[4e][Paragon] Kombat Kraziness (closed)

Thanks for the refresher, EH. I think Ata has switched to a wizard, so now we're at:

Ata -- Eladrin Wizard/fighter
Covaithe--Cleric
Dalamar
IG--Tiefling Warlock (Dark)
Victim--tac. Warlord
Walking Dad--Swordmage (eladrin or tiefling)
Annalist--Human Wizard/Blood Mage
EvilHalfling--Beastmaster Ranger

That works out to 2 controllers, 2 leaders, 2 strikers, 1 defender and 1 undecided. A pretty well-rounded party so far. I will look over those character sheets this week, after I get back to my books.
 

log in or register to remove this ad




okay I think that last eyebite killed the dragon -

WOOT !!?

Once I get Starwinds to 1/2 hp
She can cast Healing Sun (daily12)- which will eventually heal everyone else to full hp, without using surges.
 


Happy new year again guys!

Had my character ready for a couple of days so here he is:

[sblock=Memnones Arkeion]Memnones Arkeion, Eladrin Wizard/Wizard of the Spiral Tower 15

Str 8
Dex 15
Con 16
Int 22
Wis 16
Cha 13

AC 29
For 23
Ref 27
Will 26

HP:97
Surge:29
Surges/d:10

Speed:7
Init:+9
Senses: Low-light Vision, Perception 25 Insight 20
Saves:+5 vs Charm effects

Alignment: Good
Patron Deity: Corellon

Class Features:
Cantrips
Spellbook
Implement Mastery(Staff and Orb)

Paragon Path Features:
Corellon's Implement(Staff)
Spiral Tower Action

Feats:
Blade Initiate
Intelligent Blademaster
Eladrin Soldier
Leather Armor Proficiency
Second Implement?
Spell Focus
War Wizardry?
Toughness
Arcane Reach

Skills (*trained; °armor penalty):
Acrobatics° +9
Arcana* +20
Athletics° +6
Bluff +8
Diplomacy +8
Dungeoneering* +15
Endurance° +10
Heal +10
History +15
Insight +10
Intimidate +8
Nature* +15
Perception* +15
Religion* +18
Stealth° +9
Streetwise +8
Thievery° +9


At-will:
Thunderwave(Arcane,implement,thunder):blast 3 within 2 +16 vs For, 1d6+11 thunder, push 4
Illusory Ambush(Acane, Implement, Illusion, Psychic):ranged 10 +16 vs Will, 1d6+11 psychic, -2 to attack rolls TENT

-Encounter(*Utility):
Maze of mirrors(Arcane,Implement,Illusion):area burst 1 within 10, +16 vs Will, immobilize and -6 penalty to hit TENT
Shield*(Arcane, Force):Immediate interrupt when hit, +4 to AC and Ref TENT
Spectral Ram(Arcane, Force,Implement):Ranged 10 +16 vs For, 2d10+11 force, push 4 squares, knock prone
Thunderlance(Arcane,Implement,Thunder):close blast 5 within 2 +16 vs Ref, 4d6+11 thunder, push 5 squares
The One Sword(Arcane,Weapon):Melee +19 vs Ref, 2d8+13 and secondary attack +19 vs Will, daze TENT and the power is not expended
Orb of Imposition:free action, impose -3 penalty on save or lenghten Illusory's ambush effect.
Staff of Defense:immediate interrupt, when hit get +3 to defense attacked
Fey Step(Teleportation):teleport 5 squares

-Daily(*Utility):
Web(Arcane,Implement,Zone):area burst 2 within 20, +16 vs Ref, immobilize(-4 save), till end of encounter difficult terrain.Creatures ending move there are immobilized(-4 save)
Dimension Door*(Arcane,Teleportation):move action, teleport 10 squares
Ice Storm(Arcane,Cold,Implement,Zone):burst 3 within 20, +16 vs For, 2d8+11 cold, immobilize(save -4);MISS:half damage, slow(save -4); till end of encounter difficult terrain.
Blur*(Arcane,Illusion): till end of encounter, +2 power bonus to all defenses, enemies 5 squares away or more can't see you
Prismatic beams(Arcane,Fire,Implement,Poison):close burst 5 within 2, +16 vs For 2d6+11 posion, 5 poison ongoing(save -4),+16 vs Ref 2d6+11 fire and 5 fire ongoing(save -4),+16 vs Will daze(save-4)
Shape the Dream*(Arcane,Implement):immediate interrupt, when Will defense is hit, negate the attack.

Item powers(2/d):
Elixir of Speed
Orb of Fickle Fate
Salve of Power
Iron rings of the dwarf lords


Equipment(25,000 + 28,000= 53,000):
13th Cunning Longsword +3, lvl 13, 17,000
15th Brooch of vitality +3, lvl 15, 25,000 gps, +5 hp
14th Drowmesh of Durability +3, lvl 14, 21,100 gps,+5 AC, +1 Ref, +3 surge value

Orb of fickle fate +1, lvl 4, 840
Gauntlets of the ram, lvl 8, 3,400
Belt of vigor lvl 12, 13,000 gps
salve of power, lvl 10, 5,000 gps, regain 5th or lower lvl daily
Elixir of speed, lvl 11, 350 gps
Boots of Striding, lvl 9, 4,200 gps
Iron armbands of power, lvl 6, 1,800 gps, +2 dmg on melee attacks
Iron ring of the dwarf lords, lvl 14, 21,000

49,590[/sblock]

An Eladrin Wizard/Wizard of the Spiral Tower
I'm missing rituals and I still have some money to spend, but more or less here he is.
Redclaw, I have 14th,15th and 13th lvl items, so I spent the money difference between 13th and 16th lvl items.

Some notes:
Memnones should be quite versatile. He is quite good at controlling thanks to the -4 penalty he imposes on every save thanks to Spell Focus + the Cunning Longsword he uses as an implement; that can raise to -7 once per encounter (Orb of imposition as second implement) and -9 once per day (Orbe of fickle fate daily power). So as dailies I have Web, Ice Storm and Prismatic Beams, all imposing nasty save-ends penalties.
He's good at moving enemies too to exploit the synergy with Annalist's Blood Mage's Blood Pulse power: his thunderwave (enhanced by arcane reach) pushes enemies 4 squares, and his Spectral Ram and Thunder Lance encounter powers offer nice forced movement options. Maze of mirrors is a strong encounter controlling power too.

He is quite capable as a meleer. His multiclass in Swordmage allows him to use Intelligence instead of Strenght, so his melee basic attack is a nice +19 vs AC, 1d8+13 dmg; more than that, The One Sword is awesome and with that +19 to hit vs Reflex and Will he has quite a good chance to use it a few times before expending it.
Obviously he's squishier than a dedicated meleer, but at 97 hp, 10 surges and 29 surge value, it's not so bad. His AC is only 29, but between Shield, Blur, Staff of Defense, Shape the Dream, and emergency escapes Fey Step and Dimension Door, there should be enough to lessen the pressure.

Suggestions?
 



Hit, kill. FINALLY!

I have to say that this encounter was a disapointment. I expected it to be a little on the long side because of the rengerators and healing. But not 20 rounds and 3 months. :( I sort of hoped to be done with all three by now.

You guys did good damage (like 100 a round) when you focused fire on the dragon, which had better defenses than everything else on the board. And that was when a lot of your good powers were used up.

I think you did fail to take advantage of some of your abilities and the situation earlier. You had a few powers to knock a flying creature prone that could have been used earlier to blitz the dragon down fast. Not focus firing on the mounds multiplied the effectiveness of their healing and regen abilities - there were several rounds when 3 enemies were taking single target attacks. And the Web seemed significantly underutilized - Xak standing in reach of the immobilized enemies really weakened it - although still very good.

So what do you think? Anything I should take into account for changes in the last encounter? As before, I think we can take a couple of days for feedback on this battle before moving on. Plus it gives people some time to get back from holiday vacations.

--------------------------------

BTW, Annalist, would be interested in playing our tiefling warlord for the final encounter in this run?
 

Remove ads

Top