Orcus Porkus
First Post
Maharba, Human Invoker, Level 4
Forgotten Realms, Chessenta region
worshipping Amaunator (sun god, lawful good)
STR 10 +0
CON 13 +1
DEX 10 +0
INT 16 +3
WIS 20 +5
CHA 8 -1
Human Ability bonus on Wisdom; raised CON and WIS +1 in level 4
AC: 20 (Delvers Hide +3, Magic +1, Int +3, Staff Fighting +1, Half Level +2)
Fort: 16 (Con +1, Class +1, Race +1, Magic +1, Half Level +2)
Ref: 18 (Int +3, Class +1, Race +1, Magic +1, Half Level +2)
Will: 20 (Wis +5, Class +1, Race +1, Magic +1, Half Level +2)
Hit Points: 35
Weapon Proficiencies: Simple melee, simple ranged
Implements: Rods, staffs
Speed: 6
Magic Items
Staff of the War Mage, Lvl 3
Trained Skills:
Passive Perception: 17
Feats:
Encounter: Divine
Immediate Reaction
Trigger: An enemy within 10 squares of you hits your ally
Effect: Before the end of your next turn, you gain a bonus to your next attack roll against the triggering enemy equal to your Intelligence modifier.
Channel Divinity: Rebuke Undead
Encounter: Divine, Implement, Radiant
Standard Action
Close blast 5
Target: Each undead creature in blast
Attack: Wisdom vs. Will
Hit: 1d10 + Wisdom modifier radiant damage. You push the target 2 squares, and it is dazed until the end of your next turn.
Channel Divinity: Feat Power
Power of Amaunator
Your radiant powers burn with the fury of the noontime sun.
Encounter ✦ Divine, Radiant
Free Action Personal
Trigger: You hit an enemy with a power with the radiant keyword
Effect: Your power deals an extra 1d10 radiant damage to all targets hit by the power used.
Basic Melee Attack:
Looking at the Invoker gave me a big headache. I originally wanted to go with the Elf, or Dwarf, but it bugged me that I couldn't take advantage of the awesome variety of the at-wills.
1. Either Sun Strike or Avenging Light is a must because it serves as a basic ranged attack, which can be improved with magic items. Avenging Light is inferior because it targets FORT, usually the strongest defense of most monsters, so I went with Sun Strike, also because I like sliding enemies into combat advantage positions for my melee friends.
2. Vanguard's Lightning is a must because it's just great. It can help me too if I'm stuck in melee and need to get out. I attack my surroundings, and then run away. When they touch, lightning strikes.
3. Divine Bolts is a must because it grants two attacks, which is very powerful, and you can even add the modifier to damage. Kind of like Twin Strike, but better?
It's extremely painful to give up any of these attacks. That's why human is the superior choice, in addition to the Action Surge greatness.
Amaunator / Angelic Echelon / Astral Terror / Action Surge Combo:
1. Spend Action Point
2. Attack close burst 3 with Astral Terror (+4 bonus from Action Surge)
3. Push if needed/possible, but not more than 4 squares away
4. use Staff of War Mage power on Angelic Echelon
5. attack close burst 4 with Angelic Echelon, deal damage even on a miss
6. Deal extra 1d10 damage with Power of Amanaunator to everyone in close burst 4.
That's potentially 2d6+12+1d10 radiant damage in 80 squares in one turn. Undead, please come closer.
Apropos Undead:
1. Spend Action Point.
2. Rebuke Undead in blast 5 with +4 attack bonus, daze them
3. use Staff of War Mage power on Angelic Echelon
4. move into position
5. attack close burst 4 with Angelic Echelon, +2 because of CA from dazed, deal damage even on a miss
6. Deal extra 1d10 damage with Power of Amanaunator to everyone in close burst 4.
That's potentially 2d10+12+1d6 radiant damage, plus 10 or whatever vulnerability, in 25 squares in one turn.
More Speculation:
It's unknown what paragon paths and feats are going to be available for the Invoker, but for this build the cleric's Angelic Avenger PP would synergize very well:
Angelic Action adds another +4 to attack rolls from Action Point, until the end of your next turn. The above mentioned combos become a nuke then. There is also another Radiant Burst power. For this to work best, the ability scores need to be redone so they allow Astral Fire to work... not easy.
(The invoker is only in preview, level 1-3, and will be included in the PHB II.)
Forgotten Realms, Chessenta region
worshipping Amaunator (sun god, lawful good)
STR 10 +0
CON 13 +1
DEX 10 +0
INT 16 +3
WIS 20 +5
CHA 8 -1
Human Ability bonus on Wisdom; raised CON and WIS +1 in level 4
AC: 20 (Delvers Hide +3, Magic +1, Int +3, Staff Fighting +1, Half Level +2)
Fort: 16 (Con +1, Class +1, Race +1, Magic +1, Half Level +2)
Ref: 18 (Int +3, Class +1, Race +1, Magic +1, Half Level +2)
Will: 20 (Wis +5, Class +1, Race +1, Magic +1, Half Level +2)
Hit Points: 35
Bloodied: 17
Surge Value: 8
Surges/Day: 7
Action Point: +4 on all attack rolls from Action Surge + ChessentaSurge Value: 8
Surges/Day: 7
Weapon Proficiencies: Simple melee, simple ranged
Implements: Rods, staffs
Speed: 6
Magic Items
Staff of the War Mage, Lvl 3
Enhancement: +1 attack rolls and damage rolls
Critical: +1d8 damage
Power (Daily): Free Action. Use this power when using a power that has a blast or a burst effect. Increase the size of the blast or the burst by 1.
Amulet of Physical Resolve, Lvl 2Critical: +1d8 damage
Power (Daily): Free Action. Use this power when using a power that has a blast or a burst effect. Increase the size of the blast or the burst by 1.
+2 item bonus to saving throws against effects with the poison keyword and effects that render you weakened, slowed, or immobilized.
Armor: Delver's Hide +1, Lvl 3
Gain a +2 power bonus to a saving throw you just rolled; use the new result.
Bracers of the Perfect Shot, Lvl 3
When you hit with a ranged basic attack, you gain a +2 item bonus to the damage roll.
Eagle Eye Goggles, Lvl 2
Gain a +1 item bonus to ranged basic attack rolls.
Languages: Common, Giant (Orcs, ogres)
Trained Skills:
Arcana (Int) +10
Endurance (Con) +8
History (Int) +10
Insight (Wis) (extra Human) +12
Religion (INT) (default) +10
Passive Insight: 22Endurance (Con) +8
History (Int) +10
Insight (Wis) (extra Human) +12
Religion (INT) (default) +10
Passive Perception: 17
Feats:
1: Staff Fighting (+1 AC, Staff becomes defensive and double weapon)
1: Action Surge (+3 attack roll on Action Point actions. +1 for Chessenta origin)
2: Human Perseverance (+1 on saves)
4: Power of Amaunator [Divinity]
Future feats:
Astral Fire (+1 fire or radiant), Prerequisite: Dex 13, Cha 13
Raging Storm (+1 thunder or lightning), Prerequisite: Con 13, Dex 13
Stubborn Survivor (+2 on saves if no AP left)
At-Wills1: Action Surge (+3 attack roll on Action Point actions. +1 for Chessenta origin)
2: Human Perseverance (+1 on saves)
4: Power of Amaunator [Divinity]
Future feats:
Astral Fire (+1 fire or radiant), Prerequisite: Dex 13, Cha 13
Raging Storm (+1 thunder or lightning), Prerequisite: Con 13, Dex 13
Stubborn Survivor (+2 on saves if no AP left)
Sun Strike
+9 vs REF, 1d8+8 Radiant, slides target, serves as ranged basic attack
Divine Bolts
+8 vs REF, 2 targets, 1d6+6 Lightning
Vanguard's Lightning
+8 vs REF, burst 1 (2 with War Mage daily), 1d6+6 Lightning, extra INT (3) damage if using OA before end of next turn
Encounter Level 1+9 vs REF, 1d8+8 Radiant, slides target, serves as ranged basic attack
Divine Bolts
+8 vs REF, 2 targets, 1d6+6 Lightning
Vanguard's Lightning
+8 vs REF, burst 1 (2 with War Mage daily), 1d6+6 Lightning, extra INT (3) damage if using OA before end of next turn
Astral Terror
burst 3 (48 target squares, 80 with War Mage daily), targets Will, 1d6+6, Push 2 sq., Psychic
Daily Level 1burst 3 (48 target squares, 80 with War Mage daily), targets Will, 1d6+6, Push 2 sq., Psychic
Angelic Echelon
burst 3 (48 target squares, 80 with War Mage daily), targets Will, 1d6 + 6, Half Damage on miss, extra 5 damage if it attacks until the end of my next turn, Radiant
Utility Level 2burst 3 (48 target squares, 80 with War Mage daily), targets Will, 1d6 + 6, Half Damage on miss, extra 5 damage if it attacks until the end of my next turn, Radiant
Shroud of Warning, Daily, 2+ INT bonus on Initiative (5)
Ecounter Level 3
Chains of Carceri
burst 1 within 10 squares (2 with War Mage daily), target Reflex, 2d8 + 6 and slowed until the end of your next turn, unspecified damage
Channel Divinity: Preserver's Rebukeburst 1 within 10 squares (2 with War Mage daily), target Reflex, 2d8 + 6 and slowed until the end of your next turn, unspecified damage
Encounter: Divine
Immediate Reaction
Trigger: An enemy within 10 squares of you hits your ally
Effect: Before the end of your next turn, you gain a bonus to your next attack roll against the triggering enemy equal to your Intelligence modifier.
Channel Divinity: Rebuke Undead
Encounter: Divine, Implement, Radiant
Standard Action
Close blast 5
Target: Each undead creature in blast
Attack: Wisdom vs. Will
Hit: 1d10 + Wisdom modifier radiant damage. You push the target 2 squares, and it is dazed until the end of your next turn.
Channel Divinity: Feat Power
Power of Amaunator
Your radiant powers burn with the fury of the noontime sun.
Encounter ✦ Divine, Radiant
Free Action Personal
Trigger: You hit an enemy with a power with the radiant keyword
Effect: Your power deals an extra 1d10 radiant damage to all targets hit by the power used.
Basic Melee Attack:
Quarterstaff, +4 vs. AC, 1d8
Basic Ranged Attack:
Sun Strike, +9 vs REF, 1d8+8 Radiant, slides target
COMMENTS:
Looking at the Invoker gave me a big headache. I originally wanted to go with the Elf, or Dwarf, but it bugged me that I couldn't take advantage of the awesome variety of the at-wills.
1. Either Sun Strike or Avenging Light is a must because it serves as a basic ranged attack, which can be improved with magic items. Avenging Light is inferior because it targets FORT, usually the strongest defense of most monsters, so I went with Sun Strike, also because I like sliding enemies into combat advantage positions for my melee friends.
2. Vanguard's Lightning is a must because it's just great. It can help me too if I'm stuck in melee and need to get out. I attack my surroundings, and then run away. When they touch, lightning strikes.
3. Divine Bolts is a must because it grants two attacks, which is very powerful, and you can even add the modifier to damage. Kind of like Twin Strike, but better?
It's extremely painful to give up any of these attacks. That's why human is the superior choice, in addition to the Action Surge greatness.
Amaunator / Angelic Echelon / Astral Terror / Action Surge Combo:
1. Spend Action Point
2. Attack close burst 3 with Astral Terror (+4 bonus from Action Surge)
3. Push if needed/possible, but not more than 4 squares away
4. use Staff of War Mage power on Angelic Echelon
5. attack close burst 4 with Angelic Echelon, deal damage even on a miss
6. Deal extra 1d10 damage with Power of Amanaunator to everyone in close burst 4.
That's potentially 2d6+12+1d10 radiant damage in 80 squares in one turn. Undead, please come closer.
Apropos Undead:
1. Spend Action Point.
2. Rebuke Undead in blast 5 with +4 attack bonus, daze them
3. use Staff of War Mage power on Angelic Echelon
4. move into position
5. attack close burst 4 with Angelic Echelon, +2 because of CA from dazed, deal damage even on a miss
6. Deal extra 1d10 damage with Power of Amanaunator to everyone in close burst 4.
That's potentially 2d10+12+1d6 radiant damage, plus 10 or whatever vulnerability, in 25 squares in one turn.
More Speculation:
It's unknown what paragon paths and feats are going to be available for the Invoker, but for this build the cleric's Angelic Avenger PP would synergize very well:
Angelic Action adds another +4 to attack rolls from Action Point, until the end of your next turn. The above mentioned combos become a nuke then. There is also another Radiant Burst power. For this to work best, the ability scores need to be redone so they allow Astral Fire to work... not easy.
(The invoker is only in preview, level 1-3, and will be included in the PHB II.)

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