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General Tabletop Discussion
Character Builds & Optimization
The Muscle Sorcerer.
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<blockquote data-quote="Hohige" data-source="post: 8083133" data-attributes="member: 7019463"><p>Well, I could drastically change the feats.</p><p></p><p>Lightly Armored, Moderadely armored. For +2 DEX and Shield proficiency.</p><p>+2 DEX and Prodigy feat ( for Expertise Stealth)</p><p>Well, Extended Mage Armor and Shield for 20 AC and 20 DEX.</p><p>+13 stealth check + Guidance cantrip (1d4) and subtle spell for casting spell with impunity (Sneaky Mage).</p><p></p><p>But,<strong> It's boring and presents no challenge</strong>.</p><p></p><p>Heavy Armor Sorcerer with 20STR is so much more<strong> fun </strong>and your group won't hate you.</p><p>And still extremely efficient at 1v1.</p><p></p><p>[HR][/HR]</p><p></p><p style="text-align: center">Melee vs Melee</p><p></p><p>Thanks, your fighter has really improved a lot with your combo.</p><p>But there is still no risk for Muscle Sorcerer.</p><p></p><p>At first it was very confusing, you created several builds and mixed everything up, but let's look at it coldly here.</p><p></p><p>Spending EVERYTHING, all the superior die, action surge, resources are over here. Let's take a look. (1 round and It's over)</p><p></p><p>Hex against the Muscle Sorcerer. Counterspell and It's over.</p><p>No more shield spell. (fixed 20 AC)</p><p></p><p>Action Surging round. expending all superior die here.</p><p></p><p>No hex (Counterspelled).</p><p>5 Superior die for extra 5d10 weapon damage (If all hits)</p><p></p><p>7 attacks with +9 attack roll (6 Action Surging and 1 for mage killer).</p><p></p><p>2d6 + 5 = avg 12 - 3 (HAM) for 9 damage.</p><p>Blade Ward for 4.5 avg damage.</p><p></p><p>Final damage: 4.5 x 7 = 31 avg damage.</p><p></p><p>5 Superior die (d10) = 5.5 average damage.</p><p>5.5 / 2 (Blade Ward) x 5 attacks = 14 average damage.</p><p></p><p><strong>The fighter's damage if all attacks hit is 45.</strong></p><p>+9 atk vs 20 AC= 45% chance to hit.</p><p>+9 atk with advantage vs 20 = 67% chance to hit (best scenarious possible, but Divine Soul Sorcerer's favored by the gods and STR 20 can be hard to do)</p><p></p><p><u>I will consider that all of our goals were at an advantage, let's be generous with the fighter</u></p><p></p><p>Damage vs AC = 45*0,67= 30 average damage - 15THP (Regarless of the summon) = <strong>15 real damage expending all resources possible.</strong></p><p></p><p>The single heal spell can heal 70 HP.</p><p></p><p></p><p>Next round:</p><p></p><p>3 attacks for 12 avg damage each -3 HAM = 27 / 2 (Blade Ward) = 13,5 avg damage.</p><p>It's +9 vs 25 AC now.</p><p></p><p>For the next few turns, the fighter's real damage will be considered zero, no matter what he does.</p><p></p><p></p><p></p><p>Honorable mention: -5 / + 10 is just useless against high AC characters.</p><p>+4 attack need natural 20 on dice...</p><p>[HR][/HR]</p><p></p><p style="text-align: center">Archer vs Archer</p><p></p><p>Archer 6 attacks longbow.</p><p></p><p>Weapon damage 4,5 +5 (DEX) = 9,5 piercing damage -3 HAM = 6,5 / 2 HAM = 3,25 avg piercing damage</p><p>6x3.25 = 19,5 if all hits.</p><p>+5d10 Superior die = 27,5 if all hits (Superior die for Knock prone the enemy?) It's apply disadvantage against your long bow attacks. I will consider, precision attack instead Trip attack.</p><p></p><p><strong>Damage and attack rolls:</strong></p><p></p><p>+11 (Archery Style) + 1d10 (5,5) = +16 on 5 attacks.</p><p></p><p>5 attacks with +16 atk roll vs 25 AC (60% chance to hit)= 3.25 x 5 x 0,60 = <strong>9,75 avg piercing damage</strong></p><p></p><p>or</p><p></p><p>5 attacks with SS (-5/+10) for +11 atk roll vs 25 AC (30% chance to hit)= 8.25 x 5 x 0,30 = <strong>12,3 avg piercing damage</strong></p><p></p><p>1 attack without superior die for +11 vs 25 AC (30% chance to hit)= 1 damage</p><p></p><p>Total damage vs AC is average 11~13 damage with action surge and expending all superior die.</p><p></p><p>Next round: The archer damage is nearly to 0.</p><p></p><p></p><p>The Muscle Sorcerer's Sentinel Summon (Radiant Longbow):</p><p>+9 attack (3 attacks) with 45 average radiant damage vs 18 AC. (45% chance to hit) = 20 radiant damage per turn.</p><p></p><p>Against the archer, the muscle sorcerer doesn't even have to spend spell slots.</p></blockquote><p></p>
[QUOTE="Hohige, post: 8083133, member: 7019463"] Well, I could drastically change the feats. Lightly Armored, Moderadely armored. For +2 DEX and Shield proficiency. +2 DEX and Prodigy feat ( for Expertise Stealth) Well, Extended Mage Armor and Shield for 20 AC and 20 DEX. +13 stealth check + Guidance cantrip (1d4) and subtle spell for casting spell with impunity (Sneaky Mage). But,[B] It's boring and presents no challenge[/B]. Heavy Armor Sorcerer with 20STR is so much more[B] fun [/B]and your group won't hate you. And still extremely efficient at 1v1. [HR][/HR] [CENTER]Melee vs Melee[/CENTER] Thanks, your fighter has really improved a lot with your combo. But there is still no risk for Muscle Sorcerer. At first it was very confusing, you created several builds and mixed everything up, but let's look at it coldly here. Spending EVERYTHING, all the superior die, action surge, resources are over here. Let's take a look. (1 round and It's over) Hex against the Muscle Sorcerer. Counterspell and It's over. No more shield spell. (fixed 20 AC) Action Surging round. expending all superior die here. No hex (Counterspelled). 5 Superior die for extra 5d10 weapon damage (If all hits) 7 attacks with +9 attack roll (6 Action Surging and 1 for mage killer). 2d6 + 5 = avg 12 - 3 (HAM) for 9 damage. Blade Ward for 4.5 avg damage. Final damage: 4.5 x 7 = 31 avg damage. 5 Superior die (d10) = 5.5 average damage. 5.5 / 2 (Blade Ward) x 5 attacks = 14 average damage. [B]The fighter's damage if all attacks hit is 45.[/B] +9 atk vs 20 AC= 45% chance to hit. +9 atk with advantage vs 20 = 67% chance to hit (best scenarious possible, but Divine Soul Sorcerer's favored by the gods and STR 20 can be hard to do) [U]I will consider that all of our goals were at an advantage, let's be generous with the fighter[/U] Damage vs AC = 45*0,67= 30 average damage - 15THP (Regarless of the summon) = [B]15 real damage expending all resources possible.[/B] The single heal spell can heal 70 HP. Next round: 3 attacks for 12 avg damage each -3 HAM = 27 / 2 (Blade Ward) = 13,5 avg damage. It's +9 vs 25 AC now. For the next few turns, the fighter's real damage will be considered zero, no matter what he does. Honorable mention: -5 / + 10 is just useless against high AC characters. +4 attack need natural 20 on dice... [HR][/HR] [CENTER]Archer vs Archer[/CENTER] Archer 6 attacks longbow. Weapon damage 4,5 +5 (DEX) = 9,5 piercing damage -3 HAM = 6,5 / 2 HAM = 3,25 avg piercing damage 6x3.25 = 19,5 if all hits. +5d10 Superior die = 27,5 if all hits (Superior die for Knock prone the enemy?) It's apply disadvantage against your long bow attacks. I will consider, precision attack instead Trip attack. [B]Damage and attack rolls:[/B] +11 (Archery Style) + 1d10 (5,5) = +16 on 5 attacks. 5 attacks with +16 atk roll vs 25 AC (60% chance to hit)= 3.25 x 5 x 0,60 = [B]9,75 avg piercing damage[/B] or 5 attacks with SS (-5/+10) for +11 atk roll vs 25 AC (30% chance to hit)= 8.25 x 5 x 0,30 = [B]12,3 avg piercing damage[/B] 1 attack without superior die for +11 vs 25 AC (30% chance to hit)= 1 damage Total damage vs AC is average 11~13 damage with action surge and expending all superior die. Next round: The archer damage is nearly to 0. The Muscle Sorcerer's Sentinel Summon (Radiant Longbow): +9 attack (3 attacks) with 45 average radiant damage vs 18 AC. (45% chance to hit) = 20 radiant damage per turn. Against the archer, the muscle sorcerer doesn't even have to spend spell slots. [/QUOTE]
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