HellockBuildThoughts
From Shadowfell Geographic Society
Okay, let's start building a Hellock and play around:
Contents |
Stats
Con is primary, so put an 18 there, with a two point boost to 20. Int is a very important secondary stat, so assert it at 14. Next is Cha, an 11, but it'll get a two point boost in a moment to 13. You're not going to take many Cha powers. Dump stat is Str.
Race
Con is obviously the most important stat for a Hellock, followed by Int, then Cha. Nobody gets Con and Int except the Githyanki, but Con and Cha are available as a halfelf. Dilettante isn't amazingly useful for a Warlock, but it can still be of some use.
Skills
- Diplomacy +2
- Insight +2
Dilettante
You want a Con based power preferably, but they don't exist. AoE's are very nice to take as an encounter power, or other buffs. Paladin at-wills are pretty useless, especially since you already have a source of temp HPs. That leaves Int, so you're looking at Wizard. Take either Magic Missile (for the Range 20), or Thunderwave (for the Close Blast 3). Alternately, Commander's Strike (Warlord) lets someone else take a melee basic.
Dual Heritage
This is the cool power, just because you can take Action Surge.
Group Diplomacy
The dwarven cleric is going to love you.
Class
You're taking Warlock/Infernal, so you'll be doing lots of damage.
Dark One's Blessing
Every time a cursed target goes down, you'll be getting your level in temp HP. this actually combines nicely with Hellish Rebuke - you're willing to take a little damage to deal even more to someone else.
Shadow Walk
Keep moving. effectively a +2 to all of your defenses.
Prime Shot
Circle targets, so you and Helena are both equally close.
Skills
Unfortunately, no Con skills are in class for you. but Arcana, Int, Religion, and Bluff are not bad choices.
Defenses
Plus 1 to ref and will are nice, since your Fort is going to be well covered.
HP
7 + Con + 5* Level. At 6th level, you're have 58 HP - more than the party fighter. You'll also have more surges than you know what to do with - consider items that let you use surges on behalf of others.
Powers
L1 at will
No choices here. Eldritch Blast is your ranged basic, and Hellish Rebuke is your pact determined at will. They both target Reflex, so you're deciding between d10 and d6 fire, with the possibility of more damage if you get hurt. Master's Wand of Hellish Rebuke is a cool item for you to consider grabbing here.
L1 encounter
You actually have two choices. Both do 2d8+conmod damage. Vampiric Embrace (vWill, gain 5+int temp HP) or Diabolic Grasp (vFort, slide 1+intmod). VE is nice in that it target Will (average lowest monster defense); the DG slide is nice with your L5 daily, and with helping control the battlefield.
L1 Daily
We ought to have enough people on the front line that Armor of Agathis is unlikely the right choice for you. Flames of Phlegethos, with its 3d10, and 5 ongoing fire, is your boomstick.
L2 utility
Ethereal Stride - a move action that gives you a +2 to all defenses, and lets you teleport out of a bad spot?
L3 encounter
Fiery Bolt - your version of scorching burst, only mostly better. one attack roll; if it hits, 3d6 + conmod damage, and everyone adjacent to it takes d6 +conmod+intmod? You could take Frigid Darkness, because making someone grant CA is nice, but you don't get the Star Pact splufty.
L5 Daily
Hunger of Hadar. it's only downside is that you will use an minor action per turn to sustain it, but put it next to the fighter, (who has push and slide atwills) and fun and games will ensue.
L6 utility
Tough call. Spider Climb gives you a climb speed once per encounter, nice for, say, getting on top of a building. Fey Switch lets you swap places with someone; either to bring the tank into the danger you got yourself into, or to get the wizard out of his mess. Shroud of Black Steel lets you boost your AC and Fortitude for one encounter per day, at the cost of mobility. Dark One's Own Luck gives you one reroll a day. I'd take Spider Climb, probably, but Fey Switch also isn't bad.
Feats
Unfortunately, you're going to find that there are not many feats you want and/or qualify for. You won't have the stat prereqs for the few damage boost feats, but that's okay; your high Con effectively gives you a better benefit.
Warlock Feats
Did I say feats? Oh, I meant feat. Each warlock pact gets exactly one feat to take, and you want yours - Improved Dark One's Blessing. Every time a cursed enemy goes down, level+3 temp HP for you.
Racial Feats
Here is where you find interesting and must have feats.
- Action Surge. Why your Daddy took Human as his race; you want it too.
- Human Perserverance. enh. +1 on saves is nice, but not compelling.
- Group Insight. +1 for the rest of the party to Insight and Initiative. Of course we'll all tell you to take it.
- Light Step. Makes us all move faster. Cool, if we're doing overland chases. Except if we do that, we'll steal horses first.
Attribute Feats you qualify for
- Fast Runner. Well, if you had an interesting melee basic, sure.
- Jack of All Trades. A nice +2 on all those skills you only assist with?
- Linguist. Aroc already took this, but maybe he's giving it back.
no prereq feats
- Alertness. nice boost to perception, and you don't grant CA when surprised. um, NOT.
- Defensive Mobility. Might come in handy when surrounded. Oh, that's what Fey Step and Ethereal Stride are for.
- Durable. Because 11 healing surges clearly isn't enough.
- Improved Initiative. +4 to init is never to be scoffed at. As a striker, you want to be attacking early and often.
- Mounted Combat. Um, yeah.
- Skill Training. You might want to consider Stealth.
- Toughness. You already have the most HP in the party.
- Weapon Proficiency/Weapon Focus. Your weapon is your wand.
- Wintertouched. Exactly 4 MM creatures have cold vulnerability. Don't even consider this.
multiclass feats
You qualify for multiclass wizard. Which basically gives you Dilettante again, and training in ... Arcana.
What to take
Action Surge, Improved Dark One's Blessing, Group Insight, and Improved Initiative. At 8th level, start tossing coins.