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[4e][Paragon] Kombat Kraziness (closed)
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<blockquote data-quote="Atanatotatos" data-source="post: 4609009" data-attributes="member: 46957"><p>Happy new year again guys!</p><p></p><p>Had my character ready for a couple of days so here he is:</p><p></p><p>[sblock=Memnones Arkeion]Memnones Arkeion, Eladrin Wizard/Wizard of the Spiral Tower 15</p><p></p><p>Str 8</p><p>Dex 15</p><p>Con 16</p><p>Int 22</p><p>Wis 16</p><p>Cha 13</p><p></p><p>AC 29</p><p>For 23</p><p>Ref 27</p><p>Will 26</p><p></p><p>HP:97</p><p>Surge:29</p><p>Surges/d:10</p><p></p><p>Speed:7</p><p>Init:+9</p><p>Senses: Low-light Vision, Perception 25 Insight 20</p><p>Saves:+5 vs Charm effects </p><p></p><p>Alignment: Good</p><p>Patron Deity: Corellon</p><p></p><p>Class Features:</p><p>Cantrips</p><p>Spellbook</p><p>Implement Mastery(Staff and Orb)</p><p></p><p>Paragon Path Features:</p><p>Corellon's Implement(Staff)</p><p>Spiral Tower Action</p><p></p><p>Feats:</p><p>Blade Initiate</p><p>Intelligent Blademaster</p><p>Eladrin Soldier</p><p>Leather Armor Proficiency</p><p>Second Implement?</p><p>Spell Focus</p><p>War Wizardry?</p><p>Toughness</p><p>Arcane Reach</p><p></p><p>Skills (*trained; °armor penalty):</p><p>Acrobatics° +9</p><p>Arcana* +20</p><p>Athletics° +6</p><p>Bluff +8 </p><p>Diplomacy +8</p><p>Dungeoneering* +15</p><p>Endurance° +10 </p><p>Heal +10</p><p>History +15</p><p>Insight +10</p><p>Intimidate +8</p><p>Nature* +15</p><p>Perception* +15</p><p>Religion* +18</p><p>Stealth° +9</p><p>Streetwise +8</p><p>Thievery° +9</p><p> </p><p></p><p>At-will:</p><p>Thunderwave(Arcane,implement,thunder):blast 3 within 2 +16 vs For, 1d6+11 thunder, push 4</p><p>Illusory Ambush(Acane, Implement, Illusion, Psychic):ranged 10 +16 vs Will, 1d6+11 psychic, -2 to attack rolls TENT</p><p></p><p>-Encounter(*Utility):</p><p>Maze of mirrors(Arcane,Implement,Illusion):area burst 1 within 10, +16 vs Will, immobilize and -6 penalty to hit TENT </p><p>Shield*(Arcane, Force):Immediate interrupt when hit, +4 to AC and Ref TENT</p><p>Spectral Ram(Arcane, Force,Implement):Ranged 10 +16 vs For, 2d10+11 force, push 4 squares, knock prone</p><p>Thunderlance(Arcane,Implement,Thunder):close blast 5 within 2 +16 vs Ref, 4d6+11 thunder, push 5 squares</p><p>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</p><p>Orb of Imposition:free action, impose -3 penalty on save or lenghten Illusory's ambush effect.</p><p>Staff of Defense:immediate interrupt, when hit get +3 to defense attacked</p><p>Fey Step(Teleportation):teleport 5 squares</p><p></p><p>-Daily(*Utility):</p><p>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) </p><p>Dimension Door*(Arcane,Teleportation):move action, teleport 10 squares</p><p>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.</p><p>Blur*(Arcane,Illusion): till end of encounter, +2 power bonus to all defenses, enemies 5 squares away or more can't see you</p><p>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)</p><p>Shape the Dream*(Arcane,Implement):immediate interrupt, when Will defense is hit, negate the attack.</p><p></p><p>Item powers(2/d):</p><p>Elixir of Speed</p><p>Orb of Fickle Fate</p><p>Salve of Power</p><p>Iron rings of the dwarf lords</p><p></p><p></p><p>Equipment(25,000 + 28,000= 53,000):</p><p>13th Cunning Longsword +3, lvl 13, 17,000</p><p>15th Brooch of vitality +3, lvl 15, 25,000 gps, +5 hp</p><p>14th Drowmesh of Durability +3, lvl 14, 21,100 gps,+5 AC, +1 Ref, +3 surge value</p><p></p><p>Orb of fickle fate +1, lvl 4, 840</p><p>Gauntlets of the ram, lvl 8, 3,400</p><p>Belt of vigor lvl 12, 13,000 gps </p><p>salve of power, lvl 10, 5,000 gps, regain 5th or lower lvl daily </p><p>Elixir of speed, lvl 11, 350 gps</p><p>Boots of Striding, lvl 9, 4,200 gps</p><p>Iron armbands of power, lvl 6, 1,800 gps, +2 dmg on melee attacks</p><p>Iron ring of the dwarf lords, lvl 14, 21,000</p><p></p><p>49,590[/sblock]</p><p></p><p>An Eladrin Wizard/Wizard of the Spiral Tower</p><p>I'm missing rituals and I still have some money to spend, but more or less here he is.</p><p>Redclaw, I have 14th,15th and 13th lvl items, so I spent the money difference between 13th and 16th lvl items.</p><p></p><p>Some notes:</p><p>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.</p><p>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.</p><p></p><p>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.</p><p>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.</p><p></p><p>Suggestions?</p></blockquote><p></p>
[QUOTE="Atanatotatos, post: 4609009, member: 46957"] 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? [/QUOTE]
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