Tempting an Executioner

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I have a changeling executioner in a party I DM for in an Eberron home game. The party includes a tiefling warlock, whose infernal patron is a servitor devil of Asmodeus, recently freed to intervene on Eberron from the prison plane of Baator (a la Keith Baker's Eyes on Eberron article "Baator").

I am trying to devise fiendish (pun intended!) ways to present the players and characters with temptations that serve the devils' agenda, namely collecting souls (and preventing them from traveling to Dolurrh, instead serving to fuel their own foul magicks). So I thought it might be fun to have the patron offer the tiefling warlock something if she can convince her companion (the changeling executioner) to sell her soul. As an enticement for the player of the executioner, I am dangling an optimized rebuild of the character as a hybrid execution/warlock representing giving up her soul and which pumps up the striker damage/round and nova potential well above what she can currently manage. It's certainly an alluring option from the executioner's player's perspective, though, as with any rebuild, there are elements lost as well as those gained.

My question is what can the patron offer the tiefling warlock, enticing to both the player and the character but which is not unbalancing to the game or the group's balance, to facilitate the sale of her friend's soul? The party is L6 at the time of temptation should that help in response.

Here is the executioner's current build, at level 4:
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====== Created Using Wizards of the Coast D&D Character Builder ======
Paik, level 4
Changeling, Assassin (Executioner)
Executioner Option: Attack Finesse (Executioner)
Assassin Guild Technique: Red Scales
Becomer Option: Perception Bonus
Auspicious Birth (Auspicious Birth Benefit)
Theme: Guardian

FINAL ABILITY SCORES
STR 15, CON 10, DEX 21, INT 8, WIS 10, CHA 13

STARTING ABILITY SCORES
STR 14, CON 10, DEX 18, INT 8, WIS 10, CHA 11


AC: 22 Fort: 16 Ref: 20 Will: 16
HP: 48 Surges: 7 Surge Value: 12

TRAINED SKILLS
Acrobatics +12, Athletics +9, Bluff +10, Perception +9, Stealth +12

UNTRAINED SKILLS
Arcana +1, Diplomacy +3, Dungeoneering +2, Endurance +2, Heal +2, History +1, Insight +4, Intimidate +3, Nature +2, Religion +1, Streetwise +3, Thievery +7

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Guardian Attack: Guardian's Counter
Changeling Racial Power: Changeling Disguise
Changeling Racial Power: Changeling Trick
Assassin Attack: Assassin's Strike
Assassin Attack: Garrote Strangle
Assassin Attack: Poisoned Dagger
Assassin Attack: Quick Lunge
Assassin Utility 2: Cloak of Shades

FEATS
Level 1: Two-Weapon Defense
Level 1: Becomer
Level 2: Ki Focus Expertise
Level 4: Deadly Draw

ITEMS
Dagger
Garrote
Hand crossbow
Adventurer's Kit
Climber's Kit
Disguise Kit
Standard Identification Papers
Travel Papers
Poisoner's Kit
Potion of Healing
Bloodroot Poison
Carrion Crawler Brain Juice
Veteran's Leather Armor +1 x1
Rhythm Blade Dagger +1 x1
Amulet of Physical Resolve +1 x1
Ashurta's Blade Longsword x1
Rapier
Crossbow Bolts
Abduction Ki Focus +1 x1
====== End ======


Here's her "temptation":
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====== Created Using Wizards of the Coast D&D Character Builder ======
Hybrid Paik, level 6
Changeling, Assassin (Executioner)/Warlock
Guild Attacks (Hybrid) Option: Red Scales (Hybrid)
Hybrid Assassin (Executioner) Option: Hybrid Executioner Fortitude
Eldritch Pact (Hybrid) Option: Sorcerer-King Pact (Hybrid)
Eldritch Strike Option: Eldritch Strike Charisma
Hybrid Warlock Option: Hybrid Warlock Reflex
Arcane Implement Proficiency Option: Arcane Implement Proficiency (light blade group)
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Sohei

FINAL ABILITY SCORES
STR 10, CON 12, DEX 18, INT 8, WIS 11, CHA 20

STARTING ABILITY SCORES
STR 10, CON 12, DEX 15, INT 8, WIS 11, CHA 17


AC: 20 Fort: 17 Ref: 20 Will: 21
HP: 57 Surges: 7 Surge Value: 14

TRAINED SKILLS
Acrobatics +12, Bluff +15, Stealth +12

UNTRAINED SKILLS
Arcana +2, Athletics +3, Diplomacy +8, Dungeoneering +3, Endurance +4, Heal +3, History +2, Insight +7, Intimidate +8, Nature +3, Perception +5, Religion +2, Streetwise +8, Thievery +7

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sohei Attack: Sohei Flurry
Changeling Racial Power: Changeling Disguise
Changeling Racial Power: Changeling Trick
Assassin Attack: Poisoned Dagger
Assassin Attack: Quick Lunge
Warlock's Curse Power: Warlock's Curse
Assassin Attack: Assassin's Strike
: Swap Daily For Poison Recipe
Warlock Attack 1: Eldritch Strike
Warlock Attack 1: Decree of Khirad
Warlock Utility 2: Ethereal Stride
Warlock Attack 3: Delban's Deadly Attention
Assassin Utility 6: Vanish

FEATS
Level 1: Cursed Shadow
Level 2: Light Blade Expertise
Level 4: Mindbite Scorn
Level 6: Arcane Implement Proficiency

ITEMS
Vanguard Rapier +2 x1
Iron Armbands of Power (heroic tier) x1
Veteran's Leather Armor +1 x1
False Blood Amulet x1
Dagger x5
Hand crossbow
Garrote
Adventurer's Kit
Crossbow Bolts
Standard Identification Papers
Disguise Kit
Carrion Crawler Brain Juice
====== End ======



And here's the tiefling warlock, again at level 4 but will be 6 when this plot element comes into play:
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====== Created Using Wizards of the Coast D&D Character Builder ======
Nephyra Demoneye, level 4
Tiefling, Warlock
Eldritch Blast Option: Eldritch Blast Constitution
Eldritch Pact Option: Infernal Pact
Rejected Inheritance (Stealth class skill)
Theme: Infernal Prince

FINAL ABILITY SCORES
STR 11, CON 19, DEX 10, INT 17, WIS 8, CHA 15

STARTING ABILITY SCORES
STR 11, CON 16, DEX 10, INT 16, WIS 8, CHA 13


AC: 19 Fort: 17 Ref: 18 Will: 16
HP: 46 Surges: 10 Surge Value: 11

TRAINED SKILLS
Arcana +10, Intimidate +10, Religion +10, Stealth +9, Streetwise +9

UNTRAINED SKILLS
Acrobatics +2, Athletics +2, Bluff +7, Diplomacy +4, Dungeoneering +1, Endurance +6, Heal +1, History +5, Insight +1, Nature +1, Perception +1, Thievery +2

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Infernal Prince Attack: Hellfire Heart
Tiefling Racial Power: Infernal Wrath
Warlock's Curse Power: Warlock's Curse
Warlock Attack 1: Eldritch Blast
Warlock Attack 1: Hellish Rebuke
Warlock Pact Boon 1: Dark One's Blessing
Warlock Attack 1: Chains of Levistus
Warlock Attack 1: Flames of Phlegethos
Wizard Attack 1: Scorching Burst
Warlock Utility 2: Assassin's Bane
Warlock Attack 3: Cloud of Flies

FEATS
Level 1: Imperious Majesty
Level 2: Rod Expertise
Level 4: Arcane Initiate

ITEMS
Adventurer's Kit
Travel Papers
Identification Papers with Portrait
Rod of Avernus +1 x1
Leather Armor of Dark Majesty +1 x1
Sustaining Cloak +1 x1
Eagle Eye Goggles (heroic tier) x1
Mace x1
====== End ======