Pact Blade

Abraxus' pact blade

Category:
weapon (melee)
Description:

Dislocation Pact Blade
Enhancement: +2 attack rolls and damage rolls
Critical: +2d8 damage

Property: This blade functions as a warlock implement, adding its enhancement bonus to attack rolls and damage rolls for warlock powers that use implements.

Property: When a creature you have cursed with your Warlock’s Curse makes a melee attack against you, deal damage to the creature equal to the pact blade’s enhancement bonus.

Power (Daily * Teleportation): Free Action. Trigger: You hit an enemy with an attack using this weapon. Effect: You teleport the enemy to a square adjacent to one of your allies. The enemy grants combat advantage until the end of your next turn.

Bio:

The wicked blade and crosspiece is fashioned from sharpened bone. The grip is made from a beholder’s eye stalk, with its partially opened eye serving as the pommel.

An unknown assailant threw the blade into Abraxus’ back while he kept watch one night and it bestowed these curses upon him.

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Whispers from Beyond
You hear strange whispers and experience unsettling visions, yet from the confusing jumble can pick out useful insights.

Property: You gain a +1 item bonus to initiative and Perception checks.

Power (Daily): Immediate Interrupt. Trigger: An enemy enters a square adjacent to you.
Attack: Melee 1 (triggering enemy); level + 3 vs. Will. Hit: The target grants combat advantage and takes a -2 penalty to attack rolls that include you as a target until the end of your next turn.

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Foulborn Heritage [Foulborn Bloodline]
Benefit: You are a foulborn. Your origin changes to aberrant, and you are considered an aberrant creature for the purpose of effects that relate to creature origin. You have the Unbalanced Mind power.

Unbalanced Mind
Your connection to the Far Realm unleashes psychic pain in response to attack.
Power (Encounter): Psionic, Psychic Immediate Reaction: Personal
Trigger: You take damage from an attack
Effect: Until the end of your next turn, any creature that enters a square adjacent to you or ends its turn there takes 5 psychic damage.

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Aberrantbound
You have been granted the power to summon a creature to aid you in battle.
Power (Daily): Summoning Minor Action: You summon a Beholder Gauth in an unoccupied square within 10 squares of you.

Beholder Gauth
Medium aberrant magical beast

Perception +10 … Senses Darkvision, All-around vision … Speed fly 6 (hover)

Hit Points: Equals summoner’s bloodied value

Defenses: AC and Fort equals summoner’s +2. Ref and Will equals summoner’s.

Traits:
- All-around vision: Enemies cannot gain combat advantage by flanking.
- Chaotic: When you command the Gauth to attack and you roll a 1 or 2 on the attack roll, re-roll the attack and target a random party member within range. If no party member is within range, then the Gauth moves to get within attack range of the nearest party member.

Standard Actions:
..Bite melee 1 (targets one creature). +10 vs. AC; 1d10 plus your highest ability mod damage.
..Eye Rays ranged 8 (targets one creature).
….Central Eye: +10 vs. Will; the target is immobilized until the end of the Gauth’s next turn.
….Fire Ray (fire): +10 vs. Reflex; 2d6 + 6 fire damage.
….Exhaustion Ray (necrotic): +10 vs. Fort; 1d8 + 4 necrotic damage and the target is weakened (save ends).
….Telekinesis Ray: +10 vs. Fort; you slide the target up to 4 squares.

Minor Action: move
Instinctive Effect: If you haven’t given the Gauth any commands by the end of your turn, it attacks a random creature within range. Otherwise, it moves to get within attack range of the nearest creature.

Pact Blade

The House of ShadowLore BlakeZimmer