Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf 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 Nest
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!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
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
I ran my first Epic session last Sunday
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="pemerton" data-source="post: 6125777" data-attributes="member: 42582"><p>Yep - though one of the PCs died at 2nd level, so the drow sorcerer came in at 3rd. And the deva invoker/wizard started out as a human wizard, and was rebuilt following resurrection around 16th level.</p><p></p><p>They're pretty good - they tend to synergise well in play, and have pretty good healing management to keep the party up.</p><p></p><p>The builds range in effectiveness. The sorcerer seems (to me at least, and I don't hang out on char ops) pretty optimised, with an at-will Blazing Starfall attacking a burst 2 for 2d4+1d10+42. He also has Resist Thunder, Lightning, Fire and Poison from a mix of character features and items, plus variable resistance from his paragon path, plus variable resistance from a Demonskin Tattoo. At various times he has been multiclassed as an assassin, a bard, a cutthroat and a monk (drow-fu) - but has now gone back to bard so as to get Walk Among the Fey to boost his Unlucky Teleport, which combines with his Mark of Storms and his Thunder Admixture. He uses his Cloud of Darkness, Dominant Winds and his Pillar of Earth (6th level utility from Heroes of the Elemental Chaos) to keep himself out of, or safe within, the fray.</p><p></p><p>The ranger-cleric is not as optimised, but is still not too bad with Twin Strike at 2d12+12 times two, +3d8 Quarry - and plenty of immediate actions for between-rounds damage boosts.</p><p></p><p>The fighter's damage is not all that high, but his control is very strong; and with over 160 hit points and a surge value of 50 when bloodied plus a Cloak of the Walking Wounded he is pretty resilient - I remeber that in one recent fight he took over 400 hp of damage and was still in the thick of things at the end of it. The paladin is a mix of implement and weapon attacks, and the weapon is a khopesh which I don't think all that highly of (but it opens up the Turathi weapon training feat); but he is also hard to take down. His to hit and damage pick up markedly against bloodied foes (tiefling, gauntlets of blood, bloodthirsty weapon).</p><p></p><p>The invoker is probably the weakest in combat - certainly the fewest hit points (just over 100 at 21st level), very little damage, but quite a bit of control, especially blindness - but is also the party ritualist and sage, and in combat has the key utilities like Astral Step and Arcane Gate, as well as sliding allies via various invoker riders.</p><p></p><p>Between them they cover most of the bases. To apply pressure, I generally have to run multiple encounters (4 to 7+) of well above average party level (+2 to +4) so that surges and dailies start to wear down.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6125777, member: 42582"] Yep - though one of the PCs died at 2nd level, so the drow sorcerer came in at 3rd. And the deva invoker/wizard started out as a human wizard, and was rebuilt following resurrection around 16th level. They're pretty good - they tend to synergise well in play, and have pretty good healing management to keep the party up. The builds range in effectiveness. The sorcerer seems (to me at least, and I don't hang out on char ops) pretty optimised, with an at-will Blazing Starfall attacking a burst 2 for 2d4+1d10+42. He also has Resist Thunder, Lightning, Fire and Poison from a mix of character features and items, plus variable resistance from his paragon path, plus variable resistance from a Demonskin Tattoo. At various times he has been multiclassed as an assassin, a bard, a cutthroat and a monk (drow-fu) - but has now gone back to bard so as to get Walk Among the Fey to boost his Unlucky Teleport, which combines with his Mark of Storms and his Thunder Admixture. He uses his Cloud of Darkness, Dominant Winds and his Pillar of Earth (6th level utility from Heroes of the Elemental Chaos) to keep himself out of, or safe within, the fray. The ranger-cleric is not as optimised, but is still not too bad with Twin Strike at 2d12+12 times two, +3d8 Quarry - and plenty of immediate actions for between-rounds damage boosts. The fighter's damage is not all that high, but his control is very strong; and with over 160 hit points and a surge value of 50 when bloodied plus a Cloak of the Walking Wounded he is pretty resilient - I remeber that in one recent fight he took over 400 hp of damage and was still in the thick of things at the end of it. The paladin is a mix of implement and weapon attacks, and the weapon is a khopesh which I don't think all that highly of (but it opens up the Turathi weapon training feat); but he is also hard to take down. His to hit and damage pick up markedly against bloodied foes (tiefling, gauntlets of blood, bloodthirsty weapon). The invoker is probably the weakest in combat - certainly the fewest hit points (just over 100 at 21st level), very little damage, but quite a bit of control, especially blindness - but is also the party ritualist and sage, and in combat has the key utilities like Astral Step and Arcane Gate, as well as sliding allies via various invoker riders. Between them they cover most of the bases. To apply pressure, I generally have to run multiple encounters (4 to 7+) of well above average party level (+2 to +4) so that surges and dailies start to wear down. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
I ran my first Epic session last Sunday
Top