Venture 4th Pact of Ghosts.pdf

(2655 KB) Pobierz
Venture 4th: Pact of Ghosts
349738826.006.png
By Stefen Styrsky
When a creature dies, its soul passes beyond the
realms of the living into unknown planes. However,
either from sheer tenacity, a misapprehension of
their true state, or a need to inish some uncompleted
business many spirits refuse to make this inal journey.
Mortals know these itinerant souls as ghosts, shades
or fetches. Whatever the term, these beings exist in
a half-world between corporeal reality and the cold,
invisible realm of the dead.
LEVEL 1 AT-WILL SPELL
Howling Echoes
Warlock (Ghost) Attack 1
Crying with unearthly pain, the spirits of the dead rise
at your command and circle about your foe. Even
after the phantoms dissipate, their moans haunt your
enemy.
At-Will*Arcane, Fear, Implement, Psychic
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modiier psychic damage, and
the target must roll twice for the next attack it makes
before the end of the encounter, taking the lower
result.
Increase the damage to 2d6 + Charisma modiier
psychic damage at 21 st level, and the target takes a -2
penalty to its lowest die roll.
You have forged a pact with these spirits. You can
call upon their special nature to phase through solid
objects, drain foes of life energy, and torment the
living with mind-blasting sounds and images.
Howling Echoes: You know the howling echoes at-
will spell.
Dark Descent: You have the dark descent pact
boon. When an enemy under your Warlock’s Curse
is reduced to 0 hit points or fewer, the passage of the
foe’s spirit from the material world draws you with
it as well. Your body phases in and out of the ghostly
realm. Until the start of your next turn you can choose
one attack that hits you to occur just as you phase out
of corporeal existence. If you roll a successful saving
throw, the attack deals no damage. You must decide to
use this ability before damage is rolled.
This beneit can only be used once before the start of
your next turn, no matter how many foes under your
Warlock’s Curse are reduced to 0 hit points or fewer.
Pact of Ghosts, Venture 4th, and all other Adamant Entertainment product names and their respective logos are trademarks of Adamant Entertainment in the U.S.A. and
other countries. All Adamant Entertainment characters, character names, and the distinctive likenesses thereof are property of Adamant Entertainment. This material
is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited
without the express written permission of Adamant Entertainment. Any similarity to actual people, organizations, places, or events included herein is pureply coinci-
dental.
349738826.007.png 349738826.008.png
LEVEL 1 ENCOUNTER
SPELL
LEVEL 2 UTILITY SPELLS
Spirit Whispers
Warlock (Ghost) Utility 2
You tap a ghostly realm where you may ask questions
of the spirits residing there. The answers are true, but
the contact with the alien realm shakes your strength
of mind.
Encounter*Arcane
Minor Action Personal
Effect: You gain a +5 power bonus to the next Arcana,
Religion or Perception check you make during this
encounter.
Ghost Pact: You can add a bonus equal to your
1+ Intelligence modiier to the check, but take a -2
penalty to Will defense (save ends).
Night Visions
Warlock (Ghost) Attack 1
A phantasmagoria of horrible images – murder,
betrayal, executions – parade themselves before an
opponents eyes, drowning him in sorrow and wracking
his already fragile mind.
Encounter*Arcane, Fear, Illusion, Implement,
Psychic
Standard Action
Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modiier psychic damage, and
the target takes a -2 penalty to Will defense until the
end of your next turn.
Ghost Pact: The target takes a -2 penalty to saving
throws against conditions with a Charm or Fear effect
(save ends).
The Quiet Dead
Warlock (Ghost) Utility 2
The silence of the grave is yours to command.
Encounter*Arcane, Fear
Minor Action Personal
Effect: Until the end of the encounter you gain
a power bonus to Stealth checks equal to your
Intelligence modiier, and a +2 bonus to one attack roll
with a power that has the Fear keyword.
LEVEL 1 DAILY SPELL
Warlock (Ghost) Attack 1
Icy tendrils rise out of the ground and wrap themselves
around your foe, sapping its heat.
Daily*Arcane, Cold, Implement
Standard Action
Ranged 10
LEVEL 3 ENCOUNTER
SPELLS
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modiier cold damage, and the
target spends its next standard action trying to pry
away from the icy ingers that grip it.
Effect: Slide the target 2 squares.
Ghost Pact: If the target has vulnerability to cold, you
gain temporary hit points equal to your Intelligence
modiier.
Dance of the Spirits
Warlock (Ghost) Attack 3
A whirling vortex of ghosts surrounds a foe, their
sudden improbability driving him mad. He lees, but
his mind is so damaged he strikes out at any creature
nearby.
Encounter*Arcane, Charm, Fear, Implement,
Psychic
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modiier psychic damage, and
slide the target 3 squares.
Ghost Pact: After the slide, the target makes a basic
melee attack against an adjacent ally.
Fingers of the Grave
349738826.009.png 349738826.001.png
Rage at the Living
LEVEL 6 UTILITY SPELLS
Warlock (Ghost) Attack 3
Your ghostly servants grant you a bolt of pure hatred
to launch at the corporeal living.
Encounter*Arcane, Force, Implement, Necrotic
Standard Action
Ghost Walk
Ranged 10
Warlock (Ghost) Utility 6
The spirits transport you to their plane. While there
you move with them and as them. However, for a
moment, you become them.
Encounter*Arcane, Polymorph
Move Action Personal
Effect: On this move action you become insubstantial
and can shift your speed, but also gain vulnerable to
radiant equal to your Intelligence modiier until the
end of your next turn.
Target: One creature
Attack: Charisma +2 vs. Fortitude
Hit: 2d8 + Charisma modiier force and necrotic
damage.
Ghost Pact: If you hit, place your Warlock’s Curse on
the target.
Special: Undead and constructs are immune to this
power.
Ghost Slip
LEVEL 5 DAILY SPELLS
Warlock (Ghost) Utility 6
You lit through the grasp of a foe as if you were made
of gossamer.
Daily*Arcane
Immediate Interrupt Personal
Effect: When you are grabbed, knocked prone or
subject to an immobilized, restrained, push, pull or
slide effect, ignore the triggering action and slide 1
square.
Death’s Eager Hand
Warlock (Ghost) Attack 5
A ghostly hand emerges from the ground and tries to
drag your foe into the land of the dead.
Daily*Arcane, Implement, Necrotic
Standard Action
Ranged 5
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d10 + Charisma modiier necrotic damage, and
the target is immobilized until the end of your next
turn.
Miss: Half damage, and the target is slowed (save ends).
Sustain Minor: The target is immobilized and takes
ongoing 5 necrotic damage (save ends both).
LEVEL 7 ENCOUNTER
SPELLS
Poltergeists
Warlock (Ghost) Attack 7
At your word, the souls of the frustrated dead manifest
around a foe and batter him with unseen force.
Encounter*Arcane, Conjuration, Force,
Implement, Zone
Standard Action Close burst 1 within 5 squares
Target: All enemies in burst
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modiier force damage
Ghost Pact: The burst creates a zone that lasts until
the start of your next turn. All creatures that start their
turn in or enter the zone take 1d6 + Charisma modiier
force damage and a -2 penalty to Will defense.
They Run Screaming
Warlock (Ghost) Attack 5
You blast a foe with the horrors of the exiled dead. He
runs, screaming.
Daily*Arcane, Fear, Implement, Psychic
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modiier psychic damage, push
the target 3 squares, and the target grants combat
advantage until the start of your next turn.
Miss: Half damage, and the target takes a -2 penalty to
all defenses until the start of your next turn.
Ghost Pact: The target takes a penalty to Stealth
checks equal to 1 + your Intelligence modiier (save
ends).
349738826.002.png 349738826.003.png
Closer Than You Think
Warlock (Ghost) Attack 7
Foes keep their distance, wary of your afiliation with
death. You show them neither distance nor a stalwart
constitution is defense against your powers.
Encounter*Arcane, Implement, Necrotic,
Teleportation
Standard Action
Hit: 4d10 + Charisma modiier cold and necrotic
damage.
Special: If the target is reduced to zero or fewer hit
points, you gain a number of hit points equal to your
level.
LEVEL 10 UTILITY SPELLS
Ranged 10
Ghost’s Touch
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modiier necrotic damage, and
teleport the target 3 squares.
Ghost Pact: If the teleport places the target adjacent
to your ally, the target grants combat advantage to that
ally until the start of your next turn.
Warlock (Ghost) Utility 10
You reach into the nether realms where the spirits
wait. There you act against them as if you were one of
the exiled dead. If you plunge your entire body into the
second world, you are more effective, but the pain is
even greater.
Daily*Arcane
Minor Action Personal
Effect: Until the end of your next turn, your attacks
against insubstantial creatures deal full damage,
instead of half damage.
Ghost Pact: Until the end of your next turn, gain a
bonus to attack rolls against insubstantial creatures
equal to your Intelligence modiier. You may choose to
double this bonus, but you then take 5 cold damage.
Special: This damage is not subject to any type of
resistance.
LEVEL 9 DAILY SPELLS
Memory is a Bitter Tree
Warlock (Ghost) Attack 9
The revenants of your foe’s past victims swarm his
vision. They bleed and wail, and demand vengeance. If
satisied, the spirits grant you a favor.
Daily*Arcane, Implement, Illusion, Psychic
Standard Action
Ranged 10
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modiier psychic damage, and
the target is stunned until the end of your next turn.
Effect: The target gains vulnerability to psychic equal
to 1 + your Intelligence modiier (save ends).
Ghost Pact: If this power drops the target to 0 hit
points, you gain the phasing ability until the end of
your next turn.
Death’s Frigid Mien
Warlock (Ghost) Utility 10
The shadow of death takes over you. Your face grows
ashen and taut, and your hands become skeletal digits.
A pall hangs over your presence.
Daily*Arcane, Fear
Minor Action Personal
Effect: Until the end of your next turn, you gain a
power bonus to AC and all defenses equal to 1 +
your Intelligence modiier, and you can place your
Warlock’s Curse on all enemies who start their turn in
or enter a square adjacent to you.
Ghost Pact: Spend an action point as a free action.
One enemy under your Warlock’s curse takes a -4
penalty to Will defense until the end of your next turn.
Your Cold Hand in Mine
Warlock (Ghost) Attack 9
Death may take you, but as your last act, it will also
take your foe.
Daily*Arcane, Cold, Implement, Necrotic
Immediate Reaction Ranged 10
Trigger: You are reduced to 0 hit points or fewer
Special: You may use this power even if you are
reduced to zero or fewer hit points.
Target: The enemy who attacked you.
Attack: Charisma +4 vs. Fortitude
349738826.004.png 349738826.005.png
Zgłoś jeśli naruszono regulamin