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Switch to Forum Live View Mittens the Warlock
5 years ago  ::  Jun 24, 2008 - 9:53PM #1
McDungeon
Date Joined: Feb 10, 2006
Posts: 209
Level 1 Show

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 Show

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 Show
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.
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5 years ago  ::  Jun 24, 2008 - 10:05PM #2
VanGrue
Date Joined: Jul 31, 2007
Posts: 356
Mittens the Warlock is the best name for a warlock ever. Seriously.
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5 years ago  ::  Jun 25, 2008 - 2:07PM #3
ixious
Date Joined: Jan 24, 2008
Posts: 41
What is wrong with the Lifestealer Path? I see so many infernal builds that run from it to Blood Mage, Thief Paths, and even a Ranger Path, I have not played up to level 10 with my warlock yet, but is there something I am not seeing?
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5 years ago  ::  Jun 25, 2008 - 2:31PM #4
Figstipher
Date Joined: Jun 20, 2008
Posts: 44
Ixious,

I too haven't played that far, but I have to say that for the most part, the blood thief doesn't seem to offer anything of any great power. I'll admit that the infernal pact is by far the highest damage dealing, but the fey (I would reckon) would be the most versatile and viable.

Yeah, Mittens is basically the best Warlock name ever. Right up there with Tim and Buttons.:D
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5 years ago  ::  Jun 26, 2008 - 9:06AM #5
McDungeon
Date Joined: Feb 10, 2006
Posts: 209
More "handy" items:

Staff of winter +1 and Armor of Agthays: For 840 gp, you can now immobilize all enemies within 3 squares of you as a daily.

Possibly illegal item stackage, staff of power will add another square to the above.

Wand of shield: Handy daily, keep using shield every round as necessary, also makes your hand spells more effective then.

Wand of Jump + Telekinetic leap or Ethereal stride: Now fly even higher, or longer as needed. Or Jump after a teleport.

Wand of Beguiling Tongue: Skill boni are handy.

Wand of Shadow Veil: Same as above.
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5 years ago  ::  Jun 26, 2008 - 9:53AM #6
thibodaux
Date Joined: Jun 24, 2008
Posts: 7
LOL Mittens rules! Ive named my little Doppelganger lock - Eddie (Fast Eddie). I picture him as the penultimate used horse saleman. :D
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5 years ago  ::  Jun 26, 2008 - 4:04PM #7
knightsfyre
Date Joined: Feb 12, 2007
Posts: 171
Best warlock name: Mittens

Most cliched warlock name: Adam
ideoultracounterquasicryptopropseudocontraneoantidisestablishmentarianisticalismesque

reminiscent of the idea of the highest degree of being against something that is almost but not quite secretly in favor of pretended or spurious opposition to the revival or modification of a movement characterized by relation to the movement or ideology that opposes the ending of the status of an group of individuals regarded as an entity as granted by enacted legislation
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5 years ago  ::  Jun 26, 2008 - 4:37PM #8
Malicea
Date Joined: Aug 3, 2007
Posts: 227

McDungeon wrote:

More "handy" items:

Staff of winter +1 and Armor of Agthays: For 840 gp, you can now immobilize all enemies within 3 squares of you as a daily.

Possibly illegal item stackage, staff of power will add another square to the above.

Wand of shield: Handy daily, keep using shield every round as necessary, also makes your hand spells more effective then.

Wand of Jump + Telekinetic leap or Ethereal stride: Now fly even higher, or longer as needed. Or Jump after a teleport.

Wand of Beguiling Tongue: Skill boni are handy.

Wand of Shadow Veil: Same as above.


You do know that magic item daily powers are limited by your tier right? No matter how many items with dailies you own, you can only use 1/2/3 per day +1 per milestone. You'd likely never blow a magic item daily use, or spend the cash, on having things like Beguiling Tongue and Shadow Veil enchanted in a Wand.

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5 years ago  ::  Jun 26, 2008 - 10:47PM #9
Joshjurg
Date Joined: May 29, 2008
Posts: 14
Why is everyone going blood mage for warlocks ? Can they not read ? Is my PHB wrong ? Or are they just not concerned that bolstering blood does not work with warlock powers ?


When you use a wizard encounter power, a wizard
daily power, or a blood mage power that deals damage,
you can, once per turn as a free action....


EDIT : y'know what - that sounded really snippy. I apologize. I am just bitter because my DM pointed that out to me when I planned to go blood mage.
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5 years ago  ::  Jun 27, 2008 - 6:52AM #10
McDungeon
Date Joined: Feb 10, 2006
Posts: 209
Ah didn't know that about items.

Mittens has a few wizard spells to use, but he may not be optimal.

The main thing he uses is the daily Bigby's Icy Grasp to repeatedly trigger bolstering blood, and the push powers along with it. Still, maybe a staff mage would be better.
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