Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
The Demiurge Molecule: A Sorcerer's (and Elementalist's) Handbook (by DuelistDelSol)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Nibelung" data-source="post: 6712054" data-attributes="member: 74499"><p><strong>Originally posted by DuelistDelSol:</strong></p><p></p><p style="text-align: center"><span style="font-size: 12px"><strong>Other Arcane Paths</strong></span></p><p> </p><p></p><p><strong>Academy Master (D374) - No Ability Score Devotion</strong></p><p>[sblock]<span style="color: #008000"><strong>Strategy:</strong></span> At-Will and Encounter Optimization</p><p><span style="color: #008000"><strong>Overall Rating:</strong></span></p><p><span style="color: #00ccff"><strong>Light Blue.</strong></span> This path honestly doesn't do too much. What it mostly does is buff your At-Wills in terms of damage and efficiency of use. But quite honestly, what else do you want? You're a Striker. Damage is what you do.</p><p></p><p><span style="color: #0000ff"><strong>11th Level Feature (Arcane Underpinning):</strong></span> Your Arcana score is going to be woefully low even with this nominal boost, but at least it's something helpful. The secondary accuracy boost, however, is much more welcome.</p><p><span style="color: #0000ff"><strong>11th Level Feature (Educated Action):</strong></span> Since you're more focused on AOEs than you are single-target attacks, depending on how many get caught up in your attacks this may not trigger a reroll on the creature you want to hit, but it won't exactly go to waste (since it waits the entire turn for one missed attack roll to come up).</p><p><span style="color: #00ccff"><strong>16th Level Feature (Fundamental Mastery):</strong></span> The bread and butter of the path, giving you a great boost to At-Will damage. This makes Burning Spray even more valuable than it is, and Blazing Starfall a near must-have.</p><p></p><p><span style="color: #0000ff"><strong>11th Level Encounter Power (Learned Boost):</strong></span> A cool boost to damage (though using it on Blazing Starfall will only add 2d4 damage). It also is Reliable, so if you do miss everyone with your attack, you don't waste Learned Boost; thus it won't be useless. Excellent!</p><p><span style="color: #0000ff"><strong>12th Level Encounter Utility (Refined Recall):</strong></span> Most of your Encounter powers tend to be minor echoes of your dailies - you've got plenty of AOEs and multitarget powers nestled in there that you'd rather not see go to waste. Here's a handy way to get them back.</p><p><span style="color: #00ccff"><strong>20th Level Daily Power (Master's Surge):</strong></span> In my Warlock guide, I rated this Gold due to just how insanely good some Warlock powers could become if upgraded to save-ends. However, this is not the same for you - how your ability scores work and what implements you prize make making save-ends effects work for you a hassle. On top of which, your Control just is not at the level of the Warlock. However, you work with AOEs, making adding two dice to the damage much more of a valuable asset. All in all, still a great power.[/sblock]</p><p><strong>Master Preserver (DSCS) - No Ability Score Devotion</strong></p><p>[sblock]<span style="color: #008000"><strong>Strategy:</strong></span> Off-Leader</p><p><strong><span style="color: #008000">Overall Rating:</span></strong></p><p><strong><span style="color: #0000ff">Blue.</span></strong> You're a Striker first and foremost, and these features and powers do rather little to accentuate your role. That being said, there is some very strong Leadership powers and features that do not conflict with what you do, and even tops out with a very solid Daily. A surprisingly good pick.</p><p></p><p><span style="color: #ff0000"><strong>11th Level Feature (Blessing of the Land):</strong></span> Oh no, you can't use Arcane Defiling anymore! How... tragic... I guess. And three skill bonuses to skills you still won't be good in. Huh.</p><p><span style="color: #0000ff"><strong>11th Level Feature (Master Preserver's Action):</strong></span> A slightly tweaked version of Academy Master's AP feature, in which you reroll any attack or damage roll you made with the Arcane power you used your Action Point for. Honestly, this is a much better version, as even if you hit everything, you can give yourself a shot at scoring a critical hit, or salvaging those horrible strings of 1s you got on your damage dice.</p><p><strong>16th Level Feature (Surging Vitality):</strong> The problem with this is that you just will not be spending Healing Surges that often, especially if you don't wade into the front lines. You don't want to tax your Leader all that much. However, perhaps with this benefit, your Leader might think about prioritizing healing you, especially if they're a Shaman (in which they'll very much appreciate your contribution aiding their secondary heal). Plus, you'll be doing it at least once per encounter with your 11E. Not to mention the accuracy-boosting side benefit of doing so.</p><p></p><p><span style="color: #0000ff"><strong>11th Level Encounter Power (Vital Spell):</strong></span> Instead of adding dice, you're just doing 1d10 extra damage, which is slightly better than Academy Master's power for Blazing Starfall, but it's not Reliable, so it can go to waste. However, should you hit, you get a fantastic benefit in being able to grant pretty much anyone on the board that's friendly to you the ability to spend a healing surge, which will either fuel Surging Vitality or just patch someone else up.</p><p><span style="color: #0000ff"><strong>12th Level Encounter Utility (Life Shield):</strong></span> Even as a Striker, there's no real reason to say No to what's basically a stronger version of the Swordmage utility Channeling Shield.</p><p><span style="color: #00ccff"><strong>20th Level Daily (Light of the Lost Sun):</strong></span> A friendly CB5 that attacks Will and even does Radiant damage is splendid enough; however, your allies will enjoy drinking in the fantastic damage-boosting and healing aura that you present.[/sblock]</p><p><strong>Master of Flame (D388) - Intelligence</strong></p><p>[sblock]<span style="color: #008000"><strong>Strategy:</strong></span> Fire DPR</p><p><strong><span style="color: #008000">Overall Rating:</span> Black.</strong> There's no doubt that there's some powerful elements stored within this path - permanent expansion of Fire powers being one of them. However, there's no escaping the fact that this path just was not meant for you, with the heavy focus towards your Intelligence score. If you have a 14 or so in the stat, the features will come into full view, but the powers won't do anything for you: Reserve Maneuver bait on the 11E at the very least.</p><p></p><p><span style="color: #0000ff"><strong>11th Level Feature (Combustive Action):</strong></span> Quite a cool little AP benefit for Skirmisher types, of whom will most likely be Fire-based anyway. It's also a surprisingly substantial amount of damage.</p><p><strong>11th Level Feature (Critical Conflagration):</strong> What saves this most is that it's ongoing damage equal to TWICE your Intelligence modifier - merely a 14 INT will add ongoing 4 fire damage to your powers when you crit, which certainly isn't anything like <em>Demonskin Adept</em>'s crit feature, but will work for you, especially if you have anything that works off of having ongoing damage (Tieflings?)</p><p><span style="color: #00ccff"><strong>16th Level Feature (Swath of Destruction):</strong></span> This is what you came for, however. All of your Fire bursts and blasts become one size larger, and it just so happens that your two AOE At-Wills have the Fire keyword! Happy days! Oh yea, and your Fire-typed encounters and dailies get this as well.</p><p></p><p><span style="color: #ff0000"><strong>11th Level Encounter Power (Fanning the Flames):</strong></span> An Intelligence-based attack that can only attack an enemy at the outset that's taking ongoing Fire damage. No. You have better choices amongst your own powers, so take <em>Reserve Maneuver</em>.</p><p><span style="color: #0000ff"><strong>12th Level Daily Utility (Burning Transformation):</strong></span> A <em>Weapon of Summer</em> is almost required for this power, otherwise your non-Fire powers will not function. If you can wing it, however, you gain a gigantic bonus to damage rolls on Fire attacks, insubstantiality, a minor-action Shift, and even a damage shield! It isn't a damage roll, however, and requires your Intelligence score to not be derpy, but it's workable.</p><p><span style="color: #ff0000"><strong>20th Level Daily Power (Furious Immolation):</strong></span> The zone it leaves behind is quite fierce, but every single attack you make through this power requires Intelligence, and the fact of the matter is, barring very lucky rolls on the dice, you just will not hit anything with this power, or damage it in any decent fashion.[/sblock]</p><p><strong>Speaker of Xaos (Essentials: HoEC) - No Ability Score Devotion</strong></p><p>[sblock]<span style="color: #008000"><strong>Strategy:</strong></span> Elemental DPR</p><p><strong><span style="color: #008000">Overall Rating:</span></strong></p><p><strong><span style="color: #00ccff">Light Blue.</span></strong> You have even more use of these features than your Warlock cousins do, due to your propensity for multitargeting attacks. In that regard, the first 11th level feature will come through for you in flying colors. The rest of the path helps you out in other respects, but man, there's something to be said for a path feature that bests Arcane Wellspring's.</p><p></p><p><span style="color: #ff9900"><strong>11th Level Feature (Xaos Action):</strong></span> Very rarely is the Action Point feature one of a path's strongest features. You take what was great about Arcane Wellspring's Action Point feature, and make it part of a fully-usable attack (instead of augmenting an attack already in progress), not limiting it to single-target powers, and even giving you an option to expand your bursts or blasts! Keep in mind this only works for four damage types, so pick your powers wisely, because this is an incredibly powerful feature to build yourself around.</p><p><span style="color: #800080"><strong>11th Level Feature (Xaos Lore):</strong></span> Another thing about this path is that, considering the book it came from, it has debuffs for, and buffs against, Elemental creatures. One problem though - how can you guarantee you'll be facing Elemental monsters? It's a pretty darn nice feature, but may never come up in your character's lifetime.</p><p><span style="color: #0000ff"><strong>16th Level Feature (Power of Xaos):</strong></span> Brutal 1! It's only for Cold, Fire, Lightning, and Thunder powers, but it's there, and could help you push your powers past that final edge you need to kill an enemy a turn earlier than you might have.</p><p></p><p><span style="color: #0000ff"><strong>11th Level Encounter Power (Elemental Durance):</strong></span> As a free action, you can add a monstrous amount of damage (though it's not an Arcane power) to a power that fits the four damage types mentioned above should it disrespect some easily-triggered soft control. Use that slight push to your advantage.</p><p><span style="color: #800080"><strong>12th Level Encounter Power (Repel Elements):</strong></span> Another Elemental-centric part of the path, this time giving you a one-turn aura that prevents Elemental creatures from moving next to you, and giving yourself and your allies bonuses to defenses against certain typed damages or Elemental attacks in general. Once more, will this come up in your campaign?</p><p><span style="color: #00ccff"><strong>20th Level Daily Power (Elemental Chains):</strong></span>In case your power just wasn't devastating enough, and you can afford to drop a Daily to add some control, subject everyone you targeted to either immobilization or restrained + ongoing 15 damage! This fits under the same issues as your Chromatic dailies, where most of the powers you want to use this on just aren't that friendly, and the riders you add will not make your allies happy if they're subjected to it, so be extra cautious when and how you use this.[/sblock] </p><p> </p><p style="text-align: center"><span style="font-size: 15px"><strong>Epic Destinies</strong></span></p><p></p><p>Due to... ahem... slightly better organization skills, I will be talking about Epic Destinies this time! I won't go over a ton of them, mainly the ones I think are notable in some fashion, but I will get to as many as I can.</p><p></p><p><strong>Archspell (AP)</strong></p><p>[sblock]<span style="color: #008000"><strong>Overall Rating:</strong></span> <strong>Black.</strong> The lack of ability score boosts and too much focus on amping up one power really does hurt this destiny a lot. However, there are some interesting little possibilities once you climb up to 26th Level...</p><p></p><p><strong>21st Level Feature (Signature Spell (Archspell)):</strong> This fuels pretty much the entire path, but doesn't quite come into play yet. It's a handy boost to a daily you possess, but it's not exactly anything to shout about, and of course, will only come up once a day.</p><p><strong>24th Level Feature (Returning Spell):</strong> Should you die, once per day you... pop right back up at half health next go-around. Well, that's boring. Power recovery, of course, is always welcome, especially when it's right when you need it.</p><p><span style="color: #00ccff"><strong>26th Level Encounter Utility (Channel the Signature):</strong></span> Oh, badly worded powers, how I love thee. Especially once you hit 30th Level, just throw out your Signature Spell, then pop this baby for a permanent source of Resist All that'll stack with your native Soul resistances. Woops.</p><p><span style="color: #ff9900"><strong>30th Level Feature (Living Spell):</strong></span> So yea. Prismatic Storm as an Encounter power. Wyrm Form as an Encounter power. <em>Blizzard as an Encounter power.</em> Did you MC Swordmage and grab Quicksilver Blade? What about Warlock dailies? Master's Surge? Lightning Daggers? The possibilities are endless... and hilarious.[/sblock]</p><p><strong>Avangion (DSCS)</strong></p><p>[sblock]<strong><span style="color: #008000">Overall Rating:</span></strong></p><p><strong><span style="color: #00ccff">Light Blue.</span></strong> You become Arcane Jesus. Really. Oh, also something about adding Radiant damage to everything you ever do ever, but really, that DU26.</p><p></p><p><span style="color: #0000ff"><strong>21st Level Feature (Avatar of Preservation):</strong></span> You can't use Arcane Defiling. Oh, what a loss. Instead, have a great bonus to death saving throws (about a +4 or +5 if you're lucky), on top of not aging. I think that's a fair trade, don't you think?</p><p><span style="color: #0000ff"><strong>21th Level Feature (Perfection of Mind):</strong></span> It's kind of a shame you have to pick amongst all the mental skills, since the secondary skill just won't do anything. Strength Sorcerers will already have a good DEX due to wanting feats based off of the stat, so raising INT won't improve their Reflex, and Wisdom clashes with Charisma. Still, it's a Charisma boost, so you can't say no there.</p><p><span style="color: #00ccff"><strong>24th Level Feature (Avangion Transformation):</strong></span> Automatic flight. Automatic low-light vision. Also, you understand every language. Oh, and every single attack you ever wanted to do now does Radiant damage on top of what it already did. Be the arcanist you boasted about becoming.</p><p><span style="color: #ff9900"><strong>26th Level Daily Utility (Wings of Gold):</strong></span> As long as you can dart around the board with a semblance of effort, and as long as you're not getting yourself in trouble, no one in your party is going to die, period. You basically present the Jesus Aura of making saving throws against anything, healing without healing surges on bloodied and dying allies, and on top of which, undead are now vulnerable to everything. I don't even.</p><p><strong>30th Level Feature (Avangion Rising):</strong> The worst part of this path. And that's saying something. It's a very strong feature, since you can now tspend surges for other people... but wait, that's right: your bank of healing surges is rather low! Also, it uses your healing surge value instead of theirs, though it does give a little bit of push in adding your Charisma modifier to that as well. Don't fret, though - even if you don't care much about this feature, just look at literally everything you got beforehand.[/sblock]</p><p><strong>Avatar of Io (PH Races: Dragonborn) - Dragonborn</strong></p><p>[sblock]<strong><span style="color: #008000">Overall Rating:</span></strong></p><p><strong><span style="color: #0000ff">Blue.</span></strong> This destiny relies on you having something to recover your Breath, instead of having it belch out and then be gone for the rest of the encounter. It's got some awesome little perks, but nothing spectacular.</p><p></p><p><span style="color: #0000ff"><strong>21st Level Feature (Breath Mastery):</strong></span> What's important here is the fact that your Breath now amps up similarly typed powers that you have. What's even more important is that you need to somehow get this to trigger more than once - otherwise, it's a perk that's akin to some Paragon Path features. The resistances won't matter too much, as you already have a native way to pierce, and otherwise you can just modulate your breath to avoid it.</p><p><span style="color: #0000ff"><strong>21st Level Feature (Draconic Incarnation):</strong></span> A straight boost to CHA and STR, no choice. 99% of Dragonborn Sorcerers are going to be either Dragon Sorcerers or Cosmic Sorcerers anyway, so this is obviously <span style="color: #00ccff"><strong>better</strong></span> for them.</p><p><span style="color: #0000ff"><strong>24th Level Feature (Wings of Io):</strong></span> A fly speed of 8 + hover is cool, and might help you choose other utilities and powers. However, a lot of those powers, especially ones Dragon Sorcerers tend to favor, carry awesome side benefits, and so this might go to waste.</p><p><span style="color: #00ccff"><strong>26th Level Encounter Utility (Divine Resistance):</strong></span> Save-ends effects tend to be incredibly nasty at this stage of the game; gaining an Encounter based insurance against that is much welcomed.</p><p><span style="color: #800080"><strong>30th Level Feature (Divine Discorporation):</strong></span> Helps fit with the god motif, though having to wait for you to die and then having to wait for you to succeed on a saving throw may put you out of the action too long to save your friends. Also, you pop back at a quarter of your health plus CON modifier, which is a tad low. It's not exactly a bad capstone feature, though it does come kind of late, all things considered.[/sblock]</p><p><strong>Avatar of Storm (Divine Power)</strong></p><p>[sblock]<strong><span style="color: #0000ff">Overall Rating:</span> Black.</strong> This requires a feat called "Storm Sacrifice", which you cannot get at the outset: it's the Domain-centric Channel Divinity feat for the Storm Domain; thus, you need to be worshipping a Storm deity, somehow gain the Channel Divinity class feature, and finally take the feat mentioned. It's a million hoops to go through, but what you get is one of the best benefits for Storm Sorcerers in the entire game.)</p><p></p><p><span style="color: #800080"><strong>21st Level Feature (Strength of the Storm):</strong></span> While it sounds like this feature is utterly useless to you, gaining a bonus to Strength means you qualify for Sorcerer Implement Expertise with a starting Strength score of 11. It's still disappointing, though...</p><p><span style="color: #ff9900"><strong>21st Level Feature (Stormhand):</strong></span> Your Lightning and Thunder powers now deal both types of damage, and most importantly, it possesses both keywords before attacks are declared. That means all of your Lightning AOEs are now expanded by Resounding Thunder, all of your Thunder powers benefit from <em>Lightning Fury</em>'s features, and all of them qualify for the boosts gained via Oncoming Storm.</p><p><strong>24th Level Feature (Thundering Revival):</strong> Your Constitution score isn't going to be impressive, but that's still one hell of a way to wake up.</p><p><strong>26th Level Daily Utility (Gather the Storm):</strong> An aura of seperate Vulnerabilities to Lightning and Thunder will help you utterly destroy anything that dares end their turns too close to you.</p><p><strong>30th Level Feature (Windstrider):</strong> Rather late to be gaining a Fly speed, but I'm not complaining otherwise.[/sblock]</p><p><strong>Destined Scion (Essentials: HoFL)</strong></p><p>[sblock]<strong><span style="color: #008000">Overall Rating:</span></strong></p><p><strong><span style="color: #00ccff">Light Blue.</span></strong> This and its brother destiny, Indomitable Champion, are very no-nonsense destinies that do very few things, but those few things are everything you want out of an ED. This is the better of the two for you, but you can't go wrong with either of them, quite frankly.</p><p></p><p><span style="color: #00ccff"><strong>21st Level Feature (Epic Heroism):</strong></span> This echoes one of the classic features of an old favorite, Demigod - increasing your ability scores by two does wonders for a class that prizes both its primary and secondary stats.</p><p><span style="color: #00ccff"><strong>24th Level Feature (Epic Combatant):</strong></span> A no-frills boost to attack rolls and saving throws? As a Striker?! Yes, please!</p><p><span style="color: #0000ff"><strong>26th Level Utility Power (Epic Recovery):</strong></span> One overlooked part of this power is that you can wait on this one - it doesn't automatically trigger on your death. You still can pop it before you have to roll your death saving throw, of course; whenever you use it, you immediately heal half of your max hitpoints (plus a little topping off if you're a Dragonborn) and can immediately stand up to do your job once more!</p><p><span style="color: #0000ff"><strong>30th Level Utility Power (Undeniable Victory):</strong></span> No ifs, ands, or buts about it: once per day, you didn't miss that target with your power. Niiiice.[/sblock]</p><p><strong>Draconic Incarnation (D388)</strong></p><p>[sblock]<strong>Overall Rating: <span style="color: #00ccff">Light Blue.</span></strong> If this wasn't meant to be a Sorcerer-themed path, I'll eat my shoes. Two seperate instances of you being able to turn into a dragon, some extra Daily powers to throw around when you hit 30, and even a static boost to Charisma!</p><p></p><p><span style="color: #00ccff"><strong>21st Level Feature (Ancient Resurgence):</strong></span> I'll give you a hint. Pick Charisma for your primary boost. Then DEX or STR for your secondary. Easy choices, and will give you bonuses on par with Demigod and Destined Scion.</p><p><strong>24th Level Feature (Spirit of the Dragon):</strong> So, when you die, you hulk out and become a Large dragon, with all of your powers and equipment intact. As we discussed back with the 29th Level dailies, increasing your size makes Close bursts that much more powerful, since they now cover a larger area of the board. Any auras you might have obtained do the same. Of course, this assumes you have any of these sort of powers left when you flatline, as you've probably thrown everything against the wall if it had to come to this. If you have any sort of power recovery, this matters little, however. No matter what, it's still insanely flavorful, and with it being insubstantial, by the time the combat's over, you should be back in relative shape.</p><p><span style="color: #00ccff"><strong>26th Level Daily Utility (Draconic Form):</strong></span> Yet another way to transform into a dragon, though this time you become HUGE. You also gain access to a devastating and yet completely friendly Cb5 At-Will while this power is running. On top of which, you gain a large fly speed and, surprisingly, a Reach increase as well!</p><p><span style="color: #00ccff"><strong>30th Level Feature (Ancient Arcanist):</strong></span> We round out this destiny with a kicker - you gain access to two 25th Level Arcane powers from any class, including your own. Of prime note are Bards and Warlocks, whom share the same attack score as you do. What you may also find interesting is the Swordmage stance from level 25, Quicksilver Blade: this with Ensorceled Blade gives you a Minor Action Arcane At-Will, which makes your DPR rocket skyward.[/sblock]</p><p><strong>Prince of Hell (D372)</strong></p><p>[sblock]<strong><span style="color: #008000">Overall Rating:</span> Black.</strong> You need to be devoted to dealing Fire damage in order to get the most of this path. It does give further justification to having Master of Flame as a Paragon Path, which is always spiffy, but lacks a resurrection feature, which sounds incredibly odd for a path deemed around being a devil and resisting the call of Hell. Oh well.</p><p></p><p><span style="color: #0000ff"><strong>21st Level Feature (Infernal Form):</strong></span> Boost your Charisma, and give yourself Darkvision and a humongous Resist Fire amount. Awesome.</p><p><strong>24th Level Feature (Hellfire Master):</strong> This was what I was talking about in the summary blurb. It essentially adds the Fire keyword to an Encounter power of your choice, and by proxy allows it to pierce all resistances due to the primary benefit of this feature. However, a problem comes up whereby this isn't taken advantage of natively by the Epic Destiny - you're left to build upon this, so don't just take it for granted. Plan for this ahead of time.</p><p><span style="color: #ff0000"><strong>26th Level Daily Utility (Infernal Allies):</strong></span> While they all act on one Free Action of yours, Legion Devils are minions. All the buffing they get from being your pets is a nominal boost to attack rolls, and otherwise become less and less useful as you climb the ranks, as they never scale. It's especially not worth spending a Standard Action to do this, when you could be doing the damage they'd put out on just doing your normal job.</p><p><span style="color: #00ccff"><strong>30th Level Feature (Brimstone Step):</strong></span> A teleport speed (thus buffable by both speed boosts and teleport boosts) with autodamage attached is exactly what you want, especially as a Skirmisher Sorcerer. A shame you have to wait this long to get it...[/sblock]</p><p><strong>Storm Sovereign (D372)</strong></p><p>[sblock]<strong><span style="color: #008000">Overall Rating:</span> Black.</strong> The main thing you'll want from this path is the capstone feature; nothing else really screams "awesome."</p><p></p><p><span style="color: #800080"><strong>21st Level Feature (Stormborn):</strong></span> Gain a bonus to a score you don't necessarily care about, and basically add half your level to your Storm Resistance. <span style="color: #0000ff"><strong>Better</strong></span> if you're not a Storm Sorcerer, though I question why you're taking this destiny if you're not.</p><p><strong>24th Level Feature (Thunder and Lightning):</strong> You have to wait to die to get this feature, but it is a very solid revivication feature, giving you a huge aura of autodamage and sliding. A bit unfair that you can't use Dailies, though considering if the encounter took you down this far, you've probably thrown everything you got at Team Monster anyway.</p><p><span style="color: #0000ff"><strong>26th Level Daily Utility (Scion of Chaos):</strong></span> Huh. Here's something funky to pull out of thin air: turn an attack against you into a critical hit against someone else in burst range. The new target must be in the original attack's range and within the burst, but that's still kind of awesome.</p><p><span style="color: #00ccff"><strong>30th Level Feature (Cyclone's Master):</strong></span> Of course, this is the level you pretty much get everything you wanted from this path. A flight speed with hover, and everyone loses their resistances to thunder and lightning (but if you're a Lightning Fury, you pretty much had this anyway). The most important thing, however, is that you can now deal Lightning or Thunder damage with all of your powers. Keep in mind this happens too late for Resounding Thunder to come into play, but being able to deal on-demand Lightning damage is huge for Lightning Furies.[/sblock] </p><p></p><p><strong>Sublime Flame (Eberron)</strong></p><p>[sblock](You must have also Multiclassed into a Divine class to qualify for this, while also having The Silver Flame as your deity of choice.) </p><p><strong><span style="color: #008000">Overall Rating:</span> Black.</strong> This is another one of those Epic Destinies that's pretty much only notable for its capstone feature. The rest of the features aren't anything to yell about and you don't get ability score boosts, but it's the 30th level feature that really does sell it hardcore.</p><p></p><p><strong>21st Level Feature (Chosen of the Flame):</strong> Especially with Cosmic Sorcerers, Radiant is actually a pretty decent damage type on your dailies, if not Fire. Two uses of a chosen daily of those types every day is very cool, and you've got good options (Blackfire Serpent hype!)</p><p><strong>24th Level Feature (Argent Vessel):</strong> Not super impressed. It's your revivication feature, but it waits until your next turn, and it only affects those around you, both the damage and healing element. Pretty hilarious against undead, though.</p><p><span style="color: #0000FF"><strong>26th Level Daily Utility (Silver Flame's Embrace):</strong></span> In response to being bloodied, you enter what's very rare for Sorcerers: a stance! +2 to defenses and saving throws is a very nice starting point, and then a 50% chance of them being blinded when you get hit with a melee attack is icing on the cake. Not too bad for Skirmishers.</p><p><strong>30th Level Daily Utility (Wrath of Silver Flame):</strong> All your Fire powers deal 2d6 extra Radiant damage. All your Radiant powers deal 2d6 extra Fire damage. So why is this so good? To say nothing of the buff it gives to <em>Blackfire Serpent</em> and its ilk... it is one of the best damage boosts to <em>Blazing Starfall</em> you can find. Suddenly you throw on 4d6 damage to that power, giving it a tremendous buff and finally making it a power to fear alongside your innate damage modifiers. Furthermore, your Fire powers are now going to wipe Undead off the map, and your Radiant powers get a little bit of a neat boost with strong support. Admixture Fire onto your favorite Radiant power, and you'll be good to go, with one of the most simple, yet coolest capstones Sorcerers can get.</p><p>[/sblock] </p></blockquote><p></p>
[QUOTE="Nibelung, post: 6712054, member: 74499"] [b]Originally posted by DuelistDelSol:[/b] [CENTER][Size=3][b]Other Arcane Paths[/b][/size][/CENTER] [b]Academy Master (D374) - No Ability Score Devotion[/b] [sblock][COLOR=#008000][b]Strategy:[/b][/COLOR] At-Will and Encounter Optimization [COLOR=#008000][b]Overall Rating:[/b][/COLOR] [COLOR=#00ccff][b]Light Blue.[/b][/COLOR] This path honestly doesn't do too much. What it mostly does is buff your At-Wills in terms of damage and efficiency of use. But quite honestly, what else do you want? You're a Striker. Damage is what you do. [COLOR=#0000ff][b]11th Level Feature (Arcane Underpinning):[/b][/COLOR] Your Arcana score is going to be woefully low even with this nominal boost, but at least it's something helpful. The secondary accuracy boost, however, is much more welcome. [COLOR=#0000ff][b]11th Level Feature (Educated Action):[/b][/COLOR] Since you're more focused on AOEs than you are single-target attacks, depending on how many get caught up in your attacks this may not trigger a reroll on the creature you want to hit, but it won't exactly go to waste (since it waits the entire turn for one missed attack roll to come up). [COLOR=#00ccff][b]16th Level Feature (Fundamental Mastery):[/b][/COLOR] The bread and butter of the path, giving you a great boost to At-Will damage. This makes Burning Spray even more valuable than it is, and Blazing Starfall a near must-have. [COLOR=#0000ff][b]11th Level Encounter Power (Learned Boost):[/b][/COLOR] A cool boost to damage (though using it on Blazing Starfall will only add 2d4 damage). It also is Reliable, so if you do miss everyone with your attack, you don't waste Learned Boost; thus it won't be useless. Excellent! [COLOR=#0000ff][b]12th Level Encounter Utility (Refined Recall):[/b][/COLOR] Most of your Encounter powers tend to be minor echoes of your dailies - you've got plenty of AOEs and multitarget powers nestled in there that you'd rather not see go to waste. Here's a handy way to get them back. [COLOR=#00ccff][b]20th Level Daily Power (Master's Surge):[/b][/COLOR] In my Warlock guide, I rated this Gold due to just how insanely good some Warlock powers could become if upgraded to save-ends. However, this is not the same for you - how your ability scores work and what implements you prize make making save-ends effects work for you a hassle. On top of which, your Control just is not at the level of the Warlock. However, you work with AOEs, making adding two dice to the damage much more of a valuable asset. All in all, still a great power.[/sblock] [b]Master Preserver (DSCS) - No Ability Score Devotion[/b] [sblock][COLOR=#008000][b]Strategy:[/b][/COLOR] Off-Leader [b][COLOR=#008000]Overall Rating:[/COLOR] [COLOR=#0000ff]Blue.[/COLOR][/b] You're a Striker first and foremost, and these features and powers do rather little to accentuate your role. That being said, there is some very strong Leadership powers and features that do not conflict with what you do, and even tops out with a very solid Daily. A surprisingly good pick. [COLOR=#ff0000][b]11th Level Feature (Blessing of the Land):[/b][/COLOR] Oh no, you can't use Arcane Defiling anymore! How... tragic... I guess. And three skill bonuses to skills you still won't be good in. Huh. [COLOR=#0000ff][b]11th Level Feature (Master Preserver's Action):[/b][/COLOR] A slightly tweaked version of Academy Master's AP feature, in which you reroll any attack or damage roll you made with the Arcane power you used your Action Point for. Honestly, this is a much better version, as even if you hit everything, you can give yourself a shot at scoring a critical hit, or salvaging those horrible strings of 1s you got on your damage dice. [b]16th Level Feature (Surging Vitality):[/b] The problem with this is that you just will not be spending Healing Surges that often, especially if you don't wade into the front lines. You don't want to tax your Leader all that much. However, perhaps with this benefit, your Leader might think about prioritizing healing you, especially if they're a Shaman (in which they'll very much appreciate your contribution aiding their secondary heal). Plus, you'll be doing it at least once per encounter with your 11E. Not to mention the accuracy-boosting side benefit of doing so. [COLOR=#0000ff][b]11th Level Encounter Power (Vital Spell):[/b][/COLOR] Instead of adding dice, you're just doing 1d10 extra damage, which is slightly better than Academy Master's power for Blazing Starfall, but it's not Reliable, so it can go to waste. However, should you hit, you get a fantastic benefit in being able to grant pretty much anyone on the board that's friendly to you the ability to spend a healing surge, which will either fuel Surging Vitality or just patch someone else up. [COLOR=#0000ff][b]12th Level Encounter Utility (Life Shield):[/b][/COLOR] Even as a Striker, there's no real reason to say No to what's basically a stronger version of the Swordmage utility Channeling Shield. [COLOR=#00ccff][b]20th Level Daily (Light of the Lost Sun):[/b][/COLOR] A friendly CB5 that attacks Will and even does Radiant damage is splendid enough; however, your allies will enjoy drinking in the fantastic damage-boosting and healing aura that you present.[/sblock] [b]Master of Flame (D388) - Intelligence[/b] [sblock][COLOR=#008000][b]Strategy:[/b][/COLOR] Fire DPR [b][COLOR=#008000]Overall Rating:[/COLOR] Black.[/b] There's no doubt that there's some powerful elements stored within this path - permanent expansion of Fire powers being one of them. However, there's no escaping the fact that this path just was not meant for you, with the heavy focus towards your Intelligence score. If you have a 14 or so in the stat, the features will come into full view, but the powers won't do anything for you: Reserve Maneuver bait on the 11E at the very least. [COLOR=#0000ff][b]11th Level Feature (Combustive Action):[/b][/COLOR] Quite a cool little AP benefit for Skirmisher types, of whom will most likely be Fire-based anyway. It's also a surprisingly substantial amount of damage. [b]11th Level Feature (Critical Conflagration):[/b] What saves this most is that it's ongoing damage equal to TWICE your Intelligence modifier - merely a 14 INT will add ongoing 4 fire damage to your powers when you crit, which certainly isn't anything like [i]Demonskin Adept[/i]'s crit feature, but will work for you, especially if you have anything that works off of having ongoing damage (Tieflings?) [COLOR=#00ccff][b]16th Level Feature (Swath of Destruction):[/b][/COLOR] This is what you came for, however. All of your Fire bursts and blasts become one size larger, and it just so happens that your two AOE At-Wills have the Fire keyword! Happy days! Oh yea, and your Fire-typed encounters and dailies get this as well. [COLOR=#ff0000][b]11th Level Encounter Power (Fanning the Flames):[/b][/COLOR] An Intelligence-based attack that can only attack an enemy at the outset that's taking ongoing Fire damage. No. You have better choices amongst your own powers, so take [i]Reserve Maneuver[/i]. [COLOR=#0000ff][b]12th Level Daily Utility (Burning Transformation):[/b][/COLOR] A [i]Weapon of Summer[/i] is almost required for this power, otherwise your non-Fire powers will not function. If you can wing it, however, you gain a gigantic bonus to damage rolls on Fire attacks, insubstantiality, a minor-action Shift, and even a damage shield! It isn't a damage roll, however, and requires your Intelligence score to not be derpy, but it's workable. [COLOR=#ff0000][b]20th Level Daily Power (Furious Immolation):[/b][/COLOR] The zone it leaves behind is quite fierce, but every single attack you make through this power requires Intelligence, and the fact of the matter is, barring very lucky rolls on the dice, you just will not hit anything with this power, or damage it in any decent fashion.[/sblock] [b]Speaker of Xaos (Essentials: HoEC) - No Ability Score Devotion[/b] [sblock][COLOR=#008000][b]Strategy:[/b][/COLOR] Elemental DPR [b][COLOR=#008000]Overall Rating:[/COLOR] [COLOR=#00ccff]Light Blue.[/COLOR][/b] You have even more use of these features than your Warlock cousins do, due to your propensity for multitargeting attacks. In that regard, the first 11th level feature will come through for you in flying colors. The rest of the path helps you out in other respects, but man, there's something to be said for a path feature that bests Arcane Wellspring's. [COLOR=#ff9900][b]11th Level Feature (Xaos Action):[/b][/COLOR] Very rarely is the Action Point feature one of a path's strongest features. You take what was great about Arcane Wellspring's Action Point feature, and make it part of a fully-usable attack (instead of augmenting an attack already in progress), not limiting it to single-target powers, and even giving you an option to expand your bursts or blasts! Keep in mind this only works for four damage types, so pick your powers wisely, because this is an incredibly powerful feature to build yourself around. [COLOR=#800080][b]11th Level Feature (Xaos Lore):[/b][/COLOR] Another thing about this path is that, considering the book it came from, it has debuffs for, and buffs against, Elemental creatures. One problem though - how can you guarantee you'll be facing Elemental monsters? It's a pretty darn nice feature, but may never come up in your character's lifetime. [COLOR=#0000ff][b]16th Level Feature (Power of Xaos):[/b][/COLOR] Brutal 1! It's only for Cold, Fire, Lightning, and Thunder powers, but it's there, and could help you push your powers past that final edge you need to kill an enemy a turn earlier than you might have. [COLOR=#0000ff][b]11th Level Encounter Power (Elemental Durance):[/b][/COLOR] As a free action, you can add a monstrous amount of damage (though it's not an Arcane power) to a power that fits the four damage types mentioned above should it disrespect some easily-triggered soft control. Use that slight push to your advantage. [COLOR=#800080][b]12th Level Encounter Power (Repel Elements):[/b][/COLOR] Another Elemental-centric part of the path, this time giving you a one-turn aura that prevents Elemental creatures from moving next to you, and giving yourself and your allies bonuses to defenses against certain typed damages or Elemental attacks in general. Once more, will this come up in your campaign? [COLOR=#00ccff][b]20th Level Daily Power (Elemental Chains):[/b][/COLOR]In case your power just wasn't devastating enough, and you can afford to drop a Daily to add some control, subject everyone you targeted to either immobilization or restrained + ongoing 15 damage! This fits under the same issues as your Chromatic dailies, where most of the powers you want to use this on just aren't that friendly, and the riders you add will not make your allies happy if they're subjected to it, so be extra cautious when and how you use this.[/sblock] [CENTER][Size=4][b]Epic Destinies[/b][/size][/CENTER] Due to... ahem... slightly better organization skills, I will be talking about Epic Destinies this time! I won't go over a ton of them, mainly the ones I think are notable in some fashion, but I will get to as many as I can. [b]Archspell (AP)[/b] [sblock][COLOR=#008000][b]Overall Rating:[/b][/COLOR] [b]Black.[/b] The lack of ability score boosts and too much focus on amping up one power really does hurt this destiny a lot. However, there are some interesting little possibilities once you climb up to 26th Level... [b]21st Level Feature (Signature Spell (Archspell)):[/b] This fuels pretty much the entire path, but doesn't quite come into play yet. It's a handy boost to a daily you possess, but it's not exactly anything to shout about, and of course, will only come up once a day. [b]24th Level Feature (Returning Spell):[/b] Should you die, once per day you... pop right back up at half health next go-around. Well, that's boring. Power recovery, of course, is always welcome, especially when it's right when you need it. [COLOR=#00ccff][b]26th Level Encounter Utility (Channel the Signature):[/b][/COLOR] Oh, badly worded powers, how I love thee. Especially once you hit 30th Level, just throw out your Signature Spell, then pop this baby for a permanent source of Resist All that'll stack with your native Soul resistances. Woops. [COLOR=#ff9900][b]30th Level Feature (Living Spell):[/b][/COLOR] So yea. Prismatic Storm as an Encounter power. Wyrm Form as an Encounter power. [i]Blizzard as an Encounter power.[/i] Did you MC Swordmage and grab Quicksilver Blade? What about Warlock dailies? Master's Surge? Lightning Daggers? The possibilities are endless... and hilarious.[/sblock] [b]Avangion (DSCS)[/b] [sblock][b][COLOR=#008000]Overall Rating:[/COLOR] [COLOR=#00ccff]Light Blue.[/COLOR][/b] You become Arcane Jesus. Really. Oh, also something about adding Radiant damage to everything you ever do ever, but really, that DU26. [COLOR=#0000ff][b]21st Level Feature (Avatar of Preservation):[/b][/COLOR] You can't use Arcane Defiling. Oh, what a loss. Instead, have a great bonus to death saving throws (about a +4 or +5 if you're lucky), on top of not aging. I think that's a fair trade, don't you think? [COLOR=#0000ff][b]21th Level Feature (Perfection of Mind):[/b][/COLOR] It's kind of a shame you have to pick amongst all the mental skills, since the secondary skill just won't do anything. Strength Sorcerers will already have a good DEX due to wanting feats based off of the stat, so raising INT won't improve their Reflex, and Wisdom clashes with Charisma. Still, it's a Charisma boost, so you can't say no there. [COLOR=#00ccff][b]24th Level Feature (Avangion Transformation):[/b][/COLOR] Automatic flight. Automatic low-light vision. Also, you understand every language. Oh, and every single attack you ever wanted to do now does Radiant damage on top of what it already did. Be the arcanist you boasted about becoming. [COLOR=#ff9900][b]26th Level Daily Utility (Wings of Gold):[/b][/COLOR] As long as you can dart around the board with a semblance of effort, and as long as you're not getting yourself in trouble, no one in your party is going to die, period. You basically present the Jesus Aura of making saving throws against anything, healing without healing surges on bloodied and dying allies, and on top of which, undead are now vulnerable to everything. I don't even. [b]30th Level Feature (Avangion Rising):[/b] The worst part of this path. And that's saying something. It's a very strong feature, since you can now tspend surges for other people... but wait, that's right: your bank of healing surges is rather low! Also, it uses your healing surge value instead of theirs, though it does give a little bit of push in adding your Charisma modifier to that as well. Don't fret, though - even if you don't care much about this feature, just look at literally everything you got beforehand.[/sblock] [b]Avatar of Io (PH Races: Dragonborn) - Dragonborn[/b] [sblock][b][COLOR=#008000]Overall Rating:[/COLOR] [COLOR=#0000ff]Blue.[/COLOR][/b] This destiny relies on you having something to recover your Breath, instead of having it belch out and then be gone for the rest of the encounter. It's got some awesome little perks, but nothing spectacular. [COLOR=#0000ff][b]21st Level Feature (Breath Mastery):[/b][/COLOR] What's important here is the fact that your Breath now amps up similarly typed powers that you have. What's even more important is that you need to somehow get this to trigger more than once - otherwise, it's a perk that's akin to some Paragon Path features. The resistances won't matter too much, as you already have a native way to pierce, and otherwise you can just modulate your breath to avoid it. [COLOR=#0000ff][b]21st Level Feature (Draconic Incarnation):[/b][/COLOR] A straight boost to CHA and STR, no choice. 99% of Dragonborn Sorcerers are going to be either Dragon Sorcerers or Cosmic Sorcerers anyway, so this is obviously [COLOR=#00ccff][b]better[/b][/COLOR] for them. [COLOR=#0000ff][b]24th Level Feature (Wings of Io):[/b][/COLOR] A fly speed of 8 + hover is cool, and might help you choose other utilities and powers. However, a lot of those powers, especially ones Dragon Sorcerers tend to favor, carry awesome side benefits, and so this might go to waste. [COLOR=#00ccff][b]26th Level Encounter Utility (Divine Resistance):[/b][/COLOR] Save-ends effects tend to be incredibly nasty at this stage of the game; gaining an Encounter based insurance against that is much welcomed. [COLOR=#800080][b]30th Level Feature (Divine Discorporation):[/b][/COLOR] Helps fit with the god motif, though having to wait for you to die and then having to wait for you to succeed on a saving throw may put you out of the action too long to save your friends. Also, you pop back at a quarter of your health plus CON modifier, which is a tad low. It's not exactly a bad capstone feature, though it does come kind of late, all things considered.[/sblock] [b]Avatar of Storm (Divine Power)[/b] [sblock][b][COLOR=#0000ff]Overall Rating:[/COLOR] Black.[/b] This requires a feat called "Storm Sacrifice", which you cannot get at the outset: it's the Domain-centric Channel Divinity feat for the Storm Domain; thus, you need to be worshipping a Storm deity, somehow gain the Channel Divinity class feature, and finally take the feat mentioned. It's a million hoops to go through, but what you get is one of the best benefits for Storm Sorcerers in the entire game.) [COLOR=#800080][b]21st Level Feature (Strength of the Storm):[/b][/COLOR] While it sounds like this feature is utterly useless to you, gaining a bonus to Strength means you qualify for Sorcerer Implement Expertise with a starting Strength score of 11. It's still disappointing, though... [COLOR=#ff9900][b]21st Level Feature (Stormhand):[/b][/COLOR] Your Lightning and Thunder powers now deal both types of damage, and most importantly, it possesses both keywords before attacks are declared. That means all of your Lightning AOEs are now expanded by Resounding Thunder, all of your Thunder powers benefit from [i]Lightning Fury[/i]'s features, and all of them qualify for the boosts gained via Oncoming Storm. [b]24th Level Feature (Thundering Revival):[/b] Your Constitution score isn't going to be impressive, but that's still one hell of a way to wake up. [b]26th Level Daily Utility (Gather the Storm):[/b] An aura of seperate Vulnerabilities to Lightning and Thunder will help you utterly destroy anything that dares end their turns too close to you. [b]30th Level Feature (Windstrider):[/b] Rather late to be gaining a Fly speed, but I'm not complaining otherwise.[/sblock] [b]Destined Scion (Essentials: HoFL)[/b] [sblock][b][COLOR=#008000]Overall Rating:[/COLOR] [COLOR=#00ccff]Light Blue.[/COLOR][/b] This and its brother destiny, Indomitable Champion, are very no-nonsense destinies that do very few things, but those few things are everything you want out of an ED. This is the better of the two for you, but you can't go wrong with either of them, quite frankly. [COLOR=#00ccff][b]21st Level Feature (Epic Heroism):[/b][/COLOR] This echoes one of the classic features of an old favorite, Demigod - increasing your ability scores by two does wonders for a class that prizes both its primary and secondary stats. [COLOR=#00ccff][b]24th Level Feature (Epic Combatant):[/b][/COLOR] A no-frills boost to attack rolls and saving throws? As a Striker?! Yes, please! [COLOR=#0000ff][b]26th Level Utility Power (Epic Recovery):[/b][/COLOR] One overlooked part of this power is that you can wait on this one - it doesn't automatically trigger on your death. You still can pop it before you have to roll your death saving throw, of course; whenever you use it, you immediately heal half of your max hitpoints (plus a little topping off if you're a Dragonborn) and can immediately stand up to do your job once more! [COLOR=#0000ff][b]30th Level Utility Power (Undeniable Victory):[/b][/COLOR] No ifs, ands, or buts about it: once per day, you didn't miss that target with your power. Niiiice.[/sblock] [b]Draconic Incarnation (D388)[/b] [sblock][b]Overall Rating: [COLOR=#00ccff]Light Blue.[/COLOR][/b] If this wasn't meant to be a Sorcerer-themed path, I'll eat my shoes. Two seperate instances of you being able to turn into a dragon, some extra Daily powers to throw around when you hit 30, and even a static boost to Charisma! [COLOR=#00ccff][b]21st Level Feature (Ancient Resurgence):[/b][/COLOR] I'll give you a hint. Pick Charisma for your primary boost. Then DEX or STR for your secondary. Easy choices, and will give you bonuses on par with Demigod and Destined Scion. [b]24th Level Feature (Spirit of the Dragon):[/b] So, when you die, you hulk out and become a Large dragon, with all of your powers and equipment intact. As we discussed back with the 29th Level dailies, increasing your size makes Close bursts that much more powerful, since they now cover a larger area of the board. Any auras you might have obtained do the same. Of course, this assumes you have any of these sort of powers left when you flatline, as you've probably thrown everything against the wall if it had to come to this. If you have any sort of power recovery, this matters little, however. No matter what, it's still insanely flavorful, and with it being insubstantial, by the time the combat's over, you should be back in relative shape. [COLOR=#00ccff][b]26th Level Daily Utility (Draconic Form):[/b][/COLOR] Yet another way to transform into a dragon, though this time you become HUGE. You also gain access to a devastating and yet completely friendly Cb5 At-Will while this power is running. On top of which, you gain a large fly speed and, surprisingly, a Reach increase as well! [COLOR=#00ccff][b]30th Level Feature (Ancient Arcanist):[/b][/COLOR] We round out this destiny with a kicker - you gain access to two 25th Level Arcane powers from any class, including your own. Of prime note are Bards and Warlocks, whom share the same attack score as you do. What you may also find interesting is the Swordmage stance from level 25, Quicksilver Blade: this with Ensorceled Blade gives you a Minor Action Arcane At-Will, which makes your DPR rocket skyward.[/sblock] [b]Prince of Hell (D372)[/b] [sblock][b][COLOR=#008000]Overall Rating:[/COLOR] Black.[/b] You need to be devoted to dealing Fire damage in order to get the most of this path. It does give further justification to having Master of Flame as a Paragon Path, which is always spiffy, but lacks a resurrection feature, which sounds incredibly odd for a path deemed around being a devil and resisting the call of Hell. Oh well. [COLOR=#0000ff][b]21st Level Feature (Infernal Form):[/b][/COLOR] Boost your Charisma, and give yourself Darkvision and a humongous Resist Fire amount. Awesome. [b]24th Level Feature (Hellfire Master):[/b] This was what I was talking about in the summary blurb. It essentially adds the Fire keyword to an Encounter power of your choice, and by proxy allows it to pierce all resistances due to the primary benefit of this feature. However, a problem comes up whereby this isn't taken advantage of natively by the Epic Destiny - you're left to build upon this, so don't just take it for granted. Plan for this ahead of time. [COLOR=#ff0000][b]26th Level Daily Utility (Infernal Allies):[/b][/COLOR] While they all act on one Free Action of yours, Legion Devils are minions. All the buffing they get from being your pets is a nominal boost to attack rolls, and otherwise become less and less useful as you climb the ranks, as they never scale. It's especially not worth spending a Standard Action to do this, when you could be doing the damage they'd put out on just doing your normal job. [COLOR=#00ccff][b]30th Level Feature (Brimstone Step):[/b][/COLOR] A teleport speed (thus buffable by both speed boosts and teleport boosts) with autodamage attached is exactly what you want, especially as a Skirmisher Sorcerer. A shame you have to wait this long to get it...[/sblock] [b]Storm Sovereign (D372)[/b] [sblock][b][COLOR=#008000]Overall Rating:[/COLOR] Black.[/b] The main thing you'll want from this path is the capstone feature; nothing else really screams "awesome." [COLOR=#800080][b]21st Level Feature (Stormborn):[/b][/COLOR] Gain a bonus to a score you don't necessarily care about, and basically add half your level to your Storm Resistance. [COLOR=#0000ff][b]Better[/b][/COLOR] if you're not a Storm Sorcerer, though I question why you're taking this destiny if you're not. [b]24th Level Feature (Thunder and Lightning):[/b] You have to wait to die to get this feature, but it is a very solid revivication feature, giving you a huge aura of autodamage and sliding. A bit unfair that you can't use Dailies, though considering if the encounter took you down this far, you've probably thrown everything you got at Team Monster anyway. [COLOR=#0000ff][b]26th Level Daily Utility (Scion of Chaos):[/b][/COLOR] Huh. Here's something funky to pull out of thin air: turn an attack against you into a critical hit against someone else in burst range. The new target must be in the original attack's range and within the burst, but that's still kind of awesome. [COLOR=#00ccff][b]30th Level Feature (Cyclone's Master):[/b][/COLOR] Of course, this is the level you pretty much get everything you wanted from this path. A flight speed with hover, and everyone loses their resistances to thunder and lightning (but if you're a Lightning Fury, you pretty much had this anyway). The most important thing, however, is that you can now deal Lightning or Thunder damage with all of your powers. Keep in mind this happens too late for Resounding Thunder to come into play, but being able to deal on-demand Lightning damage is huge for Lightning Furies.[/sblock] [b]Sublime Flame (Eberron)[/b] [sblock](You must have also Multiclassed into a Divine class to qualify for this, while also having The Silver Flame as your deity of choice.) [b][COLOR=#008000]Overall Rating:[/COLOR] Black.[/b] This is another one of those Epic Destinies that's pretty much only notable for its capstone feature. The rest of the features aren't anything to yell about and you don't get ability score boosts, but it's the 30th level feature that really does sell it hardcore. [b]21st Level Feature (Chosen of the Flame):[/b] Especially with Cosmic Sorcerers, Radiant is actually a pretty decent damage type on your dailies, if not Fire. Two uses of a chosen daily of those types every day is very cool, and you've got good options (Blackfire Serpent hype!) [b]24th Level Feature (Argent Vessel):[/b] Not super impressed. It's your revivication feature, but it waits until your next turn, and it only affects those around you, both the damage and healing element. Pretty hilarious against undead, though. [COLOR=#0000FF][b]26th Level Daily Utility (Silver Flame's Embrace):[/b][/COLOR] In response to being bloodied, you enter what's very rare for Sorcerers: a stance! +2 to defenses and saving throws is a very nice starting point, and then a 50% chance of them being blinded when you get hit with a melee attack is icing on the cake. Not too bad for Skirmishers. [b]30th Level Daily Utility (Wrath of Silver Flame):[/b] All your Fire powers deal 2d6 extra Radiant damage. All your Radiant powers deal 2d6 extra Fire damage. So why is this so good? To say nothing of the buff it gives to [i]Blackfire Serpent[/i] and its ilk... it is one of the best damage boosts to [i]Blazing Starfall[/i] you can find. Suddenly you throw on 4d6 damage to that power, giving it a tremendous buff and finally making it a power to fear alongside your innate damage modifiers. Furthermore, your Fire powers are now going to wipe Undead off the map, and your Radiant powers get a little bit of a neat boost with strong support. Admixture Fire onto your favorite Radiant power, and you'll be good to go, with one of the most simple, yet coolest capstones Sorcerers can get. [/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The Demiurge Molecule: A Sorcerer's (and Elementalist's) Handbook (by DuelistDelSol)
Top