Friday, December 24, 2010

Hybrid Duskblades

Duskblade Feats

Duskblade Paragon Paths

Duskblade Powers- Epic Tier

Duskblade Powers- Paragon Tier

Duskblade Class Features

CLASS FEATURES
Dark Path
Choose one of the following options. The choice you make gives you the benefits described below and also provides bonuses to certain duskblade powers, as detailed in those powers.
_Rimeheart: You gain the shiver touch and call icy guardian powers. In addition, when you use the shadow grip power, you can choose to deal cold and necrotic damage.
_Shadeblood:You gain the blackest blade and call shadow guardian powers. In addition, when you use the shadow grip power, you can choose to deal necrotic and psychic damage.

Shiver Touch
At-Will - Implement, Shadow
Standard Action - Melee 1
Target: One creature
Attack: Contitution vs. Fortitude
Hit: 1d8 + Constitution modifier cold damage, and the target is slowed until the end of your next turn.
Level 21: 2d8 + Constitution modifier cold damage.
Special: You can use this power as a melee basic attack.

Blackest Blade
At-Will - Shadow, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Contitution vs. AC
Hit: 1[W] + Constitution modifier damage, and you push the target 1 square.
Level 21: 2[W] + Constitution modifier cold damage.
Special: You can use this power as a melee basic attack.


Dark Protector
You gain the dark demand and shadow grip powers.

Dark Demand
At-Will - Shadow
Minor Action  - Close burst 3
Target: One or two creatures in burst
Effect: You mark the target until the end of the encounter or until you use this power again.

Shadow Grip
At-Will - Shadow
Immediate Interrupt - Close burst 10
Trigger: An enemy marked by you makes an attack that does not
include you
Target: The triggering enemy in burst
Effect: The target takes necrotic damage equal to 3 + your Wisdom or Charisma modifier, and takes a -2 penalty to the triggering attack roll.

Duskblade Class Traits

DUSKBLADE
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CLASS TRAITS
Role: Defender.
Power Source: Shadow.
Key Abilities: Constitution, Wisdom, Charisma

Armor Proficiencies: Cloth, leather, hide, chainmail, scale; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee, simple ranged
Bonus to Defense: +1 Fortitude, +1 Will

Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 9 + Constitution modifier

Trained Skills: From the class skills list below, choose four trained skills at 1st level.
Class Skills: Arcana (Int), Athletics (Str), Bluff (Cha), Endurance (Con), Intimidate (Cha), Perception (Wis), Streetwise (Cha)

Build Options: Rimeheart duskblade, shadeblood duskblade
Class Features: 


_Duskblades are

Duskblade Powers- Heroic Tier

Creating a Duskblade

Wednesday, August 25, 2010

Hybrid Juggernauts

HYBRID JUGGERNAUT
CLASS TRAITS
Role: Striker
Power Source: Martial
Key Abilities: Strength, Wisdom, Charisma

Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate
Weapon Proficiencies: Simple melee, military melee
Bonus to Defense: +1 Fortitude

Hit Points at 1st Level: 7
Hit Points per Level Gained: 3
Healing Surges per Day: 4

Class Skills: Athletics (Str), Endurance (Con), Intimidate (Cha), Perception (Wis)

Class Features: Unrelenting Assault (Hybrid) 
Hybrid Talent Options: Juggernaut Armor Proficiency, Unfettered Destruction, Unstoppable Force

CLASS FEATURE
Hybrid juggernauts have the following class feature.
_Unrelenting Assault (Hybrid): Once per round, when you take damage from an attack, you gain a +2 bonus to damage rolls with juggernaut and juggernaut paragon path powers until the end of your next turn. The bonus to damage rolls increases to +4 at 11th level, and to +6 at 21st level.

HYBRID TALENT OPTIONS
If you take the Hybrid Talent feat, you can select one of the following options.
_Juggernaut Armor Proficiency: You gain proficiency with leather armor, hide armor, chainmail, scale armor, and plate armor.
_Unfettered Destruction: This class feature functions exactly as the juggernaut class feature.
_Unstoppable Force: You gain the juggernaut power unstoppable force.

Juggernaut Feats

HEROIC TIER FEATS
Expert Batterer [Juggernaut]
_Prerequisites: Juggernaught, Linebreaker class feature
_Benefit: You gain a +1 feat bonus to attack rolls with unarmed attacks, and your unarmed attacks deal an additional 2 damage.

Hefty Weapons Expertise [Juggernaut]
_Prerequisites: Juggernaut, Hefty Weapons Focus
_Benefit: You gain a +1 feat bonus to attack rolls with axes, flails, hammers, maces, and picks. The bonus increases to +2 at 15th level and +3 at 25th level.

Hefty Weapons Focus [Juggernaut]
_Prerequisites: Juggernaut
_Benefit: You gain a +1 feat bonus to damage rolls with axes, flails, hammers, maces, and picks. The bonus increases to +2 at 11th level, and to +3 at 21st level.

Solid Grip [Juggernaut]
_Prerequisites: Juggernaut, Artillery class feature
_Benefit: Off-hand heavy thrown weapons you wield gain the Brutal 1 property if they do not already have it.

Truly Relentless [Juggernaut]
_Prerequisites: Juggernaut, Unrelenting Assault class feature
_Benefit: The bonus to damage rolls granted by your Unrelenting Assault class feature increases by +1, and by an additional +1 at 11th and 21st levels.

Cycle of Violence [Juggernaut]
_Prerequisites: Juggernaut, unstoppable force
_Benefit: When you use unstoppable force after reducing an enemy to 0 hit points, you can also shift 3 squares and gain a +1 bonus to the next attack roll you make before the end of your next turn.


PARAGON TIER FEATS
First to the Front [Juggernaut]
_Prerequisites: 11th level, Juggernaut, Unrelenting Assault class feature
_Benefit: You gain a +4 feat bonus to initiative checks, and during the first round of combat, you gain the damage bonus from your Unrelenting Assault class feature as though you had taken damage from an attack.

Heavy Weapon Defense [Juggernaut]
_Prerequisites: 11th level, Juggernaut
_Benefit: While wielding a two-handed weapon, you gain a +1 shield bonus to AC and Reflex.

Overhand Fire [Juggernaut]
_Prerequisites: 11th level, Juggernaut
_Benefit: You have combat advantage when making ranged and area attacks against prone targets.


EPIC TIER FEATS
Bull-Headed Charge [Juggernaut]
_Prerequisites: 21st level, Juggernaut
_Benefit: When you hit a target with a charge attack, you can push the target 1 square and shift 1 square to a square the target vacated.

Hefty Weapons Mastery [Juggernaut]
_Prerequisites: 21st level, Str 21, Wis 15, Cha 15, Juggernaut
_Benefit: When you make a weapon attack with an axe, flail, hammer, mace, or pick, you can score a critical hit on a roll of 19-20.

Neverending Force [Juggernaut]
_Prerequisites: 21st level, Juggernaut, unstoppable force
_Benefit: When you use unstoppable force, you can use your second wind even if you have already used it during the encounter.


MULTICLASS FEATS
Relentless Trainee [Multiclass Juggernaut]
_Prerequisite: Str 13
_Benefit: You gain training in one skill from the juggernaut's class skill list.
_Once per encounter when you take damage from an attack, you can gain a +2 bonus to damage rolls until the end of your next turn. The bonus increases to +3 at 11th level and +4 at 21st level.

Juggernaut Paragon Paths

PARAGON PATHS

BACKBREAKER
"Hear that? That was your leg snapping. Now this next one- listen closely- this one is your spine."

_Prerequisite: Juggernaut, Linebreaker class feature

BACKBREAKER PATH FEATURES
_Ribcracking Beatdown (11th level): When you knock a creature prone, it takes damage equal to your Strength modifier.
_Bonecrushing Action (11th level): When you spend an action point to make an attack, each target you hit with that attack takes a -2 penalty to Fortitude until the end of your next turn.
_Critical Takedown (16th level): When you score a critical hit with an attack, you knock the target prone. If the attack would already knock the target prone, you can instead choose to push it 1 square.

BACKBREAKER EXPLOITS
Crunching Stomp
Encounter - Martial
Free Action - Melee touch
Trigger: You knock a creature prone with an attack
Target: The creature you knocked prone
Attack: Strength vs. Fortitude (unarmed)
Hit: 1d4 + Strength modifier damage, and until the end of your next turn the target is dazed and cannot stand up from prone.

Shattering Slams
Daily - Martial, Stance
Minor Action - Personal
Effect: Until the stance ends, you gain a +1 bonus to attack rolls for unarmed attacks.

Spinesnapper
Daily- Martial, Reliable, Weapon
Standard Action - Melee touch
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and you knock the target prone. Make a secondary attack against the target.
_Secondary Attack: Strength vs. Fortitude (unarmed)
_Hit: 2d4 + Strength modifier damage, and the target takes ongoing 10 damage and is weakened (save ends both).


HELEPOLIS
"Let them cower behind their walls. With enough determination, any keep can be taken."

_Prerequisite: Juggernaut, Artillery class feature

HELEPOLIS PATH FEATURES
_Dig In (11th level): Whenever you end your turn without moving, you gain a +1 bonus to AC and Reflex until the end of your next turn or until you move.
_Breaching Action (11th level): When you spend an action point to make an attack, each target you hit with the attack takes a -2 penalty to AC until the end of your next turn.
_Seige Warfare (16th level): Your ranged attacks ignore cover, but not total cover.

HELEPOLIS EXPLOITS
Rain of Boulders
Encounter - Martial, Thunder, Weapon
Standard Action - Area 1 burst within weapon range
Requirement: You must be wielding two thrown weapons.
Target: Each creature in burst
Attack: Strength vs. AC
Hit: 1[W] + 1[W] (off-hand weapon) + Strength modifier + Wisdom modfier thunder damage, and the target takes a -2 penalty to AC until the end of your next turn.

Scorn Fortifications
Daily - Martial
Minor Action - Personal
Effect: Until the end of your next turn, your ranged attacks that target AC can instead target Reflex.

Extended Siege
Daily - Martial, Stance
Minor Action - Personal
Effect: Until the stance ends, you are immobilized, gain a +2 power bonus to all defenses, and cannot be pushed, pulled, slid, or knocked prone. In addition, your ranged weapon attacks deal an additional 1[W] damage.
Special: You can end this stance as a free action during your turn.


STEEL JAW
"You call that an axe? You should have seen the one that gave me this scar! It'd make that tiny thing look like a toy."

_Prerequisite: Juggernaut, Unrelenting Assault class feature, trained in Endurance

STEEL JAW PATH FEATURES
_Enduring Determination (11th level): Add your Wisdom or Charisma modifier to your hit points and number of healing surges per day.
_Bold-Faced Action (11th level): When you spend an action point to make an attack, you can choose to mark each target of the attack until the end of your next turn. If the target was already marked, you gain a +4 bonus to the attack roll.
_Laugh at Pain (16th level): When you deal the extra damage from your Unrelenting Assault class feature, you gain temporary hit points equal to the extra damage + your Wisdom or Charisma modifier.

STEEL JAW EXPLOITS
I'm Still Standing!
Encounter - Healing, Martial, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC
_Special: If you are bloodied, you gain a +2 bonus to the attack roll.
Hit: 3[W] + Strength modifier damage. If you are bloodied, you can spend a healing surge.

Right Back At You!
At-Will - Martial
Immediate Reaction - Close burst sight
Trigger: You are hit or missed by an attack
Target: The attacking creature in burst
Effect: You mark the target until the end of your next turn. Until the mark ends, you gain a +1 bonus to attack rolls against the target.

Gallows Humor
Daily - Healing, Martial, Weapon
Standard Action - Melee or Ranged weapon
Effect: Until the end of the encounter, the damage bonus from your Unrelenting Assault class feature is increased by your Wisdom or Charisma modifier, and you gain regeneration 5 while bloodied.
Target: One creature
Attack: Strength vs. AC
_Special: If you are bloodied, you gain a +2 bonus to the attack roll.
Hit: 4[W] + Strength modifier damage


TERROR ENGINE
"Fear wins wars. Break a soldier's spirit, and you may as well have broken his back. A thousand-thousand troops mean nothing if their hearts are full of fear."

_Prerequisite: Juggernaut, trained in Intimidate

TERROR ENGINE PATH FEATURES
_Frightful Effort (11th level): When you spend an action point to make an attack and that attack hits, each enemy that can see you takes a -2 penalty to attack rolls until the end of your next turn.
_Excessive Panic (11th level): Creatures taking the penalty to attack rolls from your Rattling attacks also take a -1 penalty to saving throws.
_Feed on Fear (16th level): Your attacks deal additional damage equal to your Charisma modifier against enemies taking the penalty to attack rolls from your Rattling attacks.

TERROR ENGINE EXPLOITS
Control the Coward
Encounter - Fear, Martial, Rattling, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Hit: 2[W] + Strength modifier damage, and you slide the target 2 squares.

Damned If You Don't
Encounter - Martial
Free Action - Melee 1
Trigger: You hit an enemy with a Rattling attack
Target: The triggering enemy
Effect: You mark the target until the end of your next turn. Until the mark ends, the target grants combat advantage to you, and if the mark ends before the target hits you with an attack, it takes damage equal to 1 + your Charisma modifier, and you gain temporary hit points equal to 1 + your Charisma modifier.

Lingering Horror
Daily - Fear, Martial, Rattling, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Strength vs. Will
Hit: 4[W] + Strength modifier + Charisma modifier damage, and the target takes a -2 penalty to attack rolls, grants combat advantage to you, and takes damage equal to 5 + your Charisma modifier whenever it misses with an attack (save ends all).
Miss: Half damage, and the target grants combat advantage to you (save ends).

Juggernaut Powers- Epic Tier

LEVEL 22 UTILITY EXPLOITS
I Shall Pass!
At-Will - Martial
Move Action - Personal
Effect: Move up to your speed. During this movement, you can move through enemies' spaces.

Makeshift Embankment
Encounter - Martial
Standard Action - Area wall 3 within 1 square
Effect: Each square in the wall becomes difficult terrain and grants cover.

Not That Easy!
Encounter - Healing, Martial
Immediate Interrupt - Personal
Trigger: You are reduced to 0 hit points or fewer
Effect: Your hit point total becomes 1, and you are slowed and weakened (save ends).

Unbeatable Aura
Encounter - Fear, Martial, Stance
Immediate Reaction - Personal
Trigger: You hit an enemy with an attack
Requirement: You must be trained in Intimidate
Effect: Until the stance ends, enemies within 2 squares of you that can see you take a penalty to attack rolls equal to your Charisma modifier.
Special: This stance ends when you are hit by an attack.


LEVEL 23 ENCOUNTER EXPLOITS
Broadside Blast
Encounter - Martial, Rattling, Weapon
Standard Action - Close blast 5
Requirement: You must be wielding two thrown weapons.
Target: Each creature in blast
Attack: Strength vs. AC
Hit: 2[W] + 2[W] (off-hand weapon) + Strength modifier damage, and you push the target a number of squares equal to your Wisdom modifier.

Feeling Lucky?
Encounter - Fear, Martial, Rattling, Weapon
Immediate Interrupt - Melee 1
Trigger: An enemy makes a melee or ranged attack against you
Requirement: You must be trained in Intimidate
Target: The triggering enemy
Attack: Strength vs. Will
_Special: If the target is taking the attack penalty from one of your Rattling attacks, you gain a +2 bonus to the attack roll.
Hit: The target takes a -4 penalty to the triggering attack roll.
Effect: If the triggering attack misses you, you can make the following secondary attack against the target as an immediate reaction.
_Secondary Attack: Strength vs. AC
_Hit: 3[W] + Strength + Charisma modifier damage.

One Way or Another
Encounter - Martial, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage.
Miss: Half damage.

Smash and Swipe
Encounter - Martial, Weapon
Standard Action - Melee touch
Target: One creature
Attack: Strength vs. Fortitude (unarmed)
Hit: 2d4 + Strength modifier damage, and you push the target 1 square and can shift 1 square to a square the target vacated. Make a secondary attack against the target with combat advantage.
_Secondary Attack: Strength vs. AC
_Hit: 1[W] + Strength modifier damage, and the target is dazed until the end of your next turn.
Effect: Repeat the attack against the same target or a different one.


LEVEL 25 DAILY EXPLOITS
Falling Star Slam
Daily - Martial
Standard Action - Melee touch
Target: One creature
Attack: Strength vs. Fortitude
Hit: 4d4 + Strength modifier damage, and you push the target 1 square, and the target is stunned (save ends).
_Aftereffect: The target is dazed (save ends).
__Aftereffect: The target grants combat advantage (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.
Effect: You fall prone.
Special: When charging, you can use this power in place of a melee basic attack. If you charge, you can make an Athletics check to jump with a +5 power bonus, and use the jump as part of your movement for the charge.

Mobile Artillery
Daily - Martial, Weapon
Standard Action - Ranged weapon
Requirement: You must be wielding two weapons.
Target: One or two creatures
Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks per target.
Hit: 1[W] + Strength modifier + Wisdom modifier damage per attack, and you can shift 1 square.
Effect: Until the end of the encounter, once per turn when you hit a creature with an area, close, or ranged attack, you can shift 1 square as a free action.

One Man Line
Daily - Martial, Stance
Minor Action - Personal
Effect: Until the stance ends, whenever an adjacent enemy shifts, you can make a melee basic attack against that enemy as an opportunity action.

Spread the Panic
Daily - Fear, Martial, Rattling, Weapon
Standard Action - Melee 1
Requirement: You must be trained in Intimidate
Effect: Until the end of the encounter, once per round when you hit an enemy with a melee attack, each enemy adjacent to you takes damage equal to your Charisma modifier. If you hit with a Rattling attack, each enemy adjacent to you also takes the penalty to attack rolls.
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage..
Miss: Half damage.



LEVEL 27 ENCOUNTER EXPLOITS
Colossus Toss
Encounter - Martial, Weapon
Standard Action - Ranged weapon
Requirement: You must be wielding two weapons.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + 1[W] (off-hand weapon) + Strength modifier damage, and the target is stunned until the end of your next turn.

Horror Smash
Encounter - Fear, Martial, Rattling, Weapon
Standard Action - Melee weapon
Requirement: You must be trained in Intimidate
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier + Charisma modifier damage, and the target moves its speed away from you, avoiding unsafe squares and difficult terrain if it can.

Rhino Rampage
Encounter - Martial
Standard Action - Melee touch
Effect: You shift your speed + 2. During this movement, you can move through enemies' spaces, and can make the following attack once against each enemy whose space you move through.
_Target: One enemy
_Attack: Strength vs. Reflex (unarmed)
_Hit: 4d4 + Strength modifier damage, and you knock the target prone.

Twin Salvos
Encounter - Martial, Weapon
Standard Action - Ranged weapon
Requirement: You must be wielding two weapons.
Target: One creature
Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks
Hit: 2[W] + Strength modifier damage per attack.
Effect: You can repeat the attacks against a different target in range.


LEVEL 29 DAILY EXPLOITS
Engine of Endless War
Daily - Martial, Stance
Minor Action - Personal
Effect: Until the stance ends, you gain a +2 power bonus to attack rolls and all defenses, and your weapon attacks deal an additional 1[W] damage.

I Will Avenge You!
Daily - Martial
Immediate Reaction - Personal
Trigger: An ally you can see is reduced to 0 hit points or lower
Effect: Until the end of the encounter, you gain a bonus to attack rolls, all defenses, and saving throws equal to your Wisdom or Charisma modifier.
Target: One enemy adjacent to you
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier + Wisdom or Charisma modifier damage.

Mountain-Cleaving Blow
Daily - Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 10[W] + Strength modifier damage.
Miss: Half damage.
Special: When charging, you can use this power in place of a melee basic attack.

Unbreakable, Unshakable, Unstoppable
Daily - Healing, Martial, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you can spend a healing surge and make a saving throw.
Effect: Until the end of the encounter, whenever you hit with a martial encounter or daily attack power, you can spend a healing surge and make a saving throw.

Juggernaut Powers- Paragon Tier

LEVEL 13 ENCOUNTER EXPLOITS
Call Your Tell
Encounter - Martial, Rattling, Weapon
Immediate Interrupt - Melee or Ranged weapon
Trigger: An enemy you can see makes a melee attack against you
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.

Inevitable Crunch
Encounter - Martial, Reliable, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: You take damage equal to your Strength modifier and grant combat advantage until the end of your next turn.

Exposing Smash
Encounter - Martial, Weapon
Standard Action - Melee touch
Target: One creature
Attack: Strength vs. Fortitude (unarmed)
Hit: Strength modifier damage.
Effect: Make a secondary attack against the target.
_Secondary Attack: Strength vs. AC. If you hit with the primary attack, you can score a critical hit on a roll of 16-20.
_Hit: 2[W] + Strength modifier damage.

Trebuchet Toss
Encounter - Martial, Thunder, Weapon
Standard Action - Area 1 burst within weapon range
Requirement: You must be wielding two thrown weapons.
Target: Each creature in burst
Attack: Strength vs. Reflex
Hit: 1[W] + 1[W] (off-hand weapon) + Strength modifier thunder damage, and the target is knocked prone.


LEVEL 15 DAILY EXPLOITS
Ballista Barrage
Daily - Martial, Weapon
Standard Action - Ranged weapon
Requirement: You must be wielding two weapons.
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + 2[W] (off-hand weapon) + Strength modifier damage, and the target is knocked prone.
Miss: Half damage, and the target is knocked prone.
Effect: Repeat the attack against each creature granting cover to the target.

Cranial Crush
Daily - Martial, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage, and the target is stunned (save ends).
Miss: Half damage, and the target is dazed (save ends).

Endless Blitz
Daily - Martial, Stance
Minor Action - Personal
Effect: Until the stance ends, once per turn, at the start of your turn, you can make the following secondary attack as a free action.
_Secondary Target: One creature adjacent to you
_Secondary Attack: Strength vs. Fortitude (unarmed)
_Hit: 1d4 + Strength modifier damage, and you push the target 1 square and can shift 1 square to a square the target vacated.

Meteoric Smash
Daily - Martial, Reliable, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 6[W] + Strength modifier damage, and the target is dazed until the end of your next turn and knocked prone.


LEVEL 16 UTILITY EXPLOITS
Can't Slow Me Down
At-Will - Martial
Minor Action - Personal
Effect: You can make a saving throw against an effect that slows or immobilizes you and that a save can end.

Fear Me!
Encounter - Fear, Martial, Stance
Free Action - Personal
Trigger: You score a critical hit or reduce an enemy to 0 hit points
Requirement: You must not be bloodied.
Effect: Until the stance ends, your Rattling attacks deal additional damage equal to your Charisma modifier. Enemies immune to fear are immune to this extra damage.
Special: This stance ends if you become bloodied.

Never Say Die
Daily - Martial, Stance
Immediate Interrupt - Personal
Trigger: You drop to 0 hit points or fewer and don't die
Effect: Until the stance ends, you do not fall unconcious because of the dying condition. If you are still dying when the stance ends, you fall unconcious.
Special: This stance ends if you do not hit with an attack during your turn.

Take It On the Chin
Encounter - Martial
Immediate Reaction - Personal
Trigger: You are hit by an attack
Effect: You take half damage from the attack, and if the attack would push, pull, or slide you, you negate the forced movement, and if the attack would knock you prone, you are not knocked prone.


LEVEL 17 ENCOUNTER EXPLOITS
Afterthought Throw
Encounter - Martial, Rattling, Weapon
Free Action - Ranged weapon
Trigger: You hit or miss with an attack
Requirement: You must be wielding a thrown weapon in your off-hand.
Target: One creature
Attack: Strength vs. AC (off-hand weapon)
Hit: 2[W] + Strength modifier damage.

Right Cross
Encounter - Martial, Weapon
Standard Action - Melee touch
Target: One creature
Attack: Strength vs. Fortitude (unarmed)
Hit: Strength modifier damage, and the target is stunned until the end of your next turn. Make a secondary attack against the target.
_Secondary Attack: Strength vs. AC
_Hit: 1[W] + Strength modifier damage, and the target is knocked prone.

Satisfying Wallop
Encounter - Healing, Martial, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier and you can spend a healing surge.
Special: When charging, you can use this power in place of a melee basic attack.

Terror Spin
Encounter - Fear, Martial, Weapon
Standard Action - Close burst 1
Target: Each enemy in burst you can see
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier + Charisma modifier damage. If you hit at least one enemy with this attack, each enemy within 5 squares of you that can see you takes a -2 penalty to attack rolls until the end of your next turn. Increase the penalty by 1 for each additional enemy you hit.


LEVEL 19 DAILY EXPLOITS
Bones to Jelly
Daily - Martial
Standard Action - Melee touch
Target: One creature
Attack: Strength vs. AC (unarmed)
Hit: 4d4 + Strength modifier damage, and the target is weakened and slowed (save ends both).
_Aftereffect: The target is weakened (save ends).
Miss: Half damage, and the target is weakened until the end of your next turn.
Special: When charging, you can use this power in place of a melee basic attack.

Face-to-Face Fire
Daily - Martial, Weapon
Standard Action - Ranged 1
Requirement: You must be wielding two weapons.
Target: One creature
Attack: Strength + 2 vs. AC
Hit: 2[W] + 2[W] (off-hand weapon) + Strength modifier damage.
Effect: Until the end of the encounter, you gain a +2 power bonus to ranged attack rolls against adjacent targets.

On Your Knees!
Daily - Martial, Reliable, Rattling, Weapon
Standard Action - Melee 1
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you knock the target prone. The target cannot stand up from prone until you are not adjacent to it.

The Joys of Ordnance
Daily - Healing, Martial, Reliable, Weapon
Standard Action - Ranged weapon
Requirement: You must be wielding two weapons.
Target: One or two creatures
Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks
Hit: 2[W] + Strength modifier damage per attack, and you can spend a healing surge.

Juggernaut Powers- Heroic Tier

JUGGERNAUT POWERS
Your powers are...

LEVEL 1 AT-WILL EXPLOITS
Body Check
At-Will - Martial, Weapon
Standard Action - Melee touch
Target: One creature
Attack: Strength vs. A
Hit: 1[W] + Strength modifier damage, and you can make a secondary attack against the target.
_Level 21: 2[W] + Strength modifier damage.
_Secondary Attack: Strength vs. Fortitude (unarmed)
_Hit: Strength modifier damage, and you push the target 1 square, and can shift 1 square to a square the target vacated.
Special: When charging, you can use this power in place of a melee basic attack.

Double Throw
At-Will - Martial, Weapon
Standard Action - Ranged weapon
Requirement: You must be wielding two weapons.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + 1[W] (off-hand weapon) + Strength modifier damage.
_Level 21: 2[W] + 2[W] (off-hand weapon) + Strength modifier damage.

Quaking Blow
At-Will - Martial, Rattling, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
_Level 21: 2[W] + Strength modifier damage.

Smash and Crash
At-Will - Martial, Weapon
Standard Action - Melee and Ranged weapon
Requirement: You must be wielding a melee weapon and a ranged weapon.
Target: One creature in melee range
Attack: Strength vs. AC (off-hand weapon)
Hit: 1[W] damage, and the target cannot make opportunity attacks until the end of your turn.
_Level 21: 2[W] damage.
Effect: Make a ranged secondary attack
_Secondary Target: A different creature
_Secondary Attack: Strength vs. AC (main weapon)
_Hit: 1[W] damage.
__Level 21: 2[W] damage.


LEVEL 1 ENCOUNTER EXPLOITS
Faceful of Steel
Encounter - Martial, Weapon
Standard Action - Close blast 3
Requirement: You must be wielding two thrown weapons.
Target: Each creature in blast
Attack: Strength vs. AC
Hit: 1[W] + 1[W] (off-hand weapon) + Strength modifier damage.

Frightening Charge
Encounter - Martial, Rattling, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier + Charisma modifier damage.
Special: When charging, you can use this power in place of a melee basic attack. If you charge, each enemy that hits or misses you with an opportunity attack during the charge takes damage equal to your Charisma modifier.

Just a Taste
Encounter - Martial, Weapon
Standard Action - Ranged weapon
Requirement: You must be wielding a thrown weapon in your off-hand.
Target: One creature
Attack: Strength vs. AC (off-hand weapon)
Hit: 1[W] damage, and the target grants combat advantage to you until the end of your next turn.
Effect: You charge the target if able.

Toppling Smash
Encounter - Martial, Weapon
Standard Action - Melee touch
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. Make a secondary attack against the target.
_Secondary Attack: Strength vs. Fortitude (unarmed)
_Hit: Strength modifier damage, and you knock the target prone.



LEVEL 1 DAILY EXPLOITS
Bulldozer Charge
Daily - Martial
Standard Action - Melee touch
Target: One creature
Attack: Strength vs. Reflex (unarmed)
Hit: 1d4 + Strength modifier damage, and you push the target 1 square and knock it prone, and you can shift 1 square to a square the target vacated. Repeat the attack against the same target or a different one, up to a maximum of three times.
Special: When charging, you can use this power in place of a melee basic attack.

Mean Streak
Daily - Martial, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and this power is not expended.

Renewed Relentlessness
Daily - Martial, Healing, Weapon
Standard Action - Melee or Ranged weapon
Effect: Until the end of the encounter, whenever you spend a healing surge, you gain the damage bonus from Unreleting Assault until the end of your next turn.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you can spend a healing surge.

Rock the Walls
Daily - Martial, Reliable, Weapon
Standard Action - Ranged weapon
Requirement: You must be wielding two weapons.
Target: One or two creatures
Attack: Strength vs. Fortitude (main weapon and off-hand weapon), two attacks
Hit: 1[W] + Strength modifier + Wisdom modifier damage per attack, and the target grants combat advantage (save ends).


LEVEL 2 UTILITY EXPLOITS
Moment of Endurance
Daily - Healing, Martial
Immediate Reaction - Personal
Trigger: An enemy bloodies you
Effect: You can spend a healing surge but regain no hit points. Instead, you gain temporary hit points equal to your healing surge value + your Wisdom or Charisma modifier, and you can make a saving throw.

Outta My Way
Encounter - Martial
Move Action - Personal
Effect: Move up to your speed. During this movement, you gain can move through the spaces of creatures Large or smaller, and gain a +2 bonus to defenses against opportunity attacks of creatures whose spaces you move through.

Stare It Down
Encounter - Martial
Free Action - Melee 1
Trigger: You hit an enemy with a Rattling attack
Target: The enemy you hit
Effect: You mark the target until the end of your next turn. If the mark ends before the target hits you with an attack, you gain temporary hit points equal to 1 + your Wisdom or Charisma modifier.

Supreme Confidence
Encounter - Martial, Stance
Minor Action - Personal
Effect: Until the stance ends, you gain a power bonus to damage rolls equal to your Wisdom or Charisma modifier and are immune to fear.
Special: This stance ends when you are hit by an attack.


LEVEL 3 ENCOUNTER EXPLOITS
Bark to the Bite
Encounter - Fear, Martial, Rattling, Weapon
Free Action - Melee 1
Trigger: You hit an enemy with an attack
Target: The triggering enemy
Attack: Strength vs. Will
_Special: If the target is taking the attack penalty from one of your Rattling attacks, you gain a +2 bonus to the attack roll.
Hit: Charisma modifier damage, and you push the target a number of squares equal to 1 + your Charisma modifier, but not into dangerous terrain.

Headringing Blow
Encounter - Martial, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target is dazed until the end of your next turn.

Heaving Sweep
Encounter - Martial, Weapon
Standard Action - Close burst 1
Target: Each enemy in burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you push the target 1 square. Shift 1 square and make a secondary attack.
_Secondary Target: One creature hit by the primary attack
_Secondary Attack: Strength vs. Fortitude (unarmed)
_Hit: Strength modifier damage, and you push the target 1 square and can shift 1 square to a square the target vacated.

Kneecapping Throw
Encounter - Martial, Weapon
Standard Action - Ranged weapon
Requirement: You must be wielding two weapons.
Target: One or two creatures
Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks
Hit: 1[W] + Strength modifier per attack, and the target is slowed until the end of your next turn.


LEVEL 5 DAILY EXPLOITS
I Like Those Odds
Daily - Martial, Weapon
Standard Action - Close burst 1
Effect: Until the end of the encounter, you gain a +1 bonus to attack rolls whenever you are adjacent to two or more enemies. This bonus increases to +2 whenever you are adjacent to three or more enemies.
Target: Each enemy in burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.

Martially Assured Destruction
Daily - Martial, Stance
Minor Action - Personal
Effect: Until the stance ends, once per round, you can reroll the damage roll for one attack, but must use the second result.

Steely Callout
Daily - Martial, Reliable, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you mark the target (save ends). Until the mark ends, whenever the target moves away from you during its turn, you can make a basic attack against it as an immediate interrupt.

Through and Through
Daily - Martial, Weapon
Standard Action - Melee touch
Target: One creature
Attack: Strength vs. Fortitude (unarmed)
Hit: 1d4 + Strength modifier damage, and the target is knocked prone.
Effect: Make a secondary attack against the target.
_Secondary Attack: Strength vs. Fortitude
_Hit: 2[W] + Strength modifier damage, and the target is restrained and cannot stand up from prone (save ends both).



LEVEL 6 UTILITY EXPLOITS
Impending Payback
Daily - Martial
Immediate Reaction - Melee 1
Trigger: An enemy hits you with a melee attack
Target: The triggering enemy
Effect: You mark the target until the end of your next turn, and you can reroll the next attack roll you make against the target before the end of your next turn.

Prideful Resolve
Encounter - Martial, Stance
Immediate Reaction - Personal
Trigger: You are subjected to an effect that a save can end
Effect: Until the stance ends, at the start of your turn, you can make a saving throw against one effect that a save can end. On a save, the effect immediately ends.
Special: This stance ends when you fail a saving throw.

Rampart Breaker
Encounter - Martial
Minor Action - Personal
Effect: Until the end of your next turn, your attacks ignore cover, and the penalty to attack rolls from superior cover is reduced to -2.

Unphasable
Daily - Martial, Stance
Minor Action - Personal
Effect: Until the stance ends, you gain a +2 power bonus to your Fortitude and Will defenses.


LEVEL 7 ENCOUNTER EXPLOITS
Hideous Blow
Encounter - Fear, Martial, Rattling, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and each enemy adjacent to you, other than the target, takes damage equal to your Charisma modifier and -2 penalty to attack rolls until the end of your next turn.
Special: When charging, you can use this power in place of a melee basic attack.

Pound Them Back
Encounter - Martial, Weapon
Immediate Reaction - Ranged weapon
Trigger: A nonadjacent enemy moves adjacent to you
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you push the target 1 square.

Sudden Slam
Encounter - Martial
Minor Action - Melee touch
Target: One creature
Attack: Strength vs. Fortitude (unarmed)
Hit: 1d4 + Strength modifier damage, and you push the target 1 square and knock it prone.

Twin Boulder Throw
Encounter - Martial, Weapon
Standard Action - Ranged weapon
Requirement: You must be wielding two weapons
Target: One or two creatures
Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks
Hit: 1[W] + Strength modifier damage per attack, and you either push the target 1 square or knock it prone.


LEVEL 9 DAILY EXPLOITS
Be Very Afraid
Daily - Martial, Rattling, Weapon
Standard Action - Melee weapon
Effect: Until the end of the encounter, the penalty to attack rolls from your Rattling attacks increases to -3.
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target cannot attack you (save ends).

Clothesline Stampede
Daily - Martial, Weapon
Standard Action - Melee touch
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is knocked prone.
Special: When charging, you can use this power in place of a melee basic attack. If you charge, you can move through enemies' spaces, and when you enter an enemy's space, you can make the following secondary attack against that enemy before opportunity attacks are resolved.
_Secondary Attack: Strength vs. Reflex (unarmed)
_Hit: 2d4 + Strength modifier damage, and the target is knocked prone and takes a -2 penalty to attack rolls against you until the end of your turn.

Defensive Battery
Daily - Martial, Stance
Minor Action - Personal
Effect: Until the stance ends, you are slowed, and when an enemy you can see moves closer to you during it's turn, you can make the following ranged secondary attack against it as an immediate reaction.
_Requirement: You must be wielding two thrown weapons.
_Secondary Attack: Strength vs. AC
_Hit: 1[W] + 1[W] (off-hand weapon) + Strength modifier damage.
Special: You can end this stance as a free action during your turn.

Eat Iron, Spit Grapeshot
Daily - Martial, Weapon
Standard Action - Close blast 5
Requirement: You must be wielding two thrown weapons.
Target: Each creature in blast
Attack: Strength vs. Reflex
Hit: 2[W] + 1[W] (off-hand weapon) + Strength modifier + Wisdom modifier damage.
Miss: Half damage.



LEVEL 10 UTILITY EXPLOITS
Grin and Bear It
Encounter - Martial, Stance
Minor Action - Personal
Effect: Until the stance ends, you gain resistance to all damage equal to your Wisdom or Charisma modifier.
Special: This stance ends when you spend a healing surge.

Just Try Me
Encounter - Fear, Martial
Immediate Interrupt - Personal
Prerequisite: You must be trained in Intimidate
Trigger: An enemy makes a melee attack against you
Effect: Until the end of your next turn, enemies take a penalty to attack rolls against you equal to 1 + your Charisma modifier, and whenever an enemy misses you with a melee attack, you can push that enemy 1 square.

My Friend Does the Talking
Encounter - Martial
Free Action - Personal
Trigger: You make a Diplomacy, Intimidate, or Streetwise check and dislike the result
Effect: Roll an Intimidate check. You gain a bonus to the roll equal to your Strength modifier. Use the result of this roll in place of the check result.

What Burden?
Daily - Martial, Stance
Minor Action - Personal
Effect: Until the stance ends, you do not take a penalty to skill checks or speed from armor or encumbrance, and your normal, heavy, and maximum drag loads increase by half. You also gain a +1 bonus to AC and a +5 bonus to Endurance. This stance lasts up to 1 hour or until the end of the encounter.

Creating a Juggernaut

CREATING A JUGGERNAUT
You can choose any juggernaut powers you like, though many juggernauts focus on powers that complement one of two builds: the artillery juggernaut or the linebreaker juggernaut. Strength is the most important ability score for a juggernaut, since juggernaut attacks rely on Strength. Depending on how you want your juggernaut to play, a high Wisdom or Charisma score will also be valuable.

Artillery Juggernaut
You batter down your enemies' defenses with two mighty weapons. Your artillery class feature, as well as your use of heavy thrown weapons, allows you to switch seamlessly between close- and medium-ranged combat. You also excel at taking down many enemies at a time. You should make Strength your highest ability score. Wisdom enhances many of your powers, so it should come second, and, while there are not as many ranged Rattling attacks available, you can also use melee powers, so consider Charisma as a third-highest score.
_Suggested Class Feature: Artillery
_Suggested Feat: Hefty Weapons Expertise
_Suggested Skills: Athletics, Intimidate, Perception
_Suggested At-Will Powers: double throw, smash and crash
_Suggested Encounter Power: faceful of steel
_Suggested Daily Power: rock the walls


Linebreaker Juggernaut
You prefer to wade into the thick of battle, laying your enemies low with a massive two-hander. You have also trained hard to forge your body itself into a fearsome weapon, and in combat you slam your armored frame into any foes that stand in your way, throwing them about like ragdolls. You might also be adept at sowing terror and destroying enemy morale. Because you use it for your attacks, Strength should be your highest ability score. Charisma is used by many Rattling attacks and other fear-focused powers, and also enhances many bonuses. As with most front-line fighters, Constitution helps to increase your survivability.
_Suggested Class Feature: Linebreaker
_Suggested Feat: Hefty Weapons Expertise
_Suggested Skills: Athletics, Endurance, Intimidate
_Suggested At-Will Powers: body check, quaking blow
_Suggested Encounter Power: frightening charge
_Suggested Daily Power: bulldozer charge

Juggernaut Class Features

CLASS FEATURES
Hefty Weapons Focus
You gain Hefty Weapons Focus as a bonus feat.

Siege Training
You gain a +5 bonus to Strength checks to break objects, and while wielding an axe, flail, hammer, mace, or pick, you deal double damage against objects.

Unfettered Destruction 
Choose one of the following options. The choice you make gives you the benefits described below and also provides bonuses to certain juggernaut powers, as detailed in those powers.
_Artillery: Your ranged attacks do not provoke opportunity attacks from their targets, and when you make an attack by throwing a weapon with which you are proficient, the weapon returns to your hand after the attack.
_Linebreaker: You gain a +2 proficiency bonus with unarmed attacks and a +2 bonus to bull rush attacks, and you can make unarmed attacks while wielding a weapon in two hands. The bonuses increase to +4 at 11th level and +6 at 21st level.

Unrelenting Assault
When you take damage from an attack, you gain a +2 bonus to damage rolls until the end of your next turn. The bonus to damage rolls increases to +4 at 11th level, and to +6 at 21st level.

Unstoppable Force
You gain the unstoppable force power.


Unstoppable Force
Encounter - Martial
Free Action - Personal
Trigger: You bloody an enemy or reduce an enemy to 0 hit points
Effect: You can use your second wind.

Juggernaut Class Traits

JUGGERNAUT
"Think you can stop me? You'd better be right, because if you aren't, it's the last thing you'll ever get wrong."


CLASS TRAITS
Role: Striker. You define "shock trooper", wielding the heaviest weapons and wearing the heaviest armor with ease. You toss enemies aside, batter down their defenses, and set them cowering at the deadly power of your onslaught. Trying to stop you only makes things worse.
Power Source: Martial. Other heroes might put their faith in arcane secrets or pious prayers, but you know that your power comes from the strength of your arm, the skills of your experience, and the steel in your heart.
Key Abilities: Strength, Wisdom, Charisma

Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate
Weapon Proficiencies: Simple melee, military melee
Bonus to Defense: +1 Fortitude, +1 Will

Hit Points at 1st Level: 14 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 8 + Constitution modifier

Trained Skills: From the class skills list below, choose three trained skills at 1st level.
Class Skills: Athletics (Str), Endurance (Con), Intimidate (Cha), Perception (Wis)

Build Options: Artillery, Linebreaker
Class Features: Hefty Weapons Focus, Siege Training, Unfettered Destruction, Unrelenting Assault, unstoppable force


_Juggernauts are elite warriors who bring their formidable strength and massive weapons to bear against all who stand in their way. Even those who specialize in raining down destruction are at home on the front lines. At war, juggernauts are masters at breaking up enemy formations and bringing down enemy fortifications. So great is their confidence in battle that wounds only strengthen their will to destroy.
_Despite their reputations, juggernauts are not mere mindless killing machines; few are driven solely by the rush and rhythm of war. In a fight, a juggernaut is just as likely to be a silent, implacable force as a snarling berserker. Whatever his outward appearance, a juggernaut knows that a battle is not won by strength of force alone, but by the skill and determination of each soldier.
_As a juggernaut, you might take up arms for any number of reasons, be they gold or glory, calling or cause. You might be an elite infantryman in the army of some now-crumbled kingdom, an enforcer for a local temple, guild, or crime syndicate, a mercenary-for-hire whose weapon is his only friend, or an unknown prodigy looking to carve his way into song and legend.
_The protective steel encasing your body, the reassuring weight of the weapon in your hand, the stillness of your mind and the steady rhythm of your heart: these are how you know you are ready for a fight. When the tide of battle breaks, who will lay defeated before you?

Tuesday, July 20, 2010

Warlock Pact: Abyssal Pact

ABYSSAL PACT
In the darkest depths of the universe lurk the demons, living incarnations of violence, suffering, and destruction. These horrific beings are driven to return creation to a state of perfect chaos. Making a pact with such a being is dangerous at best, but the power they offer can be limitless. And besides, the conditions of an abyssal pact are often easy enough to fulfill: demons are rarely choosy about their victims, or those of their agents.
_Hateful Gaze: You know the hateful gaze at-will spell.
_Infinite Hatred: You gain the Infinite Hatred pact boon. The fall of a cursed foe only fuels the unending lust for destruction that whispers in the back of your mind.
When an enemy under your Warlock's Curse is reduced to 0 hit points or fewer, you gain a +1d6 bonus to your next damage roll before the end of your next turn. This bonus is cumulative: if three cursed enemies drop to 0 hit points before your next damage roll, you gain a +3d6 bonus.
Increase the damage bonus to +1d8 at 11th level, and again to +1d10 at 21st level.


LEVEL 1 AT-WILL SPELLS
Hateful Gaze

At-Will - Arcane, Implement, Psychic
Standard Action - Melee 1 or Ranged 5
Target: One creature
Attack: Constitution vs. Will
Hit: 1d6 + Constitution modifier psychic damage.
Increase the damage to 2d6 + Constitution modifier if
you are bloodied.
Level 21: 2d6 + Constitution modifier psychic damage,
or 4d6 + Constitution modifier psychic damage if you
are bloodied.

LEVEL 1 ENCOUNTER SPELLS
Bilefire
Encounter - Acid, Arcane, Fire, Implement
Standard Action - Close blast 3
Target: Each creature in blast
Attack: Constitution vs. Reflex
Hit: 2d6 + Constitution modifier acid and fire damage.
_Abyssal Pact: The attack deals extra damage equal to
_your Intelligence modifier.


Spiteful Infection
Encounter - Arcane, Implement, Poison
Standard Action - Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 2d6 + Constitution modifier damage, and until the
end of your next turn, the first time the target makes an
attack roll, it takes 1d6 poison damage.
_Abyssal Pact: The target takes the additional poison
_damage each time it makes an attack roll.

LEVEL 1 DAILY SPELLS
Agonizing Apostasy
Daily - Arcane, Implement, Psychic
Standard Action - Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 1d6 + Constitution modifier psychic damage.
Effect: The target takes 10 psychic damage whenever
it does not end its turn within 2 squares of an enemy
(save ends).
_Abyssal Pact: Until the target saves against this
_effect, each enemy that begins its turn within 2
_squares of the target takes 5 psychic damage.


Lance of Corruption

Daily - Arcane, Implement; Varies
Standard Action - Ranged
10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 3d8 + Constitution modifier acid, fire, necrotic, or
poison damage. Roll a d4 to determine the attack's
damage types and effect.
_1. Acid and Poison: The target takes a -2 penalty
___to AC and Fortitude (save ends).
_2. Fire and Necrotic: Each creature adjacent to the
___target takes 1d4 + Constitution modifier fire and
___necrotic damage.
_3. Acid and Fire: The target takes ongoing 5 acid
___and fire damage (save ends).
_4. Necrotic and Poison: The target takes a -2
___to attack rolls (save ends).
Abyssal Pact: Roll twice and choose either result.

LEVEL 2 UTILITY SPELLS
Masochistic Glee
Daily - Arcane
Immediate Reaction - Personal
Trigger: An enemy bloodies you
Effect: Until the end of the encounter, you gain a +2
bonus to attack rolls while bloodied.

LEVEL 3 ENCOUNTER SPELLS
Wretched Cloud
Encounter - Arcane, Implement, Poison
Standard Action - Close burst 1
Target: Each creature in burst
Attack: Constitution vs. Fortitude
Hit: 1d6 + Constitution modifier poison damage.
Abyssal Pact: Choose an ally within 10 squares, and
make a secondary attack
_Secondary Target: Each creature adjacent to
_the chosen ally
_Secondary Attack: Constitution vs. Fortitude
_Hit: 1d6 + Constitution modifier poison damage.

Tormented Weakness
Encounter - Arcane, Implement
Standard Action - Ranged 5
Target: One creature
Attack: Constitution vs. Will
Hit: 1d10 + Constitution modifier damage, and if you
bloody the target, it is dazed until the end of its next
turn.
_Abyssal Pact: If the target was already bloodied, it
_is dazed until the end of your next turn.

LEVEL 5 DAILY SPELLS
Rimepox
Daily - Arcane, Cold, Implement, Poison
Standard Action - Ranged 10
Target: One or two creatures
Attack: Constitution vs. Fortitude
Hit: 2d10 + Constitution modifier cold and poison
damage, and the target takes ongoing 5 cold and
poison damage and is immobilized (save ends both).
Abyssal Pact: On a miss, the target takes ongoing 5
cold and poison damage (save ends).

Whispered Debasement
Daily - Arcane, Implement, Necrotic, Psychic
Standard Action - Close blast 5
Target: Each creature in blast
Attack: Constitution vs. Will
Hit: 2d6 + Constitution modifier necrotic and psychic
damage, and the target takes a -5 penalty to damage
rolls (save ends).
_Abyssal Pact: The target is also knocked prone.
Miss: Half damage, and the target takes a -5 penalty to
damage rolls until the end of your next turn.

LEVEL 6 UTILITY SPELLS
Protective Cysts
Daily - Arcane, Poison
Minor Action - Personal
Effect: Until the end of the encounter, you gain a
+2 bonus to AC, and each creature that hits you with a
melee attack takes poison damage equal to 1 + your
Constitution modifier.

LEVEL 7 ENCOUNTER SPELLS
Boiling Venom
Encounter - Arcane, Fire, Implement, Poison
Standard Action - Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 1d6 + Constitution modifier fire damage, and
ongoing 5 poison damage (save ends). Each creature
adjacent to the target takes 1d6 + Constitution modifier
fire damage.
_Abyssal Pact: Each creature adjacent to the target
_takes ongoing 5 poison damage (save ends).

Foul Expulsion
Encounter - Arcane, Implement, Poison, Psychic
Standard Action - Ranged 5
Target: One or two creatures
_Abyssal Pact: If you are bloodied, you can target an
_additional creature in range.
Attack: Constitution vs. Will
Hit: 1d6 + Constitution modifier poison and psychic
damage, and you push the target 1 square and it is
slowed until the end of your next turn.

LEVEL 9 DAILY SPELLS
Noxious Grin
Daily - Arcane, Fear, Implement, Psychic
Standard Action - Close burst 5
Target: One creature in burst
Attack: Constitution vs. Will
_Abyssal Pact: If you are bloodied, you gain a +2
_bonus to the attack roll.
Hit: 2d10 + Constitution modifier psychic damage, and
the target moves its speed away from you, taking the
safest route possible. If the target ends its turn within 5
squares of you, repeat the attack (save ends).

Wall of Corruption
Daily - Acid, Arcane, Conjuration, Fire,
Implement,
Necrotic, Poison
Standard Action - Area wall 8 within 10 squares
Effect: You conjure a wall of demonic corruption that
lasts until the end of your next turn. The wall can be up
to 8 squares long and up to 5 squares high. If a creature
moves into the wall's space or starts its turn there, it
takes 2d8 + Constitution modifier acid and fire damage,
plus ongoing 5 necrotic and poison damage (save ends).
The wall and each square adjacent to it is difficult terrain.
The wall blocks line of sight.
Sustain Minor: The wall persists.
_Abyssal Pact: The first time you sustain the wall,
_increase the damage dealt by 1d8, and increase the
_amount of ongoing damage dealt by 5.

LEVEL 10 UTILITY SPELLS
Demonic Resistance
Daily - Arcane
Minor Action - Personal
Effect: Until the end of the encounter, you gain resist
10 variable (3/encounter).

LEVEL 13 ENCOUNTER SPELLS
Bolt of Corruption
Encounter - Arcane, Implement; Varies
Standard Action - Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 2d8 + Constitution modifier acid, fire, necrotic, or
poison damage. Roll a d4 twice to determine the
damage types and additional effects:
_1. Acid: The target takes a -2 penalty to all defenses
___until the end of your next turn.
_2. Fire: The target takes ongoing 5 fire damage
___(save ends).
_3. Necrotic: The target is blinded until the end of
___your next turn.
_4. Poison: The target is slowed until the end of your
___next turn.
Abyssal Pact: Roll once and then chose one result.

Insanity Spores
Encounter - Arcane, Implement, Poison
Standard Action - Close burst 2
Target: Each creature in burst
Attack: Constitution vs. Will
Hit: 2d10 + Constitution modifier poison damage, and
the target is dazed until the end of your next turn.
Abyssal Pact: If you are bloodied, you gain a bonus to
the attack roll equal to your Intelligence modifier.

LEVEL 15 DAILY SPELLS
Gift of Putrescence
Daily - Arcane, Implement, Necrotic, Poison
Standard Action - Ranged 10
Attack: Constitution vs. Fortitude
Hit: 4d6 + Constitution modifier necrotic and poison
damage, and the target takes ongoing 5 poison damage
and is dazed (save ends both).
_First Failed Saving Throw: Ongoing 10 poison
_damage, and the target is dazed and blinded (save
_ends all).
__Second Failed Saving Throw: Ongoing 15 poison
__damage, and the target is stunned (save ends both).
_Aftereffect: Ongoing 5 poison damage (save ends).
Miss: Half damage, and ongoing 5 poison damage
(save ends)
Abyssal Pact: Increase all instances of ongoing
poison damage by 5.

Vilebelcher
Daily - Acid, Arcane, Implement, Poison
Standard Action - Close blast 1d4
_Abyssal Pact: Increase the size of the blast by 1.
Target: Each creature in blast
Attack: Constitution vs. Fortitude
Hit: 1d10 + Constitution modifier acid and poison
damage.
Effect: You take damage equal to the size of the blast,
which cannot be reduced in any way.
Sustain Minor: Repeat the attack and effect.

LEVEL 16 UTILITY SPELLS
Corrosive Form
Encounter - Arcane, Acid
Immediate Interrupt - Personal
Trigger: You are hit by an attack
Effect: Until the end of your next turn, you are
insubstantial, and each creature that makes a melee
attack against you takes acid damage equal to
1 + your Constitution modifier after the attack
is resolved.

LEVEL 17 ENCOUNTER SPELLS
Blasphemous Syllable
Encounter - Arcane, Implement, Psychic
Standard Action - Close blast 5
Target: Each creature in blast
Attack: Constitution vs. Will
Hit: 2d12 + Constitution modifier psychic damage, and
the target is dazed until the end of your next turn.
_Abyssal Pact: You push the target 1 square, or a
_number of squares equal to your Intelligence modifier
_if you are bloodied.

Shower of Filth
Encounter - Acid, Arcane, Implement, Poison
Standard Action - Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Constitution vs. Reflex
Hit: 3d8 + Constitution modifier acid damage, and
ongoing 5 poison damage (save ends).
_Abyssal Pact: The target grants combat advantage
_until it saves against the ongoing damage.

LEVEL 19 DAILY SPELLS
Presence of the Defiler
Daily - Arcane, Implement, Necrotic, Poison, Zone
Standard Action - Close burst 2
Target: Each creature in burst
Hit: 2d6 + Constitution modifier necrotic and poison
damage, and ongoing 5 poison damage (save ends).
Effect: The burst creates a zone of defilement that lasts
until the end of your next turn. When you move, the zone
moves with you, remaining centered on you. Creatures
within the zone, other than you, take a -2 penalty to all
defenses.
Sustain Minor: The zone persists, and you repeat the
attack.
Abyssal Pact: Increase the damage done by the attack
by 1d6 and the penalty to all defenses by 2 while you
are bloodied.

Together In Torment
Daily - Arcane, Implement, Psychic
Standard Action - Ranged 5
Target: One or two creatures
Attack: Constitution vs. Fortitude
Hit: 3d10 + Constitution modifier damage, and ongoing
10 psychic damage (save ends).
Effect: Until the end of the encounter, whenever one of
the targets takes the ongoing damage, the other takes
10 psychic damage.
_Abyssal Pact: While one of the targets is taking the
_ongoing damage, the other takes a -2 penalty to
_saving throws against this effect.

LEVEL 22 UTILITY SPELLS
Eldritch Fury
Encounter - Arcane, Teleportation
Immediate Reaction - Personal
Trigger: An enemy bloodies you
Effect: Teleport a number of squares equal to your
Constitution modifier and make a basic attack against
the triggering enemy.

LEVEL 23 ENCOUNTER SPELLS
Demonblade Dance
Encounter - Arcane, Implement
Standard Action - Ranged 5
Target: One creature
Attack: Constitution vs. Reflex
Hit: 1d8 + Constitution modifier damage, and you can
shift 1 square. Make a secondary attack against the
target:
_Secondary Attack: Constitution vs. Reflex
_Hit: 1d8 + Constitution modifier damage, and you can
_shift 1 square.
Effect: Repeat the attack against a different target.
Abyssal Pact: Until the end of your next turn, you gain
a bonus to AC equal to your Intelligence modifier.

Odious Tentacles
Encounter - Acid, Arcane, Implement, Necrotic
Standard Action - Close burst 2
Target: Each creature in burst
Attack: Constitution vs. Fortitude
Hit: 3d8 + Constitution modifier acid and necrotic
damage, and the target is restrained until the end of
your next turn.
_Abyssal Pact: The target is also knocked prone.

LEVEL 25 DAILY SPELLS
Blast of Corruption
Daily - Arcane, Implement; Varies
Standard Action - Close blast 5
Target: Each creature in blast
Attack: Constitution vs. Reflex
Hit: 3d8 + Constitution modifier acid, fire, necrotic,
or poison damage. Roll a d4 twice for each target to
determine the damage types and effects:
_1. Acid: The target takes a -2 penalty to all defenses
___and ongoing 5 acid damage (save ends both).
_2. Fire: The target takes ongoing 15 fire damage
___(save ends).
_3. Necrotic: The target is blinded (save ends).
_4. Poison: The target is dazed (save ends).
Miss: Half damage. Roll once for each target to
determine the damage type.
_Abyssal Pact: The target also suffers the
_corresponding effect.

Glimpse of Obliteration
Daily - Arcane, Fear, Implement, Psychic
Standard Action - Ranged 5
Attack: Constitution vs. Will
Hit: 3d10 + Constitution modifier psychic damage, and
the target is stunned (save ends).
Miss: You are dazed until the end of your next turn.
_Abyssal Pact: On a miss, this power is not expended.

LEVEL 27 ENCOUNTER SPELLS
Baleful Armaments
Encounter - Arcane, Fire, Implement, Lightning
Standard Action - Close burst 5
Target: One creature in burst
Attack: Constitution vs. Reflex
Hit: 3d4 + Constitution modifier fire damage, plus
ongoing 5 fire damage (save ends) and you pull the
target 5 squares.
Effect: Make a secondary attack in a close burst 1:
_Secondary Target: Each creature in burst
_Secondary Attack: Constitution vs. Reflex
_Hit: 2d10 + Constitution modifier lightning damage,
_and you push the target 1 square and knock it prone.
Abyssal Pact: At the beginning of your next turn, each
creature within 2 squares takes fire damage equal to
your Intelligence modifier, or twice that amount if you
are bloodied.

Dual Gaze of Madness
Encounter - Arcane, Implement, Psychic
Standard Action - Close blast 3
Target: One creature in blast
Attack: Constitution vs. Will
Hit: 1d6 + Constitution modifier psychic damage, and
the target is stunned until the end of your next turn.
Effect: Make a secondary attack:
_Secondary Target: A second creature in blast
_Secondary Attack: Constitution vs. Will
_Hit: 1d6 + Constitution modifier psychic damage,
_and you slide the target a number of squares equal to
_your Constitution modifier, and it makes a basic attack
_against a creature of your choice.
Abyssal Pact: Increase the area to a close blast 5.

LEVEL 29 DAILY SPELLS
Abyssal Apotheosis
Daily - Arcane, Implement, Polymorph, Psychic
Minor Action - Personal
Effect: You assume the form of a lesser demon prince
until the end of the encounter. Your size becomes Large,
you gain resist 10 variable (3/encounter), and at the
beginning of your turn each creature adjacent to you
takes 10 damage. You gain the following attacks:
_Slam Attack: Standard action; reach 2; one creature;
_Constitution vs. Reflex; 2d10 + Constitution modifier
_damage. You can use this power as a melee basic attack.
_Double Attack: Standard action; make two melee
_basic attacks, each against a different target.
_Gaze of Torment: Once per encounter; standard
_action; close blast 5; each creature in blast; Constitution
_vs. Will; 2d8 + Constitution modifier psychic damage,
_and the target is stunned until the end of your next turn.
At the beginning of your turn, you take 10 damage, which
cannot be reduced in any way. At the end of your turn,
you can make a saving throw. If you save, the effects of
this power end.
Abyssal Pact: You gain a +2 bonus to attack rolls
while bloodied, and the amount of variable resistance
you gain increases by 10.

Heart of Darkness
Daily - Arcane, Implement, Zone
Standard Action - Close burst 5
Effect: The burst creates a zone of chaotic and unholy
darkness that lasts until the end of your next turn.
When you move, the zone moves with you, remaining
centered on you. Each creature, other than you, treats
the area as totally obscured, and takes 20 damage
whenever it enters the zone or starts its turn there.
When a creature ends its turn within the zone, make a
Constitution vs. Will attack. On a hit, the target is
pulled 5 squares.
Sustain Move: The zone persists, and you take 20
damage, which cannot be reduced in any way. Make
a Constitution vs. Will attack in a close burst 1. On a hit,
the target is stunned until the end of your next turn.
_Abyssal Pact: Reduce the damage you take each
_time you sustain the zone by 10.


Paragon Paths

Apostle of Undoing


Destructive Fanatic
Prerequisite: Warlock, abyssal pact

Destructive Fanatic Path Features
Dual-Minded Action (11th level): Once per day, when you spend an action point to take an extra action, you gain an additional standard action.
(11th level):
(16th level):

Destructive Fanatic Spells


Disciple of the Mad Depths
Prerequisite: Warlock, abyssal pact

Disciple of the Mad Depths Path Features
Drowning Action (11th level): When you spend an action point to make an attack, one creature hit by the attack takes ongoing 5 damage and a -2 penalty to Fortitude (save ends).
The Abyss Stares Back (11th level): When a creature makes an attack against your Will defense and misses, that creature takes 2d6 psychic damage.
(16th level):

Disciple of the Mad Depths Spells
Drone of the Deep
Encounter - Arcane, Implement, Psychic
Standard Action - Close blast 5
Target: Each creature in blast
Attack: Constitution vs. Will
Hit: 1d6 + Constitution modifier psychic damage. Roll
a d4 for each target to determine the effect:
_1. Push the target 1 square.
_2. Pull the target 1 square.
_3. Slide the target 1 square.
_4. The target is dazed until the end of your next turn.

Darkest Vortex
Daily - Arcane, Implement, Teleportation, Zone
Standard Action - Area burst 3 within 10 squares
Target: Each creature in burst
Attack: Constitution vs. Will
Hit: 1d8 + Constitution modifier damage, and you slide
the target 2 squares closer to the origin square of the
burst. A creature cannot be pulled into the origin square.
Effect: The burst creates a zone of swirling darkness
that lasts until the end of your next turn. The zone is
difficult terrain. Each creature that enters the zone or
starts its turn there takes 1d8 + your Constitution
modifier damage and is pulled 2 squares closer to the
origin square of the burst. Teleport each creature that
ends its turn in the origin square 10 squares, but not
into dangerous terrain.


Venom-Tongue Prodigy
Prerequisite: Warlock, abyssal pact

Venom-Tongue Prodigy Path Features
(11th level):
(11th level):
(16th level):

Venom-Tongue Prodigy Spells