Kalir
2009-04-14, 02:13 AM
So here's the story. I made a character (who has yet to run in any games) who is a half-elven star warlock. Thing is, when he got his warlock powers, they came from a cursed artifact, a mask with a star pattern. While it did grant him warlock powers... well, y'know how most people have a face? Yeah.
Anyway, I figured he'd want to get rid of this pact, more than anything. It would probably be a great epic destiny, right? So I look for one, can't find it. This is my homebrew version of such an epic destiny. I know the 26th level powers are pretty crazy, but I really do like them. If you have any ideas for them, do tell.
Pact Breaker
Long ago, you pledged fealty to fell entities for power. You have since grown older and wiser, and now begin to turn away from these entities.
Prerequisite: 21st level warlock
When you first became a warlock, you made a pact with some manner of powerful being: maybe demonic overlords, maybe masters of the Feywild, and maybe unknowns from beyond the stars. The costs exacted by these beings have proven to be far higher than the benefits of the pact, and now you aim to escape this pact. It has taken a long time, but your spirit is strong enough to even challenge these beings, even if it is through mere insubordination. It's not an easy path by any means, but you took the easy road once, long ago, and you've learned from your error.
Your abilities draw from fell sources, but you have begun to wean yourself from them, shifting their powers to draw from your own abilities. It has changed their nature ever-so-slightly, but the change is welcome, and you'll need it to deal with the agents of your "beneficiary". Perhaps you do this to help your allies without their suspicions of your abilities, or maybe you care not for their opinions and only want a way out, but either way, you're prepared to do what it takes to reverse the effects of your pact.
The Final Outcome
At this point, you're unsure of what will await you in the end. Naturally, the powers you have made a pact with are loathe to renege on the deal, and their agents will move swiftly to deal with you. Assuming you succeed, you'll finally be free from their torment.
Upon completion of your final quest, your warlock powers disappear completely. The pact is dissolved, and either the agents of your pact master cease to harass you or your independent abilities are enough to deal with them. Whatever the case, you're completely free from their orders.
As far as fame goes, you might not be known for much other than settling down and living a simple life afterwards. Lands that once spurned you for your malevolent powers now openly welcome you. Word may even spread that it is possible to break free of warlock pacts, to the great relief of some and to the disgusted pity of others who have no intention of relinquishing their powers. Whatever occurs to the world at large does not worry you, as you have finally earned rest.
Pact Breaker Features:
All pact breakers have the following features.
Pact Subversion (21st level): Upon taking this destiny, you begin to subvert the nature of your pact, which changes the nature of your abilities tied to your pact.
Fey (Mind): You lose the Eyebite at-will power, and instead gain the Oracle's Gaze at-will power. You gain a +2 bonus to attack rolls and an additional 2d6 Warlock's Curse damage against creatures of the Fey origin under the effect of your Warlocks' Curse.
Infernal (Body): You lose the Hellish Rebuke at-will power, and instead gain the Flame of Vigor at-will power. You gain a +2 bonus to attack rolls and an additional 2d6 Warlock's Curse damage against creatures with the Devil or Demon subtypes under the effect of your Warlock's Curse.
Star (Soul): You lose the Dire Radiance at-will power, and instead gain the Stellar Soul at-will power. You gain a +2 bonus to attack rolls and an additional 2d6 Warlock's Curse damage against creatures of the Aberrant origin under the effects of your Warlock's Curse.
In addition, when placing a Curse upon a foe, you can choose to reduce the number of damage dice associated with your Curse. If you do so, your Pact Boon benefit is granted to you and a number of allies equal to the number of damage dice you sacrificed when the target of the curse is reduced to 0 hitpoints or fewer, instead of just to you.
Pact Denial (24th level): Once per encounter, you may forego one of your non-utility encounter warlock powers. If you do so, you gain +4 to two ability scores depending on your pact until the end of the encounter (or for 5 minutes). Infernal pact breakers gain this to Intelligence and Constitution, fey pact breakers gain this to Intelligence and Charisma, and star pact breakers gain this to Constitution and Charisma.
Pact Resistance (26th level): You gain the utility power appropriate for your pact.
Fey (Mind): Gain the Crystalline Mind utility power.
Infernal (Body): Gain the Tenacious Might utility power.
Star (Soul): Gain the Solar Spirit utility power.
Pact Independence (30th level): Once per encounter, you may forgo one of your non-utility daily warlock powers. If you do so, you gain an action point. These daily powers cannot be recovered except by taking an extended rest.
Pact Breaker Powers:
Oracle's Gaze
Pact Breaker (Mind) Attack 21
You close your eyes, yet they illuminate brightly all the same. You peer into the mind of your foe, and mentally clear away all obstructions, both of their mind and your view.
At-Will: Arcane, Charm, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage, and you may disregard all cover and concealment the target has until the end of your next turn.
Flame of Vigor
Pact Breaker (Body) Attack 21
You strike out with a clenched fist, which sends a brilliantly glowing flame to strike foes. The flame is tied to your life, burning brightly alongside your vitality.
At-Will: Arcane, Fire, Implement
Standard Action, Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 2d6 + Constitution modifier fire damage. If you do not take damage before the end of your next turn, the target takes an extra 2d6 + Constitution modifier fire damage.
Stellar Soul
Pact Breaker (Soul) Attack 21
Although none can perceive it but you and your foe, you glow with an intense light, bright as the sun, that seems to hound and chase down your enemy should they run.
At-Will: Arcane, Fear, Implement, Radiant
Standard Action, Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 2d6 + Constitution modifier radiant damage. If the target moves away from you on its next turn, it takes an extra 2d6 + Constitution modifier radiant damage.
Tenacious Might
Pact Breaker (Body) Utility 26
In a sudden burst of determination, you cast aside your demonic powers, bring your fists or weapon forward, and prepare to prove yourself as a powerful foe, infernal powers be damned!
Daily: Stance
Minor Action, Personal
Effect: You may use your Constitution score to determine attacks and damage for basic melee attacks, instead of Strength. You gain 20 temporary hit points, +1 to all defenses, an additional +2 to AC, and an extra healing surge. Your unarmed attack increases by one die, and you may use the enchantment bonus of your warlock implement (if any) to add to unarmed attacks instead. You may not use warlock spells.
Solar Spirit
Pact Breaker (Soul) Utility 26
You wrench your mind free from the grip of the icy depths of the night sky, bringing forth a brilliant radiance that revitalizes your allies. It comes with the temporary cost of your fell powers, but the respite is welcome.
Daily: Stance
Minor Action, Personal
Effect: Allies within 10 squares of you gain regeneration equal to either your Charisma or Constitution score and +1 to all defenses. You may use a standard action to grant either your Charisma or Constitution modifier as a bonus to the next d20 attack roll an ally within 10 squares makes. You may use a standard action to teleport an ally within 10 squares to any other square within 10 squares. You may not use warlock spells.
Crystalline Mind
Pact Breaker (Mind) Utility 26
Your mind pulses with unrestrained power, freeing yourself from both the trickeries of your fey masters and the material concerns of the battle around you. Even as your body lifts and your spells leave you, your mind roams free, immortal and unstoppable.
Daily: Stance
Minor Action, Personal
Effect: You deal psychic damage equal to twice your Charisma modifier to enemies within 10 squares at the end of your turn. You gain a speed of fly 8, +2 to all defenses, and become invisible. You may not use warlock spells.
Anyway, I figured he'd want to get rid of this pact, more than anything. It would probably be a great epic destiny, right? So I look for one, can't find it. This is my homebrew version of such an epic destiny. I know the 26th level powers are pretty crazy, but I really do like them. If you have any ideas for them, do tell.
Pact Breaker
Long ago, you pledged fealty to fell entities for power. You have since grown older and wiser, and now begin to turn away from these entities.
Prerequisite: 21st level warlock
When you first became a warlock, you made a pact with some manner of powerful being: maybe demonic overlords, maybe masters of the Feywild, and maybe unknowns from beyond the stars. The costs exacted by these beings have proven to be far higher than the benefits of the pact, and now you aim to escape this pact. It has taken a long time, but your spirit is strong enough to even challenge these beings, even if it is through mere insubordination. It's not an easy path by any means, but you took the easy road once, long ago, and you've learned from your error.
Your abilities draw from fell sources, but you have begun to wean yourself from them, shifting their powers to draw from your own abilities. It has changed their nature ever-so-slightly, but the change is welcome, and you'll need it to deal with the agents of your "beneficiary". Perhaps you do this to help your allies without their suspicions of your abilities, or maybe you care not for their opinions and only want a way out, but either way, you're prepared to do what it takes to reverse the effects of your pact.
The Final Outcome
At this point, you're unsure of what will await you in the end. Naturally, the powers you have made a pact with are loathe to renege on the deal, and their agents will move swiftly to deal with you. Assuming you succeed, you'll finally be free from their torment.
Upon completion of your final quest, your warlock powers disappear completely. The pact is dissolved, and either the agents of your pact master cease to harass you or your independent abilities are enough to deal with them. Whatever the case, you're completely free from their orders.
As far as fame goes, you might not be known for much other than settling down and living a simple life afterwards. Lands that once spurned you for your malevolent powers now openly welcome you. Word may even spread that it is possible to break free of warlock pacts, to the great relief of some and to the disgusted pity of others who have no intention of relinquishing their powers. Whatever occurs to the world at large does not worry you, as you have finally earned rest.
Pact Breaker Features:
All pact breakers have the following features.
Pact Subversion (21st level): Upon taking this destiny, you begin to subvert the nature of your pact, which changes the nature of your abilities tied to your pact.
Fey (Mind): You lose the Eyebite at-will power, and instead gain the Oracle's Gaze at-will power. You gain a +2 bonus to attack rolls and an additional 2d6 Warlock's Curse damage against creatures of the Fey origin under the effect of your Warlocks' Curse.
Infernal (Body): You lose the Hellish Rebuke at-will power, and instead gain the Flame of Vigor at-will power. You gain a +2 bonus to attack rolls and an additional 2d6 Warlock's Curse damage against creatures with the Devil or Demon subtypes under the effect of your Warlock's Curse.
Star (Soul): You lose the Dire Radiance at-will power, and instead gain the Stellar Soul at-will power. You gain a +2 bonus to attack rolls and an additional 2d6 Warlock's Curse damage against creatures of the Aberrant origin under the effects of your Warlock's Curse.
In addition, when placing a Curse upon a foe, you can choose to reduce the number of damage dice associated with your Curse. If you do so, your Pact Boon benefit is granted to you and a number of allies equal to the number of damage dice you sacrificed when the target of the curse is reduced to 0 hitpoints or fewer, instead of just to you.
Pact Denial (24th level): Once per encounter, you may forego one of your non-utility encounter warlock powers. If you do so, you gain +4 to two ability scores depending on your pact until the end of the encounter (or for 5 minutes). Infernal pact breakers gain this to Intelligence and Constitution, fey pact breakers gain this to Intelligence and Charisma, and star pact breakers gain this to Constitution and Charisma.
Pact Resistance (26th level): You gain the utility power appropriate for your pact.
Fey (Mind): Gain the Crystalline Mind utility power.
Infernal (Body): Gain the Tenacious Might utility power.
Star (Soul): Gain the Solar Spirit utility power.
Pact Independence (30th level): Once per encounter, you may forgo one of your non-utility daily warlock powers. If you do so, you gain an action point. These daily powers cannot be recovered except by taking an extended rest.
Pact Breaker Powers:
Oracle's Gaze
Pact Breaker (Mind) Attack 21
You close your eyes, yet they illuminate brightly all the same. You peer into the mind of your foe, and mentally clear away all obstructions, both of their mind and your view.
At-Will: Arcane, Charm, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage, and you may disregard all cover and concealment the target has until the end of your next turn.
Flame of Vigor
Pact Breaker (Body) Attack 21
You strike out with a clenched fist, which sends a brilliantly glowing flame to strike foes. The flame is tied to your life, burning brightly alongside your vitality.
At-Will: Arcane, Fire, Implement
Standard Action, Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 2d6 + Constitution modifier fire damage. If you do not take damage before the end of your next turn, the target takes an extra 2d6 + Constitution modifier fire damage.
Stellar Soul
Pact Breaker (Soul) Attack 21
Although none can perceive it but you and your foe, you glow with an intense light, bright as the sun, that seems to hound and chase down your enemy should they run.
At-Will: Arcane, Fear, Implement, Radiant
Standard Action, Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 2d6 + Constitution modifier radiant damage. If the target moves away from you on its next turn, it takes an extra 2d6 + Constitution modifier radiant damage.
Tenacious Might
Pact Breaker (Body) Utility 26
In a sudden burst of determination, you cast aside your demonic powers, bring your fists or weapon forward, and prepare to prove yourself as a powerful foe, infernal powers be damned!
Daily: Stance
Minor Action, Personal
Effect: You may use your Constitution score to determine attacks and damage for basic melee attacks, instead of Strength. You gain 20 temporary hit points, +1 to all defenses, an additional +2 to AC, and an extra healing surge. Your unarmed attack increases by one die, and you may use the enchantment bonus of your warlock implement (if any) to add to unarmed attacks instead. You may not use warlock spells.
Solar Spirit
Pact Breaker (Soul) Utility 26
You wrench your mind free from the grip of the icy depths of the night sky, bringing forth a brilliant radiance that revitalizes your allies. It comes with the temporary cost of your fell powers, but the respite is welcome.
Daily: Stance
Minor Action, Personal
Effect: Allies within 10 squares of you gain regeneration equal to either your Charisma or Constitution score and +1 to all defenses. You may use a standard action to grant either your Charisma or Constitution modifier as a bonus to the next d20 attack roll an ally within 10 squares makes. You may use a standard action to teleport an ally within 10 squares to any other square within 10 squares. You may not use warlock spells.
Crystalline Mind
Pact Breaker (Mind) Utility 26
Your mind pulses with unrestrained power, freeing yourself from both the trickeries of your fey masters and the material concerns of the battle around you. Even as your body lifts and your spells leave you, your mind roams free, immortal and unstoppable.
Daily: Stance
Minor Action, Personal
Effect: You deal psychic damage equal to twice your Charisma modifier to enemies within 10 squares at the end of your turn. You gain a speed of fly 8, +2 to all defenses, and become invisible. You may not use warlock spells.