails far more.  Time is not merely a tool, but a structure that keeps the universe operating on schedule, and you have the power to work massive alterations of that schedule through a number of far smaller adjustments.  Space and distance have become malleable to you and cause and effect have little relationship within your grasp. 
Time Weaver Path Features:
Finding What Time Is Lost (11th Level): When you spend an action point, your Timelost Aura increases by +3.
An End to All Things in Time (11th Level): You may spend 3 points from your Timelost Aura to gain a +2 bonus to all your defenses until the end of your next turn. 
Making Up for Lost Time (16th Level): Each time you gain points in your Timelost Aura, you may increase your initiative count by the same number, and you gain a bonus to all saving throws equal to the Timelost aura points gained until the end of your next turn.
Time Weaver Spells
Untying the Strings                                       Time Weaver (Time) Attack 11
You begin pulling at the strings of time around the target, unraveling them over time to cause greater and greater damage. 
Encounter * Arcane, Implement, Psychic
Standard Action                    Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage, and the target gains vulnerability 10 to psychic damage until the end of your next turn.
Time Slide                                                      Time Weaver (Time) Utility 12
You unhitch yourself from the time stream ever so slightly, allowing you to make quick teleports around the battlefield. 
Daily * Arcane, Teleportation
Minor Action                         Personal
Effect: You may spend a move action to teleport 6 squares. 
Sustain Move: May spend a move action to teleport 6 squares.
Weaver’s Assault                                           Time Weaver (Time) Attack 20
You tear apart the threads of time connecting your nearby enemies, causing them immense pain and momentarily confusing them. 
Daily * Arcane, Implement, Psychic
Standard Action                    Area 2 within 10
Target: All enemies in area
Attack: Charisma vs. Will
Hit: 3d6 + Charisma psychic damage +1 damage per creature targeted, and the target is dazed (save ends).
Miss: Half damage, and the target is dazed until the ends of your next turn.  

Epic Destiny: Clockwarden
There are bigger concerns than that nations or worlds.  There are timelines, temporal vortexes, and all manner of threats to the flow of time itself that are dealt with every day while the mass of mortal-kind does not even notice.  Heroes may keep the monsters at bay and kings may keep the peasants fed, but without you they wouldn’t even exist to do so. 
Prerequisites: 21st level, Time pact warlock
There are beings beyond the perceptions of mortals that keep time flowing properly.  Some gods take part in these efforts, but the day to day maintenance of the timeline is handled more by the Parliament of the Ages, a collection of long forgotten gods, primordial fragments, temporal shardlings, and time collectors.  Dating from before the war between the gods and primordials, the Parliament of Ages is a rare show of cooperation between the two sides, such is the importance they place on the maintenance of the time stream.  These creatures are massively powerful and intelligent, but they have never been anything close to mortal.  They have little understanding of mercy, hope, or other mortal concerns except for revenge, justice, and security.  To build a better understanding of humanity they raise up the best of their mortal servants to become the Clockwarden,
The Clockwarden serves the Parliament of Ages as the voice of mortal existence in matters of time.  While the Parliament is primarily concerned with plots to erase history, creating parallel timelines, and other massive scale problems, Clockwardens are concerned with more mortal-involved issues such as determining the length of an average human life, making sure the seasons turn properly, and insuring the time of the sun’s rise does indeed come to pass each morning.  While gods are responsible for making many of these things happen, it is the Clockwarden who makes sure the frame of time they hang their works on functions properly.  It is an immense responsibility that is often fulfilled by destroying those who threaten the time stream, but even with such responsibilities having such control of time does make it easy to sneak out for an occasional bit of fun. 
Beyond Time Itself
After your final quest you are named the Clockwarden by the Parliament of Ages, a process that removes you from the time stream.  You no longer age and instead become an immutable fact, unable to be killed as long as you have some power of time left in you.  You leave the everyday activities of the mortal world behind to move on to bigger picture issues, making sure that time flows properly and mortals get a fair shake while it does.  While your service is immensely important and you will be known to all manner of god, primordial, and demon prince, most mortals will never hear of your fame, your presence outside the timestream removes you from the minds of most mortals.  You exist in a level of time they can no longer conceive of. 

Clockwarden Features
Unfettered by Time (21st Level):
You gain a +8 bonus to initiative checks..   
Eddies in the Stream (24th Level): Whenever you spend a healing surge you gain 1 point to your Timelost Aura. 
Immutable Fact (30th Level): If you have at least 3 points in your Timelost aura and are reduced to 0 hit points, you immediately are restored to your bloodied value and your Timelost aura is reduced to 0. 
Clockwarden Power:
A Time of Rest                      Clockwarden (Time) Utility 26
Daily * Arcana
Standard Action                    Personal
Effect: You may spend 7 points from your time lost aura to take a short rest as a standard action.  


Feats
Burning Time
Prerequisites: Cha 13, warlock, Time Pact class feature
Benefit: You may expend points from your Timelost Aura to increase the range of any warlock spell by +1 square per point of Timelost Aura expended. 
Improved Timelost Aura
Prerequisites: Cha 13, warlock, Time Pact class feature
Benefit: The cost of using your Timelost Aura to take a move action is reduced by 1 point. 
Retained Timelost Aura
Prerequisites: 11th level, Cha 15, warlock, Time Pact class feature
Benefit: After each short rest, your Timelost Aura starts at 1 point instead of 0. 
Greater Timelost Aura
Prerequisites: 21st level, Cha 19, warlock, Time Pact class feature, Improved Timelost Aura
Benefit: The cost of using your Timelost Aura to take a standard action is reduced by 1 point. 
Items
 Timelocked Pact Blade                                                         Level 4+
Made from the broken hand of a massive clock, this weapons makes the passage of time more dangerous to those who would dare attack it’s wielder. 
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 suffer a penalty to saving throws equal to the enhancement bonus of the pact blade until the end of your next turn.  If the target is currently not suffering from any ongoing effects, it is slowed until the end of your next turn. .
Special: You do not gain your weapon proficiency bonus to the attack roll when using a pact blade as an implement.  
Timelocked pact blades were first created by the time warden Atrophos to arm agents of the Parliament of Ages.  For centuries ownership of these weapons was a symbol of serving the Parliament, but eventually as timelocked pact blades were lost mortals began copying the design.  Atrophos, still in service to the Parliament, does not take this lightly and works to recover these copies when possible.  These weapons are most valued by time pact warlocks, but dragon pact warlocks also have been known to seek them out.

Battleclock Gauntlets                                                            Level 14
These hard leather gauntlets have a small but solid timepiece built in to them that always displays the correct time. 
Item Slot: Hands        21,000 gp
Property: You gain a +2 item bonus to initiative checks.
Power (Daily): Immediate Interrupt.  You can use this power when you are hit by a power with an ongoing effect.  The effect ends immediately. 
Developed by Reneer the Undying, a battlewizard of no small skill, these gauntlets were specifically created to give Reneer an edge in a magical duel against a time pact warlock.  Unfortunately Reneer lost the duel but his life was spared in exchange for the secret of making the battleclock gauntlets.  They have since become common among wizards who face combat regularly, but anyone caught wearing one in the presence of Reneer the Undying is likely to be challenged to a duel. 

Sands of Time                                                                        Level 15
These small, white grains of sand twinkle and shift on their own within their glass container.
Other Consumable    1,000 gp
Power (Consumable): Minor action. Throw the sands of time at your feet and gain 5 points to your Timelost Aura. 
Using ancient rituals these sands are transformed from normal white sands to being the very stuff of time itself.  These items were first created by Tempo, one of the temporal fragments sitting on the Parliament of Ages, to help his followers get out of tough situations.  The first sands of time were actually drawn from the time stream itself, but most mortals do not have the capacity to survive direct exposure to such energies.  These items are still awarded by Tempo to his followers, but some time pact warlocks have mastered the art of infusing regular sand with time energy to create their own sands of time
Some mortals seek out sands of time out of mistaken beliefs about their powers, thinking these enchanted grains can grant immortality.  Such disappointment is rarely taken well.  





Thursday, January 26, 2012

From the Kill Pile: Time Pact Warlock

So as with all freelancers, I've had some projects that went south for whatever reason.  I figured I would start posting the parts that could be salvaged on here as some of them were pretty cool.  The first up is a Time Pact Warlock build for D&D 4e that I wrote up for a Warlock book for Goodman Games, with Aeryn Rudel being the developer on the book.  Sadly due to 4e not really supporting third party products since everyone was using DDI, this book never saw print (though Joseph Goodman, gentleman that he is, is paying the appropriate kill fees).  Both Aeryn and Joseph are good people and I would love to work with them again.


The Time Pact
Time is one of the fundamental forces of the universe, ever moving on, tearing down peasant and king alike. Time sees mountains turn to dust, kingdoms rise and fall, and even gods come and go.  Some gods claim purview over time, but there are other arbiters of its flow besides the divine.  These rare custodians of time work to make sure everything enters and leaves existence on a proper schedule, which is a lot of work to be sure.  To that end they have sometimes recruited mortals to assist in their duties, granting them powers over time in exchange for help on smaller tasks.  These powers can create the very paradoxes the masters of time hope to avoid, but sometimes allowing smaller problems to exist enables you to deal with larger problems.  Most time pact warlocks are eladrin, elves, or dwarves due to the perspective their already long lifespan gives them, but all races have been called to serve at one time or another. 
You have managed to tap into the fundamental power of time through bargains with the creatures that control it, allowing you to ravage your enemies with the passage of years in a few seconds while you keep yourself safe on borrowed time.  Through the manipulation of time you are able to confuse your enemies, warping their perceptions as they are shunted through time and space. 

Temporal Shock: You know the temporal shock at-will spell. 
Timelost Aura: You have the power to take time from others and use it to your own ends, warping time to aid in your defense. 
When an enemy under your Warlock’s Curse is reduced to 0 hit points or fewer add one to your Timelost Aura.  Your Timelost Aura has a starting value of 0, and it resets to 0 whenever you take a short rest or an extended rest. 
Once per round, you may use your Timelost Aura to take an additional action at any point during your turn. This costs a number of points from your Timelost Aura depending on the action; if you do not have the necessary points in your Timelost Aura for a desired action you cannot take that type of action.  Minor actions require 2 point from your Timelost Aura, while move actions require 4 points, and standard actions 6 points. 
Level 1 At-Will Powers
Temporal Shock                                            Warlock (Time) Attack 1
Time starts and stops around your target according to your whim, making it painful for the target to act. 
At-Will * Arcane, Implement, Psychic
Standard Action                    Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and if the target takes more than a single action during their turn, such as taking a move and a standard action, it suffers an additional 1d6 + Charisma modifier psychic damage. 
Increase damage and extra damage to 2d6 + Constitution modifier at 21st level. 
Level 1 Encounter Powers
Repetitious Assault                                        Warlock (Time) Attack 1
Skipping through time, you launch a pair of attacks by repeating the same seconds twice. 
Encounter * Arcane, Implement
Standard Action                    Personal
Effect: You may make two attacks using your at-will powers. 
Time Pact: Each attack gains a damage bonus equal to your Intelligence modifier. 
Teleport Strike                                              Warlock (Time) Attack 1
You shift your enemy through time and space, moving him across the battlefield. 
Encounter * Arcane, Implement, Psychic, Teleport
Standard Action                    Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage, and you teleport the target 3 squares. 
Time Pact: You teleport the target a number of squares equal to 3 + your Intelligence modifier.
Level 1 Daily Powers
Slowstrike                                                      Warlock (Time) Attack 1
Slowing the time stream around the target, you force his movements to slow to a crawl as the world continues around him as a blur. 
Daily * Arcane, Implement, Psychic
Standard Action                    Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier psychic damage, the target is slowed, and suffers a -2 penalty to Reflex defense and AC until the end of your next turn. 
Time Ripple                                                   Warlock (Time) Attack 1
You disrupt the timeline of your target, shocking his system, as the world seems to start and stop around him.  Those caught near the target are caught in the ripples of distorted time this creates, slowing their progress through the time stream.   
Daily * Arcane, Implement, Psychic
Standard Action                    Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d6 + Charisma modifier psychic damage, and the target is dazed and slowed until the end of your next turn. Creatures adjacent to the target are slowed until the end of your next turn.
Level 2 Utility Spells
Through the Veil of the Possible                  Warlock (Time) Utility 2
You only see indistinct shadows of possible futures, but even from these shadows, you can get some idea of what paths you should take. 
Daily * Arcane
Minor Action                         Personal
Effect: For any attack roll, skill check, or saving throw made immediately following the use of this power, you may make two rolls and use the better of the two. 
Slipping Between Seconds                            Warlock (Time) Utility 2
You skip across the battlefield, traveling between the seconds to make yourself a very difficult target to keep up with. 
Daily * Arcane, Teleportation
Move Action                          Personal
Effect: You teleport 3 squares. Then, after your turn, the first time you are targeted with an attack, you can teleport an additional 3 squares as an immediate interrupt. 
Level 3 Encounter Powers
A Rock in the River of Time                        Warlock (Time) Attack 3
You unhook your target from the passage of time for a few seconds, leaving him defenseless as the world continues on around him.  If he does not will himself back to the time stream it only gets worse. 
Encounter * Arcane, Implement, Psychic
Standard Action                    Ranged 10
Target: One creature
Attack: Charisma vs. Willpower
Hit: 2d6 + Charisma modifier psychic damage, and the target is stunned until the end of its next turn.  
Time Pact: The target also takes additional damage equal to your Intelligence modifier.
Ravages of Time                                            Warlock (Time) Attack 3
Spinning far forward in the time stream, you unleash the horrors of aging on your target, giving him a preview of his last living days. 
Encounter * Arcane, Implement, Psychic
Standard Action                    Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d10 + Charisma modifier psychic damage, and the target takes a -2 penalty to Fortitude defense until the end of your next turn. 
Time Pact: The penalty to Fortitude defense is equal to 2 + your Intelligence modifier. 
Level 5 Daily Spells
Temporal Escape                                          Warlock (Time) Attack 5
Time parts ways for you, allowing you to move across the battlefield in the blink of an eye.  Unfortunately, those near where you were standing suffer the temporal backlash this creates. 
Daily * Arcane, Implement, Teleportation
Standard Action                    Close burst 1
Effect: You teleport 6 squares. The burst effect emanates from the square you leave.
Target: Each creature in burst
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier psychic damage, and the target is dazed until the end of your next turn. 
Tempo of Pain                                               Warlock (Time) Daily 5
You warp time ever so slightly in the body of your enemy, throwing off his internal functions as his body operates out of synch.  If not quelled, it can quickly lead to a heart attack or aneurism. 
Daily * Arcane, Implement, Poison
Standard Action                    Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 3d8 + Charisma modifier poison damage, and the target takes ongoing 5 poison damage (save ends). 
Level 6 Utility Spells
Slowing the Arrow’s Flight                          Warlock (Time) Utility 6
By slowing your perception of time, you are able to avoid attacks that would otherwise strike you.
Encounter * Arcane
Immediate Interrupt             Personal
Trigger: You are targeted by an attack. 
Effect: You apply a -4 penalty to all attack rolls against you until the beginning of your next turn, including the attack that triggered this spell.
Level 7 Encounter Spells
Time Steal                                                      Warlock (Time) Attack 7
You steal some life span from your target and give it to an ally, granting your companion more reserves of stamina to call upon. 
Encounter * Arcane, Healing, Implement, Psychic
Standard Action                    Ranged 10
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage, and one ally adjacent to you regains a healing surge. 
Time Pact: The ally also gains temporary hit points equal to your Intelligence modifier. 
Pushed Outside of Time                               Warlock (Time) Attack 7
Using a temporal prison left beyond time by ancient powers now forgotten, you pull your target from the time stream for a short time.  During this time he is out of synch with the world around him and cannot properly focus on his enemies.   
Encounter * Arcane, Implement, Psychic, Teleport
Standard Action                    Ranged 10
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier psychic damage, and the target cannot target you or your allies until the end of your next turn. 
Time Pact: The target gains a bonus to the damage roll equal to your Intelligence modifier. 
Level 9 Daily Spells     
Time Is the Fire in Which We Burn            Warlock (Time) Attack 9
Vastly speeding up time for your target, you send him through the throes of aging before bringing him back at an equally overwhelming pace.  The target is left to weather the vast temporal damage on his own.  
Daily * Arcane, Implement, Psychic
Standard Action                    Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d8 + Constitution modifier psychic damage, and the target takes ongoing 5 psychic damage (save ends). 
First Failed Save: The target takes ongoing 10 psychic damage (save ends).
Second Failed Save: The target takes ongoing 10 psychic damage (save ends).
Miss: Half damage, and no ongoing damage. 
Delaying Strike                                              Warlock (Time) Attack 9
Pulling your enemy slightly from the time stream, you push his actions with the flow of time, causing him to miss his best opportunity to attack in the near future.
Daily * Arcane, Implement, Psychic
Standard Action                    Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d10 + Constitution modifier psychic damage, and the target loses its standard action on its next turn. 
Miss: Half damage. 
Level 10 Utility
Storm of Curses                                            Warlock (Time) Utility 10
You unleash a hail of curses at your enemies in the space between seconds.
Daily * Arcane
Standard Action                    Area burst 3 within 10 squares
Target: All enemies in burst
Effect: All targets are under the effects of your Warlock’s Curse.  They do not suffer any damage due to magic items normally associated with being cursed.
Level 13 Encounter Spells
Temporal Switch                                           Warlock (Time) Attack 13
Binding two of your enemies together in the time stream, you switch their anchors to time and space, causing them to instantly switch places. 
Encounter * Arcane, Implement, Psychic, Teleport
Standard Action                    Ranged 10
Target: Two creatures within 10 squares of each other
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier psychic damage. If both attacks hit, the two targets switch places. 
Time Pact: Each target suffers a penalty to its attack rolls equal to your Intelligence modifier until the end of its next turn. 
Disorienting Timeshift                                  Warlock (Time) Attack 13
You shift time slightly in your vicinity, skewing the perceptions of those you have cursed. 
Encounter * Arcane
Standard Action                    Area burst 3 with 10 squares
Target: All creatures in area that are under the effect of your Warlock’s Curse. 
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage, and the target suffer a -2 penalty to attack rolls and Will defense until the end of your next turn.          
Time Pact: The target suffers a penalty to Will defense equal to 2 + your Intelligence modifier until the end of your next turn. 
Level 15 Daily Spells
Paradox Strike                                              Warlock (Time) Attack 15
You place tangles in the skein of time, causing the target to be assaulted by a number of paradoxes, each of which threatens his existence in the time stream. Unfortunately for you, this causes damage to your own time stream in the process. 
Daily * Arcane, Implement, Psychic
Standard Action                    Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 5d10 + Charisma modifier psychic damage, and the target is dazed until the end of your next turn. 
Effect: You take 1d10 psychic damage. 
Sustain Standard:  Make a Charisma vs. Will attack against the target. On a hit the target takes 3d10 + Charisma modifier psychic damage and you take 1d10 psychic damage.  On a miss the spell ends. 
Miss: Half damage, and the target is not dazed. 
Second Chance Strike                                   Warlock (Time) Attack 15
Rearranging the sands of time you take time from your enemy and give it to an ally, allowing them to regain the use of abilities previously expended. 
Daily * Arcane, Implement, Psychic
Standard Action                    Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d10 + Charisma modifier psychic damage, and the target may only use basic attacks until the end of your next turn.  One adjacent ally regains an encounter power. 
Miss: Half damage, the target may act normally, and no powers are regained. 
Level 16 Utility Spells
Time Slip                                                        Warlock (Time) Utility 16
You slow time for a short time, giving your allies extra time while your enemies lose precious seconds at the cost of their mental stamina. 
Daily * Arcane
Standard Action                    Close burst 3
Target: All allies in burst
Effect: Each ally can take a standard action as an immediate reaction.  This actions does not provoke attacks of opportunity.  An ally who chooses to take this action takes 1d10 psychic damage. 
Level 17 Encounter Spells
Stasis                                                               Warlock (Time) Attack 17
Freezing your target in time, you make it impossible for your target to attack or be attacked.  The strain on keeping a target locked in the time stream for long is immense. 
Encounter * Arcane, Implement, Psychic
Standard Action                    Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d10 + Charisma modifier psychic damage, and the target is in stasis until the beginning of your next turn.  While in stasis, the target can take no actions but also is immune to all forms of attack and damage.  While in stasis, the target does not make saving throws and any ongoing effects still affect the target until it leaves stasis.
Time Pact: After the target is out of stasis, the target suffers a penalty to its Will defense equal to your Intelligence modifier until the end of its next turn. 
Shield of Time                                               Warlock (Time) Attack 17
By stealing a few seconds from your enemy, you build up a storehouse of precious seconds you can use to defend yourself from the target’s attacks in the future. 
Encounter * Arcane, Implement, Psychic
Standard Action                    Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier psychic damage, and the target is dazed until the end of your next turn.  Before the encounter ends, you can force the target to reroll one attack roll as an immediate interrupt. 
Time Pact: The target takes a penalty to the rerolled attack equal to your Intelligence modifier. 
Level 19 Daily Spells
Temporal Assault                                          Warlock (Time) Attack 19
Forcefully drawing time from your opponent, you allow it to spread out from him and into your nearby allies.  This gives them an extra few seconds to strike your opponent. 
Daily * Arcane, Implement, Psychic
Standard Action                    Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d10 + Charisma modifier psychic damage, and all adjacent allies can make a melee basic attack against the target as a free action. 
Miss: Half damage, and adjacent allies do not get to attack. 
Barrage Through Time                                Warlock (Time) Attack 19
Slowing your passage through time to a crawl, you launch a series of attacks at your enemies, allowing you to spray an area before your enemies have a chance to react. 
Daily * Arcane, Implement
Standard Action                    Area burst 2 within 10 squares
Target: All enemies in area
Effect: You may use an at-will power to attack every target in the area, and the targets may not use immediate interrupt actions in response to your attacks.  All the targets must be attacked with the same at-will power. 
Level 22 Utility Spells
Suffer Without Recourse                             Warlock (Time) Utility 22
You draw out the suffering of those you have cursed, making it difficult for them to throw off the shackles of continuing threats. 
Daily * Arcane
Minor Action                         Area burst 1 within 10 squares
Target: Each enemy in the area affected by your Warlock’s Curse
Effect: The target automatically fails any saving throws made before the end of your next turn. 

Level 23 Encounter Spells
Stolen Time                                                    Warlock (Time) Attack 23
Calling up your timelost aura, you draw in time from all those nearby, charging up your aura. 
Encounter * Arcane, Implement, Psychic
Standard Action                    Close burst 2
Target: All creatures in area
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage, and you gain one point to your Timelost Aura per target hit that is currently affected by your Warlock’s Curse. 
Time Pact: The target suffers additional psychic damage equal to your Intelligence modifier.

Disjointed Interruption                                 Warlock (Time) Attack 25
Decoupling cause and effect for a short time, you make it nigh impossible for your target to react to threats in a timely manner. 
Encounter* Arcane, Implement, Psychic
Standard Action                    Ranged 10
Attack: Charisma vs. Will
Hit: 4d8 + Charisma modifier psychic damage, and the target may not use immediate interrupt actions, immediate reaction actions, or make attacks of opportunity until the end of your next turn. 
Miss: Half damage, and the target cannot use immediate interrupt actions, immediate reaction actions, or make attacks of opportunity until the start of your next turn. 

Level 25 Daily Spells
Bound Through the Ages                             Warlock (Time) Attack 25
Linking your time flow with the target, you limit his actions while limiting your own.  This is a painful experience for both of you, but more so for you.
Daily * Arcane, Implement, Psychic 
Standard Action                    Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier psychic damage, and the target cannot take a standard action on his next turn. 
Sustain Standard: Make a Charisma vs. Will attack against the target.  If successful you take 1d12 psychic damage and the target may not take a standard action on its next turn.  On a miss the spell ends. 
Sustain Move: Make a Charisma vs. Will attack against the target.  If successful you take 1d10 psychic damage, and the target may not take a move action on its next turn.  On a miss the spell ends. 
Sustain Minor: Make a Charisma vs. Will attack against the target.  If successful you take 1d8 psychic damage, and the target may not take a minor action on its next turn.  On a miss the spell ends. 
Time Pact: Reduce the damage from sustaining this power by your Intelligence modifier. 

Time Drain                                                    Warlock (Time) Attack 25
Boring a hole in the time stream, you create an increasingly large void in the target’s flow of time, making it harder and harder for him to keep up with those around them. 
Encounter * Arcane, Implement, Psychic
Standard Action                    Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d10 + Charisma modifier psychic damage, and the target loses its minor action each turn  (save ends).
First Failed Save: The target loses its move action each turn, so it can only take one standard action each turn. (save ends all).
Second Failed Save: The target loses its standard action each turn. (save ends all).   
Miss: Half damage, and the target loses its minor action on its next turn.    
Level 27 Encounter Spells
Paradox Field                                    Warlock (Time) Attack 27
Tearing the time stream asunder you damage the timelines of all creatures in your vicinity, causing vast damage to them as their personal histories are rearranged in the wake of your efforts. 
Encounter * Arcane, Implement, Psychic
Standard Action                    Area burst 2 in 10 squares
Target: All creatures in area
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier psychic damage, and the target is dazed until the end of its next turn. 
Time Pact: The target suffers a penalty to Will defense equal to your Intelligence modifier until the end of your next turn.
The Torture of Better Days             Warlock (Time) Attack 27
Winding back the clock, you flood your target with visions of his life’s most cherished moments, drawing his attention to these past days and away from the battlefield. 
Encounter * Arcane, Implement, Psychic
Standard Action                    Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d10 + Charisma modifier psychic damage, and the target is stunned until the end of its next turn.   
Time Pact: The target suffers a penalty to Reflex defense and AC equal to your Intelligence modifier until the end of your next turn. 
Level 29 Daily Spells
Entropic Annihilation                       Warlock (Time) Attack 29
Traveling quickly back in time, you make alterations to the target’s history that threaten to wipe it from existence completely.  This does tie you to the target’s time stream for a short time, so it is not without risks. 
Daily * Arcane, Implement, Psychic
Standard Action                    Ranged 10
Attack: Charisma vs. Will
Hit: 9d10 + Charisma modifier psychic damage.  Both you and the target suffer ongoing 20 psychic damage (save ends).  If either of you make your saving throw the ongoing damage ends for both of you.  You may willingly fail your save.
Miss: Half damage, and no ongoing damage. 
Time Storm                                        Warlock (Time) Attack 29
You tear time and space asunder, sending your enemy teleporting wildly about as he slides through the time space continuum.
Daily * Arcane, Implement, Psychic, Teleportation
Standard Action                                Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 4d10 + Constitution modifier psychic damage, the target teleports 5 squares, and target suffers ongoing 5 psychic damage (save ends).
First Failed Save: The target teleports 7 squares and suffers ongoing 10 psychic damage (save ends).  
Second Failed Save: The target teleports 9 squares and suffers ongoing 15 psychic damage (save ends). 
Each Additional Failed Save: The target teleports 9 squares and suffers ongoing 15 psychic damage (save ends). 
Miss: Half damage, and the target teleports 5 squares. 
Next time will include feats and items for Time Pact Warlocks, plus a prestige class.