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3 months ago ::
Mar 20, 2013 - 5:10PM
#1
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Date Joined:
Jan 11, 2005
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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: Spoiler:
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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": Spoiler:
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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: Spoiler:
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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 ======
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