Level 1
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Race: Githyanki
Class/Level: Warlock 1
Stats: Str 12(2) Dex 10 (0) Con 18(9) Wis 8 (0) Int 18 (9) Cha 12 (2) (+2 con/int from race) + stats to con/int
HP: 30 Bloodied 15
AC: 16
Fort: 14
Reflex: 15
Will: 13
Movement: 7 squares
Healing Surges (Amount/Uses): 7/10 (6+con mod)
Passive Insight 9
Passive Perception 9
Init (Dex + half lvl)
[1d20+2+0] Init
Class Features:
Prime shot: Nearest to enemy with no other allies closer, +1 hit
Dark One's Blessing: Gain temp hp = to your level when cursed foe dies.
Shadow Walk: Move 3 squares, gain concealment (-2 hit for enemies)
Warlock's Curse: Nearest enemy in sight, [1d6] extra damage.
Telekinetic Leap (Enc): R-10, hurl yourself or ally 5 squares. Must keep in sight during entire time.
Attacks: stat +0.5xlvl + enhancement. Abbrev: EMNT= End of my next turn, SE = save ends
Eldritch Blast Con vs Ref [1d20+4] Dmg [1d10+4] Range 10, Basic attack
Hellish Rebuke Con vs Ref [1d20+4] Dmg [1d6+4] R-10, Fire~ If you take dmg before the end of your next turn, target takes [1d6+4]
Diabolic Grasp (Enc) Con vs Ref [1d20+4] Dmg [2d8+4] R-10, Large or smaller creature. Slides 5 (1+Int Mod) squares.
Armor of Agathys (Daily) Gain 14 (10+Int) temp hp, and any enemy starting adjacent to you takes [1d6+4] cold dmg. Lasts till end of Enc.
Feats (1): Toughness
Level 11
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Race: Githyanki
Class/Level: Warlock 11
Alignment: Good
Stats: Str 13(2) Dex 11 (0) Con 21(9) Wis 9 (0) Int 20 (9) Cha 14 (2) (+2 con/int from race) + stats to con/int
HP: 73 Bloodied 36
AC: 25 (10+5 Int+ 4 armor+ 5 half lvl+ 1 shield)
Fort: 23 (10+5 int +5 half lvl +3 cloak)
Reflex: 25 (10+5 int +1 shield+5 half lvl+3 cloak+1 class)
Will: 22, +2 vs charm (10+2 cha +5 half lvl +3 cloak +1 race+1 class)
Movement: 6 squares
Healing Surges (Amount/Uses): 18/11 (6+con mod)
Passive Insight 9+5
Passive Perception 9+5
Init (Dex +misc+half lvl)
[1d20+0+2+5] Init
Class Features:
Prime shot: Nearest to enemy with no other allies closer, +1 hit
Dark One's Blessing: Gain temp 11 (Your level) hp when cursed foe dies
Shadow Walk: Move 3 squares, gain concealment (-2 hit for enemies)
Warlock's Curse (Minor): Nearest enemy in sight, [2d6] extra damage.
Blood Action: When you spend an action point to take an extra attack, it deals ongoing 10 (SE) dmg.
Bolstering Blood: Wizard daily, encounter, or bloodmage deals, [1d10] or [2d10] extra Pyschic, and you take the same. Free action, 1/turn.
Telekinetic Leap (Enc): R-10, hurl yourself or ally 5 squares. Must keep in sight during entire time.
2. Ethereal Stride (Enc, Move) Teleport 3 squares, +2 power defenses till end of next turn.
6. Fey Switch (Enc, Move) R-10, you and willing ally switch places.
10. Blur (Daily, Minor) Until end of encounter +2 power defenses, and targets 5 or more squares away can not see you.
10 Guardian shield (heroic tier) 5,000, -1 lvl item, Power (Daily Immed Interrupt.) You can use this power when an adjacent ally is hit by an attack. You are hit by the attack instead. You then gain resistance to all damage equal to half the damage dealt by the attack (if any) until the start of your next turn.
Resistance Cloak +3 (12th-+1 lvl item)- +3 defenses but AC, (Daily, Minor) Resist 10 to all damage until end of next turn.
Bloodcut +2 (4200) Leather, Power (Healing surge, minor) When bloodied: Resist 10 to all attacks until end of next turn.
Attacks: stat + enhancement.+ 0.5xlvl Abbrev: EMNT= End of my next turn, SE = save ends
Eldritch Blast Con vs Ref [1d20+5+3+5] Dmg [1d10+5+3] Range 10, Basic attack
Hellish Rebuke Con vs Ref [1d20+5+3+5] Fire~ [1d6+5+3] R-10 If you take dmg before the end of your next turn, target takes [1d6+5+3]
Diabolic Grasp (Enc) Con vs Fort [1d20+5+3+5] Dmg [2d8+5+3] R-10, Large or smaller creature. Slides 6 (1+Int Mod) squares.
Armor of Agathys (Daily) Gain 15 (10+Int) temp hp, and any enemy starting adjacent to you takes [1d6+5] cold dmg. Lasts till end of Enc.
Ray of Frost (Enc) Int vs Ref [1d20+5+3+5] Cold~ [1d6+5+3] Target is slowed.
Bloody Ray of Frost (Enc) Int vs Ref [1d20+5+3+5] Cold~ [1d6+5+3] Target is slowed. You take/give [2d10] Psychic
3. (2) Icy Rays (Enc) Int Vs Ref [1d20+5+3+5] Cold~ [1d10+5+3] R-10 May hit up to 2. Immobilized (EMNT).
3. Bloody (2) Icy Rays (Enc) Int Vs Ref [1d20+5+3+5] Cold~ [1d10+5+3] R-10 May hit up to 2. Immobilized (EMNT). You take/give [2d10] Psychic
5. Bigby's Icy Hands (Daily) Int vs Ref [1d20+5+3+5] Cold~ [2d8+5+3] Target grabbed, must beat Fort/Ref. Move action: 6 squares. Std: Attack adjacent. Sustain Minor: Grabbed target takes [1d8+5+3] Cold~
5. Bloody Bigby's Icy Hands (Daily) Int vs Ref [1d20+5+3+5] Cold~ [2d8+5+3] Target grabbed, must beat Fort/Ref. Move action: 6 squares. Std: Attack adjacent. Sustain Minor: Grabbed target takes [1d8+5+3] Cold~ You take/deal [2d10] Psychic
5. AP: Bloody Bigby's Icy Hands (Daily) Int vs Ref [1d20+5+3+5] Cold~ [2d8+5+3] Target grabbed, must beat Fort/Ref. Move action: 6 squares. Std: Attack adjacent. Sustain Minor: Grabbed target takes [1d8+5+3] Cold~ You take/deal [2d10] Psychic and Ongoing 10 (SE)
7. Howl of Doom(Enc) Con vs Fort [1d20+5+3+5] Thunder~ [2d6+5+3] Close blast 3, push target back 6 (1+int) sq.
9. Summons of Khirad (daily) Con vs Will [1d20+5+3+5] Psychic~ [2d10+5+3] Hit: Teleport the enemy to an unoccupied sq within 3 sq. Sustain Minor: Con vs Will [1d20+5+3+5] Same as hit effect, no dmg)
11. Blood Pulse Int vs Will [1d20+5+3+5] Dmg [2d6+5+3] Area 3, R20. Each enemy! For every square it leaves, targets take [1d6] extra.
11. Bloody Blood Pulse Int vs Will [1d20+5+3+5] Dmg [2d6+5+3] ~ Area 3, R20. Each enemy! For every square it leaves, targets take [1d6] extra. You take [2d10] Psychic~ as well as target
Feats: Heroic (5) Arcane Initiate, Wintertouch (CA vs cold vuln mobs), Novice Power, Acolyte Power, Adept Power.
Paragon (2): Lasting frost (target gains 5 cold vulnerability after being hit with a cold attack), Shield Proficiency (Light) (retrain toughness).
Items: (685 gp left)
10 Guardian shield (heroic tier) 5,000, -1 lvl item, Power (Daily Immed Interrupt.) You can use this power when an adjacent ally is hit by an attack. You are hit by the attack instead. You then gain resistance to all damage equal to half the damage dealt by the attack (if any) until the start of your next turn.
Bloodcut +2 (4200) Leather, Power (Healing surge, minor) When Bloodied: Resist 10 to all attacks until end of next turn.
Magic Wand +3 (11th-same lvl item)
Resistance Cloak +3 (12th-+1 lvl item)- +3 defenses but AC, (Daily, Minor) Resist 10 to all damage until end of next turn.
15 gp Standard adventurer's kit, 33 lbs
Backpack (empty) 2 gp 2 lb.
Bedroll 1 sp 5 lb.
Flint and steel 1 gp —
Pouch, belt (empty) 1 gp 1/2 lb.
Rations, trail (10 days) 5 gp 10 lb.
Rope, hempen (50 ft.) 1 gp 10 lb.
Sunrods (2) 4 gp 2 lb.
Waterskin 1 gp 4 lb.
Feats
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Feats (Listed in no particular order since I debate it myself).
Essential to build: Arcane Initiate (Ray of Frost by paragon or Scorching Burst), Winter touched, Lasting Frost, Adept Power (Bigby's Icy Grasp)
Nice ones to pick: Novice Power (Icy Rays, swap out 3rd), Improved Dark One's Blessing, Acolyte Power (Blur), Toughness, Improved Init, Durability, Great Fortitude, Lightning Reflexes, Iron Will, Armor Proficiency (Hide), Hide Specialization, Light shield Proficiency, Fleet Footed, Solid Sound, Twofold Curse, Ritual Casting, Spell focus (at 20th).
Nice ones to pick later on: Arcane Mastery, Epic Resurgence, Spell Accuracy.
Mittens is a little interesting, using cold spells to trigger the cold line of feats later to get Combat advantage as well as 5 cold vulnerability. This synergizes with the warlock's daily Armor of Agathys to get 5 more damage out of it per round.
To keep monsters close to Mittens, this warlock has a few options. Bigby's Icy hand will let them grab, and between the shield as well as fort/ref being maxed out, they won't escape. If needed Mittens can use blur or ethereal stride to gain more defenses, and if in real trouble can use fey switch with an ally. Additionally, you can just leave a monster held by the hand as well.
Mittens can also use Summons of Khirad to keep enemies close, he also gets a sort of semi control by moving far away then using Summons to keep the monster close to him and using blur to be invisible to the monster's buddies.
Mittens can abuse the Blood Pulse + Sliding/pushing powers combo to get an additional +6d6 (if not more if you believe some wording) dmg at paragon tier. The interesting thing is Mittens could do this in a large blast via Howl of doom if need be.
Bolstering Blood + Hellish Rebuke: Trigger the second hit for Hellish by taking damage via the next bolstering blood power.
Resist items will help keep the damage off Mittens. Unclear if this would prevent the damage from bolstering blood though, and the shield is a nice touch to keep your allies up.
Bolstering Blood + Bigby + AP: Every time you hit, you can deal the bolstering blood to yourself and the target. This will also keep up the cold feats. And deal ongoing 10 (save ends). Amazing for bosses.
Why is this build named Mittens? For the cool factor, especially in its hands.