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A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will.
A warlock's invocations are spell-like abilities; using an invocation is therefore an attack action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A warlock is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A warlock can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A warlock's invocations are subject to spell resistance unless an invocation specifically states otherwise. A warlock's caster level with his invocations is equal to his class level.
An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast is the equivalent of a first level spell. Only eldritch essence invocations or blast shape invocations can be used to alter the level of the eldritch blast.
No subtlety here. Ssussun is a power house meant to do damage. He's got powers to help him attack and defend in melee, as well as excellent ranged attacks. His best attacks have to do with constitution. Intelligence is second highest because it provides many advantages to a lot of his powers. Charisma is his third highest stat, because he needs to be able and shithead his way in and out of bad situations.
Long ago a forgotten race of devils created a secret path to power and taught it to the Drow to weaken their fealty to Asmodeus. In his wrath, Asmodeus destroyed the scheming devils and struck their very names from the memories of all beings. But Ssussun has dared to study their perilous secrets anyway.
"Enemies are all around us. Offering me their life energy to use against them..."
When a creature under Ssussun's warlock curse falls below 0 hit points, or is rendered unconscious, Ssussun can take a portion of its life energy by collecting a life spark. As a minor action, Ssussun can expend the life spark to gain a benefit based on the creature's origin.
Warlocks make the use of wands, rods, and staves to help channel and direct their Arcane powers. A warlock wielding a magic wand, rod, or staff can add an enchantment roll to their attacks.
Warlock powers are also known as invocations. Each invocation is associated with a warlock's pact. (Ssussun's pact is Infernal.)

Eldritch Blast: You fire a dark, crackling eldritch energy at your foe. (At-will. Arcane. Ranged- 10)
Hellish Rebuke: You point your finger, and your foe is scoured in hellish flames, stoked by your own anger and pain. If you are injured, they burst into flame one last time before fading away. (At-will. Arcane. Fire. Implement. Ranged- 10)
Dire Radiance: You cause a shaft of brilliant, cold starlight to lance down from above, bathing your foe in excruciating light. The closer he moves towards you, the brighter and more deadly the light becomes. (At-will. Arcane, Fear, Implement, Radiant. Ranged- 10)
Eyebite: You glare at your enemy, and your eyes gleam briefly with brilliant colors. Your foe reels under your mental assault, and you vanish from his sight. (At-will. Arcane, Charm, Implement, Psychic. Ranged- 10)
Diabolic Grasp: You crook your hand into the shape of a claw, and a great talon of sulfurous darkness forms around your enemy. It rakes fiercely at him and drags him a short distance before dissipating away. (Encounter. Arcane, Implement. Ranged- 10)
Vampiric Embrace: A ribbon of twisting darkness streams from your hand to your target's heart, feeding on his vital force as you grow stronger. (Encounter. Arcane, Implement, Necrotic. Ranged- 5)
Fiery Bolt:You call up a bolt of golden flame and hurl it at your foe. Anyone standing close to him is burned as well. (Encounter. Arcane, Fire, Implement.)
Dreadful Word: You whisper the word of an unthinkable cosmic secret to your foe. His mind reels in terror. (Encounter. Arcane, Fear, Implement, Psychic. Ranged- 5)
Witchfire: From the mystic power of the Feywild, you draw a brilliant white flame and set it in your enemy's mind and body. Rivets of argent fire stream up into the air from his eyes, mouth, and hands; agony disrupts his very thoughts. (Encounter. Arcane, Fire, Implement. Ranged- 10)
Howl of Doom: You release a devastating shout that cracks stone and pulps flesh. Supernatural terror goes with your mighty blast, and your foes are driven back in fright. (Encounter. Arcane, Fear, Implement, Thunder. Close blast- 3)
Infernal Moon Curse: The shimmer of pale, ghostly silver envelops your foe and lifts him up into the air. Its sinister radiance seeps into his body, a strange and deadly poison. (Encounter. Arcane, Implement, Poison. Ranged- 10)
Harrowstorm: You call up a churning cyclone from the nether planes. It surrounds your enemy, battering him with deafening claps of thunder and hurling them a short distance. (Encounter. Arcane, Implement, Thunder. Ranged- 10)
Soul Flaying: You sear your enemy's soul with a bolt of emerald energy, which weakens him greatly for a time. (Encounter. Arcane, Implement, Necrotic. Ranged- 10)
Armor of Agonies: You surround yourself in a sheath of black ice from a dark and doleful realm. It protects you from attack and radiates fierce cold. (Daily. Arcane, Gold.)
Curse of the Dark Dream: You inflict a waking nightmare upon your enemy so he can no longer tell what is real and what only exists in his mind. Under its influence, he staggers about, trying to avoid from falling down imaginary heights or stepping on unreal serpents. (Daily. Arcane, Charm, Implement, Psychic. Ranged- 10)
Avernian Eruption: Acrid orange fumes hiss up from beneath the ground, and then suddenly ignite in a thundering detonation. Any creature in the area of effect is burned by the searing flames. (Daily. Arcane, Fire, Implement. Burst- 1 within 10 squares.)
Iron Spike of Dis: You call up a spear of red iron from the infernal regions and hurl it at your foe. Transfixing clothing, armor, flesh, or skin, it nails him to the spot where he stands. (Daily. Arcane, Implement. Ranged- 10)
Fireswarm: Fiery spiders crawl out of the cracks of the ground swarm your enemy, biting madly and spreading out to engulf other nearby creatures. (Daily. Arcane, Fire, Implement, Poison. Ranged- 10)
Thirsting Maw: With a flick of your wrist, you create a phantasmal eel-like creature from your palm and hurl it at your foe. It latches itself onto him and begins to drink his blood... and you grow stronger. (Daily. Arcane, Implement. Ranged- 5)
Fiendish Resilience: You call upon your patron entities to protect you with their fell power. Your flesh is infused with mystic strength, lessening the effect of enemy blows. (Daily. Arcane.)
Shroud of Black Steel: Invoking the power of your dark patrons, you transform your skin into living steel, blackened and hard, yet supple enough to move. Your quickness suffers a bit, but you are tougher and much more resilient. (Daily. Arcane, Polymorph.)
Spider Climb: You bestow upon yourself the ability to cling to almost any surface and climb as easily as an insect. (Encounter. Arcane.)
Ambassador Imp: You conjure forth an imp-like presence from the netherworld and give it a message to deliver to a far off creature. (Daily. Arcane, Conjuration. Range- 100 miles.)
Cloak of Shadow: You briefly become a living shadow, swift and insubstantial. (Encounter. Arcane. Move Action.)
Soul Scorch: As black fire immolates your adversary, you release one of your life sparks. Your foe cries out in pain as he feels the life ebb away from his body. (Encounter. Arcane, Fire, Implement, Necrotic. Ranged- 10)
Life-Spark Summons: You expend one of your life sparks to fashion and effigy of the creature who's spark you just released. (Arcane, Minor Action.)
The only living soul allowed to freely open this door is Ssussun himself. Upon turning the handle and pulling it open, one might notice a solid wall of darkness covers any possible way of getting a better view of the room's contents. Even the light shining in from the sitting area does not pierce the blackness. Stepping through the pitch, one will find themselves instantly surrounded by darkness. Nothing can be seen in front of them or behind, not even a hand held inches from the face could be seen. If only a step inside its embrace, the sitting room just feet away cannot even be seen.
With a simple word, "Tangi" uttered by the dark elf, the torches that lie along the walls set themselves aflame to reveal a most disturbing scene. Nestled into the back of the room are a grand number of contraptions obviously meant for torture. What is even more unsettling, is that many are still coated with blood, and the stench of coppery life liquid lay thick in the air. Further, yet, reluctant steps will provide a means of satisfying one's curiosity. A small fire lay burning brightly in the very far wall. Why could the fire not have been seen previously? Some of the devices are easily recognizable, and some would most certainly leave many a morbid question with their uniqueness.
The flaming torches in the room provide an uneasy dimness to the atmosphere, but certainly enough light to notice that there is a tucked away area of the room, towards the left. Forcing one's self to ignore their fear to walk over to the area, they will notice that there's what appears to be a spell caster's study. So starkly contrasting from the rest of the room, it holds a modest desk with an assortment of parchments. Above it is a small shelf, holding jars that contain a random variety of substances. Beside it is a small bed, fit only for one person, and beyond that is a large and antique wardrobe made of dark maple. Further beside that is a low-hanging shelf upon which an ornate and beautiful chest sits. Finally noticed is a small ladder, which eyes will trail up to find it leads to a grand number of bookshelves on another level.
The Drow that has said nothing thus far, begins to speak. He explains that this room is actually not part of this suite. That this little dungeon of his exists entirely on another plane of existence. What plane and where exactly, he refuses to say. But only mentions that this room is easily connected to wherever he wishes via the large and thick door. He mentions that hundreds of pitiful creatures have met their eventual fate in this room. And that their screams of agony can be still heard sometimes, if the atmosphere is truly quiet and there's someone there to hear their pleas. He grins widely at this statement, seeming to derive an immense pleasure from the insanity of such prolonged exposure has most certainly caused.