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<blockquote data-quote="Hohige" data-source="post: 8017407" data-attributes="member: 7019463"><p>Again, The Diviner isn't a challenger. The divine must roll 3d20 that can be used only once per turn. Initiative or Save or suck spell but not both.</p><p>Remember you don't choose the number, It's lucky on die.</p><p>The only spell that can be dangerous is Feeblemind.</p><p>The Sorcerer can subtle counterspell everything It tries.</p><p></p><p>Look, Divine Soul Sorcerer with resilient (Inteligence) with Headbank of Intellect (19 Int), Ring of Protection (+1 Save/AC) and Stone of Good Luck (+1 Save)</p><p>It's 6 Proficiency +4 Int + 2 itens + 2d4 favored by the gods(avg +5)=+17 Saving Throw.</p><p>Well, with 1 on 1d20 the Divine Soul Sorcerer wins.</p><p></p><p></p><p>When the Sorcerer acts, It's over. Extended Etherealness.</p><p>Use With to duplicate Simulacrum.</p><p>Cast Extended Regenerate Spell, Extended Death Ward, Extended Sanctuary, Extended Mage Armor, Extended Upcasted Aid to avoid death by damage and actives Aasimar's Radiant Soul.</p><p></p><p>1)</p><p></p><p>Action for reappear</p><p>Quicken Empowered Radiant Soul<strong> Insect Plague spell at 320 feet</strong> x2 (The Simulacrum duplicates it)</p><p></p><p>2)</p><p>The Divine Soul and his simulacrum pre cast, Upcasted Spirit Guardians Empowered 8d8 +30 x2. <strong>It's avg 145 damage.</strong></p><p></p><p>The Divine Soul action to reappear:</p><p>Bonus action: Quicken Empowered Abi-Dalzim's Horrid Wilting for 12d8 for avg 65 necrotic damage.</p><p></p><p>The Simulacrum action to reappear:</p><p>Bonus action: Quicken Dimention door, teleporting the Divine Soul and the Simulacrum for Spirit Guardians and counterspell's range.</p><p></p><p>210 avg radiant and necrotic damage.</p><p></p><p></p><p>3)</p><p>Also, Distant Empowered Insect Plague is insane at 620ft</p><p></p><p>It's automatic upcasted Empowered16d10 +40 damage that ignores resistence and cover. Well It's over.</p><p>Also, doubles subtle counterspell.</p><p></p><p></p><p>Hard to defeat: Unearthy Recovery regain 110 Hp as bonus action and heal spell is insane healing.</p><p>Regenerate spell regain 1 hp per turn for 2 hours. If you are with 0 hp, you return with 1 hp next turn.</p><p>Aid, Death Ward helps a lot.</p></blockquote><p></p>
[QUOTE="Hohige, post: 8017407, member: 7019463"] Again, The Diviner isn't a challenger. The divine must roll 3d20 that can be used only once per turn. Initiative or Save or suck spell but not both. Remember you don't choose the number, It's lucky on die. The only spell that can be dangerous is Feeblemind. The Sorcerer can subtle counterspell everything It tries. Look, Divine Soul Sorcerer with resilient (Inteligence) with Headbank of Intellect (19 Int), Ring of Protection (+1 Save/AC) and Stone of Good Luck (+1 Save) It's 6 Proficiency +4 Int + 2 itens + 2d4 favored by the gods(avg +5)=+17 Saving Throw. Well, with 1 on 1d20 the Divine Soul Sorcerer wins. When the Sorcerer acts, It's over. Extended Etherealness. Use With to duplicate Simulacrum. Cast Extended Regenerate Spell, Extended Death Ward, Extended Sanctuary, Extended Mage Armor, Extended Upcasted Aid to avoid death by damage and actives Aasimar's Radiant Soul. 1) Action for reappear Quicken Empowered Radiant Soul[B] Insect Plague spell at 320 feet[/B] x2 (The Simulacrum duplicates it) 2) The Divine Soul and his simulacrum pre cast, Upcasted Spirit Guardians Empowered 8d8 +30 x2. [B]It's avg 145 damage.[/B] The Divine Soul action to reappear: Bonus action: Quicken Empowered Abi-Dalzim's Horrid Wilting for 12d8 for avg 65 necrotic damage. The Simulacrum action to reappear: Bonus action: Quicken Dimention door, teleporting the Divine Soul and the Simulacrum for Spirit Guardians and counterspell's range. 210 avg radiant and necrotic damage. 3) Also, Distant Empowered Insect Plague is insane at 620ft It's automatic upcasted Empowered16d10 +40 damage that ignores resistence and cover. Well It's over. Also, doubles subtle counterspell. Hard to defeat: Unearthy Recovery regain 110 Hp as bonus action and heal spell is insane healing. Regenerate spell regain 1 hp per turn for 2 hours. If you are with 0 hp, you return with 1 hp next turn. Aid, Death Ward helps a lot. [/QUOTE]
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