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Firegoat, The Satyr Serial Sorcerer 1-30 by Cazzeo
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<blockquote data-quote="MwaO" data-source="post: 6745350" data-attributes="member: 12749"><p>Level 15</p><p></p><p>Powers: Lightning Daggers (replaces Shocking Magnetism)</p><p>Retrain: Thunder Leap (from Slaad's Gambit)</p><p>Items: Hellfire Staff +3</p><p></p><p>Despite not being able to be morphed into a fire power, Lightning Daggers is still clearly the best choice. In any long fight (which is when you should try to use LD), the extra attacks will really add up. We also take a Hellfire Staff in preparation for the build-altering level 16. At this point, having the Hellfire Staff makes Thunder Leap the better choice vs. Slaad's Gambit.</p><p></p><p></p><p>Level 16: HELP I'M BLIND</p><p></p><p>Feats: Staff Expertise</p><p>Powers: Dominant Winds</p><p>Items: Robe of Eyes +4</p><p></p><p>The defining feature of this level is Demonskin Adept's L16: when you crit, you and the target are both blinded. Being blinded is just unacceptable, as we have far too many ranged/melee powers. To combat this, as is well known on charop, we have to take a Robe of Eyes. Unfortunately, this means we lose Shimmering Robes, and now all our ranged and area attacks provoke.</p><p></p><p>While it might seem that you can just try to play around this, it's a pretty big deal to lose the Flame Spiral tap on your main target for having it start next to you. If we were to, for example, Flame Spiral, lure, flurry of blows, and shift away (DWFoB grants a shift), and then DSB from range, we would need to hit on our last DSB to slide the target back to us. Since there's no way to guarantee this, the easier solution is just to make sure we can DSB with the target standing right next to us. Luckily, Hellfire Staff is an amazing implement anyway once we hit 21 (it's decent at 5% chance to recover FS and DSB, but at 10% chance per attack roll it becomes super awesomes).</p><p></p><p>The drawback is the waste of a feat (Staff Expertise), loss of Weapon of Speed/Defense (though these can still be juggled if so desired), and no superior implement feat for our staff. But it's worth it to have the option not to provoke and the chance to recover our best encounter powers.</p><p></p><p>For our utility power, we take the at-will flight of Dominant Winds, although if your game doesn't have many fights in a day, Avatars of Chaos is an incredibly powerful daily that can make you immune to damage as long as your images remain.</p><p></p><p></p><p>Level 17</p><p></p><p>Powers: Poisonous Evasion (replaces Chains of Fire)</p><p>Items: Rebounding Dagger +4, Blazing Arc Ki Focus +3</p><p></p><p>On the item front, we upgrade our main implement. We also assume by now we can buy a blazing arc ki focus +3 with gold.</p><p></p><p>Poisonous Evasion is an awesome ability, when it triggers; however, the trigger is somewhat unreliable, given that our action points make us really easy to hit. On the other hand, our action point encourages more enemies to attack us, so it might work out to be a better chance of being missed! PE does clash with Timely Dodge, but I still think this power is worth it overall, especially at 18 when we grab Arcane Reach. Thunder Summons is also worth a look here, although it doesn't really fit into our build very well.</p><p></p><p></p><p>Level 18</p><p></p><p>Abilities: +1 Cha, +1 Dex</p><p>Feats: Arcane Reach</p><p>Items: Eagle Eye Goggles (paragon)</p><p></p><p>Arcane Reach is really good in our build, since it works well with Flame Spiral, Burning Spray, and Poisonous Evasion. We also add Eagle Eye Goggles (though if you can get Hellfire Staff +4 or Timeless Locket +4 at this level, do so).</p><p></p><p></p><p>Level 19</p><p></p><p>Powers: Aspect of the Dragon (replaces Thunder Leap)</p><p>Items: Hellfire Staff +4</p><p></p><p>We lack the Strength and the free minors to really use Blackfire Serpent effectively. Aspect of the Dragon is a nice big ally-friendly blast that will often trigger (we get bloodied a lot), and Arcane Reach helps us position the free attack properly.</p><p></p><p></p><p>Level 20</p><p></p><p>Feats: Arcane Admixture (Flame Spiral, Thunder)</p><p>Powers: Swords of the Marilith</p><p>Items: Timeless Locket +4</p><p></p><p>Swords of the Marilith with a Hellfire Staff is egregiously good. On the feat front, admixing thunder into our Flame Spiral makes it bypass straight fire resistance, so our nova becomes truly unstoppable. This also allows Echoes of Thunder (if we can find room for it) to apply to both FS and DSB.</p><p></p><p></p><p>Level 21 Snapshot</p><p></p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Firegoat, level 21</p><p>Satyr, Sorcerer, Demonskin Adept, Demiurge</p><p>Spell Source Option: Storm Magic</p><p>Arcane Admixture Damage Type: Arcane Admixture Fire</p><p>Arcane Admixture II Option: Arcane Admixture Thunder II</p><p>Becoming the One Option: Dexterity</p><p>Born Under a Bad Sign (Born Under a Bad Sign Benefit)</p><p>Theme: Sarifal Feywarden</p><p></p><p>FINAL ABILITY SCORES</p><p>STR 15, CON 13, DEX 26, INT 10, WIS 12, CHA 26</p><p></p><p>STARTING ABILITY SCORES</p><p>STR 13, CON 11, DEX 16, INT 8, WIS 10, CHA 16</p><p></p><p></p><p>AC: 35 Fort: 29 Ref: 36 Will: 38</p><p>HP: 138 Surges: 7 Surge Value: 34</p><p></p><p>TRAINED SKILLS</p><p>Acrobatics +23, Arcana +15, Bluff +23, Diplomacy +23, Nature +20</p><p></p><p>UNTRAINED SKILLS</p><p>Athletics +12, Dungeoneering +11, Endurance +11, Heal +11, History +10, Insight +11, Intimidate +18, Perception +15, Religion +10, Stealth +18, Streetwise +18, Thievery +20</p><p></p><p>POWERS</p><p>Basic Attack: Melee Basic Attack</p><p>Basic Attack: Ranged Basic Attack</p><p>Sarifal Feywarden Utility: Sarifal's Blessing</p><p>Satyr Utility: Lure of Enchantment</p><p>Monk Feature: Desert Wind Flurry of Blows</p><p>Sorcerer Attack 1: Burning Spray</p><p>Sorcerer Attack 1: Acid Orb</p><p>Sorcerer Utility 2: Spatial Trip</p><p>Sorcerer Attack 3: Flame Spiral</p><p>Sorcerer Attack 3: Lightning Cuts</p><p>Acrobatics Utility 6: Timely Dodge</p><p>Sorcerer Attack 9: Prime the Fire</p><p>Sorcerer Utility 10: Maiden's Waking</p><p>Demonskin Adept Attack 11: Demon-Soul Bolts</p><p>Demonskin Adept Utility 12: Demonic Wrath</p><p>Sorcerer Attack 15: Lightning Daggers</p><p>Sorcerer Utility 16: Dominant Winds</p><p>Sorcerer Attack 17: Poisonous Evasion</p><p>Sorcerer Attack 19: Aspect of the Dragon</p><p>Demonskin Adept Attack 20: Swords of the Marilith</p><p></p><p>FEATS</p><p>Level 1: Monastic Disciple</p><p>Level 2: Superior Implement Training (Incendiary dagger)</p><p>Level 4: War Wizard's Expertise</p><p>Level 6: Unarmored Agility</p><p>Level 8: Superior Will</p><p>Level 10: Dual Implement Spellcaster</p><p>Level 11: Arcane Admixture (Fire, Demon-Soul Bolts)</p><p>Level 12: Fiery Blood</p><p>Level 14: Superior Reflexes</p><p>Level 16: Staff Expertise</p><p>Level 18: Arcane Reach</p><p>Level 20: Arcane Admixture II (Thunder, Flame Spiral)</p><p>Level 21: Quickened Spellcasting (Burning Spray)</p><p></p><p>ITEMS</p><p>Spirit Fetch</p><p>Eagle Eye Goggles (paragon tier) x1</p><p>Boots of the Fencing Master x1</p><p>Rebounding Incendiary dagger +4 x1</p><p>Blazing Arc Ki Focus +3</p><p>Hellfire Staff +4 x1</p><p>Robe of Eyes Feyweave Armor +4 x1</p><p>Incendiary Ring of Fireblazing x1</p><p>Siberys Shard of the Mage (paragon tier)</p><p>Timeless Locket +4 x1</p><p>Diamond Cincture (paragon tier) x1</p><p>====== End ======</p><p></p><p>Level 21</p><p></p><p>Epic Destiny: Demiurge (Dex)</p><p>Feats: Quickened Spellcasting (Burning Spray)</p><p>Items: Eagle Eye Goggles (epic tier)</p><p></p><p>One of the major ideas of the build is to make as many attack rolls as possible to recover Flame Spiral and/or Demon-Soul Bolts via Hellfire Staff. This is why we keep Burning Spray (buffed with Arcane Reach) all the way to 30 and quicken it rather than taking something like ESB. You could consider quickening Acid Orb instead for a nice ranged nova that doesn't depend on Flame Spiral, but Burning Spray w/Arcane Reach should be plenty doable.</p><p></p><p>Destined Scion is not a bad epic destiny either, but I feel like the extra action point feature (and free save 1/enc) trumps a static +1 to hit.</p><p></p><p></p><p>Level 22</p><p></p><p>Feats: Sorcerer Implement Expertise</p><p>Powers: Wind Shape</p><p>Items: Rebounding Dagger +5, Blazing Arc Ki Focus +4</p><p></p><p>I know we can fly at will, but I still like Wind Shape for its defensive value (insubstantial) plus hover. You could make an argument for Elemental Rift here, as you could for Avatars of Chaos at 16. Whether to take these depends on how many fights in a day (3-4 or less and the dailies are probably correct).</p><p></p><p></p><p>Level 23-24</p><p></p><p>Powers: None. Nothing is better than what we already have.</p><p>Feats: Superior Implement Accurate Staff</p><p>Items: Hellfire Staff +5, Robe of Eyes +5</p><p></p><p>We finally find room for this feat. If not fighting as many things with fire resist, I like taking it back at 20 and taking Arc Admix Flame Spiral here. This feat allows us to use Hellfire Staff non-stop once Rebounding Dagger's free attack is exhausted.</p><p></p><p></p><p>Level 25-26</p><p></p><p>Powers: Cloak of Winter Storm (replaces Prime the Fire)</p><p>Feats: Echoes of Thunder</p><p>Items: Timeless Locket +6, Siberys Shard (epic tier)</p><p></p><p>Cloak of Winter Storm works with Hellfire Staff. Free damage all encounter. Echoes of Thunder will add a lot of damage if we put our Flame Spiral in round 1 and DSB in round 2 (which we frequently do when we use a daily in round 1), and recovering those powers will add even more.</p><p></p><p></p><p>Level 27-28</p><p></p><p>Powers: None</p><p>Feats: Superior Initiative</p><p>Items: Rebounding Dagger +6, Blazing Arc Ki Focus +5, Hellfire Staff +6</p><p></p><p>Mother Claw has a frequent trigger, but the idea is to roll as many dice as possible with Hellfire Staff to recover our great powers. So Poisonous Evasion is just better. You could argue for MC over Lightning Cuts, but I don't like having two encounter immediates, since Timely Dodge and Storm Soul are STILL useful at 30.</p><p></p><p></p><p>Level 29-30</p><p></p><p>Powers: Entropic Whirlwind (replaces Aspect of the Dragon)</p><p>Feats: Superior Fortitude</p><p>Items: Robe of Eyes +6, Ring of Free Time [RARE]</p><p></p><p>For our epic tier rare, we take Ring of Free Time. Aspect of the Dragon is worse than Lightning Daggers, so we replace it with Entropic WW. Although Entropic WW does use our immediates, it's still just an awesome power.</p><p></p><p></p><p>Level 30 Snapshot</p><p></p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Firegoat, level 30</p><p>Satyr, Sorcerer, Demonskin Adept, Demiurge</p><p>Spell Source Option: Storm Magic</p><p>Arcane Admixture Damage Type: Arcane Admixture Fire</p><p>Arcane Admixture II Option: Arcane Admixture Thunder II</p><p>Becoming the One Option: Dexterity</p><p>Born Under a Bad Sign (Born Under a Bad Sign Benefit)</p><p>Theme: Sarifal Feywarden</p><p></p><p>FINAL ABILITY SCORES</p><p>STR 15, CON 13, DEX 28, INT 10, WIS 12, CHA 28</p><p></p><p>STARTING ABILITY SCORES</p><p>STR 13, CON 11, DEX 16, INT 8, WIS 10, CHA 16</p><p></p><p></p><p>AC: 44 Fort: 40 Ref: 44 Will: 46</p><p>HP: 185 Surges: 7 Surge Value: 46</p><p></p><p>TRAINED SKILLS</p><p>Acrobatics +29, Arcana +20, Bluff +29, Diplomacy +29, Nature +25</p><p></p><p>UNTRAINED SKILLS</p><p>Athletics +17, Dungeoneering +16, Endurance +16, Heal +16, History +15, Insight +16, Intimidate +24, Perception +22, Religion +15, Stealth +24, Streetwise +24, Thievery +26</p><p></p><p>POWERS</p><p>Basic Attack: Melee Basic Attack</p><p>Basic Attack: Ranged Basic Attack</p><p>Sarifal Feywarden Utility: Sarifal's Blessing</p><p>Satyr Utility: Lure of Enchantment</p><p>Monk Feature: Stone Fist Flurry of Blows</p><p>Sorcerer Attack 1: Burning Spray</p><p>Sorcerer Attack 1: Acid Orb</p><p>Sorcerer Utility 2: Spatial Trip</p><p>Sorcerer Attack 3: Flame Spiral</p><p>Sorcerer Attack 3: Lightning Cuts</p><p>Acrobatics Utility 6: Timely Dodge</p><p>Sorcerer Utility 10: Maiden's Waking</p><p>Demonskin Adept Attack 11: Demon-Soul Bolts</p><p>Demonskin Adept Utility 12: Demonic Wrath</p><p>Sorcerer Attack 15: Lightning Daggers</p><p>Sorcerer Utility 16: Dominant Winds</p><p>Sorcerer Attack 17: Poisonous Evasion</p><p>Demonskin Adept Attack 20: Swords of the Marilith</p><p>Sorcerer Utility 22: Wind Shape</p><p>Sorcerer Attack 25: Cloak of Winter Storm</p><p>Demiurge Utility 26: Demiurge Resistance</p><p>Sorcerer Attack 29: Entropic Whirlwind</p><p></p><p>FEATS</p><p>Level 1: Monastic Disciple</p><p>Level 2: Superior Implement Training (Incendiary dagger)</p><p>Level 4: War Wizard's Expertise</p><p>Level 6: Unarmored Agility</p><p>Level 8: Superior Will</p><p>Level 10: Dual Implement Spellcaster</p><p>Level 11: Arcane Admixture (Fire, Demon-Soul Bolts)</p><p>Level 12: Fiery Blood</p><p>Level 14: Superior Reflexes</p><p>Level 16: Staff Expertise</p><p>Level 18: Arcane Reach</p><p>Level 20: Arcane Admixture II (Thunder, Flame Spiral)</p><p>Level 21: Quickened Spellcasting (Burning Spray)</p><p>Level 22: Sorcerer Implement Expertise</p><p>Level 24: Superior Implement Training (Accurate staff)</p><p>Level 26: Echoes of Thunder</p><p>Level 28: Superior Initiative</p><p>Level 30: Superior Fortitude</p><p></p><p>ITEMS</p><p>Spirit Fetch</p><p>Boots of the Fencing Master x1</p><p>Incendiary Ring of Fireblazing x1</p><p>Diamond Cincture (paragon tier) x1</p><p>Hellfire Staff +6 x1</p><p>Blazing Arc Ki Focus +5 x1</p><p>Rebounding Incendiary dagger +6 x1</p><p>Robe of Eyes Starweave Armor +6 x1</p><p>Timeless Locket +6 x1</p><p>Flame Bracers (paragon tier) x1</p><p>Ring of Free Time x1</p><p>Eagle Eye Goggles (epic tier) x1</p><p>Burning Gauntlets (paragon tier) x1</p><p>====== End ======</p></blockquote><p></p>
[QUOTE="MwaO, post: 6745350, member: 12749"] Level 15 Powers: Lightning Daggers (replaces Shocking Magnetism) Retrain: Thunder Leap (from Slaad's Gambit) Items: Hellfire Staff +3 Despite not being able to be morphed into a fire power, Lightning Daggers is still clearly the best choice. In any long fight (which is when you should try to use LD), the extra attacks will really add up. We also take a Hellfire Staff in preparation for the build-altering level 16. At this point, having the Hellfire Staff makes Thunder Leap the better choice vs. Slaad's Gambit. Level 16: HELP I'M BLIND Feats: Staff Expertise Powers: Dominant Winds Items: Robe of Eyes +4 The defining feature of this level is Demonskin Adept's L16: when you crit, you and the target are both blinded. Being blinded is just unacceptable, as we have far too many ranged/melee powers. To combat this, as is well known on charop, we have to take a Robe of Eyes. Unfortunately, this means we lose Shimmering Robes, and now all our ranged and area attacks provoke. While it might seem that you can just try to play around this, it's a pretty big deal to lose the Flame Spiral tap on your main target for having it start next to you. If we were to, for example, Flame Spiral, lure, flurry of blows, and shift away (DWFoB grants a shift), and then DSB from range, we would need to hit on our last DSB to slide the target back to us. Since there's no way to guarantee this, the easier solution is just to make sure we can DSB with the target standing right next to us. Luckily, Hellfire Staff is an amazing implement anyway once we hit 21 (it's decent at 5% chance to recover FS and DSB, but at 10% chance per attack roll it becomes super awesomes). The drawback is the waste of a feat (Staff Expertise), loss of Weapon of Speed/Defense (though these can still be juggled if so desired), and no superior implement feat for our staff. But it's worth it to have the option not to provoke and the chance to recover our best encounter powers. For our utility power, we take the at-will flight of Dominant Winds, although if your game doesn't have many fights in a day, Avatars of Chaos is an incredibly powerful daily that can make you immune to damage as long as your images remain. Level 17 Powers: Poisonous Evasion (replaces Chains of Fire) Items: Rebounding Dagger +4, Blazing Arc Ki Focus +3 On the item front, we upgrade our main implement. We also assume by now we can buy a blazing arc ki focus +3 with gold. Poisonous Evasion is an awesome ability, when it triggers; however, the trigger is somewhat unreliable, given that our action points make us really easy to hit. On the other hand, our action point encourages more enemies to attack us, so it might work out to be a better chance of being missed! PE does clash with Timely Dodge, but I still think this power is worth it overall, especially at 18 when we grab Arcane Reach. Thunder Summons is also worth a look here, although it doesn't really fit into our build very well. Level 18 Abilities: +1 Cha, +1 Dex Feats: Arcane Reach Items: Eagle Eye Goggles (paragon) Arcane Reach is really good in our build, since it works well with Flame Spiral, Burning Spray, and Poisonous Evasion. We also add Eagle Eye Goggles (though if you can get Hellfire Staff +4 or Timeless Locket +4 at this level, do so). Level 19 Powers: Aspect of the Dragon (replaces Thunder Leap) Items: Hellfire Staff +4 We lack the Strength and the free minors to really use Blackfire Serpent effectively. Aspect of the Dragon is a nice big ally-friendly blast that will often trigger (we get bloodied a lot), and Arcane Reach helps us position the free attack properly. Level 20 Feats: Arcane Admixture (Flame Spiral, Thunder) Powers: Swords of the Marilith Items: Timeless Locket +4 Swords of the Marilith with a Hellfire Staff is egregiously good. On the feat front, admixing thunder into our Flame Spiral makes it bypass straight fire resistance, so our nova becomes truly unstoppable. This also allows Echoes of Thunder (if we can find room for it) to apply to both FS and DSB. Level 21 Snapshot ====== Created Using Wizards of the Coast D&D Character Builder ====== Firegoat, level 21 Satyr, Sorcerer, Demonskin Adept, Demiurge Spell Source Option: Storm Magic Arcane Admixture Damage Type: Arcane Admixture Fire Arcane Admixture II Option: Arcane Admixture Thunder II Becoming the One Option: Dexterity Born Under a Bad Sign (Born Under a Bad Sign Benefit) Theme: Sarifal Feywarden FINAL ABILITY SCORES STR 15, CON 13, DEX 26, INT 10, WIS 12, CHA 26 STARTING ABILITY SCORES STR 13, CON 11, DEX 16, INT 8, WIS 10, CHA 16 AC: 35 Fort: 29 Ref: 36 Will: 38 HP: 138 Surges: 7 Surge Value: 34 TRAINED SKILLS Acrobatics +23, Arcana +15, Bluff +23, Diplomacy +23, Nature +20 UNTRAINED SKILLS Athletics +12, Dungeoneering +11, Endurance +11, Heal +11, History +10, Insight +11, Intimidate +18, Perception +15, Religion +10, Stealth +18, Streetwise +18, Thievery +20 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Sarifal Feywarden Utility: Sarifal's Blessing Satyr Utility: Lure of Enchantment Monk Feature: Desert Wind Flurry of Blows Sorcerer Attack 1: Burning Spray Sorcerer Attack 1: Acid Orb Sorcerer Utility 2: Spatial Trip Sorcerer Attack 3: Flame Spiral Sorcerer Attack 3: Lightning Cuts Acrobatics Utility 6: Timely Dodge Sorcerer Attack 9: Prime the Fire Sorcerer Utility 10: Maiden's Waking Demonskin Adept Attack 11: Demon-Soul Bolts Demonskin Adept Utility 12: Demonic Wrath Sorcerer Attack 15: Lightning Daggers Sorcerer Utility 16: Dominant Winds Sorcerer Attack 17: Poisonous Evasion Sorcerer Attack 19: Aspect of the Dragon Demonskin Adept Attack 20: Swords of the Marilith FEATS Level 1: Monastic Disciple Level 2: Superior Implement Training (Incendiary dagger) Level 4: War Wizard's Expertise Level 6: Unarmored Agility Level 8: Superior Will Level 10: Dual Implement Spellcaster Level 11: Arcane Admixture (Fire, Demon-Soul Bolts) Level 12: Fiery Blood Level 14: Superior Reflexes Level 16: Staff Expertise Level 18: Arcane Reach Level 20: Arcane Admixture II (Thunder, Flame Spiral) Level 21: Quickened Spellcasting (Burning Spray) ITEMS Spirit Fetch Eagle Eye Goggles (paragon tier) x1 Boots of the Fencing Master x1 Rebounding Incendiary dagger +4 x1 Blazing Arc Ki Focus +3 Hellfire Staff +4 x1 Robe of Eyes Feyweave Armor +4 x1 Incendiary Ring of Fireblazing x1 Siberys Shard of the Mage (paragon tier) Timeless Locket +4 x1 Diamond Cincture (paragon tier) x1 ====== End ====== Level 21 Epic Destiny: Demiurge (Dex) Feats: Quickened Spellcasting (Burning Spray) Items: Eagle Eye Goggles (epic tier) One of the major ideas of the build is to make as many attack rolls as possible to recover Flame Spiral and/or Demon-Soul Bolts via Hellfire Staff. This is why we keep Burning Spray (buffed with Arcane Reach) all the way to 30 and quicken it rather than taking something like ESB. You could consider quickening Acid Orb instead for a nice ranged nova that doesn't depend on Flame Spiral, but Burning Spray w/Arcane Reach should be plenty doable. Destined Scion is not a bad epic destiny either, but I feel like the extra action point feature (and free save 1/enc) trumps a static +1 to hit. Level 22 Feats: Sorcerer Implement Expertise Powers: Wind Shape Items: Rebounding Dagger +5, Blazing Arc Ki Focus +4 I know we can fly at will, but I still like Wind Shape for its defensive value (insubstantial) plus hover. You could make an argument for Elemental Rift here, as you could for Avatars of Chaos at 16. Whether to take these depends on how many fights in a day (3-4 or less and the dailies are probably correct). Level 23-24 Powers: None. Nothing is better than what we already have. Feats: Superior Implement Accurate Staff Items: Hellfire Staff +5, Robe of Eyes +5 We finally find room for this feat. If not fighting as many things with fire resist, I like taking it back at 20 and taking Arc Admix Flame Spiral here. This feat allows us to use Hellfire Staff non-stop once Rebounding Dagger's free attack is exhausted. Level 25-26 Powers: Cloak of Winter Storm (replaces Prime the Fire) Feats: Echoes of Thunder Items: Timeless Locket +6, Siberys Shard (epic tier) Cloak of Winter Storm works with Hellfire Staff. Free damage all encounter. Echoes of Thunder will add a lot of damage if we put our Flame Spiral in round 1 and DSB in round 2 (which we frequently do when we use a daily in round 1), and recovering those powers will add even more. Level 27-28 Powers: None Feats: Superior Initiative Items: Rebounding Dagger +6, Blazing Arc Ki Focus +5, Hellfire Staff +6 Mother Claw has a frequent trigger, but the idea is to roll as many dice as possible with Hellfire Staff to recover our great powers. So Poisonous Evasion is just better. You could argue for MC over Lightning Cuts, but I don't like having two encounter immediates, since Timely Dodge and Storm Soul are STILL useful at 30. Level 29-30 Powers: Entropic Whirlwind (replaces Aspect of the Dragon) Feats: Superior Fortitude Items: Robe of Eyes +6, Ring of Free Time [RARE] For our epic tier rare, we take Ring of Free Time. Aspect of the Dragon is worse than Lightning Daggers, so we replace it with Entropic WW. Although Entropic WW does use our immediates, it's still just an awesome power. Level 30 Snapshot ====== Created Using Wizards of the Coast D&D Character Builder ====== Firegoat, level 30 Satyr, Sorcerer, Demonskin Adept, Demiurge Spell Source Option: Storm Magic Arcane Admixture Damage Type: Arcane Admixture Fire Arcane Admixture II Option: Arcane Admixture Thunder II Becoming the One Option: Dexterity Born Under a Bad Sign (Born Under a Bad Sign Benefit) Theme: Sarifal Feywarden FINAL ABILITY SCORES STR 15, CON 13, DEX 28, INT 10, WIS 12, CHA 28 STARTING ABILITY SCORES STR 13, CON 11, DEX 16, INT 8, WIS 10, CHA 16 AC: 44 Fort: 40 Ref: 44 Will: 46 HP: 185 Surges: 7 Surge Value: 46 TRAINED SKILLS Acrobatics +29, Arcana +20, Bluff +29, Diplomacy +29, Nature +25 UNTRAINED SKILLS Athletics +17, Dungeoneering +16, Endurance +16, Heal +16, History +15, Insight +16, Intimidate +24, Perception +22, Religion +15, Stealth +24, Streetwise +24, Thievery +26 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Sarifal Feywarden Utility: Sarifal's Blessing Satyr Utility: Lure of Enchantment Monk Feature: Stone Fist Flurry of Blows Sorcerer Attack 1: Burning Spray Sorcerer Attack 1: Acid Orb Sorcerer Utility 2: Spatial Trip Sorcerer Attack 3: Flame Spiral Sorcerer Attack 3: Lightning Cuts Acrobatics Utility 6: Timely Dodge Sorcerer Utility 10: Maiden's Waking Demonskin Adept Attack 11: Demon-Soul Bolts Demonskin Adept Utility 12: Demonic Wrath Sorcerer Attack 15: Lightning Daggers Sorcerer Utility 16: Dominant Winds Sorcerer Attack 17: Poisonous Evasion Demonskin Adept Attack 20: Swords of the Marilith Sorcerer Utility 22: Wind Shape Sorcerer Attack 25: Cloak of Winter Storm Demiurge Utility 26: Demiurge Resistance Sorcerer Attack 29: Entropic Whirlwind FEATS Level 1: Monastic Disciple Level 2: Superior Implement Training (Incendiary dagger) Level 4: War Wizard's Expertise Level 6: Unarmored Agility Level 8: Superior Will Level 10: Dual Implement Spellcaster Level 11: Arcane Admixture (Fire, Demon-Soul Bolts) Level 12: Fiery Blood Level 14: Superior Reflexes Level 16: Staff Expertise Level 18: Arcane Reach Level 20: Arcane Admixture II (Thunder, Flame Spiral) Level 21: Quickened Spellcasting (Burning Spray) Level 22: Sorcerer Implement Expertise Level 24: Superior Implement Training (Accurate staff) Level 26: Echoes of Thunder Level 28: Superior Initiative Level 30: Superior Fortitude ITEMS Spirit Fetch Boots of the Fencing Master x1 Incendiary Ring of Fireblazing x1 Diamond Cincture (paragon tier) x1 Hellfire Staff +6 x1 Blazing Arc Ki Focus +5 x1 Rebounding Incendiary dagger +6 x1 Robe of Eyes Starweave Armor +6 x1 Timeless Locket +6 x1 Flame Bracers (paragon tier) x1 Ring of Free Time x1 Eagle Eye Goggles (epic tier) x1 Burning Gauntlets (paragon tier) x1 ====== End ====== [/QUOTE]
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Firegoat, The Satyr Serial Sorcerer 1-30 by Cazzeo
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