Monday, September 18, 2017

Chosen of Two Patrons - Tiefling (Winged Variant) Fiendish Pact Warlock

Works for the over-the-top battle-form they often took.
This character is based on a tiefling witch I played in a Mythic Pathfinder campaign focused on settling a newly discovered continent. Due to the inclusion of the Mythic rules, they got very powerful for their level.



They started as a tiefling witch with some at-will change self and a procompsognathid familiar. They had a connection to two gods, one was Liss, a CN goddess of fire and bounty hunting who had used to be a red dragon. The other was their mother, a pathfinder canon succubus goddess who desires to become a good guy but has little to no idea about how it works. This dual interest by chaotic gods was Ahriah's mythic seed for the game. With the gods being CN and CE and Ahriah being a very frustrated CG. My idea for their mythic path was being the first example of a newly created race. My thoughts that would be something like an eberron style changeling but in the end, both goddesses interferred and while the campaign ended with Ahriah pregnant with the first of this new race, we didn't get far enough to learn what it would be like. I'm not entirely sure what the GM had in mind.

As a side note, Ahriah is gender-fluid and non-binary, hence the use of "they". However, they frequently presented a very public image of definite femininity as a way of keeping people from considering that they would be just as comfortable and willing to take a male form as they were a female form. Ahriah only revealed their tiefling nature late, after their pregnancy made shapeshifting difficult or impossible, but by then their contributions and basic good nature were well-recognized. Also by then, they had the full half-succubus trait and had several draconic features due to the manipulations of both their mother and Liss.

In-town androgynous half-elf form.
Ahriah started out their life using their innate shape-shifting abilities to conceal themselves in a culture dominated by aasimar that were more concerned with appearance and being self-righteous than actually supporting the cause of the heavens. Among other things their life was saved by a paladin in one identity who later discovered their tiefling nature in another identity and has since vowed to hunt them down and either "purify" them or just kill them.

To survive Ahriah acted as a bounty hunter, using guiles rather force. But their success eventually attracted the attention of Liss who decided to grant the tiefling some level of power, causing them to become a witch whether they liked it or not. With this increase in power, the tiefling started attracting their mother's attention for the first time. Eventually, Ahriah decided to leave the civilized continent and join a colony ship heading to a newly discovered far shore...and as soon as they arrived, their unwanted patron and sinister mother both expressed an interest in some artifacts that might be on the continent leading Ahriah to the conclusion that her attempt to escape was engineered.

In 5e, I plan to represent them as a Fiendish Warlock, while their patron is a full goddess, she and Liss don't have the cooperation a cleric would have so the powers are better fit as a warlock. The interference of Liss's mother means that the fiery draconic powers granted by Liss are modified by the demon-goddesses abyssal nature. While in Pathfinder, Ahriah had Alter Self at will somehow, I forget exactly why, which allowed them to alter their apparent gender and race as much as they wanted, in 5e that won't be possible until around level 15. Until then they will be physical female though they will have the Change Self invocation once that opens up.

Note in Pathfinder, her familiar gained the ability to turn into a gun (Mythic powers are weird) and she multi-classed into gunslinger. Not planning to do that here.

For this I am using my typical theoretical 30 pt array of 15, 14, 13, 12, 11, 10.

1st Level Fiendish Pact Warlock
Str: 10
Dex: 14
Con: 12
Int: 12
Wis:13
Cha: 17

HP: 9
AC: 12
Save DC: 13

Speed: 30ft (Fly 30 ft)

Proficiency Bonus: +2

Darkvision 60ft
Wings
Hellish Resistance

Armor Proficiencies: Light Armor
Weapons: Simple Weapons
Tools: Alchemist Kit
Saving Throws:Wisdom, Charisma
Languages: Common, Infernal, Draconic

Proficient Skills
Arcana (Warlock) +3
Deception (Bounty Hunter) +5
Insight (Bounty Hunter) +3
Religion (Warlock) +3

Background: Bounty Hunter

Otherworldly Patron - Liss the First Sorceress (Fiendish - Mechanically)
Pact Magic
Dark One's Blessing

Cantrips: Create Bonfire, Eldritch Blast

Spell Slots: 1 (1st)

Spells: Healing Elixir, Hex

Reasoning: I'll have to wait for second level before I can grab the Invocation for Change Self. But as a witch they mostly started with some basic cursing and investigative spells. However, they were also a potion maker for the colony and thus I went with Healing Elixir. They is also going to have to wait until later to get their procompsognathid familiar.


2nd to 5th Level

2nd Level - Eldritch Invocations: Mask of Many Faces, Armor of Shadows, +6 HP (15)
Spell: Sense Emotion

3rd Level - Pact Boon: Pact of the Chain: Compy, +6 HP (21)
Spell: Scorching Ray

4th Level - Ability Score Improvement: Skilled: Acrobatics, Persuasion, Stealth, +6 HP (27)
Cantrip: Minor Illusion
Spell: Burning Hands

5th Level - Proficiency Bonus: +3, Evocation: Kiss of Mephistopheles, +6 HP (33)
Spell: Counterspell

Reasoning: Most of the spell choices were split between Liss's position as a draconic goddess of fire and Ahriah's more subtle approach to things. There are no stats for the Procompsognathid, so I am basically going to use the velociraptor stats. I know that sounds bad, but realize the velociraptor stats found in Volo's are more representative of the turkey sized real-life velociraptors rather than the Jurassic Park things, which are more like deinonchyus.

5th Level Statistics


5th Level Fiendish Pact Warlock
Str: 10
Dex: 14
Con: 12
Int: 12
Wis:13
Cha: 17

HP: 33
AC: 12 (15 with Armor of Shadows)
Save DC: 14

Speed: 30ft (Fly 30 ft)

Proficiency Bonus: +3

Darkvision 60ft
Wings
Hellish Resistance

Armor Proficiencies: Light Armor
Weapons: Simple Weapons
Tools: Alchemist Kit
Saving Throws:Wisdom, Charisma
Languages: Common, Infernal, Draconic

Proficient Skills
Acrobatics (Skilled) +5
Arcana (Warlock) +4
Deception (Bounty Hunter) +6
Insight (Bounty Hunter) +4
Persuasion (Skilled) +6
Religion (Warlock) +4
Stealth (Skilled) +5

Feats: Skilled

Background: Bounty Hunter

Otherworldly Patron - Liss the First Sorceress (Fiendish - Mechanically)
Pact Magic
Dark One's Blessing
Eldritch Invocations: Armor of Shadows, Kiss of Mephistopheles, Mask of Many Faces
Pact Boon: Pact of the Chain

Compy: Tiny Beast, AC: 13, HP: 10, Bite: +4 to hit, 1d6+2 piercing; Claws: +4 to hit, 1d4+2, Pack Tactics, Str: 6, Dex: 14, Con: 13, Int: 4, Wis: 12, Cha: 6

Cantrips: Create Bonfire, Eldritch Blast, Minor Illusion

Spell Slots: 2 (3rd)

Spells: Burning Hands, Counterspell, Healing Elixir, Hex, Scorching Ray, Sense Emotion

6th to 10th Level


6th Level - Dark One's Own Luck, +6 HP (39)
Spell: Remove Curse

7th Level - Invocation: Voice of the Chain Master, +6 HP (45)
Spell: Fireball

8th Level - Ability Score Improvement: Diplomatic, +6 HP (51)
Spell: Hallucinatory Terrain

9th Level - Proficiency Bonus +4, Invocation: Devil's Sight, +6 HP (57)
Spell: Hallow

10th Level - Fiendish Resilience, +6 HP (63)
Cantrip: Prestidigitation
Spell: Investiture of Flame

Reasoning: Remove Curse and Hallow once again point to the fact that Ahriah was acting as a town witch and providing wards and protections where they could. Also, while Liss was CN and their mother was CE, their mother was actively trying to be good and Liss was mostly interested in Ahriah and what they did with the power granted. Hallucinatory Terrain points to Ahriah's tricksy nature while Chain Master and Devil's Sight are just useful utilitarian abilities. Investiture of Flame and Fireball are full on Liss, however. In fact, in Pathfinder, they had a spell similar to Investiture of Flame that also allowed them to set things on fire by staring at them. The one time they used it was also the one-time they went into a full on Liss inspired rage of fire and destruction that helped turn aside the enemies but also reduced a large swath of forest to ash. Diplomatic gives them +1 Cha and also doubles the proficiency bonus to her Persuasion check.

 

10th Level Statistics



10th Level Fiendish Pact Warlock
Str: 10
Dex: 14
Con: 12
Int: 12
Wis:13
Cha: 18

HP: 63
AC: 12 (15 with Armor of Shadows)
Save DC: 16

Speed: 30ft (Fly 30 ft)

Proficiency Bonus: +4

Darkvision 60ft
Wings
Hellish Resistance

Armor Proficiencies: Light Armor
Weapons: Simple Weapons
Tools: Alchemist Kit
Saving Throws:Wisdom, Charisma
Languages: Common, Infernal, Draconic

Proficient Skills
Acrobatics (Skilled) +6
Arcana (Warlock) +5
Deception (Bounty Hunter) +8
Insight (Bounty Hunter) +5
Persuasion (Skilled) +12
Religion (Warlock) +5
Stealth (Skilled) +6

Feats: Diplomatic, Skilled

Background: Bounty Hunter

Otherworldly Patron - Liss the First Sorceress (Fiendish - Mechanically)
Pact Magic
Dark One's Blessing
Eldritch Invocations: Armor of Shadows, Devil's Sight, Kiss of Mephistopheles, Mask of Many Faces, Voice of the Chain Master
Pact Boon: Pact of the Chain
Fiendish Resilience

Compy: Tiny Beast, AC: 13, HP: 10, Bite: +4 to hit, 1d6+2 piercing; Claws: +4 to hit, 1d4+2, Pack Tactics, Str: 6, Dex: 14, Con: 13, Int: 4, Wis: 12, Cha: 6

Cantrips: Create Bonfire, Eldritch Blast, Minor Illusion, Prestidigitation

Spell Slots: 2 (5th)

Spells: Burning Hands, Counterspell, Fireball, Hallow, Hallucinatory Terrain, Healing Elixir, Hex, Investiture of Flame, Remove Curse, Scorching Ray, Sense Emotion

 

11th to 15th Level


11th Level - Mystic Arcanum: True Seeing, +6 HP (69)
Spell: Banishment

12th Level - Ability Score Improvement: Silver-Tongued, Invocation: Trickster's Escape +6 HP (75)

13th Level - Proficiency Bonus +5, Mystic Arcanum: Plane Shift, +6 HP (81)
Spell: Scrying

14th Level - Hurl Through Hell, +6 HP (87)

15th Level - Mystic Arcanum: Glibness, Replace Invocation: Mask of Many Faces, Invocation: Master of Myriad Forms, Shroud of Shadow, +6 HP (93)
Spell: Flame Strike

Reasoning: Master of Myriad Forms finally gives them the shapeshifting they had from first level in Pathfinder, Silver-Tongued makes them extremely deceptive and bumps their Charisma a little bit. Most of the spells and invocations here accentuate their trickster or advisor nature. Banishment again focuses on their adopted role as town/kingdom witch dealing with arcane entities. Flame Strike adds some divine heft to their fire spells with some radiant damage.

15th Level Statistics


15th Level Fiendish Pact Warlock
Str: 10
Dex: 14
Con: 12
Int: 12
Wis:13
Cha: 19

HP: 93
AC: 12 (15 with Armor of Shadows)
Save DC: 17

Speed: 30ft (Fly 30 ft)

Proficiency Bonus: +5

Darkvision 60ft
Wings
Hellish Resistance

Armor Proficiencies: Light Armor
Weapons: Simple Weapons
Tools: Alchemist Kit
Saving Throws:Wisdom, Charisma
Languages: Common, Infernal, Draconic

Proficient Skills
Acrobatics (Skilled) +7
Arcana (Warlock) +6
Deception (Bounty Hunter) +14
Insight (Bounty Hunter) +6
Persuasion (Skilled) +14
Religion (Warlock) +6
Stealth (Skilled) +7

Feats: Diplomatic, Silver-Tongued, Skilled

Background: Bounty Hunter

Otherworldly Patron - Liss the First Sorceress (Fiendish - Mechanically)
Pact Magic
Dark One's Blessing
Eldritch Invocations: Armor of Shadows, Devil's Sight, Kiss of Mephistopheles, Master of Myriad Forms, Shroud of Shadow, Trickster's Escape, Voice of the Chain Master
Pact Boon: Pact of the Chain
Fiendish Resilience
Mystic Arcanum: Glibness, Plane-Shift, True-Seeing
Hurl Through Hell

Compy: Tiny Beast, AC: 13, HP: 10, Bite: +4 to hit, 1d6+2 piercing; Claws: +4 to hit, 1d4+2, Pack Tactics, Str: 6, Dex: 14, Con: 13, Int: 4, Wis: 12, Cha: 6

Cantrips: Create Bonfire, Eldritch Blast, Minor Illusion, Prestidigitation

Spell Slots: 3 (5th)

Spells: Banishment, Burning Hands, Counterspell, Fireball, Flame Strike, Hallow, Hallucinatory Terrain, Healing Elixir, Hex, Investiture of Flame, Remove Curse, Scorching Ray, Scrying, Sense Emotion

16th to 20th Level


16th Level - Ability Score Improvement: Empathic, +6 HP (99)

17th Level - Proficiency Bonus +6, Mystic Arcanum: Foresight, +6 HP (105)
Spell: Misty Step

18th Level - Invocation: Eyes of the Rune Keeper, +6 HP (111)

19th Level - Ability Score Improvement: +1 Cha, +1  Wis, +6 HP (117)
Spell: Magic Circle

20th Level - Eldritch Master, +6 HP (123)

Reasoning: The last couple of spell selections were a bit random, they go along with the theme but are things that they likely should have picked up earlier if they were going to use them. Empathic makes their Insight check formidable to match their Persuasion and Deception skills. Eyes of the Rune Keeper is another power that might have been better to acquire early on. Foresight is just a very good power. I was tempted to take Magic Initiate: Cleric at the end there, but decided to cap up the Charisma instead.

20th Level Statistics


10th Level Fiendish Pact Warlock
Str: 10
Dex: 14
Con: 12
Int: 12
Wis:15
Cha: 20

HP: 123
AC: 12 (15 with Armor of Shadows)
Save DC: 19

Speed: 30ft (Fly 30 ft)

Proficiency Bonus: +6

Darkvision 60ft
Wings
Hellish Resistance

Armor Proficiencies: Light Armor
Weapons: Simple Weapons
Tools: Alchemist Kit
Saving Throws:Wisdom, Charisma
Languages: Common, Infernal, Draconic

Proficient Skills
Acrobatics (Skilled) +8
Arcana (Warlock) +7
Deception (Bounty Hunter) +17
Insight (Bounty Hunter) +14
Persuasion (Skilled) +17
Religion (Warlock) +7
Stealth (Skilled) +8

Feats: Diplomatic, Empathic, Silver-Tongued, Skilled

Background: Bounty Hunter

Otherworldly Patron - Liss the First Sorceress (Fiendish - Mechanically)
Pact Magic
Dark One's Blessing
Eldritch Invocations: Armor of Shadows, Devil's Sight, Eyes of the Rune Keeper, Kiss of Mephistopheles, Master of Myriad Forms, Shroud of Shadow, Trickster's Escape, Voice of the Chain Master
Pact Boon: Pact of the Chain
Fiendish Resilience
Mystic Arcanum: Foresight, Glibness, Plane-Shift, True-Seeing
Hurl Through Hell

Compy: Tiny Beast, AC: 13, HP: 10, Bite: +4 to hit, 1d6+2 piercing; Claws: +4 to hit, 1d4+2, Pack Tactics, Str: 6, Dex: 14, Con: 13, Int: 4, Wis: 12, Cha: 6

Cantrips: Create Bonfire, Eldritch Blast, Minor Illusion, Prestidigitation

Spell Slots: 3 (5th)

Spells: Banishment, Burning Hands, Counterspell, Fireball, Flame Strike, Hallow, Hallucinatory Terrain, Healing Elixir, Hex, Investiture of Flame, Magic Circle, Mystic Step, Remove Curse, Scorching Ray, Scrying, Sense Emotion


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