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MoroniK
Feb 24, 2006

J. Alfred Prufrock posted:

Are you married to the idea of a Storm Sorcerer, or a Drow? Because to be frank, the class really starts to drag behind in paragon, and also a Genasi Evoker will probably do the whole "arcane blaster" deal better.

How so? Just started my first ever game of DnD a few weeks ago. Hit level 3 with my halfling storm sorc and loving (DnD in general) so far. I'm excited for more levels, and more powers, as I have limited options currently. I would hate to see it slow down later on, as my party isn't large and I'm by far the most deadly.

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MoroniK
Feb 24, 2006
Granted, I'm playing my first game ever and I'm the only striker, but as a storm sorcerer mc bard with the voice of thunder PP I absolutely poo poo out damage.

MoroniK
Feb 24, 2006
So I'm not going to post the whole build, mostly because I don't have a ddi subscription and it would be a pain in my rear end. But for shits and gigs I've tried to optimize my storm sorcerer mc bard, voice of thunder/draconic incarnation. Here is a level 30 nova round for your enjoyment. This is my first optimization attempt (just started playin dnd a couple months ago. If you guys see room for improvement, let me know.

feats:
mark of storm: on a hit with a thunder power, slide 1
superior implement proficiency; quickbeam staff: increase forced movement by 1 sq
walk among the fey: bard epic, teleport instead of slide
resounding thunder: increases radius of bursts or blasts by 1
arcane admixture, thunder: blazing starfall

so on any thunder power hit, I can teleport 2 squares. also note that my static bonus to thunder powers hovers around 50

round 1
minor| sorcerous pulse (reroll the damage on any thunder keyword power, use either result *UNTIL END OF ENC*)
standard| rolling echo (push 2 teleport 2)
move| strut around like a baus

round 2
free| rolling echo (2d6+50)
minor| arcane empowerment (increases radius of bursts or blasts by 1)
action point| gain a standard, and through voice of thunder pp increases radius of bursts or blasts by 1
free| gain 2 minor actions through the epic ring
minor| haste (level 16 bard utility, gain and use a standard action)

*if youre keeping track, by this point all thunder powers have their radius increased by 3 squares. 3 standard actions and one minor action remain*

standard| elemental maw (wizard 25)
*area burst 7*
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 6d6 + Intelligence modifier damage of a type chosen
from the following list: acid, cold, fire, lightning, or
thunder. In addition, the target is pulled 2 squares toward
the maw’s origin square.
Miss: Half damage, and no pull.
Effect: This attack’s origin square becomes a vortex of
energy. The burst creates an area of difficult terrain. The
effect remains until the end of your next turn. Any crea-
ture that is pulled into the vortex takes 3d6 + Intelligence
modifier damage of a type chosen from the following list:
acid, cold, fire, lightning, or thunder. In addition, you tele-
port that creature to a square within 20 squares of you.
The creature arrives at its destination prone and dazed
until the start of your next turn.

chances are that this misses every target. no big deal, it still does half damage. the whole map is difficult terrain now- which is fine because my slides become teleports- and the maw appears at the center. the idea from here on out is to teleport creatures into the maw and spit them back out adjacent, only to repeat the process a few times. each time they take 3d6 (rolled twice) plus (my int modified damage is 40 instead of 50) damage.

standard| wrathful vapors
*area burst 5*
Target: Each creature in burst
Attack: Charisma
VS. Fortitude or Reflex (choose one
defense for each target)
Hit (Fortitude):
3d6 + Charisma modifier cold and thunder
damage, and you slide the target a number of squares
equal to your Dexterity modifier.
Hit (Reflex): 3d6 + Charisma modifier lightning damage.
Each creature adjacent to the target takes 2d6 + your
Dexterity modifier acid damage.
Miss (Fortitude
or Reflex): Half damage.

this gathers them into the maw, with a teleport of (dex mod) 6+ 1. 6d6+ 90 damage to everything hit, spitting them out within 2 squares of the maw.

standard| hellish firestorm
*area burst 5*
Target: Each creature in burst
Storm Magic: You can choose not to target a creature in
the origin square of the burst.
Attack: Charisma vs. Fortitude
Hit: 3d10 + Charisma modifier thunder
damage, and on-going 10 fire damage (save ends).
Miss: Half damage, and ongoing 5 fire damage (save ends)

on hit, 3d10+ 3d6 + 90 damage

free| staff of the quickening daily (use an at will as a free action after a daily arcane resolves)
blazing starfall
*area burst 4*
Target: Each creature in burst
Attack: Charisma vs.Reflex
Level 21: 2d4 + Charisma modifier radiant damage.

on hit, 2d4+ 3d6+ 90 damage

minor| quickened spellcasting
blazing starfall
*area burst 4*
Target: Each creature in burst
Attack: Charisma vs.Reflex
Level 21: 2d4 + Charisma modifier radiant damage.

on hit, 2d4+ 3d6+ 90 damage

total damage, assuming all hits, is (6d6+40)/2 + 14d6 +3d10+ 4d4 + 410 = 543 median damage, although you'd assume slightly higher, considering i get to roll set of damage die twice and choose the better result. on crits, which occur on 19 and 20, my crit dice automatically max, dealing an extra 60 damage through the staff of ruin.

does anything survive this?

MoroniK fucked around with this message at 20:25 on Sep 26, 2011

MoroniK
Feb 24, 2006
====== Created Using Wizards of the Coast D&D Character Builder ======
level 14
Revenant, Paladin (Blackguard), Champion of Corellon
Vice: Vice of Fury
Choose your Race in Life: Pixie

FINAL ABILITY SCORES
STR 11, CON 16, DEX 17, INT 11, WIS 9, CHA 24

STARTING ABILITY SCORES
STR 10, CON 13, DEX 13, INT 10, WIS 8, CHA 18


AC: 35 Fort: 26 Ref: 27 Will: 31
HP: 109 Surges: 13 Surge Value: 27

TRAINED SKILLS
Arcana +12, Bluff +19, Intimidate +21, Religion +12, Thievery +12

UNTRAINED SKILLS
Acrobatics +7, Athletics +4, Diplomacy +14, Dungeoneering +6, Endurance +9, Heal +6, History +7, Insight +6, Nature +6, Perception +6, Stealth +7, Streetwise +14

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Revenant Utility: Dark Reaping
Paladin Attack: Dread Smite
Paladin Utility: Shroud of Shadow
Paladin Utility: Servant of Vice
Paladin Attack 1: Vengeance Strike
Paladin Attack 1: Ferocious Strike
Paladin Utility 2: Vice's Reward
Paladin Attack 5: Unyielding Faith
Paladin Utility 6: Wrath of the Gods
Paladin Attack 9: Reaper's Harvest
Paladin Utility 10: Benediction
Champion of Corellon Attack 11: Elegant Strike
Champion of Corellon Utility 12: Graceful Step

FEATS
Level 1: Melee Training (Charisma)
Level 2: Light Blade Expertise
Level 6: Nimble Blade
Level 8: Sneak of Shadows
Level 10: Streak of Light
Level 11: Shield Mastery
Level 11: Surprising Charge
Level 12: Shield Specialization
Level 14: Superior Will

ITEMS
Vanguard Rapier +3 x1
Heavy Shield x1
Briartwine Full Plate +3 x1
Badge of the Berserker +3 x1
====== End ======

What do you guys think about this as far as abusing Streak of Light? With a vanguard rapier +3 the charge mba is a +26 (including automatic ca) vs AC for 3d8 +14.

MoroniK fucked around with this message at 01:13 on Nov 15, 2011

MoroniK
Feb 24, 2006
I thought about it. I can't decide whether I like the build with absurd defenses or one that uses a gouge (or greatspear I guess) with Impaling Spear to target reflex instead of AC.

MoroniK
Feb 24, 2006
I want to know what happens when a hybrid paladin uses a power that marks a creature(s). Would you gain the ability to punish with divine sanction, or must a power.specify that sanction has been applied?

MoroniK
Feb 24, 2006
War wizards expertise is solid. 1/11/21 to light blades and heavy blades and -5 to attack rolls on allies in your bursts and blasts

MoroniK
Feb 24, 2006
Played around optimizing a ruthless ruffian a bit. I like the result a lot, but I was hoping to get a little critique. I's also like some rules clarification on how Threatening Flourish (all melee attacks gain the rattling keyword until eont) interacts with Twin Strike and minor action attacks.

====== Created Using Wizards of the Coast D&D Character Builder ======
Zod, level 12
Bugbear, Rogue/Ranger, Blade Bravo
Hybrid Ranger Option: Hybrid Ranger Fortitude
Hybrid Talent Option: Rogue Tactics (Hybrid)
Rogue Tactics (Hybrid) Option: Ruthless Ruffian (Hybrid)
Inherent Bonuses
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Yakuza

FINAL ABILITY SCORES
STR 21, CON 11, DEX 21, INT 11, WIS 10, CHA 14

STARTING ABILITY SCORES
STR 16, CON 10, DEX 16, INT 10, WIS 9, CHA 13


AC: 26 Fort: 26 Ref: 27 Will: 22
HP: 88 Surges: 6 Surge Value: 22

TRAINED SKILLS
Acrobatics +16, Athletics +16, Dungeoneering +11, Intimidate +15, Perception +11, Stealth +18, Thievery +16

UNTRAINED SKILLS
Arcana +6, Bluff +8, Diplomacy +8, Endurance +6, Heal +6, History +6, Insight +6, Nature +6, Religion +6, Streetwise +10

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Yakuza Utility: Ruthless Demonstration
Bugbear Racial Power: Predatory Eye
Hunter's Quarry Power: Hunter's Quarry
Ranger Attack 1: Twin Strike
Rogue Attack 1: Riposte Strike
Rogue Attack 1: Hounding Assault
Ranger Attack 1: Off-Hand Strike
Yakuza Utility 2: Life's Losing Hand
Rogue Attack 3: Low Slash
Ranger Attack 5: Two-Wolf Pounce
Ranger Utility 6: Death Threat
Ranger Attack 7(3): Ruffling Sting
Ranger Attack 9: Marked for Death
Yakuza Utility 10: Underworld Vendetta
Blade Bravo Attack 11: Taunting Barb
Blade Bravo Utility 12: Threatening Flourish

FEATS
Hybrid Talent
Level 2: Weapon Focus (Mace)
Level 4: Underhanded Tactics
Level 6: Practiced Killer
Level 8: Weapon Proficiency (Singing stick)
Level 10: Improved Defenses
Level 10: Ki Focus Expertise
Level 10: Hobbling Strike
Level 11: Expert Sneak
Level 12: Brutal Bludgeon

ITEMS
Iron Armbands of Power (heroic tier) x1
Inix Leather Armor x1
Ki Focus x1
Singing stick (Large) x2
====== End ======

MoroniK fucked around with this message at 09:11 on Jun 4, 2012

MoroniK
Feb 24, 2006
I don't see how. Brutal Scoundrel only gets strength mod to sneak attacks. My bugbear gets strength mod to every attack he makes with the rattling keyword, which should average 2.5 attacks for the first 3 rounds of every combat (which also mark and apply -2 to -4 to attack, per attack). Maces being unsupported was a problem, but Singing Sticks, when sized for Bugbears, are defensive rapiers. Not to mention that on top of multiattacking, I'm getting sneak attack and quarry dice each turn.

MoroniK fucked around with this message at 19:23 on Jun 4, 2012

MoroniK
Feb 24, 2006
You guys ever mess around with Daring Blade bards? Level 11: when you make a martial melee weapon attack, use charisma for the attack roll and damage roll. Level 16: you can use bluff to gain combat advantage with a minor. If you succeed, and hit the enemy with a melee attack, you retain combat advantage until you miss. I've been working on a chaladin/rogue mc bard thats coming along nicely but it seems like there is much more potential than that.

MoroniK
Feb 24, 2006
my daring blade attempt. cant wait to piss off my dm with this build.

====== Created Using Wizards of the Coast D&D Character Builder ======
Kilgore, level 12
Dragonborn, Paladin/Rogue, Daring Blade
Hybrid Paladin Option: Hybrid Paladin Fortitude
Hybrid Talent Option: Paladin Armor Proficiency
Versatile Expertise Option: Versatile Expertise (Light blade)
Versatile Expertise Option: Versatile Expertise (Holy Symbol)
Dragonborn Racial Power Option: Dragonfear
Inherent Bonuses
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Yakuza

FINAL ABILITY SCORES
STR 15, CON 11, DEX 16, INT 11, WIS 9, CHA 23

STARTING ABILITY SCORES
STR 11, CON 10, DEX 14, INT 10, WIS 8, CHA 18


AC: 30 Fort: 23 Ref: 26 Will: 26
HP: 91 Surges: 8 Surge Value: 22

TRAINED SKILLS
Athletics +9, Bluff +17, Intimidate +19, Perception +10, Stealth +10, Thievery +10

UNTRAINED SKILLS
Acrobatics +5, Arcana +6, Diplomacy +12, Dungeoneering +5, Endurance +2, Heal +5, History +8, Insight +5, Nature +5, Religion +6, Streetwise +14

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Yakuza Utility: Ruthless Demonstration
Dragonborn Racial Power: Dragonfear
Paladin Feature: Divine Challenge
Bard Feature: Majestic Word
Paladin Attack 1: Virtuous Strike
Rogue Attack 1: Riposte Strike
Paladin Attack 1: Valorous Smite
Paladin Attack 1: Majestic Halo
Dragonborn Utility 2: Baleful Glance
Rogue Attack 3: Low Slash
Rogue Attack 5: Go for the Eyes
Paladin Utility 6: Wrath of the Gods
Paladin Attack 7: Price of Cowardice
Rogue Attack 9: Knockout
Yakuza Utility 10: Underworld Vendetta
Daring Blade Attack 11: Weapon Display
Daring Blade Utility 12: Defensive Posture (Daring Blade)

FEATS
Level 1: Hybrid Talent
Level 2: Bardic Dilettante
Level 4: Underhanded Tactics
Level 6: Mark of Finding
Level 8: Vigilante Justice Style
Level 10: Improved Defenses
Level 10: Versatile Expertise
Level 10: Weapon Focus (Light blade)
Level 11: Disheartening Ambush
Level 12: Dragon's Terror

ITEMS
Jagged Rapier +3 x1
Heavy Shield x1
Gith Plate Armor x1
Iron Armbands of Power (heroic tier) x1
Holy Symbol x1
====== End ======

MoroniK
Feb 24, 2006
====== Created Using Wizards of the Coast D&D Character Builder ======
Torment, level 12
Tiefling, Warlock/Wizard, Academy Master
Eldritch Pact (Hybrid) Option: Sorcerer-King Pact (Hybrid)
Hybrid Warlock Option: Hybrid Warlock Reflex
Hybrid Talent Option: Shadow Walk
Twofold Pact Option: Elemental Pact
Inherent Bonuses
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Infernal Prince

FINAL ABILITY SCORES
STR 9, CON 12, DEX 13, INT 21, WIS 12, CHA 21

STARTING ABILITY SCORES
STR 8, CON 11, DEX 12, INT 16, WIS 11, CHA 16


AC: 24 Fort: 21 Ref: 26 Will: 26
HP: 76 Surges: 7 Surge Value: 19

TRAINED SKILLS
Arcana +18, Bluff +20, Thievery +12

UNTRAINED SKILLS
Acrobatics +7, Athletics +5, Diplomacy +13, Dungeoneering +7, Endurance +7, Heal +7, History +11, Insight +7, Intimidate +11, Nature +7, Perception +7, Religion +11, Stealth +9, Streetwise +11

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Infernal Prince Attack: Hellfire Heart
Tiefling Racial Power: Infernal Wrath
Warlock's Curse Power: Warlock's Curse
Wizard Utility: Light
Wizard Utility: Mage Hand
Wizard Utility: Chameleon's Mask
Wizard Utility: Prestidigitation
Warlock Attack 1: Chromatic Bolt
Wizard Attack 1: Erupting Flare
Warlock Attack 1: Cursebite
Warlock Attack 1: Decree of Khirad
Warlock Attack 1: Echoing Dirge
Warlock Pact Boon 1: Accursed Affinity
Wizard Utility 2: Shield
Wizard Attack 3: Fire Shroud
Wizard Attack 5: Summon Magma Beast
Warlock Utility 6: Fate's Frayed Thread
Wizard Attack 7: Fire Burst
Wizard Attack 9: Melf's Minute Meteors
Wizard Utility 10: Illusory Wall
Academy Master Attack 11: Learned Boost
Academy Master Utility 12: Refined Recall

FEATS
Level 1: Hybrid Talent
Level 2: Icy Clutch of Stygia
Level 4: Hellfire Master
Level 6: Hellfire Blood
Level 8: Bloodied Boon
Level 10: Hellfire Arcanist
Level 11: Improved Defenses
Level 11: Staff Expertise
Level 11: Consuming the Weak
Level 12: Twofold Pact

ITEMS
Staff of Ruin +2 x1
Elven Chain Shirt (heroic tier)
====== End ======

All about applying ongoing fire damage at will. If they save: great! They also explode.

MoroniK
Feb 24, 2006
If you're set on fighter/chaladin, look at dragonborn. In addition to being str/cha, theres some really good feat support for dragonfear, like automarking, autodazing, and recharging. Also, chaladin and no virtuous strike? It's not a bad little upgrade for your mbas.

MoroniK
Feb 24, 2006
====== Created Using Wizards of the Coast D&D Character Builder ======
Kilgore, level 12
Dragonborn, Paladin/Rogue, Daring Blade
Hybrid Paladin Option: Hybrid Paladin Fortitude
Hybrid Talent Option: Paladin Armor Proficiency
Versatile Expertise Option: Versatile Expertise (Light blade)
Versatile Expertise Option: Versatile Expertise (Holy Symbol)
Dragonborn Racial Power Option: Dragonfear
Inherent Bonuses
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Yakuza

FINAL ABILITY SCORES
STR 15, CON 11, DEX 16, INT 11, WIS 9, CHA 23

STARTING ABILITY SCORES
STR 11, CON 10, DEX 14, INT 10, WIS 8, CHA 18


AC: 30 Fort: 23 Ref: 26 Will: 26
HP: 91 Surges: 8 Surge Value: 22

TRAINED SKILLS
Athletics +9, Bluff +17, Intimidate +19, Perception +10, Stealth +10, Thievery +10

UNTRAINED SKILLS
Acrobatics +5, Arcana +6, Diplomacy +12, Dungeoneering +5, Endurance +2, Heal +5, History +8, Insight +5, Nature +5, Religion +6, Streetwise +14

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Yakuza Utility: Ruthless Demonstration
Dragonborn Racial Power: Dragonfear
Paladin Feature: Divine Challenge
Bard Feature: Majestic Word
Paladin Attack 1: Virtuous Strike
Rogue Attack 1: Riposte Strike
Paladin Attack 1: Valorous Smite
Paladin Attack 1: Majestic Halo
Dragonborn Utility 2: Baleful Glance
Rogue Attack 3: Low Slash
Rogue Attack 5: Go for the Eyes
Paladin Utility 6: Wrath of the Gods
Paladin Attack 7: Price of Cowardice
Rogue Attack 9: Knockout
Yakuza Utility 10: Underworld Vendetta
Daring Blade Attack 11: Weapon Display
Daring Blade Utility 12: Defensive Posture (Daring Blade)

FEATS
Level 1: Hybrid Talent
Level 2: Bardic Dilettante
Level 4: Underhanded Tactics
Level 6: Mark of Finding
Level 8: Vigilante Justice Style
Level 10: Improved Defenses
Level 10: Versatile Expertise
Level 10: Draconic Guardian
Level 11: Disheartening Ambush
Level 12: Dragon's Terror

ITEMS
Jagged Rapier +3 x1
Heavy Shield x1
Gith Plate Armor x1
Iron Armbands of Power (heroic tier) x1
Holy Symbol x1
====== End ======

this is more like -8 to attacks, and punishes at range, although it doesn't mature until level 11

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MoroniK
Feb 24, 2006
Artificer/Wizard (or Psion)

or

Bard/Warlock (or Sorc) should work

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