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Human Invoker, Level 4
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<blockquote data-quote="Orcus Porkus" data-source="post: 4596926" data-attributes="member: 76022"><p><strong>Maharba, Human Invoker, Level 4</strong></p><p>Forgotten Realms, Chessenta region</p><p>worshipping Amaunator (sun god, lawful good)</p><p></p><p><strong>STR</strong> 10 +0</p><p><strong>CON</strong> 13 +1</p><p><strong>DEX</strong> 10 +0</p><p><strong>INT</strong> 16 +3</p><p><strong>WIS </strong> 20 +5</p><p><strong>CHA</strong> 8 -1</p><p></p><p><span style="font-size: 9px">Human Ability bonus on Wisdom; raised CON and WIS +1 in level 4</span></p><p></p><p><strong>AC: 20</strong> (Delvers Hide +3, Magic +1, Int +3, Staff Fighting +1, Half Level +2)</p><p><strong>Fort: 16</strong> (Con +1, Class +1, Race +1, Magic +1, Half Level +2)</p><p><strong>Ref: 18</strong> (Int +3, Class +1, Race +1, Magic +1, Half Level +2)</p><p><strong>Will: 20</strong> (Wis +5, Class +1, Race +1, Magic +1, Half Level +2)</p><p></p><p></p><p><strong>Hit Points: 35</strong><p style="margin-left: 20px">Bloodied: 17</p> <p style="margin-left: 20px">Surge Value: 8</p> <p style="margin-left: 20px">Surges/Day: 7</p> <p style="margin-left: 20px"></p><p><strong>Action Point:</strong> +4 on all attack rolls from Action Surge + Chessenta</p><p><strong>Weapon Proficiencies:</strong> Simple melee, simple ranged</p><p><strong>Implements:</strong> Rods, staffs</p><p></p><p><strong>Speed: 6</strong></p><p></p><p><strong><u>Magic Items</u></strong></p><p></p><p><strong>Staff of the War Mage</strong>, Lvl 3<p style="margin-left: 20px">Enhancement: +1 attack rolls and damage rolls</p> <p style="margin-left: 20px">Critical: +1d8 damage</p> <p style="margin-left: 20px">Power (Daily): Free Action. Use this power when using a power that has a blast or a burst effect. Increase the size of the blast or the burst by 1.</p> <p style="margin-left: 20px"></p><p><strong>Amulet of Physical Resolve</strong>, Lvl 2<p style="margin-left: 20px">+2 item bonus to saving throws against effects with the poison keyword and effects that render you weakened, slowed, or immobilized.</p> <p style="margin-left: 20px"></p><p><strong>Armor: Delver's Hide +1</strong>, Lvl 3<p style="margin-left: 20px">Gain a +2 power bonus to a saving throw you just rolled; use the new result.</p> <p style="margin-left: 20px"></p><p><strong>Bracers of the Perfect Shot</strong>, Lvl 3<p style="margin-left: 20px">When you hit with a ranged basic attack, you gain a +2 item bonus to the damage roll.</p> <p style="margin-left: 20px"></p><p><strong>Eagle Eye Goggles</strong>, Lvl 2<p style="margin-left: 20px">Gain a +1 item bonus to ranged basic attack rolls.</p> <p style="margin-left: 20px"></p><p><strong>Languages:</strong> Common, Giant (Orcs, ogres)</p><p></p><p><strong><u>Trained Skills:</u></strong><p style="margin-left: 20px">Arcana (Int) +10</p> <p style="margin-left: 20px">Endurance (Con) +8</p> <p style="margin-left: 20px">History (Int) +10</p> <p style="margin-left: 20px">Insight (Wis) (extra Human) +12</p> <p style="margin-left: 20px">Religion (INT) (default) +10</p> <p style="margin-left: 20px"></p><p><strong>Passive Insight:</strong> 22</p><p><strong>Passive Perception:</strong> 17</p><p></p><p><u><strong>Feats:</strong></u><p style="margin-left: 20px">1: Staff Fighting (+1 AC, Staff becomes defensive and double weapon)</p> <p style="margin-left: 20px">1: Action Surge (+3 attack roll on Action Point actions. +1 for Chessenta origin)</p> <p style="margin-left: 20px">2: Human Perseverance (+1 on saves)</p> <p style="margin-left: 20px">4: Power of Amaunator [Divinity]</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><u>Future feats<strong>:</strong></u></p> <p style="margin-left: 20px">Astral Fire (+1 fire or radiant), Prerequisite: Dex 13, Cha 13</p> <p style="margin-left: 20px">Raging Storm (+1 thunder or lightning), Prerequisite: Con 13, Dex 13</p> <p style="margin-left: 20px">Stubborn Survivor (+2 on saves if no AP left)</p> <p style="margin-left: 20px"></p><p><u><strong>At-Wills</strong></u><p style="margin-left: 20px"><strong>Sun Strike</strong></p> <p style="margin-left: 20px">+9 vs REF, 1d8+8 Radiant, slides target, <strong>serves as ranged basic attack</strong></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Divine Bolts</strong></p> <p style="margin-left: 20px">+8 vs REF, 2 targets, 1d6+6 Lightning</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Vanguard's Lightning</strong></p> <p style="margin-left: 20px">+8 vs REF, burst 1 (2 with War Mage daily), 1d6+6 Lightning, extra INT (3) damage if using OA before end of next turn</p> <p style="margin-left: 20px"></p><p><u><strong>Encounter Level 1</strong></u><p style="margin-left: 20px"><strong>Astral Terror</strong></p> <p style="margin-left: 20px">burst 3 (48 target squares, 80 with War Mage daily), targets Will, 1d6+6, Push 2 sq., Psychic</p> <p style="margin-left: 20px"></p><p><u><strong>Daily Level 1</strong></u><p style="margin-left: 20px"><strong>Angelic Echelon</strong></p> <p style="margin-left: 20px">burst 3 (48 target squares, 80 with War Mage daily), targets Will, 1d6 + 6, Half Damage on miss, extra 5 damage if it attacks until the end of my next turn, Radiant</p> <p style="margin-left: 20px"></p><p><u><strong>Utility Level 2</strong></u><p style="margin-left: 20px"><strong>Shroud of Warning</strong>, Daily, 2+ INT bonus on Initiative (5)</p> <p style="margin-left: 20px"></p><p><u><strong>Ecounter Level 3</strong></u><p style="margin-left: 20px"><strong>Chains of Carceri</strong></p> <p style="margin-left: 20px">burst 1 within 10 squares (2 with War Mage daily), target Reflex, 2d8 + 6 and slowed until the end of your next turn, unspecified damage</p> <p style="margin-left: 20px"></p><p><u><strong>Channel Divinity: Preserver's Rebuke</strong></u></p><p></p><p><strong>Encounter: Divine</strong></p><p><strong>Immediate Reaction</strong></p><p><strong>Trigger:</strong> An enemy within 10 squares of you hits your ally </p><p> <strong>Effect:</strong> Before the end of your next turn, you gain a bonus to your next attack roll against the triggering enemy equal to your Intelligence modifier.</p><p></p><p><u><strong>Channel Divinity: Rebuke Undead</strong></u></p><p></p><p><strong>Encounter: Divine, Implement, Radiant</strong></p><p><strong>Standard Action</strong></p><p><strong>Close</strong> blast 5</p><p><strong>Target:</strong> Each undead creature in blast</p><p><strong>Attack:</strong> Wisdom vs. Will </p><p> <strong>Hit:</strong> 1d10 + Wisdom modifier radiant damage. You push the target 2 squares, and it is dazed until the end of your next turn.</p><p></p><p><u><strong>Channel Divinity: Feat Power</strong></u></p><p><u><strong>Power of Amaunator</strong></u></p><p>Your radiant powers burn with the fury of the noontime sun.</p><p>Encounter ✦ Divine, Radiant</p><p>Free Action Personal</p><p>Trigger: You hit an enemy with a power with the radiant keyword</p><p>Effect: Your power deals an extra 1d10 radiant damage to all targets hit by the power used.</p><p></p><p><strong> <u>Basic Melee Attack:</u></strong><p style="margin-left: 20px">Quarterstaff, +4 vs. AC, 1d8</p> <p style="margin-left: 20px"></p><p><strong><u>Basic Ranged Attack:</u></strong><p style="margin-left: 20px"><strong>Sun Strike</strong>, +9 vs REF, 1d8+8 Radiant, slides target</p> <p style="margin-left: 20px"></p><p>COMMENTS:</p><p>Looking at the Invoker gave me a big headache. I originally wanted to go with the Elf, or Dwarf, but it bugged me that I couldn't take advantage of the awesome variety of the at-wills.</p><p>1. Either <strong>Sun Strike</strong> or <strong>Avenging Light</strong> is a must because it serves as a basic ranged attack, which can be improved with magic items. Avenging Light is inferior because it targets FORT, usually the strongest defense of most monsters, so I went with Sun Strike, also because I like sliding enemies into combat advantage positions for my melee friends.</p><p>2.<strong> Vanguard's Lightning</strong> is a must because it's just great. It can help me too if I'm stuck in melee and need to get out. I attack my surroundings, and then run away. When they touch, lightning strikes.</p><p>3. <strong>Divine Bolts</strong> is a must because it grants two attacks, which is very powerful, and you can even add the modifier to damage. Kind of like Twin Strike, but better?</p><p></p><p>It's extremely painful to give up any of these attacks. That's why human is the superior choice, in addition to the Action Surge greatness.</p><p></p><p><strong>Amaunator / Angelic Echelon / Astral Terror / Action Surge Combo:</strong></p><p>1. Spend Action Point</p><p>2. Attack close burst 3 with Astral Terror (+4 bonus from Action Surge)</p><p>3. Push if needed/possible, but not more than 4 squares away</p><p>4. use Staff of War Mage power on Angelic Echelon</p><p>5. attack close burst 4 with <strong>Angelic Echelon</strong>, deal damage even on a miss</p><p>6. Deal extra 1d10 damage with <strong>Power of Amanaunator</strong> to everyone in close burst 4.</p><p>That's potentially <strong>2d6+12+1d10 radiant damage</strong> in 80 squares in one turn.<em> Undead, please come closer.</em></p><p></p><p>Apropos Undead:</p><p>1. Spend Action Point.</p><p>2. <strong>Rebuke Undead</strong> in blast 5 with +4 attack bonus, daze them</p><p>3. use Staff of War Mage power on Angelic Echelon</p><p>4. move into position</p><p>5. attack close burst 4 with <strong>Angelic Echelon</strong>, +2 because of CA from dazed, deal damage even on a miss</p><p>6. Deal extra 1d10 damage with <strong>Power of Amanaunator</strong> to everyone in close burst 4.</p><p>That's potentially <strong>2d10+12+1d6 radiant damage</strong>, plus 10 or whatever vulnerability, in 25 squares in one turn.</p><p></p><p>More Speculation:</p><p>It's unknown what paragon paths and feats are going to be available for the Invoker, but for this build the cleric's Angelic Avenger PP would synergize very well:</p><p>Angelic Action adds another +4 to attack rolls from Action Point, until the end of your next turn. The above mentioned combos become a nuke then. There is also another Radiant Burst power. For this to work best, the ability scores need to be redone so they allow Astral Fire to work... not easy.</p><p></p><p>(The invoker is only in preview, level 1-3, and will be included in the PHB II.)</p><p><img src="http://www.templeton-cambridge.org/fellows/grossman/publications/2007.03.07/americans_get_an_f_in_religion/img/charlton_heston_plays_moses.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p></blockquote><p></p>
[QUOTE="Orcus Porkus, post: 4596926, member: 76022"] [COLOR=Wheat][/COLOR][B]Maharba, Human Invoker, Level 4[/B] Forgotten Realms, Chessenta region worshipping Amaunator (sun god, lawful good) [B]STR[/B] 10 +0 [B]CON[/B] 13 +1 [B]DEX[/B] 10 +0 [B]INT[/B] 16 +3 [B]WIS [/B] 20 +5 [B]CHA[/B] 8 -1 [SIZE=1]Human Ability bonus on Wisdom; raised CON and WIS +1 in level 4[/SIZE] [B]AC: 20[/B] (Delvers Hide +3, Magic +1, Int +3, Staff Fighting +1, Half Level +2) [B]Fort: 16[/B] (Con +1, Class +1, Race +1, Magic +1, Half Level +2) [B]Ref: 18[/B] (Int +3, Class +1, Race +1, Magic +1, Half Level +2) [B]Will: 20[/B] (Wis +5, Class +1, Race +1, Magic +1, Half Level +2) [B]Hit Points: 35[/B][INDENT]Bloodied: 17 Surge Value: 8 Surges/Day: 7 [/INDENT][B]Action Point:[/B] +4 on all attack rolls from Action Surge + Chessenta [B]Weapon Proficiencies:[/B] Simple melee, simple ranged [B]Implements:[/B] Rods, staffs [B]Speed: 6[/B] [B][U]Magic Items[/U][/B] [B]Staff of the War Mage[/B], Lvl 3[INDENT]Enhancement: +1 attack rolls and damage rolls Critical: +1d8 damage Power (Daily): Free Action. Use this power when using a power that has a blast or a burst effect. Increase the size of the blast or the burst by 1. [/INDENT][B]Amulet of Physical Resolve[/B], Lvl 2[INDENT]+2 item bonus to saving throws against effects with the poison keyword and effects that render you weakened, slowed, or immobilized. [/INDENT][B]Armor: Delver's Hide +1[/B], Lvl 3[INDENT]Gain a +2 power bonus to a saving throw you just rolled; use the new result. [/INDENT][B]Bracers of the Perfect Shot[/B], Lvl 3[INDENT]When you hit with a ranged basic attack, you gain a +2 item bonus to the damage roll. [/INDENT][B]Eagle Eye Goggles[/B], Lvl 2[INDENT]Gain a +1 item bonus to ranged basic attack rolls. [/INDENT][B]Languages:[/B] Common, Giant (Orcs, ogres) [B][U]Trained Skills:[/U][/B][INDENT]Arcana (Int) +10 Endurance (Con) +8 History (Int) +10 Insight (Wis) (extra Human) +12 Religion (INT) (default) +10 [/INDENT][B]Passive Insight:[/B] 22 [B]Passive Perception:[/B] 17 [U][B]Feats:[/B][/U][INDENT]1: Staff Fighting (+1 AC, Staff becomes defensive and double weapon) 1: Action Surge (+3 attack roll on Action Point actions. +1 for Chessenta origin) 2: Human Perseverance (+1 on saves) 4: Power of Amaunator [Divinity] [U]Future feats[B]:[/B][/U] Astral Fire (+1 fire or radiant), Prerequisite: Dex 13, Cha 13 Raging Storm (+1 thunder or lightning), Prerequisite: Con 13, Dex 13 Stubborn Survivor (+2 on saves if no AP left) [/INDENT][U][B]At-Wills[/B][/U][INDENT][B]Sun Strike[/B] +9 vs REF, 1d8+8 Radiant, slides target, [B]serves as ranged basic attack[/B] [B]Divine Bolts[/B] +8 vs REF, 2 targets, 1d6+6 Lightning [B]Vanguard's Lightning[/B] +8 vs REF, burst 1 (2 with War Mage daily), 1d6+6 Lightning, extra INT (3) damage if using OA before end of next turn [/INDENT][U][B]Encounter Level 1[/B][/U][INDENT][B]Astral Terror[/B] burst 3 (48 target squares, 80 with War Mage daily), targets Will, 1d6+6, Push 2 sq., Psychic [/INDENT][U][B]Daily Level 1[/B][/U][INDENT][B]Angelic Echelon[/B] burst 3 (48 target squares, 80 with War Mage daily), targets Will, 1d6 + 6, Half Damage on miss, extra 5 damage if it attacks until the end of my next turn, Radiant [/INDENT][U][B]Utility Level 2[/B][/U][INDENT][B]Shroud of Warning[/B], Daily, 2+ INT bonus on Initiative (5) [/INDENT][U][B]Ecounter Level 3[/B][/U][INDENT][B]Chains of Carceri[/B] burst 1 within 10 squares (2 with War Mage daily), target Reflex, 2d8 + 6 and slowed until the end of your next turn, unspecified damage [/INDENT][U][B]Channel Divinity: Preserver's Rebuke[/B][/U] [B]Encounter: Divine[/B] [B]Immediate Reaction[/B] [B]Trigger:[/B] An enemy within 10 squares of you hits your ally [B]Effect:[/B] Before the end of your next turn, you gain a bonus to your next attack roll against the triggering enemy equal to your Intelligence modifier. [U][B]Channel Divinity: Rebuke Undead[/B][/U] [B]Encounter: Divine, Implement, Radiant[/B] [B]Standard Action[/B] [B]Close[/B] blast 5 [B]Target:[/B] Each undead creature in blast [B]Attack:[/B] Wisdom vs. Will [B]Hit:[/B] 1d10 + Wisdom modifier radiant damage. You push the target 2 squares, and it is dazed until the end of your next turn. [U][B]Channel Divinity: Feat Power Power of Amaunator[/B][/U] Your radiant powers burn with the fury of the noontime sun. Encounter ✦ Divine, Radiant Free Action Personal Trigger: You hit an enemy with a power with the radiant keyword Effect: Your power deals an extra 1d10 radiant damage to all targets hit by the power used. [B] [U]Basic Melee Attack:[/U][/B][INDENT]Quarterstaff, +4 vs. AC, 1d8 [/INDENT][B][U]Basic Ranged Attack:[/U][/B][INDENT][B]Sun Strike[/B], +9 vs REF, 1d8+8 Radiant, slides target [/INDENT]COMMENTS: Looking at the Invoker gave me a big headache. I originally wanted to go with the Elf, or Dwarf, but it bugged me that I couldn't take advantage of the awesome variety of the at-wills. 1. Either [B]Sun Strike[/B] or [B]Avenging Light[/B] is a must because it serves as a basic ranged attack, which can be improved with magic items. Avenging Light is inferior because it targets FORT, usually the strongest defense of most monsters, so I went with Sun Strike, also because I like sliding enemies into combat advantage positions for my melee friends. 2.[B] Vanguard's Lightning[/B] is a must because it's just great. It can help me too if I'm stuck in melee and need to get out. I attack my surroundings, and then run away. When they touch, lightning strikes. 3. [B]Divine Bolts[/B] is a must because it grants two attacks, which is very powerful, and you can even add the modifier to damage. Kind of like Twin Strike, but better? It's extremely painful to give up any of these attacks. That's why human is the superior choice, in addition to the Action Surge greatness. [B]Amaunator / Angelic Echelon / Astral Terror / Action Surge Combo:[/B] 1. Spend Action Point 2. Attack close burst 3 with Astral Terror (+4 bonus from Action Surge) 3. Push if needed/possible, but not more than 4 squares away 4. use Staff of War Mage power on Angelic Echelon 5. attack close burst 4 with [B]Angelic Echelon[/B], deal damage even on a miss 6. Deal extra 1d10 damage with [B]Power of Amanaunator[/B] to everyone in close burst 4. That's potentially [B]2d6+12+1d10 radiant damage[/B] in 80 squares in one turn.[I] Undead, please come closer.[/I] Apropos Undead: 1. Spend Action Point. 2. [B]Rebuke Undead[/B] in blast 5 with +4 attack bonus, daze them 3. use Staff of War Mage power on Angelic Echelon 4. move into position 5. attack close burst 4 with [B]Angelic Echelon[/B], +2 because of CA from dazed, deal damage even on a miss 6. Deal extra 1d10 damage with [B]Power of Amanaunator[/B] to everyone in close burst 4. That's potentially [B]2d10+12+1d6 radiant damage[/B], plus 10 or whatever vulnerability, in 25 squares in one turn. More Speculation: It's unknown what paragon paths and feats are going to be available for the Invoker, but for this build the cleric's Angelic Avenger PP would synergize very well: Angelic Action adds another +4 to attack rolls from Action Point, until the end of your next turn. The above mentioned combos become a nuke then. There is also another Radiant Burst power. For this to work best, the ability scores need to be redone so they allow Astral Fire to work... not easy. (The invoker is only in preview, level 1-3, and will be included in the PHB II.) [IMG]http://www.templeton-cambridge.org/fellows/grossman/publications/2007.03.07/americans_get_an_f_in_religion/img/charlton_heston_plays_moses.jpg[/IMG] [/QUOTE]
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Human Invoker, Level 4
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